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IMPERIUM.TIP
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Imperium:
---------
Tips for playing better -- or --
"How to swim in a pool full of sharks"
by Chris King
----------------------------------------
Imperium is a multiplayer strategic wargame for two to fifteen
players. Each player starts out with a single city, a sysop con-
figurable number of units, and a blank map. The object of the game
is essentially to conquer the world. Victory conditons will proba-
bly vary from bbs to bbs but in the end, "He who has the most cities
will win".
Caveat Aleator
"Let the Player beware", since the setup of Imperium allows the
sysop to have so much control over the way the game initializes
and plays it's difficult to come up with any particular
strategies or tactics that'll work even most of the time. One of
the most important things that a player should do at the outset
of a game, is check out the game setup: What are the costs of
each units, how strong are they, how much damage can they take,
how quickly do they move...these factors can (and do) vary
widely between games. But even with such widely varying setups
there are certain things that new and old players should
consider and keep in mind while playing.
One other consideration, while not 'fair' in the strictest
sense, is a simple fact of the way the game operates... moving
early. The player who moves before his enemies has the advantage
of being able to eliminate units that could be later used
against him during that day. So the early bird does capture more
cities.
General Strategies:
~~~~~~~~~~~~~~~~~~~
Early in the game (<10% cities)
Concentrate on expansion. Avoid conflicts with your near
neighbors and agree on borders. Fighting with your neigbors
early on in the game wastes your units and theirs while allowing
more distant empires to grow unchecked. Build armies on your
frontiers and more costly units closer to the center of your
empire. Post sentry units on the borders that you have
established.
Note: If you arrive late for a game and are about to
be eaten by a vicious neighbor, run. Don't waste units
trying to beat off the wolf, hold your cities as long as
possible while pulling back units to safer(?) rear areas.
Even if you eventually run out of places to go, you'll be
much better set up to bloody the aggressors nose and hold
off his chance of victory by fighting another day.
Breakout (10-20% cities)
Generally it's at this point in the game that alliances start
to break down. You've discovered/captured all the cities you
can within your established territory, it's time to go knocking
on somebody elses door. Try to keep the number of actual people
you are fighting down to a minimum (i.e. don't attack all of
your former allies at once), who you decide to attack should
depend first on your deployment of forces, secondly on the
enemies local forces, thirdly on the resources (cities) in the
region you're going to attack, and lastly on the terrain of the
region.
When you attack a neighbor, if at all possible you want to
have the numbers on your side. Heavy units should move in first
to soften up the territory for your armies and transports, but
they shouldn't advance too far ahead or the openings they create
will close up again before the armies arrive.
Strike at cities first, units second. By depriving your enemy
of cities (even if you can't hold them) you are eliminating his
reinforcements and airfields. When attacking units (and this
will vary depending on the game setup) go for the armies and
transports first. Without these, the enemy can't take back
cities. Attacking in this manner can often offset an imbalance
in forces. Avoid attacking regions you haven't scouted
thoroughly, you'll waste time and units hunting for the
resources rather than quickly moving in and capturing them.
When you initially capture cities you're going to want them
producing quick turnaround items (armies would be best, but if
tanks or fighters cost less...) since you don't want to waste
time waiting for costlier items in cities that might be retaken.
Build costlier units in areas that are back off the front lines
and more secure from enemy attack.
Try and use the terrain to your advantage. Block mountain
passes with stacks of units; force your enemy to take longer
routes by keeping sentries and blockades on the more direct
routes (nothing like a couple of battleships in a channel to
keep the tranports away). Plan your attack routes as carefully
as the terrain warrants, sneak attacks and careful use of
engineers and dredges can severely undermine your enemy's
defenses.
Consolidation (25-40% cities)
This point in the game is similar in many respects to the
early game. At this point there are generally three or four
dominant empires in the world, the rest of the players having
been either annihilated or squeezed down into insignificance.
In most cases none of the major empires are allied with each
other but there aren't any major offensives going on either.
Balance of power might be another good description of this
phase of the game, because that's essentially why the fighting
isn't more severe, noone can risk the number of units it would
take to really attack one of others. Your borders aren't too
quiet but your empire is large enough to where small brush wars
aren't a major problem either. What you need to do during this
phase is highly dependent on the way that the game was setup, but
there are several common elements that'll need to be done no
matter what the game. Clear out the little guys; build up your
heavy units; keep your borders supplied with units; and harass
your enemies.
You've been nice to your little neighbors (or serfs) for
probably 2-3 months now, but you're going to need those cities
for the final crunch. So, be diplomatic, be forceful, and mow
them down. It's not nice, but then whoever said ruling the
world was nice? Don't waste a lot of units on this, regional
cities plus a few tranports should suffice; the use of nuclear
weapons isn't called for (and sets an extremely dangerous
precedent).
Depending on your empire and the type of map you're playing on
this is also the time to be building up your navy, tanks,
fighters, missiles, and engineers. If it's a wet world or a
world with signifcant oceans battleships, carriers, and
cruisers are needed to police your portion of it. Tanks are
going to be necessary to provide both the 'home guard' and the
extra push on the fronts. Fighters are your eyes abroad, the
more you have the more you can afford to harass your enemies
with (if you can afford to drop five fighters into an enemy
transport, you can bet it'll be worth it). Missiles, as I'll
discuss later, are not something to be used without a lot of
forethought, but a stockpile can certainly act as a very
effective deterrent. Engineers at this point are best used for
city construction; if you can do it, turn your inner empire into
a metropolis of cities. The extra resources will be the key to
your victory.
It's unlikely that your borders with the other large empires
are going to be quiet. More than likely the situation will have
devolved into a trench war where neither side of the border has
yet built up the necessary forces to make a real break in the
other side's lines. There isn't an easy solution to this, you
need to keep the border supplied with units to prevent the
other empire from taking your cities and it'd certainly be nice
if you could grab some of his besides. Possible ideas are:
sneak attacks behind the lines (a single transport, or a few
armies let through a new pass) to force your enemy to pull
forces back from the front; use of fighters and ships to damage
the reinforcements; and the old pull back, outflank, and strike
at rear of the enemy trick (very dangerous but an effective way
to breakout of a stalemate).
Harass your neighboring empires, strike at transports and
carriers, fly fighters way behind his lines, keep the other
players from knowing exactly what you're going to do. If
they're on their toes and they aren't on yours; try to keep
up a certain level of worry among your opponents (by leaving
ships off their coasts, tanks in their homeland, etc) but don't
go too far. An overscared/annoyed enemy is likely as not to
drop missile in your backyard. While you can take this as a
compliment to your strategy it does put a crimp in your budget.
Final Conflict ( >40% cities)
At this point one of three things has happened: all but one of
the other contenders have taken out and you and your opponent
can probably look forward to a couple of weeks (at least) of
bludgeoning each other to death; you have twice as many cities
as your remaining two-three opponents, but they are unified
against you; or you have a decisive lead over the remainder of
a still fighting world.
(One on one for the world). In the first case, you might
consider offering your opponent a draw. Two reasonably
balanced opponents could spend quite literally months trying
to capture a majority of the world; which if you like that
kind of mental/physical/electronic exercise is all well and
good but you might ask the sysop to open another door of
Imperium so someone else can play. If your opponent is
fundamentally opposed to sharing the world with your ilk, then
your only choices are to give it your all or lay down and die.
Assuming the former, you and your opponent will simply start
smashing away at each other, the types and kinds of attacks and
units to use and when and how to use them will depend entirely
on the game setup. And since you've been playing this game for
several months you'll be far better able to judge how to
conduct this offensive than I.
(The United Forces against Tyranny). Yep, that's you the
Tyrant. This is a real difficult situation to win, while you
have numeric and production superiority over any one of your
opponents, together they are equal to or superior to you. A
great deal depends on the position of the empires, the setup
of the game, and the stability of the opposing alliance, but
there are several strategies you might try: Annihilate one of
the opposing players; hold your borders and build; or attempt
to dominate one aspect of the game.
In the first case, annihilating one of the other players, you
need to strike as quickly as possible, not to conquer but to
simply destroy one of the other players (see I told you that
missile stockpile would come in handy). Depeding on the
geography obliterate the border between your empire and
theirs, take out all their ports, bio-strike their units. The
important thing here is the shock value that it'll have on the
rest of the alliance. There is the possibility of taking some
major damage of your own at this point, but we're hoping that
the other empires are after your empire not simply your head.
While conducting the strike you also need to make a push to
keep the other players occupied, either with minimal troop
landings on their shores, or a heavy push along their borders.
When all the dust dies down, go back to the beginning of this
section and re-evaluate the situation.
In the second case, we are assuming that you have a
production advantage over your opponents and that you have
nothing to lose by heavily fortifying your borders while
continuing to build up your forces. The choice of forces is
important, but armies, tanks, (and transports, depending) are
going to be absolutely necessary. When you've managed to
achieve a significant edge in total forces (and score which is
dependent not only on the quantity of forces, but their
strength), 20-30% is a good measure, break down the walls and
go hunting.
In the third case, dominating an aspect of the game, assumes
that you have an advantage due to geography or good planning
in one aspect of the game or another (in this case I'm using
aspect to refer to either air, land, or sea). I've seen many
victories pulled out by players who were able to use their
navies to control the oceans were able to hold off enemies
with greater city resources by denying them any access to the
water. Land domination works in a similar manner, using tanks
(in large quantities) to cruise by enemy cities on a daily
basis killing off new units before the enemy had a chance to
utilize them. Air superiority is a bit trickier since fighters
have a limited range, but in combination with a good network
of cities and carriers fighters can keep you informed as to all
your enemies movements as well as giving you a long range
attack arm.
General Tactics: (or making better use of your units)
~~~~~~~~~~~~~~~~
Armies:
~~~~~~~
Your victory in the end will more than likely depend on your
abililty to deliver armies swiftly and numerously to your
fronts than on any other single factor. Armies are the only
units that can capture cities. So, no matter how powerful all
your other forces are, if you don't have enough armies in the
right places, your empire can't grow. If you don't grow you're
gonna die. As a general rule armies should number 40-60% of
your total forces.
Fighters:
~~~~~~~~~
Fighters serve two vital purposes, scouting and support. In
the early portion of the game your fighters will spot out the
nearest free cities much faster than your armies can. This
frees up your armies for doing things like taking the cities,
which then increases the territory that your fighters can
cover. When attacking an enemy your fighters can provide key
information with respect to enemy unit locations and types and
can be used to soften up areas for your incoming forces. Or if
you're in trouble and losing ground your fighters can provide
support by harassing the enemy and thinning his forces and by
scouting out the locations of incoming attacks.
Tanks:
~~~~~~
Generally the strongest land unit, tanks are best used for
both front line offense and behind the lines defense. Leaving
one tank in the backfield for each city might be a bit much
but a 3:2 ratio will ensure that your cities, if not
completely safe from a sneak attack, can at least hold off and
slow down the enemy long enough for you to divert some forces
from elsewhere to assist in the attack.
When using tanks on the front lines to soften up the
territory for your armies, it is vitally important not to let
the tanks outrun the armies by more than a day or two. Any
longer than this and the enemy will have time to rebuild /
reinforce the cities / territory before your armies arrive.
Destroyers:
~~~~~~~~~~~
Destroyers are usually your fastest ships, both in terms of
production time and in terms of speed. They also tend to be
one of the weakest attack craft. The best use for destroyers
in the early game is to scout out the coastlines around the
world out of range of your fighters; locating all the other
empires; and seeing what other ships inhabit the sea. Later on
in the game, Destroyers make good escort ships for Transports,
good coastal patrol boats, and reasonable enemy transport
hunters.
Submarines:
~~~~~~~~~~~
Subs are considered to be high offense/low defense ships.
Which means that they hit hard but can't take much damage.
This generally makes them highly effective coastal defenses
against transports and scouting destroyers, but against larger
ships they are usually outclassed both in speed and power. The
decision on whether to build more destroyers than subs should
be based on cost and strength, if subs cost about the same as
destroyers you should as a rule keep about twice as many on
hand. They're, without a doubt, your most cost effective
coastal defense.
Troop Transports:
~~~~~~~~~~~~~~~~~
Worth their weight in gold, these ships are (if the game
needs them). No matter how many armies you have, if you can't
get them to where you need them (quickly) then you're not
going to conquer the world. Tranports are not generally
considered attack ships (check the setup), and shouldn't be
used to attack other craft unless you have an ocean full of
them or no armies left to put on them. The most obvious use
for transports is in moving armies/tanks/engineers across
bodies of water that they can't cross in a timely manner (if
at all); another use is in speed delivery. Depending on the
setup, transports move 1.5-3 times faster than armies, you can
move the troops down the coast a lot faster by boat than by
foot.
Cruisers:
~~~~~~~~~
Cruiser are medium class attack ships, on a good day they can
eat three destroyers and a sub for breakfast. Cruisers tend to
make the best hunter/killer ships in terms of cost; these are
the ships you generally use in breakout to destroy your
enemies reinforcements before they arrive, with two cruisers
operating together you can generally take out a transport and
its escort with a minimum of damage. Cruisiers tend to work
best when played as open-water attack ships; generally being
wasted in coast defense and overwhelmed when approaching enemy
shores.
Carriers:
~~~~~~~~~
When you go out to attack an enemy's homeland and you land
your troopships, you're going to be in serious trouble if you
can't provide suffucient air cover to defend and scout for
your troops. Carriers provide mobil airfields that allow your
fighters to range all over the world; allowing you to stage
troop landings on shores before the enemy has even figured out
where you came from. As a general rule, Carriers are high
defense/low offense ships; attacking other ships with a
carrier is in most cases just going to put the carrier in port
a lot more.
Battleships:
~~~~~~~~~~~~
These are the heavy guns in the fleet. High offense/high
defense ships, Battleships let you take the war to the
enemy's shore and harass his coastal defenses, destroy the
ships being repaired in port and transports as they're
loaded. Using a battleship or two to cruise a sea channel is
generally one of the easiest ways to ensure that no
transports are going to try and come that way. While
destroyers are excellent coastal defense ships, and cruisers
are open sea hunters, battleships are coastal offense ships.
Cruise Missiles:
~~~~~~~~~~~~~~~~
Probably the single most volatile unit on the board, cruise
missiles can also be one the most varied and game-dependent
units. Just flying one of these past an enemy city is generally
considered suffucient cause to drop one on you, finding them
in/near an enemy's city also a good reason to do all you can
to destroy/take the units/city. Depending on how the missile
warheads are set up a player can easily set an enemy back two
weeks in just be dropping a medium radii neutron warhead in
the right place. If the game is set up with larger more nasty
weapons players can be COMPLETELY eliminated with two or
three missiles. Is it any wonder that everyone is as paranoid
about them in this game as they are in real life?
The first person to use one of these in a game is usually
the first person to be eliminated from the game, everyone
else tends to jump all over them. If the need does arise when
you need to use missiles look over the situation carefully
before arming them, consider what do you really want to
accomplish. Do you want to erradicate a player completely
from the game and make certain that nobody moves through that
territory again? Or would simply destroying all the units
within a given region suffice? Or maybe destroying all the
units and freeing all the cities? Generally the level of
retaliation rises to at least the level of your attack, so be
prepared when you give the gift that'll keep on giving.
Engineers:
~~~~~~~~~~
When you need to cut a pass through mountains, fill in a
swamp, ford a river, or build a new city you need an
engineer. The 'Army Corp of Engineers' is responsible for
handling all these tasks and will generally take several days
to accomplish any one of them. Engineers are what might be
termed no offense/low defense units, attacking with them is
usually suicidal. They tend to move slowly, but they get the
job done.
If it takes an engineer 4 days to cut a pass or ford a river
it will take him 2 days to fill a swamp (Half the time). To
build a city an engineer needs a construction crew, and as is
typical for government project it takes him as many days as
he needs armies (So if an engineer need 5 armies to build a
city, it's going to take him 5 days).
Engineers aren't terribly useful in the early part of the game,
when there are plenty of free cities and the terrain has yet
to be fully mapped. They usually hit their high usage in
terms of terrain modification during the breakout when the
need to bypass the normal and obvious attack routes is most
needed. During the consolidation when there tend to be a lot
of loose armies floating around engineers can make good use
of them while increasing a player's cities.
Dredges:
~~~~~~~~
Dredges are the ship equivalents to engineers, though they
aren't quite as versatile. Given a certain amount of time a
dredge can cut a channel of water through a piece of land,
given half that time and a dredge can cut through a swamp.
Dredges see most of their use during the breakout, but those
that survive that period of the game are often used by
players to give water access to inland cities near coasts.