![]() We are also able to expand shipyards' sizes (during which I guess they should not be able to operate) and build new ones of specifiable size.īuilding them should take perhaps close to what it takes to build a capital ship itself - two to three years - they should cost some maintenance - directly depending on their size. For every Shipyard one "Card"-View-Element will be visible, in it we see the silhouette the ship currently beeing build/refurbished/refitted/repaired and it's remaining time to finish occupying said precious, precious capital ship -yard. Let's have a "Shipyards"-Tab in which we see a list of our nation's Shipyards and how they are occupied right now. Let's think Shipyards as what the historically were: Individual and gigantic infrastructures, taking a long time to build, limiting very directly the number of capital ships a navy could lay down (or refit/sometimes even repair (when there was heavy damage)) at a time. Instead of increasing all my Shipyards' (which are of a practically unlimited number as of now and in Rule the Waves 2) sizes at once with the click on a button. This leads to countries with far less developed shipbuilding capacities (Especially _military_ navy shipbuilding capacities) beeing able to unrealistically easily catch up with historically naval power houses such as the UK and the US, where Shipbuilding (and number of Shipyards) far surpassed that of other navies (Germany, Russia, Ottoman empire, etc.). Once unlocked by playing the campaign, the new mechanics can also be used in other modes, becoming new options for even more varied runs.As of now, whether there are available facilities to build a certain ship, is determined by the abstraction of "Shipyard Size". The game also features a campaign mode with 13 scenarios, each of them introducing a new twist and refreshing the gameplay: from mysterious, ancient structures from the dawn of the galaxy to strange spacetime rifts splitting the galaxy in two. PLAY IT YOUR WAYThe standard gameplay mode gives you 25 years to build the best empire you can, but there is more: a sandbox endless mode that allows you to experiment freely, and a ranked mode that lets you measure your skills against others around the world on pre-seeded maps. 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. 게임에 대해 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.
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