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[edit] Special
[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
Evil Empire ships include the following ship devices:
[edit] Starting Ships
- 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
|
| T1 Squid
|
|
|
|
|
|
|
| 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
|
|
|
|
|
|
|
| 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
|
|
|
|
|
|
|
| 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
- 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.
- The Emipre's fighters enjoy 80% protection using the Nem Shields exotic tech.
[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 a the maximum tank production level.
[edit] Special Buildings
[edit] Missing Buildings
[edit] See also
[edit] Starting Stuffs
[edit] History
This was put together by searching through the History of Changes page, looking for a match for "empire". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.
[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
- 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.
Subcategories
There are 3 subcategories to this category.
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Articles in category "The Evil Empire"
There is one article in this category.
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