4X-RTS:
Time Played: 38 hours
Last
week Awkward Mixture began an expedition into the expanse, by
examining the expansion and economy of Star Ruler 2. This
week a conclusion on this first of three 4X-RTS space games.
In addition to credits, an empire
generates other secondary resources, like influence. Planets produce
influence depending on the resources they import. More populous
planets produce more influence, which is spent to purchase diplomatic
cards, with the cost dependent on the power of the card. Most cards
increase an empire's ability to vote on proposals. Every few minutes
Star Ruler 2 randomly generates a proposal, which are called
Zeitgeists. Other proposals, such as building a Senate, Annexing a
Planet, or Funding a Research Laboratory are initiated by an empire
playing a card. When a proposal is active, empires have three
minutes to use their voting cards to pass or hinder it, and the final
tally determines the outcome. This unique diplomatic mechanic
encourages indirect interaction, and functions well with the AI.
In addition to proposals, empires can
request alliances, access to trade routes, declare war, and sue for
peace. These diplomatic actions require no resource, except military
might, as AI empires respect power, and only accept alliances if the
player wields overwhelming naval superiority.
While building fleets increases naval
superiority, proper national security requires investment in
technological development. Star Ruler 2's tech tree is
unchanging, and dull, but comprehension and implementation will
ensure victory. Empire's can research technology which increases
labor, enhances the economy, boosts current weapons, or develops
advances ship systems.
Constructing ships combines many
components, from technological development, to credits and labor.
Each ship requires a labor and a credit value to build. A planet
will only produce labor if it has one or more factories. As ship
size escalates, construction will require more labor, and the player
will need to build more factories. Unlike most secondary resources,
factories don't require population to produce labor, so an
underpopulated planet can be made the hub of interstellar war.
This is the process by which a
blueprint is transformed into an engine of dominance and death, but
before the factories can weld pipes, engines, and guns onto a frame,
the player needs a design. Star Ruler 2 offers a few
predesigned ships, but a successful player will experiment, and
advanced technologies will require redesigning to integrate new
systems.
In Star Ruler 2 there are two
types of space ships: flagships and support ships. Flagships are
like Star Destroyers, while support ships are like TIE fighters.
Flagships are built first, and then support ships are assigned to
them, unable to leave unless reassigned to another flagship or a
planet.
Ships are designed block by block,
forming both frame and the pieces inside, unlike some other 4X games
where weapons and systems are installed into slots on a prefabricated
frame. Capital ships can, and should contain 128 blocks, while
support ships can contain 60 blocks. This doesn't determine the size
of the ship, which can be adjusted by the player with a variable
called, surprisingly, Size.
In the beginning of a Star Ruler 2
game, flagships can be built out of the following blocks: bridge,
energy, FTL, support command, supply, two types of engines, lasers,
rail-guns, missiles, torpedoes, and three types of armor. A brief
description of each follows. If all the bridges of a ship have been
eliminated, the flagship becomes inoperable. The amount of FTL
blocks determines the faster than light speed of the flagship.
Support command determines how many support ships can accompany the
flagship. Supply provides ammunition for the weapons of the support
ships: running out in the middle of a battle is bad. One engine type
offers maneuverability, while the other increases the flagship's
speed. All the items are either weapons or armor, both of which are
self explanatory.
Support ships must be built from fewer
blocks: the bridge, one type of engine, lasers, rail-guns, missiles,
and two types of armor. Support ships need to be assigned to a
capital ship, and except for certain exceptions never travel alone.
In practice, a capital ship should command a variety of support ships
which perform different functions.
What is the optimal strategy? Like
most games, Star Ruler 2 is complex game of rock, paper,
scissor, with some weapons beating others, while different armors are
useful in certain scenarios, but unnecessary weight in others. The
best strategy is a mix of weapons, armor types, and designs.
Once a fleet (flagship and support
ships) is constructed, Star Ruler 2 assigns a strength value
to help the player compare it with other fleets. In the early game,
fleets will register between 5k and 10k. But, like all aspects of
Star Ruler 2 growth is
exponential. In my first few games I was astonished by the 100k
fleets the enemy would field so soon, while I'd still be constructing
20k fleets. The trick: no credit can be wasted. In later games I'd
have 500k and 1M fleets, with my largest ever at 12M, and a galaxy
wide naval strength of 490M.
These strength fleets may give the
impression of an extended game, but in fact, one of the best features
of Star Ruler 2 is its length. As long as one is willing to
use the time dilator liberally, often setting time at x10 speed, a
single galaxy game can be completed in an hour or two.
But how does Star Ruler 2
calculate fleet strength, and is it a useful measure? I'd say, sort
of? In the course of my 38 hours, which included a number of
different scenarios, I won battles with supposedly lesser forces,
like when I defeated a 1M fleet with a combined force of 800k. What
can be accountable? Part must be that my fleets rock beat the
computer's scissors. That is, my design, though technically weaker,
had an advantage against the enemy's design. Another option: though
the enemy had a stronger force, I had more flagships, and maneuvered
better. To win,sometimes the player must trust their force, and
engage enemies whose fleet has a minor advantage. Good news though:
because a smaller fleet can beat a larger, it means the computer
isn't using the strength value to determine the outcome, but
computing all the smaller details about weapon types, armor
resistance, and facing.
Once war has been declared, strategy
depends on who is the aggressor. The computer only begins fights it
feels confident it can win: when it possesses superior force
strength. In this case, there are two options. Hope the computer
splits its fleet and strike with all your force at one portion, or
persuade it to divide its strength, by splitting your own fleet and
attacking different, vulnerable planets.
Of course, if you've attacked:
excellent. The best way to begin a war is as follows. Locate an
enemy's main fleet with a scout ship (side note: even though Star
Ruler 2 displays a colored border for each empire depending on
the systems it controls, these are permeable, have no political
effect, reflecting trade routes, and the computer doesn't seem to
mind ships passing through their territory), and if their fleet is
weaker than yours, prepare the FTL.
Though ships normally travel at slow
speeds, to move rapidly, and get the jump on the enemy, a flagship
can charge its FTL and move rapidly to its destination. Don't
declare war until your forces appear out of deep space, surrounding
the enemy's unprepared fleet.
FTL also can be used to escape a battle
gone wrong, just make sure the flagship's FTL systems are deep inside
the ship, so they aren't destroyed before they can power up.
But there are so many questions one can
ask about fleet composition. Should a player build only combat
flagships, or flagships which bear no weapons but can supply a
massive quantity of support ships? Is it better to keep old,
outdated ships active for support roles, or scuttle them to free up
more credits? Is armor, firepower, or maneuverability the best
option for a fleet? These are questions you'll have to answer for
yourself.
Once two fleets are engaged, Star
Ruler 2 is wonderful to observe. Combat is slow enough that the
player can make decisions about retreating or attacking, or
reinforcing the battle with other fleets. Unfortunately, the player
can't alter the facing of the capital ships, except by moving them:
they can't rotate in place. One can watch as the blocks composing
their capital ship, and the enemy's capital ship are slowly chipped
away.
Since
Star Ruler 2 is a space 4x, it assumes life has flourished in
distant lands, and provides a number of different prefabricated
species to use, but allows the player to customize to suit their
play-style. The developers succeeded in created races which feel
unique even if they are different only in a few features. Though
limited in number, these differences are substantial, supplying
dramatic effect, while other games to be mentioned imply that species
have many differences, but yet they feel minimal. In Star Ruler
2, some species are so different from
the core behavior, the AI can't manage them properly.
Star Ruler 2 has its flaws,
mostly in the interface design. For instance, the player can't view
the details of two capital ships simultaneously, and other irritating
limiting options. Sometimes a system's sun obscures a battle. On the whole, Star Ruler's graphics are definitely
low key, but appear that they'll age well. And like most 4X games,
the beginning expansion is the same from game to game, which makes
starting a new adventure tedious and mind numbing.
In conclusion:
Star Ruler 2 is a wonderfully
innovative 4X-RTS, featuring a 3 minute budget, a web-like expansion,
and ships built from blocks which allows for inventive creations. In
the first few games, the computer will be punishing, but game are quick, and it has an easily understood depth. There's a whole
expanse to explore with Star Ruler 2, and I recommend it, even
though it doesn't look as polished as other space games currently
available.
Next week, Sins of a Solar Empire: Trinity.
Next week, Sins of a Solar Empire: Trinity.
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