Acken
Deity
I know what rating situation reminds me of
...
Welocme to the club, Firaxis
You know we got your point. But continue posting that kind of stuff, that certainly looks like a fantastic hobby
I know what rating situation reminds me of
...
Welocme to the club, Firaxis
Go to:Something needs to be done about trade route reassigning... I'm so tired... it's unplayable... just... make them run nonstop, until I decide to reassign them or other obsticles comes ther way...
Something needs to be done about trade route reassigning... I'm so tired... it's unplayable... just... make them run nonstop, until I decide to reassign them or other obsticles comes ther way...
You can. There's a button in the city screen to add to queue.
Sure. Every time I go into a city, I must spend 3 seconds zooming out. That's bad design. They should make the icons smaller. It shouldn't be that hard.Some have complained that the worker icons are too big in the city screen. All you have to do is zoom out (use the scroll wheel on your mouse if you have one) and the icons get smaller and you can see the tile yields.
I know what rating situation reminds me of
[snip]
Welocme to the club, Firaxis
My impression of the game so far:
1. Factions are uniform and flat. Almost all UA's are simple boring modifiers that do not change gameplay between each other. Not creating the series staple UU's for the civs looks like a big mistake for civ differentiation.
2. Seeding options. Like factions, are not interesting. These mostly invisible modifiers do not help develop any sort of personality for the AI's. Leading to a more lifeless gameplay.
3a. Unit promotion system. Terrible. +10%, +10%.
3b. Unit upgrade, via affinity level. It was an interesting idea, but I think its a complete failure. Forcing every unit to have the same affinity promotion even further leads to a flat, boring gameplay. There is no difference between fighter A or B. Why can't we decide to make one excel at city or unit attack, or at interception. Not being able to upgrade a unit to serve the purpose you want makes military battles extremely lackluster to me. (Also, I really don't like how every old unit is automatically upgraded instantly and for free, it removes the decision of whether to upgrade a unit or two or spend the money elsewhere...basically dumbing down the decision making).
4. Wonders. Garbage. One or two usable wonders, the rest are a joke. Who balanced these?
5. Health. The one thing I've never liked about Civ V compared to 4, was the global happiness and lack of individual city growth prevention. BE of course uses the same global "health" system. This time though, the penalties are hollow. I've just won two games with global health around -90. -10% modifiers, and extra spying against isn't enough to stop any type of huge military build up, domination win.
I've never been so dissappointed in a game of Civ. With Civ V, at release it had imbalances and imperfections, but was made great by patches and expansions. With BE, I get the feeling its a lost cause. I would say I hope Firaxis instead focuses its' attention on Civ 6, but BE is so bad to me, I'm doubting the company's ability to make another good game.
EDIT: Oh yeah, completely forgot about the single biggest problem, Mustakrakish reminded me.
6. Trade route economy. Way to powerful, I feel like I'm playing Civilization: Trade Route Simulator.
My impression of the game so far:
1. Factions are uniform and flat. Almost all UA's are simple boring modifiers that do not change gameplay between each other. Not creating the series staple UU's for the civs looks like a big mistake for civ differentiation.
3a. Unit promotion system. Terrible. +10%, +10%.
3b. Unit upgrade, via affinity level. It was an interesting idea, but I think its a complete failure. Forcing every unit to have the same affinity promotion even further leads to a flat, boring gameplay. There is no difference between fighter A or B. Why can't we decide to make one excel at city or unit attack, or at interception. Not being able to upgrade a unit to serve the purpose you want makes military battles extremely lackluster to me. (Also, I really don't like how every old unit is automatically upgraded instantly and for free, it removes the decision of whether to upgrade a unit or two or spend the money elsewhere...basically dumbing down the decision making)
4. Wonders. Garbage. One or two usable wonders, the rest are a joke. Who balanced these?
5. Health. The one thing I've never liked about Civ V compared to 4, was the global happiness and lack of individual city growth prevention. BE of course uses the same global "health" system. This time though, the penalties are hollow. I've just won two games with global health around -90. -10% modifiers, and extra spying against isn't enough to stop any type of huge military build up, domination win.
I've never been so dissappointed in a game of Civ. With Civ V, at release it had imbalances and imperfections, but was made great by patches and expansions. With BE, I get the feeling its a lost cause. I would say I hope Firaxis instead focuses its' attention on Civ 6, but BE is so bad to me, I'm doubting the company's ability to make another good game.
indeed, I was looking forward to player versus environment, like in SMAC, very disappointed. not only there is no terraform option, the terrascape, the closest thing, is clunky, situational and maintenance heavy.
There is no feeling of we are taming with world, no feeling of this world is fighting me, mind you even with raging aliens I only lost a few marines to them.
Needs some serious work under the hood.
The tech web is a bit odd - things like domes should be early, the ability to build Earthlike parks late, and possibly then only unlocked by the 'plants run wild' quest (which currently has no consequences, though it's very much the sort of story element that should). No farms from the start, but biofuel plants are okay since biomass is biomass - yet they unlock moderately late. Water purifiers and some sort of water source should be essential for early settlement - how about something akin to the Civ !-IV irrigation mechanic? etc. etc. Things like alien forest should be basically unusable, needing technology developed to clear them before the tiles can be productive, not just an easy source of apples and wood. Practically every tile should start as something resembling tundra, with such things as copper and basalt eagerly sought for the early boost they provide; colonies could start with a base food output that satisfies the needs of a certain number of colonists, but the surrounding landscape is not exploitable for food until hydroponics or other technologies are developed. The whole settlement might start as an outpost but one that can produce things, and expanding territory should be hard, laborious work.
If it's enough of a struggle, the aliens shouldn't need to be the ones doing the fighting - this isn't Alpha Centauri and I'm fine with the aliens being giant pest animals mostly doing their own thing rather than a malevolent planetary hive mind that will eat you if you don't assimilate yourself into it. I do want the aliens to have more of a role in one way or another, though - for a game with a major exploration component the quests and gameplay suggest a distinct lack of curiosity about the aliens right from the start (and please make the 'kill aliens' quest trigger only if - as the text of the quest indicates - the aliens have already shown themselves to be hostile. I've seen it trigger with aliens taking no hostile action at all).
Wholeheartedly agree. there are too many things that kill immersion at the moment. a good mod might be able to work fixing it, but it will take planning and time.
The first fact is that all food improvements shouldn't be available from the start, farming included, making plantations and other improvements that take from the local "resources" should require some sort of starter tech to unlock on top of the basic farming one.
call the first "Ground Survey" or some such and the second "Local Exploitation"
Make satellites a midway tech, space tech is expensive AND difficult. it should be an achievement to recover the access to the orbital layer, much like recovering flight. it requires infrastructure and knowhow that aren't wholly compatible with the knowhow needed to maintain a colony's early years.
Actually, if possible the launch center should be a requisite for launches of any sort and no goody hut should provide free sats. though it would be interesting to have a sat as additional cargo, left in orbit as the crew left the ship for the planet-side.
It pissmes me off that just for showing up the orbital layer we are given goodies to use it early on. it is a serious mistake, then again the game suffers from a lack fo coherent midgame thanks for the contact victory.