Arid Map first 100 turn gameplay

If he really doesn't speak a word of Portuguese, then something will be wrong, but I can see him only using it a little, on account of Brasilia being a conglomerate of all of SA, which is predominantly spanish speaking. Still, similar logic could be applied to the ARC to be mostly spanish with interspersed english, but they're claiming its becaue the 'dominant' portion is the US, which is english... which loops back to Brazil being dominant and speaking portuguese. There is an excuse/explanation for it, but its a very weak one either way.

That's a common misconception, but South America today is predominantly Portuguese speaking, even if only by a small margin. I believe this reinforce your point.
 
That's a common misconception, but South America today is predominantly Portuguese speaking, even if only by a small margin. I believe this reinforce your point.

More or less, population wise yes, portuguese is predominantly
Number of countries were portuguese is official language in South America 1 against 11
 
More or less, population wise yes, portuguese is predominantly
Number of countries were portuguese is official language in South America 1 against 11

1 against 9, as Guyana and Suriname don't speak Spanish ;)

And that's assuming that this "Organization of South American States" actually covers the whole South America. Brazil and Argentina are the only countries mentioned so far.

Anyway, today's Portuguese and Hispanic South Americas seem to equate each other in population, economy and territory. It's perfectly possible that the Great Mistake or any other event upset that balance, but it's not easy to explain why its faction is called Brasilia, bear green colors, have a Portuguese city list and a Spanish speaking leader with a Hispanic-Brazilian name. One could say it's "multiculturalism". To me it seems to be random.
 
I could see it as excusable if Elodie also spoke Spanish... ie SAmerica rose in the Great Mistake. Spanish began to replace English as the lingua franca.. Everyone speaks the 'lingua franca' that is most native to their area (SF and PAC to insular/proud to talk in a lingua franca...plusneither English nor Spanish ever dominated there)
 
After watching the second video, I have to say, though he kept saying he was going Supremacy (under the assumption that Supremacy = Domination) he actually had a good start for Purity. He has some floatstone nearby his two cities and if he had decided to send his army after the other city on his continent instead of continent hopping, he could have had the continent to himself. If he wiped out the other alien nests and cleared out the last player on the continent he could have settled the area and then did massive infrastructure, making super cities that cranked out a lot of yields while the other civs struggled with the pissed off aliens.

The only issue with this approach is that if he's that aggressive against both factions and aliens, I can easily see armies landing on his shore or drones/krakens coming over in mass to just knock him out. He just got the aliens in the red, so I'm expecting they would have smacked down some hurt in the next few turns (there was a worm right out of Cidela).
 
It's perfectly possible that the Great Mistake or any other event upset that balance, but it's not easy to explain why its faction is called Brasilia, bear green colors, have a Portuguese city list and a Spanish speaking leader with a Hispanic-Brazilian name. One could say it's "multiculturalism". To me it seems to be random.

Doesn't seem any more random than an English speaking ruler with a Kenyan name ruling over a nation named after an Italian.

I guess a sci-fi setting that grows out of the present reality in a most reasonable, justifiable, and systematic way possible just doesn't feel realistic or interesting to me. Things change based on random (and rare) occurrence in real life. Real life isn't easy to explain so why does a created world have to be?
 
interesting to note was that the nest he destroyed (the crazy defended one) did have 9 xenomass underneath (edit: i checked the vid again), but upon destruction the tile did not sport the xenomass but a cave "ressource" instead, looking like progenitor ruins. It gave no ressource boni, so it might be part of a quest chain? Anyway the ressource ammount around that nest is like crazy and the devs said that there would be well defended areas with huge ressources inside them, i might go against one of those for my 3rd or 4th city.

Also there seem have to been Xenomass tiles without a native nest above at game start. But the nest he purged in part 1 respawned quite quickly.
 
I'm just curious, what were you expecting? Were you hoping that they would get rid of hexes? Get rid of 1upt? SMAC social engineering? SMAC terraforming?

While the game might look graphically similar to civ5 and have some similar features like 1upt, I think the affinity system, quests, and virtues will definitely make the game play very differently than civ5.

Oh, please... Not the usual "what were you expecting? How dare you critisize something?!" speach with the usual overused "no hexes? No 1upt?" ridiculous questions etc.

I was following the info on the game quite reasonably, though not fanatically with every tidbit of each tile and policies yield numbers studied. So no, I wasn't expecting "no hexes or 1upt", and I see no point in this kind of questions, except to try to belittle other's concerns / opinions / critique. :rolleyes:

What I was expecting, is not total copy and paste diplomacy with same copy and paste lines, modifiers and responces, which is very odd, considering it was something, I might add, that was the biggest complaint about civ 5.

And I apologize if my response came out harsh, was not intended to be.
 
What I was expecting, is not total copy and paste diplomacy with same copy and paste lines, modifiers and responces, which is very odd, considering it was something, I might add, that was the biggest complaint about civ 5.

I have said it from the start, in my opinion Firaxis handed the reigns to a couple of kids and set them the task of creating Civ in space using a new skin but the exact same game design (but throw in ES tech web) in order to rake in the cash and fill the gap between 5 and 6. As a result I would expect a reasonably polished game on launch as nothing much has changed.

I have no intention to blindly buy this. Nothing I have seen warrants it. I do like sci-fi but am not even getting a cool vibe from this - cartoony wasp like green aliens flying around, no thanks. Passing on this. Sure there will be hundreds and thousands that will just buy it anyway and it's each to their own. We all like different things but charging new game prices for an add-on is poor.

Must try harder next time.
 
Oh, please... Not the usual "what were you expecting? How dare you critisize something?!" speach with the usual overused "no hexes? No 1upt?" ridiculous questions etc.

I was following the info on the game quite reasonably, though not fanatically with every tidbit of each tile and policies yield numbers studied. So no, I wasn't expecting "no hexes or 1upt", and I see no point in this kind of questions, except to try to belittle other's concerns / opinions / critique. :rolleyes:

What I was expecting, is not total copy and paste diplomacy with same copy and paste lines, modifiers and responces, which is very odd, considering it was something, I might add, that was the biggest complaint about civ 5.

And I apologize if my response came out harsh, was not intended to be.

My question was not meant to insult or belittle you. I was genuinely curious what you were hoping civbe would be like since you said that you feel the game is too similar to civ5 (I personally do not think civbe is too similar to civ5 that is why I was curious about a different opinion). Don't worry, your response was not harsh. :)
 
I think it is pretty simple...if you like Civ V and you like sci-fi then you will like BE.

I played alot of Civ V and I still would but once you put a thousand hours into it the AI is just far too predictable. Other than that I would still be playing it everyday. I look forward to BE because the aliens look more unpredictable than the barbs in Civ V and all the new units will bring some unpredictability to the AI factions.
 
I like what I'm seeing, but then I never had any expectations beyond a Colonization style conversion. People who were expecting Civ 6 kind of set themselves up for disappointment.

After watching the second video, I have to say, though he kept saying he was going Supremacy (under the assumption that Supremacy = Domination) he actually had a good start for Purity.
Yes, one of several misconceptions he had. I think the style of play he had in mind was better suited to Purity.

What I found particularly interesting was that after he had riled up the aliens on his own continent to "red" status, he crossed to another continent and there were some aliens there with "red" status and some with "yellow" status.

be_mixedaliens.jpg


Assuming this was not a glitch, it implies that there are regional groups of aliens that each have their own aggression rating.
 
I like what I'm seeing, but then I never had any expectations beyond a Colonization style conversion. People who were expecting Civ 6 kind of set themselves up for disappointment.


Yes, one of several misconceptions he had. I think the style of play he had in mind was better suited to Purity.

What I found particularly interesting was that after he had riled up the aliens on his own continent to "red" status, he crossed to another continent and there were some aliens there with "red" status and some with "yellow" status.

be_mixedaliens.jpg


Assuming this was not a glitch, it implies that there are regional groups of aliens that each have their own aggression rating.

Interesting that one continent could completely work together to eradicate all alien life and another could let them live freely. It would certainly make it more difficult to invade a harmony players' continent than a purity one. Perhaps a good strategy for harmony is to wipe out the competing factions on the starting continent ASAP and then camping your army on the borders to keep the aliens off your lawn.

On the same thought, I hope my first game as purity there is a runaway harmony on the other continent spamming mind stems that forces me to invade the proverbial mine field of alien life.
 
On the same thought, I hope my first game as purity there is a runaway harmony on the other continent spamming mind stems that forces me to invade the proverbial mine field of alien life.

Thats a job for the mobile infantry! Because when the going gets tough, the tough get going.

but realistically the aggro level did increase across the board, its only that those natives not directly involved in the fighting became hostile slower. The same might be true for other civs. Natives might become hostile to you faster, then they do against other factions who might not be fighting them actively.
 
Is the aggression level increased by destroying the nests or just by attacking the aliens?

Maybe the aggression level isn't defined by continents, but by distance. So when you destroy a nest (or kill an alien, I don't know) the aliens from nearby nests will become more aggressive.

Doesn't seem any more random than an English speaking ruler with a Kenyan name ruling over a nation named after an Italian.

I guess a sci-fi setting that grows out of the present reality in a most reasonable, justifiable, and systematic way possible just doesn't feel realistic or interesting to me. Things change based on random (and rare) occurrence in real life. Real life isn't easy to explain so why does a created world have to be?

Well, I guess it’s a matter of personal preference. To me it’s down to whether “not easy to explain” equates being seemingly complex (akin to the real world), or simply not having an explanation. Of course we’ll have to wait the game and the civilopedia to conclude.
 
I think he only took out two nests, so I gather that just killing aliens also increases the aggression level.

Each player must have their own alien aggression rating; otherwise, the Harmony ability "Alien aggression level returns to neutral twice as quickly" would be useless. So while it's possible that attacking aliens may raise everyone's aggression rating, the ratings for each player must be tracked separately, and will reduce at different rates. Together with the possibility of multiple different alien groups, this makes the calculation somewhat complex.
 
Well, I guess it’s a matter of personal preference. To me it’s down to whether “not easy to explain” equates being seemingly complex (akin to the real world), or simply not having an explanation. Of course we’ll have to wait the game and the civilopedia to conclude.

Yes, 100% agree with this.
 
He normally plays aggressively no matter what faction he chooses; this behavior can be seen in his EUIV videos. He had too little time to make his vision a reality here.

A lot of the bug aliens resemble the ones in "Nausicaa of the Valley of the Wind", which was cited as the inspiration for the fungal biome.
 
I think he only took out two nests, so I gather that just killing aliens also increases the aggression level.

Each player must have their own alien aggression rating; otherwise, the Harmony ability "Alien aggression level returns to neutral twice as quickly" would be useless. So while it's possible that attacking aliens may raise everyone's aggression rating, the ratings for each player must be tracked separately, and will reduce at different rates. Together with the possibility of multiple different alien groups, this makes the calculation somewhat complex.
I believe alien units spawn with an immutable aggression level towards specific players (ie. 100% aggression for Player 1, 25% aggression for Player 2 etc for a specific alien unit); because while you attack the aliens or destroy their nests, you can see how their aggressiveness does not change, only new units will have different values.

If I had to guess, this is probably set by invisible regions with aggressiveness values for each faction around the map, which increases in radius/rate the more aggressive you are and decreases with time (which you can lower with bonuses). It'd also increase more if you are the aggressor, and little if it is another faction. The aliens receive and keep this value once they spawn, which means there would be no need for complex turn-by-turn calculations.
 
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