Endzone: A World Apart - Prosperity: More Wealth for the End Time Anno (DLC

If you are still creating it at the end time setting, you have to have something on the box. End zone was such a case. Although the German survival construction game generously used the indie-hit Banished, but packed the whole thing in a postnuclear scenario that remains on the ground for a change. Embellished zombies and bloodthirsty mutants can be searched for a long time, instead, everything revolves to build a settlement and to ensure the survival of the residents. With this approach, end zone cleared out a top ratio, but many tests — including our \ — praised the game for its loving design and a few good ideas. But it hampered in the circumference, experienced players had quickly seen everything. This now changes with Prosperity, the first larger DLC to End zone: A World Apart. We have played the new content.

Time for a little prosperity

Endzone - A World Apart - PROSPERITY DLC!  New Tech, Buildings, Needs, Scenarios!

Prosperity does not handle the basic game. Instead, there s a cargo at advanced content, which only aim to make your settlement of modern and residents satisfied. Thus, the DLC inserts into ongoing games, so you do not need to start from scratch.

Let s start in the Settlement Center, which you can now expand Town Hall. Thus, you activate the new tab prosperity in the (clearly clear) research tree. There you now find a whole momentum of fresh products, buildings and technologies that you want to unlock as usual in the Research Center. Because that can not accelerate and, on top of that, devours many resources, it usually takes several hours to explore all prosperity technologies. In the new town hall, your settlers now provide tricky receivables. Source: PC Games So we can use the whole of the stuff, new resources need. So we can now reduce cement in mines and pour sand at lakes. This allows us to produce reinforced metal and glass in a new material factory, and now, there is now an expensive factory that produces high quality concrete. With these building materials we can now upgrade residential houses and refugees again, which ensures more protection and satisfaction. In addition, the residential buildings thus receive their own energy supply and thus relieve the power grid. In automatic greenhouses, your harvest is protected from external influences. Source: PC Games Also the food supply is modernized. In the future, fish should breed radiation-free in aquamarines without being restricted by drought. In fully automatic greenhouses, the fruit and vegetables are thrived, which are protected from acid rain. Although the new food buildings devour larger quantities of water, which can now disappear with an electric pumping plant and direct directly into developed water silos. Of course, however, you have to connect the new buildings to the power grid, without electricity does nothing. So think about providing bulk batteries, wind turbines and solar panels. Electric pumps now automatically supply water to developed silos. Source: PC Games In the town hall, we now receive new orders of residents who need to cover new needs. Some require that we produce a huge charge Joints, others want us to decorate the settlement with decoration objects. There is also an expensive prestige building with the landmark, which must be built in several phases. As a reward, satisfaction in the entire settlement is increased permanently, also you get when concluding a brief summary of your successes. The emblem must be built in several stages and increases the satisfaction of all residents. Source: PC Games Conclusion: The new content from Prosperity to add a fine to the main game. But it does not really bring forward to, because they only further production chains and research shows that such work in the main game on the same principle — not change the new raw materials little. The vulnerability of end zone remain for almost untouched: The overview is suffering in large settlements, and you still have to mass population as a water carrier off to the gigantic need to satisfy your population. The regularly attacking looters not enrich the game, as the band leaves little to fight effectively. Since it is usually more convenient to just pay the expensive toll. Too bad also that the decrees feature has done nothing. Here, a glance in the direction of Frost Punk would be enough here already to the great potential to recognize it.

So there is still a lot of what to improve in the end zone, expand or deepen could. But what is not, can still be quite: Prosperity will hopefully not be the last extension.

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