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This comes from an article originally written by James Atchison, with some modifications by me (Brent Chan), in February of 92, back when Imperium was a BBS game here in Victoria. It's a little outdated, but the basic concepts are all true. If you don't know who James is, (why should you?), look him up on the Honour Roll. (I'm there too! :) )
Consolidate your armies (AT army transfer command) and maintain their highest ratings (transfer D to D and C to C as best as possible). Leave 20 point in the old armies so you can add and move them in the same turn. You can add to an army and load it on a ship in one turn, but you cannot move a new army (AN army new) the turn it's created. Make new armies, adding them to the remaining 20 point armies (AA army add command) after transferring to make the larger forces.
*NOTE* Do not add to highly rated armies as it reduces the rating. Add to ships all the time to get big "A" class Dreadnaughts. But, be forewarned its better economically to build brand new cheap ships than add to the expensive ones you start with.
Once you have your forces consolidated then look at all planets within reach of your troop carriers and what kind of dispersion pattern is widest, yet will ensure capture of planets. Basing this on your SPY information and a rough estimate of where everyone else is (on the first few turns). Make sure to consider where you may need extra forces to counter another House's offensive against a neutral planet.
This brings us to Diplomacy. Diplomacy is rather complex and KEY to this game. Leaders can gain you control of Minor Houses by doing game Diplomacy. In a good game, everyone will get 1 and some will have 2 Minors. No one SHOULD be able to hold more than 2 without some great inter-layer Diplomacy. [Ed's note: this may not be true in our game since there are so many minors] Remember, you will only be "at war" with Houses that declare War on the second turn, and that's not usually advisable. Minors have been inactive the first few turns and will not compete for planets for the first while. Most players issue "blanket" alliance commands to all Houses hoping to get as much income from allies as possible. Allying will give you very limited protection from enemies. The classic backstab maneuver is to use allied Houses to transport warring armies in combination with going neutral, or just to send out armies with your neutrality command and go from there.
The major elements of Imperium are: Planetary conquest, Minor House relations/control, control of gates, good spy networks and strong inter-player alliances. A coordinated alliance can stand up to just about anything. [Ed's note: I KNOW. James used alliances against me to good effect many times.] There are other important things like getting your Leaders more experienced rapidly, as well as other units (send them into combat as much as possible), keeping your own House secure with lots of reserves and spies, keeping your fleets strong and not losing battles badly (ship tactics help). There are not too many really complex problematic things to the game. Key things are plotting movement of forces, spies and leaders. Selecting House specialties can have a good effect on movement (take bonuses in TRANSPORT/SPIES) as well as unit cost/effectiveness and DIPLOMACY! High bonus Leaders moving 12 spaces will get you quick control of Minors but you will suffer in the field of battle somewhat.
Sample First turn strategy:
James Atchison.
Editor's comments.
Basically I agree with most of James' comments. His record speaks for itself. I would like to point out a couple of other things though. Agents DIE! Make lots and consider sending two to every planet you want to look at. Also, the size of the army and the number of foreign agents on the planets has an effect on agent survival. Leaders are extremely important. Keep them safe, but don't hesitate to use them either. In this game, there are 1-2 Minors per player. Consider going after one or two right away. Also it may be necessary to keep a leader at a Minor even if you already control it. Other players will undoubtably be trying to wrest control away from you and keeping relations up will prevent them from doing this. Don't try the old "move warring armies on neutral ships" tactic against me. I've seen it, done it, and countered it. However, if you are the type, it could be EXTREMELY useful in this type of game where other players aren't very experienced or may not understand some of the more complex possibilities in the rules. I prefer to be a little more upfront about my Warring but then if it works for you, go for it. There isn't too much more for me to add. I'm sure you'll manage to figure out your own ideas about what's important and maybe even discover some new tactics and strategies.
Good Luck and may you win all your battles. (Except against me)
Brent Chan
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