Sid Meier's Civilization: Beyond Earth | Rising Tide Expansion Out Now

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Cheeky Devlin
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Cheeky Devlin » Fri Oct 24, 2014 2:35 am

Played my first 50 turns and I'm enjoying it so far. ARC are whinging about me being "too close" to what they consider their territory. I told them to strawberry float off. I think war isn't too far away. :D

Definitely feels like Civ V to me, which is good, but with a Sci-Fi coat of paint.

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Rog
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Rog » Fri Oct 24, 2014 9:51 am

[iup=3597144]Qikz[/iup] wrote:
I'm giving this a wide birth until it's cheap.


That's going to need stitches.

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Kezzer
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Kezzer » Fri Oct 24, 2014 3:17 pm

[iup=3597554]Rog[/iup] wrote:
[iup=3597144]Qikz[/iup] wrote:
I'm giving this a wide birth until it's cheap.


That's going to need stitches.


:lol:

This post is exempt from the No Context Thread.

Tomous wrote:Tell him to take his fake reality out of your virtual reality and strawberry float off


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Super Dragon 64
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Super Dragon 64 » Fri Oct 24, 2014 3:37 pm

The alien invasion went better than I expected. Another worm showed up and they both got worringly close to my city but they seemed to disappear after a while. My ground troops made short work of the other aliens in the area.

An alien had been moving around in the water for most of the game so I built a gunboat to go after it. I managed to take it out without much difficulty but, when I sent my gunboat back to base for repairs, I noticed a kraken! Thankfully it, like the worms, didn't go on the offensive and I remain safe...for now.

I ended up starting another war with the civilization that set up an excavation site, or something, from the ruins of that station that I tried to save by my first declaration of war. I took out the excavation site and no other troops have shown up yet. That first civilization seems to be fighting a huge alien near its base so I'm pretty safe for now.

At the moment, my troops are exploring more of the area and taking out any aliens. I'm on turn 80 or so, on a quick game, and I've only just set up an outpost to grow into another city :lol:

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Hexx
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Hexx » Fri Oct 24, 2014 3:44 pm

Not sure about this. Played a fast standard game - and I was pretty bored.

Spent most of my time working out a) how to win and b) then just watching my chosen method count down. Had Alien combat but not the others.

Just...felt so empty and passive compared to Civ5

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Alvin Flummux
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Alvin Flummux » Sat Oct 25, 2014 1:58 pm

Do CPU players have to deal with citizen happiness at all? Because it seems ridiculously unbalanced if not.

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Super Dragon 64
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Super Dragon 64 » Sat Oct 25, 2014 2:10 pm

Do you mean health or are you playing Civ V?

My current game doesn't seem to be going well. I can't seem to upgrade troops, like Civ V, so my military units have no chance against the siege worm that destroyed one of my traders. My civilization is also quite unhealthy and I can't see a way to make it better.

I'm going to continue plugging away at this to at least learn more about the game. Hopefully my next campaign goes better.

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Alvin Flummux
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Alvin Flummux » Sat Oct 25, 2014 2:30 pm

[iup=3598591]Dark Dragon 64[/iup] wrote:Do you mean health or are you playing Civ V?


I'm playing Civ V, no expansions yet. Hope it's okay if I relay my experience of the base game so far...

I'm working my way through a marathon game on the biggest Earth map as England; my first game outside the tutorial, so naturally I'm making mistakes (and hopefully learning a thing or two) as I go, similar to how you're doing your Beyond Earth run now. I own all of Africa from the half-way mark up (13 cities - 10 my own, 1 annexed, 2 puppet), I've got a profitable foothold in Spain and satellite cities in the middle east. Siam is just devouring Asia; half the continent is locked up already and both Greece and Russia have all but vanished beneath their silky jack boots. It must have 20+ cities by now, but I can't build one without my people going nuts, and I'm trying my best to build colosseums and theaters in all my imperial holdings and adopt the necessary social policies as they arise. I've only just realized how important workshops are as well, but since it's like 1700 now I'm unlikely to build all the necessaries in time, or to move beyond the industrial age (if I ever get there) before 2050 arrives.

Meanwhile, my American allies up in Siberia are trying to unite their own empire; it's divided in half by independent Brussels, and they never seem to be able to muster more than one unit of pikemen to try and capture it. I may need to send my own pitiful army of longbowmen, longswordsmen and trebuchets up to put the screws to the Brusselians enough for the lone yank pikeman unit to actually win for a change. That is, if Siam to the east and Mongolia to the south quit backstabbing me. In eastern Europe, China is developing a huge empire stretching from east of the black sea to italy, southern Africa is divided between Mongolia and Japan, and the Iroquois in France have only just settled their second and third cities in northern Europe and Scandinavia.

I was hoping to find the Americas untouched by civilization, but when I finally got my trireme over there via the Bering straits I found it totally locked up by Rome, India, Germany, and some very hostile city states. :dread: Think I'll try to settle indonesia and australia if I can get my settler over there in one piece, but the known route seems lined with hostiles and the unexplored southern Atlantic and south Pacific seem themselves too thick with barbarians to consider.

It'll be another 80 turns until my ship of the line is ready and able to defend any seagoing expedition I might launch.

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Dblock
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Dblock » Sat Oct 25, 2014 3:51 pm

I'm not getting along with this one. Seems very much weird.

I will give it few more hours /

''Saying it's because I was controlling you and making you sad when actually I just asked you to wear some trousers'' :lol: :lol:
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Super Dragon 64
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Super Dragon 64 » Sat Oct 25, 2014 4:25 pm

[iup=3598608]Alvin Flummux[/iup] wrote:
[iup=3598591]Dark Dragon 64[/iup] wrote:Do you mean health or are you playing Civ V?


I'm playing Civ V, no expansions yet. Hope it's okay if I relay my experience of the base game so far...

I'm working my way through a marathon game on the biggest Earth map as England; my first game outside the tutorial, so naturally I'm making mistakes (and hopefully learning a thing or two) as I go, similar to how you're doing your Beyond Earth run now. I own all of Africa from the half-way mark up (13 cities - 10 my own, 1 annexed, 2 puppet), I've got a profitable foothold in Spain and satellite cities in the middle east. Siam is just devouring Asia; half the continent is locked up already and both Greece and Russia have all but vanished beneath their silky jack boots. It must have 20+ cities by now, but I can't build one without my people going nuts, and I'm trying my best to build colosseums and theaters in all my imperial holdings and adopt the necessary social policies as they arise. I've only just realized how important workshops are as well, but since it's like 1700 now I'm unlikely to build all the necessaries in time, or to move beyond the industrial age (if I ever get there) before 2050 arrives.

Meanwhile, my American allies up in Siberia are trying to unite their own empire; it's divided in half by independent Brussels, and they never seem to be able to muster more than one unit of pikemen to try and capture it. I may need to send my own pitiful army of longbowmen, longswordsmen and trebuchets up to put the screws to the Brusselians enough for the lone yank pikeman unit to actually win for a change. That is, if Siam to the east and Mongolia to the south quit backstabbing me. In eastern Europe, China is developing a huge empire stretching from east of the black sea to italy, southern Africa is divided between Mongolia and Japan, and the Iroquois in France have only just settled their second and third cities in northern Europe and Scandinavia.

I was hoping to find the Americas untouched by civilization, but when I finally got my trireme over there via the Bering straits I found it totally locked up by Rome, India, Germany, and some very hostile city states. :dread: Think I'll try to settle indonesia and australia if I can get my settler over there in one piece, but the known route seems lined with hostiles and the unexplored southern Atlantic and south Pacific seem themselves too thick with barbarians to consider.

It'll be another 80 turns until my ship of the line is ready and able to defend any seagoing expedition I might launch.

Yep, talking about your experiences is one of the best things about Civ. I hope you don't mind but I've put my full reply in the Civ V topic just to keep the games separate. They do seem quite similar but I think that it's better to split them up, even if the topics aren't the liveliest ones here. You've actually tempted me to start a new game of Civ V when I finish my current BE one :lol:

t:civ-v-autumn-2010?f=2&p=3598702#p3598702

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That
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by That » Sat Oct 25, 2014 5:17 pm

The quests are very frequent - I like that you get the opportunity to 'personalise' your main decisions via those quests (e.g. getting a building may lead to a further choice about how to distribute its products).

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HSH28
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by HSH28 » Sat Oct 25, 2014 6:32 pm

Just played my first 90 turns or so, think I'm getting to grips with it now, but its almost impossible to tell.

Won't really know what the game is like till I've played a few games I think, but so far its looking good.

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Ironhide
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Ironhide » Sat Oct 25, 2014 8:07 pm

I'm treating my first few days with the game as a hands-on experiment, It's quite difficult to decide which techs to pick as it's fairly obvious that you can't research everything in a single game.

It needs a few more factions though, it's a bit boring facing the same opponents every single game, I suspect there'll be some DLC before the years end.

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Super Dragon 64
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Super Dragon 64 » Sat Oct 25, 2014 10:43 pm

I felt like things were turning around as I managed to start taking out siege worms. I tried my luck against a kraken but my naval unit was wiped out in one go when the kraken got to attack first. Nonetheless, I've managed to hold off any land based aliens.

My health went down to minus 15 but I've finally got it up to plus 12!

However, we have a new problem. Rejinaldo has just launched a coup in my capital and taken it over!

It just got interesting! [/Monica Gellar]

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Super Dragon 64
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Super Dragon 64 » Sun Oct 26, 2014 12:58 am

I managed to take my capital back by declaring war on Reji. It only took two turns to capture the city as I neglected to build any defensive structures so it was pretty weak. The war lasted until the end of the game but it was pretty cold. Reji only sent one naval unit which did heavy damage to my city but he never moved in for the capture. I managed to pick it off with my troops and I sent a naval unit around the world to hunt aliens for a quest. Along the way it managed to take out one of his explorers and plunder a trade route of his :lol:

Eventually I settled on Transcendence Victory but Reji beat me to it by about 9 turns. I managed to build the Mind Flower but Reji beat me when it came to awakening the planet. Funnily enough, I actually built the Mind Flower one turn before Reji. I built a Mind Stem and Xeno Sanctuary in my capital but I only realised a few turns after building them that I could build them in other cities too :oops: I don't know if I'd have won had I started building them elsewhere earlier but it's useful to know that now.

I realised that units upgrade themselves and that affinity affects them. This seems to make upgrading units more interesting than just using energy (gold in Civ V) to enhance them. The upgrade paths seem a bit more tactical as well as you can choose one of two traits each time you upgrade a type of unit. I think that upgrading a type of unit applies it to all units of that type under your control which is helpful for making sure that your army isn't obsolete.

I also learned a bit more about covert operations. It does add another layer to the spy games of Civ V and it makes it a lot more tactical. I was trying to start a coup in another city but I could never find a city with enough intrigue. I did manage to kill a few spies and steal some technology which was helpful as it unlocked the Playfire achievements and netted me 20p in credit for GMG :P

You really don't get a post game analysis which is a big shame but I think that it's going to be patched in. The 'just one more turn' button was there but it was greyed out which makes me think that this feature, along with the analysis, will be added in soon. It's a shame that the game feels like a step back from Civ V in this aspect and others, notably the monotonous interface, but it still plays differently enough to warrant checking out, especially if you want something a little different to Civ V.

Finally, kudos to Grant Kirkhope for an excellent soundtrack! Civ V had some wonderful tracks and it's great to see such a talented composer add to the music of Civilization.

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Super Dragon 64
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth
by Super Dragon 64 » Sun Oct 26, 2014 9:28 am

This now has a demo so if you're interested in the game you should try it out. The game definitely needs a patch or two so that some basic Civ V features are brought back in but it's still worth playing.

I forgot to mention last night that you can infinite scroll around the map. I don't know if I had to discover something for this to happen but I was pleased to see it return when I was moving an explorer through the waters. It would be strange if you need to research a technology to do this because you know that the planet is round :lol:

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PostRe: [PC] Sid Meier's Civilization: Beyond Earth - Demo Out N
by Hexx » Sun Oct 26, 2014 10:23 am

So far I'm not particularly impressed.

It seems like a more complicated, fiddly and un-engaging Civ5 with some very scaled back features and less to do that Civ 5 (basic...never mind all the stuff with expcs added)

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PostRe: [PC] Sid Meier's Civilization: Beyond Earth - Demo Out N
by Gorrable » Tue Oct 28, 2014 9:39 pm

Having played through a couple of games, I'm quite enjoying this. Particularly impressed with the new unit upgrade system - no more pointless obsolete units! I like the interaction between upgrades, the tech web & affinities, seems like plenty of potential there once I've got my head around the tech web a bit more.

Loads of minor problems though. Boring endgame for most victory conditions, lack of a proper victory screen, lots of disappointing 'quests' and manually renewing trade routes ( :x :x :x ) spring to mind. Hardly unusual for a vanilla civ game though, I'm sure they'll do loads with the expansions.

Games and Stuff.

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Super Dragon 64
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PostRe: [PC] Sid Meier's Civilization: Beyond Earth £17.99 on St
by Super Dragon 64 » Wed Nov 26, 2014 6:52 pm

This is currently £20.99 on Steam. It'll be that price until 6pm on Friday if you want to download and try the demo before buying.
http://store.steampowered.com/app/65980/

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PostRe: [PC] Sid Meier's Civilization: Beyond Earth £20.99 on St
by Xeno » Mon Dec 08, 2014 10:14 pm

They have finally released the first patch. There are a lot of alterations for balance.

We’re happy to report the first major patch for Civilization: Beyond Earth is now available.

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

Falsey wrote:
Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.

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