In my latest game it took me ~50 turns to get the quest.
Given the importance of traderoutes this RNG makes a bigger change than lots of your decisions.
Ok, so this is my current game, just with 3 cities and no autoplant traderoute yet:
City 1:_____Normal:_Traderoutes:_Percentage:
Production_____17__________14_______45,16%
Food__________28___________8_______22,22%
Energy________24___________11______31,43%...
Having played the game now, it's actually far worse than it felt like in the videos I saw.
The most important thing at all times is: How are your traderoutes doing?
The Order in the very beginning with creating your second city is dominated by the question "how do I set it up so that it gets a...
Gamestar.de (One if not the biggest German gaming magazines (on paper + internet) just released a review.
Conclusion: 82%
One of the Negative points listed:
Too powerful traderoutes
So in that case it had an impact on the rating...
No Mods in multiplayer again unfortunately. :(
http://www.reddit.com/r/civbeyondearth/comments/2jwiuy/were_the_designers_of_civilization_beyond_earth/clfq0sn
In a stream they mentioned that there will bei LUA mods while also DLL mods (with C++ i guess) will be possible. However due to security restrictions DLL mods wont be possible in MP.
This basically implies that LUA mods will be possible in MP. Does anyone know something more definite about it?
Writing Bull mentions in his tutorial Video, that the 50% Bonus for sea trade routes is only active for external routes, not for internal ones. Can anyone confirm that?
The video I am refering to is this one: https://www.youtube.com/watch?v=oyV8Znlqj8s#t=2481 (German)
Ah, sorry Ryika, didnt see the response. The instant notification feature of this forum isnt working for me.
It was mentioned by Writing Bull who is a German Lets Player. He mentions it in this video at 10:00 onwards. He then also shows his unit list. He can provide a total of 18 units. 12...
I guess they should re-implement A>B B>A trade again then and only give benefits to the receiver or sender.
Trade units also cost maintenance. So having trade routes going into both side would require much more maintance and you might also reach the point where you would pass the supported unit...
Writing Bull is doing a twitch stream with Lead Producer Lena Brenk (German) at 17.10.2014 20:00 (UTC+1, Paris/Western Mainland Europe).
I wrote this question to his youtube channel. So with some luck we might get an answer. Of course you could also check in for the stream! Guess people in chat...
Hey there,
I just threw together the info about wonders and the techmap provided by well-of-souls.com
Nothing fancy, but maybe it helps the one or another to get a better overview.
It comes up again and again that you can just destroy stuff in multiplayer. But unlike SC2 where you build your units anyways and send them around in Civ every fight is actually a heavy investment. Even if the station pops up close to you, you would build units to destroy it which would be...
Another idea would be that they have a 5% possibility per turn to do a miscalculation and blow themselves to shreds. ;)
So if you are lucky you could get 1-2 techs out of them.
But what are the odds?
They start 6 to 1 that you get something you were not researching and even get much better after that. And if you are only 20% into it, it's not even that bad.
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