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It sort of works like an arpg inside a strategy game in that your object is to win the game one way or the other, through force or diplomacy, quests or economy etc. and then move onto a higher level.
Structure is by far the easiest to keep up, but your equipment will randomly be destroyed as you take damage, making it useless. Shields are also useless, because certain damage simply ignore your shields (I don't even know what either). So, your best option is armor. That means stats to structural. Now you have 2 stats left. If you want any kind of damage, you'll go with tactical. And, every build needs some kind of energy, so that's engineering.
So, the Computers stat bascially doesn't exist, so forget about auto-targeting weapons. To a lesser degree the helm stat doesn't exist, although, you'll probably be able to toss a few points into it and get it as a modifier on other equipment.
You also don't really have to worry too much about skills, because you only get 17 points if you want the biggest ship.
Gear in Star Valor is more meaningful, because it doesn't have random modifiers or different levels. IE. you're going to replace your gear in Drox A LOT, that's almost the entire game from a player's perspective.
They're both alright games (Drox and Star Valor), I gave them a positive review, but neither have anything groundbreaking or amazing. Starsector is still the best of these I've played. Though, there are some that do some things better, just not the overall package.
It has a lot more mechanics to it, but most of them provide something meaningful to the game and make it stand out.
I've not played any of the massive 4x games like Stellaris. So, I don't know how it compares to something like that and I likely never will, because Stellaris has some ridiculous number of DLCs...
By the way, it's not on any platforms like steam or gog to my knowledge. It's a 1 man dev project that's been in the works for more than a decade and he doesn't want to release it on them until he feels it's ready. It has its own site which you can find pretty easily with a search engine.
While it is certainly possible to "win" a run by fulfilling win conditions, the game won't force you out after the victory. You can stick around as long as you like to watch more events unfold.
Right, I totally agree. What I was saying was that it is a persistent, ongoing sandbox within each individual run, and even if you "win" you can stay in that specific sandbox forever. But nothing other than you (and your skills/level/inventory) can transfer from one run to another.
Although there is that cool mechanic of how a procedurally generated race can "emerge" to become a spawnable empire in other runs (and maybe even create selectable ships?), but I'm still trying to figure how that system works even after years of playing.
I believe the way to unlock young races is to make them win the game while of course being allied with them, such as a military or diplomatic victory, other victories would count as the drox winning such as the obvious drox victory, the fear victory where everyone is afraid of the drox or the economic victory which the drox get rich off everyone else.
https://soldak.fandom.com/wiki/Young_Races
Basically once a young race shows up, it has a chance to show up again. Each time it shows up it has the chance to earn points. Once it's earned 5 points it emerges.
Reality Break is prettier too, a lot.
Anyway, they're both good games, but I just don't see myself putting in so many hours on Reality Break that I did with Drox 2. After the missions are done and you're done cycling for RP it gets kinda boring, where with Drox 2 you still have all the NPC interplay happening each start.