To be honest, I... don't mind it that much. SMAC/X workshop was great in theory, but in the end, you usually ended up with some core designs anyway. This just means you design the "core designs" straight away.Actually they didn't dodge it. There is no unit workshop.
Instead you get to decide how your units upgrade.
ie Will your warriors upgrade to pikes or longswords? (Anti-mount bonus or basic strength bonus) You choose... But it applies to All of your warriors (and is unlocked by affinity rather than directly by tech)
To be honest, I... don't mind it that much. SMAC/X workshop was great in theory, but in the end, you usually ended up with some core designs anyway. This just means you design the "core designs" straight away.
It's a decent compromise between the customisation of the workshop and having a game that has less false choices, this way they can ensure that most designs are useful and viable.
Actually they didn't dodge it. There is no unit workshop.
Instead you get to decide how your units upgrade.
ie Will your warriors upgrade to pikes or longswords? (Anti-mount bonus or basic strength bonus) You choose... But it applies to All of your warriors (and is unlocked by affinity rather than directly by tech)
To be honest, I... don't mind it that much. SMAC/X workshop was great in theory, but in the end, you usually ended up with some core designs anyway. This just means you design the "core designs" straight away.
It's a decent compromise between the customisation of the workshop and having a game that has less false choices, this way they can ensure that most designs are useful and viable.
They also confirmed that promotions are still in, so I guess XP is for promotions and you get something else to unlock the upgrades - without saying what you use to purchase them.As for the new workshop, "purchase upgrades" is referred to. By "purchase" they mean XP, not some currency right? Other than that, it sounds like there could be more diverse skill trees for affinities if they're confident enough to say that 2 factions with the same affinity can have different fighting abilities than each other.
This makes sense... currently, upgrading, say, Spearmen to Pikemen requires both unlocking a technology and shelling out some cash. Except it sounds like it will be a one-time payment, rather than having to pay for each individual unit.They said affinities unlock the upgrades. (And affinities are unlocked by techs)
However, I wouldn't be surprised if they Also needed some currency to upgrade individual units that were already produced in the chosen path. (But it is possible they won't)
This makes sense... currently, upgrading, say, Spearmen to Pikemen requires both unlocking a technology and shelling out some cash. Except it sounds like it will be a one-time payment, rather than having to pay for each individual unit.
"have them gradually arrive over the first few hundred turns of the game"
How long is one game going to take? "first few hundred turns" just to get everyone on board? Some people complain about civ's game length with standard pacing and if civ:be is going to take 2.000 tuns to complete one game, I will be overjoyed but most people will hate it.
Agreed, towards the end-game SMAC/X unit editor kind of got more annoying and tedious than fun.
It can easily be interpreted that every faction launched colony ships towards most every habitable candidate in range. It's unlikely there'd be many of those. But you won't find every faction on a given planet unless you set up your game to have the maximum amount of players, which still won't be everyone until all the hypothetical DLC come out.I just want to know if there are so many planets out there to choose from at the beginning of the game, why would all of the other nations decide to come to yours?
I disagree as I really appreciated the feature. You did have to manage it for a few minutes every time you unlocked a new weapon technology.
The main thing that made the workshop necessary was having distinct and independent values for attack and defense ... But split values for attack and defense would be cool IMHO.
I agree that the SMAC units looked silly, and that was one of my least favorite aspects of the game, but I think that the bigger gameplay issue was that the vast majority of the customizations were irrelevant. If you want full customization, I agree that something like the MOO2 model works better, but full customization makes less sense for infantry and tanks than it does for starships; there's only so many useful combinations of equipment on an infantryman, or a scout buggy, or an interceptor. The Beyond Earth approach sounds more sensible from a gameplay perspective, as well as from an aesthetic perspective.I never found SMAC's unit workshop to be such a great thing. My largest complaint about Alpha Centauri was that most units looked ugly or silly, and that was mostly the workshop's fault for making them all ultimately generic and devoid of personality. The core concept was fine, including the graphical representation of almost every component of the design on the unit itself, but it just... didn't work out, aesthetically. It's just bad execution coupled with the very limited 3D technology of the time. You get things like huge drills on tiny boats or soldiers pushing carts with laser cannons, which I found the most jarring. Frankly, it might've been better to do it the Master of Orion 2 way: pick a whole model/sprite from a selection according to unit type (and possibly tech level), and then customize features at will, without impact on the unit's appearance. And yes, they should've stuck to 2D, like Civ3 would afterwards.