Cyan Sphere of Doom: First Galactic War and Imperium Novum is an unfinished, unbalanced, and bug-loaded piece of hunk and shamefur dispray Greenfoot Scenario , and an attempt at making an alternate-style RTS by yours truly. It is to be succeeded by hopefully less bug-loaded and complete Ε.Α.Β.Ε: Commoners' Legion.


The game consists of simplistic combat and economy. Each players are to pick from 3 factions, the Territorial Indepedence Army, the Posterity of Sentinels, and the Evil Baby Corporation, and are given starting builder units depending on the faction chosen. The TIA and Posterity starts off with the Construction Vehicle, which unpacks into a Mobile Construction Yard in a fashion virtually equal to the Command and Conquer's Mobile Construction Vehicle. Evil Baby Corporation on the other hand receives 2 builder babies with which to build structures.

TIA troops duking it out against EBC troops

The TIA, the Posterity, and the EBC fit the stereotypical RTS races , TIA are the balanced faction, having a robust infantry topped with efficient vehicles. The Posterity are the Powerhouse faction, having very high priced vehicles (they have no infantry), and lastly the EBC takes the role of the Subversive faction, having spammable units at cost of individual power.

Unlike most RTS, First Galactic War and Imperium Novum involve a linear gameplay, meaning where as most RTS allows for a open movement, the First Galactic War and Imperium Novum operates on what could be dubbed 1.5-dimension, as the main avenue of battle is linear, hence 1 dimension, although units can adjust up and down, hence the second half dimension. In addition, the First Galactic War and Imperium Novum has indefinite resources and fast economy, meaning units can be trained nearly whenever the player wants it.


As it is an unfinished piece of work, it has serious problems.

  1. Clunky controls: given the fast economy, it would be only be proper if the units could be trained just as quickly. However, this is not the case: there is no queue, and it is difficult if not impossible to queue the same units from multiple facilities. This also extends to the combat area, as units can be unresponsive.
  2. Attrition: Given the issue of fast economy, it is nearly impossible to win a quick victory, and games will take very long time to resolve.