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Rise Of Industry Download Exe File


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About This Game





Rise of Industry is a strategic tycoon game where you build and manage your growing industrial empire in a living, breathing, and procedurally generated world set in the 1930s that is constantly evolving and adapting to your playstyle.

As a budding entrepreneur, you will build factories, construct efficient production lines, move raw materials, produce finished goods, and arrange trade with the world's developing cities, providing them with the resources they need to flourish - for as they grow and prosper, so do you.

However, it won’t always be a smooth ride to magnate status. Random business events and stock auctions will keep you on your toes, all while A.I. rivals compete for market share and look for ways to grow and exploit enemy weaknesses - beware of the hostile takeover.

Designed with an eye towards both accessibility and depth, Rise of Industry has enough strategic complexity and replayability to satisfy the most experienced fans of the genre, while its simple-to-understand mechanics ensure that new players will love it as well.





  • Experience tailored for every player - Specialise in just trading, production, gathering or any combination and research your way to bigger and better things.
  • Bid for PR contracts to get the upper-hand on your rivals.
  • Produce over 150 individual products, managing every step along the way from raw material to end product. Only the highly skilled entrepreneur will complete the complex production chains and take items such as cars, computers and other luxury products to market.
  • Build and manage a solid transportation network to enable the efficient transfer of goods via plentiful trucks, speedy trains and high capacity airships.
  • Be prepared for fierce competition – Advanced town and city A.I., make for an intelligent and changing game world so you won’t be the only one looking for the best deal.
  • Town personalities – adapt a suitable approach for every town or face their economic backlash.
  • Huge, procedurally generated maps mean that you’ll always have room to expand your empire into whether in testing scenarios or sandbox mode where imagination is your only limit.
  • Be quick to adapt to the current business climate with contracts and random events keeping you on your toes and cash flowing in.
  • Balance environmental impact with productivity. Churn out the products at the expense of nature, or be a conscientious industrialist, balancing the delicate lay of the land with your hunger for profit.

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Title: Rise of Industry
Genre: Indie, Simulation, Strategy
Developer:
Dapper Penguin Studios
Publisher:
Kasedo Games
Release Date: 2 May, 2019


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows (64 bit only) 7 / 8 / 8.1 / 10
  • Processor: Intel Core 2 Duo, 3.0GHz or AMD Athlon 64 X2 6400+, 3.2GHz
  • Memory: 4 GB RAM
  • Graphics: nVidia GeForce GT 600 or Radeon 5000 and above. Shader Model 51. Integrated GPUs not recommended
  • DirectX: Version 11
  • Storage: 1 GB available space
  • Sound Card: Any
  • Additional Notes: Requires a 1024 x 768 screen resolution

English,French,Italian,German,Russian,Simplified Chinese




Art & Graphics are good, but gamedesign is lacking.

This doesnt really feel like a complete game, it is shallow and missing depth. Managing logistics is probably the only fun thing in this game and it is a lot simpler than a lot of other games in this genre. Seriously there are games over 15 years old that are a lot better.

I hoped for this game to have learned from them and improve on old esstablished mechanics, but instead it was a step back.

This would have been perfectly reasonable if the game was in early access, and the developers needed playtesters to get feedback. But for a finished product it's just not enough.. Falls into the same trap that the majority of tycoon sandbox games tend to fall in:

Once you have a profit going, it's basically just a waiting game. It makes no mechanical difference if you have $1 or $1000 in profit.

A lot of people enjoy those games despite this, and for those, this might fun. If that's the case for you, then disregard this negative review.

Personally, I'd really enjoy a mode with more pressing challenges. Challenge me to supply a city within a certain time limit, then challenge me to expand to a certain size in a certain limit, then... etc.

If you share that feeling, the game I recommend nowadays is Railway Empire. I really like the Campaign and the Scenarios on that one, as they challenge you with really tight objectives so that the game doesn't become about just waiting.

Edit - Developer Answer:<\/b> Thanks for the reply, Alex! I'll give it another try sometime soon.. This game is one of the most tedious enterprises to appear in recent memory. It's fun to a point, and then it isn't.

The Good:

  • Decent presentation, decent graphics and many settings.
    <\/li>
  • While a bit clicky, simple A to B works OK.
    <\/li>
  • Very helpful the game remembers how many at a destination so you don't have to set it all the time.
    <\/li>
  • The Auto warehouses help with the tedium a ton.
    <\/li>
  • The Dev is very involved day to day, and though not always in a helpful way there is no doubt he is passionate about his creation.
    <\/li>
  • This game is still getting new things, new systems and new ways to do things, it's not dead. <\/li><\/ul>
    The Bad:
    • Not very helpful that the game does not remember how many from another source of input for the same good like Iron Mine.
      <\/li>
    • Don't like the map.? Back out all the way and redo.
      <\/li>
    • Don't like a City Name.? Can't change it...you have to get a Mod and make a list. Can't have simple immersion, and no, can't be changing city names; it would be anarchy out there.!!
      <\/li>
    • Can't see under the labels.? Have to turn them off, no set opacity at xx% so you can see anything under them.
      <\/li>
    • Want to ship A-B-C-D.? Go watch the video or read or find the hidden temple of convoluted knowledge and clicking and realize you're at the Emerald City and could just ask the wizard...but no. He dead. <\/li><\/ul>
      Some of these are minor issues that don't seem problems at first, but as you play they become more obvious and PITA like. Some are just....

      The Ugly:
      • The Logistics in the game are convoluted click fests. Be prepared to have to click and dig a lot once you have anything of size going.
        <\/li>
      • The way warehouses work and the way you move stuff around can be very easy if you have no where in particular to move anything. Getting things where you want will have you clicking enough to reach orbit as you have to constantly go back into lists and buttons and mark routes. While some progress has been made, the number of clicks needed for simple routes over time becomes a rabbit hole. Some people may not mind massive clicking to get anything done, but this concept has been done far more effectively in so many other titles without all the clicks and confusion this game generates.
        <\/li>
      • Example game logic: You can ship any number of products to a warehouse, but you can only send three products out on specific routes manually. You can tech up to 6 and then 9 routes total out of a warehouse, but that's it. Warehouses feel like roach motels; you can get goods in but you can't get them out.

        Except that in AUTO mode, this limit doesn't apply to anything in the WH AOE, they can ship anything in mass amounts. For AUTO you can ship tons. But for Manuel..? Well he's stuck at 3 things to ship early on. Later when things are going gangbusters he can pay for the privilege to send more. It's not consistent. It makes no sense that I can bring in 100 trucks, send out 100 on AUTO but only let 3 leave on my orders. <\/li><\/ul>
        The Indifferent:
        • The end game is weak and feels like an add on after complaints were made that the game didn't have one. (it isn't IIRC, but it feels that way) You basically grow and build and transport until you can build one of three mega factories, produce one of those goods and then sell it to a town big enough to buy it. Because small town people would never dream or have the means to buy a car or a TV dinner. Only big city folk are able to understand the need for such things...<\/li><\/ul>
          Final Thoughts:
          • It still feels like early access more than a finished game. It is changing at a fever pitch compared to the glacial pace of some companies that release a bug fix or two and walk away, which isn't really a bad thing...

            However.... What exactly did I buy..? It wasn't a finished game, obviously. What happens when the game is being played by 6 people and the Dev realizes the time for relevance has passed and we aren't to the end yet..? What happens if I like iteration 17 but the Dev hits 22 and is still running..? <\/li><\/ul>
            TL;DR:
            • This game tries really hard to be a decent grow this, build that and truck this over there...but in the end it falls victim to massive amounts of tedium and clicking that goes nowhere fast.<\/li><\/ul>
              In hindsight I'd buy it on sale. I got bit by the "Dev really cares" bug and jumped to show support. No regrets about that decision though, it was worth 40 hours as is so it's not a total wash or stay away. I really hate that there's no middle thumb as this is a game that absolutely deserves a "meh".

              Cheers..!. After spending some time with the game, I am disappointed.
              This is coming from a casual player of business simulations (Capitalism 2, to even Tropico 6).

              The store description says,
              "Build and manage a solid transportation network to enable the efficient transfer of goods via plentiful trucks, speedy trains and high capacity airships. "

              This statement is not as robust as marketed. Yes, you can choose a variety of different modes of transport to move goods from A to B. It kinda falls apart when you have to transport goods from A, B, and C. (17 May 2019). And at some point you can't get around this.

              www.youtube.com\/watch?v=07-Y2fQdPn0\" target=\"_blank\" rel=\"noreferrer\" > This video <\/a> will demonstrate what I mean. This is important because in order to make money you might want to distribute produced goods to a number of other cities. For example, you produce goods in A, and want to transport the goods to both B and C. Now in terms of distance and pathing, A is closer to B than C, and B in on the way to C. So it makes sense to make B a relay point for C. (assuming that costs are calculated by distance.) Unfortunately, to do this, it requires constant micromanaging and clicking that I feel the devs did not think of this as a feature. As such, as the player, you have to perform 'tricks' for this to happen, which is not ideal for a game that touts itself as a game with 'strategic complexity and replayability'. I feel that this should be a basic feature, but instead I have to bootstrap something so simple.

              If you want a game with depth, avoid this game.. Hello friend, I want to share my experience with Rise of Industry with you!

              Overall I wan't to say that I think that the game is neither good or bad in it's current state, if I could rate the game as neutral I would. However, the game has issues that I believe is best kept in the early access or pre-release stage and therefore I will have to down vote the game until these issues has been solved.

              When I buy a game that is out of early access I expect it to be complete, that means all game mechanics are implemented and working nearly flawlessly, and the game should feel like it has already been polished.

              When I buy a game that is still in early access I expect it to lack in game mechanics and feel unpolished.

              Rise of Industry feels to me like an unfinished game that came out of early access too early. With that being said I have noticed the developers are quite active in the community, and I feel confident that they will complete the game in time.

              The reason that I feel that Rise of Industry is an unfinished game with lack of game mechanics, is because it IS lacking game mechanics, mechanics that are shown in the first video on the store page. There is no hostile takeover in the game, that means there really is no competitive aspect to the game, yet. Also there is no advertising campaign as the video talks about, which means that there is no way to influence the market other than flooding it with goods to lower the demand, and that is not a profitable way of doing business.

              The game feels unpolished because some of the existing game mechanics are unintuitive and have a weird feel to them. For instance, there is a budget tab that has several different subtabs, that helps you get an idea of how you are doing in regards to spending, income, upkeep and so on. The problem is that some of the subtabs gives you a graff when you click on them, and some of them don't. Maybe this is on purpose, but I don't see why it is a good idea to provide the player with many subtabs, but only a few graffs associated with the subtabs.

              The game has another feature that allows you to compare yourself with the other AI players. You can see how many buildings, and what type of buildings, yourself and the other players has. There is in the same tab an indication of your current situation. This indication tells you if you or your opponents are losing, gaining or prospering, however it seems to be based on the "here and now" situation and not on an average over a few months. This means that in the beginning of every month everyone is loosing and in the later part diversity sets in. I think this is flawed because you can invest heavily in one month on new infrastructure and it seems like you are loosing, but if you made millions in the past few months then you are really gaining. This makes it impossible to get any real idea as to how you are doing, compared to the other players.

              At one point I had too many goods stocked in a warehouse, so I decided to sell it all to a distant city, so I send a bunch of trucks out on their way to deliver the goods. When all the trucks was on the road towards their destination I cancelled the trade route, because I wanted to use the newly produced goods in a factory, and therefor I would not sell anymore of these goods directly. The result of this was that all the trucks headed towards the distant city turned into ghost trucks and changed their route back to the warehouse they originally came from. When trucks become ghost trucks, their speed is slowed down drastically. This may be a matter of opinion, but I think it was really annoying that I would have to wait for the trucks to come back, just to send them out again, then wait for them to deliver and then I could cancel the trade route.

              The zeppelins seem to me to be completely useless. I had a trade route that cost around 4.5k per truck, one truck carries 2 items. The zeppelin costs almost 20k per zeppelin on the same route and carries 3 items. Now why on earth would I ever use the zeppelins when they are that expensive? There is just no incentive to use them other then overcrowded roads, but then you can just expand the road system. There is not a lot of goods that are able to make a profit with the added costs of truck dispatch costs, building upkeep and 20k worth of zeppelin transportation. So even if it is not possible to expand the road system, then the zeppelin is a bad choice.

              The different types of buildings you can build produce goods at different rates, you can adjust the production rate through research and the adjustment rates differs with 25%. This means that either you will have to find the sweet spot where all of your buildings are consuming and producing in perfect amounts, this I have not been able to do, or you can produce too munch or too little. If you produce too much then maybe you can sell off the excess goods if anyone wants to buy them that is, or you can enjoy the constant pop-ups telling you that your warehouse is full. I think that the adjustment of production rates should be more adjustable. As it is now, resource management feels like a puzzle that is impossible to solve.

              I don't mean to hate on this game, but I really wish that I had known about these issues before I bought the game. I had been keeping an eye on the game for quite some time, but waiting patiently for it to leave early access. This is why I feel so disappointed when buying this game in full release, just to experience it as a game that came out of early access too early. But like I stated earlier, the developers seems very active in the community and I do think that they will complete the game in time.

              So if you are like me and don't want to pay 30 euro for an only nearly completed game, then wait a few weeks, months or however long it will be until all of the game mechanics are in and the game is polished!

              When that happens i will surely change my recommendation.. Thank you for not choosing Epic Exclusive


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