I may have missed some changes, or maybe not.
Do you have anything substantive to back up your statements or are they just based on a certain style of gameplay that is more often seen?
I would say it's mostly based on the style of gameplay seen which excludes certain units, structures, and governments but also overuses some too. But without reading the GCD I would have never thought about them. Should it be mentioned in my comment?
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In my opinion, this is the best and most entertaining strategy game on Armor Games. There are countless strategies, builds, and different ways to play the game. I've been playing the game ever since it came out and I still haven't gotten tired of it. To add to that, updates have been added to the game which have brought more units, more buildings/upgrades, and ways to add friends/have friendlists.
One drawback to the game is its campaign. It only has six missions, and even these are basically just tutorial missions that give you a feel for the game. This usually would be fine except for the fact that there is NOTHING else added in the campaign, which leads to the idea that this game is mostly meant for multiplayer. Quick play mode is decent; it is hard at first, but as one’s skill increases, it slowly gets easier and easier to beat the harder difficulties, which is what I think it should be.
Now to the multiplayer aspect: the multiplayer here is truly incredible. You can choose to play with players and/or a CPU as 2v2, 1v1, and 1v2. The multiplayer seems to lag a bit if you choose to play make-giant-armies-and-wait-for-the-other-team-to-attack style, but if you play a higher level of skill focused on pinning and controlling the field like most pros, the game doesn’t really lag unless you have a crappy connection.
A major drawback that many people have complained about is the many hackers and glitches in multiplayer. One way I found to help make this not as annoying is to play with people you know, and to not play with guests. I know Krin has added a lot of patches designed to eliminate hackers. Although hackers have always ways around these, I applaud these anti-hacking efforts. A slight problem with the CPUs is that is seems they draw on an infinite amount of resources and are preset to strategies that confine them resource-wise. This is fine, but however hard CPUs upgrade much faster than a normal player. It seems like Krin made them to be very good at macro so he wouldn’t have to worry about them being able to micro well. Because of their weakness in micro, I can still 1v2 them easily and win. Additionally, there are some bugs in the game that can be exploited. When canceling a command at the very last second, the command goes through yet you still get a refund. This gives you no resource loss but still a unit deployed. Another is that it seems when clicking an influence unit many times in rapid succession you suddenly are awarded 200 influence.
Finally, the game is slightly imbalanced in some ways, pertaining to units, resource structures, and governments. Communist is slightly weaker compared to the other governments. Special forces massed destroy forge. Tier 3 Forge is very weak compared to tier 3 Post. Hospital and War Sanctum have a lot of extra uses, which gives them an advantage over Generator and Solar Grid. Groditz are weak and rarely used. Marines are too useful for their price. The armory has lost its use in high-level games. These are some imbalances, others can be seen in the General Colony Discussion with some digging. Even so, these imbalances don’t amount to that much, as you can still have very closely matched games with two very different strategies that rely on different units. Colony is a great game that has kept me entertained for all these years with its excellent multiplayer and superior gameplay. Keep up the great work Krin!