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Shadowfury333

New economy tutorial script draft 2

Feb 20th, 2015
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  1. {Pan over a field of economy buildings}
  2. Economy in Zero-K is based on rates of income and spending per second. You need to spend resources to build your army, and you can't spend more than you make and have stored.
  3.  
  4. {Show frozen frame with full UI}
  5. Your economy interface shows 3 numbers for each resource:
  6.  
  7. {highlight each in turn, both metal and energy}
  8. Income;
  9. Spending;
  10. and Storage.
  11.  
  12. {Show another field of econ}
  13. Income is gained separately for metal and energy.
  14.  
  15. {Show 3 metal extractors in a cluster}
  16. Metal is gained by building metal extractors,
  17. {pan over an empty map in econ view}
  18. which have to be built on map-specific metal spots.
  19. {cut to constructors in a field of reclaim}
  20. Metal is also gained by reclaiming wreckages. This is the easiest way to rapidly increase metal income. Make sure to bring workers with your army to maximize reclaim, it is key to winning in the late game.
  21.  
  22. {Show wind and solar generators together}
  23. Energy is gained by various power plants. Wind and Solar are the bread and butter, with wind being more cost-effective in elevated areas, but solar being tougher and more reliable overall. If you aren't sure what to build to get more energy, build these.
  24. {Show a Geothermal vent, worker should start building Geo plant halfway through}
  25. Geothermal plants are powerful for their cost, but limited to specific and rare locations on the map.
  26. {Upgrade to Moho Geo}
  27. They can also be upgraded to Moho Geothermal plants for even more energy.
  28. {Show a single fusion reactor}
  29. Fusion reactors are useful to keep up in the mid to late game, once you have 30 to 50 metal income per second or so.
  30. {Show a single Singularity reactor}
  31. Singularity reactors are the pinnacle of energy production, but due to their cost, should only be built in very long games, usually when metal income is around 80 or 100 per second.
  32.  
  33. {Show metal extractors with a lot of power plants nearby with economy view on}
  34. Overdrive is the last way to gain metal, which uses excess energy to power metal extractors beyond their base income rate. The returns diminish quickly, but it's a good idea to keep power plants near metal extractors to get that extra boost. Lastly, make sure you have more energy income than metal income, since energy is more widely used than metal.
  35.  
  36. {Show various scenes of construction}
  37. Spending is done on the basis of 1 metal and 1 energy per second for every 1 buildpower. Each builder has a set buildpower,
  38. {Show a few Rectors building stuff}
  39. most constructors have 5,
  40. {Show a factory building units}
  41. factories have 10,
  42. {Close up on a commander building something}
  43. and most commanders start with 10 but can increase it with upgrade modules.
  44. {Show unit building in factory with ETA showing, then add workers to it to visibly reduce ETA}
  45. Units and buildings are built gradually, and multiple builders can work together to reduce the time taken to build them. This only works if there is income or stored resources available to spend.
  46. {Show factory and scroll over buttons}
  47. To get the costs of units and buildings, look at the bottom of their build icons. The cost is both metal and energy, so the total time to build is the cost divided by buildpower, assuming you have the income available.
  48.  
  49. {Show workers and a caretaker repairing a damaged Reaper, Sumo, Brawler, and Jack}
  50. Workers can also repair units, which only costs energy. This is key for getting the most out of large units.
  51.  
  52. {Show storage}
  53. Resource storage is used to buffer spending. If you spend more then you have in income, any stored resources will make up the difference, at least until they run out. Total storage can be increased with storage buildings.
  54. {Freeze scene, highlight metal storage}
  55. In general, metal storage should be empty
  56. {highlight energy storage}
  57. and energy storage should be full, since energy is used more widely than metal. Storing resources isn't as disastrous as most RTS games, as they can be spent away in a large burst.
  58. {Show worker reclaiming while metal storage is full}
  59. Just don't reclaim when your storage is full, or it will go to waste.
  60.  
  61. {Show a healthy base with units streaming out}
  62. That's the basics of economy in Zero-K. For more details on the incomes of specific energy structures, and for details on overdrive, check out the game manual linked in the description.
  63.  
  64. Thank you for watching
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