GAGA Extrem
Emperor
- Joined
- Dec 24, 2008
- Messages
- 1,589
It fails because the web is supposed to promote meaningful choise and freedom over the traditional linear tree progression. Inside the game, however, this choise is quite limited past the early game. Later on, it is even restricting choise because you are forced to research Affinity techs over techs that grant actual benefits you want.How does it fail?
No need to interprete that as a personal attack. You are free to like the system if you want, after all it might fight your playstile. But I can't see an objective way to defend it in it's current iteration.What is wrong with defending something that I see as useful? Throwing out statements such as "I see no real way to do X" doesn't actually help the discussion, all you're doing is trying to discredit the action of defense itself.
I don't think that the problem is about "science is king". Because Affinity points are the emperor. You only get that science to grab Affinity points.How do the Victory conditions interact with the tech web? How much of this is due to Science is King? How do we solve Science is King in Civilisation games?
Ryika described the same thing I also mentioned in our other thread: Once you have your affinity wonder under construction, the game would suddenly return to CIV-like decision making, if it wasn't for the fact that you have won and everything is now pointless. You would again research techs that unlock interesting stuff, you would stop converting science and build all these mid game buildigns you skipped, you would settle a few extra colonies if you had good locations.
I guess the best way to solve the "no-brainer" approach past the early game would be to connect the affinity victories to all player actions, not just techs. But that would require a significant rework of the whole game and is probably not feesible. The easiest way might be to replace some of that affinity level with a sort of "tech level" requirement. That way you still need a certain number of tech points to win (weighted by science cost of the tech), but you could at least choose freely which stuff you research - and it would delay the win timers a bit, so stuff that is currently pointless (e.g. Nanopasture) may actual become useful.
Nah, he is pretty accurate there. Aliens are mostly space barbarians that just have additional restrictions for their attack behaviour. And the (simplified) rules are pretty obvious:The aliens are absolutely NOT space barbarians. In my current game I sent a colonist and a marine together right into the midst of a swarm of aliens to get to a fantastic location. The aliens hadn't attacked me yet and so I gritted my teeth and made my way through them. They left me alone and I grew the outpost into a city. Barbarians would NEVER have done that.
"Do not attack unless: Attacked first OR target is within range 2 of nest OR alien aggression variable is at least X OR target is an unprotected settler"
As a related point, I wouldn't really interprete a 53% ratio on Steam as a sign of a good game. At least not when comparing it to the 97% for CIV5, 93% for CIV4 or 89% for CIV3.And on an unrelated point, FWIW, there are more positive reviews of Civ BE on Steam than negative.