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.
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.
You say you survived to the end of the game, but if you didn’t win, who cares?
The overarching goal of this series is to give players the knowledge, and therefore the confidence, to choose the path of action. This volume examines the agility of fleets on the battlefield as influenced by fuel consumption, attack accuracy, and warship maneuverability.
This is the tenth in a series of anonymous reports that mysteriously appeared on the Editor’s desk. These redacted versions were approved by the Senate for immediate publication, to be read by commanders of each respective race so they can review their own vulnerabilities in the face of the unknown external threat that commissioned the studies. In this dispatch we focus on that faction known as the Evil Empire: its strengths, its weaknesses, and how best to defeat it in battle.
Ease Of Command: Veteran Difficulty To Defeat: Moderate Playstyle: Slow
Due to focusing on my studies, it has been months since my last article on Christmas Planets. I have a break between semesters, so I am taking time to write an article which might help players choose which race to embrace — if you are one of those who likes to focus on just one race. This piece examines the capabilities of the eleven Echo Cluster races to control the battlefield with minefields, i.e., strategic mine laying, and it assigns a letter grade to each race based on three skill categories: long term sustainability, countermining potential, and minefield specialisation.
For a while now, I’ve had a personal, private theory about why it is that the Evil Empire keeps losing. After all, on the face of things they do have the single best ship in the game, a wide variety of support carriers, free fighters, a hyperspace courier, and an innate advantage that gives them complete information about the static defenses of their rivals. On paper, there’s simply no reason for them to ever lose.
Except, of course, they do. A lot. And I’ve got a theory about why — one that’s made me unpopular a time or two.
A gender-neutral computer voice with hints of a high-class accent speaks through the intercom, "Commander, a medium freighter has been commissioned. Its captain is awaiting orders."Acreolized accentcomes from the radio, "Hoy, come in. Dis be Capt'n Johnson o' ECS Twenty-Three Hundredths. The hold be empty. We gutegow. Waiting on you, Bossmang. The 200-Kiloton lady be hungry."
On Turn 1, your empire controls a single Medium Deep Space Freighter and its first mission has rippling implications throughout the entire game. A well calculated move is required to set a strong pace so you’d better “put your best foot forward.” It equates to setting your feet in the blocks at the starting line of a hundred metre sprint. The one in the front is called your power foot and it generates a hundred percent of your forward momentum; your starting freighter is your Planets power foot and it determines the speed and direction of your economic develop.