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I'm playing with inflation, so that would dampen your plans, but mostly I'm shocked how you really only need 4-5 domes to terraform the planet, I thought I would have to populate the planet to make an effect.
If you do nothing, tech will advance and the game gets easier. It would be difficult for me as a player to make the game get harder.
I don't necessarily want it harder from overyhead, or shortage of raw materials, it would be neat if the difficulty shifted from the things you talk about to some difficulty of a different nature, such as crime or something. Perhaps that's what terraforming was supposed to address. But it's not really so difficult as much a time suck.
But about the game getting easier with time, which game doesn't? Some games introduce late game mechanics and this one has mysteries to make it more interesting. But if the game doesn't get easier over time, what is the point of progression then? Might as well throw tech out and have more disasters over time if that's what you want. Then again, you might not like the lack of progression.
If you were a veteran player of the game I could understand why you would say its easy.
Try to play a hard map space, a sponsor that doesnt give away free stuff, and a mystery thats one of the harder ones and report back.
Once you get tech for MDS and heaters and factories, then automate stuff, it only gets easier. The disasters are nullified and the difficulty disappears.
One thing could be a tech tree where you have to choose a path, and don't get everything. Kudos to breakthroughs for not being available every game.
Or colonists get more picky or develop new luxury needs, so that there is a challenge in mid game that is not in early game. Actually, that makes the most sense and would be easy - the early colonists would only be able to do crude jobs. Specialists should require higher comfort, except that "high" comfort is very low, extremely easy to accomplish for all colonists. As I've indicated, you don't need to build any comfort buildings at all zero to have extremely high comfort which is just silly.
Maybe we actually need to generate revenue to keep the mission going, so tourists are probably mandatory, except they are even more highly demanding, which would probably match reality. The setting for "high" comfort needs to be higher.
I'd also like to see the need for greater colonization. Maybe no automation, all the terraforming equipment requires workers. Because, otherwise. I only need like three domes. More domes would be more difficult to manage, so why build them? But if the workers were required to staff buildings I would be forced to manage a larger population.
As I stated in my original post. Look at sim city. As your city gets bigger new problems are thrown in as a result of the higher population increase. Traffic goes up. Pollution goes up. Crime goes up. You are forced to readjust the way you originally planned to have to deal with the new problems that arise.
Edit: A great game that gets harder as the game goes on -- XCom
The very first tag of what type of game this is on the store page is "City Builder".
You have no clue what I tried and what I haven't. I did state that I am still somewhat new to the game but you are ASSUMING that I haven't tried a hard scenario.
I guess the next challenge will be to see exactly how many domes I can cram into the map when I completely flatten everything, in the most efficient way possible haha.
Moisture vaperetors, plus all the techs that lessen the water consumption of EVERYTHING. I run a 15 medium dome map with maybe 1 or 2 water extractors and the rest moisture exrtacters. And day by day as my terraforming goes up its adding more water to my infrastructure.
You are referring to user tags.
I can tag it as a circus sim. Doesn’t make it a circus sim.
You said you are still fairly new to the game.
So have you experienced any of the things I mentioned?
Folks struggle with this game on higher levels unless you are a veteran player.
63n115w
67n116w
https://steamcommunity.com/sharedfiles/filedetails/?id=1783321149&searchtext=winter
It's not about creating challenges just for the sake of doing so and have them nullify your progress. It's about how easy or difficult your journey is in getting to a self-sufficiency state. And this does not necessarily have to follow the sim city model.
Xcom is the worst example because it's way more dependent on rng than any other game. I wouldn't discuss difficulty in relation to that game although I don't deny some strategy is involved.