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21 March 2010

Space Empires V
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PC Game Preview: Space Empires V

Malfador Machinations has returned to turn-based, sci-fi strategy with its latest title. Veteran 4X'er Peter von Kleinsmid pilots this new preview.

Published 27 SEP 2006

  1. science fiction, role-playing, 4x (explore, expand, exploit, exterminate)

Introduction

Space Empires V is the latest edition in Malfador Machinations' series of space conquest games. The series has had many avid and addicted fans for many years, as it evolved from version to version, continually adding user-requested features. The series' strong points have included detailed space combat, huge tech trees, deep strategic gameplay, great replayability, abundant multiplayer games, and huge customizability: from designing one's own races and units during play, to modifying nearly every aspect of the game, or using the many player-created mods. Originally self-published (up through Space Empires III), then published by Internet-based Shrapnel Games in 2000-2004 (Space Empires IV, Space Empires IV Gold, Dungeon Odyssey, and Star Fury), Malfador joined Strategy First in 2005 to publish and republish (Star Fury and Space Empires IV Deluxe) for the retail shelf market. Space Empires V will be the first all-new game from Malfador that Strategy First publishes. The soon-available sequel will offer 3D graphics and major new features (as well as the return of some features from Space Empires III). The fans have been anxiously and nervously anticipating this release for years, and although it's still too early to know how the release version will be received, many of the new features are coming into the light.

The publisher lists the release data for Space Empires V as October 16, 2006. A downloadable demonstration version appeared about September 15. Thanks to The Wargamer, I got my hands on an earlier but unrestricted version a little before the public demo release. Without further ado, then, here is a list of many of the features of the new version that I have seen in the preview version 0.90. However, the forum buzz indicates that Malfador is still hard at work adjusting things, so realize that some or all of these may change.

New Gameplay Features

  • Combat is no longer turn-based. It is now resolved with continuous action and movement, though the speed of resolution can be changed, and it can be paused manually or automatically to allow players to calmly manage tactical combat, or simply to study combat replays to understand what happened in detail. This is a major change from previous editions of Space Empires, especially since in previous editions the first fleet to fire could have a decisive advantage. In Space Empires V, opposing sides can begin to fire at the same time as they come in range of each other, which is fairer and makes more sense. Resolving the action simultaneously is also more spectacular than watching each ship move and fire each shot in sequence, and of course it requires much less time to watch a large battle.
  • As in Space Empires III but not Space Empires IV, ships can now retreat from combat, and there are again options where players can give orders for forces to retreat or switch strategy when they are outmatched to a specified degree.
  • Combat on a planetary surface is now played out on a battlefield, similar to the way space combat is resolved, instead of being a simple abstract shootout.
  • Detection of units and even planets and other terrain in a system now requires scanner devices, which have limited range within a system. Especially with mods, this could make stealth and detection much more detailed and interesting. It can also be disabled in the scenario options to simplify play.
  • Players can now position their units within a sector when giving strategic orders, for example so that static units such as bases and satellites can be arranged in intelligent defensive positions in case of attack.

Additional Features

  • The unit and terrain graphics in combat and on the system display are rendered in 3D, even though the movement and action is still restricted to a 2D plane.
  • The technology tree seems somewhat larger and more complex than in Space Empires IV, and features many more levels of each technology, thanks to the game using formulas to describe higher levels of a technology, rather than requiring each level to be specified in the data files. So instead of weapons having only 3 to 12 levels of advancement, the stock game allows most technologies to be researched up to level 100, although in practice players would almost never reach such high levels.
  • There is now a difference between supplies and ordnance, and they seem to be used by all units types, rather than some unit types having unlimited supplies. There are a finite number of supplies which get automatically (or manually) distributed to units based on priority orders.
  • Planetary facilities are included on the battlefield in ground battles, and can take partial damage and require repairs, rather than being entirely destroyed or intact.
  • The intelligence system (for espionage, sabotage, security, etc.) is re-worked. It still involves generation of generic intelligence points which can be allocated to different types of activities, but they are assigned more generally, and empires can assist each other's intelligence efforts.
  • Unlike earlier Space Empires games, weapons can now inflict variable amounts of damage with each hit, and different weapons can have different accuracies at different ranges.
  • Diplomatic agreements can be far more complex and customized than in earlier games. For example, a treaty can allow allied ships to repair each other and for combat replays to be available to both allies, and the same treaty might restrict treaties with other nations, and prohibit the use of biological weapons and cloaking devices.
  • The system map now uses a hex grid rather than a square grid, and each system's map is hexagonal rather than square.
  • Unit design now involves placing components in specific positions on the unit, which has some effect on how the unit takes damage from different directions. Shields and weapons are not restricted to arcs, however (as they are in Malfador's single-ship command game Star Fury).
  • The log of game events has more features, including player-made notes, and recordings of battles which can be stored longer than one turn, shared with other players, and even broadcast to all nations via the "Galactic News".
  • The player can start a design for a unit, and then tell the computer to complete it, and/or the player can then adjust the computer’s design. This can save the player a lot of time, since all he needs to do is specify the components he wants, and allow the computer to supply a typical remainder of the design.

Summary

Space Empires V adds several major developments to the series’ game mechanics, and shows the potential to surpass its illustrious predecessors. The demo version leaves some doubts whether the release version will be polished enough to satisfy the veteran fans, but if Malfador Machinations comes anywhere near its previous record of post-release support, it should only be a matter of time.

Combat can be played or observed far more quickly than in previous Space Empires games. It's also far more spectacular.

This may look like a chaotic shoot-em-up or generic RTS, but there's a complex and detailed naval game behind all the fireworks.

The action can be slowed, paused, zoomed, and replayed to watch and analyze every bit of the mayhem, if desired.

Ground vehicles and flying fighters fight amongst a planet's facilties, stored units, and habitations.

Players can examine exactly which ship systems have taken how much damage at any time.

In Tactical mode, players can control some or all of their ships against the computer, even down to assigning each weapon a different target.

About the Author

Peter was the Executive Editor of The Wargamer from March 1999 until March 2001. He edited most of The Wargamer's reviews and articles in that period. Since then, he's been developing computer games. Currently he edits or writes occasional articles, and assists as his time allows. Peter has been wargaming for over 25 years. He is generally an extremely hard-core grognard, particularly when it comes to World War II tactical games, favoring HPS Simulations' Tigers on the Prowl series, Combat Mission, and Panzer Elite. However he also enjoys action, roleplaying, and fantasy/medieval games.

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