![]() ![]() As the population grows they demand more items to keep them happy, which forces us to expand to accommodate them, once again looping back into juggling income, Ecobalance, and power. We also have to take into account what islands on the map can produce the resources currently needed and where those islands are located in order to establish effective trade routes, all in the name of satisfying the increasing needs of our population. Playing the actual game is only a fraction of the entire experience. Everything works against one another generating power can harm the Ecobalance, which in turn can harm farms, which in turn produce fewer goods, which can lead to an unhappy population, which will lead to less income. While creating the various buildings we must also be mindful of keeping a positive monetary balance - the effect of our buildings on the ‘Ecobalance’ of your settlements - as well as keeping a positive reserve of power to run everything. ![]() ![]() We build houses in order to gather population, and must gather resources to keep that population happy. The core aspect of the Anno series is building and balancing our base. It’s a game that makes you want to reclassify other titles as real time action-strategy and leave the real time strategy for games of its ilk. Anno 2070 presents you with enough of those elements to quality, but takes that category of games and flips it on its head. And generally speaking the faster you can accomplish those tasks the better you are at the game. The genre has become synonymous with a few core aspects: building a base to gather resources for the purpose of building an army in order to beat your opponent and destroy their base. You can’t go into the Anno franchise expecting a traditional real time strategy experience. ![]()
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