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guia_minero

Guide for Miner-Bunker Created by: LibMega

I invite other players to know what the game is about, to post their other game styles, so that the novices have different versions, and they can choose their own better. First of all I have to say that this style is one of the most ineffective there is, partly because spending resources in defenses is always ineffective, being able to alternatively spend them in mines / fleet, and make fleet to defend. __If this style has the advantage that it is the least time required to be on the computer.

And now without further ado, my personal guide, Miner-Bunkero style:

Planets

Well the first fields, a planet has to have 180 minimum, there are many people that prefers from 200 or more, I think that when you have 180 occupied fields on a planet you will have enough “power” so that the terraformer does not cost almost nothing. (From 5 fields / level). It is true that the more the better, it is up to you. Between positions 5 and 10 are the best planets. If you move away from those, the size is reduced, and the closer to the sun is (closer to planet 1), the less deuterium you will produce. Therefore I always recommend position 10 (the largest deuterium with sufficient size of the planet). If 9 is not possible, and so on. If it is not possible between 5 and 10 in the systems that you want to have a planet, wait for there to be one. If you colonize one with less than 180 fields, abandon it without hesitation, and colonize again. The closer a planet is to the sun, the less deuterium will produce, BUT the more energy the satellites will give you. As you may have imagined, since I prefer the planets distanced by deuterium, the energy of the satellites is irrelevant to me. This is at the player's will. If you have a lot of bunker and your size of the empire is great, a few satellites more or less are not going to be very relevant, however a major deuterium production does. But I say, if you colonize closer to the sun you will need fewer satellites, although you will get less deuterium. To the taste of the consumer. Remember that satellites can be destroyed when they attack you. As a subsection, to start from level 23 of the solar power plant is more profitable to become satellites instead of continuing to raise it. Also to the taste of the consumer, I have them higher for reasons that I will say later.

Mines

1424/5000 If you divide what gives you a broken mine by what it gives you to the previous level, and you go up the levels, you will see that each time it produces less compared to the previous level, however it always costs 1.5 times the cost to the previous level , 6 in the case of the graphene mine), that is to say, the lower level your mines are, assuming that you have spent the same resources on them, greater profitability. How to do it?. Having all the planets with the mines at the same level, no centralization. People usually improve about 2 levels more titanium than graphene. From levels higher than 30, the distance increases to: the level of the titanium is 4 levels higher than that of graphene. This is because the graphene is increasingly expensive compared to that of titanium (rises to 1.6, that of titanium to 1.5), and that difference is beginning to notice in those levels. You can have the mines to the level that you want one with respect to others (titan vs graphene vs duty), whenever you trade by merchant or with people. If not, do not make much difference between the level of titanium and graphene. Yes, on all the planets alike. The summary of the mines is: Do not centralize, raise all levels according to their cost (titanium 2-3 levels above the graphene and the graphene 1-2 levels above the duty), and sell it That thou shalt be about deuterium; When selling duty it is better to use the merchant.

Buildings

The first thing is the solar power plant. It is related to the mines, so it is indifferent to put it in mines or in buildings. As the mines level up, you need energy to produce them, as you have already imagined. You have 3 options, the solar power plant, the satellites and the fusion plant. The fusion plant is PROHIBITED. You only have to compare what produces deuterium and what you expend energy, and what energy produces the melting plant compared to what you spend in deuterium. A waste of resources. The solar plant at low levels is the best, in theory up to level 23, to start from there is cheaper to make satellites (always taking into account that if you petan you will have to rebuild them). If you know what you do you can raise it more. I have it higher to save less for mines.

The warehouses I would have to the level necessary to be able to save on the planet the most expensive that you are going to build. In my case, a graphite mine of 102Mm, are at most 6Mm in each planet, so I have titanium stores at 11 (store 9.8M, at 10 stores 5.3M). Same with others. Maximum level of the robot factory 10 (hereinafter nanos). Maximum level of hangar 12 (hereinafter nanos). The deposit of the alliance is not especially useful. It helps allied fleets in orbit may be longer. The silo … I'm talking about that in the fender guide. The terraformer leave it to the end, for when you are going to fill the planet. So it will be relatively cheaper. Nanos. He has a pro and a contra. The pro is your utility, you make fleet buildings and defenses twice as fast for each level. The counter. I use (as I just said earlier) the buildings to store resources, so it is advisable not to be done at once. I need them to last for at least more than a day, to be able to cancel and rebuild them. If I climb nanos more levels, it is possible that a building is built that I do not want. You yourselves have to decide the level to which you want it. You can also raise nanos to a barbaric level and lower the factory of robots to save fields … personally I prefer to climb terraformer and to be unconcerned.

Research My style of game miner-bunkero has a few more things, less relevant, like this. I just do the research I need. I do not need the boost motor, so I have it at 6. (the ships I use do not need it). I do not raise basic research (the first 5) to more than the maximum level, because then do nothing. I recommend espionage up to 8 quickly, so you can see what they are attacking you. If you are going to use fleet you will need a high level of espionage, computation, military defense, armor and engines. If you are going to use a more passive, more mining style, that is not so necessary. Minimum espionage at 8 and military defense and armor. The important thing about miners is astrophysics. Astrophysics must be uploaded as much as possible, the more planets you will develop faster, and the more profitable your system will be, since as I said the less you develop a better planet, which comes to say, the more you have your resources, the better redistribution , Developing them individually less. It should be the most expensive thing in your empire. If you are doing something more expensive than astrophysics, you should upload it and colonize more planets. With the new update you should also upload the plasma technology to a pretty good level, as it gives many resources. It should also be the most expensive your empire has, after astrophysics. If it is not, upload it.

Fleet of resources (for newbies) I think this is the last. If, for example, I am saving to make something expensive, the most expensive thing you do and should be astrophysics, and I say: For the huge amount of resources that I have to store, with the defenses I have, I am afraid of being attacked When I'm sleeping-working-studying. Then, they send the cargo ships with some recycler somewhere and calculate the flight time to get you back when you are connected. You do not have to change galaxies, because deuterium comes out very expensive, you have to move if you can in the same solar system (ss), and if not (usually not), ss nearby inside your galaxy (20-30 ss ). The speed always 10 or 20%, and if you need more or less time of flight, you move system, thus you save fuel and gain precision over time. With planet fleet debris is going to shoot, since nobody makes phalanx to a random planet, and even if they did, what are they going to see? Ships of cargo and some recycle than another … nothing succulent. You can imagine that they are full of resources but honestly …. the reality is that they will not even do phalanx, your planet is empty. This should be combined with what I have explained in buildings to do expensive things. And recommendably, if you have moon, raise the resources to the moon and make the fleet from there, since the phalanx does not effect on the moons.

The flotero method to save is simpler, but of course you have to know how to use your fleet because if you blow it you're all going to fuck. You need many more cargo ships, and every day you fill them with resources (attacking-making-producing, etc.) until you have what you need to do. The fleets that you have to do in this case should be the safest, not enough with the one I mentioned before. You would have to learn not to pet the fleet. It is also useful (what I have done for level 20 of the astro, to sell titanium and graphene that save by deuterium, always at a normal ratio inside fornax (2.5_1.6_1), and then sell the deuterium in the Merchant, who offers you ratios 3_2_1. You also get a good deal by doing that.

That's it, that's the bunkero mining style in my opinion. It would be perfect to combine it with a few farms with basic fleet of ganjeos, to advance faster (nbs, acos, missiles, bbs … not much more). It combines well with a passive mining style. Fleet to pet fleet would turn you into a flotero, and the risk increases if you do not know very well what you do. See if any flotero is encouraged to make any fleet use guide. Remember that it is always much more profitable to be a flotero. More risk, but greater profitability, like everything in life.

guia_minero.txt · Last modified: 2020/01/07 19:30 (external edit)