![]() 4 points for being a game (with almost no content) and working very well on PC (and not being a bad port) … Expand It doesn't pretend to be a full Civilisation game but still, for having Sid Meier in the name it just doesn't deliver enough. Graphics are really basic but at least the window can be rescaled freely. The fact that this is also a mobile game really shines through. ![]() Research, outfitting ships and managing planets is linear and just as uninteresting. Considering that this is pretty much all you do the entire game it's fair to say that it gets old very quickly. Instead of moving spices and terraforming you get missions on each planets. The core gameplay feels as interesting as the space age in Spore. I'm not saying simplicity is a bad thing but for a Sid Meier title this is more than just bland. At first I thought I was missing something but it's really that simple. He and Civilization are probably the biggest names in the genre. He and Civilization are probably the biggest names in the genre If you don't know anything about Sid Meier, look him up and what games he did. If you don't know anything about Sid Meier, look him up and what games he did. They were really up front about what this was going to be, and the price point still feels very reasonable to me for how much I see myself playing it. If you saw Sid Meier's name and thought you were getting a Civ-scale experience for $15, I don't think that warrants some of the negative reviews that are here. This would go a long way toward adding the strategic depth that I think is missing - maybe cap it at 3 so the map doesn't turn into a mess that you have to micromanage (think old Total War games where by the end, you'd have dozens of one-unit armies trying to get to the front). * Have multiple fleets, instead of just one flying around. * Let you actively lose ships - other than spending energy to repair damage, the consequences of losing are just really marginal. That's so strange to be missing from a game today. ![]() Three things I would change (or at least want to hear why they didn't take this approach): * Add multiplayer. It's not an epic, Civ-style experience, but I imagine I'll play it as a way to get my strategy fix when I'm crunched for time. There are tweaks to make, but it's engaging, very well crafted, and has a solid degree of customization. ![]() There is a reason and it makes sense enough to me.I'm really enjoying this. You can still wipe them, but it gives the other players/AI a chance to recover between turns and to try mounting a defense. This game is meant for 1-3 hour matches pending map size and difficulty, so the fatigue system means if you get lucky and get a major advantage and start rolling with it you can't just call game over in a single turn and wipe the entire galaxy at once. In other 4x games you would have so many fleets that you could eventually just stomp each race one at a time as you meet them in MOO and the like because you can have a fleet for each enemy planet and just stomp them all at once. Even if you have the most powerful fleet you can't just waltz over 10 enemy planets in a single turn while playing Ride of the Valkyries in the background. Why this fatigue system on one fleet? It makes sure there is only so much each team can do each turn, a sort of balance. There is a limit, but some wonders (Naval Tradition or something like that) reduce how much you get, and if you build a warp nexus thing (equivalent of roads in this game) you can travel between planets you influence or control without increasing fatigue by one. More fatigue means slightly lower performance in fleet actions. Each time you take an action you increase crew fatigue. Originally posted by Shahadem:Only one fleet? So it's the last stage of Spore all over again? Sort of.
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