Helpful Starting Guide - Alpha Three

UPDATED FOR ALPHA THREE

WARNING - Every homeworld has Orbital Defense, these defenses shoot once every twenty minutes and do 10,000 damage spread out over all your ships in a fleet, they only shoot within a planet’s gravity well. This means do not send your fleets into a homeworld’s gravity well unless you are prepared. They also kill off 75% of drop troops trying to invade your homeworld. Until someone has Orbital Bombardment these structures can not be destroyed. They keep you safe, at least on your homeworld, and at least for now. - WARNING

~ YOU CAN ONLY USE DEEP MINES IF YOUR PLANET SHOWS A DENSITY ~

BASICS

Moving a fleet between systems
Back out to Galactic view click your starting system, scroll and find your ship, click it, then left click a destination. You can also click another system and set it to explore, or select a planet in that system.

Colonizing a planet
Click on your colony ship, click on a planet, select colonize. If it won’t colonize, have it move and orbit a different planet, then send it back to colonize. When building colony ships MAKE SURE TO ADD YOUR COLONY MODULE.

Fleet Management
Click on a fleet, find the top left icon, a zoom icon, this will take you to fleet management. Here you can upgrade your ships to a different blue print if you are in orbit of a planet with a shipyard, or you can recycle it. This gives you all your stats for armor, shields, fuel, ordnance, etc. You can pull ship into your fleet here, and edit your name of the fleet at the top. Also notice the notepad at the top, you can add a public note so that other people can see you trying to communicate with them.

  • Your ships have sensors, the inner circle allows you to see more information from systems and fleets, if you click on the system in this inner circle you can look for native populations. You can also see the temperature, size, and landmass of a planet.
  • Organics deal with CORRUPTION and Syntis deal with CAPS. Over the course of Alpha three, at least for now, Syntis can tech up the tech tree to get a total of 30 planets, and 52 fleets, while Organics deal with CORRUPTION. This means that every planet you take past 5 (6 for PR) gives you a -0.1 happiness (this means that you have to raise happiness either through your military or entertainment centers to counter the corruption). Organics start with a fleet cap of 12, but can place mission controllers down to increase the cap by 1 per planet, they can be upgraded to increase that to 2 per planet.
  • Take as many native populations as you can find by colonizing them (this strategy is only for Organics), colonizing requires a colonizer from the tech tree and 4000 population (This population is used from your own colonies so be careful). This strategy doubles your growth rate up to a certain point. IF you add cargo holds you can fill it up with resources to help start off your new colony (or you can add transports so you can take more people). Your ship is used upon colonizing, and you get a small power planet. If you brought enough resources you should be able to planet down one climate changer as well.
  • Syntis should attempt to find the best planets in their temperature range and colonize as much as possible (DON’T TAKE NATIVES OR YOU WILL DEAL WITH CORRUPTION). This lowers your pop early on for building support, however with each new colony you are gaining 300-500 population growth, in the long term this will give you more credits, and allow you access to more resources than organics.
  • Each planet has its own support depending on the landmass and size of the planet, this means you might land on one planet and it can support 25,000 people, another might support 50,000 people.
  • Natives are no longer supported by farms, however they are supported by the planet at twice the support of other races. So if you land and your primary race is has a support of 25k, then the native race should have twice that amount (note that Gaints and Octos have a different calculation for native support).
  • Mind the Temperature though, Humans/PR can roughly stand 0 to 42 C, Syntis -20 to 20 C (though they will be able to stand temperatures more after their tech is fixed), and Ripchee around 18 to 58.
  • Population is required for your buildings, so by taking as much as you can you can grow population as your work force. However you need to watch out for happiness, as Humans/Ripchee research Entertainment Centers or Military Buildings for PR, for Syntis you don’t deal with Happiness.
  • Sytnis can only be taxed at 35%, they don’t deal with happiness like I said, everyone else will require the use of Entertainment Centers (EC) to really get taxes above 20-30%.
  • If you are an Organic, you can tax up to 100%, however your happiness will drop fast, once you are below 30% happiness your people will riot and destroy buildings until happiness goes back up. If you hit 0 Happiness your taxes are cut in half per hour. Happiness also effects growth rate, which means the higher the better for Organics. So its a balance between gaining money and keeping your growth rate up.
  • Research Labs are very important, its a good idea to grab that tech as fast as possible. They are expensive starting out, but if you can afford/budget 2-3 of them, they will make you first couple days much better in teching up. To do this faster, you can dismantle 1 of your farms, as well as all of your military bases, doing this will give you a head start on building your first 2 labs on your homeworld.
  • Remember that if you visit someone’s planet their fleets will attack yours, this is AI automated defenses, so be ready to get the heck out of there. All data from viewing the planet (like population, resources) is saved when you orbit the planet for the first time, so no need to linger.
  • A system’s data won’t be available outside of your inner sensor range, however the next time you show up, all that info should still be there.
  • You can mine the planets in your system (or other systems) by collecting the “top soil”; Top soil is the number you see when you orbit a planet, the planetary load you can see by clicking the resource and then hovering over it on the transfer screen, it will tell you how much is in the planet, this is the number to be mined. On the transfer page you can transfer resources directly into your ship on planets that are not owned, you can not put resources down on the planet however. Beron, Limbalt, Ziryl are important for infrastructure and Labs, while Farsu is important for scouts, colonizers, and cargo ships. Limbalt will be needed later for Ordnance (think ballistics, missiles) so prioritize the rest first.
  • If you want to trade resources with another player in game, you can now create a canister if you have 400 farsu in your cargo by clicking the button on the circle menu. You can deposit resources into the canister, and they can remove them, vice versa.
  • Don’t get caught up in trying to get T2 or T3 buildings right now, they mostly only give a 20% increase for quite a lot of investment, these buildings are useful only when you max out the planet or you don’t have the extra population for more.
  • If you are confused on how to upgrade a building you can hover over the building you want to upgrade in the constructed buildings page. You will see dismantle and upgrade. Dismantle takes the same time it took to build and you get 50% resources back, upgrade takes you to a separate screen where it gives you info on what the upgraded building does.
  • Make sure you check the top right hand corner for a huge amount of cool features. The first icon allows you to visit your Blueprint to build and research ships. The second gives you access to a ton of info and is called the Galaxy Overview, saves you from having to make certain spreadsheets to keep track of ships and planets. The third is the research que, and the fourth is the leader boards.
  • Leaderboard has six categories, Galactic Emperor (you gain points through ships, ship modules, buildings, research, and colonized planets), Master of Stellar Warfare (you gain points by blowing up ships (pirates or players), or by invading worlds, you can lose points when your ships are killed), Galactic Conqueror (you gain points by colonizing and invading worlds), Explorer (you gain points by how far you have visited from your homeworld), Industrialist (how much credits/resources you have spent on ships and buildings), and finally Economist (the most money you have ever had at once).
  • When researching get all of the smaller researches first, all of the 0.1s, the 0.5s, 10s, and 25s first before you start up any of the tech trees. At this point it is a good idea to start planning strategy, and once you figure out what you do, get to a point in that tree, and then everyone so often finish 50, 150, and 450 techs elsewhere so you aren’t totally behind.
  • When defending your planets (other than Syntis) your happiness directly impacts your home guard. 100% happiness means 5-10% home guard (depending on race), so if you have a 50% happiness, you will have a 2.5% to 5% home guard (half).
  • Warp 1 is 0.5 ly/hour, the starter Engines are warp 1/warp 4, warp 4 is 5 ly/hour so ten times faster. When exploring your starting scouts have fuel containers, so you can warp from planet to planet. To do so, hit the back button until you are in galactic view, click on your home system, find your ship, click that then click the double arrows at the top right to go maximum warp. The indicator will show you just how far you can move, you can then click on another system and warp them if its in range.
  • The better the engine the more energy it has for modules. The Zero Gravity engine is extremely expensive, however it goes double warp 1 speeds for no fuel cost. The Dark Engine line is EXTREMELY fuel efficient.
  • Recycling your ship is as easy as moving it to the orbit of a planet with a Shipyard, clicking the fleet management button (the button on the fleet to the top left with a zoom icon), going to the ship tab on the left and clicking the recycle button. You get back 70% of resources.
  • When you want to make a fleet larger than one ship, left click on one ship, and then left click on another ship, “Move to this position” will pop up, and you click that. Once both ships are on top of each other, double left click, you will zoom into that position, and you just click and drag one ship into the other ships deployment zone. One of your ships has to have a flagship rating above 1 for this to work, that ship is called the fleets flagship.
  • You can also just do the above, except you will see merge fleet, this will auto merge the fleets. You can also use the split fleet icon on the circle menu to split your fleets.
  • When someone attacks you your homeguard and army are added together for the defense of your planet. If you want to attack someone and take their planet you have to make troop transports, the tech is on the tech tree, they are rather expensive. ONLY YOUR FRIGATES CAN TRANSPORT TROOPS. You just transfer the troops like you would resources, from your population on to your ship with a troop transport module. They magically turn into infantry. You then move into orbit with your enemy planet (watch out for orbital defenses shooting at you), then you click the ship, then the planet, you will get “Attack” In the Attack menu you can send as many troops as you want, however remember that each race has a strength value, and that the more people you send the longer the battle will take. Once you have won a battle your people replace the main race on that planet (if they have just one race, you take the second slot, if there are two races you take the slot of the race you just conquered). - NOTE - There is now a chance of failure, the chance of taking a planet is based on how many troops you send, even with overwhelming odds, the defenders always have a 5% chance to win.
  • If the primary race on the planet becomes the secondary, their farms will support them, so don’t demolish them.
  • When colonizing or taking over an enemy planet, if you remove your race from the planet completely the planet will destroy everything on it and default to no ownership. However all resources and native races will stay intact.

Racial Differences

None of the races are complete but this is the gist of them.

Syntis

  • Second best ships in the game.
  • Don’t deal with happiness, however they can’t stand a huge labor shortage.
  • 5% home guard, 1.5x stronger than Mankind.
  • They can take many more planets in their systems due to being able to stand much higher and lower temperature ranges. (They have to fix this tech so it works)
  • Repair modules allowing to repair even when not in orbit with a Shipyard.
  • Slow growth, 80% the growth of Humans/Ripchee.
  • Optimal Temperature 0 (Can handle -18 to +20 before teching up)
  • Optimal Landmass 90% (they tend to have much larger populations per planet).
  • Max population modifier 0.7. (currently .525 bugged)
  • Have issues with native populations.
  • Expensive buildings.
  • Medium Fleet Sizes.
  • Huge selection of Freighter/Cargo Ships.
  • Max of 30 planets.
  • Max of 52 fleets.

Mankind

  • Fast growers, so they can fill more buildings with labor.
  • Can handle a much larger labor shortage.
  • Worst ships in the game, but they tend to be able to supplement with a better faster growing economy.
  • The have special high end armor modules for better defense.
  • 5% Home Guard, Strength of 1.
  • Optimal Temperature 22 (can handle 0 to 42 C)
  • Optimal Landmass 50%.
  • Max population modifier 0.75.
  • Medium Fleet Sizes.
  • Awesome Tier 2 Freighter Goliath (for hauling/cargo)
  • Deals with corruption and happiness (- 0.1 per planet taken above 5)

Ripchee

  • Fast growers.
  • Ships that can put out a lot of damage, but are glass.
  • Special Beam Weapons that do a lot of Plasma damage but require loads of power.
  • Special Bane weapons that destroy hull integrity.
  • Special Corvette that has a larger flagship level than other races.
  • Optimal Temperature 38 (can handle 16 to 58 C)
  • Optimal Landmass 30%. (they tend to have the smallest planets overall)
  • Optimal population modifier 1.5, (currently 1.125 bugged)
  • 10% Home Guard, 1.2x stronger than Mankind.
  • Large Fleet Sizes.
  • One Cargo/Freighter choice per Tier.
  • Deals with corruption and happiness (- 0.1 per planet taken above 5)

People’s Realm

  • Fast Growers.
  • Happiness grows slower than Humans/Ripchee.
  • Best ships in the game, some are very large.
  • Best Missiles and Torpedoes in the game.
  • 6% Home Guard, 1.1x stronger than Mankind.
  • Small Fleet Sizes.
  • Worst Cargo/Freighter hauling options
  • Deals with corruption and happiness (- 0.1 per planet taken above 6)
  • Same Temperature, Population Modifier, and Landmass levels as humans.

How do I increase my cash flow early on, and what buildings should I start with?

Credits

For PR, Mankind, and Ripchee:

Happiness for PR, Mankind, and Ripchee directly effect your income. Its a balancing game, you gain negative happiness from building desirability, unemployment, and increasing your taxes. So what should you do? Always keep an eye on your unemployment, you don’t want to grow your population super fast to the point where you are constantly at 30-40% unemployment, it just eats into your happiness. Also, to counter the negative desirability from all those mines and other buildings you will need to build buildings that give you a positive.

PR have army bases and Ripchee/Humans have Entertainment Centers.

Once you have your setup of Bases/ECs, you are going to want to slowly increase your taxes, just a few percent at the time, and see just how far you can go. Generally speaking a good tax level early on is around 30%. After you get ECs, 50% is not out of the question (some people go as far as 75% to 100%, but that gets expensive fast with all the ECs, Powerplants, and extra population to man it all).

You can also alternate between maxing out your taxes for a few hours then letting your happiness recover. This will give you loads of credits early, but will impact your growth rate.

For Syntis:

Syntis really require you to take as many colonies as possible and to spread out as far as possible. Each time you take a new colony you will have a 400-500 growth rate with that population. Syntis thrive on expansion. Stuck at 35% taxes they must expand.

If you want to tax a rish, you can look for mountain giants (looks like bats). Giants you can tax at 100%, however eventually you will have to deal with corruption, though Giants don’t take a large penalty to taxing them, and they start with a very big happiness bonus. Eventually you can just abandon the colony, but early on grabbing giants can boost your credits by 100-300 credits per hour, if you find the right amount of them.

Buildings you should start off with:

For either race there are certain buildings you should start with, and certain buildings you should ignore for now.

Your population centers should be avoided (NOTE farms are not population centers), they take 34 days to pay off on that 2% growth rate, avoid them. Dismantle your starting military bases, people will need 100,000 to 200,000 troops to take most homeworlds even without any bases, they will net you baron back and 15k people to use. You should be focuses on building up your infrastructure on that planet and increasing the resources you are getting. You should also be looking to make Labs, as many as you can to increase your overall research points to make things go faster.

Your first purchase should be a LAB, then you should prioritize resources, so that you can build another LAB, and even eventually upgrade your labs.

Max Population, Supported Population, and Growth

Things have changed a bit with how fast your species grows on a planet. Right now the size and landmass indicate the max population (size)(landmass)(x). This is not shown on the screen, this is something you have to calculate yourself.

Humans/PR = 0.75
Synts = 0.7 (bugged at .525 right now)
Ripchee = 1.5 (bugged at 1.125 right now)

Since optimal landmass is different for each race Syntis end up with larger overall planets, humans in the middle, and Ripchee with smaller planets.

Supported populations is what you see as “Max Population” in the information window, this is the planet support rate + farm support rated added together, not the actual max of the planet. Your planet can most likely support a much larger population.

Organics Growth rates depend on Happiness, Temperature, and Landmass.
Syntis Growth rates depend on Temperature and Landmass.

Higher happiness higher growth rates, closer to your optimal temperature and landmass higher growth rates.

Mining on Planets vs Ships, as well as DEEP mining

Right now you have mines on your planet, a mine will mine 1xpercentage value of the resource per hour. So if you have 89% Beron, and 3 Mines, you will mine 3x89/hour. Tier 2 mines after upgraded will mine at 1.25xpercentage per hour. If you run out of resources you will need to upgrade to deep mines. We don’t know fully how they work yet in terms of yield, but we do know that you must have a Poor, Medium, or Rich value on that planet to be able to deep mine from that planet.

Ships can mine clouds of resources that you see floating around your systems, these are asteroid belts. A ship must be equipped with a mining module and cargo space before it can mine. Move the ship to the cloud, then select it and in the circle menu you should find the mining button. It will break down how long it will take to fill the cargo. You can stop at any time, and you will gain a certain amount of resources based on how long you have been mining. You just bring those resources back, dump them off and go back out mining.

Pirates, PvP, and Wreckages
Pirates spawn every so often, your shipyards and the amount of ships you have can increase the rate they spawn and how many ships are in a group. Pirates start with bane weapons now, they only do a % of damage to your hull, however the larger your base hull armor the more damage they can do. So be careful once you start seeing 3+ pirates in a fleet.

To attack a pirate or a player just click on your fleet, and then left click on theirs it will allow you to attack. In your fleet management (clicking the zoom icon on the left on the circle menu) you can set up tactics for your fleets.

Once you kill a pirate or player they leave behind a wreckage that lasts for 24 hours. You must move to the center of the circle and then hit the transfer resources button. You will get 50% of the resources it took to build those ships. However, you only get a wreckage from the loser of the battle.

Invading
To invade someone bring a frigate with drop pods full of troops to a planet, click attack. You will see a window that will tell you total home guard and troops, you must calculate your race’s strength value vs there to figure out how many troops you will need. The more troops increases your chance of success, remember also that the orbital defense weapons can reduce the number of troops you send by a percentage.

Mankind = 1 Strength
PR = 1.1 Strength
Ripche = 1.2 Strength
Syntis = 1.5 Strength
Giants = 5 Strength (can only defend a planet)

Tier 1 Orbital Defense - Kills 25% of your troops
Tier 2 Orbital Defense - Kills 50% of your troops
Homeworld Orbital Defense - Kills 75% of your troops

Minor Races

Giants - They have 5 strength, 10% growth rate, high levels of happiness, and decrease time on buildings by 25%
Octopus - They give 1 research point per planet you can find to colonize, however hydros aren’t working right now, so you have to colonize a planet with them that has a least a little bit of land.

ENGINES

Base Engine
Warp 1 to Warp 4
In-System Speed 2,832.75 km/h
OK Fuel Efficiency
Energy 75

Improved Warp Engine
Warp 1 to Warp 5
In-System Speed 5,665.51km/h
GOOD Fuel Efficiency
Energy 100

Zero Gravity Engine
Warp 2 to Warp 3
In-System Speed 5,665.51km/h
BAD Fuel Efficiency
Energy 175

Dark Energy Engine
Warp 1 to Warp 7
In-System Speed 7,554.01km/h
AMAZING Fuel Efficiency

Hyperspace Energy Engine
Warp 3 to Warp 4
In-System Speed 7,554.01km/h
BAD Fuel Efficiency
Energy 250

Mining Modules - Can not be attached to Frigates

Compact Mining System - Small
1,080 mining rate per hour
T2 2,160
Te 4,320

Asteroid Mining System - Medium
3,600 mining rate per hour
T2 7,200
T3 14,400

Fuel Tanks

Small Fuel Tank
400 Tonnes

Medium Fuel Tank
1200 Tonnes

Cargo

Small Cargo
400 Tonnes

Medium Cargo
1200 Tonnes

Personnel Transport

Small Personnel Transport
4,000 people
Troops 2,000

Medium Personnel Transport
12,000 people
Troops 6,000

Ordnance - 1 for 1 Limbalt to shells

Small Ordnance
300 shells

Medium Ordnance
900 shells

Generator

Small Generator
Energy 50

Small Booster Generator
Energy 75

Medium Generator
Energy 150

Medium Booster Generator
Energy 225

Shields

Small Energy Shields
Protects against Energy based weapons
Provides 100 Shields
Uses 50 Energy

Medium Energy Shields
Protects against Energy based weapons
Provides 300 shields
Uses 150 Energy

Armor

Small Reinforced Armor
Protects against all types of weapons
Provides 75 armor
Uses 50 Energy

Medium Reinforced Armor
Protects against all types of weapons
Provides 225 armor
Uses 150 Energy

Ballistic Weapons

SKD-1
Damage 8 per shot
Fire Rate every 4 seconds
Damage per second 2
Uses 3 shells

SKC-1
Damage 10 per shot
Fire Rate every 4 seconds
Damage per second 2.5
Uses 3 shells

SKC-2
Damage 12 per shot
Fire Rate every 4 seconds
Damage per second 3
Uses 3 shells

SKC-3
Damage 16 per shot
Fire Rate every 4 seconds
Damage per second 4
Uses 3 shells

SKC-4
Damage 22
Fire Rate every 4 seconds
Damage per second 5.5
Uses 3 shells

MKC-1
Damage 20 per shot
Fire Rate every 4 seconds
Damage per second 5
Uses 6 shells

MKC-2
Damage 25 per shot
Fire Rate every 4 seconds
Damage per second 6.25
Uses 6 shells

Plasma Weapons

SPC-1
Damage 12 per shot
Fire Rate every 4 seconds
Damage per second 3
Uses 25 Energy

SPC-2
Damage 15 per shot
Fire Rate every 4 seconds
Damage per second 3.75
Uses 25 Energy

SPC-3
Damage 22 per shot
Fire Rate every 4 seconds
Damage per second 5.5
Uses 25 Energy

SPC-4
Damage 32 per shot
Fire Rate every 4 seconds
Damage per second 8
Uses 25 Energy

MPC-1
Damage 30 per shot
Fire Rate every 4 seconds
Damage per second 7.5
Uses 75 Energy

9 Likes

UPDATE ONE -

Changed some optimal temperatures
Added a lot of the module stats

UPDATE TWO -

Added more basic information

UPDATE THREE -

Added Invasions
Added Minor Races

@mel @joe can we get this pinned instead of my older guide? I would have updated it, but apparently I can no longer edit it.

1 Like

Bump for new people coming in

I found that out the hard way afew days ago😂

Thanks for the pin, @mel .

1 Like

Medium kinetic cannon 2 deal 25 damage per round. Small kinetic cannon 3 deal 16 damage per round, small kinetic cannon 4 deal 22 damage per round. Missile launcher 1 deal 65 damage per round for 25 ordinance.

I plan on making a video version of this guide after Christmas. I have a lot of work to do to get ready for my Christmas plans so I don’t think I’ll get to it till next week, but I do plan on doing it.

1 Like