Table of Contents

wTVd0's Early Empire Tutorial

If you follow this guide you will soon command vast starfleets and the galaxy will tremble before you!

Beginning tasks for your capital:

Beginning tasks for your fleets

Growing your early empire

You can grow your empire any way you like, but I suggest conquering planets in this order:

  1. A planet with “abundant” or at least “major” trillum supplies. This will probably be a desert or fiery world. Designate it as a trillum extractor. Trillum is needed for almost every production task on almost every planet. Set your capital to import from the extractor. (No planet will ever need to import from your capital, since it produces ships which can't be exported through trade routes.) If the trillum planet is TL 2 or lower, you'll have to designate it as a consumer goods autofac and wait for it to go up to TL3 before you can redesignate it as a trillum extractor.
  2. An earthlike or ocean world; if none are available, an underground world; if none are available, a desert or empyreal world. Designate this planet as a consumer goods autofac and set it to import from the trillum extractor. The trillum will be used by the consumer goods autofac to make durable goods (the CG autofac also makes organic food, which only requires labor to make). All worlds that are TL4 and higher require durable goods and will be more efficient if they can import them from a CG autofac planet instead of making them locally. If a world is TL 7 or higher, it will also use the trillum to produce luxury goods; TL 7 worlds (like your capital) need luxury goods in addition to food and durable goods. Once the autofac is running at 100% (when the little number on the left side of the structure box goes away, about 5-10 minutes), set the trillum extractor planet to import from it. You'll soon be generating a huge surplus of trillum and consumer goods. Set the capital to import from the CG autofac to benefit from this surplus. You'll see your capital's ship production increase by a lot! This is because it no longer needs to dedicate as much (or any) labor to making consumer goods. (The previously-mentioned world classes are preferable for CG autofac because many of them get bonuses to food production and none of them are vulnerable to life-support related bugs if asked to export too many resources.)
  3. A TL 5 or higher planet with at least minor hexacarbide deposits (if you can't find one, capture a lower-tl planet, designate it as a consumer goods autofac, and wait a couple minutes for the TL to rise to TL 5). Designate it as a jumpship components autofac and have it import from the trillum and consumer goods planets. Hexacarbide is not strictly necessary on this planet; eventually you will be exporting it from other planets.This planet will build the jumpship components of various kinds; all jumpships except explorers require components. Set the capital to import from this world. After a few watches your capital should only be producing hexacarbide and units, and it will be producing a lot more units than when you started. If you're building Adamant-class jumpcruisers, the capital will still be running an autofac to build light missile launchers unless the autofac planet is TL 7 or higher. This is because the Adamant uses two components and the light missile launcher component requires TL 7 to build. Building jumpship components requires some trillum, so pay attention to your supply.
  4. (Optional) A TL 4 or higher planet with at least “major” but preferably “abundant” hexacarbide deposits. This planet is going to be a hexacarbide refinery, and needs trillum and consumer goods. Abundant hexacarbide is common, usually on barren and underground worlds, and is used to build every ship and every defense except GDMs. Set your capital and jump components planets to import from this world. If you want to start building defenses on your other planets, you can have them import hexacarbide from this world.
  5. At this point you might want to add another consumer goods autofac, another jumpship components autofac, or a starship yard. As you conquer more worlds you'll need to either to keep setting up more consumer goods autofacs and trillum extractors to supply them or be content with reduced production. High-tech worlds need a lot of consumer goods. Gunships, built at starship yards, move around a lot slower than jumpships but are not restricted by jump beacons, do not require components, and currently seem to be a good value for their cost. Add a starship yard to build gunships and wage war beyond your borders or take out planets that are too tough to crack with jumpships and jumpcruisers. You can also build starfrigates and starcruisers if you add a starship autofac. These ships have have formidable long-range weapons that can crack independent world's planetary defenses without taking losses, but are also extremely slow.
  6. As your empire grows, you may notice that you have a lot of trade routes and it's kind of a pain to set up trade routes on every new planet. Once you have a dozen planets or so, consider add a trade hub somewhere central to them to reduce the number of individual trade routes. Instead of having every planet importing from a bunch of different planets, everything can just have one 2-way trade route to the hub and the hub will sort out where all the resources need to go. If you use hubs, build and station lots of defenses on them. You might as well build a ton of defenses on your hubs, since they don't have anything else to do with the labor other than build basic infantry (hubs have the militia base structure). HEL cannons & hypersonic missiles is a pretty strong defense combination early on.

Maintaining your early empire

Avoid Game-Ruining Mistakes and Known Bugs: