Galgus
Emperor
- Joined
- Aug 22, 2012
- Messages
- 1,705
Wait didn't they say there would be an option to switch of standard start?
I think you can disable staggered start, I don't think you can exaggerate staggered start.
Wait didn't they say there would be an option to switch of standard start?
Well, both, the bonuses as well as the maximum delay are moddable, but yeah, by default only 1-50 turns or instant landing. Anyone who wants a "serious" game probably wants to turn it off, as it really messes with the AI and gives a lot of very random results. But I'd say that's also the fun of it.
I actually don't think that scales with game speed though.
I think you can disable staggered start, I don't think you can exaggerate staggered start.
For me (and only for me as these are entirely subjective feeling on my part which may or may not align with your own feelings) these are the area's that I would really like to see worked on/improved/tweaked/whatever-ed in the expansion.
...might be that there aren't enough of them.
In civ 5 I knew that if Alexander was next to me I was going to war.
Hmm, thinking about this, I think that's another reason the Civ5 leaders had more personality, it wasn't just the historical weight but the UU/UA drives the play style. This actually has a two-fold effect:(but again, the historical context really makes the UU/UA features feasible).
Meh, matter of taste, for some 1UPT is a very welcome change after decades of stacking. I agree that the focus on 1UPT at the start of Civ5 lead to very dull and boring gameplay but BNW and Civ:BE have both fixed these dull stretches. Civ:BE's problem are elsewhere.IF BE's dev team is reading this, seriously think about changing 1UPT.
Personally, I hope they don't bring back unique units/buildings/improvements for BE. Most are basically abilities anyway at their core (just with unique graphics/icons) and can easily be transformed into one -- especially the buildings.
I hope Firaxis will take advantage of the way BE is setup with its limited number of leaders and how their design is unbound by historical shackles to really expand the unique abilities of each leader. Though, if you flip the room upside down, those historical shackles are also what holds up and supports the unique units/buildings/etc. and makes them iconically strong, otherwise they come crashing to the ground.
The unique buildings that BE leaders would get would probably be unfamiliar and less iconic. Also, you're competing with all of the existing incredible buildings in the game; , while in Civ your unique building is competing with generic, less impressive things like a bank, granary, stable, etc.
One or two bonuses like in Civ helps a little bit to make each leader play differently for players, but it could be so much better. Leader quality over leader quantity.
Also, to further enhance replayability, it would be cool to see three dormant and powerful unique abilities per leader which activate when you obtain a dominant affinity. This way, even if you play the same leader, you can have a different experience depending on the affinity path you take.
Though, with hybridization incentivized now, perhaps these affinity abilities could scale instead, and they just increase in power with affinity points. It would supplement the existing affinity bonus list as each leader's little personal one which is unique to them. Though, at the same time, having only abilities which can scale may limit them to only boring things.
IF BE's dev team is reading this, seriously think about changing 1UPT.
It's not beating a dead horse if the horse is still alive and asking for money.
....
I think it's fine though that BE is its' own thing. It shouldn't try to be AC 2.0, and sponsors aren't going to be differentiated the way SMAC's factions were.
If anything, I think the game's startup options should be flattened, rather than have a set of obvious best picks that everyone uses in MP and everyone uses to get an optimum SP outcome. Having sponsors that are slightly different from each other but balanced is better than having sponsors with strong OP abilities (see: African Union compared to Slavic Federation).
Also, Cryotome is ridiculously strong and by far the best cargo option.
Still it would be really nice if Firaxis considered reversing 1UPT, or someone in the modding community can put together a functioning MUPT mod that the AI can use. I'd like to at least play a CivV version with fun combat, and 1UPT is not fun. It's also a thing that people who aren't into CivV really, REALLY don't like, and I think the demand for MUPT strongly outweighs the demand for 1UPT - it's more like, CivV fans put up with 1UPT because they like the rest of the game, rather than 1UPT being a positive aspect.
What are they going to do with the victory conditions?
Because right now you feel like 75% of the research tree is pointless, you beeline to your victory of choice, pick in the meantime some affinity techs and that it.
Maybe a condition of: 20 Techs must be reached before starting certain victory condition?
Getting techs just because you need to fulfill a quota won't make said techs interesting.
1UPT doesn't improve strategy, it severely hampers strategy.
The alternative would be to make the affinity level (and hence tech requirement) only one requirement of the affinity victory. There are already additional steps built in (laser com satellite, mind stems) but they are too easy to get.Even if you'd narrow the requirements to something like "you need 5 extra max level techs" there is little choise.