E·UEMPIRE OF THE UNIVERSE

Game guide

Found your empire

Create an account, name your first planet and receive 15,000 credits and starting resources. Coordinates, climate and four production bonuses are assigned automatically. Use the planet selector to manage each world separately.

Economy and deposits

There are twelve resources. Four resources on a starting planet receive a 75% production bonus. Credits have no finite deposit; other resources stop producing when reserves run out. Progress continues offline, but a single update counts at most 24 hours. Food availability affects population growth.

Buildings and queues

Begin with mines, energy and food, then a shipyard and laboratory. Buildings have separate upgrade queues: you cannot queue a second upgrade for the same building. Costs multiply by 1.62 per level and duration by 1.32. Habitats increase population capacity; terraformers increase maximum integrity and repair rate.

Research

Research belongs to your account and applies across its planets. A level-one laboratory is required. Research costs multiply by 1.78 per level and duration by 1.5. Weapons add 8% attack per level, shields add 10% defense, and warp adds 12% travel speed. The production descriptions for fusion, extraction and agriculture are currently catalog descriptions; the production tick does not yet apply these research bonuses.

Fleets and roles

A level-one shipyard builds ships immediately after payment. Weapons require shipyard level two. Tempest is a fast interceptor, Obsidian trades speed for defense, and Aurora specializes in attack. Atlas carries resources; Genesis colonizes; Specter spies; Sentinel counters espionage. Ship armor contributes when defending in orbit, not to outgoing attack power.

Travel and transport

Select ships on the galaxy map when attacking. The slowest selected ship determines speed, improved by warp research. Travel time is distance divided by speed times 20, rounded up, with a 60-second minimum and six-hour maximum. Transport moves selected resources between your own planets within total cargo capacity. Surviving ships return after their mission.

Combat and losses

Attack equals total ship power times (1 + 0.08 × weapons level). Defense equals 12% of planet integrity, current shield, orbiting ship power plus armor, and orbital weapon power, multiplied by (1 + 0.10 × shields level). Each side rolls independently between 90% and 110%. Higher power wins; both sides can lose ships. A victory can damage the planet and loot resources within surviving cargo capacity; the target receives 15 minutes of protection.

Espionage and reports

Send 1–100 Specter probes to another player. Probe strength is 160 per ship and Sentinel counter strength is 220; each rolls between 85% and 115%. Successful probes reveal resources, buildings and orbital forces and return home. Detected probes are destroyed. Battle and spy reports record outcomes; check notifications for returning fleets.

Market and alliances

Publish a resource offer with quantity and unit price, or buy another player’s offer using credits. Offers depend on available stock. Alliances provide shared communication and prevent attacks and spying between members. Use rankings to compare empires and messages or chat to arrange trade and cooperation.

Premium and resets

Premium ship access requires a confirmed PayPal purchase; unlocked ships can then be built with game resources. Premium ships are stronger per unit, but ordinary fleets can overcome them through numbers and research. Admin reset is manual or scheduled through the minute cron. It resets resources, deposits, buildings, research, fleets, missions, market and combat reports, while preserving accounts, planet ownership, alliances, messages, premium unlocks, payment history and configuration.