![]() It provides mood without getting in the way. The music is appropriate in an Epcot Centre kind of way. I just wish the AIs had more distinct personalities too. Sid Meier games have always been great about diversity that’s actually diverse. “English speaking white man” is not the default character choice, nor is it linked to a Western identity, but that fact is just there. The character designs – carryovers from Beyond Earth – are diverse without seeming preachy or politically correct. This is a shame, because other elements of this cheap and cheerful game are top notch. If you don’t want this to happen, you have to manually close the advice box, which gives the game a somewhat unpolished feel. This is really confusing when you’re getting the hang of the game. I got around it by hitting the esc key, but it was irritating.Īnother persistent nuisance level bug is that the “Shore Leave” prompt carries over from the end of one turn to the beginning of the next one. Perhaps this is just on my computer set up, but it seemed a rather obvious issue. Full-screening made this close button disappear completely. ![]() The whole game defaults to a 4:3 ratio windowed screen on the desktop, and I’m not sure why. This happened with every new game I started. I experienced a strange configuration issue at the very beginning where the close button of the tutorial screen was buried behind the windows 8 start bar at the bottom of the screen. However, it’s the advice feature that’s also the buggiest. It’s a learn-by-doing approach that works really well, although it isn’t quite as fun as the gallery of advisors from past Sid Meier games. It stops new players from being overwhelmed, but it can be ignored if you want to push a particular tactical advantage. The tutorial and help functions are excellent, especially the “ADVICE” button which reminds you of the various tasks you need to do each turn without quite playing the game for you. You only need six, and players with the Supremacy affinity already start with one built.Īfter you make those choices, you’re right in the game, which is an intuitive point-and-click affair that doesn’t require quick decisions or quick reflexes. Limiting the victory conditions is the best way to change up the gameplay, because otherwise the Wonders victory is a little too easy to achieve for my liking. You have three “affinities”, eight leaders, and then different map sizes, numbers of opponents, difficulties, and victory conditions to choose from. The way the game variables are selected is really slick, if more limiting than Sid Meier fans are used to. Setting up games involves only one menu screen and six variables, as opposed to the multiple screens required to set up a game of Beyond Earth. It’s “Sid Meier’s light” territory: the core of the Sid Meier experience is there in short, gentle bursts, and that’s probably the core achievement of the game. It’s also much easier than a standard Sid Meier game. Unlike a full Sid Meier experience, games of Starship only take a few hours to complete. The game is a combination of resource management, exploration, and tactical space battles, with a side of perfunctory diplomacy. Starships pits various factions against each other colonizing and conquering the galaxy. ![]()
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