Imperium
Galactica
(How to rule the galaxy without even trying)
At first glance,
Imperium Galactica seems like a fairly rich game of strategy, but
in the long run you won't need to exercise your brain too
strenuously to beat it. A basic set of strategies and tactics
goes a long way - here are a few to get you rolling.
Colony construction
When starting a game, the first thing you should do is call up
the Options screen and turn on "Building auto repair."
This will save you the tedious effort of finding every damaged
building after combat and clicking on it to begin repairs.
Nuclear Plants are the cheapest power generators available.
However, they have the annoying habit of exploding over long
periods of time. Consider researching the Solar Plant as an
alternative. A Solar Plant produces over 2.5 times the power as a
Nuclear Plant, and it won't explode. Since they're the same size,
you can demolish a heavily damaged Nuclear Plant and drop a Solar
Plant in its place. In addition, a Solar Plant generates almost
as much power as a Fusion Plant, at two-thirds the cost and labor
expense. Note that some power plants can't be used on certain
types of planets; for example, a Solar Plant can't be built on a
water planet, while a Fusion Plant can't be built on a desert
planet.
Don't overlook the morale of your colonies. A happy colony is a
wealthy colony, and you'll need all the money you can lay your
hands on to keep your war machine rolling. The Financial Info
report will show you whether morale is increasing or decreasing
from day to day. Build a Church and a Recreation Center on each
established colony, but lower tax rates only as a last resort.
Captured colonies typically suffer from poor morale, requiring
you to cut taxes to Very Low or None in order to encourage
population growth. Conversely, take advantage of high morale (70%
or more) to raise the tax rate above the default Moderate
setting.
More than anything else, available space and terrain will dictate
the location of new buildings. Each building is surrounded by a
road, which can and should overlap existing road squares on the
map wherever possible. Be space efficient; fill nooks and
crannies with small buildings whenever you can.
Burying a Fortress deep inside your colony will force enemy units
to scatter through the streets to get to it, making them
vulnerable targets. If you build more than one Fortress in a
colony, place them in proximity so they can cover each other.
Research and production
Each of your colonies can support a maximum of one Development
Center. You will need 40-45 Development Centers to research all
of the available technologies, so grab as many planets as you
can. Build roughly equal numbers of each type of Development
Center as you go. It is possible to begin research on a
technology even if you don't have all of the required Development
Centers; research will simply stop once a certain point is
reached. This feature allows you to get a head start on a new
technology while missing Development Centers are captured or
constructed. The game keeps track of all accumulated research on
a particular technology, so you can switch to a more urgent
research project and return to a suspended project later.
As new weapons become available, newly built ships will often be
equipped with them. Some of the newer weapons and equipment
cannot be mounted on older ships; for example, a Destroyer 2 can
carry a Medium Shield, but not a Heavy Shield. Also be aware that
most new ships are equipped with fewer than the maximum number of
guns and lasers; you'll need to "top them up" for
maximum combat performance.
Increase production speed by building Spaceship, Weapon, and
Equipment Factories everywhere. New equipment and fighting units
are pooled in a global stockpile until they are used. Spaceships,
including fighters, can be deployed at any system that has a
Military Spaceport, while ground units can be deployed at any
planet. Now the weird part: Fighters and ground units can be
transferred back to the stockpile at any time! This means that
one can move ground units instantaneously from one planet to
another, simply by DELeting them from one planet's defenses, and
ADDing them to another's. In a similar way, you can zap fighters
between any two systems that have spaceports. This is a major
oversight by the game's designers, and while it technically isn't
cheating, you may wish to avoid this tactic if you want more of a
challenge.
Exploration
In the early levels of the game, you will be constrained to a
small section of the map. Keep a supply of Survey Satellites on
hand to identify newly discovered planets, and Spy Satellites to
give you intelligence on alien colonies, if desired. At the
Admiral level, the map opens up, revealing a vast expanse of
unexplored territory. A Flagship 2 with a Hyperdrive 4.0 and a
Phased Array makes an excellent exploration vessel. The
information returned by a Phased Array makes satellites
unnecessary; furthermore, a Phased Array can cover a sector from
top to bottom, allowing you to map the entire galaxy in a small
number of side-to-side sweeps.
Space combat
At the lower ranks, you will be asked to endure an endless string
of rescue, escort, quarantine, and blockade missions. Take
advantage of any opportunity to talk with the aggressor at the
beginning of combat; sometimes they can be persuaded to turn
around or give up without fighting. A basic fleet of one
destroyer and four fighters provides a cheap deterrent during
blockades; put a couple of these fleets on standby near the
planet to intercept incoming and outgoing ships.
At Admiral rank or higher, avoid fleet-to-fleet combat where
possible. The computer builds very large and powerful fleets, and
while it is possible to defeat them, you will incur heavy losses
in the process. Fleet-to-fleet actions are only required to
prevent an imminent ground assault, and there is a much better
way to deal with these: Ignore them. Let the computer take the
planet. Leave your planets completely undefended - no fortresses,
no ground units, no space bases, nothing! When the attacking
fleet moves off, counterattack with your own ground forces.
Because you left no fortifications behind to capture, the
computer can only station a small number of ground units on your
colony, making it easy to recapture. Note: Do not use this
strategy at the lower ranks, where the loss of a planet will end
the game.
To take enemy planets, you will need to deal with planetary
defenses. It is best to wait and let the computer commit its
forces first. Destroy its fighters and missiles as they come in.
Next, go after any space bases. If the planet has a shield
generator, it will be closest to the bottom of the combat screen.
Ironically, the presence of a shield generator compromises a
planet's defenses by creating a weak spot where its gun
emplacements aren't as effective. For that reason, your attack
should begin at the bottom of the screen and work your way
upward. Send your fighters in first, with your flagships close
behind. Maneuver your fighters in a group, using the <F>
key, but move your flagships one at a time to avoid traffic jams.
Stop the flagships as soon as they are within firing range of the
target; use the range circles to guide you. The fighters will
draw defensive fire away from the flagships, allowing them to
pound away at the space bases while avoiding significant damage.
A combined squadron of Fighter 5s and Fighter 6s is most
effective in this role.
Your assault flagships should be loaded with the best equipment
they can carry: shields, ECM, guns, missiles, and bombs. The
Meson Gun is devastatingly effective and should be researched as
quickly as possible; however, it cannot be carried on a Flagship
1.
Ground combat
Ground combat in Imperium Galactica does not require much
finesse. The trick is to deploy your best available tank in the
largest possible numbers, then smash your opposition in a massed
attack. Always use three flagships in your ground attack fleets,
and put the best available cargo pod on them to maximize the
number of ground units delivered to the target.
In the absence of explicit orders, your ground units will fire at
the nearest targets within range. Make sure that every unit is
attacking something; move them into position if necessary. Order
groups of your units to concentrate their fire on a single
target, especially tough-to-kill units like the Auto Repair Tank.
Enemy units that become surrounded by your forces can usually be
destroyed very quickly.
Fortresses present more of a problem. If attacking fortresses
with tanks, maneuver the tanks so that a sizable group of them
comes within range more-or-less simultaneously. If the tanks
arrive one a time, they will be chewed up by the Fortress guns
before they have a chance to do much damage. Alternatively, you
can send a group of Rocket Sleds to bombard a Fortress from
outside the reach of its guns.
Diplomacy
At the Grand Admiral rank, you are given access to the Diplomacy
screen. Here you can attempt to improve your relations with the
other races in the galaxy. Diplomacy in Imperium Galactica is
laughably simpleminded: A bribe will usually make your neighbors
receptive to you; you can also gain respect by scoring military
victories against their enemies. (The relationship table will
show you who these are.) Propose a trade agreement next; once a
race accepts one, an alliance is not far away. Your allies won't
help you much, but at least they won't attack you. However, they
will bombard you with requests for large amounts of money. Ignore
them. Victories against the Dargslans will repair any damage that
your stinginess causes to your reputation.
The game ends when you defeat the Dargslan scourge. Capturing
planets the Dargs take from other races is fairly easy, but watch
out! The Dargslans' own colonies are well fortified and will
require strong forces and a steady, patient effort to overcome.
Don't give them a chance to dig in: Going after the Dargslans as
soon as they appear will reduce the amount of tedious mop-up work
you'll be forced to endure in the endgame. Good luck!
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