Empires Of Planets 4
The Evil Empire

Race Attributes
- High PSI rating (Good at contraband gathering from
planet's surface)
- High Spy Rating
- Speed 35 cargo pods
- All ships have Hyperdrive engines, some with jump ranges
as far as 750 LY
- All but one ship has a low normal space speed limit
- No Alchemy ships
- A cheap type 1 fighter
- Cheap ground assault units
- High dark powers (More attack damage in ground combat)
- Very good at training crew, troops and highguard
- Low growth rate
- Low income
- Low mining rate
- Low happiness

Unique Units
- BT7 Crawler Produces 15 Battlebots a
turn each and can sometimes produce Battle Tanks. 100
Crawlers will produce 10 tanks a turn, this a the maximum
tank production level. There is no maximum Battlebot
production level.
Missing Base Buildings
Special Base Buildings
- Labor Camp (Enemy prisoners produce supplies and 10
megacredits per camp) Labor Camps do great harm to the
happiness of your enemies (except the Cyborg)
Ship Attributes
- All ships have hyperdrives
- The Mig Shuttle has 2 cargo bays
- All ships except the Super Gorbi have a 50% shield bonus
- The Super Gorbi has a 100% shield bonus
- Evil Empire sandcaster weapons are weaker than normal
against enemy fighter craft
- H Ross Destroyer is mine hit resistant, take much less
damage from mine hits than normal
- Moscow Class Blockade ship has a Contraband
Lockdown Device when on no one
within 200 light-years can sell contraband
- Enemy fighters can fire through empire ship shields
- 10% of all fighter fire passes through both the shields
and ship armor
- Fire from enemy fighters can hit the "exhaust
ports" of the ships main reactor causing the ship to
explode (critical hit).
- Heavy lasers (Large ship weapon) can fire through Empire
shields with 10% passing through the armor
- Heavy lasers can not cause a critical hit
- An Empire ship in the hands of another race has 25%
normal shield power and are more likely to take damage
from enemy fighters and heavy lasers (3 times more
likely)
- The Super Star Cruiser has a Ballistic Battle
Computer that gives 500mm Guns and Antimatter
Guns a +100 accuracy bonus when mounted on this ship.
Great ship to use to take out pesky small enemy ships
that have a high evasive bonus.
- Scanners can see what weapons are on enemy ships
Ship Special Devices
- Soil Sterilizer: Destroys the soil of
the planet under the ship so that farming can not take
place.
- Scalar Wave Damper: Reduces the stress
levels of the planet under the ship. Very useful in
making planets useless to the Crystals who produce food
and ord from planetary stress..
- Dust Off Device: Removes troops, high
guard rangers and ground combat units from the base under
the ship and places them in an assault pod and loads the
assault pod into an empty cargo bay. Everything will be
placed in a single pod, there is no limit on the mass of
a dust off pod. The dust off device works both before and
after movement, so you could do two dust offs from two
different bases in the same turn.
- Cloaking Device: Burns fuel and reduces
the ship's sensor image by 50 points. Ships that have a
sensor image of 0 can not be seen. The ship overview
screen will show you your ship's current sensor image. Be
aware that moving at high speeds, using your transporters
to move cargo to something you do not own, traveling
through web minefields, or enemy Tachyon scanners can
uncloak your ship. You can never be completely sure that
you have not been seen. If you have the Attack order for
the ship turned on your ship will attack from cloak, you
need to turn off the attack switch to avoid combat while
cloaked.
- Self Destruct: Destroys the ship. Does
no damage to anything in the area.
- Contraband Lockdown: Prevents the
selling of contraband by any race within 200 LY. They can
still load the contraband up into pods and try to run
away with it.
- Particle Fountain: Extracts mineral ore
from the core of the planet under the ship and converts
it into metals and stores the metals in the ship's cargo
hold. The only limit to the amount that can be taken is
the size of the ship's cargo hold. The fountain increases
the climate of the planet by 3 a turn and the HD stress
of the planet by 1 to 50 points. The device has no effect
on ore or metal that is sitting on the planet's surface.
The device will not mine fuel or fuel ore.
- Laser Mining Drill: Extracts mineral ore
from the core of the planet under the ship and converts
it into metals and stores the metals in the ship's cargo
hold. The only limit to the amount that can be taken is
the size of the ship's cargo hold. The drill increases
the climate of the planet by 0.3 a turn and the HD stress
of the planet by 10 to 60 points. The device has no
effect on ore or metal that is sitting on the planet's
surface. The device will not mine fuel or fuel ore.
- Laser Mine Dropper: Converts ordnance
units into laser mines and drops them. Laser mines can
destroy fighter wings that are not docked with a ship and
small ships. Large ships take very little damage from
laser mines. Ships with a hull mass of less than 60KT
take extra damage from laser mines. Pods that hit laser
mines are destroyed. Any ship within a detonating laser
minefield will be brightly light up on sensors. All ships
traveling at speed 12 or less are safe from hitting laser
mines.
- Gravitonic Mine Dropper: Converts
ordnance units into gravitonic mines and drops them.
Gravitonic mines are anti-hyper jump mines. A hyper jump
can not be made by a ship in a gravitonic minefield. If a
ship is jumping through hyperspace and they cross over a
gravitonic minefield they will return to normal space.
Ships moving through a gravitonic minefield can hit them
and take some damage. A ship with a hull mass of 100 kt
can take up to 10% hull damage per hit. Gravitonic mines
are 10 times less powerful than barbitic mines but your
odds of hitting a gravitonic mine is 2.6 times greater
than your odds of hitting a barbitic. All ships traveling
speed 12 or less are safe from hitting gravitonic mines.
Gravitonic mines can be ordered to detonate and will do
engine damage to all ships in the area, because they do
not destroy other mines when they detonate a large number
of them can be overlapped in a stack and do massive
damage to ships in the area. Mines detonate before all
movement happens. If the enemy's engine damage goes over
100% and you steal all their repair units they enemy is
pretty much dead in space and you can attack it with
boarding attacks turn after turn until you capture it.
- Gravity Well Generator: Knocks any
hyperjumping ships that pass within 50 LY out of
hyperspace and into normal space. Any ship within the
gravity well can not hyperjump out of the well. This
includes your own ships.
- Mine Sweeper Array: Destroys one enemy
minefield or recovers one minefield belonging to your
race converting it into ordnance units and stores the
ordnance on your ship. You do not collect ordnance from
enemy minefield that you sweep. The device will not sweep
cloaked minefields.
- Boarding Laser: Only used when you are
transporting your colonists, troops, crew, or high guard
to an enemy ship as a hostile boarding action. The
boarding laser helps your troops take over the enemy
ship. It cuts holes in the enemy ship doing between 5%
and 300% hull damage to the target depending on the size
of the target ship. It kills up to 10% of the enemy crew,
40% of the enemy colonists, and 10% of the enemy troops.
You need to beam over 1 of your guys for every 5 enemies
you want to take out. There are 200 movement phases and
combat will not start until phase 50 so during the first
one quarter of movement you have time to fly past an
enemy ship, transport over a boarding party, rip the
enemy ship up with the boarding laser and get away back
out to deep space. You could hyper jump in on top of your
victim ship with your Moscow class and then run away and
hopefully be out of combat range before movement phase 50
comes around.
- Ore Processing: When on the ship grabs
ore from any pod in the area ( including ones that do not
belong to you), any planet you are over and any of your
own bases. The ore is converted into metals and stored in
the ship's cargo hold. You can have the metals
automatically transported down to a base you own if you
are over one with the ship command code BDM (Beam
Down Metals). Two ore units yield one metal unit. The
only limit as to how much can be processed in a turn is
the size of the ship's cargo hold. Ore processing costs
nothing.
- DTMS-N fuel Converter: The device when
on will convert 10 supply units into 1 kt of fuel. It can
also convert 1 duranium, 1 tritanium, or 1 molybdenum
into 1 fuel unit. The converter only uses metals and
supplies that are in the ship's cargo hold. It will stop
processing when the ship's fuel tank is full. If the ship
uses the command code "BDF"
all but 60 kt of fuel will be beamed down to the planet
below.
- Mind Crusher: Causes colonists and
natives in all bases under the ship to loose 40 happy
points. Device works after movement. The mind crusher
produces 25 units of sensor image noise when used. It has
a range of 10LY. You could use it to draw an enemy fleet
off of a planet and into a fight with a fleet of cloaked
ships.
- Spy Scanner: The scanner has a 1000 LY
range and has a 10% chance of detecting each enemy base
with more than 1000000 colonists and more than 5 cities.
- Food To Supply Converter: When on all
the food on the ship is turned into supplies. One food
unit is turned into one supply unit.
- Mobile Ord Factory: When on it turns
supplies into ord units. One supply unit is turned into
100 ord units. It is only limited by the size of its
cargo hold and ordnance hold.
- Mobile Repair Plant: Produces repair
units from duranium. One duranium unit yields 100 repair
units. The only limits as to the amounts produced is the
size of the repair hold.
- Mobile Fighter Factory: Builds fighters
in space using just cash. The device will add fighters to
any wing docked with the ship that does not have the full
number that can fit in the fighter bay. If the ship has
any empty fighter bays new wings will be formed and the
bays will be filled with new fighters.
- Probe Launcher: Uses 100 ord units and
scans all planets within 500ly of the ship. The probes
have a 90% change of detecting any enemy bases on the
planet. The device has a very hard time detecting Rebel
and Birdman bases, unless there is a Highguard Ranger on
the ship and even then the odds are still low.
Ship Super Weapons
- Super Laser: The best of the super
weapons when it comes to ship combat. The weapon also has
the power to destroy a planet. Just set the planet as
your ship's kill target and park the ship over the target
planet, the next turn the planet will be gone. Any bases
on the planet will also be gone. Any ship firing a super
laser might show up on enemy scanners. To use the weapon
set the planet as your ship's kill target. After all
movement and combat has been finished your ship will
destroy the planet. The ship will only fire the super
weapon if the weapon is turned on and the ship has orders
to attack. Any enemy ships at the target planet will get
a chance to stop you from firing the weapon into the
planet.
- Antimatter Maul: Can destroy jump gates,
converts the hulls of enemy ships into metals and stores
the metals in the ship's cargo hold To destory a jump
gate just set the jump gate as your kill target. Also a
pretty good anti-ship weapon. If you destroy an enemy
ship with the antimatter maul all the metals from the
enemy ship that your ship can hold will be stored in your
ship's cargo hold.
Playing As
You will need to use your fleet to take money and resources
from your weaker enemies. Your big weakness is going to be money.
You are going to need to steal money if possible due to your low
income and growth rate. One of the best sources of cash are the
contraband stockpiles of your enemies. Send out Star Destroyers
with their probe launchers and spy scanners on. Use them to
locate enemy bases that have contraband on them or have high
populations. When an enemy base is found that is rich in
contraband send in Moscow Class ships to keep the enemy from
selling the contraband, then send in an attack fleet to take out
the base. Be sure to include H Ross class destroyers to sweep any
minefield the enemy puts in your path. If possible use ground
assault battlebots and tanks to take the enemy base so that you
have instant access to the enemy contraband. Load the contraband
up into pods and hyperjump out with it back to your area of
space. If you see any lone enemy ships with small crews hyperjump
in on top of them and transfer a boarding party to the enemy ship
using a Moscow Class ship. You will be able to transfer your
boarding party onto the enemy ship before they get a chance to
move. Your larger ships can be mounted with large power demand
weapons, it would be best that you use Tylium Thrusters on these
ships so that you will have enough energy output to keep your
weapons charged and also have engines that are strong enough to
withstand damage that you might take from enemy fighters and
heavy laser weapons that can fire right through your shields and
armor. Most enemy ships will have engines that can out run your
ships in normal space movement. When enemy ships travel at high
speeds and try to avoid you the only thing you can do to stop
them is to attempt a boarding action with a Moscow Class. It
could be better to just avoid such wild goose chases by ignoring
their ships and just attack their planets. They will have to move
their fleet into a fight with you to defend their planets or lose
their planets to you. Take their planet and take their resources
and use the resources against them. The Slayer Class Ship is a
true monster. It can park over a planet and mine 1000000 kt of
metals in a single turn. That will completely mine out a planet
in a single turn! The force of that much mining might cause so
much stress in the planet's code that the planet could exploded.
If the Slayer is supplied with megacredits it can build any ship
it needs, when it need it. If it gets trapped in a minefield it
can build a fleet of H Ross Class Destroyers on the spot to take
care of the minefield problem. It runs out of fighters it can
just build more instantly. You are most likely not going to have
any problems with metals once you have your first Slayer built.
The Slayer is a ship that can be outfitted with an anti-matter
maul which can be used to destroy jumpgates. You might consider
spending money on exotic cloning tech to increase your population
faster. You might want to gather up natives that are far from
your area of space and move them back to your area of space. Do
not forget your big shield advantage. Your Super Gorbi has double
normal shield power. That is a nightmare for the enemy to fight,
they will most likely use Photon torpedoes and sand casters to
try to knock down your shields. You should bring a few suppose
ships with you into battle with holodecoys to reduce the accuracy
of the enemy torpedoes. You should outfit your Gorbi with a few
concussion rocket point defense systems, these are the only
weapons that can counter sand casters.
Playing Against
Use gravitonic minefields to protect your planets if you can
lay them. Park gravity well ships at your planets so that they
will have a hard time getting into and out of your important
planets. Consider building a wall of gravitonic mines or gravity
well ships between your area of space and the Evil Empire's. You
might have to keep powerful fleets and wings over your important
planets. Always mix in a few cheap ships with nothing but Heavy
Lasers. Those weapons can fire through evil empire shields and
may get in a lucky hit that will take out a weapon or power
system without having to eat though all the extra heavy shields
and armor on empire ships. If you have to fight them the best
loadout of weapons is most likely photon torpedoes and
sandcasters. Empire ships have poor evasive bonus factors to they
will not be able to avoid the torpedoes very well. The sand
casters will do two important jobs, destroy cheap fighters and
destroy holodecoys that can reduce the accuracy of your
torpedoes. It is important that you keep them from gaining to
much money by stealing it from you. You might consider keeping
large sums of money stored in cloaked warships parked in a safe
area of space. It would be better that the money be lost than be
taken by the Evil Empire. You should if possible send ships into
Empire space to take out any weakly defended targets. A heavy and
fast ship would do very well in Empire space. The Empire has
nothing that can stop a fast moving battleship that is avoiding
combat with the main fleet. They can only lay gravitonic and
laser minefield, a large ship should be able to plow right on
though at high speeds. They do not have ships that are fast
enough to chase you down all that they can do is send Moscow
class ships out to board you or sit on their planets with fleets
of ships and wait for you to attack them. That is good, if these
ships have to stay home to defend planets they are not out
attacking your planets. If you can get them to give up an
offensive war and go on defense you should be able to overwhelm
them. Target anything that is going to make them money, their
ships are expensive and their income is poor so do what you can
to keep them getting the funds together to build a deadly fleet.
If they have built a powerful fleet try to take out the most
expensive assets that they would be hard pressed to find the
funds to replace.. The Empire has spy scanner if you build no
more than 5 cities on planets with more then one million
colonists they can not detect your planet with their spy scanner.
Natural Enemies
- The Federation: Cheap and fast ships
- The Rebels: They have very good fighter
craft that tend do a extra good job of finding just the
right spot to get a critical hit. Their ships have
hyperdrives that make theirs every bit long range
jumpers. They have fighter wings with hyperdrives, expect
them to attack you with small groups of deadly fighters
with no fighter escort. They have special power that
allow them to hide from spy scanners and probe launchers.
The Empire can not see their bases using scanners and
probe launchers only sometimes see them.
- The Colonies Of Man: Very good fighter
craft, plus very fast ships.
- The Stormers: Victorious Class can carry
a Nemesis Torpedo super weapon which can destroy all the
fighters in a fleet in a single shot!
- The Crystals: Mines, Mines, and more
Mine! They have gravitonic, webs, lasers and barbitics!
They can jump in and lay a large gravitonic large
minefield on an Empire planet that would keep hyperjump
ships from coming in to defend it.
- The Birdmen: They can send in cloaked
ships with super laser that can outrun in normal space
all Empire ships.
- Cyborg: The cubes can really make a mess
of Empire planets
- The Privateers: Can rob the Empire blind
by stealing contraband and megacredits. Their ships are
so small and fast that they are almost impossible to
catch.
Empire Race Stats