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Empire strategy guide


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spacetrace
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 Post Posted: Thu Dec 22, 2011 1:53 pm    Post subject: Empire strategy guide
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1. resources
1.1 active players
this is the most important resource. you need active colonizers and tactical players. the colonizer can play really casual.
to have a player that is active all 2 days is better than not having it.
1.2 time
time is a really important resource. it takes 2 days to jump from one cluster to another. you really need to think if it's
worthy to fly somewhere. else you will lose so much time. you can improve the use of time by twg,mtwg,wormholes and naturally
chrono pods.
1.3 newbies
newbies, are unlike in other game, very powerful. a newbie brings a whole fresh boost of reinforcements into the alliance. 2 newbies can, even if
they aren't that active, rush a cluster in 2 or 3 days. be nice to newbies - you need them
1.4 organization/communication
you need to use communication to improve your time management - if 2 ppl fly to an outer outpost to secure it you will lose 2 days of "time".
organize your targets.
1.5 veterans
one good veteran can counter 4 newbies or more. they are the knights on the galactic chess board. they can hold colonies against a much bigger number
of newbies - until the newbies get veterans themself

2 defensive doctrine
2.1 defense with ground troops

defending a keycolony with ground troops - really secure - is nearly impossible. it can be easily bombed and taken by a alliance with less
reinforcements. if you want to make a key colony kind of secure (at least for a time) - you need to station there 2 times the transport capacity.
that will be like 1500 units. this way it will hold some attacks.
2.2 tactical cover
in order to secure a keycolony you need tactical cover by veterans. the number depends on the veterans the enemy has.
2.3 roto camping
the famous roto alliance invented the roto camping. they move 4 shipyard to the keycolonies of a cluster to secure it. with a production facility on a
colony it's pretty easy to take it. the production cyclo of bombers is 4 hours... so your able to bomb them all 4 hours and with minimum ri effort it's possible
to take a fortified colony in short time. it is the most effective way to claim a cluster.

3 offensive doctrine
3.1 cluster rushing

the usual cluster rush can be done by a single player... he takes a key colony and starts raiding the inside of the cluster with 3 fleets. this maneuver should be
done all the time. keep your opponent busy. attacking a cluster will force him to react, or it will be taken in some days. you can always send your newbies to this
missions: it's easy and fun and will keep your enemy on defense mode.
3.2 reinforcement block
if you forced your enemy to spend many units to defend key colonies - you can ri-block him by leaving the most guarded key colonies alone and just taking one. then rush
the cluster. in 2 or 3 days - if the enemy spent to much on defense - they are ri blocked, means all their ri is bound to defensive units and they cant produce units \
anymore - they are unable to react then. the only thing to do would be : collect the units from the heavily defended colonies - or wait...
this is fierce strategic weapon.
3.3 cluster blitz
this is a way to end an era and win even if your ally keeps much less colonies. send one special team to a key colony and let's say 2 player with all 3 fleets to
the major colonies of that cluster. that's 3-4 ppl for one cluster. you can blitz 2 clusters with 6-8 ppl. 8 hours before end of era invade the keycolonies. the other
flleets are ready for takeover. in one strike you will take 6 major colonies of each cluster after 3-5 hours you will take another 6 - total 12 per cluster in the last
hours of the game.this needs careful planing and the people need to be online in the end, but it cannot be defended.


Last edited by spacetrace on Thu Dec 22, 2011 3:11 pm; edited 3 times in total
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spacetrace
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 Post Posted: Thu Dec 22, 2011 1:55 pm    Post subject:
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this will be improved
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 Post Posted: Sun Dec 25, 2011 3:22 am    Post subject:

this is an excellent guide.

one more hint:

- use trace probes to scan for incomings on the key-colonies you already control.
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