How do you think BERT is doing?

And why we're getting baffling changes like needing to find all the nodes on the map to complete marvel quests, while still getting the same weak sauce rewards.
 
Giving all marvel nodes desirable yields worth settling distant cities for would be a better way to make them important in my opinion.

I certainly wouldn't oppose making marvel quest rewards stronger as well, or adding more marvels per map.
 
Another way would be to offer a bonus for every node you control when you have a combat unit parked in the same tile, with added perks if you control a certain number.

And not just any bonus, but one that would be unique to marvels so you almost couldn't pass them up. And program the AI to also desire them.

That way nodes would always have value and be worth fighting over, and not just be a waste of space after you've bumped them all. And you wouldn't have to find all of them to enjoy at least some benefit.

Seriously, why is this so hard? Why can't these devs understand that these nodes would be a hell of a lot more interesting if they stayed relevant throughout the game instead of as a minor throwaway role in a mundane quest?

How about give each node an individual name with some unique lore?

Why are these people so bad at fleshing out a game about exploring humanity's future on an alien world?
 
Another <significant rework of an existing set of mechanics that takes more time than the original implementation> is more accurate, yes. Unfortunately you don't seem to accept time management as a valid factor in software development.

Though honestly I think the thread's question has been satisfied at this point, given that it's garnered eight pages of debate. There's obviously interest to justify the game and its expansions. Whether it be criticism or praise, the obvious activity is justification by itself.
 
Why are these people so bad at fleshing out a game about exploring humanity's future on an alien world?

Because players who buy a game about the wonder of being the first to set foot on a strange alien world would much rather be micromanaging trade caravans, obviously. The decision to focus on trade to a great degree in this Civ game is kind of baffling.
 
I don't think much would be added by giving each node a name, but I would greatly enjoy more marvels per map.

Particularly on the larger map sizes it would help fill them, while adding fun reasons to explore.

I wonder if it is currently possible for modders to add marvels with unique graphics.
 
I don't think much would be added by giving each node a name, but I would greatly enjoy more marvels per map.

Particularly on the larger map sizes it would help fill them, while adding fun reasons to explore.

I wonder if it is currently possible for modders to add marvels with unique graphics.

I would mainly prefer that the marvel quests were less repetitive, and that each had a more specifically-tailored, multi-mission chain than just 'sit on X spots on the map'. So the hydracoral quest might involve first 'examining' (i.e. killing) a hydracoral, followed by an expedition at a brain, for instance - and possibly would give the ability to 'grow' hydracorals as a reward (which would basically mean building them as a tile improvement) in addition to the static effect (since as already pointed out, hydracorals are often wiped out by the time this marvel comes online).
 
A more interesting mission chain would certainly help, as well as more interesting benefits.

More marvels would help make it less repetitive though, and possibly add an element of surprise to what is found.
 
A more interesting mission chain would certainly help, as well as more interesting benefits.

More marvels would help make it less repetitive though, and possibly add an element of surprise to what is found.

Certainly it would be welcome if each biome had a wider selection of options, so that you didn't always get the same Marvels every time you roll a particular biome, but nothing will change the repetitiveness as long as every single Marvel quest is "Sit on one of X, then sit on X more".
 
Because players who buy a game about the wonder of being the first to set foot on a strange alien world would much rather be micromanaging trade caravans, obviously. The decision to focus on trade to a great degree in this Civ game is kind of baffling.

I agree. While I don't know why they didn't keep the same trade route system from Civ5 if I had to guess the tech web would be the answer to that question.
An overall cap on how many trade routes a kingdom could have, while arbitary would have remedied the problem before it even became a problem.

Really though the main flaw seems to be that we land on an alien planet and colonize it but then nothing about it feels alien except for the aliens themselves whom soon become forgettable speed bumps.

Nothing really drives home the fact that we have travelled the cosmos to arrive at this new planet and now we have to fight the planet and each other in order to survive!
Fighting each other was done respectably but fighting the planet? That aspect is missing. At this point I am not even sure if aliens are the right solution or if something else more threatening needs to be added.
 
Certainly it would be welcome if each biome had a wider selection of options, so that you didn't always get the same Marvels every time you roll a particular biome, but nothing will change the repetitiveness as long as every single Marvel quest is "Sit on one of X, then sit on X more".

At very least it gives a reason to explore rather than ignore the outside world, but more variety would be helpful.

Like if the Lush quest requiring capturing some nests and excavating X normal Alien skeletons.

I had several marvel ideas in this thread, for what its worth.
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@x2Madda

Aliens would be an interesting mechanic if Firaxis actually made them matter.

If they made sending Explorers far afield without escort extremely dangerous, players would suddenly have incentive to build an early military if they want to expand and excavate.

Personally I'd greatly reduce how much combat strength increases with unit upgrades, focusing it more on perks, while also making the colossal Aliens less impossible to fight early on.

That way a Kraken could be a threat at all stages of the game, but one that can be dealt with given sufficient force.

Obviously a higher tech army would still trump a lower tech one, but I don't think it needs to be as absurd a difference as a Warrior against a Giant Death Robot at the poles.

Firaxis' decision to make the Aliens more or less ignorable while gathering artifacts, the fact that they never make coordinated attacks on cities when angered if not by accident, and that they fall off hopelessly all make them a far less interesting mechanic than they could be.
 
Krakens cease to be a threat once you have at least three cruisers and two cutters.

Those two cutters is there to absorb at least one hit each as your three cruisers fire on the kraken for at least two turns to destroy it.
 
Five units over two turns should be able to take on most other single units, yes :p

I think I used to disagree with Galgus about the unit upgrade / strength progression? Or maybe it was one I always agreed with, hah. But I definitely agree with it now. Reduce strength gained per level, and this then lets you increase the strength of the corresponding Perks.
 
Krakens cease to be a threat once you have at least three cruisers and two cutters.

Those two cutters is there to absorb at least one hit each as your three cruisers fire on the kraken for at least two turns to destroy it.

Having just one ranged naval unit is enough to whittle away a kraken without any real fear of reprisal since - like the siege worm - it can only move one tile per turn anyway, making it easily kited.

And that's on the rare occasions it actually tries to pursue you.
 
Having just one ranged naval unit is enough to whittle away a kraken without any real fear of reprisal since - like the siege worm - it can only move one tile per turn anyway, making it easily kited.

And that's on the rare occasions it actually tries to pursue you.
That's wrong, in Rising Tide Kraken can and will move 2 tiles. They can also move onto coastal tiles now, so just staying out of reach doesn't work anymore either.
 
That's wrong, in Rising Tide Kraken can and will move 2 tiles. They can also move onto coastal tiles now, so just staying out of reach doesn't work anymore either.

I've only seen them move one tile per turn and almost never pursue an assailing cruiser.
 
Then you've not paid enough attention, I've seen them move 2 tiles all the time when I played around with "quick domination via sea"-strategies. The game files also say 2 tiles.
 
Doesn't change that they don't pursue ranged attackers, making all of this moot.

You can literally just sit there taking potshots at them, maybe occasionally moving back if they're too close for comfort.
 
They DO attack ranged attackers and will oneshot them if you don't have a melee unit in front of them to block their path.
 
Doesn't change that they don't pursue ranged attackers, making all of this moot.

You can literally just sit there taking potshots at them, maybe occasionally moving back if they're too close for comfort.

Unless there is some glitch in your version of the game, that's not what I see in my game. Kraken can and do go for ranged units that attack them.

You know, we all make mistakes when posting from time to time. It's a sign of good manners to admit when you are wrong, not to mention that it demonstrates maturity on your part and shows respect for your fellow forumites. Trying desperately to evade admission shows the opposite.
 
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