8.5/10 For many players, Sword of the Stars is one of the best sci-if 4X games ever made. It does a lot of things very, very right, and it has served as inspiration for parts of games that ultimately became more popular, such as Stellaris. SotS is, at itâs heart, a combat 4X. The pausable real-time combat, the technology tree, and the ship design are at the focus, and the other mechanics and systems are more abstract and exist primarily to serve combat or fuel your war machine. This is not a complaint; the game focuses on what it does best, and simplifies the rest. The ship design and combat and combat are deeply satisfying. You get a huge range of options to mix and match. Ships are made of of three sections (bridge, mission, and engine), and these allow for hundreds of different combinations, before you get into things like weapon placements and various hull upgrades. Itâs a lot of fun to research new techs, find what options they open up for your designs, and fiddle around until you have what you think is the perfect design for the role. Combat itself finds a good balance between hands-off and full control. You can set your fleet or individual ships to various stances (such as stat at max range, or close in), and confidently let them do their thing. You can autoresolve battles, and the resolution tends to be fairly accurate. Or you can manage the battle more directly, giving ships movement and facing orders, directing them to target specific ships, specific sections, or even specific turrets. The different weapon techs you can research are varied, including everything you would expect from this kind of game, as well as more interesting options. For every laser or missile or auto cannon, there are also a few variants, to say nothing of things like the grappling hook, area denial weapons, lightning emitters, giant plasma âshotgunsâ, or oversized ballistic cannons that sends enemy ships spinning out of control and out of range. the tech tree itself is interesting. You start with limited options and unlock more as you go down the various branches, but the techs you have access to partially determined by your race, and by a little bit of RNG. There are core techs that everyone will have, but there are alternatives, variants, or higher level techs that you might or might not have access based on some rolls made at the start of the game. (Although reverse engineering these from the broken remains of enemy ships is often an option). So there are games where you just wonât have access to shields, but you might have superior cloaking technology or very accurate point defense. But where the game really, really shines is in how unique each of the 6 races feel. Not only does your choice of race influence what techs you can access, but it determines your FTL drive, which can fundamentally change how, and how quickly, they move about the strategic map. Humans, for instance, use pre-existing warp lanes to move about the map incredibly quickly, allowing them to expand fast and making them almost impossible to intercept between systems. But they are limited to traveling where these lanes lead, making them the most susceptible to choke points, and if you figure out where their warp lanes are, you know which directs they will come from. Humans are not a Jack-of-all-trades or vanilla race in SotS. Theyâre a rush race who need to create an early game lead in order to stay competitive long term. The insectoid Hivers are by far the slowest, with ships that essentially lack any sort of FTL drive at all, which greatly limits there expansion. But they can build warp gates that allow instantaneous teleportation between controlled systems, making them a defensive powerhouse, and later on can research a technology that allows these gates to essentially slingshot fleets across the map and behind enemy lines. This is a race that starts slow, benefits from turtling from cooperating with other races to expand their gate network, before getting to the point where true offensive strategies become viable. The Crows, meanwhile, have an FLT drive that gets faster the more ships they have in the fleet, encouraging you to use fewer, but larger, fleets. Each raceâs individual ships also exude flavor. They look and perform very differently, even when using the same sections. A lot of the character and design philosophy of the races is communicated through their ships. The reptilian Tarka are a no-nonsense race that likes to face the enemy and fire devastating barrages, while the psychic dolphin-like Liir build advanced but fragile ships that prefer 360 degree weapon coverage. Their ships often have protruding sections that extend turrets out from the hull, allowing better firing arcs. For example the Tarkaâs hammerhead section has a large profile, is loaded with additional armour and larger weapon mounts, allowing for a ton of forward facing firepower. But the Liirâs hammerhead section focuses more on adding additional smaller weapon mounts with wide firing arcs and overall ship agility, allowing their general technological superiority to shine through the use of high end, specialized lasers and point defense turrets, and having a better ability to control which side of their ship faces the enemy. These differences extend to every ship section, and really help present who each race is. The Liir favor lots of smaller weapons, great for protecting against missiles and drones with point defense, and their agility gives them allows them swarm around and attack enemies from their vulnerable sides, trying to disable ships to make up for their paper-thin armour. Hivers lack ship-based FTL drives traverse the strategic map slowly, but use that extra space for more armour and weapons, making them incredibly tough, further leaning into to their turtle strategy. Add to that their rounded hills (and high odds of specialized armour techs) and they are the best in the game at shrugging off ballistic shots, which are more likely to simply bounce and ricochet off their hulls. Their greater density also means they donât get pushed around as much by hits from kinetic weapons. The Reaver-like parasitic Zuul ships look like the cast-offs and wreckage of other racesâ shipsâbecause they are. They bristle with lots of large weapons, allowing them to punch above their weight class, but they are held together with duct tape and hatred, emphasizing just how little they value life. Peace, for Zuul, means stagnation and death. This is a race that is constantly consuming itâs own worlds and populations, and therefore needs to conquer enemy planets and abduct their citizens to keep their empires going. The Humanâs exceptionally fast FTL speed comes at the cost of very large, and very fragile, engines, that often get hit by shots that miss some other part of the ship. Itâs not uncommon for them to come out of a battle with multiple ships dead in space and in need of repair. Itâs just a lot of fun. The game benefitted from having a fantastic lead writer, who did a wonderful job giving each race their own identity through some incredibly in-depth lore, and helping the rest of the team ensure that everything from the technologies to the art assets for each race for their identity. Buy this, play this.
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