I felt so stupid when I found out miasma repulsers clear it for good! I was so damn sure it does it for as long as it's in orbit, then when it de-orbits, miasma comes back! And when I saw it's only 10 turns in orbit, I thought to hell with it and spend all that time clearing all that miasma with my workers...
Good catch. I'd noticed it was gone when the satellite 'de-orbited', but assumed it would slowly come back. It's a bit disappointing that it's more static than that.
I have never met in my life a game that transpires genericness so much as this one,
You're fortunate never to have encountered Endless Space.
Yes, a videogame is about making interestingt decisions. But if they are meaningless and one-sided, they are not decisions, they are mindless nuisances, like picking if I am going to drink my cup of morning coffee in a red or blue cup. Life's already filled with meaningless decisions like these, if I want to feel as if I am shaping the future of the human race on an alien planet instead, my decisions should carry, you know, weight. Quests, promotions, affinities, ship cargo... in the end they don't matter. At all. Hell, virtues are the only things remotely game-changing. This is not good sign for the game's replayability.
I agree with most of this, but while it lacks flavour in the sense you describe, I can't fault the game for lacking atmosphere - even just for new maps, new palettes and interesting-looking aliens, it gives enough sense of place to keep me engaged for now rather than feeling like the extended Civ V scenario it actually is in a gameplay sense.
The happiness mechanic was a failure in Civ V, and is still a failure in BE. I know that it's hard to let it go off concepts that you loved at first, but seriously, do like Elsa and let it go already. We are suppoused to go beyond earth, yet you keep obsolete concepts like these going and going....
Civ V evolved beyond the global happiness mechanic; it seems obsolete because BNW's economy was a better constraint on expansion early and because the religion system and mercantile city-states made managing happiness a non-issue. None of these features made it into BE (which particularly misjudged economy, not only adding trade routes while not only keeping but increasing the availability of gold from both tiles and buildings, but then allowing many more trade routes to boot; money will never meaningfully constrain expansion in this game pending a change to its gold-generating mechanics as thorough as BNW).
It works for BE as a system, and the addition of negative health effects from oil wells and from buildings like factories is a nice addition/nod to Civ IV. But both the lack of meaningful detrimental effects from low health and the very limited suite of options for either increasing it or curtailing population growth are serious failings. A perennial problem with Civ IV's health system was that it was almost wholly non-strategic: just a series of fixed penalties that always accrued and had only a limited number of ways to deal with them that you repeated in identikit form across every city in your empire.
Aside from doing away with the pointless need to use exactly the same micromanagement at exactly the same city size for every city in your empire, BE falls into the same trap, only with even fewer tools to deal with ill-health since the game lacks either slavery to keep population down or health resources to boost health. Instead you have to tech to and build the same health buildings everywhere, and/or specialist buildings that you can put excess citizens into to reduce the rate of settlement growth. Those really are the only two options.
Horrible graphic optimization too. The game runs slow and clutttered whilst CivV: BNW runs smoothly and peachy.
I find BE runs quite smoothly, and with shorter turn times than BNW.
The planet has character indeed and the game mechanics regarding aliens helps it to become alive in a way that aestethics alone can't. I love how the planet itself limits your expansion actively and with "on board" elements (miasma, roarming alien lifeforms, etc) rather than any kind of arbitrary mechanic a la health.
Except that it has the arbitrary mechanic too, it just doesn't do anything...
Exploring the planet is a delicious activity. The reimagined Civ V's archeology system works like a a charm in this new scenario.
Yes, that's definitely a keeper. If, as I hope, archaeology is retained in Civ VI I hope it becomes more contextual in the rewards it provides based on the type of dig, as in BE, rather than giving bland identikit artifacts. Aside from quest-related artifacts, though, there do seem to be a bit too few reward types for each artifact type, which will again hit replayability (crashed satellites are production or one quest; ruins are tech points, one quest or a signal; settlements are survivors or culture; and skeletons are a free Reaper Bug or, if memory serves, a science boost).