So I’ve put out three articles on my experiences with Sins of a Solar Empire, and all three have been negative in tone. Surely, you must be thinking, there must be something good about the game, or he would stop playing, and stop grousing about it. Just call me a curmudgeon. Yes, SoaSE has some big, shiny good parts; it’s just in my nature to find fault first.
What’s so cool about SoaSE? Well, as noted earlier, it’s not, technically, a wedding of the RTS to the turn-based 4X game; it’s just a very slow RTS, but that simple change is very important. Reducing the speed that dramatically from the clickfests that define the genre manages to capture the feel of 4X games; the turn-based feel is an illusion, but it’s a wholly convincing one. Production speeds are slow enough that you have time to consider your options: expand the fleet, expand the resource production on which it depends, or improve what you have through technology? Between human players, stopping to think about what you’re doing may be suicide, as it is in more traditional RTS games, but against computer opponents, he who hesitates may not be lost. There is time to read in-game information provided by rolling over technological advances and production queues, which is much appreciated by this newbie. While keeping the initiative is important, there is time to choose where and when to strike, instead of flinging your units at the first target you see, hoping to throw your opponent on the defensive before he does it to you. There is time to oversee your battles, instead of abandoning your fleets to their fate because you’re too busy rushing back to base to produce replacements. (The AI is fairly good at selecting targets for your ships, setting priority according to where they can do the most damage, but they do tend to overlook fixed defensive satellites, so you have to keep an eye on your forces. Either they fly blindly into enemy killing zones, or fail to lure enemy ships into your own.) As players grow more used to the engine, reactions will become more valuable in relation to strategy, but they will never become the sole measure of victory, as they are for, say, Starcraft; adaptive strategic thinking will remain eternal king in SoaSE, for which I will remain eternally grateful.
As best I can tell in these early learning stages, the developers took great pains to make a variety of strategies viable, and especially to provide viable alternatives to the “rush” strategy of building a swarm of cheap units quickly and overwhelming the foe before he’s ready to fight. This is not unique among RTS games—the Age of Empires series does an excellent job of it—but it is unusual. Most popular RTS titles—notably Starcraft and Command and Conquer are unabashedly rush games, favoring a skilled rush almost to the exclusion of any other approach among opponents of comparable skill. Just as Civilization, the gold standard of turn-based 4X games, pays huge benefits to players who shepherd their early resources and improve their productivity instead of building the biggest stone-age army they can, SoaSE’s slow pace allows you to time your military expansion to a technological level of your choosing. If you manage your economy well, you can survive a rush just fine, although I should note that the official boards are full of claims of nigh-unbeatable rush strategies; the TEC missile frigate features heavily in these.) It could be better: victory remains military, a matter of timing a knockout fleet strike, which is a shame. The economic victory of AoE (build a wonder), the scientific victory of GalCiv (advance to a transcendental state of scientific understanding), and the social victory of Civ4 (produce sufficient culture to achieve a cultural hegemony, no matter who happens to have the biggest guns) either do not exist at all, or are effectively impossible.
The ancient guns-or-butter dilemma is huge in SoaSE. It’s not exactly better than other games in this respect, but it is refreshingly different. You must contend not only with the cost of various improvements, but some severe caps on how many you can have, as well. At times, the productive resources of credits, metal, and crystals will be your limiting factor. At others, you may have all the cash and materials you need, but your planets may not be able to support the improvements you want to spend them on. These caps can be improved, but only slowly, and time is the ultimate limiting resource in a real-time game. An ordinary player will collect his materials, and only then look to where he can spend them; a more skilled player will anticipate his resource gluts, and spend some resources to improve his production caps before they become an issue. And building caps can only be improved so far. A large, fertile world can support a lot of buildings, but a loose asteroid might only support one or two, even after you raise this cap. Unlike, say, Civilization, where you want every improvement in every city, and you only have to decide which to build first, SoaSE forces you to choose which improvements to build on a given planet and which to go entirely without.
Caps affect your fleet, too, in a dilemma even sharper than that of planetary improvements. You can support only a limited number of ships, and larger ships eat into this cap faster than small ones. A second cap applies to capital ships alone; no matter how many ships you can support, you must invest in crews for your capital ships separately, and if you want lots of capital ships, you’ll need to raise both caps. But! Each improvement in your ship support capacity slaps another persistent reduction of 9% or so in your production of all three resources, which is pretty steep, and once you commit to this level of support, you cannot take it back. Note: it is the cap itself that imposes this tax, not the ships themselves! If you raise your cap while owning only a small number of ships, you’ll still suffer a huge production penalty. This is unlikely to happen directly, but if you raise your cap to a 45% production cost in order to support a huge fleet, and that fleet is later destroyed, you are going to have a hard time replacing it, because you still suffer that 45% production cost. Ouch. The dynamic between increasing your current power and its cost to your future power is very sharp indeed in SoaSE, much sharper than a simple choice between a 1% increase in production and a 1% increase in standing forces.
Another thing I appreciate about SoaSE is its maps. Your fleets can’t just go directly wherever they want; they can only travel along a web of jump lines connecting specific “planets” (including asteroids, wormholes, suns, and other special features), which creates the potential for great geography. Traditional RTS games also have geographical features, but they tend to be considerably more limited: an open field, islands separated by bodies of water, or regions connected by clearly defined choke points, with vital resources scattered more or less evenly about. SoaSE has all those options, but the quality of planets in a region have a huge impact on that region’s strategic value, adding strategic depth. A choke point with a planet that can host a swarm of defensive platforms is very different from a choke point that cannot support any. A wide-open region with an even mix of planets is very different from a wide-open field of empty jump points and minor satellites containing one lone crystal-rich planet. Maps can have fixed arrangements of planets and jump lanes, random planets and jump lanes, or fixed jump lanes and random types of planet at each location. This helps keep maps fresh. A given layout with a symmetric distribution of planets produces a very different game from the same layout with all the crystal-rich planets on one side and the metal-rich planets on the other. What the game needs is a robust map generator; right now, it only provides a random map generator that allows you to select a variety of variables—how many planets, how dense a network of jump lanes, how many stars, what kinds of planets can orbit every star, and so on—and allows you to begin play immediately on that map. What the game does not provide is a tool that lets you lay out precisely the map you want, or to go back and tweak a random map that doesn’t quite match your desires. Hopefully, a proper editor will be made available soon in a patch.
This is a big, complicated game, and one that requires you to pay attention to many widely scattered elements at once, and it would all fall apart without a good interface. Here the game comes through in spades. The left bar, which displays all your planets and icons of what can be found there all at once in an easily digestible tree format, has received all the attention, and probably deserves it. I haven’t used it much, but then, I’ve kept to small maps so far—no more than 18 stars total, and only six to twelve of them might be under my control for most of the game. Already I can imagine why players who prefer large maps are deeply grateful for this simple-yet-original tool. (I speculate we haven’t seen it before because it depends on the compartmentalization of units into planetary nodes; most RTS games operate on open terrain.) But apart from the celebrated unit catalog, I’d like to offer a little cheer for the zoom function. The game seamlessly rolls between three views: a galactic, where you can see the planets and jump lanes, and fleet strengths are represented as colored pips on bars circling the planets; a planetary view, where you can see everything in a solar system, and ships and constructions are represented as distinct icons; and a close-up view, for the sheer pleasure of enjoying the graphics. And you can zoom anywhere along this continuum. Traveling about the map with the zoom function is beautifully simple: select a unit, planet, building, or any other feature to anchor the zoom point wherever it is, or click empty space to anchor the zoom to the mouse cursor. When you hover your cursor over something only to find the resolution is too small, the camera elegantly focuses on the item of your interest when you zoom in. You can move your camera across the galaxy by double-clicking on any item in the unit tree, but I find the zoom function to be all I need.
Commenting on the close-in zoom reminds me: the graphics are gorgeously detailed. Most of your game will be spent at the planetary zoom level, but you owe it to yourself to zoom way in on occasion, just to see targets zip around and explode. (And, since the game is slow-paced, you can afford to.) The game includes carrier-style ships and airbase satellite platforms. Not content to illustrate the individual fighter and bomber units, which are essentially big ammunition for the carriers and platforms, the developers illustrate the individual missles and beams shooting off the fighters and bombers—displaying the ammunition fired by the ammunition. Zowie! Graphics don’t make a game good, but they’re nice when you get them. If only the voices and back story, the other elements of fluff that accompany the graphics, matched that quality. The back story is vague and terribly, terribly trite. The voices your ships emit to let you know you’ve selected them are grating. You have your choice of good old boys in their gun-totin’, space-farin’ pickup trucks, robotic women in echo chambers, or a hissing alien that sounds like every third-rate villainous mastermind from Saturday morning cartoons. Ah, well, can’t have everything. Just as the graphics don’t make the game, the voices don’t ruin it.
‘Cause when you get right down to it, this is a strategy game. As long as you get a raft of interesting strategic choices and the interface works reasonably well, you’ve got a decent game. SoaSE delivers on both counts, with enough extra innovations and design balance to turn a decent game into a compelling one. Twitchy twelve-year-olds and South Koreans who excel at Starcraft and Counterstrike might wonder what the big deal is, but for middle-aged guys like me, looking for a more cerebral experience, this is just about all an RTS should be.