Beyond Earth Features

Updated with new info on the clinic and confirmation that health is a new game mechanic
 
Some new info from the Escapist:

Miasma also diminishes the resources you can gain from the terrain, and prevents improvements from being built on the hex.

It takes six turns to to turn an outpost into a city. Each turn, a new hex joined the city's working radius until it finally was founded 6 turns in.

This delayed founding of settlements can be used to my advantage in war, as an incomplete outpost isn't yet owned by its faction. That means you can attack them with impunity.

http://www.escapistmagazine.com/art...Earth-Hands-On-Sci-Fi-Skinned-Strategy-Update
 
...and play by e-mail?

from the german interview wit Lena Brenk (https://www.youtube.com/watch?v=a0l_TpzjlH4):
- copper is confirmed as ressource (not a placeholder for something else)
- the tech web is main driver for affinity
- affinity points give unit upgrades (with choice) "like in a skilltree"
- it is possible to mix affinities as a viable way to play "you can go a hybrid way and select two affinities" as a way to go off the beaten path (imho this does not mean that it is an intended way to play, only that it is viable to do that)
- Terraforming is not global, but has interesting possibilities like terraforming Satellites and regrowing forest
- Health as growth limiting factor akin happiness is confirmed in this video. Survival of the fittest and new frontier are thematic concepts here.
- there is no addon/second game of the series in the pipeline yet, but the developers would like to make one (sounded like a staple answer really)

this is info from the 30 of April (!) only in german, so nobody found it.

also i heard/read (i don't remember where) that we already have seen all biomes and that the diverse planets are more differing mapscripts that vary in ocean cover, desert percentage, miasma quantity and so on.
 
http://tweakers.net/reviews/3569/civ...ond-earth.html

[Dutch article: I used google translate]
Satellites have a coverage of "about 15 tiles" I'm guessing range 2 (which would be 19)
and last ~ "a turn or ten"

The ocean has some of the biggest most dangerous units

The Siege worm does not care how you treat Other types of alien life, but just moves destroying things.
 
http://www.gamersglobal.de/preview/civilization-beyond-earth

For all the non-german speaking folk in this forum, i condensed all the new info:

- alien sea units: Sea Dragon, Kraken ("looks like shellfish")
- 4 different types to expedition targets: progenitor ruins (give new Tech or affinity upgrade), Alien skeleton (gives energy or an alien unit), abandoned settlement (gives culture or population), downed satellite (science bonus or ressource node underneath).
- explorer expedition action takes 5 turns to complete.
- virtues (might, prosperity, knowledge and industry) have 3 tiers, and 5 single virtues in every tier (60 total). horizontal kicker counts virtues in tier, vertical kicker counts virtues in tree.

- every Tier of affinity gives a bonus (supremacy 1: aliens don't attack explorer units)
- Unit (Harmony): Xeno swarm
- Unit (Purity) LEV tank
- affinity gives special combat unit upgrades, which change how the unit looks (that must be why we have seen the same soldier with different types of guns on some screenshots)
- soldier -> Marine (affinity lvl 1) -> Sentinel (Purity lvl 4) -> Centurion (Purity lvl 9) these are automatic updates that affect all units.
- on these upgrades you also select one of two perks (8 perks total) again for all units.

SOLDIER:
Aff 1: +6:c5strength: (in the article probaly incorrectly written as HP, though it being strength would be in line with the E3 footage of the marine in combat with the siege worm having 16 :c5strength: and the basic soldier having 10:c5strength:, not 106 HP, also +6 HP in the post vanilla 100HP system would not really give much of an edge to the units)
- All: Marine, +20% attack OR +5HP selfheal
Aff 4: +16:c5strength:
- 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 :c5moves:
- Supremacy: Disciple, +20% combat if adiacent to friendly unit OR +40% combat if alone
Aff 9: +30:c5strength:
- Harmony: Marauder, +40% combat in miasma OR every terrain costs 1 :c5moves:
- Purity: Centurion, +1 :c5moves: OR automatic heal each turn
- Supremacy: Apostle, +10:c5strength: if adiacent to friendly unit OR +50% flanking bonus

ROVER:
Aff 1: +10:c5strength:
- All: Veteran Rover, +30% flanking bonus OR +30% against fortified
Aff 5(sic): +18:c5strength:
- Harmony: Viper, +1 sight OR no :c5moves: to pillage +20 heal on pillage
- Purity: Lancer, +10% combat for every :c5moves: left OR +20% attack
- Supremacy: Prophet, +30% against wounded OR +40% if alone
Aff 9: +28:c5strength: +1 :c5moves:, hovering (every tile costs 1:c5moves:)
- Harmony: Cobra, +40% combat in miasma OR small ranged attack before melee (like Zulu Impi)
- Purity: Dragoon, +1 :c5moves: OR +50% against city
- Supremacy: Redeemer, 50% chance to withdraw on melee OR ignores zone of control

- discrete unit types: Soldier, Rover, Missile Rover, Ranger, Artillery
- artillery needs to set up before firing.

- stations :c5citystate:: seem to land later, occupy 1 hex: Fort Miller (produced a missile Rover when trade roude :c5trade: was established), McDonough Labs (dons trade route origin city +2 science and +2 production), Scyon group (gives tech). Every time the trade route gets renewed the station upgrades itself and the bonus gets better. Only 1 player can trade with a station at a time.

- sats get built in city like units and launched on command (Launch button), the interface seems to allow to move sats 2 tiles per round, but it did not work in the preview version. No info it the feature will be in release. "orbital coverage seems to be linked somehow to cities". if not on orbital map a beam of light shows the hex the sat is positioned over.

- the warning that "national wonders can be destroyed on city capture if it already exists" is still in this BE Version. That could mean there are national wonders or that it just has not yet been removed. No national wonder has actually been seen.

- building destruction on city capture behaves just like in Civ5: military buildings get destroyed, all other buildings have a chance of 66% to survive city capture.

- air combat and covert ops seem to work just like in Civ5

Quests:

- destroy siege worm, destroy 2 alien nests, open 2 downed pods...
- on old earth relic (building) construction: select between +1 additional culture for relics (plural) or no maintance cost
- multi tiered decision quests: i.e. 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 :c5food: or :c5gold:.

Victory:

- time victory is in the game
- affinity victory paths and contact victory path are accompanied by a series of quests.
- Harmony: Transendence, fist step is to research transgenics, nanorobotics and swarm intelligence
- Purity: promised land, first step is to start a laser communication satellite
- supremacy: emancipation, first step is to start a laser communication satellite
- contact: find the signal while scouring ruins OR build a deep space telescope sat OR research transcendental equation
- victory quest progress for all players is shown in the UI

The E3 version of the Alpha has "less aggressive AI"
 
On the video: Civilization Beyond Earth First-Look Gameplay E3 at 3.22

In the city screen there is 3 spots with miasma. On the food plains the miasma removes 1 food /health.. On the forest tiles miasma doesen't seem to affect to food or production. River gives energy.. So no suprices there..

Miasma most likely affects only food, By dropping it to 1.

http://www.youtube.com/watch?v=Uex9KqITM2Q
 
Thanks I'll do a big update on Friday
 
ok Have updated the first post, if I missed anything please let me know
 
ok Have updated the first post, if I missed anything please let me know

at first glance:
- you should copy the code non only the text from my post (because i used BB code symbols), just hit quote and copy out the relevant parts).
- there is also a thorium reactor building (engineering tech)
- manticores hurl acid from their tails

i didn't do a thorough comparison though.
 
http://translate.google.com/transla...+beyond+earth&sa=X&biw=1920&bih=979&tbs=qdr:d

Pick faction
Pick colonists
- Artists
- Scientists
- Refugees (instead of pilgrims like we earlier preview)
- Aristocrats
- Engineers
Pick type of spaceship
-Continental Surveyor
-Retrograde Thruster
-Tectonic Scanner
-Fusion Reactor
-Lifeform Scanner
Pick type or cargo:
-Hydrophonics
-Laboratories
-Raw Materials
-Weapon Arsenal
-Machinery


Starting options info
 
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