Star Wars: Rebellion. I loved the premise; a grand strategy game for the Star Wars Universe! Unfortunately, the developers managed to get everything wrong.
The main problem is the interface, which is a grossly inconvenient wreck approaching Dwarf Fortress levels. Every game in space has a starmap which shows you all the planets in relation to one another and little icons and lines showing where stuff is going and what it is. This game does not. To find out if an enemy fleet is on it's way, you have to open up each individual sector window and see if the enemy fleet icon is next to a planet. That means either there's an enemy fleet there, or there's one coming. No distinction is made whether it's a single TIE Fighter or a flock of Star Destroyers. Also, this game runs in real time, so you constantly have to pause and flip through various sector windows and icons to see what's going on.
I will say this for it: you can actually build Death Stars (yes, plural) and blow up planets if you want. That alone puts it ahead of Star Trek: Birth of the Federation.
The main problem is the interface, which is a grossly inconvenient wreck approaching Dwarf Fortress levels. Every game in space has a starmap which shows you all the planets in relation to one another and little icons and lines showing where stuff is going and what it is. This game does not. To find out if an enemy fleet is on it's way, you have to open up each individual sector window and see if the enemy fleet icon is next to a planet. That means either there's an enemy fleet there, or there's one coming. No distinction is made whether it's a single TIE Fighter or a flock of Star Destroyers. Also, this game runs in real time, so you constantly have to pause and flip through various sector windows and icons to see what's going on.
I will say this for it: you can actually build Death Stars (yes, plural) and blow up planets if you want. That alone puts it ahead of Star Trek: Birth of the Federation.