Empire Creation
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INTRODUCTION

WHAT IS THIS GAME ABOUT?
WHAT DOES A FLEET NEED?
Giving the punishment - Weapons
Out run the punishment – Engines and Warp
Take the punishment - Shielding
What can a fleet do?

FLEET DEVELOPMENT
BUILD IT YOURSELF
BUY IT -  TRADEPOST
SALVAGE PARTS FROM BATTLES
BUILDING YOUR EMPIRE
TRADEPOST
FREIGHTERS
BASES
THE CHARACTERS

STARKNIGHTS
DARKNIGHTS
MERCHANTS
NAVIGATORS
REPUBLICANS

ALLIED GAMES
 
 

Introduction
What is this game about?
Primarily is about your fleet.  To paraphrase a 1920’s tank theorist  ‘should be able to give the punishment, take the punishment and out run the punishment’.  The only the fleet can win the game, and to lose your flagship you lose the game.  All efforts in the game should be to delivering the best fleet to the right time and place.  To do anything else is to give yourself as points to your opponents.

What does a fleet need?
With the starting fleet has a shuttle is a good ship to look at because it has the base components of grander ships, being; Jet, Shields Weapon and generator, it also has additional slot occupied by a cargo bay (Alien tech.).

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Giving the punishment - Weapons
There are three components to this; damage per blow, attack stamina and range.
Let’s compare a Laser canon with a twin laser cannon per the manual:

Laser Cannon inflicts damage of 6 and requires the power generation of 3
Twin laser Cannon inflicts damage of 12 and requires power generation of 6

In a melee both with run out of puff because weapons fire at twice the rate power reserves can be regenerated.   If both were equipped with solar generators (generating 2 the ship natural +1 = 3 power generation) the effect would be dramatic on the ship with a twin laser.  After 20 seconds of contact it would almost be likely that it would appear unarmed!

The second problem is that once reserves are depleted the ship’s ability to regenerate shields is impaired.  It is a lot easier to take out a Juggernaut once its own weapons have taken down and practically exhausted its generators.
Solve this riddle and you are half way there!

The second aspect to this range, whether by Ion cannons and missiles both attack before the generators are worn down.  But as always grouped fire is the best fire!

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Out run the punishment – Engines and Warp
Aside from the fighters, Mosquitoes and Stingers (b), ships need engines to push the bulk of the hulk and equipment selected.  Bigger the weight the more power required.  The hulk and slots of a ship type need to be tailored to the equipment.  You can’t fit a double laser battery on a shuttle so don’t bother making big heavy stuff, wasting resources until you plan to have bigger ships.
The universe is a big place at speed 4; the standard speed of a starknight in a shuttle, or dekko, laden down with a warp drive; even within your own sector it’s a long way between planets.   The simple answer is to get bigger engines or more engines and alien tech.  Add-ons but this has to be looked at in accordance with the ship and fleet as a whole. An alternative is to have your flagship equipped with 2 warp drives.  This doubles your speed through space, but you don’t fight at this speed.
For most al level 2 ships there is no point in fitting anything more than Jets same thing for small level 3 ships.   You couldn’t fit anything useful in.  Ships falcons and up the choices get more interesting in that the slots get deeper.
Heavy stuff can be fitted as a result to which a Corvette and a like can charge you at say speed 9-13 and that is just for a slow starknight.  Thermal drives and turbos come in being full use.
Melee speed is maximised at 16 (In early testing Navs could get up to a speed of 123!)  You can fit a Warp V for even more flight time speed.  So big fleets of the big boys can really motor!

Take the punishment - Shielding
Shields keep you alive so that you can engage another fleet and win the game.  Shields, compared with armaments, are very light on power but are slow to regenerate this is why your firepower overcomes them.  The bigger the shields the better protection end of story.  Shields need to be powered to work long term.

What can a fleet do?
Moving a fleet around a sector uses up flight time so why do you do it?  Short answer is to grow.  Set up starports on planets you want, find crystals for weapons and artifacts and monoliths for your finances.  Attack pirates, Alien and rivals.  Probes really should do scouting as finding a flight path between stars absorbs a lot of flight time that can be saved for a later engagement.  To attack some one and take over their planets costs up to 15 flight time, whether it be pirate or rival.

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Fleet Development
Fleet needs to grow to maintain competitiveness, there are 3 ways to do this and they are generally in combination; build it, buy it and salvage parts from battles.

Build it yourself
In number of game types you are given the planets and starports and production to start your empire.  In ‘Kill’em all 1’ you don’t and its very important to start the right way or waste time and resources developing the wrong production and components.  Starting with the basics; you have a ship yard, factory and coal iron resources.  Need to get a foundry going and alu production on line.  The ratio between steel and alu plants is about 1:4 or 1:6
1 foundry per every 4 aluminum plants.  You will not need another foundry until there is a build up of alu at trade post let alone another factory.  Next is electronic and chemistry plants for the production of ships structure by way of advanced chips and carbon fiber.  The investment in these plants is quite high but very necessary.
Next look for Mountain planets for resources, extra gold, coal for chip and fiber production, also for all important titanium for future hardware.  You will need at least one nuke plant for plutonium and future power cells.  Gas giants are very good cash cows in that hydrogen, and a like diamonds, has an inflated price at Tradepost.  Look for water planets for the all important antimatter plant.  Any surplus production appears at trade post and you can sell it.  Don’t sell power cells, crystals, supraconductors, and magnetic cells they are worth too much in the future for you. This will give a base empire; ship structure should be arriving, hulls being made.  You made want to add a second electronic and chemistry plants to boost ship strut production.  This is about maximum your freighters can handle, may have to look at commissioning more freighters to service your colonies particularly when you have high extraction bonuses.  Now it is time to build the real stuff; weapon shop, propulsion, generators, faraday (shields) and warp.  Though normally you just buy a warp drive!  Also upgrade your shipyard to galactic, then imperial.  The reason these are invested in is that they give the fleet an edge over the others.
Hit them with twin lasers backed by fusion generators in a falcon, better than dekkos or a corvette with 500 shields and double laser battery.  Right up to Dark Moons and Jugs when missile weapons become viable options.  Remember the bigger the ship the longer it takes to commission it.

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Buy it -  Tradepost
Tradepost allows you to purchase all basic things, but unless someone else is selling, not higher grade equipment.  It is a lot quicker to buy the stuff than make it, especially when you can sell surplus gold, diamonds, chips mossies…   Unfortunately in a market the price will go up if you ask for it, go down if you sell a lot. Sell too much and it’s worthless or the other extreme none will be available.  Remember too that other will be buying and selling.
Dragging the selling price of diamonds down when you need the credit for more structures!  Prices in general become unstable as the game goes on, if a warp drive gets too expensive it may fall slowly over a number of turns to prices you can afford.  Timing of the purchase depends on the need for growth; multi sector mobility, and whether you wish impede others from purchasing.   In short Tradepost is a valuable tool and a weapon that too few use.

Salvage parts from battles
This for most players this is the quickest way of achieving growth.  To attack pirates and salvage parts from the engagement.  After a few fights you have a collection of jet engines, solar generators, 100 shields and laser cannons, also more importantly a good collection of ship structure more than enough a Dekko, plus!  Also each pirate yield structure 10 - 19, with aluminum and steel which is about enough, long run, to make an antimatter lab or 1/3 of a weapons plant.  This system is an obvious breeder reaction for you empire.  Thus, more pirates you attack the quicker you grow.  Also this is the biggest advantage players of high level have over Newbies.  It will take you, for it seems like it, forever to build a skid and equip it to start salvaging from melees when more advanced players simply purchases a salvage pod for 3000 credit and fit it to the shuttle.  In this time they will race ahead and you are unlikely to recover.  A little problem with pirates with in a sector is that they get progressively tougher with better ships, more ships and equipment.  So be mindful of this and don’t kill yourself over a pirate; go on to easier pickings in other sectors.  Build a starport in a fresh sector, better yet multiple sectors, and await the new pirate(s).  Go back to the tough one with a better fleet.

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BUILDING YOUR EMPIRE

Tradepost & Freighters

Freighters are at the core of your production system and work to a set format.  In theory they pick a shipment ready to be exported and deliver it 4 turns later to the planet requesting the item.  Unrequested exports or production/extraction surplus to current requests are delivered to trade post in 2 turns.  They work each sector, each turn, sequentially, alphabetically through out your empire.  Provided you have enough freighters.  If you don’t you get a backlog of items requiring export and factories ground to a halt, in affect your empire stagnates until the backlog is cleared.  You start with 7 freighters and in a very large game expect to buy or make at least 100, maybe 150! You can delete freighter routes for unwanted, surplus goods, like iron, petrolium, and Hydrogen & Diamonds when they cease to have monetary value.  Effectively store these items at the planet of origin allowing freighters to move the priority shipments.

Freighters can carry up to 25 items of a single good at a time.  So bulk resources (silicon, iron…) should be set to 25 Export.  Items like supraconductors, mag cells, power cells and ship structure can be set at lower.

Export rates like 1 or 2.  Imports should be tied to production level.  A production level of 3 can with the right supplies produce 3 where a character with zero production ability can produce 1 item; 3 ship structures as opposed to 1.  Provided resources are available - 9 Aluminium, 9 Carbon fiber and 9 advanced chips.   So imports should be set at least 18 preferably 27 to run efficiently.  The same import adjustment will have to be made for most plants throughout your empire to optimise production and make shore there is enough resources.

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Bases
Your home planet, the one with the shipyard, has a cannon and option for a shield.  Clicking on the cannon icon gives you option for upgrades in strength and usefulness. Uniquely, it has a fleet edit option built in, a real advantage if you shipyard and want to adjust your fleet.   In other locations you will have to use 15 structure for this choice.  Indeed, the ability to increase the fleet and add better components in open sectors is a real advantage and has to be exploited. An example of this is to equip a falcon with a cargo bay (35 structure), warp and as many engines as possible allowing to travel very far along already known flight paths to the entry point to your unsuspecting opponent.  Set up starport, solar generator and cannon on one turn.  Next turn set up a fleet edit and grow the fleet of a single falcon into a fleet of heavy slow attack ships with hulks, equipment stored on Tradepost.   You would have been too far away to move a big slow fleet into attack stance quickly.  And you could well be caught out of position.
Second aspect of cannons is that they ‘keep the riffraff out’ and can be greatly improved though the expenditure of structure for shockwave & nuclear missiles and doubling firing rate.  Adding of shields improves the defense capacity from an initial 150, rising 150 per addition (my record is 55 shields defending a sector (defense of 8400!)).  This type of defense is really useful against low level players (even at 4 – 6 shields with double cannon and shockwave): less against high level players.  Generally low level players don’t have defense to last an attack against your defended base and wipe themselves out.  With higher level players they have access to Alien tech that negates the firepower (anti-missile, defense add-ons…).  There are techniques like attack of fighters, rotating the attack (absorbing hits) can also be employed or just simply they use bigger ships with decent shields.
These defenses allow stationary fleets (NEVER EDIT-BACK YOU FLAGSHIP OF YOUR STATIONARY FLEET TO A MAIN FLEET AS YOU ARE LIKELY TO LOOSE 2 FLEETS, MAYBE IF YOU ARE LUCKY A FLEET OF PROBES THROUGH A BAD BUG!) which make the base appear defended.  Unfortunately a wise attacker can retire after the cannon is destroyed although you still have defensive ships alive.  Come back and the base and stationary fleet will be gone.
The major advantage is as a defensive base where to store your fleet, maybe for the night, while you are going out working, or for that intimate lie by the open fire with a close friend…. The advantage is that technically the ships of your fleet get added shielding bonus from that of the bases shield levels.
They are useful in holding somebody out, preventing access to core sectors or preventing a good player from growing.  But in the reality of a game they don’t they don’t last and will be over powered unless protected with a strong fleet.  They absorb an incredible amount of resources that could otherwise go into advanced facilities, like a faraday, galactic shipyard, and the necessary ship components for that Destroyer or Nightjar which gives you more flexible, faster attacking and defensive options.
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The Characters

Starknights

Strengths:    Defence, Authority
Weaknesses:  No navigation.  Limited alien tech.
Threats:  Getting swamped by faster players.  High level Alien tech.
Opportunities: Getting a strong core empire of one to 3 sectors and building large, fast attack fleet of 6+ ships and rolling all opposition before you.

Newbie: Yes, you can kill your first pirate with ease and without technique and can start to build an empire.

Middleweight:  Defensive securities as other characters like Merchants, Navigators and Republicans have not maximised their abilities.

Titans: Your enemies now have teeth to bite back and you need to rely on superior numbers to win through.

Darknights

Strengths:  Attack, Authority

Weaknesses:  No Production and limited oracle

Threats:  Anybody with production

Opportunities:  Pirate killer, early killer extraordinaire

Newbie: The killer, hunter and stalker in easy times. Others production is too slight to worry you. Your good fleets from salvaged pirates can over come most opposition.

Middleweight: The killing is harder.  To keep up you need 3 to 4 factories to match 1 factories production.  The limit of pirates available to you (about 30) basically ends your growth curve.  Growth through conquest is your only option.

Titans: Working on it.  Opponents are now very strong, no longer the walk over they once were.  You have become the hunted.

Merchants

Strengths:  Tradepost, Alien tech.

Weaknesses:  Attack. Extraction

Threats:

Opportunities:

Newbie: The hardest to play early on, with no attack or speed to protect you and the benefits of the trade post have not come through.  The bright side is that the salvage pod is readily available for quick starts.

Middleweight:

Titans:
 

Navigators

Strengths:  Speed, Instant Warp Drive. 10 Fleets to use.

Weaknesses: Defence, Limited authority

Threats:

Opportunities:

Newbie:

Middleweight:

Titans:
 

Republicans

Strengths:  Production, Extraction

Weaknesses: Authority, Tradepost, Few resources for that salvage pod or warp drive so a very slow start.

Threats:

Opportunities:

Newbie:

Middleweight:

Titans:

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Allied Games
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