
It’s why active fleet builders that agressively seek profit consistently have stronger accounts than everyone else.Īnother major factor, is that whenever there is a derb pile in dispute, it most usually goes to the person/guild that can bring the most fleet to bear on the location. This is something a turtle or simmer can never ever achieve. The first is that if you use the fleet to make profitable hits then you can use the income from fleet action to fund construction and research at or near 100%, while always building fleet at 100%. So, there are several points to being a fleet-building guild/player. I picked up (stole) the following article, which I believe describes so well how the members of this guild should be running their accounts.

Respect that can translate into serious benefit for you and your players.Ĩ) Remember always : this is a very addictive game. If you fight with your fleets and make friends with your words, you will get respect from your rivals. Then laugh at the farm players who copy your tag in future servers.ħ) Be ruthless with your fleets, be polite with your words. If you want to be server dominant, make your own tag, your own name, your own theme, and win the game in the game itself. War Legends has been a joke since after Helion, Gamma they were server dominant. By Fenix they were called lolmordor so often, I had to lemon card the forum users for using that word to get them off the hobby horse. Some tags/logos have bad reputation attached to them, and adopting those tags never ends well. All the other planning is window dressing at BEST.Ħ) Come up with an ORIGINAL name and theme. This is where guilds going from one server to another have advantage over new guilds with a mix of good players and new players : the players in the old server guild know each other. And during the pre-server time, socialize with them. Get the players who are good at the game. The pre-server work needed to win is simple : network with players. Astro Empires is a game where the balanced approach gives long term success.ĥ) Pre-planning a guild prior to server start does NOT guarantee a win. Obsessing over spies is as bad as obsessing over turrets.

Each VGM should have enough information that if the entire VGM staff is online, you don’t have to be, since all the information is at the meeting already.Ĥ) Set your policies with a balance in mind of offense/defense, war/diplomacy, intel gathering/intel security. Information should be delegated and passed around. If you plan a launch, get the table up on time for the heavy fleets to make the launch on time.

If you have an emergency contact list to alert players of an incoming blob crash, you have to have at least 2 players with access to that list online in the game at all times. Your players need to both like and fear you.ģ) When it comes to information, make certain you provide the information your players need when they need it. This dichotomy of relationship with your players has to be in balance.
#ASTRO EMPIRES DEVELOPER FULL#
If you are too lenient, you need to have a disciplinarian on your staff and give him your full support. You set policies for the guild, and if those policies are founded on a terrible grasp of the game, your good players will leave (if you are lucky they won’t suicide you first).Ģ) If you are anti-social, you need to get a people person on your staff and give that person your full support. As a GM, you are expected to have a solid knowledge of the game.

And you know the techs already.ġ) If you fail as a player, you won’t do better as a GM. Your fleets however CAN die.Ħ) the best advantage of being occupied : you don’t have to scout for a target to kill. You need your own JG.ĥ) protect fleet - your bases don’t DIE. Your friends may be occupied or switch guilds on you. Scrapping obsolete turrets in favor of Command centers during occupation is wise stewardship.ģ) Know what the enemy uses as his spec, so you can build the proper “anti-spec”Ĥ) All bases should have a JG. And during occupation laser turrets and planetary rings give the same benefit : NONE.Ģ) Command Centers work during occupation when turrets do not. Overbuilding turrets do not deter a determined enemy. You are still going to be hit and the enemy will still try to permanently occupy you. Now what does the occupied player do that doesn’t involve quitting, relocating, or restarting?ġ) In the enemy stronghold galaxy, turrets don’t actually MATTER. There is a flip side - for every occupier there is an occupied player.
