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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 with the AstroEmpires page layout, explore the links to get to know where is what, this is somehow important.
  • Second - Understand every struture, see the table list and give a little atencion to the strutures and the technologies to research to give you more building options. See what is what and what it do.

Your EmpireEdit

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.

PlanetEdit

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 have influences of 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 needs 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 needs 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 planet Fertility level. 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 planet has metal resource level 2, each Metal Refinery will increase 2 cr/h on Constrution 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 have influences of 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 OverviewEdit

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

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

Buildings / StructuresEdit

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 Tech Research 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 Tech Research 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 1-3.

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 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 to be at level 1.
  • Not recommended as whatever base has this structure WILL become a big juicy target.

DefensesEdit

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 at level 22 and Shielding at level 12.


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

Technologies ResearchEdit

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

Warp Drive

  • Each level increases ship speed that uses Warp Drive in 5%.
  • Requires Research Labs Structure at level 8

Stellar Drive

  • Each level increases ship speed that uses Stellar Drive in 5%.
  • Requires Research Labs Structure at level 5

Laser

  • Each level increases units and defenses weapon power that uses Laser in 5%.
  • Requires Research Labs Structure at level 2.

Missiles

  • Each level increases units and defenses weapon power that uses Missiles in 5%.
  • Requires Research Labs Structure at level 4.

Plasma

  • Each level increases units and defenses weapon power that uses Plasma in 5%.
  • Requires Research Labs Structure at level 6.

Shielding

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

Ion

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

Photon

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

Disruptor

  • Each level increases units and defenses weapon power that uses Disruptor in 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 in 5%.
  • Requires Research Labs Structure at level 20 and Computer at level 20

Cybernetics

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

Tachyon Communications

  • Each level allows creating one research link between two bases (Minimal level 20 research labs at both bases required for a link)
  • Once a research link is created between both bases the research capacities at the base that is being linked are added-
  • to the base that created the link (I:E The base that you selected to create a research link) this effectively means that you-
  • link 2 bases with level 20 research labs together into one base that is being treated as a base having level 40 research labs.
  • Requires research labs structure at level 24 and Energy and Computer research 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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