


If you are attacking often, you probably can produce at 2/3 of capacity. Production – as much as possible with the available money. After getting base 11, your money allocation should be as follows whenever you are not saving for big purchases: If you don’t have 3 research bases, its time to get the third. Remember to get moons, not planets, if you are upgraded and (like most players) you believe several prings will be necessary in defending your bases later. 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. After doing this, halt construction and buy base 11. Second, get four trade routes on all your bases. Essentially, each eco point you pay for should cost up to 200 credits-ish maximum. First, construct such that all your bases have 14 MR, 10 Robotic Factories, 5 Nanite Factories, and six Economic Centers. Before building base 11, it is optimal to do two things if you want to get the most bang for each buck you invest in your empire. If you are upgraded, you can get more bases. For more indepth discussion, see combat guides. In this case, a bunch of carriers for fighter dropping your target accompanied by destroyers for taking out the shielded defenses/units is a better fleet combo than the cruiser/fighter fleets you will probably use later. However, during much of your second week, the targets you will be hitting won’t be defended by very many shielded units or defenses (maybe some ion turrets). Don’t leave large fleets sitting around overnight exposed, especially in war time. 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. Use recyclers to pick up derbs, which are given out hourly at 30 minutes past the hour. Later on, you can “shieldrape” destroyers and below using battleships. When facing fleets made up almost entirely of fighters, w/o turret backup, “shieldrape” with heavy cruisers, if you have them. 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…). This farming process should be continual, make hits daily while you work on what is below.Īt most points in the game, fighters and cruisers provide the best ratio against balanced fleets with many unit types. Use battle calculators to figure your losses if you are unsure of a base’s profitability. 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). 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. BLOW ‘EM UP! You won’t need anything bigger than destroyers to wipe out a dozen bases and make thousands of credits. Some bases 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. Send scouts or corvettes to the sectors around you and look through them as well as your home sectors. However, chances are that there will be numerous targets available to you at this stage in the game. Remember that the protection rules recently changed: you cannot attack bases belonging to players 10 levels below you (see the developer’s log on these forums for more info). Note: a “farm” is a base you should pillage and perhaps (if the player doesn’t fight back) occupy long term. 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 have probably been eligible for attack for some time. This is not to be considered gospel, just a point in the right direction. This may have taken you more than 7 days, if so, that’s OK, just read this when you are ready. The following assumes you have 10 bases with level 2 ion turrets and 200 fighters.
#Astro empires defenses table how to#
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.

Well you’ve all survived thus far, congratulations. Astro Empires Second Week Guide by Quasar
