Beyond Earth wishlist

The ability to adapt code from BE back into Civ V.

Also Australians.
 
I am more than excited about BE, having extensively played every iteration of Civ (other then Rev), Alpha Centari was a favorite, due to the rich inclusion of narrative within the Civ structure. A brilliant joining of storytelling and game play. I'm excited by comments by David McDonough will Miller suggesting a rich integration of narrative.

To add to narrative effect, I have often thought Civ games should have names for more than just cities. I'd like to see rivers, lakes, mountain ranges, be given customizable names as well. Sure, you should be able to hide the names so they don't get in the way, but it'd be a great way to really immerse in a civ.

Also David and Will mentioned that they recently had a meeting to discuss peacefull players. ONE MEETING! at this point in the development? I really, really hope we don't have to wait for the 3rd expansion before the game is fun for non-warring types. Despite being a huge Civ fan, I put Civ V away for almost 2 years, before the expansions made it more than a war game. I love Civ V now.

And lastly, I know its a bit a far fetched dream, but I'd love for there to be a way to continue a civ V game right into BE. How epic would that be?
 
possibility to conquer the moon and fight for it. implement a layer map so you can change from the alien earth to a moon map and ppl could go there and get specials resources for their civilizations. and it could be fights theres with diferent penalties for being without gravity/oxygen and all that scifi stuff!

Civilizations with the same ideology or cultural thing. could share progression between them if they wish, tech and units.

thats it for now that i can think of :D
 
possibility to conquer the moon and fight for it. implement a layer map so you can change from the alien earth to a moon map and ppl could go there and get specials resources for their civilizations. and it could be fights theres with diferent penalties for being without gravity/oxygen and all that scifi stuff!

dude that is so similar to what I was thinking about last night O_O
 
No Steam requirement.
No DLC shenanigans (release the full game and then move on to Civ VI).
Creative soundtrack, not the typical sci-fi stuff.
 
- Social Engeneering.
- Configurable Governor a-la SMAC.
- Improve AI
- Do something with horrendous 1UPT.
- Stop dumbing down the game.
- Make Diplomatic AI at least somehow decent, not CivV level.
- Improve AI
- Prevent North Korea gaming where you can easily ignore diplomacy and trade without severe consequences or harm.
- Improve AI
- Improve AI
- Improve AI
 
That's my personal wishlist:
  • Moddability. Civ5 felt like a bit of a let down compared to Civ4, let's how they remedy that with BE.
  • Learn from BNW. BNW has been out for a while, let's hope it incorporates lessons BNW learned (interesting endgame, interactive victories).
  • Improve upon 1UPT. 1UPT has been one of my favourite things in Civ5, never liked the Stack of Doom, even back then in CivII... but Civ5's implementation was clunky in spots (so much pile-up!), let's hope they improve on that without throwing out 1UPT
  • Balance on release. Civ5 had... issues at release, let's hope they learned from that and tune BE right out of the box to be brilliant.
  • Story matters. Now, Civ doesn't need much story, it's history. But for a future game, this has to be nailed - SMAC did it, please do it here.
  • Semi-plausible science. Again, SMAC did it well and I hope they draw on the Mars series and stay, at least for the majority of the game, within the realm of plausible sci-fi, i.e. extrapolate from the present.
 
Wish for now:
  • That the game is not limited to only 8 players.

What I am curious about are:
  • City-state mechanic (Undoubtly even it will be removed completely or changed in some way)
  • Ranged attack ( I assume this was not in Alpha Centauri, so will it be as in Civ 5 or also changed in some way)
 
  • Ranged attack ( I assume this was not in Alpha Centauri, so will it be as in Civ 5 or also changed in some way)
FYI: Alpha Centauri was the first game to implement ranged attacks as special ability (specifically, it was the Heavy Artillery special ability for units, allowing ranged attacks over two squares distance)
 
[*]City-state mechanic (Undoubtly even it will be removed completely or changed in some way)
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There are native life forms that are intelligent enough that "alliance" is one of the options for dealing with them (v. domestication/war)... so that may be similar.
 
1. Good diplomacy. Like trade relations, military alliances, military access, improving/worsening relations, casus belli system, economic and military aid, diplomatic guarantees, etc.
Civ 5 was an empty shell. :(

2. Good AI. Self explanatory. Yet you always seem to fail this most basic thing in every game?
I could probably do it better myself, even though I dont know how to program.

3. Stuff to do. Civ 5 was just EMPTY. There were nothing to do except choose building to build and press next turn.
Unless you enjoy waging war against an AI that can never win and for no other reason than "hey, he was my neighbour". Which we dont.

Also; Please dont make Civilization into something empty and shallow.

Having said that, im hyped! :) Im looking forward to this game because I have hope in Firaxis.
Kick ass.
 
All the above but also don't have resources that become useless after certain periods. Give us manufacturing i.e. tiered trade levels.

Maybe Alien Races?
 
1. Base AI off SMAC
2. Combo of SE and SP, if possible.
3. No science penalty for expanding.
4. Balance between wide and tall gameplay.
5. If possible, a compromise between unit stacking and 1UPT. Something like fitting a melee unit (in this case melee is like infantry or tank unit from civ 5), and a ranged unit into the same tile.
6. No CS' in this case. The game should be about expanding. Besides, there's no diplo victory.
7. As for aliens, add some sort of alien node that spawns aliens. Alien node is like a fungal tower.
8. City combat. Don't follow same path as civ 5.
9. Oh, and localized (un)happiness (bring back the drones!)
 
Seeing as how Firaxis knocked the socks off of most naysayers with Gods & Kings and especially with Brave New World, I highly doubt they'd backtrack from that.

All the above but also don't have resources that become useless after certain periods. Give us manufacturing i.e. tiered trade levels.

Maybe Alien Races?

Alien Crossfire was the first DLC for SMAC. Let's just say I have a feeling that this will repeat with Beyond Earth.
 
Having a hobby is sometimes like having a bad relationship. Once the fan expresses commitment, the incentive for further improvement is substantially less. Why invest in “over-engineering” the product when the sale is already assured? Why not instead preserve unused intellectual property for future expansions?

When I read that Civ BE was to use the Civ V engine, my first reaction was frustration. Is this cost-cutting measure worth the constraint on game design?

Where, exactly, is the new content? The screenshots indicate that we are about to get the same graphics package. Somebody merely thought to repaint the resources to make them glow.

How is the Affinity system meaningfully distinct from the Civics, Policies, and Ideologies branches before it?

Only eight factions? How will the design team present future content in such manner as to avoid the appearance that it was merely withheld from the original release so that the design team could rest on its laurels? Fair or not, this is what players often perceive upon release of new DLC (consider the recent experiences of Paradox and Blizzard in this regard).

I offer the following ideas for consideration:

Terrain

Shallowsea - Consider inclusion of large bodies of warm, very shallow water similar to the Purelake found in Brandon Sanderson’s Stormlight Archive series. Obviously, this environment would be ideal for semi-submersible farms and wave-skimming hovercraft.

Mechanics

Forming – One of the joys of Alpha Centauri.

Weather – As I recall, the AC development team once confessed in an interview that the weather model had not met the designers’ objectives and had been retained in the final release largely as a curiosity. Still, it added enormously to the sense that players were receiving radically new content and gameplay options.

Harvesters - Create a small number of resource types that can be harvested only by specialized “gatherer” units. Rather than create a tile improvement within their borders (or a colony without), players must dispatch gatherers to harvest, then transport the resource back to a specific destination (e.g., city, outpost, refinery). The gatherer unit should be customizable, to include potential features such as self-defense capability, improved armor, and increased cargo capacity.

Moisture Vaporator – An improvement for desert tiles.

Victory Conditions

Self-Reliance – Ensure that the new world is not infected by the decadence and short-sightedness of the old. Destroy the warpgates of other factions and eliminate their means of communication with Earth.

Consider providing each civilization with a mobile communications system (MCS), a single unit like the royalty in an old regicide game. This unit should provide substantial benefits as an early scout (high visibility), and each player should be driven to make choices about whether to risk this resource or “play it safe.” During the late game, players would need to husband resources to protect their MCS’s from “assassination” by factions seeking to achieve the Self-Reliance VC. Naturally, those looking to win such a victory would need to develop their intelligence capabilities to be able to detect where MCS’s were located.
 
Weather – As I recall, the AC development team once confessed in an interview that the weather model had not met the designers’ objectives and had been retained in the final release largely as a curiosity. Still, it added enormously to the sense that players were receiving radically new content and gameplay options.

Victory Conditions

Self-Reliance – Ensure that the new world is not infected by the decadence and short-sightedness of the old. Destroy the warpgates of other factions and eliminate their means of communication with Earth.

Consider providing each civilization with a mobile communications system (MCS), a single unit like the royalty in an old regicide game. This unit should provide substantial benefits as an early scout (high visibility), and each player should be driven to make choices about whether to risk this resource or “play it safe.” During the late game, players would need to husband resources to protect their MCS’s from “assassination” by factions seeking to achieve the Self-Reliance VC. Naturally, those looking to win such a victory would need to develop their intelligence capabilities to be able to detect where MCS’s were located.

Yes, we definitely need weather. I want to see snow fall, rain drop, volcanoes erupt, and storms surge.

I'm not too much on board with the MCS idea, but I think it would be really neat if the player could receive missions back from Earth via a similar apparatus.
 
What I am curious about are:
  • City-state mechanic (Undoubtly even it will be removed completely or changed in some way)

I assume small warring colonies will replace the city-states.

What I hope for is Space colonization, though I don't know how that'll work. Maybe use spaceships to transport units around and act as a range unit, use units to take space stations and steal ships, and fight alien barbarians? Sounds plausible.
 
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