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Trifecta

by Rindis on August 16, 2011 at 8:51 am
Posted In: Gaming, Life

One of the sites I’m a long-time member of is Board Game Geek. It’s a site for people who like board games to look up information, talk to other people, post reviews and tips, and talk about how the session they just had went.

Two years ago, they started a new related site, RPG Geek, and just over a year ago they started Video Game Geek. They all have the same database, and you can cross-pollinate from one site to the others.

A fan-started project that became an ‘official’ event several years ago is the Geek of the Week. It’s a chance to celebrate someone who has contributed to the community, and get to know him better. The original started when there was only BGG, but now there’s separate celebrations for each of the three websites.

This week, I became the first person to have held the ‘Geek of the Week’ title for all three sites.

So, come take a look around and join in!
http://videogamegeek.com/thread/686742/vggeek-of-the-week-24-james-lowry-rindis

└ Tags: gaming, life
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Persian Push-Back

by Rindis on August 10, 2011 at 4:12 pm
Posted In: Boardgaming

Had Jason over for a game on Monday. Yes, Monday—he teaches, and right now he’s got a free month, but weekdays are easier for him than weekends. So I took Monday off and we played Pursuit of Glory.

Jason decided to take the Central Powers, as most of his experience with the game is mostly with the Allied Powers. While my play is not going to go down in the annals of ‘how to win at PuG‘, my greater experience did show. I stuck with the normal Russo-British Assault opening, and knocked out a couple Turkish cavalry divisions on the Russian border, though I failed to do any damage to the troops defending in Mesopotamia.

As luck would have it, I got no CCs for the first turn, leaving me with a leftover Mobilization card in the turn 2 draw. Naturally, that was Secret Treaty. Jason played Persian Push late in turn 2, but did not take advantage of it, while I was set up to. I had moved the initial Azerbajani forces up to the Ottoman frontier, and put the troops from Sphere of Influence in their place, which then promptly moved into Persia. There wasn’t any cavalry to really gobble up distance, but I still got into position well.

In addition, I was able to start moving into Caucasia, and grabbed Van. This, along with the situation in Persia, was to rivet Jason’s attention for the rest of the game. Things went back and forth a little, though the situation steadily eroded for the Russians. MOs also tended to be “RU” for both of us, which fed the fires. Jason did a four Ops broad-front offensive on the final round of turn 6 (Winter 1916), and rolled ‘6’ on the two biggest stacks, which was a welcome relief to the Russians.

Meanwhile, Churchill Prevailed, and the RN successfully ran the Dardanelles and shelled Constantinople (but failed to destroy the Bosphorous Forts). With that in mind, I played Kitchener’s Invasion to put a force into the Gallipoli region fast (I came ashore at Suda Bay), and then played Salonika Invasion as a BR Reinforcements card to beef up the invasion. I was hoping to get some of the heat off of the Russian front, but instead, I had a free, if slow, run of things, and took over the entire inset map over the course of about a turn and a half to two turns.

Both Bulgaria and Parvus to Berlin came late (turns 4 and 5 respectively), though the Revolution was on track to go off at the end of Turn 9, since the Russians were quickly becoming a spent force. I was a turn late getting to Total War, and had drawn Romania early (turn 3), so racing my way though the deck again to get it out in time was going to become a problem.

At the time we had to call it, we were at the end of turn 7, VPs were at 2, Max TU RPs were at 19, and Jihad was stuck around 4-5. I had killed several tribes, and both Turks and Russians were tending to pile up in the dead pool. The direct route to Constantinople was still blockaded, but I was hoping to send troops (possibly the four French divisions still waiting on Lemnos) out to seize the ports along the southern Anatolian coast, and threaten all of the interior. I was about ready to break the line at Suez (I had tried once, and tied the combat 1-1), and I was finally starting to move in Mesopotamia (I had reached Kut, but was still a ways from being able to do anything about Baghdad). The Russians still controlled almost all of Persia, but TU troops were starting to push them back, had pushed them back into Azerbaijan, and the north part of the line was too weak to afford to do much about it. Bulgaria was in the war, but nothing had really happened there yet. (Thankfully, Bulgarian troops can’t enter Turkey to help stave off the British hordes….)

I figure I was either going to win in the next turn or two (likely), or Russia would collapse before the revolution, and I would have a long hard slog to make up the rest of the VPs, possibly going the full distance with VPs in the 2-8 region the whole time.

└ Tags: gaming, Pursuit of Glory
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SSG’s Lost Game of Gold

by Rindis on August 6, 2011 at 1:25 am
Posted In: Computer games

Review crossposted from VGG.

Initially released in 1989, Gold of the Americas was released at the height of SSG’s run as a major strategy computer game developer. Today, it is little remembered next to their signature classics like Warlords and Reach for the Stars, or their lines of historical wargames like the Panzer Battles series.

Like most computer games of the era, it came out for a variety of systems, though the only one I have ever encountered was the PC-DOS version with EGA graphics and primitive mouse control. (I believe this is the first game SSG did with mouse support, and the game will always ask at the very beginning “Do you wish to play with your mouse?” I’m not sure if there is any sort of driver auto-detection going on, as I’ve never played it on a system without a mouse….)

The general idea of the game is the conquest and colonization of the New World, covering 300 years in 30 turns of a decade each (from AD 1501-1800). With only 30 turns, and as a very simple game, it plays very quickly, even for a computer strategy game of its era. This makes the hotseat option very manageable, and worth the effort.

Setup

The game has four players (Spain, Portugal, France and England), each of which can be human controlled, or set to one of three AI difficulty levels. There are options to set the New World and Europe to being historical or random. The New World will look the same in every game, but randomizing it will change all details of each province. Each turn, each player can get a certain amount of help from his king back in Europe. If it is randomized, each player will get a small amount of random help each turn; if it is set to be historical, then the Spanish and Portugese players will get a lot of help at the beginning of the game, only to have it dry up in the ending stages, while the English and French will get no help at the beginning, but it will ramp up sharply in the later stages.

Once the Start Game selection is chosen, the bulk of the New World map blanks out, and the setup options are replaced with buttons for the four powers, and a ‘file’ button for saving games and the like.

History

I’ve played a number of ‘colonize the New World’ games, and many of them take a very modern viewpoint on events. Sid Meier’s Colonization, for example, has declaring independence from the mother country and winning a war of independence as the final hurdle for victory in the game. This does make for a good way to focus players on the actual development of their colonies in the game, but it was not a goal of anyone actually colonizing the New World (nor was it even a goal of the Continental Congress at the time the War of Independence started).

Instead, Gold of the Americas puts you in the position of the King’s viceroy, where you must balance the arbitrary demands of Europe against the needs of the New World colonies. Victory is gained by having well developed colonies—1 VP is awarded per development level in each colony, so maxed-out level 7 colony is just as good as seven level 1 colonies, and is a lot easier to protect.

However, as colonies become developed, their loyalty goes down, so well developed colonies can become a source of trouble. Independent colonies are not earning you gold, nor giving you VPs! Also, they are automatically considered ‘at war’ with everyone, so not only is your job to defeat them and bring them back to the mother country, but to do so before any other European power decides to do so.

Colonies

At the beginning of the game, only about three territories are explored and open for colonization. The rest of the map must be explored through expeditions led by explorers that are automatically (and randomly) provided to each country each turn. A successful expedition will bring back gold to fill your coffers, and open the territory up to colonization… by anyone.

A just-opened territory will have a number of different statistics: The number of natives in the region, the amount of gold and gems available to mine, the general climate type (tropical, temperate, desert and mountainous), and the maximum development level.

There are a number of resources to distribute each turn. Some may be provided by the King (especially if you paid your taxes), and more can be bought by you. Colonies are started by (of course) colonists, and can be aided with the use of slaves. Armies can protect colonies, both from Indians, and from raids and invasions from other powers; as well, they aid conquistadors while exploring or raiding foreign colonies. Trade ships earn money at sea (which generally goes down during the game), warships protect your trade ships, and privateers raid other power’s trade ships (hopefully; the manual points out that most privateers could not read their own letters of marque, and may attack your vessels as well).

At the beginning of each turn, there is a report on each colony as well as the trading ventures. Population earns money dependent on the development level of the colony. Additional money is earned for mineral wealth in the colony (which will slowly deplete over time). You can set colonies to reinvest some of their earnings into the colony to try to raise the development level faster, or to try to prevent the loyalty rating from dropping, but neither is totally effective. Alternatively, you can attempt to squeeze more money out of the colony, which has the best returns from any Indians or slaves present, but that makes an uprising very likely.

This will happen

Once all the reports are done, the King demands his cut of the proceeds. This is a fairly high percentage of income and will likely nearly drain the treasury without recourse. However, a small portion of your money is not reported, and goes into a separate secret fund which can also be used to purchase extra items. The really evil thing in the game is that the King is really taxing you off of your projected income—that is, last turn’s income increased by a certain percentage, under the assumption that your income will have expanded this turn. This is easy to manage early on, but sooner or later you will have a bad turn, or two, and your income will not be sufficient to satisfy the King’s hunger for gold from the Americas.

If there is sufficient gold in the secret fund, you can make up the difference no questions asked, and therefore receive the normal amount of help from the mother country. A final threat to your finances is the occasional visit from the King’s auditors, which will discover the bulk of your secret stash.

Victory

As mentioned before, Victory Points are granted for each development level of each colony you control. The ending stages of the game can get exciting as the richer a colony is, the more likely it is for the loyalty to go down, and once it reaches zero, it becomes independent. Also complicating the end game is that all four countries are automatically considered at war with each other for the last four turns, allowing for the threat of invasions to any exposed colonies.

The conquistadors used for exploration also serve as leaders for raids and invasions of other player’s colonies. During the game, nations will ally with, or be at war with, each other. Unless allied, you can always send a leader (and armies) into another power’s colony to raid it, which if successful will loot half of that turn’s income to your coffers. If a colony belongs to a power you are at war with, and it is adjacent to one of your colonies, you can invade that colony.

Successfully invading a colony requires a great deal of success (random, but influenced by the quality of the leader, and the number of armies on each side), a lower degree of success is just treated as a successful raid (which can also lower loyalty). A conquered colony starts with a loyalty of four (instead of the normal seven). If you manage to gain one in the mid-game, this can become a real problem by the end of the game.

Each turn that a colony changes hands, the game highlights it at the beginning of the turn, and plays a… low quality MIDI of the appropriate anthem. This includes colonies going independent, with appropriate regional national symbols.

Summary

Gold of the Americas is a good game that holds up well because its simplicity makes the game just about the right length. It is not as good as some other SSG games of the era, and does not stand up to endless plays, but there’s still a lot of play here, and I give it a 7.

I also wish to mention here again that in some ways this simple little game is one of the most historical colonize the New World games I have run across. Usually any game with an emphasis on the New World assumes that independence is not only good, but the entire goal of the endeavor. GotA gives the player a much more accurate outlook on colonization, while independence is still likely to happen… unfortunately.

└ Tags: gaming, Gold of the Americas, review, SSG
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R vs B Coalition Turn 4 in Review

by Rindis on July 28, 2011 at 12:00 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

I’m sorry for the long delay in posting here, but things have been going on! Belirahc sent forces into both Alliance capitals, and those fights really dragged on. After 131 Vassal logs for the combat phase, things have finally wrapped up for the turn.

By this point, I don’t really remember what the heck happened during the movement phase, but here’s how things looked at the beginning of combat, and the run down of all the combats:


Kzinti front.


Hydran front.

Combats:
0215: Hydran: crip KN; Lyran crip FF, dest CA, DD
0902: Kzinti: dest SB, crip CC, BC, CL, CLE, EFF, 2xFF, dest DD, EFF; Lyran: crip CA, 3xCW, dest 3xCA, 6xCW
1017: Hydran: dest SB, crip 5xHN, dest HN; Klingon: crip F5L, 3xF5, E4A, dest 2xD7, 2xD6, E4, 2xFV, 2xE4A (1 captured and expended)
1003: Kzinti retreat to 1104
1304: Kzinti: crip FF, retreat to 1204
1105: Kzinti: 2xPDU, planet captured; Klingon: crip D5
0915: Hydran: dest BATS; Klingon: crip D5, E4
1116: Hydran: dest BATS; Klingon: dest 2xF5
1217: Hydran: dest BATS; Klingon: dest E4
1219: Hydran: dest BATS: Klingon: dest E4
0416: Hydran: dest 2xPDU, crip SC, planet captured; Lyran: crip 4xDD, 2xFF, dest DW, FF
0318: Hydran: dest BATS, crip 3xLN; Lyran: crip CA, dest CA, 2xCW
0718: Klingon: crip F5L, 2xF5, E4
0617: Hydrax I: 2xPDU; Hydrax II: 2xPDU, devastated; Hydramax I: 4xPDU; Hydramax II: 2xPDU, devastated; Anthraxan I: 4xPDU, devastated; Anthraxan II: 2xPDU, devastated; Hydran: crip TR, dest 2xCU, 2xHN; Klingon: crip D7, F5L, E4, 2xE4A, dest 5xD7, D6, 2xF5L, 5xF5, 3xE4; D7, D6 captured (and re-captured)
1001: Kzinti: crip FF; Klingon: crip F5, dest E4
1401: Kzintai II: 2xPDU, devastated; Keevarsh I: 1xPDU; Vielsalm III: 2xPDU; Vronkett: 4xPDU; Kzinti: crip 3xBC, MEC, CL, 2xFF, EFF, DF, dest CL, FF, DF, 2xEFF; Klingon: crip D7, D6M, dest D7, 3xD6, 2xD5, F5L, F5, 7xE4; Lyran: crip BC, CC, dest CA, 2xCL, DW, 6xDD, 10xFF
1502: Kzinti: crip BC; Klingons: crip 2xF5, E4, dest 2xF5

Things went fairly well on the Kzinti front, and not so well on the Hydran front. Given attacks on the the homeworld, 0718 and 0318, as well as all three starbases, the Hydran navy was overmatched, and frankly, somewhat out of position.

I decided that the Coalition didn’t have enough to do more than raid the capital, so I sent out partial reserves to save the Major at 0718 and the BATS at 0317. The latter is especially important as letting the Lyrans take it for free would cut the off-map off from the capital. I didn’t send nearly enough to save it (especially in the face of his willingness to self-kill), but the retreated ships will keep the grid connected between the off-map and 0509.

Unfortunately, I underestimated just how much had gone into the capital. He didn’t have what it takes to take out the actual capital planet, but everything other than that is devastated, and he did get a couple of PDUs on the capital itself. The Hydrans also managed to capture a D7 and a D6, though the D6 later got re-captured. Pity the D7H isn’t in the game.

I figured that the Kzinti were looking at a capital raid, so I already had a good chunk of the Kzinti fleet in place to defend it. That battle went on longer than I expected, mostly because Belirahc was willing to bring mostly crap, and then self-kill much of it to press the attack. Three planets were devastated, and one more stripped of its defenses, but in return the Coalition lost 35 ships. I expect this will noticeably alter the pin-count calculations on that front, and I really need to total up just how much everybody has.

Also, the Lyrans do not have any forward supply posts yet, so the 5 Lyran ships left over from the capital (two of them crippled) are stuck in 1402 out of supply. The Klingons hold 1003, so they won’t even be in supply next turn unless they’re declared Homeless. Of course, I’d like to see to it they don’t live that long….

During Strat move, pretty much all Coalition construction moved to the Hydran border. Things are only going to get tougher down there. I assume he’s set to blitz the Hydrans and try to kick them out of the capital well in advance of Federation involvement. It’s time, and past time, to turtle.

He’s also strat moved the portions of the Klingon Northern Reserve that hadn’t already moved out to 1504. Both Lyran reserves and two of the Klingon ones are on the Hydran border. The other two Klingon reserves are at 0504. The Kzinti have things to do, if they can manage to get ships on target.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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A Taste of Things To Come

by Rindis on July 22, 2011 at 12:42 pm
Posted In: Computer games

Review crossposted from VGG.

The ideas for the 4X genre of games appear pretty early in computer history, with the early ‘70s computer-moderated play-by-mail game StarWeb. A number of games (that I don’t know much about, other than their existence) based on colonizing and conquering the stars appeared throughout the late ‘70s and the entire decade of the ‘80s in various small (often shareware) releases.

1980s powerhouse SSG released the first true commercial computer space 4X game in 1983 on a number of platforms, and with two further editions of the game. I first ran into RFTS on my family’s Apple II clone; I believe that was the second edition. Both me and my dad were deeply impressed by the game, and played it often, including a couple of hot-seat sessions against each other. When we finally went over to the PC platform with a 286, we quickly got a copy of the PC version of the new (1988) third edition.

It was the same game—and it wasn’t. The graphics were noticeably different, and had some odd quirks. At the same time, Third Edition added the Advanced Game as an option, and it was also quite different from the default game, with some very interesting ideas.

I would like to talk about the two versions in tandem, but my memories of the Apple II version have gotten exceedingly vague over time. So, I will just be talking about the PC-DOS version.

Interface

Opening Graphic (adjusted)

RTFS for DOS has one of the oddest control schemes I’ve ever seen. I know the Apple version was a lot better.

First of all, do remember that is from the age before mice.

At all times, there is a main menu of various functions across the bottom of the screen (which includes such important items as Next Turn, Save Game…, and Quit) is accessed with the Escape key. Once inside of a menu, it uses the expected arrow keys and Enter.

The interface uses various windows; you can tell what the active window is by the four-line bar across the top (as opposed to the two-line border). While inside of a window, the Escape key will take you its menu bar. If you want to get out of a window, you use the Delete key. To cycle through which window is active (and you can have zero active windows even while one is showing), you use the ‘-’ key.

Once you’re used to it, it works quite well, and the Status menu has some very handy reports.

Worlds

The RFTS galaxy has a fixed number of 53 stars in a 23 by 34 hex grid that wraps around in both directions. There is a standard pattern for these (and a photocopyable map was included in the game with this setup), or you can choose to have a random setup for the stars (and a blank map was provided for that). Either way, the planets around the stars are random, although influenced by the star’s color. There can be from 0-3 usable worlds in a system, though zero is fairly rare.

Task force and world windows

Note that I said usable. The game doesn’t show any others, but it does give just what number in the system each world is, and it is not purely sequential. Not needed, or used for anything, but a nice little touch in a necessarily minimalist game.

Each world has a three pairs of numbers separated by a slash: population, industry, and environment. Each set is the current value followed by the maximum value. The amount of production at each planet depends on the population and social environment to a small extent, and multiplied by the available industry. Production capacity not used during a turn will be available at any planet in the next production phase, so saving up production at the home planet will help establish a colony much quicker, though there are some limits on how much can be produced at a time. Systems with enemy ships in them are interdicted, and cannot access the global bank.

The industrial limit is a hard limit, but the population limit can—and will—be exceeded, though the excess population will die off, self-limiting the growth.

The environment shows as one number over another, like with the other categories, but both can be improved. The first number, or social environment, will go up on its own, but it wise to raise it in the early days of a colony, because when it is under 40 the population of the planet will die off; this happens especially quickly under 20. When the number is over 60, the population will start to grow. The second number, or planetary environment is not a hard limit, but the social environment will want to fall back down to it. Improvements to the planetary environment are the only thing which will stay if a colony fails, so if you think that will happen, but you will be able to get more transports there, raise the planet environment as much as you can to make the second attempt easier.

Planets come in four types: Primary, Secondary, Tertiary, and Hostile. Generally speaking, as you go down the scale, the average industrial capacity goes up, but the planetary environment and population limits go down.

Turns

RFTS has an interesting turn structure. Production happens every other turn. So even numbered turns are just concerned with movement and colonization. (And since it will generally take a turn for the transports to get to their destination….)

Combat occurs whenever two or more players have ships at the same system. It proceeds in a number of rounds until only one player has ships left, whether through destruction, or withdrawing. Afterwards, you have the option of bombarding or invading any enemy-held planets whose system you have ships in.

Once all combats are done, a menu comes up with a list of all four players in the game. (Computer-controlled players are grayed out of course.) Selecting one and hitting Enter starts that player’s turn. On odd numbered turns, this goes straight to the production screen for one of that player’s worlds. Once that is done, it goes to the normal movement segment, where movement and colonization orders can be given.

Once all human players are done, the turn ends and there is a period of time where you can see each player’s ships showing up at systems in turn. (Since you cannot see the whole map at once, just where you focus the map at the end of your turn can be important.)

Ships

In RFTS there are six types of ships. There are scouts, which are fast, but have zero ability in combat. There are transports, which take one unit of population, and can colonize a planet, creating one unit of population there. Or, they can be used to invade a planet, and garrison it.

Invading and conquering other people’s planets, instead of just blasting away all the population and colonizing it yourself is something that’s not always seen today in 4X games. However, [i]RFTS[/i] handles it well. Transports become the garrison for the planet once the initial invasion is over. The game notes both the current and original owner, and it is possible that it will revert back to the original owner if anything happens to the garrison. And if the garrison is too small compared to the population, it will rise up and start eliminating the garrison. If the population of the planet is in trouble, all you can do is boost the social score, because all further transports landed on the planet will just add to the garrison. A further complication is that everything costs twice as much on a conquered planet. But it can be easier than eliminating the entire population, and a conquered planet can be a great source of VPs.

The other four ship types are the military ships. The game has no special abilities or anything for ships. There are merely the Mark 1, Mark 2, Mark 3, and Mark 4, and researching each improved type is all the technology there is in the game. Each one is about twice as powerful in combat and twice as expensive as the previous version, and moves faster.

Graphics

Other than the opening screen, the DOS version of the game has no graphics.

Main Starfield

Now, it’s not all numbers and figures. There is a map display with twinkling stars and little ship icons. Stars with a friendly colony at them have a distinctive look, with a hollow diamond symbol. The hex grid is not explicitly shown, but the cursor wanders along the grain as you direct it with the arrow keys.

I always thought it was odd that the screen showed the full map from right to left, but only half of it up and down, especially since the cursor was oddly elongated. As a relatively simple game, I pondered exactly how it was done quite a bit as I took programming courses in college.

In the middle of my assembly language class it came clear. Assembly language is an extremely low-level programming language, one step removed from the actual 1s and 0s the computer actually operates in. This being a primitive language, and taking place before the advent of Windows 95, much of the class focused on text-mode operations, the most primitive, and easy to manipulate display mode of IBM computers. A lot of things were centering around how to block off portions of the screen, and manage text-mode ‘windows’ for display and input forms.

This was starting to seem awfully familiar. The window boxes were obviously text mode constructs. But what about the field of stars?

Then the instructor told us about how text mode saved video memory by using a shape table that held all the symbols in ROM, and was referenced by the graphics card to see how each character block should look. And that you could define a pointer to a shape table of your own, and override part of the symbol set for text mode.

The entire game was done in text mode. They had just defined a bunch of star shapes and some ship icons and displayed them, and made the stars twinkle by cycling through different characters really fast. The cursor was oddly shaped because each space on the map was a 2×2 area in text mode (so there was a position to show each side’s ship symbol in).

RFTS has no graphics. It has a font.

By the way, if you have the DOS version of RFTS and would like to see this in action, just start it up on a Windows 32-bit operating system, and force it out of full-screen mode. Windows will warn you that the program may not operate correctly in this mode. Indeed, it will become unable to redefine the shape table, and you can see the extended ASCII characters flickering by in place of the stars.

Artificial Intelligence

I got a chance to talk to one of the two main guys at SSG (I forget if it was Keating or Trout) at a con in the early ‘90s, and asked quite a few questions about RFTS in particular. The AI in many early SSG games was celebrated in the industry as very good, and RFTS in particular has a very nasty AI. Even at my best, the Veteran level AI can grind me into the dust if it is too close to me at the beginning of the game.

One of the things that makes SSG AIs nice is that the computer players do not all have a mysterious truce amongst themselves so they can pick on the human (a common AI behavior at the time). The RFTS AI players will happily fight amongst themselves, much to my relief on occasion.

According to SSG, the AI does not cheat. It’s just that good at maximizing the efficiency of all its actions. Actually, they did say that the tutorial mode AI cheats. It was the only way they could drag the AI down to the level of a first-time player. I’m not entirely sure whether the ‘no cheat’ provision applies to the Enhanced Veteran option, however.

Advanced Game

In the Third Edition, or version 3.0, SSG introduced a new mode: the Advanced Game. This was an amazing rewrite of the basic game engine.

Overall, everything got a bit more expensive. However, a planet with a high Social Environment will see it’s industrial maximum start rising, up to an eventual limit of 200. This tends to slow down some of the initial stages of the game, as a bunch of the homeworld’s budget will get eaten up by building industry up to the new maximum. Also, the population limit will also slowly rise to an eventual 100. Another early problem is that population maintenance starts costing more as the social environment gets close to 100 now.

Planetary defenses consist of two parts now. Armies, which fight invading transports, and defensive satellites which fight enemy fleets before they can bombard or invade a planet. Satellites are limited to two times the current number of garrison armies. Constructing armies comes out of the population, and can therefore limit the construction of transports.

Scouts are gone. Exploration must be done with regular ships. Instead, there is now a range limit on how far ship can go from a colony. In this case the AI does cheat, as they have a one-hex range advantage until final level of range technology, where the human range goes up by two, to catch up to the AI version.

And yes, there are now multiple technologies to research. Three in fact: Ship technology, navigation technology, and industrial technology. The last improves the industrial multiplier to production, causing large boosts to production when reached.

The fact that all planets will eventually reach the same population and industrial levels takes a certain uniqueness out of planets, but the rest of the game is a much richer experience, and I have mostly stuck with the Advanced Game ever since getting version 3 of the game.

Conclusion

This is the foundation upon which Master of Orion was built. This game was the standard that defined the 4X genre for over a decade. It represents an earlier model of how to do things, leaving out the tactical combat that is practically part of the definition of a 4X game today. It was at the height of its particular form, and within its realm, it does not have any particular weaknesses, and continues to be an old, well-worn, favorite of mine to this day. Something none of the modern breed of 4X games has been able to pull off.

What it lacks in features, it makes up for in simple elegance and replayability. Speed is also very good, and a complete game takes a fraction of the time that a modern 4X game takes. This is helped by the fact that the game can be set to end on a particular turn, with a winner based off of a victory point score. In fact, that is how RFTS tournaments were done at conventions back in the day. Everyone would play a 150-turn game (it would take less than an afternoon) against the AI and the highest score would win that round. I don’t play it very often these days, but I do still come back to it, decades later, and I give it a 9.0 (Excellent).

└ Tags: gaming, review, RFtS, SSG
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