![]() ![]() Upgrading armour gives your ships more hit points. Upgrading lasers makes your lasers do more damage. You basically have every technology at the start of the game, but you can upgrade each one by spending your Science. Keeping with the “simple” theme, there are no tech trees or massive trade-offs in ship design here. Waste too much on upgrading your ships, and your turn might be cut short when you don’t have enough to repair them after a scrap. Ships are bought, upgraded, and repaired with the same resource, so Energy has to be managed far more carefully than pretty much everything else. Get four influence points on a planet, and it becomes a permanent part of your empire. Completion nets you “Influence” and a reward tied to the difficulty of the mission. It might be to fend off Marauders, or to use only your flagship to escape to a warp point, or to capture and hold a number of outposts. Moving it onto a neutral planet triggers a mission – an event that chucks you into a tactical battle. ![]() ![]() Or lose, when some git on the other side of the known universe hits a victory condition.Īnd, well… if nothing else, it certainly succeeds at condensing all of these elements down into something quick and simple. Over the course of 30-60 minutes, you expand your burgeoning empire throughout the stars, build ships, level up tech trees, engage in tactical battles, play the diplomatic game with your rivals, and then win. Sid Meier’s Starships is an incredibly light game, offering to give you a tactical and strategic experience in a fraction of the time a game of Civilization or Total War would last. ![]()
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