![]() ![]() But while Elixir does a much better job of translating its good ideas into a good game than it did with Republic, and manages to instil the game with a consistent sense of humour, it's still guilty of undercooking a number of key elements, and the result is a game that, whilst enjoyable, once again fails to capitalise completely on its promise. The idea behind Evil Genius is simple enough - taking the reigns of a burgeoning evil empire, carving an elaborate secret island base out of the side of a mountain and populating it with all manner of minions and specialists, and then researching and carrying out various crimes around the globe, building up your notoriety rating whilst evading the attentions of the forces of justice. It also wouldn’t hurt if your resources are sacrificed in favor of protecting your Town Center when you’re placing your Catapults, Towers, or Garrisons.Elixir seems to be edging closer to its masterpiece. Other General Placement Tipsįor the Classical Age, you’ll want to have your Barracks in the southeast part of your map, which will keep the building further away from enemies. This would make it harder for enemies to get to and to destroy. Your Decoy Buiildings Should Be Far Awayĭecoy buildings are very effective in throwing enemies off, but they should be placed strategically, preferably far away in the other corner of your map. When it comes to placing Wonders, especially the Acropolis, they should be set up in a way that they affect as many buildings as possible, particularly the Garrisons. Acropolis Placement Is EverythingĪctually, this applies for any Wonder you’re using for defensive purposes. Also make sure to upgrade your walls regularly, and build your first Catapult as soon as possible. ![]() For starters, your walls should have at least two chambers, because if enemies break part of your single-chambered walls, that will render everything else useless. What basics are these, pray tell? These are fundamental concepts that apply regardless of which age you’re in. A third variable would be your preferred play style – you may either be trying to protect your resources above others, but then again you may be trying to make sure you don’t lose too many medals by protecting your Town Center. If you have Acropolis, as far as wonders go, you’re already well-covered on the defensive end. For one, the nation you’re playing as may play a role in your design – the Japanese, for instance, have a Town Center that can defend itself. There are several variables that may determine your eventual base layout. And just in case you’re wondering, we’ll be focusing on the Classical and Iron Ages for this list of DomiNations tips and tricks. ![]() There really is no right or wrong answer when it comes to base layout and design, so if you’re ready for more DomiNations strategies, do join us as we share some of the better ways you can design your base to ensure that it’s as impenetrable as possible. Building the perfect base is one thing, but then again, in DomiNations, there are many ways in which you can come up with the ideal layout or design for your base.
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