Kaiserpunk connects many species, while not achieving success

Published:

When Emperor He was announced a few years ago, I couldn’t stop my emotions. After playing in numerous strategic games in the past, the concept of combining the concept of Sims Management Management Sims, 4x strategies and Grand Warfare, all packed on an alternative schedule after the war around the world, seemed too good to be true.

Unfortunately, this is definitely the case. Playing Emperor For about 15 hours, this offer from supervisory games is initially promising, although it is pissed off by several glaring defects with the user interface, basic mechanics and general progression.

Emperor It is set during the alternative period after the World War, in which the survivors arose from devastation, creating their own city countries around the world. Although there are several options for different regions to choose from, there is almost eurocentric concentration. Imagine my surprise when I thought I could play as my country, the Philippines, but they realize that four options in South Asia and Southeast Asia concerned the location in India and Indonesia. Meanwhile, Europe has nearly two dozen map options.

Regardless of your decision, there is still little to distinguish between the selected region/nation outside the “heritage” that you will choose at the beginning of the campaign. Think about how passive bonuses with one disadvantage, such as improving scientific development and agricultural production at the expense of lower military production.

Photo: Polygon supervisory games

As for the aspect of building the city, here Emperor Initially it shines. Mechanics should feel familiar with anyone who played in logistics/management of Sims, such as Anno or Tropico series. You start from the city center and you need to build various residences, production facilities, mines, farms and amenities, all to meet the needs of citizens. All roads must also lead to the city center and you need to create side streets and paths to improve logistics capacity. A good idea is to have clusters of facilities that are part of the same production chain, such as farms, bakeries and flour mills, flow side by side to speed up the production process.

To sum up, this basic concept in which you start from scratch, you plan to arrange your city and gain novel citizens from workers to specialists, while observing how your developing settlement turns into a extensive metropolis, is so engaging that I played for hours to see the further development of my capital.

Perhaps my only handles are associated with the logistics ray and the UI/UX interface. Regional maps are huge, and numerous resources nodes are browsing the village. Apparently you need to place mines and other buildings to collect these resources. But they also require additional warehouses and infrastructure (i.e. energy stations or water towers), not to mention additional workers. A larger effective radius of public buildings and logistics would alleviate intensive micro -management. As for the user interface/UX, this aspect certainly requires a few corrections – the improvement icons are so compact that I only need to squat on reading the descriptions, and the hints of notifications regarding problems are not particularly clear.

The picture shows the isometric view of municipal houses and farms.

Photo: Polygon supervisory games

Where Emperor Woaly Fainters goes from Sim City Builder/Management Sim to Grand Strategy Warfare. First of all, this is because the attempt to start the army – not to mention the Navy and the Air Force – is a careful and tedious task. You must have a sufficient number of unemployed citizens, as well as additional resources for the production of arguments and military equipment, only for training one unit. When you encounter problems, the hints of the game are not quite clear about what caused them above all. At one point I knew that I had a surplus of wheat and bread, so I built a factory that created the reasons. I could not say if he used all the bread I had, but whatever I did, meant that my citizens stood hungry because of the lack of food.

Secondly, heat and diplomatic options are as bare as possible. Mostly you attack neighboring regions with your armies in quite simplified fighting meetings. You also need to make sure you are promoted to many units in your battalion; Not engaging with overwhelming strength almost certainly leads to failure, which means waiting for your units to end with a time of renewal and can again. Poor implementation is more similar to the board game RiskUnlike a strategic depth title, such as the heart of iron or europa universalis.

Thirdly, the overall development of your region lasts so long that it is unlikely to build ships and planes until you are a few hours in the campaign. So, if you have to somehow cross the sea earlier, you need the right amenities and related scientific improvements. This is an amazing design decision, taking into account the setting. It is as if World War I was a reset “swords to Gowshares” for the whole human race and everyone suddenly forgot how to make armament and military transport.

But maybe the most glaring disadvantage Emperor It is that you do not necessarily feel that you are working on a goal or goal. A series of 4x strategies, such as civilization and age of miracles, have exceptional victory conditions, while the great strategy titles from the interactive paradox have events and requirements that lead to the enforcement of destructive demands on enemies, restoring the prestige of your nation or unifying a broken empire. IN EmperorThe sandbox campaign, mainly recruited units, sent them to nearby territories, I hoped that they would win the battles and move to the next region. It is a conquest because of the conquest, without the engaging aspect of “one more bend” (or “one more hour”).

The picture shows a map of Europe, including active garrisons and available resources.

Photo: Polygon supervisory games

I would be released if I did not mention how your end section Emperor The campaigns will go. It is a single player game, and apart from smaller factions that individual regions have, you can fight up to seven AI controlled leaders. However, because the sandbox takes place on world Map – emphasis on worldBecause you can’t change the map size, create custom maps or interact with smaller factions – ultimately you need to search the entire planet to finish your opponents. This makes future grossly tedious and repeatable toys.

Ultimately Emperor The team tried their hand in the presentation of Mishmash species, but the resulting game is a lift of all transactions without perfection in any individual aspect. To say, if you are looking for a game that combines war and a strategy with other aspects, such as playing roles or management, maybe it’s better to play in titles Crusader Kings 3Mount & Blade, or Manor Lords. Unfortunately, the approach to the state-of-the-art era will simply have to wait.

Emperor It was released on March 21 on the Windows PC computer. The game was checked on a PC using a copy provided by the supervisor. VOX Media has partner partnerships. They do not affect editorial content, although Vox Media can earn commissions for products purchased via partner links. You can find Additional information about the policy of polygon ethics here.

Related articles