![]() Allow a priority sequence of focus fire targets, or an order to simply focus fire on the nearest target until ordered differently. Allow move orders that persist beyond a 10 second turn. Allow forming formations that keep their heading and accept orders as a group. Allow control groups assigned to a hotkey like pretty much EVERY strategy game, or at a minimum allow the player to drag a box around units and give group orders. It seems like it wouldn't have been too difficult to avoid the tedium. The end result is that I spent much more time setting up each turn then it took for the turn's action to play out. After all the micro management you end the turn and all units act on the orders in real time for approx 10 seconds then pause, to repeat all the orders again. To set a focus target will require setting it for each friendly unit manually, and resetting it when the previous target is destroyed. Formations can not be set on the same heading and will require slight adjustment every turn or their path diverges. Each turn you manually direct the movement of each unit. Weapons like missiles and torps have a reload interval, but there is no way to set them to auto-fire if you wish. You can focus fire on a target, but only by manually targeting each unit, requiring a minimum of one hotkey and a mouse click, multiplied by how many ships in the fleet. However since there is no way to order them all together, or even set a heading, they will drift apart and require micro managing their course EVERY turn. A common formation is to stack several units above each other, essentially a 3D version of a naval line astern for ship types limited to broadside fire. ![]() One can form a formation manually, however there is no way to drag a box around multiple units and give all of them the same order to move, turn, or fire ordinance (missiles and torpedoes). Yet, there is no way to form group of ships into formations (such as Empire: Total War's line abreast or line astern). The game can be considered essentially a 3D naval sim. There are many tasks that could and should be automated. However the actual game play is rather tedious in its excessive demand for micro management. The turn based concept could work fairly well, particularly if you're familiar with XCOM, Wasteland etc. It is in the actual tactical battles that the execution is severely lacking. The strategic part of the game is fairly well executed, and the structure of the game reminds me a bit of the Total War series: the blend of macro, strategic planning, followed by tactical battles when you move your forces onto an enemy location. The concept is great, especially for fans of the TV series. In the time of COVID lockdown I have been re watching the BSG reboot and was thrilled to discover this game. Whilst it fails in terms of it's shallow campaign, the fun and engaging turn-based combat model saves it by quite a margin. Beyond the storyline, the whole campaign is pretty much just Cylon Pest Control Simulator 2017. Quorum politics and sources of income is lacking, new ships are "unlocked" via storyline progress instead of R&D. The map is limited to the Cyrannus system, Cylons appear randomly from off-map with their territory not present, meaning you cannot drive them back and fight them in their own territory, you cannot attack their colony(ies) to affect ship production. The campaign is rather shallow and featureless, it basically just involves building ships and destroying random Cylon fleets, doing missions in-between. Do not underestimate the power **** of battlestars in a well positioned line-of-battle formation. I was skeptical about the turn-based combat but, it turned out to be well thought out and fun, where proper tactics can make a huge difference and the principles of BSG combat is well simulated. Buy on sale, expansions/"DLC" don't seem worth it. Very good weekend filler game but lacking lasting appeal to establish it as a serious, long-term one.
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