Category:The Evil Empire

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Image:The Evil Empire.jpg Race Number: 108
Ship Hull id's: 71-81
Lifeform Type: Humanoid


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
45

Happiness
70

Income
70

Maximum
65

Happiness

Changes

(colonist)

Enslavement
0

Tax
Income

Enslavement
?

Favorite
55


Liberal
0

Liberal
?
Mineral Mining
65


Conservative
+4

Conservative
?
Growth Rate
75


Ultra-Conservative
+10

Ultra-Conservative
?
Lawfulness
180


Complex
-1

Complex
?
Leadership
210

Happiness

Changes

(all natives)

Enslavement
0

Combat
Colonists
5
Powers
Dark
420


Liberal
0


Crew
7

Light
0


Conservative
+2


Troops
50
PC Factor
0


Ultra-Conservative
+5


High Guard
410
Spy Rating
70


Complex
-1

Pilot
Crew
30
PSI Rating
120

Contraband
Likes

Illegal Books

10


Troops
30
Public Relations
5


Stim-Bright Pills

70


High Guard
40
POD Speed
35


Grecken Bloodwine

40

Training
Col to Crew
150





Lerchin Spices

110


Crew to Troop
90





PSI Geese

60


Troop to HG
20

1 The change for Complex Tax depends on the Happiness in Base. For more information look here

[edit] Special

  • Darksense:
    • When using their Sensors for scanning enemy ships, the EE can see more correct details than other races, due to their dark sense.
    • They can also see the unit that an enemy pod is docked to.
  • For every 10.000 Prisoners held by anyone anywhere all Evil Empire players get a 1% increase in Resource Points with a limit of 200% normal (Host 202).


[edit] Ships

For a more detailed view take a look at the Evil Empire - Ship Comparison Table.


Tech Hull Name Comment
1 Mig Class Shuttle -
2 Star Destroyer -
3 H Ross Destroyer Highly resistant to minefield damage. Takes around 10% normal damage when hitting a mine.
4 RU25 Gunship Highly resistant to minefield damage. Takes around 10% normal damage when hitting a mine.
5 Super Star Frigate The warship to use in enemy Grav well / mines, For it warp 50 engines.
6 Moscow Class Blockade Ship -
7 Super Star Cruiser 500mm Guns and Anti-Matter Guns on a Super Star Cruiser get a 100 point accuracy bonus (before range and evasion modifiers)
8 Super Star Destroyer Your fastest ship, hyperjump range 850ly/turn.
9 Super Star Carrier -
10 Super Gorbi Gets a 100% shield bonus instead of the 50% other EE hulls get
10 Slayer -

[edit] Special

[edit] Vulnerability to Fighters

  • Fighter Beams and Missiles pass through shields on Evil Empire hulls (owned by anyone) and ships owned by the Evil Empire.
  • Fighter Beams and Missiles have a 10% chance of passing through the armor on Evil Empire ships.
  • Fighter Beams and Missiles have a 30% chance of passing through the armor on captured Evil Empire hulls.

[edit] Vulnerability to Heavy Lasers

[edit] Stronger Shields

[edit] Ship Devices

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
4 Mig Class Shuttle 20 300 40 50 2 Disrupter - 2 Flake Cannon
1 Mig Class Shuttle* 90 900 210 50 2 Plasma Gun   2 Intercept
  • Emperor's Shuttle arrives on turn 8 with a bonus 10,000 MC.
    It will appear over the base with the highest colonist population. If there are no bases, then it will appear with the ship of the highest hull tech level.

[edit] Resources On Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
4 Mig Class Shuttle 15 33 10 - 30 180 90 45 50 150 440
1 Mig Class Shuttle* 9 0 10 1 10,000 0 0 0 0 80 880


[edit] Fighters

T1 Squid
Image:T1 Squid.jpg
Cost 8
Speed 10
Fuel 10
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 8 5
Assault Craft 2 5
Troops 2 20
Cities 2 -
Space Combat
Quickness 50
Attack 25
Evasive 0
Armor 1
Exposed Sys 40
    Beam Missile
Power 12 0
Accuracy 20 0
Range 20 0
Generator 3
Battery 50
Ord - 0
T4 Shellshock
Image:T4 Shellshock.jpg
Cost 25
Speed 10
Fuel 10
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 8 10
Assault Craft 5 12
Troops 5 25
Cities 5 -
Space Combat
Quickness 50
Attack 20
Evasive 10
Armor 12
Exposed Sys 3
    Beam Missile
Power 30 20
Accuracy 30 50
Range 110 150
Generator 10
Battery 310
Ord - 60
B31 Tripod
Image:B31 Tripod.jpg
Cost 90
Speed 200
Fuel 200
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 2 1
Assault Craft 290 5
Troops 110 20
Cities 180 -
Space Combat
Quickness 50
Attack 10
Evasive 0
Armor 30
Exposed Sys 1
    Beam Missile
Power 40 200
Accuracy 60 80
Range 200 400
Generator 15
Battery 250
Ord - 500

[edit] Special

  • Changed: A maximum of 1 Fighter per Fighter Type will be destroyed by a Sand Caster shot.
  • There is a 60% chance for each Fighter Type to take zero losses from a Sand Caster shot.
  • When hit by Sand Casters, EE wings should take less casualties (about half on average, another x RND is applied before killing fighters - see Sand Caster firing vs. Wings). Sand Shields will combine with the effect to reduce casualties to a quarter (on average).
  • The Emipre's fighters enjoy 80% protection using the Nem Shields exotic tech.


[edit] Assault Craft

X45 Battlebot
Image:X45 Battlebot.jpg
Cost 5
Ground Combat
  Attack Defense
Fighters 0 2
Assault Craft 1 1
Troops 4 1
Cities 1 -
BT7 Crawler
Image:BT7 Crawler.jpg
Cost 250
Ground Combat
  Attack Defense
Fighters 10 20
Assault Craft 15 34
Troops 30 30
Cities 20 -
Imperial Battletank
Image:Imperial Battletank.jpg
Cost 110
Ground Combat
  Attack Defense
Fighters 10 80
Assault Craft 165 170
Troops 340 170
Cities 230 -

[edit] Special

  • Each BT7 Crawler Produces 15 X45 Battlebots per turn. There is no maximum Battlebot production level.
  • 100 BT7 Crawlers will produce 10 Imperial Battletanks per turn. This is the maximum tank production level.

[edit] Bases

[edit] Special Buildings

Labor Camp
Level 1
Produce EE get 13mc income from labor camps

EE labor camps have a higher death rate (details here)

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs

[edit] The Evil Empire - History

This was put together by searching through the History of Changes page, looking for a match for "empi". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.

[edit] Jul 16, 2008

[edit] What is new in Host.exe Version 4.000.213j

Fixed: Lizards selling prisoners that are not Cyborg, Robot, or Evil Empire were priced incorrectly. The result was 10x more than it should have been.
Changed: The orbital thruster status of pods are now visible to other players. The unit that a pod is docked to is no longer visible. Exception: Evil Empire and the Allow Commands setting.

[edit] February 11st, 2008

[edit] What is new in Host.exe Version 4.000.212e

Fixed: The Evil Empire get their x4 cash bonus for Labor Camps. They need empty camps to gain this bonus.

[edit] December 21st, 2007

[edit] What is new in Host.exe Version 4.000.212a

Changed: Labor Camps of the Evil Empire now pay 3 mc like other races.

[edit] November 3th, 2007

[edit] What is new in Host.exe Version 4.000.211

Fixed: Pods/wings were showing up on the map even when they were docked. Evil Empire are the only race that can scan for and see a docked pod/wing.

[edit] Aug 27th, 2007

[edit] What is new in Host.exe Version 4.000.209

Fixed: Evil Empire wing sandcaster immunity fixed. A maximum of 1 fighter in a wing will be destroyed from a sandcaster hit and there is a 60% chance that no fighter is destroyed. This has been in the code for a while, but wasn't working properly.
Changed: When the Evil Empire's Omega Shuttle arrives, it will now appear over the base with the highest colonist population instead of the newest base. If there are no bases, then it will appear with the ship of the highest hull tech level.

[edit] July 10th, 2007

[edit] What is new in Host.exe Version 4.000.208

Fixed: Super Weapon data taken out of the RST files for other players unless you have Allow Commands on for that player or that player is playing the Evil Empire or Rebels.

[edit] June 11th, 2007

[edit] What is new in Host.exe Version 4.000.203

Fixed: Evil Empire labor camp weirdness.

[edit] May 13th, 2007

[edit] What is new in Host.exe Version 4.000.202

New: For every 10.000 prisoners held by anyone anywhere all Evil Empire players get a 1% increase in resource points with a limit of 200% normal.

[edit] April 29th, 2007

[edit] What is new in Host.exe Version 4.000.201

Fixed: Evil Empire Crawlers build up to a maximum of 50 million Battlebots and Battle Tanks.
Fixed: Labor Camp: Evil Empire bonus really wasn't taking full effect.

[edit] April 9th, 2004

[edit] What is new in Host.exe Version 4.000.166

Fixed: Bug in Evil Empire Probe that causes it to not show all planet data after scanning an enemy Ground Base.

[edit] Feb 17th, 2004

[edit] What is new in Host.exe Version 4.000.161

New: Empire probes are able to view what is on a planet's surface
New: Lizards never get good prices for selling Cyborg, Robot, personnel or Evil Empire High Guard

[edit] Nov 16th, 2003

[edit] What is new in Host.exe Version 4.000.148

Removed: Debug code having to do with hyper jumping, that could cause ship ID 9711 to sometimes not hyper jump correctly, if it belongs to the Evil Empire

[edit] March 28th, 2002

[edit] What is new in Host.exe Version 4.000.102

Fixed: Empire labor camps not making 400% extra money

[edit] Jan, 7th 2002

[edit] What is new in Host.exe Version 4.000.095

Fixed: Empire's special starting shuttle showing up at (x,x) instead of (x,y)

[edit] Nov 22th, 2001

[edit] What is new in Host.exe Version 4.000.094

New: Weighted resource math. Races with low growth rates give a bonus in the resource point area.
Evil empire gets a +18.75% bonus
New: Empire Slayer has a clone lab
Fixed: Empire not getting 400% bonus at its labor camps

[edit] Nov 10th, 2001

[edit] What is new in Host.exe Version 4.000.093b

New: Empire Slayer can Laser Drill 10000 ore a turn
New: Empire Slayer can Particle Fountain 20000 ore a turn

[edit] Nov 9th, 2001

[edit] What is new in Host.exe Version 4.000.093

New: Empire 400% labor camp income bonus

[edit] July 25th, 2001

[edit] What is new in Host.exe Version 4.000.088

New: Empire: Can see docked pods and wings, if they are able to see the ship.

[edit] July 18th, 2001

[edit] What is new in Host.exe Version 4.000.087

New: Evil Empire: Exotic tech Nem shields only protects 80% of your fighters from being destroyed

[edit] July 16th, 2001

[edit] What is new in Host.exe Version 4.000.086

Fixed: The Evil Empire's sand casters are able to kill fighters when the enemy has sand shield exotic tech (wrong!). (The sand shield makes your fighters 100% immune to all enemy sand casters now.)

[edit] July 13th, 2001

[edit] What is new in Host.exe Version 4.000.085

New: Empire: The Royal Shuttle "Omega" hyps in on turn 7, with the Emperor and 10,000 mega credits.
New: Empire: They can have double the normal number of fighter wings

[edit] April 28th, 2001

[edit] What is new in Host.exe Version 4.000.074

New: The Empire can see all the enemy ship's weapons and crew. (Dark Sense)

[edit] Feb 24th, 2001

[edit] What is new in Host.exe Version 4.000.067

New: Fighters firing on an Evil Empire ship fire through the shields of the ship! 10% of the fighter fire gets past the armor and does internal damage. They MAY hit the critical hit area of the ship.
New: Sandcasters on Evil Empire ships are very poor against enemy fighters.
New: Evil Empire ships have shields protect at 150% of the normal level.
New: The heavy laser can fire through Evil Empire shields, 10% of the damage gets through the armor. The laser can not hit the critical hit area of the ship.

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Articles in category "The Evil Empire"

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