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Maaaaaybe.
How would aquatic cities handle, hypothetically?
but a remake U GOTTA B KIDDING ME. RIGHT?
they got more problems then wanting a remake of them
did Beyond Earth run out of room ?????????
I however have no faith that the current Firaxis developers have the imagination nor skills to make it properly. The utter mess they made of Beyond Earth being a case in point.
[An interesting SciFi scenario is one where a massive colony Space Ark gets sent off, scheduled to arrive in a viable solar system in 100+ years -- only to find that Mother Earth came up with a tech some years after launch that enabled later colonists to get to the destination decades before the Space Ark arrived.]
The problem with SM's Alpha Centauri has to do with design credit -- AND copyright ownership. Besides Sid, the game had shared credits with Brian Reynolds, Bing Gordon, Douglas Kaufman, and Timothy Train. Since the game first came out. Several of them have since left Firaxis to join other companies or start new ones themselves. IF Firaxis ever considered a new AC product, it is fairly certain that those Firaxis ex-pats would tie up the issue in copyright infringement lawsuits. (Which is why Firaxis DID come out with BE rather than calling it AC 2.)
There's always one lol.
Where is your sense of duty towards the drones, don't you know they need to be looked after 24/7?
This is a good point. But couldn't Firaxis flash the cash (pay them much more than they would earn elsewhere) and rehire them all to work on AC 2? Assuming they are all still alive. They'd be given full credit etc. I think if they did this, they would probably need to build a whole new game engine, not sure the CIV 6 one would be suitable.
Make it so damn smart, people have to turn down the AI difficulty level if they want to win, similar to a chess program. Or give the AI personalities handicaps so they play sub-optimally, but with goals other than winning. Some AI could be friendly, and truly want to help the player.
Did you miss the plot of Alpha Centauri? Earth was dying of overcrowding and pollution, the smartest (and richest) were those getting on the ship to escape. And there was no earth left to continue tech advance by the time they arrived on alpha centauri ("silence on all frequencies" ring a bell? Its in one of your earliest interludes).
Add in that a lot of the tech on alpha centauri came from the unique planetary stuff (not just mindworm taming and the farming techs, but the lack of any fossil fuels on the planet required synthsteel and synthetic fossil fuels, genuinely psychic alien life led to empaths, etc.), and some more was reclaimed from what earth and the colony ship already had (fusion power and, obviously, spaceflight). This is all made clear in the tech descriptions and quotes in the game.
By the time thing like quantum energy, matter transmission and digital sentience come along, it has been literally centuries. In Alpha Centauri it doesn't matter if earth could have been eclipsed or not in those centuries, because earth is dead.* You specifically go back there in one of the endings (if someone else achieves transcendence victory) to find it full of craters.
*Though if you think a colony can't eclipse its home nation over a few centuries, including in tech, then I've got some news for you about the USA (and I say that as a Brit. Britain was formerly 'workshop of the world' and source of the industrial revolution, but where is all the highest tech now? In our former colony and current superpower, the USA).
Other items.
The "smartest" Chess AIs have MASSIVELY _fewer_ variables to consider than ANY videogame. And that takes into account that after just 4 moves of Chess,... "There are 288+ billion different possible positions after four moves apiece." That's in a game that has only 32 pieces on a grid that has 64 (8 x 8) spaces. A typical game of Civ will have THOUSANDS of units x grid locations that can easily exceed hundreds of turns. [My games run 500-700 turns on a Colossal (mod) map.] What is amazing about the Civ AI is NOT that is sooooooo stupid, but rather that it is at least as "smart" as it is. To make Civ (or any other videogame's) AI as smart as a VERY "smart" Chess AI would require a gymnasium packed from floor to ceiling with state-of-the-art linked computers, each with HUMONGOUS memory capacity. And even then, you could expect ONE turn to take _hours_. [Trivia: Just ONE PC from Today with so-so hardware has significantly more calculating capacity than ALL of NASA's computers that managed the entire Apollo XI (moon landing) mission combined.]
***********
Despite the Prologue to AC, it is entirely unlikely that ALL of Earth's best and brightest would abandon ship on the planet, no matter how bad things got. And like any bacteria culture that experiences explosive growth, after a 95%+ die-off from swimming in one's own toxins, the life cycle inevitably resumes. What's 5% of 10-20 billion? (A: Lots.) And it's fairly certainly, that a large percentage of ^them would many/most of Earth's best and brightest that stayed behind. And unlike the space colonists, earth would still have its MASSIVE Research infrastructure relatively intact. (Minus any damage from outraged mobs' vandalism because they weren't given the chance to abandon ship with the space colonists.) More than likely, several of the world's most heavily armed nations WILL get VERY pragmatic of how to reduce the number of resource consumers sucking up the dwindling resource supply. (Think worldwide Holocaust-on-steroids, and 9 _billion_ people get "euthanized".) Which would also tend to concentrate what remained of Earth's best and brightest.
While the Prologue mentioned that communication with Earth evaporated, it could only speculate about _why_ communication ceased. But how long did the voyage take? In that length of time, Earth may very well have switched over to an entirely novel method of communication. (Consider just how long Earth has had _radio_. And just how quickly it went from Morse Code telegraphs to digital communications broadcast across a vast web of satellites.) For all the colonists knew, Earth's survivors may have developed full-on psychic communication channels that they can't pick up 4.3 kightyears away.
The REAL limitation in futuristic game design is that there is no simple way to anticipate what tech is likely to be available 100-200 years from now. Go back to 1900 and describe the Space Shuttle in detail to Earth's then-best-and-brightest and 99.9% of them would have said, "NEVER happen; totally impossible and implausible." [Though SciFi _writers_ like H.G. Wells and Jules Verne _did_ postulate some of the things we take for granted Today.] (However, most such postulations dealt more with, "Given, this thing exists in the Future" there was little or no postulation about _how_ it would be done.) So when it comes to game design of a FAR Future tech development, it's difficult to present something more plausible than "Future Tech #1, Future Tech #2, etc. (And trust me on this one, I've known enough designers and developers to know they DO NOT like being that vague.) The main drawback is ideas that get ruled out just because "Everybody KNOWS _that_ can't be done." Like conceiving of a human running a two-minute mile.
There was nothing 'retarded' about BE (have some respect kid, lol), it just needed more time, better development tools and funding. It's a shame that it was relegated to being a low budget spin off of Civ 5, they need to go all out for a game like this.
The art design and music is still actually quite good. I liked some of the additions made in Rising Tide, like the agreements system, and powerful hybrid affinity units. The Aquilon was a cool unit.