![]() Those two levels were enough to kill my interest in playing the game for awhile and I haven't even gotten around to trying the new faction. In any case, I'd see what you can do to focus on the interesting aspects of those two strengths and how you might avoid the feeling of just 'building more things to have more things' and the tedium of extended conquest in later levels. Now in theory, the military aspect of the game gives you a way of comparing the output of fully developed economies in a compelling way and frequently for a brief period it can be pretty intense but as it is basically a measurement of economic strength it's not actually that fun for itself then after you've determined who is stronger, it may still take a few hours to actually close in the the AI's headquarters (assuming it was you, if you know you're coming off weaker you have the blessing of being able to leave the game immediately and the curse that the best way to get back to where you were is to replay several hours of economic development with a better plan). This is actually the more strategically interesting of the two to me but I find that it runs into the issue of feeling somewhat pointless as there's no particular resistance once you are here. The second is once you have a developed economy trying to figure out how to streamline and power it up most efficiently. Unfortunately this only lasts until you actually have a developed economy at which point the game transitions to the other compelling point. It's a nice little micro-optimization puzzle and has that feeling of growth. The first is the initial development of the economy. In general, I feel two things are compelling about the game but one of them is by definition finite and the other can get repetitive. ![]() At least this time the enemy wasn't quite so hopeless but it still wasn't particularly fun. The fourth one, well, that one is painful by design and actually it's pretty satisfying to sort things out even if you have to go through that painful period with only three loggers and two foresters but finishing it was a massive slog of repetitively crawling your way forward across a vast stretch of land occasionally having to pause while your building materials catch up to your army so you can see the next target to attack. On the third one it took me three hours (mostly of doing something else while the game was running) to get a single ship to get off that island and another eight or so hours to finish off my poor foes who apparently didn't know how to train their troops despite having the resources and 11 hours to do so. That said, I feel that the new Empire levels are painful for sheer length of time it takes to get moving and then for the amount of time it takes to finish your enemy off after you've already got things rolling and will inevitably win. I'm not fond of the slow pace but generally I consider the game compelling enough anyway. I'm just posting about it here because I feel like Widelands and Settlers 2 are examples of a rare genre or style of game that many people would not have tried.I have a fondness for this game despite the fact that it manages to have the most boring combat of any game of this style I've seen (and games of this style tend not to have great combat). I mostly enjoy it single player but it has online multiplayer modes as well. (Or if you like, you can play without any enemies and just have fun building a village.) Widelands is very similar to Settlers 2, but with more variety in the different tribes and better balance and it is still under active development - with developments open to suggestions. It's a village simulator and if your economic management is strong, then it leads your to a strong military, which allows you to defeat your enemies. The game is about careful choice and placement of buildings design of road network order of construction resource prioritisation - and stuff like that. ![]() Economic management is at the core of the game. The combat plays a relatively minor role in the gameplay. but it didn't take long for me to realise that S4 was an entirely different type of game, and not at all what I was looking for.Īfter a brief internet search, I found Widelands which is a free open-source game based on Settlers 2. I happen to have Settlers 4, from GOG, and so I tried that. Recently I was thinking that I'd like to play a nice village / economic management game like Settlers 2.
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