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 applies across your planets. Laboratory level one is required. Cost scales by 1.78, duration by 1.5 per level. Weapons: +8% attack; shields: +10% defense; warp: +12% speed; fusion: +12% energy; extraction: +10% ores; agriculture: +10% food and population growth per level. Production bonuses multiply building bonuses. Advanced ship requirements are listed in the shipyard.

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 fleet

Unlocked premium ships can be built with game resources. They are stronger per unit, but fleet size, research and combat roles remain important. Choose a composition suited to your target and protect valuable ships.

Seasons and daily missions

At the end of a season, the rankings are archived and a new season begins. The top three unlock the permanent Champion cosmetic pack. Accounts, paid unlocks and cosmetic choices survive. View previous results and the next season countdown in Seasons. Daily goals reset at midnight UTC: trade 1,000 units for 2,500 credits, complete one research for 1,800 credits, and deliver 1,000 resources for 2,000 credits. Claim each reward once on your selected planet.

Fleet roles and alliance operations

Interceptors gain up to 35% against bombers, armored ships up to 25% against lasers, and bombers up to 15% against armor, weighted by enemy composition. Allies can station defensive fleets; their ships contribute defense and suffer casualties. Recall starts the return journey. Alliance expeditions combine fleets against pirate targets; loot is split by initial committed combat power, limited by surviving cargo. Join before arrival.

Pirates, salvage and diplomacy

Pirate bases and convoys are separate PvE targets and expire after 24 hours. Battle wreckage contains 30% of destroyed ships’ iron, copper, aluminum and titanium costs and expires after 48 hours. Salvager Atlas recycles up to 2,400 units per ship; Rescue Horizon recovers up to 1,200 and grants 10% credits on recovered materials. Alliance leaders and officers propose nonaggression, trade or war for 1–168 hours. Both sides must accept. Nonaggression and trade prevent attacks and spying; trade refunds buyers 3% credits. Normal planet protection remains.

Economy and appearance

Hourly graphs retain 168 samples for stock, effective production and recorded spending. Deposits expected to empty within 24 hours are marked. Spending includes construction, research and market stock reservation; transfers are separate. Premium themes, flags and fleet color styles come with any premium ship unlock. Champion is a season reward. Appearance does not alter combat strength.

Alien invasions

Xal’Thar sends waves every 6–12 hours by default, targeting active players with planets, including offline commanders. Weak raids use the weakest empire, medium raids the average and strong raids the strongest, with 80–120% variation. An alert appears 15–30 minutes before arrival. Existing planet protection postpones the raid.

Activity and battle reports

The Command Center combines public news, personal reports and alliance events with exact dates and times. New entries since your previous login are highlighted. Battle reports show images and counts before battle, destroyed and surviving ships and structures, plus integrity, shields and loot. Older reports display missing snapshots as unknown.

Avatars and conversations

Use My profile to upload a JPEG, PNG or WebP avatar up to 5 MB. Avatars appear in rankings and conversations. Alliance leaders and officers can upload cover images. Search a username in Messages, choose a conversation and reply directly. Click a sender name to open their profile. Only messages displayed in that conversation are marked read.