Category:The Evil Empire
From PlanetsWiki
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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 |
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| Maximum | 65 |
Happiness Changes |
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 |
Enslavement | 0 |
Combat | Colonists | 5 |
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| Powers | Dark | 420 |
Liberal | 0 |
Crew | 7 |
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| Light | 0 |
Conservative | +2 |
Troops | 50 |
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| PC Factor | 0 |
Ultra-Conservative | +5 |
High Guard | 410 |
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| Spy Rating | 70 |
Complex | -1 |
Pilot | Crew | 30 |
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| PSI Rating | 120 |
Contraband Likes |
Illegal Books |
10 |
Troops | 30 |
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| Public Relations | 5 |
Stim-Bright Pills |
70 |
High Guard | 40 |
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| POD Speed | 35 |
Grecken Bloodwine |
40 |
Training | Col to Crew | 150 |
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| Lerchin Spices |
110 |
Crew to Troop | 90 |
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| PSI Geese |
60 |
Troop to HG | 20 |
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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
- Heavy Lasers pass through all EE Shields
- Heavy Lasers pass through all Shields on captured EE hulls
- Heavy Lasers pass through all EE Armor 10% of the time
- Heavy Lasers pass through all Armor on captured EE hulls
- Heavy Lasers cannot hit the soft spot on EE Hulls and ships owned by the EE.
[edit] Stronger Shields
- All ships except the Super Gorbi have a 50% shield bonus before exotic tech shield boost.
- The Super Gorbi has a 100% shield bonus before exotic tech shield boost.
- An Empire ship in the hands of another race has 25% normal shield power after exotic tech shield boost. (ET does not work on Alien Hull).
- Large Weapons firing at ships owned by the EE do not benefit from the Large Weapon Overcharger Exotic Techs. (Bonus Damage vs shields)
[edit] Ship Devices
- Ballistic Battle Computer
- Bioscanner
- Boarding Laser
- Cloak
- Clone Lab
- Contraband Lockdown
- DTMS-N Fuel Converter
- Dust Off
- Food to Supply Converter
- Gravitonic Mine Dropper
- Gravity Well Generator
- Laser Mine Dropper
- Laser Mining Drill
- Mine Sweeper Array
- Mobile Fighter(1) Factory
- Mobile Ord Factory
- Mobile Repair Plant
- Ore Processing
- Particle Fountain
- Probe Launcher
- Scalar Wave Damper
- Self Destruct
- Soil Sterilizer
- Spy Scanner
[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
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[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
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[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
- The EE start with additional 20 FTL-2 Warp Drives and 20 Keplan 660 hyperdrives to the normal free parts you get at the beginning
[edit] Special Buildings
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[edit] Missing Buildings
[edit] See also
- Stuff concerning the Evil Empire
- [1] Race Page
[edit] Starting Stuffs
- Starting Homeworld Resources
- Starting Buildings Matrix
- Starting Ships Matrix
- Resources on Starting Ships Matrix
[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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