imperium galactica cheats
To use a cheat code, please follow these instructions:
While in the game hold down SHIFT, and type KAROLY. This
will activate the cheat codes. Then just hit the correct
key to activate a cheat. The following is a list of keys
and what they will do.
c -all colonies, and inventions
c -second time gives you cheats on planets
v -+100,000 credits
5 -Rank 1 (LT)
6 -Rank 2 (CPT)
7 -Rank 3 (CMDR)
8 -Rank 4 (ADM)
9 -Rank 5 (Gr ADM)
There are some side effects to using cheat codes. For
instance, When the cheat codes are activated in IG there
are some minor graphical glitches in the lower left hand
corner of the game. These appear to be 4 flashing "0"s
stacked on top of each other. Also the story line gets
ut of whack if you skip levels. If you increase your rank
to 5, you will see the map to the whole galaxy. If you
move your fleet to an area you are not supposed to be
in yet, and reduce your rank back to 1, you will lose
your fleet.
If you are having a problem with the game due to the
use of cheat codes, you will have to load a saved game
from before you cheated or start a new game.
Imperium Galactica
Random thoughts on the game, by Peter Knutsen
these things are written from memoey (it's kinda hard
to check stuff, when the game multitasks badly) but should
be fairly accurate. Even if I've got a detail wrong, like
the fact that the first invasions always is on San Sterling
when it really is on Achilles, the general sense of what
I write is accurate (the invasion is always on the same
planet, and it's possible to prepare for it)
Things happen in the same order from game to game, but
not always at the same physical places. For instance,
the first invasion will always be on San Sterling, and
will consist of 5 Light Tanks (Garthogs). The second invasion
from the Garthogs have occured on Naxos, Centronome and
New Caroline. There is no reason to think that the second
invasion can't as well be on Achilles or San Sterling.
The second invasion consists of 7 Light Tanks and 2 Medium
Tanks.
How do you counter these invasions? Any attempts to use
your fleet to stop the Garthog Invasion fleet, in the
first hours of the game, will end in disaster, since the
Garthog Invasion fleet has a Flagship. You can destroy
this, then the invasion will fail, because it is the flagship
that carries the ground vehicles used in the invasion.
So an invasion fleet is invulnerable - on the other hand,
a flagship is rather strong, especially if you don't have
one. I've never tried to stop an invasion fleet with a
space battle, I prefer to solve this type of problems
with a ground battle.
On San Sterling, there is 6 Light Tanks as a default,
this is enough to defeat the Garthog Invasion force, which
consists of 5 light tanks. But it will be a hard battle,
and you can improve the odds, by transfering 2 more light
tanks from your other planets (one from Achilles and one
from Naxos) to San Sterling.
Why only 2? Because the base storage capacity for a planet
it 8 ground vehicles (light, medium, heavy, or something
else, this does not matter).
With your 8 light tanks against the enemys 5, the battle
should be easy, especially if you read my combat advice
later.
The second invasion is a problem, because you don't know
where it will happen. And you need to have at least one
barrack, preferable three, on the planet where the invasion
takes place, because your 8 light tanks will be no match
for the Garthogs, they have 7 lights and 2 medium. I have
tried to save the game each midnight, and then when I
know where the 2nd invasion will hit, I reload the last
saved game and build 2 barracks (3 if I can afford it)
on the planet. Except this doesn't work, the place of
the invasion if not determined beforehand, so you will
just have to guess. And if you're wrong, reload and try
again. You can not afford to build 2 barracks on every
one of your 5 planets (even if one of them has one barrack
already, so it's only 9. But it's 9 times 15.000 and that's
135.000 and you don't have that kind of money in the beginning)
how can you beat the 2nd Garthog ground invasion with
16 light tanks? Well, it's not so hard. Always concentrate
on enemy units in this order
1. special units
2. heavy units
3. light units
Concentrate your fire. Order 3 of your units to fire on
the same enemy, then set 3 of your other units to fire
on another enemy. IF you're using weak units (light tanks)
against strong units (medium tanks), tell 5-6 of your
units to attack each of the enemy's unit.
Standard military doctrine says that if your forces outnumber
the enemys 3 to 1, you will win with very few losses.
You will almost never have a 3 to 1 ratio of units, in
general, but you can have a local superiority. So, concentrate
your units.
One other thing you might like, is to use single units
to draw fire away from vulnerable units/structures. If
your Cruiser is almost destroyed, set a single fighter
to attack the enemy unit firing on the cruiser. Maybe
the enemy unit will stop firing on your cruiser and attack
your fighter. You'll loose the fighter, very likely, but
you will have time to
move the cruiser away, so it can survive the battle and
be useful in the next one as well.
Likewise, if you have 9 light tanks and the enemy has
5, and you've divided
your tanks in groups of 3, each group attacking a single
enemy tank, and you notice that the 2 other enemy tanks
are attacking your Fusion Power Plant, then you might
want to set a single tank to attack the offender, because
you don't want your fusion plant destroyed.
These hints are general, and can be applied in both ground
and space battles. One more hint regarding space battles:
don't group your fighters (so you have all of them occupying
a single square). It's neat because then your heavier
ships can move close to the enemy and help kill him, but
your fighters will die quickly. When a heavy ship has
destroyed a fighter (any kind of ship, actually) it will
have to aim the guns at a new ship, and this means that
there is a brief time period where the enemy ship won't
shoot (maybe 1/3 second, maybe a whole second). But if
you have several fighters occupying the same square, then
there is no need to aim the guns again, so your fighters
will have a shorter lifespan.
With this knowledge, you can decide whether to group your
fighters or not.
Both options have advantages.
Ground battles are strange...
The Garthogs seem to employ some kind of Radar Jammer.
during the 3rd invasion, I shot this vehicle with a thich,
short "damage" bar. (medium and heavy tanks
have long'ish, thick damage bars, light tanks have long,
thin damage bars) and the static that was on my radar
screen went away (there was no static in the 1st or 2nd
ground battle). The vehicle I shot might have had large
(baloon) tires, black ones, but I'm not certain. The problem
is, during the 4th ground invasion, I shot another vehicle
which I thought looked like the first one, except when
it was destroyed, there was still static in the radar
window.
There's something even more strange. The 1st and 2nd
ground battle ends when you've destroyed all the enemy
tanks (5 and 9, respectively). But I was really surprised
when the 3rd ground battle ended all of a sudden,
I thought "Now I've lost, because the must have blasted
my Colony Hub or sum'thin' like that" (I still had
a lot of tanks left). Only the summary screen told me
that I had defeated the forces of the Garthog Republic.
The list of vehicle types were long, there were both Light,
medium and heavy tanks, and also one special tank, and
one or more rocket or missile tanks (1st and 2nd missile
tank, I think it was).
Maybe the special tank was some kind of command vehicle,
and if you destroy that, then the invasion is over?
The same thing happened during the 4th ground battle (things
were grim, I only had 2 barracks on San Sterling (the
ice world) which meant a maximum of 16 tanks. I had researched
Medium Tanks, and built 30 of them,
but with only 16, I seriously only thought of loosing
the battle quickly and get a look at the summary screen).
I went after the vehicle that I thought was the radar
jammer, sent 1 medium
tank. My tank got killed, so I punched "A" (select
all units) and went after the "radar jammer".
I killed it (15 medium tanks can kill almost any
single unit they want to). The radar was still partly
obscured by static (like before, it wasn't less obscured
after I killed the "radar jammer" I think).
Well, I didn't do anything much, but suddenly the screen
faded.
And I still had some healthy tanks left.
The summary screen only listed four kinds of vehicles
this time (the summary
screen after the 3rd ground battle listed at least 6,
maybe 7 or 8)
Light Tanks
Medium Tanks
Heavy Tanks
Special Tanks
there was 1 special tank killed, it said. The command
vehicle, since how else
could the battle have ended? Maybe the radar jamming effect
this time came
from some orbiting device...
Production
build at least one factory of each kind. Which planets
you build on doesn't
matter, since you can "teleport" stuff between
planes. I tend to build as many structures at possible
on the Earthlike planets (Naxos and New Caroline, I think
they are), since here you can have both Fusion Plants
and plenty of flat land (The ice planets also enables
you to build fusion plants, but it's hard to find open
space on which to build things)
Start by building a lot of Lasers, and a few Light shields.
Put a light shield into every one of your destroyers that
doesn't already have one (you get a single light shield
as a reward early on). None of your capital ships (=everything
but the fighters) are filled with lasers when you recieve/build
them, all have room for more. Fill them up with lasers
yourself, since it increases their firepower. Also produce
a lot of Fighters (fighter 2's, they're better than the
mk I models, and I don't think the extra cost makes them
less desirable)
Also start building some new destroyers, and make sure
to equip them with a light shield each, and fill up with
lasers. Build a single Radar Array and put it in your
Cruiser.
You don't need to manufacture any light tanks, you have
plenty of those already.
Research
You only have 6 planets, when you reach the rank of Commander.
This sucks,
because you can only have 1 research facility on each
planet, and each invention requires you to have a set
number of research facilities before
you can research them. Since there are 5 kinds of facilities,
this can be
a tough decision.
I've found this to be a good choice
civ. eng. 1
mechanical 1
computer 1
AI 1
military 2
This allows you to research several items
Medium Tanks (research these ASAP, or sooner, if possible.
They're *so* vital, since your tank storage capacity are
limited by the number of barracks on each planet). As
soon as you've researched Medium Tanks, build 30 of them,
and start to build barracks so that every planet has at
least 2 barracks, then build more, so each planet has
3 barracks, then 4. I don't know if you can stop here,
since I haven't played that far.
Ion Guns
These add more firepower to your Cruiser (I use the singular
form, since you can't build more cruisers until you research
them, and the above combination will not allow you to
research cruisers - oh, you might also be able to add
some Ion Guns to your Flagship of course)
Orbital Construction Facility
This facility allows you to build flagships. I haven't
tried it yet, but it sounds fun
Cargo Pod
this allows your flagship to carry more tanks. Useful
if you want to invade
a Garthog Planet (I haven't tried this yet, but it seems
like you can't colonize until you advance beyond Commander
rank (the "Colonize" option is greyed out) but
it might be possible to expand your empire by conquest,
already at Commander Rank
There are 1-2 more items you can research with the above
mentioned combo of
research facilities but I can't recall which.
What next?
If it turns out you can't invade Garthog planets yet (rank
to low, or forces to weak), you will have to demolish
some of your research facilities
so you can build new ones. Right now you have
civ 1
mek 1
com 1
ai 1
mil 2
To research the fighter 3, you need
civ 0
mek 1
com 2
ai 2
mil 2
You need a total of 7 research facilities, and which only
6 planets, this
is clearly impossible. So forget about fighter 3 for now
The laser 2 needs this
civ 0
mek 2
com 0
ai 1
mil 2
So you can demolish either your civ. or your com. facility,
and build a second mec. facility. Then you can research
a better laser (the pulse laser)
The pulse laser also allows you to research destroyer
2, but I don't know which facilities it will take to develop
a destroyer 2 (the game won't reveal this until you've
got the pulse laser)
A cruiser?
civ 0
mek 2
com 1
ai 1
mil 1
Your best shot might be to build the facilities I recommended
earlier, then research what you can (medium tanks first!!!!!!!)
Then demolish your Civil Engineering facility and build
a second Mechanical facility. This allows you to research
both Laser 2 and Cruser 1. The Laser 2 allows you to reserach
Destroyer 2, but we don't know which facilities you need
to do that yet.
Untested ideas about ground battles
you should try to find out which ground units the enemy
has, and what they can do. Which ones has a long range,
which one has a short range? are there a special command
unit, and if yet, do the enemy hide the command vehicle
a safe distance from the battle?
Is there a radar jammer, can you get rid of that annoying
static by killing a special enemy unit?
The amount of information you get during ground battles
is very small compared to space battles, so you have to
learn how to recognize each enemy unit.
Experiment with non-tank units like the radar car and
rocket sled. The radar car might be a way to counter the
enemy radar jammer (I think it is, but have never tried
it).
The rocked sled is fast obviously. Maybe you can use 2,
3 or 4 rocket sleds on a suicide mission, to take out
special enemy vehicles (command vehicles?)
that's I can think of right now
okay, one more thing, keep the tax rate at "moderate".
Wild fluctations seems to produce less money, in the long
run, since after a period with high taxation, you need
a period with low tax.
imperium galactica cheats end