Predestination looks interesting, as a Master of Orion-like 4X game.http://www.kickstarter.com/projects/nyp ... ategy-game
Predestination is a turn-based space 4X game that significantly modernises and improves on the gameplay of classic games like Master of Orion II, Civilization and the Galactic Civilizations series. It blends turn-based galaxy management and turn-based tactical combat with modern 3D graphics, player-generated content, and innovative new game mechanics that 4X fans have been waiting years to get their hands on: A 3D galaxy map that works, real planetary exploration, streamlined micromanagement, realistic spying and planetary bombardment mechanics, and many other revolutionary features. It's all in Predestination, whether your focus is on exploring the galaxy, expanding your galactic empire, exploiting the resources around you or exterminating all races that cross your path.
Part of me wants to fund it because I buy basically every space 4X game that I see, but the video was pretty underwhelming. Most of the revolutionary features they discuss have been in other games, and a number of them seemed odd. Why, when colonizing a planet from orbit
, are you mapping it out in small pieces? Apparently, they say in their first update that you'll scan more / faster as the game progresses, but unless the first planet starts as a crash-landing and you have to rebuild a space-faring civilization from scratch, it still seems odd.
Similarly with the 'streamlined micromanagement'- yes, we can standardize our city plans. But standardizing build queues is old, and it's not clear to me that having lots of hexes per planet adds all that much strategic value to the game, though it definitely adds a lot of low-level tactical decisions. Do I build the city now, or do I wait until I've explored more of the planet? Do I pick city location A, or B? Compare this to, say, Endless Space, which basically followed the MoO model except instead of operating on the level of planets, like MoO, it operated on the level of solar systems. You don't even build buildings on planets, except for specializing it! A space-based 4X game that operates on the level of cities seems bold or silly, perhaps both. How many cities per planet can we expect? How many planets per empire? How many cities does that work out to? If they all end up using the same layout, since no one wants to design ninety different city plans, why not just have one city plan?
But the itch to see how they'll do it is still there, even if I don't expect to be impressed.