Space Empires: IV Review

If you're serious about space strategy, you can't afford to miss it.

Space-empire-building is one of the most intriguing premises for a computer game. Alien planets, interstellar conquest, futuristic weapons - many great games have used these and other epic sci-fi elements as a framework, and Space Empires: IV is another excellent addition to this genre. The game has a limited distribution, but it deserves a place alongside the best sci-fi strategy games.

As the name suggests, Space Empires: IV is actually the fourth iteration in the Space Empires series of games. The previous three were released as shareware, and they gained a cult following. For the latest version, developer Malfador Machinations has teamed up with independent publisher Shrapnel Games. This means that you still won't be able to find Space Empires: IV in stores (you can order it only from the company Web site), but the game now comes on CD instead of as a download. It also comes with a printed manual.

The premise of the game is simple enough, and it sticks close to the genre's fundamentals. Your race must expand through and conquer the galaxy while designing and building new ships, researching advanced technologies, and colonizing planets. Each system has a number of planets of varying sizes, compositions, and atmospheres, and warp points connect systems to each other. All the standard space-game conventions are present: colony ships to settle new planets, different hull sizes, plenty of weapons, as well as some extreme detail, like supply levels for individual ships.

The graphics in Space Empires: IV are clean and functional but still plain and unpolished, particularly the individual race portraits. The sounds fare rather worse - they actually wouldn't seem out of place in a space arcade game from 1985. These shortcomings may put off those looking for Civilization II in space, as the aesthetic elements of Space Empires: IV don't even match those in that 4-year-old game. But Space Empires: IV succeeds in spite of this because the developer knows its audience, and it was able to concentrate on the essentials.

Actually, the game has almost too much to it. Even a review five times this size would be hard-pressed to adequately explain all the features. Planets can support a multitude of individual structures and ships can take on a wide variety of designs; and there are different resource types (minerals, organics, and radioactive ore) to collect and manage. Planets can become unhappy for a variety of reasons, and they need to be kept satisfied - or problems will occur. You also need to keep track of mines, satellites, fighters and the carriers that house them, and seemingly a million and one other features and options you'll discover when you explore the game.

The tactical combat is reminiscent of the popular space-empire game, Master of Orion II, and it's just as complex. There is a "strategic combat" option in which the combat is automatically resolved by the computer without switching to the tactical view, as well as an "auto" function in which the computer takes control of your ships - however, you watch the battle on the tactical screen. The strategic function generates good results in that a fleet that would have won had the battle been played out tactically will also win with strategic resolution, but tactical combat can be important to determine how to counter an opponent's weapons. For example, if he's going heavy on missiles and missile research, you'll need to crank up the point defense systems. These kinds of considerations add healthy doses of strategy to every aspect of the game. There is even a ground combat element, although it isn't played out on a tactical map like space combat is, in which players can design ground combat vehicles with various weapons that are then taken into account in ground battles. The entire game system shows a great deal of detail on every menu screen.

In fact, the reason Space Empires: IV is such a good game is that it demonstrates a remarkable understanding for what its core audience is looking for in a computer game. Recent space-empire games such as Reach for the Stars and Imperium Galactica II have been criticized for stripping out detail, rather than providing additional detail and challenge to the conventional formula. However, Space Empires: IV spares nothing: It has depth, tactical combat, and as much micromanagement as you're likely to find in a space-empire game. The only thing that Space Empires: IV lacks is flashy graphics and special effects, but for the audience that demands involved strategy and micromanagement above all else, this is not likely to matter much.

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