2014-10-29, 17:36 | Link #161 | |
Senior Member
Join Date: Sep 2008
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2014-10-31, 14:05 | Link #162 |
大巧不工
Join Date: Dec 2003
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Went for domination using Purity. I am just not getting it. Their kit is really weird. Extremely defensive, to a point where attacking another unit is almost detrimental. Their rovers get +10% damage per movement unused. Since you get all your movement points while defending, you end up a straight up +30/40% bonus while defending with your dragoon tanks. End result? Every unit gets >100 strength when defending in fortified stance, but still only have a measly 60ish strength when attacking.
They also have far too many effective city killers. Rover can take +50% vs cities, so can their jets. Their artillery is arguably pretty easy to use due to being able to get 3 movement and +1 range if not moved (although setting up counts as moving). The farm spam is kind of silly. Thankfully the tech web means you actually have a shot at getting the ectogenesis pod (I aim for turn 90-95), afterwards its just about picking up all the farm upgrades. Since trade is based off the difference between production and food between the cities, i think I am going to min-max a little next game: spam nothing but 20 farms in one city and nothing but manufactories in another city (oh god that health penalty~) and have everyone trade with them... |
2014-11-01, 11:01 | Link #163 |
Senior Member
Join Date: Dec 2004
Location: Portugal
Age: 44
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I think Beyond Earth is more playable than Civ V. Civ V there was so much stuff that made it so annoying to play. Beyond Earth is simple and enjoyable.
There are 4 things I find it weak: 1- The aliens are just there at start and they practically don't do shit. In Alpha Centauri when you would damage the environment they would come and attack you in force. 2- Unit build isn't telling much. Unless you know the names you will have the see the unit specs and description to figure out what hell is it. 3- Quests? What quests? I don't even bother to look at them. Total fail here. 4- The victory conditions kinda lack impact. They could at least made a vid of the endings.
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2014-11-01, 13:16 | Link #164 | |
Electrosphere
Join Date: Mar 2011
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2- That's also a good weakpoint, specially in the end game were you choose your affinity units, they don't have an intuitive name. It already happened where I wanted to build one type of unit and after production was over I realize that's not the unit I actually wanted to create. 3- Yeah, quests have a minimal impact in the game, or just don't do nothing at all. Well, maybe the progenitor quests to get contact Victory. 4- That's a thing that the community has been requesting since Civ V came out. Also, you can't predict what quests the enemy is going for until it's too late. It already happened to me a lot that another faction got a Promised land/Contact victory, and the game didn't informed it until it was too late. Specially in Contact, since there's no alert or indication that another action discovered a progenitor ruin. Also, another weakspot could be that the wonders are quite weak. Some of them are fine, but others are just a joke or don't offer any kind of advantage (Like the Crawler). Luckily there's mods for that. Also, virtues have low impact in the early/mid game. A nice fix to the virtue generation could be nice. |
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2014-11-01, 14:02 | Link #165 | ||||
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Join Date: Sep 2008
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They're getting into my borders plenty, thank you. And it would really be hell if they'd also destroy my improvements in addition to preventing me from improving or working my tiles and stopping me from expanding (there's a nest just a bit further down too, and there's a lot of aliens in the fog of war. Also two nests further east still on the island). Quote:
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2014-11-01, 20:02 | Link #166 |
大巧不工
Join Date: Dec 2003
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On virtues:
Free colonist I am meh about, the real kicker is the +2 population and the rapid deployment of outposts, as well as having your health issues go away "earlier" (industry's 0.2 health per building takes some time to ramp up). The prosperity tree is imo quite weak in late game: its strength lies in the ability to jump start your empire - similar to how the tradition tree used to do in Civ5. Some virtues are dangerously good. +50% strategic resources? 0.25 science per population? +25% effectiveness to internal trade routes? Even a tier 1 virtue that gives +10% science when you are healthy (which is very easy to get once you get your virtues up and running), or 25% production to buildings already in your capital. I just finished a game using a prosperity->Knowledge start. Prosperity def jump started my game, as if I am 20 turns ahead of my usual pace, yet, late game I am *really* missing out the production from industry, buildings might take a turn or two longer to build (and by turn 150+, every turn means a lot: as war usually last only ~20 turns as long as you can abuse the teleporter). I like how virtue trees work a lot better than social policy trees. On wonders: Yeah, some of them are lame, but the others are extremely strong. Deep memory = 2 free virtues! Early game you can get the ectogenesis pod (and unlike the great library, it's reachable) and it's extremely strong, esp if you are going with the Purity farm spam. There are other awesome effects like +1 worker movement, +15% strength when defending, etc, etc. The New Terran Myth might just be a troll wonder -_-. On Ultrasonic fence: I am undecided about this. On one hand, I played the past 10 games without ever getting it. On the other hand, I was smart enough to expand right next to 3 alien nests in just my previous game and there were a good 12+ aliens roaming outside my town... oh, and to make matters better, direct path to the rest of my city is cover my miasma so it was impossible to trade. I ended up biting the bullet and spent my gold on the ultrasonic fence: I guess it did work as advertised and kept the aliens away. However, the quest did not come until a good 30 turns later (RNG!), and by then i have already lost 3-4 trade convoys to roaming aliens . On quests: I love the quests. They give you small customization. While some are no brainers (such as +1 health to pharmacies), there are some harder ones like... do I want another agent, or 10% growth? Do I want an agent or 10% worker speed? They also give the world a flavor, something I really like about Beyond Earth (I spent time reading the encyclopedia entries as well). I see Civ:BE as a game that shoots an arrow very close to the target but falls shy of its mark. I am really curious what balance patches and expansion packs can add to the game. |
2014-11-01, 20:05 | Link #167 |
~Official Slacker~
Author
Join Date: Aug 2010
Location: Xanadu
Age: 29
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Just like with Civ V, from what I'm hearing. I'm sure they will expand more on Civ:BE, and just improve it even more with future expansions. Just dusting off that Alpha Centauri vibe with the release version.
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2014-11-01, 20:30 | Link #169 | |
18782+18782=37564
Join Date: Sep 2010
Location: InterWebs
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============= As I play some more, I also found that self-founding cities past 7 is probably detrimental to your sanity. While they do indeed give more of everything, managing them all is just hell. I agree. Though if you can, build it in a coastal colony so you can safely shoot at those pesky aliens blocking your algae tiles without waiting too long for a better ship.
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2014-11-01, 20:45 | Link #170 | |
大巧不工
Join Date: Dec 2003
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I usually expand around turn 40-50. Would last until ~turn 70, in which the next 20 turns seem to just be setting up trade routes. If everything go according to plan, in a standard game I would be cranking out CNDRs by turn 140 (with purity I opt for the battlesuit rush if I have an attractive target nearby - so far I have managed to lower it to turn ~95ish, heard ppl getting battlesuits out by T80...). |
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2014-11-02, 03:21 | Link #171 |
Senior Member
Join Date: Sep 2008
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While there are real no-brainers (free maintenance or +1 culture per city way at the start of the game? Hmmm, let me think real hard), that quest isn't one. There are strategies which involve simply not ever getting back above -20, making bonus health useless. Bonus science, on the other hand, is always welcome; even if you are planning on recovering eventually, if you spend a very long time below -20, the +1 science is attractive.
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2014-11-02, 09:05 | Link #172 |
大巧不工
Join Date: Dec 2003
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How well do the below -20 strats work? 3 tile-distance ICS where you just jam as many cities as possible into a plot of land and rely on spamming trade routes to 3 core hubs?
If you are planning to stay at below -20, then a pharmacy is not needed in the first place... Actually I think it might be a real viable strat since building health related buildings (pharmacy, soma, gene garden, etc) does consume quite a few building cycles, yet, the -50% growth seem too brutal to deal with. There should be some build enabling wonders, such as a wonder that reduces the growth penalty down to -20% growth at -20 health, or something that reduces your global production by 50% but also reduces the cost of buying buildings/units by 60%. Edit: I realize why I dont like using the ambassador as supremacy: instead of getting a +range strength bonus at the last tier, they get +1 attack. The issue is that because of their weak range strength, they are very weak against attacks from cities. Last edited by Flying Dagger; 2014-11-02 at 11:32. |
2014-11-04, 03:46 | Link #175 |
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
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One thing I really liked about purity: their tacjet. +40% against Air/Sea units lets them do decent damage even against 100+ STR units/cities. Auto-healing combined with +5 healing from quest and +10 healing from that one harmony tech, and you can bombard all turn, every turn. Really useful on atlantean maps... run around with 3x carriers with 3xjets each and support them with a dragoon to take over cities.
With +2 naval movement from observatories, this becomes quite obscene... it's so good that I thought lev battleships sucks in comparison. (Y no lev carriers? XD) Only problem is that a fully loaded carrier is like three times the production of one battleship, but good thing it doesn't cost any resources AND you can carry over legacy fighters easily. I hate their victory condition though. I can see problems with it, but luckily had one side of my capital unsettled. With mag rails setup and settling farthest first, 20 turns upon building the gate is a cinch. But if you're on smaller maps and had to settle near your capital, I can see how this is head-ache inducing. XD
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2014-11-04, 07:21 | Link #176 |
大巧不工
Join Date: Dec 2003
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I read that placing a node (tile improvement) next to your city will cause it to affect planes as well.
Purity has a lot of tools for taking cities. They got their 3 ranger artillery, they can opt for a +50% strength vs city dragoons, their planes do good dmg vs cities as well. Thing is: I feel they got far too many anti-city tools compared to the others. SABR is way too limited by its crappy 1 movement. You have to move in into position (1 turn/even with teleporter), use 1 turn to set it up, then start bombarding. Dragoons need to be nerfed. The 10% per unused movement is far too strong since you get full movement while defending. |
2014-11-04, 18:53 | Link #177 | |
Senior Member
Join Date: Dec 2004
Location: Portugal
Age: 44
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In terms of innovation from Civ V is practically nil.
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2014-11-04, 21:41 | Link #178 |
大巧不工
Join Date: Dec 2003
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I think it is a good balance. It offers flavor text for those who want a story, yet also offer a clear choice for those who just want to "play".
I guess it might have been better if they don't tell you "pick this option to get affinity in supremacy". That would force people to read the quest texts. I really like the tech web and how the affinity upgrades work. At the very least, I think it is a step in the right direction. Unlike in Civ5 where everyone has the same rifleman, in Civ:BE the affinity units are slightly different. In fact, I want to see them separate the various upgrade lines even further. Though I admit I just want to see truly distinct races like in starcraft. |
2014-11-05, 00:45 | Link #179 |
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
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Hard to have distinct races when they're all human.
Seriously speaking, I personally like the 'build as you go approach.' Was planning to go supremacy but notice you have lots of xenomass and no firaxite in the lands around you? Go harmony instead. Freaking loads of floatstone but no titanium? Skip Battlesuits and rush affinity to get tanks. As for Dragoons needing nerf... it's a good unit, don't get me wrong, but mass Redeemers are no joke and much less a hassle mixing and matching your units. Like they get +20% bonus on defending if paired (almost the +30% from dragoons, and massing them means you always have them adjacent to at least one other), and they can attack cities at almost the same strength as Dragoons with their +20% next to another unit and another +30% flanking (which you should always get since you're massing them anyway). This flanking and paired bonuses works on ANY unit, not just cities too. I mean, two Redeemers can win against a Xeno Titan if they get the jump on it, while two Dragoons cannot. I also liked this version much more than Civ5. Warmongering is actually very viable even in massive maps, and the victory of choice in slower speeds like Marathon (I like generally being peaceful and all, but sometimes I just want to smash face... I blame Master of Magic for that ). Strength of your core units is not tied to particular technological landmarks, but through constant progression of affinity levels, which allows you to mix and match which tech you want in order to get the upgrades. Choices in the beginning does not define what your civilization is, and playing harmony feels a lot different than playing the other two (such a shame purity/supremacy feels a lot alike though admittedly their military plays A LOT different). One thing I miss though is psi combat from alpha centauri, because if nothing else it made alien units feel a lot more alien. Nothing like 3+ mindworms instilling fear early game if they go straight for your colonies. XD
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