AstroEmpires: Advanced Base Guide


Updated 2016. This Advanced Base Guide focuses on base specialization and location. It is ideal for players who are planning to play free accounts, but should be of use for any player. If you find an area confusing, I can be reached via my Facebook Fan page.

Astro Layout

The three major areas of activity on a base are: fleet production, research, and commerce.

Because space is a premium on all astros, it is critical that you build your empire by specializing your astros. All bases should have the same minimum infrastructure. Specialization helps a given base reach its potential. This section discusses basic empire organization and specific base structures.

Basic Empire Organization

For a basic empire, you will want three Commerce1 astros, two Research Astros, three Production astros, and a balance of Production/Research astros (dual-purpose). Your first will likely be a dual Production/Research base. This arrangement provides ten bases—the goal of Seven/Ten Guide.

When building your initial empire, your second, third and fourth bases should be commerce specialized to help jump start your economy. The table below suggests an order in which you may build your bases.

Commerce bases are of dubious value. Consider building them up briefly in the beginning, then converting them to Production bases.

[url=]#baseorder [/url]

Base Build Order
Order Specialization Astro Type
1st Commerce Asteroid/ Rocky, Crater, Metallic
2nd Commerce Asteroid/ Rocky, Crater, Metallic
3rd Commerce Asteroid/ Rocky, Crater, Metallic
4th Production/Research Rocky, Crater, Metallic
5th Production Rocky, Crater, Metallic
6th Production Rocky, Crater, Metallic
7th Production Rocky, Crater, Metallic
8th Research Arid, Tundra, Gaia, Earthly
9th Research Arid, Tundra, Gaia, Earthly

Why is your first base a dual-purpose base? In the Seven/Ten Guide, I advised you to start with a Rocky, Crater or Metallic planet; to optimize production. These three astros are suited for Production, yet you have to build eight Research Labs to expand your bases. Rather than later disband those Labs (recovering only half of what you spent), the recommendation is that you make your first base dual-purpose.

Base Structure Goals

Earlier, I said that all bases have a minimum infrastructure. The table below shares that build list. I also provide build lists for Research, Production, and Commerce bases.

The minimum layout in the table below shows the basic structure that should work for all free players. It’s a good goal for upgraded players as well, until you need to grow beyond its offerings. The Production Structures are balanced for cost to ensure you are always building the most economical base.

The goals listed here are easily possible for a player under Level 30. These goals allow a player to build the key infrastructure for a base without heavy research requirements. Orbital Bases, Androids Factories, Antimatter Plants and Multi-Level Platforms all require substantial research to construct. These “Very Advanced Structures” are discussed below.

[url=]#buildgoals [/url]

  Minimum Research Production Commerce Upgraded
Metal Refineries 16 16 16 14 25
Robotic Factories 12 12 7 10 21
Nanite Factories 5 5 5 5 14
Android Factories - - - - 10
Shipyards 12 (16) 12 20 12 20
Orbital Shipyards - - 1 - 1
Research Labs - 22 - - 22
Turrets 3 3 3 3 -
Command Centers 10 10 10 10 15
Spaceports 15 10 15 15 20
Crystal Mines - - - 12 20
Totals 73 90 75 74 179
Energy 99 108 122 100 -
Urban 12 17 16 18 -
Base Econ 80 70 85 112 -
Real Econ ~140 ~105 ~150 ~196 (~190) -
  • Urban: Assumes a Slot-2 Arid, Tundra or Rocky. Divide the Total by your astro’s fertility and round up.
  • Shipyards: Level 12 allows Heavy Cruisers, which helps ensure all bases have a 2:1 (CR:HC) ratio.
  • Command Centers: Level 10 improves defenses 50 percent.
  • Base Econ: You should assume an increase of 25 percent above base economy per Trade Route. So, the Minimal base should have an effective economy of 140.
I still need to redo the Upgraded column.
Total = structures + ceil(structures/fertility) + ceil(structures/energy)

Arid and Tundra type planets have 95 available spaces, 120 spaces with Terraform, and 170 with Multi-level Platforms. Rocky has 85, 110 and 160, respectively. Crystals have 80, 105 and 155. Asteroids have 65, 90 and 140.

The Minimum column below represents the structure limits free players experience. The energy requirement for the minimum layout is 75, which requires Fusion-10 (assuming Energy-20). Disrupter Turret-3 raises the requirement to 99, which requires Fusion-13. With a Slot-2 Arid or Rocky, the base will need Urban-13, Urban-15 if a Crystal or Asteroid. With this example, the base will consume 87 of the astro’s available spaces, which is within the limits of even the fully-Terraformed Asteroid. Adding the other four Shipyards (needed for Battleships) on an Asteroid would require Urban-16, but no new Fusion Plants. This adds five slots, which is just outside the limits of a Terraformed Asteroid.2

The Research column represents the minimum build with 22 Research Labs. This is enough for Cybernetics, but not enough for Tachyon. You need the Cybernetics for improved productivity, but not the Tachyon. The number of Spaceports is reduced because of space limits for a Terraformed Slot-2 Arid planet require saving seven spaces, which is gained by reducing the number of Spaceports or Robotic Factories.

The Production column represents the optimal infrastructure for a Fully Terraformed (for a free player) Slot-2 Rocky Planet. Of the 110 available slots, every one is filled, assuming Energy-20 with only Fusion Plants. Notice the reduced number of Robotic Factories; saving energy and space.

The Commerce column assumes a Slot-2 Crystal optimized. These are extremely rare, which helps underscore why Crystals are more hype than value. In reality, a player is better served with a Slot-2 Rocky with Spaceport-20 than with a Crystal base. The added economy and trade route is worth 30 credits, which is more than adding the Crystal Mines. The Real Economy row shows in parenthesis the potential value of a Slot-2 Rocky with Spaceport-20 (based on the quality of your empire’s Trade Routes.)

Astro Choice

Base location is a critical concern for a successful empire. Remember the real estate mantra: “Location, location, location.” This section discusses the three considerations in astro selection.

Astro Specialization and Type

These are good pros and cons for each type of astro. The general consensus for astro choices are the following:

Each astro has different advantages that make them better for certain specializations. The general consensus on Astro Empires is to specialize the astros below. If the astro is not below, do not waste your time. The emboldened astro is the preferred choice for a given specialization.

[url=]#choice [/url]

Specialization Preferred Astros
Research: Arid; Tundra; Gaia; Toxic4, 5; Earthly1
Commerce: Asteroid, Crystalline
Production: Rocky, Crater, Metallic
I recommend Asteroids over Crystals because you can convert the Roid base to a Production base when you've sobered up. “Commerce” bases do not provide the long-term value you seek in a strong empire.

My findings vary a bit from the sage wisdom of other guides. I did separate analysis of slot usage below. The analysis was never completed as I started working on my scout database. However, I stand by my recommendations. If you do not see an astro listed above, avoid it.


The table below is from the Astro Empires tables list. This is to help guide your understanding regarding why certain astros are preferred for bases. Production planets need more Metal. Commerce planets need more Crystals, and Research planets need more area and fertility.

Terrains Metal Gas Crystals Fertility Area Planet Area Moon
Arid 2 2 0 5 95 83
Asteroid 3 1 2 4 65
Craters 3 1 1 4 85 75
Crystalline 2 1 3 4 80 71
Earthly 2 2 0 6 85 75
Gaia 2 2 0 6 90 79
Glacial 1 2 0 5 95 83
Magma 2 4 0 5 80 71
Metallic 3 2 1 4 85 75
Oceanic 1 2 0 6 80 71
Radioactive 2 3 0 4 90 79
Rocky 3 2 0 5 85 75
Toxic 2 4 0 4 90 79
Tundra 2 2 0 5 95 83
Volcanic 2 4 0 5 80 71

The red figures above are the characteristics of the astro type that make that astro appealing. When astro hunting, always make a note of Crystalline, Gaia and Rocky astros. If you do not plant a base there, somebody will. There are a lot of Asteroids, otherwise I would recommend charting them, too.

Free account players should add 25 to the astro’s area to represent the maximum possible space they will have available with terraforming. Once you research Armour-22, you should add another 50 to the astro’s area to represent the limits you will encounter with Multilevel Platforms. Thus, an Asteroid will never have more than 140 spaces for structures.

Astro Orbit Preferences

Prefer Metal-3, Slot-2 astros. Planets if you need space, moons and roids if you want cheap prings.

Choose Slot Twoes. Naturally, you will let your needs influence your decision on which astro to take. When you can be choosy, prefer a Slot 2 orbit (e.g. GXX:XX:XX:2X). Slot 2 orbits have 3 solar energy, which provides cheap, accessible energy.3 Slot 2 orbits also increase base Fertility by one, which reduces the infrastructure you need to build your base.4 This easy access to cheap energy and improved fertility is what makes Slot 2 orbits preferable.

Slot 1 orbits are the second preference because they have higher solar energy but less fertility.5

Slot 3 and beyond are terrible choices as you are always in a deficit in either energy or fertility. The exception is Toxic in Slot 4 or Slot 5. This is because Gas is better and mitigates problems with lower fertility. You may chose a Slot-3 if you can afford the extra Fusion plants you will have to build to offset the low solar output. You still get the Slot-2 fertility benefit.

Choosing a Planet, Moon or Asteroid

Planets if free account player, Moons if upgraded, Astroids if you're patient.

Should you choose a moon or a planet? If you are going to play with a free account, you should focus on planets. Otherwise, you should focus on moons. This is because of limitations of space. Free players are limited to five terraform structures. This puts a ceiling on the number of structures they can build. Therefore, free players need the larger astros to maximize what they can build.

Conversely, upgraded players have no ceiling on structures. This allows paying characters to focus on other issues; such as cost. Deflection Shields, Planetary Shields and Planetary Rings cost 25 percent less on Moons than Planets. That is a gross savings of 1024, 6250 and 12500 credits, respectively. The size difference between a Moon and Planet is usually surmounted by two Terraforming, which costs 192 credits. Thus, it is cheaper to occupy Moons in the long term for upgraded players.

At least, this is the traditional logic. I need to look into this further to determine if there is real cost savings.

Of course, if you focus on planets, you will pay full price for Prings and Pshields. Moons cost half as much, and asteroids a quarter as much.

Very Advanced Structures

Orbital Bases, Androids Factories, Antimatter Plants and Multi-Level Platforms all require substantial research to construct. The Advanced Base Guide offers build goals for free players. That is, it shows what a player limited to five terraforms can accomplish by building on the right astro. Those goals provide a free player with all the structures necessary to have a thriving empire.

I was asked to touch on what I call “Very Advanced Structures.” As earlier, I will discuss these structures for the benefit of free players. I term them “Very Advanced” to sub-categorize these from the Advanced Structures that Astro Empires has. Advanced Structures are those structures that Astro Empires limits a free player from building. Those structures discussed in the Advanced Base Guide are essential for a free player to have any real longevity in Astro Empires.

Very Advanced Structures are important as a player grows beyond Level 30. I separated them because you really cannot use these structures until you have the sound foundation offered through the Advanced Base Guide.

Advice on Structure Use

This section discusses the Very Advanced Structures and how they can be best used for a Free Player.

Multi-Level Platforms and Orbital Bases

When available, these two structures should be built to their limit. Orbital Bases provides berths for 50 spaces. One might consider this a way to reduce the space used by Urban Structures. However, Multi-Level Platforms (MLP) provide 50 spaces. Therefore, rather than using Orbital Bases to free up space on an astro, these structures work with Multi-Level Platforms to provide the base with 50 available spaces.

Antimatter Plants Do Not Free Up Fusion Plants

One might expect that the Antimatter Plants would help free up space on the astro by reducing the need for Fusion Plants. After all, at Energy-20, an Antimatter Plant provides 20 units of energy. Five Plants would free up 12 Fusion Plants, which only provides the base with seven extra slots. There is a better use for these Plants than freeing up seven slots discussed in the following sub-section.

Three Pringles is Enough

Pringles is the vernacular for a pair of Planetary Rings and Shields. At Level-30, players are well advised to have at least one set of Pringles on each base. Two is considered minimal. I would recommend three. Three sets of Pringles requires 108 energy, which consumes all the available Antimatter Plants a free player has at his disposal, and requires a Fusion Plant. Assuming the free player builds the MLP and Orbital Bases as described above, three sets of Pringles require 9 spaces on the Astro: none for the Rings, three for the Shields, five for the Antimatter Plants, and one for the Fusion Plant. It would also consume 12 of the 50 berths provided by the Orbital Bases.

A fourth set would require additional 5 Fusion Plants, consuming 6 spaces on the astro and 7 berths. Therefore, from a space and resource utilization perspective, a fourth set consumes fifty percent more resources than the first three; energy excluded.

Android Factories

Android Factories are also very useful. All five factories provide 30 construction and production. They require three Fusion Plants, and consume eight berths on the Orbital Bases and eight spaces on the astro.

Orbital Shipyards

Are Orbital Shipyards essential? I include them in this discussion because they require advanced research. Astro Empires does not limit the free player in building these structures. Why? Because these structures allow a player to build the Capital ships, and you need seven to build a Death Star.

I champion the Small Fleet Doctrine. That Doctrine holds that Capital ships are unnecessary. The only possible exception is the production of Dreadnaughts, which work well with Planetary Rings in making a base an inefficient target. However, a few Battleships accomplish the same task while complying with the Doctrine. Therefore, if you comply dogmatically to this Doctrine, you may not need an Orbital Shipyard.

A reader once asserted the paragraph above was a bit short-sighted. After all, an Orbital Shipyard takes up no space. It draws 12 energy and a single berth. If you are using Fusion Plants to power it, then three total berths are consumed, with four energy remaining; or two of them consume 5 total berths. An Orbital Shipyard provides an additional 9 production (remember it requires Cybernetics-2, which boosts baseline production), which would require five spaces, and a Fusion Plant; consuming 6 berths. Two Orbital Shipyards, consuming five berths, provide as much production as 9 Shipyards, which requires 11 slots and berths.

This taken into account, there is value in building Orbital Shipyards for the sole purpose of boosting Production. You should let your total plan for a base guide you.

Biosphere Modification: Too Little, Too Late

Biosphere Modification is similar to Orbital Shipyards as Astro Empires does not limit its construction by Free Players. This only affects Urban Structures, however, as Orbital Bases are not affected by an astro’s fertility. Is this a big deal? I contend they are not.

For a Slot-2 Arid fully Terraformed, one level of Biosphere Modification frees two or three Urban Structures at most. Arid2 astros have a Fertility of 6. A Minimal base has Urban Structures-12, with the Research bases having Urban Structures-17; providing berths for 60 and 102 spaces, respectively. Raising the Fertility to 7 means those Structures provide 72 and 119 berths.

As discussed above, Orbital Bases work with Multi-Level Platforms. Therefore, extending the Fertility does not impact the additional space offered by MLPs. Therefore, the Modification lets the base owner retire extra Urban Structures. Now, the Research base only needs Urban Structures-15, which frees up two Structures. At Biosphere Modification-2, the astro now needs Urban Structures-13. Bioshpere Modification-3 means that base now needs Urban Structures-12! Three modifications on a Fertility-6 astro allows you to free up five slots.

The first level costs 20,000 credits. As I don’t have the cost of higher levels, each next level should cost 50 percent more than the last. So, Level-2 costs 30,000, and the Level-3 costs 45,000. For a total expenditure of 95,000 credits, a free player can retire five Urban Structures—a cost of 19,000 per Structure retired.

Build Suggestions

Let us assume you’ve followed the suggestion of this guide. You, the free player, have built three sets of Pringles and maxed out the Androids Factories. This consumes 17 spaces on the Astro—two MLPs. This consumes the power generated by all five of your Antimatter Plants and four Fusion Plants. This table below summarizes the impact of these building decisions, but reflects that you have a 42 spaces remaining, 39 berths and four energy.

  Space Berth Energy
Multi-Level Platforms +50 - -
Orbital Bases - +50 -
Antimatter Plants 5 5 +100
Fusion Plants 4 4 +32
Pringles (3) 3 6 108
Android Factories 5 5 20
Remaining 33 30 4
Let me let you in on a bit of a secret. How many Urban Structures are needed to berth an astro? The answer is number of slots available divided by one more than the fertility: US = Available / (Fertility + 1) This is because the Urban Structures themselves consume a space. Try it!

What do we do with the remaining spaces? You can (for the space):

  • (25) Make a Production base a full Production/Research base. Building Labs-22 consumes 25 spaces and berths after including the energy.
  • (2) Add Jumpgates, which requires one Fusion Plant and consumes 2 berths and spaces per level. By adding one Urban Structure, you can add JG-3 to any base.
  • (11) Increase to Command Center-20, costing 11 berths and requiring one Fusion Plant.
  • (6-12) Increase to Spaceport-20, costing 5-10 berths and 1 or two Fusion Plants
  • (12) Increase your Metal Refinery and Robotics Factories to 22 and 18 respectively, which “balances” these structures with the Androids Factories-5 and consumes 12 more energy and berths (one more Fusion Plant after the Remaining above), and increases your base economy by 12 (to 60 based on your trade routes).

Final Observation

I offer a suggestion for free players. It costs 3 USD per month to upgrade an account. If you really want to get more from this game, then maximize your construction of all the limited strucutres; build your Pringles and fully develop the bases within the limits of your free account. Save as many credits as you can. Then, upgrade for one month and spend every spare moment of that month building the structures beyond the limits. Build Terraform-10, Nanite-11, etc.

Better yet, build more bases. By growing from 9 to 10 bases, you increase your empire’s potential by 11 percent. For each additional base, the returns diminish; the percentage return is 20 minus the number of bases. So, from 9 to 10 bases, you have an 11 percent return; 10 to 11 has ten percent; 11 to 12 has 9 percent, etc. Spending a month to build from 9 to 12 bases, however, increases your empire by 30 percent. Is that worth 3 USD? Having the money saved and Outpost Ships ready at the beginning of the paid-for month is the best way to maximize your “Free” empire’s potential.

Under revision I'm working my way from top to bottom. The net conclusions are the same, the supporting data is skewed.


My analysis makes the following assumptions. This analysis assumes a moderately advanced account, which I believe helps newer accounts plan what they will need for space planning a few months out.

  • Energy-20 (i.e., double energy output)
  • Free account limitations (Five of the following: Terraform, Fusion Plants, Antimatter Plants, Nanite Factories, Android Factories.)
  • Good defenses comprise Pring-15, Pshield-10, and CC-5.

Following these assumptions, we know:

  • Astro area is increased by 25 for the Terraforms.
  • Advanced Plants consume 10 spaces and berths, and provide 200 energy
  • Advanced Factories consume 10 spaces and berths, and 60 energy
  • Good defenses consume 7 spaces, 10 berths, and 109 energy
  • Net difference is -2 spaces, -30 berths and +31 energy

Why does this matter? Beyond these “constants,” we have to consider Spaceports, Shipyards, Labs and construction infrastructure. Small Fleet encourages 12 to 16 Shipyards per base (you’ll need Dreads for base defense, which is 20 Shipyards and an Orbital Shipyard).

Terms Used

  • Slot is the orbit of an astro.
  • Berth is a unit of population consumed.
  • Space is a unit of astro area consumed.

Analysis for This Guide

Space Available

The tables below show the amount of space available after applying the assumptions above. Two spaces have been removed due to less space. The bonus in energy and loss in berths are assumed to balance out…so I’m leaving them out. In reality, the energy bonus benefits Slot-2 astros across the board by mitigating the difference in lost solar power.

The “U” shows the number of Urbans required. The “P” shows the number of Solar (or Gas) Plants. The fourth column (Slot-2,3(F)) denotes only fusion plants, which is available to Upgraded players in sufficient numbers and conveys the benefit of increased fertility without the loss of Solar.


Free players should select Planets because of the added space. I suggest spending a bit of money to upgrade your account for one month and building two extra Terraforms on Moons instead, which will give you the general low cost of a Free account with the cost advantage of moons and the space of planets.

As with Moons, the available space difference between Slot 1 and Slot 2 is again slight; but Slot 2 is preferred. As with Moons, Metallic astros bear the greatest difference. This is due largely to their normal Fertility and size.

Type Slot-1 (U/P) Slot-2 (U/P) Slot-2,3(F) (U/P) Slot-4,5 (U/P)
Arid, Tundra 63 (23/7) 64 (18/11) 67 (18/8)  
Gaia 64 (17/7) 63 (14/11) 66 (14/8)  
Earthy 60 (16/7) 60 (13/10) 63 (13/7)  
Rocky 57 (20/6) 57 (16/10) 60 (16/7)  
Metalic 50 (27/6) 54 (20/9) 57 (20/6)  
Craters 50 (27/6) 54 (20/9) 57 (20/6)  
Toxic       53 (29/6)
Volcanic, Magma       53 (19/6)
Crystalline 47 (26/5) 51 (19/8) 53 (19/6)  
Asteroids 38 (21/4) 41 (15/7) 43 (15/5)  

The general advice has been to take a Slot 1 over Slot 2 moon. This is because of the increased Energy of the Slot 1. However, the table reveals the difference to be slight to non-existant. In the case of Metal-3 astros, the preference should be Slot-2.

If you eventually replace all Solar Plants with Fusion, you will only gain two spaces, limiting the value of Fusion Plants when considered with their cost. Because the Fusion Plant column assumes unlimited upgrades, the value of an all-Fusion planet is not available to free players. This is an issue for Moons and Planets.

Arid and Tundras are generally preferred as research bases, and they are slightly larger than Gaias. This means Gaias are not the holy grail that is widely touted. Toxic Moons compete with Earthly, which means they should be considered when in Slot 4 and 5.

[url=]#moons [/url]


Type Slot-1 (U/P) Slot-2 (U/P) Slot-2,3(F) (U/P) Slot-4,5 (U/P)
Arid, Tundra 55 (20/6) 56 (16/9) 58 (16/7)  
Gaia 56 (15/6) 56 (12/9) 58 (12/7)  
Earthy 53 (14/6) 52 (12/9) 55 (12/6)  
Rocky 50 (18/5) 51 (14/8) 53 (14/6)  
Toxic       47 (25/5)
Metalic 44 (24/5) 47 (18/8) 50 (18/5)  
Craters 44 (24/5) 47 (18/8) 50 (18/5)  
Volcanic, Magma       47 (17/5)
Crystalline 42 (23/4) 45 (17/7) 47 (17/5)  
Asteroids 38 (21/4) 41 (15/7) 43 (15/5)  

Base Defenses

Good Astro Defense includes:

  • 3 x Planetary Rings
  • 2 x Planetary Shields

Because Rings do not take up space on the astro, this consumes 2 slots. As prings require 24 energy, and pshield require 16 energy, these defenses require 104 Energy, which requires six Antimatter Plants. Therefore, we have 11 structures requiring population. So, when determining what you put on a base, consider the impact of defenses. (+16 energy, -11 slots)

Add to that a 10 recommended Command Centers (-10 energy, -10 slots). The actual number of Command Centers depends on your situation. Combined Astro Defenses and Command Centers (+6 energy, -21 slots).

The following is the impact of the Good Astro Defense with Command Centers on planetary slots.

Astro Type Slot 1 Slot 2 Fusion Slot 4,5
Arid, Tundra 69 70 72  
Gaia 69 68 70  
Earthly 65 64 67  
Toxic       64
Rocky 62 63 65  
Radioactive       62
Metallic 59 62 41  
Craters 59 60 41  
Volcanic, Magma       60
Crystalline 49 56 59  
Asteroid 44 45 47  

The following is the impact of the Good Astro Defense with Command Centers on moon slots.

Astro Type Slot 1 Slot 2 Fusion Slot 4,5
Arid, Tundra 60 61 63  
Gaia 60 59 61  
Earthly 55 56 59  
Toxic       56
Rocky 55 55 57  
Radioactive       55
Metallic 51 55 55  
Craters 51 53 55  
Volcanic, Magma       53
Crystalline 49 49 51  
Asteroid 44 45 47  


Fifteen spaceports on a Planet.

Astro Type Slot 1 Slot 2 Fusion Slot 4,5
Arid, Tundra 54 55 72  
Gaia 54 53 70  
Earthly 50 64 67  
Toxic       64
Rocky 47 63 65  
Radioactive       62
Metallic 44 62 41  
Craters 44 60 41  
Volcanic, Magma       60
Crystalline 34 56 59  
Asteroid 29 30 47  

Fifteen spaceports on a Moon.

Astro Type Slot 1 Slot 2 Fusion Slot 4,5
Arid, Tundra 60 61 63  
Gaia 60 59 61  
Earthly 55 56 59  
Toxic       56
Rocky 55 55 57  
Radioactive       55
Metallic 51 55 55  
Craters 51 53 55  
Volcanic, Magma       53
Crystalline 49 49 51  
Asteroid 44 45 47  
Astro Type Slot 1 Slot 2 Fusion Slot 4,5
Arid, Tundra 53 44 46  
Gaia 53 67 54  
Earthly 49 63 66  
Toxic       63
Rocky 61 62 49  
Radioactive       61
Metallic 58 61 61  
Craters 58 59 61  
Volcanic, Magma       59
Crystalline 54 55 58  
Asteroid 43 44 46  
Astro Type Slot 1 Slot 2 Fusion Slot 4,5
Arid, Tundra 59 60 62  
Gaia 59 58 60  
Earthly 56 55 58  
Toxic       55
Rocky 54 54 56  
Radioactive       53
Metallic 50 54 54  
Craters 50 52 54  
Volcanic, Magma       22
Crystalline 48 48 50  


Astro Type Slot 1 Slot 2 Fusion Slot 4,5

The above table assumes the astro is optimized for Production. Following the Efficient Fleet model, we would only build 12 Shipyards. However, for those who want to build Dreads, we include that calculation as well.

  • 4 energy.
Astro Type Slot 1 Slot 2 Fusion Slot 4,5

Frequently Asked Questions

This is an FAQ for the Advanced Base Guide. The goal of that guide is to offer novice players a bit of experienced wisdom. It also challenges more experienced players who have not given optimal base design serious thought. This FAQ page tries to address some lingering questions to that guide that falls outside its scope.

Why does the Research Column mention a reduced number of Spaceports?

Free players are limited in the number of Terraforms. The Research Labs increase the total number of spaces needed by 29 when the Fusion Plants and Urban structures are built. This puts an Arid astro with five Terraforms over its space allocation by five. The two ways to remedy this is to eithe reduce the number of Robotic Factories or Spaceports by five. This saves the need for one Urban and one Plant, totaling seven. The Production column demonstrates the reduction by Robotic Factories.

What about Android Factories? Don't Free players get five of them as well?

Free players get five Android Factories, which increase the energy demands by 20. This would require three more Fusion Plants and four more Urban Structures. This is a total space demand increase of 12 spaces for a production/construction improvement of 30. The Production Structures page shows the baseline construction for a Minimum base of 76, so this is an improvement of fifty percent. However, by researching to Cybernetics-10, a free player gains the same improvement without the increased space demands.

  1. Most guides call these “economy” astros. I prefer to call the “commerce” because I have a symbol for commerce I use. 

  2. The ready solution is to drop two Robotic Factories from the goal, which gives the space required. 

  3. When your Energy research gets to level 20, you will be pulling 6 energy from Solar Plants. They are also cheaper than Fusion Plants, which should allow you to absorb the minor loss in space. 

  4. Slot 3 orbits also have a boost to fertility, but the loss in solar energy (2 instead of 3) makes Slot 3 a poor choice 

  5. The trade-off may not be aparent at first. When you research Energy-3, your Solar Plants will produce one more energy. This means energy deficits are easier to remedy than population deficits, which makes Slot 2 the better choice. 

© 2014 Ben Wilson. All Rights Reserved