Dorfromantic's main task is to build biomes. Each party contains subtasks: both global and local. Depending on the tasks, the cells that have dropped out, and your play style, a biome will be created by the end of the game.
Cells - the main control element of the game - have a hexagonal shape. They need to be connected one by one with already installed cells, forming different areas: forests, fields, villages, railway tracks or water areas. By rotating the cage before installation, the game allows you to choose the most convenient possible location.
Below I will tell you how to make the biomes as large and balanced as possible according to the version of the game.
Most of the given cells contain one or more elements that are generated and arranged randomly. There are 6 types of elements:
When the same areas come into contact at the stage of installing the cell, they will be highlighted:
In cells with houses, paths made of paving stones are marked, which show whether the village plot adjoins the edge of the cell, and whether it is possible to connect this plot withthe same for other cells.
The cages with the railroad and water deserve special mention. They have special positioning rules: they cannot connect to an inappropriate cell, they must definitely need a cell of the appropriate type. However, there are cells that act as stubs: a dead end and a lake. The first allows you to stop the continuation of the railway in a given direction. The lake, on the other hand, occupies the entire cell and allows you to stop the flow of the river.
The Water Train Station is an ultimate cage that can be placed anywhere. It can act as a dead end for rivers and railways, closing them. At the same time, the cell is considered a continuation of both of them - due to the river station, you can increase their duration, including when they cross.
The river station is unlocked upon reaching 5000 points for the first time in any game.
Completing global tasks unlocks various skins of cell elements that differ visually from the standard ones: animals near the forest, a fountain in the village, a new color of the river station, etc.
Missions in the game are divided into two types:
Global missions, they are also achievements, are issued automatically when creating a new party, and the progress of some of them is saved from the partyand to the party. In total, only three global missions are issued per party, the rest will not be counted even if you fulfill the requirements.
Global missions are marked with circle icons in the upper right corner of the screen. They indicate the reward in the form of a cell skin that you will receive for completing. Around the icons there is a circular progress bar, marking the completion of the mission.
World missions are given out during the game, and their condition is to create a biome of a certain size. As a reward for completing missions, you will receive points and new cells in the pile.
In turn, there are four types of local missions:
Similar to each other. The difference is that in missions for a specific number of elements, the specified value cannot be exceeded, otherwise the mission will fail. There are no such conditions in missions with a “+” sign.
Such zones are marked with a flag. The task is to overlap these zones - to arrange the cells so that the zone marked with a flag cannot be larger than p??broaden.
Hover over the checkbox and highlight the faces you want to lock.
On the map, far from the built biome, cells may appear, the outline of which is highlighted in white. When the biome borders approach them, the cell will become voluminous - you can determine the type of mission in it by the contour. By placing a cage next to a special task, you will unlock it.
In the early stages of the game, opening special missions will unlock access to global tasks. After opening them all, it simply gives out a bonus mission for obtaining points.
Missions spawn randomly but in a controlled manner.
In the first 7-10 turns, you are guaranteed to get about five missions. Some of them are performed literally in 1-2 moves.
New missions appear with an increased probability, if you have few unfinished ones left - there is no point in saving tasks.
The game "helps" you complete missions, especially in the middle of the game. In some situations, it makes sense not to combine missions of the same type into a huge biome, but to put them side by side in order to combine them in the future. Until these tasks are completed, the game will give out the cells necessary for passing.
The game takes into account the set biomes and networks, and can sometimes throw a task with a small, but still inconvenient condition. Therefore, do not produce unnecessarily open zones for 4 or more elements. This is especially activeflax for the railway and rivers, although their installation is more difficult to control.
Inconvenient missions can be skipped, especially in the last moves, if the failure of one task allows you to pass another.
Earning points and cells
For completing missions, the game gives new cells to the pile. The more cells, the more manipulations with them. The more manipulations, the more points. Points, in turn, affect the performance of some global missions, as well as the position on the leaderboard or, if you like, your own ego.
New cells are issued for the following actions:
A failed mission does not impose any penalties for obtaining cells.
Points can be earned for:
You additionally get +10 points for each matching edge when connecting cells. The maximum you can get is +60 - the game calls this perfect tile placement and rewards with new tiles in the stack and extra points.
“Perfect!”, which is also the ideal placement of a tile - a situation where all 6 faces, according to the type of element, coincide with the bordering cells. Meadows with meadows, forest with forest, etc.
Any cell except for a railroad can adjoin a lake, but proximity to a lake deprives the cells of the "Perfect!" status, although it gives 60 points for matching all faces. The river station has no such drawback, and allows you to ideally place cells next to you.
Perfect placement of a tile gives an additional +60 points: +10 for each of the 6 faces and another +60 for "Perfect!".
At the moment, all achievements in the game are cumulative, and come down to the creation of huge biomes, as well as networks of railways or rivers. But there are also a couple of interesting ones.
Achievements are global tasks, and are only completed if they are indicated in the corner of the screen during the game.
To achieve this, you need to create field groups with at least 10 elements. Then cover them up. Just like in the task with the flag.
Here it is necessary to arrange the cells in a row so that they fit perfectly to each other. The easiest way in a new game is to purposefully complete this achievement. Under normal conditions, I consider it unrealistic to collect the required number of cells in a row.
The success of the title is quite expected.
New heroes, new challenges.
Deadpool's world is dying.