Small start-up aid for new players
From Empire universe 2 - help wiki
| Small start-up aid for new players |
|---|
Introduction |
In the beginning there is nothing more than an empty planet for you. Your should be aware that at some time an enemy will appear, sooner or later. Use the next 30 days wisely to arise a prospering and well-fortified civilization. You are a protected player for the first 30 days!
If you are displeased with the look of your chosen race, your name or your first planet name then you must quit and start again. If your planet has less than 40% of Copper and/or Iron extraction a restart is well worth consideration; these are valuable resources to begin with. (Settings - Reset Account)
The position of your first planet depends on the chosen race, the universe is distributed among the various races. (Humans at the top left, Magumian in the middle e.g.)
It is time to research and mine as many resources as possible to be able to create new buildings and ships. Resources may be exported to gain extra credits.
Contents |
1. Golden rules for Empire Universe 2
1. The queue (holding pattern) should never be empty. A exception is the Shipyard. Because of that:
- always research
- always train a researcher
- always build a new building and
- upgrade your resource facilities as often as possible
2. Never travel to far away from your main planet with a half filled tank. Wormholes can disappear. Refuelling from tank to tank is possible. (Neighbour Systems are System-Number +- 1 or +- 100 ; Further information on coordinates
3. Set the Skill points for your commander of Main with care. Either for fleet points in research, navigation and fight or as planet managers in construction, economics and also somewhat later possibly in trade. More Info´s with overview of the commander characteristics by right-clicks. One can again set these points for 10.000 Ikolium (purchasable for Euros).
4. Consider economic principles with the development of the raw material works and with the trade (no ship trade in EU2). * make a good bargain and expensively sell, surplus sell (export) and lack by purchase (import) adjust * ' ' ' Raw materials with high effectiveness are strongly to extended' ' ' as with a small percentage, better only with ' ' ' over 90%' ' ' Effectiveness, maximally possible is to be produced everything with 100%, but planet search is very complex * a planet with large effectiveness (> 90%) supply, don't need another planet ' ' ' with small effectiveness ' ' '. In the later game play process even more must be torn off the ineffective mines and be developed to high-productive mines.
5. Everything will be good in your Empire. Then even in Eu2 you need Team play for a great Victory . Make' it mostly even possible then!
2. First Researches
The first researcher is a mixed researcher, but he is used universally and good for use as a makeshift in the following game play , as long there are not enough researchers . If the University is build quick and a second researcher is trained make sure you train him in a different direction. Every researcher should be only specialised in one area and used there. Specialist saves a lot of education (a. Research).
Important at the beginning is the research of Area,Engine,Chassis,Equipment and General. At level 3 of the research center you can use 2 researchers in the research center, so you should train early in time the second researcher for each direction.
| Name of the Research |
Disengaged |
branch of research |
Level of Difficulty| |
Length |
|---|---|---|---|---|
| Space Flight | Research Center = FoZe | General | Trivial | < 15 min |
| Interstellar Trading | Trading Post = HaPO | General | Trivial | < 15 min |
| University = Uni | Uni | General | Trivial | < 15 min |
| Communication over wide Distances | Communication Central = KomZe | General | Trivial | < 15 min |
| improved Government | Government Building = ReGe | General | Trivial | < 15 min |
| Exploration of the Space | Dockyard = SW | Chassis | Trivial | < 15 min |
| Effective Titan-Extraction ... Effective ...-extraction | about 25% (*1,25) higher Effectiveness of the depending Resource (of 60% becomes 75%) | General | Trivial | up to 1 h |
| Space hunters | the first ship -Chassis, the Lancer, is available | Chassis | simple | up to 2h |
for a schedule of the important Buildings-characteristics see below 4. Overview of all Buildings
3. (First) main development of the your planet
3.1. Raw material works
There are 10 different types of raw materials. Ikolium serves as a game accelerator and can be bought for euros. In the building of raw material works one can build and remove the works for each raw material separately. Copper, iron are very importantly the remaining you see in the lower table also. Where by hydrogen as fuel for the fleet with progressive play is even more important and as merchandise is also very popular.
3.2. Building development on the main planet
As further you are playing , it might be probably that you push a building to the rear, because of missing raw materials, because one can build another immediately. The sequence of the buildings in the following table reflects buildings and the importance of the development of the building into for instance the rank. The indicated raw material quantities are the sums of the construction costs of the specific stages. Picture: http://eu2wiki.craftystudios.com/images/Tab_rohstoffe_hp-erstausbau.jpg see also ' ' ' building' ' '
3.3. Possible series sequence
- Raw material work (1) works must always develop copper, iron and also titanium that is very important, which remaining ones if high effectiveness or the population need = supply is not covered *
- Research center (1) - there is always a research " research" (difficulty trivial always first) see technology tree and research
- Communication center (1)
- Raw material work (2)
- Government building provides for more tax revenues and makes the entry possible into an empire
- Trading post (1) - import of missing raw materials
- university - a new researcher train and afterwards in drives further, general or chassis specialiced train(see also research)
- Dockyard (1) - to the investigation of space with a probe
- Raw material work (3)
- Commercial post (2) - export of surplus
- Research center (2)
- Raw material work (4)
- Research center (3) - now 2 researchers can be used, considered specialization
- Commercial post (3) - export prices can deviate from 100
- Government building (2) - 2400 CR incomes on the day
- Raw material work (5)
- Research center (4)
- Research center (5) - now researcher can investigate 3 at the same time in a project
- Government building (3) - with Credit need active continue to develop
- Raw material work (6)
- Raw material work (7) - can be built also later
- Shelter (1) - supplied modules stored, also the raw materials witch you have stocked are here safe automatically before robbers are here
- Dockyard (2) - if you have on all planets a stage 5 dockyard, the modules can be produced separately * Shelter (2) and (3)
- University of (2)
To the end of the newbieprotection the bunker should be on stage 3. So that the resources cannot only be savened and protected before robbers in the form of modules, but also the modules can be taken out of the bunker ' ' ' Bunker' ' ' to be able, in order to sell ,to give away or toput to the auctions.
4. Overview of all Buildings
| Name of the Building | shortcut | description(level) | characteristic |
| Control center | CoCe | Overview of all planets, buildings, resource production overview, their production and their stocks (2), Overview of occupied foreign Planets | |
| Resource facilities | ResFa | the works develop for each of the 10 resources , Copper, Iron and also Titan are very important , the other resources should be developed when high Effectiveness (>80%) or the demand per capita = supply is not covered , | Main production of 2-3 Resources per planet with nearly 100% effectiveness |
| Research facility | ReaFa | (1) Improvement trough research individually projects, the major difficulty decides the time amount {see Research, Trivial always comes first), there's always one active researcher possible. Partial success stays. | Each odd level allows the service of a other additional researchers, (3) two Researcher... (9) - five Researcher |
| Communication- center | ComCe | each level enlarges the visible area at the Universe ; (2) Trader(-Offers) can be searched, bookmarks can be edit, ignore lists for IGM´s (4) friend lists (6) bounty's can be shown and anonymous/you may set a head bounty | |
| Government building | GovBu | takes taxes and(1) allows the entry to an Empire, (5) The political alignment can also be adjusted | each Level earns 1200 Credits a day |
| University | Uni | new researcher have to be educated, first in Engine, General or Chassis each Level decrease the training time by 1% and allows 10 more levels to gain (level(2) 1 to 20) | specialized improvement (see also Research) |
| Shipyard | SY | for the naval architecture for example . Probes, to explore the universe, designs can be stored each level allows 150 grt more for your fleet if you achieved level 5 on one planet (or 5 shipyard together on all planets), you can start to produce components and modules for sell or later usesage. | The size of a ship is given in grt, in which 1 grt stands for 1 cell and if a ship has 20 grt , that means, that the ship has a module of a sum of 20 cells (or less) can be build in the ship. |
| Trading post | TP | (1) Import missing resources for 100 CR per 100 resource (2) Export of overproduction for 80 CR per 100 resource (3) Import- and Export fees are changeable (4) transfer of credits to other players | |
| (Resource-)Bunker | BU | Storage of resources (200.000 per level) and produced or delivered modules (infinite), | Modules getting automatically stored and can not be raided by other players. |
| Dock | Dock | to repair, upgrade and scrapping of ships | at the module construction (Upgrade) and while scrapping shipps you get some resources back |
| Barracks | racks | serves for the training of ground troops . They are used for defending the own planet and to assault opposing planets. | As higher the level is the more cheaper it gets per 10.000 soldiers. (Added value of all planets) |
5. Expansion
Target: At least each raw material with maximum efficiency (~100%) on a planet is to promote. Because of the increased you need titanium and hydrogen on two. .
With exploring the universe you see even more systems with their current Info´s. Condition for it is that the system lays in the range of vision of its own communication center. If one is in (multi-player) an empire, in the universe the explored system of all members are represented. Look into into these systems you can however only if its in your own range of vision .
Before you think to colonizes a new planet,a appropriate planet must be found. In addition you must approach the directly planet coordinates. Then you see the raw material content of the planet.
To create a new colony, you need a warp ready Corvette with built-in colonization module. If you just want to colonize a planet in your system you only need an impulse drive.
4 Colony's are maximal possible .
You have to investigate the structural integrity to receives the Chassis corvette. The dx-1 Warp drive and also the colonizing module can be bought or it can be given.
For the new colony you should have found a potent planet before. With 2-5 times a value over 95 per cent. Two should be 99% or 100%. The first colony should satisfy the most important raw material bottlenecks of the Home planet. Check before a colonizing better again directly with old Scan reports ..
If you have all 5 planets, each raw material should be more present with 98% on a planet. Titanium and hydrogen if possible on 2 planets.
In the Colony the Bunker and the HaPo should be built up to Level 3. The Shipyard at least to Level 2. Trough that it is possible to produce modules and you can trade with them.