awesome
Meme Lord
Yeah, not sure where he got that information. And as fun much as mixing up the leaderheads and civilizations was in civ4, i'm glad you can't do that anymore.
Seed the Adventure: Players will establish a cultural identity, select a leader and sponsor an expedition by assembling the spacecraft, cargo and colonists through a series of choices that directly impact starting conditions when arriving on the new alien planet.
From the Firaxis website:
I interpreted this as: first choose your cultural background (faction), then choose a leader...
Maybe it's just my speculation due to ambiguous wording.
At the start of the game, players will choose leaders and factions (no longer bundled with one another) and choose colonists and equipment to settle the land.
From the Firaxis website:
I interpreted this as: first choose your cultural background (faction), then choose a leader...
Maybe it's just my speculation due to ambiguous wording.
With the spaceship-customization, affinities and the tech web we barely need factions at all. I still hope they habe much personality and art style differences. At least it seems like we get evolving leader appearances again.![]()
No.
From the numerous articles we have, affinities are not 'chosen'; they evolve over time, as you research specific techs and do other things.
In Beyond Earth, the faction bonuses are only a minor part of your strengths and weaknesses in a game: the more important choices appear to be your starting colony ship loadout (type, cargo, and passengers) and your later Affinity choices. Each faction has at least three different Affinity-determined variants. This would seem to be why there are only 8 factions (together with the fact that on a colony world, the specific details of your culture of origin would seem to me to be largely and increasingly unimportant).
In Beyond Earth, the faction bonuses are only a minor part of your strengths and weaknesses in a game: the more important choices appear to be your starting colony ship loadout (type, cargo, and passengers) and your later Affinity choices. Each faction has at least three different Affinity-determined variants. This would seem to be why there are only 8 factions (together with the fact that on a colony world, the specific details of your culture of origin would seem to me to be largely and increasingly unimportant).
The starting situation in Beyond Earth is thematically different from a normal Civilization game in which you're playing a historical faction; Beyond Earth is less about who your culture used to be, and more about the choices you make in-game to decide who you're going to be in the future. A layer of gameplay is being added, not taken away. I wouldn't advocate a regular game of Civ V being set up this way, but it makes perfect sense for a colony building game.But do you think taking out that layer of gameplay is a good choice? Would you like the previous CiV games more, if you could build up your faction from a few choices as I described earlier in this thread, instead of having truly unique finishing touches? This would basically enable identical factions in beyond earth.
In Beyond Earth, the faction bonuses are only a minor part of your strengths and weaknesses in a game: the more important choices appear to be your starting colony ship loadout (type, cargo, and passengers) and your later Affinity choices. Each faction has at least three different Affinity-determined variants. This would seem to be why there are only 8 factions (together with the fact that on a colony world, the specific details of your culture of origin would seem to me to be largely and increasingly unimportant).
How do you know its minor?
There is more starting options than just your faction, so that is less than in civ where 'faction' is the only starting option, but factions could still be a large and ongoing effect.
As for decisions in game affecting things...you have that in civ as well (religions, ideologies, build order)
The starting situation in Beyond Earth is thematically different from a normal Civilization game in which you're playing a historical faction; Beyond Earth is less about who your culture used to be, and more about the choices you make in-game to decide who you're going to be in the future. A layer of gameplay is being added, not taken away. I wouldn't advocate a regular game of Civ V being set up this way, but it makes perfect sense for a colony building game.
I believe there's plenty of differentiation between the CivBE factions, and can't see how faction choice would be a minor thing. They're in the vein of the SMAC ones, but more unique, with five performance variables instead of just three. It's possibly a better model than that of recent Civs, in which besides a unique unit, building and ability, all generally circumstantial, all nations play pretty much the same. While that can produce particular playstyles, bonuses and penalties which constantly affect a faction's performance can have a potentially larger impact in creating consistently different behaviours.I don't see why "who you were" can't or shouldn't influence your initial position. It actually is a inescapable necessity. A layer of gameplay would be removed, since the uniqueness of every faction is a completely different thing. This way you are just adding more decisions that are available to everyone. That's just more decisions. Like adding a new option for ancient ruins or choosing a building that already exists in your capital before the game or something comparable. Faction uniqueness definitely works on a different layer and that layer would be gone. It would be a shame.