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REVIEW OF T10 MOD

By Maasenstodt

8 May 2003



Author: Gul Darheel
Category: Mod
Year Published: 2003
Available From: Gul Darheel's Mods

Score
Style: 2
Substance: 2

Synopsis
The T10 Mod adds a few unique items into Birth of the Federation that contribute to the game's Star Trek feel, but on the whole the Mod makes a number of strange changes and doesn't improve playability.



After recently discovering Gul Darheel's website and his T10 mod, I was very excited at the prospect of trying out this new (to me) piece of work and putting it through the paces. Over the past several days, I have done just that and am now reviewing the experience. I should note that the version that I am reviewing is the latest as of the date of this publication, released on 5 May 2003.

In this review, I will break down the T10 Mod into a number of sections that look at the various changes that have been made and their effect on the game. First, however, I want to give an initial impression of the Mod. I usually play from lower starting civilization levels (typically Beginning or Early) but playing T10 in this way doesn't really provide a good overview of how the Mod affects gameplay. Gul Darheel's work emphasizes the Advanced civilization level, and that is where I had to spend time to get a good feel for the Mod. Those who, like me, start earlier will not see the full effects of the T10 until much later in the game. Two other notes: first, while I tried each empire to get a taste of their changes, I played the game primarily as the Romulans. Second, I did not try this mod in multiplayer. Take from those admissions what you will.

Empires' Structures

The most significant change that the T10 Mod makes to BotF is in the adjustments made to the major empires. These adjustments are sometimes interesting but are often inconsistent and typically in need of polishing. The most basic changes apply to the basic construction units. Gul Darheel states on his page that "all races are 50% more productive using level 8 or 9 fabricators." This is true to a point. The jump from level 7 to level 8 is BIG for every empire and allows for large production boosts after upgrades. A benefit here is that players starting with earlier civilizations who maintain research leads and then reach level 8 construction will have an easier time with the endgame as they can produce ships at high volume. Those starting with Advanced level games will simply produce ships quicker, though not necessarily more so than their opponents.

The problem with this setup is in the execution. After level 8, upgrading one's construction units results in either no effect or actually losing production. In the case of the Romulans, upgrading to level 9 causes a loss of 44 industry points per Fabricator! With no benefits past level 8, research in construction (and, as I'll show, in ALL areas of research) is discouraged.

As significant as the changes to construction are, the biggest impact is made by an overhaul of special structures. Some empires are more affected than others. Suprisingly enough, Gul Darheel, with his Cardassian moniker, doesn't adjust the Cardassians at all here. On the other end of the scale, both the Federation and the Romulans have three structures changed. Generally speaking, the changes made remove area specific research bonus providing buildings like the Federation Daystrom Institute and Klingon Combat Testing Center. The Romulan and Klingon dilithium structures are also altered so that they don't provide dilithium but credits instead.

Individually, some of the changes are very interesting. The above mentioned Romulan Singularity Plant is now a Reman Dilithium Mine, harkening to the latest Star Trek film, "Nemesis." The Ferengi lose their Commerce Authority but now have Quark's Bar, which while serving a similar intelligence role, adds a great deal of flavor to the game. And with perhaps the most intriguing addition, the Federation now can build Section 31. These are all excellent additions in terms of flavor, but thier execution is questionable. Few of the new structures sport new descriptions. In terms of realism, they are also rather iffy. Section 31 not only adds +15% to sabotage but +1 to morale. With the Federation's hesitance to support Section 31's measures, a -1 morale penalty would seem more appropriate.

The Ferengi, Romulans and Federation all have the ability to build special Fabricators, which use large amounts of energy to give 45-50% bonuses to industry. In Gul Darheel's words, these are designed "to give total prouction levels similiar to what Klingons and Cardassians can achieve on large systems." In practice, these only serve to neutralize race advantages. This last point is a recurring one. With new intelligence structures, the Romulan and Cardassian strength in this area is negated. The elimination of science enhancing structures, as noted before, dilutes Federation and, to a lesser extent, Romulan strengths. In fact, all scientific Simulator structures have been eliminated and replaced with Combat Simulators that give every empire and every system the ability to impart ships with experience, making the Ferengi as capable as warriors as anybody else.

The Romulan's do end up with more money and ground combat strength, but as a fan of the Romulans, I actually dislike not having to overcome these natural areas of disadvantage. I think the same could be said of most empires. Finally, in some cases, the new structures are almost entirely silly. Most guilty of this is the Federation's latest attraction, Graceland, Tennessee, which is identical in function to the Ferengi Franchise Office, providing five trade routes. While I don't mind some fun in the game, this is a bit rediculous, both in form and function.

Minors' Structures

Minor races have also been overhauled, and it is here that the modder's intentions become most clear. All scientific races are now oriented to other areas. The Vulcans lose their Science Academy to gain Vulcan Agents, giving a 25%(!) bonus to general intelligence. In short, the Vulcan's have basically given up on their own way of life to take on the Romulan Way of D'era! The Trill and Caldonians structures, while keeping their original names, are now bastions of internal security. Races like the Bynars and Malcorians give up research to provide extended scanning range structures, while the Tamrian's Mythology Library is no longer a source of knowledge but rather, like the Bandi, providing extra trade routes.

I could go on about how things have been, in my mind, made a mess of, but I'll let one final change make the case for me. The Bajorans' Jalanda Forum still provides an empire-wide morale bonus (even at +2 instead of +1), but its name has been slightly altered. Having completely come to terms with their feelings towards the Cardassians, they now gather around the Gul Darheel Memorial. Ughhh.

Ships

A final area of change is in the ships. Most significant is that all ships are now available with research at level 8 in all areas, or when beginning with an Advanced civilization. Once again, research is rendered inessential. Moving on, though, there are very few changes in ship stats and none that I feel compelled to address. What isn't inconsequential are ship costs, which have for version 2 warships been adjusted. In some cases, the adjustments are minimal. The Klingon Vor'Cha 2's cost about 5000 more, while Romulan D'Deridex 2's are 3000 points more expensive. What is really shocking, though, is that the Ferengi Marauder 2's have been reduced in cost by 7000 points! In combination with their enhanced construction abilities, the Ferengi become a much tougher force in the endgame.

My final point in terms of ship changes is a cosmetic one. Ship types have been renamed on a large scale. The D'Deridex is now the Chang. The Negh'Var's moniker is now the QuakeDevil. Predictably enough, the Galor class battleships are now Darheel's. The Federation sees the most bizarre changes. Players can expect to see Starfleet field B17of23 class strike cruisers, Flyofyipvpi class command cruisers and SubZeroKling1 class heavy escorts. Enjoy.

Conclusion

The T10 mod seems to be geared for gamers who enjoy quickly getting into slugging matches with lots of the game's most advanced ships as well as lots of intelligence mischief. It makes all of the empires relative equals in terms of their capabilities. If one is looking to see lots of big battles with big fleets without having to invest much time in the game, and one doesn't mind T10's idiosyncrasies, then they might really like this Mod. For myself, however, this isn't what I'm looking for.

While I'm glad to see activity in the BotF modding community, I do not believe that the T10 mod, as it currently exists, does much to add to the game. Some of the ideas, like Section 31 and Quark's Bar, are fantastic and, if properly developed, could add both depth and flavor. On the whole, however, T10 is crying out for more thought, more polish, and more seriousness. T10 doesn't get us closer to Star Trek but rather, especially with things like the treatment of the Vulcans, farther away. I sincerely hope that Gul Darheel decides to continue his work and molds his mod into something that is more enjoyable to a wider audience and is of greater value to the community.



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