Another thing is the need of materials micromanagement on the mid-late game, as soon as the base grow you need to manually move the materials from one part to another as the drones have a limited radious, for example, repair parts that you are building on a factory need to be moved (manually) to cover all the base if the drones that need then are not in radious of where it's stored, and it happend to a lot of resources, on the short term it's not a problem but 4 hours into the game already started to be, it's the second thing that need to be modded, automatic routes.
PONER MUSICA ENN TROPICO 1 MOD
If it would only happend over "strange" resources like rare minerals, it would be a okis feature, but when it happend with all the resources (water, concrete, etc.) i found ii not very desirable (It's the first thing i would seek to mod with the workshop). Another issue is the depleting resources deposits, it's not a bad system by itself, but if in 4 hours i have depleted a concrete deposit and a water one and need to move to the next i have terrible fears that it would become an issue in mid to late game, needing to move whole base parts to another part of the map just to repeat the same that i made the first time but over a new deposit. The tech tree is ok, but i found the investigation too fast (at least on this dificulty) and dont makes you feel the need to have hard choices of what tech research, you could allways stack 4 investigations and have zero need to prioritize one over another, there is too strong favour to advance the investigations almost in order top-down left to right. I choose one low dificulty (not the easier, but relatively close) and the game is too easy, the events till the moment are not problematic nor give any challenge and even one "catastrofic event" that was a massive meteor shower have almost zero impact on the buildings. The game seems to ask for a deep micromanagement but dont have the tools to allow you make it easily, it's very dificult and time consuming to for example review each colonist characteristics and set him in the correct dome/work but the game seems to ask for it, its like to be playing at Cities, have the need to organize the trafic layout but dont have any tool to see the densiity, flow, jams, etc. With only 3 or 4 hours played it is soon to make a deep review, but my first thoughts: The base building seems a mixed bag, it's pretty and have enought options but the layout it's confusing, adyacent elements sometimes seems to not connect with energy and ask for 1 title power lines, it's dificult to say sometimes if the terrain would allow to plant anything at first sight, the domes are independent and people seems to avoid going from one place to another. The base building seems a mixed bag, it's pretty and have enought options but the layout it's confusing, adyacent elements sometimes seems to not connect with energy and When this game was announced i found several interesting themes on it, a surviving game, the mysteries, random tech tree, etc.
With only 3 or 4 hours played it is soon to make a deep review, but my first thoughts: When this game was announced i found several interesting themes on it, a surviving game, the mysteries, random tech tree, etc. Pros: + Great graphics + Attention to many details + Fantastic soundtrack + Mars setting + Interesting story-like elements + Mod support, helping with a bunch of cons below Cons: - Difficult to micro-manage resources, colonists and drones - Vanilla: slow gameplay, even on - It appears the game runs on 60 FPS (smooth scrolling) but the moving drones start to "warp" after certain amount of objects in-game - Vanilla: storage capacities are too low - Vanilla: some products require factory operated by human … Expand It has great replay value as you can select a "Mystery" per new game that provides some extra story, tasks, goals or research options.
Difficult to micro-manage I've enjoyed the game quite a bit. + Mod support, helping with a bunch of cons below