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Template:All Game Nav Template:Infobox Starport: Galactic Empires is a free MMOG based in a fictional galaxy. Players assume control of their own starship, make money via trading or combat, and form their own empires by colonizing planets.

Table of Contents

Description

There are two types of game servers. "Rebangs" end after about 2 weeks; if you are ranked in the top 10 when the game ends, you get a medal which is visible on your profile. "Permaverses" never end, so you never receive medals. Each server has its differences, for example: The Battle Royale server (or shard) has plenty of NPCs (Non-Player Characters or computer controlled players), while many other servers have fewer NPCs. Players are given 2000 gallons of warp fuel that regenerates--up to 5000; different servers have different regeneration rates, and a small amount of starting money with which to build an empire. Players can use their real-life credit cards or PayPal accounts to buy Admiral Tokens from the Admiral's Club; you can use these tokens to buy warp fuel, nukes, credits, or a special ship named the Intergalactic Ship. Starport takes place in persistent real time, meaning that the player must dock at a port or fly to UN Space to log out safely; ships are vulnerable to attack when the player is not logged in and not in a safe area. Your colonies can be defended with many types of defenses, such as Flak Cannons, Laser Cannons, Mines, or a Solar Cannon. There are many avenues to make money in the game such as: trading among ports, bounty hunting, building colonies, fighting NPCs or other players, taxiing people from ports, escorting NPCs ships from ports, or doing favors or jobs for other players.
Starport is sometimes said to contain certain aspects of other games like Elite, Trade Wars 2002, and Star Control 2.

One popular aspect of the game is colonizing planets. There are several varieties of planets that a player can colonize; each type has pros and cons. Players can build structures in their colonies by having the colonists set to construction and by placing resources in the refinery. Players set what type of government their colonies will have; each type has differing effects on the colony, for example: Democracy raises morale the fastest, while prison sacrifices morale rate to increase production speed. Players can invade another player's planet using missiles and special ships (example: Vulture which has surface missiles).







Research

The occupation of colonists can be set to research in the biodome management screen. Colonial researchers spend their time exploring their home world and solving problems. The more colonists allowed to research, the greater a colony's chance of making a research discovery. Discoveries are bonuses that will remain with that colony forever. Every colony has its own, independent list of discoveries, even if they're owned by the same character. These are the possible research discoveries that can occur on a colony:

Research Discoveries and Effects
Discovery Effect
Weather Prediction Better reproduction
Geothermal Refrigeration 2x Organics harvest
Industrial Complex Double Flak Cannon Production
*Military Tradition Double Military Workforce
Native Plants 2x Medicine harvest
Advanced Architecture 50% faster construction
Advanced Engineering 2x Equipment harvest
Spectroscopes 2x Uranium harvest
*Commodities Market Liquadate Resources
Drilling 2x Oil harvest
Ecological Equilibrium Reduces pollution
Advanced Aerodynamics Double Missile Production
Superconductors More research output
Bacteria Farming 2x Anaerobes harvest
Spice Mining 2x Spice Harvest
Channel Descrambling Improves Morale

The symbol "2x" means double. If you harvest 0 before the research you still harvest 0 after.

Researching takes a bit of luck. You need to set your colonists to work on research, and then give them a day or two to come up with something. There is an element of chance to how soon a discovery will be made, but the more research output the colony has, the greater the chances of making a discovery with each passing hour.

  • Commodities market allows you to sell any resource in the refinery at a reduced selling price.
  • Military Tradition doubles the effectiveness of a colony's defense. For example, a colony with its military workforce set to 25% would defend itself as though it were set to 50%. Remember that the maximum defense strength for any colony is 2,500 colonists, so with Military Tradition and a 5000 population colony, you would only need to set the military to 25% to get the maximum defense strength. This discovery does not effect the Weapons Factory.

Scanners

All ships are equipped with scanners. You start with short-range scanners until you decide to upgrade to one of the four other types. You can only have one type of scanner at a time. Scanners are purchased in the hardware area of Star Base Shipyards. When buying a new ship, your scanners are transferred to the new ship. A scan can be performed by pressing Alt-S. Results are given as tons of unidentified compounds. This can indicate the presence of other ships, defenses, colonies, aliens, and artifacts in the area. Scanners do not detect defenses or colonies on a greenhouse type planet with an Ion Tower. Here are descriptions of the 5 scanner types and how they are used:

  • Short Range Scanners can be used to scan your immediate vicinity. They can be helpful when you first land on a planet surface if you would like an estimate of what lies on the planet without having to go around and look it all over. When used in space, these scanners report on the solar system space alone, and not any of the planets. Short Range Scanners use up 1 unit of warp fuel.
  • Broadband Scanners are used from space and scan every planet and moon in the entire solar system in one fell swoop. The result obtained is a total, representing the combined tons of all unidentified compounds across all planets and moons in the system. Broadband scans use 3 gallons of warp fuel.
  • Neutrino Scanners operate like Broadband Scanners except instead of reporting the total for all planets, they are capable of scanning each planet individually. So results obtained from these scans are more concise. Neutrino scans cost 5 gallons of warp fuel each use. The Neutrino Scanner shows the total of a planets mass. In order to read the results, use the following. The values the Neutrino Scanner reports are added into one total. Adding structures to a Biodome does not change the reading.

Reported Values
Alien - 5 tons
Artifact - 100
Biodome - 500
Flak Cannon - 25
Laser Cannon - 25
Mine - 15
Beacon - 10
Player - 200
Destroyed Biodome - 500


Here is an example scan:
1 Biodome = 500
14 aliens = 70
125 cannons = 3125



Total reported Neutrino Scan = 3695


Here are the weights to look for:
0-70 = 14 aliens on a tiny or inhabitable planet
0-140 = 28 aliens on a gas giant. It is possible to be an artifact or mines.
150-195 = This is usually an artifact; however, someone could have placed mines.
200-495 = This means some combination of aliens, artifacts, and players. Usually, it's a sleeping player or an artifact.
500-570 = Almost always Biodome with no cannons. Could just be multiple players or artifacts.
Over 570 = Almost always Biodome, likely defended. The higher the weight, the higher the defenses. Subtract 570 (biodome and aliens) and then divide by 25 to get the number of cannons. Sometimes, there will be a sleeping player.
3625-3695 = This means the planet is a fully defended colony containing 125 Laser Turrets or Flak .
Be careful; maps with an extremely wide landing area could kill you before you fly back to the warp. Land on these at your own risk, as you will likely be destroyed if you are unable to immediately take off again. Also, be careful when landing on greenhouse planets because the Ion Tower (a special building) will cause you to scan only the weight of aliens and player ships which makes it appear empty when it is defended.

  • Tactical Scanner are Short Range Scanners that have been modified for combat purposes. When your ship is equipped with a Tactical Scanner, you can see the shields levels of other ships.
  • Battle Scanner are like Tactical Scanners; However with a Battle Scanner, you can see cloaked ships. Just what an Avenger captain fears most!

Ships

Ship Comparison
  Maximum              
Name Base

Cost

Shields Cargo

Holds

Hardware

Slots

Top

Speed

Turning Thrust Energy

Regen

Fuel

per Warp

Cargo

per Fuel

Antarean Speedstar 850,000 5,000 90 8 6,000

40

400

4

6

15.00
Avenger 210,000 6,000 45 8 8,000

70

700

7

11

4.09
Battleship 330,000 12,000 50 8 8,000

70

700

8

12

4.16
Corporate Flagship 720,000 12,000 130 8 8,000

60

500

8

8

16.25
Dreamsower 195,000 2,000 200 8 4,000

30

200

3

11

18.18
Garbage Barge 119,000 4,000 100 24 5,000

60

700

4

11

9.09
Galaxy Whale 595,000 6,000 160 8 8,000

60

400

6

9

17.77
Imperial Starcruiser 2,000,000 16,000 150 8 9,000

60

700

9

9

16.66
Intergalactics Ship 10,000 Tokens 16,000 160 8 9,000

90

900

9

8

20
Merchant Cruiser 98,000 4,000 45 8 4,000

60

500

4

9

5.00
Merchant Freighter 144,000 5,000 80 8 6,000

70

600

5

8

10.00
Scout Marauder 115,000 2,000 25 8 8,000

40

300

4

7

3.57
Sethdar Cruiser 1,250,000 16,000

110

8 8,000 90

800

9

9

12.22
Tyrolean Falcon 91,000 6,000 55 8 7,000

50

300

8

9

6.11
Vulture 156,000 4,000

30

8 4,000

40

400

6

12

2.50
Green is best
Red is worst

Ship Comments:

Antarean Speedstar - Great fuel efficiency offset by mediocre to poor everything else limit this ship's use to pure exploration. Its special, the Anti-Gravity Bomb, flings other ships away upon impact, although combat should be generally avoided due to the low maximum shields. (Note: with a Wisdom of 10 and three Intergalactics' Maps, the Speedstar uses only 2.5 fuel per warp, making it twice as good as the Dreamsower for moving cargo, with a cargo per fuel rating of 36.00.)

Avenger - This ship's prominent feature is its ability to cloak, leaving only a black outline against the stars and nothing on the minimap. While cloaked, the ship can fire AND receive damage, though the powerful Grav Cannon cannot lock-on. When using the cloak, auto-targeting cannons can still do you damage if you get too close to one, or are in the line of fire between the cannon and another player or NPC. As far as stats go, the important ones for fighting are quite sufficient, but the low shield max require that one rely on stealth.

Battleship - With better shielding and better armaments, this ship is a decent step up from the scout-class ships when looking to attempt combat. However, being in a tie for the worst fuel efficiency in the game, you had better have some warp fuel to burn.

Corporate Flagship - This ship, only buyable by heads of corporations, is decent in most areas but excels in none, and is thus replaced for any specialized job. Its special weapon is the Tractor Beam, which is somewhat awkward to use, but potentially deadly.

Dreamsower - This ship boasts the largest cargo capacity in the game, along with the only energy-draining special. Those, however are the only things it can boast, being weak, slow, and handling sluggishly otherwise. For intersystem cargo movement, the Galaxy Whale is a better choice here, since twice the top speed means the job is done much faster for very nearly the same fuel cost. however, for moving cargo around within a system, this ship can be considered a decent candidate.

Garbage Barge - This is the standard ship for moving equipment. Its the only ship with more than eight hardware slots, having 24, in addition to its 100 regular cargo slots. The barge itself is dirt cheap and players will often hire a barge for various jobs. Its defensive special weapon can knock out the steering of enemies' ships, giving you the time needed to escape. Having a low top speed but high acceleration, the barge is one of the easiest ships to maneuver.

Galaxy Whale - In order to move large amounts of cargo you want one of the three cargo ships; dreamsower, garbage, or the whale. Of these three, the whale has better shield and speed but costs much more. Its difficult to control and turn, so even the auto-pilot misses its target a lot. The galaxy whale has a fun and effective weapon called Repel that flings away nearby ships.

Imperial Starcruiser (ISC) - This ship requires a reputation above 5000 in addition to a massive 2 million in credits. Although expensive, its price reflects its features, with the best possible shields, speed, and energy regeneration rate in the game, and above average stats otherwise. Its special, the Photon Torpedo, has decent range and does heavy splash damage.

Intergalactics' Ship - This ship costs 10,000 tokens (10 USD), and is the only ship in the game that can be bought with real money. Thus, it is the best in everything but cargo movement. Beware! This ship's distinct purple glow will make you a target for other players, and dying means you lose this ship and must repurchase it.

Merchant Cruiser - This is the stock starting ship, and the only good thing about it is that it's free. Its Afterburners special is unique in that it affects your speed, but most experienced players immediately trade this in for either the Tyrolean Falcon, Garbage Barge, or Scout Marauder, since all three are buyable with starting money and materials.

Merchant Freighter - An overall improvement on the Cruiser, there is nothing to recommend this ship over other better choices except its special weapon, Point Defence, which can auto-target any projectiles in close proximity to your ship.

Scout Marauder - This ship has only its fuel efficiency to brag about, since its top speed is rarely reached due to its poor thrust, and its special weapon Reverse Guns is merely a slightly more powerful version of the stock Plasma Cannon that fires backwards.

Sethdar Cruiser - The top choice for players with a reputation of -1000 or lower, this fine ship can only be bought at the Pirate Base Chernyj Almaz. It handles and thrusts better than the ISC, but loses in a straight race. Its special weapon EMP Blast can temporarily knock out the thrusters of enemy ships. However, their turning and weapons will still be fully operational.

Tyrolean Falcon - This is probably a better choice for a starting ship for most beginning characters, being cheap, relatively fast, and having a the ability to eject other ships' cargo with the Cargo Disrupt weapon, as well as being able to generate shields by jettisoning cargo.

Vulture - With the worst fuel efficiency and speed, and poor everything else, this ship definitively claims the title of the most special-use ship in the game, with its Surface Missiles having the longest range of any weapon in the game plus an unlimited supply, which makes them perfect for assulting planetary defences.

Titles

Titles - A character's name is usually preceded by his title. Title is determined by a character's experience and reputation. Reputation divides titles into two classes depending on if it's positive or negative. Experience determines the rest, according to the following table:

Good Evil Experience
Civilian Civilian 0
Private Miscreant 10
Corporal Delinquent 100
Midshipman Nuisance 500
Sergeant Trouble Maker 1,000
First Sergeant Outlaw 2,000
Warrant Officer Mercenary 5,000
Ensign Thief 10,000
Lieutenant Smuggler 15,000
Major Robber 20,000
Commander Public Enemy 25,000
Commodore Terrorist 35,000
Colonel Pirate 50,000
Vice Admiral Infamous Pirate 75,000
Admiral Dread Pirate 100,000
Fleet Admiral Galactic Scourge 250,000
Emperor Dark Overlord 500,000

Warp Fuel

Every character has an amount of warp fuel. Warp Fuel is used every time a warp portal is entered to make the jump from one star system to another. One warp jump costs about 10 units of warp fuel (the actual number varies depending on the type of spaceship making the jump). Warp Fuel is automatically generated for every character, at a constant rate over time, regardless of whether or not the character's human controller is online or offline. A typical setting for warp fuel generation speed in a game of SGE is 1 unit every two to three minutes. If you want to make a jump but don't have enough warp fuel you'll have to wait for it to generate. On the other hand, if you have not logged on to the game for 24 hours or so, you will find that 24 hours worth of warp fuel (about 480-720 units) has accumulated for your character. Also, you can jettison up to 500 spice each day, gaining one gallon of warp fuel per unit of spice consumed. You can check your spice quota at any time using the "/spice" command. Entering the atmosphere of a planet requires 1 unit of warp fuel, and docking at a port also requires 1 unit of warp fuel. The warp fuel gauge on the console displays how much warp fuel your character currently holds.

Text Commands

Any text input without a command before it will be a radio message to your current system. Here is the list of commands you can use while playing:

  • /c - or /corp - talk to corp
  • /e go - or /e come or /e warp - commands your escort
  • /r - or /reply - reply to a private message
  • /s - or /shout - shouts to all players
  • /t <user> - or /tell - tell something privately
  • /tc <member> - or /tellcorp - talk to the entire corp of <member>


  • /hug <user>
  • /laugh <user>
  • /kiss <user>
  • /nod <user>
  • /salute <user>
  • /shake <user> - or /handshake
  • /smile <user>
  • /wink <user>
  • /give <user> <amount> - gives <amount> credits to <user>
  • /givetokens <user> <amount> - gives <amount> tokens to <user>
  • /help - displays a screen giving general information about Starport
  • /tips - turns on the tips feature
  • /tutorial - command replaced by /tips
  • /bug <bug> - used to report an error with Starport
  • /changepassword <old> <new> - changes your account password
  • /idea <idea> - used to submit an idea
  • /max - maximizes all info windows
  • /min - minimizes all info windows
  • /news - displays game news
  • /news <#> - displays old news
  • /ping - ping yourself
  • /ping <user> - returns the latency of a player
  • /spice - displays the amount of spice converersion you have left
  • /time - displays the time
  • /cancelun - cancels UN protection on the colony you are inside
  • /givecolony - give your corp use of the colony you are inside
  • /makeceo <corp member name> - makes <corp member name> the CEO
  • /namecolony <name> - give the colony you are inside a name... no spaces
  • /takecolony - take or give the use of the colony you are inside
  • /bounty <user> - displays bounty of <user>
  • /char <user> - or /character - displays profile of <user>
  • /ignore - displays a list of the people you are ignoring
  • /ignore <user> - ignores all messages from <user>... <user> can send you two mails
  • /pro <user> - or /profile - displays profile of <user>
  • /who <user> - or /whois - displays profile of <user>
  • /clearmail - deletes all mails in your mailbox
  • /mail <user> <subject> <body> - mails <user>... <subject> is limited to one word
  • /readmail - prints all your mails in the chat box
  • /go <coords or name> - or /goto - goes to system
  • /m - opens map
  • /map <coords or name> - maps system
  • /warp - emergency warps
  • /where <system> - returns the coords of <system>

More Help

Look at the Star-Pedia which you can reach from the menu system or by pressing Alt+E. Choose the "COMPUTER" menu followed by "STARPEDIA." The menus appear any time the mouse is moved up to the top of the screen or when you press the ESC key with no info screen up. You can also type /help for a quick list of all commands.

You can also get some help on the Official Forum [1] Here you can get tips from other players, This will normally be your primary means of game support as the small development team can be slow to reply. Veterans of the game are always willing to give some sound advice to the new guy in town.

External links