Civilization: Beyond Earth-Robots versus Kaiju versus Battleships

Robots versus Kaiju versus Battleships: WHO WINS?


  • Total voters
    213
All I can say is that literally every of my coastal or naval cities has to contend with 1-2 kraken. All of them. Until I get enough cruisers to blast the fuckers out of the water in one round, anyways.
 
All I can say is that literally every of my coastal or naval cities has to contend with 1-2 kraken. All of them. Until I get enough cruisers to blast the fuckers out of the water in one round, anyways.
You are pretty unlucky. I've only seen one kraken in like three games.
 
That's been my experience too. They used to travel in pods and stay near the poles, but now I can barely find any. By mid game they're all gone.
...

o-o

I'm primarily playing Tiny Island and Atlantean maps these days because I really love the naval cities, but.... kraken and sea dragons everywhere.
 
In my last game I had two Kraken linger right next to my capital early game - needless to say I played it peaceful with the Aliens for awhile.

Anyway, I feel like Artifacts do a good job of rewarding exploring in the early game, but with mostly tame / ignorable Aliens we don't have risk to match that reward.

I think the early game would be more fulfilling if early armies were important to reach artifacts not in one's immediate area.
 
In my last game I had two Kraken linger right next to my capital early game - needless to say I played it peaceful with the Aliens for awhile.

Anyway, I feel like Artifacts do a good job of rewarding exploring in the early game, but with mostly tame / ignorable Aliens we don't have risk to match that reward.

I think the early game would be more fulfilling if early armies were important to reach artifacts not in one's immediate area.

Urg. I wish they would keep rewarding artifacts at a constant rate, as my later-game explorations start having more and more trouble finding them.
 
Urg. I wish they would keep rewarding artifacts at a constant rate, as my later-game explorations start having more and more trouble finding them.
You can only get so many of a given type before you stop getting more. This is especially noticeable with resource pod/old world ones, because you can rapidly get faaaaaaaaaaaaaaaaar more of them than there are pods. And then it just stops because... because.
 
Further info about the leadup to the Great Mistake: Anak Krakatu went off at a high VEI 7, and hit as hard or harder than the following great mistake and was one of the sequence of knockout blows that drove everyone to say 'fuck this shit, I'm out'. Some of the new Hutama lore mentions Polystralia being hit particularly hard by the eruption.
 
Okay, the Navcomm Satellite mod proceeds....sort of. The good news that I found a way forward; I created a new "route" (a route is something that modifies terrain movement, like a road or magrail) called 'Navigation Data', customized it so it doesn't affect movement speed but does still prevent movement penalties from rivers, hills, forests, etc, and caused the satellite to spawn a bunch of them in it's area of effect.

The bad news is that they still look like roads; I'm trying to figure out how to make them invisible. Even if I succeed, they'll likely uglify any adjacent existing roads (by causing them to try to connect to the 'road' tiles).
 
Notably, Rippers and Sea Dragons don't wreck your improvements.

If you ignore them they can also be surprisingly tame. My city landed near three nests and almost every surrounding tile had aliens on it.

I never shot them once.

It was an intense stand off that lasted decades. Moving the city accidentally put me closer to another spawning ground of nests. So I tried to move my city away again and kind of.... ran over a Ripper. Got the ramming speed achievement while triggering the hive mind's fight or flight reflexes.

So three workers and a fleet of patrol boats later I had angered the entire hive mind and aliens rampaged across the planet. Unfortunately xeno swarms failed to kill off any of the other factions, but at least I got a few artifacts and a veteran navy out of it.
 
Random thought: did anyone else think it was really weird that culture was responsible for expanding your borders in Beyond Earth? In Civilization there was a nationalist logic behind it; your cultural buildings, practices, beliefs, etc, were spreading among the people living throughout the world, and by spreading your culture you made previously hostile or indifferent lands friendly to your civilization.

So....why exactly does culture make you capable of sending people to mines that are further away from your base?
 
Random thought: did anyone else think it was really weird that culture was responsible for expanding your borders in Beyond Earth? In Civilization there was a nationalist logic behind it; your cultural buildings, practices, beliefs, etc, were spreading among the people living throughout the world, and by spreading your culture you made previously hostile or indifferent lands friendly to your civilization.

So....why exactly does culture make you capable of sending people to mines that are further away from your base?
Nationalism will bring us victory! It is a good day to die. Glory to the first man to die!
 
Random thought: did anyone else think it was really weird that culture was responsible for expanding your borders in Beyond Earth? In Civilization there was a nationalist logic behind it; your cultural buildings, practices, beliefs, etc, were spreading among the people living throughout the world, and by spreading your culture you made previously hostile or indifferent lands friendly to your civilization.

So....why exactly does culture make you capable of sending people to mines that are further away from your base?
Probably tossed in so they had culture do something besides add buffs.
 
Nationalism will bring us victory! It is a good day to die. Glory to the first man to die!
Probably tossed in so they had culture do something besides add buffs.

It's like....I understand the value of using an existing engine and codebase, because it saves a ton of money and lets you focus on what really matters. I understand keeping a lot of the gameplay innovations of Civ5, because a lot of them were genuinely good (or at least had potential), keeping things similar let you entice players of related games, and because you have experience balancing (snerk) them and knowing how players reacted.

But there were a lot of assumptions that carried over from Civilization V entirely unexamined. Culture works essentially exactly the same way. Specialists work the same way, down to the happiness health penalty, except they don't provide great people, rendering them 90% useless. Energy is just money, down to be called 'gold' in the game files. The bonuses for different terrain types is the same.

It's extra frustrating because, while I can fix many of my issues with BE (my little XML file: databases are magic), assumptions like "culture is how you expand your borders" are baked into the engine and there's not a thing I can do about them without access to the source code.
 
Random thought: did anyone else think it was really weird that culture was responsible for expanding your borders in Beyond Earth? In Civilization there was a nationalist logic behind it; your cultural buildings, practices, beliefs, etc, were spreading among the people living throughout the world, and by spreading your culture you made previously hostile or indifferent lands friendly to your civilization.

So....why exactly does culture make you capable of sending people to mines that are further away from your base?

I chalk it up to the eagerness of homesteaders and pioneers in both games.
 
So I have been playing a few games and going through the various affinities, and I noticed that the tier one affinity units (Battlesuits, Xeno Swarm, and CNDR) still seem to be mostly useless until their second upgrade. For most of my games by the time I reach the tech required for the units my affinity was higher then the 4 lvls required, it usually averaged to about 6 or 7 and at that point your basic soldier units have their third upgrade and are equal or greater then the tier one units and they do not take resources to build [avg. Def of Soldier: 24, avg Def of Tier 1 Unit: 24 (22 for the Zeno Swarm)], does anyone else use them for the early-mid game?
 
Back
Top