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Recent reviews by Hard

Showing 1-4 of 4 entries
1 person found this review helpful
12.6 hrs on record (6.5 hrs at review time)
Early Access Review
Thus far I've only had 1 play-through so there is certainly more for me to discover.

As expected from early access, the game is currently a large puddle. Great base mechanics, solid foundation, and good graphics but the mechanical depth just isn't there yet.

Unfortunately, only the first two ages are currently playable and the automatic road placement can be a bit frustrating when trying to tetris buildings into tight spaces. You can generally solve most growth problems with a few clicks and planning isn't challenging outside avoiding the aforementioned road systems and creating zones for different factions. The cost to restore antiquity era buildings is also pretty extreme despite the fact that there are no added benefits from restoration except getting the building back.

An Idea for making the game a bit more challenging might be to make regional benefits for the cultural buildings that are necessary to keep inhabited areas content. I found towards the end of my play-through that I can simply Isolate the different factions and prevent any discontent by building their cultural buildings in separate concentrated zones with no negative effects since the benefits are global as a cumulative stat.

Being able to section production far from my city and where the resource was collected to avoid negative regional effects also made the game a bit too easy. What could be added to create more mechanical depth is a technology and building for couriers to transport materials. Negative production effects involving the distance between where materials are collected, stored, and manufactured could be implemented. The reduction of these negative effects could be acquired through the progression of eras and research of upgrades to the courier huts. Could also be a good way of adding more function to river systems. Some examples might be;
-Material is mined upstream and transported to nearby port with connection to port downstream which reduces traversal time of material to the manufacturing point.
-As each age passes, road conditions and shipment sizes increase adding more efficiency.

These are just some surface level thoughts but I fully trust the developers have a good grasp of what they want the game to become and I am very excited to see what they cook up for us!
Posted 3 September, 2024. Last edited 3 September, 2024.
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1 person found this review helpful
4,073.1 hrs on record (1,810.5 hrs at review time)
They gave us region based MM for one week and everyone was happy as could be. There was real teamwork and people could actually fun playing the game the way it was meant to be.

Then they took it away and now the average US E A S T game has 6-7 peruvians in it. Playing a good teamwork based game with a language barrier is like trying to get a room full of ♥♥♥♥♥♥♥ to develop a reusable rocket.

Why does valve have to cater to the toxic cesspool of SA? 99% of them play like they have a bundle of peppers shoved up their ass. You only make the community worse by allowing these people on any server.

K E E P T H E P L A U G E C O N T A I N E D
Posted 2 September, 2017.
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No one has rated this review as helpful yet
2 people found this review funny
143.7 hrs on record (100.7 hrs at review time)
20% Walking, 5% killing, 75% sitting in dialogue!
Posted 2 January, 2017. Last edited 24 November, 2018.
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1 person found this review helpful
27.3 hrs on record (2.6 hrs at review time)
Early Access Review
={STILL IN EARLY ALPHA)= which includes (Zombies running through walls/♥♥♥♥♥♥♥♥♥/lag/not being able to make things and only get an error when trying to make bandages out of clothes. But I reccomend in the future to get this game due to the ever intensive meetings with player where they try to take your baked beans of pants and the epic battles between a zombie with an AI that gives it a GPS tracking system and a fun time trying to get glitched Items!
Posted 13 May, 2014.
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Showing 1-4 of 4 entries