Rising Tide Screenshot Discussion

Moderator Action: Merged with Screenshot thread
 
So just a couple things I noticed:

Organics seems to grant Harmony XP. In the current version of the game, any affinity experience is located on Leaf Techs.

There seems to be some form of wide vessel in the 1st image behind Arishia Kishk, to the lower left of what I'm assuming are Tier 3 Purity Affinity Patrol Boats.

Just above that ship is a slender vessel, which I think is probably a Tier 2 Submarine.

In the image with the city, there is an improved version of what I think is an underwater geothermal source. And if you look to the upper left of the city, you can see what looks like sea snails. This is probably a basic resource.
 
Futurama snails. Must produce Slurm.

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Some new unit.

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Crop circles.

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Some kind of improvement for whatever this rusty resource is.

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Wolfbeetles: The Return

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Turn 71. 87 Culture per Turn.
What. The. Hell. Is. Going. On.

Anyway. I think the new button in the bottom right corner hasn't been mentioned yet. Seems like that's where Artifacts are handled. And that the symbol isn't centered.
 
The fact that they added underwater geothermal, gives me hope that geothermal will be a more useful resource in the game.

What exactly do you mean? Are you hoping for some sort of special use to it? I feel that getting a massive amount of energy is strong enough, perhaps you hope that the new geothermal would serve a more interesting purpose.
 
What exactly do you mean? Are you hoping for some sort of special use to it? I feel that getting a massive amount of energy is strong enough, perhaps you hope that the new geothermal would serve a more interesting purpose.

My playstyle does not really focus on geothermal a lot. I think there were a couple wonders that required geothermal but I've never needed to build those wonders so I never really bothered focusing on geothermal. If the game linked geothermal with some buff wonders, I think it would make the resource more interesting.
 
Huh? Contrast looks fine to me. Only problem are the forests basically blocking view on the base terrain. I feel like it would be really useful if they got recolored slightly by the terrain they're on.
 
My playstyle does not really focus on geothermal a lot. I think there were a couple wonders that required geothermal but I've never needed to build those wonders so I never really bothered focusing on geothermal. If the game linked geothermal with some buff wonders, I think it would make the resource more interesting.

I personally think that the decision to go for geothermal, at least right now is "Hey, I want a lot of energy and am willing to spend my science on this tech." They may want to make it more interesting by giving you more varied and interesting choices. Giving you too much from researching it though, might make it a required tech to get, and nobody likes to be forced down a certain tech path.

Yes, but the contrast between terrain and vegetation needs improvement once again.

Let's hope @Cousken is still around to update his Visually Distinctive Terrains mod.

I agree on this point, it blends in far too much, it also looks very bland imo.
 
I personally think that the decision to go for geothermal, at least right now is "Hey, I want a lot of energy and am willing to spend my science on this tech." They may want to make it more interesting by giving you more varied and interesting choices. Giving you too much from researching it though, might make it a required tech to get, and nobody likes to be forced down a certain tech path.
One way of solving that issue would be to add strong stuff that uses Geothermal. That way additional Geothermal could just be bought from other Civs, but getting that tech would be a good choice to both, get "free" geothermal and the bonus-energy from the tile improvement - if you have much of it around yourself. Of course, Geothermal would then need to be visible before researching the tech that also has the improvement... ^^
 
I agree with SK, Geothermal needs some love. It's nice but it isn't even "that" great for providing energy (which it should if that's mostly all it's going to do). Without counting techs, it provides a bonus of 5 energy. If that tile was bare, an early generator could've provided 2 of that. So, it's nice early on, being able to work 2.5 generators with only one citizen -- but it's not great. I won't even count other things, like floatstone quarries which provide 3 energy, because those come later on.

I think the geothermal yields should remain as they are and that some new uses be applied to them other than being a requirement for a few wonders.

1) Turn Geothermal into BE's version of Coal, and quantities are consumed of it to construct some awesome production buildings in cities (non-wonder) (BE's version of Factories).

or

2) Turn Geothermal into BE's version of Marble, and have it grant a production boost when constructing wonders if it's within a city's workable area and owned by it.

or

3) Tweak existing quantities of Geothermal on the map and have all wonders require different quantities of it for construction. Geothermal becomes sort of a "wonder currency" to spend on them. This will help fight against wonder spamming and players have to pick and choose what they want to spend it on or else acquire more Geothermal. Wonder balance can be more flexible now since geothermal costs can be decreased or increased to match their powers. Also, this would make Geothermal into a nice thing to trade for.

(Though, I know a few wonders aren't exactly constructions -- not a big deal, in my opinion.)

I think #3 would be really interesting if it was made to work. Though, I'd probably be happy with #1 as well.

EDIT:

4) Really powerful tile improvements (maybe even affinity-specific?), somewhat like great person ones in Civ 5, whose maintenance costs 1 geothermal (or others could even be more if they're really strong, but they would be limited for each faction). I think this could be a really cool thing as well and make the map even more interesting to look at. Plus, it adds a little more depth to the terrain improvement part of the game.

So just like you spend other strategic resources on strong, mobile units to fill the map; you spend geothermal to power these strong, immobile improvements within your empire.
 
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