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).

Strengths
- Cheap, decent fighters. ("Decent" if you choose
your ground carefully. Poor compared to some other races' fighters.)
- Hyperdrive (though these can be fuel hungry)
- Pod speed 35
- Very hard ships (but very expensive)
- "Dark Sense" permits them to see enemy ships'
weaponry and crew in Data Pad. (Unique racial ability, do not
overlook
its military intelligence value!)
- Can see docked pods and
wings,
if they are able to see the ship.
- Very good at Ground
Assault
.
- High leadership aids in resistance to enemy spy
attacks.
- PSI rating helps to attract Siliconoid natives. A
high
PSI rating helps your colonists gather items off of a planet's surface
faster (such as contraband).
- Dark Powers and Psi rating increase the chance
Amphibians
will enter your base.
- Dark Powers increase the damage done by certain
attacks
- ie ground assault, Spy attacks and ship boarding.
- High Spy power improves the chances of Spy
attacks working
- Empire ships have a +50% shield bonus in combat
(Must
be owned by the Evil Empire and be of Evil Empire Design). The Super
Gorbi
has a +100% shield bonus
- Ships of Evil Empire design in the hands of
another race
have a -75% shield weakness, have a 300% better chance of taking a
critical
hit from enemy fighter craft, and Heavy Laser weapons pass through both
the shields and armor and can cause a critical hit. Who wants to steal
your hull plans?
- The H Ross and RU25 class
Ships (Evil Empire) are highly resistant to minefield damage. The ship
only takes around 10% normal damage for a ship of its size when hitting
a mine.
- Contraband lockdown
(also
called Contraband Blockade) device on the Moscow stops all contraband
sales
within 200 LY. Team up with a Privateer player and steal everyone
else's
contraband!
- The Super Star Cruiser's 500mm Guns and
Antimatter Guns
have a +100 attack bonus. The advantage is only for those two weapons.
- When enemies
successfully sabotage
your bases, you know who's done it! No one can Spy on you covertly and
deny it.
- The Royal Shuttle "Omega"
HYPs in on turn 8,
with the Emperor (a free High Guard) and 10,000 mega credits.
- 400% income boost from
Labour Camps
Weaknesses
- Slow ships (max speed 50, except Mig 'freighter')
- Low income / growth rate
- No alchemy ships (though if you can afford to
build one,
the Slayer can convert excess food to supplies, and these to fuel).
- Beware fuel crisis in late game? Hyperdrive ships
gobble
fuel for even a short hop.
- Expensive ships
- No barbitic mines or other defences vs. cloakers
- Empire ships are extra vulnerable to enemy
fighters.
Shots from enemy fighters ignore the Empire's shields
completely,
and 10% of the hits pass through the armor and have a chance of
causing a critical hit. Fighter missiles have a much better
chance
of causing a critical hit.
- Sandcasters are extra weak on Empire ships. They
MUST
use fighters to guard vs. fighters.
- Dark Powers decrease the probability of Bovinoid
natives
entering your base, and amorphs will never enter your bases
- They have good shields and armour but once you're
through
this, the ships tend to have high vulnerability to weapons fire - ie
they
take extra damage. And they all seem to have nice big soft spots!
- Heavy Lasers can fire through Evil Empire
shields
and 10% of the damage passes through the ship's armor. If the target
ship
is owned by the evil empire there is no danger of a critical hit. But
you
might take out important systems that will render the ship helpless.
- Resource Point problems are severe in games with
12+ players: the EE is simply outnumbered by the fast
breeders if it is not careful. This limits how many new things you can
build in a turn.
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.
Mark MacWilliam writes:
- In simulations I've found that
the RU25, properly armed, is the only way the EE can beat ships like
the
Deth Specula on a cost-per-cost basis, ie 10,000 MC of RU25s can beat
10,000
MC of Deth Specs, if properly equipped. I haven't found any other ship
or ship & fighter combination that can do that.
- People tend to forget that the
RU25, like the HRoss, is "resistant to mine hits" (according
to Tim's Special Weapons and Hull Guide). Who says the EE is
helpless
in the face of grav mines? This ship, with a normal-space speed
of
40, can be used to barrel through them and take out key points.
Its
low cost (for EE ships) means you can use this tactic to attack several
places at once. Don't forget to equip the ship with Blaster
Cannons,
Anti-Matter Guns, and/or 500mm Guns for base killing. I haven't
tried
it yet, but it looks promising.
- Against the RU25, Jon Nunn points
out: Very strictly an early to mid game ship. Even with the best
weapons
that are capable of being mounted on them, if the battle doesn't end
very
quickly they are all destroyed. And their Hyp ranges are very short
compared
to your other ships. And not to mention how many Resource Points a
fleet
with enough RU25s would consume... nevertheless I [PH] think RU25's are
a brilliant tool in the EE's armoury.
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:
- In general, use 2nd
Wave so that
your ships will be briefly concentrated while the enemy's will have
scattered.
- I like to put
at least 2
Sandcasters on every ship than can carry them. Your enemies know
you're vulnerable to fighters, and you have to conserve your own
fighter
strength. Sandcasters on EE ships seem to be about half as
effective
as those on other empire's ships, but they're still worth it.
- The only reason the
EE can be considered
"THE Nightmare fighter race" is because your carriers can bring
so many more fighters such great distances to a fight. The Robot
(at least) has a fighter that can take out any number of any type of
fighter
you have cost effectively - as long as he can get that many
fighters
to the battle. Never ever ever give SSCV plans away unless
you
trust the recipient implicitly, and Never ever EVER ever let SSCV plans
fall into Robot hands. Or you're toast. (Also note that the
SSCV is a wonderful long-range freighter. In one way or another,
this ship alone answers almost all of the Robot's deficiencies.
- A
while ago I did a number of sims
involving the EE, and I came to the conclusion that they are not
cost-effective
in combat (tested against Annis and Deth Specs, at least) until you
have Sand Shield exotic tech. Then their fighters make
them
more
cost-effective than the races I put them up against.
Early game
- Technologies:
- Hyperdrive tech is
essential
or you will quickly run out of fuel. It costs only 7100 mC to
max
out,whereas normal engine tech can be put on the back burner
for
a while, because your ships have pathetic maximum warp speeds.
Eventually
though you'll want to increase engine tech to Tylium Thrusters for
their
hardness / power generating capacity, which is needed for your serious
mid-game warships, so consider increasing Engine Tech say, every other
turn.
- Buy some Generator Tech
with spare
cash. In general, you can build ships cheaper using Generators to power
their weapons rather than Engines. (Later, you'll want FTL-1's for you
Migs though.)
- Your ships tend to have
reasonable
armour and shields and several have very few PD weapons, so maybe PD
tech is not a priority. However you'll want it up to level 7
(Turbolasers)
by mid-game to counter the fighters enemies will throw at your
Achilles'
Heel.
- You need to get planet tech
up to 6 reasonably quickly for terraformers, but this tech is no
longer
as vital as was with early Masters, because everyone now gets a fighter
plant (tech 4) on their home world. You
also
have an Airbase so you don't need to rush up to tech 7. (Thanks to
Sparrow
for pointing out that we now get a free fighter plant.)
- You want hull tech up to
level
2 quickly, because your tech 2 hull has lots of scouting devices and
can
attack as an effective carrier very early in the game. Get to tech
4,
6 if possible, as quickly as you can. This lets you go on the offensive
against ANY race.
- On Turn 8
the Omega Shuttle arrives. Look for a new Mig called Omega somewhere in
your empire. It carries a free High Guard ("the Emperor") and
10,000mc! Sparrow wrote in to warn that -
since it can arrive over any one of your bases
- there is a risk you will lose it by encountering enemy forces.
Sparrow
was engaged in attacking an enemy homeworld by ground assault on turn 8
(!) and it arrived there, before he'd eliminated all enemy ships from
the
area...
- The
starting fighters at your homeworld make good raiders. Form the type 3
Tripods into two wings of 20 fighters each and use them to hop from
planet to planet, raiding. They have a ange of 200 LY and will need
ships or bases present at their end-points to keep moving.
- Structures: Build a
government
centre on turn 1, of course. Build say 4 Cities, but be careful not to
build too many on your homeworld because your growth rate is already
low
and Cities reduce it by 0.1% each. Terraformers
turn out to be quite useful for the EE colony worlds because your
farming range is very restricted. And because your income and
breeding
rates are so low, every scrap of cash is useful. Farming income is
actually
worth getting, particularly in early to mid game. And of course Food is
more important with recent Hosts.
- Build
10 Crawlers on turn 1, to start
churning out free Bots and Tanks
- Colonisation: Send
the Migs
out to scout. Watch out for fuel use: if your nearby worlds have less
than
say 2500kT of each type of ore, you're going to run into fuel problems
quite early on. That's one reason to get hyperdrive tech high. Drop
pods
of 50,000 to 400,000 colonists on high contraband worlds. (Opinions
vary
depending on starting population, etc but the basic idea is that you
don't
start collecting contraband at the full possible rate if you have less
than 400,000 colonists on a planet so you want a lot of people on high
contraband planets.) The colonists will rapidly gather the contra . You
should use it for seed capital to play the contraband market. Buy low,
sell high a few turns later.
- Don't colonise Amorph
worlds, they
will never join your bases, they'll just eat your colonists.
They
are afraid of the EE's high Dark Force.The EE must just pick up the
spice
from the planet and send more colonists to feed the worms. . . I.e,
you're
going to have to get an ally to colonise that world for you, or lose
lots
of colonists Gathering. However a third possibility occurred to me.
What
happens if you use ground assault to capture an enemy base which has
amorph
natives in it? Tim confirmed that even an EE player will keep the
amorphs.
Hurrah! Also,
if you can get hold of amorphs
somehow, you can put them in a base with a Public Spaceport near the
amorph
world and they will rapidly suck the wild amorphs off the original
planet
safely into the base. Mark MacWilliam reports that he once got 5,000
amorphs
appear at a public spaceport (he was very lucky!) and managed to use
these
as a seed population to draw in others. Having a Spice source is
especially
useful to the EE as we like Spice (rating 110), so by cycling happiness
down with Complex tax rates and up with Enslavement, we can manipulate
the Spice price.
- You don't need many folk to
gather
natives. Just one will do. However you do need 100 colonists per mine,
and your planetary factories only produce supplies proportional to the
square root of the number of colonists. So ship 1000-2000 colonists to
non-contraband planets you wish to build up as mining or farming
colonies.
- Set up a training world
near your
homeworld. A training world has lots of training centres and turns
colonists
--> crew --> troops --> High Guard. Training centres slow
breeding
and convert breeders to less prolific crew, so you don't want this on
your
home world. It
will need lots of food, thousands
of kT, to maximise HG training rates.
- Don't forget about the Spy
Scanner
and Probe Launcher on the Star Destroyer - both excellent base-finding
devices. Build a bare-bones SD as soon as possible just to take
advantage
of those.
- Don't forget to colonise
farmable
planets. These are not enormously common for the EE. In a
low-contraband
game you may consider investing in terraformers so you have at least some
reliable income in the long term.
- Spying (Base Sabotage) is
most
effective in the early game, when the enemy has few bases and you have
a good chance of destroying a key high tech structure on his homeworld!
With Light Powers of zero, the EE's spies are better at destructive
attacks
(where high Dark Force helps) rather than info gathering. However their
Spy rating is 70, which is very high, so spy attacks are successful
more
often than not.
- Mark Macwilliam
points out: The
new contraband rules make contraband gathering *vitally* important,
both
because of the high starting prices (typically ~ 10MC on average) and
the effect of stockpiling on driving contraband prices up. Nobody
collects contraband as fast as the EE. Use this advantage! Do
your
contraband collection it with pods of 300,000 or so colonists (so you
can
still get them all in one pod when you move to the next planet, despite
growth).
- Refit
your starting Migs and build
new ones with good engines and hyperdrives as this can save enormous
amounts
of fuel.
|
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
- Depending on starting
conditions,
you should have a Slayer "sometime between turns 20 and 35". (Personally I didn't get one
until turn
50 or so, mainly due to a low starting population of 500,000 I think.) Use
its Clone Lab to boost population. Tip: it will clone troops and HG
too.
You want lots of those for Ground Assaults. The Slayer will solve your
fuel crisis too.
- John Smith: You should have
some
ships on defense but you don't really need as many concentrations or
frontline
fleets say as the Klingons or other non-hyper drive races. You have the
ability to out maneuvre most opponents. Long range fighter-bomber wings
(Type 3's) operating in key clusters is also useful.
- Jon Nunn: Try adding
some
some of the EE's cheap ships that don't carry fighters but have
numerous
weapons. Think in terms of a well designed fleet instead of a single
do-it-all
ship. Especially as you need some ships to take out enemy ships
with
sandcasters, which would chew up your Wings.
- The Empire may have
problems getting
near Cubes and T Rex's. They have gravity well generators, which knock
you out of hyperspace 50LY away. You will drop out of hyperspace
approximately
50ly from the ship with the gravity well generator. You must travel the
last 50ly using normal engines. Gorbies can take out several
Annihilations...
but have a max speed of about 20... email me directly for further
advice
on this sensitive subject.
- It would be good to have
some Holo
Decoys in your fleet point defenses. They detract from enemy
fighters'
chances of hitting you. Up to Host 93, they also detracted from your
own
fighters' chances to hit (!) but that bug has been fixed now, so if any
experienced player is re-reading this and thinks Holo Decoys are no
good,
why not try them again. Incidentally, sandcasters can be used to
counter
holodecoys. A shot from a sandcaster will destroy 15 decoys. You have
plenty
of ord capacity on most ships to mount sandcasters, and it's important
to destroy holodecoys as they make your fighters much less effective.
- Andrew de Boer: The
EE have
the biggest fuel crisis in the mid game until the first slayer is
produced.
Then they have no mineral worries until everything is mined. But they
should
easily be able to steal/trade for an alchemy ship and they have lots of
supplies from their labour camps to fuel their mineral needs. Remember,
the EE needs cash for fighters far more than it needs mineral for
ships.
Learn to play and win the contra market.
- Blockade:
if you can park three or more ships in orbit round an enemy world, it
is blockaded. This means you can stop enemy bases
evacuating by firing
pods away. It is a very useful tactic for ground assault races because
it gives you time to bring up a suitable ground assault force to
capture
the population and enslave them. Ideally, one of the blockading ships
should
be a Moscow, so you can prevent the victim selling contraband. The
ships
should have Attack Ground turned off, of course. And the victim may
build
more ships / fighters / asault pods in an effort to free himself
whilst you bring up the troops. If the victim can end a turn with a
single
ship (or maybe even a Wing) in orbit round the planet, the
blockade
is broken, so you must keep Attack Enemies switched on.
- One thing to bear in mind
is that
the November 2001 Host changes seem designed to help and encourage EE
players
towards ground assaults. Bases are tougher to kill with ships. A 400%
income
bonus from labour camps is nice but only if you can fill them, and
sending
in personnel on Kill Kill Kill mode is the main way of capturing
prisoners.
Unfortunately that tended to get a lot of your own folk killed too if
you
were up against another hard ground assault race. But now that the
Slayer
has a Clone Lab, you can fill it with 1 million colonists, and get a
free
200,000 expendable colonists to play with every turn. This makes the
Slayer
Clone Lab a key part of the Empire's strategy.
- The EE doesn't have
a barbitic
minelayer and may, at first, seem helpless against cloakers. Often
forgotten
fact: LASER mines can do REALLY heavy damage to ships below 60 kt.
One (normal) laser hit destroys a Mig Shuttle. (Privateer MBR's are
90kT.)
H Rosses and Slayers can lay laser mines. Interested? ShipCalc has a
mine
damage calculator.
- I did some
sims in a game
where I was up against Borg Cubes. Neither side had lots of Exotic Tech
at this stage. I couldn't afford Gorbies or Slayers yet, or a
full
Super Star Carrier payload of 10,000 fighters, but I found I could
trash
a Cube fairly economically with a SSC with 20 wings composed of:
100 + 10 + 10 - yes
100 + 0 + 10 - no
0 + 0 + 10 - no
100 + 30 + 0 - no
Note that a few type 3's seem necessary to alter the tactics of the
Wing,
otherwise the fighters don't press the attack. If they crowd right up
to
the Cube and keep shooting, they kill the Cube, but this only happens
with
a few expensive Type 3's present. If they attack in a hesitant manner,
the target has a chance to recharge its point defense whilst they
circle
nervously. Also, the Cube was armed with 5 micromissile launchers and 5
turbolasers. The MML's have much better range than the EE fighters, and
pick them off if the fighters don't close to attack.
If you just have 10 Wings of 100 + 10 + 10, then the Cube loses
all its shield and armour but plenty of Hull remains.
Set these Wings to "Attack Deadly First" so they close
in on the target properly and don't chicken out of the fighting. Also
experiment
with "Close to Point Blank" and "Quick Strike".
- Obviously such simulations shouldn't
be taken as the definitive study. For one thing, the
carrier-versus-Cube
example above was in a low cash game with little Exotic Tech. Assume
your
enemies have read this guide too and will adapt their tactics to
counteract
the advice here as best they can. But you have one huge advantage over
them. Because of the EE's special Dark Sense power, you can see what
weapon
choices they have fitted to their ships by simply scanning a ship and
looking
at its Data Pad.
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 -
- Build a stripped down Super
Star
Carrier, the hull is only 2400mc, use tech 1 engines but a good long
range
hyperdrive.
- Fill it with lots of little
wings
of type 3 fighters. 900mc per Wing. Type 3's have 200LY range (100LY if
you are interested in them returning to the carrier)
- HYP it into an enemy area -
deep
space, not on a planet. Accompany it with a Star Destroyer (hull tech
2),
which has a Probe Launcher to find nearby bases.
- Once it arrives, program
the Wings
to radiate out and attack all the small targets in the area. Obliterate
all the little one man colonies, freighters etc in the vicinity. Maybe
your carrier has a couple of BIG Wings to send after bigger targets.
- Obviously this won't work
too well
on an enemy core, but theoretically it can saturate and sterilise a
lightly
infected area 200LY in radius. Note: this strategy may have
been
torpedoed by the recent Host change (Host94) which made bases a lot
tougher
to kill.. Further Note:
By the
time I was ready to try this tactic for real, I noticed my enemy had
built
5 AA guns on each of his most useful bases. Simulations showed these
would
completely destroy the Wings I was planning to send well before they
destroyed
the bases, even if I increased the Wings to 50 or 100 type 3 fighters
each
(which I couldn't afford anyway). So I've never really tried this out.
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...
Possible technique to
penetrate
grav wells (tests were a bit inconclusive, I don't think it works, but
I live in hope...) -
- Send a Gorbie in to a Cube fleet.
They will be knocked out of hyperspace 50LY from the Cubes. The
main
problem is that the Gorbie's max speed is 20. But it can take out
5 Cubes - if they're not reinforced. What I'm hoping is that once I get
within 10LY of the Borg, I can use fighters pre-set to 5LY range to
start
a fight. Then the Gorbie (5LY the other side of the fighters) will be
drawn
in too. Combat range is 5LY (see diagram: Chain Effect.).
No need for fancy maneuvres with intermediate ships.
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!
- In the early game
you want
lots of little Wings, 10 to 100 fighters each. This gives enemies lots
of targets to waste sandcaster shots, etc on.
- In the late game
you only
have a "limited" number of Wings (400!), so it is best to make
them as big as possible. Anyhow, by this time you will have the Exotic
Tech "Fighters Immune To Sandcasters", so the earlier reason
for splitting them up has gone.
- Type 1 fighters are useful
only
versus other fighters, but they are necessary as a cheap defense screen
for your other forces. Enemy fighters will kill your own ships and
fighters
quickly if not countered. Use Type 1's either as large anti-fighter
wings
(say 100 per wing, increasing to 10,000 in very late game); or use them
to dilute other Wings so that point defenses have less chance of
hitting
the expensive fighters in those wings.
- David Ouimet: "The fighters
work very well when supported by even a small fleet, though I
almost
always have the fleet coming in during the second wave."
- Type 2 fighters will be
your most
useful fighter in mid game. You can build almost 4 of them
(25mc
each) for every Type 3 (90mc), and they're not bad at all versus ships
or other fighters.
- Type 3 fighters do more
damage
than the other types and are the only type to be any use against ground
targets. In the early game you will want a handful of these for
two purposes:
- A few minimum-size
10-fighter Wings
of Type 3's cost only 900mc but are useful for patrolling your empire
in
normal space. They have a range of 200LY so are far faster than your
ships!
They will take out any early-game enemy ships they encounter.
- A few Type 3's are needed
when
attacking enemy homeworlds, because fighters can shoot through Base
Shields.
Since your Type 1's and 2's have no "attack Cities" (ie ground
structures) ability, you will need some Type 3's. You don't need
masses,
because once the base shield structure itself has been destroyed, your
ships can finish off the enemy homeworld.
- In the late game
when money
is no object and you begin hitting the limit of 600 Wings, you probably
want to migrate your ship-killer Wings from Type 2 to the more
dangerous
Type 3's. Type 3's do more damage, but have a lower evasive bonus so
don't
assume this is good advice against all races.
- In the early-mid game
I
tend to use mixed Wings of 50/4010 Type 1/2/3 fighters; plus some
Wings,
about 100 strong, of pure Type 1's for anti-fighter defense. Others
advocate
60/30/10. No-one really knows the best mix. Experiment!
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:
- If a fighter beam hits it
will
take the beam power amount of shield power out. If it hits armor it
will
take 1/2 the beam power of armor.
- So if a fighter has a beam
power
of 30, every hit will take out 30 shield points or 15 armor points.
- Missiles use the same set
of math.
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
- Some people writing to the
Mailing
List have reported the Empire fighters are very weak; others that they
are very successful using them. So don't despair if you seem to be
getting
chewed up, just experiment with alternative fleet mixes and attack
settings.
- Jelmer Renema: You
should
IMO get as many wings as possible, and then make them as big as
possible
(not the other way around) to make as many targets as possible, for
assault
pod destruction, for sandcasters, and for other things) Also, there is
still the matter of that bug that seems to influence fighter stats when
mixed with others (not sure exately what's wrong here)
- What's this bug he
refers to? - A sufficient number of each of useful fighter types
appear to
take
on the best combat characterstics of all types used. (They perform well
against both enemy wings and ships.)
- David Ouimet: Quick
Strike is
great for making passes against targets that use Turbo Lasers for
defense.
This lets the fighter group close in and fire then they are more likely
to pull out of range. If the setting is not on they may dabble around
and
trade beam fire for heavy casualties from the TL's.
- Q. Why would
one
use "Quick Strike"? Surely fighters naturally withdraw to recharge
batteries anyhow, then swoop in for another strike. Answer
from
jheleniu: I've used this particular option in a recent game. I am
blockading
an enemy base. But because the base has no planetary shields and I do
not
wish to destroy the base (want prisoners, NEED prisoners) just want to
soften it up so my ground-forces can capture the base and structures
relatively
intact. The fighters seem to swoop past the base once, fire, and then
disengage,
end of battle. None of my ships in the area engaged the enemy base just
sat there watching and waiting. A few hundred fighters can soften an
enemy
base of a 1M colonists suprisingly well.
- Q. What does the
button
labelled "Launch Fighters!" in a ship's CARGO screen, FIGHTER
BAY sub screen, do? - A.Basically that forces a wing to
undock.
The only time I have ever used it is when capturing a carrier from an
unplayed
player. - Chris Olin - and the Wing goes to whatever
destination
you've set it to go to. As the EE, unless you are over a planet and
want
to reorganize the wings, this is probably a bad idea. (Except for type
3, all your fighters have small ranges. - Jon Nunn. ...Actually I
think
this may be quite useful if you end a fight with too many Wings for
your
carriers, say because some carriers were destroyed. You can undock
(launch)
Wings and use Replenish Fighters to merge them into fewer, larger ones.
But Replenish works with free fighters on planets, not Wings, so you
need
a Base there first.
- Q. Are fighters
affected
by a ship's evasive bonus? A. Yes. Though Tim reserves the
right
to change his mind on that.
- Lordfire
writes: My
own
discoveries about wings is: 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 one seems to be
especially
the range ... enemy fighter shoot at them and they cannot fire back :)
.. additionally you usually have an interest in clearing the sky of
enemey
fighter 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 ).
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.
The
pod docking bug:
Symptom: sometimes, you boost a
pod to a ship which is hyperjumping the same turn, and it does not dock
before the ship HYPs, and gets left behind.
Cause: Migs (for example) can move at speed 90. EE Pods can
only move at speed
35. If the Mig has its warp engines turned on as well as its
hyperdrive,
it outruns the pod, and the pod never catches up
Note: this used to work
until hyperjump movement was changed to happen mid way through
movement, at phase 100.
Solution: Set Mig's warp
speed to zero and wait for the pod to be docked before hyperjumping
away. it takes an extra turn.
Untested idea: you used to be
able to save a turn by launching the pod set to dock with a hypership but boosted to the
destination planet and set to land there. It would arrive with
thrusters off and form a base immediately. This no longer works. - I
wonder if you could do that by setting the Mig's speed to 35? Must try
that...
|
Lordfire writes:
Self destruct is quite useful actually:
ee can hyp, lay mines and self
destruct the same turn - nobody knows
werethe mines come from this way :)
this is not ironic!
It is often helpfull to build the
cheap minelayers with nothing just to
blow them up after they have layed the mines. this way they cannot be
boarded while in their own gravs..
Grabbing contrabnad before anyone else
New in
Host 161: Contraband, natives, minerals on a planet can
not
be seen unless you have a ship over the planet or a base on the planet.
New: Empire probes
are able to view what is on a
planet's
surface
Consequence:
The
EE has the probes to see the Contraband on
planets that other
races will not be able to see unless they VISIT each planet and they
have
the means of blockading enemy stockpiles of contra while the enemy is
LIMITED on how much they can sell a turn. . . and the empire has
the means of moving fast.
April 2004: New
food rules - need 1000
colonists
per farm, and HG training rates drastically curtailed, very dependent
on
food and capped at much lower level now. Many consequences for the EE:
Firstly, some people think the EE growth rate is too low to actually
man
the farms. But everyone now has to ship loads of colonists to every
world
they own simply to farm. That means there are lots of vulnerable
potential
prisoners, and there is even more reason to use ground assaults (to
capture
prisoners and food - why grow your own?!). Also, since the races which
depended on loads of HG to capture even the largest ship (ie Birds,
Stormers)
now have far fewer HG, your large ships are once again safe from being
stolen from you. It s worth building Gorbies again.
Some folk have found that the EE growth rate seems just too low.
You're always running out of RP's, and in games with Scavengers, for
example, you can
just forget about trying to keep up with other folk' economies if you
haven't
managed to enslave a few million prisoners by turn 15-20. Keep killing
enemy population where possible and if you can't capture prisoners with
a simple opportunistic swoop in a couple of turns, don't spend ages
preparing
The Perfect Ground Assault. Just kill them with a space strike before
they
breed and build defenses
|
The 7 Deadly Sins (deadly
to others)
- Greed. Covet
thy neighbours'
bases, colonists, goats etc.
- Violence.
The gratuitous
and egregious type is best.
- Arrogance. You
have to be
confident to publish your strategies openly in a document like this and
still expect to win.
- Maths. You
need strong accounting
skills to control your economy.
If you have mastered these steps on the
Path to Evil (TM) you are assured of dominating
the
galaxy, or at least have fun trying.
|
Lordfire's
suggestions for running the EE
Following his
exeriences playing the EE in 2003, Lordfire sent the following to the
VGAP4 mailing list.
The EE is perhaps the race with the worst defense and the best offense
in the game.
They cannot really intercept ships (better with new hyperjump rules!)
and they usually cannot produce enough money on their own to win a game.
But one thing that is often underestimated is the ability to see any
docked wings, pods and especially any weapons on enemy ships. Once EE
has a slayer, they can jump to the enemy and build exactly the
ships that perform best. This is a major factor and increases their
effeciency dramatically!
Also, they have all these advantages:
They can build many cheap ships with (very) heavy weaponary (RU25
Gunship) and they have good medium ships (superstar cruiser with 5SC,
15 Anti
matter guns or 20 500mm Guns against races with heavily shielded ships
or Heavy lasers (which would knock out the SC!))
And finally they have the big warships and carriers.
Their only weak spots of their fleet are:
1) Their vulnerablility to heavy lasers (requires much skill and luck
to
use this to win against ee ships, but is absolutely possible and a
constant
fear of an empire player)
2) The vulnerability to fighters.
Their fighter problem is:
They can win (economicly
effectively) against any number of fighters
(except solorians type 2 as far as I know :) once they have got enough
money to build enough of their cheap ones to offset the little range.
If they have not enough mc to do that, their only defenses are SC,
which
are especialy weak (but still useful), and, of course, PD.
This means:
They need to use the early game to get (steal) enough money to be able
to live through the mid game and win.
Oh... not to forget their ground combat! A good dust off can overtake
many Homeworlds very early in a game.
They can be beaten best by an ealy surprise attack (just like most
races
:), and in the midgame, when they have not enough fighters to defend
against enemey fighters, but the other races have enough to ignore your
SC and
PD.
I'd always try to attack an enemey that is on the other side of the map
early on. Use a Super Star Cruiser, and perhaps one or two Super Star
Carrier with many (small!) wings to fight fighters, and a dust off pod.
If done fast against races like the Federation (no grav mines and weak
ground combat) only a very skilled player can stop you.
Of course you have to fear an attack form a neighbor while away, but
that's the risk you have to take. Oh - and you are very flexible: use
the Migs to scan the area and one
or
two (Super) Star destroyer/Moscow/Super Starcruiser to defend all your
borders at the same time ('defending' means to impress them :)
And always remember: your enemies don't know what weapons are on your
ships. So use one ship with heavy weapons to attack and one weakly
armed to
impress :)
Alway avoid to have to defend your empire!
Just my strategy .. was quite successful last time.
Lordfire
Exotic Techs for Evil
Emperors:
"Fighters immune to
sandcasters".
Normally, a sandcaster shot will hit about 50% of the fighters in a
Wing.
With this Exotic tech, the wing is totally immune.
Robert Weisenbaum: With
a 50% shield bonus on all ships... Yikes! A tech 2 star destroyer with
900 shield, plus 900 exotic, plus 50% racial bonus can be an extremely
painful lesson.
"+100 shield power is a
no-brainer.
It's only 100mc / turn to maintain after you've bought it, which should
be early in the game. And of course it's +150 shield power to the
Empire."
Can't remember who said that. Though I see the point, I would probably
find the cash more useful elsewhere before turn 25 unless I had my back
to the wall.
For the Evil Empire, the
Exotic
Tech "Nem shields" protects 80% of your fighters from being destroyed
(for most races it's 50%). Yes, The Empire's Nem shield is better than
anyone else's.
Tank O Tronic A seems almost
useless.
I ran test games and found a growth rate boost from 5% to 7% (ie +20%
of
5% = about +2% --> 7%) was not cost effective, at least at the start
of the game. Tank O Tronic is better for other races with higher growth
rates. (Because it adds 20% to the growth rate, not the total
population,
it's only useful for high growth races.) And now that the Slayer has a
Clone Lab, it seems pointless to waste money on Tank O Tronic A.
Jon Nunn pointed out
that
there
are some other Exotics a rich Emperor might consider (if money is
no
object):
- ALL Scanner Techs: (So you
don't
out-hyp your scanners)
- All Pod boosters: Much
cheaper
way in terms of fuel to transfer minerals over short distances.
- Any and all combat techs:
(Because
your ships are more expensive for the money, everything that improves
their
accuarcy is good.)
- [I particularly like
this one,
it's really Evil -PH: ] S-Pulse if you can afford it while
maintaining
the above. If your colonists can't grow very fast, why should anybody
elses?
(Even hibernates Bugs so they can't manufacture new Robot colonists.)
(However,
this won't stop the Borg from assimilationing new ones.
Anti-Empire tactics
- Sandcasters, however
one
of the first Exotic Techs the EE will get is immunity to these, and
it's
only 5000mc / turn to maintain which is nothing later in the game.
- Turbo laser point
defences.TL's
kill three fighters per shot. Combine 8 TL's with 2 MicroMissiles for
best
effect (the long range MM's annoy and draw the fighters into range of
the
TL's).
- Grav mines. The key to
keeping
the empire out. Once they hit the mines, most EE ships are limited to
20LY
a turn. Also good at breaking up an incoming fleet, thus you fight the
EE one ship at a time.
- Grav well generators (on
Borg Cubes and Lizard T-Rex's, maybe other ships).
These
now both stop things HYP'ing into the neighbourhood, and stop
them
HYP'ing out. Before about August 2001, they didn't stop things
HYP'ing
in, so there were reports of e.g. a Cube with its grav well generator
turned
on which had a Gorbie HYP in on top of it, and the Cube was blown away.
What happens now is: the EE ship tries to HYP onto a Cube, but stops
exactly
50LY away. Since the EE ships which can take on a Cube can only travel
around 20LY a turn, the person with the grav well generator can choose
whether to run or fight. A Super Star Frigate or Super Star Destroyer
could
travel 50LY / turn, but will not be able to take on a Cube with high
tech
weaponry singlehanded. Small fleets sent in at the Cube will tend to be
broken up unless one's a Fleet Leader.
- Fighters (very
effective
versus the Empire ships). See weaknesses ,
above.
- Heavy lasers (meant to be
very
effective versus Empire ships... ho ho ho... can't say I've noticed it)
- Holo Decoys (help reduce
fighter
accuracy)
- SuperWeapons knock down the
whole
of an enemy ship's shield, so a Stormer Victorious with a World Crusher
will reduce a 4500-point Super Gorbie shield to nil in one blast... and
one shot from a Superlaser will take out a Gorbie or Slayer. The only
defense
against a Superlaser is to kill the ship using it before it charges up
on tick 500, but that's very difficult if it is set to attack in the
"second
wave".
- AA Guns make it harder for
enemy
fighters to attack a base from space, and make it harder to fire
through
shields Protection maxes out at 500 AA Guns with a 5X protection factor.
- Breeding.
EE growth rate is
very
low. High growth races can eventually hog all the resource points, but
this is probably only possible in games of 12 or more players, or the
EE
will find and destroy / enslave the problem before it becomes an issue.
Fighting other races
- (Rebels are immune to the
Dark
Sense? Not sure about that...) Lance (Admiral Quixote) writes: The
Rebel Falcon is now an awesome Mighunter. It jumps to a mig,
escorts/intercepts
it until safety time is up, and blows it up before it can hyper
away.
Worked like a charm for me after host 116.
- EE vs Crystals : I expect
the Crystals
to have an advantage here. Webs will stop fighter wings just as well as
ships. The EE can only remove webs one layer at a time unless it gets a
hold of a barbitic mine layer.
- EE vs Federation: The Loki
is generally
considered the ultimate anti-fighter ship: mount 8 turbolasers + 2
Micromissiles
on it and watch it, with its massive attack bonus, eat its way through
wings.
- EE versus Borg: Borg are
doomed
if they fight the EE in the early game (ie before Cubes are available)
because their first ship with a large weapon (ie sandcaster) mount is
the
tech 6 Quietus. In addition they need to get hull tech up to 9 to
obtain
the grav mines needed to keep the Empire out. If the EE quickly goes
looking
for Borg with their jump ships, all Borg collectives within about 700
ly
will have to relocate their empire to another part of the cluster to
survive.
A skilled Borg player should be able to survive unless the EE finds
allies
though, because the first combat isn't until movement tick 50; an EE
ship
has moved almost all it can move that turn at tick 1 while the warp
drive
powered Borg ship set to move to a deep space target is outside combat
range by then. - Jon Nunn
- EE versus Stormers:
Stormers' very
first ship can mount a Sandcaster, and Stormer fighters are very
effective
versus EE ones. Stormers get the Nemesis Torpedo...
- EE versus Privateers:
Privateers
have, I think, been designed partly as the ultimate anti-Empire race. Rather
than give Privateer scum tips here, I have written a page on how
to kill Privateers - the
bastards!!! - but EE players should pay
particular
attention to the Moscow's Contraband Lockdown device, Blockade, and
ground
assaults to capture the Privateer bases and their hoards of loot. HYP
cloaked
Slayers onto their worlds and recapture everything by ground assault
with
cloned troops. Enslave them and steal the natives they stole off you,
with
interest. They have no laser cannons for base defense and their assault
craft are a joke, being primarily built for other purposes. Keep the
Slayer
cloaked or they'll steal it. Don't store hull plans in the Slayer or
they
will be stolen. I'm not sure if the cargo (ord, etc) will be stolen if
the Slayer is cloaked but I suspect the Cargo Grappler will do it as it
is a ranged device. Also their Lady Royale will steal 1400 crew a turn
from a range of 20LY. Fortunately EE ships have vast crews and cargo
holds
so it will take a lot of MCBR's to clean out the big ships. You might
want
to consider using energy (ord-less) weapons on them. Their ships tend
to
do very poorly against fighter wings, but their fighters are decent
enough.
AA guns are a forbidden structure so their bases are perhaps vulnerable
to Wings of Type 3's sent in from long range? They are a hyperjumping
race
themselves, and can lay grav mines, so you will need some H Ross
minesweepers
in the attack force. They are pareticularly poor at ground combat. Use
Star Destroyers' Probe Launchers and Spy Scanners to locate them. And
if
I understand the statistics correctly, they are poor at Spying and very
vulnerable to your Spy attacks.
- EE vs Robots:
although the
gun
zero / grav (ie Nova) mine combo looks like it will blow any
hyperjumping
race out of the sky, Jon Nunn has a number of tips for Emperors
fighting
Robots:
- Slayers fully cloak and
thus are
immune to Gun Zeroes!
- I strongly sugest placing
a full
load of repair kits on any Gorbi traveling thru a heavily infested
Robotic
Gun Zero zone. (Or better yet, turn on the Slayers cloaking device,
attach
the Super Laser and send them in instead.) Also note that Gun Zeros
fire
after Super Lasers destroy planets.
- Robots have a Jump Gate
Builder
on the Vltala. Skilled Cylon players make it a point to reserach up to
hull 10 ASAP for the Merlin. (This combines with the Pawn for Free Tri.
Alchemy for a major population explosion of Cylons.) A standard Robot
tactic
is to build a JG in enemy territory, guard it with Novas and use it as
a jumping off point. However the EE can creep a cloaked Slayer in
there,
use an Antimatter Maul to destroy theGate - or go through it - or build
an attack fleet at the gate.
- Save up for a few rouds
of the
S-Pulse to nobble the Resource-Point-hogging Robots. (On latest hosts
it
causes bugs to hiberate so they can't build new Robot colonists. And
everybody
naturally breeds faster than EE anyway even with using the cloning
device
on Slayers.)
- Remember also that Novas
can be
deliberately detonated if you lay a barb minefield encompassing the
centre
of one Nova field, and blow it.
EE vs Coalition:
check
out the Gravity Rift Generator. Useful vs Grav Mines / Wells?
EE versus Birds:
Birds can build 3 superlaser-armed ships for the price of one Gorbie.
Superlasers will kill Gorbies. So use Moscows and Super Star Carriers,
ie several targets for
the same amount of cash, so *something* survives in your fleet.
Using Repair rates against the
EE:
(Host 117 introduced:
New: Repairs limited to
Hyperdrive
30%, Hull 20%, Systems 40%, Weapons 20%, Life support 10% per turn)
New: Repair limit bonus factors:
Weapons: 20% Normal max repair rate
If your PC Factor is less than 80 max weapon repair is 40%
If your PC Factor is less than 40 max weapon repair rate is 60% -->
EE PC = 0 so EE is good at Weapon repairs
Shields: 20% Normal max repair rate
If your race's addiction to Grecken Blood Wine is less than 20 repair
rate
is 40% --> EE liking for Grecken is 40
so EE is poor at Shield repairs
Control Systems: 40% normal repair rate
If leadership greater than 90 repair rate is 80% -->
EE leadership is 210 so EE is good at Systems repairs
Hull: 20% max repair rate
If PR and Law are both greater than 80 max repair rate is 50% -->
PR = 5, Law = 180 so EE is poor at Hull repairs
Hyper Drive: 30% normal repair rate
If Force Good is greater than 20 max repair rate is 60% -->
EE Light Force is 0 so EE is poor at hyperdrive repairs (but RU25 and H
Ross are resilient to mine damage)
Life Support: 10% normal repair rate
If PC Factor greater than 80 repair rate is 40% -->
EE PC = 0 so EE is poor at Life Support repairs
A dedicated enemy who can't
stop
the EE's big ships might concentrate on weaponry which causes damage to
the things the EE can't repair quickly, to give them time to prepare.
Credits - infamous Evil
Emperors
of legend
This article was composed
with
comments from the Mailing List and private correspondence from: Andrew
de Boer, Emil Agustin, John Smith, Bloodthirster, Jon Nunn, Claudius
Muller,
Chris Olin, David Ouimet, TJ, Tim Wisseman, Michael Henderson, Greg
Rae,
Jelmer Renema, Jon Nunn, Rob Bos, Lazol, Thepyro, Andreas Benne,
jheleniu,
Roger Norris, Mark MacWilliam, Elmar Kueper (Sparrow), Olivier Roth,
Petri
Sved, David Bandy, Gary, Ryan Slager, Dan Hammond and Claudius Muller.
Many of these guys have played entire games, and were very generous in
their advice and time. In return, aspiring Evil Emperors owe them the
following
debt of honour. In general, they were wiped out by Borg. Kill the Borg!
Revision history
This document was first written in early 2001
Updated Nov 2001
Updated Nov 2002. Extra arrogance added.
Updated July 2005: Accumulated details edited in. (Much of this was
tips people had sent in over the revious 3 years.)