Difference between revisions of "Getting Started"
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== Ingame Tutorial == |
== Ingame Tutorial == |
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− | There is an in-game |
+ | There is an in-game [https://screeps.com/a/#!/sim/tutorial tutorial] available which will help you set up a basic codebase. |
+ | |||
+ | == Choosing a Shard (Screeps:World - Main Server) == |
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+ | When playing on the main Screeps:World server (also known as the MMO aka Massive-Multiplayer Online server), the world is split up into four [[Shard|shards]] which are each their own server, interconnected by portals in [[Map|highway room]] crossings. A player can spawn into any of these Shards, but once on a shard must transverse the portal network to claim new rooms on other shards. Each shard has their own considerations on if it is the best for you to start on. |
||
+ | |||
+ | * Shard 0 - The original Main-server, as such it is the largest and slowest shard (tick rate wise) with many rooms that are in an inactive state, and many old players who are either not actively playing or who don't check in that often. A good start for some one who doesn't worry too much about the tick-rate speed and wants some room. |
||
+ | * Shard 1 - The first shard to be released, nick-named 'The Ocean' mainly because of a alliance of players known as the Ypsilon Pact who claimed the shard mostly for their own, however, it is still quite possible to spawn and play here, but expect many dedicated screeps neighbors. |
||
+ | * Shard 2 - The second shard to be released, this is perhaps one of the more active-combat shards. Mainly known for a large 'autonomous murder zone' which is set up by the player Tigga, who's bot will automatically attack any players in range. While there can be many open rooms on this shard, expect a fight. |
||
+ | * Shard 3 - When released it was known as the 'non-subscription' shard, the shard had some special rules the others do not. All players on-shard can only use up-to a max of 20 CPU (regardless of GCL level), which evens the playing field out a little to some of the older shards. Most new players start their journey here, as time-of-writing there tends to be space and new sectors are opened as needed (adding more space). Players also tend to be fairly active. |
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+ | |||
+ | == Setting Up Harvesters == |
||
+ | Progression in Screeps relies on energy. Energy can be mined from the sources in your room, and it is necessary for creating creeps, building structures, and upgrading the room's controller. The code in the tutorial uses a single creep to harvest energy and bring it back to spawn; however, this is extremely inefficient in the long run. Instead, most players keep their harvesters at their sources and use other methods to transport the energy; this is called [[Static Harvesting]]. |
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== RCL 1 == |
== RCL 1 == |
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== RCL 2 == |
== RCL 2 == |
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+ | RCL 2 brings extensions, which add energy capacity to your spawn. This allows you to build bigger and better creeps. The article on [[Creep Building Strategies|creep building strategies]] can help you build creeps effectively. |
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+ | |||
+ | You can build up to five at this level, each storing 50 energy. As your room progresses through Room Controller Levels, you will be able to build more extensions. |
||
+ | |||
+ | Although not quite as important at this level, it is important that you place your extensions wisely. A fully-leveled room can have 60 extensions, all of which need to be easily accessible to be filled up. Different players have different patterns for placing extensions, listed on the [[Extension Placement]] page. |
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== RCL 3 == |
== RCL 3 == |
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== RCL 5 == |
== RCL 5 == |
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− | At RCL 5, you can now build links. Links can be used for [[Link Mining|link mining]], which helps reduce the need for haulers. They are also useful for transporting energy to your controller, which will help you level up faster. This is valuable because RCL 6 costs 1.21 million energy, which must all be transported to the controller. |
+ | At RCL 5, you can now build links. Links can be used for [[Static Harvesting#Link Mining|link mining]], which helps reduce the need for haulers. They are also useful for transporting energy to your controller, which will help you level up faster. This is valuable because RCL 6 costs 1.21 million energy, which must all be transported to the controller. |
== RCL 6 == |
== RCL 6 == |
||
− | RCL 6 unlocks several new features, mainly in the form of minerals and trading. At RCL 6, you can build an extractor on the mineral in your room and mine that mineral. You can also build a terminal, which allows you to participate on the [[Market]]. There, you will be able to purchase other minerals, then combine them in [[Labs]]. This will allow you to [[Boost|boost]] creeps to make them stronger. |
+ | RCL 6 unlocks several new features, mainly in the form of minerals and trading. At RCL 6, you can build an extractor on the mineral in your room and mine that mineral. You can also build a terminal, which allows you to participate on the [[Market]]. There, you will be able to purchase other minerals, then combine them in [[StructureLab|Labs]]. This will allow you to [[Boost|boost]] creeps to make them stronger. |
== Further Expansion == |
== Further Expansion == |
||
− | At some point, your [[GCL]] will upgrade to level 2. When this happens, you will be able to take control over another room. This will give you access to more resources and different minerals. |
+ | At some point, your [[GCL]] will upgrade to level 2. When this happens, you will be able to [[Claming new room|take control over another room]]. This will give you access to more resources and different minerals. |
You will also want to keep upgrading your room. Rooms can be upgraded to RCL 8, and can still be upgraded after that to increase your GCL. |
You will also want to keep upgrading your room. Rooms can be upgraded to RCL 8, and can still be upgraded after that to increase your GCL. |
||
+ | |||
+ | Many players also get into [[Remote Harvesting]], where they send creeps into unowned or reserved rooms to harvest the sources there. Although it is difficult to code, it can be very rewarding in terms of energy. |
||
+ | [[Category:Strategy]] |
Latest revision as of 17:37, 24 June 2021
Screeps can be a difficult game to get started with. This tutorial will help you get your automated empire up and running.
Ingame Tutorial[edit | edit source]
There is an in-game tutorial available which will help you set up a basic codebase.
Choosing a Shard (Screeps:World - Main Server)[edit | edit source]
When playing on the main Screeps:World server (also known as the MMO aka Massive-Multiplayer Online server), the world is split up into four shards which are each their own server, interconnected by portals in highway room crossings. A player can spawn into any of these Shards, but once on a shard must transverse the portal network to claim new rooms on other shards. Each shard has their own considerations on if it is the best for you to start on.
- Shard 0 - The original Main-server, as such it is the largest and slowest shard (tick rate wise) with many rooms that are in an inactive state, and many old players who are either not actively playing or who don't check in that often. A good start for some one who doesn't worry too much about the tick-rate speed and wants some room.
- Shard 1 - The first shard to be released, nick-named 'The Ocean' mainly because of a alliance of players known as the Ypsilon Pact who claimed the shard mostly for their own, however, it is still quite possible to spawn and play here, but expect many dedicated screeps neighbors.
- Shard 2 - The second shard to be released, this is perhaps one of the more active-combat shards. Mainly known for a large 'autonomous murder zone' which is set up by the player Tigga, who's bot will automatically attack any players in range. While there can be many open rooms on this shard, expect a fight.
- Shard 3 - When released it was known as the 'non-subscription' shard, the shard had some special rules the others do not. All players on-shard can only use up-to a max of 20 CPU (regardless of GCL level), which evens the playing field out a little to some of the older shards. Most new players start their journey here, as time-of-writing there tends to be space and new sectors are opened as needed (adding more space). Players also tend to be fairly active.
Setting Up Harvesters[edit | edit source]
Progression in Screeps relies on energy. Energy can be mined from the sources in your room, and it is necessary for creating creeps, building structures, and upgrading the room's controller. The code in the tutorial uses a single creep to harvest energy and bring it back to spawn; however, this is extremely inefficient in the long run. Instead, most players keep their harvesters at their sources and use other methods to transport the energy; this is called Static Harvesting.
RCL 1[edit | edit source]
When you first spawn into the live world, your room will be at room control level 1. You can't do much at this level, so your first priority is going to be to upgrade your controller. After spending 200 energy on it, you will move on to RCL 2.
RCL 2[edit | edit source]
RCL 2 brings extensions, which add energy capacity to your spawn. This allows you to build bigger and better creeps. The article on creep building strategies can help you build creeps effectively.
You can build up to five at this level, each storing 50 energy. As your room progresses through Room Controller Levels, you will be able to build more extensions.
Although not quite as important at this level, it is important that you place your extensions wisely. A fully-leveled room can have 60 extensions, all of which need to be easily accessible to be filled up. Different players have different patterns for placing extensions, listed on the Extension Placement page.
RCL 3[edit | edit source]
Now that your room is at RCL3, you need to build a tower immediately. A tower is your best defense at this level because it can easily defend your entire room from attackers. For tips on tower placement, read Tower placement.
RCL 4[edit | edit source]
At RCL 4, you can build a storage. Storages are useful because they allow you to store up to 1 million resources; however, they are difficult to move, so place your storage carefully. You will want your storage to be in a place where it can be reached easily.
RCL 5[edit | edit source]
At RCL 5, you can now build links. Links can be used for link mining, which helps reduce the need for haulers. They are also useful for transporting energy to your controller, which will help you level up faster. This is valuable because RCL 6 costs 1.21 million energy, which must all be transported to the controller.
RCL 6[edit | edit source]
RCL 6 unlocks several new features, mainly in the form of minerals and trading. At RCL 6, you can build an extractor on the mineral in your room and mine that mineral. You can also build a terminal, which allows you to participate on the Market. There, you will be able to purchase other minerals, then combine them in Labs. This will allow you to boost creeps to make them stronger.
Further Expansion[edit | edit source]
At some point, your GCL will upgrade to level 2. When this happens, you will be able to take control over another room. This will give you access to more resources and different minerals.
You will also want to keep upgrading your room. Rooms can be upgraded to RCL 8, and can still be upgraded after that to increase your GCL.
Many players also get into Remote Harvesting, where they send creeps into unowned or reserved rooms to harvest the sources there. Although it is difficult to code, it can be very rewarding in terms of energy.