![]() ![]() “The culture system and the Great Houses arose directly from the modern/medieval feel we are hoping to achieve and that is quite rare among space strategy games these days. “We’re trying to sell the player on a fully realized universe a thousand years in the future the AotSS timeline and universe is ripe for discovery, and we feel it’s quite unique, so we wanted to reference that wherever possible - tooltips, quotes, art, conversation, etc,” says Hawkins. You are not controlling a space ruler through a virtual interface – you are the space ruler. The whole game takes a unique and quite novel diegetic in-universe approach, where every single menu, victory condition, and even the mouse are actually a representation of the tools the Emperor would be using. That timeline is one of the most interesting details of the game, providing a full background and worldbuilding everywhere you look. Each aspect of your empire is handled by a specific person in a specific position, so you got advisors responsible for diplomacy, espionage, intel gathering, trade deals, military movements, and sector governance – everything takes place through the eyes of your Emperor (aka the guy who doesn’t actually do anything), so delegation of duties and talks with people that are actually in charge of things are an essential part of turning your decisions into reality. That balancing act is a core part of the gameplay loop, since you need social interactions to accomplish everything from trade deals to warfare. “There’s nobody saying ‘wait, you can’t do that’ or ‘I won’t allow you to conduct genocide on another culture’ - in AotSS, characters can and do check your power, as they do in real life, and those relationships and who to focus on - you can’t please everyone, and you shouldn’t try - is a huge part of the strategy.” “We also wanted characters to be a considerable check on your power and strategy - in every other 4X game,” he continues.
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