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* DancingBear: The game is pretty dull and uninspired [[VideoGame/Civilization Civ]] [[FollowTheLeader clone]], but its "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, is easily the most talked-about mechanic.
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* DancingBear: The game is pretty dull and uninspired [[VideoGame/Civilization [[VideoGame/{{Civilization}} Civ]] [[FollowTheLeader clone]], but its "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, is easily the most talked-about mechanic.
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* {{Anvilicious}}: Of the [[GreenAesop Green]] and BrokenAesop variety. Pollution is bad. Very, very bad. And you can't really fight it. You can reduce it and you can slow it, but its always there and it only starts to accumulate with industrialisation. The only real way to not have pollution is to never build industrial era structures. Which leads to broken part of it - you might have massive sweatshops covering half of the continent and that's fine, but should you introduce mechanisation, it suddenly turns into polluted wasteland and kills humanity. All of this ''might'' be result of bugs, however, as the pollution system is exceedingly finicky.
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* {{Anvilicious}}: Of the [[GreenAesop Green]] and BrokenAesop variety. Pollution is bad. Very, very bad. And you can't really fight it. You can reduce it and you can slow it, but its always there and it only starts to accumulate with industrialisation. The only real way to not have avoid pollution is to never build industrial era industrial-era structures. Which leads to the broken part of it - you might have massive sweatshops covering half of the continent and that's fine, but should you introduce mechanisation, it suddenly turns into polluted wasteland and kills humanity. All of this ''might'' be result of bugs, however, as the pollution system is exceedingly finicky.
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** Picking specific cultures due to their immensely powerful bonuses and/or general specialities. A particularly strong and recurring combo is the Babylonian-Greek duo early on, for maximum technological edge.
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** Picking specific cultures due to their immensely powerful bonuses and/or and[=/=]or general specialities. A particularly strong and recurring combo is the Babylonian-Greek duo early on, for maximum technological edge.
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* DancingBear: The game is pretty dull and uninspired Civ clone, but its "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, is easily the most talked-about mechanic.
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* DancingBear: The game is pretty dull and uninspired Civ clone, [[VideoGame/Civilization Civ]] [[FollowTheLeader clone]], but its "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, is easily the most talked-about mechanic.
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** The release state of the game crashes upon loading the map for every ''third'' player, making it outright impossible to play.
** There a chance it will enter debug mode ''on its own'', but with no ability to turn it off other than reloading and hoping for the best.
** There is also a cascading bug that disables descriptions in the game and replaces them with filename placeholders. all of that without even mentioning the wide plethora of minor, but omnipresent bugs spread around.
** There a chance it will enter debug mode ''on its own'', but with no ability to turn it off other than reloading and hoping for the best.
** There is also a cascading bug that disables descriptions in the game and replaces them with filename placeholders. all of that without even mentioning the wide plethora of minor, but omnipresent bugs spread around.
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** The release state of the game crashes crashed upon loading the map for every ''third'' player, making it outright impossible to play.
** There a chance it will enter debug mode ''on its own'', but with no ability to turn it off other than reloading and hoping for thebest.
best. This wasn't fixed even three years after the premiere.
** Thereis was also a cascading bug that disables disabled descriptions in the game and replaces them with filename placeholders. all placeholders.
** All of that without even mentioning the wide plethora of minor, but omnipresent bugs spreadaround.around. It took months to iron them out, and some still persist.
** There a chance it will enter debug mode ''on its own'', but with no ability to turn it off other than reloading and hoping for the
** There
** All of that without even mentioning the wide plethora of minor, but omnipresent bugs spread
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** There is no bottom limit on how many instances of given strategic resource is being spawned, which means you can end up with a world with not enough (sometimes zero) important resources like saltpetre, oil or uranium. Which renders certain buildings and especially units impossible to build, as they require minimal number of specific resources to be accessible at given time. Thus by advancing your technology, you might very easily end up with no means to build the new units, while in the same time no longer able to produce the old ones. It also can render one of the possible end game triggers - Martian base - impossible to construct. Fun.
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** There is In the earlier builds, there was no bottom limit on how many instances of given strategic resource is being spawned, which means you can could end up with a world with not enough (sometimes zero) important resources like saltpetre, oil or uranium. Which renders certain buildings and especially units impossible to build, as they require minimal number of specific resources to be accessible at given time. Thus by advancing your technology, you might very easily end up with no means to build the new units, while in the same time no longer able to produce the old ones. It also can render one of the possible end game triggers - Martian base - impossible to construct. Fun. It was eventually partially fixed by providing a bottom amount of resources spawning globally, but there ''still'' might be not enough of them for late game structures and units.
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* SoOkayItsAverage: It received poor critical reviews and didn't generate much buzz from fans of the 4x genre beyond its initial launch window. One big complaint was that compared to Endless Legend and Endless Space, the move to a real world inspiration caused the game to lack Amplitude's signature world-building, factional narrative storylines and the gorgeous, futuristic & alien aesthetics of Endless Space 2.
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* SoOkayItsAverage: It received poor critical reviews and didn't generate much buzz from fans of the 4x genre beyond its initial launch window. One big complaint was that compared to Endless Legend ''VideoGame/EndlessLegend'' and Endless Space, ''VideoGame/EndlessSpace'', the move to a real world inspiration caused the game to lack Amplitude's signature world-building, factional narrative storylines and the gorgeous, futuristic & alien aesthetics of Endless Space 2.their other titles.
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Changed line(s) 9 (click to see context) from:
* DancingBear: The game is pretty dull and uninspired Civ clone, but its "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, which is easily the most talked-about mechanic.
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* DancingBear: The game is pretty dull and uninspired Civ clone, but its "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, which is easily the most talked-about mechanic.
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Changed line(s) 9 (click to see context) from:
* DancingBear: The game is pretty dull and uninspired Civ clone, but it's "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, which is easily the most talked-about mechanic.
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* DancingBear: The game is pretty dull and uninspired Civ clone, but it's its "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, which is easily the most talked-about mechanic.
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Changed line(s) 9 (click to see context) from:
* DancingBear: The game is pretty dull and uninspired, but it's "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, which is easily the most talked-about mechanic.
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* DancingBear: The game is pretty dull and uninspired, uninspired Civ clone, but it's "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, which is easily the most talked-about mechanic.
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* DancingBear: The game is pretty dull and uninspired, but it's "hunter-gatherer phase", where rather than having a settlement, you have a unit representing a tribe that has to hunt and scavenge for resources first to gain critical size, which is easily the most talked-about mechanic.
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** Picking specific cultures due to their immensely powerful bonuses and/or general specialities A particularly strong and recurring combo is the Babylonian-Greek duo early on, for maximum technological edge.
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** Picking specific cultures due to their immensely powerful bonuses and/or general specialities specialities. A particularly strong and recurring combo is the Babylonian-Greek duo early on, for maximum technological edge.
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** Population. Unlike other Amplitude games, where almost entire output of your faction was tied with its population (and type of it), ''Humankind'' first and foremost uses the districts instead, with pops being just an afterthought to the sheer amount of raw profit generated by districts.
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** Population. Unlike other Amplitude games, where almost entire output of your faction was tied with its population (and type of it), ''Humankind'' first and foremost uses the districts instead, with pops being just an afterthought to the sheer amount of raw profit generated by districts. This also by proxy renders anything food- and farming-related just as underused, as there is no real ''need'' to get those going.