Imperium Galactica is a real-time strategy computer game developed by Digital Reality . The game was released in 1997 , and in 2000 a sequel appeared - Imperium Galactica II .
| Imperium galactica | |
|---|---|
| Developer | Digital reality |
| Publisher | GT Interactive |
| Date of issue | March 1997 |
| Latest version | |
| Genre | real time strategy |
| Creators | |
| Game designer | Digital reality |
| Composer | |
| Technical details | |
| Platform | MS-DOS |
| Game mode | |
| Carrier | CD-ROM |
| Systemic requirements | MS-DOS 5.0, 486 100 MHz , 16 MB RAM , 65 MB hard disk space , 4X CD-ROM |
The first version of the game was released for MS-DOS , it required the presence of a mouse, without which it would not start, and went in 640 × 480 × 256 mode. The game combines a global strategy , 4X and real-time strategy, and at the same time is not tactical in full. At the time of the release of the game, there were no analogues, but nevertheless the idea was no longer new (in 1994, the game Reunion was released ). Subsequently, the analogue of the game began to call the series Pax Imperia (the closest representative - Pax Imperia: Eminent Domain ).
Content
Description
The game has diplomacy (it appears later), morality, a large set of races, the ability to build buildings and units on different planets, which in turn differ in parameters, appearance, and relief (however, each planet at the level of its surface is represented by only one small location on it). There is no “generator of universes / galaxies” and, in general, the ability to play against the computer - the script, the planets editor (or any other editor) is missing.
Fleet structure
The structure of the fleet assumed 3 classes of ships: a fighter , a cruiser , a flagship . Each class has its own tasks, as well as the possibilities or limitations of the type:
- fighters can not make space flights do not allow to intervene in their design are very highly specialized ( bomber , interceptor , attack aircraft , stealth , etc.)
- the cruiser allows additional technical equipment: weapons, engine, radar , shield and (rarely) anti-radar .
- the flagship requires construction on the orbital level (“0- gravity ” in the terminology of the game), allows you to hang any equipment: cruising plus landing hold, fighter dock, and many others.
For space battles, the 3rd engine was loaded, allowing the fleet to be built into battle formations and set orders with amazing accuracy: the flight path of each fighter link or a large ship with different types of firepower between different targets, such as fighter lasers, ion guns on cruisers , missiles and torpedoes on flagships.
Planets
In the game it was allowed to build orbital bases, one of them was an orbital factory (the only place allowing to build flagships), similar in behavior to ships of the class of flagships (except for canopies: engine and hold).
The main factors in the game were considered to be planetary colonies, which were strongly recommended to build upon detection of free planets, as the research ceiling depended on them (only 1 research institutes out of 5 possible types in different combinations and 1 of any type out of 3 could be built in the colony) , the welfare of the whole empire (almost entirely composed of taxes) and the speed of production.
The planets differed in size, type of surface and manipulations with them were carried out using a simplified platformer engine that allowed to choose a place for any building, taking into account the terrain relief, in the same engine, planetary battles take place.
Links
- Patch to version 1.3 (eng.)