blackbutterfly
Emperor
With the recent hint of a sequel to Beyond Earth by Firaxis' Civ account on Twitter, post what you would like to see in the game.
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I don't play much on waterworlds, but I like these ideas! Also, how about the following:Aquatic gameplay in Beyond Earth is my favorite aspect (as you don't have it in historical Civ) but I thought there was much to be desired of the aquatic elements of maps.
MAP:
- Underwater canyons (and/or Trenches) - BE had impassible canyons on land, but how about underwater canyons too. Maybe with a movement penalty, acting like underwater rivers? A combat bonus perhaps? For subs?
- Volcanos - assuming a climate system for BE2, primordial worlds will be expected to be volcanic. And underwater volcanos also.
- Aquatic thermal vents - Not just a resource but a feature around which there can be multiple resources. And science bonus. (As vents are thought to support life and scientists believe they could do so similarly on exoplanets).
- Transcendence - Not really anything to do with SMAC/X but in Civ VI humanity irreversibly wreck the planet resulting in sea level rises and loss of coastal lands. Just like BE has no nukes, perhaps humanity will alter the world but in the opposite. i.e. making it more habitable and Earth-like. Terraforming.
I don't play much on waterworlds, but I like these ideas! Also, how about the following:
1. Aquatic equivalent of a marsh (movement and tile bonus penalties until removed)
BERT does have an aquatic tile type, "Trench", that can be traversed over but not improved. Aquatic cities may not move over a trench. Not quite the same as impassable mountains on land, but similar to the BERT "Canyon" terrain type on land. Hover vehicles can move over it, but it can't be improved.
There are very few on each map and they look no different than ocean that I know of. They usually reveal themselves to me after I've settled the city. They are a pain since they are just dead hexes. You can't improve them at all.
I have 1500hrs of BE but either I forgot about this feature completely or maybe I did not even know it exists.
But it is a hidden feature right?
Like there's no special graphic for it.
There are very few on each map and they look no different than ocean that I know of. They usually reveal themselves to me after I've settled the city. They are a pain since they are just dead hexes. You can't improve them at all.
Despite some of the criticism here about them, I enjoy several of the leaders in BE(RT). Yes, having an alien leader would also be cool.
What about this idea? Having a leader / sponsor be the great-great-great-(great)^8 grandson or granddaughter of a historical leader from old Earth?
It's the right analysis but I don't like the cost of throwing the very idea of a more plural, less ideological basis for a faction, just to get the game to be punchy. SMAC had extremely radical ideological factions, based as cults of personality around extremely radical ideologues from the original crew, and its plot was based on this from top to bottom. BE tried - and succeeded - in creating a halfway decent set of, more fleshed out political bodies, and the speculative historical picture of their formation. At the same time, they hid the wrong things behind obscurity or ambiguity.Analysis of BE sponsors:
ARC = Americas North + Mexico(?). Spies.
Brasilia = Brasil. Militarist.
Franco Iberia = France + Spain. Cultural.
NSA = Scotland + Norway. Aquatic.
Slavic Fed = USSR. Orbital.
People's Africa = Africa. Foodie.
Pan Asia = East Asia. Wonders.
Kavithan = India. Expansionist.
Polystralia = Australia + Polynesia = Traders.
Chungsu = Korea. Hackers.
You could do the same with SMAC/X but you will find their character matches their traits:
the granola Lady Deidre who was the "green" faction,
oriental hive mind dude,
the worker,
the peacekeeper,
the sister,
the space pirate. Etc.
In BE the trait is sort of hidden behind the historical/national identities.
That was a mistake IMO.