Beyond Earth Features

PC Gamer UK, June edition (no. 266) has a four page feature on BE with some new information. No hyperlink to a mag though, so unless you buy a copy (recommended! good article, new screenshots of units that could be unpicked by others) or they publish it at PCGamer.com you'll have to make do with my notes on initial options:

- Colonists options: Intellectuals give a science boost. Alternatives: mercenaries (mil boost), aristocrats (commerce), engineers (production), pilgrims (faith)
- Cargo options: Terrain mapping (show continent outlines), lifeform scanners (shows life), guns (guns!)
- Sponsor (faction) options: Franco-Iberia is mentioned. A choice between nation states and multinational corporations is briefly mentioned.
- Colony Ship options: implies it is linked to early base facilities. But not clear.

Other bits and pieces: Xeno Titans for Harmony players. Wolfbeetles are an early lifeform with a nest (like barb village mechanic - intensity of attacks increase as you kill them). Settlers - new outposts are vulnerable and need supply routes to feed them before they become established towns. Manticore units mentioned. Different biomes. Siege worms 'thumper' are an alternative 'plant nuke' device for Harmony players.
 
A big update thanks to PCGamer
 
Could you please provide a link for that PC Gamer-article? :-) I've searches for it, but only found 3 weeks old articles on their site about Beyond Earth.

Sendt fra min HTC One med Tapatalk
 
https://blog.2k.com/index.php/home/...-questions-answered-by-david-mcdonough-and-wi

In summary:
-Each game only spans one planet.
-The ability of the Pan-Asian Cooperative is "focused on improving production"
-Virtues are similar to policy trees, except the addition of 'kickers', which give you a buff if you either go heavily down one tree, or lightly across all trees.
-There is option that determines whether the factions arrive simultaneously, or over a period of hundreds of turns.

They kind of dodged the question about the unit workshop :)

Also , they are not talking about Great People (6th question unanswered)
 
They kind of dodged the question about the unit workshop :)
Really? I got the impression that that's the unit customisation system in place: a "skill tree" for your units. It seems like you get the main unit lines as in Civ (warrior -> swordsman -> longswordman -> etc.; archer -> longbowman -> etc.) but instead of just getting "generic" improvements, you can select from a buffet of options at every step. Meaning you more or less get the "rock-paper-scissor" lines, but with more selection.

It's sounds a lot like an unit workshop in principle, but without the freedom to make lots of designs, but get one design opportunity per unlocked upgrade.
 
More information about the arrival of AI factions to the planet.

Hi there. There have been several questions regarding this answer, and we have worked with Firaxis to provide a more clear response. The blog post has been edited to say (change has been underlined):

Q. How many turns will we have at the start of a game of Beyond Earth before other factions arrive? Will they then all arrive at once?

You can choose to have all of the factions land at the same time, or you can have the factions arrive throughout the early game, meaning that they will not all land on the planet together, so one might arrive on turn 5, another on turn 8, and so on. In either case, all players will be in the game within the first 40-50 turns. We found that in the beginning, fighting for survival against the alien world is usually enough to keep players focused. In order to keep the game competitive, late-arriving factions will get some bonuses to help them catch up. Maybe they left after you did, and arrived with more people or better technology? Eventually you’re going to have to confront them if you want to win.
 
updated with info from the 2k Blogs
 
http://kotaku.com/my-first-40-turns..._source=Kotaku_Facebook&utm_medium=Socialflow

Bonuses to two factions:

I met Samatar Jama Barre of the People's African Union, for instance, whose strengths were in diplomacy, growth and health and weaknesses in production and religion. There was Suzanne Marjorie Fielding of the American Reclamation Corporation, too, whose nation has a focus in science, infrastructure and production while lacking in cultures religion.

Religion as a mechanic has been confirmed.

http://arstechnica.com/gaming/2014/...h-is-a-sim-with-a-slight-alien-twist/#image-9

Virtues named:
Might
Prosperity
Knowledge
Industry
 
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