City and Avatar Creation: Difference between pages

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'''Avatar creation''' is what all players start their Hazeron journey with. You'll have the ability to create your character, name it, select a spawn type and spawn region.
| Update = [[Building Update]]
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{{Revision|This page is out of date as of the [[Building Update]]. Needs a total rewrite to accommodate new-style cities.}}
[[file:CityDowntown.png|thumb|right|A neatly built downtown area of a city.]]
[[Building]]s can be left independent and function just fine on their own, but there are advantages to making them into a city. Cities are formed when a [[capitol]] and a [[Police_Station|police station]] are built.


Cities allows the construction of [[bank]]s, declaring of [[capital]]s, increased population migration, easier management and creation of [[City_Report|city report]]s.
==Character Creation==
[[File:Avatar_type.png|right|thumb|The first part of the avatar creation UI]]
[[File:Avatar_creation.png|right|thumb|The second part of the avatar creation UI]]
[[File:Spawn_Type_New.png|right|thumb|The UI for scenario selection]]
Once you've logged in, you'll be presented with a three part process for creating an avatar. First, you'll see a few basic options for your avatar, including its name. You're also given the option of creating an Alien or Human avatar. Gen IV (Human) is currently unfinished and lacks many abilities that Gen III (Alien) has, so it's currently recommended to use Gen III.


==Jurisdiction==
'''Note''': This page also lists your existing avatars once created, but for now you'll need to make a new one.<br>
A city controls the jurisdiction area created by its [[Police_Station|police station]]s. [[Empire]]s are blocked from constructing any buildings inside the jurisdiction of another empire's city.
'''Tip''': The avatar name does not have to be unique. Any number of avatars can use the exact same name.


==City Control==
Upon selecting Gen III and naming your avatar, press the DNA button at the bottom right to proceed. This proceeds to part two. You'll then be given a variety of options. You're given a select amount of points which you can spend on the DNA, alongside some other limits such as eye height having to be within certain bounds.
When a [[capitol]] and a [[Police_Station|police station]] is built, all [[building]]s inside the jurisdiction area will change ownership to that of the capitol building.


=Morale=
With these points, you can allocate stats such as Speed or Endurance, alongside making the avatar bigger or adding more limbs as necessary.
The [[morale]] of a city's population determines if population is immigrating or emigrating. When morale is zero or positive, population will try to immigrate into the city. When morale is negative, the population will emigrate out of the city.


For more information, see the [[City_Morale]] page.
Do note that if you add wings, you'll need to select the checkbox "Can jump or fly" under the "Body" tab in order to actually be able to fly with them.


=Loyalty and Occupation=
Ensure that there are no red errors given underneath the customization area, and you'll be good to go.
Citizens of a city are loyal to their empire. Loyalty is reported as a percentage on the city status report. This is the percentage of the citizens who are loyal towards the empire who controls their city.


When citizens move into a city, they are not immediately loyal to the controlling empire. Their loyalty is gained slowly, at about one person per city report cycle. It is typical for the loyalty percentage to change a lot when the population of a small city grows quickly.
Once you're happy with the look and stats of the avatar, simply click the asteroid button in the bottom right to continue to the third part, scenario selection.


When a city is conquered, citizens remain loyal to their previous empire. This is reported as disloyalty to the occupier in their city status reports. The disloyalty of citizens drops slowly, at about one person per city report cycle. When the disloyalty level reaches zero, the citizens change their allegiance to the empire who controls the city; then loyalty toward their new empire begins to rise.
==Spawn Type==
There are five distinct spawn scenarios.


A city that is disloyal toward the controlling empire is an occupied city.
* '''Reach for the Stars''' is a completely fresh start on a random [[habitable]] [[world]], with an [[asteroid]] impact happening a week from spawning.
* '''Citizen of the Galaxy''' includes you joining an existing [[empire]], for easily creating secondary avatars and joining them to your main empire.
* '''The Savage State''' is the same as Reach for the Stars, except there's no starting village, no Targoss and no asteroid impact and you start with '''only''' a [[knife]].
* '''Lost Atlantis''' asks you to create an empire before spawning, and starts you in deep space within the bridge of Haxus' Atlantis starship design.
* '''Stowaway''' starts you as a stowaway somewhere aboard a pirate ship. You have a basic weapon and need to find your bearings.
If you select '''Reach for the Stars''', you are shown the impact date and time of the asteroid next to the spawn type. This can be offset by plus or minus 12 hours, to give a bit of flexibility.


Occupied cities may send city occupation reports to their previous empire at the same time that they send city status reports to the controlling empire. The likelihood of a city occupation report at each city report cycle decreases as loyalty toward the previous empire decreases.
A description of each type can be seen at the bottom left of the creation UI.
[[File:Spawn_Type.png|none|thumb|All spawn options available.]]


While a city is occupied, the controlling empire cannot construct or demolish any buildings or roads. Construction must wait until the citizens change their allegiance.
===Spawn Region===
In addition, you'll find the "Homeworld Region" option in the scenario selection UI, above the ''Go'' button. This determines what part of the galaxy you'll spawn in. This can be set to North, East, West and South, with a cluster or frontier option for each respective axis. You'll also find an aptly named "Remote" spawn option.


Disloyalty towards an occupier affects the productivity of the citizens. Citizens become more productive as disloyalty decreases. While disloyalty is high, construction and manufacture by citizens is slowed.
All avatars start in the [[Universe|Shores of Hazeron galaxy]].


Occupation affects the morale of citizens. Citizens incur a morale penalty that decreases as disloyalty decreases.
'''Cluster''' and '''Frontier''' seemingly choose from the same spawn ranges currently. Eastern Cluster is the default option, and was in the past before the region was able to be selected.


Occupation prevents drafting of local citizens. While a city is occupied, troops cannot be drafted from the populace by defense bases. The only way to increase the number of troops at a defense base in an occupied city is to bring them to the base from elsewhere.
'''Remote''' places you completely randomly in the starting galaxy.


=Loyalty and Neglect=
Because Hazeron Starship is currently singleplayer, you won't encounter other players regardless of your spawn type.
Loyalty of city population tends to increase in favor of the owner of the city, at the rate of one citizen per report cycle.  


[[Neglect]] begins 14 days after a city was last visited by its empire. A city is considered to be visited whenever an officer or avatar, of its empire, is present in the city's solar system for at least one minute. A city is also considered visited when it receives tribute from another city.
==Finishing up==
Once you're done, click the "Go" button with the planet at the bottom right. This will be greyed out if something hasn't been selected properly for the scenario, so double check that if needed.


Once the population feels neglected, loyalty decreases by one at each city report cycle, instead of increasing by one, until it reaches zero.
It may be worth checking out [[The Basics]] page to familiarize yourself with the controls before entering.


When the loyalty of the population is at zero and their morale is below zero, they will revolt.
This will enter you into the game at your chosen spawn region, on a random habitable planet (unless using ''Atlantis'' or ''Stowaway'' scenarios). For the next steps, see [[Starting as an Emperor]].
 
For more information, see the [[City_Neglect]] page.
 
=Inventory and Power Reserve=
Each city maintains an inventory of all commodities stored within its buildings. The size of the inventory depends upon the buildings present in the city. The construction page contains a table showing the amount of storage added by different buildings. The inventory size limit is applied to each commodity individually. A city with an inventory size of 100 can store up to 100 units of each commodity: 100 vegetables, 100 beans, and 100 mechanical parts for example.
 
A city's inventory may contain a mixture of qualities of the same commodity. The combined total may not exceed the inventory size. A city with an inventory size of 100 might have 30 beans of quality 200 and 45 beans of quality 125, leaving room for 25 more beans, but the total amount of beans in stock will not exceed 100.
 
Construction and manufacturing processes fetch materials from the city's inventory as needed. The resulting quality of construction and manufacturing is the average quality of the components used to make the building or product. To produce the best products and buildings, a city supplies the best quality commodities from its inventory before the poorer quality commodities.
 
A city will buy and sell commodities from its inventory to spacecraft. A spacecraft may trade cargo with any city if the ship is physically present on a road slab of the city. When a city has an airport, spacecraft may trade cargo with the city if they are near a friendly space station in the solar system. A space station acts as a trade hub for all friendly cities in the solar system.
 
Cities strive to improve the quality of their inventories. When a city manufactures, imports, or buys commodities, the city replaces lower quality commodities if necessary to fit the new commodities into its inventory. A city will not buy, import, or manufacture commodities of lower quality if they will not fit into its inventory. This improves the quality of its inventory whenever possible, which improves the quality of the commodities it manufactures and the buildings it constructs.
 
Power reserve is treated much like the city's inventory. Electricity is stored in the power reserve when it is produced, not in the city's inventory. Electricity always has quality 255; there is no poor quality electricity. The size of the power reserve is based on the presence of certain buildings; the power reserve added by each building is shown on the table on the construction page. Buildings and roads use varying amounts of electricity from the power reserve depending upon the size of buildings, manufacturing processes, life support, and electric lighting. Spacecraft may purchase electricity from the power reserve to recharge their capacitors and cities will purchase electricity from spacecraft.
 
Ringworlds provide power as part of the ring hull infrastructure. Ringworld power is adequate to supply manufacturing processes and lighting. Defense bases require a great deal of power to be readily available in city capacitors. For this reason, power plants should be built in ringworld cities that have defense bases.
 
=Abandonment Decay=
Cities [[decay]] to remove unused and unwanted data from the game. Limited server resources require that unused things be removed, for the benefit of those things that matter to active players.
 
For information, read the [[City_Abandonment]] and [[Decay#City_Decay|Decay]] pages.
 
=Citizen DNA=
[[file:DnaMixedCitizens.png|thumb|right|A mix of [[Phylum|glabrian]] [[citizen]]s.]]
 
The [[DNA]] of a city's its population may differ from the DNA of the [[Indigenous_Population|indigenous population]].
 
[[Citizen]]s emerge from a city to greet visiting [[avatar]]s and when they are loaded as [[officer]]s, [[crew]], [[troop]]s and [[passenger]]s. When citizens emerge, their DNA is determined as follows.
 
* In a harsh environment, all citizens will have the citizen DNA of the city.
 
* In a habitable environment, where the citizens are [[Procreation|sexually compatible]] with the indigenous population, 15% of citizens will have the citizen DNA of the city, 25% of citizens will have the indigenous DNA, and the remaining 60% will be a [[DNA#DNA_Combination|combination]] of the citizen and indigenous DNA.
 
* In a habitable environment, where the citizens are sexually incompatible with the indigenous population, all citizens will have the citizen DNA of the city. The city will then also get a -1 alien invader [[morale]] penalty.
 
The citizen DNA of a city is set to that of the avatar founding the city, it can however changed the following ways.
 
* Citizen DNA of a city is changed when a citizen is added to a city that has a population of 0. Citizens unloaded, garrisoned, deserted, or lost in a city are added to the city's population.
 
* Citizen DNA of a city is changed to the indigenous population DNA when the population of the city is reduced to zero. Only habitable worlds in the habitable [[Orbit_Zone|orbit zone]] have an indigenous population.
 
* Citizen DNA of a city is changed when a [[Genesis_Device|genesis device]] detonates in the resource zone of the city, if the city's population is zero after the device detonates.
 
[[Category:Colonization]]
[[Category:Science]]

Revision as of 14:48, 19 March 2024

Avatar creation is what all players start their Hazeron journey with. You'll have the ability to create your character, name it, select a spawn type and spawn region.

Character Creation

The first part of the avatar creation UI
The second part of the avatar creation UI
The UI for scenario selection

Once you've logged in, you'll be presented with a three part process for creating an avatar. First, you'll see a few basic options for your avatar, including its name. You're also given the option of creating an Alien or Human avatar. Gen IV (Human) is currently unfinished and lacks many abilities that Gen III (Alien) has, so it's currently recommended to use Gen III.

Note: This page also lists your existing avatars once created, but for now you'll need to make a new one.
Tip: The avatar name does not have to be unique. Any number of avatars can use the exact same name.

Upon selecting Gen III and naming your avatar, press the DNA button at the bottom right to proceed. This proceeds to part two. You'll then be given a variety of options. You're given a select amount of points which you can spend on the DNA, alongside some other limits such as eye height having to be within certain bounds.

With these points, you can allocate stats such as Speed or Endurance, alongside making the avatar bigger or adding more limbs as necessary.

Do note that if you add wings, you'll need to select the checkbox "Can jump or fly" under the "Body" tab in order to actually be able to fly with them.

Ensure that there are no red errors given underneath the customization area, and you'll be good to go.

Once you're happy with the look and stats of the avatar, simply click the asteroid button in the bottom right to continue to the third part, scenario selection.

Spawn Type

There are five distinct spawn scenarios.

  • Reach for the Stars is a completely fresh start on a random habitable world, with an asteroid impact happening a week from spawning.
  • Citizen of the Galaxy includes you joining an existing empire, for easily creating secondary avatars and joining them to your main empire.
  • The Savage State is the same as Reach for the Stars, except there's no starting village, no Targoss and no asteroid impact and you start with only a knife.
  • Lost Atlantis asks you to create an empire before spawning, and starts you in deep space within the bridge of Haxus' Atlantis starship design.
  • Stowaway starts you as a stowaway somewhere aboard a pirate ship. You have a basic weapon and need to find your bearings.

If you select Reach for the Stars, you are shown the impact date and time of the asteroid next to the spawn type. This can be offset by plus or minus 12 hours, to give a bit of flexibility.

A description of each type can be seen at the bottom left of the creation UI.

All spawn options available.

Spawn Region

In addition, you'll find the "Homeworld Region" option in the scenario selection UI, above the Go button. This determines what part of the galaxy you'll spawn in. This can be set to North, East, West and South, with a cluster or frontier option for each respective axis. You'll also find an aptly named "Remote" spawn option.

All avatars start in the Shores of Hazeron galaxy.

Cluster and Frontier seemingly choose from the same spawn ranges currently. Eastern Cluster is the default option, and was in the past before the region was able to be selected.

Remote places you completely randomly in the starting galaxy.

Because Hazeron Starship is currently singleplayer, you won't encounter other players regardless of your spawn type.

Finishing up

Once you're done, click the "Go" button with the planet at the bottom right. This will be greyed out if something hasn't been selected properly for the scenario, so double check that if needed.

It may be worth checking out The Basics page to familiarize yourself with the controls before entering.

This will enter you into the game at your chosen spawn region, on a random habitable planet (unless using Atlantis or Stowaway scenarios). For the next steps, see Starting as an Emperor.