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Another set of first impressions

Posted: Tue Nov 05, 2013 8:13 pm
by zgep
So here's my first impressions, like suggested in the mail the beta key came in:

Installation and first launch:
- Worked flawlessly.
- Same for the update.
- Auto-launch when the update was complete: not a fan of that. Downloading a 85MB update takes long enough with my connection to start doing something else. So a fullscreen application suddenly starting isn't all that great.

Title screen:
- Reminds me of Alpha Centauri, which is exactly what I want.
- That copy-and-pasting of the key works should be standard but isn't, so props for that one.
- Unsure about the music though.

Starting the first game:
- The options for map creation are sufficient, but nothing more than that.
- The same goes for the factions.
- Apparently there is no diplomatic or cultural victory. Not sure if I like that, only time will tell.
- Being able to select how many tech tiers are visible is a nice idea.

Intro:
- More Alpha Centauri nostalgia.

First turn:
- I like the method of selecting one of multiple units in a stack.
- Also, I'm Xi and my starting position looks really good.
- I generally like the interface. It requires a minimum of clicks to get done what I want to do.
- Having a worker per tile AND resource seems very interesting. So is growth being separate from food and production from minerals.
- Empty cities having no defense is something I'm not too happy with any more since Civ V (although cities in that game are a tad too strong) and the newer TW games.

Some time in:
- It's entirely possible that I'm missing the obvious, but the game starts quite slow. Little variety in what can be built, relatively slow expansion of territory.

Some more time in:
- The wildlife has now (partially) turned hostile. The game is getting more interesting.
- I have no attachment to my units. If I loose troops in combat or off-screen during the AI's turn I don't really care. Maybe because the combat is so quick.
- I really need an option to rename my unit designs. Am I missing something here?
- The unit workshop and the tech tree are a little too stingy with information about what piece of equipment does what. Basically I'm in trial-and-error mode when choosing what to research.
- For buildings this is much better. But I have no idea at what point the +4 pop cap building will become important.

All in all, I don't feel as engaged yet as when playing Alpha Centauri (yes, I still play it to this day) or Civ V (trade routes are awesome!). But I still managed to play for about 2 1/2 hours without noticing the time fly by.

Re: Another set of first impressions

Posted: Wed Nov 06, 2013 12:33 am
by dalves
zgep wrote:- I really need an option to rename my unit designs. Am I missing something here?
Click on them on the workshop, on top of the unit image.

Re: Another set of first impressions

Posted: Wed Nov 06, 2013 12:02 pm
by vv221
zgep wrote:- I have no attachment to my units. If I loose troops in combat or off-screen during the AI's turn I don't really care. Maybe because the combat is so quick.
I agree with this.
I think the combats involving the player's units during AI's turn should happen one at a time, with the screen moving to it automatically.

Re: Another set of first impressions

Posted: Wed Nov 06, 2013 2:17 pm
by yoshyusmc
vv221 wrote:
zgep wrote:- I have no attachment to my units. If I loose troops in combat or off-screen during the AI's turn I don't really care. Maybe because the combat is so quick.
I agree with this.
I think the combats involving the player's units during AI's turn should happen one at a time, with the screen moving to it automatically.
In my opinion I think that could make turns drag on for a long time. I found in my play through that using training field ops can add some life to older units who you don't have the coin to refit. It trains the whole stack and can really make a difference in combat.