![]() ![]() This can get quite costly in itself as with the right effort you can gain more income from trade routes than base economy. Similarly when you lose a base the enemy can pillage your trade routes which destroys them as well as forcing you to remake them when the base is freed. For example, a 200 econ base loses 66 credits, that's 33 days to recover. This means that If you have a high econ base it will take a while to recover after an occupation. This 33% recovers at 2c's a day until the base has fully recovered. When you are occupied you lose money from your account and 33% of your income at that base. There are only a handful of ways to lose credits in AE and most of them have already been covered in the first section. ![]() Debris is collected at half past the hour. 10c an hour per recycler can give you a good bonus to your income especially when you have a lot of recyclers after a big battle. With Recyclers you can harvest this debris and make it credits. 40-60% of the fleet depending on the Armour level of your technology. When fleet is destroyed in AE a % of that fleet becomes Debris. This will automatically take about 24% of the credits you got initally or perhaps less if the bank account is now lower. So on a base with 99 credits econpmy you will get 33 credits an hour more (Given on the hour).įinally every 24 hours you will be able to do a daily pillage on the player (assuming they don't have any fleet in orbit). This means that they lose that 3rd and its given straight to you. This bonus will depend on whether the player has trade routes and if they are good ones, as the longer the route is the more you will get for pillaging it.Īlong with these initial bonuses you get 1/3 of the players income at that planet hourly. This means that the route will cease to exist and you get the credits it initially cost to create. In addition, when you attack a player's base for the first time, and destroy their fleet, you will be able to pillage the player's trade routes running to and from that base. This is especially true if they are building cash to make a major purchase like a high level Planetary Ring or perhaps a 15th or 16th base. Some players make the mistake of hoarding their cash and keep hundreds of thousands of credits in the bank. However, if you hit a player with a lot of money in the bank you could make a very large sum. ![]() By the formula above, if that player had only 900 credits in his bank you would get only 90 credits for the first pillage and 21 credits for the following pillages. Players who rapidly expand bases are obviously spending their cash, and cannot have much in the bank. Unfortunately you have no way of knowing what a player has in his bank, except perhaps if you have been tracking his growth. If you pillage him again in 24 hours, and everything is the same, you get 24% * 0.10 * 20000 = 480 credits. So, if the player has 20,000 credits in the bank, and if this is your first hit on this base, and if the base is 10% of his total economy, you will get If he has an economy of 1300 and this base's eco is 130 then this is 0.10 Times - the base's economy ratio to the owner's total economy. Since you can only pillage every 24 hours the minimum is 24%. Your inital hit is 100% (unless you hit and pillaged this base in the last 100 hours). (number of hours since last pillage max 100)% * (Base Economy/Total Bases Economy) * Base Owner Credits Below is the formula used to calculate it, First you gain a pillage when you take down the base for the first time. When you attack, conquer, and occupy another player's base you gain income from that attack in several ways. Income = Sqrt(Lowest Base Economy) * (1 + Sqrt(Distance)/75 + Sqrt(Players)/10) Occupations More information can be found on the Trade Routes page. Trade routes allow you to connect to other players bases (or your own) and gain extra credits depending on the distance between the two bases, the economy of both bases and the number of other players you trade with. ![]() You get one for the first Spaceport and then 1 more per five. The number of these trade routes is determined by the number of Spaceports you have. Your bases have the ability to create trade routes along with its normal income. Below is a listing of the structures that help raise your economy and how much by.Ĭapital +10 (at base)/level +1 (all others)/level Base economy is given to you on the hour every hour. These are structures that improve production and construction along with specialist economy structures. Structures you build on your bases will give you economy. Your base will be the first type of income you will work with. Some of these are gradual and will give you money over a long period (Ie, your bases) while there are others which will give you a big once off cash income (debris). There are a collection of different places you can make money within AE. ![]()
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