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Do brazils money printing abilities just not stack up with other options when it comes to high level play? It sure makes things easy for low level, beginner play while learning the mechanics and controls, but maybe it just doesn't stack up against other options once you already know what you're doing?
That's bait.
I think one of the big questions to ask is, "What makes this game different from others? Why should I play this one instead of another?"
The genre of Surviving Mars is a city building game. I think the two best City Building Games on the market right now are Frostpunk and Surviving Mars. Anno is probably the other one but I haven't played it. If you love city building games then you'll love Surviving Mars. If you don't like them, why are you here? If you've never played one, now is the chance to explore it. CitiesSkyline is probably the most accessible city building game for someone that hasn't played it. Surviving Mars may be a bit too much at first. You play Surviving Mars because it's different from other such City building Games, you get to build on a different planet! On Mars!!!! And it does a spectacular job. It really opens up the science fiction. Unlike other City Building Games you have to think about oxygen, and building domes, before you can even begin to think about shipping people over on rockets. It's a great twist to the traditional city builder.
The true art of this game though is in it's spectacular art. If you press Q and S at the same time the camera will pan down to the point where you are looking directly across the land and you can see Martian mountains in the distance, and you can literally get eye to eye with your sims and see them rising in their futuristic seat at the Grocer or sitting down at the Diner. You can even see the freakin' menu on the wall! This really adds the soul to the game, because you get a feel and an appreciation for living on Mars itself, which in reality is something really cool to think about. So I think this game is really successful in that it takes a real concept - living on Mars - and brings it to life.
This is why you should play Surviving Mars - because it brings a reality to something that humanity could be so close to achieving. I suspect there's more than a little bit of an agenda to teach the general public about science and astrophysics too, but I'll let that one slide ...
Hey fractal sorry just seeing this now.
I am not familiar with Brasil because it's other bonuses are for passageways and I don't use passageways so I never use them. So that could be a goo challenge for me! To use Brasil.
$35M per colonist. I think tourists are $30M so that's a tiny bit more. I think the thing is, you can only import 12 on the first rocket, so that's not much money, then for the early game, I still can't bring that many colonists to make a big deal because I don't have the support for them. But maybe I could with the extra funding?
It's important to realize at some point (mid game? late game?) definitely after building mohole you are exporting so much rare that money becomes a non-issue. Also, I try to wean off importing colonists because I prefer martians who are resistant to disaster and also to outdoors. So I never import a TON of earthlings. But maybe it's enough that they pay for themselves. Now I want to play a game using Brasil lol
Some of the other sponsors have some great bonuses that could be better than free money, such as cheaper building, better sales price. Then again, the other good bonuses also come with some drawbacks.
I think a bigger benefit from Brasil is the starting $900M. that's more than average and is immediately available. I find money at the start of the game is most important, to get you through that time when you run out of supplies and aren't quite exporting rare.
If you DO use passageways, yeah I agree with you this may be an easy/good sponsor. In fact I would use free passageways just to avoid domes being cut off by dust storms or meteors.
So I WOULD call this sponsor easier, but no I'm not gonna call it "too easy", not like IMM, or ranches.
Fractal, do YOU use Brasil? Do you like it more than other sponsors? Is the one you would choose if we were having a head 2 head race to terraform?
I'd argue Frostpunk is not really a city building game at its core. It obviously has those elements, but the core gameplay is about crisis resource management, the game always tries to stop you snowballing and tries to make you always feel like you are limping from one crisis to another, the fact that endless mode and endurance mode are so dull in that game helps prove this, just building a city in Frostpunk, without that crisis management, is boring.
I don't agree, you can tell by seeing various people who wanted to play Frostpunk, then post on the forums about how the game sucks cause they cannot build anything and are constantly starved for resources, and like I said, the 'endless' mode is considered by most people to be really boring because of the lack of story, or goals. The game doesn't stand tall on its city building elements.
It'd be like saying Minecraft is a First Person Shooter because you get a bow or a crossbow and can shoot monsters....
Sure, it HAS those elements, but its really, really not the core gameplay and recommending it to someone who wants to play a FPS is a bad idea.
Frostpunk is the same and touting it as a City Builder will just disappoint players super into that genre as its city building mechanics are really shallow.
It's the only one i've really played with so far, as it seemed a good starting option to learn the mechanics and controls with.
Just goes to show how little i've played this game I guess.
People might find a game "boring" due to a multitude of reasons e.g.: unmet expectations like lack of combat, poor understanding of game mechanics, lack of education over non-combat mechanics that might subsequently become interesting to them, comparison with other games that may or may not be comparable, unique personal preferences like a lack of patience in trying scenarios that call for slower paced gameplay. So before you say that others lack empathy, look at your own argument first to see how it actually sounds like you're pushing just one definition of "boring" down others' throats.
-Founding fathers: Perfect 6 sols, my time 3 sols (2nd playthrough).
-Baby steps: Perfect 13, my time 6 (1st playthrough).
-New eden: Perfect 40, my time 13 (1st).
-Wonderful life: Perfect 60, my time 19 (2nd).
-Elbrus: Perfect 100, my time 34 (1st).
This tells me that they made the game easy on purpose, because frostpunk and they are billions could also have increased the time limit by x2 or x3 and they would have become as easy as this game. When I first bought frostpunk I was immediately disappointed by how easy it was, but what they did in response to public outcry was add a new difficulty level. They are billions has become easier, but it started out actually hard.
I wasn't here for the beginning of this game, but I can see that the dlc it has got has made it even easier, like the "rivals" (aka support missions), new rovers, and smaller factories, and even more free stuff added to current missions like a free colonist supply pod. The target audience of this game must therefore be more casual, not looking for the game to be a challenge. I think challenge mode is a good compromise, because even if the "perfect" time is a joke you can still compete with yourself to see how fast you can get for an infinite challenge.
I think the issue that most games (including survival games) face is that the late game tends to become easier for the player due to progression mechanics. Some attempt to keep the challenge by introducing late game crises but run into the dilemma of how to balance gameplay without making it unfair or putting off all but the most hardcore players. SM and Frostpunk give me satisfaction in their own way though others may disagree and I'm fine with that. I'll go further to say that what is seen as a weakness of SM (lack of challenge esp late game) may actually be seen as a strength since the more hardcore the challenge, the less likely you'll want to play the game again if you're not hardcore enough. Oxygen Not Included flashback shock lol. In this regard, I could adjust the difficulty settings in SM without thinking too much about how it'll affect my experience since it doesn't demand from me the same level of hardcore expectation that other survival games do.
Turn on the difficulty settings I mentioned in my guide to 600%-1000, and you will have very much the challenge and not because of some lame time limit, but because asteroids are crashing through the mega electric dust clouds during a cold snap, while inflation is spiraling and resources are low. And don't use tribby or mohill or ranches since they are unrealistically easy.