


New research advancements help you to utilize the people that you have more efficiently. A great deal of the game is spent determining how many of your people should be working and where in order to make your empire as efficient as possible. They can work on farms and generate more food (and therefore more population), the can work in factories, which contributes to the system's ability to build structures quickly, they can help generate energy (which makes your ship yards, scanners, planetary defenses and dilithium mines work), they can work in secret ops stations (which spy on your enemies and keep you safe from your foes' attempts to spy on you) or they can work in a research lab (which help you make new discoveries). Still, the actual game itself is a great deal more complex, and can get overwhelming if you're not very familiar with all of the game's controls.Įach of your systems has a certain population, each unit of which can perform a task on any given term. As Jason stated in his earlier preview, each turn you basically instruct each system to build a new structure, ship, or trade goods (which just turns a system's current production into money), move any ships that you've built and engage in diplomacy with anyone who needs looking after. Although the basic game functions are the same, the design team has added a lot of flash and control to their combat system and have fleshed out the research tree a good bit as well.Īt its most basic level, Birth of the Federation is obviously built on a Master of Orion framework. Okay, we've had a little time to look at the latest build of Microprose's latest strategy title, and we have to admit, things are looking a lot better than they did a few months ago.
