Showing posts with label Epic Astro Story. Show all posts
[Epic Astro Story] Items
By : Gaj
Items fall into two main categories: Weapons and Armor, both of which are imperative to success in battle. When looking at which residents to equip with which items, look to equip the best possible armor on every resident that will be partaking in battle, whilst equipping the best weapons onto your residents with the highest Ability stats.
Weapons
Armor
In addition to weapons and armor, certain special items can also be obtained from reaching certain planet ranks. These are unique items that cannot be obtained in any other way, other than carrying them over to a subsequent playthrough.
Weapons
Melee Weapons | ||||
---|---|---|---|---|
Name | Attack Power | Development Cost | Unlock Condition | Additional Notes |
Club | 8 | $8.0K | Weapon Lvl 1 | |
Knife | 10 | $12.0K | Weapon Lvl 2 | |
Short Sword | 13 | $16.0K | Weapon Lvl 3 | |
Long Sword | 18 | $21.0K | Weapon Lvl 4 | |
Battle Axe | 22 | $37.0K | Weapon Lvl 5 | |
Sword | 26 | $43.0K | Weapon Lvl 6 | |
Hammer | 30 | $50.0K | Weapon Lvl 7 | |
Heat Axe | 32 | N/A | Reach Plant Rank Lvl 6 | Unique weapon |
Beam Saber | 36 | $57.0K | Weapon Lvl 7 and Electronics Lvl 4 | |
Drill | 40 | $65.0K | Weapon Lvl 7 and Mine Lvl 3 | Can hit up to 5 times |
Golden Axe | 42 | N/A | Complete 13F in the Bottomless Chasm | Low attack speed and a Unique weapon |
Force Sword | 44 | N/A | Complete 4F in the Bottomless Chasm | Unique weapon |
Ranged Weapons | ||||
---|---|---|---|---|
Name | Attack Power | Development Cost | Unlock Condition | Additional Notes |
Rock | 5 | N/A | N/A | Unique weapon found only on Bev Smasher |
Boomerang | 6 | $6.0K | Weapon Lvl 2 | |
Throwing Knife | 8 | $10.0K | Weapon Lvl 3 | |
Shock Blade | 10 | N/A | Reach Planet Rank Lvl 2 | Unique weapon |
Throwing Star | 10 | $15.0K | Weapon Lvl 4 | |
Iron Boomerang | 13 | $22.0K | Weapon Lvl 5 | |
Pistol | 16 | $32.0K | Weapon Lvl 6 | Unique weapon |
Bazooka | 19 | $43.0K | Weapon Lvl 7 | |
Beam Rifle | 22 | $55.0K | Weapon Lvl 7 and Electronics Lvl 4 | Can hit all enemies in a single row |
Wind Blade | 24 | N/A | Reach Planet Rank Lvl 9 | Can invoke Power Strike Skill and a Unique weapon |
Multiple-Launch Bazooka | 25 | N/A | Complete 7F in the Bottomless Chasm | Can hit up to 3 times and a Unique weapon |
Plasma Rifle | 28 | N/A | Complete 10F in the Bottomless Chasm | Can hit all enemies in a single row and a Unique weapon |
Armor
Name | Defence | Development Cost | Unlock Condition | Additional Notes |
---|---|---|---|---|
Battle Gear | 20 | $10.0K | Armor Lvl 1 | |
Space Suit | 30 | $20.0K | Armor Lvl 2 | |
Power Suit 1 | 40 | $32.0K | Armor Lvl 3 | |
Power Suit 2 | 50 | $44.0K | Armor Lvl 4 | |
Power Suit 3 | 60 | $56.0K | Armor Lvl 5 | |
Chimpan Z Suit | 5 | N/A | Uncover the entire planet | The wearer has a chance to instantly kill AND recruit weak enemies, who proceed to become residents and a Unique armor |
Kairo Suit | 60 | N/A | Complete 16F in the Bottomless Chasm | The wearer has a chance to instantly kill AND recruit any enemies, who proceed to become residents and a unique armor |
In addition to weapons and armor, certain special items can also be obtained from reaching certain planet ranks. These are unique items that cannot be obtained in any other way, other than carrying them over to a subsequent playthrough.
Tag :
Epic Astro Story
,
[Epic Astro Story] Skills
By : Gaj
Skills are an important factor to consider when taking residents into battle, as their effective use can turn the tide of any battle. Skills level up as your residents level up, and in certain cases can be changed completed through the use of a relevant item. The level of the skills will either increase the duration of the skill, or the number of times it is used in battle.
Name | Level | Effect | Uses Per Battle | Duration |
---|---|---|---|---|
Rage | 1 | When Health is 50% or less, Attack increases by 50% | 1 | 3 seconds |
2 | When Health is 50% or less, Attack increases by 50% | 1 | 4 seconds | |
3 | When Health is 50% or less, Attack increases by 50% | 1 | 5 seconds | |
Recovery | 1 | When Health is 50% or less, recover 20% of your total Health | 1 | N/A |
2 | When Health is 50% or less, recover 30% of your total Health | 2 | N/A | |
3 | When Health is 50% or less, recover 30% of your total Health | 3 | N/A | |
Heal Ally | 1 | When ally’s Health is 50% or less, recover 20% of their total Health | 1 | N/A |
2 | When ally’s Health is 50% or less, recover 20% of their total Health | 2 | N/A | |
3 | When ally’s Health is 50% or less, recover 20% of their total Health | 3 | N/A | |
Battle Cry | 1 | When Health is 50% or less, neighbouring Allies Attack increases by 50% | 1 | 3 seconds |
2 | When Health is 50% or less, neighbouring Allies Attack increases by 50% | 1 | 4 seconds | |
3 | When Health is 50% or less, neighbouring Allies Attack increases by 50% | 1 | 5 seconds | |
Sharpshooter | 1 | When ranged weapon is equipped, attack one square outside of your range | N/A | Every 4 seconds |
2 | When ranged weapon is equipped, attack one square outside of your range | N/A | Every 3 seconds | |
3 | When ranged weapon is equipped, attack one square outside of your range | N/A | Every 2 seconds | |
Power Strike | 1 | When melee weapon is equipped, Attack increases by 20% | N/A | Every 4 seconds |
2 | When melee weapon is equipped, Attack increases by 20% | N/A | Every 3 seconds | |
3 | When melee weapon is equipped, Attack increases by 20% | N/A | Every 2 seconds | |
Power Shot | 1 | When ranged weapon is equipped, Attack increases by 20% | N/A | Every 4 seconds |
2 | When ranged weapon is equipped, Attack increases by 20% | N/A | Every 3 seconds | |
3 | When ranged weapon is equipped, Attack increases by 20% | N/A | Every 2 seconds | |
Guard | 1 | When Health is less than 50%, all enemy attacks do 1 damage | 1 | 5 seconds |
2 | When Health is less than 50%, all enemy attacks do 1 damage | 1 | 6 seconds | |
3 | When Health is less than 50%, all enemy attacks do 1 damage | 1 | 7 seconds |
Tag :
Epic Astro Story
,
[Epic Astro Story] Residents
By : Gaj
Residents are the most important resource to maintain in the game, as they are needed for every task in the game. Residents can be levelled up, using money, to increase their stats, which is imperative to your success, as having well leveled residents will result in more efficient production and exploration. One benefit of levelling up your residents is that they will upgrade their houses as they get stronger, which results in them sleeping for shorter periods of time and working for longer before returning home.
Residents have 5 main stat categories; Health, Ability, Work, Exploration and Attack.
Health is indicative of how much damage the resident can take in battle before they are defeted. Residents with high health are the most useful in battle, especially when it comes to stronger enemies, as their high durability allows for higher damage output.
Ability is indicative of how much bonus Attack the resident will receive when equipping a weapon. High ability residents are also the most useful in battle, as they have higher damage output.
Work is indicative of how long and fast a resident will work in a Field or Mine before returning home. High work residents are essential to keeping you production facilities stocked to maintain profits from Exporters and/or tourist aliens.
Exploration is indicative of the exploration rate that your away team proceeds at when exploring alien planets or your homeworld. High Exploration residents are essential to completion explorations quickly and at minimum cost.
Attack is indicative of the damage output of a resident. Attack is largely bolstered by having a good weapon paired with a high Ability stat. Residents with high attack are the most likely to fare well in battle (provided they have adequate Health stats).
Residents fall into three unofficial categories; Workers, Explorers and Fighters.
Worker Residents
Worker residents have excellent Work stats and abysmal stats in other areas. Their high Work stats allow them to work in Fields and Mines for longer before returning home, making them ideal for keeping your production lines flowing
Explorer Residents
Explorerresidents have excellent Exploration stats and average Health and Ability stats. Their high Exploration stats make them ideal for rushing through explorations quickly and effectively, whilst their average Health and Ability stas give them a certain degree of durability in battle. However, in areas where exceptionally strong enemies are encountered, they are not as useful as Fighters.
Fighter Residents
Fighter residents have excellent Health and Ability stats but abysmal Work and Exploration stats. Their high Health and Ability stats make them ideal for taking on any enemies you encounter during explorations. These residents are essential to surviving the Bottomless Chasm.
Note: Wes Smasher is also listed as an Explorer resident, as he has exceptionally high Exploration, as well as Health and Ability, which allows his classification in both categories.
Other Residents
These residents do not fall into any of the above categories due to overall lower stats and/or a lack of specialisation in any stat categories. These residents can be useful early on in the game for clearing battles and explorations, but are quicky outclassed by residents in their respective categories.
Residents have 5 main stat categories; Health, Ability, Work, Exploration and Attack.
Health is indicative of how much damage the resident can take in battle before they are defeted. Residents with high health are the most useful in battle, especially when it comes to stronger enemies, as their high durability allows for higher damage output.
Ability is indicative of how much bonus Attack the resident will receive when equipping a weapon. High ability residents are also the most useful in battle, as they have higher damage output.
Work is indicative of how long and fast a resident will work in a Field or Mine before returning home. High work residents are essential to keeping you production facilities stocked to maintain profits from Exporters and/or tourist aliens.
Exploration is indicative of the exploration rate that your away team proceeds at when exploring alien planets or your homeworld. High Exploration residents are essential to completion explorations quickly and at minimum cost.
Attack is indicative of the damage output of a resident. Attack is largely bolstered by having a good weapon paired with a high Ability stat. Residents with high attack are the most likely to fare well in battle (provided they have adequate Health stats).
Residents fall into three unofficial categories; Workers, Explorers and Fighters.
Worker Residents
Worker residents have excellent Work stats and abysmal stats in other areas. Their high Work stats allow them to work in Fields and Mines for longer before returning home, making them ideal for keeping your production lines flowing
Name | Home Planet | Base Level | Base Stats | Starting Skill | ||||
---|---|---|---|---|---|---|---|---|
Health | Ability | Work | Exploration | Attack | ||||
Bones McGee | Local | 1 | 43 | 12 | 23 | 8 | Power Strike | |
James Turk | Local | 1 | 70 | 20 | 16 | 14 | Rage | |
Nyota Uhulu | Octopi | 1 | 60 | 15 | 18 | 8 | 5 | Rage |
Chris Pike | Octopi | 3 | 80 | 15 | 28 | 11 | 5 | Power Shot |
Monty Scott | R-Gray | 2 | 50 | 16 | 22 | 10 | Recovery | |
Kate Baneway | R-Gray | 2 | 40 | 8 | 24 | 11 | Rage | |
Chris Chapel | Planta | 3 | 100 | 4 | 30 | 14 | 5 | Guard |
Reg Broccoli | Planta | 4 | 80 | 7 | 33 | 5 | Power Strike 2 | |
Lo Ralen | Planta | 4 | 50 | 12 | 34 | 6 | 5 | Recovery |
Lissa Ogawa | Tentaclus | 5 | 65 | 3 | 38 | 12 | 5 | Guard |
Pavlov Hekov | Saucer | 6 | 60 | 15 | 40 | 6 | 5 | Heal Ally 2 |
Hikaru Fulu | Mechabot | 5 | 70 | 11 | 37 | 13 | 5 | Rage 2 |
Explorer Residents
Explorerresidents have excellent Exploration stats and average Health and Ability stats. Their high Exploration stats make them ideal for rushing through explorations quickly and effectively, whilst their average Health and Ability stas give them a certain degree of durability in battle. However, in areas where exceptionally strong enemies are encountered, they are not as useful as Fighters.
Name | Home Planet | Base Level | Base Stats | Starting Skill | ||||
---|---|---|---|---|---|---|---|---|
Health | Ability | Work | Exploration | Attack | ||||
Wes Smasher | Local | 1 | 120 | 30 | 12 | 28 | Battle Cry | |
Kate Pulaski | Octopi | 1 | 80 | 23 | 12 | 36 | 6 | Guard |
Luxana Toy | Octopi | 2 | 100 | 21 | 9 | 35 | 6 | Recovery |
Mia Horta | R-Gray | 3 | 120 | 24 | 13 | 39 | Sharpshooter | |
Dul Gukat | Planta | 2 | 90 | 10 | 12 | 38 | 5 | Rage |
Sam Turk | Planta | 3 | 110 | 16 | 10 | 43 | 5 | Power Strike |
Nan Crater | Planta | 4 | 140 | 22 | 13 | 46 | 6 | Battle Cry |
Edie Kreeler | Tentaclus | 4 | 120 | 19 | 21 | 46 | 5 | Power Shot 2 |
Dadzia Jax | Saucer | 5 | 110 | 13 | 14 | 52 | 5 | Rage |
Larry Kim | Saucer | 6 | 120 | 16 | 16 | 56 | 5 | Recovery 2 |
Jen Landru | Mechabot | 5 | 100 | 21 | 12 | 48 | 6 | Power Strike 2 |
Fighter Residents
Fighter residents have excellent Health and Ability stats but abysmal Work and Exploration stats. Their high Health and Ability stats make them ideal for taking on any enemies you encounter during explorations. These residents are essential to surviving the Bottomless Chasm.
Name | Home Planet | Base Level | Base Stats | Starting Skill | ||||
---|---|---|---|---|---|---|---|---|
Health | Ability | Work | Exploration | Attack | ||||
Wes Smasher | Local | 1 | 120 | 30 | 12 | 28 | Battle Cry | |
Siles O’Hare | Octopi | 1 | 130 | 26 | 8 | 11 | 6 | Guard |
Keiko O’Hare | R-Gray | 2 | 140 | 28 | 12 | 16 | Power Strike | |
Gordi Forge | R-Gray | 2 | 150 | 34 | 13 | 14 | Rage | |
Johnny Archer | R-Gray | 3 | 150 | 42 | 22 | 12 | Rage | |
Holly O’Hare | Planta | 3 | 160 | 38 | 16 | 13 | 6 | Recovery |
Malcolm Treed | Tentaclus | 4 | 180 | 48 | 12 | 15 | 7 | Guard |
Zeb Cochrane | Tentaclus | 5 | 180 | 56 | 17 | 23 | 7 | Rage |
Tom Berlin | Saucer | 5 | 190 | 58 | 21 | 21 | Power Strike 2 | |
Khandy Singh | Saucer | 4 | 170 | 50 | 16 | 10 | 7 | Power Strike 2 |
Lana Torres | Mechabot | 6 | 200 | 60 | 22 | 24 | 8 | Power Strike 2 |
Other Residents
These residents do not fall into any of the above categories due to overall lower stats and/or a lack of specialisation in any stat categories. These residents can be useful early on in the game for clearing battles and explorations, but are quicky outclassed by residents in their respective categories.
Name | Home Planet | Base Level | Base Stats | Starting Skill | ||||
---|---|---|---|---|---|---|---|---|
Health | Ability | Work | Exploration | Attack | ||||
Jean Vicard | Local | 1 | 60 | 24 | 10 | 16 | Power Strike | |
Bev Smasher | Local | 1 | 40 | 26 | 8 | 14 | Power Shot | |
Yoshi Sato | Octopi | 1 | 100 | 24 | 15 | 19 | 6 | Power Shot |
Ben Brisko | Octopi | 3 | 90 | 29 | 12 | 15 | 6 | Heal Ally |
Drip Duck | Octopi | 2 | 90 | 22 | 12 | 21 | 6 | Rage |
Cyrano Smith | R-Gray | 2 | 70 | 25 | 11 | 8 | Sharpshooter | |
Nira Kerys | Tentaclus | 3 | 70 | 31 | 10 | 13 | 6 | Power Shot |
Billy Triker | Tentaclus | 4 | 100 | 45 | 19 | 5 | 7 | Power Shot 2 |
Jake Brisko | Tentaclus | 4 | 80 | 34 | 20 | 10 | 6 | Power Shot 2 |
Breanna Toy | Saucer | 5 | 80 | 48 | 18 | 12 | 7 | Sharpshooter |
Harry Dirtt | Saucer | 5 | 95 | 55 | 9 | 35 | 7 | Power Shot 2 |
Yahsa Tar | Mechabot | 6 | 90 | 56 | 10 | 16 | 7 | Power Shot 2 |
Tag :
Epic Astro Story
,
[Epic Astro Story] Aliens
By : Gaj
Exploring alien planets is the primary way you will expand the population of your homeworld, as your will recruit the majority of your new residents during your exploration of them. When you unlock a new planet to explore, you must first clear out an enemy force of pirates, before you are able to explore the remainder of the planet. Once you clear out the pirates, you will not find any more hostile forces and are free to explore at your leisure.
When you discover a new resident on an alien planet, you are given the option of recruiting them immediately, or carrying on with the exploration. If you recruit them, you will immediately leave the alien planet and return with the new resident. If you decide to carry on the expedition and return to your homeworld at a later time, you are able to return to the location of any un-recruited residents to recruit them immediately. This can be useful for saving money, as you can use a high exploration team to completely clear the planet, then return with a single member to recruit all of the available residents.
Octopi Planet
Max Appeal: 50
Unlock Location: Becomes automatically available in Y1 M
Available Residents: 8
R-Gray Planet
Max Appeal:
Unlock Location:
Available Residents: 7
Planta Planet
Max Appeal:
Unlock Location:
Available Residents: 7
Tentaclus Planet
Max Appeal:
Unlock Location:
Available Residents: 7
Saucer Planet
Max Appeal:
Unlock Location:
Available Residents: 7
Mechbot Planet
Max Appeal:
Unlock Location:
Available Residents: 4
When you discover a new resident on an alien planet, you are given the option of recruiting them immediately, or carrying on with the exploration. If you recruit them, you will immediately leave the alien planet and return with the new resident. If you decide to carry on the expedition and return to your homeworld at a later time, you are able to return to the location of any un-recruited residents to recruit them immediately. This can be useful for saving money, as you can use a high exploration team to completely clear the planet, then return with a single member to recruit all of the available residents.
Octopi Planet
Max Appeal: 50
Unlock Location: Becomes automatically available in Y1 M
Available Residents: 8
Name | Discovery Location | Research Points Required |
---|---|---|
Nyota Uhulu | - | |
Siles O’Hare | - | |
Yoshi Sato | 5 | |
Kate Pulaski | 5 | |
Ben Brisko | 160 | |
Drip Duck | 10 | |
Chris Pike | 90 | |
Luxana Toy | 10 |
R-Gray Planet
Max Appeal:
Unlock Location:
Available Residents: 7
Name | Discovery Location | Research Points Required |
---|---|---|
Monty Scott | 10 | |
Keiko O’Hare | 10 | |
Gordi Forge | 40 | |
Cyrano Smith | 40 | |
Mia Horta | 90 | |
Johnny Archer | 160 | |
Kate Baneway | 40 |
Planta Planet
Max Appeal:
Unlock Location:
Available Residents: 7
Name | Discovery Location | Research Points Required |
---|---|---|
Holly O’Hare | ||
Chris Chapel | 160 | |
Reg Broccoli | 320 | |
Lo Ralen | 500 | |
Dul Gukat | ||
Sam Turk | 160 | |
Nan Crater | 500 |
Tentaclus Planet
Max Appeal:
Unlock Location:
Available Residents: 7
Name | Discovery Location | Research Points Required |
---|---|---|
Malcolm Treed | 320 | |
Nira Kerys | 90 | |
Zeb Cochrane | 700 | |
Billy Triker | 500 | |
Edie Kreeler | 320 | |
Jake Brisko | 320 | |
Lissa Ogawa | 999 |
Saucer Planet
Max Appeal:
Unlock Location:
Available Residents: 7
Name | Discovery Location | Research Points Required |
---|---|---|
Breanna Toy | 700 | |
Tom Berlin | 999 | |
Dadzia Jax | 999 | |
Harry Dirtt | 999 | |
Khandy Singh | 500 | |
Larry Kim | 1,200 | |
Pavlov Hekov | 1,200 |
Mechbot Planet
Max Appeal:
Unlock Location:
Available Residents: 4
Name | Discovery Location | Research Points Required |
---|---|---|
Hikaru Fulu | 700 | |
Lana Torres | 1,200 | |
Jen Landru | 700 | |
Yasha Tar | 1,200 |
Tag :
Epic Astro Story
,
[Epic Astro Story] Technology
By : Gaj
Technology is the research part of the game, and is used to advance your processing options and item availability. Not all technology options are immediately available to you, as you must first find the relevant manual/specs during exploration to unlock the ability to upgrade that field of technology. Please refer to the “Environmental” tab for more detailed information pertaining to manual and spec locations.
Name | Discovery Location | Level | Research Points Required | Unlockables |
---|---|---|---|---|
Food | Cave at (0,4) | 1 | - | Sandwiches |
2 | 10 | Hamburgers and Eclairs | ||
3 | 50 | Chocolate Cakes and Beef Stroganoff | ||
4 | 120 | Wedding Cakes and Foie Gras Steak | ||
Machine | Chasm at (19,8) | 1 | - | - |
2 | 50 | Teapots, Mountain Bikes, Oil Heaters and Fancy Wristwatches | ||
3 | 200 | Motorcycles, Trucks, Plasma TVs and 5.1ch Speaker Sets | ||
4 | 500 | Sportscars, Tanks, Small UFOs, Eco Cars and Home Theater Sets (Note: Electronics must be at Lvl 3 for Small UFOs to become available) | ||
Electronics | Chasm at (23,0) | 1 | - | Micro Computers |
2 | 100 | Laptops | ||
3 | 300 | Supercomputers | ||
4 | 600 | Atomic Computers | ||
Processing | When Processing Plant facility becomes available | 1 | - | Fancy Foods |
2 | 60 | Superalloy | ||
3 | 150 | Ethanol and Circuit | ||
Demolition | Cave at (19,10) | 1 | - | Logging |
2 | 500 | Boulder Removal | ||
3 | 1,200 | Hill Removal | ||
Mine | When Mine facility becomes available | 1 | - | Rock and Iron Ore |
2 | 60 | Rare Metal and Oil | ||
3 | 150 | Jewel | ||
Weapon | Plains at (4,1) | 1 | - | Club |
2 | 10 | Knife and Boomerang | ||
3 | 50 | Short Sword and Throwing Knife | ||
4 | 200 | Longsword and Throwing Star | ||
5 | 500 | Battle Axe and Iron Boomerang | ||
6 | 999 | Sword and Pistol | ||
7 | 3,000 | Hammer, Bazooka, Beam Saber, Drill and Beam Rifle (Note: Electronics must be at Lvl 4 for the Beam Saber and Beam Rifle to become available and Mine must be at Lvl 3 for the Drill to become available) | ||
Armor | Cave at (11,4) | 1 | - | Battle Gear |
2 | 50 | Space Suit | ||
3 | 300 | Power Suit 1 | ||
4 | 800 | Power Suit 2 | ||
5 | 2,000 | Power Suit 3 | ||
Rocket | Plains at (4,1) | 1 | - | Expands Away Team size by 2 members |
2 | 100 | Expands Away Team size by 2 members | ||
3 | 500 | Expands Away Team size by 2 members | ||
4 | 999 | Expands Away Team size by 2 members |
Tag :
Epic Astro Story
,
[Epic Astro Story] Production
By : Gaj
Production is a key method in which you gain money from your residents. Production requires two key steps: collection of raw material and generation of the desired product.
Your residents will work at either a field or a mine (depending on where they live and the proximity of said facilities to their home) and will generate raw materials (either food from fields or various types of resources from a mine, depending on where it is located). When you have stockpiled a sufficient amount of resource within the work facility, they will take the raw material to either a Processing Plant (for further refining into processed materials, which can be used as raw materials in a Factory) or a Factory (for generating the desired product).
Production can be a rather complicated affair, as you require differing amounts of raw material and processed materials in order to create the desired product at the factory. Levi Flaman provided a good tip for maintaining efficient production in your factories, by developing your resource steps in a pyramid scheme (e.g. if you are developing Atomic Supercomputers in a factory (which requires Ethanol and Circuits); have 2 Processing Plants developing Ethanol, 2 Processing Plants developing Circuits, 4 fields generating Food for the Processing Plant producing Ethanol and 4 Mines generating Rare Metal for the Processing Plant producing Circuits.)
Raw Materials
Processing Plant Products
Factory Products
Your residents will work at either a field or a mine (depending on where they live and the proximity of said facilities to their home) and will generate raw materials (either food from fields or various types of resources from a mine, depending on where it is located). When you have stockpiled a sufficient amount of resource within the work facility, they will take the raw material to either a Processing Plant (for further refining into processed materials, which can be used as raw materials in a Factory) or a Factory (for generating the desired product).
Production can be a rather complicated affair, as you require differing amounts of raw material and processed materials in order to create the desired product at the factory. Levi Flaman provided a good tip for maintaining efficient production in your factories, by developing your resource steps in a pyramid scheme (e.g. if you are developing Atomic Supercomputers in a factory (which requires Ethanol and Circuits); have 2 Processing Plants developing Ethanol, 2 Processing Plants developing Circuits, 4 fields generating Food for the Processing Plant producing Ethanol and 4 Mines generating Rare Metal for the Processing Plant producing Circuits.)
Raw Materials
Field | ||||
---|---|---|---|---|
Name | Tech Required | Development Cost | Unit Price | Location Found |
Food | - | - | $1.0K | Plains |
Mine | ||||
---|---|---|---|---|
Name | Tech Required | Development Cost | Unit Price | Location Found |
Rock | Mine Lvl 1 | - | $3.0K | Snowfields, Desert and Lava Plateau |
Iron Ore | Mine Lvl 2 | $400.0K | $4.0K | Snowfields, Desert and Lava Plateau |
Rare Metal | Mine Lvl 2 | $400.0K | $5.0K | Snowfields |
Oil | Mine Lvl 2 | $400.0K | $4.0K | Desert |
Jewel | Mine Lvl 3 | $600.0K | $10.0K | Lava Plateau |
Processing Plant Products
Name | Tech Required | Development Cost | Unit Price | Materials Required |
---|---|---|---|---|
Fancy Food | Processing Lvl 1 | $150.0K | $3.0K | Food x1 |
Superalloy | Processing Lvl 2 | $500.0K | $6.0K | Iron Ore x1 |
Ethanol | Processing Lvl 3 | $800.0K | $6.0K | Food x2 |
Circuit | Processing Lvl 3 | $800.0K | $7.5K | Rare Metal x1 |
Factory Products
Food Products | ||||
---|---|---|---|---|
Name | Tech Required | Development Cost | Unit Price | Materials Required |
Rolls | Food Lvl 1 | Initially Available | $3.5K | Food x1 |
Sandwiches | Food Lvl 1 | $4.3K | Food x1 | |
Hamburgers | Food Lvl 2 | $250.0K | $15.3K | Food x3 |
Eclairs | Food Lvl 2 | $200.0K | $9.4K | Food x2 |
Chocolate Cakes | Food Lvl 3 | $400.0K | $8.8K | Fancy Food x1 |
Beef Stroganoff | Food Lvl 3 | $500.0K | $18.9K | Fancy Food x2 |
Wedding Cakes | Food Lvl 4 | $800.0K | $20.1K | Fancy Food x2 |
Foie Gras Steaks | Food Lvl 4 | $1,000.0K | $31.9K | Fancy Food x3 |
Machine Products | ||||
---|---|---|---|---|
Name | Tech Required | Development Cost | Unit Price | Materials Required |
Teapots | Machine Lvl 2 | $50.0K | $7.0K | Iron Ore x1 |
Teapots | Machine Lvl 2 | $50.0K | $7.0K | Iron Ore x1 |
Mountain Bikes | Machine Lvl 2 | $200.0K | $15.6K | Iron Ore x2 |
Oil Heaters | Machine Lvl 2 | $600.0K | $28.2K | Iron Ore x1 and Oil x2 |
Fancy Wristwatches | Machine Lvl 2 | $500.0K | $42.3K | Iron Ore x2 and Jewel x1 |
Motorcycles | Machine Lvl 3 | $700.0K | $51.0K | Iron Ore x2 and Oil x3 |
Trucks | Machine Lvl 3 | $800.0K | $66.0K | Superalloy x2 and Oil x3 |
Plasma Tvs | Machine Lvl 3 | $800.0K | $42.3K | Iron Ore x2 and Rare Metal x2 |
5.1ch Speaker Sets | Machine Lvl 3 | $600.0K | $36.5K | Iron Ore x3 and Rare Metal x1 |
Sportscars | Machine Lvl 4 | $1,200.0K | $88.5K | Superalloy x3 and Oil x3 |
Tanks | Machine Lvl 4 | $1,500.0K | $126.0K | Superalloy x4 and Oil x4 |
Small UFOs | Machine Lvl 4 and Electronics Lvl 3 | $2,000.0K | $127.5K | Superalloy x3 and Circuit x3 |
Eco Cars | Machine Lvl 4 | $1,600.0K | $94.5K | Superalloy x3 and Ethanol x2 |
Home Theater Sets | Machine Lvl 4 | $1,200.0K | $66.1K | Iron Ore x3 and Rare Metal x3 |
Electronics Products | ||||
---|---|---|---|---|
Name | Tech Required | Development Cost | Unit Price | Materials Required |
Micro Computers | Electronics Lvl 1 | $200.0K | $20.2K | Iron Ore x1 and Rare Metal x1 |
Laptops | Electronics Lvl 2 | $500.0K | $27.0K | Iron Ore x1 and Circuit x1 |
Supercomputers | Electronics Lvl 3 | $1,000.0K | $66.1K | Superalloy x2 and Circuit x2 |
Atomic Computers | Electronics Lvl 4 | $2,000.0K | $137.7K | Ethanol x4 and Circuit x4 |
Tag :
Epic Astro Story
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[Epic Astro Story] Tips & Tricks
By : Gaj
General Hints
Try not to demolish scenic/environmental objects like flowers, snowmen or oases. They boost Attraction for your Resort Hotels, sometimes even more than flowers or a flowerbed.
Try to pace yourself between expanding the colony and inviting new residents. For a good part of the game, you won’t be able to get rid of trees and hills so you’re limited on space to place facilities. Once you get the Logging option, you can start clearing trees in the plains area, and can substantially increase the amount of space you have.
There’s a good chance you will uncover the Tentaclus race before the Planta race while exploring the snowfields. However, it’s recommended that you go to Planta first before Tentaclus, as the pirates on the Tentaclus planet are significantly harder than those on the Planta planet.
If you ever return to a planet to get a resident that you couldn’t get before, then just bring the cheapest resident that you can, as you will go back to the exact spot of that person, and once you invite them, you come right back, so it saves money.
If you click on a Resort Hotel on the map, you will see purple squares which indicate the range of how far the aliens can move when they leave it. Build processing plants or whatever you want outside of that range and they won’t mess up your production.
The number of stars listed when exploring a region is nearly always equal to the number of times you will need to renew your exploration budget to fully explore the area.
Bottomless Chasm
Generally speaking, all melee units are preferred in the Bottomless Chasm (with Drills/Force Sword and Powersuit 3), but ranged units should be put in the third row with the Sharpshooter Skill (with Multi-Bazooka and/or Plasma Rifle) .
Upon clearing floor 16, you will receive the Kairo Suit, which acts exactly the same as the Chimpan Z Suit, but with much more respectable defense. Upon clearing floor 17, you will receive the Fast Button, which allows you to go through all battles in the Bottomless Chasm in fast mode. Upon reaching floor 40 in the bottomless chasm, you will receive a “Bonus Mode” in which all of your residents will look exactly like your first resident when you start a new game.
Try placing your highest Health units in the second column (with melee weapons), your lowest Health units in the back column (with ranged weapons) and your mid-range Health units in the front column (with melee weapons). This will allow you to preserve your strongest units for the truly difficult enemies, whilst maximising your damage output against them by combining both melee and ranged attacks.
After clearing each floor, the next floor will have approximately 5 more enemies, and the reward for clearing the floor goes up by $500.
Note: John Astro is the default name of your starting character in all subsequent playthroughs.
Try not to demolish scenic/environmental objects like flowers, snowmen or oases. They boost Attraction for your Resort Hotels, sometimes even more than flowers or a flowerbed.
Try to pace yourself between expanding the colony and inviting new residents. For a good part of the game, you won’t be able to get rid of trees and hills so you’re limited on space to place facilities. Once you get the Logging option, you can start clearing trees in the plains area, and can substantially increase the amount of space you have.
There’s a good chance you will uncover the Tentaclus race before the Planta race while exploring the snowfields. However, it’s recommended that you go to Planta first before Tentaclus, as the pirates on the Tentaclus planet are significantly harder than those on the Planta planet.
If you ever return to a planet to get a resident that you couldn’t get before, then just bring the cheapest resident that you can, as you will go back to the exact spot of that person, and once you invite them, you come right back, so it saves money.
If you click on a Resort Hotel on the map, you will see purple squares which indicate the range of how far the aliens can move when they leave it. Build processing plants or whatever you want outside of that range and they won’t mess up your production.
The number of stars listed when exploring a region is nearly always equal to the number of times you will need to renew your exploration budget to fully explore the area.
Bottomless Chasm
Generally speaking, all melee units are preferred in the Bottomless Chasm (with Drills/Force Sword and Powersuit 3), but ranged units should be put in the third row with the Sharpshooter Skill (with Multi-Bazooka and/or Plasma Rifle) .
Upon clearing floor 16, you will receive the Kairo Suit, which acts exactly the same as the Chimpan Z Suit, but with much more respectable defense. Upon clearing floor 17, you will receive the Fast Button, which allows you to go through all battles in the Bottomless Chasm in fast mode. Upon reaching floor 40 in the bottomless chasm, you will receive a “Bonus Mode” in which all of your residents will look exactly like your first resident when you start a new game.
Try placing your highest Health units in the second column (with melee weapons), your lowest Health units in the back column (with ranged weapons) and your mid-range Health units in the front column (with melee weapons). This will allow you to preserve your strongest units for the truly difficult enemies, whilst maximising your damage output against them by combining both melee and ranged attacks.
After clearing each floor, the next floor will have approximately 5 more enemies, and the reward for clearing the floor goes up by $500.
Name | Position | Weapon | Armor | Skill |
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Tag :
Epic Astro Story
,