IGN is playing Rising Tide with devs today at 1pm PT

Yep, and it works both ways. The AI could drag the player into a war but the human player could also use it to drag an AI into a war. The mechanic allows for some nasty world wars. Imagine if A and B are allies and B and C are allies and D and E are allies, then if A,B or C ever DoW against D or E then automatically A,B and C will be at war with D and E. It could make for some exciting games. I imagine it might also encourage civs to form alliances. If A and B join an alliance then C might get nervous that A and B are planning a joint attack so C might either try to join A or B in an alliance or try to ally with D to have someone to protect him.

I do wonder how making peace will work with alliance. If I make peace and the others don't, then presumably my alliance would force me back into the war. Will all sides get a chance to agree to a peace at once? At least, I hope this new mechanic will fix the bug of perpetual war when 2 AIs DoW you.

And if you have two allies who go to war against each other, which side are you dragged in on?
 
I hope Rising is very successful, because this game will probably need two more expansions after this one in order to be complete. There is soooo much missing [fully developed hybridism, way better stations, affinity explorers, something as impacting as the culture vs tourism + public opinion in BNW, etc etc etc].

Diplo capital is like faith, but the agreements are not like religion - which imo was damn cool. Probably can't have anything like space-religion or some players [both atheist and religious] will frown upon it... but yes, the more little systems to give us what to do, the better.

yeah, this game needs more than 2 expansions, and I would be ok with paying for the providing they provide enough.
 
Minor nitpick: why would you get text messages from leaders you haven't made direct contact with yet? While it's good to know early on what other leaders like and dislike, it just seems "off" to get text messages from leaders before meeting them.
 
You know how I've noticed that the devs and us are not on the same page ?

When he picked clinic before old relic on his first(land) city.

Edit : And relic is even more a mandatory building in RT because it, now, generates diplomatic points .....
 
You know how I've noticed that the devs and us are not on the same page ?

When he picked clinic before old relic on his first(land) city.

Edit : And relic is even more a mandatory building in RT because it, now, generates diplomatic points .....

They way I understood it is he was playing for science so he could show off leashing and hybrid affinities faster?

Also once your in an alliance, do you have to keep maintaining it? for example if their respect or fear of you dropped enough would it boot you out of the alliance or is it till the other player says no more?
 
They way I understood it is he was playing for science so he could show off leashing and hybrid affinities faster?

Also once your in an alliance, do you have to keep maintaining it? for example if their respect or fear of you dropped enough would it boot you out of the alliance or is it till the other player says no more?

With more culture, he could have picked Field Research faster ( hey he built 3 explorers ) or even got a second city faster for more science.

I understand now why they can't see some major issues


edit : Array has been pushed back into Orbital network from Communication :( .

edit2 : I still doesn't understand why lv 7 unique units from Supremacy and Purity are in a 3200 leaf and lv 9 unique units are in a 1160 leaf. It just doesn't make ANY SENSE.
Harmony is the only logical one. The stronger the unit the higher their science cost.
 
I like how the IGN guy was asking if he could see more of the affinity upgrades for submarines and Dave was like, "Ah. No."
 
I like how the IGN guy was asking if he could see more of the affinity upgrades for submarines and Dave was like, "Ah. No."

Ok so, I know I'm French and I'm never happy BUT I really like how they made the early game more interesting with the new artefact system :D
 
That's a given, but what I don't like is that aliens seem even weaker than I remember in the early game.

They're almost completely cleared out by the end of the video.
 
Yeah, if anything threatening Aliens would make the artifact system more interesting - potentially require an army to reclaim some of them.
 
That and stations haven't changed.

"Yeah, we took out city-states and put stations. They're things you can trade with... things on the map that make it interesting."

No, Will. No they do not make the map interesting.

Why would you take out city-states if you weren't going to replace them with something better?

This is what I mean when I take people to task who argue "No, why would you want city-states? City-states were boring, better for BE to make stations something more interesting!"

Well here's my answer to these people: Because they didn't make them more interesting. They made them worse, they made them boring and more of an annoyance than anything else. And despite numerous requests by players to do something more with stations, the developers flat out refuse to do so.

Sorry, but this is something I'm going to keep calling people out on because it needs to be said.

Edit: Just add, I think I'm going to treat stations as separatist rogue provinces of my empire from now on. Immediately targeted for demolition. I will tolerate no breakaway rebellions while humanity's future hangs in the balance.
 
Stations would be far better if they just didn't block city expansion, though solid quests for them could also help.

Heck, they could also work well with Diplomatic Capital.

That could actually be an interesting trade-off: do you invest it in relationships and bonuses from other civs, or strong yields from Stations?
___________________________________________

Another thing that made me cringe around 1:43:50, they were talking about how Harmony feels better now with leashing, like you actually have to care about the planet.

But then immediately after they say it's an early tech and any affinity can pretty much leash Aliens.

Additionally, without some way to scale the Aliens as Harmony they are going to be useless past the mid game.
 
Well we now know they can spawn in the sea. It does look like they haven't changed much though but maybe what they could do is that all trades with stations provide some diplomatic capital. It'd be a way of the station putting in a good word for you to the other sponsors.
 
It would be cool if stations could be absorbed by growing faction cities once the city boundary reached the station. Instead of providing trade by trade route, the station would be treated as a production hex much like great person buildings in Civ V.
 
Anyone heard him slip a Pacific in before he said PanAsian Cooperative?
Well I think I heard. At that moment I was watching it less concentrated, so I was thinking did I misunderstood that? But Dave actually acted like nothing happened here, tried to focus on the game he was playing.

So a Pacific sponsor? But maybe he was just teasing, as pacific could be either Japan or Central-American, which were the most likely candidates for the last spot, an aquatic sponsor.

Verstuurd vanaf mijn Nexus 6 met Tapatalk
 
It would be cool if stations could be absorbed by growing faction cities once the city boundary reached the station. Instead of providing trade by trade route, the station would be treated as a production hex much like great person buildings in Civ V.

it's really a nice idea, let's hope they provide us the source code after the rising tide release :D
 
And what's up with AIs tendency to kill stations that are far away from their place? Quests?
Stations gives early boosts, treat them as more permanent and growing goody huts. Putting minor Civs on BE doesn't make sense anyway.

But then, Stations doesn't make sense too: who sponsors them? How did they launch themselves?
 
But then, Stations doesn't make sense too: who sponsors them? How did they launch themselves?
They are always "splintering" off existing factions (see, for example, the quest where you have to approve stations). They are basically private ventures where people within a faction decide to establish a new independent outpost for whatever reasons.

Hence, the outposts are all a bit "weird", strange cults, rich people's resorts, artists' enclaves, militaristic outposts or research institutes.
 
This statement has sparked in me a renewed desire for affinity upgrades for Explorers.
I'm not sure why they never did, even as a very basic set of upgrades that didn't increase the unit in strength much. Some guy did a mod before me and that was pretty popular, my own mod is also going strong.

(makes Explorers a bit too strong though, I'll probably revamp it for Rising Tide)

Perhaps they only wanted military-based units gaining Affinity upgrades? Explorers are, well, explorers? I dunno.
 
Anybody else like the new artwork of the Xenotitan on the loading screen? :D

But yeah, my main take aways:

* Fixed some of the worker AI.
* Improved how the AI deals with water.
* Saw a little more about how wonders had been beefed up.
* PAC's sponsor bonus is more balanced now.
* You need Harmony lvl 9 to leash Colossal Alien creatures (otherwise known as Native Super Units) like Siege Worms and Kraken.
* They've fleshed out the new artifact system a little bit more, no more Xeno-Bathhouses all the time.
* Faction Leader dialog has more personality.
 
Back
Top Bottom