THE PHILOSOPHER
Hints for playing the PHILOSOPHER Character
The Philosophers claim to trace their mystical
beginnings to the legendary birth world of Humans, even though
the Prophecy cults today claim converts from nearly every race
in the known Galaxy. There are some negative, though carefully
chosen comments, from beings that believe this spiky group of
Martyrs is in some way related to the stiff-necked Humans. This
unique Warrior/Priest/Philosopher cult stressed contentious
independence in the early days of the second Empire, to a degree
that threatened regional authoritarian governments everywhere..
The attraction to new proselytes seemed to be
the individual power and personal strength tapped by the assiduous
training, diets, and meditation required by this militant discipline.
The followers of this secretive cabal humbly called themselves
"Minions" and were untiring proselytizers, always ready
and sometimes eager to die for their cause. They considered themselves
the "chosen" of the All-knowing Presence and the quickest
way to their most incredible heaven was expiring for their beliefs...
- excerpt Encyclopaedia Galactica
PHILOSOPHER SCORING:
Each Turn:
- 1 point for each Philosopher Minion on non-Owned Worlds
- 2 points for each Minion Martyred (except those killed by
the Philosopher himself or by a Holy War target player)
- 20 points for each World completely converted by Minions and
owned by the Philosopher.
- Each Philosopher Fleet at a World will convert 1 Population,
and each 10 of Fleet strength, rounded down, will convert 1
Population to a Minion per turn.
- Philosopher Minions in a Population will proselytize and convert
1 Population to a Minion per turn, rounded down.
- In a declared Holy War, the Philosopher receives 2 points
for each Holy War Target Player’s Population killed. (Holy
War Target Player becomes automatic declared Enemy. No martyr
points from the Holy War target).
- 1 Credit for each 5 Minions at a World, rounded down, owned
by another Player, is deposited at the Philosopher Homeworld
(tithe).
- For each 5 Credits produced by Minions at a World, 1 Credit
is produced for the World owner, rounded down (minion tax).
Gems:SAPPHIRES
Relics:
- The Philosopher's Stone (Also Terminator)
- The Glass Bead (Also Trader)
- The Prime Radiant (Also Warlord)
- The Book of the Dead Gods (Also Terminator)
PHILOSOPHER ADVANTAGES:
The Philosopher has two subtle advantages. The
first is "presence". Everywhere that a Minion is, the
Philosopher has a view of that world. These minions are like little
"beacons" allowing the Philosopher to see much more
of the universe than most players. The second advantage is the
tithe that the minions pay to the Philosopher Homeworld. The Philosopher
is as rich as the Baron but has a central point for collecting
Imperial Credits, on the most productive world in his empire!
PHILOSOPHER STRATEGIES:The Philosopher, a peaceful traveling caravan
of fleets moving quietly through the universe, how could you be
dangerous? Was Karl Marx dangerous? Buddha? Was Obi Wan Kanobi
dangerous? Through all of history the most dangerous of people
have been the philosophers, their ideas and fanatic minions create
the wars no matter how peaceful the philosophy it seems. No different
in this universe, Philosopher fleets create minion just by being
at a world, and they create points and Imperial Credits. Even
by dying, minions have value as martyrs. Philosopher minions often
mistakenly overthrow a world’s population to take ownership
of a world and present it to their Philosopher owner, when in
fact that is usually an embarrassment both politically and in
point value. The Philosopher must often take steps….
The universe can live without the Philosopher
so it is a wise Philosopher who steps cautiously. On the other
hand, every Throne needs a state religion to keep the masses happy,
maybe even a competitive way of thinking to divert attention from
other issues. Characters in Imperial Wars, once they understand
that the Philosopher doesn’t necessarily represent any sort
of threat to them, that in fact the fellow might offer worlds
and other resources to them, might just like the idea of the peaceful
Philosopher gliding through their empire.
THE TRADER
Like all characters, you can always use a Trader. You need
big fleets both to protect yourself and to do that thing you do.
Traders working in your home territory can create big fleets.
If you do become closely involved with another character type,
your Trader can also be a little insurance. They would hate for
you to lose control of your universe and to lose a client. Just
make sure there are no side deals between your Trader and your
patron Baron, if you catch the drift.
THE HOURI
Treat the Houri like whomever the Houri is emulating
at the moment. You will have to be creative but if the Houri has
a plan for how the game is going, you should be willing to listen
to how you can work together using the Houri’s special adaptation.
It could be very interesting and you need to be creative and aggressive
to win.
THE RAIDER
Philosophers can co-exist with Raiders just fine,
particularly on high population, low industry type worlds. Raiders
can Raid and Ravage with impunity for the Philosopher. This makes
the Philosopher an easy ally for the Raider who doesn’t
have so many of those as other characters. Explore the possibility
of trading worlds and fleets, should work out great for both sides.
THE BARON
If you border a Baron, you could represent a very
peaceful source of expansion and the Baron’s empire represents
for you a broad field for infestation. You could put together
a nice program, over time, where said Baron takes over your worlds
one by one, even your Homeworld, to manage them more efficiently
while you move through the high population worlds that he points
out for you. The trick in this is not to come so far within the
Baron’s grasp that he doesn’t need you anymore so
you must be deeply enough invested in the Baron’s empire
to pose a dangerous risk that an avaricious Baron should not needlessly
take.
THE TERMINATOR
Philosophers to Terminator relationships are legend. Philosophers
can become embarrassingly successful at seeding some worlds. This
works both to the detriment of the world owner, usually not the
Philosopher and the Philosopher his or her self. Terminators can
knock off minions who have gotten too rowdy. Be certain to explore
this relationship with your local Terminator.
THE WARLORD
The main thing is not to get in the way of a Warlord
who is conquering. You mess up his conquering binge by being at
the wrong place at the wrong time and you may be his next conquest.
On the other hand, being just behind him, converting those worlds
is not a bad place to be. Set your fleets At Peace. Perhaps you
have some worlds you might let him conquer so that you can covert
minions there…
PHILOSOPHER HINTS FROM THE GALACTIC EFFECTUATOR: The Philosopher is not a high scorer at the beginning
but is a very likely character to go into the lead during the
mid-game since this character should be making points incrementally.
Unlike the Terminator who makes big points at the end, or the
Warlord and Raider who have to make their points almost every
turn, the Philosopher’s points add up over time. This incremental
type of scoring is similar to the Baron’s except it is harder
for the Baron to continue to grow since there are a finite number
of worlds. There is a much larger capacity in the game for minions.
Still, there is a challenge in making deals to get your fleets
out into other empires and to continuing to grow against the late
point getters in the game.
As all players must, grow and expand as early
as possible. You need fleets and you need worlds to trade away,
carefully, but you need to give them away. Try to find a balance
of ownership or some other way to balance the inherent danger
in this. You need many fleets and powerful ones; this may incentivize
players to be satisfied just to "own" your worlds. Be
charismatic and make a lot of friends. Often your relationships
are built on trust so look to that trust and decide how you want
to spend it.
The Philosopher Player needs to send Fleets all
through the known Universe. Eventually, those Minion minorities
may take over Worlds that they infect unless they are turned into
Martyrs. The Philosopher may find converted Worlds costing him
points as high Population Worlds suddenly decrease in value to
20 points to an "owned by the Philosopher" world. As
a Philosopher it may be advantageous to lose ownership of a converted
World, so that the Imperial Credits donated by the World's Minions
are once again paid to the Philosopher's Homeworld and the higher
points for Minions on a non-owned world resumes.
Alliances that include a Terminator who kills
Minions will works well for everyone. For example, a World with
a very large number of Minions, destroyed by a Terminator’s
Gravitonic Disrupter brings many points for both Players. The
Philosopher gets the Martyr points and the Terminator the Population
terminated points as well as points for destroying a World. The
Philosopher makes good alliances with the Houri, the Terminator,
the Trader, The Baron and, if an alliance includes a Terminator,
the Raider and the Warlord. |