Conquest ~ Resurgence WithinEdit
This guide has been repeated edited with both useful and childish information. Use your mind to consider what is written.Edit
Try the most advanced strategy 2-D Space Game on the Interweb: Conquest (click here)
Creator Tim Drester.
- You've just logged into Conquest and have no clue of what is going on. You'll see a Chat box in the lower right corner, 10 Buttons on the top row. 7 larger buttons on the bottom left, and 5 resources on the upper left of the screen. These will all be explained in this tutorial.
- Early game strategy is focused on gaining resources required to become a powerful fighting force. Even if you simply want to fight, first build up resources to make yourself strong. Initially choices for gathering resources are limited to placing stations. Spreading out your station locations increases options for collecting resources faster and staying alive.
- Advanced game strategies vary (and the game keeps changing) yet everyone has the same needs in early game. For this reason this guide is focused on getting started. Improving your understanding of the game will improve your being able to get things done.
Different types of celestial bodies:GRAY MOON OR ASTEROID: These provide highly sought after ore which is required to upgrade stations. In early game you will want three Ore moons for every Credit planet.
STAR: You'll ONLY need energy for fleets. Stations generate excess energy. Skip stars while under Player Protection as these heavenly bodies are more heavily contested by advanced players.
YELLOW PLANET: These provide Crew which are used to build ships or trade for other resources. This is best skipped when you first start playing. To be blunt, you are initially too weak to really fight; focus on the things that actually make you stronger. You will never need crew planets if you are hunting aliens, using a White Dwarf, or increasing the technology that gives extra crew.
BLUE PLANET: These provide you with Credits. Costs rise for each succeeding research upgrade. Look for the Theta version of these as you explore. Often enough they will be empty.
THETA: These provide you a BASE collection rate plus a bonus of +250 more resources per hour. Begin to move to any empty ones as you explore. (Stay away from theta energy stars while under player protection as there are other things you more urgently need.)
OMEGA: These provide more of a bonus that the THETA. A new player in a strong alliance could realistically hold on to one of these as long as it is not a highly contested energy star. (+600 resources per hour)
WHITE DWARF: These Provide you with EQUAL amounts of EACH of the four resources. These are just as highly sought after as OMEGA'S. These are more beneficial to those who have not built up the resource producing technologies.
GAMA : More of a bonus than the previous two types. (+900 bonus resources per hour)
NEBULA: This type of celestial body is new and are highly contested by players.
DELTA: These are a highly valued commodity; you can expect to fight to be able to hold it. They provide a +1200 per hour bonus of a particular resource.
LAMDA: This class of celestial body provides +1500 per hour.
KAPPA: Lastest and greatest celestial body.
COMETS: These fly around in space at random. They supply platinum based on the number of ships in your attacking fleet. (This yields up to 20 platinum per comet.)
Platinum: When you join the game you have a "Set amount" of platinum. Tim D, on occasion has been known to "gift" players a bit of platinum every now and then as a way of apologizing for something having gone terribly wrong with the game. Platinum is used to either express build ships, stations, or move a fleet or station in a hurry. You accomplish this act by pressing the FINISH NOW button next to the item you want finished in a hurry. Use it very carefully; better yet save it until your in battle with other players.
Platinum be purchased either through doing several of the "offers", by spending money via pay pal, or by catching a comet with your fleet. Now why would ANYONE want to spend any REAL money on a Facebook game? Some players will every few months drop some cash down to help the creator make the game better and show support.
Question: What do you need to know about building stations?
On the lower left of the screen you see the 7 buttons, and just above that is another box that says "Power:" "Power Level" is an evolving representation of your game play ability, and is in constant flux.
Building stations, lets click the Build button, the one that shows a picture of Planet on it. The box that pops up shows you what type of stations are available to you. In the upper right corner next to the X is a link labeled 'Increase Max'. Clicking that tells you how many upgrades to your stations that you need to able to build another station. Station type does not matter, ONLY the upgrades are counted toward this total.
Resource Station. Place this station on a heavenly body, and it automatically gathers resources from various heavenly bodies (ore, credits, crew or energy). Stations also automatically produce energy.
Ship Yard. It allows you to build and LAUNCH ships. You will want to build a lot of these LATER ON in the game. While your under player protection, you really do NOT need more than one Ship Yard. You can not launch a ship from a station until 5 days after it is built. New players need not waste resources building more than one because your need for other stations will be greater.
Silo. The silo allows you to HOLD your gathered resources. As of this writing you will need 8 silos to reach maximum station and technology levels. (This may change when the game upgrades.) During the early game six silos will be enough.
Research Station. This station allows you to lower research time for your technology improvements to your stations and ships. Build and upgrade at least 5 to 8 of these stations during your first month in the game.
Trading Stations. You need 1 and ONLY 1 of these. Upgrading the station will lower your cost ratio for trading resources. Your exchange rate starts at 30% and can be increased to 60%.
Factory Stations. This station makes parts used to speed up station construction. It requires having first built up several technologies to effectively implement. It is the last thing to worry about in the first month of play.
You can only make one type of part regardless of how many factories you have. These are exchanged with a variety of people for dozens of other different parts. (Different upgrades require different parts.) Parts must be brought near a station being upgraded. Slow cargo ships store and transport parts. If you build stations near your source for parts, then newly constructed stations must be able to travel to where you would use them. You must defend a vulnerable and well known (by your enemies) trading alliance location. It helps most when you have raised several technologies. There will be more information about factories later in this guide. (Read the in-game help for the complicated details.)
Once you have built a station please click on it. This brings up a box with 4 selections. Dismantle (destroy the station), Upgrade, Unlock, or Stop (stop it when it is moving). Clicking the upgrade button brings up the station details. Unlock is used later on when you have a factory. Skip this for now, and focus on 'Upgrade'.
Click on the station to learn more about the mechanical abilities of your station. You will see a "+" Sign and an amount of ore it will cost to upgrade that particular part of the station. Currently you can only upgrade each part of your station to level 20.
Building up these upgrades give you points which allow you to build more stations. Each upgrade counts as one point while 'Hit' counts as two points.
HIT POINTS, this increases how much damage your station can handle BEFORE it is recycled. (Recycled, an in game term for your stations being completely destroyed. It actually is not destroyed, but completely damaged and non-operational. It is moved back to your starting point.)
HULL, upgrading this increases the amount of UPGRADES this station can take. However you really do not need to upgrade the HULL LEVEL past 8 (9 for Shipyards only).
ATTACK & DEFENSE, these determine how well your station fights when attacked.
Each type of station has a different special ability: Collect rate, Fleets, Research, Resource lev, or Trades.
COLLECT RATE is the speed at which your resource station will mine PER HOUR. White Dwarfs allow a full collection benefit up to level 12. Levels above 12 have a decreased benefit. (Above 12 the collection rate for a each level increse is divided by 4, with 25% increase for each of the four resources.)
FLEETS increases your number of fleets and the speed for building ships. The maximum improved rate is 0.58 seconds per ship. This will require eventually building (fleet = 217) at least 14 stations. Extra stations help because attacks by other players can disable your stations, which temporarily prevent those from increasing your fleet bonuses. This is not as important to raise early in the game.
RESEARCH increases the speed at which you research new technology. This attribute increases the number of technologies that can be researched, and the speed at which research is completed. Station research level can only increase it to 20. Once your research overall total points (across all research stations) goes above 6, you get a bonus percentage of your Tech upgrade being 'X' percent already complete. The current maximum is 'X' equals 75 %. Speed matters because it takes several days to research new technology at the higher levels. This is the third most important attribute to raise early in the game.
You can build 8 research stations for the research maximum bonus of 75% using upgrades to level 18. Some folks prefer 7 stations at level 20 for 75%. (Build 8 stations at level 20 in case of attacks.)
RESOURCE Lev effects how much you can store. The total amount of resources that you can store is determined by your silo 'resource lev' and your storage technology ( called Nano Tech ). The wise player will raise both of these as high as possible early in the game. This is the most important attribute to increase early in the game.
TRADES defines the exchange rate for trading. At level 10 you get the maximum exchange rate of 60 for every 100 of a resource in trade. Players under Protection ought to trade away heavily their energy and crew. The earlier you get to 10, the better off you will be. This is the second most important station ability to raise in the beginning.
Logistics (storage and exchange rates) count in any military operation. Pay attention to this early, or pay the price.
Now then by now I am sure that you have noticed the 'Build' button in the lower right hand corner of the screen. Clicking it brings up a box with tabs numbered 1 to 7. Lets go ahead and click on #1. The current cap on technology levels is 27, yet early game your guideline target is 7 to 10. (Research speeds up gains in technology.)
Design Specs. Design Specs allows you to build better ships. Players must reach level 10 in order to be able to use the seven basic ship types. New players are wise to primarily focus upgrades on two technologies: Design Spec and Nano (explained below). Design Spec should be increased to a bare minimum of 7 (for turrets), and as soon as possible level 10. (In mid-game you will need 14 for Juggernaut Class ships.) Reaching level 10 should be given a MUCH higher priority than improving the ships themselves. Your best defense in the long run will be turrets. (Low energy costs yet effective deterents.) For ship to ship combat Destroyers and Collosus are effective. A common new player mistake is thinking you can actually defend yourself when you can't even build these stronger and faster ship types.
Side Winders. These are for Attack Strength of your Collosus ships and are strong in battles. If you pick Collosus over Destroyers, this is a priority after Design Spec and your storage (Nano technology) . Some use this to begin combat with aliens or defend.
Shielding. Shielding is ONLY for the Ship Yard Defenses. It is important for mid-game development. Some people may attack Shipyards first, so that you can not launch ships for a counter attack.
Flares. Flares are a "defense" for the ZINGER class ship only. Using Zingers to fight is like bringing a bat to a gun or bomb fight. Sure, you can bring a bigger bat, but.......
Lasers. Lasers are an attack ability for Crusaders. Upgrade if you will use these ships in combat as a joke. If you are serious you will already have moved on to the next technology.
Laser Guided Nav. This is the attack method for the Utility class and Cargo ship. Utility ships are designed for general all purpose duty. This is the second fastest ship and have moderate combat toughness.
Helix Mountings. This is a Defense method for the Colossus class ships. Raise this to at least level 7 early on if you pick this ship over Destroyers. (It is wiser to focus on just one of three: Collosus, Destroyers, or Utility Class.)
Fiber Optics. Defenses for the Silo Station. This is a mid-game MUST UPGRADE item, as many pirates choose to pound these fast and furious to steal resources. Don't expect upgrading any stations will help you much if you have not first upgraded combat technologies for ships and turrets.
Reinforced Armor. Defenses for Research Station. Low priority for upgrade. Remember that early game you want at least 7 or 8 of these stations, and will keep them past the first two years of playing this game.
Reinforced Circuitry. Defenses for Trading Station. Upgrade when you have extra credits and nothing better to spend resources on.
Flight Schools. Defenses for Destroyer Class Ships. Upgrade when able if you use these over Collosus.
Mistifier. Defenses for the Utility Class ship and Cargo ship. Put resources into this one early. This is a higher priority then Zinger technologies.
Phase Amplifiers. Attack Strength for Resource Station. Upgrade as you can during mid-game. Remember that while early game you want these stations, in mid to late game you may have few (if any) Resource Stations.
Cerebral Interface. Defenses for Swinger Class Ships. Upgrade before you can build these ships because you will want these fastest of ships.
Nano Storage. Nano Storage is one that you will need to upgrade VERY VERY EARLY ON in the game. Nano storage allows your silos to hold more materials and to develop more rapidly. Consider a top priority raising Nano technology to a minimum of 7. Gathering resources while you offline lets you keep building longer during your next gaming session.
One measure is whether or not you can store more than your Resource Stations collect in one day. Another is: can you store enough resource for your next upgrade? After level 10 you might slow the frequency to at least one in six or eight upgrades. Some favor having fewer non-combat targets, aka silos, to store the same amount of resources. If eight silos do not store what you need for your highest station upgrade, then your Nano level is far too low. (Consider silos feeding stations for your enemies; do you want to be Buff or Buffet?)
Reinforced Steel. Increased defenses for the Resource Station. This seems important yet remember that a determined enemy WILL destroy your stations. Repeatedly. (They are not really destroyed but 'recycled', meaning later they re-appear someplace else minus some of your resources.)
Phase Amplifiers B. Increased attack strength for Ship yards. In mid-game this will be important to develop because others will attack your shipyards first to prevent you from fighting back.
Phase Amplifiers C. Increased Attack strength for Silos. Upgrade this one when able. Do not make the mistake of thinking you can stop an attack from a strong player. Strong players destroy/recycle other strong players all the time; you're no different. (Well, ok your weaker.) It will protect you from 'noobs with attitude'.
Phase Amplifiers D. Increased Attack strength for Research stations. Go down fighting!
Phase Amplifiers E. Increased Attacks for Trading Stations. Do this one when you have little else to do. (For example, after all of your important ship technologies are maxed out.)
Increased Que Size. The higher your queue size is, the more ship you can buy / queue up to build at one time. This matters when you are building larger and larger fleets. You must be in middle or late game to really be able to support the energy demands of a large fleet. (Increase one out of every dozen upgrades to level 9.)
Increased Que Size B. This is the same as the first, and allows more ships to be queued then previous.
Lasers B. Increased Attack for Zinger class ships. Compare other ships with Zingers BEFORE deciding on your strategy. One might use logic to decide fleet strategy and whether this is really worthwhile.
Lasers C. Increased attack for Destroyer Class Ships. This is also useful for combat if you pick Destroyers.
Lasers D. Increased Attack for Swingers. Yes, this one is important.
RS Thrusters. This upgrade is going to save you time and headaches if you plan to keep farming resources. This upgrade speeds up your Resource Station movement from one place to another.
SS Thrusters. This technology speeds up your Ship Yards & Silos movements.
RT Thrusters. This speeds up your Research & Trade Stations. Leave this alone, unless REALLY bored.
ZC Thrusters. This upgrade speeds up your Zinger, Hercules, and Colossus speeds. Please note that a upgraded Zinger (Thrusters at tech level 21) is still slower than a Swinger without any thruster upgrades.
CU Thrusters. This useful upgrade is for Crusader, Utility Class, Cargo and Juggernauts speed upgrades. Utilities Class ships are important for a variety of purposes. Utilities are an effective early game ship for 'speed' and staking your claim on better resources.
DS Thrusters. This upgrade speeds up your Swingers & Destroyers. Speed is best increased after you have increased attack and defense for your attack ship of choice.
Solar Energy. Increases your solar energy collection. This is a mid-game must. It gives you a extra source of energy similar to a resource station. Other technologies are far more pressing during the early stages of the game, yet this remains a second tier priority. Level 25 is perfect goal and yields 9 K energy per hour. Level 26 and 27 only yield another 200 per hour (each) and are not likely worth 740,000 credit cost. (It will take 77 days just to break even.)
Reinforced Grating. Increases defense of your turrets. Absolutely needed if you want to actually defend your stations. This is an important upgrade; one of the most important early game defensive upgrades.
Charged Plasma Blast. Increases your turrets attack power. Absolutely needed if you want to actually defend your stations. It can wait until Player Protection ends.
Neural Cognition . Increases Crew collection rate for an extra source of crew. Other technologies are more pressing during the early stages of the game, yet this remains a second tier priority. It will completely eliminate your need to occupy a Crew producing heavenly body by level 15 to 21. (It depends on how often you hunt aliens for resources.)
Enhanced Communication. Increases Credit collection. This is one of the more pressing technologies early on.
Geometric Mining. Increases Ore production. You will quickly realize that you very badly need ore. This technology provides over 9 K ore per hour at maximum level, yet even at lower levels it is quite useful.
Lasers J and Reinforced Circuitry J IF you do not level these attack and defenses for Juggernaut ships, save yourself pain and go play farmville. (You can NOT effectively build these ships until mid-game so resist temptation of putting anything into this while under Player Protection.)
'Phase Amplifiers F ''''and Reinforced Circuitry F Attack and Defense for your factory. This is a low priority because Factories are commonly located in defended trade alliance zones.
Cargo Nano Storage For factory owners this is a helpful technology. This too can wait until after you have an active Factory. Gaining level five lets your non-cargo ships store more platinium when catching a comet. (Level five is easy, may be all you need, and can be done in one game session.)
Collection Maximizer This further increases your solar energy collection directly from celestial objects. It boosts the amount of energy being collected. This greatly benefits that those farm energy.
Lasers H & Flares H These two technologies are for attack and defense for Hercules ships. These are not useful for hunting aliens; save these for mid-game combat strategies. Some players prefer to use Hercules against Turrets. The downside is that these are weak against Destroyers. Collosus are more universally useful for aggressively attacking your enemy. Your enemy will quickly learn to mix in their own Collosus and Destroyers. People rarely defend with only turrents.
Flight Recorder This is required mid-game to really build up your Commanders. Consider this one one of the more important ways that you can increase the attack / defense for all of your fleets.
SHIPS AND FLEETS:
Now on to the next button: SHIPS. It's got a Ship as an icon. Clicking it pops up a larger box. On the top it says "Buy Ships for your fleets."
Ok, lets start this off with the most COMMON questions:
What does Speed, Combat and Eneff mean?
Speed and Combat (attack strength) are obvious. Eneff means the energy efficiency of the various ships. (higher is better)
How do I build a ship?
Click the button under the type of ship you want to build. You can ALSO change the amount of ships to purchase, by changing the value next to the build button. Click the build button and your ships are being que-ed up to build.
What makes up a fleet?
Any number of ships constitutes a fleet. A single fleet can have multiple ships of various types.
How many ships can you have in a fleet?
A fleet is as big as how many ships you put in it. The number of ships is unlimited, unless you 'Assign' a Commander. Click on the fleet to 'Assign' or create Commanders.
What are Commanders?
Commanders increase the firepower of any fleet they are assigned to command. (In game 'Help' button has a chart.) The increased firepower is the trade off for having a limit on fleet size.
How soon do i need Commanders?
You can wait (or not) on Commanders until you start sending out fleets to hunt aliens. Think ahead of time for several cool sounding names, because you can not change them.
How can I level Commanders faster?
Hunting aliens (who don't fight back) or other players will increase their combat ranking.
Starting from the top of your list, always assign the highest 'unassigned' Commander to a new fleet. This will result in one or two that are ranked much higher, yet one need not be concerned. More important is to have at least one or two Commanders level more quickly toward a combat bonus of 70.
One can also train Commanders by building a fleet to start out with a mix of several hundred weak Crusaders or Zingers and a stronger type ship. Send a weak fleet of (say 500 ships) into battles gives Commanders more experience. Strange, yet true. Experience is based on how outgunned your fleet is, and number of fleets lost.
These weak ships get quickly destroyed (more experience for your Commander) while your stronger ships keep hunting aliens and brings home the Octo 'bacon'.
Why would I want to hunt aliens; they aren't bothering me?
Hunting aliens yields resources and Commander 'training'. This translates into an increased attack bonus for fleet strength. You will want your ships to have their attack/defense increased to at least 5 or 7 before you begin hunting. The variables which allow you to successfully hunt will also include the number of ships you build, the types of ships, and of course how much technology you have researched. Experiment with different mixes of ships for your own best fleet.
SHIP TYPES: Zingers are a small fast ships, as you will note by their Speed, Combat, and Eneff listings. While they seem fast, they are weak in battles, but use a significant less amount of energy then other ships. These ships are good for new players to initially explore the vastness of space while under protection.
Collosus. The Collosus is one of the better ships available for attacking stations or hunting aliens. But looking at their stats, you'll notice that there is a LARGE sacrifice: low speed and high energy use. Please compare combat strength with other ships.
Crusader Class Ships: One of the most energy efficient ships available, and the fifth fastest ship. It is much weaker than Zinger class ships. (Cannon fodder - google the term if needed. )
Utility Class Ships. Compare the speed and combat strength with Zingers. Energy use is moderate. These ships are important for exploration and moderate combat. No upgrades are required to use for exploration, yet increases to speed will benefit also Juggernauts. Combine these with Collosus or Destroyers to speed up hunting fleets.
Destroyer Class Ships. Speed, while only moderately better then the colossus, their combat is also moderately lower then the colossus. Their energy efficiency is moderately higher then the colossus. Again mix a few of these in a large group to help offset the other ship types.
Swinger ships are the fastest ships. A Swinger with no speed improvements is faster than a Zinger with speed improvements at level 21. Adding these to a fleet of Colossus will offset the slower speed of the large fleet. Some people suggest using a split of colossus / swingers: 50 / 50 or 60 / 100.
Juggernaut Class is the strongest type of ship. It requires you to hunt Titan aliens for their j-core star drives. Look at this ship anytime you question raising your Design Spec higher.
Hercules ships are super effective against Turrets, yet are very vulnerable to attacks by Destroyers. These ships introduce more strategy over brute force in your fleet deployments. Even farmers must fight back yet these are not a good choice for defense. These ships are strong for attack (turrets) but weak for defense (destroyers). Once you enemy sees what you are using for defense, they will not attack you with turrets, but they might use destroyers, if you foolishly defend with Hercules. Hold off on these until you understand a reason you would use these in place of effective ships like Collosus.
Experiment and use your experience to figure out what works best in different situations. Different people have different opinions. Do your own experiments.
Some people compare ships and pick ship 'a' over ship 'b' because it costs less crew to build, or uses less energy per hour. They forget to consider comparing the ships on a per 'attack mission' basis (use over time).
For example ship 'A' costs less to build and fuel, yet takes 7 days to get someplace. Ship 'B' costs more energy (and crew to build), and makes the same trip in 1 day. It would complete more attacks in a week.
Sure, ship 'B' is using more energy per hour, but it completes an attack mission in fewer hours. (This means less energy per attack mission.) It could complete several more attack missions in the time it took the other to complete one mission. This means ship 'B' would in the longer run use less energy and crew to get the same amount accomplished.
In the same example, if ship 'B' was 'tougher', you would lose fewer ships over time. Despite getting less experience in a single attack, one will still cumulatively earn more attack experience for fleet commanders. This is because the fleet in which you put ships would complete more attacks before being fully destroyed.
Why do you care?
Because it would stay alive longer and out there fighting. Some select a mix of weak ships in fleets because it gives a higher amount of experience for the commander. The more ships that get destroyed, the more experience a Commander gets. However, you may also want part of your fleet to keep hunting and gaining resources.
When I mix in stronger ships and go alien hunting, I still get experience. It is less experience per battle yet my fleets get to stay alive for more battles; they keep hunting and bring in more resources.
In the end I lose just as many ships so I get just as much experience. However, a larger fleet will lose fewer ships per attack, so in the end one larger fleet will bring in more resources than you would get by starting out divided several smaller fleets. Find your own best mix.
PLAYER PROTECTION. When you start the game, you have 14 days to build up your technologies and resources before you are "released into the wild." DO NOT under any circumstances end your protection early. Your going to need all that time to build up combat strength.
HELP : Lets click the Help button. This help / FAQ section is a very LIGHT bit of reading on the game. It has some useful facts. Consider this must reading at least one time, including the new in game player guide. Some do this when waiting for upgrades.
ITEMS : Lets click the items button. When you PURCHASE platinum, you get some "bonuses" for the purchase. Those bonus end up here. Just waiting for you to click which ones you have from your purchase. These items are added to your resources. J-cores are also tracked under items.
ALLIANCE : Lets click the Alliance button. Clicking the Alliance button brings up 2 boxes; 1 within the other. The first box shows you what if any alliance you are a member of. Top Row of the Alliance box shows several buttons.
Create button: This is for those of you wishing to CREATE an alliance of your own instead of joining another existing alliance.
Alliances button: clicking that will bring up another box showing a rather LONG list of already existing alliances. In which you can petition to join an existing alliance.
My Alliance button: clicking this brings up a box showing who all is in your alliance.
Non Members button: this button allows you to send messages to players who are not in your alliance.
Message Non Members button: This button does the same, by allowing you to send a MASS message to all non members ( I do not recommend ever using this button as it will likely get a lot of people upset with you.).
Add button. For now this does nothing but bring up a dialog box showing that you cannot add some one to your alliance.
Alliances are described in more detail later in this document.
LEADER : The ever abused Leader button. Clicking on the Leader button brings up the Leader board of the game. Only the top 2000 players are shown. It tells you their level on the board, their name, their alliance, and their power thrust level. Power thrust level is in constant flux as one's ever changing number of ships constantly changes this value.
PORTAL: Clicking the portal button brings up a window that gives you a link that you can post most any place that gets a lot of traffic.When people that fly through "your portal" and join the game you get platinum.
TRADE : On the top left you see a button that says Trade. This lets you trade 1 resource for another, but at a cost. The current maximum return for a trade is 60%. A trade of 100 ore for Energy you would get 60 energy. Again that is the maximum applies ONLY when you have upgraded your trade station that far.
HIGHLIGHTS : Highlights put a square around everyone, which are VERY HELPFUL if you think you have an enemy hiding under 1 of your stations. This happens from time to time and highlights is the easiest way to find out.
REPORTS : Reports lets you see reports of ship / station movements, as well as attack reports. Attack reports are best saved by taking a screen shot, and saved to your computer with a time date stamp. Check these to monitor for attacks and other events that happened while you were logged off.
FEEDBACK: Feedback gives you the ability to send feedback to the creator of the game.
JUMP TO : This button brings up a SMALL box that you input coordinates into. This allows you to change your screen view ("jump") to those coordinates that you input. It DOES NOT move any stations or fleets.
MESSAGES: Messages is a Private message to other players ingame.
SCAN: Scan button lets you "scan" the LOCAL area. Try it out, often.
FORUM: Forum is just that, a web based forum.
+ button. This one is the best one aside of Jump to. Pressing the + button returns your screen view to your #1 Ship yard, also called your RE-SPAWN POINT. When your stations get "recycled" (destroyed), they re-spawn at this point. (Sometimes it takes you to your log on view.)
RESOURCE COUNTERS: Immediately below the 'Trade' and 'Highlights' button are five counters. (The numbers next to a picture of a resource.) Click on one of these and a 'Your Daily Stats' box opens up. Please click on the numbers in the first row of the column labeled 'Energy'. For now just be aware that this functionality exists and provides useful information. Once you understand the game better, so too will you better understand how to use this information.
Successfully attacking aliens will provide you with resources and experience for your commanders. Advised that you 'Conquer' the other alien types before starting on Octos. These are the types ranked in order of difficulty:
Ubola: Small, grey blips, they are the easiest to kill and pay out the least amount of resources. They are a good starting test for whether or not your ready to take on aliens.
Oberist: Looking like a turkey strapped to a balloon, these are highly sought aliens, as they are fairly easy to kill and pay out a good amount of resources.
Titan: Looking like a small ship, these aliens also pay very little in resources. They provide j-cores which you want want to accumulate for Juggernauts Class ships.
Octo: Green octopus, these aliens are the toughest to kill, but the resource and commander experience reward is substantial.
Where are the aliens? Aliens re-spawn in a random spots in the Universe (and less often along the edges of the game). Repeatedly scan many locations by spreading out shipyards.
Where are the aliens NOW? Click the 'Aliens' button and enter the coordinates for one of your fleet. Scroll this list down and you will find Titans for j-cores or whichever alien type you want.
Where is the Alien Hunt week leaderboard? This 7 day event is not on a published schedule. Many players participate and there are prizes (J-Cores). Each alien counts as one point. Different players have different opinions about selecting targets, yet you will form your own ideas with experience hunting.
Alliances are a group of players that gathered with similar mindsets or attitudes about the game. The official types don't usually mean much in practice, yet it might give something to think about in terms of common player styles.
These official alliance serve for political and military purposes. These are the names you see listed on the screen, and effect game mechanics. For example, I can set my turrets to defend my alliance members from attacks. My alliance members appear as color yellow; everyone else is red.
There are training alliances, which will give you practical help in game to strengthen your position. If you prefer to work by yourself then it may not be for you. However if you are willing to be guided and protected during your first weeks or months of play then you may want to investigate these more.
Some alliances are GATHERERS. Meaning they gather up every resource that they can. While it doesn't mean they get to hold it permanently, heavenly bodies and resources are in their minds "their property." These players TYPICALLY have many Silos and Resource Stations. They are more commonly referred to as FARMERS.
Some alliances are Warriors. Meaning they like combat. These alliances prefer to trade off the resource stations for extra ship yards to gain more ship launch sites. Thus allowing them the ability to launch multiple fleets simultaneously on several targets.
Some alliances are Expansionists. These alliances tend to be a combination of the above approaches. They have the mindset that everything that they see is their, and that other players MUST join with them for "safety."
Some alliances are Defenders. These alliances are typically small and do not much care for wars. However if attacked will defend their position to keep what celestial bodies they hold.
These are the many types of alliances in the game, however there is one that is a mix of the Warriors and Expansionists called Pirates. Pirates have a nasty habit of making a Non Aggression Pact (or NAP) if you will, with another alliance, and then they will go on a hunting spree of that NAP'd Alliance. They hunt their targets for the resources that others have gathered.An unofficial type is referred to as a trade alliances. Basically these are a group of players that have parked factories in the same location and cooperatively trade parts. These partnerships are made of people from various official alliances and 'usually' agree to not fight. (Of course if you are not part of that trade partnership and your enemy has stations you can destroy...... Now, in real life history did military planes ever bomb factories?)
Trading alliances move. Shared Logistices went to (1417, 1330) at one point due to attacks. (627, 1239) and (990, 1180) are the locations of other groups..Ask around for other trade zone locations.
When thinking about joining any alliance, there are A LOT of options to consider. Do you join the biggest ones, just for shear numbers, or one of the strongest, or one of the smaller ones (to remain low key), or join because of it's name?
Much more important then what labels you put on the alliances is whether or not they are active and do they work together for a common goal. The mechanics of the game is well understood by experienced players; the question remains whether or not an alliance can actually work together, execute their strategies, keep on following through, and use Diplomacy to gain the cooperation of other alliances.
Your BEST BET is to watch Global Chat and get to know the "major players" in the game. The other players will more often then not get you to think about what type of player you want to be, and subsequently that will help you decide on which alliance to join.
Think about how you like to play. For example, are adverse to being attacked or do you thrive on battle. The name of an alliance does not really mean much in the game. It's just a flag that the players carry with their names. Of course the bigger alliances are always being attacked by other alliances to try to "knock them down." Do you want to constantly be involved in wars? (Different folks will have a different answer.)
So keep that in mind when joining an alliance. One important aspect of being in an Alliance is that it will effect the diplomacy behavior of other players. Please take your time to decide.
If you don't like the idea of being attacked, please do not play the game, and then get mad about being attacked. It IS a war game with elements of romanticism, humor, honor, diplomacy, and combat.
When you start out, you will have several celestial bodies around you (hopefully unoccupied). Build on them if they are unoccupied. FIRST look for ORE the mighty king of resources and build a resource station on it. Ore is used to build / upgrade stations.
You can get ore from resources moons / asteroids, from achievements (bar at the top of your screen), trading (crew and energy should be constantly traded by new players), and later hunting aliens. For the first month you are a farmer; it is a Hobson's choice. Be a smart one so you can move on past this stage.
The primary goal in early game is improving your ability to gather resources if you want to become an effective combatant.
Once you have a resource station, build only one each of a silo, trading station, research station and a shipyard. The shipyard gives you fleets to explore space and build more resource stations. Build only more resource stations and silos (for storage) during your first week.
Focus resource stations only on ore moons and credit planets. Credits pay for tech level increases. Look for a 3:1 (ore/credit) ratio. Your initial goal for resource stations will be at least nine ORE producing planets and at least 3 CREDIT MOONS. (AFTER you are strong enough to hunt you may move your resource stations over to energy stars.)
Keep replacing regular moons with Theta planet/moons when you find one open. Raise your collection rate to 4. (Compare the build costs with the amount of resources that you get for your investment.) Moving up to four give the best resource collection rate increase. You may also decide to disband and rebuild elsewhere.
You will notice we don't talk about factories. This is because new players just can't effectively use them at this stage. You will need to invest both technology and station upgrades on factories distracting you from more important upgrades. (The point is to upgrade faster, so really your factory really should be built close to where you will use it.) Go ahead and build one if you don't mind dismantling it once you realize your error.
Nano Technology and Design Spec are very important, yet so are Enhanced Communication, and Geometric Mining. Right behind these technologies (time permitting) are Solar Energy, and Neural Cognition.
Crew planets and basic energy stars are easy to find for a reason. Ignore these under player protection. You can always move a RS station later if really needed. This is before you even put any resources into the 'Neural Cognition' (aka crew) or 'Solar Energy' (aka energy) technologies. A White Dwarf yields all 4 resources and will provide more crew than you need.
Click on empty space and drag and drag the screen in which ever direction you choose. When you come across a planet or star or moon that is UNOCCUPIED, click it and press the MOVE button, then click on that single ship fleet you wish to move. (Try 'jump to' button for random locations.) Once your ship arrives, you can build another station. Once built UPGRADE that station.
You do not want to put 2 resource stations on 1 moon. It degrades BOTH stations collection rate. Stations collect 100% of a resource, divided by the number of ships collecting. When you build on another player's moon, you decrease THEIR collection rate, which significantly increases the percentage chance that you WILL be attacked.
Take any theta planet or moon you can find; they are relatively safe. Generally only other new players will compete with you. Just don't argue over it at this stage. (You can kill jerks later once they don't expect it and you have the muscle.)
You may even be able to pick up an empty Omega heavenly body. I would say take it. Even if you only hold it a few days, you are still ahead in resources. If you only want to be a farmer, stay with only Theta and Omega heavenly bodies. (People might leave you alone to quietly build.) More experienced players will not be interested. It will then only be your "politics" in general chat or alliance that will get you attacked.
Stay away from Theta Stars for your first month. (Do use anything else Theta or Omega that is not a star.) Forget energy stars until your combat ships are at least attack / defense 7/7. If your not powered up, then you are wasting time by: (a) chasing heavenly bodies that you might not be able to hold, and (b) not taking locations that are of greater benefit. Your stations and Solar Energy technology already generate energy.
Once someone has put a ship on a heavenly body, it is commonly considered 'claimed' for 24 to 48 hours. Different players have different ideas of how long. Just bear this in mind if you build on a planet that someone placed a fleet on first, OR you are long delayed in building. Sometimes talking politely will buy you more time, or the other player might decide to simply build elsewhere. (This can happen if they have another place to build, and you have shown proper respect, or somehow given them reason to let things go your way.) Try your best to not be a 'noob with attitude' (except around me - I would love the excuse to destroy all your stations).
It is not uncommon for another player to offer you 'compensation' or an alternative location. Talking politely often enough pays off. This is how I got my first White Dwarf. We both arrived on an Omega energy star at the same time. I was polite and was simply acknowledging that it seemed like he got there first. (He was much stronger, and I was being honest.) He offered me a 'cast off' alternative. One man's 'garbage Gama' moon is another man's 'Golden Gama' upgrade.
Sometimes it is better to dismantle a station and rebuild it in a new 'better' location, even if you lose the builds you made. In the time it takes for a Station to slowly fly through space, you could have collected as many resources as you would be dismantling and rebuilding. The difference will be in whether you are able to stake your claim in a better location (more spread out, or maybe a better heavenly body). Raising collection rate to 4 and no higher is especailly helpful in this regard.
One option is to keep one resource station build to only 3/1/1/1 or 4/2/1/1. It is temporary and little cost to build, dismantle, rebuild. The point is that you can put it on that far away place your fleet just traveled to, as a placeholder, until another more build up station moves all the way over to your new moon/planet. (Maybe I want to move an already upgraded resource station from a regular planet to my new Theta or Gama Moon.)
Important upgrade considerations for the very first few weeks of play:
Each station upgrade nets you 1 "build point" towards a NEW STATION. The ONLY exception is that Hit Points net you 2 points. More points means you can build more stations.
When you dismantle, you can rebuild that station. However, you will need to replace the points that you gave up by removing the station. Dismantling does not reduce the number of stations you can have, yet it reduces the total number of points that you have. (So, removing a 3/1/1/1 station's points is quick to recreate.)
Now lets say you have 10 stations, you think your doing ok, but your upgrading only 1 station at a time. This is not a useful idea in early game play. Upgrading them roughly equally for the first 7 or so levels build up 'points' faster. The purpose is to gain more points at the lowest possible cost WITH the fastest building time. This gives you more stations - faster. Of course you can continue however you wish once you have your initial set of stations.
Increasing technology levels should NOT be done in the same way. Do not worry about leveling them to keep them 'even'. Why do you care? Well, one should care about certain technologies much more than others. Strong fleets and turrets will defend you much better than 'strong stations'. (This assumes you always check the defend box.) You won't have strong fleets until you level Design Spec. You wont have the resources on hand to upgrade if you don't level nano storage and storage space.
Your mission is to upgrade stations, explore to gather new heavenly bodies, and increase your technologies. Always keep upgrading your Nano storage technology and silos levels toward the maximum. 'Toward', not nesc 'to' the maximum. Do you want to increase Nano level, OR have more silos for your enemies to raid? Can you store enough resources for your next 'top' station and technology builds?
If you are having trouble increasing your Design Spec to 12 or 14, consider whether you have really put enough enough into storage technology. Increasing Nano technology enough and building a half a dozen silos is often overlooked. A common mistake many make early on is to skip maximizing Nano storage technology and instead building more than 8 silos. ( I would rather use those station slots for Shipyards then as 'supply depots' for my enemies to raid, but that's just me.)
Sometimes it is like watching paint dry. Check out the in-game help if you have not read it at least once. Think about your next couple of moves in the game.
First get a dozen RS (resource stations), a research station, trade station, and four silos. Even if you plan to dismantle the RS later one, you are dependant on them at least until your technology is strong enough to fight aliens. You can progress without these initial resource stations, yet they yield energy as well as whatever resources they collect, so it makes your progress faster. Later you can decide how many RS you will want to dismantle to replace with shipyards, silos, and research stations.
Once you have a dozen RS and several silos, you will want to build more Research stations. Increasing your research total means that you will develop new technologies faster. You will begin hitting research times of six or more hours per technology. It eventually will take days to research a new technology, yet you want to already had reduced your research times.
For this reason I strongly recommend settings a goal of one trade station (with trade level 10) and eight Research Stations as early as possible. Increasing technology faster means freeing yourself to more quickly be able to do what you want in the game. (ie not just fight, but win fights, or at least have hope for defending yourself.) Eight Silos are important (no more than eight) to allow for sufficient storage in the first year of play. (Eight will let you reach maximum levels.) Four to six Shipyards will follow the above. A fleet technology of 34+ will significantly reduce your ship / turret building time.
For shipyards I would make your initial target for building as 13/8/20/20 . (No, not all at once. Start with something like 8/8/8/8 ). By the time you build 20 to 25 shipyards, the 13 for Fleets allows you a 325 total in Fleets overall. (Well above the 215 for maximum reduction in ship building time.) Moving both Atack / Defense to 20 offers the obvious benefit of staying alive longer in a war. The point is to reach this maximum in the minimum of time and resources as possible.
Increasing the resource technologies will give you enough resources so that you will generally not need any heavenly bodies for Crew, Credits or even Ore. By level 20 for 4 K (or 21 for 5 K) per hour of a given resource, you will get more than several early Resource Stations (RS) can collect. This allows you to dismantle RS and replace them with Shipyards. It means delaying researching combat technologies, yet some find advantage in having fewer locations to defend. Raising the resource collection technology even just to 17 will make a big difference.
One option is to increase Crew first and build ships for hunting aliens. This brings in other resources. I would increase Credits second to boost technology research. Ore is third for station building. Believe it or not energy would be last. (If you do not stockpile ships, you do not need as much energy. This only works for a new player not yet caught up in wars.) Above level 20, I would switch and only focus intermitant technology builds on raising Solar Energy to 25 ( 9 K per hour, or better yet 27). You can alternate between resource technologies and other technologies.
In the first week of playing, build six ZINGER ships. These ships are initially good for scouting. From the ships button, you can now launch fleets. Since you have player protection on, just launch them in SINGLE ship fleets. Send them far away in many different directions to help your exploration and expansion. Do not put any tech enhancements into Zingers. (If you put them into Design Spec, you can switch to stronger ship types.)
UTILITY ships are faster / tougher, so switch to those as soon as you are able. (Some may think of Utility Class ships as 'next generation' upgrades to zinger ships.) When able to build Utility Class ships, cease making Zingers.
Utility Class ships will make a more productive investment in the longer run. Compare the stats of the two ships. Normally you will increase attack and defense for combat ships, and increase speed later on. For Utility ships I would first increase speed, then attack and defense. (Level all three technologies up to 7 earlier than later.) This is because one can pair Utility ships with stronger ships (Collosus or Destroyers) for swifter and strong fleets.
Any speed enhancements that you put into Utility class ships will be useful for your Juggernauts. These are must have for serious combat. The reason you care about it early on is to improve your exploration and expansion.
One practical approach is to develop just two or three ship types. This will take some thinking on your part. One will be for speed; one for combat, and the third will be Juggernauts. At maximum technology levels there is not much difference in attack power; the same technology bonus is the same numerical amount, not the same percentage.
For defensive combat some prefer Turrets or Collosus. For offensive combat some prefer Collosus, Destroyers or Utility Ships. For speed (scouting or for attack) Utility or Swingers. Juggernauts are a given; don't wait until your in a war to be taught that by your enemy's Juggernauts.
While level 20 is the current maximum for upgrading stations, for early game level 7 to 10 is a general guideline for your technology and station target range. An exception would be for the most important technologies. This range will enable you to start hunting aliens and allow you to change your strategy.
Under Player Protection a player is generally just not strong enough to hunt aliens. Resource stations are your only source of resource gathering. Once you become strong enough to hunt aliens, you will discover that hunting brings in plenty of crew, energy, ore, and credits. (You do want to fight in this game right? So, don't be afraid to go after the aliens.)
Under Player Protection don't waste energy building and maintaining fleets for combat. You can not be attacked. You can NOT attack. Stock piling ships costs you energy that you could have traded for ore. On your very last day of Player Protection go ahead and start building fleets for hunting; you will be ready for that *IF* you had been building up as described in this guide.
Your greater need will be getting more ore to keep upgrading Silo storage space, resource collection rates, and research bonuses. You will be better off trading away crew and energy for ore and credits, in order to increase technologies to stronger levels. Focus on making stronger your attack ship technologies.
Other players will generally ignore new players just off of Player Protection, especially if one is not doing things to anger or aggravate other players. You too weak to be worth their time. Aliens yield more resources than you, and no experienced player wants your regular or theta heavenly bodies - except your theta stars, maybe.
If you still feel the need to 'attempt' to defend yourself, it is smartest to beef up your Collosus ship and turrets technology. These ships are very slow, yet defending fleets are just standing still. Destroyers or turrets would make for a stronger defense, yet new players may not have the Design Specs. The main point is to build up your fleets ability to fight AND NOT build up your station's attack / defense (at least, not past 5).
Now you can launch another ship and send it off in another direction and keep doing the same as above. Fleets launched or waiting in the station STILL use energy. Be cautious about building more than a dozen while under player protection (when you can not fight).
Being spread out increases the amount of 'near by' hunting grounds for your shipyards. A common beginner mistake is to cluster your stations together. It seems like you are better defended when it actually makes you more vulnerable to being harmed by an attack. It says to more experienced players "I am weak and scared; don't hurt me please".
If I can more easily find and attack you in one area, I can remove 50 to 100% of your stations: think about how much you are risking. The more I can find and destroy of your stations, (which means I steal your resources) the harder it will be for you to recover.
Clustering a half a dozen different stations together signals to others that you are a weaker - newer player. It may make them more bold in their dealings with you. A turret on a 'regular' moon sends a similar message. (Someone might think "What, you can not get anything better than a regular moon so you have to defend it?")
Consider always keeping at least one or two RS in motion (not the same two RS) headed toward an improved location. Look at which stations are closest together to identify which stations most need to be spread out. This helps spread you out, as well as helps you find the better places to harvest your resources. You will be using guile (strategy) rather than brute force. Use other station types or fleets to reach out and expand.
Begin to move all of your RS on 'regular' moons and stars to Theta and Omega class celestial bodies. Seek to get all of your RS eventually off regular heavenly bodies as a priority. You will have to search abound empty space to find them, yet it will be worth it in the longer run. Take a Gama or White Dwarf if you can find it, even if you end up not being able to keep it long. Now put up turrets. I got my first White Dwarf while under Player Protection.
Please understand that this is a war game. Anyone just coming out of Player Protection will be weak compared to other players. You best defense are three-fold. One is being in a good alliance. Another is talking your way around trouble. The third is not wasting resources trying to fight before you are really ready.
Higher research bonus means you will increase your technology levels FASTER. Silos let you STORE more resources to buy those UPGRADES. The sooner you can get through that part of the building phase, the sooner that part falls into the background. You move closer to the day when you experience the glory of a successful battle -- owning instead of being owned.
Remember even other players that are not the major powers still have tech levels much higher than yours, and have increased their station strength. To be blunt, your low level ships are no match.(Your enemy will laugh if you attempt combat / defense with your Zingers.)
Quit looking at the ship yard. You DON'T NEED IT YET. Why waste the resources on it when you could buy a research station, resource station or silo to actually make yourself stronger in the long run? Ships use energy even when just sitting in your shipyard. Build them when you are strong enough to actually use them.
How do I know I am really ready for battle?
Once attack and defense level for Collosus or Destroyers are at least 5 to 7, mix them in to a fleet with either Utility or better yet Swingers ships. Begin hunting Ubola or Oberist aliens. Move next to the tougher aliens called Titans. Hold off on Octos until you can defeat all other aliens. Keep hunting Oberist for resources; Titans for j-cores; and Octos for both resources and Commander experience. Aliens are no where as near as tough as other players, yet use them to experiment with mixes of fleets.
Try this experiment. Build a fleet of 50 Utility Class and 50 Collosus with a Commander. (Better to use 100 of each.) Now attack each of the four alien types. Make note of the reports on the results of your attack. Keep improving your technology and repeat. Now add in 300 of your weakest ships (Zingers are cheap) to that same 100 to 200 ship fleet. Make note of the experience points your Commanders received. (The LOWER your Zinger's technology, the FASTER your commanders will gain experience.)
Having a good exchange rate will be more practical then saving energy or crew.
You do not pick what resources you will get from aliens. This is another reason for having the best possible trade exchange rate. Player Protection players need to constantly trade away crew and energy. Better to upgrade stations and technologies because resources are quickly replaced.
One single alien raid may yield +100K or more of a particular resource, so no need to chase after resources that will need 'later'. Focus on what you need more immediately while under Player Protection.
The achievements are helpful if they happen to give you more resources, but they really are not tied to good player development. At some point you will want to ignore the achievements, at least until you are bored and have already fully developed (level 18 for at least nine of) your combat technologies.
ALTERNATE ACCOUNTS : While an alternate account IS allowed as a way to "start the game over," it is HIGHLY frowned upon by players. It is considered cheating in the game. It can get you attacked, yet this does not stop people from trying to spy with an alt.
While your doing your upgrades MAYBE..JUST MAYBE get involved in some of the global chat. Think carefully before posting. Unwise comments can provoke other players to attack. It can cause you to be removed from an Alliance.
Remember when you come out of Player Protection you are still not ready to take on the 'tougher players'. Consider the 'baddest azz' of your elementary school who does not tread carefully and tries pushing around the High School kids. Keep your head low and keep focus on improving your position. Sometimes your only defense will be talking your way out of a fight, in the early stages of the game. (Do you want to provoke a jerk to "prove" he is right by stepping on you with overwhelming forces, even if he is completely wrong and unreasonable?)
Ok, so now your down to 5 days left on your player protection. Consider building a second Shipyard. You can not launch ships for five days, so you might want to start that count down.
'Unofficial' training grounds include KOTH King of the Hill at coordinates (0, 0). Players have an unofficial 'fight club' for bragging rights. Just send in fleets of 400 to 500 of your weakest ships, if you are interested in this method for getting your Commander lots of experience. (Some may prefer hunting aliens - player vs environment.)
By the end of Player Protection you are able to be regularly hunting aliens. Some players prefer to hunt aliens and throw in some extra 'weak ships' to train Commanders. (Two birds for the price of one.) You fleet has stronger ships to keep hunting while the weak ships in the fleet are there just to boost experience points.
You will find most resources can be gathered by hunting. Replacing most (if not all) of your Resource Stations by Silos and Shipyards gives your enemy fewer stationary targets. When you are attacked, you will also lose resources, which is the real danger.
You are not ready for advanced strategy until you have these technologies significantly increased (at least level 7 to 10): Nano Storage, Research Design (at least level 12 to 14), Collosus or Destroyers (Attack/Defense), Utility Class ships (for hunting), Juggernaut Class (Attack/Defense), Swingers (Attack / Defense), Turrets (Attack/Defense), Queue Size A & B (at least 5), CU or DS Thrusters. Anything else is simply delaying your combat readiness.
After you have completed the above, a secondary goal is to go back and check all of your stations for attack / defense technology levels. During one playing session per week - work on making sure all of your stations have a tech level for attack and defense at least at level 5. (This can be done over several sessions while watching tv or a sporting event.) Attack matters more if you want to slow down your attackers.
The same applies for Solar Energy, Neural Cognition, Enhanced Communication, and Geometric Mining. These four technologies automatically generate resources. Move these to level 7. Consider eventually (eg. over six months) having levels 15 to 17, which is the same as having 2 White Dwarfs with a resource station at collection = 12. Collection Maximizer is a mid-game technology; the more RS you plan to have ton Stars, the better the benefits. I recommend raising to at least level 5 and use your own judgement from that point. Remember that unlike a heavenly body, technologies do not require 'energy burning' by defending fleets.
When looking at 'Your Daily Stats' (described above) you will see on the 'Base Production row' a series of numbers (click on the numbers), These numbers will increase by improvements to these four resource technologies. [ For example, technology level 8 will yield 520 of that resource per hour.]
The concept of 'Cost of Opportunity' applies. You have the 'opportunity' to build one and only one technology at a time. The same is true for upgrades. You have to weigh the costs of time when chooing one priority over another. If you choose one thing, you give up another. For example, if you don't increase storage, you delay increasing Design Specs and getting to use tougher ships.
Once you raised storage capacity high enough, you can put resources into next developing the most important ships for fighting / defending. You must have time to increase speed for Swingers or Utility Class ships so that can tow around your Collosus and Destroyers for battles. My point is don't waste precious early game time on the technologies that won't help you as much in the long run.
Juggernauts can not be beat for attack fleets, except by Hercules ships. Turrets are a must for anyone serious about defense. Collosus and Destroyers used to be second only to turrets for ship to ship combat / defense. Destroyers are very effective against Hercules ships. Hercules ships at level 15/15 will take out roughly a like number of Turrets at 30/30.
Swinger / Collosus fleets or Utility Class / Destroyer fleets are useful for hunting / combat. Sometimes one will build a fleet for hunting and throw in an extra 300 to 500 weak ships to also gain experience. Weak Crusaders or Zingers (no or very few technology upgrades) help Commanders to gain experience points by getting destroyed. Experiment to develop your own opinions / approaches.
Once you have completed the above, send one of your ships (one ship fleet) over to one of the Factory trade locations to build your factory. Ships fly faster than factories. Ask your alliance for advice because alliance members help defend each other. The point is that your factory will be used to quickly build up Shipyards. Build two shipyards at the same time and use the factory to expidate their construction. (One is upgrading while you gather parts to upgrade the other.) Each factory area has an online guide describing Factory use details. Once "built up" you can send shipyards out to wherever you feel like having them deployed.
DON'T forget to keep researching your techs, upgrading your stations, and spreading out. Your going to need it especially when one of your neighbors come calling.
This leads into advanced game strategy, which is really beyond the scope of this talk. At that point you are no longer a newby, so think for yourself and seek out your alliance for information.