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Neither faction has an advantage imo. Eco makes less pollution but they also make less power. Tycoon makes more pollution and more power. Personally, I think it's far more annoying dealing with Eco's power handicap than Tycoon's pollution handicap.
As far as pollution control buildings... I dunno, the only time I use the faction specific pollution buildings is the early game. Once I can build a Keeper I never look back.
Ecos are safe, Tycoons are fast.
I also personally find the Ecos easier to build for, as wood and glass are easier to get than concrete and steel, in my opinion.
Well, if they're properly balanced then 1 of the factions wouldn't always seem better than the other. I think they probably are balanced but as a simple matter of preference I like starting as Tycoon best.
I see what you mean though that the difference doesn't seem huge. I don't see that as much of a problem since the major challenge of the game is maximizing land usage, and that's surprisingly difficult to do even with small differences between the factions.
If you're playing a quick game where you want to eliminate your opponent(s) as quickly as possible then it might not matter so much what you start with. Try a continuous game where you're planning to settle the whole map and make the biggest population possible and let me know how that goes though. =D
Or maybe the non-conventional nature of how Ecos work is what appeals to players, whether the differences between the two are huge or not. To be honest, my opinion of what "different" gameplay means for different factions is based on my experience with Endless Legend. But as this is a more reality than fantasy based game, I can see why there are limitations to faction differences.
I think if differences are confined simply to different bonuses/penalties, it should be fair to say that they are probably balanced. Non-balance only becomes a relevant issue to consider if fundamental mechanics are different between factions (like in Endless Legend) , which doesn't seem to be the case here.
Eliminating opponents can be a huge pain. If this plays like 1404, I'd think opponents would vary in difficulty depending on their behaviors.
And besides, playing Ecos just LOOKS nicer, especially from the start when you don't risk dropping to -200 or lower pumping out all your industry.
Enemy difficulty does vary like in 1404, but it's less spelled out in 2070. Unfortunately the enemies in 2070 absolutely cheat, so they aren't that fun in my opinion. They have infinite resources and money, and their populations never do anything. They settle islands then proceed to fill the island out based on certain templates that are unique to each character.
Thor Stringberg is the hardest of all the AI characters to play with. Second place varies depending on who you ask, but in my opinion, it's Keto, followed by Vadim + Leon (must be in the same game, due to how they interact)
Nice, another EL player x3
Yeah, you aren't going to find anywhere NEAR that distinct in this game or series. Or even most games, really.
This, though I suspect it is also because they are considered to be an underdog and a more personal organization. The Tycoons are a corporation, a big nameless organization.
I think it is a real bummer that the npc's are cheating, it withholds the combat in the game. Strategy becomes a lot less important.
I think the factions have a pretty good balance, it also encourages a different play style.
tycoons 1 or a few larger cities whereas the eco's tend to go more towards a lot of smaller cities. which s in favor of the eco's becaus of the tax mechanics (after a certain amount of inhabitants tax/inhabitant drops)
For the biggest cities (I hink general pop also works) there is a separate thread here, build one and please do share it.
And when you want some change in the game there is the 2170 ARRC mod which mixes things up a bit.
Personally I topped at almost 70k on a single island with at least 2 more of those cities possible (possibly a third even). Though 2 notes: is build using aforementioned mod on a map added by that mod (think it is possible to get it separately). Without the mod I would drop to about half the pop (35k) an a single island though because production would hardly suffer (if at all) I would de able to support 2 population islands.
Well, I'm not expecting such diversity of course, but that doesn't mean games have a blank cheque to copy and paste traits for different factions with minimal differences. Although factions are not as diverse here as EL, its mechanics for each faction have noteworthy differences beyond simply different bonus types like what you see in Civ.
2.eco can handle ecobalance better and produce more populationa than tyc.
3.eco 's shipment efficiency is better with no item slots
4.eco executives generates less credit than tyc(almost 50%)(but still well enough)
5.eco can attain tech factions faster,which means better army better tactics
6.eco factory takes less place and environmental friendly
7.eco requires better layout to satisfy power needs
1.tyc dont suffer much lost form ecobalance lost(-50 is the deadline)
2.cheper building and (concrete seller) high energy out makes a mass productions line for surplus sellling(fuel rod/champagne)
3.executives give more money
4.colossus is the best ship ever
5.nuke is the best ultimate
6.land oil driller is much cheaper than oil rig
7.container with cards is the ideal trade ship ever
8.better military better land occupation
9.tyc doesnt require a good layout the satisfy power/ecobalance
are we clear?
I disagree,
shield generator > nuke
Nuke doesn't protect against natural disasters or other nukes. whereas the shield gen does.