Virtual concert stage
Title: Star Ruler
Genre: Indie, Strategy
Blind Mind Studios
Blind Mind Studios
Release Date: 20 Sep, 2010
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I've managed to play for about an hour thus far, however, the ship design is incredibly awesome. While you can micro-manage everything in the game, I would surmise that would take quite a lot of time and energy. Thankfully, the developers allow governors to build structures for new colonies. The only thing you have to worry about, is which systems to colonize, which technologies to research, which ships to build and new ship blueprints. The game's ship mechanics allow you to create ships that are as large and larger than a star. In addition, it is possible to develop weapons and technologies that can be used to blast apart stars and planets alike. Great game for just 5 bucks!. Pros: Still one of the most ambitious rts games I have ever played, Star ruler makes up for bare-minimum graphics with mind boggling scale and complexity. Will your strategy involve fleets of ai controlled drones? Or a handful of superdestroyers? Perhaps you prefer to send carriers full of small, manned bombers? The ability to customize your strategy to your tastes is easily the best part of the game, followed by a galaxy generation system limited only by your hardware. Its the little details that make the ship building mechanic shine. Your free to design whatever ship you want, but you'd better pay attention! The game will hold your hand just enough to complete the ship design, but be sure to add enough fuel! I only needed to build one expensive fleet of ships that drifted into black nothing with empty tanks before I knew to check fuel specs EVERY time I designed a ship. Ammo consuption, power levels, life support, net acceleration- all important variables in your design. A ship that suffers a power outage every time it fires its main weapon will be an expensive coffin when the fighting starts. You get the idea.
Cons: Its certainly rough around the edges; Its a game that doesn't really know if it wants you to micro manage every little detail, or let its automated systems do the heavy lifting. It often feels like big complex mechanics were put in place and then made irrelevant in order to keep the game playable. Examples include an entire resource (luxuries) that in all my 80 hours of gameplay I didn't worry about once. There is also a system for how happy your populace is thats supposed to affect how fast they build things, but it never seemed to cause problems. Theres an entire game buried in the social and economic aspects of star ruler, but its like the devs realized no one wanted to be bothered with luxuries when a galactic war was on and painted over it.
I've had so much fun with this game that I have to recommend it. At the same time, its difficult not to wish the developers had focused more on their design; cutting away the pointless bits, defining the core mechanics. . . Its a great game that could have been better, but I love it all the same.. Space is big and so is stuff you can put in space.. Scale as grand as you could want (or at least as grand as your rig can handle), great detail in supply lines and economy, and an interesting twist on ship design combine to make this a great game. As others have mentioned, the diplomacy is a bit weak, but at least it has options for resource swapping. The ability to make ships the size of stars, and the ship scaling system in general, is pretty cool. Best of all though (for an engineer who's taken an orbital mechanics class and read plenty of science fiction) is that it gets the space feel right. Not so much the amount of sp