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 Starting Out

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PostSubject: Starting Out   Sat Aug 16, 2008 7:10 pm

Introduction:

What to Read:

Read the tutorial and study the game's table while those first buildings build (both of these links are up at the very top of the page). The table basically explains the tech tree and what you'll need to build to unlock certain buildings and ships. Some parts of the tutorial will be over your head at the moment (all the equations for certain game actions for example) but you'll be better off for knowing where to find them in the future.


Starting Out:


Your Goal:
Your goal as a newbie is to build an outpost ship as fast as you can so you can colonize new planets. The buildings required for an outpost ship are 8 Shipyards and 8 Research Labs. The research required is 8 levels of energy, 4 levels of stellar drive, and 1 level of warp drive. Now get started.

What to Build:
First thing you should do is queue up 4 Metal Refineries. Then build a Research Lab. When you run out of energy, build whichever energy plant that gives you more energy for the least credits and when you ru n out of population build Urban Structures. Then continue with Metal Refineries and Robot Factories once you get them, building whichever gives the most benefit for the least amount of money. Now is time to build some other structures, especially Spaceports and Shipyards, which boost your economy, and also Research Labs, which cut your research time and are required to get the technology to build an outpost ship. Your economy is the most important thing in the beginning of the game, so Metal Refineries, Robot Factories, Spaceports and Shipyards are all very important.

Researches and constructions in progress do not get the benefit of new structures that are completed while they are underway. Keep that in mind when planning on when to start something - it may go faster if you wait for a construction (like a lab) to finish. It's important to keep upgrading your construction ability in line with the increasing costs of buildings.

What to Research:

Below is the order you should research in order to get an outpost ship as fast as possible. Do not worry about researching 24/7, as you will run out of credits. It is better to always be building structures and researching only when you can afford it. This way you will make more credits which will mean less time waiting until you can start your next research.


1. Computer lvl 1 (2 credits; requires lvl 1 Research Labs)

2. Computer lvl 2, (3 credits)

3. Energy lvl 1 (2 credits)

4. Energy lvl 2 (3 credits)

5. Energy lvl 3 (5 credits)

6. Energy lvl 4 (7 credits)

7. Energy lvl 5 (11 credits)

8. Energy lvl 6 (16 credits)

9. Energy lvl 7 (23 credits)

10. Energy lvl 8 (35 credits)

11. Stellar Drive lvl 1 (16 credits; requires lvl 5 Research Labs)

12. Stellar Drive lvl 2 (24 credits)

13. Stellar Drive lvl 3 (36 credits)

14. Stellar Drive lvl 4 (54 credits)

15. Warp Drive lvl 1 (64 credits, requires lvl 8 Research Labs)


Also remember to love that damn table. That table is your bible after this guide. The link is always up at the top of the game interface.


Building New Bases:
Scouting:

Once you get Warp Drive you may be tempted to build an outpost ship right away, that is fine. Now just where are you going to send that outpost ship? What, you don't know? Thats where scouts come in. Scouts, with their superior speed, enable you to find a suitable planet to send your outpost ship to. The most effective way to scout is to move your scout to a corner of a neighboring region, just over the edge. You do this so that you have the shortest possible travel time between the four regions and you can hop from across the corner and see all 4 regions in short order. Check every system for good planets (see below for what defines a good planet), bookmarking and labeling the ones you find before moving on. You move a ship by first going to the destination region (from the Fleets screen by clicking on a region adjacent to yours), then picking the system and planet (It has to be an asteroid or a planet, no gas giants or asteroid belts),you want to land on (remember, a corner). Copy the address, then go back to your home planet and click on the fleet there. Select one scout by putting 1 in the box next to scouts. Put the copied address up top, then click move. Now you just have to wait.
Deciding on a Base:

So now you have your scout on its way, or maybe you are doing it the slow way and having your outpost ship search for a suitable planet, but either way, you need to know what to look for.



General:

The most important parts of choosing a new planet center around Fertility, Metal, Energy, Area and Moons vs. Planets vs. Asteroids.


* Metal is very important to choosing a planet as it decides how quickly you can build and also how high your economy can go. Never take a 1 metal planet, and 3 metal planets are usually superior to 2 metal planets. Production planets need to be 3 metal, econ and research planets benefit from 3 metal, but it is not necessary.



* Energy is an important resource for you to consider, and getting a planet with 3 or 4 solar or gas will make energy much cheaper both in the short run and in the long run. High energy is most important for Production planets, but also is important for Jump Gate planets and planets you intend to defend extra well. Energy should not be chosen over metal.


* Fertility is important as it affects your population capacity. Low fertility can be harmful early in the game, but you can fix it later with Biosphere Modifications later so it becomes less important. Lots of times fertility comes at the expense of energy, and the two are more or less equal in importance.


* Area is something to think about mostly for Production and Research bases. Asteroids have low area and are not very good as either. Planets of course have the highest area, but there are drawbacks to planets. Overall, area is less important than the above 3 characteristics.


* Moons vs. Planets vs. Asteroids comes down to the prices of some structures which are 50% off on Moons and 75% off on Asteroids. These structures are Biosphere Modifications, P-Rings and P-Shields. If you have low fertility, having cheap bio-sphere modifications can be important, so moons and asteroids give some benefit there. If you plan on defending your base extremely well, cheap P-Rings and P-Shields are very important, making moons and asteroids much better than planets. At 10 P-Rings, Planets are better for their increased area, but at 15 P-Rings, Moons become better for discounts on Rings. It comes down to how much defense you want. All in all, choosing a moon vs a planet is the least important choice in colonizing.




* One other important thing is that you don't want your bases too close.


* It is a very bad idea to have more than one base in the same system, and a bad idea to have multiple bases even the same region.


* Having your bases distanced from one another gives you better scanners and scouting in the galaxy, and makes it harder for one large fleet to conquer you.


* So do not build two planets in the same system, and unless you cannot help it, do not build two bases in the same region.














Economy Bases:

Your economy is very important, and likewise your 2nd base should probably be an asteroid as they are very cheap to get up to a nice economy. The best asteroids are 2nd position asteroids, followed by 1st position and 3rd position asteroids (1st vs. 3rd position asteroids is a topic of much debate over which is better, but both are good choices). Without having a scout in a region the game still reveals where asteroids are (albeit you can't see whether they're taken or not until you have a ship in the region). So go out and find a good asteroid and build a base there, and after defenses and construction, concentrate on building economy boosting structures. Your 3rd and even 4th base can be asteroids, so keep those scouts looking. Crystals can achieve higher economy than asteroids, but have 2 metal so they have lower construction and production, but many people choose crystals over asteroids, and if you can find crystals, having one or two does not hurt.


Production Bases:
Your 4th or 5th base should probably be a production base. You want 3 metal for your production planet, along with plenty of area and energy. The best production bases are rockies, followed by metallics and craters. For production bases 2nd position is best, with 1st position being second best (A lot of energy is required on a production base) and then 3rd position (The most important stats for a production base to have are 3 metal followed by high energy and high fertility). Production bases are considered the most important bases in AE, as they provide good econ, produce ships quickly, and can even be used for research bases if one so wishes.



Research Bases:

After a production planet your next base should be a research base. There are many different options for research bases, and choosing one depends on ones preference for construction and production. You can choose the same type of planet as you did for a production base, rocky, metallic or craters, and you will have the benefits of 3 metal, higher econ, and higher construction and production. Or you can choose a 2 metal planet (Gaias are the best, followed by Earthlys and then Arids) which will usually have more area, more fertility, and often times more energy. Area and fertility are more important for research planets than other bases, as you are building 20 or more labs on these bases, and that takes up a lot of space and population. Energy is not as important for research bases, and a planet with 2 metal can still achieve high construction, production and econ. It all comes down to what you find and what you prefer.



Order of Building:
Everyone has a different style with building an empire, but a good guideline is to start with econ bases (2 or 3), then build a production and a research base, and then build based off of what you find to build on and what you need. If your research is lagging, get a new research base, and the same with econ and production. My suggestion is to not pass of up a good rocky or a good asteroid just because you are looking for something else, they are hard to find and you should take them when you find them.

Base Defenses:


Under Protection (Your First 7 Days):
Build a single fighter as soon as you can to protect your trade routes (otherwise they can be pirated). By the time protection is up (7 days) you should have at least 100 fighters (no other units are needed really) over your base and 2 sets of Missile Turrets minimum (a set of Ion Turrets should follow very shortly), and you should be researching towards stronger turrets constantly. No more than 2 different sets of turrets are required on any base, so you will disband your missile turrets once you get Photons and Disruptors. (Weak turrets take up space, energy and population and do not do much damage later on in the game).

After that:
Two sets of Ion Turrets is recommended, and after that Photons and then Disruptors should follow shortly, all the while you need to be researching the tech required for P-Rings. Fighters should be constantly increased, as they increase the cost of someone taking your base. Try for around 1000 fighters when you have Photon Turrets, and 2000 fighters when you have Disruptor Turrets. A single set of Deflection Shields can help a lot early in the game by increasing the amount of fleet players have to bring to take your base.

P-Rings:
P-Rings are the best and most expensive defense in the game. A single set early in the game will almost guarantee the safety of your base. As the game progresses, a second set becomes required and depending on the economy and designation of the base and the galaxy you are in, a third and forth can be necessary. A single Planetary Shield can be helpful by increasing the amount of fleet enemies have to bring to take your base.

Fortresses:
Special defenses are required for the bases where you might want to keep your attacking fleet while you sleep. These bases are referred to as "Fortresses". A good fortress has lots of P-Rings, lots of P-Shields, some Disruptor Turrets, Ion Turrets and a lot of Fighters.


* P-Rings are the most effective way to prevent your base from being taken. P-Shields can help keep your P-Rings alive if you have enough fleet to require the enemy to attack more than once. Disruptor Turrets become useful once you have so many P-Rings that they become too expensive. Ion Turrets are the only weaker turret worth keeping later in the game, and are even worth building lots of on your Fortress bases. They soak of fighter damage, making it more expensive for an enemy to fighter drop your fleet. (This only really pays off if you plan on having a lot of fleet on your base, which you will on your fortress).


* Fortresses also have to have at least 13 Command Centers. 13 CCs is the magic number because is makes your Fighters able to hit Heavy Cruisers (under 13 and someone can use just Heavy Cruisers against a base with too many fighters and make a good profit). 20 CCs is a good number to aim for on a base where you plan to keep your main fleet. 15 P-Rings, 10 P-Shields, and 20 Ion Turrets is usually considered the minimum for Fortresses.


* A base with the above defenses can still be a target for the enemy depending on what fleet you are keeping over it. If you have a Death Star and a bunch of Carriers and Recyclers, kiss your base goodbye. All fleet over your Fortress needs to be balanced by Fighters and lots of them. If you have a Leviathan (200k worth of fleet), plan to have 40,000 Fighters sitting with it (20k worth of fleet). Fighters are the most useful unit in the game for attackers, and using 100,000 to take out a base is rarely a smart move. By balancing units that can be attacking for profit with fighters, you are making the cost in fighters too high for a smart player. Build fighters on your other bases and ship them to your fortress, having a huge stack of fighters on your fortress is very good at preventing attacks and for replenishing your mobile fleet.


End Game Defense:

When you get P-Rings, the entire shape of base defense changes. So follow these simple steps.

* Step One: Build up P-Rings (see above)

* Step Two: Add a single Dreadnought as base defense (This stops your trade routes from being easily pirated). Two Dreadnoughts for those who are extra paranoid.
* Step Three: Remove your fighters. With high Armor tech, keeping fighters over your non-fortress bases is just making it more profitable for the enemy to attack. (Debris depends on level of armor)
* Step Four: Disband any CC's outside of your Fortress Base. They are just wasting space that can be used for more useful structures.


Hint: A base with 4+ sets of P-Rings and 1-2 Dreadnoughts is the best defense in the game.


Last edited by The Countess on Sat Aug 16, 2008 7:14 pm; edited 1 time in total
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PostSubject: Re: Starting Out   Sat Aug 16, 2008 7:11 pm

Trading:

Once you build your first spaceport you can open your first trade route. Trade routes generate profit based on the distance between the two planets and how many players you are trading with in your entire trade network. As a newbie you should be looking to set up a trade route with someone in your region or your galaxy. This way the startup cost is cheap and you will get a return on your investment very quickly. Ask on the guild board for a trade by posting your location and specifying you want a close trade, and list your planets economy. Eventually you will probably get rid of your startup trades and transition to long distance trading (1000-5600 distance) and one trade per player, however this is a week or two away for you. You can open more trade routes at certain levels of spaceports, these are 1, 5, 10, 15, 20, and 25.



You open a trade by going to your planets screen, clicking trade, then start new trade route.



Short Distance Trading:


On your first base:

Your first spaceport should be built soon after you build your four metal factories, it doesn't need to be right away, but the sooner the better. Now for finding a trade partner. If you have lots of guild mates nearby, trade with them, either through the board or by messaging the ones you see in your region. If you cannot find a guildmate nearby, then message a player in your region, who has a similar econ to you from a guild that we are not openly hostile to, and ask him if he would like to trade. The cheaper the starting trade, the better, no need to spend 20 credits when 1 credit gets you almost the exact same return right now.

Your second trade route takes a little longer, as you need 5 spaceports. Once your production gets more expensive, take a break and queue up 4 spaceports and then look for a trade route. By now you have a little more cash, so any trade in the galaxy will work. Once again, look for your guildmates to trade with. Levels 2 through 5 of spaceports will pay for themselves in less than a day, so there is no reason not to get them as soon as possible.


On the rest of your bases:

Now you should be expanding your empire and building new bases. Your biggest bottleneck will be credits, so building spaceports on these new planets is very important.

After you have some construction buildings on your planets, getting spaceports should be next. If you need to build some shipyards on production planets or research labs on research planets its fine to hold off on spaceports. But econ bases should be targeting 10 or 15 spaceports very early, and the rest of your planets should follow shortly. There is no reason to trade across the universe right now as you won't see much difference in return on a route costing you 1500 credits and one costing you 15. Your defenses are not strong, and you don't have many fighters covering your bases, so stick to short trades in case you get attacked.


Long Distance Trading:

If you keep up on building for some time and have trade routes on all your planets, you should find yourself with some cash left over. By now you should have good defenses, lots of research labs, and some production bases working on shipyards. Your econ planets don't have much to build though, so you figure you will go to 20 spaceports. You are building all of that but you still have cash left over and want to boost your econ. Now is the time for long distance trading.


There are some important things to remember in long distance trading. The first is of course distance, you want the trade to be at least 1000 distance, preferably even more (3000 standard for long distance, but if you are in a good galaxy you can go up to 5600 distance, which will give you great income). Second is econ and planet type, if you have a eco roid you do not want to trade with a research planet because soon your economies will be uneven (trade income is based on the lowest planets economy). The third thing is unique trade partners, that means you do not want to have two routes with the same person. This is because you get a large bonus for trading with lots of players, and when you get far along in the game, trading with all unique partners can earn you double what trading with yourself would earn you. Below is a table explaining how distance and unique trades benefit you. Note this table is for bases with at least 110 economy.







The equation for a trade's value is

Income = Sqrt(Lowest Base Economy) * (1 + Sqrt(Distance)/75 + Sqrt(Players)/10)



Trades cost as much as the distance, to be split between the two players.



WAR:


Fleet Building:
Most Fleets in AE revolve around Fighters, Cruisers and Heavy Cruisers. Support units are also required, for example, Recyclers, Carriers, Fleet Carriers, Scout Ships. Bombers, Heavy Bombers, Corvettes and Destroyers are all extremely effective additions. Battleships are useful for hitting small fleet and very large fleet. Larger ships also have uses.

Once you have some spare credits, work on building up cruisers and fighters and storing them at your fortress or at a safe Guild JG. Instead of explaining ratios and combinations, I am going to give an example of a common fleet and the different attacks you will need to do depending on what enemy fleets you encounter.

A normal and well-balanced fleet of 3 Million:

* 90,000 Fighters

* 10,000 Bombers

* 5,000 Heavy Bombers

* 5,000 Corvette

* 15,000 Recyclers

* 2,500 Destroyer

* 2,500Cruiser

* 500 Carrier

* 1,000 Heavy Cruiser

* 150 Fleet Carrier

* 50 Battleship


Here are the different strategies you can employ when attacking with the above fleet fleet:

When going up against:

o 20,000 Fighters
o 5,000 Corvette
o 2,500 Destroyer
o 1,000 Cruiser
o 100 Carrier
o 250 Heavy Cruiser
o 20 Fleet Carrier


1. Fighter Drop Everything Below Cruiser. (Using ~40,000 Fighters to kill everything below Cruiser, these units would do a lot of damage to your Cruisers otherwise).
2. Attack with Fighters/Bombers/Corvette/Destroyer/Cruiser (Cruisers are the main attacking unit here, but the rest are thrown in to spread out the damage to the cheaper armor/credit units).


When going up against:

o 100,000 Fighters
o 1,000 Corvette
o 500 Destroyer
o 500 Cruiser
o 100 Carrier
o 250 Heavy Cruiser
o 225 Fleet Carrier


1. Fighter Drop Everything Below Cruiser except for Fighters. (Using ~10,000 Fighters to kill the Corvettes and Destroyers while leaving the Fighters since there are too many to reasonably fighter drop).
2. Attack with Fighters/Cruiser (Once again, Cruisers are the main attacking unit, but they are not hurt much by Fighters, whereas Corvettes and Destroyers would be in this case with the enemy fighters still alive).


When going up against:

o 30,000 Fighters
o 1,000 Corvette
o 500 Destroyer
o 2500 Cruiser
o 2500 Heavy Cruiser


1. Fighter Drop Everything Below Cruiser. (Using ~35,000 Fighters to kill everything below Cruiser).
2. Heavy Bombers Drop the Cruiser and Heavy Cruiser. (The next attack won't work well unless it can finish off the enemy fleet, and you need to use Heavy Bombers tokill enough Cruisers and Heavy Cruisers for that too happen).
3. Attack with Fighters/Bombers/Corvette/Destroyer/Cruiser.








FAQ:

Q.) What the fuck is "access(m)" on the guild page?

A.) It's time in minutes since that player last logged in. People over 10000 access are eligible to be kicked and farmed.



Q.) There's a scout over my planet should I kill it :tinfoil:

A.) No, don't kill it. It's just a puny scout. If you want to :tinfoil: ask him politely to move it and give a reasonable time frame for him to see it and do it. Don't forget to include the location the scout is at; getting messages with demands and no locations is very annoying.



Q.) Oh god this guy has a fleet over my planet / near me / is he going to kill me I'm freaking out man..
A.) No. He's not going to attack you. You are protected for the first 7-8 days you are in the game, and players 10 levels or higher than you can't attack you after the 7 day period unless you're over level 16. You're fine. We're at peace with everyone too, so if anyone touched you they would get a hell of a beat down.



Q.) What does NAP, ToA, and MDP mean in guild profiles?

A.) Non-Aggression Pact, Terms of Amity, and Mutual Defense Pact. Terms of Amity is a bit stronger than an NAP, yet weaker than an MDP. It just means you won't attack each other and you won't do anything that would indirectly harm them.



Q.) How often can you pillage?

A.) Every 24 hours. If you're pillaging a non-active player you should pillage closer to every 100 hours. For UCs time doesn't affect how much you'll get one way or the other.



Q.) How do I recycle?

A.) You put your recycler(s) in orbit in a location with debris (you can see this on the system map as they have an asterisk next to them), and on every hour tick your ships pick up 10cr per. Do not recycle debris over other peoples planets or occupations. If its open space and theres a fleet there, its probably theirs too. Ask nicely before you try it.



Q.) What should I be building on my planet!?

A.) Always start out with construction buildings - metal refineries and robots. Build about 6 MRs, and whenever the RF becomes more cost effective than the MR build one of them. Then build up your econ buildings; spaceports, crystal mines, shipyards, econ centers. Then more construction. Then more economy. If this is a research world you would be sprinkling in labs after the first build of MRs and RFs. For production worlds build more shipyards than normal. Econ asteroids will probably be fine with 3-5 shipyards. Don't build crystal mines on planets with only 1 crystal unless its your starting moon. Then it's alright to build 4 or 5.


Q.) Can my fleet get attacked while it's in flight?

A.) Nope.
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