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This seems to be a core aspect of the winnability of the game if you can call it that. Where the game falls down is that in each turn, a healthy empire will create money that equates to so many upgrade points per ship, or the option of purchasing a new ship. I did like the fact that there were more types of play required for this than just a straight up fight, like escaping pirates, or taking nodes and holding them a la capture the flag, it gave it a little more interest and randomness. One might be where you have to protect some unarmed ship reaching another point on the map, another might be finding a portal in a maze of asteroids that change every turn, and then there's the fleet battles. The other major difference superficially is that combat isn't just stats vs stats plus random.Įvery encounter or visit to an anomaly ends in a turn based strategy map showdown or maze to deal with. It's not so much that diplomacy is useful, as much as a delaying tactic. Each player can only have 1 fleet, so right off the bat you think about your empire purely in terms of reach, and your neighbouring races level of pacifism at all times. Starships: Despite the obvious Civilization aspect to the game, it isn't really. I gave them each about a weeks worth of on/off play so that I could at least master them, and avoid a snap judgement. Attach signature (signatures can be changed in profile)
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