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The RTSC Guide to Startopia
The next thing control freaks and micromanagers will find is that while there's a considerable amount of detail lurking in Startopia, there's hardly a health bar or stats table anywhere in sight. You get a couple of vague looking overviews, and that's pretty much it. Like all good management sims, control of your characters is indirect. Actually, they're not even yours to control: all you do is hire or fire them and make sure you've employed enough to ensure all your facilities are fully manned. Whether they decide to hang around, leave, work or piss about is entirely up to them. There's considerable overlap in Startopia, and usually about three ways to do or get anything. To attract more of one species, you generally deck out your Station with the stuff that it likes, often installing more than one version of a facility or a Bio-Deck environment if you need to attract lots for some reason. They each have their favourites, but this by no means they won't use anything else. Rich species will use low rent facilities sometimes and vice versa. If you miss anything, its not likely to kill you off in the game as it would in a typical RTS, or completely stall everything. About the only thing you have to watch out for is power failures - which will screw you monumentally. Oh, and Skrashers - big, black scary space monsters that can wreck a fledgling Station Administrator's career very quickly. Keeping everyone happy and healthy boils down to making sure that everything they need is readily available and just leaving them to it. Your role is mostly hands off: the Peeps and droids do all the rest, automatically working and using the Station. Direct micromanagement only comes in trading, arranging rooms and decks, defusing the odd bomb or two and and directing the action in a fire fight. With competitive netgames, Startopia can be a violent affair of forcible take-overs or a friendly (but serious) economic war where the winner achieves an economic goal or merely avoids going bankrupt before everyone else. It all depends on what victory conditions are set. Since its possible to have up to four victory conditions from a pool of choices, you can determine what kind of game you want to play beforehand. The Station is subdivided into three major decks: |
| Engineering Deck | ||||
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This deck provides access to your station via docking
elevators called Ports, and parks passing trading
ships in the big Starports. You process and store
cargo and energy, basic
sleeping quarters, recycle
waste and litter, manufacture goods,
provide medical facilities, run security
and hold criminals in custody. The
Engineering Deck is the business level of the
Station - this is where all your work is done, and without it you cannot
function. |
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| Entertainment Deck | ||||
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The
lower deck might be a haven for Morlocks, but the mid-deck is where it's
at. It's also known as the Pleasure Deck, containing
all the fun stuff of Station life: Love Nests,
luxury accommodation, shops,
casinos, discos,
public bars and other tourist traps.
This is the "mind" of the Station, catering to the population's
mental and comfort needs, alleviating boredom and offering a nicer
environment
to socialise in. The Entertainment Deck, as
its name implies, provides most of the pleasures of the Station and
is
the reason why most travelers stop off in the first place. Building the
right buildings will attract the right types of customers. For example,
Rough Bars, General
Stores, and basic Star Motels will
attract cheaper customers like the Salt
Hogs; while the fussy Gem Slugs
expect expensive accommodation and upmarket facilities like the Cocktail
Bar and Slug Apartments. Building
the same item several times over will pull in more of the species that's
attracted to it.
What's cute about this deck is that you can adjust the Station's "flavour" by changing how you lay it out. By emphasising some types of entertainment over others, you can change the character of the Station and the sorts of people that inhabit it. Whether you go for sleazy, refined upmarket, cheap'n'nasty, quietly urbane or a mix of everything is entirely up to you. While the Engineering
Deck is essential to everyone and everything's good health, its
the Entertainment Deck that actually attracts custom to your door and
generates the most
revenue for you. Building up this deck properly allows you to attract
more lucrative visitors to your Station and enhance your reputation
as
a desirable tourist destination in outer space. |
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| Bio-Deck | ||||
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The Bio-Deck is free
of the mad bustle of the rest of the Station: no rooms or structures
can be built on the Bio-Deck,
although you can place public art and deck furniture on another
deck and them beam it into the Bio-Deck But in order for you to get the
most out
of it for your population, you need to reproduce the right conditions
for each alien species. Bio-Decks are extremely popular for Peeps;
a really
good one can occasionally empty an Entertainment Deck. Building
mountain
ranges to climb, deep waterhole's to swim in and lush forests
and wilderness
to trek through can sometimes attract more patrons than lines of Love
Nests and Hotels. Peep's Souls are placated in this lush environment. More Details. |
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| Who's
who |
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Last modified Thu, Oct 2 2003 by Lindsay Fleay.