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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.
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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. Sidenote: there's some bathroom language in at least one NPC dialog which seems totally out of place in a game like this (and most games, if I'm honest).I just can't go back to the conventional space 4X games, like StarDrive 2. The devotion to the 4X perfection of MOO2 is hugely appreciated and I have hopes that Stardrive 2 will be made playable in the near future. The game probably just needs a bigger team and about another six months in the oven. All that having been said, this is still an impressive effort from a small indie developer. non-auto combat)? That's a crashin' more often than not. Actually winning a space battle in hands-on mode (i.e. Want to start a game with a custom race? That's a crashin'. There are a fair number of rough edges all round.
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If you have multiple fleets around a star its sometimes impossible to click on one of them because they display in the exact same position. Even the galaxy maps aren't very friendly. That's about the only victory you can hope to see in Stardrive 2 past the first couple of random encounters with space crystals or pirates. There are all sorts of side missions that recruited NPCs offer but they require playing an annoying turn-based tactical game ala Front Mission or X-COM.but at least you have a chance of beating them if you're careful. Many aspects of the UI are vague and difficult to figure out as well as lacking polish and even the most basic of "smart" features. Forget about winning - its impossible to even keep pace with the computer. The AI isn't just ultra-aggressive but also cheats more than just about any game in recent memory. It doesn't take very long to discover this isn't quite the case. It doesn't take very long to discover Stardrive 2 starts out with the enticing possibility that it really is a modern answer to MOO/MOO 2. Stardrive 2 starts out with the enticing possibility that it really is a modern answer to MOO/MOO 2. I suggest even those who posted negative reviews based upon the release version, and especially those who are sore over SD1 and try to poison SD2, to try the game again now. Mod support with guides from the dev and a helpful community, this is a very enjoyable game and I've personally had no crashes or bugs in 40+ hours. Outside of the sandbox game there is a ship battle arena where you can design ships and fight with them, good for testing things out. Great graphics and effects, the galaxy map is gorgeous. Clean and intuitive UI, detailed ship design (although not as detailed as SD1), punishing AI which separates the 4X players from the casuals, interesting enemies and ships and many varied galactic map events. I recommend this because it's the closet thing to a MOO2 successor yet. As it stands, the single dev is absorbing and responding to all feedback and incorporating new options.changes regularly. Long version: A month after release and much has been done via patches to address community concerns for diplomacy, weapon balance, tweaks, and AI which is excellent and punished the weak (some people are just bad at 4X). Long version: A month after release and much has been done via patches to address community concerns for TLDR: superb and engaging.
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