Astro LayoutThe three major areas of activity on a base are fleet production,research, and commerce. Because space is a premium on all astros, it iscritical that you build your empire by specializing your astrosaccordingly. All bases should have a minimum structure, butspecialization helps a given base reach its potential. This sectiondiscusses basic empire organization and specific base structures.Specialization is necessary for Free accounts, not necessary forupgraded accounts. So, if you're upgraded, take that into account.Basic Empire OrganizationFor a basic empire, you will want threeCommerceastros, two Research Astros, threeProduction astros, and a balance of Production/Research astros(dual-purpose).
Your first will likely be a dual Production/Researchbase, this arrangement provides ten bases—the goal of. When building your initial empire,your second, third and fourth bases should be commerce specialized tohelp jump start your economy.
The reason for this is that supporting graphic package is a barrier to making optimizations or adding new feature. At the time the game was launched the graphic package was useful to speed up page loading, but by now with faster browsers and making bette. Nov 02, 2011 Astro Empires Fleet Building and Fleet Types Extensive Guide by kleus INDEX 1 - Introduction 2 - Specialization 3 - Technologies 4 - Units 5 - Unit Categories 5.
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The table below suggests an order in whichyou may build your bases. Commerce bases are of dubious value. Consider building them up brieflyin the beginning, then converting them to Production bases.BaseSpecialization1stProduction/Research2ndCommerce3rdCommerce4thCommerce5thProduction6thProduction7thProduction8thResearch9thProduction/Research10thProduction/ResearchWhy is your first base probably a dual-purpose base? In,you are advised to start with a Rocky, Crater or Metallicplanet; to optimize production.
These three astros are suited forProduction, yet you have to build eight Research Labs to expand yourbases. Rather than later disband those Labs (recovering only half ofwhat you spent), the recommendation is that you make your first basedual-purpose.I personally find that whenever I start I end up with an Arid or Tundra,both of which are better for research. So, to meet my aboverecommendation, you have to restart your account. I find this wasteful,when the first astro is typically suitable for Research or Research andProduction. Later in this guide, I recommend which astros are I find areworth having.Base Structure GoalsA major consideration is specializing astros and optimizing production,commerce and research. The following table presents decent long-termgoals for each of your bases.
Be mindful that this is a guideline andyour unique situation may require a different layout. For example, ifyou managed to build on an Oceanic world, the value of Metal Refineriesis a waste of space.
However, to play this game effectively, you'll wantto take heed of the preferred astros discussed later. Oceanics are awaste.Free players are severely limited in what they can build. Space is apremium. Therefore, they should focus on securing planets, which isdiscussed in greater detail below—as which astros are preferred.The minimum layout in the table below shows the basic structure thatshould work for all free players. It's a good goal for upgraded playersas well, until you need to grow beyond its offerings. The are balanced for cost.The goals listed here are easily possible for a player under Level 30.These goals allow a player to build the key infrastructure for a basewithout heavy research requirements.
Orbital Bases, Androids Factories,Antimatter Plants and Multi-Level Platforms all require substantialresearch to construct. These “” arediscussed in a separate guide.url='/urlMinimumResearchProductionCommerceUpgradedMetal RefineriesRobotic Factories121271021Nanite Factories555514Android Factories-10Shipyards12 (0Orbital Shipyards-1-1Research Labs-22-22Turrets3333-Command CentersSpaceportsCrystal Mines-1220Totals9Energy0-Urban12171618-Base Econ807085112-Real Econ140105150196 (190)-.
Urban: Assumes a Slot-2 Arid, Tundra or Rocky. Divide the Total by your astro's fertility and round up. Shipyards: Level 12 allows Heavy Cruisers, which helps ensure all bases have a 2:1 (CR:HC) ratio. Command Centers: Level 10 improves defenses 50 percent. Base Econ: You should assume an increase of25 percent above base economy per Trade Route. So, the Minimal baseshould have an effective economy of 140. Total = structures + ceil(structures/fertility) + ceil(structures/energy)Arid and Tundra type planets have 95 available spaces, 120 spaceswith Terraform, and 170 with Multi-level Platforms.
Rocky has 85, 110and 160, respectively.Crystals have 80, 105 and 155.Asteroids have 65, 90 and 140.The Minimum column below represents the structure limits free players experience.The energy requirement for the minimum layout is 75, which requires Fusion-10 (assuming Energy-20).Disrupter Turret-3 raises the requirement to 99, which requires Fusion-13.With a Slot-2 Arid or Rocky, the base will need Urban-13, Urban-15 if a Crystal or Asteroid.With this example, the base will consume 87 of the astro's availablespaces, which is within the limits of even the fully-TerraformedAsteroid. Adding the other four Shipyards (needed for Battleships) on anAsteroid would require Urban-16, but no new Fusion Plants. This addsfive slots, which is just outside the limits of aTerraformed Asteroid.The Research column represents the minimum build with 22 Research Labs.This is enough for Cybernetics, but not enough for Tachyon. You need theCybernetics for improved productivity, but not the Tachyon. The numberof Spaceports is reduced because of space limits for a TerraformedSlot-2 Arid planet require saving seven spaces, which is gained byreducing the number of Spaceports or Robotic Factories.The Production column represents the optimal infrastructure for a FullyTerraformed Slot-2 Rocky Planet. Of the 110 available slots, every oneis filled, assuming Energy-20 with only Fusion Plants. Notice thereduced number of Robotic Factories; saving energy and space.The Commerce column assumes a Slot-2 Crystal optimized.
These areextremely rare, which helps underscore why Crystals are more hype than value. In reality, a player is better served with a Slot-2 Rocky withSpaceport-20 than with a Crystal base. The added economy and trade route is worth 30 credits,which is more than adding the Crystal Mines. The Real Economy row showsin parenthesis the potential value of a Slot-2 Rocky with Spaceport-20(based on the quality of your empire's Trade Routes.)Astro ChoiceBase location is a critical concern for a successful empire. Rememberthe real estate mantra: “Location, location, location.” This sectiondiscusses the three considerations in astro selection.Astro Specialization and TypeThese are good pros and cons for each type of astro. Thegeneral consensus for astro choices are the following:Each astro has different advantages that make them better for certainspecializations. The general consensus on Astro Empires is to specializethe astros below.
If the astro is not below, do not waste your time. Theemboldened astro is the preferred choice for a given specialization.url='/url SpecializationPreferred AstrosResearch:Arid; Tundra; Gaia; Toxic 4, 5; Earthly 1Commerce:Asteroid, CrystallineProduction:Rocky, Crater, Metallic. I recommend Asteroids over Crystals because you can convert the Roidbase to a Production base when you've sobered up. “Commerce” bases donot provide the long-term value you seek in a strong empire.My findings vary a bit from the sage wisdom of other guides. I didseparate of slot usage.
Theanalysis was never completed as I started working on my scout database.However, I stand by my recommendations. If you do not see an astrolisted above, avoid it.NaturalThe table below is from the Astro Empires tables list. This is to helpguide your understanding regarding why certain astros are preferred forbases. Production planets need more Metal. Commerce planets need moreCrystals, and Research planets need more area and fertility.TerrainsMetalGasCrystalsFertilityArea PlanetArea MoonArid22059583Asteroid312465Craters31148575Crystalline21348071Earthly22068575Gaia22069079Glacial12059583Magma24058071Metallic32148575Oceanic12068071Radioactive23049079Rocky32058575Toxic24049079Tundra22059583Volcanic24058071The red figures above are the characteristics of the astro type thatmake that astro appealing. When astro hunting, always make a note ofCrystalline, Gaia and Rocky astros. If you do not plant a base there,somebody will.
There are a lot of Asteroids, otherwise I would recommendcharting them, too.Free account players should add 25 to the astro's area to represent themaximum possible space they will have available with terraforming. Onceyou research Armour-22, you should add another 50 to the astro's area torepresent the limits you will encounter with Multilevel Platforms. Thus,an Asteroid will never have more than 140 spaces for structures.Astro Orbit Preferences. Prefer Metal-3, Slot-2 astros. Planets if you need space, moons and roids if you want cheap prings.Choose Slot Twoes. Naturally, you will let your needs influence your decision on which astro to take.When you can be choosy, prefer a Slot 2 orbit (e.g.
GXX:XX:XX: 2X).Slot 2 orbits have 3 solar energy, which provides cheap,accessible energy. Slot 2 orbits also increase base Fertility by one, which reduces theinfrastructure you need to build your base.This easy access to cheap energy and improved fertility is what makes Slot 2 orbits preferable.Slot 1 orbits are the second preference because they have higher solarenergy but lessfertility.Slot 3 and beyond are terrible choices as you are always in a deficit ineither energy or fertility. The exception is Toxic in Slot 4 or Slot 5.This is because Gas is better and mitigates problems with lowerfertility. You may chose a Slot-3 if you can afford the extra Fusionplants you will have to build to offset the low solar output.
You stillget the Slot-2 fertility benefit.Choosing a Moon or Planet. Planets if free account playerMoons if upgradedAstroids if you're patient.Should you choose a moon or a planet? If you are going to play with afree account, you should focus on planets. Otherwise, you should focuson moons. This is because of limitations of space. Free players arelimited to five terraform structures. This puts a ceiling on the numberof structures they can build.
Therefore, free players need the largerastros to maximize what they can build.Conversely, upgraded players have no ceiling on structures. This allowspaying characters to focus on other issues; such as cost. DeflectionShields, Planetary Shields and Planetary Rings cost 25 percent less onMoons than Planets. That is a gross savings of 1024, 6250 and 12500credits, respectively. The size difference between a Moon and Planet isusually surmounted by two Terraforming, which costs 192 credits. Thus,it is cheaper to occupy Moons in the long term for upgraded players.At least, this is the traditional logic. I need to look into thisfurther to determine if there is real cost savings.Of course, if you focus on planets, you will pay full price for Pringsand Pshields.
Moons cost half as much, and asteroids a quarter as much.