The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Is this as unique and singular an entry in Firaxis’ catalog as a game like Civilization V, or is it meant more as an extension of Civilization V, like a standalone expansion?
DS: What we wanted to do when we set out was make the core mechanics familiar enough so that existing fans could pick it up and recognize how to play the game. So it’s a 4X game, we still support one unit per tile hex, your cities are going to be building things, you’re going to be researching things, all of that foundational stuff. But the systems that we’ve built on top of that are robust and large compared to what we have in a typical Civilization V expansion. We wanted this to be completely set apart, a unique and distinct game that stands on its own.
The Colonization remake that used the Civilization IV engine still felt like it was built on Civilization IV‘s systems. Beyond Earth, by comparison, is an absolutely distinct experience. We can’t wait until we’re able to have people playing it because what the designers have done so far is amazing. I never expected it to go as far as it did — what the art team’s managed to accomplish, what the design team’s managed to accomplish to make this an completely unique experience.
AS: Yeah, everything from the aesthetics to the mechanics to the fictional story, it feels like its own game.
DS: But again, just to repeat, what I think is the great balance of the whole thing is that if you’ve just finished a game of Civilization V and you fire up Beyond Earth, those core tenets are going to embrace you like a warm blanket and you’re just going to be able to start playing.
It sounds like the startup process where you’re assembling a spacecraft and picking its cargo is going to distinguish itself from prior Civilization games’ world type and leader selection process.
AS: That’s correct, though when you say “spacecraft,” it’s nothing like you’d see in FTL. What we mean is there’s this phase of the game that happens before turn zero which we call the loadout process. The fictional framework that we’re using for Beyond Earth is that Earth in the near future decides to send expeditions into space to colonize alien worlds because there’s a kind of desperate situation on Earth and they’re looking elsewhere to continue the future of humanity.
In Civilization V or Alpha Centauri, you’d pick a faction or civilization and you’d get this prepackaged bag of benefits. So you’d get this bonus, you get this unit instead of that unit, you get this building instead of that one, and it’s all kind of together, which is cool, especially in a historical context, because you can say “Oh yeah, there’s that civilization I recognize from history, there’s that thing they do I read about in a history book.”
What Beyond Earth does instead is it takes Sid’s philosophy of a game as a series of interesting decisions and folds it into the gameplay itself. So you’re not just picking your faction and the bonus it comes with, you’re also picking the parameters of your expedition, leaving old Earth and going to the new planet. And so in addition to picking the nation that sponsors your expedition, you’re picking the type of spacecraft and the type of cargo it’s carrying.
So you could bring extra weapons to get off to an early military start, or you could bring extra construction equipment to help buff up your city with an extra building. You’re also deciding what types of colonists you want to bring with to form your first colony. They might be more intellectual, and you’d have scientific bonuses starting on turn one. Or they might be more cultural, focused on culture and refinement and development, in which case you’d be focusing on the culture part of the game out of the gate.
Each of these options you can choose differently every time. Whereas in Civilization V you might play as Montezuma every time, and other than the map being different, your core identity as the player would be the same, here you get to choose four things every time you start a game, and your A.I. opponents do as well.
PM: We’re still building on where we were at the end of Civilization V, so I think the level of diplomacy that’s going on is going to feel very familiar to a Civilization V player. To some extent, playing a boardgame with a human opponent, they can be capricious too, so some of it’s about keeping that aspect of it. We do the best we can for the audience that we’re trying to reach.
Capriciousness was one of the things I loved in SMAC and missed in Civ4&5. You couldn't negotiate and renegotiate, you had one shot, one opportunity to strike a deal per turn, and you could piss another leader off big time if your terms were unfavourable.
Graffiti in a public toilet
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Among the **** we all are poets
Among the poets we are ****.
I think this idea that you get to pick the type of colonists you bring with you is interesting. I've seen scientific-oriented and construction-oriented so far. I wonder if that means the generic pop unit is gone and everyone will be a specialist of some sort, or if it's just some built-in bonus to beakers or shields.
I hope it changes based on your affinity. So there will be 4 icons for each type of production--1 universal and 3 affinity-based. Like, the Harmony science icons would be a double helix, and the Supremacy one would be a cog, and so on. We need as many icons as possible for maximal immersion/confusion.
GameCrate is an editorial publication focused on the world of video games and their cultural impact worldwide.
Originally posted by Game Crate
I asked David and Anton to tell me more about the ways in which your decisions regarding your colony ship at the beginning of a game would affect your civilization, since that particular detail was mentioned in the announcement but wasn’t elaborated upon. Anton told me that, for example, picking a spacecraft model with more advanced sensors might allow you to begin the game with more of the map revealed. The colonists you choose, on the other hand, are very much about inherited bonuses for your people. The final choice you’ll make about your colony ship, the cargo, can allow you to begin the game with a cache of weapons, resources, or another one-time bonus.
So that sounds like option two, just a built-in bonus.
Part two of a two-part interview: Civilization: Beyond Earth's lead designer David McDonough and lead producer Lena Brenk.
On the virtue system we've heard virtually nothing about:
In Beyond Earth, you lead different factions with contrasting cultures. One of the critiques of Civilization V‘s take on culture was that it felt like a second tech tree instead of a feature unto itself. How does culture work in Beyond Earth?
David McDonough: There’s a system called virtues, which is an expression of what your civilization cares about, so who they grow up to be, what their priorities are and so forth. It’s been totally redesigned for this game, meaning it’s different from any previous Civilization. Culture drives the acquisition of items within a virtue table, and those items have a lot of cross-linking benefits in and out of other systems in the game — everything from city progression to tile improvement to military strategies to territorial acquisition and diplomacy and so on.
Lena Brenk: The way Anton designed it, the trees are a lot deeper, so you have a tree that you can follow down, the whole column through, and the more points you spend in one tree, you get kickers — additional bonuses that you rack up. If you go very wide and select virtues from different branches of different trees, you get kickers as well, but they’re different in that they give you bonuses for going in very different directions and not focusing on one tree. So the system is quite different from prior Civilization games.
On the timeline:
...and once you land on the planet, you play forward by somewhere between 1,000 and 2,000 years.
On the orbital layer:
You build orbital units in your cities, then launch them into orbit, which exists on a camera level above the planet’s surface. All of the orbital units are designed based on their effects on things on the ground (or water, as the case may be). And so everything from terraforming the ground, augmenting your improvements in your cities, buffing your military units or making military tactics possible to the point of outright bombarding holdings on the ground. And then the other way around, with things on the ground being able to shoot down orbital units. That’s how orbital play is done. Whatever your aims and ambitions and problems are on the surface of the planet, the orbital layer is an extension and complication of them.
No new screenshots. Apparently the game is still pre-alpha.
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