Walkthrough Stellar Age MMO Strategy: Tips, WIKI, Reviews
STELLAR AGE: MMO STRATEGY - Android game with release date 10/03/2017 from the company Crazy Panda.In the article, we summarized the official guides and game guides, developers ’answers to players’ questions.Attention, the article is periodically updated, look at the site Wise Geek more often.
Better Stellar Age MMO Strategy download to computer (PC) via this link and play in Full HD resolution with maximum graphics, no brakes and with the preservation of progress. Just download the emulator, log in to your Google Play account, install the game in the window that appears and you will become the Wisest.
Stellar Age: Views of Buildings on the Planet
Buildings at the base. Your base is the heart of your power. Your fleets are created here, resources are extracted and new technologies are studied. On your first planet, you can build 15 different buildings, each with its own purpose. The construction of buildings consumes polymers and metal. In addition, each building has 30 levels of development - polymers and metal, as well as a certain level of other buildings, are also required to increase the level.
The higher the level of the building, the more time is required to improve it. When 5 minutes or less are left until the construction is completed, it can be completed free of charge and instantly, in all other cases, you can use the accelerators - they are given as a reward for some tasks, and you can buy for loans.
Radar This is a system for detecting pirate camps, based on the emission of radio waves and registration of their reflections from objects. The higher the Radar level, the larger the area covered. The radius of the accessible area is measured in astronomical units and displayed in detail (by pressing the "i" button in the building).
Mission Control Center . An institution that provides practical flight control of spacecraft of various classes, as well as is responsible for the activation and monitoring of boosts on your planet. The level of construction affects the maximum number of fleets simultaneously in flight - up to 11. In the Flight Control Center, you can monitor fleets sent with various missions and, if necessary, turn them back (for example, if the target - the pirate base - was destroyed, or the enemy is significantly strengthened his garrison on the planet).
Shipyard The building in which the Starfleet ships are produced (both civilian and military) The level of construction affects the maximum length of the line of construction of ships - at level 30 it is 3 days 23 hours 50 minutes. Only one type of ship can be produced at a time. The technology "Structural plasticization" increases the speed of production of ships and defensive structures.
Warp complex . A building in which a part of the fleet lost during an attack or defense is restored. The level of the complex affects the volume of the repair shop (up to 1,170,000 square meters) and the number of time warping cells in which the fleets are located (up to 8). Recovery is paid for by resources; its cost depends on the type of ship. It is possible to reduce the cost of reconstructing ships, increase the capacity of the complex and part of the fleet available for reconditioning by developing the appropriate technologies: Vacuum Polarization, Space Curvature, and Time Curvature.
Scientific Block . The building, which conducts research in the field of energy, propulsion systems, as well as defensive and offensive weapons. The level of the Scientific Block affects the speed of technology research - up to 150% acceleration, as well as the ability to study these technologies. The technology tree, available in the Scientific Block, allows you to flexibly customize the development of your planet, affecting the extraction of resources, speed, damage and protection of fleets and turrets, and so on. The technology "Slowing time" also affects the speed of technology learning.
Cyber ??factory . A building that produces various defenses to protect the base from invasion. The maximum production line of turrets and the amount of space allowed for their installation is 140,000 m³ and 235,000 m³ at level 30 of the Cyber ??Factory. The volume is also affected by the level of the Landscape Design technology, and the queue size by the Autonomous Systems technology.
Bunker . A well-fortified structure, in which part of the resources and fleet is hidden from enemy attacks. As the level of this building rises, the amount of resources stored in the bunker and which cannot be stolen even in the event of a successful attack grows up to 3,000,000 units of each type of resource. Underground Fault technology allows you to hide more resources from enemy attacks. The capacity of the hangar in which you can hide ships is also limited - up to 1,065,000 square meters. You can increase this volume using the technology "Event Horizon".The stay of the fleet in the bunker is paid by antimatter.
Ore Mine , Polymer Farm and Antimatter Generator . These are resource-mining buildings - metal, polymers and antimatter, respectively. Their level affects the amount of produced resource per hour: maximum metal - 230,000 per hour, maximum polymers - 120,000 per hour, maximum antimatter - 57,000 per hour. You can increase the speed of production by developing appropriate technologies in the Scientific Block: "Innovative Alloys", "Polymer Production" and "Synthesis of Antimatter". Also, metal can be mined by collecting the wreckage of a defeated enemy fleet. Their quantity is influenced by the level of technology "Material Processing".
Warehouses . This is the main place to store resources. There are three types: Metal Warehouse, Polymer Warehouse and Antimatter Warehouse. The maximum storage capacity depends on the level of construction. For metal, this is 270,000,000 resource units, for polymers - 225,000,000, for antimatter - 180,000,000. The capacity is also affected by the level of Space Optimization technology (modifier up to 1.2 at technology level 30).
Stellar Age: Defenses
Defensive structures are created at the Cyber ??Plant and are various turrets. Each type of turret has two parameters - armor and damage, which can be increased using appropriate technologies ("Protective alloys" - armor, "Weapon defense technology" - damage, "Superior defense" - and that and that).
Rocket launcher. The simplest turret available in the early stages of development. The cost of building one installation is 1,000 metal. Deals 200% more damage to light fighters, and 150% more to heavy fighters and battleships. Basic features:
- Armor: 1,000.
- Damage: 200.
Laser installation . Damage is affected by the level of Laser Weapons technology. To create one such turret will require 400 polymers and 3,200 metal. Deals 200% more damage to heavy fighters, and 150% more to cruisers and dreadnoughts. Basic features:
- Armor: 1,000.
- Damage: 200.
Gaussian installation . Damage is affected by the Gaussian Weapons technology level. To create one such turret will require 3,000 polymers, 10,000 metal and 1,000 antimatter. Deals 200% more damage to cruisers, and 150% more to battleships and bombers. Basic features:
- Armor: 5,000.
- Damage: 900.
Ion installation . Damage is affected by the level of Ion Weapons technology. To create one such turret would require 12,500 polymers, 15,000 metal and 2,500 antimatter. Deals 200% more damage to battleships, and 150% more to dreadnought and destroyers. Basic features:
- Armor: 12,500.
- Damage: 2,325.
Plasma installation . Damage is affected by the Plasma Weapon technology level. To create one such turret will require 15,000 polymers, 20,000 metal and 12,500 antimatter. Deals 200% more damage to destroyers, and 150% more to bombers and Death Stars. Basic features:
- Armor: 25,000.
- Damage: 4,500.
Stellar Age: Technology
The Scientific Block provides technologies - blueprints and improvements that significantly increase the level of development of your base - from the amount of resources extracted to the armor and damage of your fleet ships.
To study them, you will need antimatter and polymers. Conventionally, technologies are divided into several types:
- Drawings to build new types of ships.
- Improvements affecting the extraction of resources - antimatter, metal and polymers.
- Research to optimize the performance of certain buildings.
- Technologies that strengthen the fleet and defense.
The ability to study technology is influenced by the level of the Scientific Block building, as well as previous studies. Scientific Block Level 1 :
- Drawing "Light fighter."
Scientific Block Level 2 :
- Drawing "Rocket launcher".
- Laser weapons I.
- Polymer Production I.
- Structural plasticization I.
- Drawing "Laser installation".
- Pulse motor I.
Level 3 Science Block:
- Drawing "Heavy fighter"
- Drawing "Easy Transport"
- Anti-Gravity Engine I.
- Minkowski Space I.
- Innovative Alloys I.
- Reinforcement I.
Level 4 Science Block:
- Weapon technology fleet I.
- Time dilation I.
- Gaussian weapons I.
- Space optimization I.
- Underground Faults I.
Level 5 Science Block:
- Drawing "Gaussian installation"
- Drawing "Heavy transport"
- Protective alloys I.
- Laser Weapons II.
- Antimatter Synthesis I.
6th level Scientific Block:
- Defense Superiority I.
- Pulse motor II.
- Drawing "Cruiser"
Level 7 Science Block:
- Vacuum Polarization I.
- Curvature of space I.
- Gaussian Arms II.
- Time warp I.
Level 8 Science Block:
- Weapon defense technology I.
- Drawing "Battleship"
- Ion Weapons I.
- Robotics II.
Science Block Level 9 :
- Drawing "Ionic installation"
- Polymer Production II.
- Structural Plasticization II.
- Weapon Defense Technology II.
- Innovative Alloys II.
Level 10 Science Block:
- Fleet Superiority I.
- Minkowski II Space.
- Anti Gravity Engine II.
- Ion Weapons II.
- Space Warp II.
Level 11 Science Block:
- Dreadnought Drawing.
- Antimatter Synthesis II.
- Underground Faults II.
- Space Optimization II.
Level 12 Science Block:
- Time Dilation II.
- Warping Time II.
Level 13 Science Block:
- Vacuum Polarization II.
- Cladding Strengthening II.
Level 14 Science Block:
- Weapon technology fleet I.
- Drawing "Bomber"
- Superiority of Defense II.
- Plasma weapons I.
Level 15 Science Block:
- Synthesis of Antimatter III.
- Drawing "Plasma installation"
Level 16 Science Block:
- Fleet Superiority II.
- Hyperspace Engine I.
- Protective Alloys II.
Level 17 Science Block:
- Slowing down time III.
- Drawing "Destroyer"
Science Block Level 18 :
- Innovative Alloys III.
- Robotics III.
Level 19 Science Block:
- Underground Faults III.
- Structural Plasticization III.
Level 20 Science Block: Space Optimization III.
Level 21 Science Block:
- Hyperspace Engine II.
- Polymer Production III.
Level 22 Science Block:
- Pulse motor III.
- Protective Alloys III.
- Weapon Defense Technology III.
Level 23 Science Block:
- Trim Strengthening III.
- Weapon Technology Fleet III.
- Laser Weapons III.
Level 24 Science Block:
- Plasma Weapons II.
- Superiority of Defense III.
Level 25 Science Block:
- Drawing "Death Star"
- Recycling materials.
- Space Curvature III.
Level 26 Science Block:
- Minkowski III space.
- Warping Time III.
Level 27 Science Block:
- Vacuum Polarization III.
- Gaussian Arms III.
Level 28 Science Block:
- Ion Weapons III.
- Anti Gravity Engine III.
Level 29 Science Block:
- Plasma Weapons III.
- Hyperspace Engine III.
Science Block Level 30 : Fleet Superiority III.
Stellar Age: Bunker
The hopper has two functions:
- Active: hide ships in the bunker.
- Passive: conserving resources from looting.
The active function allows you to hide your fleet from enemy attacks. The capacity of the bunker for the fleet depends on its level and on the "Event Horizon" technology. The fleet hidden in the bunker does not appear in the ship dispatch window. The passive function of the bunker is to save some of the resources from plunder in case of unsuccessful protection. Unlike the first function, you do not need to add resources to the bunker - they are saved automatically. The amount of protected resources is growing from the level of the bunker and from the technology "Underground Rifts".
Stellar Age: Fleet
General information. There are two types of ships - military and civilian, each with several types of equipment. All this is being created at the Shipyard. The production rate is affected by the level of technology "Structural plasticization". The ships have five parameters: armor, damage, speed, fuel, capacity and size. The armor of ships and defensive turrets is affected by the level of the technology "Strengthening the skin", the damage of ships and defensive turrets is affected by the level of technology "Weapon technology of the fleet".Fleet Superiority affects Fleet Armor and Damage. Cargo capacity increases depending on the level of technology "Minkowski Space".
Types of civil ships. There are two types of civilian ships - light transport and heavy transport.
Transport ships cannot attack, but have much greater cargo capacity than warships. Their flight speed is influenced by the levels of the Impulse Engine and Anti-Gravity Engine technologies, respectively, and the load-bearing capacity is affected by the Minkowski Space technology.
Types of warships
Light fighter . The easiest to learn and manufacture fleet unit. The construction of one such ship requires 200 polymers and 2,200 metal. Light fighters are the fastest ships created in the Shipyards and the first to engage in battle. Basic features:
- Armor: 500.
- Damage: 100.
- Speed: 240.
- Fuel: 25.
- Capacity: 40.
- Volume: 20.
Ships of this type inflict 300% more damage on cruisers and titans, 400% on bombers. Damage to light fighters can be increased by developing the Laser Armament technology, and flight speed - the Pulse Engine technology.
Heavy fighter . The ship, inferior in speed only to light fighters, but significantly superior to them in terms of armor. 750 polymers and 5,000 metal are spent on creating one ship of this type at the Shipyard. Basic features:
- Armor: 1,250.
- Damage: 250.
- Speed: 160.
- Fuel: 50.
- Capacity: 100.
- Volume: 50.
Heavy fighters do 300% more damage to light fighters and bombers, 400% to dreadnoughts. The damage of heavy fighters can be increased by developing the Laser Armament technology, the flight speed - the Pulse Engine technology.
Cruiser . A ship perfectly balanced in terms of speed to armor. In conjunction with battleships, it demonstrates excellent performance against pirates at intermediate levels. 2,000 polymers, 20,000 metal and 500 antimatter are spent on the creation of one cruiser at the Shipyard. Basic features:
- Armor: 5,000.
- Damage: 950.
- Speed: 80.
- Fuel: 100.
- Capacity: 400.
- Volume: 200.
Cruisers deal 300% more damage to heavy fighters and 500% more to destroyers. Damage to ships of this type can be increased by developing the Gaussian Arms technology, and the flight speed - the Pulse Engine technology.
Battleship . Like cruisers, perfectly balanced in terms of speed to armor. In conjunction with cruisers demonstrates excellent performance against pirates at intermediate levels. 6,000 polymers, 54,000 metals and 3,000 antimatter are spent on creating one battleship at the Shipyard. Basic features:
- Armor: 15,000.
- Damage: 2,775.
- Speed: 70.
- Fuel: 450.
- Capacity: 1200.
- Volume: 600.
Battleships deal 500% more damage to cruisers and 300% more to "Titans". The damage level of ships of this type is affected by the level of technology "Gaussian weapons", and the speed of flight is affected by the level of technology "Anti-Gravity Engine".
Dreadnought . An armored and roomy ship with significant damage. Dreadnoughts are ideal for escorting bombers. At the shipyard, 7,500 polymers, 157,000 metal and 5,625 antimatter are spent on creating one dreadnought. Basic features:
- Armor: 37,500.
- Damage: 6,750.
- Speed: 50.
- Fuel: 750.
- Capacity: 3,000.
- Volume: 1,500.
Dreadnoughts deal 500% more damage to light fighters and battleships. The damage level of ships of this type is affected by the level of the Ion Weapons technology, and the speed of flight is affected by the level of the Anti-Gravity Engine technology.
Bomber . A ship designed to suppress enemy base defense. 60,000 polymers and 160,000 metal are spent on creating one bomber at the Shipyard. Basic features:
- Armor: 50,000.
- Damage: 9,000.
- Speed: 40.
- Fuel: 900.
- Capacity: 4,000.
- Volume: 2,000.
Bombers do 400% more damage to all types of defenses. The damage level of such ships is affected by the level of the Ion Weapons technology, and the flight speed by the level of the Antigravity Engine technology.
Destroyer . The ship with a fairly high speed and perform well in battles with small ships. 50,000 polymers, 400,000 metal and 37,500 antimatter are spent on creating one destroyer at the Shipyard. Basic features:
- Armor: 125,000.
- Damage: 21,700.
- Speed: 70.
- Fuel: 5000.
- Capacity: 10,000.
- Volume: 5,000.
Deals 400% more damage to dreadnoughts, 500% more to heavy fighters. The damage of destroyers is affected by the level of technology "Plasma weapons", and the speed of flight is affected by the level of technology "Hyperspace engine".
Titanium . The most powerful fleet ship, the main purpose of which is the destruction of the enemy. 375,000 polymers, 4,000,000 metal and 312,500 antimatter are spent on the creation of one such ship at the Shipyard.Basic features:
- Armor: 1,250,000.
- Damage: 202,500.
- Speed: 35.
- Fuel: 30,000.
- Capacity: 100,000.
- Volume: 50,000.
Deals 300% more damage to dreadnoughts, 500% to destroyers and 200% to all types of defensive structures.The damage to ships of this class is affected by the level of technology "Plasma weapons", and the speed of flight - the level of technology "Hyperspace engine".
Stellar Age: Battle System
The pirates. Immediately after the construction of the Radar, pirate bases appear on the galaxy map. The higher the radar level, the wider the radius in which these bases can be detected. Pirates constantly base their shelters on large asteroids, and defend them fiercely - so during an attack you will always encounter a certain number of warships and defensive turrets, depending on the level of the pirate base. The level of resources also determines the amount of resources that the pirates guard - and which can be captured.
The pirate base is considered destroyed when there is no defending fleet left, and when all resources have been removed. Also, if for a long time no one attacks the base of pirates, they can curtail their activities in this region of space and transfer the base somewhere else. There are three pirate fractions, each of which specializes in a particular style of activity.
- Steel Rats are numerous, but their ships are predominantly light fighters, and they cannot boast of the special wealth of their base. However, in case of victory, the defeated fleet can be disassembled and get an impressive amount of metal.
- The Bloody Legion owns a large number of heavy ships and controls the polymer trade routes.
- Star Dominion prefers to pay more attention to the defense of the loot, and in matters of placing turrets at its bases, it is unparalleled. Their profile is antimatter.
Attacks on other players. The attacks are partially limited: you cannot attack newcomers, players who are too weak or too strong - opponents will be available for attack, approximately equal in rating and not in your corporation. Beginners are invulnerable for three days after registration - or until the moment they themselves do not attack another player. Espionage also removes protection.
Fleet interception . In addition to attacks on the planets of other players, you can attack their fleets that are in flight. By sending ships with a spy mission such as the "Flight Report" to the enemy planet, you will receive information about the movements of all fleets sent from this planet. From the espionage report, you can view full information about the enemy’s fleets and, having selected a specific one, attack it using the "Interception" option.The fleet speed change function will not be available in the fleet sending interface - it will be set automatically so that your fleet collides with the enemy fleet exactly at the moment when it flies to its planet.
Espionage. Espionage is an integral part of the Stellar Age combat system: without information about the target, you cannot attack anyone, be it pirates or other players. To organize espionage, you need to go to the global map, find the planet or base that interests you, and select the "Espionage" option. Spy missions are always successful, but require antimatter costs. Your opponent will also receive a report that his base has been scouted.Remember that ships flying on a spy mission move much faster than a regular fleet. Types of spy missions:
- A regular espionage mission , which includes collecting information about resources at the base (note that some of them will be protected from robbery by the Bunker), player technologies, fleets that are not hidden in the Bunker, defensive structures, active reinforcements. This information is needed to attack other players’ pirate bases and planets.
- Fleet movement reports. They contain information about fleets that move to or from the planet under study. A successful spy report will contain information about all such fleets: how many and which ships from where and where it flies. Such information has extremely high practical value, it is difficult to get it. In order to gain access to receive such reports, it is necessary to upgrade Level 2 Espionage technology.
Attack. You can attack by selecting a base on the global map, or directly from the report interface. In the attack window, you select the ships that will be sent to the target. It also displays the number of ships, the strength of the fleet, its speed and carrying capacity, and you can also configure engine power (this affects the flight speed and antimatter costs). Speed ??affects the time your fleet spends on reaching the goal - it is displayed on the "Submit" button. Here is an automatic calculation of expected losses, as well as additional information on the "i" button:
- The percentage of losses of the fleet and defensive structures of the defending side;
- The amount of resources that you can take out taking into account the surviving part of the fleet;
- The number of debris that will remain in the orbit of the defending side.
The results of the battle. Immediately after the battle you receive an attack report. It provides the following information:
- How many resources were received during the operation from those that were available on the attacked base (note that the resources stored in the bunker are not displayed in the report);
- How many resources were received during the debris analysis;
- Changes in the rating of power - yours and the defender;
- Statistics of fleets and defenses: how many ships and turrets participated in the battle, how many were destroyed;
- Accessibility for restoration in the Warp complex;
- Technology - yours and your adversary.
A similar report comes to your opponent. If the enemy base is successfully attacked, your fleet will take all the resources available for robbery (part is hidden in the Bunker), as well as all resources received from the wreckage of destroyed ships. If the capacity of the holds of your fleet is insufficient to transport all the loot, then the resources are taken in equal shares.
The change in your power and the power of your opponent after the battle depends on the number of destroyed ships and defensive structures. That is, in the best case, if you end the battle without loss, the value of changing your power will be 0, and if there are any losses, then it will be negative.
Stellar Age: Corporations
General information. Corporations are associations of players with the goal of mutually beneficial cooperation, profit, and the potential destruction of rivals.
The possibility of joining a corporation or creating one opens up with the construction of the Ring Ansible building. The maximum number of players in a corporation is 20, but the number of corporation members can be increased through corporate projects. Members of the corporation cannot spy on each other or attack. If you go to the roster of the corporation - a list of its members - then you can see the loyalty rating, depending on the accumulated efficiency points. You can earn these points by making contributions to corporate projects.
After reaching your maximum, the head of the corporation may consider raising your rank. The fund is also replenished with participation in corporate events. The rank depends on the daily salary issued in special loans.To leave the corporation, you need to find your nickname in the list of corporation members and click on the button with three stripes - you will be able to exit.
Creation of a corporation. Any player can create a corporation by going to the Ring Ansible and choosing the appropriate option. When creating, you can configure the following options:
- The name of the corporation.
- Tag - a four-letter description that will be visible in front of nicknames of participants in chats and on the map.
- The lower limit on the power of incoming players.
- Logo - both random and composed of the proposed elements.
The head of the corporation can write the news of the day, raise and lower the ranks of participants, and also expel them. To dissolve a corporation, the chapter needs to dismiss all members of the corporation, and then exit it. To make a corporation closed, you can set a power limit for entry above the maximum available for players.
Stellar Age: Quests
General information. Tasks are certain actions for which you receive a reward: building and improving buildings, attacks on pirates and other players, researching technologies, creating a fleet. As a reward for completing each, you will receive boosters, ships, and resources.