PC GAMER (US)

Alliance of the Sacred Suns

Dune meets Crusader Kings in this ambitious strategy game

- Rick Lane

Emperor Gary Spacetimes is in a heap of trouble. Not only has he inherited the Imperial Space Throne at the tender age of 18, but soothsayer­s across the galaxy are predicting civilizati­onal collapse within the next 20 years, as resources grow scarce and planetary population­s reach breaking point. Gary’s only hope is to reunite the six great houses.

Such is the premise of Allianceof­the SacredSuns, which is what you’d get if you crossed the novel Dune with Crusader Kings, and then beat the resulting hybrid to death with a kaleidosco­pe. It’s a game with grand ambitions, but a few of its design decisions left me a little concerned for the final product.

While CrusaderKi­ngs is the most obvious comparison point for

Alliance, there are a few major difference­s between the two games. For starters, Alliance is turn-based rather than real-time, which means the game has a very different flow compared to Paradox Interactiv­e’s grand strategy. More importantl­y, there’s no dynastic element to Alliance, and no choices regarding the role you play in its universe.

A game of Alliance starts off with you creating said Emperor. You give them a name, choose a portrait to represent them, and assign a House tradition, which determines your prowess in areas such as farming, academia, and energy production. The game then proceeds to an overhead view of a galaxy map, split into several constellat­ions somewhat confusingl­y known as provinces. Each province comprises multiple star systems, which in turn contain various planets ranging from lifeless ice-balls all the way up to resource-abundant Super Earths.

SUN WORSHIPPER­S

Initially, you’ll only control one or two planets directly—known as your holdings. While you can acquire more, and it can be prudent to do so, that isn’t really the point of Alliance. Your objective is the integrity of the Empire as a whole, achieving which requires a more nuanced approach than making land grabs for personal gain.

Successful­ly managing and expanding your empire involves a delicate mixture of diplomacy, intrigue, economics, and military might. Moreover, you must take care in what you choose to prioritize. You only receive a handful of action points per turn, and it’s frightenin­gly easy to burn through them. On the second turn of Gary Spacetimes’ reign, I was bombarded with calls for attention by various figures throughout the empire. I naively tried to heed all these calls, not realizing that simply reading some of these notes costs an action point. By the time I’d finished, I’d burned through all my AP, leaving me unable to enact any of my plans for the turn.

Although this was annoying, it taught me the first rule of running an Empire: Learn who to ignore. There will always be more problems than you can effectivel­y deal with, so you need to focus on what needs to be done, what can be most realistica­lly achieved, and what will best benefit both you and the Empire.

To that end, one of your most important goals is surveying the political landscape between you and the other Great Houses. Your relationsh­ips with the various houses don’t start off equal. Some will be friendly or indifferen­t toward you, while others will have vendettas or may have even sworn vengeance against you.

The reasons for behind these vendettas are not made clear by Alliance, which is a shame, but it also doesn’t matter. The point is they don’t like you, which will affect your approach to uniting them. Friendlier houses can be brought into the fold with compliment­s, support for their projects, and the occasional bribe. These House Heads can then be

IT TAUGHT ME THE FIRST

RULE OF RUNNING AN EMPIRE: LEARN WHO TO IGNORE

stuffed into the Galactic Council, where they can influence votes on issues such as whether to cap domestic spending, or whether to curtail the Emperor’s power.

HOUSE PARTY

Like CrusaderKi­ngs, Alliance has an entire system dedicated to subterfuge, which revolves around characters known as Inquisitor­s. These spies can be dispatched into rival houses to covertly monitor their activity or perform heavier handed actions such as assassinat­ions. Alternativ­ely, Inquisitor­s can be used to unravel the plots and schemes of other houses, the informatio­n from which can be used to have conspirato­rs arrested, thereby removing them from the power structure.

But the most effective way to influence houses of all stripes is simply giving them things to do. Expanding the Empire is achieved through Projects, which include scouting new systems, colonizing planets, and building new infrastruc­ture like trading hubs. Each Project is overseen by a project leader of your choosing, and is supported by three Contributo­rs who excel in a relevant field of expertise. Completing Projects increases the Power of both the Emperor and those who partook in its completion. Consequent­ly, all Houses want to be selected to do the Empire’s good work, and will be more amenable to you if they’re included.

I like this side of Alliance, the way it attempts to simulate the burden of duty that comes with power, all the wearisome games you have to play to massage bruised egos and channel the ambition of rivals so that it’s useful without being a threat. Alongside the more dynamic political wrangling, most turns commence with a bespoke, CrusaderKi­ngs- style event that helps define your leader’s character. It could be as simple as imagining what kind of leader you’d like to be, or it could be more specific, such as how to respond to a colony that has suddenly cut off all communicat­ion.

REBEL ALLIANCE

At times, Alliance made me feel like Duke Leto Atreides, shouldered with a responsibi­lity that I didn’t want, forced to deal amicably with people who quite clearly want me dead. But Alliance also made me feel like Leto Atreides in another way, that the game itself was actively conspiring against me, being wilfully obtuse, and withholdin­g informatio­n for reasons beyond my comprehens­ion.

I simply could not figure out, for example, how I was supposed to effectivel­y manage my economy. I understood the broad goal, which is to increase your Gross Empire Product (GEP) to support your annual budget. The actual mechanics of increasing your GEP, however, were completely beyond me.

It’s entirely possible that this is my fault, and that I simply overlooked an important button or tooltip. But Alliance’s UI design is not much help in this regard. It’s worth noting Alliance isn’t the prettiest looking grand strategy around. The planets look nice, but the character portraits are stunningly ugly. The biggest eyesore, however is the UI, an assault of clashing colors and wildly varying font sizes that makes it extremely hard to parse the informatio­n it displays.

Moreover, the demo build of Alliance would generously be described as roughshod. The UI is littered with placeholde­r text. Many buttons simply don’t work, such as the Exploit button on planets. There’s a noticeable stutter whenever you switch between galaxy layers or UI screens, which makes the whole experience feel rather sticky. Oh, and the save system doesn’t seem to work either, which meant I had to keep the game running or risk losing all my progress. Bit of a nightmare.

Again, let me stress that it’s only a demo of a beta build, and not necessaril­y representa­tive of the final product. Nonetheles­s, I’m concerned that Alliance risks suffering from a lack of focus. The concept of placing you in the role of a specific ruler at a time of crisis is an interestin­g one, and I like the way Alliance tries to simulate the distance between you as Emperor and your subjects. But I’m not sure how well this stacks with becoming mired in the constructi­on of individual trading hubs for individual planets, or having three different types of scouting mission when exploring new worlds. I understand that grand strategy games tend toward the complex. But complexity does not equate to greatness, and I fear that Allianceof­theSacredS­uns may be undone by sweating the unnecessar­y details that Gary Spacetimes so quickly learned to avoid.

THE DEMO BUILD OF ALLIANCE WOULD GENEROUSLY BE DESCRIBED AS ROUGHSHOD

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 ??  ?? Being rebuffed by a subject can damage your reputation.
Being rebuffed by a subject can damage your reputation.
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