Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't really micromanage at all, though. I set up the priorities and fast forward for a while. I don't really need to issue instructions until something unusual (like a breathsteeler invasion) happens.
So, it's as micro as you want it to be. You might be graduating students without all of their challenges completed. But that's the trade off: you get more out of them if you put a few more clicks into them.
ONI is a partial simulation that half-requires us to learn the quirks to take advantage of them (liquid locks, for example).
This is far, far simpler.
You can't automate anything like as much as in ONI. And the automation that's here is much more coarsely grained.
But you also don't -need- to automate as much.
For example, MoM replaces the whole shipping system with a bunch of hauling servants, the use of locked doors, priorities on storage / crafting stations and global harvest limits on resources. Much much simpler.
It does have micro if you want to set up precise learning paths for optimal magi into perfect combat teams. None of which is required by the game.
And if you want to min-max to that level, you're probably not someone who dislikes micro. :)
If you know the rules the game follows, nothing to micro at all. Easily said but of course also depends on personal preferences and habits.
ONI and MoM are similar games and although developed by different game studios, both games are built upon the same game engine (which in turn is using Unity). Gameplay is different in many ways, combat, environment, resources influencing building stats, automation, single/multi maps, ...
But if MoM is as much of micro as ONI?
I don't know. Because ONI needs no micro for me and I don't have to micro in MoM neither, you probably will need micro also in MoM I assume.
I am curious what games in this genre in your opinion do not need micro management?
Everyone has his/her own playstyle though.
Isn't it the same for all sim games that if the task list is overloaded some micro is needed to have things done in the order the player wants them to be finished?
There is a schedule and a priority system but it's not that good considering it was made before all the more interesting mechanics were added