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Sid Meier's: Civilization Beyond Earth

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    FiatilFiatil Registered User regular
    edited November 2014
    The victory quests are handled so bizarrely.

    Start up a game, check your victory quest tab the first turn. "We've found something unbelievable! The planet is home to a superorganism and it's alive and we're going to commune with it and it's going to be great!" Wow, that was pretty quick!

    Or

    Start up a game, never think to check your victory quest tab first turn. Play through the entire game and receive absolutely no indication that the planet is alive and sentient and can be communed with. Eventually you research a tech that lets you build a building that says "Hey we're going to commune with the planet and ascend."

    It just doesn't make any sense.

    Fiatil on
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    JragghenJragghen Registered User regular
    Darkewolfe wrote: »
    Well I just picked up Emperor Edition for $30 thanks to the regular 23% off GMG code.

    If this game is terrible then I blame you guys... =P

    This game is fucking amazing.

    I wasn't crazy about endless space, it felt... Uneventful. How close is this?

    Endless Legend is kinda....mechanically and visually Civ (combat aside), but trope-wise (story, culture, faction advantages, etc) Endless Space.

    Kotaku and PC Gamer's reviews should give you a better feel for how it is.

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    Jealous DevaJealous Deva Registered User regular
    Ot for a sec, is there a way to make anamolies and resources easier to spot on the map in endless legend? The resource labels are one nice thing about civ/be/warlock I couldn't figure out how to reproduce in EL.

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    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    Seriously Endless Legend is great. If y'all are bitching about BE, pick up this game instead. I enjoyed BE and Endless Legend is a lot more engrossing, both in narrative and game play. It definitely has a learning curve, but it's not like you ever finish all your Civ games, either.

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    Professor PhobosProfessor Phobos Registered User regular
    edited November 2014
    I might give Endless Space another shot. Didn't grab me. I also have Age of Wonders III on the docket. Endless Legend I'll pick up on a sale. I'm kind of leery, because the last fantasy 4X I tried...really burned me. I should have known after GalCiv 2 not to trust Stardock but I was weak.

    Professor Phobos on
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    YoshuaYoshua Registered User regular
    My only problem with Endless Space is it is very bad at hiding how much the AI is cheating. It's one of those things like rubber banding in racing games that just detracts from the experience when you notice it.

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    Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited November 2014
    So I said I wasn't going to play this again until it was patched some... turns out I'm a big liar. I just started a new game after I installed a bunch of mods:

    - "Last trade route in red" mod for ease of use
    - "Info Addict" because I am one
    - "Alien aggression" mod to hopefully make the aliens an actual threat
    - "BeBa - Beyond Rebalance" mod for a number of balance changes (trade routes are nerfed, AI is supposedly improved and a few techs and affinity perks are shuffled around)

    I'd just like to say that while they're all great additions to the game and I would recommend all of them, I would not recommend having "frenzied aliens" selected when using the alien aggression mod, unless you want to feel like you're colonizing a death world from Warhammer 40,000. If you push the aliens they'll push back, and "Frenzied Aliens" meant that there were so many of them that I had no chance of expanding in any direction without killing some, which pissed them off no end. Soon after killing one of their nests, my map looked something like this:
    LR-starshiptroopers_warrior_invasion.jpg

    On top of that, the rebalance mod has the ultrasonic fence waaaay down the tech tree on the Harmony side, and the aliens will absolutely go after your cities when provoked. Don't get me wrong, it was a fun experience, and one that I might revisit one day now that I know what I'm getting myself into (protip: if you attack a nest, they will be pissed at you for a looong time), but having to fend off aliens every single turn was a little tiresome. It makes for a great tech rush if you get that military virtue that gives you research for each alien killed though!

    TLDR; "Frenzied aliens" + alien aggression mod = Starship Troopers.

    Mr Ray on
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    hippofanthippofant ティンク Registered User regular
    edited November 2014
    So guys, I have an idea on how to improve the BE tech web. (Potential modders, take note! :D)

    One of the problems I have with the tech web is that it's not very logically organized. There aren't really any themes to the tech web that I can parse at a glance, with the one exception that miasma-related stuff is to the right. It means when making tech decisions, I'm surfing around the web hovering over every item, or typing the item I'm looking for in the web because I haven't made any mental association between the item I want and the technology that produces it (and further that technology's position in the web).

    To fix this, I would redesign the tech tree to have six separate axes/directions representing research focuses. Based on reading the Civilopedia entry on every technology, the six I've thought of right now are AI, Construction, Manufacturing and Miniaturization, Human Enhancement, Alien Ecology, and Sociology and Psychology. The tech web would be arranged around these six focuses, maybe you start from the centre, splitting off into 3, and then those 3 each split into 2, and then those branch out further along ~ I dun have the geometry entirely worked out. But players would very much get the sense that to get advanced AI techs, they first have to research simpler AI techs, to give a sense of technology progression (rather than simple accumulation).

    Why 6? Because I want to then align the 3 affinities along half of the pie. AI, for example, would be full-on Supremacy, while Construction and Sociology and Psychology would be half-Supremacy, half-Purity/Harmony respectively. I think I've laid out the 6 in a manner that makes such affinity distribution sensible, and indicates some relation between the neighbouring focuses. (I tried to think of 9, actually, but couldn't balance the affinities properly about the circle. I had at one point, in my mind, Materials (P/H), Orbital Construction (P/S), and Quantum Physics (???), but Materials didn't really seem to be related to Human Enhancement, and I didn't know wtf to do with Quantum Physics) Then the affinity bonuses should be generally, or maybe even entirely, scattered through the 3 relevant sixths of the tech web, with an increased concentration in your affinity's "pure" tech focus. This way, when you choose Supremacy, you're not just choosing the sorts of units you'll be playing with and a handful of techs/buildings, but very much changing the direction of your civilization's progress - you can't really be a Harmony civilization getting more AI technologies than alien ecology ones.

    Care would have to be taken to ensure the web is balanced properly, so, for example, not all the food buildings are over in the ecology side of the web, but even now, for example, Civil Creche is under "Social Dynamics", Cloning Plant is under "Genetic Design", Molecular Forge is under "Bioengineering", and Vertical Farming is a Purity tech, so Supremacy and Purity civs would have access to food-producing buildings, though maybe not as much as Harmony civs (who might be inclined to go tall then?). Maybe we could add something to Supremacy that reduces the amount of food consumed per citizen or reduces the amount of food needed to grow too - so Supremacy has access to its "own" "food source", but works different mechanically. (And then care might need to be taken so a Harmony player can't just grab that tech for some OP combo-ness... OR NOT). But maybe this could be used to direct players into slightly different paths, like Supremacy likes going with smaller cities focusing on buildings that generate their own pips, whereas Purity likes going with a lot of cities with a lot of improvements, and Harmony likes going a few big cities with a lot of buildings. This could also be used to put certain improvements in the hands of certain affinities: Academies are Supremacy (?) but Terrascapes are Purity, and Biowells are Harmony.


    Two more things I didn't like about the tech web is that way root/leaf technologies interact and how science production/cost scale (or don't scale, rather). If a tech was powerful enough, like Vertical Farming, I'd always reach out and just grab it, even if I'm not Purity. Furthermore, technologies that I skip early in the game eventually got cheap enough that I'd always just backtrack and grab them later in the game, at the cost of a turn or two. To some extent, this problem also existed in Civ V - people tend to rush the middle and then the bottom thirds of the tree in the Renaissance/Industrial era, and then "Oh right, I should get boats or something," but that's somewhat ameliorated by the way you're forced to progress up the entire tree, so you're often not just knocking out technologies at 1 turn each because you neglected that branch of science for centuries.

    So here's my suggestion: the root (top-level) technology of each node should be a "basic" technology. Nothing too fancy there. You have to research it to unlock the leaf technologies, which are substantially more expensive, and which represent advanced, applied research. And then all technologies (or maybe just leaf technologies) get cheaper the more technologies in its focus (and neighbouring focuses) that you research, representing synergy in your civilization's scientific efforts. This way, players are rewarded for specializing in certain areas of the tree, rather than dancing around, and it means your civilization can't just go research Alien Biology in a year, despite not having done any research into the aliens for centuries. This "discount" might need to be capped or rigged to scale down with each additional synergy, so that players who specialize don't just start getting free technologies. Also, I might want to make leaf techs REALLY exorbitant unless you have these discounts - either by just making their costs much higher, with the expectation that you don't get a level 1 leaf technology until you've gotten like 4 root technologies providing discounts, or by making the discount affect leaf nodes more than root nodes, or something - so that your Harmony civilization can, for example, rather easily research Engineering for a Thorium Reactor, but not, say, Fabrication for MagLevs (or maybe yes MagLevs, but not Phasal Transporters).

    The only alternatives to this I could think of were variable technology costs, so non-focal technologies get more expensive as you research technologies in incompatible focuses - but I think people would dislike technology costs that go up - or hard decision points - but I think people would dislike being railroaded that way. But it's really not uncommon for me to end games like 18/12/6 in affinities and have branches shooting up in each direction of the tech web, while the middle's all filled in.


    Overall, I think this might also help with the "lack of narrative" in the game too. This way, the civ you create follows a particular narrative you choose, 1 of 3 (or 6), and it doesn't seem like each time you play the game, you're playing the same game, with the exception of your military units. It's not quite each faction having its own character, but at least it's each affinity... and arguably, each faction could have its preferred affinity (either via game mechanics, or just AI preferences for the computer players) - based on the quotes, for example, Hutama's pretty Purity ("If the planet didn't want to be tapped, then why is it made of fuel?" - Xenomalleum) and Kozlov seems Purity ("Yes, the world is beautiful and unspoiled. But it is wrong. Correct it at once." - Terraforming), whereas Elodie, somewhat surprisingly to me, seems Supremacy ("Few have mastered the art of keeping a garden in perfect shape, especially since we have started growing titanium." - Biometallurgy). Some stuff would need to be rearranged - why the hell is the clearly Harmony Xenonova ("See the planet as a mother who loves her children and nourishes their growth, and much of this new world becomes less mysterious." - Samatar Jama Barre, This is Not Exile) under a Supremacy tech (Alien Materials)???

    What do you guys think? Should Firaxis hire me? :P

    hippofant on
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    Regina FongRegina Fong Allons-y, Alonso Registered User regular
    Yoshua wrote: »
    My only problem with Endless Space is it is very bad at hiding how much the AI is cheating. It's one of those things like rubber banding in racing games that just detracts from the experience when you notice it.

    My only problem with ES was the extremely lengthy number of turns before a new colony would put up it's own culture border, which coupled with the extremely harsh penalty for colonizing outside your border makes for ploddingly slow gameplay and exceedingly slow expansion.

    I'm not the kind of person who finds passing 30 turns to be interesting gameplay. Aside from that, it was a fun 4x game and a nice change of pace from Civ IV and SMAC (I don't like or play Civ V).

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    Dis'Dis' Registered User regular
    So got this yesterday, first civilisation title I've bought since 4. It was pretty great and did see the one more turn addiction (stayed up till 4am)...but I did not expect to be winning on Apollo for my second game and that might limit repeatability.

    I really wasn't keen on culture driving border expansions, much prefer if they decoupled that from expansion and have separate mechanics.

    Expansion
    ->Every city has a slow set clock of border expansions like 1/25 turns (faster for the expansion faction)
    ->Can still buy tiles with energy
    ->these automatic border expansions happen more quickly along trade routes and roads
    ->slower on miasma until you go up the harmony affinity when it gets quicker
    ->Some buildings, virtues, and quests have the property of giving border expansions on completion
    ->Have some virtues associated with certain terrain types, taking them gives faster expansion there
    ->Military units will have a mission option to 'Claim' a hept set of tiles on or outside a border. This will progress over time and sets the Aliens to hostile (and spawn more in the area). If the unit is killed the process resets. Purity will get to do it faster and harmony will reduce alien aggression in response to claims.

    Culture
    ->Generated by buildings/population
    <-Spent on virtues
    <-Counters espionage, enables some espionage missions
    <-Lets you do some sort of interaction with stations
    <-The affinity based victories have some sort of culture gating steps
    <-If you're harmony culture gives you some sort of points to buy over the aliens/improve tiles
    <-If supremacy culture gives you points to buy 'homo superiors' specialists of various types who don't consume food to offset supremacies lack of food bonuses
    <-If purity culture gives you points to buy settlers/workers/instant border expansions

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    Atlas in ChainsAtlas in Chains Registered User regular
    What is the fastest way to get to affinity 4 in any bracket without relying on a quest reward? Is there one that is much quicker than the others?

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    MegamaniacoMegamaniaco Madrid, Spain (again!)Registered User regular
    Nobody (and I mean nobody) on my Steam friend list is playing this anymore.
    That's... telling.

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    A duck!A duck! Moderator, ClubPA Mod Emeritus
    edited November 2014
    Nobody (and I mean nobody) on my Steam friend list is playing this anymore.
    That's... telling.

    I'm plinking away at it with 35 hours in, but I'm pretty much done for now until there are patches/expansions. This also happened to me with Civ V, though. Release -> play about 30 hours -> G&K -> lose 10 days of my life -> BNW -> lose another 10 days

    A duck! on
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    jdarksunjdarksun Struggler VARegistered User regular
    Nobody (and I mean nobody) on my Steam friend list is playing this anymore.
    That's... telling.
    I am. We should be friends.

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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    edited November 2014
    Nobody (and I mean nobody) on my Steam friend list is playing this anymore.
    That's... telling.

    I feel slightly embarresed to admit this but I preordered the game, preloaded it too. I haven't even booted it up since release. I have too many games to play and not enough time to play them.

    I really need to at least play through one game of Beyond Earth. Though I figure what'll happen is: I'll play one game of this and then get the itch to play an interplanetary-interstellar scope 4x.

    destroyah87 on
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    MegamaniacoMegamaniaco Madrid, Spain (again!)Registered User regular
    jdarksun wrote: »
    Nobody (and I mean nobody) on my Steam friend list is playing this anymore.
    That's... telling.
    I am. We should be friends.

    Actually I already have you on Steam, but I think that we haven't been connected at the same time while you played C:BE.

    The thing is, even Civ V vanilla had way, way more hours on my log before I stopped playing (until G&K). Ditto with Civ4, 3, SMAC, 2... Even freaking Call to Power 2 had WAY more use than C:BE.

    I guess I'm just bitter.

    Steam ID: Megamaniaco // LoL summoner: Corcorigan (NA), Megamaniaco (EUW) // Hearthstone: Megamaniaco.2120

    Please don't go. The drones need you. They look up to you.
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    Professor PhobosProfessor Phobos Registered User regular
    I've put about 70 hours in, myself.

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    jdarksunjdarksun Struggler VARegistered User regular
    I've put about 70 hours in, myself.
    About twice what I've done, I think. It's just a super high gaming priority for me. I've got the timed 12x Class XP for SWTOR until December, which is taking all my time, and DA3 drops next week.

    Add in less gaming time, and, whelp.

    I still like the game, and I have every intent on getting all the achievements. It'll just have to wait a month or two.

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    That_GuyThat_Guy I don't wanna be that guy Registered User regular
    I am trying to pace myself with this title. I got really burnt out of Civ 5 because I spent way to much time early on playing it. I figure I will play a game every month-ish so that, when the expansions come out, I feel up to playing them.

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    BullheadBullhead Registered User regular
    I cranked out 4 of the achievement victories and just became bored with doing domination, plus the other misc ones for each leader/map. Fired up a game of Civ 5 and was much happier, I'll pick it up again when they drop the first patch which should resolve some issues.

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    cshadow42cshadow42 Registered User regular
    Is there some way to down satellites that are over the ocean and not next to a land tile? Because it is really annoying when I'm trying to set up my orbital lasers and I'm getting blocked by rinky dink solar collectors.

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    hippofanthippofant ティンク Registered User regular
    cshadow42 wrote: »
    Is there some way to down satellites that are over the ocean and not next to a land tile? Because it is really annoying when I'm trying to set up my orbital lasers and I'm getting blocked by rinky dink solar collectors.

    Floating artillery is, I think, the only option.

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    JusticeforPlutoJusticeforPluto Registered User regular
    Imo, Ships and Fighters need an anti orbital option.

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    LanlaornLanlaorn Registered User regular
    Of the offensive satellites only the teleportation one ever seemed worth it. Which is, of course, probably far too good. Defensible terrain, map features and chokepoints mean nothing and every lake becomes an airfield as my entire carrier fleet warps in.

    I don't think it needs to be changed, but there should be some kind of planet buster option that could be brought to bear against the 7 super units now in your base.

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    NotoriusBENNotoriusBEN Registered User regular
    It might be balanced of there were an energy cost associates with teleportation. Or some kind of cost if not straight up cash.

    Just thinking about it because planetary annihilation had something similar for a bit

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    GoumindongGoumindong Registered User regular
    It might be balanced of there were an energy cost associates with teleportation. Or some kind of cost if not straight up cash.

    Just thinking about it because planetary annihilation had something similar for a bit

    Well teleport sats are a dead-end tech with basically no other application, far at the end of the web which are easy to shoot down if your cities have rocket batteries. Plus the fact that you should be spamming your own satellites in defense/production it makes it really hard to use a teleport sat effectively

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    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    You guys talking about the orbital solar collector layer?

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    Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited November 2014
    Honestly the orbital layer seems like the obvious starting point for an expansion; give us space fighters that can move between the layers, orbital hangars to put them in, and orbital super-weapons of some kind so that you need to keep the space over your empire clear. Orbital lasers are good and all, but super-weapons they ain't.

    I'm kind of disappointed that there's still no patch for the more obvious issues that need fixing so far, but I'm pretty happy with the mods I'm using. I would say that the Beyond Balance and Alien Aggression mods are pretty much must-haves at this point, but they don't really do anything much about the lackluster AI. That's something only Firaxis can fix.

    Mr Ray on
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    General_ArmchairGeneral_Armchair Registered User regular
    I personally miss bomber aircraft. I'd grant anti-orbital abilities to bombers.

    Defensively, bombers in your cities would make enemy sats in your territory short lived.

    Offensively you would need to win the air war by sweeping away any defending interceptors so that the skies will be clear for your anti-sat bombers.

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    jdarksunjdarksun Struggler VARegistered User regular
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    VicVic Registered User regular
    edited November 2014
    jdarksun wrote: »
    It doesn't make much sense to have bombers be anti-sat.

    If they were traditional bombers, sure. In Scifi terms bombers are usually just fighter crafts with heavier armaments though. If they use rockets or smart-bombs rather than traditional bombs it would work fine, and it would be strategically interesting.

    Vic on
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    jdarksunjdarksun Struggler VARegistered User regular
    Vic wrote: »
    jdarksun wrote: »
    It doesn't make much sense to have bombers be anti-sat.
    If they were traditional bombers, sure. In Scifi terms bombers are usually just fighter crafts with heavier armaments though. If they use rockets or smart-bombs rather than traditional bombs it would work fine, and it would be strategically interesting.
    Giving that ability to interceptors would make more sense.

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    General_ArmchairGeneral_Armchair Registered User regular
    edited November 2014
    Strategic Bombers traditionally have superior ranges and greater operating altitudes than most fighter craft. If anything will act as a mothership to carry heavy anti-sat missiles to the edge of the atmosphere, it will be something akin to a strategic bomber.
    Vic wrote: »

    If they were traditional bombers, sure. In Scifi terms bombers are usually just fighter crafts with heavier armaments though. If they use rockets or smart-bombs rather than traditional bombs it would work fine, and it would be strategically interesting.

    That isn't even a sci-fi thing. Equipping bombers with stuff beyond "dumb bombs that fall down" is a at least a Cold War thing.

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    General_ArmchairGeneral_Armchair Registered User regular
    edited November 2014
    double post. Sorry.

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    MordrothMordroth EntrepreNerd New Republic of AlbertaRegistered User regular
    TIE Bombers or Y-wings would do the trick nicely.

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    MordrothMordroth EntrepreNerd New Republic of AlbertaRegistered User regular
    hippofant wrote: »
    So guys, I have an idea on how to improve the BE tech web. (Potential modders, take note! :D)

    One of the problems I have with the tech web is that it's not very logically organized. There aren't really any themes to the tech web that I can parse at a glance, with the one exception that miasma-related stuff is to the right. It means when making tech decisions, I'm surfing around the web hovering over every item, or typing the item I'm looking for in the web because I haven't made any mental association between the item I want and the technology that produces it (and further that technology's position in the web).

    To fix this, I would redesign the tech tree to have six separate axes/directions representing research focuses. Based on reading the Civilopedia entry on every technology, the six I've thought of right now are AI, Construction, Manufacturing and Miniaturization, Human Enhancement, Alien Ecology, and Sociology and Psychology. The tech web would be arranged around these six focuses, maybe you start from the centre, splitting off into 3, and then those 3 each split into 2, and then those branch out further along ~ I dun have the geometry entirely worked out. But players would very much get the sense that to get advanced AI techs, they first have to research simpler AI techs, to give a sense of technology progression (rather than simple accumulation).

    Why 6? Because I want to then align the 3 affinities along half of the pie. AI, for example, would be full-on Supremacy, while Construction and Sociology and Psychology would be half-Supremacy, half-Purity/Harmony respectively. I think I've laid out the 6 in a manner that makes such affinity distribution sensible, and indicates some relation between the neighbouring focuses. (I tried to think of 9, actually, but couldn't balance the affinities properly about the circle. I had at one point, in my mind, Materials (P/H), Orbital Construction (P/S), and Quantum Physics (???), but Materials didn't really seem to be related to Human Enhancement, and I didn't know wtf to do with Quantum Physics) Then the affinity bonuses should be generally, or maybe even entirely, scattered through the 3 relevant sixths of the tech web, with an increased concentration in your affinity's "pure" tech focus. This way, when you choose Supremacy, you're not just choosing the sorts of units you'll be playing with and a handful of techs/buildings, but very much changing the direction of your civilization's progress - you can't really be a Harmony civilization getting more AI technologies than alien ecology ones.

    Care would have to be taken to ensure the web is balanced properly, so, for example, not all the food buildings are over in the ecology side of the web, but even now, for example, Civil Creche is under "Social Dynamics", Cloning Plant is under "Genetic Design", Molecular Forge is under "Bioengineering", and Vertical Farming is a Purity tech, so Supremacy and Purity civs would have access to food-producing buildings, though maybe not as much as Harmony civs (who might be inclined to go tall then?). Maybe we could add something to Supremacy that reduces the amount of food consumed per citizen or reduces the amount of food needed to grow too - so Supremacy has access to its "own" "food source", but works different mechanically. (And then care might need to be taken so a Harmony player can't just grab that tech for some OP combo-ness... OR NOT). But maybe this could be used to direct players into slightly different paths, like Supremacy likes going with smaller cities focusing on buildings that generate their own pips, whereas Purity likes going with a lot of cities with a lot of improvements, and Harmony likes going a few big cities with a lot of buildings. This could also be used to put certain improvements in the hands of certain affinities: Academies are Supremacy (?) but Terrascapes are Purity, and Biowells are Harmony.


    Two more things I didn't like about the tech web is that way root/leaf technologies interact and how science production/cost scale (or don't scale, rather). If a tech was powerful enough, like Vertical Farming, I'd always reach out and just grab it, even if I'm not Purity. Furthermore, technologies that I skip early in the game eventually got cheap enough that I'd always just backtrack and grab them later in the game, at the cost of a turn or two. To some extent, this problem also existed in Civ V - people tend to rush the middle and then the bottom thirds of the tree in the Renaissance/Industrial era, and then "Oh right, I should get boats or something," but that's somewhat ameliorated by the way you're forced to progress up the entire tree, so you're often not just knocking out technologies at 1 turn each because you neglected that branch of science for centuries.

    So here's my suggestion: the root (top-level) technology of each node should be a "basic" technology. Nothing too fancy there. You have to research it to unlock the leaf technologies, which are substantially more expensive, and which represent advanced, applied research. And then all technologies (or maybe just leaf technologies) get cheaper the more technologies in its focus (and neighbouring focuses) that you research, representing synergy in your civilization's scientific efforts. This way, players are rewarded for specializing in certain areas of the tree, rather than dancing around, and it means your civilization can't just go research Alien Biology in a year, despite not having done any research into the aliens for centuries. This "discount" might need to be capped or rigged to scale down with each additional synergy, so that players who specialize don't just start getting free technologies. Also, I might want to make leaf techs REALLY exorbitant unless you have these discounts - either by just making their costs much higher, with the expectation that you don't get a level 1 leaf technology until you've gotten like 4 root technologies providing discounts, or by making the discount affect leaf nodes more than root nodes, or something - so that your Harmony civilization can, for example, rather easily research Engineering for a Thorium Reactor, but not, say, Fabrication for MagLevs (or maybe yes MagLevs, but not Phasal Transporters).

    The only alternatives to this I could think of were variable technology costs, so non-focal technologies get more expensive as you research technologies in incompatible focuses - but I think people would dislike technology costs that go up - or hard decision points - but I think people would dislike being railroaded that way. But it's really not uncommon for me to end games like 18/12/6 in affinities and have branches shooting up in each direction of the tech web, while the middle's all filled in.


    Overall, I think this might also help with the "lack of narrative" in the game too. This way, the civ you create follows a particular narrative you choose, 1 of 3 (or 6), and it doesn't seem like each time you play the game, you're playing the same game, with the exception of your military units. It's not quite each faction having its own character, but at least it's each affinity... and arguably, each faction could have its preferred affinity (either via game mechanics, or just AI preferences for the computer players) - based on the quotes, for example, Hutama's pretty Purity ("If the planet didn't want to be tapped, then why is it made of fuel?" - Xenomalleum) and Kozlov seems Purity ("Yes, the world is beautiful and unspoiled. But it is wrong. Correct it at once." - Terraforming), whereas Elodie, somewhat surprisingly to me, seems Supremacy ("Few have mastered the art of keeping a garden in perfect shape, especially since we have started growing titanium." - Biometallurgy). Some stuff would need to be rearranged - why the hell is the clearly Harmony Xenonova ("See the planet as a mother who loves her children and nourishes their growth, and much of this new world becomes less mysterious." - Samatar Jama Barre, This is Not Exile) under a Supremacy tech (Alien Materials)???

    What do you guys think? Should Firaxis hire me? :P

    Pretty awesome and well thought out. My only 2 cents would be to make Wonders a different color so they're easier to find as well :)

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    Mr RayMr Ray Sarcasm sphereRegistered User regular
    There's a mod for that :)

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    MegamaniacoMegamaniaco Madrid, Spain (again!)Registered User regular
    I enjoyed this angry review. Opinions?
    https://www.youtube.com/watch?v=3dk4Reefp_8

    Steam ID: Megamaniaco // LoL summoner: Corcorigan (NA), Megamaniaco (EUW) // Hearthstone: Megamaniaco.2120

    Please don't go. The drones need you. They look up to you.
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    MordrothMordroth EntrepreNerd New Republic of AlbertaRegistered User regular
    Mr Ray wrote: »
    There's a mod for that :)

    Ooh, so there is. And man, that makes things better. Any idea if there is a mod to view the available lands for settlers? (i.e. locations you can settle that aren't too close to other cities/trade colonies?)

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    CaedwyrCaedwyr Registered User regular
    I just finished a game of SMAC and I can confirm that it is not nostalgia that makes people rave about how much better a game it is than Civilization Beyond Earth. The storytelling element made the "one more turn" effect even stronger, the mechanics were deep and mostly enjoyable and the random events/story-triggered events had real impact. The blooming of the planet near the end-game means that you can't let up at all once you get to the end and there's some real feelings of pressure on you, even if you've been running away with the game for a while. There's a bunch of improvements that could be made to the UI and a few game mechanics things that could be cleaned up in an update (plus graphics), but at it's core it's still a great game.

    I'm not sure if this makes me happy (great old game is still as good or better than I remember), or sad (new game continuing the tradition doesn't manage to live up to what came before and doesn't learn the lessons of what made the old one great).

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