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Galaxy On Fire: Alliances

Cheats, Tips, Secrets & Walkthroughs for Galaxy On Fire: Alliances on iPhone iPod

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Galaxy On Fire: Alliances Cheats



To use carriers to move resources, build and assign freighters to them. This will count against your ship limit. Station the carrier and its freighters at the planet producing resources, then use the "Planet" menu to deliver the products to the designation. The carrier will automatically fly back to its assigned home world after delivery.

Create Planetary Defenses, a Laboratory with Ship Defense research, and always have it guarded.

Your home system is undetectable by other players and will never be attacked. Save resources and do not pursue the Ship Defense research project in your laboratory and the Planetary Defense structures in your home system as they have no effect on the game's outcome. All research benefits only effect the planet that the specific lab is built on. Select one planet that has lots of resources and construction slots act as your main resource supplier. Assign a carrier with accompanying freighters to it and transfer resources to other planets as needed. Metal is the most important resource, with Gas also being important for Spy Drones.

Save your credits on artifacts and limit extenders instead of speeding production.

Only keep one Spy Drone factory per system. They can be sent anywhere needed and do not need to be kept at multiple locations.

Your home system is totally undetected by various other players, meanings your home earths will never ever be in threat of attack. Take your time and acquaint yourself with the ins-and-outs of the game (and potentially construct up a good fleet) prior to you take to the stars.

Due to the fact that your home system can never ever be assaulted, there's definitely no reason for you to lose resources, area, or time on looking into or building anything suggested to protect your worlds. Disregard the Ship Defense study job in your lab and the Planetary Defense properties in your house system. They serve definitely no function. Possibly if all study was offered across-the-board for all your worlds things would be various, however all study advantages just work for the world that particular laboratory is constructed on.

Providers just have garage area, not payload area. Exactly what this implies is that if you desire your providers to carry things around, you're going to should construct and appoint trucks to them. More trucks imply even more freight area, however keep in mind that you have a particular ship limitation which trucks count versus it. This restriction will be raised as you level-up, however bear in mind everything the exact same.

Provide freight, do not move fleets. If you wish to move resources in between worlds, the fastest and simplest method is to station a provider (with trucks) at the world producing the resources, and afterwards utilize the World Menu to provide the items to the target earth. The provider will provide the appointed resources, and afterwards immediately fly back to its designated home world.

Think about establishing "mining worlds." Exactly what I indicate is, have one world (probably one with bunches of resources and building slots) serve as your main resource provider. You can designate a provider complete of trucks to it and utilize it to carry lots of products to your various other worlds when required.

Do the exact same thing for spy drones. You actually just require one spy drone factory per system, if that. You can send out and make out drones from anywhere, and you can react to the goals they could open up from anywhere. No have to pepper all your earths with them.

Utilize it if you have the area. Think about doubling-up on extractors if an earth has like 7 building slots (after accounting for the HQ). 2 level 3 metal extractors will produce a lot even more than one. Much more so if you have actually likewise got a laboratory with the appropriate tech study to choose them. Do not lose credits on speeding things up. I understand it's appealing. It constantly is. You'd be much better off saving up and investing those credits on artifacts and restriction extenders.

Metal is where it's at. Gas and Crystals serve their function, with Gas being especially essential to snoop drone production for some reason, however nearly everything needs a bunch of metal to produce. Particularly ships. Take your time and strategy ahead if you desire to make a step on an earth possessed by an additional player. Use spy drones to check their defenses. Fill a provider or more with fighters and potentially ground soldiers. And naturally, if the world you're assaulting from is in the exact same system, ensure to leave a reasonable variety of forces behind in case they strike back.

If you wish to keep that high-production external world, develop Planetary Defenses, a Lab with ship defense study, and never ever leave it unguarded. It will not assure that all prospective attacks will be warded off, however it will enhance your opportunities. Heck, merely seeing a few of the information on your defenses from a spy drone record could be enough to prevent assaulters. Perhaps if all study was readily available across-the-board for all of your earths things would be various, however all study advantages just work for the world that certain laboratory is developed on.

If you desire to move resources in between worlds, the fastest and most convenient method is to station a provider (with trucks) at the earth producing the resources, and then make use of the World Menu to provide the products to the target earth. Exactly what I imply is, have one world (most likely one with lots of resources and building slots) act as your main resource provider. If you desire to make a step on an earth possessed by an additional player, take your time and strategy ahead. If you desire to keep that high-production external earth, develop Planetary Defenses, a Lab with ship defense study, and never ever leave it unguarded.


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