One hundred years in the future, Earth and the colonists on Mars have had a
falling out. Earth has the numbers, but Mars has pulled ahead in the
technology race, leaving the foes evenly matched. After some fierce
fighting, Earth and Mars find themselves facing a joint threat in the form of a
mysterious alien force. Putting their differences aside they unite to face
the invaders. It may be a story that's been done to death in science
fiction circles, which is not that big of a deal as long as the gameplay
delivers. In this case it actually reduces the number of unique missions
you get out of the campaigns. The Earth and Martian campaigns include a
few missions that take place during their war, but these are shorter, almost
tutorial-like, missions. Once the aliens show up on the scene, the
campaigns are identical.
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| Jupiter flyby. |
Hegemonia is a 3D real-time strategy game created by the developers of Imperium Galactica I and II. The game's pedigree is apparent in the fact
that it places a higher emphasis on research and production than on combat, the
opposite of other games in the genre such as
Homeworld. However, the economic side of things is very streamlined,
making it simple to set up colonies, set their production levels, and add a few
trade routes - a "set and forget" economy. Research takes a bit more
effort, primarily because research is conducted by spending a limited number of
research points. These points are fixed by the game, so you'll need to
make strategic choices about the direction of your research. While there
are a fair amount of technologies available, their effects take place behind the
scenes. Your ships will look pretty much the same no matter which
technology is installed, but they will dispatch the enemy faster with higher
tech weapons.
The primarily hands-free economic control is mirrored in the game's combat as
well. Space in the game is three dimensional, and ships can move in free
space along all three axes. However, it is tough to give your ships orders
in the 3D view, especially during combat. Instead it is far easier to
control your ships from the 2D strategic map which provides a top down
projection of local space. From here you can select ships and issue
movement and attack orders much more efficiently and easily. In fact,
you'll spend most of the game in this view and only switch to the 3D view when
you want to enjoy the spectacle of a battle in progress.
The problem with this is that a 3D space strategy game plays out as a 2D
icon-shuffling game. There are no fleet formations and all of the action
basically takes place on a 2D plane. Most of the time you will select your
fleets, direct their movements, and then sit and wait for them to arrive at
their destination. Even with time accelerated to the maximum quadruple
speed, the ships move slowly and take some time to arrive at their destination.
Combat involves selecting a fleet icon and then clicking on an enemy fleet icon,
but even this interaction is unnecessary. Fleets have a radius of sight
and as soon as an enemy enters that radius, the fleet will move to attack.
You can select from three aggression levels for your fleets, but the default
aggressive mode will let your fleets take care of any marauders without any
interaction from you.
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