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Features or minor changes to be added to Civ BE 2.0 patch.

Discussion in 'CivBE - Ideas and Suggestions' started by ZTZaorish, Jun 3, 2015.

  1. ZTZaorish

    ZTZaorish Warlord

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    What features or things do you believe need to be added to the big Civ BE 2.0 patch. This is the time to suggest these things before the patch comes out sometime in autumn.

    It is clear that Firaxis missed a few things when they released Beyond Earth, what could they add or fix? (Try not to mention things they already mentioned they are fixing)

    1. Wonder art - I was massively disappointed when I finally completed my ecto-genesis pod in my first game of Civ BE, I was really looking forward to Amazing art coming up and my screen and taking a minute to just take in the greatness I had accomplished and the detail in the artwork as it came up. All I got was a blueprint that I couldn't quite wrap my head around. (This would help this game's story/lore come to life IMHO)

    2. Stronger Changes in leaders(visually) as they go down their affinity trees. Bluetooth headsets, or green clothes were not what I had in mind when I was thinking of radical changes in ideology and how they would affect leaders.

    3. Actually Sci-fi inspired maps. Now, I know they will add maps to the game with BERT, but that won't translate to regular civ BE. Even the maps they are adding to the game right now just look like re-colors with few changes (in my opinion). Firaxis, please add maps that actually are sci-fi inspired and that DARE to be different. Special map features would be MORE than welcome as they would not only enhance replayability, but would also have us dream of this world you attempted to create.

    4. Far more aliens, and more interesting versions of the ones we already have. As Firaxis have stated, they will have water aliens in BERT, but this MAY NOT apply to BE 2.0. Either way, from what I have seen so far (which isn't everything) a couple water aliens have been added. Civ BE needs more Fauna options that can be chosen at the beginning of the game, or randomly rotate from game to game. Want a Dune Map with Siege worms and Sand people? Why not? (This is just an example, i know copyright issues could occur here) Want a map with Snow Yeti's and various other beasts? Why not!

    All in all I hope firaxis can put the sci-fi that inspired this type of game into BE, to bring forward massive replayability, and a feeling that you truly live on an alien world.

    What are other people's suggestions?
     
  2. joncnunn

    joncnunn Senior Java Wizard Moderator

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    My top two would be:

    1. Fix "broken quests"

    2. Reduce number of trade routes.
    Add a cap to the pop based formula such that no higher than 10 that trade routes could ever be reached without a unique ability / world wonder so that number of routes don't get out of control due to population growth.

    I would also mention improve AI, but that's not minor.
     
  3. ZTZaorish

    ZTZaorish Warlord

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    May 25, 2015
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    I had meant to include any important features/fixes as well in this thread, even though I wrote otherwise. So I think improving the AI should fit in here as well.

    That being said I have another minor suggestion. Make basic improvement tiles change to look like your affinity as you go down it. (Unlock a purity tech that gives +1 energy +food to farms and the farms visually turn into purity farms.)
     
  4. Lord Tirian

    Lord Tirian Erratic Poster

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    Liverpool, UK
    Another minor change that's easy to implement:

    Give me a sensibly sized world map. For no apparent reason, Civ:BE's mini map is smaller and transparent at the same time. At least add an option to do something about that.
     
  5. oldag07

    oldag07 Warlord

    Joined:
    Dec 4, 2014
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    108
    -Victory conditions cinematics
    -More victory conditions. How about building your first Starship. . . maybe a link to Starships.
    -Make the progenitors actually come back. That would be an awesome post victory condition. either an invasion or just another competing colony.
    -Canals and bridges
    -I know diplomacy is being completely redone, make favors useful, or get rid of them completely.
    -More air units. Not just tacjets. Maybe a helicarrier like unit.
    -Allow stations to be taken over as cities.
    -Let players start their own stations rather than cities.
    -The victory world history map that was in Civ 1 and V but was removed in this game.
     
  6. Lord Tirian

    Lord Tirian Erratic Poster

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    I always thought building a giant, self-sustaining starship would be a much, much better victory for Supremacy than invading Earth.

    That would represent the ultimate defence against environmental disaster, a General Systems Vehicle-style ship that can carry (whether uploaded or not) the entirety of the faction to the stars.
     
  7. Ryika

    Ryika Lazy Wannabe Artista

    Joined:
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    9,395
    I think the game needs to get a lot more flavor in many of its mechanics, so players get a "feel" for what they're really doing and researching. At this point in time however, my personal problems with the game are mostly gameplay-issues. Sorted by importance from high to low:

    - Gamer are too short
    - Victory Conditions are boring and anti-climatic
    - Technologies don't really interact with any other mechanics (= the "best" way to move through the web is always the same)
    - Science-Tile-Improvements are dominating everything else and empire growth is still taking the back-seat (although the trade route change that came in the winter patch was a good first step)
    - Internal Trade Route yields are boring the way they are - I want to be able to have an productive empire, not focus on 1-2 really good cities
    - Stations don't mean anything
     
  8. ZTZaorish

    ZTZaorish Warlord

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    Alright, here is one I always forget. Show us on the tech tree, exactly how much affinity XP/levels we are getting from each tech we research. Place it next to the affinity symbol. So we can quickly look from tech to tech and figure out how we want to go about the tech tree.
     
  9. Gorbles

    Gorbles Load Balanced

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    Minor things:

    1. UI tooltip to easily show trade routes available per City pop. Bonus points for a "pop required for next Trade Route" - even if it shows up only when you have an idle Trade unit on that City.

    2. Fix Polystralia's starting bonus, assuming the gimping of the Trade Route expansion is intended.
     
  10. TabeticClown

    TabeticClown Chieftain

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    31
    I don't know if it's been mentioned already but it's hard to distinguish between terrain sometimes. Biomes should also play differently from each other.
     
  11. nimling

    nimling Prince

    Joined:
    Mar 25, 2007
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    351
    Not counting the obvious...

    1. Limit the number of trade routes so that they aren't too strong with REXing. The limit can increase by building trade infrastructure throughout your empire, such as Trade Depots, Autofactories, and other production buildings; however, each new city adds to the burden of infrastructure required to unlock the next trade route. Individual city trade routes still unlock with population
    2. Bring back science/gold sliders in a way - instead of using a slider for energy output however, the slider affects what population is allocated towards. Population can be directed globally towards scientific research (per city), energy (per city), culture (from all cities, added to the capital's output), production (from all cities, added to the capital's output), and food (per city). The slider is limited to 50% investment in any one category.
    3. General increase in the size of cities and availability of population per city. This will allow bigger cities to specialize more effectively.
    4. Science investment is primarily driven by specialists rather than population growth and academy spam. While 50% population towards science and flat-rate buildings would account for early research, if empires want lots of science they should have to make serious trade-offs and focus on tall cities to get there.
    5. Orbital layer units are available earlier, and always require either strategic resources. A primitive orbital probe is available either from the outset of the game, or with Planetary Survey.
    5a. Slavic Federation's Orbital unit bonus is somehow much more meaningful.
    6. Early defensive buildings are cheaper to research and the AI is more likely to prioritize them.

    The dream of course would be to wipe out 1UPT and totally re-think combat.
    However, improving the empire management aspect of the game would be at least interesting, as right now the only trade-off is to find out how to best break the game's expansion paradigm.
     

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