![]() ![]() I also noticed some pretty severe graphical optimization issues in certain camera modes, even at sub-maximum settings and running on a Core i7 and a GeForce GTX 770 that exceeds Ubisoft’s recommended specs and eats games like Total War: Attila for breakfast. The late-game synergies between the Arctic, the temperate zone, and the moon base made me almost giddy.Though I bemoan the neediness of my workforce, the late-game synergies that can be created by transporting raw materials from the Arctic, finished goods from the temperate zone, and massive amounts of fusion power from my moon base made me almost giddy. I hit a point where I felt like I was managing three, interdependent ecosystems that become far more than the sums of their parts by working together. Late-game products, like personal androids, require materials and manufactured items from all three areas, but give a correspondingly huge boost to happiness. It’s just too bad that the ultimate culmination of that interdependence is that my greedy investors could get faster quantum computers on which to play a hundred simultaneous games of holographic scrabble, rather than an achievement I can build and see. ![]() The cities themselves aren’t varied enough in their architectural styles to get that, “Look at this cool ant farm I built” feeling like you might with another city builder, so I ended up feeling like seeing bigger numbers on my balance sheet was the only impetus for expansion. It would have been nice to have something greater to work towards, such as exporting my wondrous products for the betterment of mankind. Once my profits hit critical mass and I had more money than I knew what to do with, having far eclipsed all my corporate rivals and finished all the campaign goals, my only expansion options involved placing more identical buildings to rake in even more ridiculous amounts of cash.
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