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Download Now. Developer's Description By File Converters. Register Don't have an account? Base Speed. Edit source History Talk 6. Duration of Flight is the flight time of the fleet in seconds, where is the flight distance as calculated above and is the speed of the slowest ship in the fleet.

Please note that due to rounding there might be a small discrepancy between and "duration of flight" displayed. Categories Ships Add category. The notes will give indications of the energy and additional information. You also might want to switch point 12 and 13, but that depends on how many resources you have at the moment and wether you will be away for a while or not. If you do go away for a while, I suggest you switch them, otherwise stick to the guide.

When colonizing feel free to follow this guide again. However, send twice your home planet's hourly production of Metal and Crystal along. Point be aware of the note. Do not upgrade. Continue with the list in the given order as much as you can. If you dont have deuterium left, then just continue with non deuterium costing buildings. You should research the requirements for espionage drones for information about where to strike best. I suggest to upgrade your mines steadily by using the following level differences: Level of metal mine is 2 higher than crystal mine.

For every 2 levels of crystal mines you build 1 deut mine. You should have 17 metal 15 crystal and 10 deut by the time you reach those numbers.

It is all up to you After this You should keep building up mines to get more resources and research new tech according to how you want to play from then on. If you like attacking people, focus on getting espionage probes as soon as possible, so you can see planet defences. You can see what tech you need under the technology screen. You could now research the Laser Technology for better defences after upgrading Energy Technology 2, or you could focus on impulse drive for Heavy fighters, Colony ships, and Cruisers in that order.

Regardless what you choose, you should research armour tech, weapons tech, and shield tech: these help build your defences, and their benefits apply to other colonies too. You could also try to improve your combustion engine tech for faster small cargo so you raid faster and will have access to recyclers and large cargo ships at level 6.

Bear in mind that you could also focus on getting impulse tech 5 instead, giving your small cargo a massive speed boost they become as fast as heavy fighters , but consume more deut per 1k resources than large cargo ships. Joining alliances could help prevent other players from attacking you, and will help you have people to whom you can ask questions, many alliances welcome new players and will help you understand the game and find a play style right for you.

Bear in mind that you will have to research Astrophysics in order to colonize a new planet. See colonization. This article presents a series of different ratios explaining the costs, benefits and disadvantages of each. If you have an alternate strategy you would recommend, please add it to the end of this list; do NOT overwrite someone else's strategy. If you don't have time for your account very often, you should build defense that would cause slightly more damage than the value of any resources that can be plundered in your absence.

If the amount of resources that can be plundered are much greater than your defense, then you can be certain another player will target your planet for the resources. A possible solution is fleetsave. Contents[show] Calculator Edit Optimal defense calculator I just found this, it may not have the various ratios but it's better then the dead page that was linked before.

I have a working one with the ratios, but webhost removed it because apparently javascript is hacking I'm doing what I can to try to make it wiki friendly so I can post it here. Build 1 Ion Cannon for every 20 Light Lasers. An appropriate amount of defense built at this ratio relative to how many resources you leave on planet should keep away any player without a fleet of Battleships and Bombers but you should be working on a Big Gun Defense before you reach the ' Light Lasers' number in this example!

Build 1 Light Laser for every 2 Rocket Launchers. Build 1 Heavy Laser for every 10 Rocket Launchers. Build 1 Ion Cannon for every 25 Rocket Launchers. Build 1 Plasma Turret for every Rocket Launchers. Battleships, Bombers, and Destroyers , since upper tier vessels can easily break through defenses lacking in big guns.

The Heavy Lasers included in this strategy are included to clear a path through the Light Fighters that players like to use as fodder in their raiding fleets, and the Ion Cannons are there for their strong shields. Build 1 Light Laser for every 5 Rocket Launchers.

Build 1 Heavy Laser for every 20 Rocket Launchers. Build 1 Ion Cannon for every 60 Rocket Launchers. People would only be attacking you to crash or ninja your fleet. Therefore this defensive strategy is suited towards supporting a fleet of ships in orbit of the planet. You will achieve much more fodder for a comparable amount of res spent because the resources you are not building nearly as many big guns - you have big ships in orbit instead.

Your large amount of fodder makes it much harder for people to kill your ships and profit from the attack, while your defense is killing their Light Fighter screen in droves. Endgame against rips Edit One thing you should be very careful with is the fact that the plasma turrets and shield domes are the only defense units which are not affected by a RIP's rapid fire.

This means that if you have no or very little of these compared to the rest of your defenses i. However, whenever a rip hits a plasma turret or a shield dome, its turn will end.

Therefore the rules change when rips come into play, albeit this sort of defense won't disappoint against bombers either as their rapid fire can be annoying too. Ratios Build Light Lasers as your fodder. Build 1 Ion Cannon for every 3 Light Lasers.



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