

If you plan a launch, get the table up on time for the heavy fleets to make the launch on time. If you have an emergency contact list to alert players of an incoming blob crash, you have to have at least 2 players with access to that list online in the game at all times. Your players need to both like and fear you.ģ) When it comes to information, make certain you provide the information your players need when they need it.

This dichotomy of relationship with your players has to be in balance.
#ASTRO EMPIRES BASE COST FULL#
If you are too lenient, you need to have a disciplinarian on your staff and give him your full support. You set policies for the guild, and if those policies are founded on a terrible grasp of the game, your good players will leave (if you are lucky they won’t suicide you first).Ģ) If you are anti-social, you need to get a people person on your staff and give that person your full support. As a GM, you are expected to have a solid knowledge of the game. And you know the techs already.ġ) If you fail as a player, you won’t do better as a GM. Your fleets however CAN die.Ħ) the best advantage of being occupied : you don’t have to scout for a target to kill. You need your own JG.ĥ) protect fleet - your bases don’t DIE. Your friends may be occupied or switch guilds on you. Scrapping obsolete turrets in favor of Command centers during occupation is wise stewardship.ģ) Know what the enemy uses as his spec, so you can build the proper “anti-spec”Ĥ) All bases should have a JG. And during occupation laser turrets and planetary rings give the same benefit : NONE.Ģ) Command Centers work during occupation when turrets do not. Overbuilding turrets do not deter a determined enemy. You are still going to be hit and the enemy will still try to permanently occupy you. Now what does the occupied player do that doesn’t involve quitting, relocating, or restarting?ġ) In the enemy stronghold galaxy, turrets don’t actually MATTER. There is a flip side - for every occupier there is an occupied player.
