![]() Therefore, try not to have more than one base in a region. Larger rivals may easily pick them off in rapid succession. Building your bases too close together is a very bad idea. Merovech, who always upgrades, prefers Roids, because it takes two terraforms to provide the same space as a Planet, and one terraform to provide the same space as a Moon but cost of Planetary Ring defenses are 1/4th that of Planets, or 1/2 that of Moons. If you do not plan on upgrading, prefer Planets. In a nutshell, if you plan on upgrading, favor moons or roids. ![]() It also discusses when you should prefer planets, moons or asteroids (a.k.a. The focus is on astros that you should seek next. The Advanced Base Guide provides a recommendation of which bases to build after the first. So, this feature provides more stability, while providing you a chance to have a decent start. This created a considerable amount of chaos. Restarting accounts is a feature Astro Empires provides because players tended to delete accounts that had unacceptable astros and start over. The Advanced Base Guide provides a deeper discussion on why Slot-2s are the preferred choice. Slot-1 gives you the best solar energy, but Slot-2 provides a boost to fertility. The slot affects solar output and fertility. The first base tends to become a Research base, so you may decide keeping your Metal-2 base is acceptable. For this reason, some will advise Metal-2 astros for Research bases as they provide capacity to build your Research Labs. Metal-2 astros provide less, but they provide more space for structures. Metal-3 astros (which also includes Astroids) provide the best construction/production rates, which is critical at the beginning. The best choice is a Slot-2 Rocky for a start as it provides excellent fertility and decent solar. If it seems you have no choice, prefer a Slot-1 or Slot-2 Metal-2 (Arid, Tundra, Gaia or Earthy) astro. If you do not have both the quality of metal or the slot, restart your account until you do. The ideal start astro is a Metal-3 (Rocky, Crater or Metallic) You will start on a moon, that is how Astro Empires is programmed. But, this should guide your subsequent base choices. Fair Choice: Slot-2/5 Metal-4 (Rocky, Crater or Rocky)Ģ020 Note: AE seems to only let you start on an Earth planet.Good Choice: Slot-3/4 Metal-4 (Crater or Rocky).Astro Picking Your First Astro, or Getting Off on the Right Foot: I’m updating the charts below accordingly, but leaving the page largely entact. On Babylon, I got 9 bases in 9 days (I lost 9 hours to a base hit). In 2014, AE changed the cost for the number of bases, which put the tenth base well out of reach. Partly because I’m curious to see how the state of play has evolved (it hasn’t), and partly because I’m programming my own browser-based game. After taking a few years off, I’m giving it a go again. This guide also assumes you have at least read the information provided by Astro Empires. Some advice here goes against popular wisdom, and the guide tries to explain why. There are more detailed discussions of much of what is written here in other guides found on this site. This guide favors the “Turtle” approach, high defenses over high fleet as novice players may be less prepared for the rigors of constant combat. You are the most vulnerable because you are a target of any player and your defenses are weakest. The time demands the first week are high perhaps higher than other times. ![]() The rules change means players cannot be sloppy at any time. The important thing to remember about this guide is diligence. The original version of this guide is discussed a bit in A Ten Seven Diary which may give new players a chance to read their future. ![]() This guide was re-evaluated at the opening of the Ixion server (May 2010), although earlier attempts to update the guide were made. At the time of this writing (May 2010), the rules protect players until tenth level. Players were protected for the first week, then three days. Soon after, Astro Empires started tinkering with the rules of gameplay for the first week of an account. This guide was originally written in September 2007, and validated on Ceti and Alpha. The one-week goal provides “free” players (those who will not be upgrading) a chance to build one extra base before free account restrictions are applied. This guide will also lightly touch on combat, which is discussed in greater detail on this site. For the first three days player bases are immune to attack, but players need to remain focused on building proper defenses. It is important to balance astro selection, structure building, and scouting. The goal of this guide is to help players build ten bases in the first week, and educate players in key aspects of early game play. The Ten-Seven Guide assists novice players with early empire building to enhance their overall Astro Empires playing experience.
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