So I'm bored and have too much free time so I'm going to review some of my favorite games. You guys know I'm one of the worst offenders for logging into WoW only to raid, but don't let that fool you. I haven't got a clue what a life is. One of my favorite genres lately are the management type games (surprise, control freak raid leader). You can lump these kind of games into the "Dwarf Fortress" type of game, and if you don't know about DF even, imagine a game where you as the player have very little direct control on the units in game. You often times "program" their priorities, designate what gets built where and when.. but the units themselves make their way around to the tasks you set in due time, depending on a large variety of factors. For this thread, I'll be talking about three games: Gnomoria, Rimworld, and Clockwork Empires. Gnomoria This is the game that got me into this genre really hard. Most people who know of DF and Gnomoria consider Gnomoria DF's little brother, and that's probably fair. In Gnomoria, you choose a world (preferably one with an ample amount of flat land, and apple/orange trees), and launch. You have nine gnomes with vary skills such as wood cutting, carpentry, blacksmithing, farming, cooking... you name it. It's your goal to get them through as many years as you can, while periodically receiving random amounts of gnomes in the future each season (summer, spring etc). What makes this very difficult are the monsters that will begin spawning after the first season. You're given 12 days (one season) to build as much as you can and to prepare for monster spawning. What makes the game fun is the very in-depth system you have to designate your gnomes. While they might come with a "Class" of farmer, you're free to edit or make new classes entirely where a gnome will follow a set priority of tasks. Also, they will learn and become more proficient in the tasks they execute, so even if someone starts with a high farming skill, there's nothing stopping you from reassigning a farmer to become your new chef, or new miner. You have to be efficient, because if your city falls behind, it's very easy for the Goblin Empire to outpace you and send a wave you can't handle. Did I mention there's a goblin empire sending raiding parties at you? Because there is. There's also a race of ant-like humanoids who will occasionally raid you for your food, so yeah, protect your apples. In addition to these two outside threats, there are assorted monsters who will spawn in your underground mines if you don't properly light your caverns, so you better have some torches handy. This is a pretty hardcore game when it comes management, and the combat is harder. One unlucky swing on a military oriented gnome on a part of his body that isn't covered in the metal you mined, and it's all too easy to lose a hand.. an arm.. a leg.... or a head. There is no putting these limbs back on, ever, so you better put some armor on them, or keep them backline with cross bows. Cons: The graphics are basic. 1994 Nintendo basic. There isn't any "motion", as the simple sprites representing your characters or the enemies simply "blink" around, but this is mitigated by a pretty detailed audio track. There's absolutely no direct control in combat, and I know one friend simply couldn't stand it. It's about keeping a balance between working gnomes and military-constantly-training-gnomes. Too much of either can be devastating to your overall city. Rimworld This game has me pretty goddamn excited. It's in EA and currently in Alpha 7, but I have been playing since Alpha 1, and that kept my attention for hours. The latest builds have made the game so much better and I believe he's got quite a few more alpha's to go before we even hit beta. Yes, the graphics kind of look like Prison Architect (also played that), but it's simply an entirely different game. Like Gnomoria, you don't have much control over the day-to-day control of your people outside of assigning their priorities based on their talents, however there is a right-click prioritize feature to "force" them to work on things, such as finishing up that turret you desperately need. However what makes this game really different from Gnomoria is the combat. This game makes me feel like The Walking Dead. Once you've "Drafted" an individual, you have direct control of them like your favorite RTS. However you're really only going to be controlling their movement and positioning in a gunfight. You -can- tell who to shoot at what, but often times you're going to set people behind your firing line, and let the bullets fly. The game becomes a balance between building up your colony and keeping it fortified enough for pirates or savage attacks. You land on a rimworld (ha-ha) with 3 individuals with nothing but some scrap metal and a few packets of food, and it's up to you to survive. You'll set where to grow food, where to build shelter, where to mine for precious metals, and most importantly, in what way you'll fortify for future attacks. After a gun fight, you may find someone not dead, but wounded, and you may capture them and eventually convince them to join you with someone in the colony who has a high "social" skill. Like Gnomoria, skills improve with use, and there is a "learning passion" system in place, so some people may start with very little skill in an area, but due to a "burning passion" bonus, they may learn at nearly double the rate. Also unlike most management games, there is a win-objective. Building the space ship and escaping the planet, but it requires a LOT of resources.. and you won't be left alone while you save up for it. Cons: none, it's early access and maybe a bit thin, but it grows so so much every month which it's alpha update, and I just love it to death. Clockwork Empires A buggy fucking mess. In all seriousness I haven't played it in a month, so maybe it's improved since then. Maybe. What attracted me to this game was the promise of an AI that "learns". A soldier dies in battle, his compatriots feel sad. Sad compatriots try some alcohol and "learn" that alcohol makes the sadness go away, and boom! Instant drunks! It has some pretty lofty promises, and a Lovecraftian-colonial setting, but my last play through was just a bug filled messed following an earlier bug filled mess, but it did -just- come out to EA. Cons: nothing works Pros: Lovecraft! Learning AI! None of this is implemented yet! I'm available to talk about any of these games both indepth and for quick questions. I am super enthusiastic about any game I play and it's definitely no bother to discuss my favorites, so if something in here sounded interesting or wasn't clear enough, feel free to reply or ask me on bnet for clarification.