Jump to content
Sign in to follow this  
Cody K

Neptune's Pride

Recommended Posts

 

Neptune's Pride is a real-time strategy game played over your browser. It's free to play, requires no downloads, and is built in HTML 5 so it will work seamlessly on desktop and mobile devices alike. It's played over a period of weeks and relies heavily on trade and diplomacy. 

 

The game is set in a galaxy where each player starts with a core group of Stars. Players spend in-game money to build improvements to increase your economy, industry, and technology in order to earn more money, produce ships, and unlock technology boosts to improve ship speeds, strength, etc. Depending on the game set up, each turn can be anywhere from 4 times a day to once every two days. Travelling from star to star can take hours or even days and you will not be able to see enemy movement until their ships cross into your scanner range. Alliances can be built, trade agreements made, and war waged. The end goal is to control 50% of the stars in the galaxy. 

 

The game can be found here: http://triton.ironhelmet.com/

 

I have purchased a premium account so I can create and manage private games. If you're interested in playing, create an account and drop a post here so we organize a game. It's suggested to create a separate thread for each game as well, so the players with a have a place to converse and shit-talk as needed. 

Edited by Cody K

Share this post


Link to post
Share on other sites

Game Guide

Borrowed from the official game site and reddit. 

 

Basic information

In Neptune's Pride the goal is to control more than half of the star systems in the galaxy. If any player at any point does this, the game immediately ends and that player is declared the winner. In trying to do this, you will upgrade the infrastructure on your star systems, construct super carriers to move your ships all over the galaxy, forge alliances, trade technologies and favours and mercilessly stab people in the back at the most opportune moment.

 

Star systems and infrastructure

Star systems are the units of real estate that exist in the game. Each star system has an associated value, the natural resources, that indicated how good that system is; the higher the natural resources, the less all infrastructure upgrades on that star system will cost.

There are three types of infrastructure: Economy (E), Industry (I) and Science (S). Each Economy provides $10 each production cycle; each industry produces 2 ships per production cycle and each Science generates 6 Research Points (RP) per production cycle. By default a production cycle is 24 hours, but it may be changed to either 6, 12 or 48 hours when creating a game.

The cost of upgrading infrastructure on a star system is based on three things: the natural resources of the system, the current level of the infrastructure in question and the type of infrastructure to be upgraded. By default, Economy and Industry cost the same amount to upgrade, while Science cost 10 times as much, given the same natural resources and level of existing infrastructure. So, in other words, upgrading one type of infrastructure on a system (e.g. Economy) won't make the other infrastructures become more expensive there (e.g. Industry).

 

Research

Upgrading Science will provide you with a higher rate of Research Points. These are used to research one of four different upgrades: Weapons, Speed, Range and Scanning. Each level of Weapons increases the damage you deal in combat. Each level of Speed increases the travelling speed of your ships. Each level of Range increases the maximum length your ships can jump between star systems. Each level of Scanning increases the view distance of your star systems (your ships have no scanning capabilities). See the respective sections below for more information.

 

Industry, ships and ship movement

As mentioned in the infrastructure section, each point of Industry on a system will create 2 ships per production cycle. These ships, however, cannot move between systems on their own. To move ships between systems you need to buy Super Carriers (SC) for $25. These provide no additional benefit other than creating a fleet which can transport your ships over interstellar distances.

Regardless of whether a ship is simply stationed on a system or is in a fleet that orbits a system, the ship will defend the system if it is attacked.

A fleet may be assigned several jumps so that they can travel far without supervision. Fleets need to prepare their engines before jumping and as such there is a delay between giving a jump order and the jump commencing. Before the jump has commenced, the order can be cancelled. Once the jump has commenced it cannot be cancelled. This delay is 30 minutes in a standard speed game.

 

Combat and system control

A player automatically takes control of any system where the player has ships. The player will keep control until another player takes control of the system; it is not necessary to keep ships stationed on a system to maintain control as long as no other player attacks the system.

If two (non-allied) players have ships in the same system combat is automatic and instantaneous. It is conducted in rounds where the defender attacks first. Each round the active player destroys a number of ships from the opponent equal to his Weapon Skill, which is based on the player's weapon tech level. The defender gets a bonus of +1 to his Weapon Skill throughout the entire combat. The combat continues until one side has lost all its ships. Two examples:

 

Player A sends a fleet of 29 ships to attack player B's system with 17 ships.
Player A has 5 Weapon skill. Player B has 6 Weapon Skill, adjusted to 7 since he is the defender.
Combat commences
Player B destroys 7 ships. Player A has 22 ships remaining.
Player A destroys 5 ships. Player B has 12 ships remaining.
Player B destroys 7 ships. Player A has 15 ships remaining.
Player A destroys 5 ships. Player B has 7 ships remaining.
Player B destroys 7 ships. Player A has 8 ships remaining.
Player A destroys 5 ships. Player B has 2 ships remaining.
Player B destroys 7 ships. Player A has 1 ship remaining.
Player A destroys 2 ships. Player B has 0 ships remaining.
Combat is over. Player A wins.
Player A has 1 ship remaining and takes control of the system.

Player A sends a fleet of 4 ships to attack Player B's system with 2 ships.
Player A has 8 Weapon skill, Player B has 3 Weapon Skill, adjusted to 4since he is the defender.
Combat commences
Player B destroys 4 ships. Player A has 0 ships remaining.
Combat is over. Player B wins.
Player B has 2 ship remaining and maintains control of the system.

 

When taking control of an enemy system, all Economy on the system is destroyed and the attacker gets $10 per Economy destroyed this way. All Industry and Science remains and immediately belongs to the attacker.

 

Trading technology and money

Players can trade technology and money with each other. For a fee of $25, a player can send any other player one level of one technology, provided that that player does not have that level of that technology yet. Likewise, a player may send money at no extra charge (other than the money being sent) although the minimum amount to transfer is $25.

 

Alliances

Alliances, or peace declarations, can be one-sided or mutual. For a fee of $50, a player can declare peace with another player. If player A declares peace with player B, player A will immediately share everything he sees with his scanning with player B. Unless player B declares peace with player A, player A will not gain the same benefit from player B.

If two players have declared peace with each other, not only will they both share all their scanning, their ships can also be stationed at the same system without initiating combat.

Note: I am uncertain how it works if player A and player B has ships in the same system and player A has declared peace with player B while player B has not declared peace with player A.

 

 

Battle Calculator: 

http://josteinb.com/npCalc/

Edited by Cody K

Share this post


Link to post
Share on other sites

Current Games: 

 

TheCody_K's Game:

http://triton.ironhelmet.com/game/5780374030909440

Password: lyrosucks

Victory Conditions: 50%

Tick Rate: Double (every 30min) 

Turn Rate: 24 Ticks

Starfield: Random Hexgrid, 24 per player

Costs: Standard 

Players(6): TheCody_K, Mikey, Callum, Gandalf, JFreer, Lyro

 

 

 

Completed Games: 

 

TheCody_K's Game:

http://triton.ironhelmet.com/game/4852395880742912

Password: valsucks

Victory Conditions: 50%

Tick Rate: Quad (every 15min) 

Turn Rate: 24 Ticks

Starfield: Random Hexgrid, 8 per player

Costs: Cheap

Players(4): TheCody_K, Callum, Gandalf, Valdoroth

Victor: TheCody_K

Edited by Cody K

Share this post


Link to post
Share on other sites

Donator

I say we all group up on Cody

Share this post


Link to post
Share on other sites

Donator

I wanna join another one.

Share this post


Link to post
Share on other sites

Donator

Given how long it takes for turns to progress, it wouldn't be too hard to get two games going at once if more people get interested

Share this post


Link to post
Share on other sites

Donator

Yea. Cody and I can host multiple since we're both premium. It'd be pretty simple to do. Shoot. Maybe we can make an SK competition out of this game.

Share this post


Link to post
Share on other sites

Donator

just a heads up, non-prem can only participate in 2 games (at one time) i believe. 

 

on that note its on 12$ (US?) for 3 months, so its not exactly a lot, you can also make custom races (apparently)

I know. It's $24 for a year. $2 a month is cheap for hours of entertainment. I'm aware of 2 game limit for free users.

 

It can still be used for competitions. The custom races, seems to have it's limits I believe. Still have to use one of the like 40 avatars they have.

Share this post


Link to post
Share on other sites

Donator

Well that game was short. I couldn't understand how Cody could make sudden leaps and bounds faster than me during the first 3/4 of the game despite my being ahead in many categories for awhile. Didn't help that Callum's start was a bit unfair, and Gandalf's wasn't much better.

 

I setup another game for 8 players http://triton.ironhelmet.com/game/5893156751540224, Password - 7houses:

66% capture victory.

Double speed.

7 starting stars with $3k starting and 0 for each starting star.

The map has 24 stars per player arranged in circular pattern and is a dark galaxy (cannot see a star unless it's in scan range).

Players start scan and hyperspace lv 2, all else lv 1, to compensate for the dark galaxy.

Techs:

Cost: Terraforming Expensive

Cost: Experimentation Normal

Cost: Scanning Normal

Cost: Hyperspace Expensive

Cost: Manufacturing Expensive

Cost: Banking Normal

Cost: Weapons Very Expensive

Edited by Valdoroth

Share this post


Link to post
Share on other sites

Donator

Still need 3 more players (Callum or Cody wanna join? Then we'd only need 1 more :D)

 

Currently we have: Gandalf, Luna, Lyro, Mikey, and Valdoroth.

 

Edit: I have no idea what order the colors are. I'm pretty certain they're random once the game was created. Additionally, I can't see anyone elses starts yet, so that's the fun of the dark galaxy. :P Good thing scan is cheap :D (recommend to upgrade this one first or asap)

Edited by Valdoroth

Share this post


Link to post
Share on other sites

Donator

Cody I demand you join this game. I got off to a poor start in the other, but I will take you DOWN this time. Consider it the Total War showdown we never played.

Share this post


Link to post
Share on other sites

Donator

#vote2teamuponcody

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  



×