
Originally posted by Capid:Don't depend on having three choices then, build more research buildings and be able to pick two or three projects from a pool of like 8. I love the game, but it is one of the most frustrating games I have every played. The thing is you have to sit thru 2-3 1/2 hours to come to the realization that your run is a dead game. When I say not compleatable I mean even knowing were everything is going to be, what my cities will look like before I lay down my first HQ, what leaders I will choose. I have a 7 saved games where the game is not winnable (Gold), 3 of the 7 games can not be completed because of board/leader/card draws/resource layout vs support buildup. When you hit start, the game is either winnable or a dead game (by winnable I mean gold). But the game itself is locked in stone when you hit play. You can change where you build, which leaders you choose, as well as the projects you choose. When you go back and replay the game it is exactly the same. After you start the game it is already decided what every location has, the cards that are dealt, the leader progression, the resources in each location. Actually all the RNG happens when you hit the "Start New Game" button. The ugly is that you loose the 25% bonus due to bad luck. There are rounds you get no soppurt building until 24-> you're dead. There are rounds you do not find any ressources -> you're dead. Especially at Utopia++++ it is for me a very random game and not about so much about desisions. Originally posted by st:I believe the author is not too wrong. I agree with the OP that this is a really jarring aspect of the game that cuts against the theme. Is this game a realistic terraforming simulator? No, but it still has a theme and a narrative of sorts.
#Terraformers r34 how to#
It would also help soften the very weird "realism" issue where you desperately need (e.g.) farms but your engineers have completely forgotten how to build them. Giving players more influence over the cards they draw could help smooth out the spikes without making the game easier overall, provided everything was balanced around it. Randomness in aspects of the game that provide variety and replayability is great, but big, unpredictable difficulty spikes are not very fun. Sometimes the random events completely rescue a tough run or doom a promising one, for example. I don't think the game needs to be easier on average, but it can be quite swingy at times. Whatever approach the devs might choose, I do think it's an area that could use some attention. Maybe the hypothetical Planning Center generates points, and once you have enough you can spend them on a card pick.Īlternately, either system could just use Science (or any other resource costing) if we want to avoid adding a new resource/currency. Or go all-out and provide a means of choosing a specific card from the entire pool. Maybe add a companion to the R&D buildings, like a Planning Center that lets you weight the card types you draw. I've also found it quite frustrating to be unable to draw a food booster for tens of turns in a row, or a Research Center for that matter. I would like some ability to influence which types of cards are offered.
