First Impressions

Is this the new rant thread for Beyond Earth? :sad:

Haven't playet yet(i dunno if i will), i supported CiV vanilla because it was NEW, because the engine was NEW, because everything was NEW.

This thing is NOT NEW. If it continues i will do like Thormodr a few years ago and whine about the game more than actually playing it.
 
Haven't playet yet(i dunno if i will)

No offense, but... if you haven't played then your opinion isn't worth that much :) There is a free 100 turn demo you know.

The game certainly has some issues, but there are also a lot of people parroting the same lines ("I've only played 5 mins so far but this feels so imbalanced!!") which aren't necessarily true.

There are some interesting new concepts that differentiate it from Civ5. Some things require minor tweaking and balancing. I expect the game to be much better in 6 months to a year.
 
I'm now 200+ turns in. (Working sucks.) Ignoring the UI issues, this game has much potential. The first 100 turns is very fun. More fun than CiV. The mid game however is a snooze. Most of my cities are set on Science production because there is nothing to build. I have tons of units. I could spam more cities but I feel I have plenty. At this point I'm just trying to end this game as fast as possible.

I'll try Apollo next time.
 
From Civ 2 to this.

I feel like I had to sign up on forums here to comment the new Civ:BE.

So far, T145 and I literaly have no clue what Im doing. (Second start up because I didnt wanna play asian in the first game and didnt relize that is what you get when you choose production) The game feels like I have to just build/buy whatever to keep health/energy up and therefor regard to where I want to take my civilization to (military, diplomic) dont have much inpact. Combine this with the fact that tech screen is totaly confusing without any specific tech line trees, it makes game feel very hard to get used to. Like, build whatever, you need everything.

But this isnt the biggest problem with the game. After a while you will learn where the damn wonders are, you will learn what tech leads to what, you will learn what to build and not. No, the biggest problem with the game is the lack of images to represent things. Every icon for anything, be it tech or military or something else, looks generic. Its like they hit the randomize button when makeing them.

Earlier games, you would see a picture of Mech Inf unit or that TANK and you would go.. WOW, gotta get that. Now, you see an icon. In blue/white representing nothing. You hover over it with your mouse and see stats. Pluss this, minus that. No images or anything.

It bores me allready and I dont know how to get thru this.

The user interface is horrific. From useless minimap to building screen. I dont know where to start.

I realy want to play this til the end but Im so bored and annoyed by the game atm. How can they f*** up so much after 6+ generations of the same game?! Dont they learn anything? Dont they read what people want?
 
I haven't really been able to play much. It's just too hard on my eyes on a 58" 4k monitor. The text is too small as others have noted. Well I figure just make the fonts a big bigger like I did in Civ5, right? Wrong there doesn't seem to be an easy way to do that (yeah it required a bit of editing and time in civ5 but at least it could be done). So ok try it on my tablet. Well yeah a lot of the text is easier to read in 1080p (but some is still pretty small, bad scaling) but the hover issue makes it really hard to figure things out.

So I guess I could put windows into 1080p mode every time I want to play and then switch back to 4k but that's really VERY inconvenient. I may give up for a while and go see what GCIII is up to.

Overall I'm thinking this was a hasty release to get into the market before XMAS. Hopefully these issues will be fixed, but overall I wish I'd waited for a steam sale and the first patches.
 
I would say this game is better designed then Civ 5 but its a very rough diamond right now and it will need alot of polishing like Civ 5 did get:goodjob:
 
My positives and negatives.

+The early game is a lot of fun with all the quest options and kind of deciding where your game is going to go.
+In the early game the Virtues are a lot more enjoyable to use than in Civ V
+Tons of map space! I feel like in other Civs if you didn't expand super early you couldn't found new cities without burning them down. Now I can set up a city mid game no problem.
+Unit promotions and upgrading is much easier.

- Quest system has some awful mistakes. Why give me a major quest for my capitol that involves building a building that requires algae when I have NO way to get to algae with it? Dumb.
- Wonders, why bother? Most of them suck.
- Trade routes are OP.
- I feel like I barely interact with other civs in this game unless I'm killing aliens and even then it doesn't feel meaningful at all. I had high hopes for favors.
- Intrigue: maybe I'm doing it wrong but I can't develop enough intrigue for higher level ops.
- The map: Whoever thought that the way the map is organized is okay needs to be fired. I can't tell what I'm looking at half the time. Even on high graphics, everything is a cluttered mess.
- Late game is too disorganized I feel. There isn't an effective way to manage things the wider you get and I don't even play very wide. I can't figure out how many trade routes I have without digging around. Annoying.


I could probably go on and on. This game needs a lot of work. Civ V BNW is vastly superior still. That being said I have high hopes going forward. I felt like they probably rushed the game out of the door too quickly. Hopefully they'll get it functional by the holidays?
 
I'm now 200+ turns in. (Working sucks.) Ignoring the UI issues, this game has much potential. The first 100 turns is very fun. More fun than CiV. The mid game however is a snooze. Most of my cities are set on Science production because there is nothing to build. I have tons of units. I could spam more cities but I feel I have plenty. At this point I'm just trying to end this game as fast as possible.

I'll try Apollo next time.

Yes, one of my issues having played 100 turns of a more representative, multi-faction game, is still that tech speeds are still too slow. They really should be paced so that there's always something new to do by the time you finish your last building; Civ IV suffered from a similar problem, but there at least - tedious as it was - you had unit spam to keep you occupied until the next building came along. Civ V and Alpha Centauri both scaled very well in their tech time to building time ratio, and it's a shame BE has departed from this.

I'm going to try a higher difficulty as well (was trying Gemini); I find I'm just ignoring my cities. It doesn't seem to matter if I have low health and I have little to no incentive to change my tile production (whether this is a positive comment on the governor AI or a negative one on the limited differentiation of different tile types, it does not make for a terribly interesting or interactive gaming experience).

On the plus side, I did wake up this morning interested in playing the game again, when after last night's session I'd been tempted to review the game by saying that it has one great thing going for it: I'll have all the more time to play Elite. It's not exactly got a one-more-turn feel for me yet, but it does seem there's potential there and some of the imagery is nice.
 
My positives and negatives.

+The early game is a lot of fun with all the quest options and kind of deciding where your game is going to go.

I'd like more random-event story-type quests like uncovering the tomb, and fewer 'automatic' quests. I can see it hitting replay value when I always have to kill a siege worm, and I always get the same reward for my first outpost or third resource pod, and the building-related quest decisions always come up. Why can't a relic sometimes just be a relic with its stated bonus, and only sometimes get the option to be free/culture-boosting?

+In the early game the Virtues are a lot more enjoyable to use than in Civ V

I don't find this. There isn't enough meaningful decision-making going into them and - in a game where atmosphere is important - they don't seem to serve any obvious story purpose. They don't represent the development of social systems or forms of government, they're just free bonuses every now and then.

+Tons of map space! I feel like in other Civs if you didn't expand super early you couldn't found new cities without burning them down. Now I can set up a city mid game no problem.

I've found exactly the reverse. The last map I rolled was an 8-faction one and the map seemed rather crowded - although I had the ability to explore because other factions weren't examining progenitor ruins a tile outside their territory (though still got upset when I did). The AI doesn't seem to expand very much, which may leave space available, but I find I'm more crowded than in Civ V.

And when I do have a nice location earmarked for settlement, sometimes a station will randomly drop onto it from the sky.

- Trade routes are OP.

I quite like the idea of different types of yield from different routes, and in principle multiple yields from internal trade make sense, but having essentially unrestricted trade but making every trade route as productive as one in BNW - in a game that, unlike BNW, still has gold resources available in quantity in the landscape - should have been flagged from the start. Civ V's gold-purchasing problem is through the roof in this game, even without research agreements to sink excess gold into.

And is one of the starting resource pods always a solar collector, that makes the money game even easier to play?

- I feel like I barely interact with other civs in this game unless I'm killing aliens and even then it doesn't feel meaningful at all. I had high hopes for favors.

Not even sure what favors do yet, but the diplomacy definitely seems a step back. Neither cooperation agreements nor condemnation seem to have any effect on relations with other civs (not that you can tell, since your diplo relations are so well-hidden by the interface) - it seems back to the binary trade screens of past Civ games, only with fewer options (no tech or map trading - and you'd think the latter would make sense), rather than the story-building multipartite relationships of Civ V.

Also, gold-purchasing tiles. This actually makes a lot more conceptual sense here than in Civ V - after all, the currency is energy, and this is a hostile environment where the 'payment' can be conceptualised as investing in sufficient terraforming to make it harvestable. But precisely because this is a game set in a hostile alien environment, this sort of rapid expansion shouldn't be allowed - it hits immersion, as well as cluttering an already very untidy city screen interface and being more viable than it was in Civ V because there's so much spare cash lying around.
 
My first impressions of Civ:BE is that the game is amazing!! I love the choices, the tech web, the quests. I love that the game is so different from civ5. My first game was on Soyuz and I almost won an emancipation victory but the AI DoW me and crushed me militarily!! So I definitely don't feel like the game is too easy. The AI does seem a lot better.

Some have complained that the worker icons are too big in the city screen. All you have to do is zoom out (use the scroll wheel on your mouse if you have one) and the icons get smaller and you can see the tile yields.
 
So far I am still enjoying the game but I am afraid it won't last long.
This is poorer version of civ5 and i was already tired by civ5 (1k hours).

In civ5 you have 43 nations, each with very distinctive atmosphere, unique building, unit and trait - often these features are quite active or unique. Each AI leader has a different personality and this is so awesome it sweetens stupidities of AI diplomacy.

In BE you have eight factions, every is the same. No atmosphere. In civ5 I am Chinese and I feel Chinese, in BE I am PAC and I could be whatever as well, each faction is identical except some little, weak, passive and boring bonuses. +25% worker speed as faction identity? While civ5 had Mayan Calendar, Korean Tall Play, Polynesian Ocean, Polish Hussars, Swedish Diplomacy, Incan Farms or ultra unique factions as Venice/Huns/Mongolia??? In BE each faction could be named 'player 1... 2... etc' and there would be no difference.


Even starting bonuses don't make for that. They are more little barely significant passive numbers without face or any 'active' gameplay.

43 civilisations - each with atmosphere, unit, building and strategy - smash this 1000 combinations of faceless numbers.

Furthermore, civ5 had - often very good - scenarios! Add to this 9 policy trees, 3 ideologies, radical strategies, huge maps, city states, mods and you have infinite replayability.

And what BE offers after you get one victory for harmony, supremacy and purity? Presumably each one with one full virtue tree out of shocking number of... four? Okay, you will maybe get one more game with domination - might virtues. Or try setup with a lot of land and fewer nations. What more you can invent? Nothing, you will change combinations of little numbers (cargo, crew, ship) and again go for the same victory and again spam countless +3 yield buildings.
 
First impression : this game is awesome.

It doesn't feel like CIV 5(like most people assumed it would).
It feels like a civilization game,BUT - feels more like I'm playing Alpha Centauri(HUGE PLUS)!!
 
Is this the new rant thread for Beyond Earth? :sad:

Haven't playet yet(i dunno if i will), i supported CiV vanilla because it was NEW, because the engine was NEW, because everything was NEW.

This thing is NOT NEW. If it continues i will do like Thormodr a few years ago and whine about the game more than actually playing it.

I am not whining. I, like everyone on here, want a quality Civ VI. We are all in the same boat.
 
From Civ 2 to this.

I feel like I had to sign up on forums here to comment the new Civ:BE.

So far, T145 and I literaly have no clue what Im doing. (Second start up because I didnt wanna play asian in the first game and didnt relize that is what you get when you choose production) The game feels like I have to just build/buy whatever to keep health/energy up and therefor regard to where I want to take my civilization to (military, diplomic) dont have much inpact. Combine this with the fact that tech screen is totaly confusing without any specific tech line trees, it makes game feel very hard to get used to. Like, build whatever, you need everything.

But this isnt the biggest problem with the game. After a while you will learn where the damn wonders are, you will learn what tech leads to what, you will learn what to build and not. No, the biggest problem with the game is the lack of images to represent things. Every icon for anything, be it tech or military or something else, looks generic. Its like they hit the randomize button when makeing them.

Earlier games, you would see a picture of Mech Inf unit or that TANK and you would go.. WOW, gotta get that. Now, you see an icon. In blue/white representing nothing. You hover over it with your mouse and see stats. Pluss this, minus that. No images or anything.

It bores me allready and I dont know how to get thru this.

The user interface is horrific. From useless minimap to building screen. I dont know where to start.

I realy want to play this til the end but Im so bored and annoyed by the game atm. How can they f*** up so much after 6+ generations of the same game?! Dont they learn anything? Dont they read what people want?

Some good questions to ponder and some excellent points made.

Oh and welcome to the forums. :hatsoff:
 
Positives:

What they're actually attempting here is surprisingly ambitious. The tech web + the 3 ideologies + the virtue system having wide and narrow bonuses has the potential for a LOT of flexibility and changes in playstyle, not just for preference, but to actually respond to game to game scenarios.

The number of units and ways they can be built is impressive, and probably has some of the best potential for a combat system i've seen out of them, especially when compared to Civ 5 where tech paths as far as war went were almost always the same, barring one or two race specific units. I really can't stress enough how much potential the new military system has in solving a lot of older Civ combat issues, especially late game.

Spying is no longer a joke, and again, has the framework down to be a real vector for your strategies, not just that thing you do because you got a free spy. You get real economic incentive from proper spy use, and can get military incentive as well, which is huge. I do wish however that there was more to it, especially when it comes to screwing with their cities.

Orbital has potential to finally change the very basic land upgrade game and add another way to really influence what lands you hold. The idea of something that's like forts, but doesn't suck, is awesome.

Aliens, even as they are, are infinitely more interesting than barbs ever were. As is it's a little shallow, but again, i see great potential with a few fixes.

Cons:

I use the word potential a lot because it's currently not living up to it. Unlike a lot of people here, I just flat out didn't expect the release to be balanced. It seems like a case of "get it out before X mas", but even if it wasn't, I don't think people honestly understand how extremely difficult it is to balance something like this. I don't love that we're the balance beta test, but I do think that it's probably better to just get it early, let the players figure things out(because the devs never find everything anyways. We've got people who are arguably more skilled, and we've got numbers on our side), and then get a real patch.

In short I hope that things that are just #'s issues(weak wonders, trading to some extent, unit balance, etc) will be resolved/lessened with a balance patch withing say 2 months at the most. I can't blame anyone for not buying the game until such thing drops, and if it doesn't drop i'd advocate avoiding it all together.

That said...WTH trade? Convoy's have basically become workers, in that they're literally just as, if not more, important to the growth of your empire, and while it's sorta just another #'s issue, it's a big one. Even if this is how they want them to be(which is feasible), they NEED to redo the UI to make it less tedious, and then they need to rebalance a ton of other factors to account for the idea that trade is basically workers on crack. Personally I really think trade needs to revolve around roads, but that's not the point.

Going tall, once again, seems hampered. I really hate how wide is almost forced in these games. I'm not asking for viable single city strats every time, but I would like to be able to drop 3-6 mega cities rather than 8 rushed out trade/unit hubs becoming 20 later. Especially with the idea that orbital could easily make tall much more viable, when in actuality the numbers just don't seem to support it.

Diplomacy is still just Civ 5 diplomacy, and Civ 5 diplomacy sucks. Endless legend/space, for all of their flaws, have a much better diplomacy system, not just in execution, but AI reactions and logic as well. I would LOVE a patch/expansion that gives the sort of effort and thought religion brought, to diplomacy. Favors is a cool concept, that feels completely tacked on and mostly pointless. In short diplomacy still just boils down to 1. Keeping the AI from getting mad at you and 2. Figuring out the magic numbers you can get from resources you don't need. You could just replace them with a market and be done with it.

AI- regardless of what anyone else has said, it's better than Civ 5. It's just not good enough. I've seen multiple skirmishes with the AI that were vastly more intelligent than the Civ 5 suicide fest. Still, cities have no clue how to defend themselves(gee, maybe target the one marine I brought or the artillery that's pegging you for free, rather than the 4 fortifying armors), and with the tech balance so out of wack, it isn't hard for a player to quickly and easily net an extreme strategic advantage. Some of this will get better as the balance improves(programming the AI with good strats requires knowing those strats, and massive amounts of players always figure those out faster than the devs), but again i'm just worried about this on a fundamental level. Especially with so much flexibility now inherent to the game, playbook openings are going to be even weaker and much harder.

Overall- I don't actually regret buying it, but I also wouldn't recommend it as is unless you really like experimenting with new ideas, rather than just doing whatever works best. It's currently a solved game, that was solved waay too fast, and while there's plenty of potential, how much of that is realized should weigh highly on anyone. Honestly if they ONLY DLC this and don't give out just a few basic "ok we see what we did wrong" patches, i might just drop them completely.
 
I'd be shocked if there wasn't a balance patch. I think it's the #1 problem. The interface, I can learn it eventually. Everything just feels too loose right now, except science and culture. Food, production, and energy are so abundant by mid game. Cities grow nicely, everything builds in 1 turn, and new cities start with all key buildings thanks to infinite energy. (My terrascape spam might change my opinion of energy next time I play though.)
 
The UI is a much bigger problem than the balance, precisely because it's hard to fix. As someone else said already, I think it's unrealistic to expect the game to come out fully balanced. Even CiV BNW still has plenty of balance issues (ranged units, sea trade routes), those games are just very, very hard to balance. When they nerf trade routes (which they will), something else will be busted and that's just the cycle of life of a strategy game. Arguably trade routes are a little above the norm of "busted" here, but I'll enjoy them while they are.

@Eji1700 : I'm surprised by your comment at being annoyed that wide play is forced upon you. I agree that it is, but to me it is a nice change of pace since CiV favors tall so heavily.
 
The UI is a much bigger problem than the balance, precisely because it's hard to fix. As someone else said already, I think it's unrealistic to expect the game to come out fully balanced. Even CiV BNW still has plenty of balance issues (ranged units, sea trade routes), those games are just very, very hard to balance. When they nerf trade routes (which they will), something else will be busted and that's just the cycle of life of a strategy game. Arguably trade routes are a little above the norm of "busted" here, but I'll enjoy them while they are.

@Eji1700 : I'm surprised by your comment at being annoyed that wide play is forced upon you. I agree that it is, but to me it is a nice change of pace since CiV favors tall so heavily.

It's a little biased I know. I just prefer tall play(i hate city micro. Endless series has them beat handily there, making it much less tedious). Honestly I don't like when either one is the obvious go to though, because it just lowers overall strategy space.

You've already got this extremely ambitious "make your own unit" system going, you might as well let me choose between the tradeoff of "large cities with sat boosters vs wide city spread"
 
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