Playing The Evil Empire in VGAP4

A recently declassified document from Doctor Devious' "Black File ". New bits in red.

November 2002. | Suggestions welcome | More VGAP4 tips | Back to main Race page


  • Overview
  • Ships:

  • Labour camps

    "Let me reveal my Evil Plan ..."

    Disclaimer:these Guides are read not just by worthy aspiring Evil Emperors, but by despicable unworthy foes attempting to understand our subtle master plans and thwart the Dark Force. Make no mistake, Mr. Heinrich et alia, you will surely perish. Let me explain the fiendishly complicated trap I have prepared where you will die a slow, lingering death...

    "Goodbye, Mr. Cowper... "



    Overview
    Tim has written his own guide to this race , so I'll try not to duplicate what he's already said.
    The Empire is a finely balanced race with extreme advantages and compensating extreme weaknesses. They are probably not suitable for new players.
    The Empire are not really a fighter race (!). Not until mid to late game, anyhow. The fighters are cheap, but crap. They need Wings with thousands of fighters to be effective. In the early game, you will rely on your ships, with medium sized wings to screen against enemy fighters (to which your ships are extra vulnerable). In the end game, the cheap carriers and cheap megawings are a distinct advantage. (Building fighters doesn't require minerals.)
    The other thing to bear in mind is that they are the ultimate ground assault race. "Tons of cheap ground assualt units and good troops and you have a race that  excels at capturing enemy worlds and feeding prisoners to labour camps to make more troops and ground units for more prisoners, and well, you get the idea." - Andrew de Boer.
    The Empire has very nice ships, but they are so expensive it is tempting  to depend on fighter wings most of the time. Another incentive to use fighters is the appallingly low speed of its ships - most can only travel at ~30LY/ turn in normal space. Empire players sometimes use free Wings to guard their territory (the type 3 fighter range in free space is 200LY).
    The Empire is designed to be powerful at the beginning of the game, but decay over time with low growth and income and expensive ship hulls. The only way to win with the Empire is to keep up an aggressive momentum, capturing enemy worlds with Ground Assault in order to enslave the population and seize resources. Otherwise, other races outbreed your own at an accelerating rate and their economies outstrip yours at an accelerating rate.
    The Empire became a lot more difficult to play when the Hyperjumping rules were changed (Host 115).


    EE checklist

    Strengths

    Weaknesses

    Another  way of looking at the Empire

    Don't get too focused on the portrayal of The Empire in Star Wars as a big target with ponderous ships and massive centralised resources. In reality it is perhaps more akin to nomadic warriors! Hyperships give massive, unmatched mobility and, unlike many races, it can extract profit from lightning raids - because unlike other highly mobile races it can easily capture prisoners, and (with Lockdown and Blockade ) it can easily capture contraband.

    This struck me whilst reading about military history - the Golden Horde of Genghis Khan. The Mongols specialised in mobility, looting and taking vast numbers of prisoners for sale as slaves. There's no particular reason to consider the EE homeworld as fixed. Your growth rate is low so it is not unfeasible to pile everyone into pods and migrate with Migs if needed!

    Ships

    All ships are fitted with Hyperdrive, and have poor engines; so it's worth comparing the Hyperdrive engines:


    Name L1 range

    (Ship hull mass <75 kt)

    L1 burn L2 range

    (Ship hull mass 75-299 kt)

    L2 burn L3 range

    (Ship hull mass >300kt)

    L3 burn Tech level Cost Cost of tech Comments
    Yoyodyne 88 350 50 - - - - 1 50 400 No good for heavy ships. Only usable by Mig and RU25.
    Microfold 200 300 60 200 75 70 300 2 49 400 Not fuel efficient for heavy ships - and range plummets for heavy ships
    Yoyodyne 300 400 55 300 100 - - 3 90 200 No good for heavy ships and burns loads of fuel for medium ships
    Keplan 450 300 40 270 80 250 100 4 100 500 The Keplan series are increasingly good buys as tech increases, with no downsides.
    Keplan 505 340 45 320 85 300 105 5 120 400
    Keplan 660 380 48 360 90 350 110 6 139 400
    Yoyodyne 900 900 50 650 80 - - 7 400 1200 No good for heavy ships, but compared to earlier hyperdrive techs, greatly increases the range of small and medium ships. However since some ships have much lower range than this engine type, this engine is probably only useful for Migs, Star Destroyers, and Super Star Carriers.
    Soleum H1000 750 90 650 100 600 210 8 210 1000 Not fuel efficient for heavy ships
    Warhop 2020 400 25 380 26 350 27 9 450 1000 Fuel efficient, though range is about half that of some lower tech engines.
    Cydonia 3000 850 50 850 55 850 60 10 600 2000 Best range for medium / heavy ships, but use Yoyodyne 900's for light ships. (Slightly better range for less cost.)
    Before installing a hyperdrive in a ship be sure to look up its L jump class (ie mass) and choose a jump engine that will work with its L class rating.
    The jump takes place before normal movement and is limited to one jump per turn.
    You can dock pods before HYPing.
    You only ever need 1 hyperdrive per hull.

    Throbbing Hulls

    (Masses are colour coded to help match the best hyperdrive from the Hyperdrive chart above)
  • Tech 1 Mig can jump 750LY and store 880 fuel. Mass: 40. Ideal hyperdrive: Yoyodyne 900 (tech 7). With 2 pod bays and 100 guests, it's ideal for colonising. This is the Empire's "freighter". The Mig is your fastest ship, it can move at 90. it has 2 cargo pod bays and a large cargo capacity. It is essentially a hyperjumping large freighter with some light armament available at tech 1.
  • Tech 2 Star Destroyer can jump 750LY and store 580 fuel. Mass: 120.Ideal hyperdrive: Cydonia 3000 (tech 10). With weaponry normally only found on a tech 6 hull and bristling with scouting devices, it's an ideal raider. You may want to combine it with an H Ross if scouting (H Ross scan range is 310 rather than 160). It carries 2 sizeable fighter bays, a pod and dust off device too. Remember to turn your Soil Sterilizer off before returning home. Keep your Star Destroyers' Probe Launchers switched off unless actually needed. They burn 100 Ord per turn. Probe launchers have become even more useful since Host 164: the EE is now practically the only race which can see enemy bases from more than 5LY away. But be aware it only shows bases, not details about what's on the surface of a planet. (The UA have Probe Launchers too.)
  • Tech 3 H Ross can jump 400LY and store 1100 fuel. Special hull property: it only takes 10% normal damage from a mine hit.Mass: 80.Ideal hyperdrive: Warhop 2020 (tech 9): fuel efficient and you only lose 20LY of the hull's max range.Average weaponry for the tech level, reasonable armour and shield, primarily a mine sweeper / dropper. No pod bays. The H stands for heavy: 1 x 150 size LW mount and yet the hull weighs only 80 mass. The H-Ross has a nice 310 scanner: only the Moscow (310 LY) and Super Star Carrier (320) can match this in your hull list. It should be expected though that with hyperdrive you will outrun your scanners.
  • Tech 4 RU25 Gunship can jump 400LY and store 350fuel. Mass: 40kT.Ideal hyperdrive: Warhop 2020 (tech 9). Well armed, only 400mc, no pod bays or devices. As a warship, it's a bargain. Don't put expensive weapons on this ship. Even with the very nice shields and armor, it's going to need replacing a lot. One nice thing about this ship is, it can mount almost any type of large weapon up to Pulsed Phasor Cannon, [don't waste PPC's on RU25's though, they die too often] , and holds a good 3000 ord, so it is very versatile. And with a 60% attack modifier, some of the more obscure weapons become interesting. Antimatter Guns, Fusion Cannon, Ion Cannon and even Photon Torps (with a good standoff range) are worth investigating.

  • The Lordfire RU25 Strategy
    Lordfire
    wrote with a fantastic tip which he verified in his own sims versus CoM, and I verified it versus Borg and Birds:

    I just began testing RU25 Gunships ... and because you can reclaim the weapons of destroyed ships these may prove extremely powerul as long as you win the fight ... they cost !much! less in money than what most enemies spend. It's also cheaper than buying enough Type 2 EE fighters to do the same job.Be sure to use cheap engines combined with cheap generators; and perhaps the shield generator isn't worth fitting. Lordfire says he only bothers fitting point defense if  fighters are present, because RU25's can't take a hit from a big ship anyhow... in effect these are specialist kamikaze RU25's optimised for killing big enemy ships as cheaply as possible.

    Against big ships with no fighters use swarms of RU25's with 10 Photon Torpedos, 2 Sandcaster (to counteract Holos). Poiint defense should include 2 holos (in case of enemy Photon Torpedoes and fighters).  Six RU25's appearing as a single unit with the same attack vector will tend to all fire together, giving a barrage of sixty PTT's which can overwhelm PD and take out even Cubes or Darkwings in short order. This works partly because the RU25 has a decent attack bonus, thus many of the PTT's actually hit. Big ships with superlasers (like Darkwings) are normally most damaging versus your Gorbies or Slayers, but a swarm of  RU25's  can overpower them and  save the Gorbies. Use these attack settings: Second Wave (so they do not have to wait 50 ticks whilst fighters are firing at them); all RU25's use the same attack vector (that way, they act as a unit for long enough to overpower the enemy);  Target Dangerous, Kill target = biggest enemy ship you can see.

    Against Fighters use just 12 SC (until the enemy gets Sand Shield Exotic Tech).. The most cost-effective point defense is Turbolasers plus a single holo decoy. If an RU25 gets hit by a barrage from a really big ship it's toast anyway, so you may as well concentrate on killing as many fighters as possible. The turbo laser with fighters is important to quickly take out wings that are already small due to SC .. if you use no TL, the sandcaster often wastes fire on very small wings.

  • Tech 5 Super Star Frigate can jump 750LY and store 800 fuel. Mass: 450kT.Ideal hyperdrive: Cydonia 3000 (tech 10).Extremely well armed, 1 fighter bay (100 fighters), max speed a massive 50LY, which might make it important for use versus Gravity Well Generator ships. 15,000 ord capacity, excellent performance for mid game. Can mount 2000kT large weapons but by the time you need those, you have better ships to fit them on. Despite the high speed (for the Empire!), I suspect this is one of those ships which is never worth building,  because it is always beaten by cheaper, similar-tech ships from other races.
  • Tech 6 Moscow can jump 750LY and store 1200 fuel. Mass: 370kT.Ideal hyperdrive: Cydonia 3000 (tech 10). Very well armed, one large fighter bay (500), 2 normal pod bays, max speed 40. Gravitonic Mine Dropper, Gravity Well Generator, Boarding Laser, Dust Off Device, Contraband Lockdown - this ship is ideal against Privateers and rival hyperjumping races. Andrew de Boer writes: "The Moscow is a key ship. Load it with 2000 HG and capture any ship in the game. Even a cube should fall to 2000 Dark Lords. The contra lock down is great. HYP it in to enemy space and park it over an unowned world [lowers its sensor image] and watch him go insane trying to find the ship while not being able to sell his contra hoards. Then HYP in and capture his contra planets. The Moscow is a great ship for a Dust Off raiding fleet as it can carry 500 fighters for protection. (Otherwise a defending base's fighters will chew through your ships.) The 20 weapon mounts on the Moscow all gives it great defence and attack capabilities ship to ship. I have seen a single Moscow destroy an entire Stormer fleet that killed my newly captured Vicky in a few volleys. Loaded with Pulsed Phasor Cannons she is a fearsome vessel." However, I find the key weapons for the Moscow are 19 Photon Torps plus 1 sandcaster (to shoot down any holo decoys people may try to use to negate your PTT's). There is no point using higher tech weapons because they all require you to close to a much smaller range. If you arm it with LTLA's or PPC's and close in to another big ship, the Moscow will die because it only has two point defenses. So use PTT's and a standoff of 900, and laugh as it blows up much more expensive Darkwings and such. No ship has more than 10 point defenses so from a volley of 19 PTT's , several will hit each time. The Moscow can use PTT's effectively because it has a decent attack bonus -don't mount them on any other ship except  your RU25.
  • Jon Nunn points out: due to the change in the way HYPerjumps work inHost 114, you now need to successfuly guess where your target will be on movement tick 100 for a Hyp board. And unless you successfuly board all the ships, your Moscows will be attacked by the remainder of the enemy fleet. But at least your newly captured ship will be fighting on your side. I strongly suggest putting good weapons on the Moscow instead of crap ones.

  • Tech 7 Super Star Cruiser can jump 750LY and store 11,800 fuel. Mass: 540kT. Ideal hyperdrive: Cydonia 3000 (tech 10).One large fighter bay (500), 2 normal pod bays, max speed 20. It can mount 20 Large, 10 Small weapons. For defense, there are only two Point Defense weapons but a good solid 1700 armour and 1500 (x1.5) shield. The Super Star Cruiser has a unique "Ballistic Battle Computer" that gives 500mm Guns (tech 1. Good vs shields and armour. Not normally used because it's so inaccurate) and Antimatter Guns (tech 4. Not so good versus shields but very good otherwise. Needs a significant attack bonus to make it worthwhile) a +100 accuracy bonus when mounted on this ship. Note that as of Host 94 (November 2001), the 500mm Gun has a 1000 point blast bonus against ground bases and the Antimatter Gun has a 700 point blast bonus against ground bases. Is Tim trying to drop a hint here? With no Devices, I'm not sure why anyone will build this ship instead of the Super Star Destroyer, which is superior in just about every combat aspect except Power Bank and Parts Hardness. Mark MacWilliam writes:   Super Star Cruisers (SSCAs) are more cost effective with PPCs than with 500mm Guns and/or Anti-Matter Guns, despite the +100 Accuracy bonus.  I haven't tried using these ships (with 500/AMG) against Nebulas or other high-Evasion ships (yet!) but I can think of another use for them with 500mm guns / AMGs:   Use them as long-range small-threat suppression.  An SSCA with 500s and/or AMG (I'd still add a couple of PPC, just in case) is pretty cheap, quite tough, can jump 750 LY (better than the RU25) and can kill poorly defended bases like nobody's business with the anti-base blast-damage bonuses given those weapons.  With 500 fighters it can attack Privateer bases in asteroid fields, too!  They cost about half as much as a PPC-armed SSCA (or about twice as much as a reasonably-well outfitted RU25) if you use cheap engines, like Scalar Wave Thrusters, while PPC-armed ships are stuck with expensive engines, like Tylium Thrusters.  *And* using different engine types for different ships makes your Ghip-produced engines more useful, saving you even more money. However - Jon Nunn and I [PH] agree - this is one hull you should never bother building. Simulations show the Super Star Destroyer is always more effective, and as a bonus it survives far more often. All a Super Star Cruiser seems good for is as an expensive one use delivery platform for Wings, for example  a Wing of 200 + 150 + 150 fighters on "Attack Deadly First" will blow a Cube away but the Super Star Cruiser will die.
  • Tech 8 Super Star Destroyer can jump 850LY and store 7,400 fuel.Mass: 1150kT.Ideal hyperdrive: Cydonia 3000 (tech 10). Two large fighter bays (500 each), 2 normal pod bays, max speed 20. No devices. Quite a decent ship, but by the time you can afford it, you have to ask if you want a handful of these or a single Gorbie. Question: is the super star destroyer supposed to have 100 power bank? It seems a tad low for 20 2000kt mounts. Answer: that is the correct number, I did that knowingly. The ship has a very slight disadvantage in that it has to wait a little extra time to warm up its weapons. - Tim
  • Tech 9 Super Star Carrier can jump 850LY and carry 2400 fuel.Mass: just 250kT,ideal hyperdrive: Cydonia 3000 (tech 10). It is just a shell for an awesome 20 wings of 500 fighters each. Also carries 10 pods so can be used as a cheap, well protected freighter for carting loot (prisoners, natives, contra) home. Poorly armed, and poor armour and shields for a tech 9 ship, but first you have to get through those Wings... no Devices.Max speed 50, which makes it important for use versus Gravity Well Generator ships. Opinions vary on how to arm it. Some people recommend pure antifighter weaponry: sandcasters and turbolasers. Others say that whilst the carrier itself is cheap enough to be a throwaway item, the fighters are often worth a lot more, so it is worth mounting the very best on this ship (Large Turbo Laser Arrays) to give it a better chance of surviving and retrieving the fighters before someone detonates [any kind of minefield] and kills them all. Personally, I find it dies quickly in any big fleet fight, no matter how well armed and even if set to 2nd wave, etc. Even with its flimsiness, everyone agrees it is a key ship. Andrew de Boer: "Learn to love the Super Star Carrier. It is amazing how much damage wing of 10,000 cheap T1 fighters will do to an enemy wing. One volley, one dead enemy wing."
  • Tech 10 Super Gorbi is actually a lot harder in a fight than the tech 10 Slayer:

  • Super Gorbi Slayer
    • Cost: 35400
    • Mass: 4600
    • Max HYP jump: 400 LY
    • Max fuel: Quan. suff.
    • Armour: 11,500 (gasp)
    • Shields: 3,000 (actually 6,000)
    • 20 bays of 500 fighters each
    • Super Laser
    • 20 Large, 30 Small, 10 Point Defense weapons
    • 73,700mc
    • 6100kT
    • 400 LY
    • Quan. suff.
    • 3500
    • 3000 (4500)
    • 10 bays of 500 fighters each
    • Super Laser or Antimatter Maul
    • 15 large / 30 Small / 2 PD
    • Clone Lab
    But the Slayer bristles with Devices: various mineral-mining / alchemy things; Laser Mine Dropper, Cloak (it can do sneaky ground assaults and build ships behind enemy lines!), Mobile Ord Factory (which can be fed by the Food To Supply Converter), Mobile Fighter(1) Factory, Mobile Repair Plant,  Soil Sterilizer, Dust Off. By the way, I think you may need to have colonists on board for the fighter factory to work. And a Clone Lab (see Devices, below). 
    Even the Gorbie absolutely requires some anti-fighter fighters for defense, because enemy fighters will rip it to shreds quite easily.
    The ideal hyperdrive for both Gorbi and Slayer is the tech 10 Cydonia 3000.
    Gorbies and Slayers are so expensive it is best to eqip them with the best armament you can afford. Quality is always better than quantity with the top tech EE ships. If its purpose is to FIGHT, equip it well. Among several excellent reasons are COST and CONCENTRATION. What you have to do is use your mobility to make sure you have greater concentration of firepower at any given point than the enemy.  Your tougher, more expensive ships will have a better chance of surviving the battle and then being repaired to full effectiveness and used in the next concentration.  With cheap ships you're more likely to lose 1 or both of them, and then half your investment is gone.A fuller discussion of the best weaponry for huge ships is to be found here.

    Ship Devices and their uses

    The Slayer's Laser Mining Drill and Particle Fountain are more powerful than most (it's a special ship ability). These are normally limited to processing 1,000 and 2,000 kT of ore but on the Slayer, they can process 10 times that. This means the Slayer can induce more hyperdimensional stress in a planet and possibly blow it up, which is a bit academic since you can fit a superlaser, but more importantly the Slayer is the ship which will solve your mineral problems, until all accessible planets are mined out.

    The best use of the Gorbi and Slayers' Super Laser using the "second wave" attack, etc is discussed in the Main Guide

    The particle fountain generates +3 heat a turn and generates up to 20 HD stress a turn whereas the Laser mining drill heats a planet by only about 0.3 climate units a turn, with less predictable stress factor adding between 10 and 60 units of HD stress to the core of the planet when it is working properly. It might be possible to use the Slayer's Particle Fountain as a "global warmer", but keep H Rosses near with their scalar wave dampers On to keep the HD Stress down or you could blow up a planet.

    Antimatter Maul can destroy jump gates (Set it as your ship's kill target) The ship gets loaded up with the molybdenum from the gate.

    The Slayer's Clone Lab will clone 20% of the colonists and troops and HG in its guest quarters.  However there is a cap on HG (originally a maximum of 100 cloned HG per turn, later reduced to 10 HG) because people were abusing the Clone Lab! It will not clone crew. Example: A Slayer has 800,000 colonists and 10,000 troops and 10,000 HG in ts guest quarters. The Clone Lab device will boost this to 960,000 colonists (+20%), 12,000 troops and 10,100 HG next turn. The Slayer can hold 1 million guests.No crew are cloned.

    The Clone Lab can clone Troops and HG as well as Colonists, though not crew. So the Slayer is hugely useful. I think there's a slight bug because the HG and Troops appear not on the Slayer, but on the base it is doing Transfers with.

    Q. What is the Mobile Parts Plant on the H Ross? A. It's exactly what it sounds like. It's a repair parts creation plant that works on ships (i.e. is mobile). Works just like the repair plant back in your base. Suggestion from Jon Nunn: Have the H Ross carry some Duranium in addition to a full load of repair kits. Have the Mobile repair plant on along with all repair switches, including Replenish armour on for the H Ross. Now whenever it hits a mine in normal space at the reduced damage rate, it's instantly repaired at the end of turn and even in hostile territory, just beam up duranium lying around.

    Suggestions from Andrew de Boer: "The Slayer is great for building fighters. It can be used to build 5K Type 1 fighters per turn, 100,000 prisoners will be enough to support this. Now with the clone lab, it can be used to make new colonists who will soon become new troops to capture more prisoners.

    "Probably the most deadly ship in the game is the Super Gorbi load with TLAs [personally I'd use LTLA's -PH] and 10,000 Type 3 fighters. I ran a sim against 10 borg Annis all with PPCs and the gorbi killed them ALL and survived! I had 4 wings of 2500 fighters each and they chewed through the enemy cubes like butter. Now add 4-5 SSCs with the 10K T1 wings, toss in a Slayer or 2 loaded with T2 fighters and nobody can stop that fleet. Nobody. But that is your whole fleet.

    "The Slayer is a great ship, but extremely expensive. It is great for getting the minerals the EE need and can also build any ship in the EE fleet. Build one of these and HYP into the heart of enemy space, build a few Moscows and load them with HG and have a party. Surprise fleet in the heart of your enemies empire."

    Recent Host change: Ord costs 1/10 th mc (was: 1/100 th mc) and 1/100 supply per ord unit produced. But: Mobile ord factories produce ord at a cost of 1/10 a supply unit (no megacredits). Suddenly the H Ross and Slayer become even more important... but beware Crystal X Fields, which will detonate these Devices if they fall within an X Field range, and damage your ship!

    The ore processing appears subject to cargo room, processes in order fuel, dur, tri, and finally moly. The Laser Mine Drill also appears to drill in order: Fuel, Dur, Tri, and finally Moly. (Until a total of 10000 ore are drilled.) It then auto refines them, so you only get half that metal.

    Food to supply converter ... manual beam up is required to prevent it from not leaving enough food for your cities.It's extremely useful in enemy territory since you don't care if he starves.


    Strategy suggestions

    "Good allies are always the key no matter what race you play" - Andrew de Boer

    "The best form of defence is attack". The key thing to remember is that you are the most powerful player in the galaxy up to turn 25, and you must use this opportunity to ruthlessly liquidate nearby potential rivals. By liquidate, I mean you should at least destroy or capture their home base. This is reputedly possible by turn 8, with a bit of luck in positions of homeworlds and stupidity on the part of victims, using ground assault with your free mechs. Even if they survive, they may always be behind in the population / economy race. This gives you a buffer zone between you and the more remote players, a breathing space to build up because you are relatively weak in mid game. By the end game however you are once again powerful assuming your economy is good enough to build some of those nice, but expensive ships. EE population grows very slowly, so you depend on prison camps and contraband - which you gather rapidly. The Empire gets a 400% income bonus from Labour Camps, so EE players should study ground assault strategies carefully in order to maximise their prisoner catch. Tim has also provided a Contraband Lockdown device to encourage Empire players to play aggressively and try to capture (contraband-rich) enemy worlds.

    The Dust Off on the wimpy little Mig allows for lightening assaults on small bases. You can "leapfrog" a ground assault force from planet to planet, without having to build pod launchers etc. In fact the Empire is very, very effective at invading and capturing other peoples' territory - in most games where I've played [other races], the length of supply lines made capturing refuelling points in enemy space vital for effective assault; but capturing bases, as opposed to simply destroying them, is quite difficult for most races. Not the EE.

    Prioritise killing Borg and Privateers if they are near you, because these are the races which will give you most trouble later. Everyone will thank you for it, and you may gain some favours from other players (hull trades to help your public spirited war effort etc). You should be able to at least force the scum to relocate into someone else's area. All Emperors I have spoken to who let the Borg get a foothold, were eventually overwhelmed, because Borg have grav mines and grav well generators which make EE ships near-useless.

    David Ouimet advises: The only two races that I can think of that give me pause in the early game are the UEA and the Crystals. Though the Birdmen are quite annoying too, mainly as it takes longer to find their homeworld before you can kill it.

    In general, apart fromthe light and speedy Mig, you'll be using a lot of Tylium Thrusters or Turbo Thrusters to power the big weapons on the top ships. A nice side effect of this is that these engines types are very hard , which is just as well since, as Darkmoor points out, the bigger EE ships tend to have a soft spot for engines (200% damage modifier). Since EE ships are slow, the speed of these engines doesn't matter. The cost does though, so try to round up some Ghipsoids for free engines.

    David Bandy: As the EE you should concentrate upon building Training centers and getting thousands of HG as quickly as possible.

    Lordfire: A key strategy seems to be to wait and look what weapon configuration the enemy has got and then jumping there with a cloaked slayer and building the ships then ... not before.

    Weisguy: The thing about the EE is that if you rely only on ships to provide your offense, your strategy will be exposed, and you will be pecked to death by ships with heavy lasers and with cheap fighters, especially cheap fighters with good armour. By no means would I attempt to say that a player can't use the EE without fighters and win, I've seen the likes of ADB be pretty effective this way, but it is not the staple way of utilizing the EE advantages. No-one can match and deliver the sheer numbers of fighters the EE can produce.

    Mark MacWilliam: 

    Early game


    Examples of the EE's power in the early game

    Deleted
    :
    The previous version of the EE Guide had a note here saying you could easily take out enemy homeowrlds by attacking with a few hundred fighters and a couple of Star Destroyers on turn 11. This is no longer true since Host 93 was released, because Home Bases now get 110 AA guns (which fire against Wings) and about 130 fighters (50 + 30 + 40 types 1,2,3 for that race, if memory serves). And AA guns have had a bug cured and are more effective.

    As Jon Nunn put it:
    My Sims show that 2K fighters against a home world under host 101 = 2K dead fighters.
    However, 10K fighters will take out a home world quite efficently. Unforunately in early game the EE has a problem scraping up the money to build enough ships to hold 10K fighters, so it's probably not a viable strategy until hull tech 9 (Super Star Carrier) is reached.


    Sparrow wrote to tell how he took over an enemy homeworld by Ground Assault on turn 8 or so. "Wow!" I said, to which he modestly replied: "Yip, could have done it at Turn 7 though.." "What kind of attack forces did you need? 2000 Bots or something?" I asked. "Well, I had 1000 Mechs in total, around 990 Bots and 10 Tanks. BTW: Current turn 13 and I possess now 4 enemy HWs and > 20 Million prisoners (there are 12 Million Crystals that makes it such a high number). Enemy bases belonged to: UEA, Crystal, Lizard, Scavenger Tribes... I don't play them too well, as this is my first time as EE... The game I play has "above average contraband" and "extra abundant minerals" at the HW. There could be no other choice than playing the EE with that setup. I was lucky to be left alone until now, so I could develop in peace. I'm absolutly sure that it will be close to impossible to repeat this in my next games"

    Mid game


    Labour camps

    Very useful sources of income if you can find any prisoners to put in them by ground combat, but if you're really lucky you'll capture an entire pod full of colonists. Let's say you capture a pod with just 10,000 people in it. That means:

    • You can fill 100 camps
    • Each camp reduces the happiness of one enemy world by several points (not sure how many, but it's meant to be quite a few)
    • Each camp generates 40mc / turn, ie 4,000mc / turn thereafter (although there's a 2% death rate per turn, so it'll eventually fade away)
    • If an enemy has prisoners from your race in a camp there is a 30% chance per enemy prison camp that your colonists will become upset and protest. There is a 100% chance of protest if your PC Factor is greater than 40. The Cyborg are immune.

    Downsides of Labour Camps:

    • Dubious ethics.
    • Cyborg prisoners refuse to work in labor camps and labor mines.
    • Labor camps can cause problems for you 50% of the time.
    • Problems are things like prisoner breakouts leading to destruction of all the supplies on a planet, killing a percentage of your colonists etc.
    • Therefore, don't build labour camps on key worlds. Build them on neighbouring worlds where there's little to damage, but they can generate cash for a nearby shipyard. Leave troops and High Guard on the planet to reduce the chances of a riot.
    • Note that you cannot use prisoners who are allies. If an ally tries to "give" you a life pods of his own race, the people inside will vanish as soon as it lands. (They realise his treachery and head for the hills.)
    • Bad blood: around Host 190, an important change was introduced to labour camps / mines. The income depends on the bad blood between you and the prisoner race.  You need to ensure this is a high value to maximise income from the camps / mines. It is maximised by killing enemy populations e.g. by raids on their worls. You need to kill lots of them - say 100,000 to 1 million - to get a good income from the camps. The effect lasts for many turns, but eventually decays. As a result, it is a good idea NOT to put prisoners in camps UNTIL you are sure the Bad Blood effect is pumped up a bit.
    • Redherring advises: The trick is to make more bad blood between you and your prisoners. How you do this is to drop about 10,000 or so prisoner colonist or crew on a planet without a base, wait a turn drop an assault pod and kill or capture the new enemy base. Do this every so often and you will find the labor camps working 80% of the time.
    • Sebastian adds: Use "Attack and Run" to increase bad blood with such a "artificial" enemy base. You will not kill enemy colonists every turn, but your troops will kill the enemy colonists without you having to look after them. Because they will never make prisoners.

    Mark MacWilliam writes:  I have modelled Labor Camps with the new casualty rates (20% if # LC >1,000, etc):
    <Tedious calculations snipped>
    The best way to get the most money over time is to make prison planets with few labor camps (ideally 100LC, which is 10,000 prisoners).  The best way to get the most money fastest is with 10,000 LC and 1,000,000 prisoners.  (After 1M Prisoners it gets less profitable because planets can only have 10,000LC).
    I believe that as soon as you build a single LC, ALL prisoners on the planet suffer from the casualty rate.  If this is true, it would be best to build all the LC at the same time, so you don't have prisoners dying without having worked for you.  So bring money and supplies to speed things up.

    [ Example: Under Host 109: 1,000,000 Prisoners in 10,000 labor camps on a single world will produce about 590,400 and 14,760 supplies in 4 turns, and less than double that figure in another 96 turns.  If you build only 1,000 LC and then rely on the supplies and MC they produce to build the remaining LC, the planet will leave you with 257,540 MC and about 2,439 Supplies left over in 6 turns, and less than double that figure in another 94 turns.  Bottom line: Try to have materials available to build all the LC you will need all at once, or you could lose more than half the utility of the prisone world. Even if you have to wait a couple of turns to do so, you'll be glad you did. (Unless it's an emergency, of course.) ]

    Base command code "USA" removes labor camps and labor mines from the base

    Late game

  • You must have an alchemy ship to survive in the long term. You can trade for or steal one [HYP a Moscow onto one and transfer a few High Guard over. Its boarding laser will help the capture.]
  • EE are much better off attacking stationary targets than intercepting the more maneveurable targets with warp drives
  • There's no way you will be able to patrol the space between your planets and keep intruders out [due to low warp speeds]. So instead, station wings of type 3 fighters (travel range: 200LY) at your bases and set them to auto-intercept enemies with 100LY range. Your cheap fighters only have a range of 10LY so are unsuitable for this purpose.
  • The obvious hull type you lack is a barbitic minelayer. Get out there and steal / trade for some.
  • By now, with large scale fleet actions and up against dozens of point defense weapons in each major battle, you'll be finding that little Wings of 200 or 500 fighters just get slaughtered by point defense and enemy fighters. You should be fielding Wings of thousands of fighters by now. In fact, you'll find that if you throw all your remaining little Wings from the early game into a fight as they are, they will all die; but if you amalgamate them into one massive wing, they will take out a ship or two before doing so. If you cannot afford thousands of fighters, you may wish to concentrate on ships which can at least be repaired fully after a fight if they survive. But if you're doing that, it implies you are short of cash and haven't captured enough prisoners yet. You need fighters to shield your ships' Achilles Heel - enemy fighters.
  • The EE doesn't have barbitic mines. But its Laser / Grav mines are some use in protecting versus cloakers. There's a minimum threshold for damage, so even something like a Cube or Super Gorbi should still get 0.1% damage from a laser mine. All the minefield types can be hit by both ships and fighters. Grav mines do little damage to a ship's hull - they mostly damage the hyperdrive - but are still effective at destroying smaller ships, especially with their high odds. Laser mines do even less to a ship. Fighters are much less likely to hit mine types other than laser mines, but the effects of a hit are just as severe when hitting non-laser mines.
  • The Cluster Bomb Tactic: Here's an idea I had. Let me know if it works! The Empire's Super Star Carrier (hull tech 9, 20 fighter bays) can be turned into a relatively cheap delivery system for lots of little Wings to rapidly clear an entire area of enemy life -
  • Resource Points become an issue in late games with lots ( > 8) players breeding away. EE breeds very slowly. Keep culling enemy populations to free these up.
  • Drew Sullivan writes: This is probably obvious but: For Slayers (and actually for MBRs) which have a lot of Pod Bays and which hype a lot, I always carry a Cydonia installed and a Warhop in an Outfit Pod (or vice versa). Due to Host Sequence you upgrade before you Hype. So if I am only going the shorter distance I can cover with the Warhop, I switch engines and can use the more fuel efficient Warhop that very turn. Iit takes a little longer to switch back because you have to use the Old->New button so that takes one turn, not instantaneous. It helps a little with Fuel Consumption, particularly if you have lots andlots of hyping ships. Fuel always seems to be a problem when I play the EE
  • The following trick was discussed on the Newsgroup by Kai Steiof, Drew (Alfred the Great), Chris Olin et alia September 2002 - if you can capture the plans to a chunnel ship like the Firestorm, load these into a Slayer. Then Hyp the Slayer (cloaked!) into enemy space, say to their homeworld. Once behind enemy lines, build a Firecloud. Next turn, chunnel a fleet behind enemy lines! The enemy will never figure out where it came from until it's too late. By the way, the Scavs have a semi cloaking Atoll which has a construction Bay and can build Junks (which can be chunnelled to), so if you ever see an Atoll near your space, kill it.
  • How else could this strategy be used? Well, Slayers could be used to covertly build raiding ships "from nowhere" behind enemy lines, though eventually the Slayer will run out of cash. But using the Slayer's Clone Lab, it can be used for cloaked ground assaults with masses of troops to seize enemy worlds, prisoners, and more cash for building further ships etc...Chain effect
  • Possible technique to penetrate grav wells (tests were a bit inconclusive, I don't think it works, but I live in hope...) -

  • Ground Assault: Units, and tactics 


    How to capture prisoners with Ground Assault
    The key is not to use EE colonists but ideally just troops, HG and possibly, for very large bases with defending mechs, your free Bots. (Colonists are just cattle in ground assaults. 1,000 EE troops can capture >100,000 Fed colonists, but no combination of EE colonists can capture any prisoners because their Dark Force is so high, they will kill people before the capture phase of ground combat. Bots are useful but will kill 800 potential prisoners per Bot, so troops + HG are best for all but the best defended bases.)

    David Bandy summarises it thus:

    Just pick a world that you have scanned with your probe launcher [so you can transfer to it]... HYP the MIG in... transfer down 1 Troop to get combat going, and the rest HG... [do not include colonists - or crew? - or the base will be set to "Peaceful" instead of "Kill Kill Kill" and no combat will occur] (you should be able to do this with just HG, but sometimes combat won't happen instantly with only HG... I believe there is a code flaw there).  The troop starts the combat and usually dies... your HG go in and capture everyone.

    As the EE, a quick way (easy rule of thumb) is to count enemy troops and HG present + (# enemy crew/1000)... this is roughly how many HG you will need to capture the base.  Colonists are pretty much worthless ... Multiply this by 8 if you want to use troops.  If you use troops you will kill up to 4.6 potential prisoners per troop used... this is where the EE high Dark Power hurts them, and why I only use HG if possible.


    Further notes on How To Ground Assault

    Your ship should be set to NOT attack ground targets. You must also have a docked Assault Pod which I'll assume was launched the same turn and is set to:
    ...dock with the ship
    ...boost to the target planet,not the ship
    ...land on that planet.
    This is in order to avoid the problem that  if you launch a pod to dock with a ship and the boost target is the ship and it arrives the same turn, the pod's orbital thrusters will be on. So the pod won't land this turn. Thus it's more vulnerable. An alternative technique is to send in assault pods docked to a ship which have been in transit for a turn or so, giving you the opportunity to turn off their thrusters en route, but that means you need an extra turn to set the attack up.
     Because you already have a base on the planet, it will land without being intercepted and shot down (possibly a loophole and not what Tim intended, but it works..? Maybe not any more, see next paragraph).  The new base will have the entire contents of the assault pod and 1 troop, or whatever, from the ship. Because it's instantly in Kill Kill Kill mode it should attack and capture the enemy base. [Thanks to Olivier Roth, Petri Sved for some of those incredibly useful tips!]
    No longer true. Tim changed things and now it doesn't matter if you beam pure troops down from a ship, a ship-formed base will always be Peaceful. The only way to make a base be in KKK mode from the moment it is formed, it to form it with an Assault Pod.

    Note
    The above ground assault tips are based on experiences pre-Host-116, when Hyperjumping was moved to movement phase 100 (it used to be movement phase 0). With the recent change to hyperjumping (so that it now occurs outside the 50 "safe" movement phases at the beginnng of movement), the likelihood of your enemy being able to destroy your pods before they reach the ground should be higher.  If the enemy has defenses in place that might be able to do this, you might be well advised to send in some ships to take out those defenses before you attempt the ground assault. Defenders will try to kill incoming pods using Wings or ships set to "target soft". - Mark MacWilliam

    Lizard colonists are as sheeplike as anyone else's. But their crew (and troops) get a x30 bonus to kill - which is to say, 1 Lizard crewman or troop can kill 30 colonists, crew, and troops of any other race except Lizards. Even tough ones like Klingons. Also, they only take half casualties in ground combat

    Notes on how NOT to do Ground Assault, from Sparrow

    I can confirm that 2 Pods landed together will form 2 bases and only 1 will attack. Tim fixed this in Hosts 136 / 137, now they will merge into one. That was the preamble to losing 1000 Mechs... BTW there is an interesting thread on this theme at http://vgap.drewhead.or g/cgi-bin/mb.cgi?b=game_sa named "Bug(s) involving base forming/merging".

    What does *not* work is:
    B1) Launch a Pod, no docking but dropping set; (it will land on the base that launched it!)
    B2) Move your ship to your base, dock the pod to the new build ship, switch off the Thrusters, HYP to the enemy base.
    You will notice that, because of the switched off thrusters, the pod will land before the HYP ship arrives and therefore the ship would go alone..."

    Never, ever build a "peaceful" base! The problem is that ships in orbit can destroy your base from space, *before* you run your GA! I know of no reason to ever leave bases on Peaceful - PH

    If you land troops etc on an enemy world they no longer attack the same turn. I think they used to.

    Type 1 (Battlebots). Crap but cheap. 5mc (or free - see Crawler). Drop hordes from Dust Off Pods and laugh as they die in their thousands. Lots more where they came from! At first, the battledroids seem of questionable use; cheap, but low stats; but consider that it takes 10,000 colonists to kill a ground unit. This forces enemies to ship troops to each world. The battledroids can be used to take over lightly defended enemy colonies cheaper than using the tank. They can also be used to defend small empire colonies cheaply. Also, I have seen Tim's code and discovered that in ground combat,  it doesn't matter how good your mechs are, if they are outnumbered 10:1 they can always be defeated. So if you are up against Lizard Mobile Bunkers (defense bonus vs. other mech units: +240, ie apparently unkillable) just throw a few thousand free Bots at them. Remember to send a gloating message afterwards.

    Type 2 (Crawlers). At 250mc, does not appear to be a worthwhile investment - it could be beaten up by a boy scout with a tin opener. But it produces free Bots and occasional free Tanks every turn. Buy some Crawlers and leave them out of the combat itself.Building crawlers early pays off with quick ground assaults using bots and tanks against colony worlds. Most players invest in 3-10 of these on turn 1.They build 15 free Bots a turn per Crawler. On average, 20 Crawlers will produce about 3 tanks a turn.

    Type 3 (Tanks). Decent, tough armour, almost as tough as a Lizard tank. Combined with excellent "attack" stats, except against aircraft, this is perhaps the best ground assault vehicle in the game. Too expensive to buy; let your Crawlers produce them for free for you.

    Note that none of the ground assault vehicles have any "attack air" ability to speak of, so they're quite vulnerable to fighters defending a base you are attacking. If you're attacking a base which is defended with fighters, they need air cover, in the form of Type 3 fighters (Tripods).

    Another point to note about ground assaults by EE players is the race's terrifically high Dark Force (410!). This means that each colonist or troop can kill, in effect, an extra man or two of the enemy (I need to check the maths on that but the Dark Force is a lot higher than Stormers' 20, who are meant to be good at ground assaults).

    Andrew de Boer:

    Try and immediately set up a proper training base and build tons of training centres. My main training base had 75 training centres on it for the longest time and I just bumped it up to 100. Use this base to provide the troops you need to ground assault. Try and buy 100 crawlers as soon as you can to provide 1500 mechs and 10 tanks per turn. Tank production maxes at 10 with 100 crawlers, so in the later game, spread them out to 100 per world.

    [Mark MacWilliam points out: You might want to add a note about having lots of food on training worlds, since HG production tops off at 1,000 per base unless that base has > 1,000 food, in which case max HG production is equal to the amount of food you have on the base.]

    Take the bots and the tanks and pod them to a staging world with lots of troops. A good ground assault force will have 100,000 troops and at least 10,000 bots. More is better. Use dust off and go raiding. By leaving dust off on, you can hop from world to world collecting prisoners. Pod them back and set up labour camp worlds. To protect from riots, put lots of troops on labour camp worlds to control the prisoners. Having PSPs and a gov centre seems to help as well.

    As for ground assault, I bought 10 or so Crawlers the very first turn to start the free bot production. I think I managed to accumulate about 60 by turn 12, more than enough to produce enough tanks and bots to go GAing. The early contra gathering is great to build the initial crawlers. After that, income from camps produces the rest.

    The best thing to take for ground assaults is lots of troops and no colonists or crew. EE cols and crew have horrible combat stats, only troops and HG work. The main role of the troops is to not die thus lose all the mechs to an abandoned base. I lost quite a few mech before I figured this one out. My initial raiding force had 50K troops and 12K bots plus some bots and tanks. I just lost a huge pod of 200K troops and 35K bots to a dust off pod in battle. But this could be because I think the pod started the turn undocked from my moscow. It was a huge battle with several Lizard rex's and big fighter wings. However, my 20K T1 fighters absolutely annihilated his wings, mostly in one shot. I used Diplomat (great prog there!!) to see how they would do. I have had most of my success against bird bases, easily taking out bases of 100-200K cols.


    Dust Off Devices

    In V3 you had the Imperial Assault for the Empire, these are the equivalent in VGAP4. The Star Destroyer, weedy Mig; Moscow; and Slayer can create Dust Off (Assault) pods. The EE have some nice ground assault stuff like lots of troops, and a tank with a city attack rating of around 410. Although with the latest Ground Assault rules you hardly need mechs, just troops and High Guard.

    These Dust Off assault pods can carry far more than the normal maximum of 1,000kT of Stuff. The ships can HYP onto an enemy planet, and land the Dust Off device in the same turn. What it can't do is scoop up an attack force at the beginning of a turn, HYP on and drop it the same turn. It will still be docked to the Mig or whatever at the end of the turn. The Orbital Thrusters on the pod must be switched Off for it to land, so you need an intermediate turn between scooping up and landing an assault force.

    Note that the assault pods might get blown away by defenses as they try to land, i.e. enemy ships, wings, home guard wings and ion cannons have a shot at it, so you need to ensure the skies are cleared at the target planet when you release the Pods. The assault pods land like normal so CAN be destroyed, the defender just has to have target soft on for his ships and Wings.  

    The intended use of the Dust Off device is to allow you to move extremely large quantities of troops and assault vehicles off the surface of a planet without having to build a pod launcher. It's supposed to speed up ground assaults by letting you move all your troops and equipment off the planet in one move. They end up in an assault pod docked to the ship with the Dust Off device. There is no limit to the amount of stuff you can scoop up into an assault pod this way. It's a nice device to have because when moving around assault units, a pod launcher is normally the only way to get them off the ground - and the pod launcher will set you back 25mc per pod plus the 15mc for the launcher itself and a turn's delay building it.

    Dust Off devices on these ships don't have anything to do with landing things on a planet.

    There have been complaints of it not working on the Mig. This may be because Dust off Devices do not pick up colonists.

    Q. How do you control how MUCH they scoop up?A. They'll scoop up all troops, highguard, mechs, and ground fighters (not colonists) on the base below them. So if you want to control how much to load you have to send these items in the quantity you want to a base without them, and load from there.

    Jon Nunn mentioned: It is a shame that the dust off device places fighters into the assault pod. I recommend as a work around that anytime you use that device that you form a wing of all your fighters you they don't get sucked up and dock it back to the base next turn.

    Tim once wrote to the mailing list:
    I am a huge fan of Unlimited EE dust off.
    It packs alot of ground combat power in the little MIG and it is as risky as can be.
    That ship can be easily caught and destroyed.
     In my mind the huge risk of losing the MIG to grav mines and grav wells balances the unlimited lift power
    .

    [John Smith advises:] When using ground assault to capture prisoners (for your labour camps), don't bother ground assaulting Dracs - their stats are too like your own. Scavengers however, are easily captured by ground assault. 100 000 Scavenger colonists versus 23500 imperial troops (also 2 HG) will capture about half, some 50 000 of them. That really helps to boost the EE's economy in labour camps.

    [John Smith:] With the Borg it is much more tricky, in fact you don't want to capture them but butcher the lot so you can reclaim the colonists. Infact that is what I am aiming to do. I have a "academy base" which to train up some 200 000 troops (2 pods worth) meanwhile I am picking/looking for a 2million borg colony to which to raid with type 3 fighters and a few dummy targets just to keep him guessing where I will strike.

    After a couple of turns the pop will drop to similar size(depends upon number of wings I use.) Then I will drop on a 1 to 1 basis, if I can get sufficent forces through and voila! Think you get 30% of what is there so 60 000 colonists sign up and your casualties are relatively low as the attacking forces is above 3times. Take those colonists back to the academy, then start attacking larger and larger bases with more and more "converted troops".

    Ground assault the Borg with lots of troops and a few High Guard so the maximum number of Borg Drones are converted into EE colonists.

    [Emil Agustin:] In various test games I made, I too find it very difficult to take prisoners. But I noticed that this was against homeworlds. Against colonies of population less than 10,000 capturing seems easy to do. I'm just curious, but there must be some mathematical formulas that to penalize the dark force rating of the EE. If you send ground forces that are, bloodbaths occur. If you send forces that are way too powerful, you see some captures. If you send less, again bloodbaths. I also suspect that the algorithm used to calculate force levels between two ground forces does not take into account the dark force/light force differential. A goody side is more prone to surrender? Tim? Apparently the only solution is to overwhelm. :)

    A note on the use of EE fighters in ground assault:

    Don't. Study their stats to see why. Your Bots are free and better at ground combat; who cares how many you lose.


    Fighters

    General information on fighters can be found on my combat page and in the "How to play VGAP4 " guide. (Those links will take you directly to the right spot.)

    Key points about Empire fighter strategy

    Different folk advise different ways of using fighters. The confusion arises because what's good at the end of a game is inappropriate when you have limited cash. Here's what to do!

    When using huge numbers of Wings, Empire players may hit the limit of how many Wings a player can have at once...There is a limit to the number of fighter wings a race can have, it is based on the number of wing commanders a race has available. "The number of wing commanders = 20 + (total_crew / 1000). The number of wing commanders that you can have will never be more than 200 [or 600 for the Empire]" says Tim.

    Carriers have a "Replenish Fighters" switch which means you can get by without an airbase on frontier colonies as long as you have a fighter plant. However, you can't control the mix of fighter types in a Wing using this method. Replenish Fighters happens before Hyperjump.

    The key Empire fighter stats are as follows. It is obvious that type 1's are very weak versus ships:



    Cost
    Beam
    Power
    Missile
    Power
    Armour
    Evasive
    Bonus
    Attack
    Bonus
    Other
    stats
    ----
    Type 1
    (Squid)
    8 12 (accuracy 20%) 0 1 0 25
    Only useful
    versus fighters

    Type 2
    (Shellshock)
    25 30 (accuracy 30%)
    20 (accuracy 50%;
    carries 60 ord,
    ie 60 shots)
    12 10 20
    Poor versus
    ground forces

    Type 3
    (Tripod)
    90 10 (accuracy 40%)
    200 (accuracy 80%;
    carries 500 ord)
    30 0 10
    Good at ground
    offence, but your free mechs are better
    Good range - can patrol your space and raid neighbours where other races would use ships

    Compared to other races' fighters, EE ones aren't particularly good at anything. Most enemy fighters have either lots of armour, evasive bonus or attack bonus.Lack of bonuses, combined with low accuracy, means they have difficulty hitting things when the enemy use Exotic Tech to boost evasive bonuses.Using Exotic Tech to increase your own race's attack bonus doesn't seem to affect fighters.

    A reminder on how fighters work:

    Having a few type 2 or 3 fighters in every attack is a cheap way of forcing enemies to invest in anti-fighter weapons thus leaving fewer PD mounts, etc available to counter incoming fire from your ships. I have seen a couple of small wings kill 2 T Rex's which simply lacked anti-fighter weapons.

    Tripods can fly 200LY through free space without a carrier! Set some Tripod Wings to guard your empire's space by plonking some at bases and using "Intercept Enemy Stuff". Don't mix type 1 or 2 fighters into such Wings or the whole Wing's range will be limited to 10LY.

    Miscellaneous fighter tips

    Following Assertiveness Training (my last game playing the EE), I concluded once again that type 1 fighters are useless. A couple of folk on the newsgroup disagreed ("try eight wings of 10,000 T1's against big CoM wings!" "Use 20 500-strong T1 wings as distracting chaff in big battles!") but their tactics seemed as expensive (and higher loss) to me than just using a few big wings of  T2's and T3's. And mixing type 1's into wings of other types isn't worthwhile either. Please feel free to mail me if you find a killer tactic for type 1's.

    Using Diplomat, you can see fighters' Soft Spot in the Wing pages. This is a little discussed statistic, because it's not mentioned in Tim's documentation; few people know it exists, though he has made occasional oblique references to it. A fighter will blow up immediately if a point defense or another fighter hits its soft spot. For the EE, type 1 fighters have a 40% soft spot (!!!), type 2's have 3%, type 3 fighters have 1%. Even most race designers don't know about this stat. Here is a comparison table:



    Type 1 fighter
    Type 2 fighter
    Type 3 fighter
    EE
    40%
    3%
    1%
    CoM
    1
    1
    0
    Rebels
    40
    0
    0
    Aczanny
    2
    2
    2
    Robots
    40
    3
    10
    Borg
    30
    3
    10
    Feds
    60
    20
    4

    Other tough races:
    RCS and Mivorari: 0 2 1
    Centaurs: 0 0 1
    Solorian: 0 0 0
    IMT: 20  2  1

    This might explain why CoM are so hard..!

    Unconfirmed theory: I got the impression (many Hosts ago) that Empire fighters can probably fire about 10 shots before their batteries are flat, then their underpowered generators will take quite a while to recharge the batteries so rate of fire will fall dramatically. Therefore it would be a good idea to experiment with combat settings like Quick Strike to minimise the time they are near enemy point defense weapons but cannot fire back!

    The simulations I've done so far suggest that Empire fighters are no match for other races' fighters, so you need to go really over the top with quantity. Key phrase: "The skies were black with fighters."

    A Wing of 500 type 2's is much less effective than a Wing of 400 type 2's with 100 type 3's. It seems the Wing of pure type 2's hangs back a lot, it will zoom in a bit, fire and skip out again, perhaps this gives the targets time to recharge their PD's. Anyhow, the battles last a long time and end up with the Wing being cut down. Whereas the Wing's tactics seem to change when some type 3s are in it, perhaps because these have missiles too, or perhaps it is a range thing. The Wing will close in in a much more determined fahion, pumping much more damage into the target.

    Lordfire wrote in with his discoveries about wings:
    As Anti fighter the type 2 is superior.
    reasons may be better  range, better batteries, better generator, more armor, double as accurate in this order ...
    problem of type I seems to be in particular the range ... enemy fighters shoot at them and they cannot fire back :) .. additionally you usually have an interest in clearing the sky of enemy fighters before tick 300... then range is the key.. So I usually use type 2 for anti fighter.
    Of course type 2 has got missiles ... so they are much better aginst ships too.
    Exceptions are fighters like Stormer fighters .. fighters with extreme range. Sand casters are the only way to stop them... (as long as there is no SC immunity ). I'd try Micromissile Launcher PD and Type 3 EE fighters - PH

    Mark Macwilliam wrote in with some comments on EE fighters:
    The type 1 fighter is one of the most cost-effective anti-fighter fighters (space superiority fighters) in the game (only the Robot type 1 is better, as far as I can tell) - IF you have sufficient docking capacity or can use free-flying wings in the given combat.  If for some reason you're stuck with 1 Super Star Carrier but you can afford all the fighters for it you want, by all means, go with t2 or t3.  But if you're going up against someone with a lot of fighters and you have more capacity than you have fighters (this is much more common for me) be sure to include a few wings of type 1s.  A fighter can have the crappiest stats imaginable, but if you have enough of them, they will win.  They get even better with Sand Shields.

    Weisguy bangs the Type II drum:

  • I still contend that type 2 fighters are a decent deal for 25 MC, and they give you a remote shot early on for taking out an enemy base shield with the 150LY range missle; Load type 2s on your ships with smaller fighter holds. But owning the contra and slave trades will allow you to build massive wings of type 1s to fill your gorbies, SSDs and slayers, and to me, that is what the EE is all about.


  • Miscellaneous notes

    Never trade an H Ross Hull to anyone. Might as well cut your own throat. Why would anyone want grav mines?Unconfirmed rumour I intend checking one day: "The EE's answer to lack of alchemy ships, is the Slayer's LMD and Particle Fountain + Ore Refinery. Just park in orbit around a new asteroid belt created by your Super Laser and grab all the minerals." However, no one's sure if this will work on an asteroid belt.Turbo and Tylium Thrusters are ideal for races like the EE that need huge power but have limited hull speeds.Training rates are reasonable; there should be plenty of Sith Lords running around.Emil Agustin tells me the lack of Alchemy is the major weakness of the Empire in late game. Without alchemy, the Empire will eventually run out of minerals and lose a long war of attrition with a well developed rivalAndrew de Boer: PSPs will attract amorphs, but maybe only from your own bases. I have several bases trading amorphs. The low happiness of the EE means gov centres and PSP are very important to keep happiness up. EE can have 600 wing commanders. In previous versions of this Guide, I mentioned that you should be waryof fitting Large Turbo Laser Arrays on EE ships. However, those conclusions were flawed. Anyone building expensive, power hungry ships is going to fit the toughest, best power-generating engines. It turns out that the Empire ships which can mount Large Turbo Laser Arrays can indeed power several, but fitting a full complement of LTLA's will cause problems. As Jon Nunn put it, "Tim was being quite sneaky when designing these EE ships. Sure they can mount Large Turbo Laser Arrays, but for the most part they shouldn't [mount a full load]. There's built in power problems with the LTLA. A few in moderation are excellent, but 15 LTLA on an EE ship tends to render them as ineffective as if they were a power company in California.