In Development. Massive scale 4X-RTS set in space. Control hundreds of planets, manipulate galactic politics, research numerous advanced technologies, and command thousands of units and hundreds of planets in your quest for galactic dominance.
User reviews: Mostly Positive (75 reviews)
Release Date: Jul 18, 2014
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Community involvement was instrumental in driving the original Star Ruler to be the best game it could be and we don't expect Star Ruler 2 to be any different. Your help and guidance will allow us to make the game the best experience for everyone!”

How long will this game be in Early Access?

“We intend to release no later than December. Any delays would be to add additional content we didn't anticipate being able to develop within our release schedule.”

How is the full version planned to differ from the Early Access version?

“The remainder of our development will focus on the addition of content to fill out the existing game mechanics, add new art and sound assets, and apply a healthy coat of polish.”

What is the current state of the Early Access version?

“The game is fully playable but is in various states of completeness:
  • Art:
    Ships, stations, and various components of the interface are using temporary art or do not have their full set of art implemented.
  • Audio:
    Only about one third of the soundtrack has been finished and many sound effects are placeholders.
  • Mechanics:
    Core gameplay mechanics are present and functional but are not content complete.
  • Stability and Performance:
    The game is stable and performs well on our development machines but is likely to encounter issues specific to particular hardware configurations. The only way to improve this is with the help of as many people with different machines as possible.
  • Fun:
    We believe the game is already fun but there's plenty of room for more! We'll continue to add content, improve usability, and add new features according to our existing plan and community feedback.
  • AI:
    The AI is competent enough to win a game but is easily outsmarted by an experienced player. Continuous progress is made in the AI's skill but there's plenty left for it to learn.

Will the game be priced differently during and after Early Access?

“We expect the release price of the game to be slightly higher.”

How are you planning on involving the Community in your development process?

“Besides helping us find bugs our small team is unlikely to ever discover on our own: we'll be intently listening to feedback, suggestions, and discussions to help guide Star Ruler 2 in a direction we feel the community will appreciate. We will directly participate in the community as often as we can and respond to issues or concerns as they arise.”
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Recommended By Curators

"Even though this game is in early access, it's definitely on the right track, and I can't wait to see more!"
Read the full review here.

Recent updates View all (6)

October 16

Star Ruler 2 Update - October 16th

Greetings 4Xians! We've sent out another Star Ruler 2 update to be transmitted into space by wifi routers everywhere. Read about some of the highlights below, or scroll down for a full detailed changelog.

Interested in Multiplayer? Join our Dev-astation Friday multiplayer game on european timezones, or check out our Saturday night brawl in more America-friendly timezones!

Freeform Ship Design

Over the past few weeks our experimental branch has seen many updates to the looks and mechanics of the ship design system, with yet more to come in the future.

The biggest change in this update is the removal of preset "hulls": you can now design your ship blueprints in any shape you want. Here are some of the designs uploaded by our avid testers:


Ordo Antibus' Maw Cruiser.


Dalo Lorn's BC-304 Refit.


Vlad's Storm Class Armored.

The engine will automatically select the ship model from your shipset closest to the shape you drew.

Community Features

The wiki tab has been combined with a number of new features into a brand new "Community" tab.

Browse designs other people have uploaded, becomment or upthumb them, or upload your own creation for the world to see!



Game Options

Feel like playing a game with at least 9 planets per system? Expand star systems to giant expanses filled chock full of hostile remnants? We have some new game options that let you tweak the generated universe to your liking.



Full Changelog

Added:
  • Add some macro controls to support ship management, such as auto buying new or dead support ships until the fleet is full.
  • Fleets will now pick up support ships from your nearby planets automatically to auto-fill up their capacity. Can be turned off.
  • Object popup tooltips now show the flag of the empire that owns them in the background.
  • Started work on new blueprint/subsystem sprite art.
  • Some planets will now have a Planet Condition that modifies them or their resource in some way.
  • Add Targeting Sensor subsystem modifier.
  • First iteration of multiplayer match queue system, players can queue up for matches and automatically join other queued players.
  • Ship information panel on the bottom left can be expanded to give a bigger view of the design.
  • Replaced the empire flags with better versions.
  • Changed Wiki tab to Community tab, which includes the wiki and where players can share their designs online.
  • Dumbbell Galaxy map that can be configured to be perfectly mirrored on both sides.
  • Several game and universe settings can now be changed from the new game menu.
  • Add post-game stats and standings screen with graphs displaying the progress of the game.
Changed:
  • Lasers now have a limited firing arc.
  • Weapons can no longer have their firing arcs shoot "through" the ship, but must be pointing outwards.
  • Engine exhausts can now only be placed on hexes that have open space on either one of their backwards-facing edges.
  • Supply Storage hexes destroyed in combat will now leak supplies over time.
  • Losing ship power generation that you are using in combat reduces the ship's effectiveness.
  • Destroyed Support Command hexes can end up making the fleet lose control of support ships.
  • Ship designs no longer have preset hull shapes, but the model that is the closest approximation to the shape you draw is used.
  • Slipstream exit points are now generated inaccurately within a radius of the target. The further away they're generated, the more the target inaccuracy.
Fixed:
  • Fix perfectly circular territory borders showing up bugged.
  • Fix previously scouted remnant fleets showing their health/supplies/etc even when out of vision.
Balanced:
  • Halve station repair rate.
  • Double station hitpoints.
  • Increased ship efficiency (power cell, name flagship, etc) can no longer increase repair rate above 100%.
  • Plate and Neutronium armor now have DR.
  • All forms of armor now increase the health of all adjacent non-armor hexes by 1/6th of the armor hex's hp.
  • Fleets with no supplies left are now at 25% of normal effectiveness (down from 50%).
  • Weapon turrets now have their own innate DR to reduce incoming hits.
  • Significantly increased the range of all weapons.
  • Capitalism now only has a single Patrotic Surge, but it has one extra quality.
  • Cost of using Fling FTL is now no longer dependent on distance, only ship/station size, and is cheaper.
  • Larger slipstream generator ships are more expensive in various little ways.
AI:
  • Improved Hard AI's expansion speed.
  • Improved the AI's use of influence.
  • AI can use anomalies in a basic way.
  • Improved the AI's ability to wage war.
  • The AI will scout out other galaxies, allowing them to interact in those galaxies.
  • Gave the AI some more sensible rules for when to declare war.

4 comments Read more

September 18

Star Ruler 2 Update - September 18th

It's been a long few weeks of back-end work and mechanics tweaks, but it's finally time for another Star Ruler 2 update. In addition to some preliminary updates to the research and ship design UI, there's a couple of new goodies to show off here. Scroll down for the full detailed changelog.

Interested in Multiplayer? Join our Dev-astation Friday multiplayer game tomorrow!

Bulkheads

The first of many subsystem modifiers to come, you can now equip the subsystems on your ship designs with bulkheads to increase their health.



Engagement Behaviour Controls

Fleet engagement behaviour has been tweaked, and can now be configured from the action bar on the bottom left.



Donations

Empires can now freely make material donations to other empires, provided they aren't at war.



Full Changelog
Added:
  • Empires can now make donations to each other, similar to how offers in votes work.
  • Placing an orbital shows the labor cost / ETA of building in that location.
  • Vassal empires now have their master's color stippled into their territory borders.
  • Added the ability to send pings to allies. Defaults to 'v.' Hold control to send an alternate ping, and shift to ping to everyone.
  • Added achievements for scanning an anomaly, using an artifact, and terraforming a planet.
  • Added controls for changing fleet engagement range and behaviour.
  • Added a color picker for choosing empire colors.
  • Added menu option to end the current game.
  • Added simple descriptions about what each pressure does.
  • Masters receive 10% of their Vassal's money, influence, energy and research generation rates (the Vassal does not lose this portion).
  • Masters can establish a conquer edict to reward vassals for taking the target's planets, or killing their ships.
  • Added some more variety in the types of pickups protected by remnant groups.
  • Added the Bulkhead module. Can be equipped to a flagship subsystem to add 100% of its base HP, while doubling the cost.
Changed:
  • Reduce repair rate in combat to 25% of normal instead of 33%.
  • Additional bridges no longer give extra repair, only secondary crew facility hexes do.
  • Orbital scaffolding now starts at 1% of total hp, instead of 25%.
  • More things, notably research, grant points.
  • Fleets can now do some limited re-pathing when new gates/tears are created while en-route.
  • Any ships you have selected when ordering a slipstream tear to be generated now move to the other end of the slipstream tear automatically, after it is created.
  • Vassals add 20% of their total points to their master's point total.
  • Added smaller speed steps near 1x.
  • Stations cannot capture planets, but can still prevent capture.
  • Auto-colonize orders execute in the order they were given.
  • Teams go to war and make peace as a group.
  • Food resource bonuses no longer transfer on native resource export.
  • FTL Jammer orbital now only needs 0.15/s FTL upkeep (down from 0.25).
  • Level 1 planets now only have up to 1 base pressure cap.
  • Level 2+ planets now have increased population growth.
  • Remove 'Enhance' card from Communism start.
  • Improve object hover prioritization.
  • Expand and improve the Tutorial's economy section.
Fixed:
  • Fixed a bug in the mover code that was causing support ships to desync from their fleet formation, especially at high time acceleration.
  • Fixed flagship acceleration being half of what it was intended to be.
  • Completing construction of a station now does not fully heal it, but starts it at the scaffolding's hitpoints.
  • In-game IRC chat would sometimes cut off the first letter of a message in the textbox.
  • Planets not fully colonized could drop to 0 loyalty permanently if captured.
  • Fixed a bug that could cause ships to fly far away from the galaxy.
  • Fixed a few AI bugs related to wasting resources.
  • Fixed a few fog of war leaks.
  • Fixed empire military strengths being wrong after a load.
  • The starting Fling Beacon should not cost maintenance.
  • Fix being unable to fling stations.
  • Fix being able to shift-queue fling orders that would work outside beacon range.
  • Victory conditions now work in team games.
  • Fixed some situations that prevented support ships from engaging in combat.
  • Improved performance in loaded saves (only new saves).
  • Fix a few situations where the tutorial could get stuck.
AI:
  • The AI will import labor resources to improve its construction speed.
  • Expanded the AI's influence capabilities.
  • The AI better understands how teams work, and is able to work with allies somewhat.
  • Slightly improved early AI colonization.
  • Improved how the AI handles its fleets.
  • Fixed AIs sometimes surrendering in situations they shouldn't be able to.
  • Fix AI not being able to see pickups.
  • The AI will now order support ships into the queue for new flagships.

5 comments Read more
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About This Game

Currently in development. Please read the Early Access notice above!

Star Ruler 2 is a massive scale 4X/RTS set in space. Explore dozens, hundreds, or even thousands of systems in a galaxy of your choosing, expand across its planets, exploit the resources you find, and ultimately exterminate any who stand in your way. The fate of your empire depends on your ability to master the economy, field a military, influence galactic politics, and learn what you can about the universe.

Galactic Economy
Colonize planets, each with one of dozens of resources, working in unison to create bustling centers of production. The resources you choose matter, and will guide your empire and its conflicts throughout the entire game.

Custom Ships
Design ships that fit your needs, strategies, and tactics using our new 'blueprint painting' approach to ship design. Quickly and intuitively lay out the armor, weapons, engines, and internals of your vessels.

Politics with Power
Diplomacy and influence gathering are reinvented as a core mechanic of the game, giving meaningful alternative options to players and serving as a platform of interaction both between players and AIs as well as humans in multiplayer. Harness your influence to annex territory, spy on enemies, aid allies, and more! You truly have the opportunity to affect the political landscape.

Intricate Research
Research various fields of understanding, from Metallurgy to Hyperdynamics. Glean insight to gain access to advanced technologies or activate specializations.

Massive Scale
Running on our internally developed Starflare Engine, Star Ruler 2 is able to make full use of multi-core cpus, and runs on both 32 bit and 64 bit machines. The size of a galaxy is only limited by your hardware and ambitions!

Complete Moddability
You can modify the gameplay, graphics, interface, and virtually every other facet of the game through scripts and data files, giving unprecedented freedom to the modding community to implement any feature they want. Extensive documentation and guides for the modding system will be available on release.

Full Multiplayer
Star Ruler 2 features complete multiplayer support with up to 28 players and AIs in the same game.

Games above 8 players or in galaxies of several hundred systems may exceed the capacity of a typical home connection. Consider playing very large games on LAN.

Cross-Platform Support
Star Ruler 2 supports both Windows and Linux, with all game features supported fully on and between both operating systems.

Support for Mac is in development, but we cannot guarantee when or if it will be ready.

System Requirements

PC
Linux
    Minimum:
    • OS: Windows XP SP2
    • Processor: SSE2 Capable processor
    • Memory: 1 GB RAM
    • Graphics: AMD or Nvidia Graphics card w/ 512MB RAM, OpenGL 2.1 Support
    • Network: Broadband Internet connection
    • Hard Drive: 600 MB available space
    • Additional Notes: Hardware requirements not final. Broadband required for internet play.
    Recommended:
    • OS: Windows 7 64-bit
    • Processor: Intel Core i7 or AMD Phenom II
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GTX 460 w/ 1GB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 600 MB available space
    Minimum:
    • OS: Linux
    • Processor: SSE2 Capable processor
    • Memory: 1 GB RAM
    • Graphics: AMD or Nvidia Graphics card w/ 512MB RAM, OpenGL 2.1 Support
    • Network: Broadband Internet connection
    • Hard Drive: 600 MB available space
    • Additional Notes: Hardware requirements not final. Broadband required for internet play.
    Recommended:
    • OS: Linux
    • Processor: Intel Core i7 or AMD Phenom II
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GTX 460 w/ 1GB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 600 MB available space
Helpful customer reviews
72 of 84 people (86%) found this review helpful
54.7 hrs on record
Early Access Review
This game has the single best diplomacy system I've ever seen in a strategy game. The diplomacy revolves around influence and influence cards. Influence ticks up depending on the resources and research your empire has aquired, and can be spent on cards such as "negotiate", "annex planet", "protect system". These cards appear in a queue, and every empire has the option of spending influence to snag the card for themself, or to keep it away from someone else. Cards refresh quickly, so keep an eye on the queue if you're playing the diplomacy game. Some cards can be played for immediate effects, such a "protect system" protecting a system from hostile takover for some number of minutes. Other cards, such as "annex planet" require a vote in the galactic senate before they can take effect. Each empire can then play cards for or against the proposition. "negotiate" simply provides direct support or opposition, while cards like "rhetoric" have a greater magniture of support or opposition, but provide benefits to anyone who takes your side. This can lead to interesting situations where two empires you really don't care about are duking it out in the galactic senate, but you want to get in on the action to get the benefit of a "rhetoric" or "bribe" card. Overall, the system is fun, and gives diplomacy some real teeth, without it being overpowered.

Another system that is done very well is the economy. Every planet has a core resource that it can export to other planets, and every planet needs resources to grow and level up. Some resources need a certain level planet to be utilized. So the economy game revolves around creating chains of trade to funnel the right resources to the right planets. It's very steamlined, and provides tangible effects without much micromanagement. Additionally, most resources have secondary effects that can interact without other resources. So while it's easy to just get a planet up to a high level by giving it whatever it needs, you may want to save that grain for your homeworld, and find some fish for your asteroid mining planet. On the downside, the game currently lacks any kind of filter mechanic, so it can be difficult to find that one resource you're looking for in the late game. This being an alpha/beta game, I expect the issue to be resolved before launch.

The two systems that are still farily lackluster are research and ship design. While the core mechanics of ship design are great, the game currently lacks enough variety in ship parts to make it really interesting. This ties in with the very small number of research options. Interviews from before early access seemed to indicate that the research system is still in a very early stage. However, the devs are very genuine in their desire to make a great game, and I have no concern that these features will be fleshed out significantly before release.
Posted: July 19
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39 of 47 people (83%) found this review helpful
10.2 hrs on record
Early Access Review
(Edits now at the bottem of the review)

(Excuse the terrible grammer and such.) (12am and I'm tired.)

Since this game seems to be getting more hate than love I thought I'd throw in my two logical cents in, and take a real look at this game.

In it's current state (7/21/2014) the game is playable and very enjoyable. Im not a big fan of Rts games when it comes to space. I've played sins and AI war, neither seemed to grasp me as this game has. Sins is certainly enjoyable, and has a slight one up when it comes to combat. However sins is a fully realized game and is complete. This isnt, and thats what people need to realize when it comes to early access games. AI war in my oppinion was a mess. I'm sure it was a great game but the UI just made my mind explode. Star Ruler 2 has a fantasic UI and an awesome alert system on the right side of the screen. The UI reminds me a bit of paradox's games, CK2, and Europa. In regards to visablity and ease of access that is.

Comparasins aside:

The diplomacy, from what I've seen, Is very orginal and fun. It keeps you on your toes and makes diplomacy a real part of the game, and not so much as a side mechanic. It has you buying cards. The cards are used in a multitude of ways, from an eco boost, to the annexation of an entire star system.

Economy is in my oppinion very fun. Planets need resources from other planets to help your population grow and become more andvanced. There are tierd resources that go up to 3 and range from common to uncommon. There are even special resources that you can export to certain planets for an added boost to a certain stat. Aside from planets you can also mine comets and astroids to gain more reasources.

Research is a bit lack luster. Dev's can correct me if im wrong, but I've heard that they will be working on it more and making it more intresting. As it is now, you pick a catagory to research and depending on your science per minute you will accumulate points in that catagory until its complete. With ceratin tech, you will get these other things that go with them. (I'm %0 sure on what these are or how that work) From what I've seen, you get a point to spend after youve researched 4 peices of tech. That point is random in its specialty, but with that point you can spend it in the special things youve gotten from past tech. (If this review gets popular, the devs might want to put in how it actually works, otherwise I can edit this once I figure more out.)

I also can't really speak for the ship building as I havn't really used it. I've heard that the ship building will also be worked on extensivly. (I may be wrong on this too.)

The combat is not special but has potential. You can do cool moves with the FTL drives but besides that, you kinda just build your ships and throw them at the enemy.

My favorite things about this game:

-You can explore space in anyway you like (Sub-light, FTL, there are no set paths)

-THE ♥♥♥♥ING PLANETS DONT ALL ROTATE AROUND ONE STAR (♥♥♥♥ really bugged my about sins)

-You can manage buildings on your planets


Things I don't really like:

-The 2D artwork is a bit nasty. I really hope it's a place holder (profiles, buildings on the planet view)

-The lack of races to choose from. (betting that there will be more)

-Combat could be a little more interactive. Rather than just throw stuff at eachother
-I would like to see maybe some fleet formations that you could set
-Maybe some sepical heavy weapons
-Really you can do a lot with combat


(This review will be edited in the future) (Prolly left some stuff out by mistake)

-----------------------------------------------------------------------------------------
Edit 1:

I forgot to say that there's also an ingame wiki that works really well!

Edit 2:

I would really love to see some patch notes on the game. Like an archive. I do realize that there is a live patch notes discussion on the steam fourms. However thats only talking about up coming patches, and isn't reported down somewhere after it goes live. (There might already be something like this, I could be really blind)

Edit 3:

Sadly I've gotten two crashes now, once when first starting a game and the second was during a game in which I had put in good couple of hours into. Save often if you dont wanna end up like me ;_;. Dev's Please fix.
Posted: July 22
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31 of 44 people (70%) found this review helpful
7.0 hrs on record
Early Access Review
After a couple quick games and the tutorial I must say that this definitely has potential. If you love games like Sins of a Solar Empire: Rebellion, you should definitely give this a try. Upgrading planets works totally different and movement of ships is less restricted. The interesting takes on resource incomes (budget system), colonization (SimCity lite) and fleet management (design your own ships!).

If the multiplayer turns out to be running smoothly with multiple people on huge maps, this will easily replace Sins of a Solar Empire and AI War Fleet Command for me!
Posted: July 18
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21 of 31 people (68%) found this review helpful
13.5 hrs on record
Early Access Review
For the impatient: If you're looking for an already solid 4X early access game, for both the price and what is already available/implemented/stable, Star Ruler 2 is a good "sweet spot" game. It doesn't do everything amazingly well, but it does most things very satisfactorily. In any case, I think this game is definitely worth the price of admission and it has a serious amount of potential.

(I'll be happy to edit this review as things change)

The single biggest complaint I have with Star Ruler 2 at this point is one I make in comparison to Star Ruler 1. Now Star Ruler 1's diplomacy was wonky at the best of times, and I can immediately see that SR2 is working to address that weakness. I've yet to see a proxy pressuring ability, but I understand we're still in the early stages, and it still looks to have a great amount of potential either way. What concerns me here, and where my complaint arises from is that at present it seems as though the Tech end of things has actually taken a step back, or suffered in comparison to the process. I remember in SR1 it was sometimes a tedious process getting to a point where JumpDrive technology was viable, or pushing shield and armor research to the point where your ships were effectively individual armadas, but it was also very rewarding. Right now in SR2 I feel like some of that freedom and some of those rewards have been cut out for little discernible reason. I'm not suggesting SR1's Research was perfect, far from it, but it did feel more friendly despite its complexity.

I do also think ground combat needs to be implemented - too many other games have it, are working on it, or have done it reasonably well (Stardrive, Distant Worlds, etc.) for it to be ignored. Plus there is real potential for dramatic and challenging scenarios (Distant Worlds hinted at this, but I think a planetary invasion aided with an orbital bombardment either from an offensive or defensive perpsective should be a stressful but brilliant part of any 4X Space game aspiring to be a classic). Space combat even as it stands now is quite fun but could and should be more fleshed out.

If I had a wishlist of things I'd like in the game it'd be as follows (I've only played a few hours getting a feel so if these are already in please forgive the error).
1) Planetary and Solar destruction - this is always immensely fun, and makes the player either feel like a real force or that they're being threatened by a true power.
2) Planetary/Ring World and Solar creation - Existed partially in some SR 1 mods. This was again two basic kinds of awesome in that that player felt like a god (as by this point the player could almost certainly also fly the planets around in space), but also meant from a simple role playing perspective that you'd "done it."
3) Shadow/Hidden Hand Diplomacy - I want to be able to push two civilizations to war without being openly connected with either. I want to be able to do this in a variety of ways, including some that could backfire in the long run (secretly push two nations to war hoping they'll knock each other out, with a high enough espionage rating one or both of them discover what you've done and they join forces, etc.) Along with this I want to be able to proxy fight (USSR and China helping and pushing North Vietnam, the U.S. in Vietnam pre-Johnson, etc.), and form federations/pacts which may or may not have a solid leader.
4) (Last one) I want combat that makes a bit more sense techwise. By this I mean if a ship is dropping out of FTL or applicable technology, it shouldn't already have a weapon-lock on its target unless it comes from a quite advanced civ. I think if one is using slingshot tech, doing so with asteroids seems an obvious requirement. Along this line I think as far as is possible, the indulgence of creativity that was allowed in SR1 (tractor beam dragging stuff to smash other stuff, creating effectively star detonating minefields etc) should be attempted to the fullest extent in SR2.

Regardless of all that, I really like the game even now, it is clearly a work of love and long labour, and I highly recommend it to all SR1 fans and any 4x fans looking for a game that has a great deal of potential (read: can only get better and is already solid).
Posted: July 20
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28 of 45 people (62%) found this review helpful
21.9 hrs on record
Early Access Review
So far Star Ruler 2 has me extremely concerned.... I'm not going to condemn it quite yet because I understand it is effectively in beta the same way Star Ruler 1 was when I purchased that game, but even in its beta I absolutely LOVED Star Ruler 1. In comparison Star Ruler 2 just feels like a step backwards in several departments but I will try to sum up my opinions in point format.

Pros:
1. So far the audio that I've heard makes the audio in SR1 look like completel garbage, awesome job guys.
2. The graphics are current about on par with SR1, better in some regards, worse in others but I'm sure after they refine everything this will be like the audio making the graphics of SR1 look like crap.
3. Ship movement seems to be better in SR2 thatn SR1 so far and I can only assume it will improve. I liked ship movement in SR1 but sometimes whatever controlled ship movement in SR1 would do silly amusing things that would require intervention.
4. While I've never been big on dealing with the diplomacy side of games as it isn't my thing, I can say thus far SR1 practically has no diplomacy in comparison to SR2.
5. Ability to not only add additional systems to a galaxy but to have multiple galaxies! I wanted this in SR1 so badly!

Cons:
1. Ship design - Okay, maybe I will condemn SR2 just a little bit. SR2 has a ship design similar to other games I've played in the past and I absolutely hate this style. SR2's ship design feels like the beta for a game that came out 10 years prior to SR1. I'm sorry, I absolutely hate this new ship design method. In my opinion you guys nearly had it perfect in SR1 and has been the best method I've used in any game to date.
2. Colonization & Planet development - I spend far more time in SR2 finding the planets I need and setting up routes than I would ever care to, this is such a huge complaint for me as it is a massive boring time waste to me and I don't to customize my planets nearly to the extent I could in SR1. I end up searching through multiple systems on a constant basis trying to find all the requirements I need to set up a trade route to level up a planet and on a regular basis end up never colonizing some planets simply because I can't use the single resource they have and don't want to pay any upkeep for the stupid planet. In SR1 no matter how small the planet was I could find some use for it, I could make a planet dedicated to research or producing food for my empire or just make a multi-purpose planet, I was truely the ruler of an empire where as in SR2 a planet is marked as 'fish' and that is all it can and ever will be. I could go on about all the flaws of this system but suffice it to say I am seriously let down by it in comparison to SR1.
3. The research page is just bleh, I wish I could give more constructive examples/reasonings as to why I dislike it or how it could be improved but I honestly don't know at the moment.

Others: (I'm like 99% sure these will be resolved overtime but I feel I should mention them anyways)
1. Race portraits - Small selection and no where near as good as SR1 in my personal opinion, way to cartoonie
2. Racial traits - Very small selection limiting your ability to create a custom race
3. Unless I'm missing something I don't see anywhere to pick a ship set (what your ships will look like)
4. Very few sub systems to put in your ship designs
5. Lack of detailed descriptions for various items/objects

I am still hoping with all my heart that SR2 will be a great successor to SR1 and will keep playing SR2 throughout its development, but as it stands right now I honestly couldn't reccomend this game to anyone as I just don't see the designers completely redesigning key parts of its system that I have such strong dislikes for such as the new ship designer.
Posted: July 24
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