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| Version | User | Scope of changes |
|---|---|---|
| Sep 19 2008, 3:52 PM EDT (current) | beeasyonme | 3 words added |
| Jun 28 2008, 1:03 AM EDT | SirFanny | 10 words added, 7 words deleted |
| Key: Building Research |
Oh yeah, the super house. This is acrucial building to have as it increases the maximum workers you can have by 250. It will give you workers, who give you money and land, which makes happy everywhere. What's not happy: the 100k gold, 3k wood, and 100k iron price tag. What a birthday present that is!
Required to build: Space Port
What happens when you take two Orbital Habitats, stick em together, and call it a Deep Space Colony? A deep space colony! Just as it is, it's exactly the same as the Orbital Habitat, giving you an extra 250 workers maximum and providing more of the happy. But as always, there must be a downside. A 200k gold, 6k wood, and 200k iron downside.
Required to build: Orbital Habitat and Deep Space Exploration
Another important structure as a unique building, this allows you to build the totally useless PDS and allows you to attack anyone in the universe. A must have.
Required to build: Deep Space Exploration
This space Dock will allow empires of the UNIVERSE to come and trade with you. +15% mercantile points!
Required to build: Deep Space Exploration
Boy, what an acronym. Don't ask what HLLB stands for. Its not that important but if you want to get satellites spying on your enemies or protecting your buddies, then this is the building for you!
Required to build: Deep Space Exploration
This is where all citizens of your empire go to learn how to become a better military unit.
Required to build: Advanced Weaponry
This is where all the advanced tanks and planes are manufactured. Want em? Get one. Don't want? then pass.
Required to build: Advanced Weaponry
Now why am I discussing this last? Because you'll only remember the first few and last few buildings after reading this, that's why. The weather Control System does what it says: controls the Weather. It doesn't do it very well, but it eliminates the chance of some hellish weather coming and smashing all your workers as they mine. A must buy if you want money. and you definitely want that, don't you?
Required to build: Satellite Surveillance
It would be the PDS.
This has a lot of reasons to be learned. For one: This is the space age. Without it, your empire would still have no idea what space is! This allows you build the Deep Space Colony, Space Dock, Space Station, HLLB Satellite Facility, and research Deep Space Reconnaissance, which all branch off through out the Tech Tree.
Required to learn: Space Center
I see no reason how this is different than exploring since both are traveling through space but lets ignore that. This lets you build the close to useless Green ops, and the all friendly Communication Satellite for your alliance buddies.
Required to learn: Deep Space Exploration and Satellite Surveillance
What do you expect? it lets you do spy stuff. Moles, blue ops, Deep Space Recon. and Weather Control center.
Required to learn: Spycraft
Hello? I can't can't explain how obvious this research gives you. Advanced weapons. This branches to the Military academy and Advanced Weapons Facility. Don't why learning how to grow corn is required, it just does.
Required to learn: Diplomacy, Research Facility and Crop Rotation
Respectively, they allow you to build wind power plants and Crystal power plants in SPACE! I think the fact that there needs to be wind for wind power plants to work in SPACE tells you which is the better buy. Again, don't ask what growing corn has ANYTHING to do with wind power OR crystallization. Light Amplification also allows Energy weapons to be researched.
Required to learn: Diplomacy, Research Facility and Crop Rotation
Respectively, they add an extra 50% increase to your yields in gold, lumber jacking, and harvesting...corn.
What do you think? Lasers? well yes, but apparently you learned that technology already in the Discovery age and the dogs are happy with them. Also, its evident that the upgrades don't do anything so this is an absolute pass.
Required to learn: Light Amplification
Yep. Important indeed as this allows you to have a stronger Resistance to enemy spies. It also increases your chances of catching one through an intel sweep.
Required to Learn: Counter Intelligence levels 1-3
I'd like to know how they fight on foot if they're in FREAKING SPACE. But the only unit you need to know is the flamethrower. Yeah, the crazy guy who just runs in with fire all over the place. This is considered the best in worth/power efficiency and it shows. Other units aren't important, and I'm lazy about it.
Same thing as always, tanks has very little impact due to costs and power.
The stealth Bomber really seems like a good deal here, but you must understand that unit quantity over powers quality here. Like tanks, they are too costly and therefore only slightly better than a PDS.
With 1000 workers, resources come in insane bundles. However you'll soon realize that compared to oil, all other resources are not as worth while. Thus, you'll be having all 1000 mining oil or 856 if your still learning. There is an end point to learning, though.
This is crucial. Not at first, no, but later on in this age. You'll be using all the resources you've accumulated and spending it all on the habitats, barracks for your army, crystal power plants for the barracks, and houses for massive army building. Land becomes short, and the TWG votes can't give nearly enough land to supplement. Exploring is almost 24/7 here if you want to expand at all.
You'll mostly be building Barracks, houses and crystal power plants.
The orbital habitat and Space colony are musts for happy in your empire. (especially Bruce and General 5 stars)
Weather Control system is also important because you want high yields of oil.
Space dock is needed for the trading empire and because of oil's high price, this is a must.
Space stations are needed so your army could fly into space, attack something across the universe, then come back as if nothing happened. Also important...for General 5 stars to get happy. If he ever does, the big meany...
The HLLB is also good to have if your in an alliance so you can help your buddies out and maybe tag a enemy with a spy satellite.
If you want your army to belch fire like a drunk hobo (see hobowars...or not.) the Military Academy is important. Ignore the fact that people actually need to be TRAINED to wield a flamethrower...
The Advanced Weapons facility is useless. Ignore if you can.
Barracks are needed for your army to expand! Without it, you'd have no army to kill with. So build on, commander!
Houses are needed for citizens to come and transform into flame throwing brutes! :o
Any farms, gold mines, lumber yards, and iron deposits can be wiped out to make room for barracks. They are useless now and just take up space. and Bruce will so enjoy the work...
Researching ends in this age, so after learning all that you need, you can move your workers to mine oil and explore. You should also research Projectiles and light armor if you're going to use flamethrowers, but like I said, its evident they do nothing.
At this age, it's time to join the Persians than the Spartans. Quantity overpowers quality in these battles so only the use of dogs, snipers, and flamethrowers are any help at all. You'd be mass producing them, bringing the quantity well beyond a million and prepare them for mass bloodshed as you lead them into suicidal combat in a galaxy far, far away. You NEED this or else you've already lost due to attacks on yourself.
Oil. This is a great resource to sell, but certainly not for buying. So while you may be mining it, you should not buy them because its high price will give you less profits than other resources. Moving on.
Food. An okay resource but there's two problems. One: the population will eat it and you lose the stocks. Two: you have a limitation to how much you can have. Not a good choice for profits, but good when building a large army quickly.
Iron/wood. They rival each other in this field of game play. Both can be purchased fairly cheap and can be sold in great heights. Prices fluctuate in a somewhat predictable manner so rioting is easy. Compared to oil, because you can buy 10X more in stock, you'll profit more with either than oil when buying AND selling.
Marketing is just a way to get rich fast. Getting 9000 oil a tick is great, but not sufficient enough for a growing empire. The extra money comes from either marketing, or attack benefits from a marketeer. And that leads to...
Risks. Because you'll be getting insane quantities of resources, your worth will get an insane jump and you become a target. Thus, you'll have the benefits of being rich but you also risk losing it all. Marketing is difficult to handle, and thus should be dealt with care.