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New version available, 4.0h

- Added Anunnaki Ships FLCs (converted by Jukelo).
- Adjusted food yields for Houses to have a sustainable situation for Warehouse off setting
New version available, 4.1

- Given Church control to most of House planets
- Added units techs so that tech requirements can be shown in Archives
- Reworked Archives to display military units
- Added cargo to space cruisers/dreadnoughts
- PTS are no longer loadable into transports (land/space)
- Rebels can now produce units
- Nerfed Psy combat. Psy attack can only hit foot, crawler (amphibious), mech
- Changed Shelit Technicians to Gannok
- Rename Shelit Engineers to Shelit CyberPhysicks
- Buffed Rampart rebels
- Added Fort to Madoc to prevent conquest exploit
- Added Xenotrenium's icons for House Guards/Knights
- Church and Stigmata are now allied at the start of the game
New version available, 4.1a

- Fixed missing League garrison bug on Byzantium II's agora.
- Cx-omega tech is for Hazat-only
- Removed double Brother Battle tech
- Added Scions of Zhal buildable unit
- Tweaked Assault Landers
- Buffed camo for stealth units
- Reworked Twilight planet
- League Fast Freighter is now stealthy
- Reworked ruins and alien ruins files (thanks to Jonathan)
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Luxor70: New version available, 4.1a

- Fixed missing League garrison bug on Byzantium II's agora.
- Cx-omega tech is for Hazat-only
- Removed double Brother Battle tech
- Added Scions of Zhal buildable unit
- Tweaked Assault Landers
- Buffed camo for stealth units
- Reworked Twilight planet
- League Fast Freighter is now stealthy
- Reworked ruins and alien ruins files (thanks to Jonathan)
Hello Luxor70

Congratulations to the emperor wars mod (4.1). I really like to play it!
There are some questions I would like to ask you:
- what is the purpose of the 'peasants'? They are free of charge, but I also see no benefit other than food eating and enlarge the total of units...
- in 4.1 it is not possible to hire mercenarys at star ports after reasearching 'Offworld Trade'. Do I have to research each alien psychology to get each mercenarys?
- I supose that scientists have to be built (late) as resource for other units?

I'm looking forward reading your answers.

Best regards from switzerland!
Tom
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tom.haberstich: Hello Luxor70

Congratulations to the emperor wars mod (4.1). I really like to play it!
There are some questions I would like to ask you:
- what is the purpose of the 'peasants'? They are free of charge, but I also see no benefit other than food eating and enlarge the total of units...
- in 4.1 it is not possible to hire mercenarys at star ports after reasearching 'Offworld Trade'. Do I have to research each alien psychology to get each mercenarys?
- I supose that scientists have to be built (late) as resource for other units?

I'm looking forward reading your answers.

Best regards from switzerland!
Tom
Hi. Peasants and scientists are just a placeholder, for now. For mercs and other units you can get with techs, you need to research specific tech. It's cheap, so it's just 1 turn away, but in this way I can map unit in the Archives to tell players which techs they must research to get that specific unit.
Post edited June 28, 2023 by Luxor70
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tom.haberstich: Hello Luxor70

Congratulations to the emperor wars mod (4.1). I really like to play it!
There are some questions I would like to ask you:
- what is the purpose of the 'peasants'? They are free of charge, but I also see no benefit other than food eating and enlarge the total of units...
- in 4.1 it is not possible to hire mercenarys at star ports after reasearching 'Offworld Trade'. Do I have to research each alien psychology to get each mercenarys?
- I supose that scientists have to be built (late) as resource for other units?

I'm looking forward reading your answers.

Best regards from switzerland!
Tom
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Luxor70: Hi. Peasants and scientists are just a placeholder, for now. For mercs and other units you can get with techs, you need to research specific tech. It's cheap, so it's just 1 turn away, but in this way I can map unit in the Archives to tell players which techs they must research to get that specific unit.
Thanks for the answers!
New version available, 4.1b

- Nerfed Golem garrison for ruins
- Buffed vehicles armor
- Buffed flak air damage
- Added Noble/Officer roles to Titan/Dreadnought
- Tweaked target.dat file (order and phases)
- Increased costs for Mercenaries units
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tom.haberstich: Hello Luxor70

Congratulations to the emperor wars mod (4.1). I really like to play it!
There are some questions I would like to ask you:
- what is the purpose of the 'peasants'? They are free of charge, but I also see no benefit other than food eating and enlarge the total of units...
- in 4.1 it is not possible to hire mercenarys at star ports after reasearching 'Offworld Trade'. Do I have to research each alien psychology to get each mercenarys?
- I supose that scientists have to be built (late) as resource for other units?

I'm looking forward reading your answers.

Best regards from switzerland!
Tom
avatar
Luxor70: Hi. Peasants and scientists are just a placeholder, for now. For mercs and other units you can get with techs, you need to research specific tech. It's cheap, so it's just 1 turn away, but in this way I can map unit in the Archives to tell players which techs they must research to get that specific unit.
Hi Luxor70
Actually, somehow some of the units that should be released by techs (like the mercenarys and infantry) don't show up for production even after complete research. Now I wondering why this can happen.
I started the newly with a 4.1 (with Hawkwood) galaxy and installed afterwards 4.1b - but the units don't show up ether...
Have you got eventually an idea?

Best regards
Tom
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Luxor70: Hi. Peasants and scientists are just a placeholder, for now. For mercs and other units you can get with techs, you need to research specific tech. It's cheap, so it's just 1 turn away, but in this way I can map unit in the Archives to tell players which techs they must research to get that specific unit.
avatar
tom.haberstich: Hi Luxor70
Actually, somehow some of the units that should be released by techs (like the mercenarys and infantry) don't show up for production even after complete research. Now I wondering why this can happen.
I started the newly with a 4.1 (with Hawkwood) galaxy and installed afterwards 4.1b - but the units don't show up ether...
Have you got eventually an idea?

Best regards
Tom
Hi Tom. Mercenaries are built in starports and Infantry in forts.
Post edited July 14, 2023 by Luxor70
New version available, 4.2

- NBC and Chem/Bio can now tactically spread plague like Pestulator Artillery
- NBC and Chem/Bio are immune to plague
- Buffed Church forces.
- Buffed League forces.
- Changed Trace to Rare Earths and Monopols to Fusion Cells.
- Changed supply chain: rare earths are now more expensive and needed for Wetware, Fusion Cells, Ceramsteel.
- Reduced rare earths resource on planets.
- Reduced range from 2 to 1 for mines/wells/farms
- Added new unit icons by Xenotrenium
- Added new recon air unit (AWACS)
- Added Galliot spaceship unit
- Hover units can now cross oceans
- Changed Cadavus to frozen
- Buffed psy
- Anunnaki ships ruin reward must now be upgraded in starports after researching Vau Psychology tech
- Added new Lost Worlds: Aspiration, Gizeh, Pandora, Rimpoche
- Rebalanced units

https://github.com/Luxor70/EmperorWars/
New version available, 4.2.4

- Fixed Knight Retinue tech bug where only Li Halan could research it
- Remoced Battlemaster unit requirement. They now act as officers and assassins
- Nerfed Symbiot spaceships

https://github.com/Luxor70/EmperorWars
New version available, 4.2.5

- Added energy depots to Twilight
- Added * after planet name for planets that require key to jump in (according to House rules)
- Connected Yathrib and Ustar planets
- Added unit symbols for medic, noble, officer roles
- Golems are now immune to plague
- Added engineer functionality to Battle Engineers
- Removed Officer role from Light Carriers
- Removed many tech descriptions that caused crash when selecting them for research

https://github.com/Luxor70/EmperorWars
Post edited October 20, 2023 by Luxor70
New version available, 4.2.6

- Increased tech maintenance costs
- Changed sect.dat ruin gift chances: 2 for Eskatonics and 1 for Incarnates
- Increased Ceramsteel and Wetware values

https://github.com/Luxor70/EmperorWars
Hi, have the problem with Random start - game exits after 100% creating the galaxy.
Prefer Random as I like to start from one planet.
Maybe there is some workaround like start Historical but from 1 planet?
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AlphardAlx: Hi, have the problem with Random start - game exits after 100% creating the galaxy.
Prefer Random as I like to start from one planet.
Maybe there is some workaround like start Historical but from 1 planet?
No, EW is designed to work with a lore-rich content, so it's not possible to start with 1 planet only. Random galaxies are not supported either.

You can try playing Vau Wars, which is based on EW and it starts with 1 planet.