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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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Guide to the basics in avoiding attack.a must read for every single player.Quote:Don't be a farm! HELP I'M BEING ATTACKED THIS ******* KEEPS ATTACKINGME AND I CANT BUILD ANYTHING I THINK HE IS BASHING WHAT DO I DO CAN I GET HIM BANNED THIS IS SO UNFAIR OMFG HELP Is this you? In ogame, "farming" is when a player raids other players with weak defenses/fleets and a lot of resources. Every day you raid the person and "harvest" the resources they have raised. Obviously, you don't want this to happen to you. But, there are a lot of things you can and should do before posting a lame crybaby "helpme" topic on the Help & Questions board. Here are just a few:Check to see if the other player is really bashing. You can attack someone else a lot without it qualifying as "bashing." There is another topic by bibob (click me) that describes the bashing rule. In case that's not enough, I have also made a re-explanation of the bashing rule that I will put in my next post. Scroll down to THE BASHING RULE YET AGAIN see it.Use your resources! This is just basic common sense if you ask me, but a lot of people don't seem to get it. The reason people farm is for resources. The more resources you have the more profitable you are, and the more people will want to farm you. It's amazing how many people just let their resources pile up, unused. If you have enough money for an upgrade or research that you know will come in handy someday, what the hell are you waiting for? Upgrade already! You should try to have as little excess resources as possible. Make it a point to use up as much as you can before you go offline at the end of every session. One good way to use up excess resources, especially at the beginning, is to just spend whatever you have left on defences whenever you go offline. That way, even if you get attacked it'll be that much less for the other person to get in a raid. You can also build ships, but be warned: other players can collect resources from destroted ships, too, so if you build a decent-sized fleet make absolutely sure to...Fleetsave when you're offlineFleetsaving is when you send your ships away from your planet to protect them. While your ships are traveling somewhere, it is impossible to attack them. Every time you go offline, figure out the number of hours you'll be gone and send your ships on a mission that will take that many hours. See my OFFLINE FLEETSAVING section further down.Fleetsave when you're being attacked At some point, you're going to be attacked by someone too strong for you to hold off. Even if you can't destroy the fleet, you can still make sure they won't get anything when they do hit you! See the topic by Archain (now click me!) or my PRE-ATTACK FLEETSAVING section below.Build defenses This can useful but don't count on them too much. No matter how much defense you build, the other person can always build more ships. Maybe a lot faster than you can build defenses. But it's still good to build some. Early in the game, especially, a lot of people will attack without even knowing what your defenses are--it's always fun to log in and discover someone has just had 3 heavy fighters destroyed in one round. And like I said before, bulking up your defenses is a good way to use up excess resources when you go offline--even if they are destroyed, at least it's more resources that your attacker won't be getting.PM the attacker You'd be surprised how often this works. Yes, ogame is a competitive game but not all the people who play are total jerks. If you tell them that their attacks are making it impossible for you to advance, and ask them nicely to let up, there's a decent chance that they'll be willing to attack you less--or maybe even stop attacking you entirely. After all, there are always plenty of other planets in the galaxy. Anyway you don't have anything to lose by trying.DON'T send them insults or empty threats. If they're farming you, chances are they already know what you got, and they know it's not nearly enough for you to get them back. If you call them a ****ing ***** ******** **** ******** and threaten to attack them with 20 death stars from "your other planet" not only will you look like an idiot, you might get banned for sending an insulting message.Turn down/turn off your mines when offline This is kind of a desperate measure. But, if you are getting attacked every single time you log off, this might help stop it. If you reduce the amount of resources you put out when offline, you can make it unprofitable to invade your planet. If you do this for awhile, the person who was farming you will stop, and probably forget about your planet. Then you can start building up again.Go into vacation mode This is an even more desperate measure, and some would say is abusing the system. But the option is there. When you go into vacation mode, it is impossible to attack you. If you are in vacation mode, anyone attacking you will have to stop, and chances are very good they won't check your planet again for a long time. However, remember that you have to turn your mines down to 0% so you will earn absolutely NO RESOURCES while in vacation mode. Also you can not turn off vacation mode for at least 48 hours. So think carefully before you use this.CAUTION: Vacation mode only stops attacks that are launched after you go into it. That means that if someone attacks you, and you go into vacation mode hoping to stop it, not only will the attack still go through, but you will be unable to log back in and fleetsave.Contact a GO Do this when you have no other options. If the situation is really extreme (for example, if you're being attacked twice daily by several members of an alliance) then it may well be necessary. It is against the rules to attack someone to the point where they cannot advance, so a GO might intervene if you can show them this is happening. But make sure you have tried other options before you do this--please don't waste the GOs time when the only problem is you playing OGame very crappily. 
yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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Galaxy View Legend
An explanation of the symbols that can appear by a persons name in the galaxy view page.playername (v)
they are in vacation mode. you cannot attack them
playername (b)
It's actually b with a line through it, but i can't get it to copy over. this means the player is banned. You can usually attack banned players, they are just like inactives in that regard. however, quite often the GO will put a banned player into vacation mode, usually in the case of a temporary ban. they will appear like (b v) in this case you cannot attack them
playername (i)
means that player is inactive i.e. they havn't logged into thier account for over a week. a capital (I) means they have been inactive for over two weeks. sometimes you will see (iI) beside the player name. this means that this player has NEVER logged in, i.e. they made an account but never played once.
playername (n)
they are noob, which means they have less than 20% of your points. you cannot attack them (you appear as (s) to them.
playername (s)they are strong, they have over 5 tiems your points, and so they are prevented from attacking you, and you them Playername(*) means activity on the planet in the last 15 mins. this can mean they are/were logged in or that someone else probed or attacked them. if a number appears, e.g. playername (30), it means that the activity was 30 mins ago etc.... it will go up as far as (59) before it won't show altogether. yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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Rapidfire is the fundamental concept as to how combat is based in ogame. Understand it. Play by it. Love it.
Quote: Guide to Rapidfire by TERMINATOR_T800
Rapidfire has been questioned since the beginning of the Ogame world, so I'm going to try to stop that.
Rapidfire means what it says on the tin, that a ship will fire more than once in a round, but when and why?
The answer... Example: If ship A has Rapidfire of 5 against ship B, and ship A manages to hit and destroy ship B, ship A has an 80% chance that it will fire again. If, on the second shot, ship A hits and destroys another ship of the same type as ship B again, it has 80% chance of firing again, and so on...
The percentage chance of ship A firing again can be worked out by finding out what rapidfire it has against ship B (in this case 5), dividing 100 by it (100/5=20), and then taking the result away from 100 (100-20=80% chance). The number of Rapidfire that ship A has against ship B is the average of how many ship B's ship A destroys per round.
So, again, Ship A has Rapidfire of 5 against Ship B. Ship A hits and destroys a Ship B. Ship A gets an 80% chance of firing again, so 4 out of 5 times, Ship A will fire again. So if the computer calculates a number between 0 and 100, if the number is below 80, then Ship A will fire again, if its above, it must wait until the next round to fire again.
But remember, a ship could have 99% chance to fire again but not even once more, so don't assume you'll actually destroy that many.
So without further ado, the Rapidfire of all ships and defence and their % chance of firing again.
Small Cargo Ship
Rapidfire against Espionage Probe: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire of Death Star against this Ship Type: 250 (99.6% Chance)
Large Cargo Ship
Rapidfire against Espionage Probe: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire of Death Star against this Ship Type: 250 (99.6% Chance)
Light Fighter
Rapidfire against Espionage Probe: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire of Cruiser against this Ship Type: 3 (66.6% Chance) Rapidfire of Death Star against this Ship Type: 200 (99.5% Chance)
Heavy Fighter
Rapidfire against Espionage Probe: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire of Death Star against this Ship Type: 100 (99% Chance)
Cruiser
Rapidfire against Espionage Probe: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire against Light Fighter: 3 (66.6% Chance) Rapidfire against Missile Launcher: 10 (90% Chance) Rapidfire of Death Star against this Ship Type: 33 (97% Chance)
Battle Ship
Rapidfire against Espionage Probe: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire of Death Star against this Ship Type: 30 (96.6% Chance)
Colony Ship
Rapidfire against Espionage Probe: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire of Death Star against this Ship Type: 250 (99.6% Chance)
Recycler
Rapidfire against Espionage Probe: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire of Death Star against this Ship Type: 250 (99.6% Chance)
Espionage Probe
Rapidfire of Small Cargo Ship against this Ship Type: 5 (80% Chance) Rapidfire of Large Cargo Ship against this Ship Type: 5 (80% Chance) Rapidfire of Light Fighter against this Ship Type: 5 (80% Chance) Rapidfire of Heavy Fighter against this Ship Type: 5 (80% Chance) Rapidfire of Cruiser against this Ship Type: 5 (80% Chance) Rapidfire of Battle Ship against this Ship Type: 5 (80% Chance) Rapidfire of Colony Ship against this Ship Type: 5 (80% Chance) Rapidfire of Recycler against this Ship Type: 5 (80% Chance) Rapidfire of Bomber against this Ship Type: 5 (80% Chance) Rapidfire of Destroyer against this Ship Type: 5 (80% Chance) Rapidfire of Death Star against this Ship Type: 1250 (99.92% Chance)
Bomber
Rapidfire against Espionage Probes: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire against Missile Launcher: 20 (95% Chance) Rapidfire against Small Laser: 20 (95% Chance) Rapidfire against Heavy Laser: 10 (90% Chance) Rapidfire against Ion Cannon: 10 (90% Chance) Rapidfire of Death Star against this Ship Type: 25 (96% Chance)
Solar Satellite
Rapidfire of Small Cargo Ship against this Ship Type: 5 (80% Chance) Rapidfire of Large Cargo Ship against this Ship Type: 5 (80% Chance) Rapidfire of Light Fighter against this Ship Type: 5 (80% Chance) Rapidfire of Heavy Fighter against this Ship Type: 5 (80% Chance) Rapidfire of Cruiser against this Ship Type: 5 (80% Chance) Rapidfire of Battle Ship against this Ship Type: 5 (80% Chance) Rapidfire of Colony Ship against this Ship Type: 5 (80% Chance) Rapidfire of Recycler against this Ship Type: 5 (80% Chance) Rapidfire of Bomber against this Ship Type: 5 (80% Chance) Rapidfire of Destroyer against this Ship Type: 5 (80% Chance) Rapidfire of Death Star against this Ship Type: 1250 (99.92% Chance)
Destroyer
Rapidfire against Espionage Probes: 5 (80% Chance) Rapidfire against Solar Satellite: 5 (80% Chance) Rapidfire against Small Laser: 10 (90% Chance) Rapidfire of Death Star against this Ship Type: 5 (80% Chance)
Death Star
Rapidfire against Espionage Probe: 1250 (99.92% Chance) Rapidfire against Solar Satellite: 1250 (99.92% Chance) Rapidfire against Small Cargo Ship: 250 (99.6% Chance) Rapidfire against Large Cargo Ship: 250 (99.6% Chance) Rapidfire against Light Fighter: 200 (99.5% Chance) Rapidfire against Heavy Fighter: 100 (99% Chance) Rapidfire against Cruiser: 33 (97% Chance) Rapidfire against Battle Ship: 30 (96.6% Chance) Rapidfire against Colony Ship: 250 (99.6% Chance) Rapidfire against Recycler: 250 (99.6% Chance) Rapidfire against Bomber: 25 (96% Chance) Rapidfire against Destroyer: 5 (80% Chance) Rapidfire against Missile Launcher: 200 (99.5% Chance) Rapidfire against Small Laser: 200 (99.5% Chance) Rapidfire against Heavy Laser: 100 (99% Chance) Rapidfire against Gauss Cannon: 50 (98% Chance) Rapidfire against Ion Cannon: 100 (99% Chance)
Missile Launcher
Rapidfire of Cruiser against this Ship Type: 10 (90% Chance) Rapidfire of Bomber against this Ship Type: 20 (95% Chance) Rapidfire of Death Star against this Ship Type: 200 (99.5% Chance)
Small Laser
Rapidfire of Bomber against this Ship Type: 20 (95% Chance) Rapidfire of Destroyer against this Ship Type: 10 (99% Chance) Rapidfire of Death Star against this Ship Type: 200 (99.95% Chance)
Heavy Laser
Rapidfire of Bomber against this Ship Type: 10 (90% Chance) Rapidfire of Death Star against this Ship Type: 100 (99% Chance)
Gauss Cannon
Rapidfire of Death Star against this Ship Type: 50 (98% Chance)
Ion Cannon
Rapidfire of Bomber against this Ship Type: 10 (90% Chance) Rapidfire of Death Star against this Ship Type: 100 (99% Chance)
yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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Guide to Fleetsaving
If you're offline you must learn to fleetsave, otherwise you will never progress in ogame.
Quote:If you're new to Ogame, or are wondering how to avoid your precious fleet being recycled along with your resources taken while you're asleep, then there's no more important concept to learn than "fleetsaving", namely, the technique used to 'save' your fleet from being attacked while you're offline.
Mastering the art of fleetsaving requires understanding one important concept of Ogame, that while your fleet is moving around the Universe, it cannot be attacked. This is not Star Wars, if your fleet is not sitting on your planet, no-one can hit it. Therefore it is imperative that that you fleetsave while you're not online.
Ok, for starters, there are numerous methods of fleetsaving, some good, some bad, all of which I will cover here.1) A 'Harvesting' mission to a debris field. If you're new to the game, a 'T' symbol next to the planet slot number on the galaxy page indicates that there is a debris field there. A debris field is formed when a ship is blown up, and can range drastically in size from 300 crystal (a probe being counter-espionaged) to 100million (the biggest Hall of Fame hits). ANY debris field can be recycled if you have a recycler, which nets you freebie res for doing nothing. The best part of this, is that the person who owns the planet cannot find out who took the res from the debris field.
As a method for fleetsaving, harvesting is particularly easy to master. Simply select your recycler (if you haven't built one yet, refer to your technology page to find out what you need) and the rest of your ships, and send them off to a debris field. There are 3 things you should consider when doing this:a. How big the DF is (might as well make a profit while you're asleep eh?)b. How far is it (less distance = less fuel used)c. WHEN ARE YOU GOING TO BE ONLINE NEXT???Point C I have put last and in capitols for a simple reason, it is the most important aspect of fleetsaving. Say for example, you're going to sleep. You'll wake up in say, 10 hours, so you want to fleetsave. You then send your ships off, timed at 100% speed, 3 hours each way. Your fleet will get back in 6 hours, therefore it will be on your planet for 4 hours, leaving plenty of time for someone to spy on it, launch an attack and obliterate it.
However, if you send your mission off at 60% speed, 5 hours each way, hey presto, your fleet will be on your planet, safe, when you logon. Also, when sending your ships, you can fill hem up with all your ressies from today's mining/raiding hauls and this will also be safe. Congratulations.2) 'Deployment' If you have another planet, it is possible to fleetsave by deploying your ships to your other planet. This is especially useful in the beginning of a Universe as you won't yet have the techs for recyclers. Remember to use this tactic means that you must choose the time you're not going to be online carefully, as it will only be ONE WAY.
This tactic is useful for players as it can allow them to move large fleets overnight for minimal deut costs, as well as being used to deploy ships you've just built to other colonies, or simply transport res. Remember, you can save every single ship and all your res with this method.3) 'Attacking' Fairly self-explanatory this one. Find an inactive that your fleet can hit profitably, and send your ships at the speed needed. This way, you can wake up to your fleet home safe and sound plus a bit of extra res to send. If you time your recyclers to reach the debris field after your fleet hits you can also get that back, reducing losses.The best tactic to use is to send your attacking fleet off on it's own, then send your recs with all your other ships (cargoes/probes etc) along with your res. This way, even if anything does go wrong with the attack your res is still safe.4) 'Transporting' Again, simple enough, however remember that once your fleet reaches it's destination your res will be left there, perhaps leaving it exposed to raiders.These techniques will all serve you well in the early days of a universe. However, in some of the older universes, you may have noticed the occasional presence of an 'M' next to the planet slot number. The presence of this letter is important in its own right, if you haven't already, now may be a good time to read the Moons, phalanxes and jumpgates FAQ!!!
So, you've read that and are wondering what that means in actual terms? Phalanxes, which can ONLY be built on moons, are a practical nightmare for youtr fleet. With a phalanx, it is possible for a player to time his/her fleet to arrive a few seconds after yours returns to your planet, giving you no chance to fleetsave and ruining your day (known as "phalanxing" or as a 'phalanx hit')
There are a few ways to avoid phalanxes, whch I will detail here:1) Your OWN moon. Moons cannot be phalanxed, full stop, end of story, if you've got a moon, there is no excuse for being crashed really, short of a connection loss/natural disaster etc. If you fleetsave from a moon to another moon, or a moon to a Debris field, no-one can phalanx you and you can therefore feel relatively safe. This is the easiest method for avoiding phalanxes, however, some of you may not have moons...so read on...2) The recalled deploy. Phalanxes cannot see recalled deployments. So, if you deploy, and are being phalanxed, then recall you fleet, and voila, you can consider yourself safe, although you will face the wasted deut bill....3) The multi-deploy package system. Fancy deploying your ships but are worried about it being phalanxed and destroyed? Send it off in chunks, the player may phalanx you, but ultimately you will only lose a fraction of your fleet instead of all of it.There are a few general game points that you may/should remember whilst fleetsaving:1) Death Stars are good for fleetsaving, as they travel very slowly and use very little deut. This slows down the overall speed of your fleet, allowing you to save for extremely long times whilst using very little fuel.2) You may see that some bigger players do not fleetsave. This is becuase their fleets and defences are so big, no-one is able to take them out without unprofitable losses. However, it is only when exceptionally large fleets are owned that players dare to do this, fleetsaving is a must for most gamers.3) Some very good players may crash fleets by learning their online times and therefore knowing when you fleetsave, allowing them to time their fleets close even without a phlanx. To avoid this, fleetsave to different debris fields, at different times, or by splitting your fleet up for the maximum safety margin.Ultimately, just remember that players will always attack you to make a profit. If you leave resources or ships lying about, they'll get destroyed, defence or not, if the attacker can use your hard-earned res for something else. So, make yourself unprofitable by fleet-saving and res-saving, and you'll progress a lot quicker. If your alliance is at war then the rules are slightly different, as players will attack you just for the hell of it, but if you've fleetsaved you've got nothing to worry about.
So, that's all I can think of for the moment, any questions about this post or any of the subjects inculded please feel free to PM me.written by CWB yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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Guide to Espionage
What you can see depends on the number of probes you send, the level of your espionage tech as well as the level of the enemies tech. The following just explains the formula it's based on.
Number of probes to see X level of information: X + (Y * (((your espionage technology) - (your opponent's espionage technology)) ^ 2)) If your espionage technology is higher than your opponent's, then Y is -1. If your opponent's is higher, then Y is 1, and if both are equal, Y is 0. X = 2 for resources and ships X = 3 for resources, ships, and defense X = 5 for resources, ships, defense, and buildings X = 7 for resources, ships, defense, buildings, and research You always get resources no matter how many probes you send. If an espionage mission gets counterespionaged, the espionage report is still sent even if the espionaging fleet is destroyed. Example: You have espionage technology level 11, your opponent has level 12, and you want to see up to buildings when you espionage your opponent. You would send 5 + (1 * ((11 - 12) ^ 2)) 5 + (1 * (1 ^ 2)) = 6 probes to get the wanted information. Here's how many probes one should send to get up to research based on various differences of enemy espionage technology relative to yours: - -3 Difference : 1 probe
- -2 Difference : 3 probes
- -1 Difference : 6 probes
- 0 Difference : 7 probes
- +1 Difference : 8 probes
- +2 Difference : 11 probes
- +3 Difference : 15 probes
Also, as you develop your espionage technology, you can find out more about incoming enemy fleets: Level 2 lets you see how many ships are coming. Level 4 also displays which types of ships are in the fleet. Level 8 shows you how many of each ship type are in the fleet. Chance for Counter-Espionage
You will see this on all espionage reports. It is basically the chance of the fleet of probes being shot down by the spyed upon players fleet. Your probes will only be shot down when it reaches 100%. Also they will only be shot down if the emeny player has a fleet on thier planet (this includes solar sattelites). The fleet is needed to see the probes, but the probes can then be shot down by defensive structures on the surface when spotted. There is no known formula for how this is calculated, for the most part it seems to be just randomised. However in my own experience the Chance for counter espionage increases along with the number of probes you send, however i dont think it will ever increase enough to negate the radomizing factor. yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: You're gonna stick that where?

Groups: Ogamer, Registered User
Joined: 5/9/2006 Posts: 153 Points: 0 Location: Germany
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???? Dont understand anything ????
lol
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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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Quote:Complete Guide to All Buildings, Researches, Fleets and Defences
By TERMINATOR_T800
Buildings
Metal Mine
This is the producer of the most important resource, Metal, worth 1 Trade Unit each. This Building is essential to every player in the game. The initial cost for this Building is 60 Metal, 15 Crystal, and 0 Deuterium. The formula for the Metal Production per Hour of this Building is (30*"Level"*1.1^"Level";). The formula for the Energy Consumption of this Building is (10*"Level"*1.1^"Level";).
Crystal Mine
This is the producer of Crystal, a rarer resource than Metal, and worth 2 Trade Units each. This is a very important Building at all stages in the game. The initial cost for this Building is 48 Metal, 24 Crystal, and 0 Deuterium. The formula for the Crystal Production per Hour of this Building is (20*"Level"*1.1^"Level";). The formula for the Energy Consumption of this Building is (10*"Level"*1.1^"Level";).
Deuterium Synthesizer
This is the producer of Deuterium, the fuel for your ships and is used for most researches and Buildings. Each Deuterium Unit is worth 3 Trade Units. Every player must have this Building. The initial cost for this Building is 225 Metal, 75 Crystal, and 0 Deuterium. The formula for the Deuterium Production per Hour of this Building is (10*"Level"*1.1^"Level"*(-0.002*"Max.Temp"+1.28)). The formula for the Energy Consumption of this Building is (20*"Level"*1.1^"Level";).
Solar Plant
This is the primary source of Energy for your planet, without Energy your mines will stop working. This is possibly the most important Building in the game. The initial cost for this Building is 75 Metal, 30 Crystal, and 0 Deuterium. The formula for the Energy Production of this Building is (20*"Level"*1.1^"Level";).
Fusion Reactor
This is the secondary source of Energy for your Mines, it produces much more Energy, but it uses Deuterium to keep it operational. The Requirements for this Building are Deuterium Synthesizer Level 5, and Energy Technology Level 3. The initial cost for this Building is 900 Metal, 360 Crystal, and 180 Deuterium. The formula for the Energy Production of this Building is (50*"Level"*1.1^"Level";). The formula for the Deuterium Consumption per Hour of this Building is (10*"Level"*1.1^"Level"*(-0.002*"Max.Temp"+1.28)).
Robotic Factory
This Building decreases the Building time of Buildings each Level. It should be built as soon as possible to speed up Building Time. The initial cost for this Building is 400 Metal, 120 Crystal, and 200 Deuterium. The formula for the Building Time of Buildings is ((("Metal"+"Crystal";)/2500)*(1/("Level"+1))*0.5^"Level of Nanite Factory";).
Nanite Factory
This is the better version of the Robotic Factory. It halves the Building Time of Buildings, Ships, and Defences each Level. This makes building a lot faster. The Requirements for this Building are Robotic Factory Level 10, and Computer Technology Level 10. The initial cost for this Building is 1,000,000 Metal, 500,000 Crystal, and 100,000 Deuterium. The formula for the Building Time of Buildings is ((("Metal"+"Crystal";)/2500)*(1/("Level of Robotic Factory"+1))*0.5^"Level";). The formula for the Building Time of Ships and Defences are ((("Metal"+"Crystal";)/5000)*(2/("Level of Shipyard"+1))*0.5^"Level";).
Shipyard
This is where Ships are built, no matter whether you are a Turtle or an Attacker, you will need this to quite a high Level. It is required for all Ships and Defences. The Requirements for this Building are Robotic Factory Level 2. The initial cost for this Building is 400 Metal, 200 Crystal, and 100 Deuterium. The formula for the Building Time of Ships and Defences are ((("Metal"+"Crystal";)/5000)*(2/("Level"+1))*0.5^"Level of Nanite Factory";).
Metal Storage
This Building increases how much Metal you can store on a Planet before the Mine stops working. This Building is always needed so you can have more Metal to use later. The initial cost for this Building is 2,000 Metal, 0 Crystal, and 0 Deuterium.
Crystal Storage
This Building increases how much Crystal you can store on a Planet before the Mine stops working. This Building is always needed so you can have more Crystal to use later. The initial cost for this Building is 2,000 Metal, 1,000 Crystal, and 0 Deuterium.
Deuterium Tank
This Building increases how much Deuterium you can store on a Planet before the Synthesizer stops working. This Building is always needed so you can have more Deuterium to use later. The initial cost for this Building is 2,000 Metal, 2,000 Crystal, and 0 Deuterium.
Research Lab
This is where Research is taken place. It is needed for all Research and decreases the time needed to Research each Level. Research is needed for almost everything. The initial cost for this Building is 200 Metal, 400 Crystal, and 200 Deuterium. The formula for the time taken to Research is (("Metal"+"Crystal";)/(1000*("Level"+1))).
Terraformer
This Building creates more fields for your Planet, each Level makes more room for more Buildings. When a planet runs out of spaces, it is wise to be able to build one of these. Each Level gives you 5 extra Fields, 1 of which is used up by the Terraformer itself. The Requirements for this Building are Nanite Factory Level 1, and Energy Technology Level 12. The initial cost for this Building is 0 Metal, 50,000 Crystal, and 100,000 Deuterium.
Missile Silo
This is where Interplanetary Rockets and Anti-Ballistic Missiles are Built and kept. Each Level can store 10 Anti-Ballistic Missiles, or 5 Interplanetary Missiles. The initial cost for this Building is 20,000 Metal, 20,000 Crystal, and 1,000 Deuterium.
Lunar Base
This Building can only be built on a Moon. This Building increases the amount of usable Fields on a Moon by 3 until the Moon is full occupied, the Lunar Base uses up 1 of the 3 Fields it creates. The initial cost of this Building is 20,000 Metal, 40,000 Crystal, and 20,000 Deuterium.
Sensor Phalanx
This Building can only be built on a Moon. This Building is used to scan planets to see what their Fleets are doing and when they will be back. The Requirements for this Building are Lunar Base Level 1. The initial cost for this Building is 20,000 Metal, 40,000 Crystal, and 20,000 Deuterium. The formula for the Range of this Building is ("Level"^2-1).
Jump Gate
This Building can only be built on a Moon. This building allows you to sent a fleet, with no resources, instantly to any other moon that you control that also has a Jump Gate. It is free to use the Jump Gate but it can only be used once every 60 minutes. The Requirements for this Building are Lunar Base Level 1, and Hyperspace Technology Level 7. The initial cost for this Building is 2,000,000 Metal, 4,000,000 Crystal, and 2,000,000 Deuterium.
Researches
Espionage Technology
This Technology is used to spy on enemies and detect when they are coming to your Planet. Higher Levels of this Technology reveals more things when someone is attacking you; At Level 2, it detects how many Ships are in the Fleet; At Level 4, it detects what Ship types are in the Fleet; at Level 8, it detects how many of each Ship Type there are. Also if you try to Probe someone, if their Espionage Technology Level is higher than yours, you will see less. You must send more Espionage Probes to compensate for this. The Requirements for this Research are Research Lab Level 3. The initial cost for this Research is 200 Metal, 1,000 Crystal, and 200 Deuterium.
Computer Technology
This Technology adds more slots you can have for your Fleets. The higher the Level of this Technology you have, the more Fleets you can have out at once. The Requirements for this Research are Research Lab Level 1. The initial cost for this Research is 0 Metal, 400 Crystal, and 600 Deuterium. The formula for how many Fleet Slots you can have is ("Level"+1)
Weapon Technology
This Technology increases all Ships' and Defences' Weapon Power by 10% per Level. This Technology is vital if you want to win all your battles. The Requirements for this Research are Research Lab Level 4. The initial cost for this Research is 800 Metal, 200 Crystal, and 0 Deuterium. The formula for the Weapon Power of Ships and Defences is ("Weapon Power"*(1+"Level"/10)).
Shielding Technology
This Technology increases all Ships' and Defences' Shielding by 10% per Level. This Technology is vital if you want to win all your battles. The Requirements for this Research are Energy Technology Level 3, and Research Lab Level 6. The initial cost for this Research is 200 Metal, 600 Crystal, and 0 Deuterium. The formula for the Shielding of Ships and Defences is ("Shield Power"*(1+"Level"/10)).
Armour Technology
This Technology increases all Ships' and Defences' Hull by 10% per Level. This Technology is vital if you want to win all your battles. The Requirements for this Research are Research Lab Level 2. The initial cost for this Research is 1,000 Metal, 0 Crystal, and 0 Deuterium. The formula for the Hull of Ships and Defences is (("Structural Integrity"*(1+"Level"/10))/10).
Energy Technology
At current time this Technology has no use further than Level 12 for the Terraformer. It is a Requirements Technology only so it isn't Researched much. The Requirements for this Research are Research Lab Level 1. The initial cost for this Research is 0 Metal, 800 Crystal, and 400 Deuterium.
Hyperspace Technology
At current time this Technology as no use further than Level 8 for the Intergalactic Research Network. It is a Requirements Technology only so it isn't Researched much. The Requirements for this Research are Energy Technology Level 5, Shielding Technology Level 5, and Research Lab Level 7. The initial cost for this Research is 0 Metal, 4,000 Crystal, and 2,000 Deuterium.
Combustion Drive
The Combustion Engine is the Engine used by the Small Cargo Ship, Large Cargo Ship, Light Fighter, Recycler, and Espionage Probe. The Base Speed of these Ships are increased by 10% for every Level of this Technology. The Requirements for this Research are Energy Technology Level 1, and Research Lab Level 1. The initial cost for this Research is 400 Metal, 0 Crystal, and 600 Deuterium. The formula for the Speed of Ships that use this Engine is ("Base Speed"*(1+"Level"*10%)).
Impulse Drive
The Impulse Engine is the Engine used by the Heavy Fighter, Cruiser, Colony Ship, and Bomber. The Base Speed of these Ships are increased by 20% for every Level of this Technology. The Requirements for this Research are Energy Technology Level 1, and Research Lab Level 2. The initial cost for this Research is 2,000 Metal, 4,000 Crystal, and 600 Deuterium. The formula for the Speed of Ships that use this Engine is ("Base Speed"*(1+"Level"*20%)).
Hyperspace Drive
The Hyperspace Engine is the Engine used by the Battle Ship, Destroyer, and Death Star. The Base Speed of these Ships are increased by 30% for every Level of this Technology. The Requirements for this Research are Hyperspace Technology Level 3 and Research Lab Level 7. The initial cost for this Research is 10,000 Metal, 20,000 Crystal, and 6,000 Deuterium. The formula for the Speed of Ships that use this Engine is ("Base Speed"*(1+"Level"*30%)).
Laser Technology
At current time this Technology has no use further than Level 10 for Plasma Technology. It is a Requirements Technology only so it isn't Researched much. The Requirements for this Research are Research Lab Level 1, and Energy Technology Level 2. The initial cost for this Research is 200 Metal, 100 Crystal, and 0 Deuterium.
Ion Technology
At current time this Technology has no use further than Level 5 for Plasma Technology. It is a Requirements Technology only so it isn't Researched much. The Requirements for this Research are Research Lab Level 4, Laser Technology Level 5, and Energy Technology Level 4. The initial cost for this Research is 1,000 Metal, 300 Crystal, and 100 Deuterium.
Plasma Technology
At current time this Technology has no further use than Level 7 for Plasma Cannon. It is a Requirements Technology only so it isn't Researched much. The Requirements for this Research are Research Lab Level 4, Energy Technology Level 8, Laser Technology Level 10, and Ion Technology Level 5. The initial cost for this Research is 2,000 Metal, 4,000 Crystal, and 1,000 Deuterium.
Intergalactic Research Network
This Technology is used to link up your Research Labs on your Planets so it greatly decreases the amount of time needed to Research. The highest Levels of Research Lab are added together. This Technology has no use above Level 8 as you cannot have more than 9 Research Labs. The Requirements for this Research are Research Lab Level 10, Computer Technology Level 8, and Hyperspace Technology Level 8. The initial cost for this Research is 240,000 Metal, 400,000 Crystal, and 160,000 Deuterium.
Graviton Technology
At current time this Technology has no further use than Level 1 for Death Star. It is a Requirements Technology only so it isn't Researched much. The Requirements for this Research are Research Lab Level 12. The initial cost for this Research is 0 Metal, 0 Crystal, 0 Deuterium, and 300,000 Energy.
Ships
Small Cargo
This is the basic Ship for transporting your Resources. It isn't much used in the later game because the Large Cargo Ship takes over from it. The Base Speed of this Ship is increased when Impulse Engine Level 5 has been Researched. The Requirements for this Ship are Shipyard Level 2, and Combustion Engine Level 2. The cost for each of this Ship is 2,000 Metal, 2,000 Crystal, and 0 Deuterium. Structural Integrity: 4,000 Shield Power: 10 Weapon Power: 5 Cargo Capacity: 5,000 Units Base Speed: 5,000 (10,000) Fuel Consumption (Deuterium): 10 (20)
Large Cargo
This is the more advanced Ship for Transporting Resources. It usually has an escort because of its low Weapon Power and Shield Power. The Requirements for this Ship are Shipyard Level 4, and Combustion Engine Level 6. The cost for each of this Ship is 6,000 Metal, 6,000 Crystal, and 0 Deuterium. Structural Integrity: 12,000 Shield Power: 25 Weapon Power: 5 Cargo Capacity: 25,000 Units Base Speed: 7,500 Fuel Consumption (Deuterium): 50
Light Fighter
This is the first combat Ship you can Build, it is cheap, light, but has low Weapon Power. It is used largely as Fodder in the later game as it is very cheap to produce in numbers. The Requirements for this Ship are Shipyard Level 1, and Combustion Engine Level 1. The cost for each of this Ship is 3,000 Metal, 1,000 Crystal, and 0 Deuterium. Structural Integrity: 4,000 Shield Power: 10 Weapon Power: 50 Cargo Capacity: 50 Units Base Speed: 12,500 Fuel Consumption (Deuterium): 20
Heavy Fighter
This is quite a cheap combat Ship but is not used in the later game because it is not as effective as Fodder for the price as Light Fighters. It is good for new players as a stronger Ship. The Requirements for this Ship are Shipyard Level 3, Armour Technology Level 2, and Impulse Engine Level 2. The cost for each of this Ship is 6,000 Metal, 4,000 Crystal, and 0 Deuterium. Structural Integrity: 10,000 Shield Power: 25 Weapon Power: 150 Cargo Capacity: 100 Units Base Speed: 10,000 Fuel Consumption (Deuterium): 75
Cruiser
This is the ship you need to get if your enemies are swarming you with Light Fighters as it has Rapidfire against them. Its good for raiding too because of its speed. The Requirements for this Ship are Shipyard Level 5, Impulse Engine Level 4, and Ion Technology Level 2. The cost for each of this Ship is 20,000 Metal, 7,000 Crystal, and 2,000 Deuterium. Structural Integrity: 27,000 Shield Power: 50 Weapon Power: 400 Cargo Capacity: 800 Units Base Speed: 15,000 Fuel Consumption (Deuterium): 300
BattleShip
This is the main Ship in the game. It is used in almost every Fleet and is used a lot because nothing except the Death Star has Rapidfire against it. It is also very fast for having a Hyperspace Engine. The Requirements for this Ship are Shipyard Level 7, and Hyperspace Engine Level 4. The cost for each of this Ship is 40,000 Metal, 20,000 Crystal, and 0 Deuterium. Structural Integrity: 60,000 Shield Power: 200 Weapon Power: 1,000 Cargo Capacity: 1,500 Base Speed: 10,000 Fuel Consumption (Deuterium): 500
Colony Ship
This Ship is used for Colonizing new Planets. The Requirements for this Ship are Shipyard Level 4, and Impulse Engine Level 3. The cost for each of this Ship is 10,000 Metal, 20,000 Crystal, and 10,000 Deuterium. Structural Integrity: 30,000 Shield Power: 100 Weapon Power: 50 Cargo Capacity: 7,500 Units Base Speed: 2,500 Fuel Consumption (Deuterium): 1,000
Recycler
This Ship is used to collect Debris from Debris Fields. The Requirements for this Ship are Shipyard Level 4, Combustion Engine Level 6, and Shielding Technology Level 2. The cost for each of this Ship is 10,000 Metal, 6,000 Crystal, and 2,000 Deuterium. Structural Integrity: 16,000 Shield Power: 10 Weapon Power: 1 Cargo Capacity: 20,000 Units Base Speed: 2,000 Fuel Consumption (Deuterium): 300
Espionage Probe
This is used to spy on planets to see what is on those planets. The success of the Espionage depends on the Level of both players' Espionage Technology Level. If you send 1 Espionage Probe you will see the Resources on the Planet, 2 Espionage Probes will see Fleet, 3 Espionage Probes wil see Defences, 5 Espionage Probes will see Buildings, and 7 Espionage Probes will see the Researched Technologies. If the enemy's Espionage Technology Level is higher than your's, you must send more Espionage Probes to see the same information. The Requirements for this Ship are Shipyard Level 3, Combustion Engine Level 3, and Espionage Technology Level 2. The formula for the extra number of Espionage Probes needed is (("Enemy Level"-"Level";)^2) The cost for each of this Ship is 0 Metal, 1,000 Crystal, and 0 Deuterium. Structural Integrity: 1,000 Shield Power: 0.01 Weapon Power: 0.01 Cargo Capacity: 5 Units Base Speed: 100,000,000 Fuel Consumption (Deuterium): 1
Bomber
This is designed to be good against Defence, but it is actually only good against Fodder. The Requirements for this Ship are Impulse Engine Level 6, Laser Technology Level 8, Shipyard Level 8, and Plasma Technology Level 5. The cost for each of this Ship is 50,000 Metal, 25,000 Crystal, and 15,000 Deuterium. Structural Integrity: 75,000 Shield Power: 500 Weapon Power: 1,000 Cargo Capacity: 500 Units Base Speed: 4,000 (5,000) Fuel Consumption (Deuterium): 1,000
Solar Satellite
This is another source of Energy for your Planet. This Ship cannot move from the Planet it was Built on. The Requirements for this Ship are Shipyard Level 1. The formula for the Energy production of this Ship is ("Max. Temp"/4+20). The cost for each of this Ship is 0 Metal, 2,000 Crystal, and 500 Deuterium. Structural Integrity: 2,000 Shield Power: 1 Weapon Power: 1 Cargo Capacity: 0 Units Base Speed: 0 Fuel Consumption (Deuterium): 0
Destroyer
This is the biggest Ship that isn't rediculously expensive. It is expensive in Deuterium but 70 can destroy a Death Star. The Requrements for this Ship are Shipyard Level 9, Hyperspace Engine Level 6, and Hyperspace Technology Level 5. The cost for each of this Ship is 60,000 Metal, 50,000 Crystal, and 15,000 Deuterium. Structural Integrity: 110,000 Shield Power: 500 Weapon Power: 2,000 Cargo Capacity: 2,000 Units Base Speed: 5,000 Fuel Consumption (Deuterium): 1,000
DeathStar
This is the largest Ship in the game. It is very powerful and destroys nearly everything that stands up to it. This Ship has the ability to destroy Moons. The Requirements for this Ship are Shipyard Level 12, Hyperspace Engine Level 7, Hyperspace Technology Level 6, and Graviton Technology Level 1. The formula for the chance of Moon being destroyed is (Square Root"Moon Size"*Square Root"Number of Death Stars";)%. The formula for the chance Death Star being destroyed is (Square Root"Moon Size"/2) The cost for each of this Ship is 5,000,000 Metal, 4,000,000 Crystal, and 1,000,000 Deuterium. Structural Integrity: 9,000,000 Shield Power: 50,000 Weapon Power: 200,000 Cargo Capacity: 1,000,000 Units Base Speed: 100 Fuel Consumption (Deuterium): 1
Defences
Rocket Launcher
This is only used as Fodder by the bigger players. It is the first Defencive Structure that can be built. The Requirements for this Defence are Shipyard Level 1. The cost for each of this Defence is 2,000 Metal, 0 Crystal, and 0 Deuterium. Structural Integrity: 2,000 Shield Power: 20 Weapon Power: 80
Light Laser
This is the more expensive version of the Missile Launcher. It is easy to build and has slightly less Rapidfire against it. It is more powerful than the Missile Launcher for the cost. The Requirements for this Defence are Energy Technology Level 1, Shipyard Level 2, and Laser Technology Level 3. The cost for each of this Defence is 1,500 Metal, 500 Crystal, and 0 Deuterium. Structural Integrity: 2,000 Shield Power: 25 Weapon Power: 100
Heavy Laser
This is a bigger Small Laser. It isn't as efficient for the cost, but it has less Rapidfire against it. It isn't used as much as the Small Laser because its Weapon Power is poor for the cost. The Requirements for this Defence are Energy Technoligy Level 3, Shipyard Level 4, and Laser Technology Level 6. The cost for each of this Defence is 6,000 Metal, 2,000, and 0 Deuterium. Structural Integrity: 8,000 Shield Power: 100 Weapon Power: 250
Gauss Cannon
The first big Defence you can get. It is quite powerful and can destroy the Small Ships with 1 shot. The Requirements for this Defence are Shipyard Level 6, Energy Technology Level 6, Weapon Technology Level 3, and Shielding Technology Level 1. The cost for each of this Defence is 20,000 Metal, 15,000 Crystal, and 2,000 Deuterium. Structural Integrity: 35,000 Shield Power: 200 Weapon Power: 1,100
Ion Cannon
In the description for this Defence, it says this disables the Shields of Ships, it doesn't, it is a normal Defence but has a very high Shield Power so it protects everything else from their Hulls getting damaged. The Requirements for this Defence are Shipyard Level 4, and Ion Technology Level 4. The cost for each of this Defence is 2,000 Metal, 6,000 Crystal, and 0 Deuterium. Structural Integrity: 8,000 Shield Power: 500 Weapon Power: 150
Plasma Turret
This is the big gun. It is the most powerful Defence and can destroy anything smaller than a Desroyer in one shot, very expensive but very powerful. The Requirements for this Defence are Shipyard Level 8, and Plasma Technology Level 7. The cost for each of this Defence is 50,000 Metal, 50,000 Crystal, and 30,000 Deuterium. Structural Integrity: 100,000 Shield Power: 300 Weapon Power: 3,000
Small Shield Dome
This Defence has a very high Shield Power but virtually no Weapon Power. It protects all other Defences from damaging their Hulls. You can only Build one of these Defences per Planet. The Requirements for this Defence are Shielding Technology Level 2, and Shipyard Level 1. The cost for each of this Defence is 10,000 Metal, 10,000 Crystal, and 0 Deuterium. Structural Integrity: 20,000 Shield Power: 2,000 Weapon Power: 1
Large Shield Dome
This is an advanced version of the Small Shield Dome, it has a very high Shield Power to stop the other Defences' Hulls getting damaged. You can only Build one of these Defences per Planet. The Requirements for this Defence are Shielding Technology Level 6, and Shipyard Level 6. The cost for each of this Defence is 50,000 Metal, 50,000 Crystal, and 0 Deuterium. Structural Integrity: 100,000 Shield Power: 10,000 Weapon Power: 1
Anti-Ballistic Missile
This is Built to stop incoming Interplanetary Missiles. Each one of these Missiles destroys one Interplanetary Missile and itself. The Requirements for this Defence are Rocket Silo Level 2. The cost for each of this Defence is 8,000 Metal, 0 Crystal, and 2,000 Deuterium. Structural Integrity: 8,000 Shield Power: 1 Weapon Power: 1
Interplanetary Missile
This is Built to send to other Planets and destroy the Defence on it. Defence destroyed by these are not rebuilt. The Requirements for this Defence are Rocket Silo Level 4. The cost for each of this Defence is 12,500 Metal, 2,500 Crystal, and 10,000 Deuterium. Structural Integrity: 15,000 Shield Power: 1 Weapon Power: 12,000 yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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Lady of Chaos wrote:
???? Dont understand anything ????
lol
lol Tine. Maybe you can get Filliam to translate for you?? lol As for everyone else. I'm just putting what i consider are the most useful explanations of parts of the game here. if there is any other topics you wan't to include here let me know. yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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Quote:
Reaching the Top as a Miner in less than 3 weeks Guide Created by CYMRU AM BYTH Edited and Advised by alveress
Early Game Tips:
- Once Small Cargos (SC) are created, attack as much as possible. You should use this early game guide created by DanCake, located here
- Remember that computer tech is vital to you, so focus on this tech. The basic philosophy behind this is simple, the more computer tech the more attacks you can make in one day.
- Once you have sc and others do too, it can be smart to build 1-2 Rocket Launchers (RL) to keep your planet safe from enemy SC.
Seventh day of the universe:
- After 7 days from the start of the universe ( at zero server time ), inactive (i) players will begin to appear. You NEED to get these first! when the points update on the 7th day, always check for new inactives, and send out 1-2 probes to each new inactive. Once information is gathered, pick your targets and send out as many waves as possible.
- To stay on top of the inactives, and to keep a record of around 40 systems near your main ( and later on colonies ). Thats 20 systems downwards and 20 systems upwards ( or more )
- To keep record ( if you have commander ) then simply spy on all of the inactives. On the galaxy screen, in the actions column there will be an " I " icon ( which means information on that planet via Espionage report ) When new inactives appear, the ones that do not have the " I " are the new inactives, now you know what to do! Probe and attack! If you do not have commander then write all of the inactive names in note pad or something similar.
- New inactives will appear each day from now on, at zero server time, so be sure to be online to send out attacks. On average you will find inactives with zero to 200k worth of resources just waiting for you.
~12 days ( or sooner ) from the start of the universe:
- You should be able to construct colony ships, by now
- Construct three colony ships and place them in your home solar system. Only construct solar plants, crystal mines, and deuterium mines. ( Remember! the field size does not matter at all! )
- Use the extra crystal + deut. income into research ( most important is impulse 5, which makes small cargos upgraded to a faster engine ) also use the extra crystal income to cope with the need of small cargo ships and for more colony ships. "REMINDER: These colonies will be deleted in the future"
- Try to place two colonies per galaxy, these colonies hopefully will have high fields ( If not, don't worry about it now, delete them and try again later ) Another tip is place them around systems 120-130 and 370-380 of each galaxy. This will be helpful later for moons. Also, before you place the colony, investigate to see if there are a lot of people in noob protection ( usually means a lot of inactives will come soon )
~14 days and onward:
- You now should have 8 planets
- Make sure you build around 10-20 small cargos on each colony ( and it is advised in the future to have 50-100 sc on each planet ) Mines should be upgraded above all else, even research, and try to get good fields on all of the planets in other systems.
- Now that you are farming 400 systems or so maximum, what to do with the crazy intake of resources? Just build more, and more and more mines, and cargos if needed, there will become a time when your income will be crazy and you will wish to construct a fleet.
- You will have a choice to keep mining or construct a fleet shortly. By this time i was a little bored of mining so i wanted to wreck havoc across the uni! the choice is yours but it is more fun and better for your alliance if you construct a large fleet; however, it can take up a lot of time and you have to be careful and also remember to keep 1-2 colony slot open for raiding colonies
General tips for the early miner:
- Some inactives will have set their account to delete before you can get to them if you don't have impulse 5. Upgrading your impulse engine beyond impulse 5 will help in this field.
- You have to remember that because of your sacrifice of points ( into SC, and colonies ) you will not be in the top 20 in the beginning. It will take around 3 weeks to get enough income to take over the top ranks. You just have to be patient and it will all work out
yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: Administration

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/31/2006 Posts: 3,454 Points: 445 Location: Merryland
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MakeSureItsCharcoalGrilled wrote:Quote:
when the points update on the 7th day,
when is the 7th day? Saturday or Sunday  Cantrip wrote:When I die, I want to be reincarnated as a woman's jogging bra.
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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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Dragon wrote:MakeSureItsCharcoalGrilled wrote:Quote:
when the points update on the 7th day,
when is the 7th day? Saturday or Sunday
he meant the seventh day of the Uni, this guide is mostly in relation to new Unis. But it is still relevant to every player here, in that it charts one of the quickest routes of gaining points quickly, much faster than just raiding off your home planet. i kind of see now how i'm too centralised in one location, and invested in stupid things when i should have been investing in colonies etc. i need more colonies. All of us who started in the first week should be hitting the 8 colony mark by now really. yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: Polio Power!

Groups: {pDs} Member, Server Admin
Joined: 5/15/2006 Posts: 642 Points: 27 Location: Behind you, with a crowbar...
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Which planets should be colonized ? Basically, it is important to get a big colony, in particular if you want to build up another source of res. Colonies with less than 100 build slots aren't worth to be kept, much better are colonies which have 150 or more build slots. The amount of build slots is choosen by random. Each time a planet is colonized, the randomness is again choosing the numer of build slots you get. It is possible that a planet which had 39 build slots the last time will have 200 or more build slots when you colonized it again. The opposite is also possible. The position of the planets in the solar system is important. The largest planets are found at the 4th position. The smallest planets are near to the sun ( 1-3 ) and far away from it ( 13 - 15 ). There you will get rarely planets with more than 100 build slots. Most suitable for a colony are planets between the positions 4 and 12. Unfortunately, there positions are occupied very rapidly. Further on, the planets are differing in energy production. The nearer they are to the sun, the more energy the solar satellits will produce ( max. 50 per satellite ). Solar power plant and fusion power plant aren't affected. A last difference between the planets: colder ones have a higher deutherium production ( until 40% more ). Information for pros: The formula for the energy production of the solar satellits is the following: (max temp of planet / 40)+20 The formula for the deutherium production: (10*level of synth * 1,1 ^ level of synth) * (-0,1*max temp of planet+14) Summarizing it can be told that never minding where you colinized, the colony will always have advantages and disadvantages. Depending on the planned use of the new colony you should choose the destination planet. planetsize:pos1: average: 64, 60% between 48 and 80 fields pos2: average: 68, 60% between 53 and 83 fields pos3: average: 73, 60% between 54 and 82 fields pos4: average: 173, 60% between 108 and 238 fields pos5: average: 167, 60% between 95 and 239 fields pos6: average: 155, 60% between 82 and 228 fields pos7: average: 144, 60% between 116 and 173 fields pos8: average: 150, 60% between 123 and 177 fields pos9: average: 159, 60% between 129 and 188 fields pos10: average: 101, 60% between 79 and 122 fields pos11: average: 98, 60% between 81 and 116 fields pos12: average: 105, 60% between 85 and 129 fields pos13: average: 110, 60% between 60 and 160 fields pos14: average: 84, 60% between 42 and 126 fields pos15: average: 101, 60% between 54 and 149 fields The fieldnumbers are posibilitys, different numbers are always possible The numer of build slots shown here are valid for universes 4 - 11. In the universes 1 - 3 the planets have all about 25 additional build slots. That also affects the main planets. Always keep in mind: These values are only statistic ones.
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Rank: Administration

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/31/2006 Posts: 3,454 Points: 445 Location: Merryland
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The_Old_Guy wrote: planetsize:
pos1: average: 64, 60% between 48 and 80 fields pos2: average: 68, 60% between 53 and 83 fields pos3: average: 73, 60% between 54 and 82 fields
pos4: average: 173, 60% between 108 and 238 fields pos5: average: 167, 60% between 95 and 239 fields pos6: average: 155, 60% between 82 and 228 fields pos7: average: 144, 60% between 116 and 173 fields pos8: average: 150, 60% between 123 and 177 fields pos9: average: 159, 60% between 129 and 188 fields
pos10: average: 101, 60% between 79 and 122 fields pos11: average: 98, 60% between 81 and 116 fields pos12: average: 105, 60% between 85 and 129 fields
pos13: average: 110, 60% between 60 and 160 fields pos14: average: 84, 60% between 42 and 126 fields pos15: average: 101, 60% between 54 and 149 fields
what do the bold numbers mean?
and the bigger print = my planet slot. i got one with 203 fields!  Cantrip wrote:When I die, I want to be reincarnated as a woman's jogging bra.
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