Mind Over Magic

Mind Over Magic

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Is the micro as bad as in Oxygen not included?
See title.

I like Klei and this game look interesting, but I am loath to walk into that trap again.
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Showing 1-11 of 11 comments
ΑΩ Feb 12 @ 2:25pm 
Klei publish, doesn't Develop this game, so don't expect it to work like Oxygen does since its not the same people making this game.
Skipachu Feb 12 @ 2:27pm 
If you want to maximize every little thing in the search for the greatest "effciency", then it can be very micro.

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.
Philtre Feb 12 @ 2:30pm 
I'm not sure what you mean by this, since I don't find ONI to have a lot of micro-management; more like a lot of advance planning. MoM is less complex than ONI and I would say less difficult as well, but it is very much on the "management" end of the colony management sim spectrum; on normal difficulty you will need to put a fair amount of attention towards planning out your school, allocating your labor and resources, and making sure everyone's needs are met, not to mention dealing with the combat elements of the game, which are significant. If you like the premise but want more of a relaxed building game, you do have the option to set all the difficulty sliders to the minimum, which will make both combat and survival elements a lot less demanding.
not at all. oxygen not incl. has too much micro crap so stoped playing it pretty early. it was too much for my opinion. and mind over magic seems a bit boring. its always the same loop: research - build - fight...
Jay Feb 13 @ 2:00am 
Originally posted by Danoobiel:
See title.

I like Klei and this game look interesting, but I am loath to walk into that trap again.
No. They're very different games.
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. :)
Dedmoin Feb 13 @ 2:21am 
Never had to do any micro management in ONI in hundreds of hours of playtime.
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?
Count Feb 13 @ 2:25am 
Originally posted by Dedmoin:
Never had to do any micro management in ONI in hundreds of hours of playtime.
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?
micro is for example setting priorities for things to be done. ONI has a lot of micro if you dont automate everything and have the game solved. MOM is less micro heavy. in both games you can pause the game anytime and take is slowly.
Last edited by Count; Feb 13 @ 2:28am
Dedmoin Feb 13 @ 2:31am 
Originally posted by Count:
Originally posted by Dedmoin:
Never had to do any micro management in ONI in hundreds of hours of playtime.
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?
micro is for example setting priorities for things to be done. ONI has a lot of micro if you dont automate everything and have the game solved.
Never was necessary for me to set prio on object level in ONI but always solved everything in overall prio list. There are rare cases and exceptional situations but those are rare and exceptions.
Everyone has his/her own playstyle though.
Count Feb 13 @ 2:37am 
Originally posted by Dedmoin:
Originally posted by Count:
micro is for example setting priorities for things to be done. ONI has a lot of micro if you dont automate everything and have the game solved.
Never was necessary for me to set prio on object level in ONI but always solved everything in overall prio list. There are rare cases and exceptional situations but those are rare and exceptions.
Everyone has his/her own playstyle though.
yes depends of the playstyle. but if build lot of stuff at the same time and want to be efficient you have to micro it.
Dedmoin Feb 13 @ 2:42am 
Originally posted by Count:
Originally posted by Dedmoin:
Never was necessary for me to set prio on object level in ONI but always solved everything in overall prio list. There are rare cases and exceptional situations but those are rare and exceptions.
Everyone has his/her own playstyle though.
yes depends of the playstyle. but if build lot of stuff at the same time and want to be efficient you have to micro it.
I am not trying to rate playstyles nor convince anyone, just being curious...
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?
Originally posted by Danoobiel:
See title.

I like Klei and this game look interesting, but I am loath to walk into that trap again.
yup, if you on any challening difficulty you have to do a lot of manual adjusts.
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
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Date Posted: Feb 12 @ 2:20pm
Posts: 11