PC Game | 7 Rs link | 670 Mb
Stronghold’un yapımcıları bu sefer bilimkurgu mevzuuna el atmışlar. Stronghold ilginç bir oyundu, ayrıntıya yoğunlaşan bir stratejiydi, mikro yönetim tutkunları için idealdi, ancak ayrıntı ve mikro yönetim konusunda Space Colony daha da ileri gidiyor. Pek çok oyunun birleşimi gibi ancak en çok iki oyunu andırıyor: Sims ve StarTopia.
Genel bir özet geçmek gerekirse, bir adet koloniniz ve o koloniyi yaşatmak için gerekli mürettebatınız var, mekanın uzay olduğunu bilmem söylemeye gerek var mı? Ve lakin sözkonusu mürettebatın pek çok isteği söz konusu.Uyuyacak yer, eğlence odaları, temizlik, bakım vs. Bunların hepsini karşılamanız gerekiyor ki mutlu olsunlar, çalışsınlar, koloninin namı yedi galakside duyulsun..
Oyun bölüm bölüm ilerliyor. Her bölümde belli bir göreviniz ve belirli sayıda adamınız var. Örneğin üç kişi veriliyor size ve bilmemkaç ton uzay armudu toplamanız isteniyor. Mürettebatın her üç üyesinin de değişik yetenekleri ve ihtiyaçları var. Koloni temel olarak enerji, oksijen ve tıbbi destek ünitelerinden oluşuyor. Bu ünitelerin başına birer adam oturtmalısınız ki işler yürüsün. Ancak oksijen ünitesinin başına oturttuğunuz adam aynı zamanda iyi bir uzay armudu toplama makinesi kullanıcısı. O halde belli bir işbölümü gerekiyor, on dakika ünitede otur, on dakika makineyi kullan.. Eh o adam acıkıyor, yoruluyor, eğlenmek istiyor. Bunlarla da ilgilenmeniz lazım. Adamlarınız ihtiyaçlarını size çubuklar marifetiyle bildiriyor. Yorgunluk çubuğu dibe vurmuşsa mesela, o adamı derhal yatmaya göndermeniz lazım aksi halde işi gücü bırakıp horul horul uyumaya başlıyor.
Whenever
a game attempts to ride on the success of a popular franchise, I cringe.
When “The Sims” kept popping up around Space Colony (SC) I
was ready to write it off out-of-hand.
The only thing that stopped me was the sci-fi setting.
For maybe the second or third time, I’m glad I stayed my hand
and actually played the game before reviewing it.

That
being said, SC does play slightly like The Sims.
Emphasize, slightly!
You have to manage relationships at a mostly basic level and keep
those under your command educated, clean, and rested, but you also have
to deal with larger issues that affect the whole colony.
There
are three main modes of play: Campaign, Mission, and Sandbox.
And that’s probably the order you should play SC.
After a trip through the skeletal tutorial, the Campaign mode
starts you on baby-steps and ramps up the difficulty as your goals
become more varied and your colonists more numerous.
Campaign lets you explore the workings of SC – how to manage
relationships, basic base design, industry and commerce, keeping the
base supplied with sufficient oxygen and electricity, etc. – and will
give you a firm grasp of what’s possible during the Sandbox and
Mission modes. The story,
which involves being abandoned on a hostile planet, is more fun than
serious, and helps to introduce the various technologies you’ll need.
Mid-way through the Campaign, colonists start to suffer from a
mysterious illness, which you have to research and cure using the
available technology. Getting
there can be tricky business because you have to train people and buy
the right equipment before things can get underway.
Managing
the base building is not as much a problem as managing the people.
While mostly self-sufficient, your colonists – each with a
different look and personality – have to be taken care of and managed.
Jobs need to be assigned and since each colonist comes with a
different skill set, only certain characters can perform specific jobs.
On top of that, the skill sets can be upgraded so one colonist
can be more efficient than another at the same skill.
And running a space colony is all about efficiency.
To this end, maintaining base morale is key. (A happy colonist is
an efficient colonist.) This
is where managing relationships has the most bearing.
Because
each colonist is unique, chances are they’ll be inclined to dislike at
least one person – you can’t like everybody.
Many factors can smooth over bumpy relationships, such as disco
dancing, working out, relaxing at the bar, and, of course, just plain
talking. When you’re
trying to manage many people and keep relationships friendly, the pause
button quickly becomes the most used feature of SC because there are so
many things to consider.
In
Pause mode, characters can be given orders and situations examined.
It provides the opportunity to make sure you’re using the
colonists to the best of their ability, who their enemies are, how much
“food” has been harvested, see if silicon has gone up in price and
is ready to be sold, examine the power situation, setup base defense,
re-organize living quarters and arrange tourist amenities.
There’s a lot to do and if you’re doing it on the fly
you’ll run into problems later on – there’s just too much to
manage without pausing the action.

The
interface and menus is mostly streamlined.
The profile and status of each colonist can be brought up by
clicking on their portrait at the bottom of the screen, then more
detailed information can be accessed.
Accessing building options is simple, too.
Click on the buttons on the left side of screen and construction
items pop up. Click, drag,
drop. Nice and easy.
The same can be said of keeping the commerce side of things under
control. There’s a lot of
information available at any one time but it’s all kept nicely and
conveniently off-screen until you need it.
You’ll
run into some frustration with SC’s presentation.
The action cannot be zoomed in or out easily.
To get a wider view of the colony the resolution has to be
changed! The default
setting feels uncomfortably close, particularly when you have a large
operation and the colonists are spread out.
Finding a specific colonist isn’t a problem (thanks to a
“Find Colonist” button) but when they’re in constant motion,
they’re hard to keep track of. Adjusting
the setting to 1024 x 768 is probably your best bet – then you won’t
have to click on a colonist, click on the mini-map, then click on
another location to get them on their way.
And when the construction tabs are open the entire screen isn’t
obliterated. Besides,
having a wider view is easier on the eyes and you can appreciate the
deft animation and color.
The
audio suffers a little. Not
so much from the individual colonist, but when they’re all talking at
once and a computer update comes through it's easy to miss ques.
And, in what is quickly becoming standard, SC also lets you import your
own MP3s for background music.
How
long will you be playing Space Colony?
A long time. Not
only do you get the three different play modes, there is also an option
to load up user-created challenges (which are created by the included
mission builder). If you
like sim and city management games, Space Colony has a lot to offer.
It might not be the best way to be introduced to the genre
because it is so deep in the gameplay department, but those accustomed
to the genre will eat this up and have a great time.


Operating System: Windows 98/ME/2000/XP/Also works on Vista
Processor: 800mhz (1.2ghz+ preferred)
Memory: 64MB (128MB recommended)
Hard Drive: 850MB
Video: 4MB DirectX 8.1 Compatible
Sound: DirectX 8.1 Compatible
CD Rom: 8x Speed
http://rapidshare.com/files/122428424/Space.Colony.sh.part1.rar
http://rapidshare.com/files/122428392/Space.Colony.sh.part2.rar
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http://rapidshare.com/files/122428675/Space.Colony.sh.part6.rar
http://rapidshare.com/files/122428346/Space.Colony.sh.part7.rar