Everything builds hideously slowly and you need lots and lots of colonists to build up a thriving colony very quickly so you can have a revolution before time runs out (which it does very, very quickly). Every time you train somebody it will take longer than before. Every recruit you gain naturally will cost you more. Every specialist or colonist you buy from Europe will cost you more. Want to manufacture goods from raw materials? The cheapest specialized harvesters produce more raw goods than the more expensive specialized manufacturers can consume. You will be punished at every turn and every move has a (very steep) opportunity cost. There was so much care taken to make a realistic economy, which is pretty nice, that the result is completely unplayable. This leads me to.Ģ) This game is balanced in all the wrong places. Veteran Colonists (Colonizers?) will lose. This couldn't be any further from the case here. The endgame is just as difficult on all levels, the natives and other colonials are just as pathetic, and the micromanagement is just as overwhelming.įurthermore, in any game that wants to claim it can scale difficulty, the first step is to have the low end beatable by anyone - even a newbie to the genre who has never read the manual and is basically just clicking random things on the interface. I'm not sure what exactly the different difficulties are supposed to do in this game. I've got three big gripes with it:ġ) No difficulty scaling. I enjoy a good bit of micromanagement more than most people, but this remake of Colonization seems a bit off kilter. You've just spent the last half hour dragging and dropping colonists and goods.
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