It concluded that Reach for the Stars was "one of the better games on the market this year". Compute! in 1986 called the game "a particularly fine simulation of galactic exploration, combat, and conquest", noting that players needed to balance several different priorities to succeed. A 1994 survey of strategic space games set in the year 2000 and later gave the game four stars out of five, stating that "a worthy update would no doubt raise this game again to 5-star status". In a 1992 survey of science fiction games the magazine gave the title five of five stars, praising it as "arguably the best science fiction game ever released. ![]() The computer AI and customization of each game were particular highlights of the review. Reception Ĭomputer Gaming World in 1983 found Reach for the Stars quite user-friendly and enjoyable, with the single flaw of a lack of notification of natural disasters, which could not fit onto the disk space available. The designers added a feature that causes the computer opponents to attack the human at 20,000 credits. It is quite possible to save a game on the first turn, and have it play out differently each time it is restored.Ī bug causes human players that do nothing to become wealthy while computer opponents fight each other. In the movement phase, players have the option to send ships to other star systems to explore, colonize, or conquer.īecause the game evolves along so many different axes of possibility, the game offers tremendous replay value. In the development phase, players work on planetary production, deciding what each planet will produce that turn. Building a lot of ships early can win a player the game, if the player finds his enemies' home planets before they manage to upgrade their military technology on the other hand, it can lead to a loss if the player's opponents upgrade first and attack with superior ships.Įach turn is divided into two sections – a development phase, and a movement phase. Upgrading a world's planetary environment, for example, means that its population grows more quickly, improving production this is a mixed blessing, however, because if the population grows beyond the maximum allowed for that planet, the costs to feed the population skyrocket. Starting players have limited funds, and have to decide where to invest the funds (technology upgrades, ships, or environmental upgrades). Warships – incapable of carrying colonists, but can fight.Transports – incapable of fighting, but can carry colonists.These can be used as a low-cost, low-risk means to learn the composition of unknown star systems or the locations and makeup of enemy fleets. Scouts – very inexpensive, incapable of fighting or carrying colonists. ![]() In Versions 1 to 3 the player starts off with one planet that has Level 1 technology and a middle level environment. It is not uncommon for a Reach for the Stars game to take over twelve hours to complete in single-player mode and 24 hours with multiple players. The software's AI also offered a challenging opponent in single-player games. Graphics are minimal, yet the tactical and strategic elements provide countless rich combinations for colony development and interstellar warfare. Many of RFTS's features have direct correspondence in Stellar Conquest. Reach for the Stars was very strongly influenced by the board game Stellar Conquest. The player commands a home star in the galaxy, and then expands to form an interstellar empire by colonizing far-off worlds, building powerful starships, and researching new technologies. Versions for Mac OS, Amiga, Apple IIGS, and DOS were released in 1988. It was written by Roger Keating and Ian Trout of SSG of Australia and published in 1983 for the Commodore 64 and then the Apple II in 1985. It is the earliest known commercially published example of the 4X genre. Reach for the Stars is a science fiction strategy video game. Amiga, Apple II, Apple IIGS, Commodore 64, DOS, Mac OS, PC-98
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