There are other pros and cons to aquatic cities, such as health benefits, faster virtue acquisition, and more profitable trade routes. ![]() But since moving takes valuable production time away from the city, I rarely find myself moving a city, and instead I just buy any tiles that I want.Īquatic cities can be moved, and can act as mobile military platforms and aircraft carriers. Instead, you must either buy new tiles or move the city itself in order to acquire adjacent tiles. ![]() The people at Firaxis seemed to have recognized this, and so they made it so that aquatic cities don't grow their borders based on culture. And if you're not playing as the North Sea Alliance faction, then the cost to move a city can feel prohibitively expensive. So if you aren't using your aquatic cities as mobile military bases, then there's never any real need to move them. Beyond Earth hits that first point by turning cities into massive aircraft carriers, but there aren't any mechanics in place to make the map a factor.įish and other harvestable sea creatures don't migrate, and other resources don't move. My proposal for nomadic civilizations was two fold: such a faction could mobilize its entire civilization right up to an enemy's borders during war and it could also move in response to changing map conditions (migrating animal resources or climate change) during peace. Moveable cities is something that I think can work very well in Civilization, but I just don't feel that Firaxis gave us much reason to ever need to move cities in this game. This opens up some interesting (and sometimes silly) new strategic possibilities, but the whole mechanic feels a bit contrived to me. Such cities can even be moved in order to claim new tiles or to act as mobile military bases. Well now one of those restrictions has been lifted, and civilizations can build floating cities in the oceans. A big part of this was that the map posed many of the same sorts of restrictions on players that the Civ V map did: mountains, canyons, and oceans were all obstacles either impassable by units or uncolonizable by cities.Īquatic cities and civilizations help to separate Beyond Earth's futuristic setting from Civilization's historical roots. The game felt very much like a reskin of Civ V rather than a new game. One of Beyond Earth's biggest failings was its lack of creativity in using its futuristic setting to innovate gameplay. So we sailed up to the sun, till we found a sea of green Both of these complaints ended up being the major focus of the first expansion, which definitely helps to make Beyond Earth stand out a little bit from its more realistic counterpart. In my original review for Beyond Earth, my two biggest complaints were that the game and its leaders lacked the personality and variety of Civilization V, and that it just didn't feel futuristic enough. This expansion seeks to remedy several of the core complaints with the Beyond Earth game. Well, now the teams at Firaxis have also implemented a variation of my idea for their new expansion to Beyond Earth, called Rising Tide. They had apparently come up with almost the same idea independently at the same time. Around the same time, Creative Assembly announced Attila: Total War. Earlier this year, I started tossing around the idea of Nomadic civilizations for future Civ games. ![]() I'm starting to feel like quite the prognosticator. Mobile cities is a feature pulled directly from my own Civ wishlist, but it feels like a contrivance since the map itself is not in flux. Leaders hardly ever talk anymore, which eliminates repetitive dialogue, but also makes game sound even more bland.Ĭompletely redesigned diplomacy and aquatic gameplay helps separate this game from Civ V and adds customizeable personality to the leaders. A lot more artwork for wonders, technologies, quests, and so on give the game a bit more visual flair. Ocean depths and water resources make maps look a bit more alien and varied. ![]() New diplomacy system rewards both cooperation and military intimidation, but can also become very passive. The seas (and navies) feel like a more active part of gameplay, but air units still feel completely underdeveloped.
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