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  • Deepfury
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  • Furfur
Jul 21 2024 8:02 pm

Hello friends, I"m going to just spit out a guide here that explains the game in my own words.

Things may change from the time of writing this, I'll try to make notes of that by leaving comments in the thread.

To figure out what buttons to push to build things and send fleet around I’ll let the tutorial with visual aids explain that. Ask questions if you're stuck with where a button is.

1st step is knowing how you win the game.

You win by reaching the points total dictated for the round and holding the number 1 spot for 7 days.

You earn points toward your player score through research, population, and player level.

You earn 1 point per player level, achieved through meeting kill point requirements for each level.

You earn 1 point for every level over 20 you are in a science category.

You earn 1 point for every population amount over 10 on your planets.

Removing population from a player through warfare is the only way to lower a players score and stop them from winning.

You may customize your racial stats before starting the round to modify your performance and customize towards your play style.

I’ll discuss these in detail in a later section of the guide.
The Racial mods are a big part of how the rest of your round plays.
Decide in the first 3 days if you are satisfied with what you have setup for yourself. It is not recommended to take any negative mods to Attack, Defense, or Speed as this will cripple your ability to be effective. Keep in mind that veteran players often make accounts to the extreme and work with others to compliment strengths and weakness. Racial bonuses are discussed at the very end of the guide because you have to understand all the mechanics before you really understand the impact of the racial modifiers.

When you get started you will see a very small single sector of the galaxy. Your system is represented by 2 numbers for instance 11-12. This is showing you where you are inside a grid you can see as you zoom out on the map. The playing area currently has been operating within a 20x20 grid. In the future it is meant to evolve into a spiral deployment that will be better understood when that happens.

You start with the one planet and are able to have up to 3 when you start, this matches your culture level of 3.

Each culture level allows you to take on an additional planet.

When you click on your home planet you will pull up the window that has the tabs for buildings, Fleet, and Statistics. This is where you can manage this planet, as well as build fleet or send fleet to it.

Each building fuels your engine to produce resources towards your goals.

Robotic Factory produces production points that is required for construction of buildings and fleet.

Research Lab produces Science points that dictate how fast you research the different sciences.

Galactic Cybernet produces culture points that enhance the speed your culture grows. More culture more planets.

The Hydroponic Farms increases the speed which the population will grow on that single planet.

The Star Base is for defense, but also to be used carefully as building these up will attract players to take them out for experience. These naturally grow on their own once you get the 1st level. It is not necessarily the best choice to build star bases up on all your bases, especially only a few levels that are easily taken down for XP.

The level on the buildings provides points every Cycle on the timer. In classic this is currently every 5 minutes, on the royale severs every 1 minute.

Additionally, the amount of population you have on a planet produces both a science and a production point every cycle.

That means 1 population is equal to one robotic factory and 1 research lab.

You as of now start with 4k production points when you start the game and your 1 planet.

You must use this to get your engine running and generating more funds to do more things.

We will talk about the sciences after this.

Step one is get the money coming and invest into your robotics factory to start producing funds.

You want to get the other buildings up some levels, especially those first few cheap investments.

But prioritizing money being produced every tick is the first thing to care about.

First goal is to be able to get the core buildings up to level 10’s and then start working on level 12-13.

But before you spend all your starting money you also want to think about expanding with your initial budget.

When you take another planet, you can either take any vacant planet around you by moving any ship there, or you can even take planets from other players if you remove the population on the planet with transports.

Initially you just want to get things moving and your economy going as much as you can. So usually, folks will take the adjacent vacant planets next to their home world.

It is common practice to want to fill out the entire system of vacant planets with your bases because it keeps people from sneaking up on you. You get Radar notifications anytime an enemy is in route to a planet you own or are sieging of another player. But you will not get incoming notifications for vacant planets with just your ships hovering on them.

That’s why filling out the whole system is beneficial so you will get on radar exactly what fleet is coming to you if they try to land in your system at all. Otherwise, they can send fleet to a vacant location in your system and you will never know they are coming until they land.

Note: By the end of the game its common for players to have more than 20 planets.

To take the adjacent locations it is recommended you build 30 colony ships and send 15 to each vacant planet you will take. Colony ships are not required to take a planet, but their purpose is to help jump start that location with some funds.

The production points you build on a planet only provide those points to be spent on that planet itself, so you will need each planet to be its own self producing engine.

Colony ships at a cost of 60 points each can be disbanded at your new planets to convert to 15 production points each.

15 colony ships per new planet disbanded at 15 each will give you 225 points to start building at the new location.

Put all that into robotic factors and start getting money coming in every tick.
So your planets and buildings are your economy for resources you need to grow.

The other section you will manage is the science and overview section of your account found clicking the ribbon icon in the top right.

When you click overview, you can see where your culture growth is at shown in Days, Hours, Minutes and Seconds.

This will take a long time to grow but will speed up significantly when you get all 3 of your planets to having level 10-13 galactic cybernets.

When you get to culture 4 you can get a 4th planet, and so on.

More planets more economy.
But also remember that every population over 10 is a victory point.
More planets mean more population which is also more victory points.

It is said those that focus on number of planets and population typically are the winners in the longer term, while able to do less in the early part of the round.

You will also see player level and it will tell you how many kill points you need to get to the next level.

If you click the information Icon by player level it will tell you a table of how many kill points you need to progress to each level. You can math out how much you will gain in fights and strategically aim for leveling up sometimes.

Leveling up is more than just gaining victory points, it also provides modifiers in combat, and for each level you gain supply units.

For every level higher or lower than your opponent in combat there will be a 1% mod to attack and defense to the player who is higher.

Each earned supply unit can be exchanged for substantial production points or applied to gain a single building level upgrade.

Currently, the supply unit starts valued at 5000 and increases by 500 a day. Someone that starts out a couple months will have supply units worth nearly 40k and be able to get substantial gains for each player level catching up quickly to players that spent theirs in early game.

Seeking to gain player level through kill points and gain supply units is a big part of the game and a motivation for combat.

You will only receive kill points to give you xp for leveling when you are the victor of battles. If you lose, no matter how much you kill you earn nothing. Only the player with victory earns. You gain no XP for killing colony ships or Transports.

A combat ship has a combat value, which is its attack and defense added together. A destroyer is an attack of 2 and a defense of 1, so has a combated attack value of 3.

Clicking on overview and then the information icon to see the player level requirements. We can see it only takes 5 to get to level 1.

2 destroyers = 6 kill points.
So if you can kill 2 destroyers you will get a level and your 1st supply unit.

Then it takes 27 to get the next level.
So essentially 9 more destroyers will get you another level and a supply unit.

If you click on the starbase building and then hit the red information icon it will show you the starbase defense table.
This will show you how many kill points each starbase level provides, as well as how much combat value it should be able to withstand.

Example a level 1 starbase currently is 6 defense value. So killing a level 1 star base would provide you your first level if you are the victor of the fight. To kill 6 defense points you need a minimum of 6 attack points. There is a battle calculator to math out outcomes.

It is common practice to arrange with a neighbor you see on the map to send a friend exchange to boost each other up to receive these first supply units.
You do this by sending 2 destroyers to each other's primary base. Each player builds a star base to level 3 to be sure to kill the incoming and win the fight. The defending star base player will then receive the victory points and the first supply unit. Having alliances to start out with helps expedite this exchange. Reaching out to the players around you to work together may be more beneficial than fighting them. The bigger the bases around you get, the more you can earn off them later in the game anyways.

Ideally you want to minimize conflict and setup mutually beneficial arrangements early game and get established. Your supply units are worth more later in the game, so you only want to spend them as needed. Also, your ships will be cheaper later in the game once you can increase your economy science, so you are costing yourself more over all when you buy ships without the economy discount.

Let's talk about science now.
The 1st most important sciences to you will be Social and Biology.
When you start the game, you can only have a max of population of 5 on a planet. You will want to always be aiming to have your social level high enough to be able to never have your pop reach the cap and stop growing. You will need to get to social level 2 so that you can have max 6 pop, and then lvl 4 for 7 pop and so on. Social being high can also help growth exponentially as the game goes on.

Each Science except for energy and economy have a +6 benefit. For Social if you are 6 levels higher than a planets population then the planet will experience spontaneous growth of population daily that will let you skip the timer and raise a level. The higher the population you get the spontaneous growth on the more time you skipped. So, if you get your social up to say 20… then planets that will get spontaneous growth of population all the way to population 14. This will make a large boost to economy as things snowball late game.

You bounce back and forth as needed to social to keep it ahead of the population growth.

What is next to prioritize is expanding your field of vision by increasing your Biology. Every couple levels will expand your sight circularly from your primary planet with the most population. Pretty much your starting location but if a different planet becomes the primary then your biology sight will aura from there. You want to be raising this and engaging with what's around you as vision expands. Having bio also allows you to see an opponent's science breakdown. The +6 modifier for bio is when you have 6 biology levels higher than another player. You will then be able to see their science and racial bonuses as well as deny them from seeing your science bonuses. Finally, to note, when you reach player level 25 you unlock the whole map

The further you want to travel the longer it takes to get there so you will start wanting to get your energy up to make flight faster. Early game its bouncing between, bio, energy and social to get things in motion.

Beyond that the rest is oriented around combat. You would prefer to get your economy up to level 4 minimum because that’s pretty quick, and then upwards to 10 before any large fleet investments but you're going to want to buy fleet to go get XP and generate supply units so you won’t be able to buy all your ships at a premium before you may want them to go beat someone to a juicy starbase for xp.

Then mathematics and physics are usually a grind to prioritize. The big goal is getting each to level 15. At level 15 math it unlocks Cruisers, which help the survival rate of your fleets and level 15 physics unlocks battleships which are good combat ships that are less squishy than destroyers.

All ships have purpose, and a mixed fleet is optimal. Not only does each level provide a bonus to your attack or defense % but if you have +6 over the opponent you get a +25% bonus to the corresponding attack or defense stat. Math for defense, physics for attack.

Keep in mind though players can absolutely prioritize a more pacifistic farmer play style. But will need to have support of other players to free them if put under siege or detract them from attacking due to consequences of the alliance.

Trade Agreements.
Trade agreements are set up between both players, at the cost of currently 240k each. A substantial investment.

The Trade agreement will provide you 1% bonus to growth, production, science, and culture for every population your partner has over 12 and visa versa.

In the end game if you get your trade agreements all setup its said players historically have an average of about 25% bonus to all stats that will make up for the extreme cost. Usually trade agreements start being made when players start getting about 9 or more planets.

Attacking other players.

Attacking others is usually going to be for financial gain in these ways.
1. Either you are attacking to kill starbases and fleet and gain XP for player level and supply units.

2. You are attacking to siege the planets and bombard them 24 hours later to get a payout.

3. You bring transports and an open culture slot and you kill the population and take it for yourself.

4. To kill population to drop a player down the ranker.

I’ll save combat strategy for another time, for now knowing the WHY you would want to attack is what matters.


So over short list of goals.

Growth
Raise culture to get more planets.
Keep social above population max.
Rise population to be 10+ for victory points and 12+ to benefit Trade Agreements.
Get supply units created by leveling up in battle a few times (mutual exchanges)

Mid Game / Long Term
Get to economy 10 for cheaper ships
Get to Math & Physics 15 so you can buy cruisers and battleships
Setup Trade Agreements
Take a Science above level 20 for victory points


Racial Bonuses.
For each thing you give a bonus to you must take a negative in another.
Here are my thoughts

Population is one of the biggest contributors to economy, and victory points in the game.

So, think carefully before lowering your growth. However, if you focus on a health social level you can spontaneous growth and not even matter that you grow slowly each cycle.

Science is something you are checking constantly and waiting for the benefits each level, I would caution not to lower science down as it's something you always want to be healthy.

Culture is already a very slow process to grow, it's not as noticeable as the other categories when detrimental in my opinion. But it is directly related to how many planets and population you can make.

Production can boost or negatively affect how much your planets produce but this can be compensated if you are very militaristic and do a lot of planet bombarding and leveling up with supply units.

This is another stat that you don’t notice as much as Speed, attack defense, and science.

Speed is something you will be worrying over constantly if you are trying to move around and do anything other than just farm in your home system.

The difference between a level 4 speed and zero speed is massive.

I personally will always choose plus 4 speed currently. But I’m an extremist you may find a blend of things to be more for you.

Attack bonus is what dictates you win the fight or not.
It almost feels completely not worth it to be a 0 level fighter vs a level 4 fighter.

For me as a player that wants to have combat, I want to have a +4 attack. Maybe you will find +3 to be good enough and mod more evenly. Up to you.

Defense is about how much survives in battle. If you plan to fight a lot, it is most efficient to have a high defense.

Personally I like +4 attack and +4 speed as a default and then everything else is an experiment.

But my go to for debuffs is across growth and production and then culture. You can spontaneous growth against the negative from growth, You can earn plenty of cash through battle to compensate for lower income.

Culture growth you can try to compensate with higher levels of galactic cybernets… but it’s the least fun for me to drop out of the 3.

Other players may lean into putting science negative, but it is not something I’m into doing at the moment.

Keep in mind the racial mods have different qualities of effect based on play style, and early, mid and late game.

I haven’t gotten to get as much late game experience in with different racial options, and that will only happen through experience over several plays and experimentation.


Bonus Notes & Advanced tactics:

1. Ranker - You can glean a lot of information from the ranker. It is able to filter lots of different ways to see information about opponents. Folks you may be gathering intelligence on, or to compare and contrast your own milestones with that of folks higher on the ranker.

2. When traveling to planets you control you go at double speed!
You also go double speed when traveling to a planet one of your alliance members control!

3. Premium players can see who is online in real time and can see when the last time a player logged in was.

4. When you convert your production points to astro dollars across all your planets and then convert it to production points, typically you can only spend those funds on your primary planet. With the help of allies you could have your planets sieged to funnel the money to the planet of your choice.

5. You can abandon planets to move your primary planet somewhere else and adjust where your bio spans from.

6. Remember the game is on steam, IOS / Android and Browser.
On Steam you can't access the store where you get daily free production point awards daily. Use the app or browser to collect. If the battle calculator doesn't work on one it usually will on the app.
Keep in mind that functionality is first optimized for browser and steam. The apps have UI issues at times at not being able to see entire windows and what not.


Hope this guide helps those who read it. Ask questions as needed.


  • Deepfury
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  • Furfur
Jul 28 2024 11:05 pm

Your Energy Science will not be in effect until you have level 12 Mathematics.