Below are user reviews of Imperium Galactica II: Alliances and on the right are links to professionally written reviews.
The summary of review scores shows the distribution of scores given by the professional reviewers for Imperium Galactica II: Alliances.
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User Reviews (11 - 21 of 27)
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not too bad
3
Rating: 3,
Useful: 4 / 5
Date: April 10, 2003
Author: Amazon User
My biggest complaint is the lack of diplomacy in the game. Your spies are rarely successful. Quality of available spies varies and it's obvious the other races are always better than yours. The other races only seem to know brute force and they're always threatening you until they're about to be conquered by someone else. Alliances are almost impossible to make or if they are willing, they're too weak to be useful. They just want to attack, attack, attack. The only way to win is to kill everyone. It gets old. Messages are tedious once you've played the game a few times......you can't delete them, you can only click on them as they're playing to speed them along.
Good Game gone Bad
3
Rating: 3,
Useful: 5 / 8
Date: July 07, 2000
Author: Amazon User
This is potentially the greatest space opera game to come along in years. It is depressing that this potential is lost. First, expect to find sound conflicts with the game. The game will lock up your PC or dump out of the game during periods that you acess the game's personal communications device. (No, no option to avoid going there, so expet to get dumped about every 20 minutes of game play). But, this glich is based on your system's hardware, so, maybe you won't have that problem. Next, you will find a game that bases interaction on diplomacy and spying without adequate instructions on how they play against one another. Worse yet, expect diplomacy not to work at all. The diplomacy function is extremely frustrating as you seem incapable of generating anything from the other races except a declaration of war, which they do as soon as they have more ships than you. You will also be frustrated in your inablitiy to manufacture ships while the computer players just build them out the whazoo. You will also be frustrated in the need to micromanage all tanks during any invasions. You have 30 tanks? So, what?; unless you give 30 indivdiual orders they blunder around the map and get shot up piece meal. Forget about giving group orders. With all the negative said, this game has a great concept, great music, fantastic cut-scenes, fun space battles, and a flawless intergration of real time/turn based concepts. This is a buyer beware item. If you love MOO you will find this game acceptable, if you don't know what MOO is, STAY AWAY- FRUSTRATION AHEAD!
Nice Try But No Cigar
3
Rating: 3,
Useful: 4 / 6
Date: June 20, 2000
Author: Amazon User
IGII is a great looking game with a moderately original angle on 4x gaming, but it never really succeeds in becoming addictive. What the game attempts to do is marry story elements to a traditional 4x platform, so that random (and some not so random) events power the decisions you make about constructing ships, buildings, research, diplomacy, etc. But this one original concept is never that well done in the first place, with a relatively small selection of random events that quickly become familiar after a few games (and surprisingly vary very little between the three races in the game). And the idea actually undermines the 4x aspects fo the game, as you feel less in control of events than simply swept along respnding to one manufactured crisis after another. Add to that a ridiculously difficult diplomacy system, mediocre AI, and surprisingly little variety to the storylines (and even the building graphics) of the three playable races, and you have an intriguing and great-looking game, but also a game that is ultimately unsatisfying.
Good and Bad
3
Rating: 3,
Useful: 3 / 4
Date: December 16, 2000
Author: Amazon User
I like this game overall, but as you can see by the other reviews, it does have its flaws. What I liked about the game is just the mere fact that it is rather time consuming. You don't just put it in and win. You have to think and manage your planets carefully. The "normal" skill level is just way to hard to be "normal". I haven't even wanted to try to play it under "hard". Why bother when I can't even beat it under normal.
I myself haven't had any problems with memory. But, I can't see a lot of the text when the starfield is on. This makes it hard to use the quick research function. The text is there, just can't read it. And it's not that I have a slow system, it's a brand new 866.
I also think this game is very much like Master of Orion, just not as good. Well, maybe they will come out with another version of Master of Orion for us.
Fun game, but not easy.
4
Rating: 4,
Useful: 3 / 4
Date: December 31, 2002
Author: Amazon User
This game is a lot of fun, but quite challenging. The graphics are OK. There's plenty of tension, and so excitement, during the game. There are three difficulty levels. Easy is too easy. Hard is too hard. But Normal is just right (after at least 10 games) IF you play the Kra'Hen (Klingons) until you are pretty good. THEN you can try the Solarians (humans). The Kra'Hen are much easier. The Shinari don't seem to work right. Initially, keep your taxes low for rapid population growth. In fact, when your planet has less than 10,000 people, use NO TAX. From 10,000 to 19,999 use low tax. 20,000 and above use moderate tax. The reason is, your population growth depends strongly on tax, but not at all on population size. Therefore, you wouldn't get much tax from small population planets anyway, so make them grow fast. Use HIGH TAX and no autobuild on all planets when you have half the galaxy or so conquered. Also use high tax if needed to satisfy a short term demand of the God Emperor. KEEP THE GOD EMPEROR HAPPY at all costs. Do these things and you will have a lot of fun on moderate difficulty and even win sometimes!
Good Game, but GUI sucked, from 2005 standard.
3
Rating: 3,
Useful: 3 / 4
Date: August 23, 2005
Author: Amazon User
It is a very comprehensive strategy game that involve a multi-facet approach to conquest of the universe, diplomacy (bullying and back stabbing), space battles (albeit very childish GUI), spying, trade, you name it. Its as real as it gets, well, for early 21st century anyway.
Advice/tactics:
I had play Campaign "Hard" so many times that i am totally bored and i stopped playing, here is the trick:
a. Pick Solarian, they're good in everything, as good as you can made them.
b. In 53 BCE, 35,000 Roman Legionnaires under the command of Marcus Licinus Crassus was obliterated by 10,000 Parthian Heavy Cavalry. The trick Parthian use, engage Romans from afar using arrows and cut them down into pieces. It is my favor tactic in the game, equip destroyers (with torpedoes) and corvette (with adv. Torpedoes) as soon as possible. In battles, pull your fleet as far away as possible and allow as much torpedo to be let off as possible. Always worked in my favorite. Advice: make advance ships your priority by building lots of ship research in the 3230s era.
c. Make sure your population is growing at an accelerated rate. Take care of your population through basic infrastructure and low tax. You'll need more people to manned your research centers than tax early in the game. Switch to normal as soon as your population hits 20,000 on any planet. Always good idea to terraform planets. You need people, more people the better.
d. As soon as you have corvettes and advance torpedo and paralyser, deploy at least three of them, that will make your fleet invincible in the late 3230s and early 3240s. Then reseach tanks until you hit anti-gravity and rocket turret 2. That will ensure an invincible ground force against any empire, except Krahen planetary garrison. After heavy corvette and Hyperdrive MK4, research Mega track with ion turrent (now you're good to take on Krahen planetary garrison). Then move to cruisers. Solarians are fast with upgrades.
e. Empires that saw your fleet as small will declare war on you. Make sure your spy don't stay idle and always on counter-intelligence so that they won't know you're smaller than they are (and keep your spy growing)! If they do delcare war, use "hit and run" and "Scorch enemy planet". I used it to devastating effectiveness. That means, no pitch battles with enemy grand fleets, occupy their planets instead with your powerful ground army will always sucker them back into their own land and you also deprived them of vital tax and production. Scorch planets is not recommend. I once used it on the Krahens until they have like 100 ships but 0 population and tax. But a milder version such as destroying their factories for credits is good.
f. Spies in early games are good if you horn their infiltration skill to a min of 12 points. Hire as much shape shifter as possible. Once they hit "12" (through training or low level spy work) and decent "6" in combat, send them to sabotage ship. You get a 60% chance of success. Don't send them on assassinate leader missions unless: 1. enemy spies are all killed by relentless spy hunting missions. 2. All your spies are at level 20. Then send them to assassinate leaders (3% success rate). Its very late in the game, in 3280s, but it is fun to keep your enemies alive in that time period and see how they sunk into chaos and couple of planets broke off to join you. This is just for fun.
g. Good starters in early game, you usually would have Godans as your neighbor. Their weakness is that they don't build fortresses. So when their fleet (and their tanks) leave home turf for whatever reason, head straight for their home planet. With four destroyers and pulse lasers, you can easily defeat their planetary gun and conquer the capital planet. And let the tax flow in. Oh yeah, with torpedoes in your destroyers, Godan don't stand a chance. Also, they're often dumb enough to send their best spy with low loyality level early in the game so keep your agents busy countering intelligence. Capture the spy and convert him. You could use couple of infiltrator and counter intelligence agents. Keep the Godan alive to sharpen your fleet skill and spy training until you felt confident enough.
h. Toluens and Iberon can research Destructor Ray so save either one of the two race from Krahen or whatever threat and grant them five planets with lots of ship research and your blue print for Heavy cruiser. As soon as they done their research, steal or buy from them then oblierate them. With destructor Ray equiped Heavy Cruiser and Battleship, watch how you massacre the overwhelming Krahen fleet. I once had 12 battleships with destructor ray and mezon gun and cloaking device, I had one of the cloaked one with computer jammer head close to Krahen fleet and jammed their destructor ray while I pull my fleet far away and watch how I massacre over 100 Krahen battleships and cruisers.
i. in hard scenario, like all other level, there is the "pirate scenario" instead of "alien invasion scenario". Always pick pirate scenario, you will need the money, the tax, and pirate fleet are relatively easier to defeat with minimal or no loss to yourself. Trick, to defeat three tanks with only two at your disposal. The pirate tanks will have one tank as vanguard against you, use the two tanks to draw it out and quickly destroy it. By this time, two other pirate tanks will lock on to one of your tank and start firing. Pull the targetted tank away from their range but keep it close enough that the pirates don't fire at your second tank. Meanwhile, use the second tank to slowly but eventually annihlated the pirate force. Voila, 12000/15000 is yours to build a ship factory.
j. When you start with only 50,000 credits, you'll do better to build ship research and update your ship to the cutting edge instead of waste it on other crap. Use this Solarian strength!
k. terraform as much planet as possible. YOU CAN AFFORD TO BUILD TERRAFORM SHIPS! Its worth it. You need as much people as possible to manned all those buildings. Don't be cheap! I terraform all the planets except forest, wetland grass, rocky, and ice planets. It worked in my advantage enormously with all the tax and easy manning.
l. Diplomacy: make allies, then backstab them. If you don't, they will.
I guess that is all. Have fun, "Hard" is no longer impossible.
Quite enjoyable.
5
Rating: 5,
Useful: 2 / 2
Date: March 08, 2005
Author: Amazon User
Alright, forget what the other reviews say about the Normal being impossible, for if you've ever spent any amount of time in the game, you'll find it quite the opposite. However, the Hard difficulty is another matter.
Anyway, the gameplay is extensive, you have your spying, planet construction, diplomacy, space battles, planetary battles, research, and other whatnot. Combined, they do you give you some very interesting and varied approach to the game. While the random event generator doesn't create a plot, per se, it keeps the game entertaining, since you never know when you'll be attack by a new pirate demanding tribute from releasing a virus, a freak meteor shower, or some other stuff. Also, there are merchants who sell you strange inventions and other unique services, but beware, some of them just want a quickbuck and may try to con you. However, you've got a space fleet, and conning the emperior is a crime punishable by incineration by destructor ray. These features kept me playing for many hours on end.
Let's see, the space battles and ground battles are decent, though not the level of Homeworld Cataclysm for space and Red Alert 2 for ground, but still fun nontheless. You get to customize your units, and the they look noticibly different, but you might have to strain to see them. However, differently outfitted units' powers are really noticible, and you can find some cheap but winning strategies such as fitting paralyzers on your ships or tank manipulators on your tanks to overpower your enemies.
The other features - spying, base building, research, are pretty extensive, and you have to consider carefully what you want to do. It's really cool to have spies that improve through missions and to massively sabotage the enemy planet's defenses just before your invasion. The sweetest victory I've had was in multiplayer, when my spy successfully inciting a rebellion against my friend's last stronghold planet, "liberating" its inhabitants from his tyrannical rule. Without that, it would have taken at least half an hour of me creating the sophisticated mobilie space station needed to beat down his 5 space stations, anti-fleet cannons, space fleet, and ground fortresses and tanks. So, anyway, you see that there are many approaches to victory in the game.
Also, unlike the sad technology tree of Warcraft 3, Imperium Galactica 2's research branches are awesome. You can get technology that really tip the odds. For example, I had a fleet of two battleships against dozens of destroyers and corvettes, and the enemy was scattered before my mighty warships without even beating down my shields. Also, civilian wise, the power generated by your basic fusion powerplant is really uncomparable to the last-tier mezon ones.
Overall, the game is pretty interesting. Also, what the other reviews said about the multiplayer being limited to 3 races and some other related features have all been fixed by the latest patches, so the flaws are gone. I would say this is a very enjoyable game, it only lacks a large multiplayer community to make it fun over the network. Otherwise, singleplayer is still a blast.
the trick is in the civilization
5
Rating: 5,
Useful: 2 / 3
Date: February 23, 2004
Author: Amazon User
The game rocks! the interface is quite friendly, the speed buttons are quite simple and virtualy everything can be self-tought. The only problem are the difficulties. Most say that the difficulties are all messed up, I say the CD order is the one. CD 1 is installation, CD 2 is the Salarians (the most difficult), CD 3 is the Shinari (medium) and CD 4 is the Kra'Hen (quite easy, if you live up to the Divine Emperor's wishes). For the campaign, there are only three civilizatons (the worriors, the peace-keepers and the troublesome): The Kra'Hen, who come from another galaxy, have a supreme Emperor and can dedicate themselves to building ships while their people starve, in less than 30 years you can conquer the galaxy. The Shinari who use mainly diplomacy and espionage, and have medium citizen complaints. And the Solarians, who are a Federation ruled by a Senate; obviously, no starving, no slave-labour and consecuently, being wiped out by a gigantic Kra'Hen force. As I said, the trick is in the civilization.
Imperium Galactica II - Pre Release Play
5
Rating: 5,
Useful: 4 / 13
Date: April 18, 2000
Author: Amazon User
Hey - This game is Cool - Got a hold of a copy a couple weeks ago and it's good enough that I'm here to buy it for the permanent Collection!
The plot!
2
Rating: 2,
Useful: 2 / 4
Date: July 05, 2002
Author: Amazon User
I've played this game like 5 times all the way through just trying to find out what happens with the Human plot. If you go too fast, it never develops... if you go too slow, you get creamed by the other races! It's so frusterating.
Fun to play except for this one little flaw in the human's plot!
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