Dec 19 Views (1237) Endless Legend

Probably the most enjoyable ten strategy games Past 2

Probably the most successful technique game? Some men and women will say StarCraft II, other folks will say Civilization VI. There are essentially at present about 1 hundred million several strategic games that simulate the battles of our humans fighting 1 one more. In the intricate international wars for the guerrillas, we collect the most helpful ten strategic games based on Google ratings. Let U4N take you into the era of the hegemony.

StarCraft II      9.6
The game revolves about 3 species: the Terrans, human exiles from Earth; the Zerg, a super-species of assimilated life forms; and also the Protoss, a technologically advanced species with vast mental powers as a result of a connection using the Khala. Wings of Liberty focuses on the Terrans, though the expansions Heart on the Swarm and Legacy with the Void focus on the Zerg and Protoss, respectively. The game is set 4 years soon after the events of 1998's StarCraft: Brood War, and follows the exploits of Jim Raynor as he leads an insurgent group against the autocratic Terran Dominion. The game contains both new and returning characters and locations from the original game.

+Strong units
+Warpgate (good for reinforcement, beneficial against drops)
+Crazy late game splash damage
-Long unit construct occasions
-Slow to tech, and stargate tends to become all-in
-Gateway units get weaker because the game continues

+Fastest units
+Slightly negligible unit construct times (primarily based on larvae, not a queue)
+Brood lord investor corruptor
-Has to sacrifice economy to create units/static defenses
-Weak anti-air
-Melee units make drops harder to cope with

+Stim and mules
+Benefits by far the most from great positioning and micro
+Most potent drop play
-Weaker reinforcement (warpgate allows you to get the unit once you pay for it, larvae lets you promptly replenish whatever)
-Bio calls for great micro to work against splash
-Split upgrade paths

Stellaris      9.7
The game begins by choosing a pre-made empire, employing a random game determined by the game, and displaying it only in the beginning with the game or by producing a species and choosing its attributes. These options might include things like, for example, originating from a world of nuclear warfare, or starting using a robot that has been studied. Alternatively, when the player chooses to start using a stronger but less intelligent secondary species, they make it in a course of action similar to that previously mentioned, though they do not alter the qualities on the secondary species described above.

+strategically different ways of FTL movement (it's actually really properly believed out)
+vast galaxies with several stars
+unpredictable study path (just brilliant concept)
+leaders with encounter
+POPs, traits, ethos, governments - the foundation of the dramatic social sandbox.
+diplomacy & inner policy (sectors, factions). I seriously like the notion of sectors.
+anomalies and events - makes space alive :)
+state policies
+end game tragedies
+ship designer
+NO WONDERS! I always hated it in Civ, EL. Here we have an opportunity to migrate and start off from scratch.
+never-ending game
-the exploration (manual system survey) looks extremely tedious... (seems it can be completely automated)
- manual planetary (core worlds) management with all that POPs and buildings actually seems like intentional and inflicted "immersion" into the gameplay. And it really is not going to be fun, but rather fussy (and it seems there is no way of automation for the core worlds, so it is not clear what 's the sense of governors there)
- the diplomacy foundation is impressive, but there are almost no interactions between states (no civil trade) besides something military. So looks like they are all-sufficient in every aspect but military power.
- ground assault - I can't understand the sense of it. It seems game won't lose anything without it. All these defensive and offensive armies seem quite bizarre.
- no tall vs wide. Looks like being wide is the only valid tactic
- evil looking species

Supreme Commander      9.7
Supreme Commander, like its spiritual predecessor, starts with all the player solely possessing a single, irreplaceable construction unit called the "Armored Command Unit," or ACU, the titular Supreme Commander. Normally the loss of this unit results in the loss in the game (Skirmish missions can be set for a variety of victory conditions). These mech suits are designed to be transported through quantum gateways across the galaxy and contain all the materials and blueprints necessary to generate the 37th-century army from a planet's native resources in hours. All standard units except Commanders and summoned Support Commanders (sACU) are self-sufficient robots.

+Great single-player missions
+New UI
+Improved AI
+Gameplay tweaks
+Campaign functions epic
+Gargantuan battles
+Sharper, more detailed graphics
+Slew of new multiplayer and skirmish maps
-Very high difficulty
-Dull new faction
-High system requirements
-Poor story
-Improved graphics require more horsepower to run smoothly
-Nuclear weapons have been weakened

Europa Universalis IV      9.7
Players can choose to conquer the planet by military might, become a colonial superpower, establish trade dominance, etc. The game is a sandbox environment, and although there is no strict rule on winning the game, a loss occurs when the player's nation is removed, or annexed, from the map. Diplomacy is a large aspect with the game, as producing alliances, (or vassal states, and tributaries), improving opinions, and preventing defensive coalitions are vital to a player's survival. Espionage can also be employed against enemy states in order to claim their territory or incite rebellion in their provinces, along with other dubious ends. Combat can be waged on each land and sea, during which the game attempts to simulate real-world factors such as morale, discipline, competency of leaders, terrain and supply lines.

+Best chance for England (my favorite nation) to become a global power without having to expand into the European mainland.
+Colonisation engages the player to pay better attention to trade which adds is vital to gain by far the most from your colonies.
+Having to produce decisions whether to colonize new land or secure and expand the ones you already have.
-Colonizing Africa and Asia is pretty demanding of your military, either by spending lots military power points to clear out the natives or by keeping an army to fight off the native's attacks on your colonies. The Americas are much easier to colonize. I'm not sure if the AI is affected by the native attack on their colonies, the AI seems to colonize much faster then me.
-It takes a very good chunk out of your income if you try to colonize multiple regions to keep up with all the other great powers, even with all the necessary tech.
-Unable to own provinces in the Americas after you've created the colonial nations. You should be given a choice whether to give up the region or not. Maybe have a negative effect on your relations if you keep the region.

Endless Legend      9.8
Fog of war covers the play space requiring exploration by the player's units to find resources, minor factions, and races that players must utilize and exploit to benefit their growing empires.

However, unlike other 4X games, the global map of Endless Legend is formed of separate regions. After a city has been established within the borders of a region for the first time, the entire region becomes part of a faction's territory and control. In the commencing of each game, each faction begins using a settler unit to establish their first city and region. Regions can only host one city each within their borders.

+Intuitive Mechanics
+Unique Racial Backgrounds and Gameplay
+Ability to Assimilate Minor Races
+Enjoyable Hero XP, Skill Tree, and Equipment
+Territory Expansion Is unique and Interesting
+Unique Tiles and Effects Including Terrain Bonuses For Elevation In Combat
+Choosing your kingdoms focus (science, Military, Expansion, Economy)
-AI (obviously) is pretty simple
-For diplomatic influence, I don't like how to disappear from your pool of influence when guiding your society.
-Flying units cannot fly over the water
-Graphics can do more polishing
-When your city is at a low point and your people are killed, your garrison units will not increase their defense against the city. You must mobilize the units and send them back to the city. I think this violates the purpose of stationing to defend the city.
-I found it difficult to get a second hero. Despite the fact that maybe this is ignorant.
-When a hero is dedicated to being a ruthless operator, his interests do not apply to his troops. I wonder how he works in the cold and passes this knowledge to his troops.
-When exploring, the ruins can use more interesting narratives. This may well change in the future. I personally want more than just "you found 60 dust"