Showing posts with label fate-of-the-world. Show all posts
Showing posts with label fate-of-the-world. Show all posts

Monday, March 26, 2012

Do I need to start a new game for each scenario?

Question

I finished up the first scenario, "The Rise of Africa," and at the end, the tutorial tooltip says I can either keep looking at stats or exit to the menu.

I assumed that my saves for each scenario would all be in one save, however, that doesn't seem to be the case. When I load up the save that I made during the Africa scenario, it just puts me back at the end of it again.

Do I start a fresh game for every scenario?

Asked by FAE

Answer

Short answer: yes.

Longer answer: Different scenarios not only have different objectives and failure conditions, but also change things like the starting state of the Earth (e.g. Cornucopia where the Earth starts with an abundance of fossil fuels, or Earth Day where all regions start with a Green outlook). Because of these changes, you'll likely need to employ different strategies to meet your victory conditions or just stay out of trouble.

Answered by raveturned

Monday, December 26, 2011

How can I beat “The Rise of Africa” campaign?

Question

I am trying to accomplish the mission "The Rise of Africa" but I failed already 3 times because, at the end of period (2045), HDI index is not increased over requested target.

I am new to the game, can you please explain me how can I manage to finish that mission?

Answer

After approximately ten tries, this is what I've finally got:

    • NA: 2 agents, welfare, enviro offices
    • SA: 2 agents, enviro office
    • NA: 1 agent, water management, medical welfare, political office
    • SA: 1 agent, water management, welfare office, political office
    • NA: 1 agent, security assistance, educational enrollment, enh. water infrastructure, medical welfare
    • SA: 1 agent, security assistance, transport, medical welfare, drought
    • NA: 2 agents, job-sharing, drought, storm, security assistance, educational enrollment, medical welfare
    • SA: 1 agent, storm, transport, medical welfare, impr. drought, enh. water
    • NA: transport, impr. drought, impr. storm, baby boom, security assistance, educational enrollment (I stopped job-sharing)
    • SA: 1 agent, educational enrollment, transport efficiency, medical welfare, job-sharing, grow commerce, grow industry

End result: 0.70 HDI for SA, 0.73 HDI for NA. I think I had easy mode enabled.

A note: should you still lose, it may be faster to load the autosave and change the cards in the last turn until things work, rather than starting every time from scratch.

Saturday, December 24, 2011

What's the fastest way to get the “Let it Glow” achievement?

Question

The Let It Glow achievement asks you to:

Plunge the world into Global Thermonuclear War by 2075!

I've only just started playing the game and I only have one scenario unlocked. Can I get this achievement with only "The Rise of Africa" or do I need to unlock other scenarios?

When I have one I can do the achievement in, what's the fastest way I can cause Global Thermonuclear War?

Throwing in a caveat here: What is the fastest way through normal gameplay, without using someone else's savegame, that I can cause global destruction? Surely there must be a strategy of some sort.

Answer

Disclaimer: This is very much based off of this Steam forums post. I didn't write it, but I've tried to expand it a little, based on my own playthrough to get the achievement.

First of all, you do need to beat The Rise of Africa before you can do this. It shouldn't take you all that long, and you'll get a (very!) basic feel for how the game works.

After that, play the Fuel Crisis scenario. Start by recruiting a single agent in all regions except Africa. Create a Regional Technology Office in each location, and end the turn.

On the second turn, replace agents that have gone missing, add an agent in both Africa regions, and give them a tech office too. Set Japan to research Energy, and create a Political Office everywhere else. End the turn.

Keep Japan on Energy research until they discover CCS. Everywhere else, try to keep your hearts up so they don't ban you too early, and when you don't have anything else to do in a region, have them commit to nuclear energy. You will also want to play the Black Ops card in the more stable parts of the world; this will help you later.

When Japan gets CCS, have everyone else acquire it. Keep Japan on research.

The next turn, you should get 4th generation nuclear energy in a couple of regions. For those regions who have not gotten there on their own, acquire it.

From here on, simply commit to nuclear everywhere. In the more stable regions, play Fund Insurgency Campaign to reduce stability, then commit to nuclear. Keep doing this, and hopefully, you will quickly reach a global thermonuclear war.

If you fail, try again - there's a fair bit of RNG involved in this game, so you might get banned too quickly, or miss the target before you cause enough instability.

TL;DR: Get tech offices for everyone, have Japan research energy, import CCS and 4th gen nuclear everywhere, commit to nuclear and reduce stability.