Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Interesting. Hadn't tried that. I'm the kind of person who'll brook no negative attribute anywhere, but maybe it isn't so bad.
So are their gradations to bad health? What happens at -20? Anything at -10?
The game is clearly not thought about carefully and slowly expanding to not get negative health. It's clearly (as of v1.0) rigged toward expansion and growth, dipping in the negative and then later if you want you'll grab health to fix it.
http://apolyton.net/wiki/CivBE:Health
The bonuses/penalties
When I read the civopedia it said that if health gets too low your units will suffer a combat penalty however I haven't experienced this nor has anyone reported that being the case yet so I imagine WHEN the game gets patched/extra content, that will be one of the penalties like it was in BNW and that will mean it matters much more.
Honestly why they didn't make it work ala Civ5:BNW is a mystery to me because Civ5 & Civ5:G&K had the -20 unhappiness = no more making settlers (which didn't stop you making or capturing new cities mind you) and it just didn't work. Wide was the only way to go in those games although tall could work due to how good wonders were.
In Civ:BE going wide is the ONLY way to play, even to the point that trying to go tall is futile, wonders are pathetic this time around. None of them will swing a game in your favour, at all! So you don't so much 'deal' with health as you do just flat out ignore it! Which can I add; why include a game mechanic if players can simply ignore it?
The strongest empire in Civ BE is the one with the most trade routes. With the right starting corporation you get max 5 trade routes per city. 1 internat for industry, 4 foreign traderoutes for money and research. You will have problems finding enough trade partner cities for that trade monster :).
Does somebody have an idea what energy form is generated on trade routes. I wonder what energy sources they trade. What generates the energy on a trade route? I thought a convoy or tradeship would consume energy and not generate it magically out of thin air. It can't be paper money. FIAT money would be totally worthless on a new planet, where you have to work for every resource you need. An imaginery currency system could not feed the new settlers. The solar collector produces energy out of the sun. The thorium reactor out of fissionable material. I do not get where the energy in trade is generated. the research for trade routes is actually very accurate. Trade was the most important factor for invention and introducing new technologies, beside the ability to write and read.
Have a nice day
Polystralia is 2 for capital not 2 per city.
Energy/Gold in Civ games represents commercial sector growth, while food is residential and production is industrial. So energy from trade represents things like luxury goods, rather than just watts or newtons.
Flow of the game seems to be to expand a few times and get trade routes up, which will allow you to get enough science to research later techs (i.e., biowells). Then at that point you can, if you choose to do so, work on getting positive health for the healthy bonus.
I wonder how things would be different if -1 to -19 health was colored yellow instead of red. Seems to be largely psychological, that people just hate seeing that red number even though it isn't affecting them that badly.