I haven’t played the other races so I’m guessing this isn’t the same for everyone.
I thought it was quite the elegant solution.
In my current pmaythrough, I build req, energy, claimed a 3 space tile, put down 3 barracks.
3 turn devastators, which is how I won the defence of my citadel against the Nekron horde.
I was pumping out soldiers faster than they were dying, and the Nekron on the offensive couldn’t keep up, even with his magic self heal, which uses influence iirc.
I really like this system.
I’m gearing up now to clear another 3 space tile and put in 3 factories.
I am however wondering if I could possibly 1 turn marines, and if they’d be viable late game, upgraded etc.
So far I’ve only used the 3 marine types and 1 biker.
I wasn’t impressed by the biker but the upgrades and the early potential research and production of the bikers inclines me to think one could rush them out and cause damage, raiding into enemy lines and then running away.
I have to ask, I’ve seen people discuss ore and loyalty, but for space marines I haven’t seen these used.
Ore is for vehicles I assume?
And I saw loyalty is a limiter to imperial guard city expansion, but how does it work for sm?
I’ve seen:
Requisition
Energy
Research (I like how it’s easy enough to parse what effect research has on your research points. I don’t like the research interface. I saw on some forum or other that the scroll button is on the bottom?)
Influence (used to claim new tiles, recruit heroes and drop fortresses )
Anything else I ought to be aware of?
I’m genuinely looking forward to playing more of this.
I like, so far, how they’ve taken the quest lines introduced in endless legend, and used that to provide some sort of framework to explain what’s going on. It’s too early too say if it makes sense or if they’re totally fun, as I’ve only managed to get to the start of chapter 2 of the space marine quest line, but I sincerely hope more 4x games experiment with quest based victory conditions, e.g. end a game of age of wonders by awakening the elder dragons.
Bonus points for the first game to implement branching choices and emergent storylines during a single map (as opposed to a campaign) as in go the full rpg route. Would be very challenging to pull off but could be the next big thing.
I also like how, again based on marine game play so far, different city tiles have different pros and cons.
Tile 1 has 3 building slots but tile 2 boosts req by 20%.
I’m looking forward to planetfall because it seems conceptually similar except that “tiles” there will be whole sectors (tiles, or hexes, will still exist but not so much in regards to city building. )
I’m hoping (but not expecting :() that cities in planetfall get unpacked from the hex, occupying multiple hexes and that enemy occupation of a particular x shuts down whatever is happening in that hex, but the central hex is the keep which needs to be captured to occupy the city itself (although I suspect sectors will accomplish the same thing. )
Come to think about it, the city management of gladius is almost precisely what I wish listed for a future AoW game, which is probably why it resonates with me.
In a way I’m glad my expectations for this game were less than zero because I am having a total blast right now.
Edit: predictive text and fat fingers phone disclaimer.
Ptffpd!