New Let's Plays

I'm not sure it really changes anything for the casual observer. You wouldn't notice how bad most of these people are at the game without being a civ fan I think.
 
I'm not sure it really changes anything for the casual observer. You wouldn't notice how bad most of these people are at the game without being a civ fan I think.

Which is what Firaxis marketing weenies are probably counting on, when you think about it. They know the hardcore fans like us don't really need to be sold on BE, just enticed. If anything, marketing probably figures that inept gameplay in these previews will only encourage the likes of us Civ geeks to froth at the mouth and go nuts waiting to prove how much better we can play the game than these amateurs. :lol:

I still think they could do better, though because good gameplay should challenge confident gamers to emulate what they are seeing.
 
The fans mainly need to see the features to be sold or not, that's what the livestreams are for. Showing tooltips and such.

A pro gameplay would please fans but nobody but beta testers is a pro yet. And testers like maddjinn most likely don't have the authorization.

Journalists/youtubers are in charge to provide exposition of the product but journalists have never been very good player at a particular game. Especially a series like civ which require an heavy investment to become good at it.
 
All I want from a let's play is:

1. A player that isn't bad at civ. It doesn't have to be a pro.
2. No time spent explaining every little detail, reading tooltips, backstories, etc. A let's play, not a let's talk.
 
I wonder if Adept Blue spawning near the player in SP is more likely at lower difficulties.
 
Of course to balance it out, he's met a Kraken (last video) and two siege worms.

Edit: THREE worms!
 
It also seems that keeping the trade station that first spawns alive long enough to start trading is rather difficult. Most of the videos I've seen have seen it disband before a trade depot was finished.

Perhaps the very first one should have a double-length timer on it, since this is a station you had agency in creating (you picked it in a quest) being 'robbed' of it in most games diminishes the quest that gives it to you and feels bad.
 
In my playthrough, I had a worm and 3 sets of bugs swirling around my capital. I decided to see whether the "don't mess with them and they won't mess with you" idea had any merit, so I refrained from firing on them, and they seemed to respect my "nest" -- as long as my worker stayed inside my culture borders, they let him improve tiles without molestation.

But they also didn't go away -- and as soon as my worker stepped one tile outside my culture borders (I was curious, or maybe I misclicked -- you decide :)), he was gone.
 
In my playthrough, I had a worm and 3 sets of bugs swirling around my capital. I decided to see whether the "don't mess with them and they won't mess with you" idea had any merit, so I refrained from firing on them, and they seemed to respect my "nest" -- as long as my worker stayed inside my culture borders, they let him improve tiles without molestation.

But they also didn't go away -- and as soon as my worker stepped one tile outside my culture borders (I was curious, or maybe I misclicked -- you decide :)), he was gone.

So I take it you did not use city defensive fire against them? I'm curious to see if city defensive fire is indeed not likely to cause alien aggression to increase - but is that also true when city defensive fire ends up killing the alien target?
 
I actually had two shots at the game -- one full hour playthrough and another (for less than 15 minutes) just before dinner. In the latter I did kill a sea dragon/kracken solely with city fire. None of the alien units ever went to yellow, but my city bombardment may not have been enough alien attack to test the speculation/rumor that city bombardment somehow doesn't "count" towards alien attitude.
 
City fire does not cause the aliens to become more aggressive. The devs said so in the yogscast video.
 
Interesting how a siege worm spawned on the peninsula he already explored. I'm assuming he could have prevented the worm from spawning there by keeping a unit stationed there.

edit - Man, siege worms look like such a pain. 3 of them surrounding your capital before turn 50 will really slow things down. And once the ultrasonic fence is up there is no way to kill them, since your soldiers are so feeble at this stage. I wonder if the 2 worms to the north of the capital just disappeared or if they are still wandering around up there.

And this guy really needs to do SOMETHING with that soldier...go kill some bugs in the resource rich forest area or go explore the waters...SOMETHING!
 
Its a pity that first station disappeared so quickly - if the city positioning rules are the same as they were in the main game, a city just two tiles over on that other island would have had full access to all the resources in that area.

Also, where Adept Blue spawned could have been a monstrous science city - copper, fungus, AND a 10% bonus that we know goes with the Firaxite and Xenomass refineries, and it had Floatstone in range too if there's an equivalent for that. Considering how rare % boosts seem to be, it could be well worth running at a loss with expensive academies on a city with access to all 3 thats racking the bonuses up.
 
Looks like if you are feeling lucky about finding Adept Blue early, you probably better have Pioneering done early as well - like bringing a Laboratory as ship cargo in your seeding. It's a gamble, but it could pay off handsomely.
 
Also, where Adept Blue spawned could have been a monstrous science city - copper, fungus, AND a 10% bonus that we know goes with the Firaxite and Xenomass refineries, and it had Floatstone in range too if there's an equivalent for that.

Maybe a balancing factor Adept Blue is that it always lands on a really great location for a science city? (Only half joking...)
 
City fire does not cause the aliens to become more aggressive. The devs said so in the yogscast video.
That's not quite what he said. Will said of a Drone hovering near the player's capital, "He's pretty far away from the nest, so you could probably take a couple of shots at him, and it wouldn't really matter that much."

Just before that he said, "If you do shoot that alien with your city, he'll remember the tile that he was shot in and avoid it for a period of time."
 
Arioch, I suspect you don't actually get alien aggression hits unless you actually kill the alien. I have even seen videos where they aliens were at green aggression and they never retaliated while someone pinged at them with a ranged unit (solar gamer I think?). It is one of the reasons I suspect I'll be rushing Physics most games so I can get a ranged unit or two to help clear early nests that are in the way.
 
Having seen the second video where Solar Gamer shoots siege worms around his city and kills one using the city defenses, I have to conclude that city defensive fire very likely does not increase alien aggression, even when the aliens are killed as a result. My guess is that only human combat unit attacks on aliens will do that. We know from another video that "captured" aliens (obtained from an expedition find) can attack and kill aliens without increasing alien aggressiveness as well.
 
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