Ashes of the Singularity Game Overview

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Most of the time, when someone talks or writes about a large-scale RTS (that is, an RTS that allows the player to control hundreds or thousands of individual units as opposed to dozens or dozens), he is talking about a game in the line of the venerable Total Annihilation. Total Annihilation: Kingdoms, Supreme Commander 1 and 2 and Planetary Annihilation are among the most well-known and popular large-scale real-time strategies. All these games share a similar DNA; traits that connect them to each other in a recognizable way. From commander units to economic models, structural levels, similar types of units and the treatment of technological progress, there is a solid core that makes one of these games immediately identifiable as being designed in the TA line.

There may be a few other RTS of a similar magnitude, but these are real niches among niches and I can’t think of one out of my head (the Wargame series could count here, but I technically think a tactics game as opposed to a strategy game because of the way it deals But not the singularity… Well, if it has to do with total annihilation, it’s a distant Cousin rather than a brother or a child. It is a very different approach from strategy games with thousands of units that does a lot of exciting things. Although I think there are some flaws in the game, it is superbly playable and contains depths that I am just beginning to explore.

Ashes of the Singularity is a large-scale RTS developed by Stardock and Oxide Games: to be precise, Stardock is the publisher and Oxide is the developer. The game is based on the Nitrous engine developed by Oxide and, in my opinion, is the first game to take full advantage of Microsoft’s Direct X 12 (and therefore can use multi-core processors more comprehensively and efficiently). And when I say “big,” I definitely mean it. There is no soft limit to the number of units a player can build (and I have absolutely no idea how many units would be imposed by hardware limitations) – there have been reports of Ashes matches with hundreds of thousands of units built by a single player. The ash is built in such a way that it can be expanded and expanded…

I will note that I see games with between 500 and 1000 units simply because of the way I approached the game, but as long as the players have the quanta (this is one of the resources of the game: we will come back to that later) to continue increasing their number of units, they are able to do it.

Ashes of the Singularity, as the name suggests, takes place on a so-called “technological singularity”, where technological progress actually exceeds human understanding, ending scarcity and ushering in an era of unprecedented technological progress and success that redefines what “human” means. In this Post-singularity universe, Post-humans are mainly concerned about a residual limitation of their progress: computing power. They are in the process of converting planets into a Resource called Turinium, which is an ideal computing medium. In the game, the posthumans are faced with a rude awakening…

About the game

Forget what you saw in the professional reviews of this game. Ashes of the Singularity is not a successor to Supreme Commander. It is at best a cousin of these games, similar mainly in its resource system. But then, its resource system also resembles Company of Heroes.

Economy + Basic Building

In Ashes of the Singularity, the playing card is divided into sections: depending on the size of the card and the number of Turinium generators, it will vary, but here we are talking about 20+, not how … 6. each territory will contain a generator and several deposits of one of the two main resources of the game: metal, the Main Resource, and radioactive substances used for high-tech units and structures. Most areas will contain 1 to 3 metal deposits or 1 to 2 radioactive deposits. I believe some contain a mixture of both. The simple conquest of a territory brings a small income, but the construction of an extractor-commander-in-chief / TA style increases it. In addition, boosters can be built on the generator to increase the income of all deposits in this area.

But that’s where it gets interesting. As in Company of Heroes, territories must form an unbroken chain to the Player’s base sector in order to provide resources for a player’s debate effort. When a territory is captured or contested, all other areas outside of it no longer put their money in the Player’s Coffers. This is a neat system and completely unprecedented in a game of this magnitude.

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