NeverMind
Proud to be Russian
Plenty of Civilization Beyond Earth Demo videos from E3:
Gamespot
Link to video.
IGN
Link to video.
Polygon
Link to video.
Gamespot
Link to video.
IGN
Link to video.
Polygon
Link to video.
It's all part of the same demo, which wasn't even updated for E3. Give them some time.Also they really need to come up with names for their techs.
You find a portable fusion reactor in the pod
you dismantle it and convert its parts into 60 energy
I've only seent the first vid, but the frist big news comes for me at 2:50 when he says you pick your civ "and in addition to that you pick your leader, your cargo...".
That's the first non-ambiguous official statement that factions and leaders aren't tied to one another.
In the IGN video, does Will Miller announce mod support for multiplayer near the end?
"A lot of the features...will be customizable in multiplayer"
I've only seent the first vid, but the frist big news comes for me at 2:50 when he says you pick your civ "and in addition to that you pick your leader, your cargo...".
That's the first non-ambiguous official statement that factions and leaders aren't tied to one another.
yea, i can see how that would give energy, until its fuel runs out
GIANT FACEPALM
That is because 'energy'=\= energy, 'energy'=money
(Very very stupid stupid thing they copied from smac)
I can see energy working as currency when you can store it. on a planet where you lack in everything and you don't know if your trade parter will still be around in 10 years you'll want something very tangibale and independently useful as currency. That could well be energy (its quite well explained in SMAC imho).
It's the design decision to make them find a energy generator and not use it but somhow magically convert its materials into energy thats very strange.
Simple. Think of it as the value for the still usable parts of the reactor.
I don't think the mechanic ist strange, but the message. Its like throwing perfectly good food on the compost to create soil to grow food. The whole part of the "we can't transport it so we scrap it down and thats why you get currency instead of a reactor" is unneccesary from a game design point of view, if the reactor would produce that currency anyway.
And it does not evoke the question: "Who the heck is buying those parts and where does he get the energy to pay me for it on mission year 6 when the only humans on planet are your subjects that are struggling to survive in a makeshift colony?"
I don't think the mechanic ist strange, but the message. Its like throwing perfectly good food on the compost to create soil to grow food. The whole part of the "we can't transport it so we scrap it down and thats why you get currency instead of a reactor" is unneccesary from a game design point of view, if the reactor would produce that currency anyway.
And it does not evoke the question: "Who the heck is buying those parts and where does he get the energy to pay me for it on mission year 6 when the only humans on planet are your subjects that are struggling to survive in a makeshift colony?"
I don't think the mechanic ist strange, but the message. Its like throwing perfectly good food on the compost to create soil to grow food. The whole part of the "we can't transport it so we scrap it down and thats why you get currency instead of a reactor" is unneccesary from a game design point of view, if the reactor would produce that currency anyway.
And it does not evoke the question: "Who the heck is buying those parts and where does he get the energy to pay me for it on mission year 6 when the only humans on planet are your subjects that are struggling to survive in a makeshift colony?"
I also furrowed my brow at that description... it's not terrible, but it adds a confusing explanation where none is needed. "You found a working reactor; you collect 60 energy!" Done!