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Imperium Galactica II: Alliances

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Imperium Galactica II: Alliances is a real-time game featuring aspects of RTT, RTS and empire-building computer games from the Hungarian-based studio Digital Reality. It is the sequel to Digital Reality's previous game, Imperium Galactica.

Gameplay

Unlike in Imperium Galactica, Imperium Galactica II features complete control over your empire at the onset of the game and is therefore more similar to other empire-building 4X (eXpand, eXplore, eXploit, eXterminate) games such as Master of Orion. There are many aspects involved in gameplay, including managing your colonies, diplomacy with other races, space battles, ground battles, and spying on other races.

Managing Colonies – Colonies are what keep your empire alive and must be managed if they are to prosper and grow. The computer can be told to "automanage" one aspect of the colony, such as civilian (the building of parks, fire/police stations, and housing to accommodate the burgeoning population), production (the building of ship and tank factories), or military (the building of forts and planetary guns for protection) to make the player's task easier. Colonies generate income in the form of tax and docking fees paid by for traders. They also produce the ships and tanks necessary to sustain a war.

Diplomacy – Diplomacy is crucial if an empire other than the Kra'hen is to maintain good relations with other factions. In the diplomacy window, a player may trade information and technologies, offer a gift, tell lies about another empire, negotiate treaties, or make a demand with another faction. The diplomacy window of Imperium Galactica II has been criticized by some game reviewers as a major weak point of an otherwise good game. Those detractors point out the player's capability to ally with two factions on opposing sides of a war (with neither faction pressuring the player to take their side) and the alleged predictability of the diplomatic AI.

Space Battles – Space battles take place between opposing fleets consisting of large capital ships and fighter craft. Both types of ships are armed with multi-purpose lasers, but capital ships are also equipped with torpedoes and heavy guns used only to destroy other capital ships. A space battle may also take place over a planet; before the player can invade an enemy planet, he or she must defeat its planetary defenses in the form of enemy starships, orbiting battle stations, planetary shields preventing the landing of ground forces, and planet-based guns with the capability of attacking ships in space. In either case, the space battle concludes when one side has retreated or has lost all of its ships and fighters. Retreating does have its drawbacks however; some ships may be destroyed by space debris or enemy fire.

Ground Battles – A ground battle occurs once a planet's anti-ship defenses have been destroyed and the planet's defender has tanks and/or defensive fortresses on the planet. These defending fortresses and tanks must be destroyed by the attacker's own tanks if the colony is to be taken over. Like in the space battle, an attacker in a ground battle may opt to retreat.

Spying/Trade – An empire may sabotage or gather information on another empire (unless it is the Kra'hen Empire) through spying. Each empire may have up to twelve spies (one per 'Spy Center' that is built on colonies). These spies gain experience after the completion of each mission; consequently, a well-trained spy has a better chance to complete his mission and can perform a greater variety of missions. If a spy is captured by an opposing empire while on a mission, he or she may escape, be killed, defect, or become a double spy for that empire.

Plot

The story of Imperium Galactica II is not entirely linear. Instead, what is featured is several scenarios pitting one empire against another, and the main campaign, where the player can choose one of three factions: The Kra'hen Empire, The Shinari Republic, or The Solarian Federation. Each race has different objectives in their respective campaigns, and the player can only win the campaign by meeting these dynamic goals or conquering the galaxy by eliminating all other factions.

Kra'hen Campaign – As part of a brutal and bloodthirsty race, your race has a fetish for collecting the heads of your enemies (as soon will be revealed in the gameplay videos) and is entering the galaxy occupied by the other seven races in the game. As Imperator, your objective is to do whatever is necessary to appease your God-Emperor. His orders - to eliminate all other races from the galaxy!

Solarian Campaign – Legend tells of four "tears" (data crystals) strewn across the galaxy by your ancestors that have the power to make the human race invincible. Representing the humans of the far-future, your Solarian Empire must recover these "tears" through diplomacy, trade, and war. It is eventually discovered that many of the other races in the game such as the Iberon, Godan, and Toluen, were genetically-altered humans adapted to conform to specific climates.

Shinari Republic – As the weakest race militarily, the Shinari Republic resorts to espionage and trade to turn things to their advantage. Upon encountering the Kra'hen, you must aid the Solarians in uniting all the other races in the galaxy to face this common threat. But when the Kra'hen are defeated, you turn down the Solarian Federation's offer for a galaxy-wide alliance because "war is good for profit" - instead, you must somehow reanimate the mad Solarian Emperor Kaileron, whose clout and radical views would certainly plunge the galaxy back into conflict.

Factions

There are eight unique races as opposed to the three races found in Imperium Galactica. Each race has unique advantages and disadvantages:

Empire Advantages Disadvantages
Solarian Federation 30% cheaper research and decreased research times. Access to paralyzer, deflector shield technology, and anti-matter weapons. None
Kra'hen Empire Cannot be spied upon by other factions Better ships and tanks - ships are armed with additional torpedoes and lasers, as well as having space for more cargo pods. Access to destructor ray technology. Increased production capacity on all planets. No access to deflector shield technology. Cannot use diplomacy - once war is declared, it is permanent. No trade income. Cannot spy on other factions.
Shinari Republic Double income from trade. Better spies than those of other races. Access to ship and tank manipulator technology. Weakest ships in the game - ships cannot be equipped with as many lasers or shields. No access to deflector shield technology, turbo lasers, mezonguns, or torpedoes.
Antarian Empire Faster hyperdrives - speed of all ships is increased by 2 factors. Well shielded ships - larger ships are equipped with two shields. All scanners have a slightly larger range. None
Iberon Empire Good ships - ships' armaments rival those of the Kra'hen. Access to destructor ray technology. Double building speed on planets. Colonization ships are 50% faster and 25% cheaper to build. No access to deflector shield technology.
Cheblon Clans Better success at diplomacy than other races. All discovered planets automatically have a satellite in orbit. Has access to manipulator technology. Relatively weak ships - cannot develop turbo lasers, or torpedoes.
Godan Kingdom 150% population growth on all planets eliminates the need for terraformer ships. Well-built ships - starships are well-armed with more lasers than usual and larger ships have two shield generators. Access to deflector shield technology. None
Toluen Empire 30% faster population growth on all planets. Ships have room for extra planetary bombs. Has access to destructor rays. None

Space Units

There are three different types of space-based military units in the game - fighters, capital ships, and immobile space bases.

Fighters – Space fighters are excellent at supporting ground troops and harassing capital ships, but have trouble destroying anything larger than a corvette. Fighters are also best able to dodge enemy laser fire but cannot attack planetary cannons, and many players have decided to eschew fighter production altogether due to their decreased effectiveness during the late game. At a shipyard, fighters are produced in groups of five and generally cost much less than capital ships.

Ship Hitpoints Firepower Cost per 5 units
Fighter 1 10 00
Advanced Fighter 2 15 00
Interceptor 3 25 000
Heavy Fighter 5 40 000

Capital Ships – These ships range in size from relatively small destroyers to gargantuan battleships. Only capital ships possess the raw firepower needed to punch through a planet's defenses or the carrying capacity necessary for a contingent of tanks. Capital ships are also customizable and can be fitted with hyperdrives to enable them (and their accompanying fighters) to travel much faster than otherwise possible. These advantages are somewhat offset by a lack of maneuverability; it is extremely difficult for one of these ships to evade enemy fire so they must rely on shields and hull strength to withstand combat.

Empire Ship Base Hitpoints (Max. Hitpoints) Laser Cannons Heavy Guns Torpedo Tubes/Bomb Launchers Maximum Firepower (With most advanced lasers, guns, etc.)
Solarian Federation
Destroyer 10(10) 3 0 1 215
Heavy Destroyer 15(17) 5 0 2* 325
Corvette 25(43) 6 2 3* 470
Heavy Corvette 45(72) 7 4 5* 968
Cruiser 60(120) 8 6 6* 1775
Heavy Cruiser 100(200) 12 7 7* 2850
Battleship 200(420) 20 14 10* 4250
Kra'hen Empire
Destroyer 10(10) 4 0 1 280
Heavy Destroyer 15(17) 6 0 3* 390
Corvette 25(38) 7 2 4* 535
Heavy Corvette 45(58) 8 4 5 1040
Cruiser 60(95) 9 6 6 1845
Heavy Cruiser 100(159) 12 10 7 2700
Battleship 200(335) 20 14 10 4000
Shinari Republic
Destroyer 10(10) 3 0 0 120
Heavy Destroyer 15(17) 5 0 0 200
Corvette 25(50) 6 3 0 360
Heavy Corvette 45(90) 7 4 5* 600
Cruiser 60(140) 10 10 6* 1200
Heavy Cruiser 100 16 16 7* 1920
Battleship 200 24 21 10* 2760
Antarian Empire
Destroyer 10(10) 3 0 1 215
Heavy Destroyer 15(17) 5 0 2* 325
Corvette 25(43) 6 2 3* 470
Heavy Corvette¹ 45(87) 7 4 5* 775
Cruiser¹ 60(150) 8 6 6* 1420
Heavy Cruiser¹ 100(252) 12 10 7* 2280
Battleship¹ 200(505) 20 14 10* 3400
Iberon Empire
Destroyer 10(10) 4 0 1 280
Heavy Destroyer 15(17) 6 0 3* 390
Corvette 25(38) 8 1 4* 560
Heavy Corvette 45(72) 12 2 5 1140
Cruiser 60(111) 16 2 6 1700
Heavy Cruiser 100(198) 22 6 7 2750
Battleship 200(396) 36 6 10 3840
Cheblon Clans
Destroyer 10(10) 3 0 0 120
Heavy Destroyer 15(17) 5 0 0 200
Corvette 25(36) 6 3 0 360
Heavy Corvette 45(72) 7 4 5* 600
Cruiser 60(120) 10 6 6* 1300
Heavy Cruiser 100(200) 16 9 7* 1990
Battleship 200(420) 20 16 10* 3200
Godan Kingdom
Destroyer 10(10) 4 0 1 280
Heavy Destroyer 15(17) 6 0 3* 450
Corvette 25(45) 7 2 4* 695
Heavy Corvette¹ 45(86) 8 4 5 1040
Cruiser¹ 60(150) 9 6 6 1845
Heavy Cruiser¹ 100(252) 12 9 7 2550
Battleship¹ 200(505) 18 12 10 3570
Toluen Empire
Destroyer 10(10) 3 0 1 215
Heavy Destroyer 15(17) 5 0 2* 325
Corvette 25(43) 6 2 3* 470
Heavy Corvette 45(81) 7 4 5*+5 925
Cruiser 60(140) 8 6 6*+6 1600
Heavy Cruiser 100(220) 12 10 7*+7 2700
Battleship 200(440) 20 14 10*+10 4000

* – indicates a multipurpose weapons/shield pod; arming such ships with torpedo launchers means that the ship will not be equipped with a shield generator.

¹ – indicates that the ship may be equipped with two shield generators

Space Bases – Space bases are immobile and defend the planet against any enemy space attacks. Once considered to be "useless" by many veteran players, the effectiveness of space bases has been upgraded significantly in version 1.06 of IG2. The most powerful space bases outgun even the largest battleship by a significant margin.

Ship Hitpoints (Hitpoints after version 1.06) Laser Cannons Heavy Guns Torpedo Launchers Maximum Firepower (With most advanced lasers, guns, etc.)
Space Base 50(200) 8 6 0 1000
Advanced Space Base 150(500) 18 10 0 2670
Heavy Space Base 250(1600) 40 15 10 5450
Mobile Space Base 90 18 6 0 1650

See also

External links

 


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