The Evil Empire - Guide

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Contents

[edit] Overview

C'mon surely there are a lot of Emperors out there longing to tell the world how to play this race...

[edit] Strengths

  • Labor Camps produce 13Mc per camp instead of 3Mc. 10 000 Labor Camps give 130,000 megacredits while for other races give 30,000.
  • EE labor camps only need 25 Prisoners per camp (instead of 100).
  • Resource Points are adjusted by +18.75%.
  • 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).
  • The Laser Mining Drill on the Slayer can extract 10,000 minerals in a single turn.
  • The Particle Fountain on the Slayer can extract 20,000 minerals in a single turn.
  • Can sense the weapons, crew, docked pods and wings of all enemy ships.
  • The Royal Shuttle "Omega" hyperjumps in on turn 8 with the Emperor (free high guard ranger) and 10,000 megacredits. It will appear at your highest base ID (this is a guess under further testing). A message is generated titled: "The Emperor's shuttle" with the message test: "The Emperor's personal shuttle has arrived. The shuttle has 10,000 megacredits on board." The total loadout of the ship is: 9 crew, 10 troops, 2 high guard, 10,000 megacredits, 80 ordnance, 2 Plasma Guns, 2 Intercepts, 1 Transwarp Drive, 1 Cydonia 3000, GS-BFS 3000 shield, 50 armor, and 1 GF Tokamak 8080.
  • When hit by a shot of a Sand Caster, a wing of the Evil Empire loses max. 1 fighter. This renders Sandcasters quite useless against (big) Empire wings and means you don't have to spend money on Sand Shields.
  • They can have double the normal number of fighter wings. (not sure what this means; from host history #85)
  • Ships belonging to the EE have a 50% shield bonus. The Super Gorbi has a 100% shield bonus. (Race Bonus)
  • Exotic Tech Nemesis Shields protects 80% of your fighters from being destroyed. (normal is 50%)
  • Clone Lab ship device will produce free colonists, troops and high guard.
  • Dust Off ship device will put all Assault Mechs, troops, and high guard into a single Assault Pod, regardless of how many are in the base below the ship. This device functions twice per turn (once before movement and once after movement).
  • The BT7 Crawler assault mech produces free mechs.
  • The Lizards sell Evil Empire high guard prisoners at a reduced rate.
  • When enemies successfully sabotage your bases, you know who's done it! No one can Spy on you covertly and deny it.

[edit] Weaknesses

  • The Empire has a really slow growth rate of 75. This means they will have less Resource Points and can make less money out of their colonists in late game.
  • 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.
  • Sandcasters on Evil Empire ships are very poor against enemy fighters. (2 times less effective)
  • 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.
  • Extremly vulnerable to Gravity Well Generator or Gravitonic Minefields.
  • You need prisoners for your Labor Camps, normally if you do not get the first arrival under turn 20, you're doomed. You need new arrivals every 10-20 turns, and you need the numbers to be bigger at each arrival.
  • Amorphous Worms will never join an Evil Empire base by conventional means due to the high Dark Powers rating. It is possible for them to join through a Public Space Port.

[edit] Strategy

[edit] Prisoners

The Evil Empire's success is directly bound to the amount of prisoners they can capture. Therefore it is of extreme importance to strike as early as possible.
Although the Empire's prison camps can make more money out of prisoners, they cause high numbers of the prisoners to die each turn. Because of this you should try to have only as many prisoners in your base as you can effectively put in your camps and have the rest parked in your orbit. Portion them in Life Pods to make use of them until your next load of prisoners arrives. The high death rate among the prisoners also requires the distribution of your prisoners among multiple bases to maximise the profit.

[edit] Turn 8

Turn 8 is so important for The Evil Empire's that it deserve it's on section.
The Emperor's Shuttle arrive in orbit of the EE HW. You can beam down the 10 000 Mc and use it right away (turn 8) for raising Tech or Quick Build many new ships (mostly Star Destroyer or RU25 Gunship).

You could have a fleet ready to launch an invasion at turn 9 (viewing the VCR result in turn 10).

You can use the Emperor's Shuttle in 2 interesting ways:

  • Recycle it to use it's high tech parts to build new warships (at turn 9).
  • Use an Outfit Pod to down fit the shuttle with free or cheap part, and use the part to build new ships, this take at least 2 turns, you can save time by launching the Outfit Pod at turn 7, you will save a turn and will be able to build new warships (at turn 10).

[edit] Enemies

[edit] See also

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