Summary: They tried to clone the extinct MoO species from Civilisation-DNA, sadly loosing some essential traits in the process. A good deal only for casual players, or to rekindle old MoO-memories without much available play time. The game looks good and starts very accessible.
If you're looking for a deep 4X experience, look elsewhere.
Explore (yawn) - scouts without range limits plodSummary: They tried to clone the extinct MoO species from Civilisation-DNA, sadly loosing some essential traits in the process. A good deal only for casual players, or to rekindle old MoO-memories without much available play time. The game looks good and starts very accessible.
If you're looking for a deep 4X experience, look elsewhere.
Explore (yawn) - scouts without range limits plod through a circular galaxy to map the stars. Rarely a reward beyond some credits or a vessel. Meeting races early to reap in trading boost.
Two other setup options separate sections of the galaxy until midgame. Prevents early diplomacy and stresses expansion and research.
Expand - planets operate separately. Their properties matter most in the beginning. Some good, close fertile planets boost growth excessively, while hostile environments cripple colonies.
Much later in midgame, solar systems may pool their production and planets specialise more.
Exploit - planet food and production slots are limited, with small spread and decreasing yield. Works only well at start, in the long run technology levels out differences. Planet size matters most.
This is far from the old system where the galaxy might look completely different according to your race.
Exterminate - Stationary defences add initiall resillience, invasion tech is delayed. Using star lanes feels more like combat along mountain passes than in space.
There's tactical decisions and challenges. Still battles failed to excite me. Went to just calculate combat in the end. Invasion looks unfinished. Conquered planets don't revolt.
In mid-game, portals may connect a side's systems, specialised shipyards churn out fleet. Travel in enemy territory stays slow; mopping up a war becomes a drag.
Science - Instead of independent fields of research, we get a Civi tech tree with crowded nodes. The frowned upon old choice system is consciously reduced to a few select applications.
This means that more than 85% of technology can never be traded, stolen or conquered but must be researched instead.
Money - main source is population tax, with trade second. This is probably the biggest design change, as the forerunner used industry for taxation. Money and production were interchangeable then. No more.
All ship upgrades can no longer be produced but must be bought, and there's no alternative to a large population base to fund your buildings or excess fleet.
My brand's canary chokes on several features, mechanisms and concepts that often match the forerunner just in name.
UI problems pop up in midgame and with huge positions. The game increasingly reacts sluggish and information is missing. MoO2's UI could handle 100-planet empires, MoO can't.
Zooming into a planet looses the strategic view. Event list can't be scrolled, when overflowing you must klick through the least important items first. Some events pop up first, ignoring your selection.
Planet list can't be sorted by production type, to e.g. check fleet in construction. Planet uniformity makes sorting by resource (food, science, production) way less usefull. And the list goes on...
Diplomacy is listless. Incoming offers can't be put on hold and checked, no counter offers possible. Swap charts without knowing what you trade for is the most frequent offer.
Get an embassy. Trade and research deals have to be continually refreshed, with the AI later often too broke to accept. Cultivating AIs is possible to get access or alliances. Otherwise the AI is simplistic with no real grasp of reality, demanding when ready to strike, or crawling when currently involved in another war.
Espionage mostly consists of offensive spy micromanagent. Some Intelligence; stealing of the 'choice' techs is best done at lowly, undefended outposts, the rest is sabotage.
Sabotage works like a separate game, after succes the victim can't react, e.g. can't attack a revolting planet but must wait it out.
Defense is static by race traits or expensive buildings, or dispatched spies, without a good view to coordinate.
Races - Most predefined ones work, but use way more perk points though than a player gets for a custom race. Race differences are noticeable, but very timid.
Ship customisation has some wellcome improvements (like scout autoupgrades or the UI layout). On the other side a convoluted system obscures this.
Payload is consumed at rates differing by class by essentials. A 25% payload extension consumes part of this for itself. And so on. You can't just compare the numbers displayed.
This also hurls another wave of micromanagement at the player, e.g. each new drive is slightly bigger, often forcing a ship redesign.
The final result is a wasted opportunity - a good looking time waster, not without appeal - but too shallow and boring for me.… Expand