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Civilization: Beyond Earth - Page 22

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Nyxisto
Profile Joined August 2010
Germany6287 Posts
October 26 2014 18:49 GMT
#421
The biggest difference is that a single trade-route didn't work in both directions in civ 5. Also the total amount of trade routes was much smaller. I got a quest at turn 60 or something that gave me +1 trade-route in every city and I had 12 traderoutes up by turn 110 or something, with every traderoute giving +3/+6 in both directions or something like that. It's really imbalanced.
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
Last Edited: 2014-10-26 19:25:10
October 26 2014 19:13 GMT
#422
I don't think it's fair to judge this game against Civ V vanilla... shouldn't we expect that Firaxis has learned from its mistakes and should be able to carry over some of the insights from tweaking/fixing Civ V over 5 years? Plus, the differences between Civ IV/Civ V and Civ V/BE are not as large IMO (looking at the core engine/game mechanics).

I think a lot of this comes down to the fact that they did not spend the time to properly beta test this game, perhaps assuming it was "close enough" to Civ V as it uses the same engine. I would not be surprised if 2K pushed hard for the game to come out in time for Christmas either, development cycle be damned. I have no doubt that the game will be improved in the months/years to come but it is disappointing to see it marketed now as a full release (with the full-price tag) when the "complete" game is surely another few years and at least $60 away.

But whenever I hear someone say, "well, it's better than Civ V vanilla.." I can't help but think that they are just grasping at straws to justify the money spent.
"See you space cowboy"
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
Last Edited: 2014-10-26 21:28:09
October 26 2014 21:27 GMT
#423
On October 27 2014 02:53 Yurie wrote:
Show nested quote +
On October 27 2014 02:50 North2 wrote:
I'd say this is the best vanilla Civ to date by a good margin.

The AI is truly dumber than rocks though, and trade routes are way too strong. As with any single-player game, I just take the task upon myself to 'balance' the game as I see fit and play with restrictions for extra challenges. Just beating it on Apollo is too easy. Turning it down one level and playing with one trade route is much more enjoyable. One of the quest decisions that gives +1 trade route from Autoplants is just dumb, so none of that either.

I just don't know why people are complaining about trade routes in this game when BNW trade routes were the same.


People probably didn't play BNW, I didn't. My biggest complaint with trade routes is that I keep having to set them over and over and over and over again. All of them don't keep going after they are set, even if they are internal.


That is why I installed a mod that increases the trade route duration to 80 turns. Before that, I intentionally didn't pick the "+1 trade routes" because I didn't want to deal with even more trade routes. Even with the mod they keep annoying me, so I might tune the value even higher.
Link: http://steamcommunity.com/sharedfiles/filedetails/?id=331446196&searchtext=

I've mostly done the ICS thing and it still works quite well, especially with the +2 culture, +1 health per city faction that allows you to get to the -25% health reduction fairly quickly. Once you've reached that, all your cities basically have +10% to everything, are less vulnerable to covert ops, etc.
Trade routes are a real pain for ICS though.
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
October 26 2014 21:43 GMT
#424
You have more trade routes in BE than BNW (2-3 per city) so the micromanagement is a lot more tedious now.

And the problem with the trade route duration mod is that the stations only level up once the trade route "completes", so 80 turn routes would be a big nerf to stations.
"See you space cowboy"
Deleted User 137586
Profile Joined January 2011
7859 Posts
October 26 2014 22:25 GMT
#425
Does anyone actually link to stations? I either get more food and production from linking my own cities, or I get science and energy from other civs. I see no reason why to use trade routes for culture.
Cry 'havoc' and let slip the dogs of war
Sub40APM
Profile Joined August 2010
6336 Posts
October 26 2014 22:44 GMT
#426
Nope, they seem like a silly, last minute slap on. It would have been nice if the stations could represent splinters from a civilization that has too many different affinities in its border -- like a purity civ's harmony refugees forming a little station
Nyxisto
Profile Joined August 2010
Germany6287 Posts
Last Edited: 2014-10-26 22:52:01
October 26 2014 22:51 GMT
#427
well sometimes they are useful if you have unused trade route slots left, but I don't understand why they got rid of city states and the diplomatic victory, they could have literally copied it from Civ 5. Same goes for the modded Civ5 interface, it was basically perfect. The new UI feels really clumsy.

I also tried Purity now, it seems really strong. The Battlesuit is just an insane unit and the gene 2 health thingy comes in very handy.
North2
Profile Joined January 2011
134 Posts
October 26 2014 23:15 GMT
#428
I'm starting to remember now....BNW felt dumb to me because trade routes scaled with the size of cities you're trading to. It felt like Mario Cart, where the people at the lower standings got help to boost them up to the rest of the world. It took away from the challenge of the game entirely, since any mistakes and suboptimal setups can be made up by trading ridiculous amounts to catch up. This game's probably even worse if you play without any self-imposed limitations to trade routes since you can actually surpass people with basically an unlimited supply of Golden Mushrooms, and the AI isn't smart enough to do the same.

I'm starting to feel that 1 trade route per city is too much.
www.twitch.tv/rnorth2
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
October 26 2014 23:25 GMT
#429
Looks like there is already a modding effort to re-balance some of the more blatant problems in the game. Looks interesting and I'll probably try out a game or two with them.

http://forums.civfanatics.com/showthread.php?t=536537
"See you space cowboy"
Nyxisto
Profile Joined August 2010
Germany6287 Posts
October 27 2014 04:12 GMT
#430
The biggest bummer about the game in my opinion is that they basically completely got rid of diplomacy and the cultural victory. The factions are also way too generic. It's funny how every new civ iteration somehow comes up with some really cool stuff, but they always seem to manage to take some of the really well working old things out along the way.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
October 27 2014 05:12 GMT
#431
Getting trade depots up, 1 quick fence to make your trade routes immune to Aliens and start trade away away, if not for the science then for the internal (two way) trade routes, some shit has to be done about it. Stations are fucking useless because the internal trade routes or the AI are so much better.
WriterXiao8~~
Kaneh
Profile Joined April 2009
Canada737 Posts
October 27 2014 05:47 GMT
#432
stations aren't even good punching bags for the aggro civs to get a leg up. like someone said earlier there are no benefits to early warmongering. there's a really low XP cap for units, aliens don't give you anything, stations dont' give you anything.

pretty much splash growth virtue for the free colonist
then go ind for the health/trade route bonus, and some sci for the virtues that help wide empites

purity is best,
gene helps bridge the gap to biowells, and battlesuit is hands down the best early game unit.
The farm tech is all purity, so you dont' need to muck around with terraforming or trying to optimize/balance cities. just spam farms everywhere.
Purity does have weak other units, except if you like to mass tanks and just ram them down everyone's throats. They have the best tanks for that =S
Yurie
Profile Blog Joined August 2010
11836 Posts
October 27 2014 06:24 GMT
#433
On October 27 2014 06:27 Morfildur wrote:
Show nested quote +
On October 27 2014 02:53 Yurie wrote:
On October 27 2014 02:50 North2 wrote:
I'd say this is the best vanilla Civ to date by a good margin.

The AI is truly dumber than rocks though, and trade routes are way too strong. As with any single-player game, I just take the task upon myself to 'balance' the game as I see fit and play with restrictions for extra challenges. Just beating it on Apollo is too easy. Turning it down one level and playing with one trade route is much more enjoyable. One of the quest decisions that gives +1 trade route from Autoplants is just dumb, so none of that either.

I just don't know why people are complaining about trade routes in this game when BNW trade routes were the same.


People probably didn't play BNW, I didn't. My biggest complaint with trade routes is that I keep having to set them over and over and over and over again. All of them don't keep going after they are set, even if they are internal.


That is why I installed a mod that increases the trade route duration to 80 turns. Before that, I intentionally didn't pick the "+1 trade routes" because I didn't want to deal with even more trade routes. Even with the mod they keep annoying me, so I might tune the value even higher.
Link: http://steamcommunity.com/sharedfiles/filedetails/?id=331446196&searchtext=

I've mostly done the ICS thing and it still works quite well, especially with the +2 culture, +1 health per city faction that allows you to get to the -25% health reduction fairly quickly. Once you've reached that, all your cities basically have +10% to everything, are less vulnerable to covert ops, etc.
Trade routes are a real pain for ICS though.


I wish more for an automated trader like the worker or exploring. You hit it and each time the duration expires they select the best available route, perhaps an internal/external option on top of it. That way you don't run into the limit of using bad routes since they have changed during 80 turns. Though that is better than the current system.
Nachtwind
Profile Joined June 2011
Germany1130 Posts
October 27 2014 06:38 GMT
#434
Can you terraform like in AC? Like raising up mountains to influence rain etc?
invisible tetris level master
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2014-10-27 06:57:29
October 27 2014 06:55 GMT
#435
On October 27 2014 08:15 North2 wrote:
I'm starting to remember now....BNW felt dumb to me because trade routes scaled with the size of cities you're trading to. It felt like Mario Cart, where the people at the lower standings got help to boost them up to the rest of the world. It took away from the challenge of the game entirely, since any mistakes and suboptimal setups can be made up by trading ridiculous amounts to catch up. This game's probably even worse if you play without any self-imposed limitations to trade routes since you can actually surpass people with basically an unlimited supply of Golden Mushrooms, and the AI isn't smart enough to do the same.

I'm starting to feel that 1 trade route per city is too much.


A few things.

In BNW internal trade route do not scale with city size at all. External trade route scale with the gold the city makes (which can be a function of your pop). Internal routes scale with the era you are in, gaining 0.5 per era (1 for sea routes due to x2 bonus).

Also the number of routes was tied to the tech tree you went from a quick 4 routes to a late game 8 routes (10 with 2 wonders).

In BE:
-trade routes numbers are THREE per cities, so a 7 city empire will get 21 routes. Nuts.
-Internal: yields scale on differentials between 2 of your cities. Linking a huge city to a small one will give you HUGE yields both ways while linking 2 identical cities gives nothing. They also give both food and production.
-External: Both gold and science scale up the whole game ending up being a huge chunk of your science and gold.
Either we are alone in the Universe or we are not. Both are equally terrifying.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 27 2014 09:48 GMT
#436
On October 27 2014 15:38 Nachtwind wrote:
Can you terraform like in AC? Like raising up mountains to influence rain etc?

No such options in BE. This is just a mod for Civ 5 with no new mechanics except Orbital stations, they only put a new paint on Civ 5 options.
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2014-10-27 10:16:28
October 27 2014 10:09 GMT
#437
On October 27 2014 18:48 -Archangel- wrote:
Show nested quote +
On October 27 2014 15:38 Nachtwind wrote:
Can you terraform like in AC? Like raising up mountains to influence rain etc?

No such options in BE. This is just a mod for Civ 5 with no new mechanics except Orbital stations, they only put a new paint on Civ 5 options.
It does feel like a (somewhat sloppy) mod, yes. But you can count the "miasma" mechanic as terraforming. It gives you the choice between cleaning miasma and thus make it more like earth, or rather evolving your units to tolerate miasma and eventually even gain benefits from it. It's like a Starcraft map with random creep scattered around it.

The mod thing aside (I don't think this deserved to be counted as a full new game version), I think some UI stuff are sloppy. Even taking a step back from what Civ already was capable of in the past. When the game ends it does so very abruptly and without much info on what exactly happened. These games used to provide options like quick replay - run the turns really quickly and observe how all civs developed on the map. I couldn't find such option here.

It's still a nice game, but it needs some polishing and it should have been sold as an expansion to Civ 5, imo.
If you stand next to my head, you can hear the ocean. - Day[9]
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2014-10-27 10:27:05
October 27 2014 10:26 GMT
#438
Ok, Miasma was a bit new and new tech tree (which was about time as everyone else has been using this for years). Still, the game feels more like a mod or expansion.
Eliezar
Profile Joined May 2004
United States481 Posts
October 27 2014 14:15 GMT
#439
On October 27 2014 19:26 -Archangel- wrote:
Ok, Miasma was a bit new and new tech tree (which was about time as everyone else has been using this for years). Still, the game feels more like a mod or expansion.


Did CiV feel like CIV with a mod for 1 unit stacks and hexagonal tiles? 8/

AI was completely recoded...

Diplomacy is different in what you can trade (science per turn), what you cannot trade (luxuries), etc.

The virtue system was overhauled and is definitely different in how it functions than in CiV and is simpler (less) and adds more depth to your choices with the tier bonuses combined with the virtue bonuses.

The tech web is completely day and night different from CiV and a vast improvement (although they need to get rid of get a free tech with the web as its much more powerful than with the old tech tree).

You can terraform the land so to speak by adding the 2-2-2 improvement to any plot along with like 3 other new land forming options (domes, etc)...also get an option later that I guess you can put a farm on any tile for a 2-1-1-1 improvement.

The entire orbital layer is new and nonexistent in CiV.

Traderoutes were completely redone in how they function and how they are not safe even in peace (they will die to Miasma, aliens, etc)

Building specialization decisions(quests) are not found in any other civ game giving much greater customization and focus in your empire building.

Different units for different affinities requiring tech + affinity levels is a new concept and interestingly rewarding. This makes games even more different and unpredictable. The same leaders do not go down the same affinity path in each game either so its not as easy to predict when you have an opening or not to attack.

The entire UI is different...

Having miasma impact your workers, army, and opponents army adds choices to your tech, your unit specializations, and defense/offense abilities and especially combined with the miasma satellites that can spread it towards your opponent or remove it the same.

Exploration is completely different...the tiles are dangerous.

Espianage is completely redone and is pretty interesting for an early game option...by mid to late game you won't be able to do much of anything with it anymore other than steal energy and science. One get defectors mission netted me FIVE units from my opponent though...

-----

Things that should have been done better that weren't:

Aliens act like weird barbarians, not enough of a threat even when you win the transcendence victory where they are suppose to be agitated. You can get them to stay neutral (except the siege worms?) and you can get them to become friendly...both options to put random stuff between you and the enemy, but there should be more stronger aliens around for this to be interesting after the first 100 turns or something.

The AI though completely rewritten doesn't seem any better strategically than in CiV although it did beat me to a science victory in the first game I played...by a few turns and there were 3 AIs that were all on the same pace as me. So at least they can science victory a bit better but as far as the rest of the AI not any better that I can see.

Final cutscenes for game ends are abrupt and need a brief cinematic to make the ending seem on an epic scale with the game.

Quite a few things don't have the normal Civ polish...I miss the narrations, etc.


Its a fresh take on the Civ series in a different environment and I really am enjoying it. Traderoutes are WAY, WAY too powerful though.

Steveling
Profile Blog Joined January 2011
Greece10806 Posts
October 27 2014 14:39 GMT
#440
I just declared war on some poor bastard and suddenly game freezes every some seconds.

How the fuck do I capture cities, they are so strong, seems like I have to be 300% stronger than my opponent to take on a city.
My dick has shrunk to the point where it looks like I have 3 balls.
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