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Strategic Sage
Jan 22, 2017

And that's the way it is...


The What

Imperium Galactica was published in 1997. Here's how Tim Howgego's FAQ described it;

Tim Howgego posted:

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.

Despite it's numerous flaws, I really like Imperium Galactica. It's definitely an acquired taste though - I bounced off it multiple times because of how difficult the game makes it to even understand what it's trying to do and be. The different genres, partially blended and partially sequential, are part of why it ends up with a UI that feels like it's being held together by spit and baling wire. Most of them also end up being fairly half-baked in their own right. The design makes little effort at times to let the player know what they're even supposed to be doing. I imagine it being put together by one of my favorite ridiculous cinematic characters:



David Battley as Mr. Turkentine in Willy Wonka and the Chocolate Factory (1971) posted:

I've just decided to switch our Friday schedule to Monday, which means that the test we take each Friday on what we learned during the week will now take place on Monday before we've learned it. But since today is Tuesday, it doesn't matter in the slightest. Pencils ready!

This game doesn't play fair. The above quote is not at all an exaggeration of what it does to the player. I'm here to sarcastically strike back on behalf of strategy gamers everywhere, but also to find the fun that is hidden in this title - you just have to dig some to find it.

As for the story, well ... that you'll see as we go. The image at the top is from the original Hungarian version of the game. The voice acting was supposedly much better in that version. It's ... not a strong point in the English version, to put it very charitably. The tagline is 'The Galaxy Is Yours ... If You Can Handle It'.

The Why

Because it deserves the treatment. The aforementioned FAQ is solid and includes a complete walkthrough, but it's focused on Normal difficulty. The two complete YouTube LPs that I was able to find are also on Normal. There's more to explore, including mechanics misunderstood or not fully explicated in the FAQ and other materials that are out there. Imperium Galactica stands alone, often not in a good way, and it's never been done on SA.

The When

Weekly updates are being aimed for. The date of the week may vary with my other projects.

The How

Hard difficulty, and I'm also going to take the worst result in each of the early semi-randomized events. On the other side, I'm going to take the game's implicit demand that the player be able to know what's coming to it's extreme. I'm also going to abuse every exploit I am aware of, to crush the opposition as thoroughly, completely, and quickly as I can. This isn't my normal type of LP - I'll still discuss the narrative where appropriate - but trust me on this; Imperium Galactica is asking for it, and it fully, richly deserves it.

The Spoilers

Only in spoiler tags. If someone doesn't know what happens in this game, I'd like them to be able to experience it. But since it's more about the gameplay than the story, go ahead and tag them if you must spoil.

The Archives

Intro & Backstory (20:07)
Dante's Dilemma (25:39)
Settling In (26:36)
Oh Captain, My Captain (23:33)
Crisis on Achilles ... Again (19:10)
Many Questions, Fewer Answers (26:14)
Return of the Garthog (22:53)
Pandemic! (21:36)
Ending the Beginning (30:38)
Preparations (26:31)
Commander at Last!! (30:23)
Defeat the Garthogs We Must (23:07)
Go Drunk Col. Douglas, You're Home (27:36)
The Invasion Begins! (31:28)
The Invasion Continues (29:26)
The Facade Cracks (26:24)
Garthog Climax (22:36)
Now What? (25:29)
Certified Public Admiral (37:29)
Grab Your Abacus (24:08)
Expansion Grind, Part I (16:33)
'Grand' Diplomacy (25:05)
Empty Threats? Expansion Grind, Part II (24:58)
Dancing With Dargslan in the Pale Starlight (19:58)
Galactic Color Tour (22:33)
The Human Empire Strikes Back (27:41)
Cahudri Rising (20:39)
Dargslan Resistance Stiffens (24:29)
Slogging Through the Core (21:05)
Closing In (27:08)
Conclusion (48:39)

Strategic Sage fucked around with this message at 14:15 on Jun 17, 2021

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Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Intro & Backstory (20:07)
:siren:

And away we go. The galaxy, such as it is ... err, will be. Our intrepid hero will get properly started on his responsibilities, and actually gameplay will ensue in the next session. I have to wonder if the ship's computer here was an inspiration for the Madison character in Galaxy Quest.

Strategic Sage fucked around with this message at 14:21 on Oct 23, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...

my dad posted:

I look forward to seeing if your way of squeezing everything you can out of the early game is the same as mine.

As far as I know there are two general paths you can take. For those who know what they are, I'm taking the 'extreme' option. That's all I'll say for now.

Torranor posted:

I loved this game as a kid, and I haven't found anything similar since then. The way the gameplay opens up the further you get into it is pretty unique, imho. I'm very excited to see you LPing this, Strategic Sage.

Thanks! Looks like this is one we won't end up debating too much :).

mrpwase posted:

I thought it was really weird at the time, don't think that opinion's going to change.

It still is. But perhaps you'll be able to decide whether you think it's good weird or bad weird as we proceed. .

Strategic Sage
Jan 22, 2017

And that's the way it is...
I have heard of OpenIG though I haven't tried it. It does sound interesting, though I'm more focusing the game as originally released here and I think larger colony maps is the kind of change that isn't actually beneficial to game balance (though I definitely understand why some kinds of players would prefer that).

Strategic Sage
Jan 22, 2017

And that's the way it is...

Koorisch posted:

I didn't mean the worlds were larger, just the Colony Screen map so you don't have to constantly scroll around to see your colony.

Ahh, in that case it's a very nice QoL enhancement then.

Falcorum posted:

It also fixes the bug where you could steal enemy fleets.

That's one I don't know how to do. :stare:

Strategic Sage
Jan 22, 2017

And that's the way it is...
LOL. I clearly was wrong about it being from the Hungarian version then. Shows what I know about languages. I do know it was originally Hungarian, but obviously I was wrong about the box art there.

Strategic Sage
Jan 22, 2017

And that's the way it is...
This should be a lot of fun if we keep this mix of people new to the game and people who already know it well around. Next episode tomorrow.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Dante's Dilemma (25:39)
:siren:

My opening approach takes the road less traveled - and one that frankly would probably result in me being burned in effigy or worse from a purely narrative point of view. Colony management, overall game structure, and our first taste of fleet combat feature here. Quite a bit of exposition as well, but we've got the basic elements mostly out of the way now.

Strategic Sage
Jan 22, 2017

And that's the way it is...

my dad posted:

the galaxy stuff doesn't actually start happening until your second promotion, at least in the original, though I played under the assumption that it happens from the start in the remake.

You're the first source I've seen claim this. I don't know where the truth lies as I haven't tested this - it wouldn't have occurred to me that the first phase doesn't apply for the galaxy 'level' and testing the hypothesis would involve tedious replaying of a significant stretch of the game repeatedly.

my dad posted:

It also turns out that having way too much housing can also slow down your growth, though I don't know the exact math for it.

I'm confident this is not the case at least in the version I am playing (GOG's implemenation of the original). After reading your thoughts here I loaded up a save from my prep game in which I worked out my approach, and one of the planets at a certain point has more than 7x the housing capacity as population with no deleterious impact on growth. There are some vagaries with growth including what I perceive to be random/bugged drops, but I think I understand the relationship with how much housing you have - I will be getting into more of that as time progresses.

idhrendur posted:

You're now further than I ever got with this game.

I'm curious to hear your perspective on it when we get further in :)

Torranor posted:

is this really a Hungarian game (too lazy to google)?

Yes. Developer Digital Reality was based in Budapest. There must be something behind these uses of German, but that's a story I'm not familiar with. Possibly something to do with broadening the target audience regionally? Dunno.

Regarding your spoiler ...

I won't need a space port until I get promoted and get another one for free

Good point on the hyperdrives - the way it works AFAIK is that you can't lose the initial hyperdrive which actually isn't added-on gear but comes 'standard', but you can lose any upgrades you've installed. Another item I definitely won't have to worry about for some time. You're also definitely right that there will come a point where completely rushing promotions isn't a good idea - but I'm going to cut it as close as I can to win as quickly (in game time) as I can manage. Some small delays will be tolerated later on that front.

Strategic Sage fucked around with this message at 01:13 on Nov 1, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Settling In (26:36)
:siren:

More pirates, more building up the colonial infrastructure, and at the end I look at ways you can lose within the first few days if you are aggressively stupid and/or incompetent. About a week of game-time passes in this session; the first phase will finish up in the next episode, and we'll take our first step further into the larger galactic picture, as it were.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Libluini posted:

ell, the very next game I'm LPing is a lot like this too,

LOL. Like you're every going to get to LPing another game besides MOO3. I mean, cool, that sounds fun, yeah, go for it. Yep, totally what I meant to say.

Torranor posted:

By the way, are we ruling over humans or insects? 6000 people growing by 60 people every 6 hours is... slightly unrealistic.

Libluini posted:

I always assume "growth" also includes immigration from other parts of the empire.

Later game events will demonstrate that the immigration theory ultimately isn't the answer. And yeah, population growth is crazy but so are a great many other things, such as how fast we build structures of planetary scope, and ... more that will be coming soon. Since you mentioned you've played through the game a couple times Torranor, you'll be quite aware that the events in the storyline and the time taken to accomplish them is ... not exactly sane either. I just assume time is compressed for the sake of whatever. This will come up in the next episode if I remember to talk about it.

OutofSight posted:

Didn't they make another space strategy called "Haegemonia" later?

Yep!

Torranor posted:

I'm fairly sure that you had control of the lone pirate vessel defending against the other two, you could have sent it flying away to guarantee that your destroyer gets the kill. I'm honestly also unsure whether it's really worth it to feed the destroyer those kills, but I did only two full playthroughs of this game, both times on normal, so maybe this is required on hard.

Pirate issue didn't occur to me. Hard difficulty isn't nearly *that* hard though - I think the typical gamer going through on Hard wouldn't do more than retreat their fighters to keep them from getting destroyed, and wouldn't bother delving into the colony micromanagement as much as I have either - just build stuff and check taxes every few days or whatever. This run though victory is not enough for me; I want to shatter, annihilate, and humiliate the game, which means extracting nearly every advantage I can. From my POV it's not that much more micromanagement since you're required to manually place every.single.building on every.single.colony regardless - and similar later fleet activities that we'll get into when it's time.

maininthesuit posted:

some close calls and I'm amazed and impressed that you haven't lost any fighters yet. I'm also not sure how much it matters in the end though.

Doesn't matter that much, but there's a window of time when it will matter. On the fighters, waste not want not. I have plans for them.

maninthesuit posted:

it's an older game so I'm set to expect a less professional performance and sound quality. The second is that it isn't really in your face about it. This is not an fmv-game, but a game with fmv parts in it.

Good thoughts on the VA. I've always thought the colonel was good, definitely by comparison to the competition by a long shot. As for the rest ... I probably shouldn't say more just yet :).

Strategic Sage
Jan 22, 2017

And that's the way it is...
So I had a new episode up but someone was kind enough to point out that the screen just went black for part of it. I've been having an intermittent problem with that, probably another one of those lovely 'modern computers hate this game because it's so old deals'. I had fixed a number of occurences but missed a big one lasting several minutes. The weird element is at least part of that sequence was showing up fine in editing. So it'll be at least until tomorrow. I'm hoping I can eventually figure out for certain how to prevent this; otherwhise this project is going to turn in a very large PITA.

Strategic Sage
Jan 22, 2017

And that's the way it is...
That doesn't sound like fun at all :(

The plot stinkens by the way - I had deleted some of the source files but fortunately not the video for the affected section. Here's the fun part; it was 100% intact and fine, no black screen. For some mysterious reason that I'm really curious if any of the brilliant computer scientists on this forum can possibly conjecture at, the sound and video for that six-minute section were simply nuked by PowerDirector in the rendering process, leaving only my voice-over on a separate track intact. Plugging the original back in and re-rendering fixed it, so it wasn't a repeatable flaw.

I guess I'm just going to need to check the rendered video now every time, because I haven't the first foggy notion how this is even possible, much less how to prevent it. Why would one section just seemingly-randomly get erased or whatever even happened to it, but the rest remain unaffected? I don't even know where to start on untying that Gordian knot.

Anyway, I expect the new update to go live tomorrow, assuming I don't discover any additional surprises.

Strategic Sage fucked around with this message at 17:14 on Nov 13, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...

Torranor posted:

Yeah, I saw that video, thanks, youtube algorithm. And it went black right where the plot thickened.

You should be able to start right where you left off at least (for anyone else in this boat, 8-minute mark). I checked it multiple times but I'm paranoid atm so still hoping there are no other issues aside from the 'jumping' that I can't get rid of during some of the screen transitions.

Coolguye posted:

i was so god damned sick of the piles of garbage not working that i made it much of my life's work to make the misfiring hunks of machinery do something useful for once in their miserable loving existences.

[Groundhog Day] I'm guessing you and idhrendur are the glass half-empty kind of guys, amirite? [/Groundhog Day]

DTurtle posted:

Would have really sucked if the footage was completely gone.

It most certainly would have. In this case that would have meant starting the whole episode from scratch.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Oh Captain, My Captain (23:33)
:siren:

So assuming all is as it should be now, Dante gets his first promotion - even if the game seems confused about that and other matters. The first 'boss battle' of the game is the largest engagement to date, shows fighter stacking and the weirdness that goes along with that, and some temporary friends show up if you play your cards right.

By the end of this the first phase of the game is finished and we have new digs, new toys, and new responsibilities. As a teaser for the next episode, we'll soon start to see some of the trademark Imperium Galactica unfairness creeping in, along with increasing hints about how humanity stands in the greater galactic picture (Hint: not well). More could be said, but I'll save that for next week.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Kangra posted:

So is there a 'Commander' rank and we skipped it?

There will be more on this, but I don't want to spoil it just now. We do have control over the destroyer as well as the cruiser at this stage.

Nuramor posted:

The map on that computer is mislabeled. It has the bridge and the captains room switched around. It's such a small and overall unimportant detail, but for some reason that amuses me greatly.

I never noticed that! I have a theory that I'll be getting into later, but suffice to say it actual may not be that unimportant.

Strategic Sage
Jan 22, 2017

And that's the way it is...

GothSheep posted:

do you keep the pirate fighters that joined you for that one fight? Because if you don't, I'm surprised you didn't go with plan 'Pirate Meat Shield'

No, their part in the game has ended. I could have used them as meat shields but it wouldn't have done much other than make the battle a bit easier. End result is the same.

maninthesuit posted:

He's supposed to answer to the governors of the planets but the moment he arrives he gets full authority over taxation, defense, construction and demolishing of
everything he sees.

The 'answering to the governors' is apparently limited soley to the fact that they can give Dante game/plot-critical missions that he is required to complete. As noted, in all other senses he has effective carte-blanche to completely ignore them. They will become even more useless later.

my dad posted:

We're returning from a GLORIOUS VICTORY against the Garthogs. In unrelated news, our everything is on fire and there's a Garthog fleet in pursuit, go deal with them and don't ask stupid questions.

maninthesuit posted:

1 antique, not even fully outfitted destroyer and a handful of fighters have no business even slowing down any fleet capable of threatening the Thorin and its escorts. Unless every ship was full of holes and on fire on the side not facing the camera.

You're not wrong. Esp. on the 'don't ask stupid questions' part. That is such a very Imperium Galactica theme.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Crisis on Achilles ... Again (19:10)
:siren:

After raising some cash with some of our new expendable assets thanks to Production access and taking a run through the new colonies, we get our first taste of ground combat on Achilles. In so doing we discover something troubling - the Garthogs are significantly more advanced than we are, which complicates matters. A somewhat similar strategy to space combat is employed, in which it is important to get the enemy to focus on what we want them to focus on, but it's a little trickier on terra firma. More pirates show up a while later, as we discover that the scripted nature of our duties hasn't changed yet with the promotion to Captain.

Next up, focus switches from combat here back to matters of colonial and economic management, as we will face more difficult decisions and begin investing in higher-level planetside buldings. New types of missions not yet seen will also be on the agenda.

Strategic Sage
Jan 22, 2017

And that's the way it is...
It's a flat rate. The only issue at hand is 'did this planet get attacked by ground troops'.

There's a building later on that reduces the loss, but there's no way to eliminate it.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Libluini posted:

Imperium Galactica is quite refreshing in that it at least tells you that you're losing/gaining people. I'm more accustomed to MO3's fait accompli pop display, where you have the end result and have to go back from there to find out what happened.

I also know how much is in the treasury at all times instead of not being able to trust what the game tells me on that at any point. A number of the in-game descriptions of what things do are misleading if not flat-out wrong, but when it comes to population, cash, morale, etc. I do always know what is going on and can plan based on that. It's helpful for sure.

Torranor posted:

thankfully, there's a cheesy tactic you can use (and which I definitely abused horribly) to prevent the enemy from ever starting ground assaults on your planets.

I'm nearly certain what you're talking about here I'll be using quite a bit. FWIW, that's my personal ugh, this is cheesy abuse of the game that I feel guilty about doing and wouldn't contemplate under more normal conditions. It just feels wrong ... but we'll get to that later and breaking the game is breaking the game, doggone it.

Strategic Sage
Jan 22, 2017

And that's the way it is...
Just to add on to that, generally speaking you don't want to reduce the population any more than you need to. It's to your benefit to leave as much of it intact as you can - we will see this in action later.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Many Questions, Fewer Answers (26:14)
:siren:

Parks and Police Stations make an appearance, as well as the more advanced housing options - though only one of them actually matters. Smugglers show up, more bad instructions from Dante's superiors ... and it appears everything might not be fully ok with our protagonist either. A conversation with one of the other officers on board the Terminator only muddies the waters. Is this due to changes during the game design process ... or is this universe more screwed-up than it appears?

Strategic Sage
Jan 22, 2017

And that's the way it is...

Gothsheep posted:

My problem with weird mysteries in plots like this, is I never know if something is intended or just someone messing up.

I'll echo what Torranor said; there's some of both going on. Best I think to let people decide for themselves as the story unfolds, for those who don't know it, so I'll not say any more about that.

Poil posted:

How does something as advanced as a spaceship not have refrigeration?

Lame excuses/cover stories never go out of style.

Torranor posted:

Did you know that you can just press + and - to cycle through your planets, Strategic Sage?

Nope. I need to get used to doing that. I thought there was probably some control along those lines but didn't know what it was.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Torranor posted:

I'm really impressed by your colony micro, but I imagine that will become hell with bigger empires.

I've found it to be something that comes and goes in my test run - there are times when there's a lot to do but at a certain point many planets are essentially 'finished' and only need to occasional maintenance. That really helps in terms of the micromanagement load.

maininthesuit posted:

(My guess is the smuggler shoves his cargo out the airlock while still in flight so it gets picked up by a local contact. That would explain why the governor can't just have every ship inspected at the spaceport and has to bother the player.)

You're going to love the conclusion of that particular mission then.

maininthesuit posted:

And as I actually had radars set up on every planet out of paranoia, there were a lot of ships to check.

Nah, that's not paranoia, that's just 'playing normally' :)

For those who may not be aware, it's going to be a very busy next couple of months and this LP will suffer some due to that. The two longest-running, most-watched projects on my channel both have major releases coming up, beginning with Creeper World 4 later this week. It'll likely be roughly Christmas week before I get another episode done on this, but I will toss in updates here and there as I'm able.

Strategic Sage
Jan 22, 2017

And that's the way it is...
When I looked, I found two of the original, both more standard-ish runs. Maybe there's more out there I didn't see.

FYI I'm aiming for Sunday to get the next episode here and get this rolling again.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Return of the Garthog (22:53)
:siren:

We're getting into the heart of Captain's rank here, and that means some quite unfair missions. In this case, we finish up with the smuggler, and then a few days later the Garthog return with a larger invasion force. It's possible to actually break the game's progression here if you do things the 'wrong' way.

Strategic Sage
Jan 22, 2017

And that's the way it is...
Having 2-3 barracks and 16-20 tanks can definitely make the fight easier to handle for sure.

maninthesuit posted:

for the plot to progress the Garthogs must land but they must lose the invasion battle? (I'm assuming that the colonel still strips you of command the moment a single planet is lost.)

Yep, correct. I tested it out and you still fail if you lose a planet - probably because you can't retake them yet, as we don't have access to the necessities for conducting an invasion. We're not that far away from having more freedom there of course, but for now it's still zero-tolerance on not keeping our holdings intact.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Pandemic! (21:36)
:siren:

The most unfair mission yet IMO, this one isn't bad if you know it's coming. It causes a ton of problems if you don't, including yet another failure state. I also find it interesting what having a viral infection impacts, and what it doesn't. An annoying but so far as I know unavoidable population growth bug strikes for the first time - it won't be the last . There's also the final morale-boosting building, the Stadium, which is another example of how very 90s this game's flavor is.

For those who it has been bothering, we do have radar coverage again ... with interest ... and we are nearing the end of the long economic buildup. Our attention will soon turn to other matters

Strategic Sage
Jan 22, 2017

And that's the way it is...

Slaan posted:

Tch, this game is so unrealistic. This poo poo would never happen in real life

Please stop causing problems. Also, you are not wrong.

hectorgrey posted:

Do the satellites remain in place permanently?

Yes. They're all we're gonna get though.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Torranor posted:

The Garthogs will infect your planets again and again if you don't ask the colonel for help.

I think it's actually hardcoded how many infection events you get.

The right-click thing ... I find that screws me up more than anything else, because if the map is in Zoom mode I'll just end up zooming in the map instead of moving the fleet *shrug*

Strategic Sage
Jan 22, 2017

And that's the way it is...
I've tested out the virus infection issue ... and I'm going to stand corrected on that, at least partially.

It's not much of a spoiler, I'll talk about it before long in the videos, but basically there will either be one or two of them. If you get on the horn with the Colonel right away as we did in this run, you don't get a second one. If you wait and say, talk to him after the first infection is over or whatever, you get a second one (also on New Caroline). I'm not 100% certain you can't get more than two by ignoring the Colonel, but I'm 95%+ on it. I know I've gone through this part without talking to the Colonel at all before, and I don't think I got more past the second one.

Anyway, this fact will play a significant role in how quickly we get through the rest of Captain rank. Keeps the pressure on me to keep building the economy.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Ending the Beginning (30:38)
:siren:

We can now pronounce the gradual building/start of Imperium Galactica to be completed. Our final small random pirate encounter is over, all of the key economic infrastructure including trade buildings are in place, and it's time to start building up our fleet. We get our first try at using a flagship - and taking one down. Soon larger fleet actions will become normative. For good or ill, Dante has a much larger path ahead of him now.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Complications posted:

That's hilarious and infuriating. What a choice in game design. Do any other buildings do similar things?

Nope, just power plants. I would understand it if it was like a 10-20% variance. But Nuclear for example can be about 4700 kwh, or 8900, or places in between. I think I've even seen less than 4k. Which is just ... you can't even plan well for roughly how many you need, so there are times when I'll end up building an entire extra one just to make sure.

Strategic Sage
Jan 22, 2017

And that's the way it is...
There is defensive fire from lasers, we'll see that more clearly later on in the battles the next episode brings. Also FYI re: the missiles/bombs loadout ... that's just how flagships work. You have a certain amount of slots for missiles and a certain amount for bombs. They are not interchangeable, you can't take less bombs and therefore get more missiles, just like the destroyers can't sacrifice lasers for more shields or whatever.

As said though, I'm not defending the random power output implementation. That one just blows period. It's one of those things they definitely improved in IG2, where some power plants get a bonus based on the planet *type*, but it's entirely predictable what you are going to get.

Strategic Sage
Jan 22, 2017

And that's the way it is...

maininthesuit posted:

Ah, ok. So there's not much point to making separate anti-space and anti-ground fleets then.

I think that can still be useful; some ships are better for different tasks. Probably better that I demonstrate what I mean when we get to the point where I can do that, which isn't that far away.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Preparations (26:31)
:siren:

Some more 'wait ... what?' moments as Dante's personal drama continues with intrigue aboard the Terminator and we meet another member of the crew. It's also time to start overtly planning for the next rank, including getting Development Centres up and running. Next episode will feature that promotion finally arriving, but it will be more costly to get there than anything we've run into so far.

Strategic Sage
Jan 22, 2017

And that's the way it is...
Capital ships & flagships passively repair at a fixed rate which cannot be improved. Fighters are automatically repaired instantly between battles.

Strategic Sage
Jan 22, 2017

And that's the way it is...
I didn't notice the cutscene switcheroo, but I think you're right. Amusingly, next episode also starts with decidedly the wrong ship being shown.

Interesting thoughts on Kelly.

maninthesuit posted:

This makes me wonder where the swap is. Is it the cutscene, or the mission? Personally, I feel like the admiral's mission should come later. Both lead to game over upon failure, but escorting an admiral and fighting off a full battlefleet feels bigger and more in line with constant escalation than escorting a load of space-money.

I think it's probably the cutscene. IG seems to like having a quiet period in-between conflicts/escalations, rather than a constant 'every battle harder than the one before' progression.

SIGSEGV posted:

Nexus: The Pluto Incident (ignore Jupiter, there's nothing there) which was apparently planned as a sequel for this, or so I heard. Regardless, it's an interesting game with a lot of uncommon interesting elements to it, and even a little bit of interesting SF thrown in although it's not really exploited for what it could be worth.

LOL. The project that became Nexus was indeed supposed to be a sequel, but rather the sequel to the sequel, i.e. Imperium Galactica III. Then they decided to go in the direction of the kind of game that Nexus became and not do a sequel, so it's a bit more complex than 'Nexus was an IG sequel', but more or less.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Bloody Porn posted:

Speaking of IG2, any plans on LPing that after you're done with this?

I haven't decided yet. I like IG2 and it would justify multiple playthroughs with the different races. Unfortunately I also suck at it so I'd need to get better at it first. Ulimately it will depend on how many people are interested. This LP has had more legs than I anticipated it would, so the door for IG2 is still open.

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Strategic Sage
Jan 22, 2017

And that's the way it is...
Anything's possible, but I would say highly unlikely. I don't even know where I'd get it, it doesn't appear to be available on GOG or Steam.

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