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How to build 10 planets in 7 days!

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WARNING: This guide works only for the 1.5 version of the game. In the 2.0 version this guide is invalid since the base cost is doubled. Its still a nice guide to read and learn a bit about the game although, give it a try!

Ok, so first of all, this is not my make, but I'd rather say it's a compilation from various sources AND from my experience. Who am I? Search for "Dacus" in the beta server and you'll find out Also you can contact me for comments and improvements you might have to this.

ATTENTION: New player protection has changed. Once you reach level 10 (you can find your level on your account page), other players within five levels of you will be able to attack and plunder your bases, regardless of how many days you have been playing. You may need to build decent fighter cover and defense turrets when you reach level 9. On the other hand, if you are surrounded by level 30-somethings, you might be able to get by without significant defenses until you get your tenth planet. The guide below was written before this change, so some information on this topic may be incorrect. For example, the next paragraph.

A very important warning: Do not focus on producing a fleet during the first seven days. A fleet requires credits to produce. The credits mentioned in this article are to be used to make ten bases in seven days not a large fleet in seven days. The only ships recommended to be produced are one (1) fighter (per base), two (2) scout ships (Keep replacing if destroyed; max two at any time), and nine (9) outpost ships (More if you can make more bases). The fighters will protect the trade routes that will be established at your base (s). The scout ships will be used to travel through out the galaxy looking for astros' to build a base on. The outpost ships are of course to be used to build the bases (The number of outpost ships does not matter if you can use them with in the seven days).

Account Day 0Edit

When you start a new account, it is recommended that you start on a moon, not a planet with at least 3 solar or gas and more than 4 fertility, unless you start on a crystalline type moon.

Until you get an astro with at least (5) fertility and at least (2) metal (best to be 3), and at least (2) solar or (2) gas (best will be at least one to be 4), you will need to restart your account again. The better target astro to start with is a Rocky-like astro and should be solar or gas >= (Greater or equal to) (4), and fertility >= (5), and metal (3). If you plan on keeping a free account do not build a base on an asteroid as it is small in area and will restrict your future expansion plans.

Now that you have your base (Click on Bases tab, then the Home Planet tab). Click on the structures tab and click build next to Metal Refineries. Then scroll down, there should be a queue structures button and a list of buildings you can queue. Queue up 1 Research Lab and 4 metal refineries. Note that you may have to queue a power plant or an Urban Structure in between them. This is because each building takes up a certain amount of energy and 1 population. You can see those stats in the top of the page. Always build the power plant that gives more energy. Otherwise you're just wasting space. Add these only when you need them. Always remember to keep your queue list full, especially if you're going somewhere or going to sleep. The queue list will finish by itself unless you run out of credits or you messed the queue list up. And when you do run out of Credits, the queue list activates when you do have the credits to build.

When that Research Lab was built, go to research and research Computer. Then queue 1 more Computer. While you're doing that, build a spaceport, then a shipyard. When your 2 computer research finishes, build a Robotic Factory.

This is the basics of what you should do on all your planets, except for the research labs and stuff. The goal is to build everything using the least amount of time so if a structure takes a long time to build and you will not be active during the time it will be built then by all means build it; otherwise diversify your list and keep construction time done as much as possible.

Meaning, that after all this, you should have this:


  • 1 Research Lab
  • 4 Metal Refineries
  • 1 Robotics Factory
  • 1 Shipyard
  • 1 Spaceport

In Queue:

  • Metal Refinery
  • Spaceport
  • Robotics Factory
  • Shipyard
  • Research Lab

And repeat. Add power plants and urban structures whenever necessary too (Build these structures only when you have to. When building an energy based structure build one that takes the least amount of time and provides the greatest source of energy out of the options provided). The specific order is because when you only focus on upgrading one structure, the cost steadily gets higher and your economy and construction will nott be able to handle it. Alternating structures makes your economy and base stats grow faster and easier.


  • 2 Computer

You'll need that and 5 Research labs. Do not build them all at once, but slip them in the queue line every once in a while. Get them by the end of the day.

Now, this is what I expect if you started early:

  • 5 Research Labs
  • 7 Metal Refineries
  • 4 Robotics
  • 4 Shipyards
  • 4 Spaceports
  • 2 Computer

Go for (1) Energy and (5) more Energy in the queue.

If you started late, try to get that in queue and rest up for tomorrow.

Account Day 1Edit

It is time for more building and research and if you were active, you might run out of credits today. This is what you should get by the end of the day, following the rule of alternating structure building:

  • 8 Research Labs
  • 10 Metal Refineries
  • 6 Robotics Factories
  • 6 Shipyards
  • 6 Spaceports

Queue 2 shipyards and as many metal refineries as you can before you go to sleep. It is recommended that you build 12 metal refineries on the planet.

  • 8 Energy
  • 2 Computer
  • 4 Stellar Drive

If you did not get level (4) Stellar Drive, you are either bankrupt or not active. After you get level (4) stellar drive, queue a Warp Drive. If you have level (4) stellar but can not find Warp Drive, this is because you do not have a level (8) research lab. If you are unsure what to research scroll up and you will see a group of tabs at the very top of the screen. Click on the tab that is called Tables. You will see a set of tabs that will have a list of everything you can unlock in the game. If the technology you are researching to unlock is the shade of white then that means you have unlocked it; if it is the colour red that means you have yet to unlock the technology. The colour coding system applies to all the other tabs under the Tables tab.

If you are bankrupt, do not worry, the queue list will do your work for you while you are asleep. This is one of the most important features of the game; it is also another excuse for players to upgrade their accounts.

Account Day 2Edit

Before starting, read the whole tutorial again to remember the steps you need to take.

CG's NOTE on day 2 (In the better guide to how to build to 12 planets in 7 days you will see keep econ low at first Build first planet to 33 second to about 29 and the rest to about 25 by the end of day 2 you should have 5 planets like me. trade routes are you friend but don't get trade stupid, 2 per planet is enough for the first 2 days and will cut expences enough for you to build fast, also don't forget armor because your fighters are all that will portect them with the new rules. short range tr's 1-10 distance will keep you from too much agro trouble.)

Day 3, now is the time to start building Outpost Ships. These require 8 Shipyards, 1 Warp Drive, and 100 credits on hand. Yes, the sole purpose of the above is to get Outpost Ships as early as possible. If you were able to get these on the second night(this is not possible unless you are online 24/7), you're way ahead, and you have a pretty good chance of getting 10 planets before your account expires.

As a general rule it's a good idea to have 4 economy based astros, 3 Research based astros and 2 mixes Production&Research astros (the first one you'll get will have to be Economy&Production&Research). As the game will progress you'll adjust your planets accordingly, but these are some kind of required for the long run.

I'd advise you to get the economy astros first to boost your economy (to help you expand), then the Prod&Research astros and in the end the Research astros.

Outpost ships let you build new bases on other uninhabited planets. These are the suggested ones to build on:

  • Crystallines - Rare, but worth getting. I prefer crystallines with 3 solar and 5 fertility, but those are really rare. Frankly, I don't really care about the stats of them, but if they don't have those stats, you might have some problems with developing it. On these kind of planets a different kind of build is necessary. Ok, start always with metal refineries and robotic factory. and at the same time build Crystal Mines. you know metal refineries and robotic factory accelerate the building. when the crystal mines start getting expensive, alternate it with Economic Center (based on cost). and don't forget building good defense on it. Get AT MOST 4 of this kind, then go for something else.
  • Rocky - Pretty common, and are pretty good production bases. I prefer 3 solar and 6 fertility, but 4 solar and 5 fertility work fine too. I also prefer it being a moon instead of a planet (the reason why is at the end of this).
  • Metallic or Craters - Also common, and are also pretty good production bases. Don't pay much attention to the 1 crystal, as it's really not worth it. 3 solar and 5 fertility is what I'd go for. I'd also prefer a moon over a planet for this one as well.
  • Asteroids - Not as rare as Crystallines, but they're good to work with. Its only drawback is its small area. I'd also prefer 3 solar and 5 fertility on this, because 4 fertility really hurts when you need to upgrade level 17 urban structures. These aren't as rare, so I do suggest finding these stats. try to alternate crystal mines with spaceports at the beginning. during this 7 days protection you need economy. after you could always change of discretion for production

If you started on a Rocky or Metallic, I'd also suggest an Arid (or Tundra), Gaia (if you can get one) or Earthly or planet for your 10th planet to use it as your research base.

When you're setting up your new base, you'll notice there's a fee. For your first new base (your second base), it'll cost you 50 credits. Every base after the last will cost twice what it used to. Like so:

  • 50 (base no. 2)
  • 100 (base no. 3)
  • 200 (base no. 4)
  • 400 (base no. 5)
  • 800 (base no. 6)
  • 1600 (base no. 7)
  • 3200 (base no. 8 )
  • 6400 (base no. 9)
  • 12800 (base no. 10)

And so on. The tenth base will be expensive but don't worry, you will be able to make it, if you're pretty active.

Once you've set up your base, follow the instructions from day 1 and 2, except without the research labs. These stats are what you should attain on all your planets, regardless of type:

  • 12 Metal Refineries
  • 8 Robotics
  • 8 Shipyards
  • 10 Spaceports

As for research, aim for this and this only:

  • 10 Energy
  • 10 Computer
  • 8 Laser
  • 4 Stellar Drive
  • 1 Warp Drive

This will unlock Economic Centers and Nanite Factories. Build up to level 3 of both on all your bases. Remember to alternate.

I expect you to get a total of 3 bases by the end of the day and 2 more outpost ships in construction for tomorrow.

Account Day 3Edit

Before starting, read the whole tutorial again to remember the steps you need to take.

Day 4, you should be starting to really rack in the credits with an economy of over 100. Use those outpost ships to get 2 more planets. You should have around 200 economy by the end of the day, maybe a little less. Build 2 more outpost ships for tomorrow.

Account Day 4Edit

Before starting, read the whole tutorial again to remember the steps you need to take.

Day 5, you should have the credits to build your 6th base, and construct your 7th base by nightfall, which costs 800 and 1600 credits. Remember to get all the above stats for all your planets. By the end of the day you should have about 400 economy or more. Build 3 more outpost ships.

Account Day 5Edit

Before starting, read the whole tutorial again to remember the steps you need to take.

Day 6, this is the crucial day, and you should be able to build your 8th and 9th base in the afternoon and tomorrow morning. You must have around 650 economy and stop all construction and research a couple hours before your upgraded account ends.

Account Day 6Edit

Before starting, read the whole tutorial again to remember the steps you need to take.

Day 7, spend all day waiting for 12800 credits and if you're worried, recycle some structures. Then build your 10th base. Feel free to do whatever you want from then on.


Keep in mind the following:

Very important: DON'T BUILD any defenses nor fleets during these 7 days (except one single fighter at all your bases which have at least one TR- this will prevent others to plunder your trade routes), they are useless to you as in these 7 days you can't fight and you can't attack, so bear in mind that you're losing money building those; money you can spend better in investing into your future empire. You'll have enough time to build fleets after these few start days.

HOWEVER, when the day 6 of your account is at the end, start building defenses and fleets on all your bases and stop constructing, so that you'll have money for your defenses: 1) fighters and Cruisers as fleet in the ratio 80 FTs to 1 CR. For example a good fleet for defense is 8000 FTs and 100 CRs. Also accompany this fleet with a lvl 10 Command Center. 2) any turrets you can buy with shields (aim for the highest turret possible - early on disruptors if possible, later aim for the Planetary Rings). And don't build many shields - 1 batch maximum of each kind of shield. The idea is to hurt the invader and shields are not doing that. Any time you discover a new type of turret with shields (not shields, like deflector shield or planetary shield) build two levels of it and keep the old ones only 1 lvl.

3) if you have no turrets with shields yet, aim for the plasma turret (plan your research so that you get this turret ASAP) and build only this! Once you have turrets with shields researched and at least two levels on your base, disband all your unshielded turrets

Fertility is the amount of population you add when building Urban Structures. As each building takes one people, you'll need a lot of people, and Urban Structures are getting very expensive.

Ex, Urban Structure level 20 cost you 3326 credits. But with a level 20 urban on a fertility 6 planet gives you a total of 20*6 = 120 people, whereas on a fertility 4 it gives you only 80 people.

A point for planet occupation, for each occupied planet you need one Command Center, so build some.

To occupy a planet, don't forget newbies have a 7 days protection send corvettes or Scouts to the nearby quadrants to seek acceptable targets (very low or no defense, no or small fleet).

You can only attack people who have account start > 7 and (their player level - your player level) < 10 When you find a target, send a sufficient fleet to conquer the base. In the beginning you should find people conquerable with a single corvette but soon you'll need more (some corvettes and Destroyers). Conquer the base.

Conquered bases give you credit by first Pillage, then pillage once per day, and you take 30% of their economy as your own.

Keep a small fleet (not above 2k fleet in size) above the planet, the occupied people will try to make fleets to free their planets. We call that 'popping Debris'

there are other rules about Level of Protection when you get into the higher degrees, but that's going to happen a lot later, so I'll not describe here

at first, have focused bases. one for top science, one for top ship building, some just for econ (i.e. crystallines or asteroids) and as you get high in each base's focus, start building up other aspects of that base. put Jumpgateon your best shipyard bases... your standard hybrid is a shipyard/research mix, but all bases should be making as much econ as they can, and should keep construction speeds up... and don't forget defenses...

Why moons and not planets? 1) On a moon the costs for building planetary rings and Planetary Shieldsis a LOT less - believe me it's worth the extra cash you're saving. 2) On a moon the cost of Biosphere Modification is a lot less - the same as above.

3) Moons are not so searched for, as people hurry for the planets, so you're going to have a variety of moons to choose from.

You should choose planets and not moons ONLY when you have NO intention of upgrading. Planets offer you more space so they are more suitable for free accounts. However, in case you can't upgrade I advise you to contact other people who are upgraded and offer them something in return (in-game or in real-life), so that they upgrade your account too. Believe me, this game is worth to be played while upgraded So beg from your parents, your spouse or from your siblings to get you upgraded

Good luck!

We recommend 7 Days, Now What? Your Guide to the Second Week next :)

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