Bought it last week.
First it is a pretty, nice interface 4x strategy space game. Not a tactical one at all. I think they could have kept the battles even more abstract like Civ and it would work just as well. The cards allow for some tweaking, essentially it reminds be of Star Trek where all you do as a captain is say "shields up", "fire torpedoes". Keeping it abstract is fine for me, at least I understand how the cards interact with my ships designs.
Ship design is fairly straight forward. Just remember to scroll down the list of support modules.
My first real game is as Amobea, kind of a medium level setting with 3 opponents. I thought I had set the setting to easy or something else was broken when I started. The reason being I could see every star system and planet. Turns out to be the racial ability of the little squishy guys.
So I quickly teched up for wormholes and snared a few choke points on the map. Something I've learned is that food is king as it determines population growth, population size is the real dominant factor in output of yet more food, industry, research and dust(half currency half steroid).
It's best to get a good system with plenty of population potential. To first grow the farming planet to near max and then overflow to the planets with lesser food productivity. Biggest mistake I made in my best system was to colonize all the planets quickly. Whilst my second best system it was easy to expand because I grew the population on the farm world and then overflowed. I'm still new to the game but having a surplus of 120 food seems to make the system populate very quickly.
For my ship naming convention I based it on life forms. The game calls a colony ship a propogator for the Amobea, I call my fast colony ship a virus and the double colony ship testes ;).
As for my attack ships I have Tcell & Phage with a repair ships called red cell.
Having fun, plenty to learn and it is really a strategy game only. It would be interesting to see a TW space 4x
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