Base Commander

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A Base Commander is a feature one can add to a base which gives bonuses depending on the skill area that the commander is trained in.

Contents

Commander Bonuses

A base with a Commander assigned
A base with a Commander assigned

Once you have built at least one level of Command Centres, you can recruit a Base Commander whose skill area and level of proficiency will provide added bonuses in areas of:

  • Defense - A bonus to base defense power
  • Tactical - A bonus to fleet attack power
  • Logistics - A bonus to fleet movement speed
  • Production - A decrease in base fleet production times
  • Construction - A decrease in construction costs for base structures and defenses, therefore decreases its time for completion.
  • Research - A decrease in research costs, therefore decreases its time to complete.

Each level of skill that the base commander holds provides a 1% bonus to activities conducted under the base where he/she is on duty.

One can have multiple base commanders residing in a given base/astro, but only ONE commander can be the active commander and thus only one bonus can be collected for a given base, no matter how many commanders are present.

Advantages of Base Commanders

The advantages of base commanders at early levels of empire development may seem small, but when production, construction or research queues reach the order of hundreds of hours, each hour saved adds up. Likewise in terms of defences and tactical advantages - Astro defences can do more with less fleet and defence structures with the presence of an appropriate base commander.

Base Commander Training

Each level of proficiency training for a base commander takes 8 hours of game time study. Training units can be bought using experience points (from battle activity) or with credits. The option of training from experience points rewards empires who are active in battle, while those with thriving, active economies can also benefit from base commanders even if they are less active on the battle fronts.

Base commanders can only be trained in one discipline, so choose wisely when you first recruit your base commanders.

Losing A Base Commander

The importance of base defences holds true for this risk. Every time that a base is conquered and pillaged, there is a small risk that the base commanders residing at that base will be killed. This is an expensive risk when one has built up a very high-level base commander and thousands of credits/XP are spent in their training.

Some Thoughts on Base Commanders

Base commanders can be swapped out and transported between astros so it isn't necessary to have one of each kind present on your astro.

I have found one scheme to be very beneficial:

  • Have one high-level construction skill commander so that you can move him to new bases to speed up construction queues and get the base up and running in a much faster time.
  • Devote specific astros for "research" and post a research skilled commander to boost research queues.
  • Devote specific astros for "production" or ship-building and post a production skilled commander to speed up production queues.
  • Build a "gateway" astro which will host a high-level jumpgate and a logistics skilled commander to help yourself and your guild with high-speed inter-galaxy transport and mobilization.

Tactical vs. Defence Skills

Both the tactical and defense commanders help in defending one's astro but in different ways; the benefit of one is exclusive of the other.

  • The Defence skill is helpful if you've invested a lot in base defenses such as turrets, shields and rings.
  • The Tactical skill helps if you have a substantial fleet stationed at your astro as the tactical bonus applies only to fleet attack power and not defenses present on the base.
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