THE COLONISTS

in #gaming7 years ago


Colonists are robots who want to resemble people and work the way they do. But since Earth is not a place for artists (seemingly 3D printers made) there is no place, freedom and new home to be found somewhere in the stars. So they land on a new planet and try to start the economy and create a functioning and self-sufficient colony. The rocket serves as a city center around which a network of utility buildings for the mining and processing of raw materials and the needs of its settlers needs to be built. Because even robots have their own requirements and want to live on the level. In addition, the rocket to a small extent produces a basic energy source and wood, and you can set what you prefer.

Firstly, you build a lumberjack house, and you can also dwell in a forester's house that will plant new trees and in places where it suits you. Then you have the house for the stone-house and the basic building material. But soon enough, the sawmill will also need to be brought to you to have iron, coal, clay, and other raw materials on the surface and in the munitions (they have unlimited resources). Then place the workshops for ore processing, tools, bricks, and much more. In short, your bounded area will be prone to you, so think about building a viewing tower, where you grow your territory, and after improvements it can also serve as defense

Robotic workers need energy storage and they are produced in residences that require water from wells and meat - they have similar needs to humans. Food can be secured with fish or you can get it from sheep and later cow farms. Buildings need to be joined by paths or paths, otherwise the robots will not get to them and will not even begin building them. Walkways can be placed immediately and comfortably, but for the rapid transport of raw materials and products, ideal roads are divided into shorter sections. Each of them is a robot-carrier that automatically transmits everything within reach of its route. So soon the building material is on site and after the completion of the building comes the robot - a worker who starts working on a farm, in a cash or workshop.

The most important objects include a workshop with new technologies that are divided into several industries. You need raw materials for development, just like building and the process takes some time. In this way, you will unlock new buildings, but also increase the speed of mining and other processes and allow the development of residences or workshops to a higher level. An upgraded residence produces second and third-generation energy sources, but the population's requirements are also increasing. So they already want the alcohol you make from the fruits of the orchards transferred to the mill and then the bread. And so it goes even further, you need new buildings and other raw materials and products (iron, steel, clay, bricks, paper, books, salt, crystals, gold, glass ...) more space and comfort and in the later stage it really is a disdain . You can increase the game's speed by as much as four times, but also set the processes during the pause.

It is worth mentioning the railway, which you can easily transport by train with everything you need. It's just a bit difficult to place a track that takes into account the height of the surface and it's a shame that it will not make the game a bit easier. And then there will be a moment when you have to build a port and a workshop on the ship. To be able to send an expedition to the new territories by sea where you can expand and find the missing sources of raw materials. Once a port is established in a new colony, ships will then automatically carry the necessary commodities between your settlements. And you can also manually set up their nautical routes

In a campaign divided into two branches, the missions are divided into those where you only have to accomplish a constructive task (usually build an ever larger monument) and then there are missions where you have to beat the AI ​​opponent. In such scenarios, it is important to think about improving the towers. They continue to serve to expand the territoire, but also after firing the arrows (also to be produced) or the ball balls on the opponent's tower are within reach. In this way, you occupy part of the opponent's territory and in addition, you can fix his defeated tower and use it against him.

The goal of confronting the AI ​​opponent is to reduce the opponent's territory to the extent that you occupy his racket. Of course, you must protect yours. Then is your victory. But turrets are the only form of combat, and a little frown that some soldiers are not in the game. Due to the complexity of the civilian building component, a slightly more precise development of the military area would be required. Even though you are good enough with this as well.

In addition to hunting, which is actually just a set of missions that are gradually unlocked and not bound by any story, the game also includes a sandbox. There you can choose any map from any scenario and build yourself shortly before it gets tired. You know that. However, it should be remembered that you can turn off the shroud of uncharted parts of the map, instantly unlock all the technologies, and undo the boundaries of your territory, so you do not need the towers at all
The Colonists is a fun-making build-up strategy that can be a very pleasant way to shorten the wait for the new The Settlers. It provides a very complex construction, though only with a symbolic representation of a military component and without a story that would make the missions attractive. But the fun is good, the chain of follow-up activities and buildings is really long, just in time, it has a similar, somewhat monotonous course. However, it could last for at least 20 hours, which is pretty good.