This could be interesting, but then it's published by Matrix, who is a ******** publisher. They actually think that selling on Steam, having cheaper sales time to time and making demos is bad business. I remember seeing
Johan from Paradox going to their forum and talking smack about how they don't sell on Steam and don't bother making their UI's any good.
Their business model is poor - the need for all previous expansions to play the new ones, the price point, the introduction of basic game features (including much-needed interface patches, pre-warp starts, ground combat technologies, planetary facilities, espionage agents, visual tracking for ship vectors, a manually controllable and navigable research tree, cultural influence radius, and all but the most basic weapon design options) only in paid-for expansions, and the complete absence of content patches are all serious issues aside from the pricing.
For instance, this is their blurb for the new expansion:
"
Start a new empire before the discovery of hyperspace travel and try to expand into the stars, or play as one of the legendary Pirate factions of the Age of Shadows, competing with new victory conditions to establish an alternate history where the pirates triumphed over the planetary civilizations. The pirate options alone include four completely new playstyles (ranging from Raiders to Smugglers) and new smuggling and mercenary missions. Also
included are ship boarding actions and ship and base capture, new Ship Captain characters and pirate raids of planets and space stations.
New gameplay also includes expanded ground combat, with a full new ground combat tech tree, a ground combat resolution screen and multiple different troop types (infantry, armor, planetary defences and special forces).
Ground combat is now animated and resolved from the descent of the first assault pods from orbit to the final battles for planetary control, with new bonuses for combined arms and
the effects of the different troop types as well as local space superiority all considered in the outcome.
The expanded tech tree also includes Gravitic Weapons and Tractor Beams as well as additional planetary facilities that allow you more customization on character recruitment."
Okay, so you're telling me that this game's third expansion, for a Master of Orion-style game released in 2009, mostly consists of
adding features that were in Master of Orion 2 in 1996 (all those in bold - pre-warp start, ground combat tech, invasion graphics - actually handled better in MOO2, truth be told - and the new weapon options).
But the game itself is pretty good (and now includes most of the basic game elements and options that were in MOO2, even if it has taken three expansions to get there with a total price point of around $70 and graphics not much superior). The UI is ugly and involves too much button-clicking, without any search functionality, no links to component descriptions etc. from the tech tree, a 'Galactopedia' that covers a huge range of pages but has very cursory game information in most, and tortuous routes to obtain basic information (for example, if you want to see what resources you're missing in order to build a ship, you have to go into the ship design, then Edit, and then check the "you don't have resources X, Y or Z" in the warning panel, and there's no way to see at a glance what resources are needed in total to build a given ship - you have to check the components one by one). There are annoying 'do you want to leave automation on?' popups every time you open a window - you can choose to disable them, but that relies on remembering exactly what is automated and what not and going to a wholly separate screen to disable or enable automation, when a more satisfactory solution would be to remove the pop-ups and add an 'automate/manual' button to the page itself. Ship Design is the best-designed system since Master of Orion 2, but the interface issues made it a huge chore before Return of the Shakturi, and it is still less user-friendly than MOO 2's. It's not helped that automation is binary - everything is automated (except where you step in and modify a specific design, choose a specific tech etc.) or it's manual, and with ship design this means you pretty much have to use automation, since there's no way of manually designing only state ships, only military ships or whatever - if you go manual you have to manually update each of half a dozen generic civilian ship classes and as many civilian base types as well as the military designs.
The economy remains somewhat opaque - the Expansion Planner offers options to "sort resources by empire priority" only, which is calculated purely on the basis of ongoing supply and demand - it takes no account of potential expenditures (such as resources needed for new ships and bases, which is why the above tortuous route to obtain this information is a serious problem) - an option to "sort resources by Ship Requirements" would be handy. The wealth of strategic resources is interesting, but you have very little control over most aspects of resource and economy management - you can settle resources you need, but you'll be supplied with resources via private traders and the specific resources they provide is outside your control. Although you can plan expansion based on galaxy supply and demand, there's no intuitive way to trace the effect securing galaxy-desired products has on export volumes, or whether it correlates with the import of resources you require. Setting up fuel stops (gas mining stations for the appropriate ship fuel) can be similarly akward - you can build the infrastructure, but that provides you with no guarantee regarding when the private sector will start using it and thus when you can use the fuel stop, which is a vital requirement for exploration.
You can set up resort bases, one of two direct ways you have of bringing in cash, but even when set up in desirable spots it's up to the whims of the private sector whether any tourists actually get shipped there, and the amount of cash they bring in. This in itself is a great model for an empire builder - give the state control of trade and tourist infrastructure and let the private sector work its magic - the problem is that in game terms there are few ways of tracing the impact your decisions actually have on your economic fortunes. This is all the more problematic given that one of the standard victory conditions is to control X% of the global economy, something over which you have very little control.
All that sounds something of an indictment, but it's really mostly an interface shortcoming in that you're provided with very little information about what's happening in your empire - the actual way the private/state sector division works plays very well, and certainly the way you play does affect your success. The lack of control is not inherent to the system, it comes merely from not knowing what effects your decisions are likely to have. And while it's decidedly odd to have a '4x' or RTS game in which resource exploitation is marginalised, the core of a space 4x is surely exploration.
Distant Worlds has the best approach to exploration I've seen since Frontier, a wholly different style of game. Its only limitation is that it has no more general phenomena and discoverable types than most space 4xes - the typical types of planets, plasma storms, blackholes and nebulae, a limited number of space monsters, and the usual assortment of derelict ships, alien artifacts, independent alien colonies and storyline events. So far, so Master of Orion (and the storyline is essentially identical to MOO 2's, although so far as I've found with no Orion itself), however this is all taking place within a much, much larger game universe. So exploration can become somewhat repetitive by the mid-game, and while there are a lot of resources out there in the big wide universe, you'll still acquire most of them within your first half dozen or so star systems. The ability of independent colonies to form their own empires over time is also wonderfully characterful (essentially, the new pre-warp start option allows you to play as an independent colony).
The rest of the game integrates fairly well - diplomacy has a lot of options, but is the typical trade screen variety and easily manipulated to ensure game-long alliances or enmities. Race-specific victory conditions are a nice touch and give an incentive for colonisation which is otherwise only really necessary to support ship production and sandboxing, since you can mine anywhere you want and, as with the rest of the economy, the link between taxation and the figures you actually see in the income shown on the main screen is not well-documented anywhere, making it hard to assess the economic value of colonisation. Leaders, introduced in Legends, are a really key feature that integrate better into the rest of the game universe than those in equivalent games (including MOO 2). They have a pre-Shogun 2 Total War approach to character traits and development, and each is used in very different ways. They add a very strong roleplaying as well as a functional element to gameplay.
Best of all is the new pre-warp start. This has a few niggles relating to sharing the same interface and build times as the main game (for instance you have god-like vision of everything in your starting system even before exploring it, you still have generic planet names along the lines "Starname 3") and once you get hyperdrive tech you can produce hyperdrive ships en masse very quickly, resulting in a game that has a rewarding, slow development to interplanetary colonisation and warp travel followed by a very abrupt transition to galactic imperialism, without any gradual progression in capabilities or the same sense of achievement for reaching your first star that you get from establishing your first colony in the home system. I also suspect there's too little variety in home systems with this method - the one I've played and the tutorial both have exactly two artefact planets (one of which will always unlock the key to developing hyperdrive), a set of derelict ships, and similar resources and planet numbers. Variety in this would also promote more variety in your early dependence on pirates - you may not have steel or caslon in your system and so will have to turn to the black market, or perhaps you have nothing with hyperdrive secrets so you'll need to actively steal this technology from the pirates who do.
But this system really helps you build up your empire and characters, giving you much more of a sense of 'ownership' than the slightly random stage of development you have with a 'classic' start, with much more freedom to direct your technological progress and ship development - probably you'll end up automating much less of the game when playing this way and managing more, which ultimately improves the game experience. And it interacts very well with the new piracy system - the ability to smuggle key resources you don't have is a great touch, and paying pirates for protection is actually something you'll need to do, all the while working towards the time when you can, essentially, stop being a pirate's vassal state and turn the tables on them. Perhaps the only thing missing is a "Play as a pre-warp civilization in the Classic Age" start option, where you genuinely would be an independent colony developing in a universe with a lot of established empires, that would behave differently from one dominated by pirates.