Once you have built up your stock-pile of equipment, decisions have to be made as to where it will be placed and how it will be maneuvered. Initially, the decision will lie in how much manpower you are willing to commit to the factories producing the equipment, and which type of vehicle you want to produce - the more advanced, the longer it takes and the more resources it will use. The other is the construction, control and deployment of the mobile forces. Organising the static defence systems, such as laser turrets and missile launchers, is only one part. Of course, too low a grant will mean that the military is under- developed, making the colony vulnerable to a more advanced attack.Ĭontrol of your military is just as vital a part of the game as constructing a well ordered and shiny, happy city. A high grant to the military will provide fast development of new weapons, but it may not make the population too happy if they haven't yet got a sports stadium. Taxation levels must be set, but an eye must be kept on the long-term effects on the QOL - nobody likes heavy taxations, no matter what the reason.Īlso, grants for civilian and military development must be closely monitored. Juggling manpower is one problem, but so is juggling your budget. It is entirely likely that a large number of fully-manned installations could mean that construction will not be possible, because all the available men are busy elsewhere. Not only do the installations need manning, but construction will also occupy the colonists. You are perfectly at liberty to use less than this number should you feel that maximum production is not essential at any particular time, but it is also crucial that production levels are monitored so that you can up levels at any time should they be required. A hospital is not essential but it will allow you to directly control the birth rate, and it will allow the population to recover more quickly from the effects of a virus, for example.įor the installations to be onf any use, they must be manned by colonists up to the maximum allowed - usually around ten per installation. Food stores, stadiums, life-support systems, hospitals and fixed defence units like laser turrets are included here, and must be placed and used judiciously to maximise their effect.įor example a large event at the stadium will improve morale, an important factor in the QOL equation, but because everyone is off watching the games then the work rate will drop. The final category includes those installations that actually improve the QOL as opposed to maintaining it. These make use of the resources to produce crucial items like tanks or food, vital to the survival of the colony and if neglected, guaranteed to send the QOL figure plummeting. The next general category includes manufacturing installations. In any case, planning is probably wise to maximise the efficiency of distribution of electricity to other buildings. Resource- generating buildings, such as mines and chemical plants, must be built near appropriate resources to be effective, although power stations and similar electrical installations can be placed anywhere you like. You have a choice of 24 different buildings, too many to list individually, which fall into loose categories. The first action you will probably wish to perform is a wee bit of construction. Just hints are given in the manual, so only through playing and experimentation will you find out all the answers. The Quality of Life begins at a meagre 40 per cent, and it is up to you to try and develop the city to a large bustling hubbub of parties and orgies, and organise an efficient workforce in between - sounds remarkably like being the editor of Gamer.Īll sorts of things affect the QOL, anything from the view from the living quarters to taxation to how much food is available. You begin your life as commander of your first planet with little but a command centre, a few solar panels, a load of cash, a group of advisers and very little else. The approach they have adopted pitches the game somewhere in the land between Sim City and Populous, fighting an opponent while you attempt to develop a viable city with all its attendant problems of taxation, population control, crime and who cleans up when the neighbour's dog craps in your garden. Attaining a high quality of life is the main aim behind Gremlin's first foray into the world of God games. You try being a Prime Minister and see how you get on. Quality of life is one of those nebulus ideas that is very difficult to quantify, let alone try and maintain at a high level for any period of time.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |