Daiteikoku:Disasters

Main line disasters
The main disaster sequence (Nubonubo, Locust, Hurricane) are interchangeable. The first possible encounter is on turn 13, and then every 13 turns afterwards. Yokozuna always appears as the 4th and last of the main line.

However, the 3 disasters will not show up if you have 8 or fewer territories, thus delaying to the subsequent 13th turn (this can be a disadvantage if you were relying on the commemorative ship rewards to increase your firepower, or an advantage if you are not ready to face them or Yokozuna.)

Disasters will remain at the same planet until the public peace of the region hits 0. Universe Yukozuna, however, is an exception, and will disappear after a single attack. Each attack reduces public peace by 3 and they will steal a percentage of your resources (usually 10%) if they defeat you at 0 peace.

Nubobo Bacteria
Encounter:

First possible encounter in turn 13 in place of Universe Hurricane or Universe Locust Swarm. 1 of the 3 will then hit again on every 13th turn (13, 26, 39, etc). If player doesn't have 8 planets, it is put off.

Reward:
 * All admirals get 500 experiences
 * Commemorative warship "Bacteria"

Strategy:
 * Early on the game: Ozawa, Shibagami, Tougou or a few others can solo the 240 and 480 by having higher radar. Doenitz with a decoy can take the 720 while Tanaka with DD-THNDR-63s can take the 960 with a decoy (just reload if the nubobo hits him)
 * Mid game (tech level 2): 10x Type 1 submarines and suicide admirals in 4x courier ships
 * Mid game (tech level 3): at this point, it should be easy to preemptively destroy them all with carriers or use italins with a decoy

Other Notes:
 * The commemorative warship has 300 laser attack with only 30 command point cost, making it one of the best laser ship early in the game.
 * Nubobo will take 3 peace bars per turn, and you will lose 10% of your RES if your planet hits 0 peace before it disappears.

Universe Hurricane
Encounter: First possible encounter in turn 13 in place ofNubobo Bacteria or Universe Locust Swarm. 1 of the 3 will then hit again on every 13th turn (13, 26, 39, etc). If player doesn't have 8 planets, it is put off.

Rewards:
 * All admirals get 500 experiences
 * Commemorative warship "Hurricane" (AL1 : -300 Laser Damage for 30 cp)

Strategy:
 * Early-game: Bring the strongest missile and submarine you have as it can only kill 1 fleet per turn
 * Mid-game (tech level 3): 1 fleet with greater anti-laser (-600 damage) and 3 fleets of submarines

Other Notes:
 * The commemorative warship has lesser anti-laser with 30 command point cost, useful if you still haven't researched anti-laser ships yet.
 * Hurricane will take 3 peace bars per turn, and you will lose 10% of your RES if your planet hits 0 peace before it disappears.

Universe Locust Swarm
Encounter: First possible encounter in turn 13 in place of Universe Hurricane orNubobo Bacteria. 1 of the 3 will then hit again on every 13th turn (13, 26, 39, etc). If player doesn't have 8 planets, it is put off.

Rewards:
 * All admirals get 500 experiences
 * Commemorative warship "Locust Swarm"

Strategy:
 * Decoy (with anti-laser) + submarine

Other notes:
 * Locusts will take 3 peace bars per turn, and you will lose 10% of your RES if your planet hits 0 peace before it disappears.

Universe Yokozuna
Encounter: Every 13 turns hit a random star region. First encounter around turn 52.

Rewards:
 * All admirals get 500 experiences
 * Commemorative warship "Yokozuna"

Strategy:
 * Given enough money, you can use mass aircraft carriers if each fleet can deal 1650 (1281 if you have Togo and Matsuri, assuming they don't get shot down early) damage. However, aircraft carriers are costly and CP heavy, thus making it a rather tough setup. However, Yokozuna spawns in a random location and this location changes every time you save scrum. It is highly recommanded that your reload until it appears in a location with one of the folllowing attributes:
 * Man Hell: With Femu beko, Yokozuna will deal 0 damage. Have 4 fleets with female admirals and the strongest attacks you can have (cannons).
 * Freezing: Same as man hell, except you need an anti-freezing ship but has the advantage of being able to use male admirals
 * Abnormally Transparent: Mass heavy aircraft carriers. You get a total of 6 attacks so each fleet only needs 833 fighter damage (will be doubled).
 * Pollen: Anti-laser renders Yokozuna to 1 kill per turn, giving you 9 full hits of figher OR missiles.
 * Any location with military base (at least 1 turn in advance of Yokozuna's appearance - won't work on the turn it's built): This allows you to switch off dead members, can combine 2 carrier fleet with 2 submarine fleet. Or 2 commanders with cannon bonuses (Coyote and Tanaka are the best ones) and DD-THNDR-83s and 6 decoy commanders the tech lvl3 Kabuki (provoke skill). Note that this works much better if you have a low planet count due to the RNG of catching Yokozuna at your military base(s)...

Comments:
 * The commemorative warship from Yokozuna has 9990 health, making it the toughest tank. However, with 540 CP cost, only Reltih, Itou, Hanny or an upgraded Zhukov, Lolikov or Koga/Yamamoto (a few other options if the Love clear bonus is taken into account) can actually use it. Has some use against cannons, but otherwise rather useless.
 * Suggestion is only really to use it with a Love Bonus cleared Reltih or on Hanny the Admiral (see screencap with Hanny, but note that unless you raise his level to 10, his negative bonuses make him quite ineffective)大帝国_20131103_153041.jpg
 * Consider using it with any of the above admirals along with 3 submarine admirals against the Ghost Hanny hidden boss
 * Yokozuna will take 3 peace bars per turn, and unlike the other disasters, you will lose 20% of your RES if your planet hits 0 peace before it disappears.

Zalamander
Encounter: If you go on the Dokutsu route, but do not conquer Ise-Shima in time, Dokutsu will occupy it instead. After you are at war with them again, you can find Zalamander in Ise-Shima, accompanied by two additional fleets.

Rewards: Strategy:
 * Ise-Shima I suppose.
 * The weather can be a problem here if you only get sandstorms which reduce cannon and aircraft damage significantly. I haven't seen the weather effect actually end during about 10 turns, so I suggest you plan around it.
 * The easiest way is using a 1200 barrier fleet with a dust-resistant ship as well and then sinking Zalamander with subs.
 * Another approach is using subs too, but stationing Tougou with Superb Tactician to decrease the damage reduction to 50%, much more managable. With advanced subs, you can kill Zalamander sandstorm nonewithstanding.
 * Alternatively, you can employ laser/missile fleets. 900 laser barrier isn't hard to get and with commanders with sufficient CP and fish ships, you could manage to deal the 2160 damage/turn you need, as you only need each commander to be able to deal 540 damage with lasers or missiles, less if you use Tougou. That's assuming you have a maximum peace territory nearby, otherwise the equation changes to 3240 and 810.
 * Lastly, you could just try to get 4 stars and kill the other two fleets, but that's boring, right~
 * You get assistance by whoever of Ise-Shima you chose to help if you got the choice, but they will not join you afterwards. You cannot modify their fleet, but they should be strong enough to take out one of the accompanying Dokutsu fleets.

Fugaku
Encounter: After seeing the first divine wind ritual where Fugaku is sealed and X turns, a start of turn event will mention that Fugaku is going to appear again. The divine wind ritual event will appear in the event phase. If you do not activate this event within 3 turns, Fugaku will appear in Japan. If the ritual is triggered, Fugaku will reappear after X turns. Unlike other disasters that reduce Peace by 3, Fugaku reduces Peace by 2 per loss. If Fugaku reduces Japan's public peace to 0 then you will lose 80% of your RES.

Rewards: Strategy:
 * None
 * 1 fleet with -1500 anti-laser (2 great barrier and 1 barrier is enough... 1 great barrier and 1 barrier if you use Unagi Banra) and 3 fleets of submarine

Eazauna
Will first appear on turn 43 and again every 12 turns if you don't defeat it Rewards: Strategy: Other notes:
 * 500 XP to all admirals.
 * Keeping a commander with four AL2 ships and a number of commanders with submarines allows you to avoid having your entire fleet get mowed down. All this requires is commanders who do not have locked slots (or Doenitz if she's nearby).
 * Or catch him in an area with Pollen (often Rabaul) and he's a sitting duck. Beat the crap out of him with all the cannons you've got!
 * Or if possible use Unagi Banra with 2 great barriers equipped and all other 3 submarines, so you can safely take him out without breaking a sweat (you probably won't want to wait that long).
 * You can 1v1 Eazauna with Mikado+Fugaku, recruitable on the non-Japanization route
 * If you lose all public peace, Eazauna will take 30% of your RES and appear again every 19 turns.

Virginia
Appears after the CORE revolt, after taking Washington.

Strategy:
 * Not that hard (really), optimize strategy to your liking.

Universe Monster Almaz
Encounter: After the Event "Burning down a church", Appears in Chernob.

Stats:

Note: Game Over if defense fails.

Rebels
Encounter: Randomly appears in any region. There is a higher probability of appearing in a region with lower public peace. Multiple rebels can appear in the same turn. If Japanification is chosen, rebels will NOT appear in any region with maximum public peace (Japanified).

Stats: Rebel stats depeneds on your research level (can be determined by seeing which generation ship you can research/build). Research level increases for every 5 region held.

Alfhilda's Pirate Band
Alfhilda's pirate band will appear in a territory without neighboring enemy territories a few turns after Dokutsu conquers Northern Colonies (usually around Turn 24). Strategy: Rewards:
 * One can easily and cheaply avoid taking any damage this turn if ships are assigned right, no purchases necessary.
 * If all enemies are eliminated Alfhilda will be captured.
 * Not defeating or leave Alfhilda alone will lead to her band appearing again after a few turns. If you let her defeat you/ignore her 3 times, an event will become available to get the Pink Space Hippo ship. (You will not see Alfhilda again or be able to recruit her)

Expedition Knights Fleet
Encounter: It triggers when we conquer a star region neighboring with Paris, but only "if" we don't captured Eliza britten in Suez. They attack 2 random star regions every turn until we defeat Aeris. If you want to recruit Sarah and Eliza do NOT conquer London until trigger the warp gate incident.

Strategy:
 * Just like fighting rebels, Aeris knights are better armed but still weak against our frontline fleets.
 * Spread groups of 4 fleets across the empire with a 2~4 star regions of distance between them.
 * Tanaka Raizou and Koai Marumaru can guard upto 4 bases apart with their double movement
 * Due to the high number of stars in area 1, destroying the first 2 fleets is enough for victory
 * Under the proper setup, 1 fleet is enough to deal with all of them. Sample setup: any barrier + any anti-air + any cannon that deals 195 damage. This setup can be done under 105 CP with fishes and under 165 with regular ships.
 * Remember to check weather conditions before deplying a reaction force
 * Clench your teeth and keep advancing to London, because it is the only way to stop it.
 * As long as there are no sandstorms, even your starting generic admirals (the ones with all stats -40%) can fight them off if they are equipped with 2 cannon units and AA, Laser barriers