Written by Tim Hughes
The young Galaxy when all worlds except homeworlds are empty is usually characterised by very rapid expansion and claiming of territory. There are three common strategies
As the number of empty worlds diminishes the pressures between empires rise and local conflicts break out. A number of races will not survive.
The larger empires begin to form as do important alliances and power structures. Technology will usually start to rise as will the size of fleets.
Eventually either one player or an alliance of players will gain sufficient momentum to overcome all others.
The order of phases within a Galaxy turn is as follows:-
Points of particular note are:-
For beginners the most tricky problem encountered in Galaxy ship control is how to split groups and control the fragments. Consider the player with a group of 10 transports (number 123) who wishes to load 3 with COL and send them to A, load 4 with CAP and send them to B and upgrade the rest. The important guiding principles to remember are:-
So in the example the player would issue the following orders:-
Units which are ordered to move do not fight in any battles at their world of origin. They are deemed to enter hyperspace before the initial combat phase
Routes are very useful for keeping ones empire running smoothly, especially when it gets large. However, routes are also useful in the initial phase when rapid colonisation of worlds and efficient use of transports is required. There are several points worth noting about routes:-
It is an unfortunate fact of Galaxy life that some players will give up part way through a game. Some players never get started, others give up after a few turns and some give up when the going gets tough. These positions can be a goldmine particularly when they are poorly defended.
The classic unarmed scout design is:-
Drone 1 0 0 0 0
Which is both cheap and the fastest design you can build.
The different type of transport which are commonly used are
A good way to understand the mix of designs present in a balanced fleet is to consider the possible phases of a Galaxy battle:-
Of course, some battles result in stalemate after the Flak Clearance phase, especially if lightly gunned and heavily screened raiders are involved. In other cases the key exchanges occur early resulting in a one phase Flak Clearance battle. Border skirmishes in the early game often consists only of a Core Battle where two or three units on each side just slug it out.
Battles are not symmetrical in their phases. The aim in Galaxy fleet design and deployment is to progress to the Core Battle and Final Exchanges as rapidly as possible whilst restricting the enemy to the Flak Clearance phase.
The single most important calculation for warships is the effective strength of their shields. This is not stated explicitly in the Galaxy Rules. Rather it stems from rearrangement of the p[Kill] equation.
Effective Shield Strength =
(ShieldMass * ShieldTech * BattleMagic) / CubeRoot(ShipMass)
where BattleMagic = CubeRoot(30) = 3.107232505954
As a guideline here are some typical ship masses and the effective shields strengths by the percentage of ships mass devoted to shields.
| Ship Mass | Shield %age | Effective Shield Strength |
| 1 | 100 | 3.1072 |
| 5 | 20 | 1.8171 |
| 30 | 2.7257 | |
| 50 | 4.5428 | |
| 100 | 9.0856 | |
| 20 | 10 | 2.2894 |
| 20 | 4.5788 | |
| 30 | 6.8682 | |
| 50 | 11.4471 | |
| 100 | 22.8942 | |
| 50 | 10 | 4.2172 |
| 20 | 8.4343 | |
| 30 | 12.6515 | |
| 50 | 21.0858 | |
| 100 | 42.1716 | |
| 99 | 10 | 6.6496 |
| 20 | 13.2993 | |
| 30 | 19.9489 | |
| 40 | 26.5985 | |
| 50 | 33.2481 | |
| 60 | 39.8977 | |
| 70 | 46.5474 | |
| 80 | 53.1970 | |
| 90 | 59.8466 | |
| 100 | 66.4963 | |
| 198 | 10 | 10.5556 |
| 30 | 31.6669 | |
| 50 | 52.7781 | |
| 100 | 105.5562 |
The important things to note here are the 100% shield levels for the mass 99 and 198 ships (you could also calculate 297 and 396) these give an idea of the size of weapons needed to guard against being outgunned by a very heavily shielded enemy ship.
The mechanics of Galaxy combat are simple. The random allocation of targets means that fleets can benefit from the presence of expendable screening units. Consider two fleets with a small warship each. If one side adds, say 10, flak units its chances of victory are vastly enhanced. The cheapest flak is the "1 0 0 0 0", however this is easily destroyed and in the long term is not much good. More useful is 1 0 0 1 0 or any variation X 0 0 Y 0 (where X and Y are adjusted to give an appropriate mix of speed and shield strength). As the game progresses you will need a ready supply of hundreds of units of flak supporting your main battle fleets.
A classification of the units typically used in Galaxy as follows:-
Primary guns are typically mounted on large warships of mass 99 or greater. Some typical designs are:-
Staff 33.0000 1 33.0000 33.0000 0.0000 Defender30S 25.0000 1 30.0700 44.9300 0.0000 Squid 33.0000 2 30.0000 21.0000 0.0000 C236 40.0000 1 36.0000 32.0000 0.0000 White_Knight 30.0000 1 30.0000 39.0000 0.0000 Base72 0.0000 1 35.0000 32.7000 0.0000 HomeDef 0.0000 1 50.0000 49.0000 0.0000
Secondary guns can be singly mounted on small ships or heavily shielded or fast large ships. Multiple secondary armaments are common on larger ships. Some typical designs are:-
Basilisk 42.0000 3 16.0000 25.0000 0.0000 BC1 30.0000 3 15.0000 30.0000 0.0000 Rhino 30.0000 3 15.0000 30.0000 0.0000 Swift 55.0000 2 15.0000 21.5000 0.0000 Sabre 34.0000 1 15.0000 50.0000 0.0000 Octopus 33.0000 9 10.0000 16.0000 0.0000 Dix 33.0000 7 10.0000 26.0000 0.0000 6Shooter 33.0000 6 10.0000 31.0000 0.0000 Charger 44.0000 2 10.0000 40.0000 0.0000 Guardian 0.0000 3 9.0000 81.0000 0.0000 Epee 20.0000 4 8.0000 21.0000 0.0000 Raider 14.0000 1 8.0000 11.0000 0.0000 Gboat 2.0000 1 7.0000 4.4600 0.0000 HCM5 16.5000 2 5.6000 8.0000 0.0000 Wolf 5.0000 2 5.0000 5.0000 0.0000 Gun2 5.0000 1 5.0000 6.5000 0.0000
Tertiary guns can be mounted on very small ship or flak. There most common occurrence is on larger ships in very large multiple installations. Some typical designs are:-
H1B1 0.0000 137 1.0000 30.0000 0.0000 Pepper2 33.0000 89 1.0000 21.0000 0.0000 Wiper 33.0000 79 1.0000 26.0000 0.0000 Swatter 33.0000 65 1.0000 33.0000 0.0000 Router 44.0000 33 1.0000 38.0000 0.0000 Gunship25x1-6S 6.3600 25 1.0000 5.6800 0.0000 Incisor 3.0000 1 1.0000 1.0000 0.0000 Speck 0.0000 1 1.0000 0.0000 0.0000 Flek 1.0000 1 1.0000 0.0000 0.0000 Cleaner 33.0000 53 1.5000 25.5000 0.0000 H1B2 0.0000 68 2.0000 30.0000 0.0000 H2M3b 60.0000 59 3.0000 50.0000 0.0000 Battle2 33.0000 21 3.0000 33.0000 0.0000 Attack1 21.0000 1 3.0000 9.0000 0.0000 Scout 5.0000 1 3.0000 6.0000 0.0000 Nipper 2.0000 1 1.3000 1.6000 0.0000
From time to time peculiar situations arise which can be exploited using special ship designs. Differences in technology frequently play an important part in the design of specials. Here are some special situations and the designs used to exploit them:-
Guardian 0 3 9 81 0
Swift 20.5 1 1 28 0
Pack 4.1 0 0 0 1
Sting 15.5 1 1 3 0
Galaxy is a game of total war. In order to defeat all of its opponents an empire will need to carefully marshall all of its resources. Broadly there are three skills on which an empire must concentrate:-
The most basic point is that you should talk to your neighbours, near and far. It is exceptionally difficult to fight successfully more than one opponent at once. An empire's diplomacy must be aimed at:-
An empire must develop an adequate industrial base where fleets can be constructed and technology researched. In general an empire with greater industry will eventually overcome its enemy, assuming that its military deployment is not rash. The balance between fleet construction and technology research is delicate The benefits of technology can be summarised as follows:-
In developing an empire's industrial base it is necessary:-
An empire will need balanced fleets able to deal with both the immediate threats and new situations which may develop. It can be helpful to identify key worlds in a region. Key worlds are those usually with high economic value which also afford good staging positions from which fleets can reach a variety of nearby worlds.
In general a smaller empire must consider attacking a larger belligerent neighbour on his own territory. Lightly defended worlds, if they exist, must be destroyed or at least harassed. Larger empires are faced with a greater area to defend and it is sometimes possible that they have overextended their resources. It is necessary to try to reduce their industrial base as they will surely destroy you if allowed to develop their empire to its full potential undisturbed.
Raiding can be an effective strategy. Raiding can either use specialist ships or perhaps a small fleet of five or six battleships plus flak. Raiding forces should move quickly from world to world destroying what they can before they are trapped into a pitched battle. A heavy raiding force can be used to divert enemy resources ahead of or in combination with a major offensive.