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In Astro Empires you build structures on your Astro to improve your Economy, Construction, Production and to Research new Technologies. Astro Empires is a war game however how are you to wage war without the ability to build and fund a galactic navy?

Some structures are staple and don't really offer any advantages but allow you to build more, for example energy plants. On the other hand there are structures which give you special abilities such as the Jump Gate which increases the speed of your fleet by 100% per level.

Staple StructuresEdit

Staple structures are structures that are at the core of your bases and although they do not give you a direct advantage they are necessary to allow you to build more structures. These structures will all be built by you at some point just to keep your base growing.

Urban StructuresEdit

Item urban-structures

For each level of Urban Structures you build your bases Population will be raised by the value of the Astro's Fertility. Fertility varies depending on the Orbital and planet type of your Astro.

  • Requires 1 available area
  • Requires NO energy
  • Population + Initial Value of fertility

Orbital BasesEdit

For each level of Orbital bases you build the Population of your base will raise by '10'. This is not dependent on the value of Fertility and so is the same for every base you build it on. Orbital Bases do not taken up any space on your Astro, since they are not ground facilities.

Orbital Bases are Advanced Structures

  • Requires NO area
  • Requires NO energy
  • Requires tech level Computer 20
  • Population +10

TerraformEdit

Item terraform

For each level of Terraform you build the Area of your bases will raise by '5'. This is not dependent on any Astro stat so it will be the same for all of your bases. You will use this more on some bases than others however as an Astro's area can vary considerably.

Terraform is an Advanced Structure

  • Requires tech levels Computer 10 Energy 10
  • Requires NO available population
  • Requires NO energy
  • Area +5

These being advanced is one of the main limitations to free accounts, because they are A: forced to move on to (at the time) insanely expensive Multi-Level Platforms prematurely, and B: limits the maximum area an astro can have.

Multi-Level PlatformsEdit

Item multi-level-platforms
For each level of Multi-Level Platforms you build the Area of your base will raise by '10'. This is not dependent on any Astro stat so it will be the same for all of your bases. You will use this more on some bases than others however as an Astro's Area can vary considerably.

Mult-level Platforms are Advanced Structures

  • Requires Armor 22
  • Requires NO available population
  • Requires NO energy
  • Area +10

These being advanced is one of the main limitations to free accounts. See Terraform.

Energy StructuresEdit

Energy structures are structures that are built to increase the Energy of your base. Each structure takes a different amount of energy to allow you to build it on your base so you need to make sure you have enough power to build the structures you want when you want them. The output of Energy structures can be improved by 5% for each level of Energy you have researched.

Solar PlantsEdit

Item solar-plants

For each level of Solar Plants you build your base's Energy will be raised by the value of the Astro's Solar. Astros can have between 0 and 4 Solar so it is possible that on some bases you will not build Solar Plants and others you will not be able to build them.

  • Requires 1 area and 1 population
  • Energy + Value of Solar

Gas PlantsEdit

Item gas-plants

For each level of Gas Plants you build your base's Energy will be raised by the value of the Astro's Gas. Astros can have between 0 and 5 gas so it is possible that on some bases you will not build Gas Plants and others you will not be able to build them.

  • Requires 1 area and 1 population
  • Energy + Value of Gas

Fusion PlantsEdit

Item fusion-plants

For each level of Fusion Plants you build your bases Energy will be raised by 4. This does not depend on an Astro's stat so it will not change for each of your bases. However due to this they are a lot more expensive than either Solar or Gas.

  • Requires tech level Energy 6
  • Requires 1 area and 1 population available
  • Energy +4

Antimatter PlantsEdit

For each level of Antimatter plants you build your bases Energy will be raised by 10. This does not depend on an Astro's stat so it will not change for each of your bases. This is the highest producing Energy Plant.

Antimatter plants are Advanced Structures

  • Requires tech level Energy 20
  • Requires 1 area and 1 population available
  • Energy +10

(NOTE: due to the tech requirements, the *real* energy output is at least 20.)

Economic StructuresEdit

Economic structures are structures that's sole purpose is to improve your Economy. This can be done in two ways, either by direct income per hour or by offering trade routes to other players which can generate even more money but can also be pillages during times of war.

Crystal MinesEdit

Item crystal-mines
For each level of Crystal Mines you build your Economy will raise by the value of Crystal on your Astro. Crystals do not appear on many planets, Metallics, Asteroids and Crystallines being examples of planets that do have Crystals. The maximum value of Crystal is 3.

If you do not have Crystal on your planet Crystal Mines will not be listed in your Structures.

  • Requires 1 area and 1 population available
  • Requires 1 energy
  • Economy + Value of Crystal

SpaceportsEdit

Item spaceports

For each level of Spaceports you build your Economy will raise by 2 credits an hour. This does not depend on any Astro stats so it will be the same for each of your bases. As well as this Spaceports give you trade routes which allow you to make additional money. You get a Trade Route with the first level and then each multiple of 5 (5,10,15,etc).

Read the Trade Routes page for further information.

  • Requires 1 area and 1 population available
  • Requires 1 energy
  • Economy +2
  • Special - Allows Trade Routes

Economic CentersEdit

Item economic-centers

For each level of Economic Centers you build your Economy will raise by 4 credits an hour. This does not depend on any Astro stats so it will be the same for each of your bases.

Economic Centers are Advanced Structures

  • Requires 1 area and 1 population available
  • Requires 2 energy
  • Requires tech level Computer 10
  • Economy +3

CapitalEdit

Item capital
Upgrade increases Base econ. by 10 and all others bases by 1; Can only exist at one base; -15% empire income while occupied.

Be aware that that 15% is taken on your Total Empire Economy. That's the number listed on the ACCOUNT page as Economy. It includes the amount you get hourly from trades and occupations. It does not include the reduction to the occupied base's economy (probably because that would be a double penalty). Thus having a Capital base occupied can be extremely costly. If you cannot free that base you might consider disbanding the capital structure.

  • Requires 1 area and 1 population available
  • Requires 12 energy
  • Requires tech level Tachyon Communications 1
  • Economy +10 (1)

Construction StructuresEdit

Construction structures are structures that improve your bases Construction. Since construction is what is used to allow you to build buildings it improves your bases operation and speeds up development. All Construction structures also give the same bonus to Production which allows you to improve the speed your bases can produce ships.

Finally all Construction structures also give you additional Economy per level.

Metal RefineriesEdit

Item metal-refineries

For each level of Metal Refineries you build your Construction and Production will raise by the value of Metal on your planet. Planets can have between 1 and 3 Metal depending on the Astro type you choose. Your Economy will also raise by 1 credit an hour per level.

  • Requires 1 area and 1 population available
  • Requires 1 energy
  • Construction +Value of Metal on planet
  • Production +Value of Metal on planet
  • Economy +1

Robotic FactoriesEdit

Item robotic-factories

For each level of Robotic Factories you build your Construction and Production will raise by 2. This does not depend on any Astro stat so it will be the same for each of your bases. Your Economy will also raise by 1 credit an hour per level.

  • Requires 1 area and 1 population available
  • Requires 1 energy
  • Requires tech level Computer 2
  • Construction +2
  • Production +2
  • Economy +1

Nanite FactoriesEdit

Item nanite-factories

For each level of Nanite Factories you build your Construction and Production will raise by 4. This does not depend on any Astro stat so it will be the same for each of your bases. Your Economy will also raise by 2 credits an hour per level.

Nanite Factories are Advanced structures

  • Requires 1 area and 1 population available
  • Requires 2 energy
  • Requires tech levels Computer 10 Laser 8
  • Construction +4
  • Production +4
  • Economy +2

Androids FactoriesEdit

For each level of Android factories you build your Construction and Production will raise by 6. This does not depend on any Astro stat so it will be the same for each of your bases. Your Economy will also be raised by 2 credits an hour per level.

Androids Factories are Advanced structures.

  • Requires 1 area and 1 population available
  • Requires 4 energy
  • Requires Artificial Intelligence 4
  • Construction +6
  • Production +6
  • Economy +2

Production StructuresEdit

Production structures are structures that are specially there to improve your ability to create ships. This can be in two ways, first by increasing the the speed that ships are created and second by unlocking additional ships by reaching certain levels of different structures. As well as this all Production structures give you an Economy boost.

ShipyardsEdit

Item shipyards

For each level of Shipyards you build your Production will raise by 2. This is not based on an Astros stat so it will give the same for each of your bases. The amount of Shipyards you have can also affect which ships you are able to build, not just how fast. Your Economy will also raise by 1 credit an hour per level.

  • Requires 1 area and 1 population available
  • Requires 1 energy
  • Production +2
  • Economy +1

Orbital ShipyardsEdit

For each level of Orbital Shipyards you build your Production will raise by 8. This is not based on an Astros stat so it will give the same for each of your bases. The amount of Orbital Shipyards you have can also affect which ships you are able to build, not just how fast. Your Economy will also raise by 2 credit an hour per level. They are required for all ships from Dreadnoughts onwards.

  • Requires NO area
  • Requires 1 population available
  • Requires 12 energy
  • Requires tech level Cybernetics 2
  • Production +8
  • Economy +2

Special StructuresEdit

There are structures in Astro Empires with specific purposes which you build to give you advantages in the game. None of them improve Construction, Production or Economy.

Research LabsEdit

Item research-labs

Research Labs are used to allow you to Research new technologies. The labs work in two ways, first for each level your Research Capacity on the base is raised by 6. This will speed up Research on the base and allow new Technologies to be completed sooner. You also require specific amounts of labs to allow you to Research certain Technologies.

  • Requires 1 area and 1 population
  • Requires 1 energy
  • Research +6

Command CentersEdit

Item command-centers

Command Centers are a form of defence for your base. However, they do offer several special abilities to your empire. The first of these is that for each level of your fleets in orbit of that bases Attack Power is raised by 5%.

In addition to this for each level of Command Centre you have in your empire raises the number of other bases you can Occupy by 1. Unless you have them you will be unable to hold enemy bases.

Once you have built at least one level of Command Centers, you can recruit a Base Commander whose skill area and level of proficiency will provide added bonuses in Defence, Tactics, Logistics, Production, Research or Construction.

  • Requires 1 area and 1 population available
  • Requires 1 energy
  • Requires tech level Computer 6
  • Special - Increases fleet attack power over base by 5%
  • Special - Increases possible occupations by 1

Jump GateEdit

Jump-gate
Jump Gates are an essential tool for getting yourself around in the universe. For each level of Jump Gate you increase the speed of your fleet by 100%. Jump gates can also be used by your Guild mates so they will often be gathered by your guild for times of war.
  • Requires NO area
  • Requires 1 population
  • Requires 8 Energy
  • Requires tech levels Warp Drive 12 Energy 20
  • Special - Increases fleet speed from base by 100% per level

Note: Bonus does not apply if the user owning the Gate is in holiday / vacation mode. Also, when stellar units use a Jump gate, it will allow them to travel between galaxies.

Biosphere ModificationEdit

Biosphere-modification
For each level of Biosphere Modification the Fertility of your Astro is raised by 1. This can have a major effect on your base as it can offer a large Population boost if you have a large number of Urban Structures. The price of Biosphere Modification is 25% planetary price on Asteroids and 50% cheaper on Moons.
  • Requires 1 area and 1 population available
  • Requires 24 energy
  • Requires tech levels Computer 24 Energy 24
  • Special - increases Fertility by 1 per level

Disbanding Structures Edit

Although you may disband structures you cannot disband them IF they are involved in an existing production or construction activity. You also cannot disband them IF they are required for another structure. For example if they boost area or population which is needed by other structures.

If you disband a base all existing structures on the base are disbanded immediately. Construction and production in progress cease, as if you had canceled them.

See AlsoEdit

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