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[–]VictoryAtNight 7 points8 points ago*

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  • The AIs you are playing against have an AI Alert value, which you can see, that increases every time something particularly interesting happens (usually when you destroy something major). The main effect of this number getting higher is that the AIs will send larger waves of ships to attack you. There isn't any single point where surviving and winning suddenly becomes impossible, but basically the most important dynamic of long-term strategy in the game is evaluating how much resources are worth to you and whether they are worth the increase in AI Alert in order to capture and secure. At moderate and high difficulty levels, games can become unwinable if you destroy everything you can without prejudice, at which point you realize that what you did was dumb, and try again (in a new game, probably).

  • You can save any time, create as many saves as you want, and then go back at any time. Experimenting is easy. In my experience, it has been somewhat common to send my main fleet into enemy systems to see if it can kill something, fail and get driven back with heavy losses, and then going back to my save file to try something different.

  • Throughout the game, science labs produce knowledge, but a science lab can only gain a certain amount of knowledge from a system, so knowledge becomes a very limited resource. You then use the knowledge points to unlock various things, most of which are simply the capability to build new and better ships and structures. There are so many different things you can unlock and in the end so little knowledge that you cannot do anything remotely close to unlocking every possible thing within a game. The ships and structures you choose greatly affect the way you can fight your battles, especially at higher difficulty levels and in games with fancier ship types around.

Sorry nobody responded until the sale had ended. It is a great game, though, so if you enjoy RTS-like games, I'd still consider picking it up.

[–]lawrencelearning[S] 2 points3 points ago

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Thanks a lot for responding :)

I didn't end up getting it, and I think I might skip it, largely because I read it has various tower defence elements. I had imagined more of a battlestar kind of feel, with your fleet destroying something then hiding behind a moon, etc.

Thanks again!

[–]x4000 1 point2 points ago

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The tower defense elements basically boil down to the periodic waves that the AI launches against you. You can affect which planets they can launch waves against by destroying their warp gates -- lots of strategies surrounding that, and plenty of apt jokes about the enemy gate being down. ;)

In terms of it being literal tower defense where you have things that can't move, that's not at all the case -- there are fixed-position turrets in this game like in most RTS games, but you don't have to use them. THAT said, turrets are a good investment because for the cost of building them they provide more firepower than your mobile stuff (with the downside of being immobile), and they have a really huge range so it's not like in a real tower defense game where you have to line them up along paths, etc. It's better to set up "rings of death" around wormholes, or to use forcefields plus turrets around your key things you're trying to defend, etc. You can use minefields, tractor beams, gravity beams, and so on as well to accomplish similar things -- many strategic options there.

One of the big long-term things you have to manage in this game is how you allocate your resources. You're trying to attack and defend at the same time in many cases, and you want most of your defense to be as automated as possible for small AI incursions. That usually means a combination of mines, turrets, and mobile ships -- and definitely tractor beams -- on your border planets. Then your mobile fleet can mostly be used for offense, only returning to help defend when something really dire happens.

But people play all sorts of different ways: some use massive starships to do raiding on the AI while keeping the bulk of their fleet at home to play "catch" with the AI ships that get stirred up by this. Others do half-raids against the AI and then fall back to the safety of their own turrets to try to trap the AI (though the AI is often wise to this, resulting in some interesting back and forth or the AI going around in an unexpected way).

Reviewer Tom Chick called the game a "grand strategic tower defense 4X RTS" (http://www.crispygamer.com/columns/2009-08-13/rush-boom-turtle-and-now-for-something-completely-different.aspx). As he basically notes, the game is all of those things but none of them. It isn't a tower defense game any more than it is a 4X game or a grand strategy game. And it's not really a true RTS either, although it controls like one. It's something that exists in the space between all four of those subgenres, and that's what makes it a little hard to describe.

[–]lawrencelearning[S] 0 points1 point ago

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Thanks :)

I've just recently learnt what "4X" games are because of this thread

[–]x4000 1 point2 points ago

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You bet -- and 4X games are definitely a great genre. :)

[–]AragonLA 0 points1 point ago

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Yes, sorry for missing this before. Thanks VAN for taking the time to answer, and lawrence thanks for taking the time to research whether the game is right for you or not. Telltale sign of a true hardcore gamer.

I'll of course mention that we offer a pretty large PC/Mac demo (PC available on Steam as well) if one iota of you is still interested. ;)

[–]lawrencelearning[S] 0 points1 point ago

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I'm not sure about the hardcore part - tower defence games just scare me a bit with waves of enemies while I can't really move...

I'll check out the demo though, thanks for reminding me

[–]AragonLA 0 points1 point ago

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To me, a well-read gamer is a hardcore gamer. :) If you have any other questions let me (us) know!