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Contracts are measured in weeks and development cycles in months, but time passes at the rate of one day per second. Though the core gameplay involves watching little icons pop up over your employees' heads, rarely do five seconds go by without some player action being prudent, if not required. See More
Your employees' salaries are waived the first year ("government subsidy") and you can go into the red to pay them after that. You can't develop a game without some initial funds, but since you can always take a contract to make money, there's basically no hole you can't crawl out of. See More
Wait times become ridiculously long causing the game to become grindy and tedious. See More
The player can sell their loot (gathered from a dungeon) for in game money, to then be spent on needed equipment or can equip their loot to try harder dungeons to get better loot to sell for new equipment. Each action is a gamble and may or may not pay off for the player. See More
Trying original recipes is not completely essential, but definitely an important game feature. Sometimes, ingredients go together exactly as you would expect based on other in-game recipes or real-world equivalents. Sometimes, all the things that should work don't. See More
Purchases must be balanced between adventuring gear and cooking supplies. Adventuring is the cheapest way to get ingredients and the only way to advance the story. But adventuring will never provide enough of certain stables (salt, milk, etc.) so you'll need to spend a lot of your cash on them, along with additional kitchen equipment and (optional, but convenient) recipes. You can't just ignore cooking, either -- in addition to being your primary income, character levels are gained only by eating! See More
Quoting pockettactics.com: "In a strictly solo-play title whose main distinguishing feature is this faction system–the idea that you’re not playing as an ideologically pure civilization so much as guiding a fractious, corrupt plutocracy–you’d hope that those factions would be colorful and easily distinguished from one another. [...] Instead, what you have are two sets of three factions, each positioned, lore-wise, as starkly different from the others, though mechanically the separations are minor." See More
The depth of simulation in Star Traders 4X rivals that of the Galactic Civilizations and Master of Orion franchises from which it draws clear inspiration, and yet it's no simple genre clone: there are plenty of original ideas here. See More
Townsmen's complex resource management is not too burdensome while casually building a sandbox city. Once you've done it once or twice, it's frustrating to wait through dozens of build timers just to get access to the raw materials needed for a scenario's first goal. See More
It's common to control the players directly, winning games with skill; and not uncommon to control the team manager, winning games with strategic and tactical decisions. In Football Chairman, you win games by picking the right players and managers. See More
Star Traders follows the sandbox RPG philosophy. There are a few motivating factors -- keeping your ship fueled, crewed, in one piece, and still yours -- but there are many ways to satisfy those needs, and there are mechanics in place for the player to indulge in any number of personal goals. See More
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