******************************************************************************* Introduction: Imperium Galactica was a game I grew up with as a child. After discovering it at age 8 in 1998 it quickly became my favorite game. In part due to my parent's superstition that games corrupted computer files, the very occasional periods where I could borrow it from my friend, and due to it's very dodgy programming the game often didn't want to cooperate between 1999 and 2009. I eventually forgot about it until I fashioned a real life DOS box and bought the game off Ebay. I managed to rig it where it would run on my Windows 7 computer with Dosbox 0.74. This is the version/format I found to work the best, better even than the 0.6x version of Dosbox that they recommend due to the built in CPU throttling. This is the version the walkthrough was written and variations from playing in the actual DOS operating system are minimal. For those who are wondering I did patch the game. I'm writing this FAQ because the only complete one I can find on GameFAQs or other sites is horrendously out of date with lots of bloating information. The stats of a Laser vs. a Pulse Laser and what the research requirements of the Fusion Projector are are currently beyond the scope of this FAQ and frankly irrelevant as all that information is easily obtainable in the game for anyone at the point where it would actually be relevant. What I discuss are tactics, a basic walkthrough of the earlier ranks, and more advanced techniques. This FAQ is aimed at people both new to and veterans of Imperium Galactica. I wrote the guide while playing the game through three times; once on Hard and twice on Normal, so they read like a collection of notes and thoughts on the various issues that come into play with each rank. If you're wondering why I'm doing this now when the game has been forgotten for so long it's due partly to childhood nostalgia for a game that even modern RTS gamers must admit is strikingly good for a DOS game, and partly because the game is not forgotten. Open IG, an open source version of Imperium Galactica, is in development currently and over the past year has surprisingly not descended into development hell. With this in the works I hope to get a polished walkthrough out that might be added on to once Open IG gets released. Contents: Walkthrough: LI1: Lieutenant CA1: Captain CO1: Commander AD1: Admiral GR1: Grand Admiral Random Tips: LI2: Lieutenant CA2: Captain CO2: Commander AD2: Admiral GR2: Grand Admiral Contact/Legal Walkthrough: LI1: Lieutenant: You start off the game as the lowest rank, Lieutenant. Your goals are humble; listen to goofy messages and keep your colonies happy. The first pressing matter is Achilles, a planet on which every building is severely damaged. In addition it is missing a Colony Hub. You may notice it is impossible to build any additional buildings until the hub is rebuilt so go ahead and demolish everything except the Nuclear Plant and the Military Spaceport. You may also wish to keep the Radar Telescope. Build the Colony Hub and repair the remaining buildings. The Military Spaceport takes a very long time to repair and is quite expensive but it's much cheaper and much faster than building one from scratch (buildings only need to be at 49% to still be functional so feel free to stop repairing at that point). While things are building take your extra cash and look around the other two colonies, San Sterling and Naxos. San Sterling is a pain in the ass of a planet. It's far too small and too cluttered to be of much use as far as production buildings go (we'll get to that later), so for the time being build a Hydroponic Food Farm. Naxos is a very different story, it's wide open and an Earth-type planet with plenty of production and tax potential. This colony needs a Hydroponic Food Farm as well. If you've been playing for any length of time you've likely seen a little message telling you to help a ship under attack by pirates. Attack the pirate ships and engage the enemies as they come. The pirate battles are relatively easy, at most a few fighters or a destroyer. To make these battles even more one-sided you have a Light Shield in your inventory that the game doesn't tell you about. Equip it to your fleet by moving them near Achilles as soon as the Military Spaceport is functioning. Traders' Spaceports are fantastic long term investments for your colonies, each increases your daily income by 600. Adding a bank to a colony with a Traders' Spaceport will double the spaceports' income so it's a good idea as well. Do this if you find yourself with any extra cash. About half way through the rank your Colonel will call telling you to escort a ship. Follow the ship with the move command and eventually some pirates will attack. This is nothing to worry about and is exactly like every other pirate attack. It is however a good point to start getting your ducks in a row for the next rank. Make sure all your buildings are repaired, get your spaceports and banks built if you can, and try to keep the colonists happy. After this the Governor of Naxos will call explaining that three pirates are fighting near the planet. The governor will refer to it as a "major battle", thus setting a new galactic record for exaggeration. Go there and save the rebel pirate's life. A few minor hassles later and you'll receive a message saying that Admiral Mark Tullen wants to speak with you on the Thorin. This is the final mission of the rank. Basically all you have to do is fight a fleet of aliens, they're very similar to the pirates but attack in force. On the message screen click Send and ask the Colonel for reinforcements. The stingy tight ass usually doesn't give in but in this case he is persuaded to part with 3 fighters and hey, free stuff is free stuff. Get all your planets ready and engage the aliens. You may notice some pirate ships on your side. If you helped the pirate rebel they were his doing. Make sure to use them to protect your own fleet as after this engagement they will be gone. CA1: Captain: Captain grants you the power of two more planets, the Production menu, and a cruiser as well as a few more fighters. This rank lasts longer and is a bit tougher as, like anything else in Imperium Galactica, you get broadsided with every event. Some would call this "realistic" but I just call it "ridiculous". Either way it's trial and error unless you have a guide, which now you do. Basically, as soon as the man with the hilarious voice tells you to "recapture" Achilles, PAUSE THE GAME. The Garthogs have not attacked the planet yet and you can give yourself a bit of a boost before the ground battle. Just use the Equipment screen to remove two Light Tanks from any other planet and place them on Achilles, they are well worth it. When the ground battle begins place them near the Nuclear Plant as all aliens love to take out the power plants. There is a reason for this: if you have any ground defense buildings or Fire Brigades they will power down if the plants are destroyed. Ground battles are pretty straight forward, just destroy the enemy vehicles, indicated as red on the radar. With any luck you should be able to defeat them without losing a tank. Once the Garthogs lose take a moment to evaluate your colonies. New Caroline has an A.I. Dev. Centre which is unnecessary at this point in the game and brings in a good chunk of cash so go ahead and delete it. If you feel confident in your defensive abilities the Barracks can go as well. Repair the rest. Centronom has a Computer Dev. Centre which is equally useless. The Military Spaceport however is not, keep it. You may want to use the free cash to build additional Traders' Spaceports, Banks, and to consolidate building space by turning Prefab Housing into Arcologies. After all this is dealt with it's time to take stock on the mission objective. Basically it's the same as Lieutenant; keep things in shape. This is however much tougher if you don't know what's coming and don't know exactly what to do. Things to keep in mind are: - Production requires massive resources to perform, both in actually making the items and in building the Equipment, Weapon, and Spaceship Factories necessary to build them/build them quickly. Don't invest in your fleet until your colonies are in ship shape (lol puns). - Happy colonists = more money. The higher your tax morale the higher your income regardless of settings (don't use Demanding or Oppressive unless you're bumping into the 80-90% region or the morale will drop like a rock). This means stuff like Churches and Bars pay for themselves over time. - Keep the lights on, make sure you build additional power plants on any colony that has it's Power in the yellow. Yellow power means the buildings aren't operating at 100% efficiency. You will still get the occasional pirate attack but they are less frequent now. They are much more powerful though so be sure to keep your fleet safe. This can be hard since the game starts to use cheap tactics like Destroyer 1s with missiles. Most of your problems at this stage will be larger and scripted. Shortly after making Captain, Dr. Kathrine will have a test for you on the bridge. Answer the questions as such: Q1: I am always confident in relationships. Q2: Based upon logical deductions. Q3: Yes. Q4: Never. Q5: Nothing compares to a well authored poem. Q6: Always. Q7: Responsible. Q8: Only in extenuating circumstances. Basically if you fill it out like you would one of those damnable online application questionnaires then you'll be fine. Answer like a twit though and you'll lose the game. By now you should have a Traders' Spaceport on every colony, if you don't make that a priority as well as building banks. It's time to worry about making your colonists happy. Ideally you should have at least one of every morale-boosting building on a planet but in some cases this simply isn't possible. Also, since income is still limited and you only have access to Nuclear Plants it may be a good idea to only do the basics. Police Stations and Churches get big bonuses so be sure to use them first. Also, if you have some extra scratch look into building an Equipment, Weapon, and Spaceship Factory. You need at least one of each to produce everything on the Production menu. Eventually San Sterling will call complaining about a smugger. This basically means attack all the red blinking ships, forcing them to turn around at the point of a bayonet. After some time an Unknown ship will appear. Either get this one to turn tail and run or wax it, it doesn't matter. Contrary to what the governor says it does not arrive within 24 hours so get back to colony building in the meantime. Before the smuggler arrives Dante will have a dream, this is a little side story and is pretty interesting if you follow up on it. You can do so by visiting the Local after each dream and following the suggestions of the crew members. A few days later the Governor of Centronom will arrive, heading to Naxos. While you have to escort him nothing actually happens which makes me wonder why it's an event in the first place. Once again this could be "realistic" in that not every ship that sets off actually gets attacked but who knows. Anyway, try to get a Weapon Factory built to fully equip your fleet. Adding as many lasers as your ships can hold increases their damage. You can also use it to build more Light Tanks if you want. Within no time a planet will be attacked by the Garthogs again. This planet is chosen at random and while New Caroline is the easiest to defend (unless you destroyed the Barracks) it's doable with only 8 tanks. In this fight you'll be against Medium Tanks which are significantly stronger, just make sure you attack them first as they aren't hard to kill. Chances are they'll take out a nuke plant but just replace it. If it was on New Caroline or Naxos, consider a Fusion plant as an alternative. New Caroline will then call with a virus infection. This always struck me as the most annoying mission. It plays out the same way as the San Sterling smuggler but with a twist. As soon as you get the message click on Send and tell the Colonel. If you don't know to do this the infection will last a very long time and will become recurring. Attack the trade ships and don't take any of their back talk, just get them turned around. Eventually the virus carriers will be identified and you can pick them off. This also gets you a nice set of Hubble 2s on San Sterling and Naxos. It's interesting to note that even if you don't report the infection and it goes away, you can still report it later on before the next infection wave. By now you probably want to build things for your fleet. A Radar Array is a good idea for your Cruiser 1, as is about 5 laser cannons for your cruiser and old destroyer. A Radar Car is also a good choice to prepare for Commander rank, just don't deploy it on any planets. Mostly you should worry about two very important things: colony protection and income. By now you should have all your colonies with Traders' Spaceports and Banks as well as at least one of each production building between them. The time has come to build Ion Projectors. These are pricy at 10,000 credits a pop but try to get all five built on Achilles. Doing so will make the final mission much easier. Once Achilles is covered scatter these projectors around on all the planets. Admiral Benson will soon be on his way to New Caroline. Escort him and wait for the attack. You will be assaulted by a fleet of Garthogs containing a flagship so be sure to ask for reinforcements. The flagship you have contains missiles so use them to dismantle a destroyer or some fighters. Let the flagship tank as many ships as possible as it won't join your fleet afterwards. After the battle (or before if you're fast enough) build enough equipment to supply your new destroyer and get back to building Ion Projectors. If you didn't tell the Colonel about the virus on New Caroline this is when the new strain will strike. It's the same song and dance as before so quarantine the planet and build Hospitals as necessary. This time though be sure to report it. Attack the virus transport when it appears. Around this time you should also begin to suspect a spy is on the ship, so you should check back at the bar for new information and another laughable stereotype. When you destroy the transports tell the colonel. The rank is in the home stretch now and you're going to want to make some final preparations. After all the planets are armed with five Ion Projectors each start thinking about your space battle strategy. You'll be fighting a large fleet with missile launching destroyers and flagships. If you build lots of fighters you'll have plenty of lasers flying but if you have lots of destroyers you'll be able to endure a few of those missiles. Either way works and neither is entirely necessary so skip ship production if you think your current fleet can handle it. An armed transport (it's not actually armed) will come through and it's your job to make sure it doesn't get bumped off. I haven't the foggiest why paper money exists in the year 3427 but it does. Anyway this is standard fare, expect an engagement in space near San Sterling. If you have Ion Projectors built they will come in handy. Finally you will be prompted to recover a stolen prototype. This is the final mission of the rank so pull your fleet in to Achilles. The Garthog fleet moves slowly so take this time to prepare whatever you need for a major battle. Engage the enemy when they are very close to the planet. When the battle starts pull all your ships back towards the cannons and let them do the brunt of the work. The Garthogs will attack one by one so you shouldn't have any trouble except for the missiles. Win this battle and you get promoted to Commander. CO1: Commander: You now have control over the colony on Zeuson as well as access to the Research menu. Your objective here is to take over all Garthog planets. Assuming you built your cannons up on the planets you already had the Garthogs shouldn't stand a chance of taking your planets. Build up Zeuson and begin constructing the necessary development centers needed to research the various things on the menu. Only a few will be doable right now by mix and matching the development centers on the colonies but it should be enough to get you caught up with the Garthogs, at least for the most part. When researching be sure to add as much money as possible to the development project, that way it finishes quickly. You should have plenty of time to research things, get your new colony organized, and get your Orbital Factory made (for flagship production) before the first mission starts. Eventually you will be asked to blockade Zeuson. This is sort of a phantom request as none of the trader ships actually flash red, indicating they are not targets. Just sit and wait for the Alliance of Free Traders' ship to appear and take out the destroyer in it's midst. Once this is done a cut scene will play and you're off the hook for a while. Hooray! Try to research and produce as much as you can before starting your invasions. This includes necessities like the Solar Plant and Medium Tank. If you built a Radar Car put it in your fleet. After a while a scripted message will come about an attack on a colony. Do a sit rep request to figure out which one it actually is (the message header is lying usually) and defend that planet if it's defenses aren't up to snuff. After this event a prototype of a Destroyer 2 will need to be escorted. I guess they didn't give up development after the Garthogs stole the first one. Escort it and you will gain a Destroyer 2. This is a good time to pay attention to factories. Build as many as your colonies allow except on San Sterling which won't have the extra space. These suckers are expensive, take a lot of manpower, and suck up a lot of juice. You need full power to maximize operating capacity so make sure those Solar and Fusion Plants are in place. When dealing with your fleet make sure all your flagships are running Pulse Lasers and have Cargo Pods attached. Throw some Destroyer 2s and Cruiser 1s in there for good measure. Once all 3 flagships are produced and equipped, regardless of the rest of your fleet, throw all your ground forces on them and attack Garthog 1. Garthog 1 is the second strongest military planet the Garthogs have and you need to take it out early. With any luck you should have no trouble penetrating their defenses with careful use of your bombs. Place your units and let the enemy come to you. If you mostly used Light and Medium Tanks then you won't stand much of a chance of taking the planet the first run. You will however put a serious hole in their defenses. If you fail just retreat to Achilles, restock with whatever is left, and attack again before they can rebuild their cannons. As soon as the colony is taken set it's tax settings to Very Low and build Ion Projectors. If it doesn't have one, build a Police Station or two. Thus begins your rampage of the Garthog worlds. Give them no quarter and attack Garthog 2 and 3 as quickly as you can reequip your fleet. Don't worry about research for now but make sure you're constantly building Medium Tanks and bombs. Add a Spy Satellite on Garthog 5 to be able to attack it. Once the four planets are taken you'll have more than enough colonies to finish your research. In your time on the alien colonies you may have noticed they're very limited in what can be built. Police Stations are your only morale-boosting building and Nuclear Plants the only source of power. Fortunately these have smaller footprints so have at least two Police Stations on the alien worlds for income support. Main technologies to look at here are the Rocket Sled, the Plasma Projector, and the Inversion Shield. The former makes colony attacks ridiculously one sided, the latter two make your colonies stand a better chance against the aliens in Admiral. As soon as you get them be sure to fit every colony with them. When your research is completed and you've run out of funds/fitted every colony, attack Garthog 4. It's going to be a harder battle in space and on the ground than the other planets. If you run out of light tanks attack as soon as you've stocked up on reserves. This planet may present you with a choice depending on how the Garthog fleet is positioned: - If you attacked Garthog 5 while the main Garthog fleet was in transit you can take Garthog 4 without having to fight the main fleet. This will save you considerable time and fleet preparation. - On the other hand, waiting while you build your fleet gives you a chance to amass some credits for the next rank, finish filling out your colonial defenses, and refit your fleet with full Rocket Sleds. Both options have their ups and downs and both will prove highly effective ways of getting to the Admiral rank. For the sake of the FAQ I'm going to assume you took the longer route and built every conceivable factory and projector and shield on your colonies and built your fleet up before attacking the main Garthog fleet. When you engage it it should be a one sided battle but expect casualties, especially fighters. The Garthogs will be near their planet so they'll have the advantage of Ion Projectors and possibly Plasma Projectors so stay away from those. If you attack the planet with Rocket Sleds what will become immediately apparent is their splash damage. This is the reason they're superior to pretty much every other form of ground force. The bad news is when it comes to attacking buildings and those damn Radar Cars they hit everything BUT their target since their rockets are blocked by other buildings and terrain features. For this reason I like to bring along a few strong tanks. Regardless, once you capture the planet you will attain the rank of Admiral. AD1: Admiral: In Admiral rank you learn that basically all that research you did in Commander was moot. The alien races have much more powerful weapons at their disposal. The good news is you can now competently play catch up. What you get is the remainder of the old empire, that is four extra planets all of which are either ridiculously or under developed. Spend some time patching them up and don't forget about Garthog 4. You should have all the dev. centers needed to start researching the Colonization Ship. Do so A.S.A.P. When it finishes researching bang out about 5. Begin colonizing planets. Colonization and rapid research are sure to drain your money pool very quickly so after about 5 colonies have been grabbed take a breather to recover your lost funds and make use of those new planets with dev. centers. What you should do now is invest in research. Upgrading your colony guns and shields to Fusion Projectors and Hyper Shields gives you a huge edge against the aliens that are (or will be soon) attacking you almost constantly. Fortunately those Plasma Projectors you added should keep your plants yours until you can upgrade them but even Fusion Projectors aren't a 100% guarantee. With about 20 planets or so under your belt you shouldn't have any trouble researching just about everything the Admiral rank has to offer. Once you get the weapons researched though you have a few choices: - Reequip your existing fleet with all new weaponry. Commander rank ships can still be lethal if given the proper firepower (especially Destroyer 2s). You will want to switch your flagships out for Flagship 2s as they carry more ground forces but other than that the original ships can stay. Put Neutron Guns on all your Cruiser 1s and U.V. Pulse Lasers on your Destroyer 2s. - Get entirely new ships. The Destroyer 3 an the Cruiser 2 are powerful weapons, the latter of which mainly due to it's tougher shields. Destroyer 3s are quick to make and can tear enemies to pieces. - Sit on your ass. This is a valid strategy as the other aliens are still alive and kicking, attacking your planets. Eventually the Dargslan will beat them into submission which means when you get to Grand Admiral you will only have to worry about one enemy instead of four or five. The bad news is this means you likely have to conquer every single planet to win, which if you blaze through the ranks can be avoidable. If you decide to sit and bolster your forces then do so until you stop getting attacked. If you decide to start sacking alien colonies then start with the weakest ones first, namely the Morgath and Ychoms. When you get 25 planets the Dargslan will see you as a threat and attack with no warning. It's been speculated that a certain amount of time will pass before the Dargslan attack you but I was attacked just after colonizing my 25th planet and it seems too much of a coincidence for it to be timing. At any rate the Dargslan will kick the planet's ass unless you have some serious defenses both in space and on the ground. This launches you into Grand Admiral. GR1: Grand Admiral: This is the final rank with no real objectives, just like Admiral. Everything is at your disposal and you get access to the Diplomacy screen which, all things considered, isn't very useful. Try to get Meson Projectors, Flagship 3s, and Cruiser 3s researched as quickly as possible. The Meson Projectors should keep your planets safe from even the Dargslan fleets if you play them right. The flagships will allow you to hold the maximum amount of ground forces, and the cruisers have insane weaponry with bombs and missiles. If the Dargslan take any planets just take them right back and keep at your research and production. When you take over the last Dargslan planet you win the game. If other races are still alive it'd be a good idea to become buddies with them if for no other reason to keep them off your back. None of them will stand a real chance against the Dargslan but races like the Eclaps and the Sulleps should survive longer than others, and those can be a major pain should they find you an enemy. Random Tips: LI2: Lieutenant: Lieutenant rank doesn't really have a lot of tips considering it's so straightforward. The only things I can suggest are modifications to the colonies and orders of operation. - I highly suggest only repairing what is absolutely necessary at this point in the game. You should really be demolishing all the unimportant buildings on Achilles, that is, leaving only the Nuclear Power Plant, Radar Telescope, Military Spaceport, and Fire Brigade. Getting the Fire Brigade to 49%, and then letting it work on all the other buildings is a good idea because it will repair them for free to an operational level. Repairing the Nuclear Plant to full is also a good idea because it maximizes the power output. - At your financial discretion, remove the Prefab Housing and replace them with Arcologies. This may not be a wise decision but it will save time and effort later if you find yourself with the spare money. - Remove tanks from San Sterling or Naxos and put them on Achilles in preparation for Captain. CA2: Captain: Captain rank offers a bit more freedom so this tips section is definitely worth a look. This is where strategies will start to diverge. - If you want to raise money fast you can begin building a tax base instead of throwing Ion Projectors on every single colony. Do this by adding Police Stations and other morale-boosting buildings. - Defense is like Vegemite; it's only good if you spread it thick. Having one Ion Projector on a colony isn't gonna do Jack, three or more are necessary to repel a Garthog fleet. Similarly, having a Barracks is a good idea but not fully utilized unless you add the extra vehicles to the planet. Keep this in mind when deciding on how to build your defenses. - As with Lieutenant, think hard about what you want to keep and what you want to destroy. The Recreation Centre on New Caroline is a good way to boost tax income, but demolishing it is a short term cash boost. Also, having a Military Spaceport on Centronom, so close so the one on Achilles, may be frivolous considering they bring in a lot of money. - Although it is ultimately a matter of opinion, building a fleet is rather unwise unless you have all your colony matters settled first as the missiles the Garthogs will launch are likely to rip it apart. Your colony building however will endure into the next rank almost unscathed. CO2: Commander: - You don't have to attack the Garthog planets in any particular order, the one I outlined is entirely personal preference. Keep in mind the longer you play the better defended all the planets become, so in whichever order you take them try to keep momentum going. - Exterior 14, how controversial. Should you take it or leave it be? The gains could be enormous; the addition of an extra planet and the stolen technology of the Fortress. On the other hand the far superior Morgath shall attack you at every turn, and even with Plasma Projectors they're hard to repel. Plus, the planet itself is a tough nut to crack. So, what to do? This tactic is only for the bold and preferably experienced. If your economy is well founded and your planets amply defended then you can take a shot at it. A possibility would be to create an entirely new fleet just incase the planet defenses rip your main one apart. I'd wait until the Garthogs are on the ropes and you have plenty of bombs and Rocket Sleds. Furthermore, only attempt to take the planet if you are planning on doing a ground-based defense in Admiral. If not, then Fortresses really won't be a priority and certainly won't be worth getting the Morgath mad early. - If you freeze the game, fire a bomb, unfreeze and quickly refreeze, fire another, unfreeze and quickly refreeze... you get the idea, you can fire bombs really fast. This gives more bombs a better chance of hitting their target without getting shot down. - Fighters are your best disposable friends. Build many and keep your fleet fully stocked as a full fighter brigade can easily dismantle space bases and projectors alike. Their effectiveness grows significantly as you advance in the ranks and unlock Fighter 5 and 6 but even now they are the best way to keep your destroyers and cruisers in top shape. - Don't fire missiles at space bases and enemy flagships, their ECMs will send them flying back at you. - The Ychoms have Fusion Projectors and Space Base 2s at their disposal, do not trifle with them. - Instead of adding all the left over Light Tanks to your fleet you could sell them. Unless you're strapped for cash I wouldn't recommend this as they make great shock troops for softening up the enemy. - The Garthogs took my planet, wat do!? Don't panic. They can't build defenses any faster than you can, just fill your fleet with what you have and turn off nearby radars so the fleet hovering over the planet disappears. Then attack quickly to reclaim it. You shouldn't run into more than a few fighters in orbit and no more than 8 tanks on the ground. AD2: Admiral: - Be wary of frequent alien attacks. Even if you manage to repel their fleets with planetary and orbital defenses, due to the *unique* way in which Imperium Galactica calculates damage, any structure that was even hinted at being hurt during the encounter will be critically wounded and require repair. In some cases the aliens will attack the same planet with such frequency that it will be impossible to rebuild before the next wave. - You'll notice a lot of the technology you gain access to says "upgraded from" or "slower than" in the research description. You don't actually upgrade units to become the next tier, it's more to give you an image of the stuff you're researching. The majority of the technologies described as this are really not that great compared to their later counterparts. - Admiral rank is where the major differences between Normal and Hard modes are noticed. If in Normal mode the other races will apparently be more preoccupied with the Dargslan and less concerned with rapid expansion. In Hard mode even if you progressed quickly you will be hard pressed to find any available planets. I had luck finding some in the upper right corner of the Starmap but that was only three planets. Also, the enemy attacks combined with extremely powerful fleets compared to their counterparts in Normal mode will cause the game to slow to a grueling pace, with nearly every spare dime going towards rebuilding your colonies. I'd highly suggest you spend what you can reinforcing your tax base and getting your income as high as possible. - Completing all the research isn't necessary or even really warranted given the nature of the game at this point. For instance you don't need the Hubble 2 and it has a strange pattern of dev. centers to research that don't fall in line with anything else. If you want it, fine, but it's not mandatory. - Although I mentioned reequipping your Commander fleet as an Admiral fleet in the other part of my FAQ I should point out that only applies to the destroyers and cruisers. You definitely want to upgrade your ground forces, flagships, and fighters. Fighter 4s and 5s are incredibly deadly even against reinforced Dargslan defenses. - It's important at this point to understand how weapons scale. Both lasers and guns have 4 levels, and they increase exponentially. A Laser has 5 power, Pulse has 10, UV has 20, and UV Pulse 40. Stacking them adds more, so 4 Lasers would be 20 power while 4 UV Pulse would be 160. GR2: Grand Admiral - With all your additions in Admiral your tax base should have increased exponentially since Commander. All this increased income means you can spare no expense in fortifying your planets and not have to worry about money. For instance, in addition to having Meson Projectors you could include the durable Space Base 3s on your planets, especially frequently attacked ones. Having a stockpile of about 100 of these isn't absurd towards the middle of the rank. - If you find you really want more money in a ridiculous way you could try killing off the population of an alien planet. It shouldn't be hard to figure out how to do this, just destroy all the buildings and jack the taxes up. Once done you can recolonize it as a Human planet. It takes a while and in the meantime will have an impact on your income but the new Human colony will, in the long run, produce more income. Contact/Legal You can contact me at "woohookittys@msn.com" with any suggestions or comments about the FAQ. Please include "IG" or "Imperium Galactica" somewhere in the subject. Please contact me before hosting this FAQ on a site other than www.gamefaqs.com, I'm usually pretty open to letting people use my material however. Imperium Galactica is a trademark and copywrite 1997 of GT Interactive Software Corporation. All other trademarks and copywrites are owned by their respective holders.