Games Objectives


You control a solar empire. Your goal is to become and remain the most powerful empire. You can do this alone or as part of a coalition.

To become powerful, you can:

When you join the game, you will begin with a few planets, a small population and no army. Your first 30 turns (3 real days) take place under protection, meaning no other players can attack you, though you will be vulnerable to raids by AI hostiles who steal from empires. While under protection, you are prevented from attacking other players but you can attack the pirates.

Use these 30 turns wisely, building your economy and your army, and establishing a stable empire. You should also try to find potential allies from among the other empires and send them defense treaties. You might also ask to join a coalition of empires.

When the protection period ends, you can attack players with whom you do not have treaties, and likewise they can attack you. You will be fully immersed in the game, and your quest for survival will begin.

 


Turn Anatomy

Attacks made by hostiles cannot directly annihilate your empire. When they attacks, the Hostile steal
your stuff in small quantities. They steal more often when you experimental major disorders in your population.

See RandomEvents for details

Food production and consumption is calculated, if you do not have enough food, your population and/or soldiers starve to death!

This information is still being worked on.

This information is still being worked on.

This information is still being worked on.

This information is still being worked on.

 


Food 101

Your people and your soldiers need food to eat. There are two primary ways to obtain food: Growing it on your own food planets or buying it from the food market. Do not make the mistake of starving your empire. If you can't feed everyone, civil unrest will spread in your empire, leading to a higher insurgency level, loss of population, and loss of military.

Food planets
On these planets, huge farms produce food. Food planets cost more than buying food from the market, but they are much safer. If your food planets produce a surplus, you can save the extra for the future, or you can sell it back to the market.

Food Market
An alternative to having food planets is buying from the food market each turn. This is risky, though. The market may run out of food, especially if there is a high demand from other empires. As demand increases, the price increases as well. This is bad if you want to buy food, but good if you have a surplus and want to sell to the market.

 


Economy 101

The primary way to start building wealth is by producing it with your planets. Ore, petroleum, and tourism planets are all revenue-generating.


Other revenue strategys

If you have a large population, a high tax rate can generate a lot of revenue. This requires Urban planets to house the people, Education planets to attract immigrants, and Food planets to feed them. Be careful with the tax rate. Setting it too high can anger your people and cause them to leave in large numbers.

Another means of generating income is to sell products. Selling military units can generate a small amount of revenue, but it is generally not worth it. Selling food to the food market can be effective, though, if demand is high.

Trade with other empires is also a possibility. If your empire is producing large amounts of anything, you can trade it to another empire in exchange for credits. Trading requires that you have a treaty with the other empire.


Solar Bank


If you find yourself low on credits or desiring capital you can use to buy planets, then the bank is the place to go. It offers loans that can be paid back in installments over time (as long as 30 turns). The interest rate is usually pretty high, though, so beware.


Lottery


There is a daily lottery drawing. Emperors can buy tickets. The more tickets sold, the higher the prize awarded. It almost goes without saying that an emperor should not rely on the lottery to supply the needs of his empire.

 


Planet Types

 

 


Military Units

Building a strong military is crucial to your success. Once you have built a strong military, you will be ready to launch your own offensive attacks.

The following military units can be bought from the "Manage Your Empire" menu; most of these units can also be produced by your Supply planets:

Effectiveness

Your military units are affected by your empire's overall level of military effectiveness. This level represents the current morale of your troops. Military effectiveness grows 1% each turn to a maximum of 100%. Covert operations against your empire, as well as offensive or defense military action can reduce military effectiveness.

Draft

You can establish a draft so that if your empire is attacked, a percentage of the civilian population will be pressed into military service to help defend your empire. You can set a draft rate from 0 to 30%. One million people turn into 100 soldiers. When the battle is over, most of these people will be dead or they will leave your empire, so if you set your draft rate too high, your population will drop every time you are attacked, even if your military alone would have been able to handle the situation.


Military Operations

Attacking other players is the primary path to power in Solar Imperium.

You cannot attack a player who is in protection; you cannot attack someone else if you are in protection. You are not allowed to attack an empire with whom you have a treaty.

Types of military operations

There are three types of military operations you can perform; two are for use against other empires, one is for use against the pirates.


Conventional Invasion

This is the normal way to attack another empire. The conventional attack uses your soldiers (led by generals), fighters (taken to battle by carriers), light cruisers and heavy cruisers.

If you win, you can capture some of the opponent's planets and credits. An additional effect is your opponent's level of civil unrest will rise.

If your opponent has defense treaties with other empires, his allies will send forces to assist in his defense against you.

There are three fronts fought simultaneously during a conventional attack. Soldiers will fight on the ground against enemy soldiers; your fighters will attack your opponent's defense stations, which will fire back at your fighters; these battles take place in the space around the planets. Heavy cruisers battle in deep space against each other. Light cruisers fight alongside with heavy cruisers, but they do not get the attack bonuses that the command ship gives to heavy cruisers. However, light cruisers get five bonus rounds of firing at their opponents before the opponent can fight back.


Guerilla Warfare

This somewhat immoral act is a surprise attack on the opponent that allows no warning, so the victim empire has no time to call allies. Also, the soldiers are randomly shooting at the enemy, so no generals are needed to lead them. There is no good way of knowing the enemy casualties, and no planets can be captured. However, civil unrest can be spread through the opponent's empire, and some of the soldier defenses can be weakened. There is a risk that the opponent will capture a few of your soldiers and discover your identity; otherwise your attack will go unnoticed.

Hostile Bust

By attacking Hostile you can attempt to reclaim what they have stolen from you. Sometimes they are alerted of your attack and flee, but when you prevail in battle it can be very rewarding. The Hostile Bust is the only attack you can perform while under protection.

Pre-attack considerations

If you are making a conventional invasion, the best strategy to minimize your losses and have a chance of winning is to match your opponent's army on each front. An army based solely on fighters will be devastated if the enemy has soldiers and cruisers; you need to control two of the three fronts to win. You may wish to use covert agents to spy and determine the type of military held by your opponent before initiating an attack.

It's important to note that attacking an empire whose net worth is less than 33% of your own net worth will lead to an increase in your empire's civil unrest, which is bad. But, in some situations it may be wise to attack anyway.

The game shows you how an empire's net worth compares to your own in the relevant menus. For example, when selecting an empire to attack, you might see the name of an empire followed by a percentage in parenthesis like this:

Pizzarico@Space Pizza Delivery (430%)

If you saw this, it would mean the Pizzarico empire is 430% larger than your own.

 


Diplomacy

In Solar Imperium, politics is an important part of the game. Through the diplomacy menu you define your relationships with other empires by offering treaties, breaking existing treaties, and creating or joining a coalition.

Treaties

You can propose one of the 5 types of treaties to another empire. If the other empire accepts, you two will be bound together, meaning neither of you can attack the other or perform covert operations against the other. Treaties last until the parties choose to break them. All of the treaty types allow for trading of goods or credits between empires.

If you are interested only in trading with an empire or in ensuring that they cannot attack you, use the Neutrality Treaty. If you are interested in giving and obtaining military protection, use one of the other 4 treaties.


Coalitions

A coalition is essentially a team. When you create or join a coalition, you will receive access to a coalition shoutbox. This is a private messageboard where coalition members can chat during the game. As with treaties, the owner of a coalition can send invitations to join to other empires.

Creating or joining a coalition does not guarantee defense, so all members of a coalition should still send one another some sort of defense treaty.

Members of a coalition can be kicked out or can choose to quit the coalition through the Diplomacy menu.


Covert operations

There may be times you want to take secret military or political actions against another empire. Or you may want to obtain intelligence information about another empire. You need covert agents to perform these sorts of clandestine activities.

Agents and government planets

Covert agents can be purchased from the "Manage Your Empire" menu; they can also be produced by Supply planets.

The agents need government planets, which they use as a base. Government planets also serve as a base for generals. One government planet can hold 50 generals or 300 covert agents. If you don't have sufficient government planets for your agents, they will fight one another, leading to civil unrest.

When you decide to launch a covert operation against an opponent, the success of the operation will hinge on who has more covert agents. The same is true for defending yourself against operations performed by an opponent. The more agents you have, the safer you will be.

Operations

Each covert operation costs a certain number of covert points. Your covert points are generated automatically over time, so once you have used them all up, you must continue playing until you have replenished your supply. Here are the operations available:

 


Hostiles

Several gangs of hostiles roam the universe. They make surprise raids and take valuable resources from empires: planets, military units, food, or money. The pirates raid empires of all sizes, but larger empires are bigger targets.

However, the pirates themselves can be attacked and an empire can attempt to reclaim what they stole. You can perform a Hostile Bust from the Battle Command menu. Sometimes the pirates get alerted before an empire attacks, enabling them to flee. But when an empire prevails in battle against them, it can be very rewarding. The pirate bust is the only attack an empire under protection is allowed to make.


Civil Unrest

The population of an empire can be fickle. You must take great care to keep your people happy, or they will get angry.

Several things that can cause your empire to experience civil unrest and raise your empire's insurgency level:


There are 8 levels of insurgencies, listed below in increasing order:


Random Events

Each turn, a random event has a chance to occur. Here are a few examples: