When to get higher Astros?

  • The rule of thumb I go by assumes that you upgrade your mines equally across your planets. When the cost in res (without adjusting for trade ratios) of your next crystal mine upgrade gets to around 1/4-1/3 of the cost in res (ignoring trade ratios) of your astro upgrade then it's time to do the astro upgrade.


    I doubt it's optimal mathematically, but it's easy to remember and calculate and it seems to produce a reasonable expansion rate for me.


    For example crystal mine 30 costs around 40 million metal and 20 million crystal - total 60 million res


    By this formula, at this point you should be looking at astro level 18 (216 million res total) to get a step towards your 11th planet. Another level of crystal mine upgrades will put you in range for astro 19 to get that planet


    Disclaimer - I'm an astrophysics junkie, so this might be a skewed rule of thumb...

  • Based on crispy's formula and Smurfy's table it seems I'm way behind on astro levels xD Astro 21 finishes in a week but I'm already working towards making my planets be 40/35/36-37

  • Metal Crystal Deut Astro Plasma
    14 12 10 1 0
    15 13 11 2 0
    16 14 12 3 1
    17 15 13 4 2
    18 16 14 5 0
    19 17 15 6 3
    20 18 16 7 4
    21 19 17 8 0
    22 20 18 9 5
    23 21 19 10 6
    24 22 20 11 7
    25 23 21 12 8
    26 24 22 13 0
    27 25 23 13 9
    28 26 24 14 10
    29 27 25 14 10
    30 28 26 15 11
    31 29 27 16 11
    32 30 28 17 12
    33 31 29 18 13
    34 32 30 19 13
    35 33 31 20 14
    36 34 32 20 14
    37 35 33 21 15
    38 36 34 21 16
    39 37 35 22 16
    40 38 36 23 17
    41 39 37 23 18
    42 40 38 23 18
    43 41 39 24 19
    44 42 40 24 19
    45 43 41 25 20

    ESeB8X4.png


  • I don't know what formulas Silverwind's table uses to calculate optimal astro times but it seems to give very close results to my rule of thumb so I'm not gonna argue with any of it :-P

  • Building crystal mines past 37/38 is an immense waste of resources. I also consider astro past 25 an insane waste of resources


    For astro 23 I would go with 41 33 37 mines, then 44/36/40 for 25 and after I'd just keep that ratio or build something cool like a massive rip fleet to replace your cargoes or a nice turtle because the amortisation times become longer than what ogame has left if the next update passes

  • what i do is, roughly, this:

    minimal techs outside of computer tech for farming, minimum amounts of cargoes, don't get rips until extremely late if it's 1/2/3/4x fleet speed (just deploy cross gal, you produce enough deut, stop being greedy)

    position 12 planets(get 1 deut level higher if you chose to relocate to 15, if you plan on relocating go for position 8 for big planets)


    solar plant until 19 in 30-50% debris, 23 in 50-70%


    astro 1 13/11/10

    astro 3 15/12/11

    astro 5 17/14/13

    astro 7 19/16/15

    astro 9 22/18/18

    astro 11 24/20/20 -> start plasma after, get level 1 to 8

    astro 13 27/22/23 + plasma 9 (around here you can start instaing the uneven astro's if youre impatient)

    astro 15 30/24/26 + plasma 10

    astro 17 32/26/28 + plasma 11&12 (would definitely recommend instaing both astro's after this)

    astro 19 36/29/31 + plasma 13&14

    astro 21 38/31/34 + plasma 15&16 (consider a swap to fusiontech here to prevent assholes from trying to widen your own asshole, if no assholes present continue running off of purely sats)

    astro 23 41/33/36 + plasma 17

    astro 25 43/35/38 + plasma 18&19

    get nanites whenever your mines hit 24 hour build time, until you get to nanite 7, after this it's personal preference (i get nanite 8s and a nanite 10 for building rips at this point)

    when you are short on fields, get +1 nanite level and deconstruct robo to 2


    this has gotten me top 5 economy with a month late start + a decent amount of vmode and not much dm outside of insta finishing astro and merching deut (large storages, i merch around twice a month costing me an average of 28k dm) you can save dm by only finishing the uneven astros and trading with a fleeter, obviously.


    this account is a great example, except its being set up currently to eventually have a ripfleet instead of cargoes (long term plan, Parsec , no need to probe me more):

    GjyHv9R.png
    613pltb.png

    Edited once, last by chewy ().

  • its a 14 month old x6 eco uni, the mines arent that high and couldve been 2-3 levels higher with a day 1 start + regular inactive farming

  • Amortization is a dirty word that some fleeter slapped on mine production to discourage a successful miner. Somehow it caught on, and everyone thinks in terms of having to "payback" the cost of a mine.


    Amortization is actually defined as the process of spreading out a loan into a series of fixed payments over time.


    My Metal mine isn't paid for by any loan, it is paid for up front, it is functioning and giving a return of resources and there for more comparable to an investment, not a liability.


    I don't like info complete, it doesn't create an efficient path for my goals.


    It may work for others and I encourage you to try using it and compare it to you own style to see if it works for what you want to accomplish.


    I might add on the subject of Astrophysics that you should also see about looking at Hyperspace Tech since increased cargo space will become important considerations as you break level 20 Astro

    ESeB8X4.png


  • I'd just add that even if amortization was a legit factor for a miner - what else are they gonna spend res on once the amortization levels get "crazy" (which is subjective anyway) that will produce them more resources? Miners aren't going to become fleeters all of a sudden just cos their next mine won't pay for itself within the next 10 years, they'll just keep upgrading mines (or astro) to gain more res production infrastructure...

  • Amortization seems irrelevant after....a day of playing xD What does it matter that it'll take 2 years to get back the metal it costed to upgrade this mine, I'm just gonna farm it all back today anyway