Emperor of the fading suns
(Walkthrough)
You would like to
be the emperor of all the known worlds? As I thought. Sad,
though, that not all are enlightened enough to understand your
destiny. The other four noble Houses have the strange idea that
one of them should accede to the purple (folly!); the Church
seeks to grasp temporal power (heresy!); and worst of all, the
Guild seeks to restore-it galls me to say it-a republic! And of
course, there are Symbiots ravening the outer planets, rebels
defying the rightful rule of the Houses, and the inscrutable Vau
watching it all with a sense of amused disdain. All in all, sire,
your work is cut out for you if I must say so myself.
Winning the hearts and minds of your loyal subjects
Your first endeavors, sire, should be directed towards convincing
your more recalcitrant subjects of your benevolence and the
justness of your cause. Yes, I refer to pacification of your home
world, where some beneficiaries of your largesse have seen fit to
reject your suzerainty. Before you can conquer the planet in your
neighbor's system, the scriptures say, you must first eradicate
the rebels in your own. Pacification serves two purposes. First,
it simplifies defense and frees you from the threat of damaging
raids on your cities. Secondly, cities captured from the rebels
are essential to your early development as a galactic power. Look
around you, sire; the granaries are not over full, and the people
must eat (or at least, your legions must; the peasants will no
doubt make do with faith, praise be!). Farms are needed, but
Engineers are few, as they themselves consume 100 units of
sustenance (as well as metal) upon their creation. The rebels,
however, usually possess abundant farming lands, and capture of
these cornucopias should ease your supply situation greatly.
Other cities may fall into your hands this way, but farms are the
most essential in the early days of your rise to power, my grace.
You have two things the rebels lack, sire: a Vlad Cruiser in
orbit and assault landers for transport. Locate the rebels with
scouts. Chastise them with your cruiser. Load your best troops
into the landers, blast off to orbit, and land next to the rebel
city. Assault the city, sire, and it will be yours. As you will
rarely have to use surface movement except to enter the enemy
city for combat, you can use any units for the assault, including
the slow but powerful artillery. Act swiftly, for the rebels have
access to technology fully as advanced as ours, including space
flight; wait too long, and it will be Power Legions and cruisers,
not militia, that you face.
Oh, sire, if I may suggest one additional step? Before any of the
houses takes control of the Imperial Eye, destroy the Eye's forts
on your home world. You will take some losses, but the gain of an
additional fort and the security of eradicating a future hostile
presence far outweigh the costs. Just don't use your cruiser to
bombard the Eye's fort; the planet to space (PTS) weapons there
might get lucky, and a noble without a cruiser is hardly very
noble, after all.
Establishing your own prosperity sphere
Having secured your ancestral lands, sire, it will be necessary
to develop the economic base needed to spread your enlightened
rule to distant suns. First, you must grow food, to feed your
armies and to keep the peasants from revolting. Then, you must
gather other resources, needed to build your armies and space
fleets. Finally, you must also research new technologies, so that
you may carry your blessings to the far corners of the galaxy.
The easiest way to increase food capacity is to take farms from
the rebels. Engineers should build farms only where especially
fertile soil exists, and where exotic plants can be harvested. A
more profitable task for your valuable engineers will be to
construct mines and wells, to produce metals, trace elements,
gems, and energy for your war economy. Fully exploit your home
world, but do not waste engineers building marginal harvesting
cities; it is better to use your resources to capture rich lands
on other worlds. In all cases, scout before building. It is not
seemly for a noble to use the sort of language that is common
when discovering that a newly built farm makes it impossible to
exploit several rich metal and gem finds because the necessary
mine can no longer be built. No harvesting city can be built
within four leagues of another, sire, so foresight is mandatory.
Maintain a balance in your economy, though food production should
always run a good surplus to guard against famine. You do not
want to have to deal with the unctuous republicans of the Guild
any more than you have to, and producing what you need is the
best way of keeping your distance. Conquest is always the best
way of expanding your wealth. Take the rebels' cities, for they
have no right to what is yours. Capture new worlds, and exploit
their resources; bring your enlightened rule to their benighted
citizenry and reap the benefits of cities already constructed.
Keep an eye on what you consume and what you produce. Shortages
should guide your construction plans, so that you never have to
curtail production of essential war goods due to the lack of a
key component. If you take advantage of the Universal Warehouse,
your task will be far easier than if you elect to forego this
advantage. If so, you will have to maintain a much larger space
fleet, and protect the space routes around and between your
planetary holdings. A blockade by the enemy will not make
becoming Emperor any easier.
Militarism: the first refuge of the Emperor-Apparent
Sadly, my lord, the wisdom of your cause is not acknowledged by
everyone in the galaxy. Eventually, the intransigence of your
foes will compel you to wage war upon them. War is costly,
demanding, and fraught with risk, but it is also often the
shortest path to victory. Your foes, if controlled by the
galactic computer, will not be unduly aggressive, though human
opponents are usually much more fierce. Use diplomacy to your
advantage. Beg, borrow or steal an appointment to a position
under the Regency, if not the Regency itself. The Imperial Eye
gives you an advance outpost on your opponents' home worlds; the
Fleet gives you orbital bombardment and space combat potential.
The Stigmata garrison gives you both land and space power, and is
very powerful. Use these positions to wage war on your enemies,
without dissipating the strength of your house. Captures made by
Imperial troops under your command will be the property of your
house. Loot the warehouses of the Imperium, using their
stockpiles to fuel your ambition. Let them do the dying, while
preserving your house troops. Similarly, protect yourself.
Garrison all cities. As you take worlds, fortify them and spread
your nobles and your sceptors around the galaxy.
Conquest is difficult, but rewarding; why build when you can
take? Do not build a plethora of units, my lord, but rather
concentrate on a small set of efficient types. Early in your rise
to power, armor and aircraft are fine; later, powered infantry
legions of various sorts are better for assault work, though the
speed of advanced armor units can be very useful. Aircraft,
particularly gunships, are very cost effective as well. The more
advanced versions of basic units tend to be much better than
their less sophisticated counterparts, as quality can offset
quantity to a large degree. Captured Symbiot units make excellent
assault troops (who cares if they die? They aren't even human, my
liege!). Assault landers and capital ships are essential to
effective planetary conquest. The landers spearhead your assault
by allowing your assault troops to destroy planetary defenses,
after which your cruisers and dreadnoughts can pound the enemy
into submission. Follow up your first city capture with a cargo
ship loaded with armor, artillery, and airpower; this way, you
can easily build up forces without damage to your fragile
jumpships. As always, my lord, combined arms work better than
single types of units. Every garrison should have a militia,
artillery, and anti-tank and anti-aircraft units.
You are nearly ready, sire, to embark on your glorious career!
But do remember to keep in good graces with the Church; the
Inquisition can ruin your scientific ambitions by burning your
labs if you research proscribed technologies, and an
excommunication can make your troops doubt your prospects for
success. By and large, do not tempt the Church; you can trade for
proscribed tech, but it is rarely worthwhile to risk researching
it yourself. If the Avestite inquisitors confront you, evacuate
the offending lab to avoid a war with our Holy Mother Church. You
can always build a new lab, my liege; a new soul is much harder
to come by....
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