Econ 20 - 5/5 Missile Turrets - 25 Fighters
Econ 40 - 20/20 Missile Turrets - 25 Fighters
Econ 50 - 10/10 Ion Turrets + 20/20 Missile Turrets - 50 Fighters
Econ 70 - 10/10 Photon Turrets + 10/10 Ion Turrets - 1 HC + Fighters (250 minimum)
Econ 100 - 5/5 Disruptor Turrets + 10/10 Photon Turrets - 1 HC + Fighters (500 minimum)
Econ 130 - 10/10 Disruptor Turrets + 10/10 Photon Turrets - 1 HC + Fighters (1000 minimum)
Econ 170 - 5/5 Pring + 10/10 DT - 1 Dreads + Fighters (1000 minimum)
Econ 210 - 10/10 Pring + 10/10 DT - 1 Dreads + Fighters (2000 minimum)
Econ 250 - 15/15 Pring + 10/10 DT - 1 Dreads + Fighters (5000 minimum)
Econ 290 - 20/20 Pring + 10/10 DT - 1 Dreads + Fighters (7000 minimum)
-These are the recommended minimum defenses for each planet. There are other combinations that are effective at each level. Some things to remember when bulding is barracks, laser turrets, and plasma turrets should be avoided as the cost to effectiveness of these turrets are not worth the time building. You should only have the best turret available plus 2 of the next lower tier on each planet. Any more can weaken the better defenses. To make sense of this if you have 10/10 ion turrets the you should only have 10/10 missile turrets. If you have 20/20 missile turrets it can potentially weaken the ion turrets after an attack that destroys all 20 of the missiles turrets but none of the ion turrets it spreads the remaining defense across all the other turrets. Meaning in you have 0/20 MT remaining and 10/10 IT remaining after and attack the MT will be bumped to 10/20 and the IT to 5/10. Any questions on that please ask.
Just some general knowledge about base efficiency. The “Rule of 5’s” is a method that maximizes a bases ability to be as cost effective as possible while also having it grow as fast as mathematically possible. It goes a little something like this.
(MR = Metal Refineries, RB = Robotic Factories, RL = Research Labs, SY = Shipyards, NF = Nanite Factories, EC = Econ Centers, AF = Android Factories, SP = Spaceports, CAP = Capital)
MR = RF + 5
RF = SY (higher if spec requires)
RF = NF + 5
EC = NF + 1
NF = AF + 5
SY = OSY + 20
Another way to think of it is a cascade of differences in 5. So on your screen, from top to bottom, you should have a difference in 5 from Metal Refineries to Robotics and Shipyards to Nanite and Eco to Android.
This is the ONLY proper way to build any metal 3 astro, anything else will be inefficient and cause you to waste credits and time.
ALSO, the structures should be built in a “cascading” order. Once you get your structures to the right amounts apart then you build them one level at a time from metal refineries to nanite/android factories (exluding spaceports). So if you have 15MR, 10SY, 10RF, 5NF, 5EC you then upgrade MR then RF ect. until you have 16MR, 11SY, 11RF, 6NF, 6EC, 1AF. Doing it any other way, save for shipyards that are needed for spec units, will be inefficient and cause you to waste credits and time that go away forever.
I highly recommend only building on Metal 3 astros, but if you do have any metal 2’s then just subtract 1 lvl of MR to RF aka MR 15 to RF 11. You are going to hurt your growth forever if you build on more than 1 or 2 metal 2s. 1 Crystalline for a capital is fine.
Here's the build guide for 2.0. Each line corresponds to a number of bases you have, and tells you what to build on your base.
Base Building Guide:
Base 1 - 8 MR / 4 RB / 8 SY / 5 SP / 8 RL * 8 shipyards and research labs on Base 1 only*
Base 2/3 - 9 MR / 4 RB / 4 SY / 5 SP
Base 4/5 - 10 MR / 5 RB / 5 SY / 5 SP
Base 6 - 11 MR / 6 RB / 6 SY / 1NF / 2 EC / 10 SP (8 SY if its profitable to use frigates)
at least one command center total so you can make attacks. keep at least one more than the total number of occupations that you have!
Base 06 - 12 MR / 7 RB / 7 SY / 2 NF / 3 EC / 10 SP
Base 07 - 14 MR / 9 RB / 9 SY / 4 NF / 5 EC / 10 SP
Base 08 - 15 MR / 10 RB / 10 SY / 5 NF / 6 EC / 10 SP
Base 09 - 15 MR / 10 RB / 10 SY / 5 NF / 6 EC / 15 SP
Base 10 - 16 MR / 11 RB / 11 SY / 6 NF / 7 EC / 1 AF (*if already unlocked*) 15 SP GOING LD first OK*
Base 11 - 17 MR / 12 RB / 12 SY / 7 NF / 8 EC / 2 AF (if unlocked) 15 SP GO LD if haven't yet*
Base 12 - 18 MR / 13 RB / 13 SY / 9 NF / 4 AF / 10 EC / 20 SP - If credit crunched do a couple at at time 15->20 so you get the extra TR
Base 13 - 20 MR / 15 RB / 15 SY / 10 NF / 12 EC / 5 AF / 20 SP
Base 14 - 22 MR / 17 RF / 17 SY / 2 OSY / 12 NF / 14 EC / 7 AF / 20 SP / 2 CAP
Base 15 - 23 MR / 18 RF / 18 SY / 3 OSY / 13 NF / 15 EC / 8 AF / 25 SP / 3 CAP
Base 16 - 25 MR / 20 RF / 20 SY / 5 OSY / 15 NF / 17 EC / 10 AF / 25 SP / 5 CAP
Base 17 - 26 MR / 21 RF / 21 SY / 6 OSY / 16 NF / 18 EC / 11 AF / 25 SP / 10 CAP
There are many tutorials advising how to play.
That being said, many strategies are applicable at different stages in the game.
Guides for under level 10 are different than guides for under level 30 (example: Missile Turrets vs Planetary Rings for defenses)
Advice:
Hide excess credits in Technology and Building if you fleet queue's are full this will reduce a pillage if you get hit when not online.
Library, Tutorials, and other Useful Links:
Core AstroEmpires information about the game, features, statistics, or formulas
http://astroempires.wikia.com/wiki/Main_Page
http://forum.astroempires.com
Base Building Guide
Base Pillage Information
You get pillage based on the pillaged base's economy plus you get a "bonus" as a percentage of their current amount of credits in the bank.
For a base with the following economies, you get an automatic minimum pillage of:
Base Economy (Pillage)
10 (54)
20 (216)
30 (486)
40 (864)
50 (1350)
60 (1944)
70 (2646)
80 (3456)
90 (4374)
100 (5400)
110 (6534)
120 (7776)
130 (9126)
140 (10584)
150 (12150)
The formula for "bonus" pillage is:(pillage_value = /*
Keep in mind that early people are saving for bases, so they are likely to have a decent amount in bank.
What units are good against what? Use this chart!