An FAQ by Stealthfury ([email protected])

                -Funky Chicken, Batman! It's-

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 A thanks goes out to my math buddy Vergil for fixing the "G"
                    and supplying the leet 2!
                      -Imperium Galactica 2-
 First of all, this is my first /real/ FAQ, meaning I made it from scratch
 I know my ASCII art is bad, and I'm not that good at this game, so I intend
 for this FAQ to heavily be based on contributions to [email protected]
 I just made this FAQ because I was bored, and I noticed that there were
 NO FAQ's for IG2. Most of the tips/ideas/strategies I give in this version
 (1.1) are mostly common sense.  Again, I would greatly appreciate anything
 you have on this great game. Put in the subject line "I, oh powerful one,
 humbly gravel and give this advice to you." Or maybe just "IG2 FAQ"

 Also, to Trombo: Hey, it looks like you have a nice FAQ going for you.
 Although you seemed to work on it for two months (?!), mine was first on
 GameFaqs, and it seems that about 3/4 of it has been somewhat derived from
 mine :)~. 

 " is very advantaegeous to have at least 20 tanks. This is
 because after 20 I think is when they group up. This means that you may have
 like 3 tanks when you only see one!" -this FAQ

 "I think that after 20 tanks they will group up appearing the number
 of tanks. This means that you will see one tank but it's three and when
 one dies the number decreases and you will continue to see one tank."
                                      -Trombo's FAQ
          IG2 FAQ   (that rhymes!)

                     *About the New Legal Jargon*

 It seems that noone can be trusted nowdays. It happens to turn out that
 I am not supposed to have this FAQ, by order of my parents. Well, my
 relatives went onto /after/ I upgraded my FAQ to 1.0, and
 what did they search for? My name. They found a site that still had .999,
 and it somehow got to my parents. I got burned because some little site
 took advantage of my generosity. To put it in layman's terms:


 (You can't update, you can't display!)

 (Actual legal text under section entitled "Legal Stuff")

 I. Foreword
 II. About the new legal stuff

 III. Race-Independent
     A. Space Fleets
     B. Tanks/Ground Defences
     C. Research
     D. Colony Strategies
 IV. Kra' Hen
     A. Backround
     B. Pros/Cons
     C. Game Strategies
     D. Goodies
 V. Solarian
     A. Backround
     B. Pros/Cons
     C. Game Strategies
     D. Goodies
 VI. Shinari
     A. Backround
     B. Pros/Cons
     C. Game Strategies
     D. Goodies
 VII. Other Races
    (yet to be finished)
 VIII. Spoilers!
 IX. Cheats

 X. What exactly this game is
 XI. Legal stuff
 XII. Version History
                         Let the FAQ begin!
       note: if anyone has any logical way to organize these random
                    thoughts, please e-mail me
                         -Race Independent-
 III.A:  Space Fleets
                  Always remember that you cannot send reinforcements in
 ONCE A BATTLE HAS STARTED. Moving you fleet is almost useless until you
 are only faced with fighters. (small dots that look like gnats) Concentrate
 all fire onto one ship, until it dies. This is much more effective than
 letting each ship decide on which ship to attack, because once you have
 killed a ship, you have less stuff flying at you. I am still debating
 on whichever is better: many small ships or a few large ships. See, if
 you have lots of little ships, when one dies, you still have the majority
 of your firepower intact, plus, your enemies might try the dumb attack
 (spreading out fire at all ships, instead of one at a time). However,
 if you have a large ship (battleship) you can fit better shields and
 it has a much better chance of surviving, plus they can hold groovier
 weapons and can move much faster. If you are chasing a fleet that is
 a bit faster than you, you might be able to catch up to it, especially
 if it stays in your planet's radar range. This is possible because they
 often zigzag instead of a straight line, more often than not picking up
 fighters in the way. Don't retreat, the only time you would was if you
 had lots of ships left, and then why would you want to retreat? Combat
 Cloaking is a good accesory to have if you are up against a big ol' enemy
 with like an anti-matter ray or something. Don't use your cloaked ships
 until they fire their massive weapon on some stupid ship, then attack all
 at once. If you see a small fleet appoaching a highly defended planet,
 look for any "free" planets, (ones which have no defences or very little,
 like 1 rocket fort late game) because chances are the small fleet is
 going to make a detour around your planet and take the undefended one.
 Unless it's not possible, always make sure that your ships have shields
 instead of torpedos. As much as you want them, save torpedos for destroyers
 and Space Bases. A shield is extremely useful because unlike health, they
 are completely recharged when the battle is over, making your ships ready
 for long missions. Ship manipulators are good, but stay away from anti-matter
 rays. By the time it charges, you could have done more damage with the gun
 you could have put in there.
 III.B Tanks/Ground defenses
                   Don't even bother trying to win if they have a fort and you
 only have a wheeled tank. A few tracked tanks have a chance with a rocket
 fort, and maybe a machine gun fort. AG tanks can take care of rockets by
 themselves, a few will take a machine gun fort with moderate damage, and a
 lot might be able to take a laser fortress, depending on the weapon. Now,
 with MT's, they can obliterate rockets, kill machine guns with ease, take
 down a laser, and a lot (equipped with a moderate weapon) can take a heavy.
 Now, I will discuss Tank weapons because, unlike ship weapons, they are
 different and more varied. A good setup for about 10-20 tanks is to make them
 all MT's equipped with Ion turret, laser turret, range extension, and either
 missile or radar jammer. If you have more than 20 tanks, try this: Make a few
 tracked, equipped with anyhting as long as you make it radar jammer. Then,
 make the rest MT's, with laser strike, laser pod, range extension, and missile
 jammer. Drop all your tanks in the farthest place from the enemy tanks/buildings.
 Now, all you gotta do is hit the button next to retreat, and select a target.
 I doubt the enemy will find you, because you have on radar jammer, and since
 you have lots of MT's, you get 20+ free shots from your friends in space.
 A warning, though, the lasers are pretty inaccurate, and I guarantee you will
 destroy buidings other than the target, which means you have to replace them,
 out of your own pocket. Shouldn't be too much of a biggie, because your tanks
 didn't even get shot at! If you do get a caravan of tanks coming toward you,
 try aiming the strike ahead because it take a few seconds to hit. Anyways, you also 
 that laser turret allowing you to mow down the enemy! A word about Air Strike:
 This is a pod much similar to Laser Strike in that it is a "remote fire tool."
 (Able to fire from any distance at any target.) However, instead of having a
 few powerful lasers aiming in a somewhat small area, this sends signals to
 fighters in space (I never tried without a fighter in a fleet, though) to
 come down (remember the Solarian intro video?) and swoop across the whole
 screen (the only part you can see) and literally rain down small lasers
 everywhere. Don't even bother to aim, it's too inaccurate. The only good
 I can see from this is when you have a bunch of tanks scattered everywhere.
 This is as powerful (as far as I can tell) as Laser Strike, but each individual
 laser is about enough to kill half a tracked tank. One last thing I will
 hit on is that it is very advantaegeous to have at least 20 tanks. This is
 because after 20 I think is when they group up. This means that you may have
 like 3 tanks when you only see one! This is good because usually, when you
 attack a fort, first you have one, then three, then five... Making the first
 one have a greater chance of getting killed. Now, what would happen if the
 first tank was really a barrage of three? The fort gets killed much quicker,
 and keeps your tanks in danger shorter.
 III.C Research
    (yet to be completed)
 III.D Colony
             If you have a planet with 3 Bld research buildings, 3 Tank
 research buildings, and 3 Ship research buildings, and you are only researching
 a tank tech, and the population is short, TURN OFF THE OTHER 6 BUILDINGS!!!!
 Same goes for factories. Build lots of military establishments,  but turn
 them off. Turn them on if ANY fleet other than yours comes near your planet,
 even if it is an ally. Put in lots of planetary guns and planet shields.
 FREE TECHS/BUILDINGS!: Take a stupid colony (barren, barely enough to support
 a low population) and then turn off all the buildings, and make the tax oppressive.
 Have an extremely small fleet nearby. Save your game right now. Turn off Autobuild.
 Watch as your colony revolts, and when it does, check to see who to. If it goes
 to any nation you are not at war with, load back up your old game. Keep doing
 this until your planet revolts to pirates or a warring nation. (preferably pirates)
 Now, lauch a satillite over to your planet and wait until it builds a fort of any
 kind. When it does this, send over the small fleet you have to capture the planet
 for free. Hopefully you got plans to a new kind of building, but chances are
 that you got double the buildings, and you didn't even pay for them! I'm not sure if
 this works on planets with bases because the pirates/enemy nation might
 enable the base, and if it is technically behind you, it will get plans for
 a new base, power plant, etc.
 Kickuindanuts says:
 I think it is better to build a lot of Planetary Guns and Space bases. I have
 built at least 5 planetary gun 5's and 5 Adv Space Bases fully upgraded. Some
 Laser fortresses seem to work [butt] well if they [enemy] get past [your defences].
                        Race Specific Info/Tactics
                               -Kra' Hen-
 IV.A Backround
                Not much here. Bloodthirsty, warlike, self-sacrificing. (and no,
 they are not humans) Commanded by a dude called a 'god emperor'. You are an
 Imperator, who basically does what the god emporor tells him to do. Made for
 the easy game, because they are made for the "easy" way to beat the game, kill
 everyone. This is Socialism at it's finest.
 IV.B Pros/Cons
       Pro: Player doesn't have to deal with diplomacy, spying, or trade.
       Con: Player can't make alliances, steal, or buy stuff.
       Pro: Player cannot be spied upon.
       Con: They are ugly.
       Pro: Maybe they kill that way.
       Con: Can't use the stuff more advanced races can.
       Pro: But they make warships cheaper.
       Con: They are bent on taking over the galaxy.
       Pro: They are bent on taking over the galaxy.
 IV.C Strats
         Common sense: Make lots of warships and send wave after wave of men until
 you win. Do whatever the god emperor does or he'll get real mad (don't know how
 mad, never tried)
 IV.D Goodies
          You get to see a terraformer toast a planet. (Need any more accent on
 the turning?)
          They have psychics (called 'seers') that may be able to give the positions
 of enemy units for a while.
          Every once in a while you are forced to sacrifice a percentage of your
 population to the god emporor. (The more the merrier!)
 V.A Backround
               Ok, I'm gonna try to make sense of the opening movie. The beginning
 opens up with some bad dudes trying to start a civil war. Then, it moves to a guy,
 I think he's a normal human, who talks about humans evolving or something and why
 the 'tears' were stolen from us, then he goes into cryo sleep. Then, you come into
 power of the 'evolved' humans, the Solarians, and hope that this dude, who founded
 the "Brotherhood of Tears" doesn't come back again. Somthing like that...
 This is for the intermediate game, and this one actually has a storyline.
 V.B Pros/Cons
       Pro: They actually have a storyline
       Con: Hope that you play through the storyline before you conquered the galaxy
       Pro: You can use diplomacy, spying, and trade
       Con: You can be spied upon
       Pro: Research goes faster and cheaper
       Con: Average in all other areas
       Pro: The guy has neat hair
       Con: The guy never smiles
 V.C Strats
  (yet to be completed)
 V.D Goodies
       You see a picture of a guy with neat hair.
       You may find a 'Tear'. (hint hint)
               (I once had a Toulen spy named Shinarri)
 VI.A Backround
    Merchants, diplomats, spies. Don't trust these guys, they have double the
 spying success rate. Alias: "Backstabbers." As you can see from the movie, the
 Pirate leader needs an escort, claiming that his cargo is not too valuable. The
 Shinari turn on the vessel mid-flight and kill the pirate ship, believing that
 the cargo was more valuable than what the Pirate told the Shinari.
 VI.B Pros/Cons
     Pro: Double Spying success rate
     Con: Less trusted in Multiplayer
     Pro: Better chance of success in Diplomacy (getting what you want)
     Con: Military is less powerful
     Pro: You are approached more by mechants with info/technologies
     Con: You have more of a chance to be gipped.
     Pro: You get double the money on trade.
     Con: No Mezongun
     Pro: You can use manipulators (tank, ship), and I believe that you can
 buy ships (Trade screen) with Mezonguns.
 VI.C Strats
     As the manual says, use the distrust between nations to your advantage.
 Spy like heck, lie about other nations, of course while forming alliances.
 Be backstabbing. Use manipulators, they literally let you control a ship.
 What you do is have all your ships without manipulators target the weakest
 ships, and have the ones that do target the strongest enemy ships. This
 way you can make up for the Shinari's weak military power by controlling
 enemy ships! If a ship is manipulated, it will have a green halo around it.
 Call off all attacks on it unless it's the last ship left. Now, unless you
 need it to fight, move the controlling ship far away. You can instruct the
 enemy ship just like your own! The same tactics apply to tanks, however since
 tanks are so frail I would move the controlling tank far away from battle,
 because if it is destroyed you lose control of the enemy tank/ship.
 VI.D Goodies
     Same Terraforming movie as Kra'Hen (you gotta see it).
     You can spy better.
     You look like a ram.
                     -Other Races-
    See above
                  ***** WARNING! *****
 These are for cheap people who don't want to risk their money in investing
           possibly false technologies/offers given to you by merchants.
         Skip this section if you enjoy taking risks.
 (note: All of these were taken unless otherwise noted as "I'm interested" and/or
 "I agree." If you get different results when choosing other answers please e-mail me)
 1. "Alien Artifacts on planets"
       Case: Merchant approaches you with coords to strange, alien artifacts
 on a planet.
      I believe that half of these are false. If there is something there,
 you usually get a technology that you could have already researched (IE:
 you chose to research corvette over bar, then you might get bar.)
      However, unless you have a large empire (3/4 the galaxy) this planet is
 usually far off. This allows you to send an armed colonization party over there
 to springboard your planet and race contact, as well as provide you with
 a "safe place" to hide so noone can hopefully find you, or at least a planet
 to give to a race for trade if nothing else.
      I would consider it a deal.
 2. "Hypergun"
    Case: Merchant approches you with plans for a highly powerful weapon.
      Takes all the energy of a planet to fire on shot, even so, inaccurate.
 3. "Tenori Drive"
    Case: Merchant approaches you with plans for a drive to literally move planets.
      So instable, that, as your scientist puts it: "It's like asking the whole
 population to sit on a large nuclear bomb."
 4. "Planet with strange crystal"
    Case: Merchant approaches you with coordinates to a planet (mine had a dense
 asteroid field) that hides a 'strange crystal.'
    It's worth all the money you have.
    My 'strange crystal' was a Tear. If you have a dense asteroid field around it:
    Send in 5 fighters to the area. You might want to have a ship with a hyperdrive
 go with them, just to speed up the flight. When you arrive, answer like this:
    Only fighters. 5 fighters. (even though if you said "all" only 5 would go)
    You get a neat CG and a Tear. (mine was #4)
 5. "Black hole generator" / "Particle beam" -sent in by ???? (I lost the e-mail,
    so I don't know who it's from"

    Case: Although they coudn't quote it, it went something like this: 

    A merchant approaches you with plans for a superweapon that could destroy planets
    either by creating a black hole or a powerful particle beam (disruptor?)

    Household appliance plans. 'nuff said.

    (Unusable if you haven't figured out)


 Ok, I denounce cheating and all (it's like drugs- it's only fun for the
 first few times) but I've had a lot of e-mail concerning how to use them.
 Well, for your cheating pleasure, I present my Mini-FAQ! (I'm not going to list
 the cheats here, they are posted all over the 'net)

 First and Foremost, if you don't even know what a shortcut is, stop reading
 this and go and buy a computer book or something. I'm not going to hold your
 hand and walk you through every step, but if you know a bit about the Windows
 (gosh I hate that OS) operating system, you should make it through.

 Ok, first, make a shortcut to the IG2 executable file (I don't know the filename
 offhand). Now, right-click and hit properties. In the "Target" box, add the
 parameter "+setconsole1" (without the quotes, if you haven't guessed). Now,
 all you have to do is run the program _with this shortcut_ and hit the tilde
 key (~). Follow the website instructions from there. I would suggest putting
 this shortcut file on your desktop and renaming it "IG2 Cheats" or something,
 so it's easily accessible.

 (Thanks to Al Amaloo and for what parameter to use)

                    -What exactly this game is-
 Imagine Civ2, Comand & Conquer, Homeworld, Warzone 2100, Chess, and Simcity,
 all watered down and put into one game, with a random storyline, and neat
 cinematics. You have IG2.
 In depth:
 Before I got his game I was (and still am) a big supporter of the extremely hard
 but fun and well done Homeworld. Knowing this, a friend told me that this game was
 "Homeworld with politics." Although still a great game, this game is almost
 completely contradictory to this statement. The space battles are pitiful. :)
 This game is most like Civilization 2. Because this game was four years in
 the making, a bit of it (main starmap) has old-school sprites, and it runs in
 640x480. There is a setup that will let you run it in higher resolutions, but
 it still looks exactly the same. Most of the game is done well, though, and
 the CG movies are excellent. I think that since it deals with raw data more
 than the fancy 3D graphics and 3D plane of Homeworld (if only IG2's main map was in
 3D...) that the only slowdown I experience is every 2 years (autosave) and when
 I do real well (I have too many fleets/planets). The neat thing is that I have
 a 350mhz computer, and a really bad 3D card, yet I can still run it fine with High
 graphics effects. The ground battles are of the C&C type, and not as in-depth as
 C&C, but since you can change the view and the graphics are really nice colony-wise,
 this part of the game is eerily Warzone 2100-like. You can move the view around,
 tilting, slanting, and zooming in. The space battles have almost no tactics, just
 "Which ship should I kill first?" I think that the worst part of the game is the
 space battles, but oh well. GET THIS GAME NOW! Wait, you are reading this FAQ...
 You must have this game...
                      -Legal Stuff-
 The holder of the e-mail address [email protected] will henceforth be referred to
 as "Mike."
 This document (Henceforth known as "File") may not be sold, in any way, for any thing,
 to any one or many, unless otherwise specified by Mike. This File may be reproduced
 electronically for home use, and on paper or any other medium for home use only. It may 
not be
 used for any use in any commercial publication that is sold or otherwise makes any kind 
of profit,
 electronic or by any other medium. This File may be not be used on or by any non-profit 
or otherwise
 "free" publication, including any freely accessed "website". If you know of a site who 
is violating these rules, please notify the person who legally accepts mail from 
"[email protected]".  However, any copy, any  distribution,
 any part, or any other form of this File must contain all of the text under the heading 
 Stuff". This File may not be modified and shown to the public, in any way, unless given 
 by Mike first. This File may not be copied without the section entitled "Legal Stuff".
 Certain rules may be deemed null and void to any specific party that Mike
 deems appropriate. Copyright Mike, 2000   All trademarks are used without permission.
                         -Version History-

 1.1 5/25/01 Available @ ONLY
 Added a user tip or two, added Cheats section, changed legal liscense, LAST DAY OF 
 Got Earthlink, ditched AOL, added info on how Trombo stole from my FAQ (kidding!)
 Decided that the words "Funky Chicken Batman, It's!" at the top...

 1.0 FINALLY! (Available @ [email protected])
 Someone ([email protected]) has finally sent in a contribution. I
 would like to thank him for this, so, thanks! Added info about Air Strike
 pod for tanks.
 .999 9/26/00 -Available at [email protected]
      Still no suggestions, rewrote some stuff on Shinari, added strats for colonies
 and space defence. Rewrote spoiler section a bit. Rewrote the FAQ so peeps don't
 know my real name. Next revision will be ".9999" unless sufficient people send in

 .99M 9/25/00 -Available (modified version of .99) at [email protected]
      Slightly rewritten from original version (.99) While writing .999, accidentally
 was saved as .99, permanently deleting the "untouched" version of .99. The accidental
 modifications were realized after being saved mid-modification, leaving a choppy FAQ.
 The modifications over .9 can be read in ".99"
 .99  -Lost forever-
      No Suggestions, Added minor Shinari stuff, Added spoiler section.
 Added a few strats. Never published.
 .9M 9/26/00 -Available at [email protected]
     Simply rewrote Legal section of FAQ. No other modifications made to ".9"
 .9  9/23/00 -Original FAQ, Stored but not Available at [email protected]
     Decided to be released as .9 because this was mainly a "beta FAQ," literally
 half-finished, and I wanted the "1" FAQ to be released with USER CONTRIBUTIONS!

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