This isn’t a bad thing as ships can be controlled to either stay in position or move in order to intercept in accordance to their assigned threatened area to open fire. Unfortunately the gameplay speed works at a much slower rate having only 1x or 0.5x speeds instead of 2/3/4 to really speed it up. Unlike that form of combat though, players have much more control over the actions that the fleet or individual units take. Ship battles find players on a 2D expansive map visually similar to Gratuitous Space Battles. The second is much more fun and is where the Real Time Strategy comes in. The first is an automatic resolution in which the computer calculates the power of each fleet and runs the numbers giving the results of if any of the ships have been damaged or destroyed. Now, regardless of if you are ready or not there are two options that players have to explore. Thankfully players are able to stack ships while exploring or have units merge while on the move in order to become fleets which are needed if you don’t want to lose your ships in the encounter. If you win that lucky lottery to run into pirates or have pirates find you get ready because the battle is now on. Be warned though as you may come across another race or something worse. Once inside these systems not only will the planet details be revealed, but other entities such as derelict ships or asteroid belts will appear to be explored or plundered. Like any form for exploration, scouts will need to be sent out to map the various systems since they will be covered in the famous fog of war that we’ve all gotten used to. ![]() Now while these options are there to toy with, they don’t necessarily need to be used as there’s nothing wrong with playing the presets.Įxploration will be familiar territory for the 4X fans who are used to taking their time in picking their actions. There are in multiple cases some values that may want to be taken as they do not correlate with your play style such as taking a more militaristic approach and selecting “Bad at Spying” just to add another bonus to help out your race. This total can be played with by adding both positive and negative perks which contain positive and negative values. A list of perks both good and bad are available with values that must total under a predefined total. Available is the option to micromanage not only what a race excels at, but what they can flat out fail or are miserable at. Available to players are multiple races all with their own pros and cons but it isn’t these that make SD2 unique. Congrats on leading the way.While the idea of heading out into the galaxy through various star systems was an exciting one, deciding how to do so was a decision all of its own. Early games are great fun, but inevitably becomes a micromangement hell over time, as the same game mechanics that were designed for the early game fall utterly upon their face later on.Īutomation is a must - designing competent / responsive to human control automation is the key. giving access to it for the player seems to me a win/win, and solves one of the biggest problems with all 4x / strategy games on the PC: scale. The more that DW:U is able to let me pick and choose / customize how the automation does it's job / what parts to leave to me - I think DW:U creates a winning combination. And I've seen some other attempts at something like this fail miserably - HoI 3 - maybe they finally got it right, but the first many months with it was just not-fun mess to try to play. But, for many reasons, did not work out well. ĭW:U is in many ways the fulfillment of a longtime wish in the gaming community. ![]() I hope DW points the way for more developers. And the way DW:U handles the difference between interplanetary and interstellar travel is perfect (though obviously difficult to translate to a turn-based game).Īs I said in another thread, DW:U has spoiled me, I can't go back to the old way now. DW:U feels like I'm simulating running an empire, whereas the old formula makes it feel like I'm playing a very abstract boardgame. In DW, I'll have a planet of 4.6 billion assorted alien races, which generates all sorts of output, which I can amplify with wonders, but I'm not going in there and building "a factory" or "a farm". Nothing's changed in that formula since Civ 1 in 1991 (24 years ago!) and I'm thoroughly bored of it.Īnd "oh, this planet has a population of 4, 3 of which are farmers and 1 is a scientist." Eh? Way too abstract for me now. Colonize/conquer a planet, then queue up the build orders for a string of planetary improvements. ![]() I just can't go back to the conventional space 4X games, like StarDrive 2.
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