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!

Your First Ships

Ships are the only way to interact with the galaxy beyond your planet. Without them, you cannot spy on enemies, transport resources, colonize new worlds, or attack other players. This chapter covers the Shipyard, ship categories, what to build first, and how to think about fleet composition in early game.

The Shipyard

The Shipyard is the building where all ships and defenses are produced. You must build a Shipyard before you can construct any fleet units. Higher Shipyard levels unlock larger, more powerful ships and reduce production time for all units.

Requirement: Robot Factory Level 2

The Shipyard runs its own independent queue — separate from your building queue. This means you can upgrade a mine AND build ships at the same time. Always take advantage of this parallelism.

Ship production time depends on the ship cost, Shipyard level, and Nanite Factory level (if you have one). Each Shipyard level reduces build time, making higher levels increasingly valuable when producing large fleet batches.

The Hangar Queue

When you order ships or defenses, they enter the Hangar queue. Units build one at a time within each batch. If you order 100 Light Fighters, each one builds individually, but you can queue additional batches after them.

You can order multiple ship types in sequence. For example: 50 Light Fighters, then 20 Small Cargos, then 10 Cruisers. They will build in that exact order.

Warning!
Unlike building construction, you cannot cancel individual units from a batch once it has started. You can only cancel entire pending batches that have not begun production.

Civil Ships

Civil ships perform non-combat roles: transporting resources, spying on enemies, colonizing new planets, and recycling debris fields.

Spy Probe (ID 210) The cheapest and most important ship in the game. Sends espionage reports revealing target resources, fleet, buildings, and defenses. Cost: only 1,000 Graphene. Always build plenty of these. 0 / 0 / 1,000
Small Cargo (ID 202) The workhorse of your fleet. Carries 5,000 resources. Fast, cheap, and essential for raiding inactive players and transporting resources between your planets. Build many of these. 2,000 / 2,000 / 0
Large Cargo (ID 203) Carries 25,000 resources — five times more than Small Cargo. Slower but much more fuel-efficient per resource transported. Best for large resource transfers and fleet-saving. 6,000 / 6,000 / 0
Colony Ship (ID 208) The only ship that can colonize empty planet positions. Consumed upon successful colonization. Requires Impulse Drive level 3. You need one for each new colony. 10,000 / 20,000 / 10,000
Recycler (ID 209) Collects resources from debris fields left after battles. Each Recycler can collect 20,000 resources. Essential for profitable raiding — the debris often contains more resources than the loot. 10,000 / 6,000 / 2,000

Combat Ships

Combat ships are designed for battle. Each has different strengths: some are cheap swarm units, others are expensive powerhouses. Understanding their roles helps you build effective fleets.

Light Fighter (ID 204) The cheapest combat ship. Low stats but extremely cost-effective in large numbers. Perfect for early-game raiding and as cannon fodder to absorb hits in fleet battles. 3,000 / 1,000 / 0
Heavy Fighter (ID 205) Tougher than Light Fighters with better stats, but not as cost-effective. A stepping stone to better ships. Good for early defense supplementation. 6,000 / 4,000 / 0
Cruiser (ID 206) The first truly powerful combat ship. Excellent against Light Fighters (rapidfire 6) and decent all-around stats. The backbone of mid-game fleets. Requires Impulse Drive 4. 20,000 / 7,000 / 2,000
Battleship (ID 207) A powerful all-rounder with high attack, shields, and hull. No specific rapidfire weaknesses. A solid late-game fleet staple. Requires Hyperspace Drive 4. 45,000 / 15,000 / 0
Bomber (ID 211) Specialized anti-defense ship with rapidfire against defensive structures. Best used when attacking heavily defended planets. Slow but devastating against turrets. 50,000 / 25,000 / 15,000
Death Star (ID 214) The ultimate weapon. Massive attack, shields, and hull. Has rapidfire against nearly everything. Extremely expensive and slow but almost indestructible in small numbers. 5M / 4M / 1M

Understanding Ship Stats

Every ship has five key attributes that determine its effectiveness:

  • Attack — Damage dealt per combat round. Higher attack destroys enemies faster.
  • Shields — Absorbs damage each round and regenerates. Acts as a buffer before hull takes damage.
  • Hull (Structural Integrity) — Total hit points. When hull reaches 0, the ship is destroyed. Does not regenerate.
  • Speed — How fast the ship travels. Faster ships reach targets sooner and spend less time vulnerable.
  • Cargo Capacity — How many resources the ship can carry. Only relevant for transport and raiding.
  • Fuel Consumption — Deuterium burned per mission. Higher consumption means more expensive fleet operations.

What to Build First

Your first fleet purchases should follow this priority:

  1. Spy Probes (5-10): Cheapest ship, absolutely essential. You need to spy on targets before doing anything else. Every commander should have Spy Probes ready at all times.
  2. Small Cargos (10-20): Your primary raiding and transport ships. Send them with fighters to collect loot from inactive players or transfer resources between colonies.
  3. Light Fighters (20-50): Cheap combat ships for protection and raiding. In numbers, they overwhelm small defenses and provide cover for your cargo ships.
  4. Later: Cruisers, Recyclers, Colony Ships as your economy and tech levels allow.

Fleet Tips

Spy Before Everything
Never attack a planet without spying first. The spy report tells you exactly what resources are available, what defenses and fleet are present. Attacking blind can result in losing your entire fleet.
Spy Probes Are Priceless
At only 1,000 Graphene each, Spy Probes are the cheapest ship and the most valuable. Build 20-30 and always keep them stocked. The information they provide saves fleets and wins battles.
Match Cargo to Loot
Always send enough cargo capacity to carry the available loot. Check the spy report for available resources, then calculate how many Small or Large Cargos you need. Sending too few cargos means leaving resources behind.
Do Not Build Expensive Ships Too Early
Battleships and Bombers are powerful but extremely expensive for early game. Focus on Light Fighters and Cruisers first. One Battleship costs as much as 20 Light Fighters, and 20 Light Fighters are often more effective in early game.

Rapidfire is a mechanic where some ships fire multiple times against specific targets in a single combat round. For example, Cruisers have rapidfire 6 against Light Fighters, meaning each Cruiser fires up to 6 times against Light Fighters per round.

This means a fleet of 10 Cruisers can potentially fire 60 shots against Light Fighters in one round, devastating large swarms. Understanding rapidfire helps you choose the right ships to counter your enemy.

Key rapidfire relationships: Cruisers dominate Light Fighters. Battleships have no major rapidfire weaknesses. Bombers shred defensive structures. Death Stars have rapidfire against almost everything.

Drive technology effects: Each ship uses a specific drive type. Upgrading that drive increases speed by 10% (Combustion), 20% (Impulse), or 30% (Hyperspace) per level. This also reduces fuel consumption proportionally for longer trips.

Frequently Asked Questions

Spy Probes. They cost almost nothing (1,000 Graphene each) and are essential for scouting targets. After that, Small Cargos for raiding and Light Fighters for combat. You need all three working together.

No. Once a ship is destroyed in battle, it is permanently gone. However, 30% of the metal and crystal cost of destroyed ships creates a debris field that can be collected with Recyclers.

Check the rapidfire table in the game. Ships with rapidfire against a target fire multiple times per round. For example, Cruisers counter Light Fighters, and Bombers counter defenses. The battle simulator (available in-game) helps you test fleet compositions before attacking.

Build both. Defenses protect your planet when you are offline, while ships let you attack, transport, and interact with the galaxy. A planet with only defenses and no fleet cannot grow aggressively. A planet with only fleet and no defenses is vulnerable when you are away.

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