Zebrica Przewalskians are weird, and you probably shouldn't be playing one if you need a quick start guide. This guide will explain them regardless.
As a Przewalskian, you make parts. You also have a small edge in GDP that should be exploited, but parts will always be your primary product.
Under the Resource Extraction block, make two Solar Collectors and Two Tidal Harnesses. These will generate a combined 4 energy per tick, which is the only free resource generation you'll ever get. Then, under Factories, press Receive Factory Aid. You can only do that once.
Go back to your overview. Your cash on hand has been reduced as expected. You'll also notice that your Satisfaction is now decreasing by 1 per tick, your GDP is up around 10,000, and a bit further down you'll have a new line on your resources table. Energy is now being produced at a rate of 4 per tick, though one is being consumed by the factory.
You'll have to wait for your first energy to come in before doing much more, so now would be a good time to take a closer look at the alliances and start reaching out to other players if you need to strike a deal.
Your GDP will give you enough money to buy some copper, and your energy will allow you to turn it into parts. Under Actions, Manufacturing, make either Vehicle or Machine parts, whichever you think you can sell for more. Since prices vary so much, it is up to you to figure out what price to ask.
Your current energy per tick is anemic. You'll need an oil combustion facility eventually, but for the time being you can get away with burning oil manually to generate energy. Nation → Actions → Basic Actions → Burn Oil will convert 5 oil into 5 energy at the cost of 5 satisfaction. You can use this to expedite production whenever you have more buyers than you have energy.
If Oil scarce or unaffordable on the market and you need to make a deal, go to Search → Saddle Arabia for a list of Oil producers and contact one. The same can be done for Zebricans and Copper, or Burrozilians and Apples.
As a Przewalskian, you have two short term goals. An Oil Combustion Facility to make energy more efficiently, and a Bakery to deal with your slowly decrementing Satisfaction. Since you currently lose Satisfaction so slowly, the Facility is probably the right choice.
Keep making and selling parts until you have 30 copper, 256,000 bits, 20 energy, and no less than 8 Oil. Make 20 machine parts, and build the Oil Combustion Facility under the resource conversion block. You'll have more energy per tick to work with, but you'll need to keep buying Oil, and your Satisfaction per tick is now -3.
Now you need to address the slowly decreasing Satisfaction. In the worst case scenario, you can use Nation → Actions → Basic Actions Distribute Apples for an immediate Satisfaction boost at the cost of 5 Apples.
If you're getting dangerously close to -100, don't hesitate to do this. However, it is much less cost-effective than other solutions, and should only be used in case of emergencies.
Ideally you would get a Bakery instead.
Do whatever trading you need to until you have 5 Copper, 5 Machinery Parts, 5 Vehicle Parts, 5 Energy, at least 2 Apples, and 200,000 Bits. Then we'll make the Bakery.
The bakery needs Energy which means it will cut into your manufacturing capacity. You might want to disable the bakery at times, which can be done from the Nation Overview. Be careful, as disabled buildings cost 1 satisfaction per tick.Once your bakery has been built, go back to your Overview. You'll see that Satisfaction per tick has increased one, and that you're now producing 3 Pies per tick at the cost of 2 Apples and 1 Energy.
The bakery will quietly keep working, making pies and slightly improving satisfaction as long as it has the apples and energy to run.
Resources are ALWAYS consumed before they're produced, so if you do not have enough energy or apples on hand when the game clock hits 0, the Bakery WILL NOT produce ANYTHING for that tick, and you'll suffer a satisfaction penalty of -1 for each building that fails to run.
Always ensure your current stockpiles are high enough to cover all of your building's upkeep. As your economy becomes better developed and more complex, you'll need to keep larger and more varied stockpiles, and the damage caused by exhausting those stockpiles will become increasingly severe.
Now that you have your Bakery, you can distribute the Pies it makes the same way as you distribute Apples, but for a much greater effect. You might also be able to sell them to desperate players, but the market for Pies tends to be weak since everybody can make them domestically.
Continue to make parts, buying the resources you need, and making more Oil Combustion Facilities any time you can't keep up with demand.
If these resources are not abundant on the market, or if they're prohibitively expensive, it might be a good idea to make an agreement with other players.
Players who rely on barter are often looking to make recurring deals so they can better plan their economy. Making an agreement with another player could end up being immensely beneficial to both of you.
However, verbal agreements are NOT enforced by the game, and fraud is permitted by the game's rules. Further, even an honest player might cancel an agreement if conditions change.
Be cautious with your dealings, and if you find a good trade partner, do what you can to keep them.
Now that you're producing Pies, your satisfaction will trend upward as long as you keep distributing them. You can safely add more Oil Combustion Facilities if you need to manufacture faster, or even Basic Factories to increase your GDP if the Part market is saturated.
Your next goal is to build another Satisfaction building. The Bakery, while vastly superior to distributing Apples, is still a stop-gap rather than a solution. There are two sensible solutions for your next step. You can either make Cider and open a Bar, or make a Coffee Farm and open a Coffee Bar.
This guide assumes you are making Cider and a Bar since it costs fewer Parts from Przewalskian players. However, under specific market conditions Coffee might be a better solution.
A Bar requires Cider. Cider comes from a Cider Production Facility, which also takes energy. Unlike Pies, you cannot distribute Cider, and you need a building to convert it into Satisfaction. The most affordable building that can do that is the Bar.
Bars exclusively produce Satisfaction, but they're much more cost effective than your bakery. When you have the resources to make both the Cider Production Facility and the Bar, do so.
Ideally you will make the Cider facility 1 tick before the Bar since the Bar would otherwise lack the Cider needed to operate.
Once that's done, go back to Overview. Notice that your satisfaction per tick is now positive, and you're stable even if you never distribute anything again.
The distribute actions can be useful as a lifeline or to rush production out, but you can survive without ever distributing again.
Don't demolish your Bakery though, the Bar needs Pies, and you'll need more Bars.
The Overview is a bit deceptive at this point. It doesn't know that you're manually Burning Oil, and you consume 2 energy per tick. Even though the game claims you have +5 Satisfaction per tick, it's effectively +3 because of your energy demands.
Be mindful that any non-automated action such as the Basic Actions block won't be accurately represented on your overview. This will become less significant as you get better established.
You can safely make another mine immediately, or three if you continue to distribute your excess Pies. Remember to always keep one pie per bar so that they actually work!
Now that you've got your bar, keep expanding, trading, and negotiating. Keep your populace satisfied, the Solar Empire and New Lunar Republic uninterested, and your stockpiles full.
When you're ready, head to the "Guides" tab for help with government type, economic type, and environmental damage.
