▼ Not recommended
22 hrs
It's an idle game. Fun at first, but it's just not balanced out if you play this 'properly' on the time scales intended (years, months, and 10-30 minutes/day goals).
If you give up and memhack the game (i was frustrated at the time, and, it's not trivial to do this), the multipliers are trash, the science boosts don't do a lot, and nothing is scaled to give you 10-30 minute achievable outcomes except for the scientist collectibles. If you give yourself 50,000 scientists to buy out research and industry, the game goes faster, but not much. If you give yourself 100 colonies, the game does not get faster or better. etc. the multipliers are the way to go, but that would be an inherent facile act. At the point where i did this, i decided to just hit the full reset and try again.
Behind the actual glamour, it's a Do Nothing Idle, glitzy and designed to obfuscate that it's horrendously broken. The artwork is fun, the game looks great. I'll occasionally just play for 10 minutes and close it, because there's nothing to do after 10 minutes, except hurry up and wait.
Admittedly, I just don't get what the lesson here is, because the UI is skewed to hide the fact the end game is very, terminally tedious. It is engaging, but, behind the curtain, the scales, multipliers and scalars that are supposed to encourage play or investment of time, are just broken.
This is a mobile game, except, it would be a horrible mobile game. It's just a cash grab for pay2win multipliers, hoping you won't notice the cash benefits are trash.
It's just not enjoyable compared to AdCap in the same way. It doesn't have the events. It doesn't have a goal or a benefit once you hit a goal/reset stage. The worst aspect, and i think they did this on purpose, is the Medical tier which has weak bonuses and a dysfunctional tier system that scavenges the other tiers for no benefit.
Most times, a reset is supposed to gain a bane / benefit to the speed of the game.
i.e. if you "somehow" get 100x of each resource's capstone item i.e. colonies, super highways, etc., the game is not faster. It actually gets slower and harder to reset/farm because of the main drag, i.e. population, which acts as a time scale which is unaffected by the tiers themselves.
There's no real way to improve the birth rate schema by magnitudes/multipliers in the EA stages, so this makes for a very tedious growth rate at the beginning, middle or endgame, because you can't really boost this value easily, even with pay multipliers. The science boosts are not great, and while you could get production levels up to 10e70, the game is still going to only produce ~50k population with bonuses.
Once you get to a certain point with the resets, the scalars used are very, very broken in favor of Pay2Win multiplier / industry bonuses.
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