Torpedoes offer a neat twist on play - you’ll manually aim them and they’ll sail across the galaxy, turn after turn - until you decide it’s time to detonate them.Īdd in the ability to spawn a small group of fighter ships, use a stealthy cloaking device, and use sensors to find opposing ships that are doing the same, and you’ve got an incredible bag of tricks to draw from in every battle.ĭespite the variety of options at your disposal, influence-based missions never last more than a few minutes. Your weapons systems will vary in strength and type based on the upgrades you’ve chosen, with lasers offering great long-range capabilities and cannons doing well up close. Ships are weakest from behind, so again, getting into position (and protecting your own ships) plays a pivotal role in every battle. You’ll be able to maneuver your ships behind planets and asteroids to take cover, adding a vital element of strategy to ship movement. Each fight takes place on a large, hexagonal grid that’s littered with planets, asteroids, and warp holes. The battles themselves are, in my opinion, the real meat and potatoes of what Sid Meier’s Starships has to offer. Make your way to four points and the planet is yours. Success in these missions earns you one point of influence. Maybe they have a problem with pirates, or maybe they need your help escorting a cargo ship to a warp hole. This means visiting them and, usually, engaging in a small battle on their behalf. As the game begins, you’ll want to spread your influence throughout the galaxy to bring new planets into your federation. Initially though, the fights you’ll pick won’t be with neighboring warlords. You’ll pick fights with weaker neighbors to control their territories before they can properly defend themselves. You’ll build cities and wonders to help power your war machine. You’ll buy more ships, bigger engines, and better weapons. This means that, while you can win with different victory conditions, the secret to Starships’ sauce is building the strongest fleet possible. It has the spirit of Civilization, but not the gameplay. Battles are frequent and, if picked with the right enemy, fierce. What results is a game of empire building that’s far more aggressive than his past works. Starships is very much its own creature - yet it’s one that’s learned from Meier’s past efforts and draws on them for inspiration. If you’re reading that as a slight, I assure you, it’s anything but. Starships has the spirit of Civilization, but not the gameplay. You’ll acquire territory, build wonders, and negotiate with other supreme rulers - but the way these are done here is vastly different. Set in the same world as Sid Meier’s Civilization: Beyond Earth (a 2014 PC game which bore his name, but not his design), Starships leaves the planetary confines of its predecessor and sends players on a journey through the cosmos.įans of Civilization will notice similar themes at play in Starships. Sid Meier’s Starships will be a great ride regardless. Come in with whatever preconceived notions you like. Do you come at it with high expectations, born of his past successes? Or with a more balanced approach, taking into consideration his occassional stumbles? With that in mind, it raises an interesting question of how one approaches Sid Meier’s Starships. CivWorld failed to wow audiences, and while some of us at Gamezebo liked Ace Patrol, its praise wasn’t universal. Then again, not everything he’s put his name on has been a hit. As the man who brought us everything from Sid Meier’s Pirates to Civilization, Sid’s impact on the gaming industry can’t be understated. Sid Meier isn’t an acronym for “great strategy games,” but it’s arguably a synonym. There's enough of a learning curve that a better tutorial would be of value to some players
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