So this weekend I reinstalled Polaris Sector, after some years, and caught up with recent patches.
I had originally rated the game as a solid 6/10. With the patches, and having seen what other 4X s have done (Galciv3, Stellaris, etc) over the intervening years, I now feel I might have been a bit harsh with that rating.
The game does suffer from some execution and polish problems being that its by an indie developer, but it does a surprising number of things really well. Thought I'd list some of them here.
1. Research.
Polaris Sector still has by far the best research tree of any space 4x game that I have played in recent years. I rate SMAC as second, though SMAC was a much better polished and atmospheric game. But for sheer innovation and depth, Polaris Sectors tech tree beats everything by a country mile (or.. light year).
2. Economy. In some ways the economy is quite simple, too simple even, but I will list here what I like about it. You have multiple resources, that occur on different types of planet. Frozen planets tend to have more metals, Terran planets have organics, gravitonium and redium, and desert planets may have more plutonium. Some resources are rare, therefore you may find yourself prioritising specific types of planets to get at those resources.
3. Colonization. You basically have three broad types of planets. Those with breathable atmospheres (terran, oceanic, gaia), those that dont have breathable atmosphere and requires atmospheric domes (frozen, desert), and planets with extreme conditions that require specific technologies (seismic, acidic, gas giants). Thus even late in game, as you unlock radiation resistant atmospheric domes, you are still rushing for planets to get those rare resources. Besides different resource distributions, planets also have other properties, like available orbital space, bonus to research, bonus to agriculture, and so on.
3. Orbital construction.
Ships, fighters and battle stations can only be manufactured by orbital shipyards, which in turn require the support of ground side factories. You need 3 factories to support 1 shipyard on an inhabited planet.
4. Fleet Editor (Formation editor).
A nice concept in the game is the fleet formation editor. You use it to design formation templates, which you can save. Each formation template consists of user created roles, with each role having customizable behavior. When you design ships, you specify a role for the ships, and when the ships are merged into fleets, they take up the roles you have saved in the fleet formation.
The tactical battles are really cool.
The game plays in real time, much like Stellaris, but auto pauses on events, and has a tactical battle interface for fleet battles.
The ship designs are really deep, and sensors, ECM, accuracy, range, armor type, shields, limited ammo, destructive fighters, and ship facing is all important. The tactical battles are essentially in 2d though, which is somewhat disappointing.
I had originally rated the game as a solid 6/10. With the patches, and having seen what other 4X s have done (Galciv3, Stellaris, etc) over the intervening years, I now feel I might have been a bit harsh with that rating.
The game does suffer from some execution and polish problems being that its by an indie developer, but it does a surprising number of things really well. Thought I'd list some of them here.
1. Research.
Polaris Sector still has by far the best research tree of any space 4x game that I have played in recent years. I rate SMAC as second, though SMAC was a much better polished and atmospheric game. But for sheer innovation and depth, Polaris Sectors tech tree beats everything by a country mile (or.. light year).
2. Economy. In some ways the economy is quite simple, too simple even, but I will list here what I like about it. You have multiple resources, that occur on different types of planet. Frozen planets tend to have more metals, Terran planets have organics, gravitonium and redium, and desert planets may have more plutonium. Some resources are rare, therefore you may find yourself prioritising specific types of planets to get at those resources.
3. Colonization. You basically have three broad types of planets. Those with breathable atmospheres (terran, oceanic, gaia), those that dont have breathable atmosphere and requires atmospheric domes (frozen, desert), and planets with extreme conditions that require specific technologies (seismic, acidic, gas giants). Thus even late in game, as you unlock radiation resistant atmospheric domes, you are still rushing for planets to get those rare resources. Besides different resource distributions, planets also have other properties, like available orbital space, bonus to research, bonus to agriculture, and so on.
3. Orbital construction.
Ships, fighters and battle stations can only be manufactured by orbital shipyards, which in turn require the support of ground side factories. You need 3 factories to support 1 shipyard on an inhabited planet.
4. Fleet Editor (Formation editor).
A nice concept in the game is the fleet formation editor. You use it to design formation templates, which you can save. Each formation template consists of user created roles, with each role having customizable behavior. When you design ships, you specify a role for the ships, and when the ships are merged into fleets, they take up the roles you have saved in the fleet formation.
The tactical battles are really cool.
The game plays in real time, much like Stellaris, but auto pauses on events, and has a tactical battle interface for fleet battles.
The ship designs are really deep, and sensors, ECM, accuracy, range, armor type, shields, limited ammo, destructive fighters, and ship facing is all important. The tactical battles are essentially in 2d though, which is somewhat disappointing.
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