Space Empires III

Space Empires III

Developer(s) Malfador Machinations
Designer(s) Aaron Hall
Series Space Empires
Platform(s) PC
Release date(s) 1997
Genre(s) Turn-based strategy, 4X
Mode(s) Single player, Multiplayer

Space Empires III is a turn-based 4X space strategy game published by Malfador Machinations in 1997, and is the third game in its Space Empires series.

Despite its age the developers still offer it for sale online.[1]

Computer system environment

The game runs under Windows 95, Windows 98, Windows ME or Windows XP. There is no need for a CD-ROM or DVD drive as the game is sold online as shareware.[1] However, upon registration, a CD is offered as well as a registration code.

The only multi-player modes are PBEM (play by email) and hotseat.[2]

Game play

Victory conditions

Space Empires III provides a wide range of ways to win, and one game can use any combination of: total conquest; various ways of being the first player to reach a specified score; being the first to research a specified number of technologies; and keeping the galaxy at peace for a specified number of turns.

Systems, stars and planets

The galaxy consists of a number of "systems". Most systems contain a star, but a few are empty and a few contain only space storms, which hide the presence of any enemy ships. Each system has from 1 to about 4 "warp points", which function as wormholes allowing near-instantaneous travel between systems. Each star has a number of planets ranging from none to about 10.

Planets vary in the following ways:

How empires' economies work

Each planet generates a certain number of construction points, research points and intelligence points which are shared by the whole empire - so if the empire as a whole has a surplus of construction points a planet can consume more construction points than it generates. How many points of each type a planet generates mostly depends on number and level of construction, research and intelligence buildings present (the manual calls them "facilities"). Each planet has a fixed maximum number of facilities which nothing can increase. If a planet has the maximum number of facilities or a player wants to change the mix of facilities, the player must scrap one and then add its replacement. In addition a player needs one facility per system in which it has colonies, and one per few system to keep ships in operation, and these count towards the planet's maximum.

The population of a planet does not directly affect the number of construction points, research points and intelligence points it produces but is important for two other reasons:

The full range of things planets can build on the ground includes:

Planets with populations above 100M can build spaceships and orbital bases and repair spaceships. These activities also consume construction points, and do not affect and are not affected by construction on the ground. Planets build and repair objects in space at the same rate irrespective of their population (above 100M) or construction points generated.

The technology tree

Space Empires III's technology tree has 36 subject areas at the start of the game, but reaching certain levels in some subjects or combinations of subjects can open up new areas for research.

With so many research areas, this article can only summarize the main types:

You can split the available research points among as many research projects as you wish. If you allocate more points than are needed to complete a research project, the surplus is carried forward to the next level of the same subject.

Diplomacy

Space Empires III also offers a wide range of diplomatic communications:

Spying and sabotage

Spying attempts to steal information. The player can try to steal technologies or information about a wide range of subjects: the enemy's relations with other empires, enemy ship designs that you have not met in battle and various aspects of the enemy's economy.

Sabotage attempts to do harm. A player can attempt to: hinder research, possibly forcing some research projects to restart from the beginning; damage or destroy ships and bases, or ground-based buildings, or ground combat units; commit terrorist acts against their populations; incite riots and rebellions; and even reduce a planet's usable minerals, which would reduce its industrial production for a very long time.

The Intelligence screen allows you to manage your spying and sabotage operations against enemies and your counter-intelligence (defense against enemy agents). It guides you through a hierarchy of decisions:

Spaceship and orbital base design

Players use the same screen to design both spaceships and orbital bases, and the basic design principles are the same:

There are additional rules for spaceships:

The ship design menu has some useful options:

Ships can be refitted to take advantage of technological advances or to use them for new purposes.

Space Empires III provides a Combat Simulator in which players can test fleets containing one or more of their designs against fleets containing one or more known enemy designs, using the tactical space combat system (see below).

Supporting fleets

Maintaining spaceships and orbital bases costs 15% of their construction cost every turn, starting with the turn in which their construction begins.

Spaceships also need to visit a resupply depot on a friendly planet (belonging to the same empire or one with which it has a Military Alliance or Partnership treaty) at least once in every 15 turns, otherwise their travel speed is halved and their combat performance becomes very poor (except that one racial advantage allows longer periods without resupplying). This limits how far fleets can travel from the empire's colonies and makes it slightly more difficult to turtle by stationing fleets at warp points.

Combat and invasion

All space travel is at less than the speed of light, and mostly within systems. Each system is divided into squares called "sectors". A ship's travel speed depends on its size, number of engines and engine technology, and is defined as "movement points", i.e. the number of sectors it can pass though in one turn. Passing through a warp point (wormhole) takes one movement point.

This movement system has important effects on gameplay and strategy:

Space combat is turn-based in SpaceEmpires III (Space Empires V was the first of the series to use real-time combat[3]) and occurs when a fleet moves into a sector occupied by an enemy fleet and / or colony. On the combat screen ships can move half the number of squares that they can move in interplanetary space, rounded up. If the player chooses hands-on control of combat (see below), a large battle can take an hour or more.[4]

Space Empires III has a "double blind" combat system which aims to minimize the tactical advantage that either side may gain from moving and firing first or second. Each combat turn consists of 5 phases:

This system has two consequences which can surprise beginners:

Damage is absorbed by a target's shields until they are worn down, and then by its components - for example a weapon that does 2 units of damage will destroy 2 components if it hits an unshielded target. A target is destroyed when all its components are destroyed, and hits on critical components may immobilize or disarm it in an earlier combat turn - Space Empires III does not have the concept of hit points which most other games use.

Space combat ends when one of:

The previous paragraphs describe hands-on tactical combat. There is also a "strategic" combat mode, in which the game software controls both sides' units and follows the same rules; the Combat Strategy screen enables the player to tell the software how to select targets. Unlike some other games, Space Empires III asks the player to choose between tactical and strategic combat before each battle.

As a compromise, a player can enter tactical combat but at some point click the "resolve combat" button to make the software finish the combat.

Players must use troop ships to invade enemy colonies. They cannot control ground combat: the result depends on the number and level of units on each side. But they see a display of the units used by each side and how many survive after each ground combat turn. A medium-sized troop ship with the highest level of troop quarters can carry several times more troops than a planet can use for its defense. Troops are re-usable and in fact leaving them on a newly conquered planet makes the population riot for longer, so it is usual for a troop ship to re-load its troops immediately and it can then invade another planet.

Troop ships can try to invade a planet before all its defenders (ships, orbital bases, planetary missile bases) have been eliminated, but this involves 2 risks: the troop transports may be destroyed before they drop their troops; and the defending ships or orbital bases may fire on a conquered planet, even if the attacking combat ships have not been eliminated (in this situation ground combat interrupts space combat, which resumes after ground combat has finished). On the other hand it enables unescorted troop ships to invade undefended colonies.

Playable races

Users and AI players must design their races at the start of each game - there are no pre-defined races; however, users can save race designs for later use.

Race design consists of specifying how many advantages each race is allowed and then choosing advantages - there are no disadvantages and no system of assigning different costs to different advantages.

The Racial Advantages menu offers 19 options:

Starting a game

The normal process of starting a new game uses 10 "screens": general characteristics of the galaxy; frequency and severity of random events; research costs, forbidden techs and adjustments to ship sizes; various "game balance" factors including number of racial advantages per empire; initial placement and size of empires; definition of player's empire (e.g. its name); racial advantage selection; number of empires and difficulty level; victory conditions; management options for multi-player games. It is not possible to save any of these start-up options for use in later games and they do not default to the values used in the last game.

There is also a "quick start" option, which is only available when you start the program.

User interface

Many of the game's facilities can be accessed by several routes, and there is room to describe only a few of these routes here.

The main screen is a multiple document interface window which contains the following "child" windows:

The main screen also provides buttons and menus which access most of the game facilities which are not provided directly from the child windows:

Most of the game's other facilities are modal pop-up windows created by selecting options from the menu or toolbar buttons; except that the Event Log is displayed automatically at the start to each turn.

The Planets List (player's colonies) has 4 display options, including what each colony is currently building (on the ground) and how many construction, research and intelligence points it is contributing to the empire. It can be sorted in various ways, depending on the display option selected, and can be used to access a colony's build menu.

The Ships List (not the Ships window) has 5 display options, including each ship's current orders and how soon it will need resupply. It can be sorted in various ways, depending on the display option selected, and can be used to access the sector in which a ship is located - this causes the fleet at that location to be shown in the Ships window, and the player can then give orders to any ship(s) in the fleet.

The contents of the Event Log (start of turn report) can vary depending on options selected by the player. Each event reported links to an appropriate control screen, for example an item reporting that a building has been completed links to the planet's build menu and a report that a ship has been built or repaired links to the fleet containing that ship.

Design and construction screens have "Hide obsolete" options, so that you don't accidentally construct an obsolete ship, ground unit or building.

Customizing the game

The game's developers supply an editor which can: add or change cosmetic items such as ship icons; edit the technology tree to add, remove or change ship components, buildings, ground troops, fighters, and space mines.[5]

References

External links