Thursday, 31 October 2013

10. Joining Alliances

If you would like to have a more social or serious approach to Galaxy Empire, joining an alliance might be very useful for you. You would first need to construct an Alliance Depot, in order to join an Alliance to create your own. Within alliances there are different ranks that the President and Vice President can delegate, attack other alliances, trade resources and form Non-aggression packs with others.

Remember that alliances are totally optional, however once you join once you have an obligation to carry your weight. Or at least that is what they want you to do! Don’t worry, it’s not that hard to find an alliances that will suit you!  

3. Constructing Buildings

So right now you have probably gone through the article of how to get your resources. The next big step is to understand what you need those resources for. The first thing you want to be building are the mines, in order to generate and maintain early resource demand. You should be constructing all the buildings, whenever you can also possibly upgrade them, as each of them has a specific benefit for your planet. Some of the benefits apply globally, some only to that specific planet. 
The important thing is to understand which upgrades are more beneficial than others. So you need to prioritize what buildings you want to upgrade first, as they will give you a better advantage. We recommend that you upgrade the following buildings to these levels as soon as you possibly can:  


Shipyard Shipyard (at least level 16):
As you know, each level of upgrading the shipyard gives you a reduced construction time for you ships. We recommend you upgrade the shipyard to at least level 16 because anything above that only reduces construction time by 3 seconds.


Nano-Robotics Lab Nano-Robotics Lab(at least level 3):
This building is so legit, you have no idea; however upgrading this is very expensive. Each level of this upgrade reduces building time by 50%! That’s right. 50%. So we suggest you get this to level 3 as soon as you can, giving you a 75% time reduction. You can opt to upgrade this to max level later on.


Robotics Facility Robotics Lab(at least level 3):
Each level of this also reduces the construction and upgrade time to buildings and upgrades. The difference to the Nano-Robotics Lab is that this building upgrades to more levels and is considerably cheaper, but then again has less effect. We recommend levelling this to at least 16.


Research Lab Research Lab(at least level 17):
Each level of Research Lab reduces the research time of technologies. The good thing is that you only need to upgrade one research lab as you can enjoy the benefits for all your planets. So for now, try to level it up to 17 or 18.


Alliance Depot Alliance Deopt (at least level 1):
You will need this eventually, so you don’t really need this in the beginning, however build this when you feel like joining or creating an alliance. Remember, this aspect of the game is really option.


Radar Facility Radar Facility (at least level 14):
This building is very important so that you can prepare for ganks from enemies. Whenever an attack or probe is incoming, you get an early warning signal. The reason a Radar Facility at level 17 is good because at that level it detects Destroyers and Interceptors and everything below. After all, it would be a shame if you think you are prepared, and then you find out that you are going to get pwned.

While it is obvious that it's best to have every building upgraded to the maximum level if possible, remember that we are only suggesting this as an optimal route of efficiency. Anything above the recommended levels is of course better, but is also more expensive! We hope this gives you a good balance in the earlier stages of the game. Enjoy constructing your buildings now, friends!

Wednesday, 30 October 2013

4. Researching Technologies

Your Research Lab allows you to upgrade certain technologies, each having their respective benefit. They are categorized into Basic Research, Advanced Research and Combat Research. While it is a luxury to research all of them and possible have all of them on the maximum level, it is important to prioritize which of the technologies are most important to research first. This following section will explain why they need particular emphasis!

Astrophysics Tech (Advanced Research):
Astrophysics Tech is very important, as the higher level it is, the more planets you can colonize and the more fleets you can send out for missions. At level 12, for example you can control up to 6 planets, which means you can send out 3 fleets into the Mysterious Nebula.

Computer Tech (Advanced Research):
This technology will enable you to send out more fleets, the higher the research level of Computer Tech is. Every 2 levels will get you to command 1 extra fleet. Neb Run do not count as a slot, but every other mission such as (pvp-ing, recycling, spying, deploying, transporting)

Espionage Tech (Advanced Research):
The higher the level of Espionage Tech, the more information you get from spying missions. While it is possible to just send more probes in order to obtain a good detail of information, it is recommended that you upgrade this tech, since the cap of probes is 20. Also, you will also get to receive earlier warning messages when being attacked, as well as giving you a higher chance to find resources in the Mysterious Nebula.

Weapons Tech, Strength Tech and Shielding Tech (Combat Research):
Weapons Tech increases the attack value of your ship by 10%, meaning that they do 10% more damage each, per level. Strength Tech increases the strength value of your ship by 10% of additional durability per level. Shielding Tech increases the shield of your ships by 10% for each level. We recommend that you keep Strength Tech 1 level higher than Shield Tech, and Shield Tech 1 level higher than Weapons Tech; try to achieve something along those lines:

Attack Boost: 130%
Shield Boost: 140%
Strength Boost: 150%

It would even be better to get them up by 10% - 20% each if you could. Higher levels would obviously be better, unless it cripples your resource allocation. We do however recommend that you stick to these ratios, as it is very important to have a fleet with high attack values, but they are of no use, if they can’t last very long in the combat phase. Additionally, when you get surprised by pirate ships, the chances of your ships surviving is much higher!

5. Managing Fleets

Now that you have learned about buildings and research, it is time for you to get familiar with the ships! Every ship has its own benefits however we recommend a tactic where we protect our main ships with some smaller less useful ships or ‘cannon fodder’. In that sense you should use this:

Technocrat 65% Light Fighters
These Light Fighters will serve as a meat shield for your main fleet. Sort of like cannon fodder. It's sad, but it must be done! They are cheap and expandable, so they have their purpose!

Technocrat 25% Destroyers
The Destroyers will dish out your damage to the enemy. You don't really need any other damage dealers for now, unless of course you can afford the more expensive variants. But for now, stick with this combination, as they seem to dish out the damage your need!

Technocrat 10% Others (Cargo, Bombers, etc)
Here you can opt to put ina few bombers for example, or other damage dealing ships. Remember to stick with the bulk being destroyers, though. So you can put some cargo ships in here, bombers, and even cruiser is you like.


Tips:
The main bulk will be Light Fighters, as you can see. This is so that you main damage dealers stay protected. They sort of block the Destroyers they receive, yes in that sense they are something like cannon fodder! Your Destroyers will be your main stacking units, dealing the damage with which you will pwn you enemies.

Remember:
Send Cargo Ships and Recycler as well. But remember to send them after the battle. If you send them with your main fleet, they most likely will be destroyed!


Fleet Save
This is probably the most important measure to keep your fleet safe from being destroyed, so if you have no idea what fleet saving is, then pay good attention! Never rely on the fact that your planets won’t be attacked, so never leave your fleet orbiting your planet when you are AFK. In order to fleet save, you have to send your fleet away so that players cannot attack it while you are gone, here are 3 methods in doing so successfully:

Method 1:
Send your complete fleet along with a colony ship to a point near the planet that you actually want to send your fleet to. Make sure that your target planet is not yet colonized! This should be done due to the fact that, since that planet is not yet owned, an opponent cannot scan that planet, and therefore will not be able to see your fleet details. Make sure you set the fleet speed according to how much time you will be away. Then when you are close to your planet you actually want to be at, redirect them to your other owned planet.

Method 2:
This method only works if you have 2 moons on different planets. You can send them from one moon to another moon, without being tracked! However if you only have 1 moon, you may send them from your planet to your planet’s moon. Remember, this does not work the other way round!

Method 3:
This is only specific to your Neb Run fleet. You don’t require them to fly alongside your main fleet, so just send them into a Mysterious Nebula, just as you would on a regular Neb Run. Just change the fleet speed accordingly so that they arrive shortly after you expect to be online again.