Rising Tide - First Impressions

Bummer, I don't think I can complete my affinity quest, haha.

Familiar Exotics Part 2: I have to build a Vivarium in my capital.

But... I'm playing as Duncan and my capital is in the ocean. You can't build Vivariums in ocean cities.
 
I didn't find one thing: is there anywhere where I can check for relative "score" of other civs? That's the game mechanic which I used to follow to find out whom to attack/who needs spies in capital the most :).

Diplomatic summary button. Top left of the diplo screen. The scores are part fo the diplo overview table.

Impressions after 100 turns - Wow, a lot of fun. Too much fun :D I turned on just to test and see how it looked (Have been avoiding lets plays), I was expecting to pootle around for 30 minutes and be underwhelmed - 3 hours later I looked at my watch adn realised I hadn't done any of the work I needed tog et done this afternoon :crazyeye: A very good sign.

There's bugs and face palm moments. And I haven't played long enough to see the full game and assess fully negatives against positives but after a 100 turns I have to say, definitely positive.

I like that there's decent artwork with the quests and messages- finally it feels like they gave the presentation some love and polish.

I really really like moving cities and the diplo. I'm drooling just drooling thinking about the diplo game and exploring it again. it's a 100 miles from the Civ 5 diplo concept
which makes it fresh and fun. It's possibly poorly balanced - but I've not played long enough to tell right now.

TBH it feels like a completely new game. Much more than G and K made Civ V feel fresh. definitely recommend it.
 
I so want to love this game, but after my first play through I can't help but feel a little let down.

- Still no post game report? Seriously?
- Too buggy for a released product. I couldn't raze a single city, they all claimed to be capitals, and once a war had begun, it was war no matter how many times i proffered peace.
- Why do some units have hybrids and others no? especially the sub, its brand new! this is just cutting corners. my army looks weird all different colours for the units that refuse to conform to my ideology.
- The leader looks. They are the same. i thought the idea was to be more sci fi, yet even the new leaders look boring at full affinity. seriously affinty 12 han jae moon is just yellow eyes and grey suit? come on. And the lack of hybrid appearances is slack, as I yo-yo'd between harmony and purity my leader kept changing colour back and forth.

The ideas in this expansion are great, it has so much potential. But the devs don't seem to want to release a polished product. Seriously, delay a month or two and put in the work to make this game what it could be, instead of just a bunch of half baked ideas.

On the war part. Couldnt gt peace with someone for something other than white peace. But for white peace. As soon as you leave an alliance that is in the war, you eventually can gy white peace. Happened 3 times for me. So i assume the mecanic can be fixed more in depth quickly
 
- The leader looks. They are the same. i thought the idea was to be more sci fi, yet even the new leaders look boring at full affinity. seriously affinty 12 han jae moon is just yellow eyes and grey suit? come on. And the lack of hybrid appearances is slack, as I yo-yo'd between harmony and purity my leader kept changing colour back and forth.

There is fan's justification here that super-spy leader, Han Jae Moon aren't suppose to explicitly show his affinity or opinion with robotic extra and things.

The rest of leader doesn't have the same excuse.
 
There is fan's justification here that super-spy leader, Han Jae Moon aren't suppose to explicitly show his affinity or opinion with robotic extra and things.

The rest of leader doesn't have the same excuse.
Half of them are women, doesn't that count?
 
Are we all playing the same Rising Tide?! Becau--
"Huehuehue my soldiers are better than yours"
"Wonder? More like Woe-der"
"why do you waste your time on such frivilous things?"

Willing to spend diplomatic capital on making the AI less chatty!

The many bugs are problematic but when they are patched Rising Tide will be on Par with Gods & Kings which also needed to be patched so I guess history repeats itself(?).

I was sad to see multiplayer was still dead because I always felt Beyond Earth was a good war game and the excellent new units would really shine in human hands. The AI seems to refuse to use them and prefers the same pre-rising tide tactics so that was hugely disappointing to see.

Artifacts are fun and I hope they will either patch, or introduce more in the inevitable 3rd expansion, the ability for more artifacts to appear in mid game. Early game is a mad rush to obtain as many relics as possible which is both fun and adds value to previously useless policies like +1 expedition module.

The new quests are okay but I often find myself ignoring them because the quest system as a whole needs to factor into how a player will win the game rather than offering a few inconsequential rewards.

Overall Rising Tide is a step in the right direction But the bar is raised high for the 3rd expansion.
With diplomacy redone its a curious affair for what exactly the 3rd expansion could bring to the table. More of the same things we already have is not going to automatically make it great.

Considering it has only been 1 year since Civ:BE launched, this is an extremely fast release for the first expansion and with that in mind its surprisingly well done since they had to rebuild some of the engine in order to accomidate the new appearance of water and its various effects.

Assuming nothing else is done to the base engine, I am optimistic for the 3rd expansion (still hoping the canned religious perks make a way into the game in some shape or form).
 
RT has renewed that "just one more turn" for me. I constantly find myself thinking "I can't quit now, I'm about to finish this quest", "I can't quit now, that pod might have an artifact", "I can't quit now, I'm about the level up in affinity". :D
 
Spent the whole morning playing. Really enjoyed the game, although there is a series of annoying bugs that need to be fixes asap.

Solid State Citizen quest completed itself alone without me building Gene Garden;

I couldn't take a water station with embarked melee units. With no naval melee around and the clock ticking, the station vanished and I lost two quests;

Every once in a while my embarked workers forget what they're doing. They just stop building improvements but I don't get to give them another command unless I click it;

Trade routes are really messy going land and water even without me researching amphibious trade units.

Besides this, I'm really having fun. There's a lot to do and the game give us awesome new entries on old leaders. It's a shame that my computer is so old and I have to run the game on the minimum.
 
Ahaha I love this....

So much bat crazy stuff can happen now.

ARC Character Trait
Level 3 = 50% time to spy
Political Trait: Subtle
Level 3 = 25% time to spy +30 less to die

It does not take long to steal a crazy amount of tech or units, get a Culper Lodge or mass convert cities with coup d'etat (takes 9 turns with the above traits, and can be performed at level 4, so a reason to take the 40% intrigue virtue under might after you've gone through industry to put the hurt down fast)

I look forward to finding other insanely awesome things :D

Dull expansion this is not...
 
"Come back when you have a better deal."

Gee I'd love to, but it doesn't look like I'm allowed to change any of the terms.

Absolutely no bargaining permitted when it comes to trade.
 
Now the arabians launched first seedship? But still it is written that Brasilia ship left solar system first. Make up your mind, or maybe there is something i don't understand?

Also, is there any old loading screens with space pictures and logs or only new?
 
Bummer, I don't think I can complete my affinity quest, haha.

Familiar Exotics Part 2: I have to build a Vivarium in my capital.

But... I'm playing as Duncan and my capital is in the ocean. You can't build Vivariums in ocean cities.

I'm wondering what's going on with these quests, kinda suspect they're broken AGAIN. Need an alien preserve to engineer a food crop for Familiar Exotic's supremacy ending, which doesn't exactly make sense. Dunno if it's because I'm floating around in the ocean as Duncan, or if this is a result of using the original incarnation of the quest (which I seem to recall was broken and had this requirement) or something, but regardless, what the hell is going on?

Diplomacy is massively frustrating to go along with it being horribly buggy. You know what gets really old really fast? Having multiple AIs bother you every other goddamn turn to tell you you're filthy, lazy and stupid because you're sitting at -1 health, not finished improving all the tiles in your brand new cities, and not as technologically advanced as the Apollo AIs in the first 50 turns of the game. Not like they're going to declare war though, as I'm also getting spammed with messages about the size of my military (a whopping 4 patrol boats, albeit at much higher affinity than the AI) although the AIs can't seem to agree if they like it or not.

I want more in depth diplomacy in the game, not to have the AIs nag me about getting my health positive like someone's fussy mother.
 
Bummer, I don't think I can complete my affinity quest, haha.

Familiar Exotics Part 2: I have to build a Vivarium in my capital.

But... I'm playing as Duncan and my capital is in the ocean. You can't build Vivariums in ocean cities.

There you go again :lol:
That quest is really doomed to be broken in a way or another.

When will they just give up and accept that the most logical, easy and safest solution is to request X building to be built in any city? :rolleyes:
 
There you go again :lol:
That quest is really doomed to be broken in a way or another.

When will they just give up and accept that the most logical, easy and safest solution is to request X building to be built in any city? :rolleyes:
Yeah, safe, easy... and boring as hell. :p

Shouldn't be too hard to, instead of testing if the building is "unlocked" like it currently does, test if the city is a valid city to build that kind of building and have some alternative buildings that doesn't have a requirement to fallback to.

Although I can totally see how that bug happened - Dev A: "Okay, Vivarium doesn't have any prereqs, so no precautions need to be taken." - a week later - Dev B to Dev C: "I totally think being able to build a Vivarium on a floating city would be silly."

But that just goes to show again that open betatests are needed. OR, if the people who playtested actually found these very obvious problems, some re-structuring in the process of fixing those issues.
 
Think I figured out the resource prereq bug - anyone else noticing that if a trade route is providing a city with firaxite/Xenomass etc..., the city things there's a source nearby for building purposes?
 
Has anyone already tested how nerfed academies are performing, compared to arrays/specialists?

Also, pre-RT you always got 3 affinity-specific random resources exactly 3 tiles away from your starting area's center tile. It doesn't seem like it's true anymore.
 
Also, pre-RT you always got 3 affinity-specific random resources exactly 3 tiles away from your starting area's center tile. It doesn't seem like it's true anymore.

I don't think I have any affinity resources withing 3 tiles of my capital. In fact, my neighborhood is pretty sparse.
 
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