How to evaluate civilized space

Write a conclusion first: the content of this work is not rich enough and the balance is not good. .

First of all, the game engine is based on Civilization 5, but it castrates many mechanisms. Deluxe system cancelled. The polis has become a site with almost no sense of existence. There are no great men. No religion. The only promotion is to return blood and increase combat effectiveness. There are few types of troops, and the three branches are similar. There is little difference between the new victory mode of miracle chicken ribs and the scientific and technological victory of Civilization 5.

The game system is not adjusted properly. Happiness becomes health, and there is no resource to provide health. Early expansion is difficult. After the development of science and technology to a certain extent in the later period, a large number of cities were laid and healthy buildings were purchased, and health was inexhaustible. The original trade route is limited by science and technology, and the whole country enjoys the upper limit. In this work, each city has at least two trade routes. As long as there are certain start-up resources, it is easy to build more cities and get rich. Combined with health problems, as long as we get through the mid-term and build cities everywhere, we can easily beat AI at least in the difficulty beyond the highest difficulty.

From a narrative point of view, it is hard to say that this work is a success. The tree of science and technology has been changed into a network of science and technology, with more branches and shallower levels. The causal relationship between science and technology is also puzzling. I don't understand why we have already launched rockets to aliens, and we have to study a circle of physical, chemical and biological life first. As the follow-up of communication technology, force field theory and physics are completely two directions. There is also a study that non-Turing machines can build portals, which is simply unscientific. According to the producer, this work will not be as sci-fi as Alpha Centauri, and the technology will be more "scientific". Now it seems that this statement is simply to cover up the lack of imagination and scientific quality. The only bright spot is probably the difference between the three tendencies. Unfortunately, this system has not been well proved. For example, the fact that the forces of various factions are similar means the difference between producing more grain and productivity economically. Even the winning expression of the ultimate goal of every inclined thought is to learn science and technology, build buildings and build units.

I can feel that the designer has tried to add various elements in this work, hoping that players will have rich decision-making opportunities. There are more policies than before, and each building has alternative incentives and arms upgrades. There are enough types of buildings, and the buildings for specific resources do not lose their original appearance. However, the change brought by a single decision is too small. Even strength characteristics and miracles can only bring some numerical adjustments, and this big choice should have brought about qualitative changes. During the whole game, players have to make choices constantly, and each choice has little influence. Only when the effects of all choices are accumulated can we show a strategic tendency. If this is an adventure game, this design can be said to be quite excellent. But for strategy games, this is a disaster. A player may be immersed in the freshness brought by rich choices in the first few hours, but once he is tired, he will never play new games again.