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Recent reviews by Knobellend

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Showing 1-10 of 56 entries
8 people found this review helpful
1.1 hrs on record
Was looking forward to the sequel of Cryptark, Sadly had couple of bugs from the start to a hour of game play. The Main two that irked me were
1. You couldn't fire when entering a room,
2. You couldn't fire one of your weapons and would instead fire a different one.
That made me realize do I really want to go through with this?
Could use some more polish overall felt like early access, might come back to this in the future if things change for the better.
Posted March 3.
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No one has rated this review as helpful yet
162.2 hrs on record (20.5 hrs at review time)
first 50 turns
Settle within 3 turns
Turn 10 barb spawns close
going to end up with 3 cities or less
2 hexs for production and 3 food tiles hexs
2 slinger, settler
civics tree go for trade and political at turn 50 or less
tech just depends on area
districts
Science: Campus, Industrial Zone, Harbor/Commercial Hub, Encampment (production and Spy defense)

Domination: Encampment, Commercial Hub/Harbor, Campus/Theatre Square, Entertainment Complex (and Aerodomes in the late game)

Culture: Theatre Square, Holy Site, Commercial Hub/Harbor, Entertainment Complex

Diplomatic: a mix between Culture and Science, but you will want a lot of Faith, Production and/or Gold

Religious: Holy Sites

City 1st Ring Good Granary, works them sooner.
City 1st ring bad, but farther tiles better monument
resources like silk that give culture build granary first,
while having Banana or Horses or such in the second ring, Monument first
Posted December 6, 2023. Last edited January 10.
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No one has rated this review as helpful yet
399.6 hrs on record (324.8 hrs at review time)
it's fun
Posted November 21, 2023.
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1 person found this review helpful
0.2 hrs on record
I do not recommend this game.
Posted August 11, 2023.
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5 people found this review helpful
1 person found this review funny
2.1 hrs on record
The dinner room puzzle is dumb
Posted April 28, 2023.
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No one has rated this review as helpful yet
0.0 hrs on record
Play style is limited
Posted April 27, 2023. Last edited April 27, 2023.
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2 people found this review helpful
69.5 hrs on record (3.1 hrs at review time)
Early Access Review
Hold R to check how much ammo
Home to toggle low ready
page up to soft complete mission
B to melee
Posted June 29, 2022. Last edited June 29, 2022.
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No one has rated this review as helpful yet
628.5 hrs on record (569.9 hrs at review time)
H – #c27126
S– #a5af8c
P – #aa9cff
m – #59693c
Posted June 16, 2022.
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No one has rated this review as helpful yet
138.6 hrs on record (37.7 hrs at review time)
Bad weapons: Heavy ion
Any combination of Ion Blast Ion Blast II and Ion Charger
Final boss is ♥♥♥♥♥♥♥♥ Cheese:
Systems: Teleport, cloak,
Weapons: flak 1, duel wep, any dmg
Drone: defense 1,
Shields: 3, Max engines,
Posted June 6, 2022. Last edited June 7, 2022.
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1 person found this review helpful
85.3 hrs on record (53.5 hrs at review time)
Scrap military fleet for early alloy, change diplomatic stance to isolationist for early unity unless robot (change back to expansion when doing so), econ policy militarized, trade policy consumer, Species set rights living standards academic +10% science, Discovery right side first, 4sci ship 3con ship,

Ascension perk:
usually first Technological Ascendancy
S) Executive vigor, Galactic wonders,
Void born S rank for void dwellers, Master builders 23 pop limit 1 for 1 district housing and resource 2 options for pop control resettle & automatic migration democracy
A) Psi: Mind over matter = Transcendence Species tab set rights citizenship Assimilation
S) Synth: flesh is weak, Synth evolution (requires synthetic, personality matrix tech),
species tab apply template to choose where normal pop to stay on planet to continue easy pop growth,
S) Hive: hive world
S) Machine: (requires climate restor)
GG) Become crisis: gain menace basically consume other empires for bonuses
Planets: Disable admin office at start no need to manage empire sprawl at start, above 50% stab fine, de-prioritize Clerk jobs useless, trade policy depending 1 trade job = +4 trade value, unemployment +1 clerk. spam research building, replace commercial zones (useless clerks), generator districts if upgraded energy buildings (otherwise mines or food), pops important fix any features that affect pop (Gov with environmental engineer), Gov with int +10 everything, Interstellar fleet traditions = gov retired fleet officer reduces costs, star bases hydroponic farming 10foodfor1energy (solar pans for hive),
important mats: alloys, motes
War: admirals trickster (range dmg), engineer (heal in the wild), and aggressive (speed)
Set desired starbase close to war to home base for quick heals
Set armies on agro
Use army or corvette as shield to win battles
Hyperlane camping Shortrange weapons at door
Green=Hull, Orange=Armor, Blue=Shield
Sectors:F4 shared stockpile monthly or bulk for what you want to focus
test?:Ship management turn of auto-generate designs carvette empty all slots for weapon, utility and one hyper drive.
Then Fleet manager go to adjusted ship design Retrofit it (wrench next to the ship icon) 45 alloy
then upgrade it to gain 126 alloy
Monthly trade to by pass unit price max amount to buy monthly
52 for min, 26 for consumer goods, 13 for alloys (does not work when galactic markets are up)
Colony can pre build it, de-prioritize colonists job for easy stability and amenities go to job tab and click -
Build warp gates close to enemy side
Posted April 24, 2022. Last edited April 27, 2022.
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Showing 1-10 of 56 entries