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This is a long mission, inspired by playing the CD missions again. No AI opponents but there is action from enemies coming through the port and peeps having the Skrasher-spawn virus.

You'll be busy trying to get your economy stable starting from the minimum research knowledge, and get a lovenest built before your scientists leave who need to research sickbay so that you can cure and hire Siren visitors who always arrive sick and only after you have given their ship docking-permission through your comsensor. But your peeps also need the basic facilities and you can only get Karmaramas early in the game by improving the food supplies tech so you'll need to buy food from Arona first. As for the other races, there is a separate script file for each.

Things get a bit easier after you build a Stardock. Traders are similar to the sandbox versions so you won't need to wait until every room is researched.

The victory objective is to have 100 Gem Slugs with average 75% mind mood (the general feeling of well-being and station "yumminess", not the "soul" mood).

Download from

Get SLUGVILLE here.

(text for this mission also in FRENCH and GERMAN) and unzip the folder into the Startopia \missions\ folder, then play the user mission "Slugville".
Post edited August 19, 2013 by One1Star
Awesome! :D

Downloading, will comment as soon I've finished it!
And I've just finished it. Really challenging stuff!

I must say I wasn't a fan of the beginning. No tech, no trader, low visitors and low cash, I could deal with all that stuff. But the game threw me the worst criminal scumbags ever: Targ and Turraken with four stars skill mastery, which totally paralyzed my laboratory and comsensor during the first fourty minutes or so. I eventually managed to kill most of these criminals with bombs left by spies, this was crazy, it's effectively the first time I've ever done that, every bomb I found I hoarded in my inventory.

With most of the criminals gone, I managed to discover the recycler technology, researched Junk to level 5 I believe, opened a new sector and I was about to grind my way to fortune and glory by building a berth with a single door, trashing it, and recycling all the junk the berth would leave behind, rinse and repeat, plus the port was spamming trash and junk like there was no tomorrow, I figured recycling would be a very lucrative venture, all I needed was ten grands to hire some Salt Hogs and have some energy left for the buildings to function when two Zedem monks appeared on board, which I hired.

All the criminals and memaus' corpses, health, sex and love deprivation must have gotten in my peeps' head because as soon the temple was build, the monks scored nine or ten converts in two minutes, thus putting an end to my recycling masterplan. In fact, during the first six of the ten hours this mission lasted, the temple was my main source of income. The fact that I could neither build a functioning sickbay nor love nest for three or four hours because the Sirens needed to be healed and the Grays needed some love before I could hire them probably helped my monks. But eventually I had to build those to get a functioning station and had to resort to good old produce and sell to get my economy running as the monks were no longer a reliable source of income to prevent the meteor apocalypse from happening.

And it did happen eventually. I had all the basics covered, food, health, sleep, love, fun, security, energy... so I started to build the useful but not quite essential stuff when a major devastating meteor rain destroyed my love nest, sickbay, bar, recycler, berth, control station, brig, factory and my third energy collector, basically, if it was a big costly building, or if I had just built it, it was destroyed. Good thing I still had money to fall back on. The culprit? A criminal Targ that managed to sneak in the comsensor at just the wrong time.

One minor criticism I can think of is the speed bump at the beginning. Although it was probably designed that way to make the beginning more challenging, but the criminals (criminals, not the bomb planting spies) can give the mission title a whole new meaning as they can grind the mission to a halt. It took me a very long time to get the basic researches done and the basic facilities built when criminals kept on being counterproductive to my researches and dismissed the tourist ships. I recall that at some point, my comsensor and laboratory were entirely manned by criminals.

But overall it was still a fun challenging mission.

Thanks again, OneStar! It's always a pleasure to have a new reason to fire up that game again. :>
Thank you for the reply :-) .

Researching junk for recycling profit is one I haven't tried in any game, and I rarely let monks use up space on my stations until I have several bio-deck segments open.
I recall that at some point, my comsensor and laboratory were entirely manned by criminals.
LOL. If you spot them there, try switching the room power off, then on again when the criminals start to walk away.
But when I turn it back on, they all got back in there.

And yes, researching junk, trash and turdite, or plants as a matter of fact, improves their recycling value. Turdite is extremely valuable when researched to the max, close to fifty grands or something IIRC. And I recall a sandbox where I made a fortune researching junk to the max, then built a gigantic berth with a single door and no bed, trashed the room and recycled the junk underneath.