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Imperium Galactica

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Imperium Galactica is a computer game made by Hungarian-based company Digital Reality that combines many of the features of turn-based games with some of the features of real-time tactical games. The same company would later make its sequel, Imperium Galactica II, in 2000. Imperium Galactica was published and distributed by GT Interactive in 1997.

Description

Imperium Galactica is a single-player game developed by [Digital Reality] and released in 1997. Combining the vast research tree and colony-building aspects of a traditional turn-based game with the combat and resource management elements of a real-time strategy game, Imperium Galactica is classified as a 4X (eXpand, eXploit, eXplore, and eXterminate) "empire-building" game not unlike the turn-based Master of Orion series. The player begins the game with command of a small capital ship and three fighters (later in the game the player would command up to 28 capital ships and 180 fighters in one fleet), and three colonies, unable to move beyond the boundaries of the small sector assigned for him to defend and expand. The story serves as an entry point, gradually introducing the player to new concepts (planet management, space battles, ground battles, research, component & ship production, diplomatic functions) as he rises through the ranks from Lieutenant to Captain, Commander, Admiral and eventually Grand Admiral (where all functions are unlocked and the player has full control).

Colony management

Colonies, as in all 4x-games, play a central role in Imperium Galactica. They are the centres for production and research, as well your main source of income by way of taxes. Neutral computer-controlled traders found on the starmap generate additional income if a planet they land on has appropriate buildings, these being Trader's Space Ports and Banks.

A colony typically consists of the following buildings. Buildings require power and workers to function.

are required for buildings other than the Colony Hub to function. Solar Plants can only be built on worlds populated by humans.

Combat

Generically speaking there are two types of battles in the game: Space Battles and Planetary assault.

Space Battles

Space battles are exclusively fought by fleets of spaceships. A fleet in Imperium Galactica can consist of up to 28 capital ships and 180 starfighters. A space battle would last as long as either one side was completely annihilated or one side retreated from battle. However, the cap was not in effect when merging fleets.

Planetary assault

The objective of planetary assaults were to take (or to defend) a planet from another civilization. Usually, especially in later games, a player would have to break through the planetary defenses first before being able to land tanks for the actual ground combat to take place. A planetary defense could consist of up to five planetary guns, a shield generator (essentially increasing the durability of planetary guns) and three starbases. If a fleet of the planet owner was nearby when the battle started, it would be present as well, greatly increasing the difficulty. Once a player (or the AI) had broken through this first line of defense, combat would move on to the surface. The attacker would place the tanks he brought along in the outskirts of the colony, while the defender placed them on the inside, usually nearby defense buildings as fortresses. The fighting would not stop until either side was obliterated.

Late game AI colonies tended to have a lof of defensive buildings, though, and even with a fleet with maxed out capacity of high-tech tanks would probably need multiple attempts to take a colony.

Research

Research was a little different from the common 'produce as many research points to get the technology as fast as possible' theme in other strategy games. Instead you had research centers for five categories (Computer, Construction, A.I., Military, Machinery); But on each planet you controlled you were only allowed one of these five centers. Each technology required a certain amount of research centers in each of these five categories before it could actually be researched (which required time and money). The player was forced to either demolish and rebuild research centers repeatedly, or to gain new planets by either conquest or colonization (the latter becoming available relatively late into the game). A.I. players weren't bound to this limitation, though, which often resulted in the player suddenly having multiple research centers on planets recently conquered.

Production

One would build production facilites for equipment (shipboard weapons & equipment), tanks and starships (fighters, destroyers, cruisers); Flagships required their own production facility, an orbital station. Each factory would contribute to a total factory capacity, which designated how fast the player could produce items (given the player had enough money to produce).

Starships above fighter size would come with a very basic equipment (e.g. only a hyper drive and some of the weakest weapons); The player had to produce the desired equipment and manually equip every single ship in a fleet. While this works out fairly good in the beginning, it was getting tedious work in latter stages of a game, when it was not uncommon to handle five or six fleets at once. (No matter what you did, fleet battles usually incorporated heavy losses even on the winning side, so you regulary replaced ships and restocked their missile complement) It is unknown why Digital Reality went for this system instead of a generic blueprint design which you could change in one place (much like in Master of Orion 2 or in Digital Reality's sequel game Imperium Galactica II - Alliances)

Unit Types

Ships

Ground vehicles

External links

 


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