galactic emperor strategy guide
TRANSCRIPT
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Galactic Emperor strategy guide
By Adam West (from BGG)
This is a quick read on a variety of
strategies and techniques for playing
Galactic Emperor. It is by no means the finalword, but should give you some insight as
you get into the game. Oh, and if you're
reading this, you're sharing these tips with
your gaming group. To make it more fun for
everyone, right? Hey, where'd you go?
In Galactic Emperor, because scoring
happens pretty evenly (through most of the
game, everyone will be getting pretty close
to the same amount of victory points), it'sthe small difference that makes all the
difference. So to win, you need to secure
those small advantages. Don't lose track of
this along the way. To win, you have to take
planets. You don't necessarily need to hold
them for extended periods of time, but you
do need to have them at the end of Regent.
An even progression - beating everyone by
a point or two every Regent - is very often
the right strategy. So how do you get that
done? Well, there's lots of things to consider
and we'll cover a few below.
WHO'S ON FIRST?
Role selection games aren't uncommon
these days, but role selection games that
determine the order of play are still rare
(hello Puerto Rico). Since it directly affects
game flow, you may wonder how valuable it
is to get the throne at the beginning of thegame, or acquire it during the Regent role.
Thinking through all the roles, only some are
truly impacted by turn order: Explorer,
Warlord, Regent and (to an extent) Scientist.
The other roles only convey a benefit to the
chooser: Merchant, Steward and Engineer -
but they are fairly even benefits. In the early
game, the turn sequence for Explorer and
Scientist are most important. Regent is
easily the worst role early in the game(unless you're particuarlly agressive in
nature). Prior to the first Explorer, it conveys
only the benefit of taking the Throne. So this
all goes to say getting the Throne isn't
incredibly important early on. If you can get
it, do so. But don't stress over not having it
all the time early on.
EARLY EXPLORER
In the early part of the game, the Explorer
role is very attractive. The first few sectors
you claim become your economic engine for
much of the game. What could be more
obvious than snatching Explorer? Not only
do you get to claim the best face-up sector
-- the other players only place them in
advantageous locations -- but you also get
to place at least 1 extra sector. This is all
true, but it can be deceptive. The advantage
of claiming a sector right away isn't that
important early on, but is later. Early on, the
instant claim is more of a psychological
security blanket
As for which sectors to pick, here's a quick
run down. More is better. Easy, eh? See
below on balancing resources, but ingeneral, take the sectors that have the most
stuff. The best sector in the early game is
one with 2 energy and 1 metal resource.
That's worth about 7 marks. 3 metal is
pretty good as well - it's worth about 5
marks. Don't ignore all food sectors either -
you should always strive to get enough food
to fund your other sectors. So over all this,
keep balance in mind. It's a good rule of
thumb while picking sectors.
Also, a bit about placement of sectors. In a 6
player game, the best place to put your first
and second sector: right in front of you
toward the Omega sun. This is the exact
distance you need so your opponent's ships
can't reach you in a single Warlord. If you
place to the left or right of your home
sector, you're inviting an aggressive
neighbor to come over and stir something
up - and you really want to avoid that in the
early game. In 3-5 player games, you have
more flexibility. In a 5 player game, only one
player has an advantage - and a bit of
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flexibility with initial sector placement. With
fewer then 5 players, it's not a bad idea to
claim your area of space early - in other
words, put your sectors a bit further out
than right next to your home sector.
Always keep your sectors within range of a
starbase - so you can get ships on them to
protect them. Obviously with empty sectors,
put them next to your opponents -
especially to prevent them from doing what
you're trying to do. Clog up their area of
space with empty sectors. If you can do this
to impact two opponents, do it. The other
sector of interest is the Alpha Sun. This one
comes out after the Black Hole and has a
strategy all its own. The sun tiles allows you
to 'skip' over them - so they are a highway
for moving ships. Late in the game, you
have at least two choices with the Alpha
Sun. You can put it to give yourself an
advantage - a highway to the Black Hole for
example. This can allow Dreadnoughts to
get to the Black Hole in a single Warlord.
The other place to use Alpha is between
opponents - to 'encourage' them to 'visit'
each other.
EARLY SCIENTIST
Well, there isn't really a late scientist
because after Black Hole, it's gone. So what
is the point early on? In the opening rounds
(and even in the first round), you really want
to get the technologies that fit your
strategy. Choosing Scientist gives you a one
energy discount and also gives you first
choice - which is the real advantage. In a 6
player game, Scientist will very likely be
pulled every round - so you need to be
ready. 'Ready' means this: either you want
to go for a technology or you don't. It's
highly unlikely you'll be able to afford more
than 2 technologies in the game (maybe 3
in a 3 or 4 player game - but it's still pretty
difficult). See below for a tech by tech
guide.
It isn't impossible to get a really good tech
early - you just need to commit to it. Whenyou start the game, you have 1 energy, 1
metal and 5 marks. After the opening
Merchant, you could easily have 2 or even 3
energy - especially if you pull Merchant -
because energy could be priced as low as 3
marks. So yes, you can get the best techs in
the game in the opening round - or at least
by the second Scientist. Remember: it isn't
so much about having a tech early (except
for Long Range Scanners), it's more about
having it so other's don't.
BALANCE IN RESOURCES
When you're claiming sectors, you want to
look for balance in your resources. You'd
optimally like to have the perfect balance:
just enough food to fund your sectors and
just enough metal/energy sectors to fill your
facility (3 energy, 6 metal). The sooner you
can achieve that goal, the better off you're
going to be.
However, there is a variant on this, the Food
Baron Strategem. Trying to become a Food
Baron is possible in any game, but it can be
diabolic in games with lots of players. The
essence is simple -- most players prefer the
metal/energy sectors because most players
look at value. In an average market, Food is
worth 1 mark, Metal is worth 2, and Energy
is worth 3. A "good" food sector mightgenerate 3 food for no cost in Merchant. A
"good" energy sector might generate 2
energy for the cost of 1 food in Steward.
Doing the math, most players value the food
sector at 1+1+1=3 per round, and the
energy as 3+3-1=5 per round. Hey, that's
40% better, right? The heck with math, says
the Food Baron. After getting a couple food
sectors early in the game because he
chooses near the end of the explorer role,
the Food Baron says "what the heck" and
keeps grabbing food sectors even when he
doesn't have to.
There's a method to the Food Baron's
madness. Consider these advantages:
* No Steward Strings: The Food Baron never
needs to pull Steward, he's not tied to it for
development. Normal players need
Merchant to fund Steward, then Steward togenerate metal/energy. The Food Baron is a
free agent role chooser. Because he has
excess food, and doesn't need to fund
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anything with it, he can sell it all for marks
or metal/energy directly. Therefore, he can
pull Engineer or Regent right after Merchant,
whipsawing the competition who have their
funds tied up.
* The Gambler's Touch: If a Food Baron can
choose Merchant and manage to jack theprice up to 2, he really cleans up. Combine
this with the Time Warp tech to reroll and he
increases his chances to do just that. Plus,
because he's created a shortage of food for
at least some other players, they have to
buy their food for funding at inflated prices.
So if you're unable to get Explorer early and
you get stuck with a food sector, consider a
food strategy. If you manage to jack the
price, so much the better (And by the way,spend that money now even though metal
and energy are high priced -- see the
section "Keep Your Motor Humming").
MANAGING MONEY
Speaking of money -- Galactic Marks --
managing money is the common newbie
blunder. You must anticipate which roles will
be pulled and what you want to accomplish
during them! Best is to be perfect with your
spending - optimal of course is always
having exactly what you need - no more and
no less.
Newbies don't remember to keep marks for
later roless and/or they forget they get 2
marks each round and so they keep too
much. Look at your facility. What ships are
you going to buy? I'll talk about the best
combination of ships below, but you need tohave in mind what you're going to buy - you
need resources and marks to buy ships.
Also, remember Regent. You want to buy
that extra influence almost every time.
On the sharkish side of the battle, look at
other player's money supply and their
facility. Imagine what they are going to buy
in ships. Who has too little of something and
what will cause them the most pain? If you
can catch them without money or with only
precisely enough for ships and not enough
for Regent, pull Regent. Any time you can
catch an opponent without enough money
or make them decide between ships and
influence, do it.
THE CONTRARIAN'S DELIGHT
There is an innocuous-seeming choice
during Merchant -- you can fund your
metal/energy sectors with 1 or 2 food. The
sectors will produce alike in Steward, it's just that loading one up with 2 food will
suffice for the next 2 Steward pulls. So what
you say? There's a critical dynamic with
Merchant/Steward.
You have an opportunity to play contrarian if
you have the guts to try. Suppose the other
players are loading their energy/metal
sectors up with 2 food during Merchant,
playing it "safe." (Incidently, there is no wayto actually play it safe). Well, those extra
food cubes represent a loss of income for
them right now. The contrarian could put 1
food on his sectors, and then angle for a
spendy role like Regent or Engineer or
Scientist. You've got more money to buy
cool stuff, so the other guys are going to
suffer in comparison.
Your risk is that you don't want Steward
pulled twice before Merchant is pulled
again! The others would be able to generate
on the 2nd Steward while you get bupkiss.
The crafty contrarian might angle for
Regent, so that he could have his cake and
eat it too, knowing that he can nab the
throne and go first next round, eliminating
the risk.
On the other side, suppose your foes are
funding just 1 on metal/energy sectorsbecause they know they need
money/resources for subsequent turns. If
you can afford it, the contrarian in you puts
2 food down on at least a couple of your
best energy/metal sectors. Try to get those
two Steward pulls before the next Merchant
pull! Instant windfall. Again, with Merchant,
you can double up with Time Warp. Or use
Space Pirates to un-fund an opponent.
Speaking of which, during Steward later in
the game, you might have more funded
sectors than you can actually store in your
facility. This is a bad thing in general -
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because when Steward is pulled, you can't
really cash in completely. However, this can
be an advantage too. With a bit of good
fortune, you can manage a second Steward
prior to Merchant and again whipsaw your
opponents.
KEEP YOUR MOTOR HUMMING
Here's more newbie economic mistakes that
can make you cry. Or smirk, depending on
your disposition.
Case 1: Joe is a youthful, sound Galactic
Emperor playtester. He went Food Baron in
one game, managed to jack the price in
Merchant, and cashed out 26 marks on turn
4! Dazzled by his riches, Joe promptly blew
it. With an empty container, he simply keptthe marks and bought nothing. Oh, the
young man wasn't senseless -- a high price
in food means that metal and energy are
definitely high priced, and Joe was thinking
that he could buy cheaper in some later
round. NO! Time is money! You CANNOT
spin your wheels for a whole round looking
to save a nickel! Sure, metal and energy are
50% more expensive than usual, but Joe just
profited on food at 100% markup! Plus thefood-starved opponents had to buy that
costly food to fund sectors. Joe could have
topped off his container and still have had
plenty of galactic marks. Before anyone
could match him, Joe could have had deadly
ships, great techs, political influence, you
name it. This galaxy is not made for the
timid!
Case 2: Lou guessed wrong and messed up,
and he never even realized it. Lou had apartially full container with 2 energy and 3
metal. His sectors were funded. But instead
of getting a chance to spend during
Scientist or Engineer, someone pulled
Steward. Lou only needed to generate from
a couple of his 5 funded sectors to top off
his container. In Lou's defense, he was right
to feel good about still having funded
sectors in case Steward was pulled again
before the next Merchant. But Lou stillmessed up. Not being able to generate
metal/energy because of a full container?
That's basically leaving a gold bar in the
bank because you're carrying a gold bar. If
Lou had anticipated the Steward pull, he
would sold his metal/energy during
Merchant, leaving his container completely
open for a full generation Steward turn.
PRECOGS ARE REAL IN GALACTIC
EMPEROR AND PHILIP DICK NOVELS
Speaking of anticipation... you may be
objecting to the above "Lou" example,
thinking that there's no way he could've
known that Engineer or Scientist wouldn't
be pulled -- in which case his partially full
container would serve him well. Bollocks.
You have to look downstream and see what
the next guy, and the next guy after that,
need. Are they ready for Engineer or
Scientist? Or do they need Steward? Orwhat do they need? Anticipate!
And when all else fails, metagame your
heart out. Give the next player in line one of
those "Gosh, I'm not sure what to pull. I may
pull Merchant. What are you going to pull?"
Time honored intelligence gathering?
Devious skullduggery? You decide.
TAKING A HIT FOR YOUR ENGINEERS
We're the first to tell anyone that getting
extra influence in Regent is critical. By all
means it is, all through the game. But know
this -- in some Regent turns, you can get
away with lying low, just using your 2
influence to prop up your own borders,
hoping folks overlook you. Why? Because a
common -- maybe even the most common --
mistake in Galactic Emperor is getting all set
up with a bulging container and just enoughmarks to build ships in Engineer, but then
frittering away the money in Regent
because you just can't stand to lack
influence. We understand. It's a teeth-
grinder for sure. But know what you're
giving up and decide accordingly.
And by the way, don't forget that you gain 2
marks at the end of each round. That needs
to be factored in if you think a role won't be
picked until early next round.
CAPTAIN KIRK
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A couple of home truths, just so we
understand one another:
GE is a game that favors offense, not
defense. If you like turtling, you might be
able to do a reasonable rendition of it in a 5
or 6 player game (see the Ion Cannon tech),
but in general, save your Turtle-hood for
games that accomodate it. No, you don't
need to go crashing around early in the
game, but you will need to play offensively,
sooner rather than later.
Fighters are lousy at taking over anything by
themselves. They exist primarly because
they're cheap cannon fodder escorts for real
ships - and they are very handly for taking
empty sectors. But in combat, at best, a 3
fighter group can be used to take out a loneempire somewhere - their chance of success
(without any special technologies) is about
70%. Add one more fighter to that group
and your chance goes up to near 90%. But
don't get crazy: 1 or 2 fighters can't do
anything well but occupy an empty sector or
defend. The chance of a single fighter taking
down an empire is a mere 10% and for
taking down a starbase is zero. So don't
attack an Empire or Starbase with just a pairof fighters. It's just this side of suicide.
Now let's talk technologies and that lone
fighter again. With Warlord against a lone
Empire, the lone fighter chances only go up
to 15%. Now give that Fighter shields too -
and it's nearly 50/50. Offensively, that lone
fighter with Warlord is now better than 2
normal fighters. Shields are one of the best
technologies for open warfare strategies.
Once you make the investment, however,
make sure you follow through on the
strategy. Shields don't work in defense - you
have to pull Warlord and attack all over the
place. If you really want to crush your
opponents, sink your money in Shields and
Plasma weapons. With that combination, 2
fighters are a force to be feared. They can
take out a lone Starbase 50% of the time.
Heck, they can take on a Dreadnought and
win over 40% of the time!
How do you get 5 energy fast to buy those
technologies? Remember - you start with 1
energy. If you can manage to pull Scientist,
you can get Plasma weapons right away
easily. Go through Merchant once and buy 2
more energy. Pull Scientist again, snap up
Shields and you're there. Combine that with
metal sectors and forget energy for the rest
of the game. Just buy fighters - they're
cheap, fast and with enabled with Shieldsand Plasma, incredibly fierce!
Cruisers are the small hammer, and
sometimes they're under-appreciated. In
open space, crusiers are easily the best
single ship. Faster than Dreads, more
powerful than fighters. A Cruiser
accompanied by 3 Fighters is a dangerous
force that is quite capable of knocking out a
Starbase (80%) or an Empire (97%) with
near zero loss. That fleet can face a lone
Dreadnought and win about 75% of the
time. Don't forget that they move two, and
ranginess is an excellent attribute,
especially in 3 or 4 player games.
Dreads get top billing for a reason. Because
they fire first, and because they take a free
hit (you do always use that free hit first,
don't you?), they excel at taking out even
good defenses with minimal losses. Alwayskeep a couple fighters along to escort a
Dread -- losing one hurts. But a Dread with
escort means death to opponents. They can
toast a Starbase or Empire easily - even if
they have a fighter or two - although if they
have 2, the chance of winning is down to
about 50/50.
SMART FIGHTS ARE BETTER THAN BIG
ONES
Even with the emphasis on offense, your big
payoff is not centered on an epic galactic
battle where your tremendous fleet just
ekes out a victory over some enemy's
tremendous fleet. The only time that's a
good idea is when a big fleet is directly
threatening you, or you have an opportunity
to jam up the player who's threatening to
win the game. In other words, it's not a good
general strategy. Save it for the end gamewhen you can put everything on the line.
In general, your ideal fight is one where you
have an overwhelming force. Like a Dread
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and 4 fighters taking on an undefended
empire. That still gets you territory and a
victory point, plus your force will likely be
completely intact to throttle some other
sector on the following round. Dreads, used
properly, carve through space like ginsu
knives, turn after turn. If you lose a couple
fighter escorts from a Dread-led fleet, by allmeans, deploy and resupply the fleet with
more fighters. They can catch up to the
Dread and he needs them.
A TWO FRONT WAR
Don't lose your head and send your fleets in
one direction. No matter how many players,
you've alwasy got opponents on both sides.
It's surprisingly easy to think only one front,
and it's almost always a mistake. And if --and this is not good -- some border enemy
of yours is sending his entire fleet your way?
Doesn't happen often, but it's one of those
bad moves that threatens to drag you down
as well. Recognize it early and metagame.
Be sure to helpfully point out that he's wide
open to an attack from his other side before
he's fully committed to going your way.
Bring the player a drink of cocoa. Make nice.
And when he turns the other way a bit,grind him to dust.
THE BLACK HOLE (NO, NOT THAT
PUTRID DISNEY MOVIE)
Using the Black Hole sounds great on paper
(a free combat round? really?), but it's a
tougher decision in the game. With two
fronts to defend, your opponents have to be
weak indeed for you to be able to afford to
send a major fleet there. However, it'sdefinitely worthwhile -- if you can spare it --
to send, say, a Cruiser and 2 Fighters, or
even three Fighters, into the Black Hole.
They can augment a big fight or strike out
on their own to take out an empire behind
enemy lines.
And don't under estimate the value of a
threat. If you're parked in the Black Hole,
you're now officially threatening everyoneequally. Played right, it's a defensive move
than gives everyone pause before attacking
you for fear of retaliation.
I AM NERO
Regent... ah, what can we say about
Regent? It's a psychological turn, and you
don't want to irritate the heck out of anyone
early. Depends on the type of gamers at
your table. Do not pass by unclaimed
sectors. Easy pickings. Remember the turn
sequence. If someone has already played
their influence before you, they are now
your best target because they can't cancel
your influence. Also, remember than
influencing first is more powerful than later.
Think about it: you already have a claim and
for someone to over turn it, they have to
equal or best it. In other words, if you play 2
influence over an opponent's empire, it
takes 2 influence for a follow on opponent to
cancel you - not very beneficial for them.
From a non-psychological perspective, it
pays to be aggressive in Regent. Lots of
players get paranoid about their valuable
sectors and will load influence on them even
with a starbase already there. Okay, fine,
but fear is making you wasteful. Suppose
you put two influence on some enemy's
empire sector. Sure, he might take it back,
or he might go after your valuable starbasesector, but all things considered, you got a
better chance of actually making a gain.
And even if you can't take the sector, taking
a sector *away* is valuable too - you're
reducing an opponent's victory points and
that translates to you (and everyone else)
gaining points in an absolute sense.
Remember, as sweet as starbases are, they
don't earn you any more victory points than
empires. Upgrade to starbases where it's
critical to do so - especially if you're staking
out property on the other side of the galaxy.
As far as putting influence to the throne
goes, do it if you need it (see some of the
nefarious strategies above for example of
why you might need it). Some people shy
away from influencing the throne because
they know the Regent chooser gets last
placement and can match their move,thereby getting the throne. So what?
Paranoid thinking gets you nothing, and
other players may or may not target the
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same things as you. If the Regent doesn't
match, you get it. If he does match, he at
least used his influence to do so. It's not a
bad play for you especially if you're placing
influence on the Regent's sectors.
Regent is also subject to metagaming table
talk, and it's also a turn where leaders can
be pulled back down a peg. Work the
situation to your advantage.
TECH TALK
And finally, a few brief strategy tips on
techs:
Diplomat -- it's nice to know exactly how
many marks you need to keep back for
Regent. More than a luxury. It only costs 1
energy (about 3 marks in value) and Regent
is one of the most common roles to be
played. Get it early and you'll definitely
make your money back - maybe in just two
Regent turns.
Long Range Scanners -- It's only of minor
value late in the game, but early on, it
nearly guarantees a good sector during
Explorer. If you're not planning on making
moves for the Throne, this is a good tech toget.
Saboteur -- Very useful in metagame, makes
players less likely to use techs against you.
May be held back until late in game, when
warlord techs become critical. But if you're
going to purchase this one, you need to use
it - often. Else, it doesn't pay for itself.
Time Warp -- Underestimated by many, this
tech is useful in combo with a variety of strategies. It's a bit like Shields, but can't be
used as often. It helps the Food Baron out to
get the prices just like he wants them. Also
a great combo with Saboteur.
Space Pirate -- The temptation is to always
grab a more valuable metal, but you can
also hose someone by grabbing food off of a
1 food funded sector. Always look around
and see where you can really put the hurton a player - and it's best to use on players
that have already takine their Merchant turn
- especially those who are 'perfectly'
balanced. Take that metal and now they
can't build that Dreadnought. But this is
another tech you have to remember to use!
Don't forget it! Prop it up in some obivous
place where you'll see it.
Protein Fields -- Verrrry useful for trying to
short sheet everyone by pulling Steward
when no one has funded sectors. You're
always funded. Also, obviously great if
you're short on food sectors.
Robotics -- Usually, a max Engineer turn is 1
Dread, 1 Cruiser, and 1 Fighter. With
robotics, you can add 2 more fighters.
Impressive. Best as a secondary agreesive
technology. Goes nice with Shields or
Plasma Weapons.
Fusion Engines -- Excellent in 3-4 playergames, not as effective with 5-6. But Dreads
that move 2 are suddenly far better. And
that's pretty much good in any game.
Plasma Weapons -- Like other warlord techs,
it's great on the last 3 turns of the game.
See above for how it changes the life of
Fighters (and other ships too).
Ambassador -- Evil fun factor is very high
here. Think about it: you get to claim anysector you want during Regent. Any sector.
Anywhere in the Galaxy. That means if
there's a 2 planet sector, it can be yours.
That's pure points in your pocket. Some
think this is the best technology in the
game.
Ion Cannons -- This is probably the weakest
3 energy technology. But the more players,
the better it is. In a 6 player game, they're
good because there are less Dreads around
and you have less borders to defend. Works
best for turtle types, so don't forget to
create a bunch of fighters to augment the
cannons. In general, Ion Cannons increase
your defense by at least 10% - on every
sector you control.
Shields -- Surprisingly quite good in combat.
Build a nice fleet and use it prudently, and
shields will make you smile. Just don't forgethow they work - you only get to ignore the
first (and only the first!) hit in combat. But
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in general, it increases your chances by
about 25%.