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Good, With a Side Order of Flaws

by Rindis on July 12, 2011 at 6:38 pm
Posted In: Computer games

Review crossposted from VGG.

Sword of the Stars is a space ‘4X’ game; that is, you start with a fledgling empire in the great unknown, and explore, colonize, negotiate, and eventually conquer your way to victory. In the main, this genre is best known for the Master of Orion series, which has defined most expectations of the genre for the last one to two decades. SotS itself is pretty much a fastball straight down the center of these expectations.

Complete Collection title screen

The game was developed by Kerberos, and the original version was published by Lighthouse Productions in 2006. Two expansions, Born of Blood and A Murder of Crows, were released before Lighthouse went bankrupt in 2009. The series is now published by strategy game developer Paradox Interactive, who published a ‘micro-expansion’, Argos Naval Yard in 2009, and the Complete Collection with everything in 2010, and now SotS II is due out later this year. I am only (partially) familiar with the original release, and the Complete Collection, so I will mostly be talking about the complete game, and not when certain features were added in this review.

The biggest thing to note about this game is that it is kind of the ‘anti-MoO3‘, since it is pretty well dedicated to simplifying and streamlining most elements of play, whereas MoO3 was roundly blasted by many fans for being too detailed, and too full of micromanagement. No building individual structures, no multiple planets per star system, ship design has only three sizes, and is streamlined with the use of ‘modules’. Some of the missing complications I mourn, but I am generally a fan of ‘less is more’, and I think the simplifications are overall well chosen, and they gave me a very favorable first impression of the game, once the initial shock wore off.

It also lets you start building a competent (if primitive) navy straight off the bat, whereas most space 4X games make the initial ship building horribly expensive. The ability to terraform most anything (slowly) off the bat was also a surprise, but a nice way to further streamline the game. This game does not fool around with trying to get the action going as fast as possible.

The second thing to note is that there is a limited number of races in this game. Usually, in a modern 4X game, there’s a fair selection of races, and often the choice to mix-and-match abilities to create your own take on how to conquer the galaxy. SotS only has four races, with two more introduced in the main two expansions. This limitation is important to the game, as each race has its own method of FTL travel, which are generally different enough that playing the game is a generally different experience when playing as a different race. With such a fundamental difference lying at the core of each race, the need for a limited number of choices is evident.

Unusually for this type of game, it also comes with a number of scenarios. I’ve only really tried one of them, but I certainly like the idea of that one, which references the background of the universe of SotS; I wish the set of scenarios had been laid out into a rough timeline of events, but that’s just a small missed opportunity to strengthen the background of the game.

Systems

The first place that the design policy of keeping the game simple shows up is with how stars and planets are handled. While many space games recognize that any stellar system is likely to have all sorts of bodies floating in it, [i]SotS[/i] goes for the simple formula that one star equals one usable planet. Indeed there are not even any empty systems in the game; any star shown is going to have something there. (Hardly unique—MoO I and Emperor of the Fading Suns both did this, but it is somewhat uncommon. Meanwhile, MoO3 had the most detailed system accounting I’ve seen; moons still weren’t directly depicted in the game, but they did add to the ‘size’ of the planet.)

Not all planets are the same of course, though they are all considered to be at least somewhat terrestrial in composition; gas giants and asteroid belts do not appear in the game at all. The three primary physical attributes of a planet are its size, its ‘environmental hazard’ rating, and its resources. The first determines the eventual maximum population of the planet, the third determines eventual industrial output, while the second one tells you roughly how hard it will be to terraform. A last statistic on an uncolonized world is how much it is going to cost to develop it.

The empire’s budget is the sum of the output of all worlds, which then goes into savings, research, ship construction, ship maintenance, or supporting worlds that are not producing enough to support themselves. New colonies will generally be sucking down large amounts of cash trying to terraform the world and build up infrastructure. The more unfriendly the environment, the larger and longer the drain will be.

As I mentioned before, unlike many other modern 4X games out there, SotS does not present you with a bunch of different buildings to construct on a plant to boost its abilities, like a city in Civilization. Instead, everything is boiled down to an infrastructure percentage, which affects both monetary and industrial output. In some ways this is too simple, but I find the ‘building’ model can become tiresome after a while, so don’t really miss it here. I’d like to see a game where worlds can be industrial powerhouses, or economic hubs, or places where innovation naturally occurs, or otherwise differentiated, but otherwise be about this simple.

The expansions add an extra wrinkle to the game: planets now have an ‘Imperial’ population, and a civilian one. After playing the game for a while… I still don’t get the point of the split. Colonists come out of the civilian population, and they seem to be the main tax base, while the Imperials operate the industry. Civilians also have morale, and might revolt if things are bad. But I still don’t understand the point of it, and what it was meant to add to the game.

Ships

As with most modern space 4X games, space ships are one of the major focuses of the game; not only are they needed for exploration and combat, but there is a rich design system for creating custom ships for your navy. The usual idea in these games is to have a number of standard ‘hull sizes’ that systems must be fit into. The number of these hull sizes varies from game to game, though around five sizes is fairly typical. MoO3, as usual, went for the maximum number of things to do, and uses fourteen hull sizes; SotS has again decided to simplify as much as possible, and there are only three hull sizes available.

Ship design is streamlined in general, with all ships having three modules: command (front), mission (middle), and engine (rear). Instead of fitting specialty systems and weapons into the available space, modules are picked for the ship’s mission, and the number of weapons allowed is dictated by the modules. This is streamlined, but does have some problems. Notably, you have no choice about where certain functions go, and you cannot combine certain functions as they take the same module slot, and some modules can never go on certain ships, because there’s no module for it at that size.

For the most part it works out, since all the logical modules are there. However, the number of them does get fairly large as the game goes on, and it can be a bit confusing. The main thing that leads to module proliferation is that weapons mounts are directly tied to the modules, so a combat oriented one that specializes is large, forward-mounted weapons is a new module, as is one specialized in small defensive weapons.

The interface suffers at this point too. If you click a weapon mount on the ship diagram to check weapons options, you see the location of the mounts light up on the main ship display. It also shows you firing arcs for the mounts. However, since the default view on the main display is a side view, and combat all happens in a single plane, all you see is an unhelpful, flat, easy to miss, line, unless you remember to rotate the view on the ship display.

Finally, ship design in SotS actually shares a problem with MoO3. Many technologies offer new ship abilities, some of these are automatic upgrades to everything, some of these are new ‘checkbox options’, and some of these are new modules. The last is fairly clearly marked on a technology description, but the first two cannot be told apart from the descriptions, forcing you to check the design screen to see if anything new showed up. Also, I find I get annoyed that I might want to update a design purely because I have a new checkbox to choose. At least it is nowhere near as prevalent as it was in MoO3.

Combat

Obligatory random encounter

Combat in SotS can be skipped over (presumably when it will be a boring one-sided fight), but is ordinarily played out as an RTS mini-game. This fact becomes the crux of most of my problems with the game.

I’ll admit I’m a traditionalist, and I greatly prefer turn-based to real-time systems for just about anything. However, I don’t automatically turn up my nose at RTS games, they can be great fun. The problems here lie directly with the interface, and several things that the game seemed to promise to me, and did not do.

The crux of the trouble is that I had to treat it very much like a normal RTS game. In the main display, ships are always in fleets, which you can change around easily enough through drag-and-drop. This is mostly administrative, and allows you to group tankers with your fleet, so you can reach stars more distant than your normal range. However, you can also build command ships that allow you to define what formation your fleet is using. It’s pretty simple, and kind of neat to fiddle around with.

So, with all of that, I expected that I would be able to hit a button in combat that would select the entire fleet, and use it as a single cohesive unit. This doesn’t seem to have crossed anyone’s mind. Selection is either clicking on a single unit, or using pure drag-select techniques. If you have a fleet formed how you want it, and you want to engage something 90-degrees off of where it’s facing, you have to either have a circular formation, or be ready to do a bunch of individual clicking to reorient the elements of your fleet. If you tell a bunch of ships to go to a new location, they will maintain their relative positions, including any half-done re-working of their formation. To me, it is a real shame that there’s all these ways to set up fleets outside of combat, and it is pretty much wasted inside of combat.

The irony here is that all these gripes come after being spoiled on the relative simplicity of MoO3’s combat.

Needs to be 20% cooler.

Also, there’s no fire discipline. If there’s a friendly ship in between the target and themselves, they’ll fire anyway, doing damage to their own side. Since combat is still generally all on one plane, this can be a real problem. This just adds to a more endemic problem: combat has a decided tendency to turn into Electric Football, with ships (literally) shoving into each other, which points up the problem of scale: to make the ship models visible at reasonable distances, they are rendered all out of proportion to the scale of everything else (to judge by the size of the planet anyway…). So tight little formations of ships slamming into each other are frequent occurrences, and I’m not sure what causes the game to show the ships passing above/below each other, or just shove into each other (not actually ‘colliding’, just shoving the opponent ships around).

As a final gripe, I’ll note that sensor ranges can be a bit short, and the only fix is to have a specialty ship, which still doesn’t entirely alleviate the problem. This can lead frustrating hide-and-seek sessions as you try to figure out where the last enemy ship has decided to park itself. One hint I can give, is that if neither side controls the planet/system the battle is at, the opposing fleet will almost always be directly to your left (no matter where the systems they came from are relative to each other). Also, the planetary defenses (automatic heavy missile launches) seem to always be able to know where the enemy is.

Beyond that, there’s an interesting bit: There is a limit on how many ships each side can have in combat at one time. One of the points of the command ships is they raise this number, and the screen that establishes the formation also establishes what ships you start with. If you’re ‘over budget’, new ships will join the combat as old ones die; whether they’ll appear where your ships are now, or where they started the fight seems inconsistent. I’ve seen notes that there is a technology that allows you to set up the order reinforcements come in as ships die, but I have yet to come across it.

In all, the combat is kind of pretty, kind of neat, and really needs rethinking from the ground up.

Technology

Near the beginning of the game.

As with any self-respecting modern 4X game, there is a complex tree of interlocking technologies to research and use. The presentation format is fairly novel: you are in the center of a cylinder that has the eight categories marked on it, with known and researchable technologies marked, with lines going up from the base to the more advanced (and expensive technologies at the top of the cylinder.

The tech tree is pretty good, though from the format, I expected to see more crossovers between adjacent fields; instead you’re more likely to unlock things on the opposite side of the cylinder by getting a key technology. In the original release, there was no cue to new technologies when there is no line between them, and you have to keep a closer eye on what’s available everywhere than you should have to. Somewhere in the line of expansions, the ticker of status updates started giving a list of new technologies made available, and they would glow in the research screen for that turn, which is a big help.

However, it would be nice to just be able to get a list of everything currently available to research and how long each would take; currently the decision making info is very scattered. It’s also disappointing to see industry and C3 exploding into dozens of technologies, while Star Drives and Power technologies remain stubbornly stuck at two to three.

A nice touch is the fact that in each game, random technologies will be taken out of each player’s tech tree, to keep you guessing about whether a certain branch of research will really get you what you’re seeking.

Interface

I’ve touched on pieces of the interface already, but there’s a few consistent elements that need going into. The most notable thing is that the game is 3D, but the controls for navigating around a 3D space are a bit primitive. You can swing the camera around very nicely, and a mouse scroll wheel works very consistently (I’ve seen some games where spinning the scroll wheel will generate a ‘bounce’ where it goes back in the opposite direction at the end). However, all of this is around a ‘focus point’ which is troublesome to change. In the main screen ‘focus points’ are either systems or fleets between systems, and you have to double-click to change the focus point to that location, which seems to be a bit touchy. If you want a ‘focus point’ away from any actual objects, tough.

Camera control in combat is much the same. Your ‘focus point’ will be one of your ships, and will follow it around, which is fairly good, especially since [tab] will also cycle you through your ships. Of course, if you’re the defender, it will also cycle you through your defense satellites, which isn’t nearly so handy. And, if your focus ship is destroyed, your viewpoint will naturally halt, and you will have to shift it to a new ship if the action continues moving.

(And a final odd note: If you try taking a screenshot while the game is in the normal full screen mode, you just get a shot of your desktop outside of the game. To get a screenshot, you have to go into windowed mode, which has a single fixed resolution.)

Summary

In general, Sword of the Stars is a good space 4X game, and all fans of the genre need to give it a real look. If you were unhappy with MoO3, you should especially give it a look, since it seems to have been designed with a goal of going in the opposite direction from that game.

However, I cannot consider it a landmark game in the genre, despite several very well thought out bits. The combat and the interface in particular are serious marks against the game. I will also mention here that the interface has improved over time. Just the last patch to the base game (before any expansions) helps the main interface with some new features, and the expansions also include some tweaks that help.

Right now, I’m rating the original Sword of the Stars as a 7.5, with the Complete Collection as 7.6, and I don’t think I’m going to shift that rating any further. It doesn’t merit as ‘Very Good’ from me because of its issues, but is quite solid in spite of that. This notches it right above MoO3, and a bit below MoO II, which I also consider to be good 4X games with their own troubles.

└ Tags: 4X, gaming, review, SotS
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Here We Sit

by Rindis on July 4, 2011 at 8:21 pm
Posted In: Boardgaming

Mark came over for gaming on Saturday. While we’ve generally been managing the group meetings, this is the first time Mark and I have gotten together for a game since last September (yikes! that long?). There’s a large number of things that were contemplated, but Mark finally settled on trying out Here I Stand with me in the 2-player version. We think it’ll do well with the main group, but we want to get a feel for it first, so the entire group isn’t flying blind.

The two-player version narrows the game down to the struggle between the Protestants and the Papacy, with a certain amount of automated interference from the rest of the powers. Mark took the Protestants, leaving me to be the Papacy. As I somewhat expected, things began well for me, but started seriously eroding later. The initial spread of Protestantism is difficult, but as further reformers come on board, it gets easier. Also, there isn’t a whole lot else for the the Protestant player to worry about, so he can spend most of his attention writing treatises until he succeeds.

Meanwhile, I was plotting how to gain control of an extra key or two for VPs and a card draw. We usually try to get a read through on rules ahead of time, but this time neither of us had gotten very far, so it was a voyage of discovery. The first thing I discovered is that all troops go back the the capital or fortresses for winter, so starting a siege as part of your last action doesn’t do any good.

Something that I didn’t discover until I was going through the rules after we were done is that the number of cards specified for each power isn’t the hand size, but the actual number drawn. So I had thought that the three cards for the Papacy included the two Core Cards, really cutting down on the number of actions, and making me desperate for four keys to be able to get a fourth card, as I thought I had Papal Bull, Leipzig Debate and one other. Good to know for next time….

On the second turn, I successfully took neutral Florence. After that, we started figuring out how the non-player major powers were supposed to work, and I had problems. I had drawn Spanish Invasion as the first turn diplomacy card. Not a problem, I just needed to wait until it would target the Protestants instead of me. But on turn 2, Mark used Diplomatic Pressure to swap cards, giving it to him, and the Spanish promptly invaded me on turn 3.

Despite my efforts to resist, the Hapsburg navy defeated mine, and they successfully assaulted Rome. Technically, getting peace with the Hapsburgs was as simple as waiting for the auto-alliance at the end of turn 4, but I realized that once that happened I had no way of getting Rome back (and its one free unit per turn, plus 2 VPs), so during turn 4 diplomacy I excommunicated Charles V to force peace and get Rome back, giving Mark a VP in the process. Sadly, Mark then played French Constable Invades, seriously boosting the French forces in Italy (France begins the game at war with the Pope, but we hadn’t paid much attention to the available troops). This lead to the loss of more Papal troops and Florence.

Meanwhile Mark had finished the German translation of the New Testament, and with that and another boost, most of the HRE had converted. There were three debates during the game, all initiated by me. The first one had gone well, and had allowed me to knock out the only two Protestant spaces there had been at that point in the first turn. The other two backfired. My debater was disgraced in the second one (just a one-pointer…). And despite my clever plan to guarantee seven dice to four, I still lost by two hits on the final round. (I used Leipzig Debate to pick Eck and debated in English, which only had the two-die Tyndale.)

In fact, we noticed that the red dice tended not to roll sixes at all, while the blue dice in the set were a lot more even. There’s not enough rolls to be statistically significant yet, but they were very consistent about it.

Anyway, we only got to the end of turn 4, and Mark had managed to get enough points to avoid a Dominance Victory by me. (Actually, he had held on to Copernicus to make sure of that, and would have presumably used the 6 CPs next turn, now that he knew he was safe.) It was a good game, though I think the pure focus on the religious battle in the two-player game falls a little flat. I definitely want to do this with the group next time.

└ Tags: gaming, Here I Stand
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Republican Wrangling

by Rindis on June 19, 2011 at 5:20 pm
Posted In: Boardgaming

The latest monthly gaming group day was yesterday. Managed to get four of us together for another stab at Republic of Rome.

It would really help if Valley Games had managed a good rulebook instead of an almost-decent one. The rules are generally pretty clear—once you find them. The ‘turn order’ organization is not a bad idea, but you still end up with things being explained in odd places because they impact more than one part of the turn. And then there’s the lack of references, the references to the wrong rule, and the occasional missing rule. (At least I’ve never found an explanation of just when a concession [other than the armaments and naval ones] go to having a corrupt tag.)

And it’s a real shame because it’s a fun game other than the need to spend longer than necessary pinning down a rule.

Anyway… we went with the Middle Period scenario this time, to make sure we got to see provinces in action. That was a great decision, since they add a nice flavor to the game. They generally add some income to the state treasury, they can add some influence to a senator, they can cause corruption for that senator, and they change a faction’s voting strength, since the governor is no longer in Rome.

I think we got a bit shy of four turns done, which is actually a bit better than we’ve done before, and with the provinces, we were doing slightly more. We started with the Macedonian war active, which we didn’t manage to do much about the first turn, thanks to a manpower shortage (caused by a poor State of the Republic speech; we tend to awful luck with those…). Then the 3rd Spanish revolt came up, giving us a second worry.

I tended to stay in the background, I bid on most of the extra rounds, but not outrageously, and I think I only got two of them. Dave managed to keep the Rome Consul within his faction most of the time. HRAO actually passed to Jason at one point when the Rome Consul died of an epidemic. This shows again how our group doesn’t do a lot of infighting. We generally like the idea of it, we just don’t do it very much.

However, I got Quintus Fabius Maximus Verrucosus Cunctator as a senator. Along with a good military rating, his ability to reduce casualties was a big plus, and getting in as Field Consul was easy. Almost as easy as fighting the Macedonians. After that, everyone was of two minds about him. He was too valuable a general to get rid of, and too popular (especially after he held some games in Rome) for anyone else’s piece of mind.

One of the moderately capable military men was sent out the next turn with a very sizable army, and took care of the Spanish Revolt, even with a leader attached, and just in time, because the 2nd(?!) Revolt was waiting in “Imminent Wars”, and it was thoroughly taken care of the turn after. I’m a bit surprised we weren’t drawing more wars than we did, considering that we were almost never rolling ‘7’s for the initiative, and therefore burning through the event/forum deck at a pretty good clip.

I actually scored a narrow second when we counted up influence at the end of the day; Dave had a fairly commanding first, though that probably would have been limited over the next couple of turns as it was just getting to the point that people were truly concerned about it.

Overall, we had a lot of fun, though Dave has announced that he’s not really up for it again. This didn’t surprise me too much, as he’s not really interested in larger, fiddlier games. Personally, I’d be a lot happier if there was just some way to streamline the voting tallies; the little dials Valley Games provided tend to drift on their own, and are not helping. Otherwise, it’s a fine game and a lot of fun to maneuver for political position. Dave certainly likes getting into character and making impassioned speeches (a good reason for letting him keep the Rome Consul actually…).

With luck, Mark will make it over again next weekend, and we can finally start trying to do something about the backlog of 2-player games we’ve been building up.

└ Tags: gaming, Republic of Rome
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Yeah, I’ve been here…

by Rindis on May 20, 2011 at 11:04 am
Posted In: Life

Smudge will really be able to empathize, I’m sure.

└ Tags: comics, life
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And Then There Were Three

by Rindis on May 17, 2011 at 1:20 pm
Posted In: Boardgaming

Had the group over this Saturday, we were going to make another try at 5-player Republic of Rome. Sadly, Zjonni wrote in that morning and cancelled; his allergies had been running riot all night, and he was in no shape to do anything.

So, Plan B: Successors, which we hardly ever play because we usually have more than four people. …And when Mark arrived it turned out that Jason had overslept and missed his bus, so we were down to three.

After a bit of discussion, we stuck with Successors, and went with the 3-player option that starts everyone with three generals, with only one ‘in reserve’.

Patch ended up with a very solid position from the initial draw, getting Antipater, Lysimachus and Leonatus, giving a very compact base consisting of Macedonia, Thrace and Hellespontine. Mark got Perdiccas, Craterus and Antigonus, leaving him spread out from Babylon to Phrygia. I got Ptolemy, Peithon and Eumenes.

Usually, I find the person who has Ptolemy (and therefore Egypt) is the Usurper on the first turn, due to the value of Egypt. However, Eumenes is normally a reinforcing general, and starts with no territory; this shortage kept my VPs down, and Mark got the first bulls-eye. Worse than the shortage of territory was the fact that Eumenes’ army is about half as big as normal.

The first turn did not go so well for me; I pushed north with Ptolemy and south and west with Eumenes and Peithon, all roughly converging in Syria. Mark was also moving into there, and I was not able to unite my armies properly. Mark managed to defeat Ptolemy and captured Heracles from me, and Eumenes and Peithon were forced to back off while Mark titled himself King of Asia.

The second turn did not see a whole lot of effective action from me either. In three separate battles, Mark defeated all my major generals, leaving me with very little on the board for the last two rounds. Mark was only a few points short of a Legitimacy win after burying Alexander in Babylon (much safer than any other option), but had no means to secure that type of win. Meanwhile, Patch had been slowly strengthening his hold on the west, and was getting ready to win the game on VPs. By the end of the turn all he needed was to take the Cyclades to gain control of Greece, and the 6 VPs would get him the win. Mark headed out to cause trouble in Thrace, but couldn’t get a force to Greece in time to interfere. Luckily for us, poor siege rolls kept Patch from taking the space before the end of turn 2.

By the time he did take it, it was too late. Other parts of his territory were crumbling, and would take time to restore. I started to follow Mark up into Asia Minor to also make sure Patch stayed down, but I got distracted…. Since most of my forces had been dispersed last turn, I had concentrated most of what I had under Eumenes (my best general). Mark had a decent force covering Babylon guarding the tomb, Heracles, and Alex IV. Part of his force was a pair of elephants, and I had Anti-Elephant Devices. Assuming average rolls for the elephants, that gave my army a distinct advantage.

The problem was getting at his army before round 5, so that I wouldn’t be forced to discard the card before I could use it. I barely managed to get in, and Mark stood his ground and gave battle. The elephants were worth nothing (two fours, would have been bad without the card!), I rolled poorly, and Mark rolled worse. I took Heracles and Alex IV, and on round 5 I captured Babylon itself.

Things were going poorly for Mark elsewhere, as Patch had managed to disrupt a fair amount of Mark’s territory. He was having less luck actually maintaining control, and had never gotten Greece, so he had no shot at winning during the turn. I was going to actually have to do something about the situation now, however.

Or not. I’d forgotten about Heracles coming of age at the beginning of turn 4. With my decent on-board position, and all the legitimacy I had now come into, I was able to crown Heracles King of Macedon and win the game.

This was certainly an unexpected turn of events for me. I didn’t care much for my starting position, and turn 2 was certainly a disaster. But, I managed to win the battle that counted.

└ Tags: gaming, Successors
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