Light of altair: Review

Some studios are very fond of giving their creations high -part names, often have nothing to do with the essence. For example, the economic strategy „Light of Altair“ (Light of the altair) neither with light nor light is in no way connected. She does not have to be beautiful at all and should not be pathos at all. On the contrary, a large work of the colonization of the cosmos is demonstrated here in a kind of everyday form. Normal everyday life of an employee of the intergalactic corporation. That the planet never captured?

Not a step back

Everything is really simple. Our bosses send us to space Dali – to build colonies in suitable territories. 16 campaign missions open as they pass. Once passed levels can be replayed subsequently. But if you want?

Within the framework of one global task, our nameless (and non -naval) hero receives directives from above. Freedom here is not in honor: the corporation with an incredibly original name UFO prefers to keep the development of settlements under control. Therefore, short -term goals are indicated to us each time with extreme clarity. Build five mines. To achieve such and such trade turnover. Make subjects happy. Create two colonies of TIR-2 level. And do not forget to pay taxes that increase every year.

If we go to the bright future too slowly, we can be shifted from their posts. We go beyond the budget – we lose lending. However, “ufologists” relate to the financial troubles just rather condescendingly. In most economic strategies, a negative value in the treasury means collapse and defeat. Here – nothing like. Until a certain point, you can continue to build and hope for an ambulance in the future.

Indirect methods

So, at our disposal – the planet, most often – small. By placing the “colonial center” on the surface of the space ball, we lay the basis of future prosperity. Territories are divided into cells. The freshly founded settlement occupies a certain number of cells, and everything that is beyond the borders no longer belongs. The goal is to provide the colony with food, energy and happiness, https://www.koreatravelpost.com/wp-content/pgs/?casino-online-con-giochi-unici-e-innovativi.html so that the population grows. Only three types of buildings do this task perfectly. On some planets there are minerals. Of course, they need to be mined and processed. In generalized „goods“ for sale or fuel – for ships.

There are few available structures. One single „hydroponics“ for food production, several types of energy sources, research center, spaceport. All? Well, almost. It is no longer required for success, but simple stamping of the same buildings is very quickly bored. After all, the planet lives with a very conditional life.

Remember urban planning strategies, where over time people began to walk along the streets, driving carts, natural disasters occurred? Forget. We are in space. At our service – a small ball, covered with motionless schematic buildings and several diagrams with multi -colored icons. If the emoticons in the left corner of the screen have become sad, then you need to put the barracks – they, you know, are happy at once. Shmyak, Shmyak, Shmyak – Oh, cheerful! The monotony of the process is impressive.

In the end to go to The victory of communism prosperity is not at all difficult. Only boring.

Competition – progress engine

The situation is a little reviving only when we have rivals. Not the same in space, in the end. Neutral fractions prefer to fight with us on an economic field. They arrive, colonize areas on the planets of interest to us, intercept control over resources. Ecumenical benefits are distributed according to the principle of „who has managed to – the main one“.

Hostile associations are sometimes aggressive. But more often – they give us an occasion to attack the very fact of their existence. And here lies another unpleasant surprise from developers: there are practically no hostilities in the game. What is, otherwise you cannot call formality. Please, you can build ships, equip them with guns and armor. If there is a spaceport – even send to the battle. This is where our participation in the process ends. Subsequent events depend on our power of attack and the protective abilities of the enemy. Wins, of course, the strongest. The outcome of the battle is calculated in advance, in the economic manner. Colorfulness? Dynamics? What else!

Balls-hedgehogs

But graphics in Light of the altair You cannot call bright. Tiny and fuzzy images of buildings, gray, completely bleached space. The planets look like they were made from wrapping paper. The colonized “ball” resembles a hedgehog – all these buildings stick out of it like stupid needles. The semicircular „hydroponics“ look especially funny.

Probably, developers think that the economic strategy must certainly be boring. Maybe they should tell them that this is not necessary at all?

Pros: They give a lot of money.
Cons: Boring, dejected and joyless.

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