Options

Sid Meier's: Civilization Beyond Earth

1636466686974

Posts

  • Options
    DarkMechaDarkMecha The Outer SpaceRegistered User regular
    I have to agree with the Angry Review for the most part. I've settled into a "meh...its ok" feeling about the game. I'll play it whenever I guess.

    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
  • Options
    GlyphGlyph Registered User regular
    edited November 2014
    Yeah that review is pretty spot-on.

    Anyway, upcoming patch details are out. It's a step in the right direction but a lot of work still needs to be done.

    Message from Firaxis is as follows:
    We’d like to thank all our fans for the feedback and reports they have been posting and sending in. The team has been working hard on bug fixing and balancing, and as you’ll see in the change list below, we’re close to locking down this patch. We’ll share more specifics for the gameplay changes shortly while the build is making its way through the approval process.

    -Firaxis Games

    [GAMEPLAY]
    • Implementing additional bug fixes for quests.
    • Implementing modified quest rewards based on game speed and which turn they were received in.
    • Revisiting difficulty level scaling. Increasing difficulty when playing on Apollo.
    • Implementing balance pass on Health system (penalties, bonuses).
    • Adjusting certain Virtues for balance.
    • Implementing overall unit balance pass (strength, production and strategic resource cost, affinity level requirements, location on tech web).
    • Implementing leader/sponsor trait balance pass (Kozlov, Barre, Rejinaldo, and Elodie), as well as some seeded start option adjustments.
    • Implementing Covert Ops updates and exploit fixes.
    • Implementing Trade Route balance and adjustments, including simpler UI.
    • Implementing gameplay bug fixes as reported in the community (Quests, etc.).
    • Implementing general AI improvements.
    • Adjusting Affinity reward ramping when earning Affinity from Quests.
    • Adjusting Station distribution, and arrival timing.
    • Improving AI, including energy management, tactical management, tech and victory approaches, etc.

    [ENGINE]
    • Fixing a memory leak that could potentially crash the game (mostly affected MP)
    • Correcting screen resolution problems, particularly related to the 144hz refresh rate full-screen (or lack of full-screen) issue.
    • Investigating a start-up problem where the game shuts down with an error immediately following the opening movie.
    • Investigating crash issues submitted by users, and through Steam crash reporting.
    • Adding an in-game option to disable depth of field effect for players that prefer the game without this.

    [UI]
    • Ongoing updates to in-game text, tool-tips, etc.
    • Correcting an issue where actions could be missing from embarked workers (like repairing a pillaged water improvement)
    • Adding "Completed" section to city production menu so players know what they just finished.
    • Adding advanced touch controls, gesture support, pen support.
    • Adding color icons to the tech web (categorized) with an option to disable.
    • Better inform players of approaching AI victory, and updated victory/defeat screen with additional information.

    [ACHIEVEMENTS]
    • Achievements not firing if Max Turns was set in previous games. Also investigating some other possible causes.

    [MODDING]
    • Fixing quest mod support.
    • Fixing 2D leader fall-back image support for all graphics quality settings.

    [MULTIPLAYER]
    • Fixing an issue that led to disconnects in cases of content mismatch.
    • Fixing an issue that was causing available/researched technologies after a re-sync.
    • Correcting multiple desyncs.
    • Ongoing multiplayer improvements.
    • Increasing geographic range of server browser distance filter.

    Glyph on
  • Options
    EnigEnig a.k.a. Ansatz Registered User regular
    Sounds like a patch to make it the way it should have been day one. If all of the balance stuff is truly balanced then this will get the game into a really good basic state.

    ibpFhR6PdsPw80.png
    Steam (Ansatz) || GW2 officer (Ansatz.6498)
  • Options
    UrQuanLord88UrQuanLord88 Registered User regular
    edited December 2014
    Patch Notes
    We’re happy to report the first major patch for Civilization: Beyond Earth is now available. This patch, a collaborative effort between Firaxis Games and all of you who took the time to provide feedback since launch, will automatically download the next time you start up your Steam client. If the patch is not downloading, try restarting Steam.
    Players affected by the 144hz monitor issue should find that is no longer the case. Another issue preventing achievements from unlocking has also been fixed. And, in addition to fixing these and other issues, Firaxis has also addressed a number of gameplay balance requests from the community – like optimizing trade route yields and doing away with one particular Covert Ops exploit. This is a substantial update, so please take a few moments to pore over the full patch notes below before you jump back into Beyond Earth for one ... more ... turn ...

    Sid Meier’s Civilization: Beyond Earth Fall Update Patch Notes

    Balance
    Wonders and Buildings:
    • Holon Chamber provides 3 Science, 4 Energy (was 5 Science)
    • Mind Stems cannot be bought with Energy.

    Diplomacy:
    • Any diplo item can now be traded in exchange for a peace treaty
    • Lump Energy trade requires a Cooperation Agreement.

    Trade:
    • Water trade routes no longer receive any increased yield.
    • Revised trade route formula for city-to-city trade, with reduced yields.
    • Trade Depots can no longer be purchased with Energy.

    Aliens:
    • Clearing a friendly alien nest now removes the Xenomass resource from player stockpile.
    • Adjusting passive recovery rate for alien opinion to be slower, to permit easier aggression escalation.

    Covert Ops:
    • Establish Network now has 0 difficulty and produces 0 intrigue. This prevents players from exploiting it to increase intrigue.

    Health effects balancing:
    • From -20 to -70, Production is penalized -1% per point (up to -50%).
    • From -15 to -65, enemy Covert Ops Intrigue is increased +2% per point (up to +100%).
    • From -10 to -60, Science is penalized -1% per point (up to -50%).
    • From -5 to -55, Culture is penalized -1% per point (up to -50%).
    • From 0 to -50, Outpost Growth is penalized -2% per point (up to -100%).
    • From 0 to -50, City Growth is penalized -2% per point (up to -100%).
    • From 1 to 5, nothing happens.
    • From 5 to 25, Production bonus +1% per point (up to +20%).
    • From 10 to 30, enemy Covert Ops Intrigue is decreased -2% per point (up to -40%).
    • From 15 to 35, Science bonus +1% per point (up to +20%).
    • From 20 to 40, Culture bonus +1 per point (up to +20%).
    • From 25 to 45, City Growth bonus +1% per point (up to +20%).
    • From 25 to 45, Outpost Growth bonus +2% per point (up to +40%).

    Virtues:
    • Eudaimonia (Tier III Prosperity virtue) now provides -15% less Unhealth (was -25%)
    • Learning Centers now provides +1 Science for Academies (was +2)

    Game Setup:
    • Sponsors:
    o Kozlov Ability: Orbital units last 50% longer, +50% Petroleum resource (was Orbital units last 20% longer and first launch grants free technology)
    o Barre Ability: +10% Growth when Healthy, all cities start with an Old Earth Relic (was +10% Growth when Healthy)
    o Rejinaldo Ability: Melee units +10% Strength, all units +5 Heal when fortified (was +10% Melee combat strength)
    o Elodie Ability: provides 1 free Virtue for every 10 Virtues earned normally through Culture (was 1 free Tech for every 10 Virtues earned in any way)
    • Colonists:
    o Aristocrats now provide +4 Energy per City (no Health bonus)
    o Artists now provide +3 Culture per City (no Health bonus)

    Tech Web:
    • Clear Miasma now unlocks on Ecology (was Alien Biology)
    • Miasmic Repulsor now unlocks on Alien Biology (was Ecology)
    • Array Science bonus now unlocks on Astrodynamics (was Orbital Automation)
    • Planet Carver now unlocks on Orbital Automation (was Astrodynamics)
    • Markov Eclipse now unlocks on Transcendental Math (was Artificial Intelligence)

    Stations:
    • Station start turn base is now 30 (was 20)
    • Station minimum allowed distance to another station is now 2 (was 3)
    • Station minimum allowed distance to a city is now 6 (was 5)
    • Station minimum allowed distance to an outpost is now 5 (was 3)

    Affinity Perks:
    • Harmony level 1 grants Miasma Immunity to the Explorer unit (was Alien opinion recovers twice as quickly)
    • Purity level 1 adds double combat strength when defending to Explorer unit (was Aliens cannot attack Explorers)

    Quests:
    • Affinity rewarded as a quest reward now ramps up slowly over the first 100 turns (on standard). This ramp will vary with game speed.
    • All players now get affinity quests within 1 turn of each other. If it's not possible for all players to receive a quest at the same time, the game waits until this is possible, then immediately gives all players a new affinity quest.
    • Autoplant Building Quest grants bonus Production (was +1 Trade Route)

    Units:
    • Explorers now have 6 combat strength (was 3).
    • Sea units now follow the same rules for ranged combat defense as all other units: they use the highest of their combat values (ranged combat or melee combat) when calculating defense.
    • Combat Rover unit can no longer fortify, and no longer receives defense bonuses from the terrain it is on.
    • Raising the secondary level requirement for the hybrid upgrades of affinity units:
    o First affinity unit (ex. Xeno Swarm) now upgrades at level 10 of main affinity and level 4 of secondary affinity (was 10+2)
    o Second affinity unit (ex. Xeno Cavalry) now upgrades at 12+5 (was 12+3)
    o Third affinity unit (ex. Rocktopus) now upgrades at level 14+6 (was 14+4)
    o Fourth affinity unit (ex. Xeno Titan) now upgrades at level 16+7 (was 16+5)
    • Lowering strategic resource costs for many affinity units, to ensure consistency across affinities and make top tier units easier to build. The first affinity units require 1 strategic, the second require 2, the third require 3, and the fourth require 5.
    o CARVR now costs 2 Firaxite (was 3)
    o Rocktopus now costs 2 Xenomass and 1 Floatstone (was 3 Xenomass and 1 Floatstone)
    o LEV Tank now costs 3 Floatstone (was 4)
    o SABR now costs 3 Firaxite (was 4)
    o Xeno Titan now costs 5 Xenomass (was 7)
    o LEV Destroyer now costs 5 Floatstone (was 7)
    o ANGEL now costs 5 Firaxite (was 6)
    • Increased production costs of upgraded Combat Rovers and Missile Rovers:
    o Combat Rovers now cost 80, 160, 260, 370 (was 80, 140, 220, 320)
    o Missile Rovers now cost 100, 190, 290, 400 (was 100, 180, 270, 370)
    • Lowering combat strength progression of Combat Rover:
    o Combat Rover combat strength progression is now 12, 18, 28, 52 (was 12, 18, 32, 52)
    • Changes to the combat strength of affinity units, to make non-upgraded ones more weak in general:
    o Xeno Swarm now has 22 combat strength at start, 54 when upgraded (was 34, 54)
    o Xeno Cavalry now has 36, 72 (was 48, 72)
    o Rocktopus now has 60, 92 (was 60, 82)
    o Xeno Titan now has 86, 114 (was 96, 114)
    o Battlesuit now has 24, 66 (was 40, 66)
    o Aegis now has 34, 34 double strike (was 40, 40 double strike)
    o LEV Tank now has 44, 77 (was 52, 77)
    o LEV Destroyer now has 74, 104 (was 84, 104)
    o CNDR now has 24, 63 (was 38, 63)
    o CARVR now has 38, 76 (was 50, 76)
    o SABR now has 52, 86 (was 58, 86)
    o ANGEL now has 78 with 78 melee, 102 with 88 melee (was 88 with 88 melee, 102 with 102 melee)

    AI:
    • Once the game is in Extended mode (after the player clicks the One More Turn button) the AI will now only pursue Domination.
    • Warmonger threat per city acquisition is now capped.
    • Warmonger calculation now scaled down when cities are taken by Sponsors that are reacting to a war that was declared upon them (that is, when that civ is not the aggressor).
    • Adjusted AI bonuses on higher difficulty levels.
    • Additional AI tuning, improvements, and tweaks.

    Gameplay Feedback:
    • Implemented anonymous gameplay telemetry for design feedback.

    UI
    Settings and Game Setup:
    • The menu now displays EQAA modes instead of MSAA modes if in Mantle version and the GPU supports EQAA.
    • Added option to disable UI/Map blur.
    • The player is now informed that enabling max turns disables victory achievements.

    Trade:
    • Previous trade routes appear in their own category at top of trade route chooser

    City/Production UI:
    • Adding Health tooltip help in City View to explain health sources and population cap
    • City production pop-up now shows the last item completed.
    • Increased city renaming from 15 character max to 23 character max.

    Misc:
    • Allow "One More Turn" after the default win conditions (Contact, Promised Land, Emancipation, Transcendence, Domination, Time), added text to defeat screen explaining how you were defeated.
    • Option to make minimap opaque
    • ESC leaves orbital mode instead of raising in game shell menu
    • Added a badge to covert ops button in the action corner which will show up, and a warning to the covert ops panel when a player has any cities with high intrigue.
    • Tech web - adding color underlays to building and wonder types.
    • Added additional Advisors for trade convoy and trade vessel.
    • Added support for third party wars in diplo overview.
    • Full touch/gesture and pen support added (Ultrabook, Surface Pro, etc.).

    Multiplayer
    • Setting the internet server browser list distance filtering to worldwide.
    • All players are notified when anyone completes a victory wonder.
    • Multiple improvements to stability.

    Modding
    • 2D fallback image now supported for leaders on all video quality settings, not just the lowest.
    • Added the ability to mod Quests.

    Bugs
    • Embarked workers can now correctly repair pillaged improvements.
    • Fixed an issue where Max turns was getting set on “Reload”, causing achievements to not fire.
    • Fixed bug where victory achievements would only unlock for the first player on a team.
    • Fixed empty trade requests that could occur during the AI turn.
    • Fixed multiple Quest issues (quest tracking, information, and reward bugs).
    • Fixed multiple issues with screen resolution on specific displays (like the 144Hz full-screen issue), and a Mantle issue causing the game to not display on the correct screen.
    • Setting MaxTurns only affects timed victory conditions. For a timed victory, you must either not set MaxTurns (of which, there will be a default for the game speed), or set it to 100+ turns. All other victory conditions can be achieved regardless of max turns.
    • Friendly aliens no longer blockade cities.
    • Fixed some specific issues with resources not appearing properly in the player stockpile.
    • Many additional bugs and crashes addressed based on community feedback. Thank you!

    UrQuanLord88 on
    http://steamcommunity.com/id/urquanlord88
    urquanlord88.png
    Streaming 8PST on weeknights
  • Options
    jdarksunjdarksun Struggler VARegistered User regular
    Trade Depots can no longer be purchased with Energy.
    lol
    Purity level 1 adds double combat strength when defending to Explorer unit (was Aliens cannot attack Explorers)
    Probably a good fix.

    The Health Effects and Affinity Unit rebalances are interesting.

  • Options
    BobbleBobble Registered User regular
    Jesus, they hit trade-route spam with a nuclear bomb.

  • Options
    a5ehrena5ehren AtlantaRegistered User regular
    The health changes are huge, though you can probably still go to -20 in the late game once you don't care as much about growth.

    Hitting the base affinity units with the nerf bat is interesting, especially Battlesuits losing 40% of their strength.

  • Options
    Mr RayMr Ray Sarcasm sphereRegistered User regular
    I think it needed it, to be honest. Will probably check this out some time this week when I actually get a free evening for vidyagames, but its interesting to note that most of the fixes here were already implemented in one way or another with mods.

    I'm interested to see whether "Additional AI tuning, improvements, and tweaks" means the AI will actually be good now. It seemed okay at building big cities, but not so great at warfare.

  • Options
    BobbleBobble Registered User regular
    Battlesuits needed it since they only require Titanium.

  • Options
    ShogunShogun Hair long; money long; me and broke wizards we don't get along Registered User regular
    Mr Ray wrote: »
    I think it needed it, to be honest. Will probably check this out some time this week when I actually get a free evening for vidyagames, but its interesting to note that most of the fixes here were already implemented in one way or another with mods.

    I'm interested to see whether "Additional AI tuning, improvements, and tweaks" means the AI will actually be good now. It seemed okay at building big cities, but not so great at warfare.

    I would not get your hopes up but I also secretly hope for the same thing.

  • Options
    a5ehrena5ehren AtlantaRegistered User regular
    They never really got the Civ 5 Tactical AI completely up to snuff, so I dunno. I did get the BE AI to try to flank me on a strategic level once (through a mountain pass, so it may have been an accident), but I held them off with my Xeno Titan.

  • Options
    MordrothMordroth EntrepreNerd New Republic of AlbertaRegistered User regular
    Hmmmm..... Seems to be they missed one critical thing:
    • Added Story Content so each faction feels unique

  • Options
    jdarksunjdarksun Struggler VARegistered User regular
  • Options
    ShimshaiShimshai Flush with Success! Isle of EmeraldRegistered User regular
    It should be able to stand on its own merits though. This does not seem to be the case as it stands right now.

    Steam/Origin: Shimshai

    steam_sig.png
  • Options
    DockenDocken Registered User regular
    jdarksun wrote: »
    CivBE is not Alpha Centauri, nor should it be.

    Well whatever it is, at the moment it's clearly inferior to SMAC in pretty much every way that matters, so adding some additional SMAC elements into it will probably improve it.

  • Options
    JusticeforPlutoJusticeforPluto Registered User regular
    Supremacy
    Shimshai wrote: »
    It should be able to stand on its own merits though. This does not seem to be the case as it stands right now.

    Opinions. I think it's fine as is. Each game tells its own story, just like in Civ. It's meant to be Civ in Space, not SMAC 2.


  • Options
    jdarksunjdarksun Struggler VARegistered User regular
    Shimshai wrote: »
    It should be able to stand on its own merits though. This does not seem to be the case as it stands right now.
    Does it not? You've played a game with the new patch? I'm only partly through a new game, so I can't say if the changes make definitive improvements or not yet.

  • Options
    GlyphGlyph Registered User regular
    Supremacy
    Shimshai wrote: »
    It should be able to stand on its own merits though. This does not seem to be the case as it stands right now.

    Opinions. I think it's fine as is. Each game tells its own story, just like in Civ. It's meant to be Civ in Space, not SMAC 2.

    I don't think the problem was ever that it wasn't SMAC 2, but rather that it didn't even feel like Civ in Space, just Civ 5: Space-ish Total Conversion Mod.

    If you compare its quest system to that of other 4x titles, like Endless Legend, the implementation and benefits seem so lackluster and uninspired to the point where they might as well have left it out entirely. And that's really the overall issue. We don't have an existing history to really work with in Beyond Earth, so the game needs to be able to make up for that by providing an interesting narrative. SMAC accomplished this with flying colors while BE didn't, and any neat ideas it did have were hidden away in its Civilopedia.

    For a game about exploring a new world in the infinite unknown, BE just feels so curiously underwhelming. Only 3 biome tile sets and the same 7 types of aliens across all of them that are really just annoying critters more than anything else.

    There are no natural wonders, very little to discover on the planet which is mostly homogenized with half the pod rewards just being resource boosts, similar to quests, and by mid-to-late game, it's all about you versus the other factions. The alien planet itself just becomes a sparse backdrop for you to compete with your fellow earthlings and that's frankly disappointing given the standard set by past Firaxis titles.

    This is one situation where going all out and being a bit whacky could've made all the difference. How great would it have been to run into some alien ruins on the planet that actually grant a unique technology or unit type that can't be acquired through the tech web? Or stumble upon a group of tiles covered in some ominous black spires, awakening an ancient presence that had been dormant for millennia prior to your arrival, maybe even leading to a new alien faction being spawned?

    Is this patch is a step in the right direction? Absolutely. But there's still a lot left to be done and hopefully we'll see that with the first expansion pack.

  • Options
    JusticeforPlutoJusticeforPluto Registered User regular
    I'm talking about story. I can't tell what others were referencing :)

    I think the game stands on its on just fine. I will, however, admit what is there is mearly "good" rather than "great", like said 4x titles you listed.

  • Options
    Maledict66Maledict66 Registered User regular
    The weird thing is, the game sort of is trying to be AC2. It has a storyline about the planet being sentient and having a consciousness, it just utterly fails to deliver on it in any way. Partly due to mechanics (aliens were toothless, got easier as the game went on and weren't worth the effort of taking even when going harmony) and partly due to integration into the game itself - you have to comb the civilopedia to realise that the game is literally telling the same story as AC.

  • Options
    GlyphGlyph Registered User regular
    I'm talking about story. I can't tell what others were referencing :)

    I think the game stands on its on just fine. I will, however, admit what is there is mearly "good" rather than "great", like said 4x titles you listed.

    I doubt anyone would seriously argue it's a bad game in the first place. That said, if they're going to take shortcuts such as reusing the Civ 5 engine with very similar combat, trade route, espionage and diplomacy mechanics (even recycling most of the leader dialogue) minus religion, luxury resources, city states, ages, unique units/buildings and cultural or diplomatic victories, then they better damn well find something to help the game distinguish itself as a standalone entry in the Civ franchise.

    Affinities were a neat concept, as was the orbital layer and tech web. But they just didn't really come together to make up for the loss of those other features. All the Affinity victories as well as the Contact victory felt like variations of Civ 5's Science victory, and that seems like a wasted opportunity.

    Their approach really should've been "This is the game we want to make; how can the Civ 5 engine help us to realize this?" Instead, it was more like "Let's take what Civ 5 did right and adapt it to a new setting." At least that's how it feels.

  • Options
    SyphonBlueSyphonBlue The studying beaver That beaver sure loves studying!Registered User regular
    Best part of the patch right here
    • City production pop-up now shows the last item completed.

    LxX6eco.jpg
    PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
  • Options
    DiannaoChongDiannaoChong Registered User regular
    SyphonBlue wrote: »
    Best part of the patch right here
    • City production pop-up now shows the last item completed.

    So many turns of "WHAT DID I JUST BUILD?!?!?!"

    steam_sig.png
  • Options
    Mr RayMr Ray Sarcasm sphereRegistered User regular
    Alright, after playing this post-patch for a bit today, I can confirm that Firaxis weren't just blowing smoke out their arses, the AI really is noticeably better. Kavitha called me up to say "no way, you've got a co-operation agreement with the African Union too? We should hang out some time!" which I'm pretty sure they didn't do before. And more importantly, Vadim actually managed to take me out with a pretty well-executed rush:
    s909x0lrgtvt.jpg

    I mean it only worked because I got complacent and figured that a single marine was enough to defend my entire colony, but I'm so not used to having to worry about the AI at all that this is a new and exciting experience!

    If you were waiting for this to feel more like an actual finished product before trying it again, you might want to give this another go.

  • Options
    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    Honestly, after ~40 hours played in the first two weeks, I'm done with BE until they release new content or an expansion.

    The really interesting thing for me is that I've actually gone back and played a couple games of Civ 5, and the difference is stark enough to make you just not really want to go back to BE and deal with all the broken mechanics there.

  • Options
    DarkMechaDarkMecha The Outer SpaceRegistered User regular
    That's how I felt after a few games of BE. It just isn't that interesting of a game right now. Very sad, was one of my most anticipated games and now I don't even play it at all.

    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
  • Options
    Professor PhobosProfessor Phobos Registered User regular
    Yeah, I've been playing more Endless Legend than Beyond Earth. Of the two big new 4x releases this year, EL actually pushes the genre forward a bit.

  • Options
    BullheadBullhead Registered User regular
    Yeah, I've been playing more Endless Legend than Beyond Earth. Of the two big new 4x releases this year, EL actually pushes the genre forward a bit.

    It does have a lot of cool new innovations I like, although I hate the damn random winters. The army stacks leading to hex battles is awesome and allows for more efficient army movement without bringing back the annoying stacks of doom.

    96058.png?1619393207
  • Options
    KarozKaroz Registered User regular
    Bullhead wrote: »
    Yeah, I've been playing more Endless Legend than Beyond Earth. Of the two big new 4x releases this year, EL actually pushes the genre forward a bit.

    It does have a lot of cool new innovations I like, although I hate the damn random winters.

    The top of the middle talent tree for all heroes has Cold Operator. Armies they control or cities they govern ignore the effects of winter. :biggrin:

    Yeah EL has certainly enraptured me much more than BE. It's too bad that since I like the idea of customizing your civ as you progress but the various powers the EL factions have out the gate are far more compelling.

  • Options
    NogginNoggin Registered User regular
    My wife called it with Beyond Earth, the mechanics are really cool but it's harder to get invested than civ 5, because they aren't historical characters and there's no set personality.

    I've been hesitant to check out EL for fear of that same feeling. It doesn't seem as approachable as civ 5.

    Battletag: Noggin#1936
  • Options
    BullheadBullhead Registered User regular
    Karoz wrote: »
    Bullhead wrote: »
    Yeah, I've been playing more Endless Legend than Beyond Earth. Of the two big new 4x releases this year, EL actually pushes the genre forward a bit.

    It does have a lot of cool new innovations I like, although I hate the damn random winters.

    The top of the middle talent tree for all heroes has Cold Operator. Armies they control or cities they govern ignore the effects of winter. :biggrin:

    Yeah EL has certainly enraptured me much more than BE. It's too bad that since I like the idea of customizing your civ as you progress but the various powers the EL factions have out the gate are far more compelling.

    Yeah, it just takes awhile to get there, and its frustrating when cold pops on a city with a newer governor. The other thing I don't like is the one city per region, I feel it makes expansion weird for me and sometimes leads to optimal city spots being bad because you can't access the tiles on the other side of a region border.

    BE really suffers for me on replay-ability right now, the factions are just so bland compared to what Civ5 had, and there's so few you play the same damn people everytime.

    96058.png?1619393207
  • Options
    BullheadBullhead Registered User regular
    Noggin wrote: »
    My wife called it with Beyond Earth, the mechanics are really cool but it's harder to get invested than civ 5, because they aren't historical characters and there's no set personality.

    I've been hesitant to check out EL for fear of that same feeling. It doesn't seem as approachable as civ 5.

    It's not at all hard to get into, I actually really got into sorta RPing the storylines for the two factions I've played with thusfar. My first game was a bit of a learning curve figuring out how to do certain things (esp. building cities well), but if you're a civ vet you can adapt to it quickly.

    96058.png?1619393207
  • Options
    DrascinDrascin Registered User regular
    Noggin wrote: »
    My wife called it with Beyond Earth, the mechanics are really cool but it's harder to get invested than civ 5, because they aren't historical characters and there's no set personality.

    I've been hesitant to check out EL for fear of that same feeling. It doesn't seem as approachable as civ 5.

    Well, there is plenty of personality to the factions in EL. They have huge quest lines each, in fact.

    It is different enough from Civ V that it will probably take you a few restarts before you actually understand how things work though.

    Steam ID: Right here.
  • Options
    MegaMekMegaMek Girls like girls. Registered User regular
    Isn't there an Endless Legend thread?

    Is time a gift or punishment?
  • Options
    BobbleBobble Registered User regular
    MegaMek wrote: »
    Isn't there an Endless Legend thread?

    Was just gonna ask the same thing, since all this talk got me to look into it. I'm not seeing a thread yet...

  • Options
    Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    so what's the verdict on the balance changes and all?

    I think I'm probably gonna get it in this winter sale anyway, so I guess I'm just curious

    hold your head high soldier, it ain't over yet
    that's why we call it the struggle, you're supposed to sweat
  • Options
    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    Balance changes are well and good, but the overall opinion of the game seems to be that it's short on meaningful content and doesn't take many risks, which cause it to feel like a re-skinned, no-expansions version of Civilization. It still has the same "one more turn" hook, but does not have the same long-term replay value as Civ 5 (and certainly not including the expansions).

    All that being said, you will likely get the old standard of 40+ hours of play by the time you're done with it. Which I think is a great return on the price given how terrible most games are nowadays on that end.

  • Options
    BeefersBeefers Registered User regular
    The new balance changes are GREAT, especially if you and your friends play a decent amount of multiplayer. The biggest problem imo is still the fact that it has the Civilization tag in front of the game. This is not a game where you build a civilization at all, it is still and might forever remain, Command&Conquer: The TBS.

    That is to say I love the shit out of the game (more so then 5) but it definitely doesn't feel like civilization, it merely borrows some mechanics and streamlines everything towards war.

  • Options
    Last SonLast Son Registered User regular
    I've played a few games of this in the past week since I heard about the March patch and I've gotta say, its a lot more fun now. I hadn't actually played since November so theres probably multiple patches worth of stuff here but;

    1) The toning down of trade routes(and the inclusion of a auto-renew option) has sped up the game considerably.

    2) Alien behavior seems to no longer be universal. Even with the AI murdering aliens left and right they still left me alone but as soon as I killed a few they turned hostile. Alien "opinion" also decays at a much slower rate so you can't murder a bunch of aliens and then have them back to peaceful within a dozen turns.

    3) The AI is aware that they need to increase their affinity and to stick with one primary affinity, so you no longer get a hundred turns into the game with the AI having 1-2 levels in each affinity while you steamroll them with upgraded Cinders/Battlesuits/ect.

    4) The early affinity units were toned way down, so there is actual strategy involved beyond rushing to affinity 4 and murdering everyone.

    5) Wonders were overhauled. There is still some meh ones but they're mostly good and provide unique bonuses unavailable elsewhere. The few truly ridiculous ones were changed as well(Ectogenesis Pod, I'm looking at you).

Sign In or Register to comment.