* Originally by Joel Downer

Keeping an Imperial StarShip when evil:

  Avoid FedSpace as completely as possible.  *Never* travel through 
sector 1-10, and only travel to the StarDock using the strategy 
described below.  Be *very careful* in all areas adjacent to 
FedSpace, and spend as little time on the Major Space Lanes as 
possible. 

  Deploy single toll fighters wherever possible when you travel.  The 
Feds cannot travel through sectors with fighters in them, so (a) when 
you're in a sector with a fighter in it, you are *completely* safe 
from the Feds, and (b) the more fighters you have scattered outside 
the Major Space Lanes, the less the Feds will be able to *travel* 
outside the Major Space Lanes.  Imprisoning Admirals Nelson and 
Clausewitz would be wonderful, but an evil StarShip captain should 
*never* try it him/herself.  It's altogether too dangerous. 

  Travel by TransWarp whenever possible.  When you *must* travel by 
conventional warp, use the following pattern:  move-deploy-scan, 
deploying a toll fighter immediately in each sector you enter.  
Whenever you visit the StarDock, buy a full complement of ether 
probes and cloaks:  ether probes are necessary for blind TransWarp, 
and cloaks can bail you out if you get stuck somewhere (even Zyrain 
can't attack a cloaked ship!).  Carry at least 750 shields and keep 
mine disruptors, in case someone tries to mine you to death; don't 
carry more than a few thousand fighters -- they won't help you if you 
run into the Feds.  <grin> 

  Find out how many entrances the StarDock has -- usually, it'll have 
one or two.  If it has one, the approach to the StarDock is pretty 
simple:  fire an ether probe into the StarDock, blind TransWarp into 
the *completely empty* sector nearest SGA.  Deploy a fighter 
immediately, warp in, and do your business.  If you see one of the 
Federals at or near the StarDock, put off your business until he 
leaves the vicinity -- you may want to restock your shields or holds 
at Rylos or Alpha Centauri.  Don't try to deploy a fighter AT the 
StarDock; DO deploy a fighter at Rylos or Alpha Centauri when you go 
there. 

  *NEVER*, unless you have some special reason (e.g., hiding the path 
to your planet, remove your fighters when you're done in a sector.  
Forget about the 200 credits.  You won't miss them. 

  *BEWARE OF MARKER BEACONS*!!!  Marker beacons and wandering aliens 
are the two greatest dangers to blind TransWarp.  Never place them, 
and destroy them when you can. 

  Don't take unnecessary risks with corbomite.  If someone leaves you 
bait -- e.g., if a hated enemy parks in a major transit sector with 0 
fighters in a Scout Marauder, politely decline the invitation.  Well, 
not *TOO* politely.  Leave 99 mines in the sector to let him/her know 
you still care... ;> 

  When you choose stealing sites, look for places where a port that 
sells equipment, a port that sells fuel ore, and a port that buys 
equipment are in close proximity.  TWView and my "EVILPAIR" utility 
are both useful for finding these ports. 

