I’ve just spent two hours with it without noticing, and although it’s busy on the micromanaging front, there is a lot of great stuff in the game already.
First and foremost, you can (and probably should) customise and construct a sexy logistics network. I need to emphasis on this. The logistics are quite simple, but super sexy. There is a chain of ressources that is really straightforward and simple, and it’s all built around nodes and the flow of those ressources to get those checkboxes checked so you can build sexy military hardware. A bit like Slipways or Star Ruler 2 if you wish, although for the interface is much, much less elegant (pretty rough, even) right now.
What I found brilliant in those early hours of the game is that there is a single basic ressource from that planet from which everything is yielded, but that ressource is very finite, and the hunt for it became very quickly my prime motivation. Without that spice flowing, you are basically dead, and its pursuit sprang an immediately powerful elan to my exploration and domination of the planet. It might be only me, but that motivation is often very much lacking from similarly minded game.
And here is another brilliant idea: to mine that ressource, you need to control zones. to control zones, you need to thoroughly clear them. To clear them you need a steady flow of units, units that, like Foxy said, can be easily moved through your logicistics network.
I have rarely got such a motivation to simply keep moving forward in a game. So much that, in a very unlikely way for me, the micromanaging of the many units actually didn’t bother me.
This is also helped by little story bits that make the whole setting quite intriguing. The aural soundscape is also very much to my liking, with dynamically changing rhythmic pieces depending on what you focus on the map. It’s really eerie and alien.
It might be much too simple for a lot of the more grognard inclined crowd, but for me it’s been pretty much a perfectly balanced experience so far.