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Seasteader Full Crack [portable Edition]

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Updated: Mar 27, 2020





















































About This Game Set on the wide open ocean, Seasteader is a city building and management strategy game that allows you to develop and rule over your own seastead, a floating community.Your aim is to create a prosperous and thriving society, using your production and manufacturing capabilities to create goods and sell them on the global market. The profits can then be invested back into improving the lives of your seasteaders or increasing your industrial capacity.The most important resource, however, is not a product, but your seasteaders themselves. As well as paying them wages and taking (or not taking) money from them for rent and food, you also need to ensure their happiness, as measured by 8 separate metrics. Each individual also has unique skills that make them better suited to some jobs over others.In the end, the degree to which you wish to micromanage the game or let it run its own course is entirely up to you. There are no right or wrong ways of playing.FeaturesCampaign featuring 15 missions of increasing difficultySystem for crafting your own unique custom missionsSandbox mode where you can build to your heart's contentAn economic system with 17 goods to produce, buy and sell30 buildings in five different categories - production, manufacturing, housing, entertainment and infrastructure8 different happiness metrics for your seasteadersExtensive modding support - almost everything is stored in easily editable txt files 7aa9394dea Title: SeasteaderGenre: Indie, Simulation, StrategyDeveloper:Cosy GoatPublisher:Cosy GoatRelease Date: 24 Feb, 2017 Seasteader Full Crack [portable Edition] Bought it at a discount - recommend Tropico instead.Why? Seasteader seems unfinished. No easy overview, overlays or layouts. Gameplay is very slow and there is nothing to do while waiting. And you wait a lot.Annoying example: You can set rent for a house and set the same for all other buildings of the same type already built. New building of that type? Remember to check the pricing on that, as the pricing is set to the norm and not your own.Excuse me as I go play Tropico... Game feels like a prototype with loads of potential. Such a shame they didn't turn it into a quality game.The only reason i'm giving it a thumbs up is to convince the dev it's worth working on this game.. Seasteader: where you can make a town in the open ocean on wooden planks, just like I know we all want to do. The game is easy to pick up in terms of how to build but takes a deep dive with its market economy. The biggest drawback, by far, is the price tag. Seasteader has yet to show that it is a $30 game. There aren't a lot of individual assets that I noticed. Around 35-40 unique buildings and the task to manage people, wages, rent, and a market economy. Yet the game lacks the polish for their asking price. Don't get me wrong it IS a fun, casual, city-builder; I don't know if it is a $30 city-builder though.Pros:+ Easy to learn building controls+ Unique city-builder concept+ Good soundtrack+ Excellent Dev response time with patchesCons:- Game price is too high- Market economy makes me feel dumbCheck out my in-game review:https:\/\/www.youtube.com\/watch?v=Lt3nbHBCLxc. I think I've really tried to like this game, and it really does have a lot of good things going for it. I enjoy the systems the players can attempt in designing their seastead, and it doesn't take much imagination to immerse yourself in the world you're creating.This is where the problem comes into play. You get immersed in designing your seastead. You lay it out and you start planning, carefully managing your treasury for future expansions, maybe keep the residential and industrial separate...the usual sort of city-builder sort of thing. Then the game's AI announces an investor is contributing randomly to your design, usually ramming some flophouse into whatever available space happens to be directly adjacent one of your carefully laid buildings. In my last game, my food production area was attacked by these "investors" -- two of their flophouses were buttressed right up against my fishery, side by side. Just like that, my wide open design became another \u2665\u2665\u2665\u2665\u2665\u2665 sea-shantytown.It can be resolved. It has been complained about. I don't honestly know why the developers are apathetic about this.This is the third consecutive playing session where I've regretted my time, and all because of this disastrous AI. I would 100% keel-haul these investors, so it breaks immersion that they get to turn my seastead into a shantytown, instead.I may play this again after a future update, in hopes this is fixed. I'm happy to see the devs diversifying the trade goods and thus expanding the available strategies (beyond being a game about building villages around oil-rigs) but this AI needs to be fixed. I'd be happy to just have the option of turning the investors off, presumably because my Seastead Mayor would have them shot on sight.. I normally wait until I've finished a game before I review it, but I've had a good 8 or more hours playing it, and I think I can give it a fair review now.Seasteader plays like may other city sim games: You have buildings, citizens, and so on. The citizens have needs, as does the city (not the least of which is liquidity (pun intended). You begin with a 'hub', and are required to balance the various aspects of your 'stead as you grow it towards passing the mission goals (or just making a humungous seaborne metropolis). The game allows a sandbox mode where everything's unlocked, and you can just freely build your city, or campaign mode where you get 'missions' to achieve goals. I think there are only about 15 campaign missions, and I've finished the first three, which are relatively easy once you understand the game mechanics.As you can see from the graphics, the game focusses less on being pretty with lots of animations and stuff, and primarily on the economic aspects. In this regard, Seasteader strikes a nice balance between clarity and functionality. You won't get all the amazing effects of Anno2050, or the huge array of building types of Tropico, but all the basic building types are there: Production chains, housing, entertainment, city upkeep, etc. What you will get is a game which provides you the ability to build a city much the same as any other CitySim, but which allows to really tweak the economic and employment aspects which most other games won't. This can be by price gouging for exports, making your citizens live in slums and pay huge rent, or forcing them to work every hour god sends...For me, one of the interesting aspects is building a new building, and then sourcing the right people to 'staff' it. You'll get an influx of immigrants, all of whom have their own skills. You can rob the mediocre fishermen to staff your glassworks, but that'll impact your fishing quotas.. You may, later, choose to move them back, to continue their fishermen training as you don't need so much glassware... Proper tweaking like this isn't needed in the first few levels, but I can see it coming into its own later. The game is 'complete', insofar as it's not "early access". However it's clear that there's a LOT of spare space in the UI and dropdowns for more options. Some buildings only make one resource type, but are flexibly built to support more. So what you see in the images above is a fraction of what's available, and only gives a wee flavour of the game itself.The developer is very quick to respond to queries, and more than happy to help. Because it's an indie game, it can be a little 'raw'. Like I said, don't expect the polish of a AAA game... There are some aspects you're just expected to play with yourself. If you like just tweaking sliders to see what happens, then you'll enjoy this. Some of the impact of changes to a few variables aren't laid out in simple terms, so you have to tweak them and see what happens. Sometimes the effects aren't obvious for a while.Having a team of "0%" skill level glassblowers will still produce you some glassware, whereas in real life they'd just suck up cash while they trained, and then you'd get a slowly increasing yield.. I think that realism needs to be tempered a bit with these things, so has taken a back-seat to allow clarity and simplicity to prevail.I've not come across any major reason to mark this down, so I'm giving it a 75% thumbs up: It does need a little work to be more accessible to the general gamer, and a little tweaking. There are a few unusual design choices which can give the learning curve a slightly steeper slope than you'd expect, but it's a solid core with some interesting challenge.

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