Expanding upon this idea, Starships is all about defending these planets and expanding interplanetary borders under the name of a galactic federation, which as Sid Meier explains, is no easy task. The game ties in with the end of Civilization: Beyond Earth, which tasked players to colonize planets. We took a look at the video, and have a rundown on what to expect in Sid Meier's Starships based on the 30 minute demonstration. Players watching the above video got a great look at the start screen, the main principles of fleet building and basic combat, as well as expanding their galactic influence and meeting other civilizations. With its focused scope and engaging combat, Starships is shaping up to be a welcome complement to the occasionally overwhelming grandiosity of Civilization.Yesterday, legendary game creator Sid Meier sat down with Firaxis Games' own Pete Murray to demonstrate a short in-game playthrough of Sid Meier's Starships for the first time. Your “turn” ends when your crew runs out of energy and you’re forced to click the “shore leave” button, at which point you’ll see other federations take their turns and attempt to snatch up planets for themselves. Outside of these intimate tactical engagements, Starships relies primarily on point-and-click exploration, but you can also upgrade your starships, research new technology, buy/sell different resources, or engage in diplomacy. In this way, combat emphasizes strong positioning, forcing you to consider spacing and think strategically when trying to best your enemies. These hazards can be used as cover, but they also obscure line of sight, making it less likely your ranged attacks will actually hit. While the playing field is still flat and movement is still hex-based, you might have to deal with debris or other battle hazards. “Encounters take place on discrete, dynamic battlefields that are essentially a zoomed-in version of the larger galactic map. Most of these offer missions that’ll earn you influence – which eventually allows you to permanently add new planets (and their resources) to your federation – as well a specific reward like “one free technology.” Though the map isn’t shrouded in the usual fog of war, you will have to venture away from your home world before new planets actually materialize. After you’ve assembled your first two ships, you can finally start exploring. Assuming you’ve got the currency, you can build basically anything you dream up and then continue to upgrade as you progress. Plus, you can always sell upgrades back (at a lower price) should you change your mind. Want a speedy, stealthy recon ship or an impenetrably armored aircraft carrier? Totally doable. Ships consist of nine modules ranging from engines to shields to canons, and each module can be upgraded individually, which means it’s totally possible to build highly specialized and vastly different vessels depending on your choices. Play Your home world also serves as a port where you can completely customize your fleet. This planet both serves as the lynchpin of your federation (protect it at all costs!) and passively produces various resources including metal, technology, food, and energy, which fuel the expansion of your interstellar empire. Once you pick your captain and set your basic campaign parameters, the actual game opens with a quick look at your home planet, which appears as a single space on the star-smattered, hex-based map of the surrounding galaxy. Similarly, you must choose one of eight leaders, all of whom provide a specific perk, such as an additional starting ship or bolstered production of a specific resource. Supremacy, for example, grants a free random Wonder at the beginning of the game. As in Beyond Earth, you start by selecting an affinity – Supremacy, Harmony, or Purity – each of which offers its own unique benefits that could help shape your overall approach. Play Meier himself demoed the game for the first time publically, walking PAX South attendees through the opening portion of an average campaign.
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