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!

Missiles

Missiles add a devastating ranged weapon to your strategic arsenal in Age of Space. Interplanetary Missiles (MIPs) let you bombard an enemy planet's defenses from the safety of your own world — no fleet required. Interceptor Missiles provide automatic defense against incoming MIPs. Together, they create a missile attack-and-defense game within the larger war. This chapter covers both missile types, the Missile Silo, targeting mechanics, damage formulas, and tactical strategies for offense and defense.

Two Missile Types

Age of Space features two distinct missile types, each serving the opposite purpose:

Interplanetary Missiles (MIP) Interceptor Missiles
Offensive missiles launched from your Missile Silo at enemy planets. Each MIP damages or destroys enemy defense structures upon impact. They are your surgical strike tool for softening a target before a fleet attack. Defensive missiles stored in your Missile Silo that automatically fire at incoming MIPs. Each Interceptor destroys one incoming MIP before it hits your defenses. They are your anti-missile shield.

The Missile Silo

The Missile Silo is the building that stores both MIPs and Interceptors. Its level determines total storage capacity and the range of your MIPs. Without a Missile Silo, you cannot build or store any missiles.

Each Silo level provides 10 storage slots. Interceptor Missiles take 1 slot each, while Interplanetary Missiles take 2 slots each. You decide how to allocate your slots between offense and defense.

Total Slots = Silo Level x 10
Each silo level adds 10 slots. Interceptors cost 1 slot, MIPs cost 2 slots.
Example: Silo Level 5 = 50 slots = up to 50 Interceptors, or 25 MIPs, or a mix.
MIP Range = (5 x Silo Level) - 1 systems
MIPs can only target planets within the same galaxy. The range in systems increases with Silo level.
Example: Silo Level 4 = 19 systems range. Silo Level 6 = 29 systems range. Silo Level 10 = 49 systems range.

Interplanetary Missiles (MIP)

MIPs are the most powerful long-range weapon in the game. Once launched, they fly to the target planet and systematically destroy defense structures. The damage is calculated based on your Weapons Technology level and the target's defenses.

MIP targeting works on a priority system. By default, MIPs target the most expensive defense structures first (like Shield Domes and Plasma Turrets). You can also select a primary target type when launching — the MIP will destroy your chosen defense type first before moving to others.

Each MIP has an attack power based on the formula: 12,000 + (base attack of the MIP x Weapons Tech level). This attack power is applied against defenses in order of priority until the MIP's damage is exhausted.

Requirement: Missile Silo Level 4 Level Impulse Drive Level 1 Level

Interceptor Missiles

Interceptor Missiles are your automatic defense against incoming MIPs. When an enemy launches MIPs at your planet, your Interceptors fire automatically — each one destroys exactly one incoming MIP before it can hit your defenses.

Interceptors are consumed when they fire. If an enemy sends 10 MIPs and you have 8 Interceptors, your Interceptors will destroy 8 MIPs, and only 2 MIPs will actually hit your defenses. Always maintain enough Interceptors to counter expected attacks.

Interceptors are much cheaper than MIPs and take only 1 silo slot each, making them a cost-effective defense investment. Even a small stockpile of Interceptors can dramatically reduce the damage from a missile attack.

MIP vs Interceptor Comparison

Interplanetary Missile Interceptor Missile
Role Offense — destroy enemy defenses Defense — destroy incoming MIPs
Cost 12,500 Ti + 2,500 Gr + 10,000 Deut 8,000 Ti + 2,000 Deut
Silo Slots 2 slots each 1 slot each
Requirement Silo 4, Impulse Drive 1 Silo 2
Range (5 x Silo Level) - 1 systems (same galaxy) Automatic (defends own planet only)

How to Launch MIPs

  1. Build a Missile Silo to at least Level 4 and research Impulse Drive Level 1.
  2. Build Interplanetary Missiles from the Missile Silo building menu. They are produced instantly.
  3. Open the Galaxy Map and find your target planet. It must be within your MIP range (same galaxy).
  4. Click the target planet and select the missile launch option. Choose the number of MIPs to launch.
  5. Optionally select a primary defense target type. MIPs will prioritize destroying this defense type first.
  6. Launch! Your MIPs fly to the target and impact. Any Interceptors on the target fire first, then surviving MIPs deal damage to defenses.

Missile Strategy

MIP + Fleet Combo
The most devastating use of MIPs is launching them just before a fleet attack. Send MIPs to destroy the target's Shield Domes and Plasma Turrets first, then immediately follow with your attack fleet. Without their strongest defenses, the planet crumbles under your fleet assault. This two-phase attack is far more efficient than either missiles or fleet alone.
Interceptor Insurance
Always maintain a stockpile of Interceptors on your most valuable planets. They are cheap insurance against missile attacks. A smart defender keeps 30-50 Interceptors at all times — enough to neutralize most surprise MIP strikes. Rebuild Interceptors immediately after they are consumed.
Calculating MIP Requirements
Before launching MIPs, spy the target planet to see their defense composition. Calculate how many MIPs you need to destroy their key defenses (Shield Domes, Plasma Turrets). Sending too few MIPs wastes resources; sending too many is overkill. A precise MIP strike followed by a fleet attack is the hallmark of an expert player.

Advanced Missile Tactics

In alliance wars, coordinated MIP strikes from multiple alliance members can overwhelm any interceptor defense. If the target has 50 Interceptors, have three players each launch 20 MIPs — the Interceptors destroy 50, leaving 10 MIPs to devastate defenses.

The optimal Missile Silo level depends on your play style. Aggressive players prioritize higher silo levels for greater range and more MIP storage. Defensive players need enough silo capacity for a comfortable Interceptor stockpile — usually Silo 4-6 is sufficient.

MIPs do not generate debris fields. Defense structures destroyed by MIPs are simply gone — there is no recycling opportunity. This makes MIP strikes a pure destruction tool, unlike fleet attacks which create debris that can be recycled.

Remember: MIPs can only target planets within the same galaxy. Cross-galaxy missile strikes are impossible. If your enemy is in a different galaxy, you must use fleet attacks instead.

Missile Tips

Interceptors Are Cheap Insurance
Always keep Interceptor Missiles stocked on your important planets. At only 8,000 Titanium and 2,000 Deuterium each, they are the cheapest defense against MIP attacks. A single undefended MIP strike can destroy millions of resources worth of defenses.
Spy Before You Launch
Never launch MIPs blindly. Always spy the target first to see their defense composition and Interceptor count. Calculate the exact number of MIPs needed, then add a few extra for safety. Wasted MIPs are wasted resources.
Shield Domes First
When selecting a primary target for your MIPs, choose Shield Domes first. Once the Large and Small Shield Domes are destroyed, the remaining defenses become much weaker against your fleet attack. Shield Domes are force multipliers — removing them is always the priority.

Frequently Asked Questions

Yes, MIPs can target both planets and moons within range. Destroying a moon's defenses before a fleet attack (or moon destruction attempt) is a valid strategy.

No. Defenses destroyed by MIPs are permanently gone, just like defenses destroyed in regular combat. You must rebuild them manually. There is no automatic repair.

No. MIPs can only target planets within the same galaxy as the launching planet. Cross-galaxy missile strikes are not possible. You must use fleet attacks for targets in other galaxies.

A good rule of thumb is 30-50 Interceptors on your main planets. This defends against most casual MIP strikes. In active war zones, increase to 80-100 or more. Monitor enemy silo levels to estimate their maximum MIP capacity.

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