User Tools

Site Tools


Translations of this page:
en
guia_mixto

Guide for MixPlayer Created by: Danilo13

Introduction

Before starting, you should keep in mind that this guide is not miraculous and represents only a mixed style of play that you may or may not like, but hopefully it will be useful.

I will divide the guide into the following parts:

  • Initial issues
  • Colonization
  • Mines
  • Defenses
  • Fleet
  • Research
  • Account management
  • Resources

1. Initial Issues

- This game is based on patience, being able to set goals in the medium / long term and meet them.

- There will always be someone who can petarte and break you that much work has cost you to build, but you have to know how to get up and above all be very methodical to decrease the chances of this happening.

2. Colonization

The idea is to get a distribution that allows you to dominate a large area, and at the same time allows you a fast movement of resources without large deuterium expenses.

I propose to distribute the planets in the following way:

1) Main Planet

2) The first colony we will place it in another galaxy that will be the next superior / inferior and possibly in a centered position, near the ss 250. This we will do so to be able to have a wider area of ​​granjeos at the beginning of the universe and to be able to develop us Faster.

3) The second colony has to be a twin to the Main Planet (in the same ss) so we can develop it faster and we will have a good place to make fleets in deploy mode.

4) The following colonies we have two options to place them. We can put 1 per galaxy in the central zone or we can put 2 per galaxy by placing them near X: 150 and X: 350. I recommend you put two per galaxy in at least g1 and g2 and the rest as you like.

This distribution allows us to have enormous control of the universe, once we have moons we can jump quickly from one to another. It also makes difficult the task of petting us, since if someone follows us we can always begin to make the fleet on a moon that is far from the enemy moons.

* There are also those who are placed all their planets in the same ss or very close to each other, but this reduces the area of ​​the farms and makes you very vulnerable to enemy attacks. On the other hand I think that the most important thing is that this form of game with all the planets together is very boring, maybe at first we just want to make mines and make little case to our account but in the long run when we want a little more we will regret Having set up our account so poorly.

3. Mines

There is the topic that being a miner is boring and being a flotero is the best thing in the world, I should recognize that I thought it too, but time has shown me that it is not. The mines are the core of any good account that is worth, are a constant growth for the account and its ability to recover in case of being petted. It is very sad to see, as I have seen, big tops that to be petted fall hundreds and hundreds of posts and that to not have a good production that allows them to recover they leave the universe, sadly it is the bread of every day, there is no more You go through the battles section to see the topics of: in a month the next universe opens, maybe there you have more luck or the typical too well, I do not feel like reassembling all over again, So I leave the uni and so the unis are getting emptier and more and more, the problem? That do not have mines, are put to mount great fleets and as if of a house of cards it was a wind arrives and it throws them down. In my opinion, there should be a stepped-up mine growth, setting certain goals and fulfilling them, growth must also be balanced, not having a planet with mines 28 25 24 and the rest with mines 19 17 14 to give an example, at the same Time the fleet has to keep a relationship with the amount of mines as I said, I do not think it right to have disproportionate fleets and underdeveloped mines.

The order in which I propose that you make the mines is the following (this order is taken from the guide of the good miner and retouched by me):

At all mine levels, it is necessary to complement the energy that is lacking with satellites. The first three levels I consider essential, and they are very easy to get. An account that does not have minimum mines 26/23/20 in all its colonies in my opinion is not prepared to allow to make attempts of moon and much less to have a great fleet, once we have a moon we have to combine to take more moons with The remaining levels of mines.

* As we advance our account each time the mines will ask for more resources and will take longer to write off, even taking several years. This should not dissuade them from further expansion, I suggest that you think the following: The resources invested in mines are INDESTRUCTIBLE, they are a sure way to earn points, and each increase increases daily production with what is like a big ball Of snow, each time we will increase more amount of points per day. On the other hand if we spend them in the fleet or in defense, these will not produce resources and are exposed to be broken (certainly you can get with the fleet, but in this case I mean vegetative growth of the account). Lastly, do not be afraid of the times that take things or what they cost or what they take to be amortized, this game goes among other things of that, to spend resources.

LEVEL 1 Titanium: 20 Graphene 18 Deuterium: 15 Energy: 20

LEVEL 2 Titanium: 24 Graphene: 22 Deuterium: 18 Energy: 22

LEVEL 3 Titanium 26 Graphene: 23 Deuterium: 20 Energy: 23 Nanos at level 1 in all colonies

LEVEL 4 Titanium: 28 Graphene: 25 Deuterium: 24 Energy: 24 Nanos to level 2 in all colonies

LEVEL 5 Titanium: 32 Graphene: 28 Deuterium: 27 Energy: 24 Nanos minimum at level 3 in all colonies

LEVEL 6 Titanium: 32 Graphene: 30 Deuterium: 30 Energy: 24

LEVEL 7 Titanium: 34 Graphene: 32 Deuterium: 32 Energy: 24

4. Defenses

The issue of defenses has been much debated and there are very diverse opinions, there are those who opt for huge bunkers, who choose not to make defenses, and who take a midpoint. I think that like everything in this life the best is a medium. A large bunker is an unnecessary expense of resources, the defenses do not produce anything and break, and you can not move them and even become debris when destroyed so it seems more productive to mine resources and fleet, a little Defense is fine but not over, the bunkers only slow the development of accounts.

Not having defenses makes you the favorite farm of the universe, they send you a couple of cargueritas when you are off and leave you clean and so day after day, the worst of all is that it is not noobs thing not to do defenses, many tops Floaters that are against the defenses have their planets and moons unprotected trusting that no one will spy on them or that they are afraid of them or that I leave and they leave great fortunes in them, the truth that I seem to miss a resource of the game as are the defenses .

The first thing we are going to analyze is the objective of our defense: our defense must be able to dissuade the enemy from trying to steal our resources and in our case we will keep our mines from satellites, to avoid being recycled. For this purpose we will not need a great defense, only the necessary one to make that the losses of the attacker are greater to the gains that will give us immunity.

The defenses that I propose are the following:

- At first when we are raising mines to level 1 (see mine section) we do not have to focus on defenses, we will do the right ones to avoid bartering, and always with the resources we have, some small and large lasers, some gauss etc. Once finished level one, we will take some time to leave the defenses in all the colonies like this:

Missile launcher: 500 Small lasers: 500 Large lasers: 100 Gauss: 50 Plasmas: 5 Ionic: 50 Small Dome: 1 Large Dome: 1 Interceptors: (max)

- Once finished level 2 of mines we will leave the defenses like this:

Missile launcher: 1000 Small lasers: 1000 Large lasers: 200 Gauss: 100 Plasmas: 10 Ionic: 100 Small Dome: 1 Large Dome: 1 Interceptors: (max)

- Once finished level 3 of mines we will leave the defenses like this:

Missile launcher: 2000 Small lasers: 2000 Large lasers: 500 Gauss: 250 Plasmas: 25 Ionic: 250 Small Dome: 1 Large Dome: 1 Interceptors: (max)

In my opinion these defenses are more than enough to protect our satellites, cargo, probes and production of up to 2 or 3 days (in new universes). I do not see it necessary to expand them unless they attack you several times, which I doubt, since these defenses are quite resistant to what we are going to keep, so if they want to win us they will have to send many ships to take out rent and the expense of Deuterium will then be raised which will decrease even more income and sincerely, having more simple dams out there nobody will want to bother you if you do not give reasons.

Later on you will want to draw graviton, there are many guides on how to remove it, guides for all tastes so I will just make a small mention. The defense that protects your graviton has to have a very different proportion to the one of our defense antigranjeos, has to be bigger at least in plasmas and gauss since the own satellites they do of shield.

Although we have a balanced defense, I recommend that it be done in one go and with a hangar level of 12 and a minimum of 3 nanos. Also try to do it on the quietest planet you have, some in a high g.

* The ideal of the graviton is that you have some friends with edlms and you lower it, so you have a try of moon and the thing is in family ^^.

5. Fleet saving

The fleet is the most active part of the account, our fleet allows us to move resources, and attack other empires, the one that is well balanced will enable us to be able to get resources easily and with them to continue growing.

First of all is knowing how to take care of our fleet. The fleet should never sleep in bunker, there is no insurmountable bunker and we can be petted when we least expect it. To protect our fleet when we are off we must make fleet, the fleet consists of sending our fleet to fly so that nobody can destroy us while we are not, from two assumptions:

- If we do not have moon:

The fleet must always be made to deploy from one of our planets to another and we must always send it so that we are connected 30-60min before it arrives, so if we adjust with phalanx we can cancel and save ourselves, anyway This fleet is not infallible and I recommend doing fleet in canceled deployment which is much safer.

The fleet in canceled deployment requires that we have more or less fixed schedules and as best explained is with an example, it must be said that this fleet is the safest and cheapest.

Imagine for an assumption that every day you connect to the 5 these a couple of hours and you disconnect until the following day, well, to make the fleet you have to send your ships in mode to deploy to another colony in such a way that they take more Of 24h once sent you can disconnect. The next day when you connect, they still have several hours to arrive, because you go to fleets and cancel the deployment, then your ships will be late to return as much as they were flying osease around 24h so they arrive at 5am the following day. Advantage?? With what you spent duty for the fleet of a day now you can be fleet two. Phalanx can not see deployments canceled. It is simple to do. Disadvantages ?? You will only have your fleet every 2 days. Requires a connection routine. It is not infallible

- If we have moon:

No doubt the fleet par excellence is it moon-debris, but this fleet is detectable so we will not. It consists of sending our fleet to collect debris from our moon at a low speed making it match the time of return with that of your connection. But I repeat, we will not do this fleet or we will end up losing our fleet.

There are two variants for making fleet from the moon:

1) Invisible moon-debris: consists of making fleet moon-debris normal but collecting on an inactive that has no defenses. To do this we will first attack the inactive with a probe, we will see that we won the battle but have generated “0 rubble” that although invisible serve to send the fleet to collect there.

2) Moon-colonize: it consists of once we have the maximum number of planets that allows our astrophysics to send the fleet from the moon to colonize a free position, when it arrives it will tell you that you already have the maximum number of planets allowed and will return without you fleet. (I recommend doing so the fleet).

6. Fleet

Once we know the ways to protect our fleet we will continue with its components and with the proportion of them, this is not intended to be a dogmatic proportion of how to build a fleet and is not an original idea of ​​mine is a set of ideas taken from me Experience and advice from some of the greatest players I have ever had the pleasure of meeting.

A balanced and unprofitable fleet for the enemy must follow the following ratio:

10NBs = 20 cruisers = 150 light = 30 heavy = 10 battleships = 1 bombers = 2 destroyers = 12 recyclers

→ I aside from that proportion that is to be the least profitable possible, I advise that you always have recycles to recycle your entire fleet, this is easy with the simulator: you put your fleet and simulate against a few edlm, recyclers That I put you are the ones you need.

An example of a fleet that follows this ratio is this:

Lightweight: 30,000 Heavy: 6,000 Cruise ships: 4,000 NBs: 2,000 Recyclers: 2400 Bombers: 200 Destroyers: 400 Battleships: 2,000

This would be an off-road fleet with this you can hit the tooth to almost everything, bunkers, lightning attacks, SACs, attacks to fleets without defenses etc, but it is necessary to recognize that if we are not going to have much time to play and to be looking for and prey It is better to reduce it to a fleet that allows us to get and hit the tooth from time to time to some rich flota hehe I propose the following:

Cruises + NBs + acos

In the young universes, in what still there are not great bunkers, with a fleet composed by those three ships you are the king. The cruisers have a strong anti-Stalin and anti-submarine power, the NBs provide resistance and carrying capacity and their high fires and their destructive power of ships. In addition I would vary the proportion proposed above and would leave it in:

1 NB = 1 Aco = 3 Cruises

I would basically do a fleet like this:

Cruise ships: 3000 Nbs: 1000 Acos: 1000 Recyclers: 2000

With that you are a great danger, you can hit practically any fleet, but only with help, besides being a fleet very fast and relatively little consumption. Keep in mind also that in the new universes there is much crazy of the light ones that you can petar with the cruises and also many that become mountains of NBs easily petables with your acos. With the Nbs you can give the minibunkers and take the resources without losses thanks to the great capacity of load of the Nbs

7. Researches

Investigations allow us to unlock new ships, buildings, defenses, other investigations and offer improvements such as increased combat power, more speed, etc. This guide talks about a level of the account more or less advanced so I will not give a research order or things like that, just some recommendations on specific research:

- Combat technologies (military, defense and armor) are basic and I recommend that you raise them as much as they can, these technologies change the result of the fighting think that each level of military for example is as if we had a 10% more fleet attacking And I put a practical example:

We have a fleet A composed of 1000 NBs and on the other hand we have a fleet B composed of 800 NBs. If they face the simulator gives us as a result that fleet B is completely destroyed and that of fleet A survive 660 NBs

Now suppose the same combat but with the following technologies: Fleet A has 6/6/6 technologies and Fleet B has 12/12/12 technologies. Result: tie of the fleet A remain 17 Nbs and fleet B are a whopping 311. With this we can see how a larger fleet if it has fewer technologies can be overcome. Many times, especially when we have combat technologies still low, we are more profitable to raise technologies to increase the fleet and we will get the same result. My recommendation is to get them up, having good combat technologies will get good rents.

- The engines are other of those technologies that I recommend to climb as much as possible, they imply a greater speed when attacking what gives us more security and more possibilities of success, also allow us in the case of the motor of impulse that our interplanetary missiles Have greater reach and also suppose a saving of deuterium and I explain why I say that you save duty:

Our fleet to go from planet A to planet B with X engines will consume us 20k deuterium and it will take 2h, because if you raise the engines it will take 2h to take 1h 30min for the same deuterium cost, if you reduce the speed suppose To 80% it will take 2h to go from planet A to B but as the engines go at less speed you will consume 16k you are taking the same thing and saving you 4k. This is noticed more with large fleets and in great distances but any improvement that you make of engines will save you deuterium and taking into account that to raise the motor you only pay once and that the saving is in each trip because in the long you will leave very profitable.

- Spying and computing technologies are also essential, the more spy technology you can see more things from enemy planets, making it easier to find prey and reduce the chances of stamping probes with what saves graphene. Expanding this technology also gives you more security, since the higher it is more difficult to see your fleets and your defenses with which you take enemies from above, no one will attack you without knowing that you have and after stamping a few probes I do not believe That they insist much more on spying to you unless you have something very succulent. Computer technology allows you to have more fleet slots, which entail more bouncing simultaneously, while at the same time entailing greater resource inflows.

- The energy technology in turn I do not see very profitable once exceeded the level 12.

- The intergalactic research network is totally necessary, with high levels of research, research times soar and it is necessary for an optimum growth to raise this technology.

- Hyperspace, Laser and Ionic are technologies that reach a level are no longer useful and that uploading does not bring us benefits except to rise in the ranking of research, I will not go to judge whether it is a good idea or not to expand them, to My opinion if you have resources to spare and you want to have a good top there is no reason not to expand them although it is also true that there are other ways to invest resources more productively.

- Plasma is a technology that after the redesign has become one of the best technologies, each level increases by 1% titanium production and 0.66% graphene, at level 10 is almost like having the geologist constantly ( At least in titanium), it is advisable to raise it up to 13, from that level only in very advanced accounts.

- Graviton is a technology whose sole purpose is to unlock the edlm I recommend that you expect to have a good base of mines and a good bunker before investigating it since the cost of graphene and deuterium to mount the satellites is very important and will take time .

- Astrophysics: every two levels of it allow us to have one more planet. Its only limit is the price and the time that it takes to climb so theoretically we could have as many planets as we can afford. My advice is to raise it so much.

8. Account Management

This is perhaps the part about which I researched and also the most personal part, is a style of game adapted to a low availability of time and everything has to be said, a very slow connection that has been a handicap since I started. (This part seta magnified soon)

The first is to expose the initial situation of the account, we must have the 7 planets (pp + 6 colonies). Once we have the planets we will raise mines and build the defenses, we will be the time it takes until we have the defenses according to your level of mines, once we have it we will do in each colony 10 probes and a small fleet of small freighters, enough As to transport the production of two days in that planet, once we have them we will have to expand the fleet of cargoes in each colony according to the increase of our mines and therefore of our production. The system is very simple and systematic, every day before disconnecting we will send all resources from all the colonies to our planet alpha, a planet with a moon (the ideal) that will be the planet where our fleet is normally, or The colony where that day is directed the fleet in case of fleets to deploy. We have to send the transport at a low speed, so that the cargoes return to their home planet shortly before you connect again, with this you get 3 things: that your freighters are flying longer and therefore more Time, you can also save duty by sending them slower and lastly delay the collapse of the warehouses in the destination planet of the resources with which you get that the mines are producing more time, with which you gain more resources. When you connect the next day you will have a mountain of resources on the alpha planet, those resources have to be uploaded to the moon as soon as possible (if we have it) so we get the mines of the alpha planet to produce again and you must send the resources with the fleet . The idea is to go every day collecting the production and once we gather the necessary resources to raise a mine, are sent to the planet where the mine will be expanded and will continue to save for another. Whenever possible you will spy on the neighbors and get paid, the extra resource inputs will allow us to grow faster, also the normal thing is that about deuterium and titanium, so I recommend looking for a flotero to sell usually deuterium (which Is known as gas station).

With the production of mines, farms, sporadic fights and the sale of deuterium, more or less rapid growth is guaranteed.

9. Resources

I divide two different entries of resources that must be invested in different ways:

- Production of mines and sale of deuterium: these resources are of constant input, they must be used in raising mines and investigations. By doing this we guarantee a constant and secure vegetative growth, we will get points that we will never lose and that will increase the production and the value of our account day by day.

- Granjeos and petadas: these resources and I spend them in ships, the best thing is that nothing more to get spent on the march in the hangar so as to gradually have more fleet. The idea is that we have more time to play, but we can earn, so we can do more float and attack bigger things, is a circle.

Of course, the initial fleet has to be made with the production of mines, but it is necessary to try as I say to spend the production in more mines is to make us to the idea that those resources are untouchable, they are investment for the future. I also recommend that when a big blow, such as 20% chubby or a HoF are used in mines and / or investigations as we will have many resources together and we will be easy to expand. Finally, I also recommend that even if the resources used in the fleet are used, a portion is always destined for mining.

10. Final comments

Well this guide could be said that it is my farewell and because of personal problems I will have to leave soon, I would like to dedicate it to all those great players of whom I have learned so much and that when I was a noob with greatness, they taught me with patience and without Ask for nothing in return: Pelopincho, eNanorZz, Ashura, Carhirion, Aoshi, Hirudo, Cobete, Celti, Faigo, Mcleon and rest of acquaintances and friends goes for you. I hope this guide helps and they can learn something from my humble experience, but I will continue to improve the guide and update it whenever I can.

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