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I'm still in my first game, but I feel it's way better than the original Rising Tide gameplay. It adds a ton of features, and rebalances the game big time.
https://steamcommunity.com/sharedfiles/filedetails/?id=780912351
that said it can be hard to do based on your starting position. unit management in the begining should not be hard so i dont know what your doing with your units park in miasma.
the web can be tricky to get used to as it is not a liniar progression based on understood technological experience, its ment to be abit messy as its all ment to be new and uncharted territory.
yep the cutscenes can be annoying..
Actualy if ya read up on what each affinities goals are and also look at what each level of affinities grant as boons you get a pretty clear picture of how each one works out. same with the ingame wiki.
in vanilla i tend to go for supremacy mixed with harmony then shifting the purity for the air unit upgrade for bonus vs air and ground units. roughly the same idea with rising tide but alil more towards hybrid units like the autosled.
but ya the game is pretty much abandoned. codex can be fun though ive been crashing alot lately but thats likely to the large maps and max number of enemy civs i use.
mods that let ya blob more then one unit in a hex help with the early alien threat also. theres also a mod that expands the promotions from exp nicely that also works with codex.
Alien Scaling: It works perfectly fine. Siege worms and krakens usually won't touch you if you aren't aggressive early game, and even then, siege worms are incredibly easy to deal with via ranged units. Don't treat this like vanilla civ barbarians. Early-game, alien life is THE dominant force. Treat them like they are. (or just get better. My current playthrough I'm going full-aggressive with everything and have only lost 1 unit accidentally to a off-screen kraken attacking an explorer who was doing an excavation.)
Tech web: It's incredibly simple once you learn it, and everything DOES actually make sense.
Generally speaking, the tech web is seperated into 3 categories, for purity, harmony and supremacy. Between each of these, is a fusion category. Pretty much exactly like the affinity web itself. Regardless of what each thing in particular gives you affinity-wise, each branch is specifically geared towards that particular style of play. Miasma immunity, alien leashing, etc. being in the harmony branch. Tech improvements, computing, etc. being in the supremacy branch and military and more "traditional" stuff being in the purity branch. As is normal in civilization: Regardless of how you're planning to play, there's usually certain techs you priotize regardless. Such as the miasma immunity here, or water traversal in a normal continent map in normal civ.
Leader scenes: Do you just NOT play civ? This has been part of the series for as long as I can remember. Just close out of it and ignore them. The AI leaders always constantly spam you with notifications.... just like IRL leaders. In Civ 5 I would get the same trade agreement almost every turn. It's just part of the series.
Quest system: It's literally a simple option 1 or option 2 choice. "Do you want this resource bonus or this resource bonus?" "Do you want to focus on this affinity or this affinity?" Everything else is flavor text. It works. It's fine. It's significantly better than them not existing at all, ala most/all other civ games. Don't expect an endless legends, etc. type of in-depth quest system. That's not what civ gives you.
Affinity system is tied directly to 3 victory conditions, as well as specific units and passive traits. It's essentially BE's ideology system. Do you want to focus on military might, science, culture, diplomacy, etc.? Pick the affinity that ties into that. Harmony is co-existance with aliens. Purity is Human Genetic Purity and Supremacy: AKA, Not changing how we've been despite everything. Supremacy is Pure Human Supremacy, regardless of what it is. Genetic and cybernetic enhancements and augmentations, etc. - Purity and Supremacy are essentially 2 sides of the same coin, while harmony is essentially completely the opposite. (Opening a gate to save humanity or enslave it, vs becoming a new species entirely, cutting off all contact with earth and becoming part of this new planet.)
info/help systems.... work as intended?
There's really not much that isn't explained through the tutorial systems, UI and help systems that needs to be common knowledge or easily known. Pay more attention and use your brain. ...which can honestly sum up just about every issue you have, tbh. Don't leave units on a space that deals damage every turn, use critical thinking and basic game design knowledge to understand how the quest/affinity/tech systems actually work, etc. - None of these are major issues, and almost all of them are things that the series itself has in practically every game. It's just presented in a different format is all. ...one that I much prefer, in many cases. Tech web allows you to skip early-game tech that doesn't interest you, but still get late-game tech that does. Aliens not scaling means you can't just abuse them for free points as easily as you could in say, Civ 5 as germany or the aztecs. Affinity system is much easier to utilize multiple parts of than say, Civ 5's ideology system, allowing you to actually focus on different paths depending on what part of the game you're in. (harmony early-game, purity/supremacy late-game, stuff like that.)