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Introduction: Economy |
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There are a lot of unexplored planets in the universe. Planets that have not
been explored will need to be explored by races capable of exploring.
Usually, these planets have a small, uncivilized population with no
defending or attacking capability. They will always be willing to join any
empire that comes to their planet.
Races with exploring capabilities won't have the privilege of having better
military ships. This is because they can build up their empire by exploring
for more planets while races that can't explore will be resolved to
capturing planets from other empires.
How large an empire is will be judged by how many planets it has in its
empire. The more planets an empire has means the more resources it can
gather in a turn. All empires will have to defend their planets. To do this,
they will need to build ships that, in turn, need resources. It's a complete
cycle of resource needs through production needs.
Managing your planets properly is the key to efficiently gather more
resources with fewer turns. To do this, you will need to understand how it
works. To ease management of planets in an empire, a practical way of
sorting out planets into systems is used by all races in the universe. It's
a method used since beginning of universal expeditions. No one has any ideas
on making it better. Maybe if you have better ideas and suggest it to the
universe then the whole universe can use it as well. It is good to suggest
them to the Space Federation because they are the ones who keep the rules in
the universe efficient.
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System
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An empire might have thousands of planets; the planets are all sorted into
systems. An empire will start off with one system and can build new systems
when they expand the empire. The more systems you have, the better your
empire is. However, be careful because this will lure stronger empires into
invading your empire.
Every system you own will have a different number of planets and different
bonuses. These bonuses can be of mining, commerce or military advantages. It
is advised to use them wisely. You can check the different type of systems
available in the game at the "System Type" section of this manual.
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Mineral
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Each system will produce its own mineral. The total number of minerals
produced for each system depends on the bonus for that class of system as
well as the total number of planets found in that system. You can check on
the type of mineral you can mine when you click on Manage Planets, you will
be brought to 'Pic 2'. You can see the minerals circled in "Pic
2".
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Defence Bonus
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There are 2 types of defense bonus. The first is the empire bonus. Empire
bonus gives you a defensive bonus to all systems that falls below that
particular system. For example, if Home 2 empire bonus is 2% then all
systems, which in this case is Home 1, will receive an additional 2% added
to its defensive bonus. The second is system defense bonuses. System defense
is the defense for this particular system only, and does not affect other
systems.
Referring to (Pic 1), Home 1 has 4% defense bonus, 2% which is the system
defense and 2% which is the empire defense provided by Home 2. Basically,
the further inside the system is the higher the defense of that system.
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Managing Planets
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As the leader for your empire, you will have to decide on how to utilize
your planets. You can give an order to your system to perform certain tasks.
This ranges from assigning duties to planets, mine, reward or others.

The highlighted links on the picture above are the tasks that you can
perform on your system.
Mineral

This is to perform mining activity on the system. Remember that Rich Systems
are the best to mine on. The more mining planets you assigned in that system
the more minerals you will get when performing mining. The mineral you will
get depends on the system.
Pic2 shows the amount of minerals and ore you can mine from the system every
turn you use.
Population

Assigned planets for housing are initially empty, providing space for
population. Once you have space you can increase your population. Beware
that your goverment will not allow you to kill off your population.
Loyalty

This is used to increase the loyalty of population residing in your system.
The lower the loyalty of population the higher the chances of social unrest
or revolt.
Assigned Planets

This is to turn assigned planets into free planets.
Free Planets

This is to turn idle planet (not doing anything) is called free planets to
perform some duties such as:
- Housing
Increases maximum population size. With a bigger population you will be able
to get more income via taxes. Remember that you will have to feed your
population with food.
- Commercial
Increase commerce within the system. Commerce generates income for this
system.
- Agriculture
Grows food and raw material. Population consumes food and raw material is
used to make consumer goods.
- Industry
Converts raw material to consumer goods. Population will pay you a flat $5
for each consumer good you supply to your population, limited only by the
demand for consumer goods.
- Mining
Allows you to mine for ore and minerals on the system. The more mining
planets you have, the more ore and minerals you will get when you mine in
it.
New System

This is to create a new outer system. To create a new system, you'll need a
minimum of 150 Free Planets, where 100 planets will be lost due to system
creation. With each new system, your empire increases its Power. Please look
up on "System Type" to check on each system's advantages and
disadvantages.
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The Market
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The market allows you to buy or sell resources with other players in the
game. The players, using a real-life-like supply and demand system, set the
price for the market. In short, if too many players are buying a certain
resource then players will have to pay more for it as suppliers will raise
the price due to lack of supplies. If no players want to buy a certain
resource, then other players who want to sell it have to put it at a price
low enough to attract buyers.
The market is a very important part of the game for Aspha Miners as they
make most of their money from the market by selling their abundance of
supplies. However, players with large amounts of resource reserves can
manipulate the market to their liking. Pushing prices up and down is an
option when they catch the trade. Be warned that there are a lot of other
players who would do the same.
Empires reliant on attacking will need to constantly buy resources from the
market as minerals are needed to build ships, food to keep the population
alive, goods to make more money, raw material to produce goods and the list
goes on. Without sufficient amounts of minerals, empires can't build ships
to attack or defend. It is always good to have a sufficient amount of
reserves in case of "Hot Market Manipulation" period.

Goods : Type of Resources for sell
Price : The minimal price selling
Supply : The amount available for sell
In Stores : The amount you have in your empire
Okay, as in 'Pic 1' above there are 8,888,888 of Strafez Organism selling at
$800 in the market and you have 671,558 units available in your empire. Take
notice that the figures shown in the main market are just rough figures
because it only refreshes every 15-30 minutes. To look at the exact figures,
you need to click into the resource's market page. In this case we will look
into the Strafez Organism's market page.
**Notice that there is a "Withdraw from market" option at the
lower right of Pic 1. That is an option only available to paid account
players where you can see the resources not sold yet in the market and you
can choose to withdraw any of them from the market before the validity time
runs out. This is a very useful feature.
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Resources
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Let's look at the resources available for sell in the market (Highlighted in
Pink). There are currently, 8,888,888 units of Strafez Org. selling at $800
that will be valid for another 47 hours. Only when this is sold out or
expires will the second row of resources be up for sell. Therefore, you can
only buy up the first row of resources now.
Since you want to buy resources, you'll need to key in the amount you want
to buy in the 'Units' at the green highlighted area in 'Pic 2'. Then, click
anywhere in the screen, you'll see the price needed to buy the amount you
want. Then click on Buy to confirm your purchase. Caution, if you see NaNa
in the price, you need to remove a comma from the price or from the amount
you typed in.
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Selling Process
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Selling resources may be a bit trickier. First of all, observe the current
price of resources on sale. There is a max and min limit of the price you
are allowed to sell at. You type in the price you wish to sell at.
(Highlighted Green 'Pic 3). Next, key in the amount you want to sell, and
remember, the Min amount is stated and the Max amount is definitely the
amount you available to you. Click anywhere in the screen and you'll see the
amount of money you will recieve if your sale is successful. Click on sell
to confirm.
Below are the steps on how the market works for selling resources:
1. Players post things for sale in the market
2. Resource transfers from the player's warehouse to market
3. New posting in the market takes 5 to 60 minutes to appear
4. Other players can then buy stuff currently on sale in the market
5. Market post lasts up to 48 hours, unsold stuff will be returned
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Restrictions/Reminders
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You can't buy if no one sells
You cant sell if no one buys
Min or max units applicable for new posting
Min or max price applicable for new posting
You can only post a certain number of times within 1 minute
Players will auto-buy the cheapest posting first
Turns are not used for buying and selling
You will receive a message in Important Events under market events when
posting, overdue or withdrawal of resources are returned or when someone
buys your stuff. Although the message in Events is immediate, keep in mind
that it will take 5-15 minutes for it to show up on your end (you must be
online during this period). This is due to the time required to send
resources or credits over from one end of the universe to another.
Occasionally, you may need to log out and back in to see your cash change
from a sale.
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