Playtime:
967 minutes
So this is primarily a city builder. I don't think it would be controversial to say it was heavily influenced by the Anno games, citizens have levels, needs & luxuries and the factories and farms require different citizen levels etc. There are production chains, like Anno, where you plant, for example, wheat fields, that require a mill to produce grain, and a bakery to produce bread. The warehouses are city wide, so once produce is in a warehouse, it can be used anywhere, unemployment is not an issue, and the citizens pay taxes based on how well you satisfy their needs, etc etc. So, is it as good as Anno ? No, of course not, Anno is a long running series produced by a major AAA publisher, and I wouldn't expect this to compete with it.
However, the question is then, what does this game do that's unique and different to others in the genre, and what makes it stand out and give it interest ahead of other games and of course, its competitors. With Kaiserpunk, it's two things, I think. Firstly, the setting, you are building a civilisation / city in the ruins of post world war one Europe (I did find this of interest), and secondly, it incorporates 4X elements in the form of an over world map that you can potentially conquer or, by diplomacy, explore interact with in other ways. You have other AI competitors in other regions of the map that will be off doing their own thing. The best comparison I can think of is that the over world map resembles a kind of "Risk" board game type thing, where you can deploy an army or air force to and fight other units for control of that region in a kind of rock, paper, scissors type of combat encounter. Once you control a region, you can select certain features, such as air defence facilities, production facilities etc, etc, however, you don't build cities there, beyond your main capital city. There is a diplomacy screen, but this seemed quite simple (nothing like Civ VI type diplomacy, for example), although I didn't explore it much, beyond the tutorial.
So, is the over world map and the 4X elements enough to make the game stand out. To be honest, I'm not really sure, as I had much more fun building my capital city out and it wasn't until much later that I bothered trying to explore it much (I played on easy, so wasn't bothered by AI competitors attacking me). I suspect it may need fleshing out before it becomes a really compelling feature that would warrant repeated play throughs, although happy to be proved wrong here.
To return to the city building aspect, however, I do think this is a very solid city builder and I definitely enjoyed that part of the game, so I would recommend this on that basis, without necessarily being convinced just yet on the over world 4X elements of the game. In my humble opinion, I do think there could be a few things that might improve the city building side of things though.
1. The icons that indicate a problem with a building (e.g. you haven't built a water tower or a substation close enough) should be bigger. I often found myself discovering much later that I had missed this as I didn't see the icon until i zoomed in to the building.
2. From a distance, it wasn't easy to distinguish different buildings - zooming in, they all look distinct and vibrant, but much less so from a distance. It would also be nice to see how many of a certain building you have, and perhaps be able to cycle through them so you could check on each one. I built some factories, got called away because of a fire, then couldn't find them again :).
3. "New Development unlocked", or something. This pops up very frequently as you progress through the research tree and it would be nice if it told you what had been unlocked, other than having to search through the build menus to see if there was something new there.
4. The ability to disable the "maximum storage reached" message - after a while, I was maxed out in most things, and this was just constantly on the screen.
5. Some type of heat map for the coverage of various buildings, e.g. being able to see fire station coverage, or medical centre coverage etc. Each building has this if you select it, but this could be a bit clearer, perhaps some heat map options, city wide ?
6. There is a screen (pressing I in game) that shows you production v usage of resources. Not sure this provides the best information. What you want to see is, for example .. "Do I have enough bakeries to satisfy the demand for bread, with my current population?". This screen doesn't seem to provide this in real time, rather, it seems to show how many were produced and used in the previous cycle, so even if you put down new bakeries, this screen won't update for some time. I don't want to keep comparing this game to Anno, BUT, Anno 1800 displays this exactly how you want to see it, e.g. adding a bakery is immediately reflected in your production stat screens.
7. Once I started building up my military, I found myself being quite confused. I think this is because of the disconnect between training a unit, and producing it, e.g. I would train a tank unit but would have to produce the actual tanks in a vehicle factory, but it wasn't clear whether I was producing enough tanks, or how many I had in storage etc. It felt like a bit of a disconnect to me and that the links between these two could be clearer, because it also affected the production of ships v training a naval squadron and air force / aircraft factories etc.
Sorry for the long list of things that look like complaints, they're not, it's that I really did enjoy my time building out my capital city here, it's a very solid & capable city builder and I think improving these things could make the later game (e.g. when your city has grown quite large) feel less unwieldy, so are only intended as suggestions that, in my view, could improved the playability of the game.
In summary I would certainly recommend this game, I do think it brings something different and original to the Anno type formula, but is still a few rough edges away from being, for me, a 100 hour epic.
👍 : 1 |
😃 : 0