PC GAMER (US)

Sid Meier’s Starships

You’ve conquered a planet. Now conquer a galaxy.

- Andy Kelly

Civilizati­on: Beyond Earth is about planets, but Starships, the latest strategy game from genre godfather Sid Meier, is about galaxies. You start a new game at the end point of a Beyond Earth game. Your civilizati­on has won and taken control of the planet, and a thousand years have passed. You’ve developed new starship technology, and now your sights are set on other planets. If a game of Beyond Earth is a story about one world, a game of Starships is a story about multiple worlds.

“When I was ten or 11, the original Star Trek came on TV, and I used to rush home on Friday to watch it,” Meier recalls. “That’s a pretty impression­able age, and I remember really enjoying the show. That was probably the biggest influence on Starships. When designing a game, I often ask myself: who is having the most fun? And here I decided it was probably the admiral leading the fleet of starships.”

As you explore the galaxy in which you find yourself, you’ll stumble upon other civilizati­ons that were once part of the ‘seeding’ that formed the basis of the story in Beyond Earth. They’ll have their own technology, politics and desires. Some might happily share a world with you, while others will protect their turf with deadly force. It’s Civilizati­on on a much grander scale, although the game itself is smaller in scope.

Meier is developing Starships with a small team. He tells me that he’s always coding something. He loves the prototypin­g stage of design, during which he pulls images from Firaxis’ art cache or Google, and brings them to life. He loves programmin­g systems and AI, and it’s the roaming-exploratio­n aspect of Starships that attracted him to the project. While a lot of veteran game designers take a step back from the actual production of a game to become a director or producer, Meier still gets his hands dirty.

“Beyond Earth begins with thousands of expedition­s leaving Earth to settle on other worlds,” he says. “But what happened to all those other settlement­s? That’s one of the questions Starships will answer.” Like Civilizati­on, Sid Meier’s Starships promises to be as much about small, emergent stories as it is about conquest on a grand scale. “The story is largely told by the player’s decisions and actions,” Meier says. “We create a setting and a universe, and let the player face off against different factions to create their own story.”

It may be possible to exist peacefully in this galaxy, but it’ll be difficult. Just like in a game of Civilizati­on, conflict is often unavoidabl­e, and combat will be a big part of the Starships experience. “Combat is really the heart of the game,” says Meier. “The strategy systems and what happens outside of combat directly feed into your fleet and its capability. This creates a loop where victories in combat give you more strategic capability, which in turn makes you better at

It may be possible to exist peacefully in

Starships’ galaxy, but it will be difficult

combat. That rolls together very nicely and is a lot of fun.”

Replayabil­ity is something Meier and his team are striving for. Affinities, returning from Beyond Earth, will inform your play style. “We use the affinity system as a way to customize your federation,” Meier tells me. “The idea is that the affinity you choose is the affinity that led you to victory in a game of Beyond Earth, and now you’re ready to move outside your world, out into the rest of the galaxy.”

Purity admirals are diplomats, and their emphasis on the heritage of humanity gives them double mission rewards. Harmony fleets focus on the interrelat­edness of all living things, and their bonus is repairing their ships at half the cost. Then there’s Supremacy, who are leaders in technology and constructi­on, and start the game with a random wonder. But your choice of affinity won’t restrict you in any way. You can still play how you want to play, a freedom that’s a crucial part of all of Meier’s games.

But no matter how you decide to play, you’ll always have one thing on your mind: victory. “There are a number of ways to win,” says Meier. “There’s the traditiona­l Domination victory, which carries over from Civilizati­on. Here, you win by taking out all the other factions. There’s also the Wonder victory, where you control seven wonders. The Science victory is won by unlocking three level-six technologi­es. And finally, there’s the Population victory, achieved by having a large amount of people in your empire.” Like with Civilizati­on, you’ll be alerted when other factions make progress towards these victories. Take too long to reach your own victory and you’ll lose the game.

The road to a victory will be different every time you play the game. “There are a lot of different choices you can make,” says Meier. “These range from the affinity you choose, to your faction, to the starships you build, to the difficulty level you choose.”

The idea is that when you finish a game, you’ll always have an idea in the back of your head about how you’re going to play differentl­y next time. Good strategy games, according to Meier, are the ones that keep your mind fixed on the future. He doesn’t want players only reacting to what’s happening in the present, which is why he prefers turn-based games. They give

No matter how you decide to play, you’ll always have one thing on your mind: victory

players the time and space to always be planning ahead.

An interestin­g twist in Starships’ turn-based combat system lets you detonate torpedoes several turns later, to blow up enemy ships or destroy asteroid fields to give you a new route through a battlefiel­d. Battles take place on a hex grid, and things to consider while you move around include wormholes that zap you instantly to another part of the map. Sometimes, it’ll be safer to use a turn to fly through one of these and escape rather than stand and fight.

Land at a new planet and a random mission will pop up, which you can choose to accept or ignore. Complete the mission and you’ll be rewarded, so if you save a colony from invading pirates, you’ll get technology or money in return. Land on a planet that’s already occupied by another faction and you’ll enter a Civilizati­on- style diplomacy screen, and you’ll have to come to some sort of an agreement. Do you want to share the planet, or fight their fleet and try to drive them out of their territory? Where once you fought over landmasses, you’re now battling for the right to rule whole planets.

Starships doesn’t possess the slick, contempora­ry, big-budget feel of something like XCOM, and reminds me a lot of classic PC strategy games from the 1990s. I get a sense from the look and feel that it’s a pet project for Meier that’s being made on the side. But that doesn’t mean it’s lacking ambition. There’s a lot of depth here, including the ability to customize your starships. You can improve their engines and weapons, which will help you fly further into space and defeat tougher enemies.

As well as other factions, there are the aforementi­oned pirates to contend with out in the uncharted depths of the galaxy. There are no alien fleets, though, thankfully. “The other factions in the galaxy are all humans from other seeding expedition­s,” says Meier. “There aren’t any aliens, although some of those Harmony guys are maybe a little less ‘human’ than everyone else.” Meier is writing Starships’ rich backstory based on

Beyond Earth, and some familiar characters will return. How are they still alive a thousand years later? He says not to worry about that too much. It is sci-fi after all.

If you save a colony from invading pirates, you’ll get tech or money in return

 ??  ??
 ??  ?? Lots of worlds for the taking, all of which offer missions.
Lots of worlds for the taking, all of which offer missions.
 ??  ?? Planets can be linked up to trade resources.
Planets can be linked up to trade resources.
 ??  ?? Missiles move slowly, building the anticipati­on.
Missiles move slowly, building the anticipati­on.
 ??  ?? your fleet fighting up close.
your fleet fighting up close.
 ??  ??
 ??  ?? Approachin­g a new world.
What do you do next?
Approachin­g a new world. What do you do next?
 ??  ?? Winning the tech race is one
way to achieve victory.
Winning the tech race is one way to achieve victory.
 ??  ?? Bigger ships take a few
hard hits to go down.
Bigger ships take a few hard hits to go down.
 ??  ?? It’s not much, but it’s home.
It’s not much, but it’s home.

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