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Small-Scale Question Sunday for March 24, 2024

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The RTS Star Wars: Empire at War has a pretty big modding community even though the vanilla game isn't that polished or popular. The Expanded and Remake mod projects are both significantly better than the base game in different ways, but I have a soft spot for the 2017 release of Republic at War. I find it interesting because of some factors that are pretty easy to call 'flaws' combine to make an unusual experience.

Empire at War is similar to the Total War games in basic structure. Importantly, however, the strategic map is real-time rather than turn-based. The control scheme is clunky - ships have to be transferred between fleets one at a time, and the click-and-drag to order a fleet to move to another planet can be awkward to perform. If a battle starts while you're issuing orders they're interrupted. In the original game this doesn't matter too much for a number of reasons. The maps are pretty small, 33 planets at most. Fleets usually only consist of a dozen or so ships. And the AI is not particularly aggressive. In Republic at War this is very different. The full map has 72 planets and they're spread further apart than the ones in the base game. You start with over 100 ships. And the enemy will attack you every few seconds at times, fueled by massive economic advantages that let them replace ships as fast as you destroy them.

Furthermore, the ships are pretty poorly balanced against each other. The CIS battleships get more bang for their buck than all the Republic ships with the exception of Venator Star Destroyers. These, however, are by far the best in the game, capable of shredding four or five times their cost in enemies when used well. Unfortunately, besides the three you start with, you can't build more until the fourth tech level out of five. Getting there takes about 30 minutes on the strategic map, but that time you'll probably be attacked over a hundred times at least.

It creates an extraordinarily tense and frantic experience that I haven't found in any other strategy game. You are beset by swarms of enemies on all sides, struggling to match them with inferior ships and inferior numbers. The trio of Venators can hold territory, but they can't be everywhere and if one is destroyed it can't be replaced for a long time. There's a big red timer counting down to the next tech level, but every second feels long when a new attack might come at any point. If you manage to hold on long enough, though, it all changes. Suddenly you have fleets that can outmatch the enemy, retake everything you lost and go on the offensive for the first time. It's a great feeling, and it really only works because of what seem like mistakes in game design.