The Austrian musician is probably best known as the drummer of Polish death metal band Decapitated. The fact that he could play drums as well as guitar and bass was something that 15-year-old me never could get enough of watching. His ability to never miss a beat and almost flawlesly playing his way through each song astonished me. Krimh mainly uploaded drum covers, blasting his double bass to songs like Laid to Rest, but he also uploaded his own material, and it was very exciting to watch him grow. I came across his videos five or six years ago, when I was heavily into Lamb of God among other similar bands. Dunno if designs acquired through other means counts, as the game doesn't indicate directly whether or not that skill is going up or down.YouTube musician Kerim "Krimh" Lechner has just released a new single - Czarna Śmierć - for his nearly 50 000 subscribers to check out on his channel. These tricks don't work with vehicle design skill: That only goes up with we're designing a car, best as I understand. They get 0.25 in skill per quarter, more if money is invested into them. Since their skill is 1 on a scale from 1 to 100, pretty much anything will make them better for the first few years. They get worse if that average is lower than their skill. Research teams get better if the average of all the new parts acquired in the above three ways within the last 5 years that is better than than your research team in overall rating. Since no licenses are available, I will buy one part of each type so they have something to study. There are three ways to get parts for our parts designers to study, in order to get better.ģ) Purchasing parts directly from the other companies And without something for them to work on, they're getting worse. After all, what sort of Automaker doesn't create their dream car for the lutz?Īs you can see, on this difficulty, our design teams are garbage. I underline the last part because that is the crux of my master strategy to make tons of money, so I can ramp up my industrial capacity to make cars, so I can spend all that cash designing whatever cars I want. The player can purchase blueprints for parts and cars, allow the AI companies to buy same, purchase parts, and purchase cars. The feature that you'll see me use a lot is the Outsourcing screen. The player can also design the chassis, engine, and gearbox, with options there as well. It has the old "put the parts together to make a car" feature from Motor City (although gearbox is now a part, and the player designs the car itself instead of just designing one body as a part), but they now have to actually fit together, and there are more options for everything. The best part of the game is designing the cars. I've mentioned options twice now, because the game has a lot of them to affect the game. Sometimes the player starts with a loan (difficulty level and options). The Factory makes the cars and the branch sells the cars. On normal difficulty levels with normal options, the player starts with one Factory and one Branch. The game simulates the Auto Industry from as early as 1900. Put them together, add some new stuff, and you got GearCity. There is also an European map for the real Oldtimer / Motor City experience.įor those who don't know, a very brief description of GearCity: Knowing when the World Wars are going to break out and dodging them.dunno if that is fair to the AI companies. I'll probably either start in 1900, as most of the challenge of the game is front-loaded in time, or try out the Random History mode. Where good ol' EJ makes this game his bitch!įor those who want a sneak peak, read my guide here
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