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Civilization V has a large assortment of nation leaders to choose from that have an even bigger assortment of scenarios that are able to play out for said leaders. Each game can be quite unique in this way as each leader allows for a different nation to be controlled. See More
Unlike past Civilization games there are no longer stats on the attitudes of the players surrounding Civilizations. This allowed one to see how each other nation felt about the player, but now that it is gone one has to guess, which is definitely not as helpful. See More
Policies are used as a tool to gain a variety of customizations that benefit ones society. There is a branching tree of policies that will allow the user to pick certain aspects that will suit them best such as adding law or religion to ones society which will give gains in certain aspects. See More
The Linux port currently does not support steam workshop, and as the mac port made by the same developers has not received workshop support despite having been out for several years, it is unlikely that it ever will. Though there are unofficial workarounds to get the mods working. See More
The gameplay can be difficult and may be a turn off to some gamers, but apparently there are mods to remove or tone down all of the annoying features (such as winters). For those that are willing to install mods to make the game easier or more palatable. See More
Only one combat unit can be placed on a tile (hex). This greatly limits tactical options. Combat centers on the logistical challenge of getting enough of your units into the battle. Worse yet, this system is beyond the capability of the AI to handle efficiently, resulting in often poor combat performance by the AI. See More
throughout the game players troops are leveling as long as they are being used. This adds to each's pool of abilities. There are also points one can earn in battle that can be used to unlock new abilities. Both of these systems add up to a competent way to always be leveling and give a feeling of advancement in the game. See More
The tactical battles in the game play out in a way that feels different depending on what enemies are being fought , which makes for a good way to differentiate play. The battles also play out in a fast fashion that is easy to understand making for an experience that feels well made due to how the player can pick up the play. See More
As the game is right now, without mods, the weapons and other ship modules are sorely in need of a rebalancing. Currently, when you hit the end-game, the best way to go is to stack shields, health, and as many Tachyon Lances as you can fit onto as many Battleships as you can muster, then send them in as a blob to murderize every enemy you come across. Compared to other games of this genre, this makes the rest of the research you did before hand seem quite meaningless. You might find yourself asking, "Why did I bother researching Kinetic Weapons when I'll never use them in the end?" Similarly, Ethos and Traits are highly imbalanced as they are. Materialists can get huge research bonuses that nobody else could dream of. Spiritualists can get other races with other ethos to bend to their will ridiculously quickly. Militarists are incredibly good at making war, which is currently the only feasible way to meet the win conditions of the game. As for traits, there are many traits that you may find yourself never picking. Intellectual is always good, Very Strong is always good, Repugnant doesn't matter if you don't integrate other species and Sedentary's malus hardly matters. Hopefully we will see these balanced in the future. See More
Oftentimes, if you play the game without min-maxing everything, you will find yourself with interesting stories to tell. While the coded events themselves may lose their touch after a while, the interactions with the various races nearby will often be different. You might find yourself in situations where the whole galaxy is against you. You also might find a race of primitives who you uplift, who will become fast friends with you. It's possible that you might grow attached to them, only for them to suddenly and violently be taken over by that Xenophobic Militarist on your borders. The reason some stick with this game for so long is because they love these interactions, despite how shallow they may be sometimes. The fact that you can even be a Fanatic Militarist in the game and still have friends afterward is something that some may find particularly fun. See More
In the game, you can create "sectors" to manage the planets that you cannot manage yourself due to the "core worlds" limit. However, these sectors are managed by the game's AI, and the AI often times makes foolish choices with how they develop the planets under its care, even if the "respect tile resources" option is checked. What the option should do is ensure that the AI builds a building on a tile that has bonuses for that type of building. It will instead build whatever it feels like, from what many in the community have seen. See More
From Fallen Empires who were once the top dogs in the galaxy, to extradimensional invaders, rogue AI and terrifying flesh creatures from beyond the edge of the galaxy, there are many enemies out there who will be incredibly tough opponents for you if you are not prepared for them. While you may not be able to escape the various Crises the game includes, you can slip under the radar of the Fallen Empires if you don't anger them. They also make for fantastic opponents in the late game, if you wish to test the martial might of your empire against one of the most powerful forces in the galaxy. See More
The fact that Stellaris is so modifiable makes a huge difference to the game. There are so many ways to customize the game to your liking. If there's a design decision you dislike, you are always capable of changing it yourself (within certain limits), and you can make the game completely different. You can play as a race from your favorite books, anime, whatever, because so many talented people are making mods for the game. See More
Unfortunately, the game is lacking a bit in certain types of content. There is a great number of events in the game, but not enough as it is. With how many events there are, it is likely that you will see many of these events occur over multiple games. For instance, finding Sol or Sanctuary once may be interesting, but finding it every couple games makes it seem less special. See More
The fact is that the game was released just a few months ago. As a result, this means that the game is still growing and being supported by both the developers and the modding community. This is a good thing, as this means that there will be a good amount of content coming for the game, and if Paradox's earlier releases of Crusader Kings II and Europa Universalis 4 are any indication, there is a lot of content to come. See More
Most factions can be successfully played in multiplayer and are great on certain maps with certain strategies e.g. Builder (population or money or tech), fast attacker, hybrid, Each is unique and has it's own advantages. Only few are truly useless. See More
Unlike games like Civ where solving a problem is a few clicks away, Distant Worlds has many layers of abstraction that will make problem solving a lot more difficult and more like a real living world. There may be many elements needed in order to solve a problem that the player will have to figure out on their own, making for a very immersive way to solve issues. See More
Upgrading ones units and operations is quite fun and intelligently done. As new equipment is developed the user has the choice to bring their units in, in order to equip them with the new equipment. Not only is this intuitive but it adds to the strategy of the game as the player must decide who and what are worth upgrading. See More
Short of being a constant aggressor there is really no worthwhile way to win battles. While there are a few different victory conditions non of them really amount to anything as they will not be achieved unless dominating with ones military in the first place. See More
The game is mainly text based, which may not be appealing to many. On top of this the game is incredibly detailed to the point that you could spend hours just tweaking one small aspect of the game such as design specs of a laser. With little hand holding or explanations on how to play it will take a lot of forum reading to figure out much of the game as well as tons of trial an error. See More
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