Civ BE Day/Night Cycle

Ether150

Chieftain
Joined
Jul 20, 2002
Messages
23
Will someone explain the day/night cycle that's suppose to be in Civ BE?
How will a day/night cycle work with turn base?


Thanks.
 
I didn't know there was such a thing, did you see that on some playthrough? Mind to tell which if that's the case?

Anyway if it is a voice in the setup for equatorial maps I suppose it's just something that affects the map composition. I expect a planet with longer day and night cycles to be a lot less hospitable (and generally more deserted) than one with frequent cycles like the Earth. That's probably what it means.
 
I didn't know there was such a thing, did you see that on some playthrough? Mind to tell which if that's the case?

Anyway if it is a voice in the setup for equatorial maps I suppose it's just something that affects the map composition. I expect a planet with longer day and night cycles to be a lot less hospitable (and generally more deserted) than one with frequent cycles like the Earth. That's probably what it means.

I recall seeing that as well and had the same interpretation as you do, i.e. that it is a passive quality of terrain disposition reflected in the map script and not an active day/night simulation in-game.

Update: Just noticed this entry on the DLC for Exoplanets Pack at Steam:
Mu Arae f: Tidally locked in orbit around a weak star, the southern hemisphere of this planet is a blistering desert where the sun never sets, while the northern hemisphere is perpetually in frozen darkness.
I'm thinking this may be the source of the confusion about day/night cycles in-game.
 
Yeah it is probably the same as the tilted axis map script, upper half icy, lower half desert and thin band of temperate zone in between.

But it would be cool but maybe impractical if the icy side actualy was darker and instead of up and down the had curved division of the land.
 
"Mu Arae f: Tidally locked in orbit around a weak star, the southern hemisphere of this planet is a blistering desert where the sun never sets, while the northern hemisphere is perpetually in frozen darkness."

I'm thinking this may be the source of the confusion about day/night cycles in-game.
Well, if that's the source of the confusion, well, it explicitly says there absolutely no day-night cycling in that particular case, with one side being permanently dark and the other bright.
 
Yeah it is probably the same as the tilted axis map script, upper half icy, lower half desert and thin band of temperate zone in between.

But it would be cool but maybe impractical if the icy side actualy was darker and instead of up and down the had curved division of the land.

What would be cool in my book is if the lower half was arid, the middle used lush, and the top used fungal for their tiles.
 
Well, if that's the source of the confusion, well, it explicitly says there absolutely no day-night cycling in that particular case, with one side being permanently dark and the other bright.

It does that. Misunderstandings begin over less, though, so nothing would surprise me.
 
One of the maps does specifically mention day and night cycles in its description, but as far as I know this is only giving flavour to the features of the map script. There's no day/night mechanic in the game.
 
There's no day/night mechanic in the game...
YET!

Civ:BE allows for much more room for expansion than Civ5. I really hope that we'll see day/night cycles, aphelion/perihelion cycles, intelligent aliens, and the most important aspect for me, full terraforming.
Let's just hope that game engine salvaged from Civ5 will not be an unsurmountable obstacle for really majestic additions in the future.
 
YET!

Civ:BE allows for much more room for expansion than Civ5. I really hope that we'll see day/night cycles, aphelion/perihelion cycles, intelligent aliens, and the most important aspect for me, full terraforming.
Let's just hope that game engine salvaged from Civ5 will not be an unsurmountable obstacle for really majestic additions in the future.

day night cycles where a turn represents a full year or more? no thanks....
 
Although I know days can be long on different planets, I can't think of an interesting mechanic built around it. Any ideas? Cyclical yields seems to add potential micromanagement with no added strategic options.
 
Well, I suppose they could program a command to make your monitor go black to represent night...telling you you've had enough "one more turns" for this cycle. :D
 
Well, I suppose they could program a command to make your monitor go black to represent night...telling you you've had enough "one more turns" for this cycle. :D

Reminds me of an old lousy joke from youth - "we'll be the first to land on the sun" - "you can't you'd burn up" - "we'll go at night."
 
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