poom3619
Ping Pang Poom!
Back in the day when CivBE was in development, I said CivBE would be a 50$ mod (+ Australian Fee) of Civ5, and I remember someone said I am wrong. //giggle
Back in the day when CivBE was in development, I said CivBE would be a 50$ mod (+ Australian Fee) of Civ5, and I remember someone said I am wrong. //giggle
Back in the day when CivBE was in development, I said CivBE would be a 50$ mod (+ Australian Fee) of Civ5, and I remember someone said I am wrong. //giggle
So give Beyond Earth some time, let Firaxis patch out the most obvious garbage and add some systems and evaluate again.
At least it is not Ubisoft.
As was demonstrated in Demo vidoes, if you want Apollo to be 'deity' level challenge, turn on:
a) Staggered Starts
b) Rampaging Aliens
c) Quests that never give you early affinity because they are bugged
d) station placement in your ideal expansion spot
This was how the game was tested, and so it is how it was how it was balanced. The AI is built to fight wurms then attack you.
You are also not supposed to be able to:
1) Use purity 1 exploit and clear nests with explorers
2) Let nests repair to farm for science
You are supposed to have 15-16 aliens crawling around your first city and a wurm sitting city between you and your prime expansion spot, where that STUPID station just landed. Your first two affinity quests are supposed to bug, making it impossible to get 5 affinity by just researching affinity unit tech.
In the above scenario, Apollo is hard.
Frenzied aliens makes the game easier since the AI is really bad at dealing with them. You can also take three policies in Might so you can farm them for science,
and Ultrasonic Fences mean you can do this with ranged units at no risk to your units at all.Stations don't make things harder either since you can just destroy them with two rangers and a soldier if they land where you wanted to expand.
Apollo's not hard at all. Maybe the trick to making it tougher would be to put one human player against several AI players who are teamed up.
As was demonstrated in Demo vidoes, if you want Apollo to be 'deity' level challenge, turn on:
a) Staggered Starts
b) Rampaging Aliens
c) Quests that never give you early affinity because they are bugged
d) station placement in your ideal expansion spot
This was how the game was tested, and so it is how it was how it was balanced. The AI is built to fight wurms then attack you.
You are also not supposed to be able to:
1) Use purity 1 exploit and clear nests with explorers
2) Let nests repair to farm for science
You are supposed to have 15-16 aliens crawling around your first city and a wurm sitting between your capital and your prime expansion spot, where that STUPID station just landed. Your first two affinity quests are supposed to bug, setting you so far enough back in affinity that your units are worse than the AI(s) until turn 150.
Under the above conditions, the game is balanced.
This and the explorer exploit are what advanced players are using to make this difficulty 'easy'.
Not this "advanced player". I won the first game I played on Apollo and took exactly one Might policy. See if you can guess which one!
This and the explorer exploit are what advanced players are using to make this difficulty 'easy'.