And for a good reason. It’s an indie, somewhat vanilla, turn-based strategy game on Steam that offers a unique gameplay experience that doesn’t require too much commitment to pick up and play. Perhaps the proper term over vanilla is rudimentary; there isn’t a whole lot to it. I’ll explain the mechanics, then the draw.
Greed Corp. revolves around a field and unit control and domination. Micromanagement is less of a concern due to the turns and lack of a timer during. You begin with several walker units that can either move within a wide range on your tiles, or capture an adjacent neutral/enemy tile. Walkers stack up to sixteen, and when moving onto a tile with other walkers, the group with the highest numeric value captures the tile and has the smaller group’s number subtracted from it.
There are several structures you can build to increase your chances of winning. The barracks can construct additional walkers, which is absolutely essential. Hell, get five. You can only build eight per barrack per turn. The cannon can be built on a tile, though it can’t be fired until ammunition is purchased, and cannonballs can’t be fired immediately after being bought. Finally, the factory. Explaining factories will require an explanation of how the tiles work.
The tiles in Greed Corp. function like stacked platforms. They can have a wide variety of heights, though will become cracked (critical) if they reach one stack. Destroying critical tiles is actually a valid way to cut off invasion routes, cripple enemy bases, and the like. The tiles are hexagonal, and the factories lower their and all adjacent tiles every turn in exchange for a hefty sum of money. The drop is not stacked for factories in close proximity, but it is recommended to space them generously to avoid damaging your territory or squandering resource tiles.
Factories can also be self-destructed to damage all adjacent tiles and create a chain reaction within all touching critical tiles. This chain reaction is also performed on a lesser scale by cannons, which also destroy eight walkers if fired upon an occupied tile.
The final aspect of Greed Corp. is the aircraft feature. For the steep price of 50 gold, you can construct a one-time use global transport for your walkers. A fact worth mentioning is that the fewer tiles there are on the map, the more gold you acquire when ending your turn. You always gain a minimum of ten gold when passing control over to your enemies. This is so things don’t get too stagnant when all the tiles are gone and everyone’s base is out in the boonies.
And that’s it, aside from pointing out multiplayer, which includes PvP and bot matches (difficulties easy, medium, hard, and cheating). A basic strategy game for a lower price. If you are interesting in trying this out, I recommend looking for an Indie Bundle on Steam. On its own, it doesn’t have that much of a draw, but when coupled with games like Audiosurf, how can you say no? Fifteen dollars for five games. Not a bad deal.
Nissa Campbell of TouchArcade touches (tee hee) on the aesthetic and unique properties of Greed Corp, which encompass the entire draw. It’s a game of aggression, as she says; Burn your land to the ground so you can blow your enemies off the face of the map. Perhaps the iPad version’s UI is a little friendlier because of the touchscreen. I wouldn’t know. Here’s the link, anyway: http://toucharcade.com/2011/11/04/greed-corp-hd-review/