CelJaded
DENOUNCING!
Synopsis
First of all: I really enjoy Beyond Earth. There are enough 'quality of life' improvements over Civilization V (automatic unit upgrades, relaxed city health system, customizable loadouts etc.) to make it a pleasant distraction from your usual 4X game.
But in every playthrough I end up frowning at the wealth of systems and gameplay elements that seem to be in dire need of an overhaul.
Whilst I have little insight to offer in terms of fixing the "big" problems with this game (the orbital layer, restrictive affinity system, lacklustre espionage etc.), there are many smaller thoughts and pre-Rising Tide suggestions that I've compiled since the last patch that I'd like to share and hopefully get some thoughts on from the community.
Since this is quite a large post, I've divided it into sections for easier reading.
As always, any feedback is appreciated.
General
Multiplayer
Sponsors
Seeding Options
Wonders
I currently see wonders to be in these four categories:
1) Some nice ideas shown, but the prerequisite techs are too far away, the wonders themselves are too expensive and thus don't provide enough of a benefit over the comparatively short play time of the game to be worth building.
2) Some nice ideas shown, but the wonders are too expensive or too limited to make investment in them worthwhile.
3) Complete overhaul needed because the effects are practically useless
4) Solid wonders in need of a few slight tweaks
Virtues
MIGHT
PROSPERITY
KNOWLEDGE
INDUSTRY
First of all: I really enjoy Beyond Earth. There are enough 'quality of life' improvements over Civilization V (automatic unit upgrades, relaxed city health system, customizable loadouts etc.) to make it a pleasant distraction from your usual 4X game.
But in every playthrough I end up frowning at the wealth of systems and gameplay elements that seem to be in dire need of an overhaul.
Whilst I have little insight to offer in terms of fixing the "big" problems with this game (the orbital layer, restrictive affinity system, lacklustre espionage etc.), there are many smaller thoughts and pre-Rising Tide suggestions that I've compiled since the last patch that I'd like to share and hopefully get some thoughts on from the community.
Since this is quite a large post, I've divided it into sections for easier reading.
As always, any feedback is appreciated.
General
- A minor quibble to start off with, but it's one that has bugged me since the very beginning: the main menu music doesn't loop. I don't know if this is perhaps a simple fix that can be done yourself, but it's always bothered me as half way through reading a few entries in the Civlopedia or setting up a multiplayer session for example, the game goes dead silent. It seems such a shame to waste BE's great music so get that track on loop!
- Whilst on the subject of music, I always liked how previous Civ games let you set your choice of title screen (assuming you had multiple expansions installed) and associated music. I'm sure RT will look great and all, but it's nice to have the option.
- Certain in-game assets (I'm thinking of military units mainly) won't take you to the Civlopedia screen when right-clicked. This is a really useful element of Civ V, but it's puzzlingly absent here.
- There really needs to be some sort of warning notification that tells you when a unit/worker is close to death due to Miasma poisoning.
- Sponsors don't have their ability names included on the game setup screen. PAC's ability for example is called Coodinated Workforce whereas Kavitha's is Missionary Outposts. BE desperately needs to leverage its theme and I think this small detail helps make it clear why the sponsors behave in the way they do.
- The gap between the Soyuz and Apollo difficulties seems remarkably large. In vanilla I found Soyuz too easy and liked playing Apollo, but I find that level too aggravating after the patch. It feels like there needs to be more of an in-between.
- Obviously there are a lot of bugged quests that need fixing... No more needs to be said about that really.
- Quarries seem rather pointless at the moment; something is needed to distinguish them aside from the tepid Power Systems bonus.
- There are quite a lot of features in the game that feel outright useless. The All-Seer satellite and relevant prerequisite tech are especially pointless and then you have the multitude of highly situational buildings such as biofactory and growlab. The Biometallurgy tech is another one that is notably weak.
- Improvements such as domes and generators need tweaking to be more worthwhile. I seem to remember generators getting a science bonus from somewhere, but evidently not in the current build of the game. Reinstating this bonus might make them a more interesting prospect.
- The choices and rewards from building quests should really be put into the Civlopedia- I keep having to look up online how to get the extra spies and the like.
- The weakening of the tier 4 affinity units makes aliens and especially the siege worm a protracted hassle for a much longer portion of the game. Surely these units can be a bit stronger than this? They're practically worthless in comparison to the basic upgraded soldiers.
- Something needs to be done about that awful 'crumbling' sound effect that seems to play over and over when factions are fighting on the map.
- The vivarium building needs another line of text to clarify that its desert bonus does not apply to flood plains.
- Chopping down forests takes far too long and the bonus for doing so is tiny. Either make it faster to chop or increase the production yield once chopped!
- The fungus resource appears to be strictly worse than fruit and the like; is it just me? I can't stand seeing this stuff on my nearby hills.
- Geothermal should be the resource required for wonders (not Firaxite etc.) as currently it doesn't do anything. The Civlopedia also needs to list the specific resource cost for wonders too (2 geothermal, 4 geothermal etc.).
- Add in a dedicated option for One-City Challenge during setup
- Reinstate the 'manual specialist control' check box from Civ V as it's extremely frustrating when your yields and health values are going down due to the automation.
Multiplayer
- A minor point, but in multiplayer team games it seems possible for your team to 'double-up' on bonuses such as the continental scanner and laboratory when using random setups. Could it be fixed to prevent this?
- The game doesn't seem to prompt you to select new research during a multiplayer team game, meaning you can continue without researching if you don't manually set it before ending the turn. Where's the 'choose research' prompt?
Sponsors
ARC- Corporate Espionage is too dependent on luck; a factor I really don't enjoy seeing in civilization/sponsor abilities.
- Assuming espionage works in a similar way for RT, I would consider giving them something a bit more reliable: +1 extra spy and a % boost to spy effectiveness instead of intrigue.
FRANCO-IBERIA - Shining Path feels really lacklustre to me. It comes with no innate culture boost (practically forcing you to take artists) and it usually only results in a single free virtue before the game is all tied up. Feels plain.
- I like @LORD ORION's suggestion of +1 culture per city (in addition to the current bonus), but perhaps a science bonus per adopted virtue could work also?
SLAVIC FEDERATION - From the best sponsor to the worst sponsor in the space of a single patch. Along with orbital gameplay, Cosmonaut Legacy needs a complete rethink. It feels far too similar to Russia from Civ V at the moment.
POLYSTRALIA - Even with the awkward trade system being what it is, this is a fine ability. It should really be reworded though as the two trade routes aren't 'free' so much as they are "early".
KAVITHAN PROTECTORATE - A nice and fairly underrated bonus. I don't think it needs changing at the moment.
BRASILIA - For an ability called Guerrilla Mastery you'd expect a lot more than this...
- It could use a unit maintenance discount, but then it risks being too similar to what we've already seen in Civ V.
- Also, I'm not sure why your units can't get +10% ranged strength as well as melee? It is the most crucial form of combat after all.
PEOPLE'S AFRICAN UNION - Umoja looks good and plays well to me, even if the growth bonus is just window dressing (how much of your game is actually spent in positive health!?). You could easily limit the free Old Earth Relic to the first X cities if people still think it's too powerful.
PAN-ASIAN COOPERATIVE - Good, well balanced ability and my personal favourite.
Seeding Options
- Bust Artists down to +2 (instead of +3)
- Refugees is a bad pick currently because of the reduced importance of food in BE. Would increasing the food yield here make it better?
- Life form sensor is better than people generally give it credit for, but it could do with alerting you to newly re-spawned alien nests as the game goes on.
- Fusion reactor is an inferior selection to practically everything else. Needs a rethink.
- Hydroponics could easily give +1 population to all, or at least the first X, of your cities rather than just in the capital.
- Weapon arsenal should give either 2 free soldiers or at least one veteran-level soldier.
- Add a new option that grants a free explorer and +1 scouting module for explorers in general.
- The ultrasonic emitter is far too slow to be useful and its status as a civilian unit means it's extremely vulnerable. I think it should be at least 2 movement and immune to alien attack- that way you can actually use it to bust siege worms; the only plus that it really has going for it. Needs a rethink really.
Wonders
I currently see wonders to be in these four categories:
1) Some nice ideas shown, but the prerequisite techs are too far away, the wonders themselves are too expensive and thus don't provide enough of a benefit over the comparatively short play time of the game to be worth building.
- Archimedes lever (just build a ranger instead)
- Resurrection device (I doubt you'll spend enough time in positive health for this matter)
- Nanothermite (nice idea, but... just build a ranger instead)
- Daedalus Ladder (better than vanilla at least...)
- Tectonic Anvil (great novelty value)
- Holon Chamber (could make for a great mix of strategies if it didn't come so late)
- Armasil (just build a ranger instead)
- Xenodrome (such a nice idea, but I don't get where the benefit lies?...)
2) Some nice ideas shown, but the wonders are too expensive or too limited to make investment in them worthwhile.
- Markov Eclipse (the bonus on this one isn't very clear to me- Japan has it in Civ V and it's a pretty useless ability there, so what's the difference here?)
- Stellar codex (this has only situational use until the orbital layer gets overhauled)
- Precog project (can most units really survive long enough to make use of additional promotions? I've never had a troop get beyond veteran status personally)
- Bytegeist (a free virtue might compliment this bonus nicely)
- Mass Driver (just build a ranger instead)
- Crawler (you'd save far more time simply constructing buildings without this)
3) Complete overhaul needed because the effects are practically useless
- Ansible (comes way too late and plays to the game's weakness of tying affinity points to technologies).
- Quantum computer (one of the only wonders to offer a negative effect?...)
- Xenonova (so much for generators being viable)
- Promethean (poorly thought-out, poorly explained wonder that only works in one particular circumstance)
- Ectogenesis Pod (useless)
- Gene Vault (tried it once and it actively set me back. No good!)
- Human hive (absolute worst wonder in the game at the moment- just build a surveillance web if you're worried about spies! Worthless.)
- Deep Memory (useless)
- New Terran Myth (useless)
- Cynosure (useless)
4) Solid wonders in need of a few slight tweaks
- Master Control (reinstate the free network for the city which built it)
- Panoptican (add a free defense perimeter to the city which built it)
- Memetwork (like all wonders it should cost geothermal)
- Drone Sphere (like all wonders it should cost geothermal)
Virtues
MIGHT
- Public security bonus increased to 0.5 or go with @LORD ORION's idea of +1 Health for each Rocket Battery, Defense Perimeter, Command Center and Node Bank
- Liberation army should instead give either 2 free soldiers or at least one free veteran level soldier
- Special service should really give added spy effectiveness instead of intrigue
- Joint operations is part of the "orbital gameplay needs an overhaul" category
PROSPERITY
- The 3rd level synergy bonus is the worst of all four trees as it's part of the "orbital gameplay needs an overhaul" category
- Gift economy is shaky considering external trade is so unprofitable. It could probably use a science bonus too
- Settler clans to give +2 food in every city
- Hands never idle needs a complete rethink along with the whole concept of specialists in BE
KNOWLEDGE
- This whole tree needs a drastic rethink as it's only really helpful once your empire has developed and it really doesn't help the early game at all.
- I agree with @LORD ORION's suggestion that Field research offers +1 free explorer as well as the bonus science from expeditions
- Applied Metasociology is the worst virtue in the game currently and part of the "espionage needs an overhaul" category. Agents decrease intrigue in cities more than enough without this "bonus".
- Cohesive values doesn't actually do anything for you... It just makes subsequent picks "cheaper", but wouldn't it be better to have a cool bonus now!? It feels like one that's "in the way" of you getting to the good stuff and that's never a good thing.
INDUSTRY
- Liquidity could be bumped to a 25% discount or instead offer a 15% discount on all purchases instead of just units
- Superior engineering and entrepreneurial spaceflight are part of the "orbital gameplay needs an overhaul" category