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Ack, I was misremembering the launch of Alpha Centauri as the launch of Outpost, from 1994 (not surprised I'm getting memories mixed up from that time). I give you the critical response section of the wikipedia page for Outpost:
Initial reviews of Outpost were enthusiastic about the game. Most notoriously, the American version of PC Gamer rated the game at 93%, one of its highest ratings ever for the time. It was later made known that the reviewers had in fact played beta versions of the game, and had been promised certain features would be implemented, but never were.[citation needed]
Indeed, many of the features described in the game's own documentation simply did not exist in the game at all. These included the ability to enter diplomatic relations with the rebel colony and the ability to build roads, orbital colonies, or the mass driver. Many of these gameplay aspects were later patched in, though in appearance only, as many of them failed to have any meaningful effect on gameplay.
Following the release of the game, the game's general bugginess and perceived mediocre gameplay, along with the lack of features described in most of the game's reviews and the game's own documentation led to a minor backlash against the computer game magazines of the time by consumers who bought the game based on their reviews.[citation needed]
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On May 22 2014 09:18 marigoldran wrote: Also, they'll need to come up with better names for the factions. Pan-American Cooperative? What sort of terrible name is that? "Altarians" or "Drengin" or "Zerg" are soooooo much better as names.
Imagine calling the zerg: "alien xenomorphs." Geezus.
I imagine the playerbase will either call the "factions" by their initials (ARC, PAC, KP, PAU) or the names of the real nation/region/continent behind them (Americans, Chinese, Indians, Africans).
And anyway, it looks like factions are less important in this game than previously. Your "real" faction here is Purity/Supremacy/Harmony, and the other factions are just your starting kit to evolve in that direction.
Edit: Apparently, the full faction list includes:
American Rec. Corp. Brasilia Franco-Iberia Kavithan Prot. Pan-Asian Coop. Peoples African Union Polystralia Slavic Fed.
Seems sensible, but I'm hoping for at least one middle-eastern faction. A Nordic (germanic-scandanavian-british) faction would fit in nicely too.
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hmmm... dont know what to say...
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Looks interesting at least, not a huge fan of V myself. I am hoping that the quests will be easily controlled so you can align them with your interests instead of just getting ones that are out of the way. Tech web sounds interesting too.
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Looks really nice. They sure have improved the Civ5 engine for the better
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After Earth looks good, but it feels like it got a paint job and some renovations they always wanted to change in terms of core strategy and such.
Not fully convinced it's worth making it a whole new title.
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Did they locked down a release date at E3 other than Q3 2014?
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Tons new info:
http://forums.civfanatics.com/showthread.php?t=528573
http://www.gamersglobal.de/preview/civilization-beyond-earth
There are four victory "main quests" that denote several steps necessary to achieve it. The first is called "transcendence". The aim here is to be one with the planet. To do this, the first step is to communicate with the planetary life , which requires two of the following three technologies Transgenics, Swarm intelligence and Nanorobotics. If you have researched this, one of the next necessary step is reported. Victory Condition 2 questline "Promised Land": As a brave Earth emigrants one wants to connect to the mother planet (again), includes the launch of a Lasercom satellites as the first step. In Quest series 3 ("Contact") is about to get in contact to the previously alien civilization on the new planet. There are three options in the first step: finding the corresponding signal when exploring ruins, build a Deep Space Telescope to build (an orbital unit) and to start researching technology "Transcendental Equation". The last quest line eventually called "Emancipation", the goal here is to return to Earth, and "freeing the inhabitants from their lower, non-enlightened existence." Here we go again with the building of a Lasercom satellites. You can try to track multiple victory conditions simultaneously, but you will have to decide eventually.
Explorers are used to dig (digs last five turns) four types of tiles: Progenitor Ruins (provide advanced technology or increase in affinity), Alien Skeleton (native unit or energy), crashed satellites (science boost or new resource location), not sure what the last one is (my German is rusty and basic so I am relying on Google translate a lot here, I have been told by two people it is an abandoned human settlement, and it gives pop boost or culture).
Oceanic Alien units called Sea Dragon and Kraken.
Virtue bonuses: there are two types of synergy bonuses: one type (of which there are three per virtue, for a total of twelve) rewards you if you have a certain number of virtues have collected within the three ranks. The second type (of which there are six in total) is one of the virtues collected within a rank.
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Susan Fielding of the American Reclamation Corporation does not share our enthusiasm for the blending of man and machine. Her faction’s affinity is Purity, distinguished by her white flowing clothes, gold leaf trim, and desire to preserve humans exactly as they are.
Susan may become a problem later, but right now our focus is on Fahrain (this is Barre I am sure, they just spelled his name like it sounds) , an African fellow whose green clothes betray his faction’s Harmony leanings – that is, he believes that humans must be integrated into the planet via things like gene splicing. Fahrain is forefront in our mind because he has Firaxite, a resource used by Supremacy factions to create special units. We’ve offered to trade for it and been declined, so we’ve assembled an army on his borders.
Source
It isn’t just a visual overhaul being done for Beyond Earth. Those systems that govern bonuses as you progress through the game have also been reimagined. Most significant of these is the Tech Web, an evolution of the standard tech tree used in Civ. It is designed as a nod to the fact that Beyond Earth deals with possibilities, whereas Civ dealt in reality, where we know the linear progression of science quite well.
“There is no linear tech tree anymore, because you are really in the future now and in uncharted territory. So when you start out you are in the middle of the technology web, rather than on a linear technology tree” According to Dennis. “It will change the very look of what your civ looks like”
You start the game in the centre of the web, and as you research you move outwards. This not only keeps every game different, thanks to the design nudging you to push your technological developments in a certain direction. To make the most of your research you will want to focus on an area of the tech web, pushing yourself down a path that manifests in the look and feel of your civilization and its inhabitants.
Source
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Lot of fantastic music there: Saint Saens and Tchaikovsky. Great to see that Civ creators keep using actual masterpieces rather than having bombastic commercial computer game music written for them like basically everyone else.
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All I care about is the AI and diplomacy not being complete crap like it is in civ5. Games with less than full human players always came down to manipulating the stupid AI, paying a bunch of iron and horses in the modern era to go to war with a neighbor it had been friends with the entire game, destroying trade routes and research agreements in the process. Even in games with all human players the absurdly bad tactics of the city states could cost you the game if you got in to a war.
The beginning launch stuff seeding your game plan sounds cool. I hope there is a way to just have it randomly chosen so players (AI and human) can be forced to try different things.
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On July 02 2014 15:05 mucker wrote: All I care about is the AI and diplomacy not being complete crap like it is in civ5. Games with less than full human players always came down to manipulating the stupid AI, paying a bunch of iron and horses in the modern era to go to war with a neighbor it had been friends with the entire game, destroying trade routes and research agreements in the process. Even in games with all human players the absurdly bad tactics of the city states could cost you the game if you got in to a war.
The beginning launch stuff seeding your game plan sounds cool. I hope there is a way to just have it randomly chosen so players (AI and human) can be forced to try different things.
me too... im like a moron here always complaining again and again on the ai... will only buy this game if the community ai feedback is good...
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While I'm a big fan of Civilization, 4 and 5 alike I have grown accustomed to not expect much of Vanilla 1.0 versions :/
Lack of features and ridiculous balance incoming.
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On July 04 2014 01:08 rezoacken wrote: While I'm a big fan of Civilization, 4 and 5 alike I have grown accustomed to not expect much of Vanilla 1.0 versions :/
Lack of features and ridiculous balance incoming. Well, on Civ 5 they decided for some reason to have a 22 year old kid do the lead designer for it so he stripped out what he considered 'blot' but where actually vital features of the game that the next 2 expansions put right back in while not doing anything to improve the ai -- and maybe even hurt it by trying to develop better combat via hexes and one unit stacking without importing a functioning combat ai.
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On July 04 2014 04:07 Sub40APM wrote:Show nested quote +On July 04 2014 01:08 rezoacken wrote: While I'm a big fan of Civilization, 4 and 5 alike I have grown accustomed to not expect much of Vanilla 1.0 versions :/
Lack of features and ridiculous balance incoming. Well, on Civ 5 they decided for some reason to have a 22 year old kid do the lead designer for it so he stripped out what he considered 'blot' but where actually vital features of the game that the next 2 expansions put right back in while not doing anything to improve the ai -- and maybe even hurt it by trying to develop better combat via hexes and one unit stacking without importing a functioning combat ai. Designing fundamental game systems and improving AI are so very very different.
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On July 04 2014 01:08 rezoacken wrote: While I'm a big fan of Civilization, 4 and 5 alike I have grown accustomed to not expect much of Vanilla 1.0 versions :/
Lack of features and ridiculous balance incoming. Don't care. Must have!
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On June 29 2014 00:55 {CC}StealthBlue wrote:Show nested quote +Susan Fielding of the American Reclamation Corporation does not share our enthusiasm for the blending of man and machine. Her faction’s affinity is Purity, distinguished by her white flowing clothes, gold leaf trim, and desire to preserve humans exactly as they are.
Susan may become a problem later, but right now our focus is on Fahrain (this is Barre I am sure, they just spelled his name like it sounds) , an African fellow whose green clothes betray his faction’s Harmony leanings – that is, he believes that humans must be integrated into the planet via things like gene splicing. Fahrain is forefront in our mind because he has Firaxite, a resource used by Supremacy factions to create special units. We’ve offered to trade for it and been declined, so we’ve assembled an army on his borders. SourceShow nested quote +It isn’t just a visual overhaul being done for Beyond Earth. Those systems that govern bonuses as you progress through the game have also been reimagined. Most significant of these is the Tech Web, an evolution of the standard tech tree used in Civ. It is designed as a nod to the fact that Beyond Earth deals with possibilities, whereas Civ dealt in reality, where we know the linear progression of science quite well.
“There is no linear tech tree anymore, because you are really in the future now and in uncharted territory. So when you start out you are in the middle of the technology web, rather than on a linear technology tree” According to Dennis. “It will change the very look of what your civ looks like”
You start the game in the centre of the web, and as you research you move outwards. This not only keeps every game different, thanks to the design nudging you to push your technological developments in a certain direction. To make the most of your research you will want to focus on an area of the tech web, pushing yourself down a path that manifests in the look and feel of your civilization and its inhabitants. Source
Firaxite, huh? Cheeky.
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