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Sid meiers civilization beyond earth mods
Sid meiers civilization beyond earth mods












sid meiers civilization beyond earth mods
  1. #Sid meiers civilization beyond earth mods how to
  2. #Sid meiers civilization beyond earth mods mod
  3. #Sid meiers civilization beyond earth mods mods
  4. #Sid meiers civilization beyond earth mods series

I've been having a fair bit of fun with it, and definitely enjoying the new religion and trade systems. The other day I caved in and bought the expansion packs to Civ V. What's less fun or well-defined is what happens if you lose the race. This generally leads to a race to build wonders, which is a fun mechanic. In Civ games, you can build World Wonders, very expensive buildings with massive benefits that can only be built once.

#Sid meiers civilization beyond earth mods how to

I confess that despite my mixed feelings, I've been playing Civ V again, and having more thoughts on how to improve it. Quick Civ Idea: Consolation Prize Wonders.Anyway, here are a whole bunch more Horror beliefs: If anyone has experience with Civ V modding and would like to collaborate, hit me up. I would dearly love to create it, or at least a simplified version, but as it stands, I don't have the time or the knowledge to do so. I've been thinking about my Gods & Things concept for Civ V again. So I've been thinking about a massively stripped down version that just introduces a bunch more beliefs, which are distinguished by having a downside as well as an upside: Now this is a perfectly decent staple trope, but it's getting a bit long in the tooth, and I wonder what other Great Secrets a planet being colonized in this sort of game could have.Īs I mentioned before, as much as I like my Gods and Things concept for Civ V, it's really far too complex for me to attempt to build. One of the tacked-on victory conditions is the good old "the planet is quasi-sentient and we must merge our minds with it", just like in Sid Meier's Alpha Centauri. I may write more about Civ: Beyond Earth later, but suffice it to say for now that it's a bland and tedious thing not worth the asking price. But when it dies, it produces a quantity of faith, culture or science that is its legacy. This unit would be quite a bit stronger, but since there's only ever one of it, its presence doesn't massively unbalance play.

#Sid meiers civilization beyond earth mods mod

This mod would also add an unique unit to each civ that can only be built once. This time: hero units!Įach civilization in the game gets some special ability, one or two special unit types, and maybe a building or tile enhancement.

#Sid meiers civilization beyond earth mods mods

I've been at it again, playing Civ V and coming up with ideas for mods I'm probably never going to write.

sid meiers civilization beyond earth mods

Right now, the mod simply adds some new pantheon beliefs which are powerful but have some drawback as well: But for now, let's start with this: the game generally picks the era of history in which a country was at its most powerful or "iconic" as a basis.Ī mod for Civilization V that introduces a bunch of religious elements inspired by HP Lovecraft. There's actually a whole lot to unpack about the Civilization series' idea of history, which is far more ideological than I think its creators realize. I've been playing Civ V again and thinking about alternate versions of the civilizations in the game. So a vaguely fun thing could be that each ideology has two mid-level policies that lets you branch out into one of the other trees.

sid meiers civilization beyond earth mods

You then get a bunch of policies you can unlock in your chosen ideology, but you're locked out of the others unless you switch ideology entirely, which is pretty painful. This time, let's drill down to the core of this problem: In Civilization, more cities means more resources, and more resources means winning.Ī quick idea I've just had about ideology trees in Civ V: So in the late-ish game, you pick between one of three ideologies, Freedom, Order and Autocracy.

sid meiers civilization beyond earth mods

I've previously written about how to tackle rising end-game complexity by reducing the per-entity complexity over time. By the end, a turn can be twenty minutes of mind-numbing individual decisions. At the start of the game, a turn is a few seconds. As the number of entities (cities, units) you control rises, and the number of options you have for each rises as well, turns take longer and longer. It's weird that after so many iterations, their fundamental problem is still not fixed: the end-game is painfully slow.

#Sid meiers civilization beyond earth mods series

I've been thinking about the Civilization series of games again.

  • Cities, growth, and the late-game slowdown.
  • This is now an incredibly cold take, but I finally wanted to write down my thoughts on Civilization: Beyond Earth (BE), and how it compares to Sid Meier's Alpha Centauri (SMAC), which is sort of its predecessor.














    Sid meiers civilization beyond earth mods