Guide:Base 1 Setup
This article will guide you through the process of building up Base 1, unlocking all slots, and properly placing buildings in each slot at different stages to optimize and speed up the base development.
Bases are unlocked after clearing sector 13. Base 1 is the first base player will get access to, and grants a multiplier to damage and shield values.
Growth Setups[edit source]
It is suggested to level the booster ASAP, as it is an extremely powerful unit.
Unless you are trying to buy new slots/upgrades, it is suggested that you keep your Materials at the lowest possible positive and Battle Components at the highest.
Despite all value calculations, these were made with >2x booster multiplicators in mind. If your Booster multiplicator is lower than 2x these changes might marginally increase output and progression speed:
e3: Reverse left side, 1 booster and 2 generators are better
e4: Same as e3, reversing the left side will generate marginally better resources
e8: Check both reversed and normal builds, as both can work better with certain booster amounts in mind. If you are closer to x2 boosters it is still suggested to follow the guide
Final Setups[edit source]
Once all Building slots are fully unlocked it is time to utilize Base 1 to the fullest, and get as many Materials and Components as possible.
Alternatively, the following setup can be used for slightly higher Materials income, if the above one isn't enough to cover Components production:
Early on it's always a good idea to fill all slots between boosters with Materials in order to upgrade all buildings, although it can't hurt to switch to some Components production every now and then.
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