Author Message


Rank 2
29 Mar 2010
Santa Clara, CA United States
PostedMay 22, 2012 1:17 pm

The Ultimate Star Supremacy Guide!

Star Supremacy Introduction
Star Supremacy is a complex space epic strategy game. As you begin the game, you will go through a tutorial that will explain the basics of how to play. But there is so much more to this game than just the basics. Here is a guide to help you get your bearings - but even this just scratches the surface of the deep strategic gameplay!

Table Of Contents

Building your Colony
Trade Routes
Building Ships

Building Your Colony

In order to build up your star empire, you first need a strong economy and infrastructure. Each of your colonies has a number of different building spots that allow the construction of new structures. Select empty spots to choose what you wish to build there. Keep in mind - some buildings can only be built on certain spots.

Types of Spots:

Open spot: The most practical spot, all your larger buildings will be built here
Rough spot: The unstable ground only lets small buildings to be constructed here.
Fuel spot: Rough ground that can also be drilled for valuable fuel.
Ore spot: Rough ground that can also be mined for important ores.
Fertile spot: Rare spaces within your colonies that allow the construction of farms.
Unstable spot: These spots cannot be built on.

Types of Buildings:

Colony Hub: the core of your colony and home of its administration. It provides space for population and safe storage for colony resources. It provides one more build spots per level after level 5.

Solar Panel: Provides power for all the buildings within your colony.
Colony Quarters: Provide space for your colonists and increases your population growth rate.
Farm: Only available on fertile planets. They provide the bulk of your food supply.
Mine: Your key source of ores that can be used for all manner of construction as well as refined into goods.
Drill: All your fleets will require fuel to operate effectively. Drill fuel from the correct spots using this structure.
Hydroponics: Used to produce a small amount of food when fertile ground isn’t available.
Industrial Plant: Refines ore into goods for advanced structures. You can set the level of conversion.
Store: Stores all your resources allowing you to build up strong stockpiles.
Trade Platform: Provides a place to trade goods to and from other players.
Space Port: A very important building that allows you to create trade routes to automatically ferry resources around your colonies.
Ship Yard: Allows the construction of all types of space craft for your fleets.
Base Control: A location to recruit more commanders.
Research Facility: The primary research building, and required for all research projects.
Weapon Facility: An add-on to the research facility that gives access to powerful weapons.
Engineering Facility: An add-on to the research facility that gives access to more advanced ship chassis types.
High Energy Facility: An add-on to the research facility that gives access to energy shields and devices.
Commercial Center: Once your colony is large enough, you can construct a commercial centre to join an alliance. The commercial center also allows the expansion of your colony to provide more spots.


You will never rise to the top without the help of others. Understanding the benefits of alliances, and how to construct them, is a very important element of success."
The conditions of joining or creating an alliance are:
Joining an existing alliance requires you to build one Lv1 Commercial Center.
Creating your own alliance requires a Commercial Center at Lv3.

Alliance Benefits:

1. Increased trade route income depending on the size of the alliance.
2. Increased experience gain when defending your allies.
3. Increased energy recovery rate.
4. Boosted research rate. This factor varies depending on what your alliance allies have already researched.

Alliance Upgrades:
Upgrading an alliance allows you to recruit more members, making it much stronger.

Rights of the Alliance Leader:
The alliance leader can upgrade the alliance and kick members who do not donate to the cause.

Alliance Donation:
All the alliance members can donate credits or B-creds for the alliance upgrade. Any member who has donated enjoys a protection period, during which they cannot be kicked.

Alliance Succession:
If the alliance leader quits his alliance, the player with the largest donation will be assigned as the new alliance leader. Also, if a leader is offline for too long, members have the right to dismiss the leader.

Quests in Star Supremacy
The very first quests you will be given are a tutorial of the game. These are very important to explain how to play, as well as to give you rewards to help you out. Once that is done, there are 3 main types of quests you can complete: “Main Missions”, “Daily Quests”, and “Challenges”.

Main Missions:
Main Missions tell players the story of star supremacy. It guides players to continue their way in star supremacy after the tutorial.

Daily Quests:
Daily Quests are also known as routine tasks. They include various quest types and players can complete them repeatedly every day. Sticking to completing daily quests will help players get access to vast resource or item rewards.

Challenges are much more difficult. Players need to reach some specific conditions to complete them. After completing leader quests, players will get access to more uncommon rewards.

Trade Routes
Unlike other games, in star supremacy, players create trade routed to gain more gold and other resources especially when players are offline.

Condition of creating trade route:
Each trade route from a colony requires an additional level in your space port.

Requirement of creating trade route:
After capturing a resource node or assaulting an enemy colony, you can choose to dispatch a fleet to link your colony to the target. You can also create links between your own colonies to transport resources.

Function of trade route:
Trade routes to resource nodes and enemy colonies gather resources and return them to your colony even players are offline.
Trade routes between your colonies can be set to transport resources to or from each colony as well as having the ability to balance the resources between the colonies. Each different resource can be allocated its own mode allowing you to organize the economy of your empire.
As long as it exists, trade route generates gold automatically without a break. More trade routes, more gold generated.

Building Ships
You have complete control over the ship designs you choose to build and can also name your own designs. Each ship assembled is made of its chassis, weapons and modules. Remember that different weapons have strengths and weaknesses so utilize them accordingly in battle.

Classification of ship chassis:
Aircraft: The smallest of your fleet, these ships cannot travel between locations on their own and require transportation within fighter bays.
Small Ship: Including the transport and gun ship, these vessels have the best turret to cost ratios allowing for quick destruction of enemy aircraft.
Large Ship: The larger Frigates have powerful capital weapons that make short work of smaller ships.
Super Ship: The most dangerous Cruisers concentrate on heavy firepower but lack effective protection against aircraft unless carefully designed.

Examples of weapons:
Missiles: Long range allowing for the first hit. They can be shot down with the correct turrets.
Rockets: Deal very heavy damage to larger ships, but only work at short range.
Torpedo: The most powerful explosive technology. They must be manually activated as they have limited ammo available.
Lasers and Lances:Powerful energy weapons that can only be stopped with effective shielding.
Gauss Gun: Rapid fire weapons that can hit multiple small targets.
Flak Cannon: Acting less as a weapon and more for defense, they fill the skies with debris to shoot down incoming missiles.

Examples of modules:
Armor: Increase your raw defense against attacks.
Fighter Bays: The only way to allow aircraft to join your fleets. Larger chassis types can hold more aircraft per fighter bay.
Shields: Provide amazing defense against energy weapons, but are ineffective against other attacks.
Targeting System: Increases the effective range of your weapons allowing you to fire first.
Scramblers: Enables electronic warfare by lowering the efficiency of your enemy’s targeting systems.

Your targets for battle are the valuable resource nodes scattered across the worlds as enemy colonies. Your first colony is safe from attack at all times, but once you venture off planet be wary of who is around you!

Resource Nodes can be Raided and Captured:
Raiding: After defeating the guards, you steal a large volume of resources and return home.
Capture: After defeating the guards, your fleet remains at the node and you can create a trade route to constantly gather the resources.

Enemy Colonies can be Assaulted and Obliterated:
Assault: If you can defeat the enemy garrisons, you can establish a trade route to steal resources from the enemy. You must hurry though as their allies will be quick to counter attack!
Obliterate: Allows your fleets to attack the enemy colony directly and damage their buildings. You will need the most powerful weapons to accomplish this effectively.

Combat Operation:
The combat system of star supremacy is turn-based with expansions and creativity. There is a brand new system called “Tactic Mode” in star supremacy. When in combat, players have control over which tactic to use, which of your fleets to engage the enemy, when to launch your aircraft into the attack and when to use your special abilities and so on. Players can acquire experience and resources after combat, and have a chance of getting items.

Tactic Instructions
Each commander has two tactics based on his or her two highest attributes. There are five different types of tactics: Rapid, Glory, Crit, Defense and Fire. These five tactics restrain each other. Players need to choose a tactic before each turn in a battle.

Source of Commanders:
Players can acquire commanders via quests, recruitment, capture, rebirth etc. Commanders of different qualities have different colors. Currently, there are normal, main and elite commanders.

Commander’s Attributes:
Charisma: affects the max activity queues of the colony, and leader capacity within fleets
Efficiency: affects the colony resource output and fleet fuel loss.
Ingenuity: affects the industrial output and ship construction time.
Tactics: affects the strength of colony shielding and the damage of ship weapons.
Financier: affects research rate and the credit income from trade routes.

Leader Experience:
When a leader acquires enough experience, they can choose to level up or remain at the current level. Leveling up a leader increases their attributes and provides them with an extra free attribute point to assign as you wish.

Leader Energy:
Commanders lose energy in combat. When a commander’s energy reaches zero, they can do nothing. Energy can be returned automatically from items or by resting the commander in a colony. Joining an alliance can quicken the energy return rate.

Commander Loyalty:
After the combat victory, the commander loyalty increases. After the combat failure, the commander loyalty decreases. The commander whose loyalty is zero can’t be operated. Players can return the commander loyalty via using items.

Commander Rebirth:
By using the longevity token, players will have the chance to find a more powerful commander. However, if the token fails it disappears. If an alliance take a space fortress for over 5days, each member of the alliance will get one longevity token.


Rank 0
20 Mar 2009
Middletown United States
PostedJul 30, 2012 10:39 pm
this really dont tell much neither does the one in game many wonder how to change to ally tab and alot ask how do you join teams and such and also ive had alot ask how do you make it to the next instance and yes that last is a odd question but many do ask and it aint very clear that you have to beat hard to move on not just easy alos adding friends is a very confusing deal since its not invites you just add and wait for other to add you and some done udnerstand that


EOS Founder
02 Apr 2008
Yulee United States
PostedSep 25, 2012 6:47 pm


Om nom nom nom! "You want me to give up? I've never learned how to. You do it first so that I know what it is, then I might consider it."


Rank 0
06 Oct 2012
PostedOct 09, 2012 8:59 am

missing info

Seismic stablizer
A very critical Structure is not being explained. the Seismic Stablizer. In game it says what it does. but per level? per 24h? per unlocked colony hub level? what...


EOS Founder
02 Apr 2008
Yulee United States
PostedOct 09, 2012 1:49 pm
per level. You can only change the group via stabilizers 10 times, so if you have a lot of unstables, then use the stabilizer for that and then buy liquid foundation to make it open.

Om nom nom nom! "You want me to give up? I've never learned how to. You do it first so that I know what it is, then I might consider it."
Display posts from previous:   Sort by: