Bounties have been placed for the capture or demise of the twelve leading members of The Deadly Dozen and all captains are welcome to end their oppression.
News & updates
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Universe & The story
The A’Shriari devastated the solar system, central territory of the Empire. In that whole chaos, the Starpoint to Gemini was reopened. First the remnants of the once glorious Empire came into Gemini, but the all-out war that soon followed decimated the faction and caused the Empire to perish, once and for all. What was left were small pockets of Imperial loyalists, too weak to have any impact on the global Gemini politics. The second wave of exiles changed that.
Ships & Classes
Take control of 10 playable ship classes that contains 80 different ships and engage the enemy in style! Customise weapons, components, equipment and enhancements and play it your way.
Battleships are the backbone of any large fleet. They might be slow, but their hull and shield strength as well as their firepower accommodate for their lack of maneuverability.
They posses a large number of battery turrets, meaning that you can combine different types of the light and heavy weapons, depending on the battles you might be the part of.
With the careful planing, your Battleship can easily take down smaller ships as well as take care of heavier opponents. This class was, for a long time, the biggest ship in the fleets of Emperors and Warlords.
Their size can easily break the 1000 meter mark, which means only one thing - if you ever face a Battleship, you better have your own.
Fighters are the main source of damage for classes like Carriers, as they can spawn hundreds of them to quickly focus down isolated targets. Fighters are not controllable by the player, as you can only give out general orders.
There are three types of Fighters; Bombers, Fighters and Interceptors. Each class has its own advantages and disadvantages, so make sure you use them correctly, as they are not that cheap to replace if you end up losing a lot of them.
Gunships are small and agile vessels used in several supporting roles from single assignments to major fleet engagements. The size of the class varies between 35 and 55 meters, and is lightly armed and armored which makes them vulnerable when alone.
Its speed and agility makes it perfect for 'hit and run' missions; the light armor, weak shields and lack of multiple turret hard points are compensated by its ability to evade slower plasma rounds and the fast charging overdrive comes handy in desperate situations.
The vessel class is favored by outlaws and pirate operations for its low price, low maintenance cost, agility and - in one case - cloaking ability.
The Corvette class became an essential resource for colonial convoy protection until larger vessels such as destroyer escorts and frigates could be produced in sufficient quantities. The size of the class varies between 55 and 150 meters.
The simple design of the emerging class using parts and techniques common to merchant shipping meant they could be constructed in small commercial shipyards all over the Empire and the colonies, where larger and more sophisticated warships could not be built.
Additionally, the use of commercial machinery meant that the crew - who were mainly enlisted merchant reserve forces would be familiar with their operation.
Frigates, as a class, stand between the Corvettes and Destroyers and are designated semi Capital ships. They are the last class that isn't designed to be able to stand on its own as a 'ship of the wall'.
With the colonial wars expanding and battleships becoming the main battle unit, the Empire tacticians found themselves going back to an old doctrine called ‘line of battle’, which meant that surface naval vessels formed a line end to end which allowed each ship in the line to fire its broadside without fear of hitting a friendly ship on a two-dimensional plane, like that of an ocean.
The need for a Destroyer class emerged when Frigates proved to be ineffectual in defending battle groups against the small, agile torpedo gunboats. Their size varies between the 300 an 360 meters, with the exception of Prowess, which is a bulky ship that's "only" 111 meters long.
New breakthroughs in torpedo technology enabled the colonies to equip small, cheap gunships with weapons capable of destroying a superior enemy battle fleet.
This new threat directly influenced the rise of a Destroyer class. Its long-range weapons are enough to keep up with the Battleships, while still having enough armament to destroy any Gunships torpedo assault groups.
The first class that was designed with the idea of improving on a certain advantage, while degrading other aspects such as speed. These ships are able to stand against heavier foes surprisingly well, and indeed they pose as the largest and most powerful space combatant for many organizations.
Their size ranges from 430 up to 650 meters. They are the most versatile multi-purpose space faring vessels, capable to serve in almost every strategic and tactical role, as well as armored merchant vessels and pirate operational centers if the necessary modifications are made.
However, they are not as fast as other ships, so be aware of that fact. Cruisers are the first class that was significantly changed from the SPG 2 Cruisers.
Dreadnoughts are built with one thing on the mind - to create a vessel that will be capable of flying to the absolute limits.
They are, right after the Titans, the toughest ships to take down.
With both the Hull and the Shield strength pumped up to the absolute maximum, your opponents won't stand a chance against you without a large fleet of powerful ships. Even if you go down, be sure that your enemy won't glorify his Phyric victory.
If you are among the captains who like early game ships like Gunships and Corvettes, be very, very careful when facing a ship from the Dreadnought class.
This is also the second class that received almost a complete make over from the SPG 2.
A space carrier is a warship with typically more than two flight decks and facilities for carrying, maintain, arming, deploying, coordinating and recovering space fighter crafts, and it serves a mobile space base.
It is usually the biggest warship of any fleet, a superior capital ship, as it allows any navies to project space force anywhere without relying on local bases for staging major operations.
Carriers are extremely expensive and valuable addition to any fleet and it is important to provide protection to them.
With their size that can easily get very close to the 2 kilometers mark, Carriers should never be underestimated, even if you face them with your own ships from that class.
Players will have a choice of taking a break from the constant fighting by taking the control of a special class of ship designed to do everything but fight. Freighters are commonly used by the freelance traders, miners and smugglers.
They are definitely not famous cause of their agility and firepower, but once they kick it into high-gear, they can get to some decent speeds. Since the SPG Warlords have a special accent on the in game economy, you can earn some serious in game currency if you know which commodity to mine or find, and then sell them in vast amounts.
Combined with their increased cargo hold allows them to be quite useful in conducting a lot of business... legal or otherwise.
If you thought that Freighters were fairly good when it comes to affecting the system's economy, Freightliners will definitely come as a big surprise.
These are the huge transport ships that can be almost 900 meters long and carry enough material to pay for themselves in only a few mining runs. Their storage space can be up to 300% bigger than the space provided by the best Freighter.
Use this to your advantage, but remember that they won't stand a chance even against the smaller battleships classes.
With the addition of the fleet features, you will be able to protect your Freightliners from Pirate raids and other factions who want a monopoly on certain resources.
Spread your influence and increase your resources by expanding your territory, but don't stretch your defenses too thin or your enemies might take advantage.
Planet Baeldor is a true testament to mankind’s resilience and even stubbornness. In the early years of the colonization of Gemini, the planet was written off as “unagreeable to humanity”, but there were still some colonists that persevered. Today the massive cities, built around artificially engineered oases, stand in stark contrast to the bleak and barren rocky deserts that cover most of the surface.Baeldor has undergone great terraforming projects in the distant past, but the effects are slowly, but surely, wasting away. Baeldor suffered greatly in every Gemini war, but the resilient people repeatedly rose from the ashes to rebuild their dreams. The question that remains is “For how long?”.
Carthagena served as the capital for all Imperial and Directorate institutions and was the “foothold” in Gemini. The planet had the perfect atmosphere and environment and was the closest to the Starpoint. The result was very rapid urbanization and development. Some called this world “the jewel of Gemini”, but that only lasted until the Starpoint incident which left the planet surface a scorched and barren place. Carthagena never recovered from that, although recolonization efforts do exist. The population is however forced to live under closed domes with artificial air and water supply. There is a silver lining though. The planet-wide devastation unearthed massive deposits of high-quality raw ore just waiting to be mined.
Planet Corrion, located in the Sentchuk barony region, is one of the least urbanized planets in Gemini. The reason is simple: a majestic ocean covers almost the entirety of the planet’s surface. This does wonders for the water-export business, but isn’t so great for urbanization and colonization. What little landmass the planet has, has been urbanized decades ago so current and future urbanization plans are based on constructing artificial islands to house the new cities.
Planet Eanakai is a world of only a few landmasses, but large, sprawling beaches and wonderful climate, all of which it can thank the ideal positioning in the “goldilocks zone” of Gemini. It is no wonder the planet is also known as the “Tropical paradise”. Perhaps a less known fact is that the colonization of Eanakai, especially the early period, was wrought with problems. The continents’ inland zones are some of the most dangerous areas in Gemini due to the extremely aggressive local fauna. Even the flora is considered extremely dangerous because of the staggering number of different poisonous plants and fungi. The population is largely gathered in relatively small cities located along the shores with some of the most successful urban areas encompassing entire islands; especially convenient as a natural defense against the local wildlife. What the population of Eanakai had no defense against are the forces of nature. Most of the cities were turned into rubble during a massive earthquake that took place roughly 40 years ago.
Planet Fairuz, commonly known as “The factory”, gained its name after the “great industrialization”, a process that changed the face of the planet in a span of only two decades. Enormous factories cover a large portion of the planet. Fairuz is the largest exporter of goods in Gemini. There is a downside to the planet’s success. Wars in Gemini have scarred Fairuz beyond repair. Sustained orbital bombardment conducted by Directorate forces resulted in a global environmental catastrophe. Fairuz is a highly productive, but essentially a crippled planet with a toxic atmosphere.
Planet Heeland is a barely populated planet, located on the fringe of the Gemini system. The surface is mostly landmass, broken only by the enormous “Coral sea”. The sea is wrongly named after the indigenous fungus-like lifeforms that inhabit the seabed. Heeland was the next planet designated for terraforming, but the process was halted with the beginning of the Gemini war for independence. The “Garden of Eden” terraforming platform, floating silently in the planet’s orbit is the only reminder of this period. What little population is left on Heeland are still hopeful the terraforming process can be restarted, but since the outer regions of Gemini were mostly abandoned, the chance of this are slim at best.
Hogosha is the only completely successfully terraformed planet in Gemini. Rolling green hills and endless waterfalls hide the fact that Hogosha was in essence a desert world. For fifty years the engineers were constructing gigantic platforms all over the planet. These were terraforming pods. After the process was complete, these platforms were dismantled and the materials were used in laying out the foundations of the first cities on Hogosha. The planet is a home to the largest known population of scientists in Gemini, and indeed in the entire known universe. Sociologists believe this can be linked back to the actual first colonists, as the majority of the population are descendants of the terraformers. “It is in their DNA”, some would say.
Iolia, the “Ice globe” is the central planet of the Soreen region. The planet itself is a major trading and transit hub, despite its remote and isolated location. The majority of the trade and transport businesses are focused on and around the ore-rich asteroid fields located near the planet. The surface doesn’t show it, but Iolia is surprisingly urbanized and populated for such an inhospitable climate, but the vast majority of its sprawling urban centers are located below ground with only the landing pads, hangars and initial warehouses protruding into the “great outdoors”. Dozens of shady semi-legal groups operate from this frozen world and their activities make Iolia a very unsettling and dangerous place to live in. The planet is also a home to some of the most prominent Gemini companies, likely due to the loose legislature and the “rule of law” that is mostly lacking in consistency.
Korkyra is a dark and cold planet with very few water surfaces. The planet’s distance from the Gemini suns, Castor and Pollux, causes it to have some of the lowest average temperatures in the system, rivaled only by planet Iolia. Unlike its frozen “cousin”, Korkyra is severely limited by precipitation. Its climate is said to be “stable”, almost completely passive. Colonists therefore took the simplest approach and settled in the equatorial region that is the most suitable, at least by Korkyran standards. A massively long stretch of smaller and larger cities span the entire equator, connected by the trans-planetary maglev: “The Equaline”. The maglev line was originally built for transporting raw resources, especially purified water between the cities, but has since been drastically upgraded to accommodate the over 5 thousand maglev trains that use the Equaline every day.
The surface of planet Nyx is largely covered with thick jungles and rich, but dangerous wildlife. After the initial colonization, the Nyxian authorities started a full-scale terraforming project aimed to reconfigure the planet to match Earth in its likeness. The project ultimately failed, but genetic mutation on the local wildlife caused an increased spread of forests and animals. Of all the urban areas on the planet only several are important to mention. The city of Callomer on the shores of lake Horris, although not the largest city on the planet, constitutes the bulk of the planet’s technological advances and advanced ship-building. The Genora agglomeration stretching along the eastern shores of the Esetian sea, on the other hand, brings in by far the most trade and pure profit. From orbit, the cities look “clean” and organized, but that is only because all the urban areas are separated from the sprawling jungles with barriers. Human presence outside of these areas is minimal at best.
The scarcely populated Phaeneros is one of the most distant planets of Gemini. Surprisingly though, it is considered as relatively hospitable. First colonists however were forced to build atmosphere purifiers to “clean up” the air of excess methane gas to make the planet more amiable to humans. All known colonization efforts were additionally slowed down by the constant threat of meteor hits that regularly blast into the surface of Phaeneros.
Pyros is a world of a million volcanoes. Its surface is extremely dangerous and inhospitable, but mankind has once more shown its tremendous ability to adapt the environment to suit its needs. Although unappealing to most, the planet actually houses a great number of citizens, huddled up in domed cities, protruding from the fiery landscape on massive platforms. The planet is, unfortunately, mostly known for its criminal element that is running rampant in some “domes”, as the cities on Pyros are usually referred to. The reluctance of any government, both past and present, to “crack down on crime” has offered different criminal syndicates a chance to entrench themselves on Pyros for a long period to come.
Planet Solyma is a frozen wasteland. The low annual precipitation however denies the planet even of the basic rainfall or snow. Drinkable water, thankfully, is distilled and purified from the large frozen ocean stretching from the south to the north pole. Little is known about Solyma, since it was never meticulously surveyed. Solyma’s fringe position makes it ideal for shady groups and individuals wanting to “get off the grid”.
Planet Sora has seen its share of destitution and trouble in recent years. The unselective bombardment during the last war greatly scarred the highly-urbanized landscape. Although remote, Sora is surprisingly hospitable to human presence, even with no terraforming required. Super-modern cities blend together with the natural surroundings and a vast majority of the resources are used to fuel the thousands of laboratories and testing sites. The recent troubles have caused the local authorities to crack under the pressure and crime levels are on a sharp rise. The future of Sora may be uncertain, but in both potential outcomes, the planet's nickname "The dark-lab" will remain as fitting as ever.
Unlike Korkyra, its close neighbor, planet Thauria’s urban development is largely focused on one location: the sprawling metropolis of Empearal which is by far the largest urbanized area in the entire Gemini system. Empearal started out as a small Directorate colonial outpost, but has over the years stretched out for thousands of kilometers in every direction. The planet surface is mostly a rock desert wasteland, but the planet has massive iron deposits the export of which constitutes a large part of the planet’s economy. Outlaying mining outposts crisscross the landscape scouring the planet’s crust for raw ore.
Planet Trinity, also known as “New Earth”, may be the most perfect planet for human civilization in Gemini. The heavily urbanized continents are a home for over 15 billion souls which makes Trinity the most populated planet in the Gemini system. The temperate climate, quite similar to that found on planet Earth in Sol, makes the planet ideal for agriculture. The spread of the population across the planet surface did cause a wide range of individual subcultures, dialects and nations; something once again very similar to planet Earth of the ancient past, but almost unseen in Gemini. Cultural friction between the individual nations led to territorial disputes and local wars, which hindered the progress of Trinity for decades. This all came to a halt with the formation of the Trinity Free States, a planet-wide union that later spread further into Gemini.
See what others have to say about the game, how they liked it and learn from their experience.
I do not usually write reviews and am not very good at it, but I think that it's about time I do so. The Starpoint Gemini franchise has been one of my favorite Space Sim games of all time, and Warlords is no exception. Now I know this game just released into Early Access on Steam and there's plenty of bugs and unfinished content, so I am going to talk about what's there.
The game is Early Access and the developers are active and friendly. Only buy if you're willing to support the developers. At this stage in development, the game can be nigh unplayable for some. That being said, I like what they're doing with the game and the direction that they're headed.
I absolutely loved SPG2, everything about it was great. The developers are extremely active and are helpful on the forums; they are always listening to the ideas of their playerbase. I will admit that the UI in SPG2 was a bit to clunky and in your face sometimes, but it has changed in Warlords to be out of the way. I love the change in UI that Warlords has over SPG2 for mostly this fact.
I'm a big space ship nerd, and space ships need to look breathtaking! This factor was kind of an iffy subject for me in SPG2, the Dreadnoughts/Carriers felt too small and the aesthetics on each were a bit more alien then I would expect from ships made by humans. This is entirely my opinion, but the ships in Warlords are awe inspiring. The first time I saw the Icarus, my jaw dropped. The clean sleek lines of the Concord ships are incredible and absolutely stunning. This doesn't just apply to the Concord mind you, every single ship i've seen or piloted in the game has been visually brilliant. The scale has been upped and Dreadnoughts feel and look like Dreadoughts.
The one thing about SPG2 that I wanted but didn't have was exactly what Warlords focuses on. Conquering other areas and building an empire is what Warlords is all about, but most of this hasn't been implemented yet. What's there right now is a very satisfying Starbase construction system, and Garrison conquering. When you want to conquer a new zone, you select your fleet and send them to a Garrison. After you arrive at the Garrison, a battle commences in which you have to battle for supremacy and transport troops to the structure to capture it. I imagine that many more features are going to be added which involve territory and zones, but as it stands at the time of reviewing, the only thing capturing zones seems to do is give a credit income.
The last thing I want to touch on is the sense of scale in Warlords as opposed to SPG2. This is a huge deal for someone like me who loves the feel of space and the time spent crossing it. Warlords doesn't disappoint in this aspect as every object in the game feels right in terms of size. The planets are much bigger and the distance between them is much farther than in SPG2, which makes the journey and exploration feel more rewarding. Exploration is another topic I will lightly touch on before I end this review. The exploration system in Warlords is very time consuming. The area of known space you discover while flying is very small; this forces you to move around a lot to find something that could be hiding in your own zone. I don't really have an opinion about this one way or another, there are Pros and Cons to each games exploration systems and i don't really have a favorite of the two.
I'm incredibly happy with my purchase of SPG:Warlords. Being able to support developers like these while nurturing their new child is a great experience. That being said, the game needs people actively reporting bugs and giving feedback. I'm guilty of not doing this as i'm shy, even on the internet. A post on the community hub this morning prompted me to give my two cents in a review, and I apologize if anyone finds this review to be long winded.
Become the galactic warlord you've always wanted to be.
Starpoint Gemini Warlords is the latest Starpoint Gemini game, a series of space RPGs, from Little Green Men Games. Warlords takes the SPG series to a larger scale and offers some 4X elements due to the fact you play as a commander of the human fleet, you have your own war fleets and you even have your own station that acts as your faction's headquarters. SPG Warlords is still in the Alpha phase of its development so while most of its core mechanics are in place they are often barebones and there's still a few things which aren't in the game at all, for example the story doesn't extend further than a twenty-thirty minute prologue mission before you're left to play in the game's enormous sandbox.
It's worth remembering that Warlords is still very early in its development. Most of the planned features are in (minus a campaign, the more complex conquest features and a few other bits and bobs) but they can feel a little barebones at times. It's still an enjoyable game, especially for fans of the series or other space sandbox games, but if you're looking for a more fleshed out experience it might be worth waiting a few more months before you pick it up.
The whole idea of Warlords is to offer players a similar style of gameplay (with added 4X elements) as the previous SPG games but on a much larger scale. Part of this is having much larger ships and the new ships are awesome, though just as with SPG2 you'll be starting with a rather weak ship. Conquest is what really takes the game up a level though. Since you're now the leader of your very own faction it's up to you to capture surrounding sectors (you start with two).
While the conquest mechanics are a welcome addition, they are still fairly basic at the moment. That said it's still fun/rewarding to take over other sectors. I have two problems with the way conquest/sector mechanics are currently implemented. My first problem is that you begin surrounded on all sides by hostile sectors and it takes a long time to get a ship powerful enough to start attacking garrisons (taking over garrisons is how you take over sectors) without getting absolutely destroyed. This severely limits your options for trading and to some extent mining so early on you'll have to do Job Board missions to begin with. My other issue is that the fleet mechanics are incredibly basic at the moment. As far as I've seen you only get one fleet which is rebuilt automatically when destroyed. Having one fleet isn't too bad, the problem is it seems to have a Fleet Power cap at 350 and there's no way (currently) to upgrade your fleet further. While this may be okay for some garrison attacks, I've seen a certain type of ship at a couple of different garrisons which is capable of destroying my entire fleet as well as my ship, making it impossible to capture new sectors. This issue will obviously be dealt with as fleet mechanics are updated but right now it's pretty frustrating.
Currently, Job Board missions are the best way to make money. There are quite a few different types of jobs such as convoy escort, convoy raid, delivery, search & destroy, salvage etc. The more combat-focused missions generally pay better though they're also a lot harder (especially with early-game ships). Generally the only difference between one mission and the next of the same type is the location you'll be going to and this applies to most if not all of the jobs so the only way to keep them interesting is to mix up what kind of jobs you're doing.
As you'd expect from a space game, Warlords has an absolutely huge map. Even travelling within an individual sector can take a while so I can't imagine how long it would take for you to go from one side of the map to another. The map size is great but just like with SPG2 I do find the long journey times (especially with the slower early-game ships) to be fairly tedious, though travelling through enemy sectors does lead to a lot of enemy encounters (not necessarily a good thing, depends on how much you like the game's combat).
Combat hasn't really changed since SPG2 but it's definitely a case of if it ain't broke don't fix it. I can't remember if this was in SPG2 or if this is new but there's a fire at will command in game now which automates your attacks, I was never any good at combat in SP♥♥♥♥nd I haven't really improved so I like to use this whenever I get into combat. For those looking to use manual fire during combat it's fairly straightforward, just point and shoot. The real challenge from combat comes from managing your power between propulsion, shields and weapons. Generally speaking you fight groups of enemies but occasionally you'll only be fighting one or two.
You can also develop skills and perks to help you in and out of combat. Currently there's no choice over what skills you have but there's a good bit of variation between the four of them. Your skill points are used to improve the different effects of that skill. You can focus on making one effect of one skill really powerful or you can spread out your skill points across the four different skills so you have more, albeit weaker, options during combat (though some skills have effects which are beneficial outside of combat too). If you want to, you can activate all four skills at once but using skills consumes energy and the more you have active at once the faster your energy drains. There's quite a lot of variation when it comes to perks. They're split up into several different categories and each category has several different skills, most of which have several levels. There are basic perks that improve your ability to use a certain class of ship while others improve Trader prices, weapon damage etc.
Visually, Warlords is great. I'm only playing on Medium settings but it looks as good, if not better than SPG2, it's undoubtedly even better on higher settings. The ship design is absolutely fantastic, just like it was in the previous game. I haven't come across a single ship that doesn't look cool yet, even the Freighter class ships look great! The UI has also been improved from SPG2's, it's more basic now but it's a lot easier to use.
Warlords is on course to be a bigger and better version of SPG2 but its journey to get there is still in its infancy. It's already a lot of fun to play but as it can feel a little barebones at times. If you're a fan of the Starpoint Gemini series or space sandbox games in general then I'd say it's worth picking up, if not you may want to wait until it's been fleshed out more before you pull the trigger on it.
I normally don't buy early access games, because I just like to have a proper working game without bugs and glitches. I made an exception for this game however, because I really like the game genre and from what I have seen and read about this game it would be right up my alley.
The first day I played it right away for 6 hours straight and I was surpised that the game ran so well and stable. There was not a single bug or glitch I encountered nor a single crash while having a stable 60fps all that time (Vsync on).
There are a lot of things and features that still needs to be added to the game so you will see some 'coming soon' things in the game, but what is there in the game is really fun and immersive. I do need to get used of the camera/ship movement in combat a bit. Specially against small ships you are circling around the enemy ship so fast that it makes me dizzy and disoriented. I guess I am to much used to EVE combat :P
At this point in early development I definitely recommend the game and I can't wait to see all the other stuff the Devs will add to the game.
Positive EA experience yay!
Digital Download · Early Access Game
Buy Starpoint Gemini Warlords
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|OS:||Windows 7, 8|
|Processor:||Intel Core 3.0 GHz or equivalent|
|Memory:||8 GB RAM|
|Graphics:||DirectX 11 nVidia GeForce GTX 470 / 560,
1280MB or equivalent
|Storage:||15 GB available space|
|Sound Card:||DirectX compatible sound card|