[wiki] Civilization: Beyond Earth

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Publié par Sim@el Terrevermeil
Ça peut être du à quoi ? J'ai Windows 7 64 bits et une carte graphique Nvidia GeForce 320M avec les drivers mis à jours. Je joue avec les graphismes au minimum.
J'ai exactement le même soucis que toi avec la même carte graphique, j'ai testé d'augmenter la qualité graphique pour voir bah c'est pire dès que j'ouvre la fenêtre de diplomatie avec un dirigeant bah il fond genre bonhomme en slim et le terrain deviens tout en ton bleu. Du coup j'ai mis le jeu de coté le temps que ça soit réglé
De toute la série des "Civilization", celui que j'ai préféré, et de loin, est le premier, le jeu d'origine, en vue plane et au clavier sans souris. J'ai bien conscience que si je devais y rejouer aujourd’hui, je serais bien moins enthousiaste, mais à l'époque (lointaine) de sa sortie, il était extraordinaire, et comme tous les vieux, j'idéalise sans doute l'Âge d'Or.
Après le Civilization sans numéro, mon préféré est Civ V, auquel je reviens de temps en temps.
J'attendais beaucoup, trop, comme souvent, de ce nouvel opus, d'autant plus qu'on disait que Sid Meier en personne y avait en partie veillé.

Ma déception est grande, et très rapidement, j'ai eu l'impression de retrouver Civ V, en plus laid. En particulier, en comparant le brouillard de guerre noir de Beyond Earth avec le nuage blanc qui joue le même rôle dans Civ V, je n'ai pas envie d'aller voir le reste de cette planète. Comme je n'ai pas le choix - l’atterrissage est sans retour pour longtemps - je continue, mais sans plaisir, et avec la suite du jeu, le plaisir ne vient pas. Certes, je n'ai pas essayé toutes les façons de jouer, loin de là, mais dans un jeu comme celui-ci, les premières parties sont décisives sur le jugement final, et j'ai déjà abandonné ce jeu, au final très coûteux.
Un de plus.
Citation :
Publié par laf
De toute la série des "Civilization", celui que j'ai préféré, et de loin, est le premier, le jeu d'origine, en vue plane et au clavier sans souris. J'ai bien conscience que si je devais y rejouer aujourd’hui, je serais bien moins enthousiaste, mais à l'époque (lointaine) de sa sortie, il était extraordinaire, et comme tous les vieux, j'idéalise sans doute l'Âge d'Or.
.
Autant j’idolâtre CIV, autant voir x cuirassés qui crèvent contre une seule phalange, ça me reste en travers de la gorge
Citation :
Publié par Kadath
GROS patch : http://www.civilization.com/en/news/...date-now-live/

Le problème du full screen impossible avec les écrans > 144Hz a été résolue et on peut supprimer le flou de la carte et celui de l'interface !
perso le patch a tué le jeu, je trouve que le jeu est dans un plus mauvaise état qu'avant le patch, sauf pour les bugs.
Annonce de l'extension de beyond earth ( RISING TIDE) qui ne se substituera pas au fameux patch 2.0 mais qui est censée amenée son lot de nouveautés :

- Ville sur les océans avec de nouvelles ressources
- Traits des leaders évolutifs en fonction des choix d'affinités
- Des unités en plus pour les choix hybrides d'affinités.
- Nouvelles options diplomatiques
- Nouveaux sponsors
- Nouveaux artéfacts et révision de leur fonctionnement
- Nouveau type de planètes.

Enfin voila mes sources :

Site officiel

PC GAMER

Je pense que gamespot et ign doivent en parler aussi.
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Citation :
Publié par *Saykse*
Je suis d'accords avec mon VDD, je suis pas un fan de la première heure, mais depuis l'extension, c'est aussi agréable de jouer à BE qu'à Civ 5.
non

En faite, même avec RT, le jeu n'a aucun profondeur. RT a amené des concetps sympa mais n'a résolu quasiment aucun problème du premier cad, le mid game et le late game.

Grâce à RT, l'exploration et la diplomatie aux débuts sont très intéressantes. On s'amuse énormément les 100 premiers tours. ET après, il y a un train-train qui s'installent qui ne sera jamais remis en cause cad :

1 -On ne recherche quasiment que les tech nécessaire à nôtre victoire, parce que dériver un peu n'apporte objectivement rien à part une perte de temps.
2 - Il n'y a pas de basculement diplomatique au cours de la partie ( comme peuvent apporter les idéologies dans civ5 BnW )
3 - Il n'y aucun systeme pour revitaliser le mid/late game ( pas de congrès, pas d'idéology ou corporation pour ceux qui jouent civ 5 bnw CBP )
4 - Le système des trades route est toujours aussi ridicule. Le spam d'academy est toujours la meilleur stratégie.
5 - L'inflation de Yields du à la diplomatie rend les parties super court et le late game quasiment inexistant.


J'adore BE et son extension et j'adore les arts, l'univers et les quelques idées originales qu'ils ont essayés de mettre dedans.

Mais ils n'ont pas pris assez de risques. Du coup, RT tentent de fixer quelques soucis mais n'entame que la partie visible de l'iceberg ( l'early game). La rejouabilité est dégueulasse, les possibilités stratégiques très limité, celles tactiques sont intéressantes mais l'IA codé avec les pieds ne vous donnera aucun challenge s'il n'a pas un tier d'avance ou 10 unités pour 1 et enfin les conditions de victoires sont toujours aussi chiantes que dans le vanilla.

Conslusion : il manque une extension LOURDE pour pouvoir corriger le tir et je ne suis pas sur que Firaxis est décidé de continuer les frais. Certes, il y a une demande pour la scifi, il suffit de voir les ventes du vanilla à la sortie et les ventes de xcom 1 et 2, mais est ce que les fans de la première heure auront envie de mettre un nième fois la cb pour tenter le coup ?

Quand on voit les choses qui sont implémentés dans endless space 2, pour la diplomatie

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Rationale
Firstly, Diplomacy is one of the systems of Endless Space 2 that is getting the biggest set of changes from our previous games. There are a couple of large reasons that were the cause of these changes:
Diplomacy should be a mandatory system. Player should not be able to ignore it
The Diplomatic system should limit the effectiveness of wars
Players should have a real sense of teamplay through the diplomatic system
Diplomacy should reinforce positive relations between empires, but it should also be possible to use this as an offense
Diplomacy should be equally important to warfare

The result of this rationale means that we are moving towards ‘gamifying’ Diplomacy a lot more than in our previous titles, which implies more rules and systems for the player to interact with, while still being simple enough to understand!

Diplomatic Relations
Each empire will have a diplomatic status with other empires. This should be familiar with the players experienced with our previous games.
Unknown: Empires are not aware of each other’s existence
War: The empires are actively fighting
Cold War: Default state, empires will defend themselves and fight in neutral territory
Peace: Will no longer attack each other. Can also sign treaties and trade resources
Alliance: Will join the empires together in a team that will share relationships with outside empires

These diplomatic states will be moved between using diplomatic treaties and declarations. Usually players can always declare war at each other, but going to peace or alliance will require certain technologies.

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Reputation System
Another thing we wish to emphasize in the game system is how certain diplomatic actions has natural ‘reactions’. For example, being allied and being called in to assist in a war and then declining is a breach of trust.
The reputation system's goal is to take these ‘natural reactions’ and represent as badges that people earn (both positive and negative) that will affect some parameters of Diplomacy. For example, a badge ‘Untrustworthy’ could double the cost of peace and alliance treaties. Or ‘Warmonger’ generally increases the cost of all diplomatic actions.
These will then also be related to how an AI will react to empires.

Alliances
Alliances will function similar to the original Endless Space, whereby signing an Alliance will put the empires into shared relationships with other empires. This time around, the Alliance will be namable and will show up in declarations.
Any member of the Alliance can enact a treaty or declaration that will change the Alliance relations, but each member is free to decline that treaty/declaration and leave the Alliance if they are unhappy with the decision made. If several empires decline, they will automatically form a separate Alliance.
To reduce the ‘conflicts’ generated upon anyone being able to enact any treaty/declaration: Each member can define a sort of ‘VETO’ beforehand. The VETO is setting an ‘Attitude’ toward a non-alliance empire, such as ‘Aggressive’ which will restrict the option of going to peace/alliance with that member or conversely ‘Friendly’ which will restrict going to war with the empire in question.
We hope this will also encourage social play if there are opposing opinions in the Alliance, such as asking people to change their VETO or leaving due to the Alliance restricting their options.

War Exhaustion & Diplomatic Pressure
War Exhaustion and Diplomatic Pressure are two new systems that are closely related. The goal of these systems are to define who is ‘exerting diplomatic pressure’ on the other side at any given time and put that into a game system that allows the player in game terms to apply that pressure by making ‘demands’.
In short this means each pair of empires have a single bar between each other other that goes from -100 to 100, whereby the winning side will be able to exert demands that cannot be directly refused.
Both of these systems function as trends. That is, through either winning battles or through influence, each empire generates a value, this value is subtracted from each other empire’s value. This generates the trend that computes the the bar position at the end of each turn.

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War Exhaustion
A ‘War Exhaustion’ system has been implemented to restrict the length and scope of wars. In terms of lore, this should be considered the populations desire to leave or stay in long wars.
The system works by winning battles and taking systems will push a ‘war exhaustion’ bar that exists between the two empires. On each side of the bar, certain ‘truce thresholds’ exist at which both the winning or losing empire can use ‘demands’ to force truce by either demanding or giving up resources depending on whether the empire is winning or losing.
This system includes the Alliance system, such that all members are considered in a single war exhaustion bar, as well as the resources gained from winning will be split according to each empires contribution to the war.
In short, both sides of the conflict always has an ‘out’ to avoid being completely eliminated in a single war. Several wars will be required for elimination of an empire, which is the desired outcome.

Diplomatic Pressure
Diplomatic system fills the role of the ‘War Exhaustion’ system, but while two empires are not at war. Generating Influence is transformed into ‘Diplomatic Pressure’. This Diplomatic Pressure will push the ‘Pressure bar’ between each pair of empires, whereby the winning side can ‘make demands’.
Note that any ‘accepted treaty’ between two empires will push the bar back towards 0. This is to incentivize players cooperating and making deals as opposed to letting the demands go through. This also naturally means that the empire generating the most pressure naturally has more ‘bargaining power’.
A demand in simple terms is a diplomatic deal generated by the system that allows the ‘losing player’ to choose 1 of 3 options of how to resolve that demand. This would generally be giving up resources (strategics, luxuries, dust, influence, systems, etc.) or responding by declaring war, which will replace Pressure with War Exhaustion.
The demands will increase in strength as the game progresses to make it more and more powerful. The ‘Pressure’ value will be modified by relationships (such as having active peace treaties and allies will increase an empires ‘Pressure’ output) and treaties. But overall it will be an ‘expression’ of Influence generation.
Note that Influence is tied to the happiness of populations as well. Being unhappy will stop influence generation by a large margin.[/QUOTE]


et pour la politique




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Hi all,

We usually implement VIP feedback at the end of the document, but this time we’ll break the rules. The political ideology (we sometimes talk about "politics" for short) system and the Senate are at the heart of empire management, and since we presented it to the VIPs it evolved a lot from their feedback and our own perception.

Initially, we had 8 political ideologies, but it was hard to balance properly what could affect each of them without redundancy; thus we've decided to remove two of them.
The law management has been completely reworked in order to be simplified and more interesting.




RATIONALE


On one hand, we have the political ideology that drives the empire, on the other hand we have the Senate that allows the player to manage their empire thanks to the dominant ideologies. Political ideologies are here to represent the population’s opinion in a given empire. Over the course of the game, the population will be open to more and more political ideologies, based on what happened to them. Still, we want to build a system that is easy to understand for the player and that relies on the player’s actions as well as gameplay events.

In order to do that, there are three layers of effects on the population’s ideological votes: The populations’ own cultural inclination, the conditions of the system they live in and the conditions of the empire they preside under. The Senate is meant to represent the empire management and allow the player to customise their empire throughout the game. The Senate emphasises the opinions of the population, forcing the player to play with that to achieve their goals. Still, they can choose a government type to control their significance. And keep in mind that population is also a tool under your control (to some extent), on which we’ll delve deeper later.

Controlling the Senate is mandatory to grow and develop your empire! Thus, the player is going to be challenged, as any action might affect the population and thus on a bigger scale, the Senate.



POLITICAL IDEOLOGIES


The ideology wheel

We divide the potential political ideology into 6 ideologies, each opposed to one another. Keep in mind that the names are temporary / work in progress:

Industrialists: people focusing on industrialization, improving their system and valuing work more than other moral values.
Ecologists: people who want to preserve the planets they live on ; they want to live in harmony with their environment.
Scientists: people pushed by the will of experimenting, thrilled by discoveries and inexplicable phenomena.
Religious: people who find comfort and value in the power of individuals. They nurture and worship great heroes!
Pacifists: people who value peace and diplomatic relations ; they want to forge the greatest alliances and reap mutual benefits.
Militarists: people attracted by war, blood and violence. Conquests and fights entertain them. They want to live in a secure place and they are pleased by an authoritarian system

http://forums.amplitude-studios.com/attachment.php?attachmentid=18633&d=1446743476

These different ideologies allow us to cover all the aspects of the gameplay, and we’ve been able to build a wheel to set relationships between the ideologies over this opposition. This allows us to use that for other game systems such as diplomacy.


Unlocking political ideologies

At the beginning of the game, each faction starts with one or two political ideologies unlocked, depending on their population. The other political ideologies are then unlocked over the course of the game, depending on the score they accumulate. To unlock a new political ideology, one needs to reach a certain threshold ; the value of this threshold depends on the number of unlocked political ideologies: the more political ideologies are unlocked the harder it is to unlock a new one. Thus, we can spread over a long period the appearance of the different ideologies and make each empire follow a more unique path.

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Unlocking political ideologies is important as only known ideologies can be represented in the Senate!


Assigning scores to political ideologies

The political ideology have scores assigned to each of them that will evolve over the course of the game. The score at a given time is the sum of all modifiers applied to it. We have two types of score modifiers:

The population’s identity: each population (Sophons, Cravers, UNREVEALED FACTIONS …) within the game has a static “political belief” that defines its affinity toward ideologies.
This belief is shared by all populations of a race, independently of the empire.
This belief can be modified through rare events, otherwise it’s a static score.
The score attached to the belief is multiplied by the population count.
Game events and state modifiers: these are more diversified. They are providing a default score for a specific political ideology. Events and states are linked to the player’s actions (signing a diplomatic treaty, being under invasion, searching a technology…). In addition to their default value, they will also provide additional effect depending on the concerned population. Each population has a list of psychological traits that defines how they react to their environment (and thus which ideology they will lean towards depending on the stimulus they receive). The events and state provide temporary score, that will disappear after a certain duration or when the state is removed.


When summing up these scores, we’re then able to define what the beliefs’ repartition on a system are.

http://forums.amplitude-studios.com/attachment.php?attachmentid=18632&d=1446742411


Tracking political ideology

The player can track the repartition of the political ideologies between their populations in each system within the interface. We’re displaying a percentage repartition based on the sum of the scores of the different political ideologies. This representation allows the player to have an idea of the political state of the different systems, as well as the reasons behind them.



THE SENATE

The conclusion of the political ideologies system is symbolised by the Senate. The Senate is here to replace the tools we gave to players in our previous game (Tax Rates and Empire Plans).
The senate gives the opportunity to vote laws, attached to political ideologies. Laws have to be considered as what we called traits in the previous game: powerful modifiers / game changer abilities.
With the Senate, we want the player to be able to adapt their empire and refine it over the course of the game. However, it’s going to cost Influence, and having the wanted political ideologies will require long term investments as all actions matter!


The election process

Every 20/40 turns, an election renews the Senate, based on the political beliefs of the population. The process is divided into 3 steps, but only the first one is interactive:

The candidate presentation: here the player can see the different political ideologies that will receive votes during the next step. Each ideology is represented, and the player has to support one. The one supported will have a popularity boost and will have more chance to gather votes. In addition, the player can pay to trigger different actions that will help the supported candidate.
The local election: during this step, each system is going to compute representatives. Depending on the government the process will be different. In one hand it can use a majority or a proportional system and in the other hand rely on the population count or relative system value (the best systems have more weight on the election). In any case, we’ll output representatives for each systems that are assigned to a political ideology.
The Election’s results: in this screen, we display the results of the election, summing all the representatives attached to each political ideology to obtain the percentage of support they receive: only the four best ideologies are represented at the Senate.


In addition, we also list the laws unlocked for the first time, and any game events that could have been triggered by this election. We consider the ideology with the most support as the Main Political Ideology, which defines the global political ideologies for the Empire (used for instance for the diplomacy).


Using the senate

Laws
Laws depend on the Political Ideology. When an ideology is elected in the Senate, all the categories of laws linked to it are available.

Example: When a Militarist and a Scientific Political Ideology have been elected, the player can choose the Militarist and Scientific laws.

In order to unlock laws, the empire needs to reach a certain support attached to the law. The support is divided into different levels which allows the player to unlock a certain number of laws.
For instance, a support between 0 and 10% is considered as low, and will unlock all laws requiring a low support while a support above 50% is considered as consequent and will unlock all laws requiring a consequent support and below.
The available laws are clickable in the Senate Screen. In addition to the support, we have other prerequisites that unlock the access of additional laws:

Technology unlocked
Government type
Faction affinity
Etc.


Voting a law
The player can select any available law to vote it.

Voting a law requires to pay its cost immediately. The cost can be anything even if design-wise it’s going to mainly be Influence.
The cost of a law is computed based on:

The support required to unlock the law: the higher, the more expensive
the number of systems

Voting a law activates its effect immediately
Voting a law requires a free slot: the number of active laws is limited!


Cancelling a law
When a law is activated, it will cost influence to cancel it for a predefined duration. Once enough time elapsed, cancelling the law is free.
Cancelling a law immediately remove its effects.

Maintaining a Law
By default a law doesn’t require any maintenance however, if a law becomes illegal after an election, it will cost influence to be maintained. The amount of influence points is defined by the power of the law and will be a fixed number.
If the law’s maintenance cannot be paid, said law is automatically cancelled, starting with the one costing the most, until the player has enough influence to support the remaining ones.


Government
In addition to voting laws, the player can manage the government of their empire from the Senate. A government affects the following elements:

Empire bonuses: each government directly affects the whole empire economy.
Available laws: some laws can only be available under a certain government type.
Election process: the government especially affects the elections at different levels, from the available actions to the way the local elections are run. Choosing a government can deeply affect how the different political ideologies will share power in the Senate. Some governments are perfect to favourite a political ideology and build an empire around a unique and powerful ideology, but remove flexibility. Others help the various ideologies to coexist, providing a wider set of laws which are, however, more standard.


alors qu'ils n'ont pas le quart du budget de firaxis.
On se dit alors que Firaxis niveau gamedesign n'a pris aucun risque et ca nous laisse un gout amère dans la bouche.

Pour faire simple, ce jeu de stratégie vaut 5.5/10. Si vous trouvez un bundle à 10 ou 15€, vous allez surement vous amuser un peu avant d'arrêter. Par contre, ca ne vaut pas le coup d'y jouer si vous devez tout payer plein tarif ou que vous n'êtes pas un fan de Sci-Fi

Dernière modification par Gokudo ; 14/03/2016 à 10h14.
Citation :
Publié par Gokudo

Pour faire simple, ce jeu de stratégie vaut 5.5/10. Si vous trouvez un bundle à 10 ou 15€, vous allez surement vous amuser un peu avant d'arrêter. Par contre, ca ne vaut pas le coup d'y jouer si vous devez tout payer plein tarif ou que vous n'êtes pas un fan de Sci-Fi
Tu parles de BE ou de ES2?
ES2 est sorti ou pas? Comment les features sont par rapport au dernier MoO ou a Stellaris?
Et surtout, est ce que ES2 est limité a des jump points ou bien les voyages entres systèmes sont libres?
Hello les gars j'ai suivie un peu la discussion et je suis d'accord.. Pour résumer BE vanilla etait trop léger, ma dernière partie dessus en normal plus (vostok il me semble) bah j'ai rouler sur l'IA et ça manquer de profondeur.

J'ai refait 4 games avec Rising tide et avec dernières mise a jour et ça a rien avoir, j'ai enfin plaisir a y jouer mais je pense quil faut jouer en soyouz ou apollo.

Apres c'est pas non plus l'excellence loin de la, mais ca devient bon. Ca me fait aussi penser a civ 5 du coup, faut attendre les add on et updates quoi..

On est d'accord que c'est scandaleux d'attendre pour avoir un jeux correct... Pour Endless space 2 tu sent que c'est du tres bon, manque de bol j'adhere pas au systeme de combats et Pandora on a vraiment pas l'impression de changer de planete!

Dernière modification par Darkreign696 ; 29/05/2017 à 17h17. Motif: Modification
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