GameSpot editors' review
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CNET editors' rating:
stars
Good
Detailed editors' rating
- Reviewed on: 04/18/2005
- Released on: 03/09/2005
- Originally published on GameSpot: Supremacy: Four Paths to Power (PC) Review
Supremacy: Four Paths to Power is a space exploration and conquest game that looks so simple and elegant at first glance that you'd almost think it would work as a board game design. The gameplay ultimately is a little deeper than that, but this is still a low-complexity game that's easy to learn and, unfortunately, very easy to master.

The space map looks decent, but a fog of war would make the game far more interesting.
Play begins by selecting a commander, who provides certain bonuses throughout the game, and by selecting from one of the many game types, which vary from pure conquest to competitive rescue missions. Maps in most game modes tend to be symmetrical, with plenty of planets and neutral space stations on either side that can be captured to provide resources and technology improvements. But after an initial buildup phase, players inevitably must leave the confines of their sides of the map to start whittling away at the opponent's territory.
Most of the gameplay takes place on a nice-looking 3D space map, where amassed fleets blast one another while science vessels scout around. But that all changes when planets are assaulted by ground troops. Then the game switches to a 3D terrain map based on the type of planet where the battle takes place, and ground troops slug it out. These planetary battles don't look nearly as good as the space maps, and although the entire game has a unified look and a decent interface, the special effects are weak, and the sound effects are generic.
Ground combat is turn-based and fairly simplistic, despite the wide variety of troop types available. Within a few seconds of looking at the type of army the opposition is fielding, it's immediately apparent whether or not you'll be able to win. After that, it's just a matter of going through the motions as you move troops, fire, and wait for the inevitable outcome. The scale also seems completely out of whack, as it seems absurd that a handful of troops are all that's necessary to capture an entire planet.
The diversity of the ground troops at last keeps things somewhat interesting, as many have special abilities determined by race. There are standard infantry, snipers, tanks, and other units, but the most effective armies incorporate specialized troops that can freeze, poison, heal, or otherwise bring unique abilities to the battlefield.
The way units are manufactured involves some of the best mechanisms in the game. The type of units available depends entirely on the planet where you make them. So if you need to round out your army or fleet with a "Pyro" flamethrower unit or a "K-7 Inferno" fighter, you'll need to conquer a fiery Cha'ar world first. If you conquer at least one of each type of world, you can start cranking out massive battle cruisers. And if you further manage to take over every planet of a single type on the map, you can manufacture that race's mothership, which is the most powerful and strategically important unit in the game.
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