I don't understand this question.
It seems to me that Firaxis was reluctant to just reuse the SMAC plot for BE because the story was too familiar? I do not think that is the case. I don’t have the numbers, but Civ5 was a great commercial success, SMAC not so much. Plus, I played the heck out of SMAC/X and never did get bored with the backstory!
The characters in Sid Meier's Alpha Centauri can, indeed, be brought back in another edition of Beyond Earth, Rising Tide. I'd love to see a full-throated, animated version of Morgan or Santiago... especially Deidre!
That would have been sweet!
My issue is that there are gameplay elements in Sid Meier's Alpha Centauri such as rigging an election to become Planetary Governor or going to war with another Faction that causes irreparable harm to a Planet's eco-system isn't the kind of video game to promote to a 'rated E for Everyone' in today's market.
I am sorry to say I do not remember the election rigging aspect. The warring (or just building) causing rising sea levels is off the table since apparently that was too much for the graphics engine, but I doubt that would impact the E for Everyone rating! You agreed that you missed Planet being an actor to contend with. One of the less commented upon features was that Planet hated players using the over powered “X” weapons.
...the rest of Planet Earth who would prefer to play Beyond Earth, Rising Tide that has a much more optimistic & plausible setting.
People say this, but the fate of Earth in BE is dystopian. Earth is blank slate in SMAC. Sure, some of the wonders in SMAC are dystopian, and the mood music sure is spooky, but I found the game course optimistic and all the details plausible. (Well, except for the leaders being such perfect archetypes, but it worked well in the context of a game.)
Affinity choices in Beyond earth, Rising Tide is a much more flexible indicator to gauge another Colony Leader's motivation for the decisions they make when interacting with the player...
Affinities are okay, but not enough IMHO. They are much less important, for example, than Ideologies in Civ5. And with Civ5 diplomacy intersects with religion, WC voting, and lux/resource trades. BE has no corresponding features for any of those. It seems to me that having Virtue choices strongly impact diplomacy would be a pretty easy way to add some substance to the game.
...than what a rigid ideology that Faction Leaders in Alpha Centauri are bound to. For example, in Sid Meier's Alpha Centauri the Morganites will never get along with the Spartans.
I would argue that some of that predictability was a feature. The BE leaders, in comparison, have no significant personality, and follow no pattern from game-to-game.
Yes, one lends itself to a game with nearly unlimited appeal for replay and characters that people remember 15 years later. The other, not so much.
Sid Meier's Beyond Earth, Rising Tide is the kind of game I believe a new player or even an experienced player would appreciate in today's market.
It is okay if you can pick it up cheap, and only expect to play a few times.
I tried SMAC, and mechanically I had a similar problem with it that I had to Civ 6: there isn't nearly enough cost to expand, meaning constantly expanding until one has filled up all available tiles seems optimal.
Yes, and my understanding is that Civ3 and Civ4 also suffered from this defect. OTOH, and unlike 3/4, one could play SMAC/X at the highest difficulty level as a builder and still win. It was great fun!
The comically dystopian theme was also a turn-off, personally.
The whole mood was brooding and dark, but I would usually aim for the Transcendence VC and forests were OP. At the time, it never occurred to me to characterize the theme as dystopian.
Thematically, there is huge potential for tension between Beyond Earth's affinities.
Sure. And I agree the tension is only weakly implemented
If I had my way a typical late game would have multiple large-scale world wars along affinity lines, with hybrids/core affinities next to one's own being potential allies. It would be possible, but difficult to maintain decent relations with rival affinities.
This pretty much describes my BE games.
And I'd like to see different sponsors be split between leave the aliens alone / kill them early on as a starting political issue: those that left them alone could be future Harmonists or just leaders who are concerned about a backlash from the planet.
This would be an improvement.
Harmony factions, and ideally the planet, may also take offense to clearing Miasma and forests.
I am quite disappointed they they did not include a mechanic for Miasma spawning on its own.
I prefer Virtues to be kept mostly vague, and to not weigh on international relations to not take the spotlight away from Affinities.
With Civ5, the non-idealogy SP not impacting diplomacy is fine. BE probably would require a total overhaul to have decent replay potential, but doing something more with Virtues is low hanging fruit.
With some work I think Traits could be good at setting what angers / pleases a sponsor: as-is they tend to be "hates you if you are behind, loves you if you are ahead."
What do you mean by Traits? The starting buffs? I only have BE and not BERT. Is Sponsor love/hate a BERT feature?
Sid Meier's Beyond Earth, Rising Tide is well on its way to be an instant classic.
Sorry, but that is nonsense. (1) The time window for BERT to be an “instant” anything has come and gone. (2) BERT clearly missed the mark for being a “classic” game, the title and substance of this thread is but the tip of the iceberg of evidence against that hope!