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Hi,

I really don'T know what these games are like... Could someone explain to me, how building and battling works? And which one should i get? 1 or 2?
I'll answer your second question first: if you could only buy one, I'd buy the second game because it's basically the same as the first except it has a much better interface, more buildings, more technologies and more units in addition to a few more features such as diplomacy and a campaign.

Here's a summary of the gameplay and mechanics: you start out at a map of varying size and terrain with a number of territories and you get to pick one to begin your colony (and then the computer players pick their starting territories). Your first colony begins with one city center, 4 population units (1 population unit represents 100 colonists) , 1 housing building and 1 colonizer in addition to a small stockpile of various resources and credits. Each territory is a 6x6 square tile grid in which you can build various buildings. Each population can be assigned to various tasks on different buildings. Initially, the housing building can only support 5 population units, but you can upgrade it or build more to increase the population unit cap (your population grows automatically in each territory based on the terrain type). Colonizers can be used to start new colonies in different territories that begin with 1 population unit and 1 housing building. You can use your city center to produce more colonizers (at the cost of 1 population each in addition to various resources), produce trade to generate credits or produce culture to improve morale. You need credits and various resources to build buildings and units. Tiles have various resource values based on their terrain and some even have specific resource bonuses that you can exploit with the appropriate building. When it comes to combat you can create troopers, cannons (basically tanks), ships, air units or missiles with the appropriate building and technology (higher tech unlocks better units). You can also build fortifications to defend against enemy attacks. If you move into an enemy territory with your military units, you will engage in battle after you end your turn. Success is based on the number, strength and experience of your units compared to your enemies'. Also, when you attack a territory, all of the population units there temporarily become militia and attempt to defend the colony (your population units will also attempt to defend your territories when attacked), although they are the weakest unit in the game and pose little threat if you have a decent army. You can use missiles to soften up the enemies' defenses in a territory before or during an attack (typically, I fire a volley of missiles before attacking a territory with my ground and air force and I send in another volley as I attack with them the next turn). You can win by wiping out your enemies or by building a certain number of city centers (as set in the victory conditions), each of which requires a large amount of various resources.
Post edited January 31, 2014 by BarryMC
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BarryMC: I'll answer your second question first: if you could only buy one, I'd buy the second game because it's basically the same as the first except it has a much better interface, more buildings, more technologies and more units in addition to a few more features such as diplomacy and a campaign.

Here's a summary of the gameplay and mechanics: you start out at a map of varying size and terrain with a number of territories and you get to pick one to begin your colony (and then the computer players pick their starting territories). Your first colony begins with one city center, 4 population units (1 population unit represents 100 colonists) , 1 housing building and 1 colonizer in addition to a small stockpile of various resources and credits. Each territory is a 6x6 square tile grid in which you can build various buildings. Each population can be assigned to various tasks on different buildings. Initially, the housing building can only support 5 population units, but you can upgrade it or build more to increase the population unit cap (your population grows automatically in each territory based on the terrain type). Colonizers can be used to start new colonies in different territories that begin with 1 population unit and 1 housing building. You can use your city center to produce more colonizers (at the cost of 1 population each in addition to various resources), produce trade to generate credits or produce culture to improve morale. You need credits and various resources to build buildings and units. Tiles have various resource values based on their terrain and some even have specific resource bonuses that you can exploit with the appropriate building. When it comes to combat you can create troopers, cannons (basically tanks), ships, air units or missiles with the appropriate building and technology (higher tech unlocks better units). You can also build fortifications to defend against enemy attacks. If you move into an enemy territory with your military units, you will engage in battle after you end your turn. Success is based on the number, strength and experience of your units compared to your enemies'. Also, when you attack a territory, all of the population units there temporarily become militia and attempt to defend the colony (your population units will also attempt to defend your territories when attacked), although they are the weakest unit in the game and pose little threat if you have a decent army. You can use missiles to soften up the enemies' defenses in a territory before or during an attack (typically, I fire a volley of missiles before attacking a territory with my ground and air force and I send in another volley as I attack with them the next turn). You can win by wiping out your enemies or by building a certain number of city centers (as set in the victory conditions), each of which requires a large amount of various resources.
are the battles fought in real time?
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BarryMC: Here's a summary of the gameplay and mechanics:*snip*
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Soccorro: are the battles fought in real time?
No. When you move units into an enemy territory to attack, the battle happens after your turn ends. However, at the start of your next turn, you are able to view all battles that occur that are started by you attacking enemy territories and/or enemies invading your territories. You don't have any control over the battles in real time, but you can see how they play out.
Post edited January 31, 2014 by BarryMC
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Soccorro: are the battles fought in real time?
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BarryMC: No. When you move units into an enemy territory to attack, the battle happens after your turn ends. However, at the start of your next turn, you are able to view all battles that occur that are started by you attacking enemy territories and/or enemies invading your territories. You don't have any control over the battles in real time, but you can see how they play out.
oh cool tahnks
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BarryMC: Here's a summary of the gameplay and mechanics: *snip*
Thanks for the review. How is this game overall different from Alpha Centauri?
high rated
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cmdr_flashheart: Thanks for the review. How is this game overall different from Alpha Centauri?
Hmm...well, you build all your resource gathering buildings inside your "city screen," so to speak. Also, there's no terraforming or road building, that all happens automatically. In spirit, Deadlock is less sociological, and more cutthroat. You're not going to be making alliances and trade pacts, at least in Deadlock 1 (I haven't played the sequel, but I'm downloading it as I type this).

Also, the world isn't divided into little squares like the SMAC map. It's divided into "provinces" which are actually geographical regions. Each region is one of four types: plains, mountains, forest, or swamp.

Just a warning: I personally find this game to be an extreme chronovore. It's possible to get so wrapped up in your turn-by-turn progress that you completely lose track of time. And not just that, but you can play it for hours and it doesn't seem like you've been playing that long. It's not just the old "one more turn" syndrome; you don't even realize you've been at it for five hours. It makes five hours seem like two.
Post edited January 31, 2014 by UniversalWolf
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cmdr_flashheart: Thanks for the review. How is this game overall different from Alpha Centauri?
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UniversalWolf: Hmm...well, you build all your resource gathering buildings inside your "city screen," so to speak. Also, there's no terraforming or road building, that all happens automatically. In spirit, Deadlock is less sociological, and more cutthroat. You're not going to be making alliances and trade pacts, at least in Deadlock 1 (I haven't played the sequel, but I'm downloading it as I type this).

Also, the world isn't divided into little squares like the SMAC map. It's divided into "provinces" which are actually geographical regions. Each region is one of four types: plains, mountains, forest, or swamp.

Just a warning: I personally find this game to be an extreme chronovore. It's possible to get so wrapped up in your turn-by-turn progress that you completely lose track of time. And not just that, but you can play it for hours and it doesn't seem like you've been playing that long. It's not just the old "one more turn" syndrome; you don't even realize you've been at it for five hours. It makes five hours seem like two.
Thanks, and also for the warning :]
Post edited January 31, 2014 by cmdr_flashheart
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UniversalWolf: Just a warning: I personally find this game to be an extreme chronovore. It's possible to get so wrapped up in your turn-by-turn progress that you completely lose track of time. And not just that, but you can play it for hours and it doesn't seem like you've been playing that long. It's not just the old "one more turn" syndrome; you don't even realize you've been at it for five hours. It makes five hours seem like two.
Maybe it's because of Time Dilation. :P
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BarryMC: Maybe it's because of Time Dilation. :P
Heh...good one!
Just tried Deadlock 2 now. "Chronovore" it is at least...:) I like different types of resources, I like research tree, I like this blue help girl the most! :)

Damn, I should make repairs in daughter's playroom... When my wife returns from vacation, she will not be very happy seeing me building colonies with red eyes and long beard... :0
Personally I'm torn trying to decide between Deadlock 1 and Deadlock 2: Shrine Wars.

Shrine Wars has a number of improvements I really like, especially the switch that plots numbers on all your city squares telling you how much of any resource they will produce per turn. The random world generator and editor is a nice addition too, as is the new wasteland terrain type.

That being said, there are just as many things I don't like about Shrine Wars compared to the original, starting with the bizarre choices to have it run only at low resolution and to disallow naming of units. Both of those things are eliminating features that already existed in the original, and I just can't see why you would ever want to do that. I'm also not a big fan of the new user interface Shrine Wars is wrapped in: the symbols it uses for its buttons and the overall color theme don't fit the aesthetic of Deadlock, IMO. They don't fit the aesthetic of the original anyway, and I like the aesthetic of the original. Despite the new functionality the UI adds, it feels like an added layer of useless button pushing you have to endure to get through to the Deadlock in the middle.

It's very frustrating, because some things are clearly improved in Shrine Wars, but some things are clearly worse too. Overall I think I enjoy playing the first one better. I wish I could enthusiastically endorse Shrine Wars.
New players will enjoy Deadlock 2 more, but then when you get more experience and learn how to defend your territories properly, everything suddenly goes dead quiet and the AI just sits on its hands waiting for you to come and win the game.

That is when you need Deadlock 1, because you know the AI will attack you regardless of your territory strength and unit restrictions provide a much more strategic environment to defeat strong enemy territories. You see, you can exceed unit restrictions to invade a territory but any excess units left over above the unit limit after the battle, will be deleted, so you have to plan very carefully.
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mystikmind2000: ...you can exceed unit restrictions to invade a territory but any excess units left over above the unit limit after the battle, will be deleted, so you have to plan very carefully.
Yeah, that is a weird rule, but it does make the game better actually. In Deadlock 1 it often takes 2 turns attacking a 50 population territory to conquer it, assuming you don't want to throw away half your victorious units. In Deadlock 2 you can just overwhelm any territory if you have a large enough force.
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mystikmind2000: ...you can exceed unit restrictions to invade a territory but any excess units left over above the unit limit after the battle, will be deleted, so you have to plan very carefully.
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UniversalWolf: Yeah, that is a weird rule, but it does make the game better actually. In Deadlock 1 it often takes 2 turns attacking a 50 population territory to conquer it, assuming you don't want to throw away half your victorious units. In Deadlock 2 you can just overwhelm any territory if you have a large enough force.
My strategy was to always only use 2 tanks and 2 planes in a battle but increase troops. The idea being that i can sacrifice having veteran troops but still get to enjoy my veteran tanks and planes plus, troops have a 4 unit limit compared to 2 for tanks and planes, it is the obvious choice for sacrificing to overrun a territory.

Edit: But as for getting planes to retreat, geez, have to put them on %5 damage and even then.....
Post edited October 14, 2014 by mystikmind2000