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<div class="vv-language-bar">'''English''' · [[Beginner's Guide/de|Deutsch]]</div> | <div class="vv-language-bar">'''English''' · [[Beginner's Guide/de|Deutsch]]</div> | ||
= Beginner's Guide = | = Beginner's Guide = | ||
Your first goal in VoidVerse is a colony that can keep producing while you are away. Build up its economy, open research, then turn that income into | Your first goal in VoidVerse is a colony that can keep producing while you are away. Build up its economy, open research, then turn that income into ships and a second planet. The steps below are a practical route through the current unlocks; keep checking the game's costs, queues and available energy as you go. | ||
== Follow your adjutant's guide == | |||
[[Adjutant LYRA]] runs a '''Commander guide''': six chapters with 25 objectives, from the first mines to your first Void boss. Objectives are checked against your real empire, and each links to the right page. Every finished chapter pays [[G.E.L.D.]] when you claim it, doubling each time from 100 to 3,200 ('''6,300''' in total), and completing every objective earns the achievement '''Graduation Day'''. Hiding the guide keeps your progress; '''Skip guide''' ends it for good, paying finished chapters in full and unfinished ones only half. | |||
== Build a reliable resource income == | == Build a reliable resource income == | ||
Start in [[Resources]] with the [[Aslit Mine]], [[Crlit Mine]] and [[Iopla Mine]]. All three have no catalog prerequisites. Aslit and Crlit pay for the early mines and power supply; Iopla becomes important for infrastructure and research. Upgrade the resource that is holding back your next useful project rather than forcing every mine to the same level. | Start in [[Resources]] with the [[Aslit Mine]], [[Crlit Mine]] and [[Iopla Mine]]. All three have no catalog prerequisites. Aslit and Crlit pay for the early mines and power supply; Iopla becomes important for infrastructure and research. Upgrade the resource that is holding back your next useful project rather than forcing every mine to the same level. | ||
Every full 10 mine levels add '''+3%''' output (level 20: +6%, level 30: +9%), for the Aslit, Crlit and Iopla Mines and the [[SEM Factory]]. | |||
Build and upgrade the [[Solar Farm]] alongside the mines. It supplies energy without consuming fuel. Mines draw more energy as they grow, and an energy deficit reduces resource production: a higher mine level is less useful if you cannot power it. Check production rates and power settings after upgrades, and reduce an unnecessary consumer if you need time to build more generation. | Build and upgrade the [[Solar Farm]] alongside the mines. It supplies energy without consuming fuel. Mines draw more energy as they grow, and an energy deficit reduces resource production: a higher mine level is less useful if you cannot power it. Check production rates and power settings after upgrades, and reduce an unnecessary consumer if you need time to build more generation. | ||
Watch each resource's storage limit, especially before a long absence. [[Resource Storage]] | Watch each resource's storage limit, especially before a long absence. A planet has '''200,000''' storage in total, doubled by every [[Resource Storage]] level. '''Storage allocation''' divides that capacity between Aslit, Crlit, Iopla and SEM (45%, 30%, 20% and 5% by default; the shares must add up to 100%). Production of a resource is lost while its share is full. Reserve enough planetary fields for the buildings you are planning. | ||
== Open research with the Science Network == | == Open research with the Science Network == | ||
Build the [[Science Network]] from [[Infrastructure]]. It has no catalog prerequisites. Research currently requires an effective Science Network level of '''2''': | Build the [[Science Network]] from [[Infrastructure]]. It has no catalog prerequisites. Research currently requires an effective Science Network level of '''2''': the guide's objective asks only for level 1, so upgrade it to level 2 before trying to start research. Levels are combined across your owned colonies, and a government bonus can contribute to this access check. Every level also cuts research time by 5%. | ||
Begin with [[Energy Research]], which has no research prerequisites. Research costs come from the selected colony, so keep your mines working while you save for the next level | Begin with [[Energy Research]], which has no research prerequisites. Its first level costs 1,000 Crlit and 500 Iopla, so build the Iopla Mine first. Research costs come from the selected colony, so keep your mines working while you save for the next level. | ||
== Produce SEM before relying on fusion == | == Produce SEM before relying on fusion == | ||
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The [[Fusion Reactor]] unlocks at '''Energy Research level 5'''. It produces energy by consuming SEM, and even its first build costs SEM. This makes SEM production the practical step before fusion. Keep the Solar Farm running as a fuel-free base, check your net SEM rate, and avoid using every module for power when you also need fuel for ships. Its SEM upkeep grows by 8% per level. If SEM cannot cover consumption, the reactor's contribution is reduced. Fusion is an additional power option; you do not have to build it before a shipyard. | The [[Fusion Reactor]] unlocks at '''Energy Research level 5'''. It produces energy by consuming SEM, and even its first build costs SEM. This makes SEM production the practical step before fusion. Keep the Solar Farm running as a fuel-free base, check your net SEM rate, and avoid using every module for power when you also need fuel for ships. Its SEM upkeep grows by 8% per level. If SEM cannot cover consumption, the reactor's contribution is reduced. Fusion is an additional power option; you do not have to build it before a shipyard. | ||
== Earn G.E.L.D. and scout == | |||
[[Photonic Computing]] (after Energy Research 2) opens the next buildings: level 3 unlocks [[Espionage]] and the [[Command Center]], level 4 the [[Government Center]], which produces G.E.L.D. Each Espionage level gives one spy slot; a spy probe costs 10 G.E.L.D. and reports a planet's resources and defenses. Every 2 levels add a survey slot; a survey probe (25 G.E.L.D.) shows a free planet's fields and resource bonus. See [[Intelligence]]. | |||
== Build your first ships == | == Build your first ships == | ||
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Choose a design for its job. Extractor ships recover debris, cargo designs carry resources, and armed ships help defend your colony and prepare you for combat. Keep investing in production instead of spending your entire economy on a fleet you cannot replace. The [[Defense]] section covers the colony's separate defensive units. | Choose a design for its job. Extractor ships recover debris, cargo designs carry resources, and armed ships help defend your colony and prepare you for combat. Keep investing in production instead of spending your entire economy on a fleet you cannot replace. The [[Defense]] section covers the colony's separate defensive units. | ||
== Found your first colony == | |||
Every level of the [[Government Network]] research gives '''one colony slot'''; your home planet does not use one, but a colony ship on its way already does. Government Network needs Photonic Computing 7, Ship Skeleton 2 and [[Engine Engineering]] 2, so plan for it early. Its first level also opens tier 1 of [[Government]]. | |||
A colony ship starts from a planet with a Planetary Shipyard (level 1 or higher) and a [[Command Center]] of level '''3''' or higher. It costs 60,000 Aslit, 35,000 Crlit, 15,000 Iopla and 5,000 SEM, is built in 30 minutes (10% faster per Planetary Shipyard level) and then flies to the target; [[Subspace Drives]] shorten the flight. Survey candidates first (more fields hold more buildings, a resource bonus raises output, see [[Planets]]), then pick an unoccupied planet in [[Galaxy]] and choose '''Colonize planet'''. | |||
Once a day LYRA reminds you of free colony slots or, with every slot taken, of the next Government Network level or the research still missing for it. | |||
== Learn fleet missions before raiding == | == Learn fleet missions before raiding == | ||
Open [[Fleet]] to choose ships, coordinates, mission and speed. Check fuel, cargo capacity, travel time and free command slots before launch. Use [[Fleet Movement]] to follow the outbound and return journeys. | Open [[Fleet]] to choose ships, coordinates, mission and speed. Check fuel, cargo capacity, travel time and free command slots before launch. Use [[Fleet Movement]] to follow the outbound and return journeys. You start with 3 fleet command slots; every 3 [[Command Center]] levels across your planets add one more. | ||
Before raiding another player or a bot, inspect the target through [[Galaxy]], a spy probe (see [[Intelligence]]) and your [[Reports]]. Compare the target's defenses with your fleet, plan capacity for loot, and keep enough SEM to launch. An attack can cost ships; do not assume an apparently quiet colony or a bot is undefended. | |||
Attack availability follows the game's protection rules (see [[Player Combat#Who can attack whom|Player Combat]]). A target in vacation mode cannot be attacked. Miner mode on either side blocks attacks. '''Weak-target protection''' works in both directions: you cannot attack a player with less than '''10%''' of your points, and that player cannot attack you either. In [[Galaxy]], a feather icon marks a player too weak for you to attack and a dumbbell icon one too strong. Players inactive for more than 14 days stay attackable (vacation mode still protects them), and members of an alliance your alliance is at war with are not covered by weak-target protection (see [[Alliance Diplomacy]]). Use the available missions shown in-game and review [[Government]] before changing play modes. | |||
A winning raider takes at most 50% of each resource for the first 3 successful raids on you within 24 hours, 5% less for each further one. The [[Resource Bunker]] (needs Resource Storage 4) keeps 4% plus 2% per level of each resource's storage out of reach, up to 50%, but only while the planet's energy is not negative. | |||
== Starting late: look for debris fields == | == Starting late: look for debris fields == | ||
Latest revision as of 16:21, 3 November 2026
Beginner's Guide
Your first goal in VoidVerse is a colony that can keep producing while you are away. Build up its economy, open research, then turn that income into ships and a second planet. The steps below are a practical route through the current unlocks; keep checking the game's costs, queues and available energy as you go.
Follow your adjutant's guide
Adjutant LYRA runs a Commander guide: six chapters with 25 objectives, from the first mines to your first Void boss. Objectives are checked against your real empire, and each links to the right page. Every finished chapter pays G.E.L.D. when you claim it, doubling each time from 100 to 3,200 (6,300 in total), and completing every objective earns the achievement Graduation Day. Hiding the guide keeps your progress; Skip guide ends it for good, paying finished chapters in full and unfinished ones only half.
Build a reliable resource income
Start in Resources with the Aslit Mine, Crlit Mine and Iopla Mine. All three have no catalog prerequisites. Aslit and Crlit pay for the early mines and power supply; Iopla becomes important for infrastructure and research. Upgrade the resource that is holding back your next useful project rather than forcing every mine to the same level.
Every full 10 mine levels add +3% output (level 20: +6%, level 30: +9%), for the Aslit, Crlit and Iopla Mines and the SEM Factory.
Build and upgrade the Solar Farm alongside the mines. It supplies energy without consuming fuel. Mines draw more energy as they grow, and an energy deficit reduces resource production: a higher mine level is less useful if you cannot power it. Check production rates and power settings after upgrades, and reduce an unnecessary consumer if you need time to build more generation.
Watch each resource's storage limit, especially before a long absence. A planet has 200,000 storage in total, doubled by every Resource Storage level. Storage allocation divides that capacity between Aslit, Crlit, Iopla and SEM (45%, 30%, 20% and 5% by default; the shares must add up to 100%). Production of a resource is lost while its share is full. Reserve enough planetary fields for the buildings you are planning.
Open research with the Science Network
Build the Science Network from Infrastructure. It has no catalog prerequisites. Research currently requires an effective Science Network level of 2: the guide's objective asks only for level 1, so upgrade it to level 2 before trying to start research. Levels are combined across your owned colonies, and a government bonus can contribute to this access check. Every level also cuts research time by 5%.
Begin with Energy Research, which has no research prerequisites. Its first level costs 1,000 Crlit and 500 Iopla, so build the Iopla Mine first. Research costs come from the selected colony, so keep your mines working while you save for the next level.
Produce SEM before relying on fusion
Take Energy Research to level 4 to unlock the SEM Factory. SEM means Stellar Energy Modules: it is both a building resource and fleet fuel. Build the factory and give it enough energy to produce a reserve.
The Fusion Reactor unlocks at Energy Research level 5. It produces energy by consuming SEM, and even its first build costs SEM. This makes SEM production the practical step before fusion. Keep the Solar Farm running as a fuel-free base, check your net SEM rate, and avoid using every module for power when you also need fuel for ships. Its SEM upkeep grows by 8% per level. If SEM cannot cover consumption, the reactor's contribution is reduced. Fusion is an additional power option; you do not have to build it before a shipyard.
Earn G.E.L.D. and scout
Photonic Computing (after Energy Research 2) opens the next buildings: level 3 unlocks Espionage and the Command Center, level 4 the Government Center, which produces G.E.L.D. Each Espionage level gives one spy slot; a spy probe costs 10 G.E.L.D. and reports a planet's resources and defenses. Every 2 levels add a survey slot; a survey probe (25 G.E.L.D.) shows a free planet's fields and resource bonus. See Intelligence.
Build your first ships
The Planetary Shipyard has no catalog prerequisites, so you can build it whenever the colony can afford it. Level 1 on the colony where you want to build is required for ship production. An economy and SEM supply first make it easier to pay for ships and launch them, but SEM Factory and Fusion Reactor are not shipyard unlock requirements.
Use Assembly to create an active ship blueprint, then order it in Shipyard. Component choices are research-gated individually; owning a shipyard does not unlock every hull, weapon or module. A useful early research branch is:
- Energy Research 2 → Photonic Computing 1 → Assembly Engineering 1.
- With Assembly Engineering 1, Energy Research 2 and Photonic Computing 2, you can begin Ship Skeleton.
- Ship Skeleton 3 unlocks the first extractor module for debris collection. The first transport module requires Ship Skeleton 2. These modules cannot be fitted together on one ship.
- For armed designs, begin Weapon Research after Energy Research 1. The first upgraded projectile weapon requires Weapon Research 2; the first upgraded energy weapon requires Weapon Research 3. Chassis Integrity opens the separate hull-plating and shield research branches.
Choose a design for its job. Extractor ships recover debris, cargo designs carry resources, and armed ships help defend your colony and prepare you for combat. Keep investing in production instead of spending your entire economy on a fleet you cannot replace. The Defense section covers the colony's separate defensive units.
Found your first colony
Every level of the Government Network research gives one colony slot; your home planet does not use one, but a colony ship on its way already does. Government Network needs Photonic Computing 7, Ship Skeleton 2 and Engine Engineering 2, so plan for it early. Its first level also opens tier 1 of Government.
A colony ship starts from a planet with a Planetary Shipyard (level 1 or higher) and a Command Center of level 3 or higher. It costs 60,000 Aslit, 35,000 Crlit, 15,000 Iopla and 5,000 SEM, is built in 30 minutes (10% faster per Planetary Shipyard level) and then flies to the target; Subspace Drives shorten the flight. Survey candidates first (more fields hold more buildings, a resource bonus raises output, see Planets), then pick an unoccupied planet in Galaxy and choose Colonize planet.
Once a day LYRA reminds you of free colony slots or, with every slot taken, of the next Government Network level or the research still missing for it.
Learn fleet missions before raiding
Open Fleet to choose ships, coordinates, mission and speed. Check fuel, cargo capacity, travel time and free command slots before launch. Use Fleet Movement to follow the outbound and return journeys. You start with 3 fleet command slots; every 3 Command Center levels across your planets add one more.
Before raiding another player or a bot, inspect the target through Galaxy, a spy probe (see Intelligence) and your Reports. Compare the target's defenses with your fleet, plan capacity for loot, and keep enough SEM to launch. An attack can cost ships; do not assume an apparently quiet colony or a bot is undefended.
Attack availability follows the game's protection rules (see Player Combat). A target in vacation mode cannot be attacked. Miner mode on either side blocks attacks. Weak-target protection works in both directions: you cannot attack a player with less than 10% of your points, and that player cannot attack you either. In Galaxy, a feather icon marks a player too weak for you to attack and a dumbbell icon one too strong. Players inactive for more than 14 days stay attackable (vacation mode still protects them), and members of an alliance your alliance is at war with are not covered by weak-target protection (see Alliance Diplomacy). Use the available missions shown in-game and review Government before changing play modes.
A winning raider takes at most 50% of each resource for the first 3 successful raids on you within 24 hours, 5% less for each further one. The Resource Bunker (needs Resource Storage 4) keeps 4% plus 2% per level of each resource's storage out of reach, up to 50%, but only while the planet's energy is not negative.
Starting late: look for debris fields
If other empires already have a head start, keep an eye on debris markers in Galaxy. Random event fields grow with the typical strength of active human players in your world, so a small empire can sometimes collect a useful amount without first winning a battle. Fields are shared opportunities, not reserved rewards: another fleet may reach them first.
Work toward an extractor-equipped design and read Debris Fields before launching. Keep developing your mines as well; debris availability depends on events and combat, while your economy gives you an ongoing income.
Resource references: Aslit · Crlit · Iopla · SEM · G.E.L.D. · Resource overview