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How does Swords of the Stars 1 compare with other sci fi 4x games ? I bought the complete collection of that game and when I tried the game for the second time it was quite good. Apart from that game I have only tried Alpha Centauri so if Swords of the Stars is generally considered bad I might enjoy other sci fi 4x games very much.

That depends how much you like tactical battles in your 4x games?

1) Like tactical battles (like SotS):
SotS have them and there are a couple more focusing on tactical battles (Sins of the solar empires etc). I don't care so much for tactical aspect so cannot say anything if this is your preference

2) Like strategic element:
Here I would currently recommend
a) Endless Space (simple,easy,not-sandboxy strategy like Civ)- reference in scifi 4x genre would be MoO
b) Distant Worlds (more complex and not so user friendly, sandboxy, more like Paradox games) - reference in scifi 4x genre would be Space empires 4
 
you can do a lot more if you dont force "each race must have equal power starts". Star trek as noted is boring in this way with a few exceptions. Borgs (singular hive mind with unique goal) and Species 8472 (slushy dimension) are good exceptions of races that are very unique and would be interesting to have playable.

A setting like in Farscape would also work well, two massive empires in a cold war deadlock and you let the player play a smaller race trying to survive the struggle and perhaps play the sides against each other for own profit etc.

Or something like Foundation where you have a massive dying empire and feudal space kingdoms looking to expand. Many cool things could be done in a game with realistic travel times (eg no faster than light). Perhaps the only way to guarantee loyalty is cloning and marriage alliances over these distances?

A universe like in Alastair Reynolds books with the Inhibitors as the grand enemy looming over everything is also interesting

sci-fi is cool, but most 4x games dont dare to move much from the old MOO setting formula and they are almost devoid of flavor imo

I absolutely love Alastair Reynolds books, I really do, and I fully appreciate the problem with the Star Trek genre. I personally would love to see a PDS style game where each star system is like a province with perhaps a system for determining distance. Then you could determine which systems could be travelled to by different factions according to their transport tech levels. Then you could do it a bit CK2 style so the list of holdings is determined by the features of that system. I.e. Say planets can have colonies which can focus into industrial complexes, research bases, or proper inhabited worlds depending on the type of planet. Asteroids belts or gas giants (and the things in their orbits) could be resource-exploiting operations, or military outposts etc. If each system had a set number of features that each had their own type-specific unique set of methods for exploitation it could be really quite immersive.

Furthermore then you just have to select a 'local' area of space, beyond which is either unexplored or uninhabited. It could be set in a hypothetical future with different human factions at various stages of development and with various, really unique societal differences.

I was actually writing a story set in just such a hypothetical future. Unfortunately I have a great deal more fun building the world than writing the story so it'll probably be a long time before I ever finish it, if I ever finish it. It'd be great to see it built into a game though. 1 Major Human faction, with 1 slightly smaller rival faction, as well as 3 other minor human factions. In addition there's 2 alien species, 1 of which has 15 factions of varying size, and one which humans only ever deal with a remote outpost of.

If you wanted you could totally use it. It's a really deep and fleshed out universe, it'd be my dream to see it in a game by PDS.
 
from reddit ( http://www.reddit.com/r/IAmA/comments/13kv1c/i_am_fred_wester_ceo_of_paradox_interactive/ )

4x space game from pds:

[–]Pdx_Fred
That is actually something I would really like to do. Being 4X space strategy game fan myself it would be a dream come true. We do not have anything planned in this genre yet but I know Johan Andersson (Studio Manager) is also a big 4X fan I hope we can do something in the future.

[someone]
Sword of the Stars?

[someone]
No, I want a Paradox studio-developed grand strategy, something along the lines of EU, CK or HOI only set in space!

[–]Pdx_Fred
So do I

---

So PDS, your CEO speaks! Go to work!
 
I've long wanted a space game from Paradox, but I'd really preferred if they avoided the classic 4X style of starting with 1 planet, and having to go out and colonise, while working up a tech tree that goes from barely having interstellar flight up to blowing up stars. I'd much rather that the bulk of the "known universe" as it were was already populated, with well developed societies, with only the frontiers open to colonisation. Basically EU/Vicky, but in space. To be honest, I'd also be quite happy if they didn't even bother with aliens, as I'd agree with the earlier comments on most alien races in 4X games (the only one I thought gave any real variety beyond "+1 growth -1 war" type stuff was was SotS). Just have different human "nations". Something like an adaption of David Weber's Honorverse novels would be great (the only sentient aliens in that are a about bronze age tech).
 
I've long wanted a space game from Paradox, but I'd really preferred if they avoided the classic 4X style of starting with 1 planet, and having to go out and colonise, while working up a tech tree that goes from barely having interstellar flight up to blowing up stars. I'd much rather that the bulk of the "known universe" as it were was already populated, with well developed societies, with only the frontiers open to colonisation. Basically EU/Vicky, but in space. To be honest, I'd also be quite happy if they didn't even bother with aliens, as I'd agree with the earlier comments on most alien races in 4X games (the only one I thought gave any real variety beyond "+1 growth -1 war" type stuff was was SotS). Just have different human "nations". Something like an adaption of David Weber's Honorverse novels would be great (the only sentient aliens in that are a about bronze age tech).

That is exactly what I'm expecting from a PDS space game. An already developed Universe, with a history how it became what it is now. And you take over of some faction without a straight goal like research the super future tech to win or build a mega wonder or whatever.
 
Sword of the Stars greatly simplify the empire management aspect, to the point that planets are abstracted to population, climate hazard, resources and size. And each solar system apparently has only one planet. If you're looking for depth, you won't find one here.

The main focus of the game (in SotS 1 anyway), has never been the 4X aspect. It's the tactical combat, semi-random tech-tree and the very, many ships which you can design, as well as the very different way on how each race plays. Oh and of course, the sadorandomiser, as it is popularly known at Kerberos. It gives it a lot of re playability, but I can see why people are turned off by the emphasis on combat.
 
personally i'd like to see something like this

I would like to see a space colonization game work something like this:

You start with Earth in a fictional 1990s. For all intents and purposes, we'll boil down the initial game to a starting six factions on Earth: the United American States, the Soviet Union, Mittleeuropa, Eastasia, and Panafrica. Each faction has its own culture, different tech positions, wealth, political system (ex. UAS = Democracy, Soviet Union = Proletarian Dictatorship, Mittleeuropa = Constitutional Monarchy, Eastasia = Absolute Monarchy, etc.)

The game would begin with all nations trying to advance down their tech lines. Tech could be divided into the categories of Economics, Astrophysics, Biology, Military, and Infrastructure. Economics would allow increased development of resources (and therefore more income), Astrophysics would allow for better ships and propulsion, Biology would allow for higher population growth and terraforming, Military allows for better weapon and defense systems, and Infrastructure would allow for superior structures and construction on different types of worlds.

Initially all nations have what are essentially guarantees on each other, making a war against any other faction virtually suicidal. Instead, nations will likely try and advance in space as much as possible. The star systems around Earth will be randomly generated, and what Infrastructure allows you to do is build superior space telescopes and such to have more "vision" of worlds. Once a world is detected, you can send a colony ship to it. Depending on your tech, your colony ship might travel at differing speeds, which could lead to all sorts of fun interactions, like these:

You send a ship at .5 speed of light (henceforth "c") to a planet that's one lightyear away. 3 months later, someone sends a ship at .75c to the same planet. Using math, we can calculate that the lattership will arrive at the planet in a year and 4 months, while your ship will take two years to arrive. This means that by the time your colonists arrive, the other country's colonists have been sitting there for a good 8 months and building defenses and that sort of thing. HOWEVER...

If they put that much research into superior engines, then they likely don't have the same strengths in other techs. Perhaps you put more points in military, such that, even though your colonists spend more time in stasis, they can overwhelm the initial enemy. Or perhaps they have inferior infrastructure and biology, meaning that much of the planet is still unoccupied, allowing for multiple colonies.

Another thing that is of importance is communications. Because some of these systems are going to be many light years away, the speed of communications is vital. Suppose both your colony and their colony are coexisting on the planet. Suddenly, a war breaks out between your two factions. If you have faster communciations, you can send a message to your colony quicker, allowing them to launch a surprise attack on the enemy. Similarly, if your colonists take matters into their own hands (Manifest Destiny!) faster communications could let you find out about it before the enemy, giving you time to prepare a response.

Also, travel is very risky. There is going to be a high chance that many colonies will fail, or that you will lose contact with the colony ship. Or perhaps your communications are slow, meaning there is a lot of time between what happens on Earth vs. Farawaycolony I. Or maybe you couldn't economically sustain the colony, leaving the colonists to fend for themselves or die trying. This could mean your colony could have a culture shift, meaning they no longer associate with you (from Americans to Farawaycolonians), and they might try and declare independence, and there could be nothing you can do about it. By the time you prepare a military response, they may already have created another empire in their neighboring region. Remember Starcraft Brood War's plot, of how the Earth forces essentially arrived to try and subjugate an equally armed empire? Funsies.

Also throwing in a fair amount of alien technology (colonists stumble upon alien plasma weaponry and declare a revolt, now what) and xenos of varying technological and ability capacities leads to fun, too. But that's another story.
 
not going to bother to read through all this but i gotta say nice idea.. but the only way i'm buying another damned space strategy game is if it has full range of movment in tacticle combat!.. IE... I wanna fly my ship up! not just left to right! oh and please don't let ships fly through each other like some OTHER space games Cough cough SinsCough... seriously the collision detection SUCKED on that game... incidentally WHAT EVER HAPPENED TO COLLISION detection AT ALL!? do game designers think we want to see the things in our hands passing through our heads!?.. well nough of that.. maybe paradox will make one.. maybe not... but i'd definatly like to see a mount and blade with lasers... and missiles.. and comprehensive squad/fleet/empire tactics!
 
I would love to see PI produce a space 4x game, but under one condition : only if they get the good team with the good vision. Not just because they have some spare budget or a vague game concept. You need a vision. Let the spice flow into your veins.
 
I love the idea of a 4x Space game by Paradox I also like the idea of not having a single government per planet although I'm aware that it's a lot harder and more of a hassle to implement it. :p
 
I love the idea of a 4x Space game by Paradox I also like the idea of not having a single government per planet although I'm aware that it's a lot harder and more of a hassle to implement it. :p
Uh... just implement the planets as "States" ala Vicky2 and different parts of the planets as provinces of that state? just saying...
 
Any of you guys play Empire of the Fading Suns? I would love a Paradox version of that, with Pops, economy, huge randomly generated universe, and events.

That was an awesome game, with different players and factions, and mechanisms wher you could gain titles confering certain powers, and could definitely be changed to something resembling CKII's character-driven gameplay.

Altering it to the Paradox's traditional real-time province-move game model could be achieved by, say, giving each planet ~20-80 land provinces and 20-80 sea provinces in a universe with 100 randomly-generated planets each totalling 100 provinces. Space/naval combat could use a traditional naval combat mechanic whilst land combat would use the HOI2-style move=attack model and attacker/defender supply that is sourced from the planetary capital for the defenders and the landing ship for the attackers. Space trade could use a route-based model such as that planned for EUIV.

The factions would be great if they were handled in a way similar to CKII - each house has its head, the church exists as a separate body which the houses try to influence, the trading guild controls the trading ships that go from planet to planet and can also be influenced. The alien invaders (I forget what they are called EDIT: they're called the Symbiots) could be modelled as similar to Mongols, with the hyper-advanced Vau staging a late-game invasion if one house looks like it's going to dominate.

Neutral planets could be modelled similar to republics and OPMs in CKII - fodder for conquest not capable of winning the imperial crown, waiting for you to conquer them and install a favourite as governor, or ruled over by minor houses which, played well, could replace one of the five majors. To reduce micromanagement, similar to the demesne mechanism in CKII, you can only personally rule over a limited number of planets, with all beyond that having governors appointed by you to rule them. Similarly as Emperor you cannot give lucrative/powerful posts exclusively to members of your own house

In short: a game like this would be awesome. However, I think another company holds the rights to EotFS, and unfortunately they're still trying to release games with it - and failing miserably, but this is not an obstacle to Paradox creating their own proprietory story using the EotFS as inspiration. Moreover, it can be acheived without Paradox abandoning the core elements of what makes their games unique - real-time grand-strategy on a province-based map. Each playable role in the game (minor house, major house, Imperial house hold) would have its own goals (become a major house, seize the throne, reunite the Empire and defend it from alien invasion) giving repeat gameplay.

TL;DR - it's doable.
 
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If you have a space game, it would be fun if you could have species where the concept of peace simply does not exist. ^^ Where one must remain at war with all other factions for eternity and therefore must either destroy or be destroyed.
 
If you have a space game, it would be fun if you could have species where the concept of peace simply does not exist. ^^ Where one must remain at war with all other factions for eternity and therefore must either destroy or be destroyed.

Emperor of the Fading Suns had that - they were called the Symbiot and were fairly obviously modelled on The Thing, since they were mindless animals who reanimated dead flesh as killing machines in their cause, and with whom it was not possible to negotiate. Basically if you (or one of the AI players) were elected to the post of head of the Stigmata Garrison (Stigmata was the planet positioned on the Symbiot's invasion route into Human space) you would have to use the Stigmata Garrison's resources to battle the Symbiot pretty much non-stop, although I think you could eventually invade the Symbiot home world and eradicate them entirely.