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 very quickly noticed that the game was more enjoyable with pretty much everything set as "Low" aside from Necron tombs (since well they need some spots to expand), as otherwise there's too much of a mess made of forets/ruins/wires or whatever. It feels much more "natural" and playable with a low density of them, and as you said, it may also be considered as more strategical.
I didn't tweak a lot the landmass setting yet, but I've highly appreciated what the generator came up with when it comes to land and water environment shapes.
Of course, low wildlife means a more "playable game" (less chance to meet a pack of killer robots/scorpions), as well as a game more/quicklier focused toward faction battles.
What is even the difference between forests and imperial cities? They seem to give the same cover.
Thanks for the explanation!
Also assault sqauds and vehicles that ignore movement reduction becomes much more important. Or removing wire weed with the Thunderfire cannons. It changes a lot of gameplay.
Low land mass means more water.