First Turns: The Evil Empire

Most wars are won or lost long before the fighting starts. This series concentrates only on those critical few turns leading up to the Ship Limit as a key to achieving long-term goals necessary for victory.

Overview:

The Evil Empire fields one of the strongest warships in the Echo Cluster. The Gorbie Class Battlestation is the most massive and powerful battlecarrier available to anyone. The PL21 is a passable hyperspace probe that, when coupled with the Empire’s ability to Dark Sense, gives them the ability to project force intelligently across any cluster. Finally, the Super Star Destroyer is capable of capturing an enemy starbase intact without a battle.

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A Modest Proposal: Race Balance In Standard

EDITORIAL

If you haven’t heard the term “Nerf Crystal” by now, you haven’t been listening.

The recent change in Standard and League games that has resulted from the removal of friendly codes and Safe Passage options from web fields has created a race without diplomatic options. Their ship list is inconducive to trading, being composed largely of overpriced minelayers and understrength warships — plus one 5-point terraformer. Now that they can’t trade their webs as currency, the Crystals have gone from one of the dominant races to something just slightly too sad to be considered a joke.

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Absolution Gap: Frequently Asked Questions about Glory Devices

(Composed and with appendices by Anaconda; proofreading by Thin and Gnerphk)

1.1 INTRODUCTION

To save time for those who are not interested in meta, the introduction can be found in the end at the appendix.

1.2 HOW TO APPLY THIS GUIDE

This guide is meant for vanilla Planets NU, but can – possibly – also apply to TimHOST or other host programs. Planets NU campaign features, however, Continue reading