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Introdution

Welcome to GUILDNAME. This guild recognizes that Astro Empires is a strategic war simulator. Economy is king because it fuels the war machines. As such, this guild takes a more militant approach to its activities. Our purpose is to attain the first rank for a guild in all categories.

We recognize that you may be a veteran player. If not, we still welcome you. Please read our [NEWBIE GUIDE] to build your empire. This Policy Guide explains the guild's rank structure and responsibilities, diplomatic philosophy, and member goals.

Hierarchy

The GUILDNAME guild has a different rank structure than most. Typically, guilds base rank off of economy, fleet size, etc. Astro Empire (AE) bases rank off of a formula of economy, fleet and technology. Logically, a set of ranks should derive from the AE levels as it is a superset of most ranks structures. This causes one to wonder why exotic ranks are created.

Because this is a military game, we adopt a hierarchy of leadership. Players who are actively involved and able to lead others are able to have a greater impact on the guild as a whole.

Rank Structure

Our ranks derive from the player's responsibility (discussed below). A player choses to become responsible for peers and becomes a Team Leader. A Team Leader is developed to be a Section Leader when each of his team members are themselves Team Leaders. Essentially, they direct their teams, and he directs them. A Fleet Leader is a Section Leader whose team has become Section Leaders. The table below describes this structure, and shows the insignia indicating a leader. Finally, there are other indicators when a player is on probation or in jeopardy of losing guild status.

InsigniaTitleDescription
ÆCommanderOverall responsible for guild management
Fleet LeaderResponsible for 4 Sections (80 players)
§Section LeaderResponsible for 4 Teams (20 players)
ѿTeam LeaderResponsible for 4 Members

Indicators:

Responsibilities

Commander

The Commander is an honorary title bestowed regardless of rank. The Commander manages the overall guild activities and chairs the Fleet Counsel.

Fleet Leader

A Fleet Leader coordinates activities with his team of Section Leaders. Fleet Leaders agree to engage in aggressive wars in Fleet Counsel. Fleet Leaders may negotiate treaties with rival guilds.

Section Leader

Section Leaders manages activities with his team of Team Leaders. They are authorized to engage in minor wars. They are also guild recruiters. They are responsible for ensuring their Team Leaders are adequately involved in their teams, and for helping their Team Leaders to become Section Leaders. Section Leaders are responsible for enforcing discipline (kicking idle or disciplinary players). Section Leaders may spectate the Fleet Counsel. Because of the size of a Section is 20 members, a Section Leader will likely command teams within his Galaxy. During mobilization, he will work with his Team Leaders to identify and prioritize targets within his sphere of influence. During war, he will coordinate activities and shift focus as necessary.

Team Leader

A Team Leader directs his team members. He is responsible for ensuring that his members have adequate defenses, and helps coordinate support for when one of his team members is attacked. During war, teams work together in attack and defense. When each team member has fully developed defenses and an adequate attack fleet, the members may then begin taking on junior members and become Team Leaders. Team Leaders are responsible for identifying members of their team who are idle or disciplinary problems. During mobilization, the Team Leader designates targets and works with his Section Leader to coordinate activities. At war, the Team Leader will direct team activities and ensure all members profit from the engagement.

Team Member

A Team Member is responsible for ensuring his bases are adequately defended and that he builds an adequate attack fleet. Adequacy is based on his tenure on Delta. He must continually work to improve his economy. The must report any combat they engage in (attack or defense). At peace, he will help monitor rival bases in his region. At mobilization, he will report on target base locations and fleet sizes. At war, he will attack rival bases as directed and support team members under attack.

Diplomacy

This guild's diplomacy must always serve its constituency and stated goal. Members will support guild diplomacy.

Non-Aggression Pacts

n

Alliances

n

Cease Fires

n

Scout Taps

GUILDNAME encourages scout taps on all rivals and friendlies. Just be prepared to defend yourself. Scout taps against member bases subjects that member to being put on report. We encourage defense build-up by allowing guild members to tap one-another. As a new member is assigned a Team Leader who is responsible for him, taps should never occur.

Member Goals

As a member of our guild, you are expected to help us fulfill the guild's goals. This section discusses goals a member must make to remain in the guild. Overall, the member is obligated to keep his Team Leader fully informed of his base locations and any situation that may impact these goals.

Activity

Members are encouraged to visit Delta at least daily. Please also glance over the forum and check the [CHANGES] page for any changes to policy. Inactivity for more than 3 days without prior notice to your next-level superior risks expulsion.

Defensive Fleet Goals

QualitySizeExtras
Ideal500x4x Disrupter Turrets, 10 Command Centers, P-Shield
Superb400x2x Disrupter Turrets, 10 Command Centers
Great300x2x Best Turrets, 10 Command Centers
Adequate200x2x Best Turrets, 5 Command Centers
Minimal100x1x Best Turrets

There are several levels of defensive fleet quality. The table above helps visualize the quality of fleets. Each month, a player should attain the next level of fleet quality. Thus, a player should reach the Good-quality fleet month by the end of his second month. It may be helpful for the member to use the emboldened letter in his fleet identifier to show its quality at a glance, although Sections are encouraged to adopt their own method as one method may reveal fleet quality to rival guilds. Regardless, a scout taps against your bases are not acceptable and you will be put on report.

Ideal

Each base must have at least 500 times more fleet (i.e. 500 fleet multiple) on his base than that base generates in economy. Thus, a base generating 100 economy needs a 500,000 defense fleet. With this fleet, the base must have 10 Command Centers, four Disrupter Turrets, and a Planetary Shield. As a cherry on the top, a Leviathan with 5 Battleships might be nice. This could generate a 4000/200/40/2 FT/CR/HC/BB fleet (624K points). However, economies of 300+ make this ideal goal a continuing challenge.

Initial

Obviously the ideal is difficult to attain. Players do not need to start building fleet until Day 6. By that day, players should immediately build 100 FT to cover their bases as well as one level of their best turrets. The Initial goal must be met by Day 14.

Medial

Once the initial defenses are established, the member should seek to build a basic fleet (2000/100/20/1 FT/CR/HC/BB). This is a 312,000-point fleet, which is a 300 fleet multiple on a 100-econ planet. A logical step between initial and medial defenses is to build 1200 FT, then build the 100 CR, then 800 FT (totalling 2000 FT), then 20 HC, then 1 BB. Once this fleet is built, the member should expand the fleet by that ratio until the ideal fleet size is attained for that base.

Offensive Fleet Goals

The offensive fleet goal is easier to describe. The ideal fleet goal is a 500 fleet multiple for each base. That is, each base supports two ideal defensive fleets—one is just offensive. Assuming you have ten bases at 100 econ, that is a 5,000,000 point offensive fleet. Your total fleet size is 10,000,000. By comparison, the highest fleet-ranked player on Alpha has a 32.4 million point fleet.

Scouting

Each member should keep track of rival bases within the Region of his base. As one tenant of empire building is not to have more than one base in a Region, this means that a player should be able to monitor at least nine regions. There are 100 regions in a Galaxy. So, 11 players should be able to keep tabs on an entire galaxy. That means that a Section should easily be able to monitor and dominate a Galaxy. Naturally, team members can negotiate monitoring activities.

When we mobilize, members will focus their attention on scouting guild bases with whom we will war against. This includes calculating what is necessary to occupy rival bases and optimizing an offensive fleet.