Version 1.1
1. Introduction
Hello, and welcome to my complete comprehensive guide to empire vs. empire (EvE). In this, I will attempt to explain everything that I have learned and everything that players will need know for empire wars. I have been in empires of all levels of play, from gold to legend, so I consider myself a reliable source of information. This will be most helpful to new players, but if you are an older player and just new to EvE, then this may hold helpful tips and suggestions for you to better understand and play the game. I will break this into multiple sections:
1. Introduction
2. Terminology and Call Outs
3. Classes and Builds
4. Empire Upgrades
If you are completely new, I recommend reading this in the order it was written, but feel free to skip around if there is information that you already know. Hope this helps!
2. Terminology and Call Outs
Points: It is probably best to get a feel for exactly what will be going on during war. If you don't know already, the goal of EvE is to get more points than the other team. You get these points through many different ways. Killing any player is worth 1 point. However, if an enemy player heals, then you lose a point, so you will only get points for the players that stay dead until the end. Destroying a building is worth different amounts depending on the building. Warehouses, hospital, Armory, and Sniper Tower are all worth 5 points when destroyed. Both Safe houses are worth 8 points, and HQ is worth 20 Points. As you can imagine, in upper levels of play, there is a major emphasis on destroying HQ.
Building Bonuses: Aside from the point values, you also get extra benefits from destroying buildings. Most buildings give the empires an extra power-up, and destroying the corresponding buildings will get rid of the given power up. Safe Houses give all defenders extra defense bonuses. Sniper Tower gives extra attack bonus to every player in the tower. Armory gives tokens faster. Hospital generates Health Packs for healing. Finally, HQ allows all other abilities to go on. Destroying HQ is the equivalent of destroying all other buildings as far as power-ups are concerned. This is also why HQ is so heavily sought after in higher levels of play. If a team loses their HQ, most of the time, they have essentially lost the game.
Token Usage: So how do we go about getting points? Well first thing is that you have 10 tokens at the start of each war and they will generate every 5 minutes. This time is reduced with the help of armory bonus, but in order to get this bonus, you must have spent at least one token. Therefore, the way to maximize your total tokens for the war is to join as early as possible and spend at least 1 token right away. These tokes function just like stamina in the game, and you need them to hit enemy players. Most of the time, 1 token can be used to hit the enemy player, but some classes have skills that use 2 or even 3. Since you have a limited number, you will want to use your tokens wisely.
Healing: You can also heal when you are bellow 200 health in a war. To do this, you will go to the hospital building and click on the "use health pack" button. The amount healed will be based on the level of the hospital. Upgrades on hospital will increase the amount of health restored and lower the time it takes to generate new packs. Since there is a very limited supply of packs, many empires like to control heavily who uses them. Be sure to ask someone before taking a pack that you aren't sure you can take.
Defenders: We also must know that there are defender slots in each building. If the players in the defender slots are alive, then you cannot destroy the building. In order to deal building damage, you must first kill all of the defenders. There are also players in offensive slots, but they have very little to do with destroying buildings, so we will not talk about them. Just know that they are there.
So, getting back to the original question, you get points by spending tokens to hit and kill players. Most of the time, you want to hit players in the defense slots for a building so that your empire may destroy that building. Once all defenders are dead, we call the building "open." As you play, you will find that the goal of the game is essentially how to spend tokens most efficiently. Or in other words, how can we get the most points per token. You also want to know how to minimize the token efficiency of the opponents. This game is mostly about how you manage your resources. How you go about getting points will vary with your level of play.
Gold Rank: In gold-rank empires, usually you only need a few points to win. Most of the time, you won't have the resources to demo multiple buildings. Many wars at this rank can be won purely off of killing players.
Platinum Rank: In Platinum-rank empires, empires will usually have the ability to destroy many buildings and will start focusing their attacks a bit more. Many times, they will manage to destroy one or more of the main 3 buildings: armory, hospital, and/or HQ.
Diamond Rank: In the Diamond tier, we see that often some empires will completely destroy all buildings of the other or at least destroy all of the main 3 buildings. This is the point where play becomes a bit more serious.
Legend Rank: In legend empires, wars are usually over before the normal 2 hr window and all buildings are destroyed as well as all players killed.
Knowing how the different tiers of empires play and knowing your desired play style, you should be able to settle yourself in to an appropriate empire. For beginners, you will most likely want to start with a gold or platinum empire.
Building Numbering: Lastly, we will focus on call outs. As you move up in rank, empires will talk more and more in the empire chat. What they say will usually be about which building to hit and when. To do this, numbers are assigned to the slots of each building. Since they are in a 3x3 grid pattern, the buildings are numbers thus:
123
456
789
You can see that the building that we will call "1" will be in the top left, 5 is in the middle, 9 is bottom right, et al. You will usually see something like "hit 5" which means for everyone to attack players in the middle building. You may also see something like "3 open" which means all of the defenders in building number 3 (top right) are dead and someone should begin destroying the building. The best analogy for this is to think of the building numbers as numbers on a phone dial. Use these to give and understand call outs. Call outs are important for coordination because they allow empire to use tokens more efficiently and thus, win more games.
3. Classes and Builds
As I mentioned in the last chapter, the way to win is to be as efficient with your resources (tokens, health packs, etc.) as you can in terms of trading them for points. To help with this, players can specialize into certain areas of play that will maximize your value for each resource. We will look at each of the 4 classes, and see what their role is in EvE and how to build a character in each build.
Enforcers:
Enforcers are the weakest of the four classes on offense, but they are great at defense. The main point of the enforcer class is to defend buildings. When players use a token to hit a player, the receiving player is said to "absorb" that token. Enforcers try and absorb the most tokens per health pack used. In this way, they are most efficient at getting the enemies to spend tokens inefficiently.
If we are looking at stat builds, then there are two main areas that enforcers want to put stat points into. First, they want a high defense. High defense means that they will win more when defending and will therefore, take less damage and deal more counter damage. This way, enforcers absorb more tokens before they have to heal again. They also want to put stat points in health eventually. Because enforcers want to absorb tokens, if they have a higher initial health, then it takes more to kill them the first time.
For enforcers starting out, the skills toughness and deflect are highly recommended.
Assassins:
Assassins (sins) are one of the two main damage-dealing classes. The damage that assassins deal is mostly focused on increasing damage in percentages, or in executing players. They have a decapitation skill that allows them to execute players at up to 699 health. This means that as soon as a player is at the health amount, they can be killed with no more tokens used. Without this, players would usually have to spend 1 or 2 extra tokens against a weak enemy, and even more against a stronger one. Therefore, assassins basically generate at least 1 token every time they execute an enemy.
Another noteworthy skill of the assassin class is that they have the ability to see building 9. They can tell what it is and who is defending it. This provides much information about what type of building set up the enemies have as well as if you feel your empire is able to kill the defenders. It is recommended for assassins to call out which building is 9 at the start of the war to let the rest of the team know. Some players like calling this the "back door" for assassins.
Builds for assassins primarily want to have stat points in one of the two combat areas: attack, and defense. This may vary with what type of assassin you are because some assassin builds focus on defending buildings while others are for offense.
Good skills for low level assassins are decapitation and opportunist.
Heavy Weapons:
Heavy weapons (heavies) deal massive area of effect damage as well as massive building damage. When you open a building, heavies are primarily the ones that will destroy the buildings since they have class skills that increase building damage. Therefore, to get the most efficiency with destroying buildings per token, you want to use heavies with the demolition skill to do it. They also are good for planting booby traps, which deal player damage and building damage when a player heals, as well as attacking a row of payers at the same time.
Because of the nature of the heavy build, you are able to completely ignore combat skills if you so wish. If you only deal building damage, you can still deal large amounts without and combat stats and by just using class skills. However, building damage is linked to attack and defense stats, and you may want to be a heavy that deals area of effect damage. Therefore, you will most likely want to put skills in attack if you want to. However, it is very optional, especially at lower levels of play.
Useful skills for beginning heavies are demolition and flamethrower.
Snipers:
Snipers are the second player-damage class, and the last of the four in this section. Snipers can get very high critical chance and critical damage on their attacks, making them excellent for killing larger players. There are also some skills that let them win against a player regardless of stats a percentage of the time. So, they will see most play in opening buildings for heavy weapons and lowering enemies for the assassin to execute.
Builds for the sniper are very combat oriented. You will want high amounts of attack, and even defense if you so wish.
Good early skills for sniper are headshot, killing spree, and invisible.
I will have another section later on that will discuss upper-tier builds. The builds in this chapter are mainly focused on players with only lvl 1 and 2 classes.
4. Empire Upgrades
Aside from improving individual skills, the buildings in your empire may be improved to provide additional benefits to you and your team. We will look at the major upgrades that are considered most important to an empire. I will also provide calculations to quantify these upgrades for you.
Armory:
The main upgrade in armory is "Armory lvl #" where "#" changes based on the current level of the building. This upgrade reduces token recharge rate by 10% each level. This starts at 10% and goes to 40% reduction at the final level. In this case, 10% of 5 minutes (300 seconds) is 30 seconds or half a minute. Therefore you get 4.5 minute tokens at lvl 1 and 3 minute tokens at lvl 4 . Since the initial amount of tokens is 10, the initial recharge rate is 5 min, and the total war time is 2 hrs (120 min), we can compare the different levels of this upgrade. I will now calculate the maximum total tokens possible with each upgrade.
*Note that I will round down in all cases because of the way that token generation works
No Bonus:
10+(120/5)=10+24=34 tokens
Lvl 1:
10+(120/4.5)=10+26.667=36 tokens
Lvl 2:
10+(120/4)=10+30=40 tokens
Lvl 3:
10+(120/3.5)=10+34.286=44 tokens
Lvl 4:
10+(120/3)=10+40=50 tokens
Earlier I said that the best way to win is to get most efficient use out of tokens, but it also helps a lot to have much more of those tokens to generate. In many wars, empires will target armory to slow down the enemy and nullify their token generation.
Hospital:
Hospital is another powerful upgrade for all empires to have. The key upgrade in this is "hospital level #". The base level 1 hospital generates 1 pack every 16 minutes. Each pack at this level regenerates 1200 health and the hospital will always start with 5 packs. Each upgrade will increase the amount healed by 200, the number of initial packs will increase by 1, and the regeneration time will be reduced by 2 minutes each level until level 4. I will now provide calculations with appropriate rounding.
None:
0 health
Lvl 1:
[5+(120/16)]*1200=12*1200=14400 health
Lvl 2:
[6+(120/14)]*1400=14*1400=19600 health
Lvl 3:
[7+(120/12)]*1600=17*1600=27200 health
Lvl 4:
[8+(120/10)]*1800=20*1800=36000 health
In cases where all of the packs by the enemies have already been used, you can destroy hospital and completely remove their ability to heal and defend buildings. Therefore, you can see the importance of health and hospitals in wars.
It is also important to note that you can keep track of the number of packs the enemy has used and calculate their remaining packs if you so wish. What you must do is first see them heal once. After you know the level of their hospital, you can devide the time the war has been going on so far by the time it takes for their health packs to generate. Round this number down and add the initial number of packs. That is the total packs they have had that war. Now just subtract the number that they have used and you will arrive at their remaining packs. The calculation is as follows:
[(time war has been going on)/(time it takes packs to generate)]+(initial number of packs)-(number of packs used)
*Note that this value may possibly be +/- one off due to the way that the generation works in the game.
HQ:
The last main upgrade is for the HQ. This upgrade does not effect wars, but it increases donation limits. To get upgrades, players may donate a set number of cash and items each day. Once the required number of items and amount of cash has been donated, you can construct the upgrade. By upgrading HQ, you are able to donate more money each day. Also, no upgrade may be higher level than the HQ. Therefore, if you want a lvl 3 armory, you must first have level 3 HQ. The values for donation amounts are as follows:
Lvl 1: 50k
Lvl 2: 100k
Lvl 3: 250k
Lvl 4: 750k
Lvl 5: 2.5 mil
*Note: the letter "k", standing for kilo-, denotes 1 thousand. Therefore 1k=1000
Other:
I have also added a list of other notable upgrades that you will want to get on the side, but do not require elaborate description nor calculation.
Leadership-HQ
Defender Slots-All buildings except warehouse
Shadow Broker-HQ
Philanthropist-HQ
Building Health-All buildings except warehouse
Reinforced Steel-All buildings except warehouse
Extortion-HQ
So this section clearly shows the importance of donating to your empire. If you donate, you will get upgrades and become more powerful. You can get the donation area by going to your empire page, clicking on the HQ tab, clicking the building you want to upgrade, and then selecting the donation button. It is important to note that it is understandable to not donate at early levels if you wish because you should be using that money to build your own income, but higher level players are expected to donate to their empires.
1. Introduction
Hello, and welcome to my complete comprehensive guide to empire vs. empire (EvE). In this, I will attempt to explain everything that I have learned and everything that players will need know for empire wars. I have been in empires of all levels of play, from gold to legend, so I consider myself a reliable source of information. This will be most helpful to new players, but if you are an older player and just new to EvE, then this may hold helpful tips and suggestions for you to better understand and play the game. I will break this into multiple sections:
1. Introduction
2. Terminology and Call Outs
3. Classes and Builds
4. Empire Upgrades
If you are completely new, I recommend reading this in the order it was written, but feel free to skip around if there is information that you already know. Hope this helps!
2. Terminology and Call Outs
Points: It is probably best to get a feel for exactly what will be going on during war. If you don't know already, the goal of EvE is to get more points than the other team. You get these points through many different ways. Killing any player is worth 1 point. However, if an enemy player heals, then you lose a point, so you will only get points for the players that stay dead until the end. Destroying a building is worth different amounts depending on the building. Warehouses, hospital, Armory, and Sniper Tower are all worth 5 points when destroyed. Both Safe houses are worth 8 points, and HQ is worth 20 Points. As you can imagine, in upper levels of play, there is a major emphasis on destroying HQ.
Building Bonuses: Aside from the point values, you also get extra benefits from destroying buildings. Most buildings give the empires an extra power-up, and destroying the corresponding buildings will get rid of the given power up. Safe Houses give all defenders extra defense bonuses. Sniper Tower gives extra attack bonus to every player in the tower. Armory gives tokens faster. Hospital generates Health Packs for healing. Finally, HQ allows all other abilities to go on. Destroying HQ is the equivalent of destroying all other buildings as far as power-ups are concerned. This is also why HQ is so heavily sought after in higher levels of play. If a team loses their HQ, most of the time, they have essentially lost the game.
Token Usage: So how do we go about getting points? Well first thing is that you have 10 tokens at the start of each war and they will generate every 5 minutes. This time is reduced with the help of armory bonus, but in order to get this bonus, you must have spent at least one token. Therefore, the way to maximize your total tokens for the war is to join as early as possible and spend at least 1 token right away. These tokes function just like stamina in the game, and you need them to hit enemy players. Most of the time, 1 token can be used to hit the enemy player, but some classes have skills that use 2 or even 3. Since you have a limited number, you will want to use your tokens wisely.
Healing: You can also heal when you are bellow 200 health in a war. To do this, you will go to the hospital building and click on the "use health pack" button. The amount healed will be based on the level of the hospital. Upgrades on hospital will increase the amount of health restored and lower the time it takes to generate new packs. Since there is a very limited supply of packs, many empires like to control heavily who uses them. Be sure to ask someone before taking a pack that you aren't sure you can take.
Defenders: We also must know that there are defender slots in each building. If the players in the defender slots are alive, then you cannot destroy the building. In order to deal building damage, you must first kill all of the defenders. There are also players in offensive slots, but they have very little to do with destroying buildings, so we will not talk about them. Just know that they are there.
So, getting back to the original question, you get points by spending tokens to hit and kill players. Most of the time, you want to hit players in the defense slots for a building so that your empire may destroy that building. Once all defenders are dead, we call the building "open." As you play, you will find that the goal of the game is essentially how to spend tokens most efficiently. Or in other words, how can we get the most points per token. You also want to know how to minimize the token efficiency of the opponents. This game is mostly about how you manage your resources. How you go about getting points will vary with your level of play.
Gold Rank: In gold-rank empires, usually you only need a few points to win. Most of the time, you won't have the resources to demo multiple buildings. Many wars at this rank can be won purely off of killing players.
Platinum Rank: In Platinum-rank empires, empires will usually have the ability to destroy many buildings and will start focusing their attacks a bit more. Many times, they will manage to destroy one or more of the main 3 buildings: armory, hospital, and/or HQ.
Diamond Rank: In the Diamond tier, we see that often some empires will completely destroy all buildings of the other or at least destroy all of the main 3 buildings. This is the point where play becomes a bit more serious.
Legend Rank: In legend empires, wars are usually over before the normal 2 hr window and all buildings are destroyed as well as all players killed.
Knowing how the different tiers of empires play and knowing your desired play style, you should be able to settle yourself in to an appropriate empire. For beginners, you will most likely want to start with a gold or platinum empire.
Building Numbering: Lastly, we will focus on call outs. As you move up in rank, empires will talk more and more in the empire chat. What they say will usually be about which building to hit and when. To do this, numbers are assigned to the slots of each building. Since they are in a 3x3 grid pattern, the buildings are numbers thus:
123
456
789
You can see that the building that we will call "1" will be in the top left, 5 is in the middle, 9 is bottom right, et al. You will usually see something like "hit 5" which means for everyone to attack players in the middle building. You may also see something like "3 open" which means all of the defenders in building number 3 (top right) are dead and someone should begin destroying the building. The best analogy for this is to think of the building numbers as numbers on a phone dial. Use these to give and understand call outs. Call outs are important for coordination because they allow empire to use tokens more efficiently and thus, win more games.
3. Classes and Builds
As I mentioned in the last chapter, the way to win is to be as efficient with your resources (tokens, health packs, etc.) as you can in terms of trading them for points. To help with this, players can specialize into certain areas of play that will maximize your value for each resource. We will look at each of the 4 classes, and see what their role is in EvE and how to build a character in each build.
Enforcers:
Enforcers are the weakest of the four classes on offense, but they are great at defense. The main point of the enforcer class is to defend buildings. When players use a token to hit a player, the receiving player is said to "absorb" that token. Enforcers try and absorb the most tokens per health pack used. In this way, they are most efficient at getting the enemies to spend tokens inefficiently.
If we are looking at stat builds, then there are two main areas that enforcers want to put stat points into. First, they want a high defense. High defense means that they will win more when defending and will therefore, take less damage and deal more counter damage. This way, enforcers absorb more tokens before they have to heal again. They also want to put stat points in health eventually. Because enforcers want to absorb tokens, if they have a higher initial health, then it takes more to kill them the first time.
For enforcers starting out, the skills toughness and deflect are highly recommended.
Assassins:
Assassins (sins) are one of the two main damage-dealing classes. The damage that assassins deal is mostly focused on increasing damage in percentages, or in executing players. They have a decapitation skill that allows them to execute players at up to 699 health. This means that as soon as a player is at the health amount, they can be killed with no more tokens used. Without this, players would usually have to spend 1 or 2 extra tokens against a weak enemy, and even more against a stronger one. Therefore, assassins basically generate at least 1 token every time they execute an enemy.
Another noteworthy skill of the assassin class is that they have the ability to see building 9. They can tell what it is and who is defending it. This provides much information about what type of building set up the enemies have as well as if you feel your empire is able to kill the defenders. It is recommended for assassins to call out which building is 9 at the start of the war to let the rest of the team know. Some players like calling this the "back door" for assassins.
Builds for assassins primarily want to have stat points in one of the two combat areas: attack, and defense. This may vary with what type of assassin you are because some assassin builds focus on defending buildings while others are for offense.
Good skills for low level assassins are decapitation and opportunist.
Heavy Weapons:
Heavy weapons (heavies) deal massive area of effect damage as well as massive building damage. When you open a building, heavies are primarily the ones that will destroy the buildings since they have class skills that increase building damage. Therefore, to get the most efficiency with destroying buildings per token, you want to use heavies with the demolition skill to do it. They also are good for planting booby traps, which deal player damage and building damage when a player heals, as well as attacking a row of payers at the same time.
Because of the nature of the heavy build, you are able to completely ignore combat skills if you so wish. If you only deal building damage, you can still deal large amounts without and combat stats and by just using class skills. However, building damage is linked to attack and defense stats, and you may want to be a heavy that deals area of effect damage. Therefore, you will most likely want to put skills in attack if you want to. However, it is very optional, especially at lower levels of play.
Useful skills for beginning heavies are demolition and flamethrower.
Snipers:
Snipers are the second player-damage class, and the last of the four in this section. Snipers can get very high critical chance and critical damage on their attacks, making them excellent for killing larger players. There are also some skills that let them win against a player regardless of stats a percentage of the time. So, they will see most play in opening buildings for heavy weapons and lowering enemies for the assassin to execute.
Builds for the sniper are very combat oriented. You will want high amounts of attack, and even defense if you so wish.
Good early skills for sniper are headshot, killing spree, and invisible.
I will have another section later on that will discuss upper-tier builds. The builds in this chapter are mainly focused on players with only lvl 1 and 2 classes.
4. Empire Upgrades
Aside from improving individual skills, the buildings in your empire may be improved to provide additional benefits to you and your team. We will look at the major upgrades that are considered most important to an empire. I will also provide calculations to quantify these upgrades for you.
Armory:
The main upgrade in armory is "Armory lvl #" where "#" changes based on the current level of the building. This upgrade reduces token recharge rate by 10% each level. This starts at 10% and goes to 40% reduction at the final level. In this case, 10% of 5 minutes (300 seconds) is 30 seconds or half a minute. Therefore you get 4.5 minute tokens at lvl 1 and 3 minute tokens at lvl 4 . Since the initial amount of tokens is 10, the initial recharge rate is 5 min, and the total war time is 2 hrs (120 min), we can compare the different levels of this upgrade. I will now calculate the maximum total tokens possible with each upgrade.
*Note that I will round down in all cases because of the way that token generation works
No Bonus:
10+(120/5)=10+24=34 tokens
Lvl 1:
10+(120/4.5)=10+26.667=36 tokens
Lvl 2:
10+(120/4)=10+30=40 tokens
Lvl 3:
10+(120/3.5)=10+34.286=44 tokens
Lvl 4:
10+(120/3)=10+40=50 tokens
Earlier I said that the best way to win is to get most efficient use out of tokens, but it also helps a lot to have much more of those tokens to generate. In many wars, empires will target armory to slow down the enemy and nullify their token generation.
Hospital:
Hospital is another powerful upgrade for all empires to have. The key upgrade in this is "hospital level #". The base level 1 hospital generates 1 pack every 16 minutes. Each pack at this level regenerates 1200 health and the hospital will always start with 5 packs. Each upgrade will increase the amount healed by 200, the number of initial packs will increase by 1, and the regeneration time will be reduced by 2 minutes each level until level 4. I will now provide calculations with appropriate rounding.
None:
0 health
Lvl 1:
[5+(120/16)]*1200=12*1200=14400 health
Lvl 2:
[6+(120/14)]*1400=14*1400=19600 health
Lvl 3:
[7+(120/12)]*1600=17*1600=27200 health
Lvl 4:
[8+(120/10)]*1800=20*1800=36000 health
In cases where all of the packs by the enemies have already been used, you can destroy hospital and completely remove their ability to heal and defend buildings. Therefore, you can see the importance of health and hospitals in wars.
It is also important to note that you can keep track of the number of packs the enemy has used and calculate their remaining packs if you so wish. What you must do is first see them heal once. After you know the level of their hospital, you can devide the time the war has been going on so far by the time it takes for their health packs to generate. Round this number down and add the initial number of packs. That is the total packs they have had that war. Now just subtract the number that they have used and you will arrive at their remaining packs. The calculation is as follows:
[(time war has been going on)/(time it takes packs to generate)]+(initial number of packs)-(number of packs used)
*Note that this value may possibly be +/- one off due to the way that the generation works in the game.
HQ:
The last main upgrade is for the HQ. This upgrade does not effect wars, but it increases donation limits. To get upgrades, players may donate a set number of cash and items each day. Once the required number of items and amount of cash has been donated, you can construct the upgrade. By upgrading HQ, you are able to donate more money each day. Also, no upgrade may be higher level than the HQ. Therefore, if you want a lvl 3 armory, you must first have level 3 HQ. The values for donation amounts are as follows:
Lvl 1: 50k
Lvl 2: 100k
Lvl 3: 250k
Lvl 4: 750k
Lvl 5: 2.5 mil
*Note: the letter "k", standing for kilo-, denotes 1 thousand. Therefore 1k=1000
Other:
I have also added a list of other notable upgrades that you will want to get on the side, but do not require elaborate description nor calculation.
Leadership-HQ
Defender Slots-All buildings except warehouse
Shadow Broker-HQ
Philanthropist-HQ
Building Health-All buildings except warehouse
Reinforced Steel-All buildings except warehouse
Extortion-HQ
So this section clearly shows the importance of donating to your empire. If you donate, you will get upgrades and become more powerful. You can get the donation area by going to your empire page, clicking on the HQ tab, clicking the building you want to upgrade, and then selecting the donation button. It is important to note that it is understandable to not donate at early levels if you wish because you should be using that money to build your own income, but higher level players are expected to donate to their empires.
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