Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Galactic Civilizations II Ultimate Edition Review

Galactic Civilizations II Ultimate Edition
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Galactic Civilizations II Ultimate Edition is the latest and best installment of the Galactic Civilizations series, packing in both currently-available expansion packs in addition to the base game. It is a turn-based strategy/conquest game, allowing play to stretch out over days or even weeks. There is a lot to this game, but once you get the hang of how to play this game it is very much worth the time and effort.
To be very clear, this is a turn-based game, not a real-time strategy game or a first-person shooter. If turn-based games do not appeal to you, look elsewhere. If you have not played a turn-based game in the past, it is a different experience from most other games on the market in that the planning and strategizing require thinking in a different way, and this style of play is not something everyone enjoys.
One of the very first things that a player will notice about this game is that the graphics are absolutely stunning. Stardock put an incredible amount of effort and care into the interface, from the menus to the cut scenes. Everything is smooth, seamless and, well, beautiful.
Although the graphics are well-done, the interface is exceptionally complex and busy. The player manages almost every conceivable aspect of the game - economy and tax rate, research direction and funding, relationships with other civilizations, planetary production, fleet composition, trade and more. It is very easy to get lost in the sheer volume of options available.
Gameplay starts with several choices, most importantly race but certainly not the only option. Victory conditions (more on that shortly), universe size, star cluster density, frequency of viable worlds, number of other civilizations, and a few other options are all specified at the start. After making all of these selections, the player gets a single planet, a colony ship, a survey ship and an asteroid miner.
Every turn consists of a number of important choices. The player decides how to allocate all of the resources available and takes steps to better their position, with the ultimate goal of meeting the victory conditions specified at the start. This may include exploration of space junk (there is frequently much benefit to doing so), colonization of a new planet, or perhaps cranking up the tax rate. Once all of the desired options have been selected, the player ends the turn and a new turn begins after all selections have been executed.
One of the most interesting aspects of the game is in designing new ships for the fleet. The player gets to pick hull type, armament, sensors and everything else a ship needs to be a successful contributor. Once a design is complete and named, any starport orbiting the player's planets can build those ships. It is important to keep in mind that some designs may not work well through the entire game but that sometimes a design should be retired in favor of new, more advanced designs.
Gameplay continues until victory conditions are met. There are several conditions that can be specified - military conquest, diplomatic victory (peace treaties with all other major civilizations), technological victory (done through research) or even a cultural invasion.
Every choice a player makes affects something else within the game. For example, higher taxes can cause a planet to mutiny and join a different civilization. More important, though, is how choices affect relations with the other civilizations. Most civilizations pay attention to ethical alignment and military might, and depending on how strong or weak a player's civilization can even incite a war. Finding a good balance is the key, and finding that balance is inherently tough.
As this version comes with both expansion packs, there are three campaigns that are available for play. I have not tried any of these so I cannot really comment on them.
This is a very engrossing game with slick graphics and many, many choices for the gamer who wants absolute control over every aspect of the game. If this style of play is appealing to you, seriously consider picking up a copy for yourself and say goodbye to your free time.

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Galactic Civilizations II: Ultimate Edition includes the best-selling and award-winning space strategy game Galactic Civilizations II: Dread Lords and the two AddOns Dark Avatar and Twilight Of The Arnor in one comprehensive collection! Alternative map sizes and victory tasks Players can now design new starships from the main game menu All game campaigns have been updated to be playable within Twilight of the Arnor New user manual Numerous new game setup options Updated diplomatic options New planetary governors for automating the building of planets Revamped espionage system Auto-building for starbases Balance updating Improved graphics The Story In the year 2225, mankind's thirst for domination has spread to the stars, where the battle for conquest rages on. Humans struggle for supremacy over the other Galactic powers, who have their own plans for the cosmos. In Galactic Civilizations II, you will use technology, diplomacy, colonization and war as your tools to build a far-reaching interstellar empire. Key Game Features:
All in One- Comes with Galactic Civilizations II: Dread Lords and both expansions, The Dark Avatar and Twilight of the Arnor
Spacecraft Customization - State of the art 3D engine enables users to create their own ships from scratch!
Additional Maps - Experience New maps, units and scenarios
New playable civilizations
Enhanced graphics and soundtrack - Experience Galactic Civilization II's new look and feel
Triumph in an Epic Interstellar WarIn Galactic Civilizations II The Ultimate Edition, you'll utilize military prowess, technological advancements, economic might and cultural expansions to triumph in an interstellar war. The all-new map system helps you stay in control of your forces, while the 3D engine delivers incredible graphics. Discover why this game has won so many rave reviews and "Game of the Year" accolades as you enter a unique strategy experience.

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Fighting Steel Review

Fighting Steel
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Hey, I've read all the reviews on Fighting Steel. There is hope. Although Divide By Zero did not do a good job, a group of guys called Navalwarfare Simulations has picked up the ball. They've created patches and updates for virtually every problem with FS and continue to update the game. They've added new ships all the way up to 1946, AND new fleets. They've totally revamped the gunnery and damage control systems. Best of all it's FREE. They're currently releasing the patches all in one easy download. They respond to input and are currently getting ready to release version 7.0 of the FS game. Again All free.
...navalwarfare...
BUY this game. Then download the patches and the newest version. You won't regret it. Included in the download are over 60 new scenarios. I've played over 500 times with no crashes.
Mike

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PeaceMaker: Play the News. Solve the Puzzle. (Mac or PC) Review

PeaceMaker: Play the News. Solve the Puzzle. (Mac or PC)
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I purchased PeaceMaker via download direct from ImpactGames several months ago. It is very deep and surprisingly fun. I haven't played a political simulator like this since Hidden Agenda, way back in the 80s. PeaceMaker is thoughtful, serious, and highly original.
Beware: Many of your options in the game are really booby traps! In particular, using violence to solve the conflict will only lead to an early (and humiliating) loss. As the title of the game states, you simply must be a peacemaker to win. However, early in the game, you will often find that being a peacemaker is not popular with your own people! You will have to win their trust and prove your leadership before you can make much concrete progress toward peace.
PeaceMaker is not a game for someone who is looking for a quick thrill or an easy diversion. You will have to make careful, well-reasoned choices to be successful. But if you're willing to think about your games -- and if you're interested in the concept -- PeaceMaker will be a very rewarding experience.

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The PeaceMaker video-game challenges you to succeed as a leader where others have failed. Experience the joy of bringing peace to the Middle East or the agony of plunging the region into disaster. PeaceMaker will test your skills, assumptions and prior knowledge. Play it and you will never read the news the same way again. Reviews: "Peacemaker is part of a new generation: games that immerse people in the real world, full of real-time political crises. And the games' designers aren't just selling a voyeuristic thrill. Games, they argue, can be more than just mindless fun, they can be a medium for change." - The New York Times. "Unlike most serious games, it aims to bridge the gap between education and entertainment and reach a mass market." -CNN. "It provides a challenge that literally kept me up at night." -Robert Janelle, Suite 101.Playable in Arabic, English, and Hebrew.

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Emperor: Rise of the Middle Kingdom Review

Emperor: Rise of the Middle Kingdom
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I want to start this review with a disclaimer: I don't know a lot about game programming, so if you want a technical analysis of the game, this isn't the review for you. I do know that I like it though.

I would say that this game is on a par with Sierra's other city building games-Caesar III, Pharoah, Cleopatra, Zeus, and Poseidon-but with one new feature: you can play it online with your friends. If not for that feature, I probably would've only given this game 4 stars. The graphics are pretty cool but I've been having a hard time with the toolbar. The icons all look the same to me. The warehouse icon looks like a trading post icon that looks like a mill icon, etc. I suppose I'll get used to it. I remember not liking that about Zeus at first either, but that one eventually became my favorite.

The other interesting thing about this game (I say interesting because I'm not sure I like it yet) is that feng shui is very important to your people. In the other games, if you could place a building in a certain spot you got a green footprint, if you couldn't, you got a red footprint. In this game you get red, green, and YELLOW footprints. If you get a yellow footprint over the spot you want to place a building on, you can still put it there if you want, but it decreases your feng shui rating. And the less harmonious your feng shui, the less your people like you. So you really have to think a lot when you're building your city.

I'm not sure that this game is Sierra's best city building game yet, but it's still fun to play and I would recommend buying it. I would also recommend getting Acropolis, which is Zeus and it's expansion pack Poseidon in the same package.

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In Emperor: Rise of the Middle Kingdom, you are transported back in time to when emperors reigned and China was the greatest and most resplendent power on Earth. Epic in scope, Emperor spans seven dynasties and more than 3,000 years of Chinese history--from China's preimperial Xia dynasty circa 2100 B.C. to the Mongol invasion of the Middle Kingdom under Genghis Khan in A.D. 1211.
As emperor, you will build housing to attract immigrants to your new city. Then the city's workers and farmers, administrators and soldiers will be yours to command, and you will have the work force you need to build a provincial city into a great metropolis. At your bidding, legions of workers will toil to erect walls strong enough to keep the barbarians at bay. Under your banner, armies will march forth to do battle with the enemy. Trade and commerce will flourish, and an army of tax collectors will collect the taxes due. Schools and clinics, palaces and gardens will embellish the city you have built and proclaim your benevolence to the world.

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Command and Conquer Generals: Zero Hour Expansion Pack Review

Command and Conquer Generals: Zero Hour Expansion Pack
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Although Generals added a new standard of graphics and several new and interesting departures from the original C&C game design, it was something less than revolutionary. Zero Hour goes a long way toward addressing this issue, and really turns Generals into a completely new game.
The expansion adds a new campaign for each side, with about 5 missions each. The campaign is interesting, and adds a few new elements, but is actually not the best part of the expansion. There are full motion video cutscenes (reporters talking about what's going on) to add some depth to the story, which is pretty straightforward stuff that could happen sometime in the near future (though we hope not). The missions add unique buildings and locations, all well done, as well as objectives that are pretty fun to carry out. Some of them are quite difficult, and there are a few stealth commando missions that Generals sadly lacked. There's also some campaign-only powers, such as the ability to call in battleship artillery and carrier strikes in one of the USA missions.
The real meat of the expansion starts with the new units and upgrades. Each side has new things, some of which go a long way toward filling holes in the armies' capabilities. China, for example, gets some much-needed surveillance by way of the Internet Center, and a worthwhile stealth detector in the Listening Post. Frenzy, a new general power, increases the firepower and armor of units for a brief time. China also gets added airborne firepower with the Helix and the ability to carpet bomb. The GLA gets several low-tech solutions, most of which are still geared toward outmaneuvering rather than outgunning the opposition. The Battle Bus, however, can pack quite a punch in a frontline role. Fake structures, a sometimes-useful throwback from Red Alert, can also be purchased. More interestingly, they can be upgraded into real ones, which is a nice way to play with an opponent's mind. The USA gets a powerful base defense with the Fire Base, which is garrisonable, effective against infantry, and doesn't need power to shoot. They also get a mobile anti-air unit in the Avenger, making it unnecessary for you to bring weak Missile Defender-packed Humvees along in future battles. Three new tech structures are also added- the Repair Bay (repairs all your ground units), Artillery Platform (shoots at enemies with a howitzer), and Reinforcement Pad (produces a tank on a countdown).
The upgrades and units are standard expansion fare, but Zero Hour adds something else- new generals, each with their own combat styles, units and powers, and personalities. There are three for each side- Air Force, Lasers, and Superweapons for the USA; Toxins, Camouflage, and Demolitions for the GLA; and Nukes, Tanks, and Infantry for China. Each of these has a doctrine that you must adhere to if you wish to use them effectively, and have weaknesses that hold you to it. For example, the US Air Force general cannot make tanks, but has aircraft cost reduced, unique and better air units, and a point defense laser on all airplanes that along with the standard countermeasures upgrade makes them practically immune to missile fire. China's tank general can build the Emperor Overlord, which is the newest and baddest vehicle on the ground. The GLA camouflage general can make literally everything invisible to the unaided eye, and turns the GLA into a real guerilla army (his Scud Storms are especially scary). All of these generals can be used in skirmish or multiplay, and there is a special 'generals challenge' campaign in which you pick one and play against all others. Your opponent is always on territory that favors their doctrine, and it can get pretty tough. This is a great way to accustom yourself to the various generals and pick your favorite, and is also quite fun since your opponents continuously taunt you during the games.
It's worth mentioning that several nice tweaks have been added to the engine. For example, fighters on an airbase will automatically attack nearby enemies, and both superweapons and scouting powers (e.g. radar van scans) appear as a sidebar icon with a number indicating how many are ready, if it's more than one. This makes it no longer necessary to separately hotkey practically every unit you have. Multiplayer options have been added, such as how much cash to start with, and no superweapons. The already excellent graphics have been improved, with even more fantastic fireballs, flotsam and jetsam, and better water effects. The result is undoubtedly the most graphically appealing RTS out there, though you might need a new video card if you want to run at max detail.
In summary, Zero Hour is for all intents and purposes a completely new game. Some have argued that it is what Generals should have been from the start, but I'm glad EA took the time to do a good job on this rather than rushing it for release. I honestly have no complaints about the expansion- it's one of the best ones I've seen for any game. It's a definite must for any Generals fan, and even if you weren't overly impressed with Generals, Zero Hour might just change your opinion.

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Command & Conquer Generals: Zero Hour challenges you to face off against other military leaders using the most advanced arsenal in history!

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Civilization 3: Conquests Expansion Pack Review

Civilization 3: Conquests Expansion Pack
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This is a GREAT expansion pack. Particularly if you skipped "Play The World" (as I did). There's more, more, MORE of everything, and enough interesting gameplay tweaks that it makes Civ 3 feel like a brand new game.
What makes it so good?
* New tribes to play. Or, perhaps more importantly, new tribes to play against. The Mayans can be a terror.
* New tribe attributes. Seafaring! Agricultural! OK, that doesn't sound that exciting, but it definitely has an impact on gameplay and strategy. Agricultural favors the AI such that the new Killer AI tribes are almost always those with the Ag trait, like the Celts.
* Boosted navy! Combined with the Seafaring, navy is still underpowered, but way better than before. On an archipelago map, seafaring can mean the difference between a breezy success and a slow slog.
* Boosted airforce! Bombardment in general is boosted, so everything from catapults to stealth bombers feels a little more useful.
* Fewer resources! Wait, fewer resources? Well, not fewer KINDS of resources. Just fewer all around. You either have to learn to play very nice with the AI or very mean.
* Entertaining scenarios! From the cradle of civilization to the 20th century, you can have your turn (sorta) re-enacting historical events. These can be fun, fast, intense, changes of pace from the epic game.
* New techs/wonders/governments! The unit-producing Statue of Zeus and Knights Templar are a hoot. The Temple of Artemis is amazingly powerful (but very short-lived). The Internet--well, like all the modern wonders, it seems a little too late. But it ain't bad. Fascism is a blast to play if you want to live out your Great Dictator fantasies, but you can see the AI self-destruct with it, too, unfortunately.
So, how was this Really Good Thing screwed up? Bugs! Bugs o' plenty! If you're a casual player, playing particularly on Chieftain or Warlord levels (maybe even Regent), you might not notice the bugs. Not at first, anyway. There are patches, oh, yes, there are patches, unofficial though they may be. But the situation seems to have arisen because the game was yanked out of public beta toward release-time, then tweaked and re-tested internally. Unfortunately, this game is too deep and often too subtle to be effectively tested by any in-house crew. Result? They managed to break trade, corruption and resource-distribution in the final release.
An official patch will eventually be released. Probably before the summer. Until then, you have the choice of living with bugs, or living with a beta patch (which might introduce its own bugs), or simply waiting to get the game.
There's an even more serious problem, really, underlying these changes. Trade is absolutely vital with the resource reduction. Either you find a way to trade, or you find a way to conquer, which may not be a play style you want to be forced into Every Single Game. The problem is, the trade and diplomacy systems are not sophisticated enough to meet this increased need. If you need iron, but it's all being traded, you can't offer the AI any incentive to trade it to you when the current deal is up. Those deals get made in-between turns, so you often don't have a shot.
So these fabulous changes are not only marred by bugs, the whole game creaks under them. And it's a long way to Civ 4.

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Civilization III: Conquests takes you on a journey through the ages as you pursue victory through conquest!

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Rise of Nations Gold Edition Review

Rise of Nations Gold Edition
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This is a great game, but this particular edition is not what you should buy if you want to play with others (LAN or Internet). Despite the product image, this is the Ubisoft gold edition, which has version mismatch problems with other gold editions. It will not auto update to the same version as the normal Thrones & Patriots, so if you try to join a game you will get an error saying you need something like version 07.25.00.15705, even though the in game versions match.
There is a way around this which involves creating an ISO without the patch on the disc and using a No-CD executable, but it's a hassle and not worth it.
If you're going to play by yourself, this edition is fine. If you want to play with friends, look elsewhere (unless they all have the Ubisoft edition).

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Dominate 6,000 years of history from the Ancient Age to the Information Age. Which forces will you deploy to lead your nation to global prominence? Trade, espionage, diplomacy...war? Whichever path you choose, you'll experience the pulse pounding thrill and speed of real-time gaming combined with the epic scope and depth of turn-based strategy games â?" brought together for the first time ever in Rise of Nations.Secure victory through military or quasi-military strategies.Expand your Nation and play on a real world map.Hours of additional gameplay with Rise of Nation: Thrones & Patriots Expansion Pack.

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Settlers IV Gold Edition Including The Mission CD, The Trojans and The Elixir of Power Expansion Review

Settlers IV Gold Edition Including The Mission CD, The Trojans and The Elixir of Power Expansion
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This game is a must for any Setter's fan.
One draw back is there are no roads with drop off points (which can be a plus to others). This is a big deal to me... Because I loved Setters 2. The AI is not very good for the delivering of goods. You will find yourself waiting a long time on them.
The game can skip ahead by 1 min with the press of F12. Press it to much and you will find yourself in battle.
Building in the game is also slow. It's not bad... Until you turn the AI to the max. You will find yourself not ready when the flood of 50+ level 2 or so units come knocking.
This leads to your army. If you don't have priests in your army... You are at a disadvantage. Also, stock piling weapons is a must. It takes a long time to mass produce an army large enough to take out the opposition. Even when you do have a stock pile of weapons and gold.
The animations in the game are (in my opinion) not as good as Settlers 2. However the graphics look great.
One of the great things about the Gold edition... Is that you get so much for your money. You have lots of pre-made missions for you and a new race. Along with a map editor for your creative side.
This game does work for Windows XP. I have service pack 2 installed and I also have a P4 with HT... Which from what I read on the Setters forum, makes the game unplayable. I have not patched the game either.
Despite all of these negatives. It really can't take away from this game. I had allot of fun and wasted allot of time. If you don't want to spend 2-3 hours per mission. Then stay away.


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The Settlers IV Gold Edition is a combination of three games in one collection.The objective of the Settlers game is to build up a colony with a thriving construction and mining industry, food, tool and weapon production. The player's skillful use of resources, combined with the irrepressible get-up-and-go of the diverse Settler characters, form the foundation for a robust colony.Includes: The Settlers IV, The Settlers IV - The Trojans and the Elixir of Power, and The Settlers IV Mission CD.

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Caesar III Review

Caesar III
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The best way to visualize _Caesar III_ is to think of SimCity: the player creates urban environments, then attempts to profitably adjust to the influx of people, random (and not-so-random) events, and Imperial demands. You build and govern a city for awhile as part of a campaign; when you achieve the given objectives, you move up to a more challenging and involved assignment.
It's very attractive visually; the user interface is pretty good; the hotkeys make sense. The only thing that chapped me a little was the documentation: it was classic Sierra documentation, one of those books that looks and feels great until you actually need it to look up information. For example: when setting up trade routes for the first time, I experienced a shipwreck. Ok, very well, I thought, let's figure out what happens now since it seems to be blocking my harbour. I looked in many pertinent sections of the manual; not a word on shipwrecks. I just had to wait and hope it went away after awhile. Even though the manual has an actual index--rare enough with game documentation or strategy guides--it could have been better. Also lacking was an in-book reference for the tutorial; all reference for it is in-game. That's fine except that one reason you have a manual is so you can take it away from your computer and read up.
Very good game. Fine graphics. Ok manual. Superb dollar value--it has dropped in price to the point where you can hardly lose.

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Build rule and defendProduct InformationAs a provincial governor charged with spreading the glory of Rome your missionis clear; build cities foster trade and industry make money. How youaccomplish this entirely up to you. Gain wealth and power make a career out ofpleasing the emperor battle Barbarians and repel invaders or concentrate onbuilding the next Eternal City. Fail and you'll end up as lunch for the lions.Prove your strength of mind and spirit and you just may be crowned Caesar!Product FeaturesBuild rule and defend on one screen - no more switching between city province and battle screens.Use the City Construction Kit to build the perfect city or climb the ladder of Roman politics with a career.Now your citizens can give you a glimpse into the life of the common man - talk to them for clues about how to improve your city.Appease 5 gods with temples and festivals. Each god has its own sphere of influence; Please Ceres and your crops will thrive. But dishonor Neptune and watch your trade ships sink into the sea.Various new structures and challenges arise throughout your governor's career for tremendous depth of play and replay-ability.A truly intuitive helpful interface let's you jump right in and startbuilding.Additional FeaturesPlayers of Caesar III are immersed in a city simulation set inthe age of the ancient Roman Empire. Players place buildings on previouslyempty terrain and construct a city. These buildings come to life and thecity begins to evolve. As the city grows it encounters various problemswhich must be overcome. Players have specific objectives to achieve althoughmany players will not use these but rather will content themselves indesigning their idea of the perfect city.The game is structured as a career beginning with

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Rollercoaster Tycoon 2: Triple Thrill Pack Review

Rollercoaster Tycoon 2: Triple Thrill Pack
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"Roller Coaster Tycoon 2 - Triple Thrill Pack" finally delivers the RCT2 I wanted. It not only lets you simulate building amusement parks, complete with rides, food & drink stalls, and other attractions, but this pack includes a huge number of different coasters and examples of each type, and also allows you to try to build your own coasters. There are many other types of amusement park rides, including log flumes and water slides, merry-go-rounds and ferris wheels, go kart race tracks and car rides, and many others. There are also over a dozen scenarios ranging from fairly easy to fairly difficult. The fact that all the scenarios are accessible from the beginning of the game is a big plus.
The replay value of this game is great. I find myself coming back to see if I can better my previous rating or ending park value, or both, or add something to my previous parks to make them more interesting. I know I've spent countless hours designing little tweaks to make my parks or rides "just right".
The primary program, "Roller Coaster Tycoon II," provides many good features that are a big improvement over RCT1, but the same graphics engine is used. I really like this sim game - probably more than any other game like it. If you like amusement parks and roller coasters, and you like games like "Civilization" and other simulations, you'll love Roller Coaster Tycoon 2.
"Wacky Worlds" adds a lot of scenery like the Great Wall of China, the Taj Mahal, the Eiffel Tower and many others to make your park a true international experience. There are over 20 new scenarios, 50 new ride types (not all of which will be coasters), and about a total of 250 new game elements. But the total of the new elements in "Wacky Worlds" wasn't worth the price of admission all by itself.
"Time Twister" adds even more great rides and some really wonderful scenarios to the overall mix. There's a few for every age - from the Medieval to the present and beyond. There's also a few new rides and attractions. "Time Twister" also suffered from not having nearly enough material to satisfy RCT fans by itself.
But now you can Triple your fun with this all in one pack. Amazon.Com doesn't have half stars, so I can't give this game the 4 1/2 stars it deserves, but I'm sure if you've found previous games in the series interesting. you'll love tripling your fun!
If you've never tried Roller Coaster Tycoon, and you like amusement parks, you'll love the ability to design and build your own amusement park. RCT2 gives you almost everything that the old game had. But if you've already tried RCT1 you may find that this game just isn't different enough from the original, even though it includes the new scenario designer and other new features. The graphics haven't been updated much at all - and the graphics were already a little dated in RCT1.
But if you =really= want the =complete= pack, do an Internet search for "RCT2 User Created Expansion Set" and download that. You will be highly surprised at the many new features, rides and other things that fan-created expansion does for this game.
Now that my predictions have come to pass and everything is available for RCT2, I very highly recommend this purchase over any of the other stand alone sets, including the incomplete "Combo Pack". But if you already =love= RCT2, then just wait a few weeks - Chris Sawyer and Atari are rolling out RCT3 - which finally has a 3D feel and a coaster cam! If you've never tried to build your own amusement park, and had a secret yen to try it, then RCT2 is a great game. Watch out Disney World - here comes Roller Coaster Tycoon 2!

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The Complete RollerCoaster Tycoon 2 Series!Product InformationTriple your thrills! Add rides and scenery to the world's greatestattractions with the complete RollerCoater tycoon 2 collection! Travelthrough time span the globe or simply create the most gut-wrenching rollercoasters imaginable. Test your Tycoon skills with 25 amazing Six Flagscoasters and 5 Six flags parks including Six Flags Magic Mountain and Six FlagsGreat Adventure. Create incredible roller coasters with the amazing RollerCoaster Designer thrill your guests with over 200 rides and attractions andtake on more than 45 scenarios that challenge beginners and experts alike.Customize your parks with themes from around the world and historic timeperiods.Product Title IncludedRollerCoaster Tycoon 2RollerCoaster Tycoon 2 Time Twister Expansion PackRollerCoaster Tycoon 2 Wacky Worlds Expansion PackProduct OverviewRollerCoaster Tycoon 2The best-selling game that started the "Tycoon" craze ramps up the funwith all-new rides features and gameplay that make creating and running theultimate amusement park more fun more creative and totally addictive! Those of you that think you have mastered the previous 'Tycoon' games andcreated the most nauseating coaster designed the ultimate theme park or managedthe financeslike a top CEO can think again. RollerCoaster Tycoon 2 provides a new dimensionof creative freedom that allows you to take your parks and rides to anunprecedented level of fun. Break ground and start from scratch open the gates to existing parks or justcreate the most gut-wrenching roller coaster ride ever - now you can play yourway. As a RollerCoaster Tycoon there are NO LIMITS!Features:New gameplay options in RollerCoaster Tycoon 2 allow you to play your way and focus on the aspects of the game you love the mostIncludes 25 coaster designs and 5 Six

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Empire Earth Review

Empire Earth
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I can still remember when I played the original AGE OF EMPIRES, wondering to myself if they would be able to make the same general strategy game using modern weaponry. As I loved the original AE, I held out hope that they would someday be able to pull it off.
Well, there is no reason to wonder anymore: our friends at SIERRA have done it. EMPIRE EARTH and its expansion set (both included in EE GOLD) takes us all the way from the dawn of mankind up thru the modern age and even into the future with spaceship and robotic battles and the like.
For myself, the most satisfying component of the game is being able to play with modern-day weapons. Build tanks, artillery and various troops for huge land battles. Build air-forces with fighters and bombers. Build navies with submarines, aircraft carriers, battleships and frigates.
Your civilians form the backbone of your military apparatus as they're the ones who collect the necessary resources (i.e.: wood, food, gold, stone, iron, etc) for your campaigns. You're the one in charge; how you utilize your resources is up to you. If you fail, you're the one who is accountable. If you are victorious, you're the one who deserves all the accolades and glory!
The most remarkable thing about the game for me is its symmetry. There is no one single "unstoppable" weapon in your arsenal. The most powerful weapon is the B-52, with which you can nuke your enemies. However, you had better protect it with great care; send it by itself on long-range bombing sorties and it's sure to be shot down by enemy fighters, anti-aircraft batteries or soldiers with STINGER missiles.
You may create TRIDENT submarines with powerful cruise missiles that can strike targets deep inland. However, these submarines are also the easiest for your enemies to sink: protect them at all costs!
Apache helicopters are devastating against tanks and other land targets, but are highly vulnerable to STINGERS and are downright helpless against enemy jet fighters. Jet fighters are susceptible to the fierce fire of anti-aircraft batteries. However, anti-aircraft batteries are hapless against tanks.All units have their strong points, and all units have their weaknesses, be they ground, sea or air.
If you like strategy games, I cannot recommend EE enough. If you like building armies, blowing stuff up and upgrading the prowess of your military, this is certainly the game for you. Just beware: it's about the most addictive game you will ever play!

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Rewrite history with the ultimate strategy collection!Mastermind a civilization's glorious rise to power throughout any period of human history.This is real-time strategy on a truly historic level.Includes:Empire Earth,Empire Earth: The Art of Conquest Expansion Pack, and Empire Earth: Gold Edition Prima Official Strategy Guide/

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Railroad Tycoon 3 Review

Railroad Tycoon 3
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After anxiously waiting for a Mac release of Railroad Tycoon 3, I find that it's a much-needed upgrade of Railroad Tycoon 2. However, that's really all it is -- I'd be tempted to call it Railroad Tycoon 2.5 rather than 3. There are probably enough changes to track building and industries to warrant a new version number, but other than that and a few interface changes, RT3 is essentially the same game as RT2.
The most obvious difference is in the graphics. The new 3-D engine is fantastic. You can actually watch the side rods of most of the steam engines go round and round. Tracks are a bit high off the ground, which is a little distracting at first, but overall the graphics are a huge improvement.
Track laying is substantially improved from the previous version of the game, as well. Most significant is the return of tunnels, one of the most maligned omissions in RT2. You can also build a bridge over another railroad or duck under an existing bridge, a feature fans of this game series have long wished for.
Gone is the grid with its limitations of tracks at only eight angles. You can now create smooth, sweeping curves at any angle you please. That said, the gradients could use some tweaking. Particularly annoying are the ramps leading to bridges. It's silly to have a 3% grade just because you're crossing a river. Likewise, I found it very difficult to create a railroad in even slightly hilly terrain that didn't resemble a roller coaster. And don't think this is a model layout design aid, either. It's impossible to force tracks to go where you want them.
Maintenance shops and service towers are now separate elements. You can't place a service tower at a depot and have a locomotive serviced while it's making its station stop. This hurts the game's realism a bit and can be annoying if, like me, you're used to the old style station expansions. The good news is that such facilities can be placed anywhere, even where there's no station, and you can demolish them to save money when they are no longer useful.
The construction and demolition tools aren't all that intuitive. To bulldoze a building, for example, you have to enter the track building interface and select the bulldozer. And industry construction is done from the station building interface. No doubt this was done to minimize the number of tool buttons in the main interface, but it feels klunky -- especially if you're used to the old RT2 interface.
While access to the controls has changed somewhat, most of the core game controls will look extremely familiar to anyone who's played RT2. Building and changing train consists works essentially the same way as in RT2, with a few excellent additions. One major change is the "auto manage" option which autmatically sets the train's consist depending on what loads are available at the station. You can select the minimum and maximum number of cars on each train, and select whether the train will carry any kind of car, just freight cargoes, or just express cargoes. You can also manually control the trains' consists. For more realism it would be nice if passenger cars were always placed together in the consist, but I'll admit that's picking a very small nit.
A couple of very handy shortcuts have also been added to train building, including the ability to copy trains. Mac users will find this process rather klunky and very un-Mac-like, but at least it's there and works. One new feature I really like is the ability to replace locomotives based on their class or age. This comes in very handy for keeping your locomotive fleet current. There's also a checkbox which will make the consist the same at all stations in the train's route. Beware, though -- the change happens as soon as you check the box and isn't undoable by unchecking the box!
The economy and stock market works essentially the same as it did in RT2. You can buy and sell shares of your railroad or your competitors, set your company's dividend, sell bonds, and sell stock. Selling stock is just as useless for raising money as it was in the previous version, even though you're now allowed two sales of stock per year instead of just one. You also still have to have a good credit rating to sell a bond.
I haven't gotten into the map editor yet, but from reading the manual, RT3 seems to have the one limitation I was afraid it would have -- you can't use maps from RT2. With the huge number of user-built maps from RT2, this is probably the biggest disappointment in the entire game. It's understandable, however, given the number of changes made to the industries and track building. Still, some sort of conversion utility would be nice for map developers so we don't have to start from scratch.
All in all, this is a fair upgrade over the previous version of the game. I'm not all that sure that this version was worth either the wait for the Mac port or the $45 price tag, but now that I have it I certainly won't be getting rid of it!

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The long awaited sequel to the king of the "tycoon" games in here!Build the ultimate railroad empire and recreate history in this 3D sequel to the tycoon game that started it all.Watch cities grow as you carve out cross-country routes. Manipulate a realistic stock market. Acquire businesses and dominate industries as you amass a fortune greater than Vanderbilt.Railroad Tycoon 3 features over 55 highly detailed locomotives 180 different buildings and 40 cargo types. Play in "sandbox" mode to create the ultimate rail system. Challenge friends over the internet or LAN. Create your own scenarios with the included scenario/map editor.System Requirements:Processor: 400 MHZOperating Sys.: Mac OS X v10.2.8. or higherRAM: 256 MBHardDrive: 1200 MBGraphics: 32 MB 3D video cardModem: 56K (optional for Internet play)Other: 4x CD-ROM Mouse and KeyboardFormat: MAC 10.2 OR LATER Genre:ENTERTAINMENT Rating:E - Everyone UPC:828068103149 Manufacturer No:10314

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Rise of Nations: Thrones & Patriots Expansion Pack Review

Rise of Nations: Thrones and Patriots Expansion Pack
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Like many who have been eagerly anticipating the arrival of Thrones and Patriots, I played a social-life crippling amount of Rise of Nations when it debuted in early 2003. That's why when my co-junkie CIO barged into my office yesterday with this expansion pack I was both elated and petrified at the potential darkening of my social life that might occur if this follow-on was half as interesting as press has made it out to be.
I went home, and savagely thrust the CD into my eager drive, loading....anticipatory sweat began to bead on my backhair....loading...
Fast forward 20 minutes, and if you asked me "how is it", I wouldn't answer you. That would be my answer. Now, sitting here in my office, I'm jones'ing to run home and play again...the crackling of US Marine Machine Gun fire, screaming Persian Elephants....
So much has changed, yet thankfully, for RON lovers, the gameplay is still comfortably familiar. There are however some notable differences in this game.
First off, there are 6 new nations, 20 new unit types, and 4 new maps. But so far, the biggest difference is the ability to choose a government type...
At the Classical Age you establish a Senate and choose a government. Your choices are: Despotism, Socialism, Capitalism, Monarchy, Republic, and Democracy. Your Government gives your nation military and non-military bonuses, and each government type allows you to create a Patriot. The Patriot is a special unit that acts as your leader. They are produced from the Senate and give certain bonuses to units and buildings within a proximate radius of their location. What's interesting is that each of the six governments produce a Patriot unique to their type.
So in choosing government type (which give you global bonuses), you also need to balance that governments value against the unique set of Patriot bonuses. As if there weren't enough choices in Rise of Nations to begin with. But really, as I expressed in my review of RON, that's what I love so much about this game. I know of no "one way to win". Much like chess, there are counters to every efficacious strategy and tactic, "rushing", "turtleing (holing up defensively)", "age leaping"...every game must be played dynamically against your partners strategy. A "thinking mans RTS".
Needless to say, I'm thrilled. I haven't been this excited to game since I was learning Rise of Nations a little over a year ago. If you love RTS's like Civilization, you'll should pick up this habit. If you're already addicted to RON, well, your next fix is on the shelf...
I hope this was helpful.
Enjoy.

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Expansion Pack; requires Rise Of NationsAlso includes four new single-player campaigns -The rise of Alexander the Great, the career of Napoleon Bonaparte, the conquest of the New World, and the Cold War

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Scrabble Review

Scrabble
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Haven't had a person around to play Scrabble with in years and miss having a GOOD game. You can set the levels from Novice to Tournament or anything in between with the Custom feature.
The online dictionary is handy (even though technically it shouldn't be used during play). You can hit a button to "define last" when the computer plays a word you're not familiar with. Other features include a list of "q" words without "u" and online help you can use based on the letters on your rack. I never use this because it's like cheating.
I'm enjoying it very much and got one for my mother as well. Haven't gone to play on Internet yet but may pursue that as well.

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Heroes of Might and Magic 4 Review

Heroes of Might and Magic 4
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Heroes 4 Does have many wonderful improvements that makes it more complex and in sum, more compelling than S3, but there are these little problems in the game that Heroes 3 didn't have. I don't understand why 3do chose to take away certain elements of Heroes 3 that were already perfect.
Steps Foward:
*I have to give it to the creators to add the "Heroes in Combat" function. This makes the combination of your armies a lot more complex. 3 Heroes with 3 monsters.. or An army of 6 heroes in all.. You choose!! And Each Hero can be specialized in his her own way..
*Skills- Each hero can have 5 major skills and 15 minor skills.. That's a whopping 20 total skills. That makes the heroes unique enough, huh?
*New Monsters!! - Need I say more?
*New Spells!! -Need I say more?
*Potions give a nice little addition to the game. Allows for more dynamics during battle.
*Monsters are a bit more complex in Heroes 4. Many of them have more skills.. and more specialties... Mages can cast different spells.. and there are choices to what type of monsters your town produces.
*Monsters are generated in each town per turn instead of per week.. makes more sense this way.
Steps Backwards:
* Like some other posters.. I don't understand why they don't tell you how much experience you get after each better.. makes it hard to keep track of the levels of your heroes.
*Heroes no longer have their own little specialization. So for example, it doesn't matter whether you start out with a priest named bob or a priest named Rob.. there's no difference. Remember, in Heroes 3, every hero had a special skill?
* Um.. graphics seem to be worse in some cases.. better in others.. yes.. 3d graphics.. but still worse in some cases (combat).
*Combat is worse. We need the squares!!! It's so hard to calculate the number of steps your units can move without some square indication. And the graphics are worse... Combat was a lot better in Heroes 3.
*I just like the monsters in Heroes 3 more.. they looked nicer....... maybe they need a new graphic designer.
* No upgrades for Monsters... arggghh.. why are there no upgrades for monsters?

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In Heroes of Might and Magic 4, players will command armies composed of skillful heroes and fantastic creatures that fight enemies, capture towns, and collect vital resources and artifacts. Strategic planning and tactical cunning are instrumental in your goal to be the undisputed ruler of the new world. The game features heroes who are active participants in combat, six massive campaigns and dozens of standalone scenarios, a campaign editor with a map maker that allows terrain deformation, and an all-new magic system with five highly specialized schools of magic.

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Age of Empires 2 Official Expansion: The Conquerors Review

Age of Empires 2 Official Expansion: The Conquerors
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the expansion pack features 5 new civ's, maya, aztecs, huns, koreans,and spanish.each with its own unique buildings type(imagine mayas and aztecs builduings, cool)There are 3 campaigns and one pack of scenarios named battles of the conquerors, the campaigns are atilla the hun where you get to conquer gaul and then maybe even the whole rome, in el cid you must join forces with moors and fight against castilla and fight against fanatical berber horsemen, and last but not least, in montezuma you get to fight off thje invaders that are much better armed and shielded, can they defeat them, or will they fall before the invaders, in addition to that the game will have 11 new units,conquistador,jaguar man,tarkan and 26 new technologies including a special technology for each civilisation. The villagers are now smarter,for example they'll start gathering wood after building a lumber camp, farm queing, you just give enough money to it, and villagers will build farms untill money run off.
Ram's are now transports, garrizon units inside it to increase speed and defend units inside. ship formations,you can also send commands to friendly computer players. and finally new temperature zones including tropics, and ice. That is a very interesting game...

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Age Of Empires II: The Conquerors takes you int the heart of warfare as you fight to buils a new civilization! Several new interfaces and features let you concentrate on tactics and resource managementNew multiplayer games like Wonder Race(see who builds a Wonder first) and Defend The WonderRelive the time of the conquerors with this exciting strategy game!

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Cities XL 2011 Review

Cities XL 2011
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*This is from my review of the downloadable version*
* I haven't encountered any crashing bugs so far. I went through the forums and looked at what some are having trouble with. So I'm reviewing and informing at the same time.
*** Just a Reminder*** If you have the original Cities XL ('09) you can get CXL '11 for half the price. All you need is your serial number. Go to Citiesxl.com. ***
**Update** There is a patch now available**So after a year since CXL was released by Monte Cristo, Focus Interactive releases Cities XL 2011. They promised some changes and a transit system complete with buses and trains (subway and elevated). The next generation city simulator gets a makeover with these much needed features. I liked CXL and was annoyed that Monte Cristo went bankrupt before it could implement its new ideas ie. G.E.M.'s Transit expansion, and a host of others. When Focus Interactive took over CXL, it seemed like a breath of fresh air and a new chapter for the city building genre.
Unfortunately, some (and for others, many) bugs from the original CXL and some new ones have marred it to the point where the forums are lit up by frustrated people. Focus has been quiet although they did fix a bug for steam users. I recently saw a post that Focus has no patches in place because they are working on releasing CXL '11 for other languages. It could be a while before we get any type of patch. They are also very quiet concerning CXL '11 and it's future. From my point of view, it seems like they are going to crunch numbers and see if it's viable to continue. Hopefully, they will. There has been no attempt at creating a city-building game after Simcity Societies (not including CXL). Simcity Societies was dreadful.
If you are familiar with Cities XL, buying the game online has your serial number emailed to you; and online activation. The download was pretty fast but bare in mind, I am using FIOS. Previously, Monte Cristo told me that I can load CXL on as many computers as I like, no limits. Focus doesn't mention it. I heard that Starforce DRM is on it but I didn't see it while going through installation. I've had Starforce before and it usually says, "loading Starforce." If anyone who has this, had seen, it, I'll change this sentence, but like I said, I didn't see it. I went through the files as well. For people who had CXL, you have the opportunity to buy CXL 2011 for half the price if you have your serial number for CXL. If you forgot it or lost it, emailing Focus Interactive Tech support is the way to go..You have to provide your username, password and email you used to sign up CXL.
There is no online aspect of the game. Previously in CXL, you had the planet mode. online mode is completely left out in CXL 2011. You can trade with each of YOUR cities or Don Madoff of Omnicorp, but no one else. It's fairly simple. Like a point and click. You have a "earth" screen that will show where the trades are going but it doesn't show your road network like Simcity 4. In the earth screen, you can also see the available areas to build a city. It doesn't truly represent what you will see when you pick that spot unlike in Simcity 4, you see what land you are getting; including all the physical features. A wishlist here would be when you are searching for an area to create your city, it would be nice to get a feel of what you are getting. You cannot change the land. You can terraform AFTER you pick your spot and name your city. Terraforming is very expensive and a little frustrating. Simcity 4 was much easier when it came to terraforming.
The same premise is back. You can build a city on the CXL "planet," picking a spot with different physical features ie. peninsula, volcano, lakes on a plain, fertile plains, tropical island, and more. Also, keep in mind what type of resources that each "plot" has ie. oil, water, holiday, water, farm. You give your city a name and go through a quick tutorial of where to place your first road, city hall, and early power/garbage zone. The tutorials at the very beginning (before you pick where you want your city) are good enough to give you the know-how of the basics. Again, you cannot terraform the land after you pick it and name it. I found one bug. I chose a peninsula and I was creating my city when I saved and closed it. When I came back to it, all of a sudden, my city became a island with peninsula qualities.
Many people are having problems installing the game, starting it, and playing it. Steam was the worst but I think a patch, fixed that. I haven't had this trouble at all. Also, people have been reporting slow frame rates early in the game. Usually the frame rates decrease when you have a sizable city. This is true. I loaded my city that I exported from CXL and yes, it was slow. Not too terrible though. It was like your large city in Simcity 4. You would think in 2010, almost 2011, the multi-core support and increased framerates for a city-building genre would be there.
The graphics are gorgeous. The people in CXL '11 are just like the original; not very realistic but better than others. There is no comparison concerning graphics between Simcity 4, CXL '11, and Simcity Societies. This one is by far better!
One thing new, you can tax different types of zones. In Industry, you can tax separately; heavy industry, office buildings, high tech etc. In CXL '11 you have industry, commercial, and residential zones. Building have been added as well as packs ie: coastal homes on stilts, Asian style homes, European....
One of the best things done in CXL is the idea of allowing us to create our own bus lines; up to 20 lines. The maps show your worst traffic and how your lines are being utilized. You can;t go crazy or else you will go bankrupt quickly. The best thing is that the bus stops are placed along your roads; they don't take up a tile as in Simcity 4. Perfect, since every bit of real estate is needed. The Metro (train) works the same way as the buses except, the station needs to be placed near a road. you can create many lines depending on the size of your depot (just like the buses; small or large). What is great, concerning the Metro, you can run your lines along side or under your lines placed already. The belief in the CXL universe is that the tracks go under the track already placed. A roundabout was added in the roads section however, it really has no use at this time. Expressways are now highways. One bug that had carried over from the earlier CXL is the way traffic moves. On a multiple lane road, cars in the left lane turn right and cars in the right lane turn left (besides going straight). The traffic lights, again are not animated. These 2 things too me are glowing issues especially since we are in 2010 and this game pushes city building realism. I'm also a realism nut :) The way cars and trucks turn is unnatural. People waiting at the bus stop looks nice, however, when the bus arrives, they mysteriously get out of the bus and get on. The windows on the bus look like the windows on the buildings. I wish we were able to change the physical features of the land we choose to put our city, otherwise, it's very expensive to terraform.
For those looking to buy Cities XL 2011, just be on the lookout concerning the bugs; there seems to be more in this one that the previous one. In the previous Cities Xl, Ive only experienced one lockup but in this one, none. Like I said, I haven't come across the crashing and error messages that others have gotten. Most people reporting the issues have decent systems. Check the forum. You need a decent video card because this one will wake up your video card. But again, the bigger the city, the game lags. Not terrible, but it's noticeable as in Simcity 4. The game was rumored to have multi-core support but it doesn't.
Besides all the bugs being reported, what makes me nervous is the way the developer is very quiet. Contacting them gets a very slow response. Sometimes, it seems like you get a generic response also. For those who remember, Cities XL '09, Monte Cristo was quick to respond and always had their news updated. Even when nothing new was reported, they seem to update their website. When emailing tech support, they responded quickly and seemed more personable. They even took the time to let you know that they've logged your issue and will send it to the development team. In other words, at least they responded. When I couldn't find my serial number from CXL '09, it took more than a few days for Focus Interactive to email me back and even their response was kind of cryptic. You had to read it a few times to realize what they were asking. Don't get me wrong, I'm not blasting Focus Interactive. I'm happy that they've added some things to CXL 2011 and cleaned up the resource trade screen. It just would be nice if they kept us, those who bought the game in the loop ie a patch will be coming, updates will be coming soon. It's like pulling teeth! Not good customer service. I feel bad for those who are looking to buy this game or have it on their wish lists but are afraid to take a chance because they might feel, "what if I get those bugs and/or crashes."
All and all, what is surprising is the amount of bugs being reported. If you don't experience the bugs, you will enjoy this game. It really requires you to thin what type of city you want to build, where, and how big. You have to keep an eye on your finances. In Simcity 4, it was easy to zone and expand quickly without any problems. In CXL '11, you can't expand quickly. When things become available, sometimes it's best not to immediately place them because it will put you in the red quickly. The passage of time in CXL '11 is by cycle, not month/day/year like in Simcity. I happen to like CXL way of passage of time. By default, the...Read more›

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With Cities XL 2011, build and develop gigantic cities on realistic 3D maps, thanks to an incredible collection counting more than 700 buildings and unique structures. You are the virtual mayor and as such, you will need to find the right balance between economic development for your city, public transportation, housing, social services, leisure activities and even special events in town. Realism has been pushed a little bit deeper with larger cities, more realistic and more sophisticated than ever before!

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