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Because it's so free and loose, you have no real connect with other civilizations. In Civ V there's pressure to rush out wonders before someone else nabs them. In Civ BE you could be the only person ever to research a low-level wonder, or you could focus your tech on reaching it only to find out that everyone else had the same idea.
You're also bombarded with tonnes of options and no way to sort or filter them for evaluation. In civ V: Do I build a logging camp here, or do I clear this out for a farm? Actually, I might just drop a trade camp... In BE: Do I build a farm or a manufactory or a terrascape or a biowell or a generator or or or or.........
Similarly, in Civ V you're often given a strong impetus to shore up some part of your civilization - you're falling behind on science, so you start popping libraries and food, or oops! Your army's too big, better get those markets out. I never felt like I needed to shore up this way in BE, so I always felt aimless.
So having rambled, I'd like to see:
Information:
Improved ability to look over the tech tree for synergies, e.g. "which techs will let me get the most out of my farms? I have a lot of fruit - what boosts plantations and fruit?"
Diplomacy screen restored to at least Civ V levels of functionality- why can't I tell at a glance who has titanium to flog me?
Tell me if a city I have a network in has a ♥♥♥♥♥♥♥ spy suppression building.
Split off orbital from non-orbital units.
Structure:
Here I think the quest system would help. Lock things off. Reward me for performing tasks. Tell me to collect a bunch of titanium and give me a lump of production as a reward. Have the Supremacy cyborgs clamour for thorium reactors in every city, then boost my culture or health or Affinity for obliging. Lock off tier 2 techs until I research 6 tier 1 techs. Offer bounties for the first player to achieve various goals. The dirty secret of game design and poetry: total freedom is rarely a benefit.
Also:
Strategic resources seem direly underused. I always just flogged them to the AI (who would of course buy whatever I was selling.) Apart from building top tier military units in the late game, I never lacked for any of them.
-Retrograde thrusters should be standard. We had more than a thousand sq kilometers accurately mapped out for the Curiousity mission touchdown. I can't imagine our ability to find a favorable landing zone would have diminished in the future.
-Why no ability to assign a military escort to trade units that travel wily nily through hostile territory?
-I don't see why we would need to study any new technology to understand the concept of a trade route. Tie the number of trade routes to city size and make the trade route building a bonus for energy and production. Maybe the capital starts with one route and all cities gain a route at size 10, 20, 30, etc
-Up the trade route reset option to 50 or more turns.
-If harmony spreads its influence to a tile containing an alien nest, they should have a use for it, could be a simple bonus to science or maybe a +20% to unique harmony unit production. Just for the sake of balance, maybe the other affinities could use them too. Purity might have canned hunting trips while Supremacy might build arenas offering gladiatorial entertainment. Another idea is making them affinity specific wonder level worker upgrades, making them pillagable and not rebuildable. You will have a good reason to put extra defenders around it.
I'll think of more...
Having the AI more predisposed to work with acolytes of their affinities would be great, too. An alliance of Purists facing off against the xeno-loving scum would be delightful, and all the sabotage, civil strife, and assimilation that would come with any gains on either side would be so much fun to explore.
Simple example:
1-Build 3 terrariums adjacent to each other.
2-Protect the tiles from a spawned alien attack
3-Give all 3 tiles +1 culture and +6 energy (remove the upkeep), get (small #) purity points, lose (small #) harmony points and supremacy points
flavor the quest so that it is the construction of a self sustaining national preserve or such.
The quest system is really what gives the player the ability to sculpt and feel like they are telling a story of civilization - so make it so (if possible, it would be great to end them with quotes like with techs... but that might be too much for a simple mod).
The miasma repulsor is too powerfull, too cheap and too early. it'd need to be further upweb and the miasma removal (worker) closer to the surface of the web and probably not dependent on harmony, since it will be used, chiefly, by non harmony facions.
The trade routes (harmony) should probably be able to bypass miasma at the proper level, not sure if doable, but I've heard it as a complain.
The purity scout immunity needs to go.
Miasma, if possible, should have some detrimental effect on non harmony cities (not surei if doable) but as it stands, it is a poor man's xenofungus and it shows.
Make Biofactory more like other similar buildings by not requiring both petroleum and chitin to be near each other: probably just make it require chitin and buff chitin.
Perhaps you could even earn negative affinity XPs for certain actions that are extremely opposed to a virtue. Currently there's nothing stopping you from taking as many levels in Harmony as you like even as you rampage across the planet, dispersing miasma, slaughtering the wildlife, and terraforming the planet to make it more like Earth. It's a little silly. I'm not quite sure how this should be implemented though, or even if it would be fun to deal with.
For instance: Soldiers would become Marines at Affinity Lv1, and then for Lv2-5 they gain 2 base strength until they become Brawlers/Sentinels/Disciples at Lv6, with 24 Strength. The T3 Marines would then gain 4 base str per level until they become their T4 counterparts at Lv11.
Perhaps we can have more things that we need to spend Energy on, or perhaps certain money-making tools (such as, oh, Supremacy Level 3) can be weakened or removed entirely. Maybe make the player unable to stockpile more than a certain amount of Energy at one time - to be increased depending on certain factors you can access as the game goes on, of course. I don't see this being a simple fix.
Regarding health, I actually don't think the health sytems that bad at the moment, It can be tricky staying out of negative health early on In the game, but at about turn 150-200 I usually have about +20 health and about 9 cities, so If you wanted to discourage city spam I think the negative effects of founding new cities needs to increase along with -10% production when in negative health. I would also suggest increasing the effect of the profiteering vitue to 1 health per trade route now that the number of trade routes per city has been reduced.
I also think that in the vanilla game the upgrades for military units are unbalanced and extreme, I was able to one shot my enemys navy one by one with my cruisers (28.8 strength) vs my enemys gunships (7.2 strength), the strategic strength upgrades you get are good enough that I don't think units need to get +10 strength each time they upgrade.
Spamming 'establish network' with spies needs to stop giving intrigue: Probably with a hard cap of intrigue level 1/2
I don't think this nerf should be applied to Spy Tech Stealing just yet ... ironically that could make Spy Tech Stealing OP as Spies would only be stealing useful Techs for your win condition. I personally think that Spy Tech stealing shouldn't be an option until later in the game, but that's just an early impression.
The ability to switch off Progenitor Ruins and restrict Affinity leveling up to techs only. This takes the randomness out of the game. 2 free Affintiy pops early on could be worth as much as 10-15 turns in the end game depending on your win condition. That is too OP for such a random feature, especially in multiplayer.
Limit the ring of influence around stations to 1 tile only. 3 is just stupid. Why they included such an infuriating troll feature I've no idea. Also if your city expands to the Station tile, the Station is destroyed (or annexed into the city). Most stations suck anyway, so maybe a buff on the Level 2 and Level 3 outputs of Stations?
Reduce the strength and aggression factors of the Sea Monsters (forget their name) ... gunboats are hopeless against them, and they attack every time unlike land aliens. Since you cannot heal gunboats outside of your territory (I think / assume), they are useless at exploring.
The ability to switch off certain of the Spy options. I need to use this more to fully explore it, but I shouldn't be able to Coup an opponents capital city as an afterthought. I wasn't even trying, I just said, "coup, yeah, why not give that a go" ... 7 turns later I just take their cap.That is just plain dumb.