
This activity is coordinated by the platform's artificial intelligence, as these platforms are deployed without any biological crew. to shift the earth around it into more stable configurations to reduce seismic activity. While in place, most tectonic stabilizers also deploy a number of other tools, such as drills, jackhammers, earth-moving equipment, etc. This energy is then used to power the platform, with any excess power transferred to the surface via long power cables that extend from the top of the platform. Most such platforms include enormous shock absorbers and thermocouples that convert geological activity into electricity. Once in place, the tectonic stabilizer deploys a number of different tools to absorb and mitigate geological forces. Tectonic stabilizers are often deployed in networked groups to reduce geological activity in a particular region. A tectonic stabilization platform is typically built on top of a large drill head and burrows deep into the ground, typically at some critical location on a fault line. We'll see if I can wrap my mind around that abstract game and learn to like it.Tectonic stabilizers are huge robotic platforms used in terraforming operations to reduce geological activity on a planet. That always leads to regrets.Īnyway, next up on my challenge list is High Strategy: Urukon. Otherwise I tend to rush even when I don't have to and don't really want to. I prefer a game rich in complexity-a game where I have so much to do every turn that I'm forced to slow down and make sure I've got everything covered. I guess part of the reason is that it's too fast-moving. It's not so bad, though, because the game is fast-moving and easy to restart.įTL is basically a roguelike, though, and I've just had my fill of it for the time being.

The only problem is that the character is likely to die before reaching the adventure's end. In that sort of game, I get to focus entirely on a single character. Lately it has been Tales of Maj'Eyal: Age of Ascendancy. Those commanders might tend to get lost in the big battles and sweeping maneuvers, but it's also possible to create a "thug" or "supercombatant"-a powerful dragon or demigod or other creature that can singlehandedly conquer entire provinces.Īnother type of game I enjoy sometimes is the roguelike. They also level up, and you can find or forge items to equip them with. There are special commanders with names and background stories, and you can also create and rename commanders. You don't normally see that in grand-strategy games like Dominions. I like creating certain types of characters and then watching them in action. One thing I think I miss when I play Dominions instead of an RPG is the fleshed-out characters. The whole game is usually short enough that playing it through or starting a new game is no big deal anyhow. And even though it's bad news for me sometimes, at least I never have to spend time on a "do over" if I make a mistake. When I click End Turn, I know all I can do is wait and see the outcome of all the players' moves.
FTL TERRAFORMING PLUS
So whatever story there is will be just the story I create.Īnother plus in Dominions, which comes as a bit of a surprise to me, is that it's an "ironman" game there's just one save file, so you can't refight battles even if you want to (not without some fancy computer work that I'd never do). There I'm just the mastermind of an effort to make my chosen pretender god the sole ruler of the known world.

So if I do push ahead with the game, it'll have to be on easy level.Įven more to my liking, however, is a game without any explicit story-a game like Dominions. ravaged by decades of war and transformed by alien terra-forming machines. All that holds me back is that I hate refighting battles and can't bear to lose a single character. Sci-Fi Visions / Faster Than Light Travel / Interstellar Voyages / Ion Drive.
FTL TERRAFORMING FULL
I spent a full day playing, and part of me would like to continue playing. And, for that matter, I'm not so keen on observation and problem solving.įTL left me wanting to play a more immersive game, and I ended up reinstalling Icewind Dale II for that purpose.

Also that I'm not big on thin themes or cartoonish characters. I was reminded, for instance, that I generally dislike real-time games (even with a freely available pause button). However, self-discovery is always a big part of gaming for me, and I did learn something along those lines while playing FTL. It is very good, and I'm sure there are nuances I never even touched upon, but for now I've had enough. Somehow I was expecting to like FTL more and want to continue playing it long after the year's challenge is over. But now that I've spent eleven or twelve hours on FTL: Faster Than Light, that's one fewer game than before. More than halfway through the year, and I still have nine more games on my list to play for at least ten hours each.
