Known virtues and tooltip madness.

It really shouldn't be a problem if you don't ignore the aliens and let them eat your workers, and instead take refuge in a city when they come into range.

I was cringing every time they left a worker out in the open near to a native unit. Even Pete! When i think of how often i had my workers "dance" with the barbarians in Civ5, because my warrior would be out scouting. The problem in BE might just be that aliens sometimes ignore workers, so the player just might hope for the best (still not worth the risk in my eyes).
 
I dont see 2 workers being overpowered in any way. With extra production you can build them fast and with extra energy you can buy one.
 
I dont see 2 workers being overpowered in any way. With extra production you can build them fast and with extra energy you can buy one.

I agree: it is a one time bonus, doesn't scale, and its only a minor production costs. Would you select that virtue if it gave you old earth relic in the capital or a soldier unit (comparable cost and you'll have build those around the same time also).

Sure, workers are way strong, but in terms of opportunity cost the benefit of this virtue is not a worker (on which you have to pay maintnance too), but the saved production cost and production time of a worker. Which makes it more "meh" in my eyes. Now 15% decrease in improvement time could translate in one worker less to build and to maintain, which would be more in line with industry's "5 gold/turn in the capital" in the long run, but its not that great a virtue either (and neither is central planning compared to the other options in industry).
 
Prosperity 3 - ?????? - +30% speed towards outpost growth.

Knowledge 6 - ??? Values: -10% culture needed for new virtues.
Knowledge 8 - Networked Datalinks: -50% science penalty from number of cities for new technologies.
Knowledge 9 - Community Medicine: +1 health for every 6 population in a city.
Knowledge 11 - Metaresearch Methods: Leaf technologies cost 20% less science.

form PAX mega panel.
 
Knowledge 6 - ??? Values: -10% culture needed for new virtues.
Knowledge 8 - Networked Datalinks: -50% science penalty from number of cities for new technologies.
Knowledge 9 - Community Medicine: +1 health for every 6 population in a city.

form PAX mega panel.

Confirmed tech cost increase from city #
 
ffwMPY3.jpg

Someone please read this, what's the name of that virtue :(

at 7:38
 
Someone please read this, what's the name of that virtue :(

at 7:38

can't really make it out. "cohesive" comes to mind.

Do virtue costs for each incremental new virtue increase less than 10%? The way it is it seems a bit lackluster to me. If every additional virtue costs 10% more than the preceding one a 10% decrease would just cover the additional cost by having 1 additional virtue (which may as well be the one granting the 10% reduction). That would reduce it to nothing more like 2/5 of a kicker.
 
Thank you all for the contributions. I'll update the OP after todays's stream.:goodjob:

ffwMPY3.jpg

Someone please read this, what's the name of that virtue :(

at 7:38

Nope, can't decipher it. I wouldn't worry about it. We'll probably get a good look in abot three hours.
 
Might 10 - ???: Choose a free affinity level. (probably.)
ZEuMzkZ.jpg


Damn, I really want to download the video and see images frame by frame...
 
one of the last virtues in Prosperity is "ecoscaping" and gives +1 production, +1 food, +1 culture to all terascape improvements.
 
Might 8 - ??????: +40?% intrigue from covert operations.
Might 13 - ??????: +3 orbital coverage provided by stations you ??? with.

Prosperity 14 - Ecoscaping: +1 food, production, culture from every terrascape improvement.

Industry 12 - ??????: -25% energy cost to purchase units.

Synergy for 10 Industry virtues: +10% production in every city.
Synergy for 15 Industry virtues: Earn 1% of stockpiled energy every turn, up to 100 energy

source: http://www.youtube.com/watch?v=vufyym8_ySo
 
It seems they might have switched that one from the early Industry

its still there. You can have both the virtue and the synergy bonus für a combined 2% interest per annum up to 200 gold.

The lifestream today was very exhaustive on the issue, only one virtue had been overloocked (prosperity T1): its +30% to outpost development speed.
 
its still there. You can have both the virtue and the synergy bonus für a combined 2% interest per annum up to 200 gold.

The lifestream today was very exhaustive on the issue, only one virtue had been overloocked (prosperity T1): its +30% to outpost development speed.
I believe the second T2 synergy bonus was skipped too.
And what was 3rd prosperity synergy bonus? I think they mentioned it but couldn't find it...
 
T3 virtues:


Might T3:


M11. Brutal Efficiency: +50% quantity from sources of strategic ressources

M12. Integrated Arms: +10% Production towards Units for each upgrade it has

M13. Joint Operations: +3 Orbital coverage by stations you trade with

M14. Democratized Quartering: -50% maintainance for Units

M15: Channeled Wrath: +10% Strength and ranged strength for all units

depth kicker: 15 virtues: Choose 1 Free Affinity Level


Prosperity T3:

P11. Natures Bounty: +1 Production from every Basic Ressource

P12. Joy From Variety: +1 Health from every type of Basic Ressource that is improved

P13. Hand never idle: +2 energy from any Population acting as a Specialist

P14. Ecoscaping: +1 food, +1 production, +1 culture from every Terrascape Improvement

P15. Eudaimonia: 25% less negative health

depth kicker: 15 virtues: unknown


Knowledge T3:

K11. Metaresearch Methods: Leaf Technologies cost 20% less science

K12. Information Warfare: Recruit 1 new Covert Agent

K13. Learning Centers: +2 Science from every Academy Improvement

K14. Technoartisans: earn extra Science equal to 25% of the Culture you generate

K15. Monomyth: +7 culture for every Great Wonder

depth kicker: 15 virtues: 1 free tech


Industry T3:

I11. Social Investment: +2 Production from every Manufactory Improvement

I12. Liquidity: -20% Energy cost to purchase Units

I13. Civic Duty: Each City tile generates +0,5 Production for every Population

I14. Magnasanti: Each City generates +0,2 Health for every Building

I15. Superior Engineering: Orbital Units stay in orbit 50% longer before deorbiting

depth kicker: 15 virtues: earn 1% of stockpiled Energy amount every turn, up to 100 Energy


T3 synergy bonus:

10 virtues: +10% Growth, Production, Science, Culture and Energy in every city.


Disclaimer: Capitalisation of words is *sic Firaxis, not some strange german notion of mine (but you have to agree that it looks better the german way ;-) )
 
and T2:


Might T2:

M6. Scavenging: Earn 100% of a native lifeform's strength as Science after killing it
Earn 30 Science (on normal speed) from destroying native nests

M7. Adaptive Sciences: +20% Affinity earned from researching technologies

M8. Special Service: +40% Intrigue from Covert Operations

M9. Army Engineering Corps: +1 Production, +1 Energy from every Strategic Ressource

M10. Martial Meditations: Choose 1 Free Affinity Level

Depth kicker: 10 virtues: +5% Strength and +5% Ranged Strength for all Units


Prosperity T2:

P6. Pathfinders: Explorer Units can build 3 additional Expeditions

P7. Pioneer Spirit: -25% culture needed for border expansion

P8. Gift Economy: +3 Energy from your land- and sea-based Trade Routes to foreign Cities

P9. Settler Clans: +2 Population for newly founded Cities

P10. Mind over Matter: +7 health

Depth kicker: 10 virtues: 1+ Health in every City


Knowledge T2:


K6. Cohesive Values: -10% Culture needed for new virtues

K7. Applied Aesthetics: Earn extra Energy equal to 50% of the culture you generate

K8. Networked Datalinks: -50% Science penalty from numer of Cities for new technologies.

K9. Community Medicine: +1 Health for every 6 Population in a City

K10. Memeweb: -50% Culture penalty from numer of Cities for new Virtues.

Depth kicker: 10 virtues: +10% Science in every City


Industry T2:

I6. Investment: earn 1% of stockpiled Energy amount every turn, up to 100 Energy

I7. Entrepeneurial Spaceflight: +25% Production towards Orbital Units

I8. Profiteering: +0,5 Health for every Trade Unit under your command

I9. Alternative Markets: Trade Routes with Stations grant +6 Energy per Station tier

I10. Interdependence Network: +25% more yields from your Trade Routes to your own Cities

Depth kicker: 10 virtues: +10% production in every City


T2 width Synergy boni:

8 virtues: Choose 1 free virtue, Recruit 1 new Covert Agent
12 virtues: unknown


Again: strange capitalization is not a hallmark of german origin.
 
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