Game Guide
Learn to Play Age of Space - Complete beginner's guide to Age of Space. Learn how to build, attack, spy, colonize, and dominate the galaxy!
Advanced Economy
Economy is the foundation of everything in Age of Space. Every ship, every technology, every defense starts as resources mined from your planets. Advanced economic strategy means knowing exactly when to upgrade mines, when the return on investment becomes too slow, how to specialize planets for maximum efficiency, and when to transition from passive mining to active fleet-based income. This chapter provides the mathematical framework and practical strategies to build the most efficient empire possible.
The Optimal Mine Ratio: 10:9:7
The golden ratio of mining in Age of Space is 10:9:7 for Titanium:Graphene:Deuterium mine levels. This means if your Titanium Mine is level 20, your Graphene Mine should be level 18 and your Deuterium Synthesizer level 14. This ratio produces balanced resources that align with the costs of most buildings, technologies, and ships.
Why 10:9:7? Most game items cost resources in roughly a 2:1:0.5 ratio (Titanium:Graphene:Deuterium). The mine production curves mirror this ratio when levels follow the 10:9:7 pattern. Deviating from this ratio means you will always have one resource in excess while another bottlenecks your progress.
ROI Analysis by Mine Level
ROI (Return on Investment) measures how long it takes for a mine upgrade to "pay for itself" through additional production. The formula is simple: divide the upgrade cost by the additional hourly production to get the payoff time in hours.
At low mine levels (1-15), ROI is measured in hours to days — these upgrades are always worthwhile. At medium levels (15-25), ROI extends to days to a week. At high levels (25-35), ROI can stretch to weeks. Beyond level 35, ROI often exceeds a month, and raiding becomes more profitable.
| Mine Level Range | Typical ROI | Recommendation |
|---|---|---|
| 1-15 | Hours to 2 days | Always upgrade. Fastest payoff in the game. |
| 16-25 | 3-10 days | Still worthwhile. Core of your economic growth. |
| 26-30 | 2-4 weeks | Upgrade if you have excess resources. Start considering fleet income. |
| 31+ | 1+ months | Only for dedicated Miners. Most players should focus on fleet and colonization. |
When to Stop Mining
The critical question every player faces: when does upgrading mines stop being the best use of resources? The answer depends on your play style, but the general rule is: when ROI exceeds approximately 2 weeks, fleet-based income (raiding inactives) typically generates more resources per time invested.
This does not mean you stop mining entirely. It means you shift your priority. Instead of spending 2,000,000 resources on a mine level that takes 2 weeks to pay off, spend those resources on ships that can raid inactive players every day, generating immediate returns.
The transition point usually hits around mine levels 25-28 for most universes. At this point, a well-equipped raiding fleet can generate more resources per day than the marginal mine level would produce.
Planet Specialization
Not all planets are created equal. Different planet positions and sizes make them better suited for different roles. Specializing your planets maximizes your overall empire efficiency.
| Ideal Position | Key Features | Build Priority | |
|---|---|---|---|
| Mine Planet | Positions 7-10 | Moderate temperature, high fields (200+), balanced energy | Mines to max, Robot Factory, Solar Plant/Fusion |
| Fleet Planet | Any position | High Shipyard (12+), Nanite Factory, strong mines for production | Shipyard, Nanite, then mines to fuel production |
| Deuterium Farm | Positions 13-15 | Coldest positions = highest Deut production, fewer fields acceptable | Deut Synth to max, minimal other buildings |
| Research Planet | Any position | Highest Research Lab level, IRN connected | Research Lab, IRN, then mines for funding |
Astrophysics Cost vs. Benefit
Each level of Astrophysics unlocks an additional colony slot (approximately every 2 levels). More planets mean more total production, but Astrophysics costs escalate exponentially. At what point does the next planet not justify its Astrophysics cost?
A new planet at base production generates approximately 500-1,000 resources per hour once mines are established. Over a month, that is roughly 720,000 resources. If the Astrophysics level to unlock it costs more than that, the investment takes more than a month to break even.
This value may vary depending on the universe settings.Energy Optimization
Mines require energy to operate. The two primary sources are Solar Plant and Fusion Reactor. Choosing between them depends on your mine levels, available fields, and Deuterium availability.
Solar Plant is simpler and does not consume Deuterium, but takes up valuable building fields. Fusion Reactor saves fields but consumes Deuterium proportional to its level. At high mine levels, Fusion Reactor becomes necessary because Solar Plant fields run out.
| Advantages | Disadvantages | Best Used When | |
|---|---|---|---|
| Solar Plant | No Deuterium cost, simple | Uses building fields, lower output at high levels | Early-mid game, planets with plenty of fields |
| Fusion Reactor | Saves fields, scales well at high levels | Consumes Deuterium, requires Energy Tech | Late game, limited fields, high Deut production |
Resource Distribution Across Empire
With multiple planets, resource distribution becomes critical. Your Deuterium farm planets produce excess Deuterium but need Titanium and Graphene for buildings. Your fleet planet needs Deuterium for fuel. Your mine planets produce evenly but may need specific resources for upgrades.
Use Large Cargos to transport resources between planets regularly. Establish a transport schedule: every few days, send excess Deuterium from cold planets to your fleet planet, and send Titanium/Graphene from mine planets to wherever construction is happening.
Never let resources pile up on undefended planets. Excess resources are an invitation for attackers. Either spend them immediately or transport them to your most defended planet. The best resource is a spent resource.