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		<title>The Order Central</title>
		<link>http://hellsfury.forumandco.com/feed/?</link>
		<description>Latest topics</description>
		<lastBuildDate>Mon, 30 Jun 2008 17:42:48 GMT</lastBuildDate>
		<ttl>10</ttl>
		<image>
			<title>The Order Central</title>
			<url>http://hitskin.com/themes/11/41/94/i_logo.gif</url>
			<link>http://hellsfury.forumandco.com/feed/?</link>
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		<item>
			<title>Astro Empires Wiki</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/astro-empires-wiki-t10.htm</link>
			<dc:creator>Anonymous</dc:creator>
			<description><![CDATA[It's full of loads of useful information. Any questions you have are more than likely be answered here: <a href="http://astroempires.wikia.com/wiki/Main_Page" class="postlink" target="_blank"><a href="http://astroempires.wikia.com/wiki/Main_Page" target="_blank">http://astroempires.wikia.com/wiki/Main_Page</a></a>]]></description>
			<category>Training Grounds</category>
			<pubDate>Mon, 30 Jun 2008 17:42:48 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/astro-empires-wiki-t10.htm#10</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/astro-empires-wiki-t10.htm</guid>
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		<item>
			<title>Battle Guide</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/battle-guide-t9.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>The following presents as briefly and neatly as possible the different ship and basic strategy in AE. 



Fleet Composition 



~ Ship 's description~ 



=============================== 

===========Unshielded=========== 

=============================== 



* Fighters * 



I cannot emphasize how important they are. Basically, the fact that they have the best armor/attack per credit ratio make them the best ship in AE. 



They can kill all other unshielded unit very efficiently.  ...</description>
			<category>Training Grounds</category>
			<pubDate>Sun, 22 Jun 2008 11:13:32 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/battle-guide-t9.htm#9</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/battle-guide-t9.htm</guid>
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		<item>
			<title>Fleet (What kills What)</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/fleet-what-kills-what-t8.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>OK LISTEN I SEE PEOPLE SETTING TRAPS WE NEED TO CHANGE OUR TACTICS! THIS IS HOW TO DO THIS! YOU HAVE TO MOVE YOUR BIG SHIPS WITH ONLY FIGHTERS AND SEND IN YOUR CORVETTES DESTROYERS WITH 1 BIG SHIP FOLLOWING 1 SECOND BEHIND This way you can recall your corvettes and destroyers and take down any fighter trap. Downfalls is you have to have a much bigger fleet than the enemy. 

WHAT KILLS WHAT WITHOUT MUCH LOSS 

1. Heavy Cruisers -kills- Fighters 

2. Battleships -kills- Destroyers, Corvettes,  ...</description>
			<category>Training Grounds</category>
			<pubDate>Sun, 22 Jun 2008 11:12:43 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/fleet-what-kills-what-t8.htm#8</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/fleet-what-kills-what-t8.htm</guid>
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		<item>
			<title>Chosing Planets</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/chosing-planets-t7.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Arid = Excellent allround bases because of a high area + average fertility. Best to grab these in orbits 2 &amp; 3 to get 6 fertility. Arid moons are good choices too - with average area and a discount for higher end defences. 



Asteroid = Great for economic bases due to the good crystal rating they have. Also make fair production bases due to their high metal. Turning these into multi purpose bases isn't a good idea though, as they have a very small amount of buildable space. The low fertility  ...</description>
			<category>Training Grounds</category>
			<pubDate>Sun, 22 Jun 2008 11:12:35 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/chosing-planets-t7.htm#7</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/chosing-planets-t7.htm</guid>
		</item>
		<item>
			<title>Military Guide</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/military-guide-t6.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>This comes all out of experience and if anyone feels the urge to correct me please feel free at the end and maybe this will be 100% correct and get stickied. 



Well there is a variety of ways that a certain fleet can come out of a battle alive, but you have to try and minimize losses, so you have the most profitable outcome of a battle. This is the main idea out of every battle otherwise you will run out of fleet and credit (to build more) very soon. 



STARTING HINTS: 

SHIELDS 

As  ...</description>
			<category>Training Grounds</category>
			<pubDate>Sun, 22 Jun 2008 11:11:35 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/military-guide-t6.htm#6</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/military-guide-t6.htm</guid>
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		<item>
			<title>Defenses 2</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/defenses-2-t5.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>There are 10 defense buildings available in AE currently 

I would like to include Command Centers also to defenses so that makes them 11. 

Please let me try to introduce them to you having in mind that all recommendations are not obligatory, most of those recommendations came out of tips and hints provided by legendary wolves like King Kong and Canis Rufus and many others, forgive me for not mention all of them 

All values are nominal, you can find them in Tables/Defenses in your browser  ...</description>
			<category>Training Grounds</category>
			<pubDate>Sun, 22 Jun 2008 11:02:28 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/defenses-2-t5.htm#5</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/defenses-2-t5.htm</guid>
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		<item>
			<title>Defenses Guide 1</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/defenses-guide-1-t4.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Defenses 



There is no such thing as a perfect defense. No matter what you have protecting your base, eventually someone will bring enough guns to bare to take it down. It is not a matter of if, it is a matter of when. So you MUST have defenses. They are there for 3 reasons: 



1) Deterrent. Given a choice between attacking a base with no defenses and one with some (if few), an agressor will almost always go for the undefended base first. It also prevents random scout and recycler raids.  ...</description>
			<category>Training Grounds</category>
			<pubDate>Sun, 22 Jun 2008 11:01:07 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/defenses-guide-1-t4.htm#4</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/defenses-guide-1-t4.htm</guid>
		</item>
		<item>
			<title>'So you're in a war' guide</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/so-you-re-in-a-war-guide-t3.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>There are two main parts to fighting a war: Money and defences. Money comes from occupations, your own astros, pillages and debris. Defences are turrets, command centres and fleet. Your aim to keep as much of your defences around as possible, while removing as much of your opponents defences as possible, while taking as much money off them as you can. The purpose of this guide is to try and help people fight, while hindering your enemy as much as possible. I’ll start off by writing about money.  ...</description>
			<category>Training Grounds</category>
			<pubDate>Sun, 22 Jun 2008 10:59:57 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/so-you-re-in-a-war-guide-t3.htm#3</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/so-you-re-in-a-war-guide-t3.htm</guid>
		</item>
		<item>
			<title>Battle/Units Guide (a bit rusty, but still good)</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/battle-units-guide-a-bit-rusty-but-still-good-t2.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Inter-drive ships 



Unit: Fighter 

Cost: 5 

Weapon: Laser 

Base attack power: 2 

Base armour: 2 

Base shield: 0 

Base speed: 0 

Shipyard required: 1 

Research required: Laser 1 

Notes: This is the best unit in the game. With the highest Attack to cost ratio out there, These units get great loss ratio's against any unshielded unit it the game and under the proper circumstances, Can even get decent ratio's against attacking cruiser waves. Make sure you have clouds of this  ...</description>
			<category>Training Grounds</category>
			<pubDate>Sun, 22 Jun 2008 10:59:02 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/battle-units-guide-a-bit-rusty-but-still-good-t2.htm#2</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/battle-units-guide-a-bit-rusty-but-still-good-t2.htm</guid>
		</item>
		<item>
			<title>Quick Reference Guide</title>
			<link>http://hellsfury.forumandco.com/training-grounds-f1/quick-reference-guide-t1.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>This is for when you need a little help but don't want to have to search through a long guide to find it. 



Mobile Fleets: 



Generic Guide: 

30000 FT 

5000 CV 

5000 RC 

2500 DE 

2000CR 

500 HC 

enough FC to carry hangar units 



This fleet is what I would consider a well built fleet. The ratios here do not favor any one particular unit, which makes it hard for the fleet to be HC'd or otherwise shield raided. The number of units makes fighter drops messy, and will generally  ...</description>
			<category>Training Grounds</category>
			<pubDate>Sun, 22 Jun 2008 10:57:41 GMT</pubDate>
			<comments>http://hellsfury.forumandco.com/training-grounds-f1/quick-reference-guide-t1.htm#1</comments>
			<guid>http://hellsfury.forumandco.com/training-grounds-f1/quick-reference-guide-t1.htm</guid>
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