Civilization - Beyond Earth (Alpha Centauri Sequel)

Quineloe

Ahn'Qiraj Raider
6,978
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Again, I feel a design flaw from previous Civs is present here. When you place a new city at turn 800, it has to go through all the development of infrastructure, which by then is like 100 buildings, sorted poorly. Newer buildings should overwrite older buildings so when you build a monument at turn 1, a temple at turn 100, a museum at turn 500, etc. you're good. Have cities auto-start with old buildings when you reach the ability to build something two steps along that chain.

This with the trade management makes the late game incredibly TEDIOUS. As you evolve from settler to state to empire, little shit should fall away as you face more significant challenges to your society.
It's pretty sad units obsolete ever since Civ 1, but the same thought never occured to them regarding buildings...

I just researched Genetics, and I get two buildings that do the same thing. It's so bloated.
 

malaki_sl

shitlord
122
2
The buildings issue has been a problem for Civ since time immemorial. It's actually improved in BE because trade routes boost production in your new cities massively - before it would take almost the same number of turns (barring some small improvements) to build your new city as the old.

The +health buildings definitely could be more spread out and/or consolidated. There are three early game +health +sci buildings and then nothing with +health until the late midgame or so. The power scaling of units seems pretty odd as well. Supremacy 4 unique unit with 40 strength has been pretty OP for me when you don't even get your melee 3 unit, which is like 25 str, until affinity 6 or so.

Trade routes are both overpowered and annoying, but I do like the idea. Lack of wonders is a bit disappointing (did anyone really hate wonders in civ? it's a staple of the game), covert ops is cool I guess but really it's just a menu that adds relatively little to my gameplay experience, there are some minor things like I can't tell the promotion rank of a unit easily and I couldn't figure out how to have the city governor change priorities.

I do think the tech web is pretty fun - there are definitely way more options than ever before in terms of how to progress, and few dead techs. I have been in a lot of positions where I think 'well I should be doing x to get my affinity up, but y seems more useful for my situation' etc. It is a bit overwhelming even as a civ veteran though when you have 20 options as compared to the usual 4. I like the way they have made resources synergize with techs and development in more than just the basic way, as well as adding more tile improvements. I found myself wanting more and more workers throughout the game rather than just the usual build farms/mines and be done with it.

There are so many things this is missing from alpha centauri though. First obviously is the combat system. AC had three things going for it that Civ in general doesn't - separate attack and defense values, custom units w/choosable bonuses, and the psi-combat secondary system. The third in particular was a great fit for the alien setting and kept alien units relevant all the way through the lategame rather than being irrelevant after two unit upgrades.

Second off that is the interaction with the alien environment. Fungus grew, mind worms used the fungus as roads and spawned in it, it blocked vision so entering the fungus was always a risk, pollution and destruction of the environment caused more attacks/fungus, but you could turn that around and eventually harness it for yourself. Clearing fungus was a real chore that iirc required an early midgame tech. Here the miasma gives you a slight hp hit which is pretty much irrelevant and it can be cleared en masse via satellite early game (I only played 200 turns as harmony on quick so maybe it gets more relevant) and aliens are basically barbarians though more numerous.

Third and maybe obsolete with the way civ has progressed is the happiness/growth system. AC had buildings that were required to go beyond a pop of 7/14, and then happiness was on a per-city basis via drones. The question was then how to handle the drones, either by suppression or telepathic specialists generally speaking. Again a nice thematic touch that is lacking, and arguably a nicer gameplay system compared with the copy-paste from Civ5 that is in use here.

Culture leading to virtues is again an obvious copy-paste from Civ5 that is not at all tailored to the alien theme. AC of course had government options, which then tied in to the ideologies of the factions and also to the futuristic theme. Culture also was much more powerful in Civ5 since you could actually win with it ... here it is pretty tacked on. I'm surprised they didn't try to go with an ideology-esque bonus menu that was tech activated and had real tradeoffs (though net positive). I guess this is what the quests do, but they seem much harder to keep track of and also don't involve any negative repercussions.

I could go on more, but yeah this is Civ5 in space not a modern remake/successor to AC that brings in the unequivocal successes of Civ5 (city-states, trade, religion). Oh well.
 

Dudebro_sl

shitlord
862
2
I agree about the 40 str units. I was playing purity and got the battlesuits and it was even more shocking to me that they only cost titanium and not float stone. If I remember right the harmony equivalent actually costs xenomass.

Also this game basically wants me to go purity all the time because there's 500 billion float stone nodes around me and barely any of the other stuff.
 

Selix

Lord Nagafen Raider
2,149
4
The buildings issue has been a problem for Civ since time immemorial. It's actually improved in BE because trade routes boost production in your new cities massively - before it would take almost the same number of turns (barring some small improvements) to build your new city as the old.

The +health buildings definitely could be more spread out and/or consolidated. There are three early game +health +sci buildings and then nothing with +health until the late midgame or so. The power scaling of units seems pretty odd as well. Supremacy 4 unique unit with 40 strength has been pretty OP for me when you don't even get your melee 3 unit, which is like 25 str, until affinity 6 or so.

Trade routes are both overpowered and annoying, but I do like the idea. Lack of wonders is a bit disappointing (did anyone really hate wonders in civ? it's a staple of the game), covert ops is cool I guess but really it's just a menu that adds relatively little to my gameplay experience, there are some minor things like I can't tell the promotion rank of a unit easily and I couldn't figure out how to have the city governor change priorities.

I do think the tech web is pretty fun - there are definitely way more options than ever before in terms of how to progress, and few dead techs. I have been in a lot of positions where I think 'well I should be doing x to get my affinity up, but y seems more useful for my situation' etc. It is a bit overwhelming even as a civ veteran though when you have 20 options as compared to the usual 4. I like the way they have made resources synergize with techs and development in more than just the basic way, as well as adding more tile improvements. I found myself wanting more and more workers throughout the game rather than just the usual build farms/mines and be done with it.

There are so many things this is missing from alpha centauri though. First obviously is the combat system. AC had three things going for it that Civ in general doesn't - separate attack and defense values, custom units w/choosable bonuses, and the psi-combat secondary system. The third in particular was a great fit for the alien setting and kept alien units relevant all the way through the lategame rather than being irrelevant after two unit upgrades.

Second off that is the interaction with the alien environment. Fungus grew, mind worms used the fungus as roads and spawned in it, it blocked vision so entering the fungus was always a risk, pollution and destruction of the environment caused more attacks/fungus, but you could turn that around and eventually harness it for yourself. Clearing fungus was a real chore that iirc required an early midgame tech. Here the miasma gives you a slight hp hit which is pretty much irrelevant and it can be cleared en masse via satellite early game (I only played 200 turns as harmony on quick so maybe it gets more relevant) and aliens are basically barbarians though more numerous.

Third and maybe obsolete with the way civ has progressed is the happiness/growth system. AC had buildings that were required to go beyond a pop of 7/14, and then happiness was on a per-city basis via drones. The question was then how to handle the drones, either by suppression or telepathic specialists generally speaking. Again a nice thematic touch that is lacking, and arguably a nicer gameplay system compared with the copy-paste from Civ5 that is in use here.

Culture leading to virtues is again an obvious copy-paste from Civ5 that is not at all tailored to the alien theme. AC of course had government options, which then tied in to the ideologies of the factions and also to the futuristic theme. Culture also was much more powerful in Civ5 since you could actually win with it ... here it is pretty tacked on. I'm surprised they didn't try to go with an ideology-esque bonus menu that was tech activated and had real tradeoffs (though net positive). I guess this is what the quests do, but they seem much harder to keep track of and also don't involve any negative repercussions.

I could go on more, but yeah this is Civ5 in space not a modern remake/successor to AC that brings in the unequivocal successes of Civ5 (city-states, trade, religion). Oh well.
Disclaimer: I'm an advanced Civ noob. I am not an authority on Civ by any means.

Lot of interesting stuff here. I've found that my easiest wins are Mind Flower/Harmony games. Go straight for city spam grabbing Gene gardens then Biowells. Pick up Trade Depots early on obviously and autoplants later on. Grab the Work immune to misma tech since I pump out workers candy all game long. Soon as someone decides I'm weak enough to attack (Usually happens early enough that you can see someone starting to mass forces in your direction for 3-4 turns) I just start purchasing whatever the highest tier unit I have access to is. I usually try to grab the tech of the most prevalent resource I have access to (xeno/firaxite/titanium). I can usually pump out a 10+ army in 1-2 turns and have 5+ units coming out a turn after that whenever I am attacked.

I haven't tried this yet but i'm planning on a late game misma defense where all of my unit upgrades are in miasma bonuses and my units heal in miasma and spamming miasma on every tile in and around all of my cities (even MORE workers needed!)
 

Hatorade

A nice asshole.
8,175
6,574
Even on hard the AI is pretty dumb and I think they still cheat, they started to surround my weakest city, than declared war, same turn I bought a defense battery(city can now bomb the fuck out of you, and I high level 38ish str melee unit) I moved some aircraft over as well and proceed to repel and destroy their attack. This causes the dude to offer a peace treaty that includes one of their cities, I annex that city, setup shop and proceed to dominate them using the same city they just gave me. Rinse/repeat. As long as you don't make the first move and repel their attack they try to make peace and give you a city. It is a glaring AI issue.
 

Xarpolis

Life's a Dream
14,106
15,613
Brael responded again with more hate. Please note that "Lawful" is a poster on another forum as well.
Brael_sl said:
Played a bit more and the diplomacy is ridiculous. If the AI attacks you and you in any way defend yourself you get a warmonger penalty which will make others civs wary of you. If you take any of the three affinities (and you'll have to take them as a byproduct of research) the 2/3 of civs in competing affinities will automatically hate you. If you clear miasma from a tile half the civs that want miasma will hate you. If you add miasma to a tile the half of the civs that don't want miasma will hate you. If you leave miasma alone everyone will hate you. If you defend yourself from an alien the civs that like aliens will hate you, if you ignore the aliens the civs that hate the aliens will call you an alien lover and hate you.

Oh and there's only 8 civs in the game total so there's not enough combinations that some civ will like the choices you make. Literally every decision other than to do nothing and give an AI your only city results in most of the AI's disliking you. Stack most of the AI's disliking you up for 5-6 decisions and suddenly everyone hates you.

The only valid diplomacy in the game is to say fuck you to everyone and then slaughter them all.

The 8 civs are the best part though, your map options are Duel (2 player), Tiny (4 player), Small (6 player), and Standard (8 player). The descriptions of map size are like the descriptions of Lawfuls dick size, they're all words for small. There is one though called Huge which is still 8 player it just gives you space to settle more cities which isn't very good because extra cities aren't all that beneficial for you... it's like civ 5 in that regard except each city includes exponentially increasing levels of micromanaging trade routes so it actively becomes unfun to play by settling more cities.
 

faille

Molten Core Raider
1,832
422
Why do people keep saying there are no wonders?
Is that just a dig at how lacklustre they are?
 

Faltigoth

Bronze Knight of the Realm
1,380
212
Even on hard the AI is pretty dumb and I think they still cheat, they started to surround my weakest city, than declared war, same turn I bought a defense battery(city can now bomb the fuck out of you, and I high level 38ish str melee unit) I moved some aircraft over as well and proceed to repel and destroy their attack. This causes the dude to offer a peace treaty that includes one of their cities, I annex that city, setup shop and proceed to dominate them using the same city they just gave me. Rinse/repeat. As long as you don't make the first move and repel their attack they try to make peace and give you a city. It is a glaring AI issue.
That is a carryover from Civ5 - the AI there does the same thing if you dismantle enough of its units, it will sue for peace and hand you a city - sometimes extremely well developed cities - even if all you do is defend and never make a single move to attack. Just had a game today where the AI did that and I was like, thanks Caesar! All I did was arrow a couple things to death and boom, free city. Probably triggered by losing a certain % of their military strength, and if the AI comes after you, they generally throw everything they have at you so you dent that army, you have them damn near wiped out.

It is almost like an overcompensation; I remember the option to ask for a city being there from the beginning of Civ, but the AI would never give a city up unless you were steamrolling them, had taken most of their cities, and they were on the verge of extinction, and even then it was iffy. Not so much anymore.
 

Quineloe

Ahn'Qiraj Raider
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Why do people keep saying there are no wonders?
Is that just a dig at how lacklustre they are?
There are a few wonders that are actually pretty good, such as the Panopticum, but some are basically just the hanging gardens (without the free garden), i.e. a small +resource boost.

For the hanging gardens it worked because +6 food is pretty massive and it's the only wonder of its kind, in BE half the wonders are like that (and smaller boosts)

There's stuff like Crawler , +25% towards wonders and nothing else - of course way late game when most wonders are already built

Daedalus Ladder, +3 happiness, +2 food - uhm ok. (super expensive endgame wonder too)

Holon Chamber, +5 science and nothing else.

New Terran Myth, +4 culture - so basically a Pantheon, already considered a weak wonder, minus the great work.

Resurrection Device, +8 happiness, also an endgame wonder. Compare to Notre dame...

Tectonic Anvil, +9 production - end game tech, super expensive. Ironworks in BNW at medieval era to compare to?

I'm comparing to BNW wonders because some of the wonders are actually so good, they'd shine in BNW just as well, such as Ectogenesis pod with +3 food, +3 hammers, and all farms +1 food, or Deep Memory with 2 free virtues at the end game. As opposed to BNW, in the last 50 turns you don't run out of policies to buy, so +2 is actually huge, or the Drone Sphere with +10 healing for all units in friendly territory - this means you can easily stack up 40hp / turn healing on your fortified units. Since archer spam is nerfed, fortified melee units in rough terrain are actually a force not easily overcome.

That is a carryover from Civ5 - the AI there does the same thing if you dismantle enough of its units, it will sue for peace and hand you a city - sometimes extremely well developed cities - even if all you do is defend and never make a single move to attack. Just had a game today where the AI did that and I was like, thanks Caesar! All I did was arrow a couple things to death and boom, free city. Probably triggered by losing a certain % of their military strength, and if the AI comes after you, they generally throw everything they have at you so you dent that army, you have them damn near wiped out.

It is almost like an overcompensation; I remember the option to ask for a city being there from the beginning of Civ, but the AI would never give a city up unless you were steamrolling them, had taken most of their cities, and they were on the verge of extinction, and even then it was iffy. Not so much anymore.
I had the opposite experience today, I was besieging an enemy city with 3 tanks, 2 infantry and 3 gunners and one Raptor Jesus.
He lost a lot of units trying to push me away while I waited for Affinity to reach 7 for gunner upgrade, and I saw almost no military presence after 20 or so kills, yet when he offered peace, he asked for half my cash.

After I took his city, he offered half his cash, and I hardly destroyed anything of his army in the process. He still has 4 more cities and plenty of military.
 

Dudebro_sl

shitlord
862
2
I was never much of a warmonger in civ 5 but I honestly can't remember too many times where a civ offered me a city for peace. In this game almost every peace offer comes with a city attached.
 

Quineloe

Ahn'Qiraj Raider
6,978
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It was actually pretty common in BNW. The major factor was your army size vs their army size. If you barely held off their army with 4-5 ranged units, exploiting your terrain as much as possible, you'd never see cities offered. But if you had a 20 unit army that just crushed their force in 3-4 turns, then they'll very quick to offer one or more cities.

If you've always played defensive games, you never really had a stronger army (on paper) than the AI, because by the time your crossbowmen finished cleaning out the invading force, the AI had already replaced those units with a dozen new ones, but didn't send them to you.

AI is bad in BNW, but predictable.
 

Twilering

Trakanon Raider
21
14
Again, I feel a design flaw from previous Civs is present here. When you place a new city at turn 800, it has to go through all the development of infrastructure, which by then is like 100 buildings, sorted poorly. Newer buildings should overwrite older buildings so when you build a monument at turn 1, a temple at turn 100, a museum at turn 500, etc. you're good. Have cities auto-start with old buildings when you reach the ability to build something two steps along that chain.
This was in the original SMAC. For example recycling tanks(+1food/production/energy in base square) recreation commons(+2 happiness) ,network nodes(+50% science),energy bank(+50% energy) all were available free to new bases once you had some late game techs.
 

Zaphid

Trakanon Raider
5,862
294
Sorry for offtopic, but can anyone point me to something like "Baby's first playthrough of AC" ? I bought it ages ago on gog.com and quite frankly the UI hasn't aged well and lately I have been itching for a grand strategy to play.
 

Agraza

Registered Hutt
6,890
521
I like it when the enemy has a shit ton of territory with their cities and hardly any tile improvements. I just took a guys capital that was huge in the tile department and he only had like 10 tile improvements on it with over half the resources not having anything built on them.
Yea, I've been noticing that recently. Everything I conquer is retardedly undeveloped.

I do like how significant the geological barriers can be. I think with the tech they have that mountains/canyons should be worth far more in resources while still being impassable for most of the game. That's one of the big reasons it feels like a re-skinned Civ 5. These guys are obscenely future tech and you're still researching all that basic civ shit. Air units seem like they'd be common.

Float stone basically throws load-bearing architecture out the window. You can design everything akin to a balloon with that shit, including bridges across those canyons. The width of the chasm isn't even relevant. It's not about meeting in the middle, it's about developing a stable construction platform and growing it in any direction you choose.

It's a sci-fi concept that doesn't even take advantage of its sci-fi elements. It's Civ V: Magic Tech Remix.

Endless Legend has some serious shortfalls, but they embrace the basic elements of their game far better than Firaxis has here.
 

Quineloe

Ahn'Qiraj Raider
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It surely feels like Firaxis is a company of marketing majors who did a little bit of programming on the side....

rrr_img_80248.jpg



they actually patched Civ5 for this. They added nothing else new but a Tradition nerf.