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Player Types

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Player Types Empty Player Types

Post by Guest on Wed Jan 13, 2010 5:01 pm

I shall describe the extremes of each of these player types, however the most efficiant way of playing is to be a mix of everything.

Each category is split into the following:
- General description
- Advantages
- Disadvantages
- Colony Positioning
- Other notes

There is also a quick note about moons at the end.


A turtle is characterised by a very large defence and whose points are primarily from their defence. This means that they can play in a fairly relaxed way, as the large defence makes it unlikely that others will be able to attack for profit.

However, many players dislike turtles since this type of playing can slow down a universe. This means that some players are happy to attack a turtle even if there is no profit.

A turtle’s fleet usually consists of cargos, for shipping res.

- It is ideal for players who are unable to predict their online times.
- Turtles do not have to worry about fleetsaving (however it is unwise to assume your fleet will be safe behind the defence – as I have said many will attack regardless of profit).
- More defence can be built than fleet with the same amount of res.
- Defence has a 70% chance of rebuilding after an attack, a fleet does not.
- Turtles do not have to spend as much time playing as, for example, raiders.

- Turtle’s rely solely on mines which are not as efficient as raiding.
- Turtle’s are targeted by players because of their defence.
- Defence cannot be protected on an incoming attack like a fleet can (i.e. you can fleetsave if you see an attack on its way).
- Defence is just on the one planet, a fleet is moveable.

Colony positioning:
Turtle’s generally keep their planets close together as this means faster res transport. However this does make you more vulnerable to IPM attacks, if all your planets are in one system then they will all be in range of another’s IPMs.

Other notes:
If you wish to turtle I would suggest avoiding the ACS universes, since these allow other’s to join their fleets together and make it easier for them to bash your defence.

Never underestimate IPMs. A good turtle will have a decent supply of ABMs in order to protect against this threat.

Make sure you avoid having a lot of res on one planet. Many turtles believe 10mil res on their planet will be ok behind their massive defense. They are wrong Wink


Raiders tend to have a small, fast fleet usually consisting of small cargos, cruisers etc. They attack weaker/inactive players regularly resulting in many small profits that add up to large amounts. This type of game play requires time commitment as the only way to make a significant profit is to send out A LOT of attacks.

Raiders tend to develop into fleeters as they grow. Raiding is mainly used by newer players who are trying to climb the ranks quickly.

- Done correctly, a raider can make huge profits very quickly.
- Raiders tend to climb the ranks much faster than miners early on in the game.

- It requires a lot of time.

Colony positioning:
Same as a fleeter – keep them spread apart to cover more ground.

Other notes:
If starting a brand new universe, this is the way to go if you want to reach no. 1 – and stay there.

It is wise for a raider to have a high Computer Technology, as this allows for a large number of fleets to be sent out at once.


A miner has very high mines and often trade their res with other players. Because a miner doesn’t have a fleet, they can sell their deut to fleeters gaining res and (usually) the fleeter’s protection.

A miner will have small defence to cover overnight production. They also tend to have a set number of cargos on each planet in order to fleetsave their res.

- Mines are solid points that cannot be lost.
- They generally do not need to spend as much time playing.
- By trading regularly with highly ranked players in his area, a miner can acquire NAPs with potential attackers as well as gaining their protection.

- Energy is a big problem. Solar plants are expensive and solar sats are targets.
- Miners climb ranks slower than fleeters or raiders.
- Mines get very expensive towards the higher levels.

Colony Positioning:
Close together in order to minimise deut costs and time on transport missions. Picking a quiet galaxy (e.g 5) is advisable as less people are around.

Other notes:
Miners usually build solar plants up to the high twenties, and then switch to solar sats to cover their energy.

These are the players that have all the HoF and have the most chance of reaching the no.1 spot. They have large fleets consisting of every attacking ship type. Rather than farming small players like raiders, a fleeter makes his profit by crashing other people’s fleets and harvesting the debris field.

- Massive profits to be made.
- Because of HoF and Top Ten hits, fleeters are usually the players that are remembered after leaving.
- Highly ranked fleeters are rarely probed.
- Fleeting is said to be the most exciting way to play the game.

- A fleeter MUST be able to predict when he will be online.
- If a fleeter has his fleet crashed, he will lose a lot of points. (I have seen players drop 300 ranks in one go before) For many players, a fleet crash is the end of the game.

Colony Positioning:
The further apart your planets, the more ground you will cover and therefore the more targets available.

Other notes:
Fleeters often start out as miners. It is wise to have a good set of mines behind your fleet, as then in the event of being crashed you will be able to rebuild faster.

Fleeters often need to be good at calculations, as many attacks require precise planning.


I just wanted to make a small note about moons. Many believe that only fleeters need to have moons but this really isn’t the case. Since many players are hybrid and have at least a small raiding fleet, moons are essential. The rule here is if you have a fleet – even a small one – you need at least one moon to fleetsave from.


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