![]() ![]() ![]() There are more than 80 technologies to choose from and you'll only be using about 10 of them each run. To overcome these challenges, you'll enlist the help of the five races populating the empire, each with their own philosophical outlook, varied abilities and a dedicated slice of the technology tree. Almost everything in Slipways is procedurally generated and each sector of the galaxy offers wildly different challenges. ONE MORE GAME?When a single run takes no more than an hour, what you need is replayability. The path you choose will profoundly change your experience and the way you look at the game's planets and resources. The selection varies each run, so you'll have to plan carefully and adapt to the situation at hand. Instead of making a single building 20% more efficient, technologies in Slipways let you move planets at will, harness stars for energy or colonize planets with sentient machines instead of people. TECH IT UP A NOTCHThere are no boring technologies here. A single run takes 40-60 minutes and they are all filled with the good stuff. You'll waste none of your precious time on busywork. Your planets govern themselves while you focus on making the right decisions to get them what they need. In Slipways, every action you take has immediate consequences, and every choice you make is of paramount importance. FASTER THAN LIGHTForget about tedious micromanagement and waiting for ships to be built. No need for war with so much empty universe to claim. It's all about exploring space and its endless opportunities, shaping it to your whim and developing it to its full potential. The game is more relaxed than your typical grand strategy. There is no military aspect to pull your focus away from the economy. Make long-term plans and bask in your own glory when that one last connection makes six planets upgrade at the same time and gives you the income you desperately need. Line everything up just right and watch your colonies evolve and grow, giving you even more options for profitable trade. MAKE TRADE, NOT WARColonize planets, carefully pick industries and hook everything up so that your planets support each other. The result is a unique blend of the strategy and puzzle genres in which you can finish a run quickly, but still have a deep experience full of tough decisions. ![]() I wonder if having some effect on the map that gave a bit of science outside the special labs would help make it feel more reasonable, because it really doesn’t take much extra research early to make it a ton more manageable, but the amount of tools that let you do that are pretty limited, so its not hard to just have no access.About This Game Slipways takes the space grand strategy genre and condenses the best parts of it down by throwing away all the micromanagement and the steep learning curve. Being locked out from even basic science until a good bit into the game is brutal, and so having options that let you jump start things early is a lot more important than normal. ![]() In my efforts on that map I found that having orbital or xeno labs and a free science perk was stupidly valuable. Not sure if it needs to be made easier but the mission is significantly harder than getting a 5+ star win on some arbitrary map on tough. Closest I've gotten so far is 18 science output at end of year 25. Keep on running low on cash and wasting a lot of turns while having some janky patchy cash-bleeding low-tech empire trying to catch-all-the-scattered-labs. I am trying to play the campaign on "tough" and haven't won echoes in the dark after about 4 attempts. mainly asteroids, lava, iceball, quest), you may run out of money super fast due to administration costs. If you're a bit unlucky with planets around first laboratory (e.g. Originally posted by wildraid:For "Echoes in the Dark", it might be a good idea to stop counting planets with scanners as "colonized" for calculation of empire size. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |