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This is where we will list all the features of Beyond Earth as they are announced
If you know of any features that are not listed please post them below
Thread Rules
You must post the link for your info
This is not a discussion thread (there are many other threads for discussion)
Release Date
October the 24th, 2014 on Linux, Mac and Windows PC for $49.99
The Seeding (Colonists/Cargo/Spaceships/Sponsors)
Sponsors
There will be Eight factions
You will Chose between Nation-states and Corporate Sponsors whether this means you can chose from the corporations and some nation-states (such as USA or the ARC) for each of the factions, or if there will be some corporations and some nation-states factions is unknown.
American Reclamation Corporation NEW
Leader - Suzanne Marjorie Fielding
Bonus - Covert Operations are 25% faster and cause 25% more intrigue
Capital - Central
Brazilia NEW
Leader - Rejinaldo Leonardo Pedro Bolivar de Alencar-Araripe
Bonus - +10% melee strength
Capital - Cidadela
Franco-Iberia NEW
Leader - Élodie
Bonus - 1 free tech per 10 virtues
Capital - Le Coeur
Kavithan Protectorate NEW
Leader - Kavitha Thakur
Bonus - Outposts develop into cities 50% faster
Capital - Mandira
Panasian Cooperative NEW
Leader - Daoming Sochua
Bonus - +10% production towards wonders and +25% worker speed
Capital - Tiangong
People's African Union NEW
Leader - Samatar Jama Barre
Bonus - +10% food in growing cities when healthy
Capital - Magan
Polystralia NEW
Leader - Hutama
Bonus - +1 possible trade route from every city that can establish a trade route
Capital - Freeland
Slavic Federation NEW
Leader - Vadim Kozlov
Bonus - +20% orbital unit duration and gain 1 free tech after launching your first orbital unit
Capital - Khrabrost
The Spaceship
Colonists NEW
Aristocrats +3 Energy and +1 Health in every City
Artists +2 Culture and +1 Health in every City
Engineers +2 Production in ever City
Scientists +2 Science in every City
Refugees +2 Food in every City
Spaceship Bonus NEW
Continental Surveyor Reveal Coasts on Map
Fusion Reactor Being with 100 Energy
Lifeform Scanner Reveal Alien Nests on Map
Retrograde Thruster Wider areas for choosing where to land first City
Tectonic Scanner No technology is needed to see Petroleum, Geothermal and Titanium resources
Spaceship Cargo NEW
Hydroponics Begin with an extra Population in your first City
Laboratory Being with the Pioneering technology (allows settlers and trade)Machinery Begin with a Worker unit
Raw Materials Begin with a Clinic building in your first City
Weapon Arsenal Begin with a Soldier unit
Stuff To Build (Units, Buildings, Wonders)
Cities
Cities are founded by using colonists.
However, after your first settlement each new colony starts off as an outpost. These outposts do not have the same functionality as cites and can be 'taken' by the planet or other factions if not defended. To upgrade from a Outpost to a City you need to create a supply route between one of your current Cities and the Outpost, and after 6 turns it will convert to a settlement
Wonders
The Gene Vault
The Panopticon
- super-spy system that provides a variety of bonuses
The Promethean Wonder
Warpgate
- Very expensive to build, will take up an enter hex, and be vulnerable to attack
- Used in the Purity and Supremacy Victory Conditions
Buildings
Alloy Foundry
Gaian Well
Clinic - + Science, +1 Health
Old Earth Relic - +2 Culture
Trade Depot - Allows 2 Trade Routes
Ultrasonic Fence
Vivarium +1 food in desert tiles
Units
Units will still comply to the One Unit per Hex system introduced in Civ 5
There will also be extensive Unit Customization that you can unlock, When researching you may unlock a 'generic' unit you unlock the unit upgrade screen in which you can upgrade your units eventually these will branch out along affinity lines . Once you unlock a trait in this way it will be applied to all units of that type
'Generic Units'
Artillery
Calvary
Explorer
Fighter
Naval Carrier
Missile Rover
Ranger
Rover
Aff 1: +10
- All: Veteran Rover, +30% flanking bonus OR +30% against fortified
Aff 5(sic): +18
- Harmony: Viper, +1 sight OR no to movement penalty to pillage +20 heal on pillage
- Purity: Lancer, +10% combat for every movement point left OR +20% attack
- Supremacy: Prophet, +30% against wounded OR +40% if alone
Aff 9: +28 +1movement , hovering (every tile costs 1movement)
- Harmony: Cobra, +40% combat in miasma OR small ranged attack before melee (like Zulu Impi)
- Purity: Dragoon, +1 movement OR +50% against city
- Supremacy: Redeemer, 50% chance to withdraw on melee OR ignores zone of control
Soldier
- All: Marine, +20% attack OR +5HP selfheal
Aff 4: +16
- Harmony: Brawler, +40% defense against ranged OR 20 damage to neighboring enemy units on death
- Purity: Sentinel, +30% defense OR +10% attack for every leftover movement
- Supremacy: Disciple, +20% combat if adiacent to friendly unit OR +40% combat if alone
Aff 9: +30
- Harmony: Marauder, +40% combat in miasma OR every terrain costs 1 movement
- Purity: Centurion, +1 movement OR automatic heal each turn
- Supremacy: Apostle, +10 if adiacent to friendly unit OR +50% flanking bonus
Civilian Units
Colonists - can be used to build new colonies
Trade Vessel
Workers - Can be used to build Mines, farms et al
Alien Lifeforms
Manticore - Hurl acid from their tales
Raptor Bug
Siege Worm - The left over skull of a dead worm may trigger a quest
Wolf beetles - Can be found in nests
Sea Dragon - Can attack Land Units
Kraken
Purity Units
Flying Fortresses
Late Tanks will be amphibious
Harmony Units
Alien Calvary
Roktopus
Xeno Titan - expands over one hex
Satellites
The orbital layer is the realm of satellites. These can grant your faction an economic, espionage, or military benefit and Work in the Orbital Layer.
Satellites project coverage across the orbital layer, and this coverage doesn't overlap with other satellites. Securing coverage works on a first-come, first-serve basis.
However, once you have a satellite in the air it is by no means permanent. Its orbit will degrade over time, and it will eventually crash on the planet below, sometimes leaving behind recoverable salvage. Satellites can also be pulled out of orbit manually or shot down by other players.
Miasmic Repulsor orbital unit
How to Define Your Experience (Research, Affinities, Virtues)
Technologies
B.E. will have a tech web
There are two types of technologies Stem and Leaf. The Stem will be the general base technology (such as Synthetic Thought Stem) which will unlock different Leaf technologies for you to research (like Swarm Intelligence). You can chose to unlock these tech or continue further down the web (only researching the Stem Tech is needed to progress). there will be both horizontal as well as vertical connections allowing you to take multiple route through the web.
Tier 1
Habitation
Tier 2
Chemistry
Tier 3
Unknown
Fabrication
-Alloy Foundry building, Naval Carrier unit
Mechatronics
Tier 4 NEW
Unknown
Affinities
Affinity works on a global level from the very first turn to the very last.
You strengthen your affinity by doing quests or finding objects from expedition sites or by researching certain technologies.
Harmony
Harmony embraces genetics and alien life forms on the planet and tries to integrate with the planet
If you start down this path your military units will become faster, heal quicker, and take on a Predator-esque appearance
Purity
Purity is about maintaining the glory of old earth and the tradition
Level 1 - Aliens will not attack tiles with explorer units
Level 3 - +20% melee and Ranged against Aliens
Level 6 - +2 Orbital Coverage in all Cities
Level 8 - +4 free Floatstone Resources
Level 11 - Agents can use Dirty Bombs
Level 13 - Can Build Exodus Gate
Supremacy
Supremacy takes a cybernetic post human approach
Level 1 - Explorer Units can build an additional exploration
Level 3 - Roads and Maglevs do not cost maintenance
Level 6 - Orbital Coverage on or next to any Firaxite Resource
Level 8 - +4 free Firaxite Resources
Level 11 - Agents can use Sabotage
Level 13 - Can build Emancipation Gate
Virtues
This will be similar to culture from previous Civ Games but with some marked differences
Have 3 tiers, and 5 single virtues in every tier (60 total).
They are an expression of what your civilization cares about "Culture drives the acquisition of items within a virtue table, and those items have a lot of cross-linking benefits in and out of other systems in the game everything from city progression to tile improvement to military strategies to territorial acquisition and diplomacy" David McDonough
There are also 'Kickers' these are bonuses you get from going deep down one virtue tree or from going wide and picking virtues from many trees. Horizontal kicker counts virtues in tier, vertical kicker counts virtues in tree
Might NEW
Tier 1
Survivalism +25% melee and +25% ranged for units fighting aliens
Scavenging Earn 100% of alien life form's strength as science after killing it. Earn 35 science from eliminating alien nest.
Adaptive tactics: +50% experience from combat
Liberation army: after conquering an enemy outpost, automatically found an outpost of your own in its place.
Military-Industrial complex: +15% production of military units.
Vertical Kickers
5 Virtues - 5% strength melee and ranged for all units
Prosperity
Tier 1
Frugality 10% Food retained after a city grows
Tier 2
Pathfinders Explorer can build 3 additionnals expeditions
Knowledge
Tier 1
Foresight +10% science when healthy
Creative Class Earn extra culture equal to 50% of net positive health
Laboratory Apprenticeship Each city tile generate +0.25 Science for every population
Social Mores Each city tile generate +0.25 Culture for every population
Field Research Earn 50 science from finishing Expeditions
Tier 3
Information Warfare Recruit 1 new Covert Agent
Vertical Kickers
5 Virtues - +10% culture in every city
Industry
Tier 1
Labor Logistic +10% production towards buildings
Central Planning +5 energy in capital
Commoditization +1 energy from every basic resource
Scalable Infrastructure +15% production towards wonders
Standardized Architecture +25% Production towards buildings which have already bean built in the capital
Tier 2
Investment Earn 1% of stockpiled Energy amount every tun up to 50 Energy.
(name unknown) +25% Production toward orbital units
Alternative Markets Trade Routes with Stations grant +6 Energy per Station Tier
(name unknown) +0.5 Health for every Trade unit under your command
Tier 3
Social investment +2 production from every Manufactory improvement
???-Network +25% more yield from your trade routes to you own cities
Vertical Kickers
5 Virtues - +10% Energy in every City
Synergies (Horizontal Kickers) NEW
6 out of 20 Tier 1 = 1 free virtue
? out of 20 Tier 1 = 10% food and 10% Energy in Capital
20 out of 20 Tier 1 = 1 free technology
8 out of ?? Tier 2 = Chose 1 free virtue, recruit 1 new covert agent
How to Interact With Others (Trade, Diplomacy, Covert Ops, Quests)
Trade
Health
"Health is need to keep your colony productive and growing"
With Negative Health the faction suffers science and culture penalties first, food and industrial production penalties later
Diplomacy
Remove Satellites - One diplomacy option is to ask other civ to remove satellites over your territory
Covert Ops
You can send spy's into other factions cities and depending on their level, this would change the kind of information you would get (research, Affinity)
Eventually you will be able to do more impacting things like planting dirty bomb or calling in worms
Quests
- a research pod crashes near your city
- Choose between different station options (if one lands near you)
- find three more resource pods (triggered by finding one resource pod)
- stop invasive earth species or let it grow (less miasma), if selected last some time later the player has to decide between using the plant for food or production.
- Destroy Aliens
-Open Pods
The Brave New World (planets, terrain, resources, stations)
Planets
Aqua - Large seas
Vulcan - A Planet with dunes, a cracked soil and a warm, dry climate. Little to no seas
Fungal -
Lush - A planet with a dense vegetation, like a jungle.
Terrain
Canyons - Lava flows through these allowing geothermal vents to be near by (PCG)
The Miasma - Damages units who stay in it too long (PCG), stops improvements being built, limits resources gained from the hex
Terrain Improvements
Farm
Mine
Quarry
Terrascape
Resources NEW
Alien Nest - Can be "riled up"
Alien Skeleton - After excavating it you may get a alien unit
Basalt
Copper - Not know yet if this was a placeholder but the graphics have changed
Resource Pods - Like goody huts
Firaxite - Can only be 'fully exploited' by Supremacy factions
Floatstone - Can only be 'fully exploited' by Purity factions
Fruit
Fungus
Geothermal Vents - Found near Canyons, once 'harnessed' can give extra power
Petroleum
Progenitor Ruin - Can be excavated
Resilin
Titanium
Tubers
Xenomass - Can only be 'fully exploited' by Harmony factions
Stations
Perform like city states in Civ 5, but only take up 1 tile.
They will land over the first few turns and if they land near you, you may get a choice to influence their creation.
They can only trade with one Civ at a time, each trade route will give you a bonus, this will increase for every repeat trade route confection
Banu Musa Theoretical Sciences Think Tank
Fort Miller
-produced a missile Rover when trade route was established
McDonough Biomechanical Research Lab
-trade route origin city +2 science and +2 production
Scyon Group Labs
-gives tech
Shackleton Geological Mapping Enterprise
The End
Victory Condition
Transcendence Victory (Harmony)
Awaken a semi-sentient super organism within the planet and reach a new level of consciousness
Promised Land (Purity)
Terraform the alien planet into a mirror of Earth and relocate Earths populace to this new Eden by building a warpgate
Emancipation (Supremacy)
Embrace cybernetic augmentation, then return to Earth by building a warpgate (gi)
and "free" the people from their bodies
Contact
Discover evidence of intelligent life and construct a means to establish first contact
Domination
Domination is the same as in every other Civilization
Sources
2K Games
Ars Technica
Escapist
Gamecrate
Gamersglobal
Gameinformer
Gamereactor
Gamespot
Gametrailers
Ign
JeuxVideo
Kotaku
Mahua
Neoseaker
PCGamer
Polygon
Tom's Guide
Time
UOL Jogos
If you know of any features that are not listed please post them below
Thread Rules
You must post the link for your info
This is not a discussion thread (there are many other threads for discussion)
Release Date
October the 24th, 2014 on Linux, Mac and Windows PC for $49.99
The Seeding (Colonists/Cargo/Spaceships/Sponsors)
Sponsors
There will be Eight factions
You will Chose between Nation-states and Corporate Sponsors whether this means you can chose from the corporations and some nation-states (such as USA or the ARC) for each of the factions, or if there will be some corporations and some nation-states factions is unknown.
American Reclamation Corporation NEW
Leader - Suzanne Marjorie Fielding
Bonus - Covert Operations are 25% faster and cause 25% more intrigue
Capital - Central
Brazilia NEW
Leader - Rejinaldo Leonardo Pedro Bolivar de Alencar-Araripe
Bonus - +10% melee strength
Capital - Cidadela
Franco-Iberia NEW
Leader - Élodie
Bonus - 1 free tech per 10 virtues
Capital - Le Coeur
Kavithan Protectorate NEW
Leader - Kavitha Thakur
Bonus - Outposts develop into cities 50% faster
Capital - Mandira
Panasian Cooperative NEW
Leader - Daoming Sochua
Bonus - +10% production towards wonders and +25% worker speed
Capital - Tiangong
People's African Union NEW
Leader - Samatar Jama Barre
Bonus - +10% food in growing cities when healthy
Capital - Magan
Polystralia NEW
Leader - Hutama
Bonus - +1 possible trade route from every city that can establish a trade route
Capital - Freeland
Slavic Federation NEW
Leader - Vadim Kozlov
Bonus - +20% orbital unit duration and gain 1 free tech after launching your first orbital unit
Capital - Khrabrost
The Spaceship
Colonists NEW
Aristocrats +3 Energy and +1 Health in every City
Artists +2 Culture and +1 Health in every City
Engineers +2 Production in ever City
Scientists +2 Science in every City
Refugees +2 Food in every City
Spaceship Bonus NEW
Continental Surveyor Reveal Coasts on Map
Fusion Reactor Being with 100 Energy
Lifeform Scanner Reveal Alien Nests on Map
Retrograde Thruster Wider areas for choosing where to land first City
Tectonic Scanner No technology is needed to see Petroleum, Geothermal and Titanium resources
Spaceship Cargo NEW
Hydroponics Begin with an extra Population in your first City
Laboratory Being with the Pioneering technology (allows settlers and trade)Machinery Begin with a Worker unit
Raw Materials Begin with a Clinic building in your first City
Weapon Arsenal Begin with a Soldier unit
Stuff To Build (Units, Buildings, Wonders)
Cities
Cities are founded by using colonists.
However, after your first settlement each new colony starts off as an outpost. These outposts do not have the same functionality as cites and can be 'taken' by the planet or other factions if not defended. To upgrade from a Outpost to a City you need to create a supply route between one of your current Cities and the Outpost, and after 6 turns it will convert to a settlement
Wonders
The Gene Vault
The Panopticon
- super-spy system that provides a variety of bonuses
The Promethean Wonder
Warpgate
- Very expensive to build, will take up an enter hex, and be vulnerable to attack
- Used in the Purity and Supremacy Victory Conditions
Buildings
Alloy Foundry
Gaian Well
Clinic - + Science, +1 Health
Old Earth Relic - +2 Culture
Trade Depot - Allows 2 Trade Routes
Ultrasonic Fence
Vivarium +1 food in desert tiles
Units
Units will still comply to the One Unit per Hex system introduced in Civ 5
There will also be extensive Unit Customization that you can unlock, When researching you may unlock a 'generic' unit you unlock the unit upgrade screen in which you can upgrade your units eventually these will branch out along affinity lines . Once you unlock a trait in this way it will be applied to all units of that type
'Generic Units'
Artillery
Calvary
Explorer
Fighter
Naval Carrier
Missile Rover
Ranger
Rover
Aff 1: +10
- All: Veteran Rover, +30% flanking bonus OR +30% against fortified
Aff 5(sic): +18
- Harmony: Viper, +1 sight OR no to movement penalty to pillage +20 heal on pillage
- Purity: Lancer, +10% combat for every movement point left OR +20% attack
- Supremacy: Prophet, +30% against wounded OR +40% if alone
Aff 9: +28 +1movement , hovering (every tile costs 1movement)
- Harmony: Cobra, +40% combat in miasma OR small ranged attack before melee (like Zulu Impi)
- Purity: Dragoon, +1 movement OR +50% against city
- Supremacy: Redeemer, 50% chance to withdraw on melee OR ignores zone of control
Soldier
- All: Marine, +20% attack OR +5HP selfheal
Aff 4: +16
- Harmony: Brawler, +40% defense against ranged OR 20 damage to neighboring enemy units on death
- Purity: Sentinel, +30% defense OR +10% attack for every leftover movement
- Supremacy: Disciple, +20% combat if adiacent to friendly unit OR +40% combat if alone
Aff 9: +30
- Harmony: Marauder, +40% combat in miasma OR every terrain costs 1 movement
- Purity: Centurion, +1 movement OR automatic heal each turn
- Supremacy: Apostle, +10 if adiacent to friendly unit OR +50% flanking bonus
Civilian Units
Colonists - can be used to build new colonies
Trade Vessel
Workers - Can be used to build Mines, farms et al
Alien Lifeforms
Manticore - Hurl acid from their tales
Raptor Bug
Siege Worm - The left over skull of a dead worm may trigger a quest
Wolf beetles - Can be found in nests
Sea Dragon - Can attack Land Units
Kraken
Purity Units
Flying Fortresses
Late Tanks will be amphibious
Harmony Units
Alien Calvary
Roktopus
Xeno Titan - expands over one hex
Satellites
The orbital layer is the realm of satellites. These can grant your faction an economic, espionage, or military benefit and Work in the Orbital Layer.
Satellites project coverage across the orbital layer, and this coverage doesn't overlap with other satellites. Securing coverage works on a first-come, first-serve basis.
However, once you have a satellite in the air it is by no means permanent. Its orbit will degrade over time, and it will eventually crash on the planet below, sometimes leaving behind recoverable salvage. Satellites can also be pulled out of orbit manually or shot down by other players.
Miasmic Repulsor orbital unit
How to Define Your Experience (Research, Affinities, Virtues)
Technologies
B.E. will have a tech web
There are two types of technologies Stem and Leaf. The Stem will be the general base technology (such as Synthetic Thought Stem) which will unlock different Leaf technologies for you to research (like Swarm Intelligence). You can chose to unlock these tech or continue further down the web (only researching the Stem Tech is needed to progress). there will be both horizontal as well as vertical connections allowing you to take multiple route through the web.
Tier 1
Habitation
Pioneering - Trade Depot, Trade Vessel
Planetary Survey
Tier 2
Chemistry
Biochemistry
GeneticsAlien Lifeforms
Genetic Mapping
Ecology - Ultrasonic Fence, Miasmic Repulsor orbital unitGeophysics
Alien Biology - Workers are immune to Miasma and can remove it
Engineering - Thorium reactorPower Systems
Defense Grid
PhysicsBallistics
ComputersAutonomous Systems
Transcendental Math
Tier 3
Unknown
Photosystems
CognitionCollaborative Thought
Genetic DesignAlien Genetics
Alien ScienceAlien Adaption
Alien Ecology
Terraforming - Workers can build terrafarms, floatstone quarries, can build Gaian WellBiospheres
Climate Control
CommunicationsFabrication
-Alloy Foundry building, Naval Carrier unit
Mechatronics
Mobile Lev
Ballistic Lev
RoboticsTactical Robots
Swarm Robots
BionicsServomachinery
Tissue Engineering
BiologyVertical Farming
Tier 4 NEW
Unknown
Surrogacy
AstrodynamicsOrbital Automation
Dark Networks
Affinities
Affinity works on a global level from the very first turn to the very last.
You strengthen your affinity by doing quests or finding objects from expedition sites or by researching certain technologies.
Harmony
Harmony embraces genetics and alien life forms on the planet and tries to integrate with the planet
If you start down this path your military units will become faster, heal quicker, and take on a Predator-esque appearance
Purity
Purity is about maintaining the glory of old earth and the tradition
Level 1 - Aliens will not attack tiles with explorer units
Level 3 - +20% melee and Ranged against Aliens
Level 6 - +2 Orbital Coverage in all Cities
Level 8 - +4 free Floatstone Resources
Level 11 - Agents can use Dirty Bombs
Level 13 - Can Build Exodus Gate
Supremacy
Supremacy takes a cybernetic post human approach
Level 1 - Explorer Units can build an additional exploration
Level 3 - Roads and Maglevs do not cost maintenance
Level 6 - Orbital Coverage on or next to any Firaxite Resource
Level 8 - +4 free Firaxite Resources
Level 11 - Agents can use Sabotage
Level 13 - Can build Emancipation Gate
Virtues
This will be similar to culture from previous Civ Games but with some marked differences
Have 3 tiers, and 5 single virtues in every tier (60 total).
They are an expression of what your civilization cares about "Culture drives the acquisition of items within a virtue table, and those items have a lot of cross-linking benefits in and out of other systems in the game everything from city progression to tile improvement to military strategies to territorial acquisition and diplomacy" David McDonough
There are also 'Kickers' these are bonuses you get from going deep down one virtue tree or from going wide and picking virtues from many trees. Horizontal kicker counts virtues in tier, vertical kicker counts virtues in tree
Might NEW
Tier 1
Survivalism +25% melee and +25% ranged for units fighting aliens
Scavenging Earn 100% of alien life form's strength as science after killing it. Earn 35 science from eliminating alien nest.
Adaptive tactics: +50% experience from combat
Liberation army: after conquering an enemy outpost, automatically found an outpost of your own in its place.
Military-Industrial complex: +15% production of military units.
Vertical Kickers
5 Virtues - 5% strength melee and ranged for all units
Prosperity
Tier 1
Frugality 10% Food retained after a city grows
Tier 2
Pathfinders Explorer can build 3 additionnals expeditions
Knowledge
Tier 1
Foresight +10% science when healthy
Creative Class Earn extra culture equal to 50% of net positive health
Laboratory Apprenticeship Each city tile generate +0.25 Science for every population
Social Mores Each city tile generate +0.25 Culture for every population
Field Research Earn 50 science from finishing Expeditions
Tier 3
Information Warfare Recruit 1 new Covert Agent
Vertical Kickers
5 Virtues - +10% culture in every city
Industry
Tier 1
Labor Logistic +10% production towards buildings
Central Planning +5 energy in capital
Commoditization +1 energy from every basic resource
Scalable Infrastructure +15% production towards wonders
Standardized Architecture +25% Production towards buildings which have already bean built in the capital
Tier 2
Investment Earn 1% of stockpiled Energy amount every tun up to 50 Energy.
(name unknown) +25% Production toward orbital units
Alternative Markets Trade Routes with Stations grant +6 Energy per Station Tier
(name unknown) +0.5 Health for every Trade unit under your command
Tier 3
Social investment +2 production from every Manufactory improvement
???-Network +25% more yield from your trade routes to you own cities
Vertical Kickers
5 Virtues - +10% Energy in every City
Synergies (Horizontal Kickers) NEW
6 out of 20 Tier 1 = 1 free virtue
? out of 20 Tier 1 = 10% food and 10% Energy in Capital
20 out of 20 Tier 1 = 1 free technology
8 out of ?? Tier 2 = Chose 1 free virtue, recruit 1 new covert agent
How to Interact With Others (Trade, Diplomacy, Covert Ops, Quests)
Trade
Health
"Health is need to keep your colony productive and growing"
With Negative Health the faction suffers science and culture penalties first, food and industrial production penalties later
Diplomacy
Remove Satellites - One diplomacy option is to ask other civ to remove satellites over your territory
Covert Ops
You can send spy's into other factions cities and depending on their level, this would change the kind of information you would get (research, Affinity)
Eventually you will be able to do more impacting things like planting dirty bomb or calling in worms
Quests
- a research pod crashes near your city
- Choose between different station options (if one lands near you)
- find three more resource pods (triggered by finding one resource pod)
- stop invasive earth species or let it grow (less miasma), if selected last some time later the player has to decide between using the plant for food or production.
- Destroy Aliens
-Open Pods
The Brave New World (planets, terrain, resources, stations)
Planets
Aqua - Large seas
Vulcan - A Planet with dunes, a cracked soil and a warm, dry climate. Little to no seas
Fungal -
Lush - A planet with a dense vegetation, like a jungle.
Terrain
Canyons - Lava flows through these allowing geothermal vents to be near by (PCG)
The Miasma - Damages units who stay in it too long (PCG), stops improvements being built, limits resources gained from the hex
Terrain Improvements
Farm
Mine
Quarry
Terrascape
Resources NEW
Alien Nest - Can be "riled up"
Alien Skeleton - After excavating it you may get a alien unit
Basalt
Copper - Not know yet if this was a placeholder but the graphics have changed
Resource Pods - Like goody huts
Firaxite - Can only be 'fully exploited' by Supremacy factions
Floatstone - Can only be 'fully exploited' by Purity factions
Fruit
Fungus
Geothermal Vents - Found near Canyons, once 'harnessed' can give extra power
Petroleum
Progenitor Ruin - Can be excavated
Resilin
Titanium
Tubers
Xenomass - Can only be 'fully exploited' by Harmony factions
Stations
Perform like city states in Civ 5, but only take up 1 tile.
They will land over the first few turns and if they land near you, you may get a choice to influence their creation.
They can only trade with one Civ at a time, each trade route will give you a bonus, this will increase for every repeat trade route confection
Banu Musa Theoretical Sciences Think Tank
Fort Miller
-produced a missile Rover when trade route was established
McDonough Biomechanical Research Lab
-trade route origin city +2 science and +2 production
Scyon Group Labs
-gives tech
Shackleton Geological Mapping Enterprise
The End
Victory Condition
Transcendence Victory (Harmony)
Awaken a semi-sentient super organism within the planet and reach a new level of consciousness
Promised Land (Purity)
Terraform the alien planet into a mirror of Earth and relocate Earths populace to this new Eden by building a warpgate
Emancipation (Supremacy)
Embrace cybernetic augmentation, then return to Earth by building a warpgate (gi)
and "free" the people from their bodies
Contact
Discover evidence of intelligent life and construct a means to establish first contact
Domination
Domination is the same as in every other Civilization
Sources
2K Games
Ars Technica
Escapist
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