238 lines
15 KiB
Plaintext
238 lines
15 KiB
Plaintext
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IMPERIUM
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Lately, we've seen all too many games that "push the hardware to its limits."
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Such technological feats seem to invariably detract from actual design, which
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means the computer game industry has been producing more and more eye- and
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ear-candy, and fewer and fewer thoughtful, thought-provoking, intriguing,
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original games.
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As if in complete rebellion against this trend, Matthew Stibbe has come up with
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a game designed mostly in shades of gray, without much in the way of sound
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effects or music, and with virtually no animation. The result is simply one of
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the best computer games ever to appear, bar none. IMPERIUM is a fascinating,
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complex, interstellar strategy and resource-management simulation that is so
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flexible, it can be used to model almost any military, diplomatic, or economic
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situation you might imagine.
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Drawing upon such games as REACH FOR THE STARS and STELLAR CRUSADE, IMPERIUM
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goes well beyond the parameters of those designs, without sacrificing their
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degree of playability. On the contrary, I'd say that IMPERIUM overcomes the
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problems and limits of the previous games in this genre, and sets the standard
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against which all future military/economic simulations will be measured. (This
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review is based on the Amiga version)
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One of the most significant strengths of the design is the windowing interface.
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Stibbe and Wilson have created a series of menus, windows, and sliders that work
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better than any GUI I've yet encountered. Both Apple and Commodore could learn
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much from this interface: It is economical, intuitive, uncluttered, and flexible
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in ways none of the major GUIs have been. For instance, when menus are opened,
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and then sub-menus are opened from those, the relation between the different
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menus is organized simply, so that making a choice from a sub-menu requires a
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minimum of pointer movement and consideration. Menu windows can also be
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temporarily closed, so that they take up no more room on the screen than half
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the average Amiga string gadget, making it possible to move quickly from menu to
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menu without having to overlay one menu on top of another.
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Within menus, choices are made using a combination of text, numerical, and
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mouse input, depending on the information the simulation needs. In certain cases
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(such as the Imperial Production window, or Create Spaceship Class window),
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sliders are relative: Increasing one slider decreases all the related sliders a
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relative amount, so that the overall balance of surplus and deficit in
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production is maintained. For instance, if the player increases the balance of
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military production in the overall economy, this reduces the percentage of
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technological, industrial, and consumer production. If both military and
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industrial production are increased relative to technology and consumer
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production, the latter two are reduced all the more. This provides a quick and
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effective means of perceiving the relationships between such variables in the
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game design. Choices have both benefits and costs, which are clearly linked.
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To describe the game more generally, IMPERIUM is not unlike REACH FOR THE STARS
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in its essentials. Your goal is to start out with one empire (consisting
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initially of Mars, Earth, Venus, Saturn, and Jupiter), and to expand it into as
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much of the local universe as possible, by conquering and developing as many
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planets and solar systems as you can. Meanwhile, the computer is running four
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other empires of different sizes, strengths, and locations that are attempting
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to do the same thing. As all the empires expand, conflicts invariably ensue, and
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the results reflect the overall relative strengths and weaknesses of the
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empires. Success comes either when you have defeated all the other empires, or
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when you have managed to survive a thousand years (or, in other words, a
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thousand game turns...!). Neither kind of success is anywhere near as easy to
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achieve as in RFTS.
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In comparison with REACH FOR THE STARS, though, IMPERIUM contains much more in
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the way of economic development and competition, military strategy and
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construction, and perhaps most importantly, diplomacy. The other empires in the
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game are active, complex presences from the very beginning, and what the player
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does in terms of managing trade relations, import and export taxes, military
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alliances, and information alliances has substantial effects on the other
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aspects of the game.
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There are twenty different commodities that are potentially traded between
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planets and empires, and each planet has greater or lesser capacities for
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manufacture of the various kinds of commodities. Agricultural planets are good
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for producing foodstuffs, mineral planets are useful for industry, and so on.
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Trade is affected by player-controlled embargoes (which can be customized to
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include any combination of the twenty commodities, or all of them, within a
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particular empire, or with all other empires); the setting of import and export
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taxes or subsidies; the building of spaceships or defensive antennae; the size
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and growth of each empire; interstellar wars; and the particular mix of
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planetary resources available to each empire. It is possible, for instance, to
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make your empire a big exporter of a particular important commodity that all the
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other empires come to rely on, and then to manipulate the other empires'
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economies by taxing, subsidizing, or restricting trade on that commodity. Of
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course, cutting off the supply of a crucial export could trigger war with one of
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the computer-controlled empires.
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Trade affects the overall economics of the empire; without the necessary
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restrictions, players may find their planets trading away to other empires those
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goods crucial for the continued expansion and development of their own empire.
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On the other hand, too many trade restrictions can cause a player's empire to
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wither on the vine. The empire's treasury and each individual planet's treasury
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are separate, which makes it possible to balance resources available from planet
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to planet. Finances can be withdrawn from planets to pay off Imperial debt
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(deficit spending is all too possible in the game design, especially for
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beginners!), or be allocated from richer to poorer planets. The empire can
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finance different aspects of a planet's development (material infrastructure,
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planetary defenses, R&D) with a yearly payment, which can be allocated for any
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period of time. All of this has effects on production of the commodities
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available for trade.
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Overall population levels can also be controlled positively or negatively with
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a single slider, though setting negative growth rates will not restrict the
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expansion of underpopulated planets within the empire (which is necessary if
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population must be controlled on a burgeoning, rich planet, without restricting
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the growth rate of a smaller or newer planet in the empire). Ark Ships can be
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built at any time to transfer up to 20% of a planet's population, and up to 98%
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of its commodities, to another planet. Up to five Ark Ships can be sent out for
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such purposes at any time, so it is possible to remove all of a planet's
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population and commodities. Planets can be decolonized completely, which has a
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negative impact on the player's overall popularity; under certain circumstances,
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decolonization can become necessary or desirable, however.
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The planetary reports provide some of the most extensive information available
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in the game. Planets have a wide range of features and variables, all too
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numerous to elaborate here. Loyalty, Stability, and Integrity are all affected
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by how well or poorly a planet is managed (as well as by war); they are prime
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determinants in the collective popularity of the player throughout the empire.
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Infrastructure, Defenses, Troop garrisons, Technology Level, and more are all
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presented for each planet within the empire. Reports on planets outside the
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empire can be more or less reliable, depending on whether such planets are
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within the range of a defensive antenna, a scout ship, or within an empire with
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which the player has an information alliance.
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The diplomatic side of IMPERIUM involves the regulation and maintenance of a
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pool of literally hundreds of subordinates, some of whom are chosen to run
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planets, take charge of fleets, and serve as ambassadors to the other empires.
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Success or failure in the game depends heavily on the effective handling of
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subordinates. Each subordinate has three characteristics -- Loyalty, Competence,
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and Charisma -- and each characteristic can be affected by promotions,
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assignments, salaries, and other things. Subordinates live normal lifespans,
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die, and have to be replaced with new subordinates; the game continually
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generates new subordinates for the Pool as things progress. Sometimes
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subordinates will even defect and set up new empires (I've had as many as eight
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new ones -- along with the default four -- to contend with during gameplay), and
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disloyal subordinates can often be a major challenge during Elections. Elections
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can be held anytime, and will end the game unless the player comes up with a
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majority of votes. They must be held every fifty years, if the player doesn't
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choose to hold them sooner.
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Subordinate control includes control of the player's own in-game
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"representative," the leader of planet Earth. (Initially, though, you can move
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the leader and Imperial Home Planet to whichever planet you choose.) Since this
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character, like all the others in the game, has a normal lifespan, something has
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to be done to extend life beyond normalcy. Nostrum, the immortality drug, is the
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solution to the problem, and can be found only on certain planets. Nostrum is an
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_extremely_ valuable commodity, in short supply, and has significant effects on
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subordinates. Discovery and control of the Nostrum supply in the game is a
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crucial issue the player will have to resolve early on.
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The military component of the design is as sophisticated, extensive, and yet
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simple to handle as the other aspects of IMPERIUM. One of the first priorities
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is to create useful types of spaceships. Different mixes of Gross Weight,
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Engine, Armor, and Weaponry can be determined using the relative sliders, which
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work like those used for Imperial Production (as described above). Gross Weight
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is an overall determinant of the other three factors in the design, and
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increases as your average technology level increases within the empire, so
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better ships can be designed as an empire develops. Ship building takes a
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certain number of years, also dependent on technology level, resources
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available, and funds allocated from the Imperial Treasury for the project. The
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ships you can build at the start of the game have primarily exploratory
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abilities, but not much capacity in the way of defense or offense. True
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offensive military power only develops later in the game.
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Players can choose the planet they wish to build ships on, and when ships are
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completed, fleets of any size (up to ten) can be created and subordinates
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assigned. Troops can be loaded from garrisons on the planet the ship was built
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on, or on any other planet within the empire. Fleets can be decommissioned and
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reconstructed elsewhere. Fleets are then given orders for invasion, exploration,
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defense, or offense; they engage in any one of five different kinds of maneuvers
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against other ships and planetary defenses, depending on strength, subordinate
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effectiveness, and enemy capabilities.
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Troops can be created on each planet, and the player can choose between
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infantry, armoured, or drop troops (the latter take up no space within the ships
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in a fleet). The number of troops that can be gathered per turn on a planet
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depends on population size; as in real life, garrisons take some time to build
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up to an effective strength. Troops either remain on-planet for defensive
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purposes (important during times of war), or can be uploaded to fleets for
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invasion or defensive purposes.
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Combat goes through four stages, again much like REACH FOR THE STARS.
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Opportunity fire can occur (rarely) when enemy fleets encounter each other in
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space. When an antagonist fleet first enters a system, Solar System Combat
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occurs; if successful, Planetary Bombardment next takes place, affecting
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planetary defenses and material infrastructure (and producing some troop
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losses). Finally, the Ground Assault phase begins, which is where troop
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garrisons become significant factors in the game. Wars can take many years to
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get through, and sap an empire's resources in the extreme; the player's
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popularity decreases rapidly, planets quickly become economic disasters,
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treasuries all go into huge deficits, and recovery can take a long time, if a
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player is lucky enough not to have to face an election during (or any time soon
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after) an unsuccessful war. Beginning players will want to stick with fairly
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defensive strategies until they get a good grasp of how to manage the game.
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IMPERIUM sounds potentially daunting; fortunately, everything except
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subordinate control can be allocated to a "computer subordinate," which will
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manage your economic, diplomatic, and military strategies, thereby vastly
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simplifying the game. It won't be long before you'll want to get your hand in
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and take over from the computer, though! Computer control can be enabled and
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disabled at any point during the game. Watching how the computer handles the
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military and economic sides of IMPERIUM is a good way to learn how things work.
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The names of planets, empires, and subordinates can be changed to anything you
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like upon startup: Name the Phroygons "Iraq," the Throygons "USA," the Droygons
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"Egypt," and the Shoygons the "Soviet Union," and voila! You have a potential
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simulation of a mid-east crisis, for instance. Better yet, starting levels of
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the computer-controlled empires can be altered for games of varying difficulty:
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Starting Wealth, Technology Level, Army Size, and Empire Size can all be
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adjusted with sliders to change the difficulty level of the game (all computer
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empires are affected simultaneously). You could start with four large (but poor
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and primitive) computer empires; or four small (but rich and technologically
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advanced) empires; or four highly-defended, high-tech (but poor) empires, and so
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on. The variations made possible by the four sliders that control initial
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conditions are almost endless, and make for huge variations in the kind of play
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that will ensue.
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The game comes on one copyable disk, and runs on A1000s, A500s, and A2000s. (I
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didn't get a chance to test it on an A3000, but it looks like it should work
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without any problems.) A mouse is used for most input, with the keyboard used
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for text and numeric input. The game can be installed on a hard drive with some
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finagling (use ASSIGN DF0: DH0: to get the game to recognize the hard drive),
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though it may require disabling the standard boot-up configuration. I wish
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Electronic Arts had included HD installation procedures in the manual.
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IMPERIUM goes on, and on, and on. This review is just a small taste of the
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game; yet, with as much as there is to do per turn, the game plays fast, and is
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easy to learn: Easy to learn how to play, but a real challenge to learn how to
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play _well_. I give IMPERIUM as many stars as there are present in the game;
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it's simply a superb bit of fun, which will keep you entranced for many
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thoughtful hours. At a potential thousand turns per game, with an almost
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infinite number of different games possible, IMPERIUM could easily last a
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lifetime.
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IMPERIUM is published and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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