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  #61  
Old June 3rd, 2004, 03:22 AM

Paul1980au Paul1980au is offline
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Default Re: Space Empires Evil Ruler Handbook.

With mines it becomes so easy - just keep laying them at key warppoints and they keep flying their ships into them. When they lose a large number at once its invasion time.

Cloaked minelayers are even better - with quatum generator (unlimited fuel) and a well hiden shipyard with cargo space ie genearate mines in nearby nebula then youre cloaked mine layers can restock there instead of traveling back to one of youre planets.

Same can be useful for generating invasion fleets - having said ship fall through a spatial anomoly is also fund - invade from other side of map.

another rule is to protect key systems with several layers of mines around warp points ie a grid of 3 by 3 incorparating said grid - the enemy gets really confused.
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  #62  
Old June 3rd, 2004, 05:36 AM
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Default Re: Space Empires Evil Ruler Handbook.

Quote:
Originally posted by Paul1980au:
With mines it becomes so easy - just keep laying them at key warppoints and they keep flying their ships into them. When they lose a large number at once its invasion time.

Cloaked minelayers are even better - with quatum generator (unlimited fuel) and a well hiden shipyard with cargo space ie genearate mines in nearby nebula then youre cloaked mine layers can restock there instead of traveling back to one of youre planets.

Same can be useful for generating invasion fleets - having said ship fall through a spatial anomoly is also fund - invade from other side of map.

another rule is to protect key systems with several layers of mines around warp points ie a grid of 3 by 3 incorparating said grid - the enemy gets really confused.
So what your saying is:

Your an Evil Ruler if:

97. You build a hidden base with cargo storage within an enemy controlled nebula for the sole purpose of restocking your cloaked fleet of mine layers which are laying mines deep within your enemies space.

[ June 03, 2004, 04:38: Message edited by: Atrocities ]
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  #63  
Old June 3rd, 2004, 09:29 AM

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Default Re: Space Empires Evil Ruler Handbook.

Yes that is about it.
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  #64  
Old June 3rd, 2004, 06:22 PM
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Default Re: Space Empires Evil Ruler Handbook.

You even could build an cloaked Dreadnought with an shipyard and the capability to lay mines/sats and to launch fighters.

With such an ship you could wander across enemy space and laying sats and mines wherever you like or leave some fighters in some nebula.
What the hell, you even could build some small ship in a nebula with cargo/troops or space marines to play pirate deep in enemy space....

Atrocities when is our new game starts (I won the Last one )
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  #65  
Old June 4th, 2004, 09:31 AM
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Default Re: Space Empires Evil Ruler Handbook.

98. Always considered unknown planets and systems to be your territory and upon colonizing these worlds enslave the population. After all, how dare they be on your worlds before you ever knew they exsisted!

99. Always assume that your password is known and change it regularly.

100. Kill any one who has read this list. No sense in allowing the competition to gain the upper hand.
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  #66  
Old June 4th, 2004, 09:42 AM
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Default Re: Space Empires Evil Ruler Handbook.

This list is been updated. CURRENT LIST Enjoy.
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  #67  
Old June 5th, 2004, 09:08 AM

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Default Re: Space Empires Evil Ruler Handbook.

Good work folks.
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  #68  
Old June 5th, 2004, 05:05 PM

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Default Re: Space Empires Evil Ruler Handbook.

101. If the enemy fleet runs from combat with your ships, by all means follow and obliterate them. But at all times beware; watch for an ambush.
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  #69  
Old June 5th, 2004, 11:47 PM
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Default Re: Space Empires Evil Ruler Handbook.

This should come out nicely.. 101 entries for the ERHB.
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  #70  
Old June 7th, 2004, 02:03 PM
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Default Re: Space Empires Evil Ruler Handbook.

But I guess you will need 666 rules for this Evil Ruler Handbook, so still 565 rules needed.
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