There are also sensors for detecting the enemy, and stealth modules to hide your own ships. Lasers provide long-range offensive capabilities, while cannons do damage up close. Players must upgrade engines, shields and armor to find the right balance between speed and strength. There is an impressive amount of customization available. There is an impressive amount of customization You'll also be given the opportunity to upgrade your fleet just before you enter battle, giving you a chance to adapt your forces on the fly. Here you can see in detail what you'll be up against, with individual crew members relaying information about the enemy forces arrayed against you. The game then shifts from the strategic map to an image of your flagship's bridge, with your officers standing at the ready to provide you with information. The inhabitants of the planet have trouble on their hands, be it a wayward artificial intelligence wreaking havoc or a group of raiding marauders. When your fleet arrives in orbit around a new system, a mission card is displayed. The game proper begins when players are given control of a single fleet of starships, which they'll use to investigate neighboring planets. Additionally, one of eight leaders gives your people additional bonuses like improved combat abilities or enhanced resource production. Players of Beyond Earth will already be familiar with them, but in short, affinities give your civilization an ideology, whether peaceful, warlike or somewhere in between. Players first choose an affinity: Supremacy, Harmony or Purity. Your astronomers have recently found evidence of other, human-like civilizations among the stars and your society has rallied around a project to build starships in order to visit them. In the fiction of the game's universe, more than a thousand years have passed since your people reached an age of peace and prosperity. Starships shares the same universe as Civilization: Beyond Earthīased in the same universe as Civilization: Beyond Earth, it also seems to share that game's ability to draw players in for "just one more turn." Headed to Windows PC, Mac and iOS devices this spring for $14.99, the small slice of Starships shared with the press last week wasn't very long - just a handful of turns - but the game appears to be loaded with subtlety and action. This early version feels like an elaborate and satisfying tactical miniatures game, one that builds on the vocabulary of themes and mechanics already well known to players of past Civilization games. Sid Meier's Starships seems heavily influenced by this kind of tabletop play. During its development, designer Jake Solomon and Sid Meier himself hammered out the details of the underlying engine with little more than a handful of cards and some colorful cardboard chits. Some take shape digitally and use placeholder art, but the team at Firaxis Games has been known to do testing with physical board games in the past. Nearly every game begins life with a rough mockup called a prototype. Oddly enough, it plays very much like a lavish tabletop wargame. There is a reason and it makes sense enough to me.This spring, one of the greatest computer game designers of all time will launch a spiritual successor to Civilization: Beyond Earth. 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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