Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Welcome, Overseer!
- -
- This tutorial will teach you the basics of Economy Management in Evolution RTS.
- -
- There are 2 resources in Evolution RTS, Metal and Energy. Metal is used for building structures and mobile units, while Energy is used for ammunition, powering shields, producing nuclear missiles, etc.
- -
- Metal is extracted from predefined resource locations known as "Metal Deposits" by "Metal Extractors". Metal Deposits are commonly referred to as "Metal Spots", or "Mex Spots". Additionally, Metal Extractors are commonly referred to as "Mexxes". You can toggle the metal map view by pressing (F4)
- -
- Metal Extractors extract metal at a rate of +0.5 Metal per second. If you are on a team in a multiplayer game, this value is split evenly among all team members. The rate of metal income for all players on a team will always be the same (This does not take structures as "Metal Makers" into account).
- -
- Metal Makers produce a maximum of +1 Metal per second at a cost of -20 Energy per second. Metal produced from Metal Makers is not split across team members.
- -
- Energy is gained by building "Powerplants". Powerplants come in 3 variations: Basic, Geothermal, and Nuclear (Fusion).
- -
- Basic Powerplants produce energy at a rate of +1 Energy per second.
- -
- Geothermal Powerplants can only be built upon a geothermal vent and produce energy at a rate of +7 Energy per second.
- -
- Nuclear Powerplants produce energy at a rate of +10 Energy per second and are more cost/space effective than Basic Powerplants.
- ---------------------------------------------------------------
- Select your Overseer and create 3 Metal Extractors.
- -
- Metal Extractor hotkeys: b,m
- You may also use hotkey (O) to draw a circle in which metal extractors will be queued.
- ---------------------------------------------------------------
- Typically it is a good idea to start the game by building 3 Metal Extractors. This will ensure that you have enough metal income to fund buildings, powerplants, factories and units. Don't just settle for 3 though. Make sure to keep building Metal Extractors for the entire game!
- -
- After Building your initial metal extractors, you will probably want to build a factory, followed by your first set of powerplants. Feel free to experiment with the amount of powerplants, but 3 to 4 powerplants is recommended to start with.
- ---------------------------------------------------------------
- Here we have the beginnings of a starting base. Note the proximity of the powerplants. This brings us to the third area of Economy Management: Power.
- -
- Power is used to provide structures (like turrets) with enough power to fire or for factories to build advanced mobile units.
- -
- If you select a powerplant you will notice that it has a ranged and textured ring around it. This is that powerplant's power radius. Power is always additive, never subtractive. Simply, what this means is, if you build a certain amount of powerplants in an area, the power within that area will always be the same (unless you build more powerplants or your existing powerplants get destroyed).
- -
- For example, Light turrets require +4 power to be built and to fire. In an area where there is +4 power, you can put any number of turrets and the 4 powerplants will enable them to function.
- -
- Many structures and units require power to be built. You can see the unit's power requirement by simply mousing over it in the build menu on the left.
- -
- Powerplants provide an equal amount of power to the amount of energy they produce.
- -
- Basic Powerplants provide +1 Power.
- -
- Geothermal Powerplants provide +7 Power.
- -
- Nuclear Powerplants provide +10 Power.
- -
- If power is lost to a structure that requires a certain amount of power to function, it will cease to function and will start beaconing a power symbol until power is restored.
- -
- Power Grids do not need to connect. You can build powerplants anywhere.
- ---------------------------------------------------------------
- The last thing to learn regarding power management is how Energy is used when in battle (and out of battle).
- -
- The rate of energy used for ammunition is: Amount of damage that the unit does, divided by 10 is how much energy that unit costs to fire. To put it simply, the more damage a unit does, the more expensive it is to fire.
- -
- During a game, your energy reserves will constantly be in a state of flux. This is because energy is used as ammunition. If you run out of energy, your units will not be able to fire. Here is where storage buildings come into play.
- -
- Storage buildings will store an extra +50 Metal and +50 Energy. As your production increases, so should your storage. The larger your army, the faster you will deplete your energy reserves. Storing extra energy and metal can be crucial to sustaining long battles. There is no such thing as too much storage.
- ---------------------------------------------------------------
- Tutorial Completed! You may exit the game whenever you are ready.
Advertisement
Add Comment
Please, Sign In to add comment