The more I hear about this expansion, the less I like it.
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Beyond the Sword Fact Sheet
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~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~
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Originally posted by Kuciwalker
How so?EDIT (June 17): The chat in easy to read Q&A format is now available. Attached is the raw chat log for the Beyond the Sword Pre-release Chat with Firaxis. The chat lasted about 1.5 hours, from 4:30 PM EDT to 6 PM EDT. It was delayed for about 25 minutes due to some connection problems...
Gogf> Rince: have you improved forts?
alexman> Yes, forts are GREATLY improved
alexman> Forts act like cities in many ways
alexman> So you can base aircraft in them, you can enter them with ships, and you can paradrop from them
alexman> You can even use them to connect resourcesUSA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
The video may avatar is from
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Okay, from what I've got from this (new stuff, anways):
UN: has some Apostolic Palace resolutions
you can defy resolutions that are made
Buildings: levees increase production in river cities
Scotland Yard now like Academy (only built with GSs, looks like)
Shwedagon Paya gives access to Religious civics
Moai Statues give production for water tiles in the city. Is a National Wonder, not World.
some buildings give espionage points, which helps even with a specialist economy
Forts: can be used to base aircraft, enter with ships (can be used as a Panama Canal instead of wasting a city), paradrop from, and connect resources (which I'd have to see how that works).
Advanced Starts: sort of, but not, like the Barbarian scenario from Warlords: Start with a certain amount of gold, buy your cities, improvements, units, and buildings, but without waiting to start. Interesting.
Civilization splits: Voluntary. Like Britain letting Canada and Australia have independence, but still retaining some ties. Considered a vassal. No civil wars.
More turns because of the extra units.
New Civs: Holy Roman Empire (Charlemagne leader) - would rather they be called the Franks, but oh well, I'll get to found the City of Worms
Southeast Asian civ
African civ (Mauretania? Ethiopia?)
leaves one - Gilgamesh is still unconfirmed as Babylonian or Sumerian
Units: Privateer is like the Civ3 unit
Great Spy - can infiltrate, start GA, settle, build Scotland Yard, give espionage bonus
new ships
Tactical Nukes: limited range, carried by subs
AI has fewer bonuses, but will wage land, naval, and amphibious war better. Also better at managing its empire.
Automation is better, reducing micromanagement. Might have to continue to play down a level
Workers listen to city governor - interesting
Scenarios: WWII has two: one Pacific and one Europe
Crossroads: Medieval, set in Arabia and Africa
Techs: one Classical, one Renaissance, and the rest Modern
Promotions: Woodsman III
Guerilla III
air promos: Range, Interception, Ace
Events are moddable. They include quests (over a period of time), natural disasters, and discoveries bringing in bonuses.
Espionage Points: gained through the slider, GSs, events, and buildings
Siege weapons are nerfed - may change war strategies
No new victory conditions
Augustus' traits have been changed; no-one else from pre-BtS
Civics have been tweaked
Whew! That's a lot. Solver - did I miss anything?
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Originally posted by Virdrago
Forts: can be used to base aircraft, enter with ships (can be used as a Panama Canal instead of wasting a city), paradrop from, and connect resources (which I'd have to see how that works).
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Or, in other words, that's another way in which forts act like cities.
It's been confirmed that ships can only enter coastal forts so that a canal cannot be more than 2 tiles long. Presumably this restriction also applies to inland cities so that you can't use a city to stretch a canal to 3 tiles.LandMasses Version 3 Now Available since 18/05/2008.
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The additions to the epic game sound great, but I really wish they hadn't added the HRE as a new civ. "Native Americans" were worse enough."As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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Originally posted by lockstep
The additions to the epic game sound great, but I really wish they hadn't added the HRE as a new civ. "Native Americans" were worse enough.Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
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Ocean trade routes will not be shown as lines on the map. It is still unclear how exactly it will work. This is quote from Alexman:
No, they are not visible, but blocked tiles (where your trade cannot go) are visibleUSA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
The video may avatar is from
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HRE just seems really reduandant to me. Oh well, not really going to complain about it, more civs is good either way for varieties sake.
Anyone want to hazard a guess as to what Augustus' new traits are? I'm going to go with Organized/Aggressive.- Dregor
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Originally posted by Nikolai
Yeah. One Germany was enough. We didn't need another one. And no, Charlemagne or not, the HRE is historically primary a German state.The Apolytoner formerly known as Alexander01
"God has given no greater spur to victory than contempt of death." - Hannibal Barca, c. 218 B.C.
"We can legislate until doomsday but that will not make men righteous." - George Albert Smith, A.D. 1949
The Kingdom of Jerusalem: Chronicles of the Golden Cross - a Crusader Kings After Action Report
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