Reviews / previews
Birth of the Federation, MicroProse's turn-based Star Trek strategy game, has many good features, but is
critically hobbled by a poor interface and plenty of bugs.
Designed by the team that created the Master of Orion games, BOTF is played out among five major empires: the Federation, Ferengi, Klingons,
Cardassians, and Romulans. The winner is the first party to control 60 percent of habitable planets in the universe--75 percent if it has hooked up
with a major power en route.
By far the most successful aspect
of BOTF is the balance among the
five different opponents. The
traditional bonuses for certain races' research and combat are in force, but at a reduced rate that removes the likelihood of a one-talent species
overrunning the rest of the universe.
Far more important are the empire-wide morale effects of your various decisions. Morale is vital in
BOTF. A rating of "fanatical" in your star systems means double production (which translates into a win if you play
judiciously), while a "rebellious" rating means poor production, rioting, seizure of assets, and probable secession.
More than 30 decisions affect morale,
and each has a different value for a
particular empire. Federation morale
gets a much stronger boost than the other empires for signing membership
treaties. However, these diplomatic do-gooders take an equally large hit for
declaring war, no matter the provocation. I've played all five races, and they are equally winnable.
BOTF's 30 so-called minor races are the plums of the universe, to be
diplomatically maneuvered into an empire (via treaties, bribes, and trade) or
invaded. Each comes with a fully developed production system, and the
blueprint of a unique structure that adds a specific bonus type (+100
research, +100 spy defenses, +200
fighting experience to green troops, and so
forth) to whichever empire controls the
race.
The outward charm of BOTF's tactical
combat, on the other hand, turns out to be
smoke and mirrors. Its seemingly 3D world
is actually a tilted 2D plane, and while you
can direct ships to perform one of a very
few maneuvers in turn-based mode, you
can't actually control the speed or trajectory they take. Note, too, that you
can't mix and match weaponry aboard any given ship, which was a feature of
MOO II.
The AI is sensitive to strengths and weaknesses of the various powers, and
looks beyond immediate friendships to races with whom your friends are
friendly and minor-race alliances. And the system-wide resource management
makes the game easier to handle over the long stretch than MOO II's
build-up-each-planet approach.
However, these assets have to be balanced against difficulties with BOTF's
interface. You can't scroll the galactic map by moving the cursor to the map's
edge. You can use keyboard arrows to
scroll, or double-click on screen-edge
hexes to center them, but the first is
agonizingly slow while the latter is a
repetitive nightmare that only grows
worse as your territory increases. (The
arrow shortcut doesn't even rate a
mention in the poor manual.)
Then there are the numerous bugs:
game-slowing memory leaks, occasional
phantom fleets, vanishing build queues, and minor races that accept
membership in your empire and then simply disappear.
Fine as BOTF's refinements on the basic MOO system are, I find its map
movement hassles as destructive of pleasure as any Cardassian treachery.
Go for it if you're the patient sort. Otherwise, wait for the year's next major
turn-based galactic strategy release, Imperium Galactica II.-- Barry Brenesal / GamePro
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