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OVERVIEW: Ever since Paul Heron made his Star Trek Universe mod-pack (four years ago!), it set a yardstick standard which Star Trek scenarios have been falling short of ever since. Happily this one is head and shoulders above the norm, with good graphics and good, if imperfect, playability. The tech tree is well done, if imperfect in structure, and overall the atmosphere is well generated. I found it engrossing playing, even as I was trying to critique it. |
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To firstly set the scene, this scenario is based on a large 75x120 map, the starting positions are evenly spread around, and the planets are individual squares but strung along to create systems. You can typically have four decent cities on the larger clusters. You start at the beginning, with one 'size 3' city and one military unit and must develop from there. Roads and railroads can be built to cover a string, and the planets can be both improved and easily transformed into other types by both irrigating/mining and transforming methods.
OBJECTIVE:
There are five objective cities which must be captured for a decisive victory, two of which are Borg, and the others the homeworlds of the major races. There is a "story" coded in via the
events.txt, which helps focus on the game goal: defeat the Borg. |
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Trading with another race might be a good idea, except that early starships are proportionally slow, representing more
primitive propulsion technologies. In fact for the one transport type in the game, you don't even need Warp drive to research it, and the speed does not increase with this. This also affects expansion, especially for the other races who will settle their own systems
adequately, and use engineers to improve the planets, but not expand very far beyond this. Although oddly I found that the races which were neutral in
expansion settled more than those with +1 expansion attributes. Instead of having large empires of 20+ cities to manage, the computer will be hard pressed to get five by the time you ready to expand, which means you can easily surpass the other races in production and research, and then overwhelm the home systems. Perhaps this is because there is an excess of land masses, suggesting the solution would be to either reduce these to no more than 64 or make the strings of planets longer, allowing more cities to be founded. An excess of 64 land masses may also explain other AI imperfections.
SUPPORT
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In these scenarios there is usually a
tendency towards a Federation bias for units and graphics. While here the people and technology graphics are generic, the Federation are still over-represented in starships (IMO). The Klingons have a nice progression in starships, with types to match federation capabilities at every stage, but the Romulans are treated as poor relations, with no interim types between early and advanced. Though it might be considered impressive to have a big range of different designs, most of the early ones are pretty worthless. The pace of technological development can quickly render one type obsolete, so why bother even building one? Plus, as mentioned above, you can develop other races' designs and build the best types depending on the role you want them to have. I think a better solution would be to restrict each side to no more than 4 warships, this way freeing up extra unit slots and allowing more than 3 of the major races to be used. Hands up all those who'd like to see the Cardassians.
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CONCLUDING COMMENTS: There is room for improvement, with the ships and technologies, and hopefully an attempt to aid the AI. I would like to have seen more than
three major races, and with their own specific people graphics to match, and perhaps unique city icons also. The technology icons, though it's nice to have them, have been done before and better by clearly depicting an evolution through the advancing epochs (if epochs are irrelevant, why have them set in the rules.txt?). If not epochs, then why not race specific? Since you start out pre-warp, I felt that Warp drive technology would have been better used in the NP slot, so improving the transports speeds. After all, the author demonstrates a clear understanding of the tech slot associations but does not make full use of them. The sounds are also well done, with clear understanding of unit sound associations. The only criticism is that more could have been done, especially for the Borg, and for use in events. As it is they're perfectly tolerable; just rudimentary and unexciting. Chris Poulos' review of Star Trek BAQ
Version 2 reviewed. |
