And I love it because it gives me the same feel of strategic variety as I get in Civ4, and in such a small game! But it doesn’t feel like a strategy that I hatched in response to the situation on the ground. I’ll acknowledge that going for the “inner peace” tech where you don’t need goods (forget the name, can’t find a manual or wiki to look it up…) feels very different from one where you go the energy route (solar, fusion, geothermal) and the “artifact trading” (people → goods on remnants(?)) route. With Slipways, I just don’t get that feeling. Those changes have ramifications throughout the rest of my strategy if I settle the copper instead of looking for iron, the shape of my whole empire will change. what mods I’m going to use) if I think I need an early war for a particularly juicy settlement or map structure or something. (Or even go culture heavy if I feel like playing that way.) Similarly for AoW:Planetfall I might change when I’m going to build my doomstack (which means changing what it’s built out of, i.e. In Civ4, if I discover I’m up next to Montezuma, I’m going to shift my plans around to beeline archers or axemen or horsemen (depending on what resources the map looks likely to give me), whereas if I’m next to a builder, I might stick with my original plan to rush catapults+swordsmen for an early conquest or knights for a later one. So part of it is that I’m not expressing myself clearly and part of it is that I’m still refining my opinion. You’re making a valid point, but I don’t understand why you’re singling out Slipways. You can’t make long-term plans until you know what resources you have and what situations you’re going to face, which you won’t know until you explore the world and start exploiting it. So that’s what I was going with for my impressions, but point about multiple options for the goods bottleneck makes me think I just don’t understand the game well enough.Īlso, I rather liked the twists in the campaign and I wish there was more to it…ĭon’t these points apply to all games in which you’re exploring out into a fog of war on a randomized map? From MOO to Civ to Age of Wonder? Or at least your overall complaint that you can’t make long-term plans when you play Slipways? That doesn’t seem like too much of a plan but honestly it was the longest-term plan I’ve had in this game to date. When I played the campaign one where you have to reactivate the thingamajig, I had a plan of “quickly pop out a person and a bot for the custom structure, expand in the given direction, then settle the worlds around the thingy with the types that seem easiest to get to successful / prosperous”. I’ll heartily admit I am not particularly good at the game and if I were better (or, hopefully, as I get better) the planning part will be more obvious.Ĭhoosing your factions (and perks) doesn’t count as planning because I’m going to nitpick / redefine terms / move goalposts and claim that that is part of game setup which is distinct. OK, I’ll revise and somewhat retract my “long-term planning” statement, on a couple points:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |