AE Minimum Pillage and Income Loss

Common Minimum Pillage and Income Loss

Trying to calculate the exact amount? Try the Pillage Calculator

Base Economy Min. Pillage Eco Lost Per Hour Days To Recover Income Lost
During Recovery
5 13 2 1 48
10 54 3 2 96
12 77 4 2 144
14 105 4 2 144
16 138 5 3 216
18 174 5 3 216
20 216 6 3 288
22 261 7 4 384
24 311 7 4 384
26 365 8 4 480
28 423 8 4 480
30 486 9 5 600
35 661 11 6 864
40 864 12 6 1,008
45 1,093 14 7 1,344
50 1,350 15 8 1,536
55 1,633 17 9 1,944
60 1,944 18 9 2,160
65 2,281 20 10 2,640
70 2,646 21 11 2,904
75 3,037 23 12 3,456
80 3,456 24 12 3,744
85 3,901 26 13 4,368
90 4,374 27 14 4,704
95 4,873 29 15 5,400
100 5,400 30 15 5,760
105 5,953 32 16 6,528
110 6,534 33 17 6,936
115 7,141 35 18 7,776
120 7,776 36 18 8,208
125 8,437 38 19 9,120
130 9,126 39 20 9,600
135 9,841 41 21 10,584
140 10,584 42 21 11,088
145 11,353 44 22 12,144
150 12,150 45 23 12,696
155 12,973 47 24 13,824
160 13,824 48 24 14,400
165 14,701 50 25 15,600
170 15,606 51 26 16,224
175 16,537 53 27 17,496
180 17,496 54 27 18,144
185 18,481 56 28 19,488
190 19,494 57 29 20,184
195 20,533 59 30 21,600
200 21,600 60 30 22,320
205 22,693 62 31 23,808
210 23,814 63 32 24,576
215 24,961 65 33 26,136
220 26,136 66 33 26,928
225 27,337 68 34 28,560
230 28,566 69 35 29,400
235 29,821 71 36 31,104
240 31,104 72 36 31,968
245 32,413 74 37 33,744
250 33,750 75 38 34,656

Fleet Building and Fleet Types

EXTRAPOLATED FROM ASTRO EMPIRES COMMUNITY FORUM POSTS

This guide comes from my personal experience that i got from being around for 2 years now. With the number of unit types it’s fairly easy for a new player to get overwhelmed, and building all the wrong ships, at least I’ve come to notice that in the guilds I’ve been in. With this guide I intend to give the basic concepts of what to build and why, and some of the strategy behind each fleet composition.

I’m assuming that, reading this, you already have the proper understanding of what structures to build, and when, and a basic understanding of how combat works.

AE is a combat game, a lot of the profit and the point in playing is always centered around combat, and the first thing that a player as to understand is that when it comes to combat, AE is rock, paper, scissors. That means that for each unit there is a counter-unit. Another important point to understand is that AE is a team-centric game. Thus the need for specialization.
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7 Days, Now What? Your Guide to the Second Week

Originally from the Astro Empires forums. Taken from the Astro Empires Wiki.
Well you’ve all survived thus far, congratulations. The following is intended to assist individuals who have finished with the various “10 astros in 7 days” guides and are wondering how to proceed. The following assumes you have 10 bases with level 2 ion turrets and 200 fighters. This may have taken you more than 7 days, if so, that’s OK, just read this when you are ready. This is not to be considered gospel, just a point in the right direction.

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How to Build 10 Planets in 7 Days

Guide: How to Build 10 Planets in 7 Days

Originally from the Astro Empires forums. Taken from the Astro Empires Wiki.
ATTENTION: New player protection has changed. Once you reach level 10 (you can find your level on your account page), other players within five levels of you will be able to attack and plunder your bases, regardless of how many days you have been playing. You may need to build decent fighter cover and defense turrets when you reach level 9. On the other hand, if you are surrounded by level 30-somethings, you might be able to get by without significant defenses until you get your tenth planet. The guide below was written before this change, so some information on this topic may be incorrect. For example, the next paragraph.

A very important warning: Do not focus on producing a fleet during the first seven days. A fleet requires credits to produce. The credits mentioned in this article are to be used to make ten bases in seven days not a large fleet in seven days. The only ships recommended to be produced are one (1) fighter (per base), two (2) scout ships (Keep replacing if destroyed; max two at any time), and nine (9) outpost ships (More if you can make more bases). The fighters will protect the trade routes that will be established at your base (s). The scout ships will be used to travel through out the galaxy looking for astros’ to build a base on. The outpost ships are of course to be used to build the bases (The number of outpost ships does not matter if you can use them with in the seven days).