- 1.1 Notes
- 1.2 Credits and Legal
- 1.3 Version
- 2.1 What is Imperium Galactica?
- 2.2 Who wrote and published Imperium Galactica?
- 2.3 What are the requirements to run the game?
- 2.4 Where can I get the game?
- 2.5 What versions are there?
- 2.6 Where can I get the latest patch?
- 2.7 Where did everyone go?
- 3.1.1 What does the hard difficulty level change?
- 3.1.2 The computer voice is annoying. Can I turn off?
- 3.1.3 Why aren't buildings being repaired when I turn auto-repair on?
- 3.1.4 Are there multiplayer or free-play modes?
- 3.1.5 Can I stop the CD-ROM being accessed every time I look at the
Equipment and Research screens?
- 3.2.1 What command screens are available? Why don't all the F-keys work?
- 3.2.2 How do I change the speed?
- 3.2.3 How do I switch between colonies from the surface view?
- 3.2.4 Why can't I zoom out? How do I view the whole map?
- 3.2.5 How do I view messages?
- 3.2.6 Can I communicate with aliens and other shipping?
3.3 Important Concepts
- 3.3.1 How do I deal with non-strategy elements?
- 3.3.2 Do the aliens wait for the missions to be completed before developing
- 3.3.3 How do credits, energy, morale, buildings, production and similar
- 3.3.4 What role does technology play?
3.4 Colonies and Buildings
- 3.4.1 Why can I not build a certain building?
- 3.4.2 How do I repair buildings?
- 3.4.3 Why can't I turn power "on"?
- 3.4.4 What do different buildings do?
- 3.4.5 What differences are there between planet types?
- 3.4.6 How do I colonize planets?
- 3.4.7 Why can't I build more than 5000 buildings?
- 3.4.8 Can I see what my colonies need at a glance?
- 3.4.9 Can I change the colony name?
- 3.4.10 What buildings can I build in the alien colonies I've captured?
- 3.4.11 Can I flatten or clear un-buildable areas like rock formations?
- 3.4.12 What do the 'Major incident on planet...' messages mean?
- 3.5.1 How do I move ground units between store, colonies and fleets?
- 3.5.2 How do I increase the number of ground units a planet can hold?
- 3.5.3 How do I invade an enemy colony?
- 3.5.4 Can I group combat units in battle?
- 3.5.5 Why do my defensive buildings not concentrate fire on the enemy?
- 3.5.6 Can I retreat?
3.6 Fleets and Equipment
- 3.6.1 How do I change, re-equip, or create new fleets?
- 3.6.2 Can I automatically re-equip or upgrade equipment on fleets and units
- 3.6.3 Which planet is unused equipment stored on?
- 3.6.4 How do I repair ships and vehicles?
- 3.6.5 How do I build new units and equipment?
- 3.6.6 How do I build Flagships?
- 3.6.7 Can I build the Leviathan?
- 3.6.8 Can I rename fleets?
- 3.6.9 How do I use Virus Bombs?
- 3.6.10 Can I build alien ships and equipment once I capture their colonies?
- 3.6.11 How do I find planets?
- 3.6.12 What ships are available?
- 3.6.13 What equipment and weapons are available?
- 3.6.14 What limitations are there on fleet sizes and speeds?
- 3.6.15 How do I sell excess or obsolete equipment?
- 3.6.16 Can I train ships' crews?
- 3.6.17 What is the difference between ship weapon types?
- 3.6.18 How do I upgrade Space Bases?
3.7 Taxation and Morale
- 3.7.1 Where do I set taxation and see morale?
- 3.7.2 How is tax income calculated?
- 3.7.3 Can I generate additional revenue?
- 3.7.4 How do I improve morale?
- 3.8.1 How do I research things?
- 3.8.2 If a Dev. Centre is destroyed, do I keep existing research?
- 3.8.3 What units are research times in?
- 3.8.4 What science level and requirements are needed for new research? Is
there a technology tree?
3.9 Aliens and Diplomacy
- 3.9.1 What types of aliens are there?
- 3.9.2 How strong are alien forces?
- 3.9.3 What do the relationship numbers mean?
- 3.9.4 What do the diplomacy options mean?
4.1 Lieutenant (Disc 1)
- 4.1.1 Initial Resources
- 4.1.2 Strategy Overview
- 4.1.3 Getting started
- 4.1.4 Requests for help
- 4.1.5 Re-equip your command ship
- 4.1.6 Colony development
- 4.1.7 Cover the Thorin's retreat from Garthog forces
- 4.2.1 New Resources
- 4.2.2 Strategy Overview
- 4.2.3 Opening moves
- 4.2.4 I repelled the Garthog fleet and the plot seems to have stalled. What
did I do wrong?
- 4.2.5 How do I produce a Cruiser 1?
- 4.2.6 Colony development
- 4.2.7 Garthog pirates
- 4.2.8 Doctor Catherine Reinhardt
- 4.2.9 San Sterling smuggler
- 4.2.10 Governor escort
- 4.2.11 Garthog invasion
- 4.2.12 Virus infection
- 4.2.13 Build up your fleet
- 4.2.14 Escort Admiral
- 4.2.15 Second virus infection
- 4.2.16 Spies
- 4.2.17 More building
- 4.2.18 Escort money transport
- 4.2.19 Stolen prototype
4.3 Commander (Disc 2)
- 4.3.1 New Resources
- 4.3.2 Strategy Overview
- 4.3.3 Colony development
- 4.3.4 Research and production
- 4.3.5 Blockade Zeuson
- 4.3.6 Why does nothing happens after the Zeuson blockade order?
- 4.3.7 More dreams
- 4.3.8 Garthog attacks
- 4.3.9 Initial invasion strategy
- 4.3.10 Garthog colony development
- 4.3.11 Escort prototype
- 4.3.12 Why does nothing happen after escorting the prototype?
- 4.3.13 Defeating the Garthogs
- 4.3.14 Why can't I attack Garthog 5?
- 4.3.15 I got promoted to Admiral without capturing any Garthog planets. What
- 4.4.1 New Resources
- 4.4.2 Strategy Overview
- 4.4.3 Opening moves
- 4.4.4 Expansion
- 4.4.5 About robotics
- 4.4.6 Defense
- 4.4.7 How do I get promoted to Grand Admiral?
4.5 Grand Admiral
- 4.5.1 New Resources
- 4.5.2 Strategy Overview
- 4.5.3 Diplomacy
- 4.5.4 The End
- 5.1.1 Delaying tactics
- 5.1.2 Ground defense...?
- 5.1.3 Or space defense...?
- 5.1.4 Or no defense...?
- 5.1.5 Ground combat
- 5.1.6 Space combat
- 5.1.7 Don't make enemies of races you can avoid at the start of the game
- 5.1.8 Defeating the Dargslans
5.2 Fleet Composition
- 5.2.1 Flagships and destroyers without fighters
- 5.2.2 Only operate a number of fleets your economy can resupply
- 5.2.3 Maximise ships' loadouts
- 5.2.4 Fighters create a diversion
5.3 Empire Building
- 5.3.1 Defend first, attack later, and only deploy just before you are
- 5.3.2 High tax paying, but happy citizens
- 5.3.3 Research everything and build the best
- 5.3.4 Use the ground on planets wisely
- 5.3.5 Maximise production
6. Cheating and Editing
6.1 What are the cheat codes?
6.2 Are there any editors available?
6.3 How do I hex edit a saved game?
7. Technical Issues
7.1 Where can I get help with a technical problem?
7.2 What does the "Change video mode during animations" setup option do?
7.3 Why doesn't my Soundblaster compatible card work?
7.4 How can I get the game to work in Windows XP/2000/ME?
7.5 Why does the patched version cause graphics problems with ATI cards?
7.6 Why does the game crash with error code 200?
7.7 How do I take screenshots?
A. Planet List
B. Research Science Level Requirements
C. Technology Tree
Imperium Galactica was, in my opinion, a beautifully quirky space strategy
game. Part galactic strategy, part real time combat, part colony building,
part adventure story. Ambitious and not entirely successful. The manual
introduced some features, tried to guide the player through the first
missions, and gave some technical help; but never got into any depth. Given
its storyline driven nature, and general complexity of the game, Imperium
Galactica needs an FAQ more than most games. I could only find basic
hint/cheat documents, including notes by Peter Knutsen (
http://www.planetsilicon.co.uk/cheats/files/cheats-3441.asp ) and a draft FAQ
by "Gorshcov S E" (although I have not seen the text). So I started writing
this. This FAQ aims to introduce key concepts within the game, guide you
through the ranks to Grand Admiral, consider different strategies, and provide
a limited reference work on things like planets, buildings, equipment, and
spacecraft. It is based on the patched European English (UK) version, with
additional material based on the US and Hungarian version. I'm not aware of
any gameplay variations between versions released in different parts of the
This FAQ was written by Tim Howgego (also known as timski), copyright 2003-4,
unless otherwise stated. Errors and suggestions should be reported to tim (at)
capsu (dot) org. Please put "Imperium Galactica" somewhere in the email
subject field. This FAQ includes ideas and strategies posted on
comp.sys.ibm.pc.games.strategic, other forums including Infogrames', and
contained in a semi-official hint list by Mega Products (
http://www.megaproducts.co.uk/games/ig/ig_frameset.htm ) - contributors are
noted with the relevant text. This FAQ is in the public domain: You may copy
and repost this FAQ, but the content of the document, including the credits,
must remain unchanged. Informing the author that you are hosting it is
appreciated, but not mandatory. Ensuring you host the most recent version is
also appreciated, but not mandatory. If converting from text to HTML, please
note the use of fixed width text in diagrams and greater/less-than characters.
Imperium Galactica (TM) (c) 1997 GT Interactive Software Corp. Other
trademarks and copyright are owned by their respective trademark and copyright
holders. This is not an official FAQ. It is not endorsed by the game's
developers or publishers.
Imperium Galactica is a real-time space based strategy game, with
adventure/roleplay elements. It features a mixture of space fleet movement and
exploration, planetary colonies and production, strategic combat, research and
development, and competing alien computer controlled players. It is most
similar in style to the first Master of Orion game, but with important
differences. Imperium Galactica is primarily real time, not turn based (it is
arguably not true real time, because battle sequences are played out one at a
time and most commands can be given while the game is paused). The game
introduces the player to different features slowly as a series of missions and
promotions, rather than allowing the player to control everything immediately.
One can only play as one race, and the storyline and galaxy is the same each
time, limiting Imperium Galactica's replay value. Imperium Galactica is not
directly related to the early 1980s "Imperium Galacticum" strategy game by
SSI, although they share a similar premise and design.
The game was developed by Digital Reality ( http://www.digitalreality.hu/ ),
and published by GT Interactive Software. Programming was by Istvan Kiss and
Ferenc Szabo; graphics lead by Csaba Gyarmati, Karoly Rozsa and Tamas Fodor;
music by Tamas Kreiner; and design by Gabor Feher. The game was released in
March 1997. Imperium Galactica was the second in a collection of similar games
by the same development team, starting with Reunion in 1994. It was followed
by the sequel Imperium Galactica 2.
Minimum requirements are: 486DX4 100mhz or Pentium processor, 8MB RAM (16MB
under Windows 95), 550K free conventional memory, SVGA video card with 1MB
RAM, Soundblaster 2 or compatible sound card (must be truly 100% compatible),
4x speed CD-ROM drive, 65 MB hard drive free, mouse, MS-DOS 5.0. The game can
be played under Window 95/98, although this may result in "reduced
performance". Many people are able to get the game running under Windows ME
(often running under DOS), 2000, and XP (often requires workarounds to get
sound - see How can I get the game to work in Windows XP/2000/ME? below),
however not everyone is successful. On faster machines, the patch may be
required to stop the game crashing.
Imperium Galactica was re-released as a budget title (in the United Kingdom at
least) by Infogrames in 2002/03. Original copies can sometimes be found via
sites such as CDAccess ( http://www.cdaccess.com/html/pc/impergal.htm ) or
From the manual - all your equipment must be made before it appears on your
new ships, your colonies generate less income, you start with less credits,
and your spacecraft shields are weaker. Aliens are more aggressive and tend to
make better decisions, in theory making them overall more challenging
3.2.1 What command screens are available? Why don't all the F-keys work?
The interface is slightly bewildering, with different screens designed with
similar buttons in completely different places. You can walk between different
rooms on your command ship, which is pretty at first, but ultimately wastes
time. Consider using F-keys to navigate between screens. Certain screens can
only be accessed once you have achieved a specific rank. Here is the full list
- ESC or O - Options, load, save and exit.
- F1 - Bridge. Access and send messages from here.
- F2 - Starmap. Strategic overview of planets and fleets. You also initiate
attacks from here.
- F3 - Colony. Planet surface view. Build and repair facilities from here.
- F4 - Equipment. Manage fleet composition, planetary units, and orbital
facilities from here. To change location or fleet, select it from the mini-map
- F5 - Production. Order production of spacecraft, weapons and equipment, and
sell excess stock. Requires Captain.
- F6 - Research. Specify and fund current research. Requires Commander.
- F7 - Information. Contains details of current planets, fleets, buildable
structures (greyed entries can be built, just not on this planet), colony and
military status of selected planet, financial summary, and database known
technology ("Inv"). At Grand Admiral rank, the alien relationships table is
- F8 - State Room. Database of more general information, with a small help
section and the apparently useless (well not quite, see the Walkthrough)
record message facility.
- F9 - Local. Ship's bar, where you can occasionally meet and talk to members
of your crew. Requires Captain.
- F10 - Diplomacy. Talk to alien ambassadors (click in the center of the
screen). Requires Grand Admiral.
Use the arrow like controls in the top left of the screen, or press 1, 2, or
(later in the game) 3. The button in the corner of the screen freezes the game
(as does pressing Space), but still allows you to issue commands and make
changes within the game. Ground battle speed can pre-set on the options screen
3.2.3 How do I switch between colonies from the surface view?
Either (1) use +/- to cycle between colonies (these keys work from the Colony
screen within Information, and are useful for browsing through your empire to
look for problems); (2) click Planets, pick a new planet from the list, and
then click Colony or press F3; or (3) click Starmap or press F2, click on a
new planet or use the Prev/Next buttons top right, and then click Colony or
3.2.4 Why can't I zoom out? How do I view the whole map?
Initially only a small part of galaxy is visible. As you gain further ranks
more of the map will become available. By Admiral the whole map can be seen.
The starmap has three different mouse modes - Normal, Scroll and Zoom. Scroll
enables scrolling when clicking the right mouse button. Zoom changes the left
mouse button to zoom in, the right to zoom out.
3.2.6 Can I communicate with aliens and other shipping?
At Grand Admiral rank you gain basic diplomacy features - see Aliens and
Diplomacy below. In battles you can communicate with opposing ships by using
one of the screens in the bottom half of the battle interface. Select the text
box screen by using the buttons on the far left or right of the screen. Then
click on the first line of text to start a conversation (in some cases there
will be a choice of text). Such communication can be done whilst the battle is
3.3 Important Concepts
3.3.1 How do I deal with non-strategy elements?
Imperium Galactica may drive hardcore strategy fans mad fairly quickly. The
early part of the game is exceptionally linear, and gives very little warning
of impending threats, as DuaneVP comments: "This game will unfold the same
EVERY time unless you do something wrong like the time you let a merchant ship
spread the virus and had to quarantine two planets when you weren't expecting
it. You play this game until you encounter a problem. It doesn't matter what
direction you take because eventually you will have to back up. You'll never
be able to anticipate problems because you've already been taught that the
game will NOT give you any clues as to what you might be facing. You revert to
earlier saves and proceed in a fashion that will allow you to overcome the
problem you now know you'll face in the future."
If this is proving a problem, try approaching the first part of the game as
you would an adventure or puzzle game: Saving frequently, and being prepared
to try different parts of the plot several times before you succeed. Do not
approach the first part of the game as a pure open-ended strategy game, where
you expect to make mistakes which you can recover from in the course of the
game. Imperium Galactica normally won't allow you to take heavy loses early in
the game and come back, but it will expect you to be able to deal with huge
new threats that appear with almost no warning.
3.3.2 Do the aliens wait for the missions to be completed before developing
No. From Stormcloud: "The main concept you should know about Imperium
Galactica is that it's realtime and dynamic. This means, that while you're
pandering away to complete your allotted missions, all the other races are
increasing their strengths - settling on empty planet, building space
fortress, ground based space cannons etc." All other things being equal, the
longer you delay the early missions, the greater advantage your competitors
will have. Aim to progress to rank Commander as fast as possible. There are
reasons why you might wish to delay the last two ranks slightly, as discussed
in the Walkthrough.
3.3.3 How do credits, energy, morale, buildings, production and similar
The basic premise of resource management should be familiar to those that have
played other strategy games. It is worth noting what resource is needed for
what, and which things require upkeep and which do not. In summary:
- Credits: Needed for investments in infrastructure, fleets, equipment, and
research, and repairs to damaged infrastructure. Raised via taxation, trade
income, and potentially sales of excess equipment. Held in a single galaxy
wide treasury. Credits are not required for general upkeep.
- Colony Energy/Power: Allows colony buildings to operate. Created by colony
power stations. Under-powered buildings may have reduced output, and
chronically under-powered buildings will be shut down completely.
- Colony Workforce: Allows colony buildings to operate. Created by having a
large enough population in the colony. Population appears to grow so long as
basic needs are met and morale is reasonable (see below). Rates of growth are
far greater than natural reproduction might suggest. Under-staffed buildings
may have reduced output.
- Colony Basic Needs: Primarily living space, food and hospital cover, in
order for population to grow. At high population levels, other items such as
Fire Brigades may be required. Met by provision of certain basic buildings in
the appropriate volume.
- Colony Morale: This includes both taxation morale and support for your
actions by colonists - both tend to change for similar reasons. Higher morale
allows higher taxes to be levied, makes the planet less likely to rebel, and
means the population grows faster. Met by lower taxes, morale boasting
buildings, Police Stations, and/or ensuring basic needs are met.
- Factories: Increase the speed at which military units and equipment can be
created. Those units allow significant defense, and conquest.
- Development Centres: Allow additional levels of research to be accessed,
which allows certain technology to be researched, and allows new and improved
units, equipment and buildings to be used.
You start the game technologically backwards. Early engagements with aliens
will be hopelessly one-sided. Research (available at Commander level and
later) requires you first to gain additional planets, since you can only build
one research facility (Dev. Centre) on each planet - this is covered in more
detail under Research. So, in order to develop you *must* expand, but
expansion will increasingly require aggression, and aggression benefits from
technology. Aliens seem to make few, if any, technological developments, so
eventually you will become technologically superior to them, at which point
the battles get a lot easier.
3.4 Colonies and Buildings
3.4.1 Why can I not build a certain building?
Buildings may appear unbuildable (with a red cross on the build screen) if you
have no Colony Hub, if the building type is not appropriate to the planet type
(for example, a Park cannot be built on a Frozen planet type), or if the
building or building type is restricted to a certain number per colony (for
example, you can only build one of each factory type per colony).
Left click on the building, and click "Damaged". It will then display
"Repair". Repairs use up cash and full repairs will take a day or more,
depending on the type of building. Once damaged is reduced below 50%,
buildings become operational. You can opt to auto-repair all buildings on the
Options screen, however will not prioritise repairs and early in the game will
tend to drain your treasury.
Buildings that are more than 50% damaged cannot be "turned on" - repair them
first to at least 50%. In colonies with chronic power shortages, buildings may
not be turned on. Limited power supply will be diverted towards essential
buildings like housing. Power can otherwise be toggled by clicking on the
building, and then clicking On/Off.
In summary (Satellites and Orbital Bases are listed under What equipment and
weapons are available?):
- Colony Hub: "The colony hub is the prefabricated colony center automatically
deposited on planet by a colonization ship. You can only build other
structures on a planet if you have a colony hub." Cost 40,000. Energy 0.
Workers 960. Includes basic facilities to meet the food requirement of 5000
people, and the basic hospital requirement of 10,000 people.
Housing (where people live):
- Apartment Block: "Apartment blocks are more expensive to build than prefab
housing but can provide living space for more people." Cost 12,000. Energy
1200. Workers 70. Capacity 15,000 people.
- Arcology: "Arcologies are expensive to build but allow the largest
population of colonists per square meter." Cost 16,000. Energy 1500. Workers
100. Capacity 30,000 people.
- Prefab Housing: "Prefab housing is the cheapest low capacity housing
available for your colonists..." Cost 5,600. Energy 850. Workers 60. Capacity
Power (produce energy):
- Fusion Plant: "The Fusion Plant is most efficient on planets with a ready
supply of fusible materials (deuterium, tritium, helium-2)." Cost 24,000.
Energy 0. Workers 500. Output ~9900 Kwh. Cannot be built on Desert, Neptoplasm
or Rocky planets.
- Nuclear Plant: "Nuclear Plants use the old-fashioned technology of atomic
fission to generate power." Cost 8000. Energy 0. Workers 290. Output ~3500
- Solar Plant: "Advanced, super-efficient photovoltaics combined with high-
temperature superconductors and orbital light focusing field arrays make Solar
plants the most efficient power source." Cost 16,000. Energy 0, Workers 350,
Output ~9000 Kwh. Cannot be built on Frozen or Liquid planets. Research as
Life Sources (produce food and water):
- Phood(TM) Factory: "Phood(TM) Factory utilizes the latest advances in
genetically engineered MeatBeast(TM), FastGrain(TM) and Sculpted Algae(TM) to
produce large quantities of food for hungry colonists." Cost 10,000. Energy
2000. Workers 500. Output 40,000t (feeds 20,000 people). Research or capture
- Hydroponic Food Farm: "The Hydroponic Food Farm facility grows natural foods
in an unnatural environment, extracting maximum yields from such exciting
foodstuffs as grains, fungi, and algae." Cost 4200. Energy 1300. Workers 300.
Output 15,000t (feeds 8000 people).
- Water Vaporator: "Moisture Vaporators extract moisture from the air to
provide drinking supplies. Water deficient planets need Vaporators to avoid
slow population growth." Cost 45,000. Energy 800. Workers 210. Output 12,000
(people?). Cannot be built on Earth-type, Frozen, Rocky, or Liquid planets
(thanks to Alain Roy for correction). Eventually required on Cratered and
Factories (manufacture spacecraft and equipment, and ground units; limited to
one per type per colony):
- Equipment Factory: "The Equipment factory increases the colony's equipment
production capacity." Cost 20,000. Energy 2600. Workers 460.
- Spaceship Factory: "The Spaceship factory increases the colony's spaceship
production capacity." Cost 20,000. Energy 4000. Workers 430.
- Weapon Factory: "The Weapon factory increases the colony's weapon production
capacity." Cost 24,000. Energy 3000. Workers 390.
Development Centres (allow research, one level of research per centre; limited
to one of any type per colony);
- A.I. Dev. Centre: "The AI Development Centre increases your colony's
knowledge of Artificial Intelligence, which increases your Development
capabilities." Cost 46,000. Energy 2000. Workers 360.
- Civil Eng. Dev. Centre: "The Civil Engineering Development Centre increases
your colony's knowledge of Civil Engineering, which increases your Development
capabilities." Cost 30,000. Energy 2000. Workers 560.
- Computer Dev. Centre: "The Computer Development Centre increases your
colony's knowledge of Computer technology, which increases your Development
capabilities." Cost 42,000. Energy 2000. Workers 560.
- Mechanics Dev. Centre: "The Mechanics Development Centre increases your
colony's knowledge of Mechanics, which increases your Development
capabilities." Cost 34,000. Energy 2000. Workers 620.
- Military Dev. Centre: "The Military Development Centre increases your
colony's knowledge of Military technology, which increases your Development
capabilities." Cost 52,000. Energy 3000. Workers 420.
Commerce (generate additional treasury cash; limited to one per type per
- Bank: "Banks provide financial investments for local commerce increasing
trade and income on the colony." Cost 16,000. Energy 500. Workers 230. Trade
revenue (from Traders' Spaceport and/or Trade Centre) doubles. Useless without
a Traders' Spaceport or Trade Centre in the colony.
- Trade Centre: "The trade centre forms the hub of colonial commerce, the
presence of one increases weekly trade income." Cost 17,000. Energy 1000.
Workers 360. Revenue 1200 credits per day. Research as Admiral.
- Traders' Spaceport: "Integrated commercial spaceports, automated customs
processing facilities, robot dockworkers and Spacemerchant's Guild make the
Traders' spaceport a valuable revenue source." Cost 10,000. Energy 1700.
Workers 250. Revenue 600 credits per day.
Civilian (assorted buildings primarily serving immediate needs of local
- Bunker: "Bunkers are heavily reinforced structures which provide your
colonists with a safe haven during attacks by enemy forces, greatly reducing
casualties." Cost 18,000. Energy 500. Workers 30. Research as Admiral.
- Fire Brigade: "Fire brigades automatically repair damaged colony structures
up to 50% free of charge. They are very useful when a colony is being
bombarded from orbit or assaulted by ground forces." Cost 12,000. Energy 1200.
Workers 300. Required by colonies with more than 30,000 people.
- Hospital: "Hospitals improve colony morale and health, fight disease and
find solutions to the challenges of life on alien planets allowing the
population to grow more quickly." Cost 13,000. Energy 900. Workers 280. Meets
basic hospital requirement for an additional 20,000 people.
- Police Station: "Police Stations are demanded by the colonists on
sufficiently populated worlds to reduce crime to acceptable levels." Cost
26,000. Energy 1200. Workers 400. Meets notional basic policing requirement
for 50,000 people, but additional Police Stations improve tax morale. To
maintain extreme levels of taxation, use one Police Station per 10,000
population (in combination with morale boosting buildings - see below).
Radar (allow ships within range of planet to be seen on the map):
- Field Telescope: "The Field Telescope is a high powered and focused radio
wave detector that can be used to find enemy fleets at a greater range than
the Radar Telescope." Cost 10,000. Energy 2500. Workers 160. Research as
- Phased Telescope: "The Phased Telescope is the ultimate in long range
sensing equipment, accurately locating enemy fleets at extreme ranges." Cost
25,000. Energy 2000. Workers 180. Improvement on Field Telescope. Similar
range to Hubble 2 (satellite telescope). Research as Admiral.
- Radar Telescope: "The Radar Telescope detects nearby enemy fleets in space,
helping to give warning before enemy attacks." Cost 4000. Energy 2000. Workers
Orbital Guns (fire from the planet at orbiting enemy spacecraft, limited to 5
of any type per colony):
- Fusion Projector: "Getting hit by a shot from a Fusion Projector is like
running into a small sun. It inflicts severe damage on enemy starships that
stray into its range." Cost 32,000. Energy 4000. Workers 160. Improvement on
Plasma Projector. Research as Admiral.
- Ion Projector: "The Ion Projector is used to protect your colony from attack
by enemy starfleets. It fires a stream of high energy charged particles that
can damage most enemy ships." Cost 10,000. Energy 2000. Workers 120.
- Meson Projector: "The Meson Projector fires a stream of subatomic particles
that decay into highly explosive matter. These projectors can easily cripple
an unsuspecting starship." Cost 40,000. Energy 5000. Workers 165. Improvement
on Fusion Projector. Research as Grand Admiral.
- Plasma Projector: "Plasma projectors fire bolts of superheated matter that
can inflict heavy damage on enemy starships." Cost 17,800. Energy 3000.
Workers 150. Improvement on Ion Projector. Research as Commander.
Planetary Shields (shield orbital guns):
- Hyershield: "Utilizing the warping effects of millions of micro-
singularities to absorb weapons fire, the Hyper shield protects your colony
from Destructors [bombs] and Virus Bombs." Cost 35,000. Energy 6000. Workers
120. Research as Admiral.
- Inversion Shield: "The Inversion Shield consists of carefully balanced
fields of gravitons with reversed spin, which form a highly repulsive barrier
around your colony protecting from attacks from space." Cost 15,000. Energy
4000. Workers 50. Planetary shield. Research as Commander
Garrisons (house ground units and include anti-ground force turrets):
- Barracks: "The Barracks is the simplest fortification available. During a
ground assault it will fire on nearby enemy tanks and allows you to house four
tanks for your own defenses." Cost 15,000. Energy 1000. Workers 360.
- Fortress: "The Fortress greatly improves your colony's defenses against
ground assaults. It fires at enemy tanks and has storage space for eight of
your own defensive tanks [or vehicles]." Cost 30,000. Energy 1500. Workers
530. Research as Admiral.
- Stronghold: "The Stronghold is the heaviest fortification available for
defending your colonies from ground assaults." Cost 50,000. Energy 2000.
Workers 550. Garrisons 12 vehicles. Research as Admiral.
- Military Spaceport: "Military spaceports allow the construction and support
of military spaceships. They also can provide some local System Defense Boats
to aid in protecting the colony from attacks." Cost 75,000. Energy 3000.
Workers 310. Allows capital ships to be deployed, and fighters and tanks to be
added and removed from fleets. Also allows fighters to be added as system
Morale (buildings that specifically raise colony morale):
- Bar: "A social space where colonists bond with one another through the
shared ritual consumption of perception altering substances such as NeoPro
Brandy, bars raise colony morale." Cost 6300. Energy 700. Workers: 410.
- Church: "Spiritual Indoctrination Centers, Churches foster the belief in an
ephemeral spiritual reward for worldly suffering, increasing colony morale at
very low cost." Cost 4000. Energy 100. Workers 90. Churches are cheap, small
and effective, making a Church a good early addition to a new colony.
- Park: "Parks provide a physical reminder of the colonists homeworld. These
pleasant, relaxing oasises of faux-nature raise colony morale." Cost 14,000.
Energy 200. Workers 100. Cannot be built on Desert, Frozen, Cratered, Liquid
or Neptoplasm planets. Can only be built on Earth type and Rocky planets.
- Recreation Centre: "The Recreation centre provides such healthy
entertainments as Hyperpool, FlashPong, and Billiards. These entertainments
improve morale on the colony." Cost 7500. Energy 500. Workers 230.
- Stadium: "The stadium provides a location for performances and sporting
events to be put on for the colonists. Full Contact Arcturian Rules Football
has proven very effective at raising morale." Cost 50,000. Energy 1000.
3.4.5 What differences are there between planet types?
There are seven different planet surfaces. A full Planet List is contained in
- Cratered: Cannot build Park.
- Desert: Cannot build Fusion Plant or Park.
- Earth Type: Does not require Water Vaporator. Tends to sustain higher
- Frozen: Does not require Water Vaporator. Cannot build Solar Plant or Park.
- Liquid: Does not require Water Vaporator. Cannot build Solar Plant or Park.
- Neptoplasm: Does not require Water Vaporator. Cannot build Fusion Plant or
- Rocky: Does not require Water Vaporator. Cannot build Fusion Plant.
You need to build a colony ship, only possible at Admiral rank or higher.
Assign the ship to a fleet and send it close to an empty planet, then select
"colonize". You cannot colonize planets that already have a colony on them.
3.4.8 Can I see what my colonies need at a glance?
Yes. Under Information (F7), select Colony Info and the appropriate colony
from the map. Basic needs are shown, with critical problems (like lack of
food) in red and less critical problems (like power shortages) in yellow.
3.4.10 What buildings can I build in the alien colonies I've captured?
Human 'alien' colonies (former AFT and FNS colonies) can build everything you
can build on your home planets. On non-human alien planets, you can always
build Dev. Centres, factories, Arcologies, Nuclear Plants, Hospitals, Phood
Factories, Police Stations and Military Spaceports. You can also build newly
researched items where the alien race has the technology, but perhaps did not
allow you to capture it. For example, Garthog planets can build Plasma
Projectors once you have researched them, but you cannot capture these items
because they are destroyed when you invade. Not all technology, such as Solar
Plants, can be built on alien colonies.
3.4.12 What do the 'Major incident on planet...' messages mean?
These normally indicate that a Nuclear Plant on the planet named has been
heavily damaged. These messages can be somewhat confusing, because when (as
Commander) you send a SitRep enquiry to the planet from the Bridge, the
governor tells you everything is fine. If you examine the colony carefully
you'll see the problem.
3.5.1 How do I move ground units between store, colonies and fleets?
Fleets must be near a planet with a Military Spaceport to transfer vehicles.
You can transfer vehicles between planets at any time. On the equipment screen
(F4), select the planet or fleet, then the vehicle type. Click Del to move
vehicles from planet/fleet to store, Add to move them from store to
planet/fleet. There is no delay caused by moving vehicles between planets,
meaning relatively small numbers of vehicles can be used to defend entire
3.5.2 How do I increase the number of ground units a planet can hold?
Build additional Barracks, Fortresses and/or Strongholds on the planet. A
planet without any such facilities can only hold a maximum of 8 defending
ground units. These buildings add 4, 8 and 12 additional units per building,
Attack the planet with a fleet that includes vehicles. Vehicles can be
assigned to a fleet which contains a Flagship, while that fleet is close to a
planet with a Military Spaceport. Three flagships, each equipped with cargo
pods will increase the number of vehicles you can attack with. If the colony
you attack is protected by orbital defenses or an enemy fleet, your fleet must
first defeat those defenses. If your vehicle-carrying ships survived, you will
automatically launch into a land combat, with the option to position your
forces round the boundary of the colony. You need to destroy all the enemy
vehicles (including non-combat units that may be hiding behind buildings, like
Radar Cars) and all their military buildings (Barracks, Fortresses and
similar), after which the colony will fall to you.
Select multiple units by dragging a marquee around the units with the mouse.
Assign them to a group by pressing Shift + 1 to 9. Pressing 1 to 9 will
reselect the group. Alternatively, select all units of the same type using: T
(tanks), R (rocket cars), L (flagships), C (cruiser/destroyer) or F
(fighters). "A" selects all units. After the first few battles you will get to
choose your formation at the start of the battle. The "Group/Single" toggle
displayed at this time will either group your fighters up into one space, or
attempt to place fighters individually.
You can retreat from space combat (use the button on the left hamd side of the
space combat screen), although if the enemy fleet is faster it may
continuously re-engage you. You cannot retreat from ground combat.
3.6 Fleets and Equipment
3.6.1 How do I change, re-equip, or create new fleets?
In order to re-equip, or add new ships, the fleet needs to be close to a
planet with a Military Spaceport. Only capital ships can have equipment
loadouts altered - not fighters. Modify equipment by selecting the ship, which
displays an image of the vessel on the right of the screen. Click on one of
the green boxes on that image, and then move the appropriate item of equipment
between the ship and the inventory below - you may need to first remove
equipment before you can add new items. Note that not all equipment can be
removed, notably hyperdrives. To add new ships to an existing fleet, select
the fleet and vessel type on the Equipment screen, then use the Add to deploy
units. Fighters may also be removed to storage, capital ships may not. To add
a new ship to a new fleet, first create a new fleet by selecting a planet with
a Military Spaceport, then pressing "New" from the equipment screen. You may
split and move ships between two fleets in the same location via the Equipment
(F4) screen. You do not need to be near a Military Spaceport to split, join
and transfer currently deployed vessels. If you transfer ships, the fleet
receiving the new ships will be indicated on the screen as "Secondary". If you
have several fleets in the same location, you may need to move one or more
3.6.2 Can I automatically re-equip or upgrade equipment on fleets and units on
Yes and no. The options screen (Esc) allows you to re-equip tanks to planets,
and bombs and missiles to spacecraft. This assumes you have excess stocks of
such items available. You cannot automatically replace lost equipment on
ships, nor can you automatically upgrade equipment. This can make upgrading
ships very time consuming. Bershe comments: "Here's a trick - if you have 10+
ships of any type in a fleet, they are categorized together... So, select the
category, select the (for example) laser pod. Hit the '+' button to fully load
the ship, then push enter. And repeat until fleet is outfitted. This is MUCH
It isn't stored in any one place. Unused equipment (not assigned to planets or
fleets, or mounted on spacecraft) is held in a virtual storage, which can be
accessed from anywhere. Is this good game design? Tim Chown comments:
"Deploying on any planet is fine as long as you can't remove and add the way
it is now. After all, your weapon factories are all grouped together for
production purposes. But to be able to instantly transfer from 1 planet/fleet
to another is something that should be corrected."
Capital ships which have been damaged repair naturally over time. You cannot
speed this process up. Heavily damaged capital ships may have lost equipment.
Lost equipment will not repair over time, and needs to be re-equipped from
stores - see How do I change or re-equip a fleet? above. Damaged vehicles and
fighters repair instantly between battles.
Production is only available at Captain rank and higher. You can only build
what you have researched, know to start with, or capture from aliens. You need
at least one factory per type of production (spacecraft, weapons, equipment).
Additional factories will allow faster production - this increases the "full
capacity" value on the relevant production screen. Each colony can build up to
one factory of each type. Production needs to be ordered, and paid for with
credits, via the Production screen (F5). You can produce up to 5 different
things at once in each category, biasing the rate at which each is produced by
altering the "Importance" value. Production itself is not planet specific, and
items produced go straight into the store of unused equipment. Buildings are
included on the production screen, although they are not produced via it -
they are simply built on the relevant colony.
Flagships, including Colonization Ships, require you to have at least one
Orbital Space Factory orbiting around a planet. You do not need the orbital
factory to be in the same location you wish to deploy Flagships. Flagships are
deployed in the same way as other ships - around planets with Military
Spaceports. This means you only ever need one orbital factory in your empire
(just ensure you defend it adequately).
No, not in normal play. Although unpatched versions of the game may fool you
into trying, and may then cause technical problems - don't try. You can only
have one Leviathan, the "Thorin", your command ship as Admiral. From GT: "The
Leviathan was removed from the game late in development. It was found that the
game was too easy if you could build as many of these as you wanted." From
Karthik: "You can actually build it but you can't research it. Use the cheat
code to get all the inventions. Once done you can build the Thorin."
From Matt Forrestal: "Only the Thorin seems to be able to use them, and it can
only carry four." From vakundok: "[They] lower the population of the target
world, reducing the tax income of your enemy." Alain Roy writes: "I attacked
Persol 2 (20,000 inhabitants) with virus bombs. Population fell at about 8000.
Another attack went down to 3000 and so forth up to about 500. Does not work
below this population. After the attacks, population started to move up again,
but at a lower speed."
3.6.10 Can I build alien ships and equipment once I capture their colonies?
No. You can use the factories on alien colonies to produce your own equipment,
spaceships and weapons. In rare cases you may capture existing building
technology, such as Phood Factories from the Garthogs, but that's all.
Most planets will only show up on the map after you fly within radar range of
them. To retrieve further information about the planet, select the planet, and
then click Add Sat. You'll need a Survey Satellite in stock - you only get one
to start with, but you can produce them with Captain rank. Colonized planets
can be spied on using Spy satellites, which can be researched at Commander
rank and higher. To automatically determine planet ownership, move a ship
equipped with a Phased Array close to the planet.
Here is a list. Satellites and Orbital Bases are listed under What equipment
and weapons are available?. Optimum equipment loadouts are given after the
- Cruiser 1 (Thunder): "Another leftover from the Old Empire, it is outdated
but cheap and readily available." Cost 15,000. One available as Captain,
research as Commander.
- Cruiser 2 (Thunder-II): "The designers concentrated on the shield generators
of this upgrade to the Thunder Class, but this additional mass without
stronger drives made it a bit sluggish." Cost 25,000. Research as Admiral.
- Cruiser 3 (Cahudhri): "Advanced drive systems, coupled with heavier armor,
and cutting edge targeting and fire control make this the most feared cruiser
in the Empire's arsenal." Cost 36,000. Research as Grand Admiral. From Mega
Products: "Cruiser IIIs are recommended as the ultimate goal of your research.
Not only are they superlative ships-of-the-line in their own right but each
carries a payload of four missiles and four bombs each. When you have these
you'll find you have the payload to conduct protracted campaigns without refit
and find the subsequent rapidity of your invasions invaluable."
- Destroyer 1 (Guardian): "This is the most commonly encountered light
destroyer. A leftover from the times of the Old Empire, its main advantage is
its low cost and ready availability." Cost 12,000.
- Destroyer 2 (Warrior): "The Warrior Class are just refitted Guardian Class
destroyers, well equipped with more modern weaponry, but still vulnerable due
to a low power shield generator." Cost 17,500. Research as Commander.
- Destroyer 3 (Jabberwocky): "The Jabberwocky Class is the principle of
destroyer development. Good shields, heavy firepower, and dual magnetic ram-
pump drive system for high speed and versatility." Cost 22,000. Research as
Fighters (fighter loadouts cannot be customized):
- Fighter 1 (Raptor): "The Raptor is a simple no-frills fighter craft. It is
armed with dual laser cannons and has a low powered magnetic deflection shield
for defense." Cost 2000.
- Fighter 2 (Valkyrie): "The Valkyrie is a superior fighter to the Raptor in
every respect. It has a quad laser battery for firepower, a higher gauss mag-
def shield and more powerful drives." Cost 3200. Available as Captain.
- Fighter 3 (Hammerhand): "Carrying dual twin laser weapons load, the
Hammerhand is an incremental improvement on the Valkyrie. It also has a new
shield design with high capacity field inductors." Cost 3000. Research as
- Fighter 4 (Streak): "The Streak is a deadly craft, swift and lethal. 4 twin
lasers, coupled with the most advanced drive tech available. When designed, it
became a serious threat in combat." Cost 7400. Research as Admiral.
- Fighter 5 (WraithFighter): "The WraithFighter utilizes advances in stealth
technology combined with a new phase coupled dipole mag deflector shield array
to achieve an almost unhittable fighter." Cost 10,000. Research as Admiral.
- Fighter 6 (Strikebomber): "The Strikebomber is a heavy craft designed for
dropping unguided high yield bombs on heavy craft. It is a real threat but
must have a fighter escort for optimal effect." Cost 12,000. Research as Grand
- Colonizat. Ship: "The Colonization ship is used to establish colonies. These
immense vessels carry construction tools, colonists, everything needed for a
new start on a virgin planet." Cost 80,000. Research as Admiral.
- Flagship 1 (Mammoth): "Powerful shields, heavy weaponry, and capable of
carrying ground assault forces..." Cost 80,000. Available as Commander.
- Flagship 2 (Python): "A bit slower than the Mammoth, the Python's firepower
is far superior. The ground unit payload has also been enlarged and its
shields are much stronger." Cost 130,000. Hyperdrive 5 only - although by
default it may come with Hyperdrive 4. Research as Admiral.
- Flagship 3 (Kraken): "The Kracken has heavy shields [all flagships can fit
the SuperHvy shield], massive firepower, and the capability to land a fully
equipped army on enemy worlds. The Kraken is the jewel of the Empire's
fleets." Cost 230,000. Research as Grand Admiral.
- Leviathan: "The Thorin is the only surviving Leviathan Class Flagship. It is
significantly more powerful than the Kraken Class Flagship." Cost 1,000,000
(but cannot be produced). Available as Admiral.
The table below shows the maximum equipment loadout possible, both in terms of
number of items and the most technologically advanced item that can be fitted.
In most cases lower-technology items can be fitted, although some of the
highly advanced vessels can only fit higher-technology items. A list of
abbreviations is given at the bottom. The value 'vehicles' refers to the
number of vehicles that can be carried without a pod. For further explanation
of equipment types, see What equipment and weapons are available? below.
Here is a list. Quoted in-game text unfortunately contains a few statements
that are blatantly incorrect - my comments on these are in square brackets:
Bombs (damage planetary facilities from orbit, must be replenished after use):
- Bomb v1.0 (Destructor): "Destructors are used for attacking ground based
targets from space. They are needed to take out ground based defenses [you can
attack ground facilities with other weapons, but bombs are often more
efficient]." Cost 1400.
- Bomb v2.0 (Heavy Destructor): "An improved destructor, it has a large blast
radius and kills thousands of colony inhabitants if they are unprotected."
Cost 1950. Research as Admiral.
- Virus Bomb: "The Vius bomb carries a payload of particularly virulent prions
which are capable of killing all known lifeforms. After the planet is
'cleansed' the virus dies out." Cost 5000. Research as Admiral.
Cargo Pods (allow additional vehicles to be carried by flagships - from Mega
Products: "Cargo pods are cheap, relatively easy to research and are a vital
addition to every flagship. The extra cargo capacity they add will