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7 Days, Now What? Your Guide to the Second Week

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7 Days, Now What? Your Guide to the Second Week Empty 7 Days, Now What? Your Guide to the Second Week

Post by ViperCiamiK Fri Nov 28, 2008 1:51 pm

7 Days, Now What? Your Guide to the Second Week
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Well you've all survived thus far, congratulations. The following is intended to assist individuals who have finished with the various "10 astros in 7 days" guides and are wondering how to proceed. The following assumes you have 10 bases with level 2 ion turrets and 200 fighters. This may have taken you more than 7 days, if so, that's OK, just read this when you are ready. This is not to be considered gospel, just a point in the right direction.

If you started at the same time as the other members of your galaxy, you will find a wealth of farms lying about you, farms that will exit protection around the same time you do. Send scouts or corvettes to the sectors around you and look through them as well as your home sectors, using Snaplinks (a mozilla add-on; see wikipedia for more info) to speed things up. Some will be completely undefended and can be conquered with a scout (known as a "scout tap") others will have 100 or less fleet and crappy defenses like laser turrets. BLOW 'EM UP! You won't need anything bigger than destroyers to wipe out a dozen bases in the first few hours and make thousands of credits. Those of you who are ahead of the game may have cruisers, you can hit bases with missile turrets using these, and make greater profit. Remember, the economy of the base you are attacking, as well as the player's treasury, determines your pillage income, so go for higher econ bases or bases that belong to people you know have been inactive for awhile (and thus have larger treasuries). Use battle calculators to figure your losses if you are unsure of a base's profitability. This farming process should be continual, make hits daily while you work on what is below.

Some combat basics before we continue: fighters and cruisers provide the best ratio against balanced fleets with many unit types. Always fill all available hanger space with fighters, and bring along at least 1 carrier load for each five cruisers (more is better, but no one ever has enough carriers...). When facing fleets made up almost entirely of fighters, w/o turret backup, "shieldrape" with heavy cruisers. Later on, you can "shieldrape" destroyers and below using battleships. Use recyclers to pick up derbs, which are given out hourly at 30 minutes past the hour. When attacking players you know to be active, time the attack for 20-25 minutes past the hour, get the derbs a few minutes later and get out. Don't leave large fleets sitting around overnight exposed, especially in war time. For more indepth discussion, see combat guides.

If you are upgraded, you can get more bases. Free players ignore this discussion. After a day or two of farming your treasury should be higher and your econ should be at 800+. Save up for base 11. If you have questions about what astro to get, look at TUM's Astro Guide, in this tutorial sub-forum, which covers the subject thorougly. Remember to get moons, not planets, if you are upgraded. If you don't have 3 research bases, its time to get the third. After getting base 11, your money allocation should be as follows whenever you are not saving for big purchases:


construction - continual
research - continual
production - as much as possible with the available money.

If you are attacking often, you probably can produce at 2/3 of capacity. Why am I not telling you to prioritize fleet? The answer is that you are still in the expansion phase of your empire, even if protection is over. Unless you are under heavy assault or your guild is at war, focusing on growth now will pay off with bigger armadas later.

What to research: Research allows you to build better stuff. Here's the stuff you should be aiming for, in order: cruisers (if you don't already have them) heavy cruisers, carriers, photon turrets, orbital bases, battleships, android factories, jump gates (only if you are upgraded and are ahead in tech. If not, let guildmates get JGs) Disruptor turrets, deflection shields, prings, pshields. In each case research the prerequisite techs as spelled out in the tech tables. These will unlock other things that I'm not troubling myself to mention as well. You should already be able to get nanites, econ centers, and terraforming; if not, get those first. You may get some things out of order if you are researching at max capacity on three bases, thats OK. Remember to keep building labs before you need them - start work on the 16 labs required for photon tech immediately. Notice that I do NOT mention dreadnoughts. These are floating derb piles that some idiots try to get really early. The tech path up to them is enormous, and while it is useful to have them, prioritize pring research over dreadnoughts. Prings provide the closest thing to safety in this game; research only what you need and you'll be able to build them within 2 months.

Back to the game. Your goal should be to get photons before day 14, and base 12 immediately thereafter. Once you have photons, 500+ fighters and 5+ command centers (no more if you're a free player) is optimal. If you got rich off pillages, you may be able to afford base 12 earlier. Save money and buy it.

Meanwhile, construction should be continuing. You should focus on economics when constructing. The first priority: more Trade Routes. You should be up to 2 per base after 7 days, those of you who are fast may have 3. During the second week, make sure you have 3 per base (the best among you may get four). Remember, unique trades boost your econ, and the econ of the lower econ base in the trade is the biggest factor in determining trade value. It is probably too early to spend cash on long distance routes, so go for around 400ish distance on your well-developed bases, and any distance on your less valuable bases. Research planets need labs, production bases need shipyards. After the first seven days, your production bases should have at least 10 (for cruisers), get them up to 12 (carriers, HCs). Everything else, excluding crystal moons, should get up to 10 in week two. Remember, when you have a question about what to buy, divide benefit (eco bonus, production capacity bonus, etc) by cost (right now, this means credits). Cost, for free players, also includes area. Later on, energy and area, in addition to credits, become big concerns for all players, upgraded or not.

This represents just a few ideas, not everything you need to know. The game is enormously complicated, it would take volumes to to thoroughly cover AE. I hope it is helpful. I have only 80 days AE experience, so those who have played longer and harder please start mentioning whatever I have missed. *flameshield powered up!*
ViperCiamiK
ViperCiamiK

Number of posts : 14
Registration date : 2008-11-28

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