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Space Empires is a play-by-web game which is great fun.  I wrote the essay about it for school, but I don't have the complete one here yet, so please bear with me.  If you want to join, just click on the banner above.

 

 

Introduction or what the hell am I on about

This essay is about the strategy and tactics, economic and military, used in Space Empires, a real-time game based on the web. Due to Space Empires simple nature, it makes a near-perfect example for this essay, reflecting ‘real-world’ problems today. This essay will concentrate upon wars, economic power and alliances in the game. I have quoted twice from another Space Empires website, belonging to a player called Shrike, which looks much better. Visit his website, it’s better than mine.

 

What is Space Empires? or What!! You don’t know?

Space Empires is a time-based game played over the Internet. It has the great advantage of not needing countless downloads and installations to play and it has a very simple user interface. At first, Space Empires was free, but later, the Spacemaster, Richard Wolfe, began a system of making ‘regular’ games cost five dollars, along with a number of special game types. Later, there were (and indeed still are) free games, effectively regular games without the diplomatic messages function. For those of you who are science-fiction fans, Space Empires is similar to the Honer Harritionton books by David Weber. Readers who consider the ‘real-world’ analogy to be preposterous might consider this: Speed and range = advanced technology, battle power = experienced troops and more money = more factories and ships.

 

Types of War or How do we fight

Like in the real world, there are only a few kinds of war fought in Space Empires. Here they are put in the simplest possible terms.

  1. Big guy picks on little (or obviously new) guy,
  2. Big guy picks on someone his own size,
  3. Several small guys all attack big guy,
  4. One big guy declares his intention to only annex small part of other big guy’s empire (limited war),
  5. One guy tricks two other guys into fighting each other,
  6. Several big guys attack another big guy.
  7. All-out death probe war (Total nuclear war)
  8. All or nothing (desperate gamble or "The Impalement")

Regrettably, the most common type of war is number one. Situations appear like the national flag of Pakistan, which is a star inside a crescent. The big guy, the crescent, probes gently with spy probes, then he attacks across as broad a front as possible, often launching Death Probes to destroy clusters of ships. An example of a successful blitzkrieg is shown here. Like Poland in World War II, the victim does not have any space to retreat to and he might well lose his factories in the first round. I do not believe that it is possible to defend against such an attack, unless it is terrible botched.

Operation Barbarossa: For those of you familiar with history, Barbarossa was the code name for the German attack on the Soviet Union in 1941. When two empires of about even size meet in combat, the result is a massive war. Most of these tend to begin with a surprise attack by one on the other, but that attack probably will not have succeeded in capturing (or destroying) any factories and the attacker might well be very uncertain about the dispositions (locations), strength and battle power of the defender’s remaining ships. He will also be uncertain about the loyalties of any other players nearby especially if they are not formally allied (and even that is no guarantee). We can expect both players to use Death probe as often as possible and war to erupt on a number of fronts. Easily the worst example of this that I saw was a war where each side held forty percent of the galaxy between them, the remaining space being dead stars. Death probes were popping like firefly when the game ended with no clear winner. My only advice is not to fight such a war, but if you have to, place your ships about two stars back so the heavy starting blow does not hit your main fleets and place one or two spy shields so that you have some warning of impending attack. Also start building new factories as far from the front lines as possible. If you are the attacker, FIND ALL HIS FLEETS FIRST AND NUKE HIS FACTORIES!

"Lets all gang up on him!": If there is one big player, who is surrounded by a number of smaller players, they might decide to gang up on him and attack from all sides. If you are the defender, who is slowly absorbing all the small players one at a time, this will come as an unpleasant surprise. If the attackers are clever enough, they will plan to hit ALL your fleets with death probes and grab as much of your space as possible. This is a nightmare and is almost impossible to fight off. My advice is to build death shields round your factory worlds, remember they have less resources than you, and hold on to them till they get tired of battering at your defenses. You should also try to ally with one of them, promise your complete surrender if necessary, and get him to turn on his allies. For number six, the situation become hopeless and you must retreat to your core worlds and hide there.

Partition: This is very rare, largely because few Space Empires players would accept such a situation. The only circumstance in which I would even consider submitting to this is if everyone else told me accept it or they all would attack. This is really one player launching an attack to take a few worlds, declaring that this is revenge for an attack, perhaps a mistake, which the victim has launched.

"The Two Giants": This is when one player launches a long-range death-probe at someone hoping that that someone will blame another player for the attack and hit him, distracting him from fighting the guilty party. This stagitigy includes Shrike’s ‘The Lier’:

"Not really a strategy so much as a way of playing. The Liar quite simply can not be trusted. He
will enter into multiple conflicting relationships and send sincere messages to both sides until one
is stronger and then attack or delay defending the other. Note: Liars tend to repeat themselves
so check out the Hall of Betrayers for other's experiences with your "new friend
"."

He sums that part of it up fairly well.

Total Nuclear War: This is when players just start throwing DPs at each other and keep on doing this until one side is wiped out. Don’t do it. I have never (whew) been in one of those, but my theories indicate that most of the galaxy could be destroyed before the players ran out of money (and the ability to make enough money to launch significant numbers of DPs).

Desperate Gamble: These are all-or-nothing situations with two main variants. One of them is mainly summed up by shrike:

"This is a very risky but very rewarding strategy when it works. You simply send all or most of
your ships straight at your neighbor's home world. If he's doing a blossom, there won't be enough
ships nearby to defend himself, and his home world will be yours along with a big jump in
production. Note: Depending on how far away he is and how many of your ships you send, you
could; a.) be leaving your own home world open, b.) not be grabbing worlds near your own, or
c.) end up owning just a few, yet rich, worlds - an inviting target for your neighbors.
Use with caution."

Shrike is only part right as something like this would be easy to see coming, but it is very difficult to defend against. However, you will have to be careful of your fleet being worn down by the neutral stars and your opponent doing the same thing to you.

The other desperate gamble is only done just at the end of the game. It is launching a surprise attack on a larger player next to you to seize enough stars to win the game. It is a gamble, but if timed right should just work.

 

Allies and Aliens or Can I trust my allies?

As the spacemaster warns, trying to be a lone ranger will often get you ganged up on and crushed by superior forces working together. Not even the best players could stop an offensive coming at them from all points of the compass. To paraphrase Bismarck, There are three functions of diplomatic messages in Space Empires, 1) To gain as many allies as possible, 2) to ensure that your enemy (or chosen target) has as few allies as possible, and 3) to avoid repeating Hitler’s mistake and fighting a war on two fronts.

There are really only a few types of alliances, the Non-Aggression pact (NAP), and the full-alliance. The NAP is the most common type of agreement found in Space Empires, and consists of an agreement that two players will not attack each other. A typical NAP DM might go like this:

 

"I agree not to attack you without 48hrs warning [notice] if you agree to the same."

There are endless variations on this, such as not giving economic support to his enemies (see below), negoacaing with others for him and of course varying the time limit. At first, you should try to form these with as many players as possible, to ensure peace for the first week, or thereabouts.

The real fun of space empires is in the full alliance. This is when you work together with someone to destroy another player. You will have to co-ordinate your movements with his, warn him if you are heading to a star he has just taken, share information with him and watch out for treachery.  The devastating effects of an 'ally' not keeping his word have destroyed many an empire.

A successful Blitzkrieg:

P. H. Vigor, in his book 'soviet blitzkrieg theory' (very hard to find) identifies what must happen for a successful blitzkrieg.

1) the foes main forces must be destroyed or immobilized

2) The foes industrial base must be destroyed or taken in the first blow

3) the foes ecomamy must be disrupted

4) the foe must be decapitated

5) as much civil panic as possible must be created

 

Of course, it is not possible to directly immobilize anyone's main fleets, its not as if they needed fuel, is it?  However, a fleet can be effectively immobilized if it is too far away to arrived at the Forward Edge of the Battle Area (FEBA) before the attacker seizes the factories and has built a defence of his new territories.  

While it is possible to win without taking the defender's industrial base (which in Space Empires refers to their factory worlds) in the first blow, it becomes much harder.  One of the most successful attacks I launched was at Ghost's homeworld, after my Spy Probes revealed that he kept moving his ships from there towards Frodo.  I seized the factories with four hundred ships, established a death shield (If you are the defender and you don't think that you can re-take the factory world quickly, a policy of scorched earth is sensible) and pushed onwards.

To disrupt someone's ecomy needs a great deal of careful planning, if you use your spy probes to identify undefended worlds without factories, send small groups of ships to them and take them without a fight.  While this seems to contradict the first point, it only needs small groups of ships and if you take enough worlds he won't be able to build many factories to fight you with.  It also disrupts reinforcements so it is worth doing

Because Space Empires in not in a real universe, there are no civilians to panic by the attackers attack, so that part does not really apply.  However, if you hit hard enough you can panic the brains, and so forth incapicte the defending player.    

 

Economics or That and fifty pence will buy me a cup of tea

Upon first examination, the idea of a game like Space Empires having economics sounds silly, however, a firm grasp of this concept is vital if you are to enjoy success. The economic unit in the game is the dollar which you get a small amount of each day (and interest if you have any left from yesterday) and that allows you to build your economic strength, which is the following:

  • Your factories,
  • Your worlds,
  • Your shields,
  • Your fleet.

The factories are the backbone of your fleet and your tight economic base.  If that is not immanently obvious, looks at the attrition your starting fleet suffers from when you attack unclaimed worlds and consider how weak the fleet is if you split it up into sections (which you will have to do if you want any number of worlds to boost your starting capital).  They are the most valuable assets you have, don't let an attacker take them without a fight.

The worlds are your broad economic base, and you must have as many as possible to obtain the funds required to build factories.  While few worlds (aside from the homeworlds) give enough money to buy a single factory, loads of world give loads of cash.  QED.

The fleet has little economic influence, aside from keeping your factory worlds safe and grabbing new worlds and resources.

 

Conclusion or "Phew, that’s it! I’m off to the pub"

 

Final Advice

1) DO NOT spread your factories out, make certain that you can defend them.
2) DO NOT spread your ships out, concentrate your forces
3) DO NOT try to defend every star
4) DO NOT break alliances unless you have to.
5) DO NOT let an opponent get within death probe range of your factories, whatever the cost
6) DO NOT death shield ANY world unless you are sure that you can defend it.
7) DO NOT get caught double-crossing your 'allies'
8) DO NOT go to war haphazardly, commit everything
9) DO NOT take on more than one other player
10) DO NOT believe what others say to you without reason

11) DO attempt to form alliances with everyone
12) DO increase your battle power as much as possible
13) DO use spy probes on your allies, they might be planning to attack you
14) DO take care that you don't end up having to defend huge areas of space
15) DO be polite to other players, they might have huge forces ready to avenge any insult
16) DO be prepared to grovel if the war is going badly, agree to anything, you can always break it later.
17) DO consider every move carefully
18) DO try to avoid using death probes where possible, the emery might know where your factories are
19) DO remember that speed is of the essence

 

 

 

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