![]() Unlike in most RTS titles, where you picked one race or another to play with from the start of the game, you essentially had to play both at once. In the previous game, Dawn of Discovery (or Anno 1404, depending on your region), there were two “races” that had different building types, citizen types, and requirements. The names of buildings and goods have changed somewhat, but the overall balance has remained more or less the same. Since we’re in the near future, things like submarines and aerial drones also feature prominently. Global warming has reduced the amount of land available, and this makes island settlement a viable strategy for exploiting natural resources. The game takes place in the near future, instead of the “age of sail” in previous titles. Building ships and setting up trade routes ensures that goods move from the place they are produced to the place where they are consumed in an efficient manner.Īll of this is pretty standard for an Anno game, however. You’ve got to ensure that your settlements are capable of producing the goods your citizens require, and settle new islands strategically in order to ensure you’re capable of meeting new demand. Have I mentioned yet that each island is of limited size, and you can’t produce every good at every island? Settling multiple islands and creating efficient shipping and production routes is essential. Organizing your buildings to maximize your production per tile is a central part of the game’s strategy. ![]() Further, the goods have to be carted around the map through a system of depots, warehouses, and roads. Many of these buildings require a certain number of fields around them in order to operate at peak efficiency, and the radius around the building where you can place these fields is limited. Then you must process the iron into tools at still another building. Then you must smelt the iron ore and coal ore at another building to make iron. Creating tools, a common building material, requires that you mine iron and coal ores. However, as you progress, this chain grows longer. At first they are simple – creating tea only requires a single ‘tea house’ building, surrounded by three tea fields. You supply these goods via manufacturing chains. After they level, they’ll demand more buildings and more goods. At first, your citizens might demand tea and fish, but before leveling up they’ll also want a special entertainment building. Leveling your houses requires that you fully meet the demands of your citizens, and at each level they demand more goods. Each house holds a certain number of citizens, and the number of citizens per house increases as their “level” increases. The Anno series centers around building island cities and attracting large populations to live there. It’s a solid strategy experience, although it’s not without its rough edges. I haven’t played many of the mobile sim games that have been popular of late, but I have to imagine that there are some similarities and parallels there as well.Īnno 2070 is the most recent entry in the series, but I’ve been playing the previous games off and on for years. It’s got elements of SimCity, bits that feel like an RTS, and complex resource management rivaling a Railroad Tycoon or Tropico game. The Anno series is a bit hard to pidgeonhole. Posted August 12, 2012, Updated March 2, 2013, Anno 2070 – SimTropiCraftTycoonTown: Future!
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