Table of Contents

This guide has been created by Licho. See the forum contact information.

General rules

Further buildings cost 3*c*(x-2) and this probably increases even more in future. So first 3 buildings are most efficient. If you want to add 5th or 6th structure of some kind do not use larger variants (auto fact or research lab) but use smaller variants. Because it is much cheaper in investment / gain per worker ratio and you have to favor growth speed and not capacity (larger variants are more efficient in max. capacity achievable per planet). These are prices of some basic structure in costs per per worker gain (mulitply autofact * 2 to get actual price):

Factory - autofactory

  1. 40 - 100
  2. 80 - 200
  3. 120 - 300
  4. 240 - 600
  5. 360 - 900
  6. 480 - 1200
  7. 600 - 1500

You get my point, autofact is more efficient than factory only in some range, but there is usually no point building say more than 5 autofacts. Also sometimes it’s more worth to build less efficient structure if its going to be up faster, for example it’s better to build 3.) factory before 1.) autofact, because 3.) factory is going to be up sooner (120 cost) than 1.) autofact (200)

Similar comparsion for:

University - Research lab:

  1. 70 - 150
  2. 140 - 300
  3. 210 - 450
  4. 420 - 900
  5. 630 - 1350
  6. 840 - 1800

Researching

The way I did it was university, factory, quantum drive, resarch lab.

Empire layout

Governors and queues - managing large empire

I’m using 7 basic generic governors 7 shared queues which can be combined to produce best results.

Governors

basic governor

science governor

this governor keeps keeps population on workers if there is something to do. If there is nothing to do, pop is changed to scientists. There is optional rule to keep some ratio of population on scientists (usefull in early days when you need to grow planet and research at once). It builds all that basic govenor builds + scientific queue.

shipbuilding governor

breeder governor

conquered governor

convert stationed military to workers

  1. convert citiznes to workers
  2. make sure there are enough farmers
  3. if number of light turrets is lower than 1 and no production build light turret
  4. if number of shipyards is lower than 1 and no production build shipyard (swap or disable these two rules if you need shipyard first to repair ships)
  5. hurry current production
  6. if there is no production, switch to basic governor

future science

future shipbuilder

Queues

These governors are complemented by queues. However you can combine different queues with different governors to get some specific results. Note that these queues are for advanced stage of game, you wont need so many farms in basic queue or so many factories and defenses in the early time.

You have to start with shorter queues (like 3x farmers for basic queue) and then expand it as your empire grows larger.

basic queue

this is stuff that is common for all my planets

  1. #1 farm
  2. #1 factory
  3. #2 farm
  4. #2 factory
  5. #3 farm
  6. #3 factory
  7. #4 farm
  8. #1 autofact
  9. #5 farm
  10. #2 autofact
  11. #1 light turret
  12. #2 heavy turret
  13. #1 shield

scientific queue

  1. #1 farm
  2. #1 factory
  3. #2 farm
  4. #2 factory
  5. #1 uni
  6. #3 farm
  7. #3 factory
  8. #2 uni
  9. #1 science lab
  10. #4 farm
  11. #2 autofact
  12. #1 light
  13. #2 science labs
  14. #4 university
  15. #4 fact
  16. #6 farm
  17. #3 science lab
  18. #5 university
  19. #3 autofact
  20. #5 fact
  21. #6 university
  22. #4 science lab

shipbuilding queue

similar to basic queue but it continues with

  1. #3 autofact
  2. #6 farm
  3. #1 shipyard
  4. #1 light turret
  5. #6 factory
  6. #4 autofact
  7. #1 military academy
  8. #1 military camp
  9. #7 farm
  10. #8 factory

fighter queue

this is queue for my shipbuilding planet. I assign that manually to planets that have extra population stored on them

  1. infinite of my currently favored fighter ship type

bomber queue

this is queue for my shipbuilding planet. I assign that manually to planets that have extra population stored on them

  1. infinite of my currently favored bomber ship type

intelligence queue

similar to shipbuilding but no military camps stuff and just intelligence agence and scans of various types

"crap planet" queue

this is queue for wealth only planets. I switch to it manually leaving planets on basic governor. This queue builds some extra autofacts over basic queue and then fills planet with factories.

Managing governors and queues

Admirals

become familiar with admirals. I’m using several admirals. One transport for each system. Scouting admiral to scout my enemies, and 1-2 assualt admirals to carry on attacks.

Assault admirals should gather ships either of specific or from specific planets and assign them to fleet. Once you defeat primary enemy forces, all you need to do is to add targets to admiral’s “attack planet’s” rule.

Ship design tips