Starfleet Command 2: Empires at War | |
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Developer(s) | Taldren |
Publisher(s) | Interplay Entertainment |
Composer(s) | Inon Zur |
Platform(s) | Microsoft Windows |
Release date(s) | December 20, 2000 |
Genre(s) | Space flight simulator game, Real-time tactics |
Mode(s) | Singleplayer and Multiplayer |
Rating(s) | ESRB: Everyone (E) |
System requirements
Pentium III 500 MHz or better. 64mb RAM. 600mb of free hard disk space. |
Part of the article series on Star Fleet Universe |
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Games |
Star Fleet Battles |
Federation Commander |
Federation and Empire |
Prime Directive (role-playing game) |
Star Fleet Battle Force |
Star Trek: Starfleet Command |
Star Trek: Starfleet Command II: Empires at War |
Star Trek: Starfleet Command: Orion Pirates |
Captain's Log |
Star Trek Starfleet Command II: Empires at War is the sequel to Star Trek: Starfleet Command.
This 'real-time' version of the computer game based on the in-depth Star-Trek starship combat simulation game Star Fleet Battles is the closest of the Star Trek: Starfleet Command series to the original game in details and options.
As a result of strong sales of Star Trek: Starfleet Command, Interplay Entertainment announced that their division of 14 Degrees East would license out a multi-game contract to the newly created game developer, Taldren Inc., run by Erik Bethke the lead designer of the series. The first of these games would be the sequel to one of Interplay's best known Star Trek PC games: Starfleet Command.
Taldren gave the second outing of the Starfleet Command series a major overhaul with new graphics, new weapons systems, a completely updated music background, and readings from George Takei (Mr. Sulu from The Original Series). The most ambitious feature was the hybrid development of both a peer-to-peer combat simulation with a client-server MMO world server for strategic battles, ship repair, and upgrades.
The biggest visible difference of Starfleet Command II was the graphics. Luminosity mapping, damage texturing, and shading were added to the graphical engine making Starfleet Command II. New races in the form of the Interstellar Concordium and the Mirak Star League were also added to the existing six races of Federation, Romulan, Klingon, Gorn, Lyran, and Hydran.
In 2001, a small development group led by fans of the game assumed responsibility for maintenance. KhoroMag, which is the combination of screen names for two fans of the game, Khoros and MagnumMan, received source code for the game after signing a contract with Taldren. This effort resulted in two official patches addressing over 150 bugs in the game, many of which were known, and some of which were discovered by code review. This was a great success, allowing Taldren more developer time to focus on their next release of Starfleet Command II: Orion Pirates.
Contents |
The game features several different storylines which can be played from the perspective of multiple races. Each storyline would take the form of several unique missions interspersed throughout general gameplay.
All of the eight races may play though a campaign involving the return of the Organians, who are part of the original Starfleet Command game. The Organians, wary of interspecies conflicts, return with a "galactic superpower," the Interstellar Concordium who conduct a "war of pacification" by subjugating all other races into an enforced peace. In the missions, the player would attack ISC bases and sectors, eventually forging alliances with other races in order to overthrow the ISC.
There were also two unique campaigns for the Mirak and Lyran races involving a war between the two.
The game was to be followed up with a Starfleet Command volume III which would have told the story of the invasion by the Andromedans, but due to changing fortunes at Interplay, that was not to be.
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