Guide: User Guide

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This Guide is Open to editing.

Feel free to edit and alter the guide if you feel it needs improved. Before making any major alternations please discuss them on the discussion page first.


This is an User Guide that will be developed in time following Wizard's changes to game.

This is just an Add for the Tutorial page of AstroEmpires.

Things To Add:

  • Trade Routes
  • Colonizing Astros
  • Occupying a Planet
  • Links to structures, defenses and technology

You start with a base, your first planet and you don't know what to build to make an empire. I will try to help with this guide some basic informations to develop your empire.

There are some aspects you must know to define your strategy.

  • First - Familiarize yourself with the AstroEmpires page layout, explore the links to get to know where is what, this is somewhat important.
  • Second - Understand every structure, see the table list and give a little attention to the structures and the technologies to research to give you more building options. See what is what and what it does.

Contents

Your Empire

Credits are the monetary unit in the Universe of Astro Empires, and the base of the game's economy. You can use them to build Structures on your Bases, to set up Trade Routes, to produce Spaceships, and to invest on Research.

You receive credits in a per hour basis, based on your Empire's Economy. This can be raised by building structures, establishing trade routes, and conquering other player's bases. You can also get credits by recycling debris in space after battles, plundering trade routes, or pillaging bases after having conquered them.

So the main goal in the Game would be to optimize your resources, and to use them to expand your Empire through conquests or by establishing new bases, increasing your Credits Income. Diplomacy and Alliances can help you to achieve your objectives.

Planet

Each planet has their level of Solar, Area, Fertility, Metal, Gas and Crystal.

  • Solar: Is an energy resource that provides energy to the planet

the building that produces energy from the Solar Energy of the planet is the Solar Plant, if Solar is level 4, each Solar Plant will give an output of 4. (This also is influenced by the Energy Research Tech; that will be discussed later in this guide)

  • Area: Is the area that the planet has for building structures.

Each terrain building will need 1 area, upgrades also need 1 area. Note that there are orbital structures which don't require area on the planet.

  • Fertility: Is the population level of the planet.

Each building will require 1 population, upgrades also need 1 population. Urban Structures, Orbital Base, and Terraform don't require population.

When building an Urban Structure it will give more population depending on the Fertility level of the planet. Example:

If Planet has fertility level 5, each urban structure will give more 5 population.

  • Metal Resource: A resource that increases Construction and Production processing capacity depending on the planets metal resource level.

If a planet has metal resource level 2, each Metal Refinery will increase 2 cr/h on Construction and 2 cr/h on Production processing capacity.

  • Gas Resource: Is an energy resource that provides energy to the planet

the building that produces energy from the Gas Resource is the Gas plant, If Gas is level 2, each Gas Plant will give an output of 2. (This also is influenced by the Energy Research Tech; that will be discussed later in this guide)

  • Crystal Resource: A very profitable resource that increases the planets economy depending on the crystal resource level.

If planet has Crystal resource level of 2, each crystal mine will increase the planets economy 2 cr/h.


Understand that each planet will have their own levels, choose wisely to take the best of the planets.

Tips:

  • Try to make each planet you have dedicated, one for Production, one for Research and one for Economy.
  • Make your first planet an overall of Production, Research and Economy.

Base Processing Capacity / Base Overview

In Base Overview you see a box on the right side of the base image.

  • Construction: Is the building construction processing capacity per hour, you start with 6 cr/h, this is how much in credits the base can process per hour. For example if a building costs 12 credits it will take 2 hours for that building to be done.
  • Production: Is the Ship Production processing capacity per hour, the processing is the same as for Construction, but in this case its only for ships, and you need to have a Shipyard to produce ships in that base.
  • Research: Is the Technologies Research processing capacity per hour, the processing is the same as for Construction, but in this case its only for research, and you need to have Research Labs to do research in that base.
  • Economy: This is the Base economy or your income, the credits you gain per hour from that planet.

Buildings / Structures

This is the set of structures that are possible to construct on a base, some of them require energy, others don’t; to see more detailed information about the structures go to this link.


Urban Structures

  • Each level increases population capacity by Base Fertility.

Solar Plants

  • Each level increases energy by Base Solar.

Gas Plants

  • Each Level increases energy by Base Gas Resource.

Fusion Plants

  • Each level increases energy by 4, (This structure doesn't depend on base energy resources)
  • Requires Energy Research Tech at level 6 to be available for construction.

Antimatters Plants

  • Each level increases energy by 10. (This structure doesn't depend on base energy resources)
  • Requires Energy Research Tech at level 20 to be available for construction.

Metal Refineries

  • Each level increases Construction and Production capacities by Base Metal Resource and gives +1 Economy to Base.

Crystal Mines

  • Each level increases Economy by Base Crystal Resource.

Research Labs

  • Each level increases Research capacity by 6 and enables the research of more technologies.

Command Centers

  • Each level increases the number of Occupied Bases you can have by 1, and adds 5% Fleet attack power at Base location.
  • Requires Computer Research Tech at level 6 to be available for construction.

Shipyard

  • Each level increases Production capacity by 2 and enables the production of more units. Gives +1 Economy to Base.

Robotic Factories

  • Each level increases Construction and Production capacities by 2 and gives +1 Economy to Base.
  • Requires Computer Research Tech at level 2 to be available for construction.

Nanite Factories

  • Each level increases Construction and Production capacities by 4 and gives +2 Economy to Base.
  • Requires Computer Research Tech at level 10 and Laser Research Tech at level 8 to be available for construction.

Android Factories

  • Each level increases Construction and Production capacities by 6 and gives +2 Economy to Base.
  • Requires Artificial Intelligence Research Tech at level 4 to be available for construction.

Spaceport

  • Each level increases Base Economy with +2 and enables Trade Routes with Base.

Economy Centers

  • Each level increases Base Economy by 3.
  • Requires Computer Research Tech at level 10 to be available for construction.

Terraform

  • Each level expands Base Area by 5, doesn't need Population.
  • Requires Computer Research Tech at level 10 and Energy Research Tech at level 10 to be available for construction.

Multi-Level Platforms

  • Each level expands Base Area by 10, doesn't need Population.
  • Requires Armour Research Tech at level 22 to be available for construction.

Orbital Base

  • Each level increases population capacity by 10, doesn't require Area on base or population
  • Requires Computer Research Tech at level 20 to be available for construction.

Jump Gate

  • Each level increases travel speed by 100% for Fleets that depart from the Base, and allows Stellar units to move between Galaxies (can be used by guild members).
  • Requires Warp Drive Research Tech at level 12 and Energy Research Tech at level 20 to be available for construction.

Biosphere Modification

  • Each level increases Astro Fertility by 1. ( This structure alters Base Fertility, increasing its fertility level.)
  • Requires Computer Research Tech at level 24 and Energy Research Tech at level 24 to be available for construction.

Capital

  • Each level increases base econ by 10 and all other bases econ by 1. Can only exist at one Astro at a time.
  • -5% Empire income While this base is occupied.
  • Requires Tachyon Communications Research Tech to be at level 1.
  • Not recommended as whatever base has this structure WILL become a big juicy target.

Defenses

Defenses are special Structures, which will help to protect your Base from enemies trying to conquer it. They use the same function has normal structures; each level requires area, population and energy. Go see detailed information on Defense structures in this link.

Barracks

  • The cheapest defense that helps to protect your base.
  • Requires Laser Research Tech at level 1 to be available for construction.

Laser Turrets

  • Small Defenses, good against Fighters, Bombers, and Corvettes.
  • Requires Laser Research Tech at level 1 to be available for construction.

Missile Turrets

  • Small Defenses, good against small and medium Units.
  • Requires Missiles Research Tech at level 1 to be available for construction.

Plasma Turrets

  • Average Defenses, good against medium Units.
  • Requires Plasma Research Tech at level 1 and Armor Research Tech at level 6 to be available for construction.

Ion Turrets

  • Average Defenses, good against medium Units, first Defenses to have Shield capacity.
  • Requires Ion Research Tech at level 1, Armor Research Tech at level 10 and Shielding Research Tech at level 2 to be available for construction.

Photon Turrets

  • Big Defenses, good against large Units.
  • Requires Photon Research Tech at level 1, Armour Research Tech at level 14 and Shielding Research Tech at level 6 to be available for construction.

Disruptor Turrets

  • The biggest Defenses, good against large Units.
  • Requires Disruptor Research Tech at level 1, Armour Research Tech at level 18 and Shielding Research Tech at level 8 to be available for construction.

Deflector Shields

  • Strong Shields that increase your Base protection.
  • Requires Ion Research Tech at level 6 and Shielding Research Tech at level 10.

Planetary Shield

  • Planetary Shields that increase your Base Protection.
  • Requires Ion Research Tech at level 10 and Shielding Research Tech at level 14.

Planetary Ring

  • Planetary Defensive Ring around the planet, doesn't require area on the Planet.
  • Requires Photon Research Tech at level 10, Armour Research Tech at level 22 and Shielding Research Tech at level 12.


NOTE: Construction of Planetary Shield and Planetary Ring cost 50% at Moons, and 25% at Asteroids.

Technologies Research

Researching new technologies will allow you to build new Structures and Spaceships, will improve your units, and will also give you access to more advanced Technologies. Research is done on bases that have Research Labs Structure. More information about Technologies Research, please visit this link.

Energy

  • Each level increases energy output in %5; this is a very good research to invest in, with Energy level 20, every Energy supply with have 200% output.

Example: Planet solar energy 4, a Solar Plant can have an output of 8 with Energy Research level 20.

Also makes available other structures to construct.

  • Requires Research Labs Structure at level 1.

Computer

  • Each level allows one Campaign Fleet.
  • Requires Research Labs Structure at level 1.
  • The formula is calculated in this way. Planets you own + Planets you are occupying + Computer Research Level.

Armour

  • Each level increases armor by %5, the most important research to make ships stronger.
  • Requires Research Labs Structure at level 2.

Warp Drive

  • Each level increases the speed of ships that use Warp Drives by 5%
  • Requires Research Labs Structure at level 8.

Stellar Drive

  • Each level increases the speed of ships that use Stellar Drives by 5%
  • Requires Research Labs Structure at level 5.

Laser

  • Each level increases the weapon power of units and defenses that use Lasers by 5%
  • Requires Research Labs Structure at level 2.

Missiles

  • Each level increases the weapon power of units and defenses that use Missiles by 5%
  • Requires Research Labs Structure at level 4.

Plasma

  • Each level increases the weapon power of units and defenses that use Plasma by 5%
  • Requires Research Labs Structure at level 6.

Shielding

  • Each level increases units and defenses shield strength by 5%
  • Require Research Labs Structure at level 10.

Ion

  • Each level increases the weapon power of units and defenses that use Ion by 5%
  • Requires Research Labs Structure at level 12, Energy at level 12 and Laser at level 10.

Photon

  • Each level increases the weapon power of units and defenses that use Photon by 5%
  • Requires Research Labs Structure at level 16, Energy at level 16 and Plasma at level 8.

Disruptor

  • Each level increases the weapon power of units and defenses that use Disruptor by 5%
  • Requires Research Labs Structure at level 20, Energy at level 20 and Laser at level 18.

Artificial Intelligence

  • Each level increases Bases Research Output by 5%
  • Requires Research Labs Structure at level 20 and Computer at level 20.

Cybernetics

  • Each level increases Bases Construction and Production Output by 5%.
  • Requires Research Labs Structure at level 22 and Artificial Intelligence at level 6

Tachyon Communications

  • Each level allows the creation of one research link between two bases (Minimum level 20 Research Labs at both bases required for a link)
  • Once a research link is created between bases, the research capacities are added to the base that created the link. This means that you effectively have one base that is being treated as having level 40 Research Labs.
  • Requires Research Labs structure at level 24 and Energy and Computer Research Tech at level 24 as well.
  • NOTE: once a research link is in place between bases it can only be removed if there's no research going on at that base.
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