| Well, I finally started trying to play this a little more. I guess the
first negative is that it didn't draw me into it like the original did.
I guess my biggest complaint is that the play seems unbalanced. In the
original, you might spend quite some time taking care of all the things
you needed to do (later in the game) and then after you clicked next
turn, it would take a while to sort out the results.
With MOO2, it seems like there are few options for a given turn (okay,
being able to "queue" production certainly removes some of the
micro-management) but I feel really hamstrung only being able to work
on a facitlity or a ship, but not both. And using little icons for "x"
number of people really destroys the ability to perform subtle tuning.
In fact, 99% of the time, moving a pop from one are to another, creates
such an imbalance (especially with food) that you actually have very
few options.
I am beginning to understand the option that allows turns to proceed
until something happens. Going turn by turn is really pretty boring.
Another imbalance is how long it takes to create a colony ship. Since
your resources have such course granularity, the only choice is to get
lots of planets, so you can do lots of things at once. But I have yet
to find a system where I can colonize more than one of the planets. So
instead, I'm spread out on systems all over the place, and I can only
colonize a new system about once every 50 turns. Makes for a SLOW
game, but I seem to be outpacing at least SOME of my neighbors.
And, my eternal complaint: No docs. The subtlties of the game are
obviously there, but without buying the damn strategy guide, who knows
what they are? It irks me that in essence they get $70 for a game, or
looking at it another way, we only get about $30 of gameplay out of a
$50 game.
Anyone else dissapointed? I don't hear much in here about it.
jeb
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