![]() ![]() Instead, large sanctuaries are built to those gods which the player wants to gain the most help from. As a result, early missions of an adventure will be simpler to complete and by the end of an adventure, there will be an economic and military powerhouse constructed.Īs mentioned earlier, religion has been mostly eradicated from Zeus: shrines and temples are no longer built to honour particular gods. ![]() Adventures no longer follow the construction of a host of different cities in chronological order: rather, the player will construct a single parent city over the course of many missions, and will build separate colonies to provide access to missing resources needed for a parent. The campaign model has also been radically deviated from the norm of previous games. In addition, competitors are provided automatically from Gymnasiums as long as a Stadium has been placed somewhere in the city, which automatically helps to provide 3 culture types to common housing and is enough for low-level elite housing. The Pan-Hellenic Games can significantly boost favour with other cities in the empire, but it does not impact the city in any way if not won. ![]() The coverage of each culture type - Philosophers, Atheletes, Actors and Competitors - now only has relevance when attempting to win the Pan-Hellenic Games, an outside influence which is only needed to summon certain heroes to the city. It can sometimes be beneficial to provide multiple food types, especially if farming is limited or not available, but when food is limited in this way, a large city is usually not required.Ĭulture has also been simplified to only the basics: coverage no longer matters in any way, as long as the walker of that particular culture passes housing, they will have access. In addition, while multiple types of food are available, such as Wheat, Carrots, Onions and Fish, they are all considered as one, so a player needs only supply one single type of food to evolve housing. ![]() Instead of a wide range of commodities being needed (like two food types, pottery, beer, and linen from Pharaoh), common housing now only requires access to a single food type, Fleece and Olive Oil. The evolution of common housing has also been significantly simplified, with only 3 goods needed to evolve housing, along with a simplification of the culture mechanics, which makes it much easier to reach the top-level common housing. Furthermore, buildings no longer send citizens to find nearby housing but automatically access the labour pool, regardless of distance, so building unappealing industrial structures close to housing plots is unnecessary. This means it is now much easier to develop elite housing without accidentally evolving normal worker housing, and removes any possibility of large labour shortages. Zeus made a large change to many gameplay mechanics, the most notable being the separation of common and elite housing. Indeed, for the first time in any city builder, an extensive and detailed tutorial was provided, which makes it very easy for any new or experienced player to understand the changed mechanics. Much of the game has been made more "comedic" and less serious, and much of the gameplay has been radically overhauled to provide a simpler experience to new players. Most adventures in Zeus are mythological in nature, but a few, such as the Peloponnessian War, focus on historical facts, with some twists. Unlike all other games, the adventures are not played in chronological order and simply cover important periods of "history" for Greece: for example, the second adventure does not chronologically occur after the events of the first adventure, and so on. As with all city builders, Zeus focuses on the paths of an ancient empire: in this case, it follows the Greeks. ![]()
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