[wiki] Civilization: Beyond Earth

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Firaxis vient d'annoncer un nouveau Civ : Beyond Earth.
Du coup on pense à une suite de Alpha Centauri, mais selon eux ce ne sera pas le cas mais bien quelque chose de nouveau.


Annoncé pour la fin de l'année 2014.

http://kotaku.com/were-getting-a-sci...ant-1561510976

http://uk.ign.com/articles/2014/04/1...n-beyond-earth

http://www.jeuxvideopc.com/jeux/sid-...tu-696152.html

Il sera aussi dispo sous Linux : http://www.gamingonlinux.com/article...onfirmed.3474/

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CivBE_2-610x359.jpg
Dernières modifications :
(Voir) 24/10/2014 19:45:43 : Kadath (supression de la date de sortie du titre)
(Voir) (Comparer)03/9/2014 21:52:10 : Kadath (Date de sortie)
(Voir) (Comparer)12/4/2014 18:46:44 : Kadath
nice par contre, j'espère qu'ils s'y prendront pas comme des pieds pour l'optimisation des graphiques et de leur base sql parce qu'avec un i5 - gtx 580, des fois, j'ai du shuttering sur civ 5 ....
Citation :
Publié par ( Tchey )
Dans le très probable même genre mais jouable et méconnu, vous avez Pandora First Contact : https://forums.jeuxonline.info/showthread.php?t=1241823 (désolé pour les images qui ne sont plus disponibles). http://pandora.proxy-studios.com/
C'est marrant, en regardant les 2 screenshot j'ai pensé direct au récit que tu avais fait de ta partie!
Citation :
Publié par Tacos Tacle
C'est marrant, en regardant les 2 screenshot j'ai pensé direct au récit que tu avais fait de ta partie!

Pareil, je lis chaque récit ou presque ( parfois je les vois pas, hélas ) de toi Tchey, et c'est toujours un plaisir .



Sinon, si ce jeu est pas foiré ... Day One, c'est impossible autrement .

Dernière modification par Tanamassar ; 13/04/2014 à 11h03.
Citation :
Publié par Kadath
Firaxis vient d'annoncer un nouveau Civ : Beyond Earth.
Du coup on pense à une suite de Alpha Centauri, mais selon eux ce ne sera pas le cas mais bien quelque chose de nouveau.
Ben ça ressemble quand même vachement à Alpha Centauri...
Firaxis+Civilization+Futur+Planète hostile=pas Alpha Centauri?

En plus, je vois ce qu'il y aurait d'honteux à se réclamer comme successeur d'alpha centauri.
C'était un pur jeu.
Citation :
Publié par Attel Malagate
Ben ça ressemble quand même vachement à Alpha Centauri...
Firaxis+Civilization+Futur+Planète hostile=pas Alpha Centauri?

En plus, je vois ce qu'il y aurait d'honteux à se réclamer comme successeur d'alpha centauri.
C'était un pur jeu.
Je pense qu'ils ne veulent pas que les gens soient déçus si le jeu est en dessous de leur attente.
Alpha Centauri étant quand même une grosse référence, je pense qu'ils ont raison de gérer ça de cette façon...
Citation :
Publié par ( Tchey )
Dans le très probable même genre mais jouable et méconnu, vous avez Pandora First Contact : https://forums.jeuxonline.info/showthread.php?t=1241823 (désolé pour les images qui ne sont plus disponibles). http://pandora.proxy-studios.com/
Oui je n'y ai pas joué mais ça donne vraiment envie.


Citation :
Publié par Kadath
Je pense qu'ils ne veulent pas que les gens soient déçus si le jeu est en dessous de leur attente.
Alpha Centauri étant quand même une grosse référence, je pense qu'ils ont raison de gérer ça de cette façon...
En effet. Le concept des prototype, les concepts technologiques et philosophiques ont vraiment donné une âme particulière à ce jeu. Un simple rafraichissement avec quelques automatisations et une interface revue serait déjà pas mal.
Citation :
Publié par Kadath
Je pense qu'ils ne veulent pas que les gens soient déçus si le jeu est en dessous de leur attente.
Alpha Centauri étant quand même une grosse référence, je pense qu'ils ont raison de gérer ça de cette façon...
Ils possèdent surtout pas la licence Alpha Centaury (c'est EA qui l'a).
Citation :
Publié par Attel Malagate
Ben ça ressemble quand même vachement à Alpha Centauri...
Firaxis+Civilization+Futur+Planète hostile=pas Alpha Centauri?
La série civilization a tellement évolué depuis la sortie d'Alpha Centauri (en terme de gameplay, alpha centauri, c'est essentiellement un overall de civ 2) que de toute manière le jeu ne pourra être que différent.
Smile
Message supprimé par son auteur.
Citation :
Publié par Jo le jolien
Je me demande à quoi ressembleront les goody huts dans ce jeu. Peut-être des bars avec des hôtesses à trois seins?
Si ça augmente le bonheur de notre population, pourquoi pas ?
Citation :
Post What we know

Thought it would be nice with a thread with what we know so far. Please post in this thread if you see we lack anything!

Facts:

Seed the Adventure: Establish your cultural identity by choosing one of eight different expedition sponsors, each with its own leader and unique gameplay benefits. Assemble your spacecraft, cargo & colonists through a series of choices that directly seed the starting conditions when arriving at the new planet.
Colonize an Alien World: Explore the dangers and benefits of a new planet filled with dangerous terrain, mystical resources, and hostile life forms unlike those of Earth. Build outposts, unearth ancient alien relics, tame new forms of life, develop flourishing cities and establish trade routes to create prosperity for your people.
Technology Web: To reflect progress forward into an uncertain future, technology advancement occurs through a series of nonlinear choices that affect the development of mankind. The technology web is organized around three broad themes, each with a distinct victory condition.
Quest System: Quests are injected with fiction about the planet, and help to guide you through a series of side-missions that will aid in resource collection, unit upgrades, and advancement through the game.
Orbital Layer: Build and deploy advanced military, economic and scientific units that provide strategic offensive, defensive and support capabilities from orbit.
Unit Customization: Unlock different upgrades through the tech web and customize your units to reflect your play style.
Multiplayer: Up to 8 players can compete for dominance of a new alien world.
Mod support: Robust mod support allows you to customize and extend your game experience.
Released for: Linux, Mac and Windows.
Victory paths:
Harmony: awaken a semi-sentient super organism within the planet and reach a new level of consciousness
Purity: terraform the alien planet into a mirror of Earth and relocate Earth’s populace to this new Eden
Supremacy: embrace cybernetic augmentation, then return to Earth and "free" the people from their bodies
Contact: discover evidence of intelligent life and construct a means to establish first contact
Domination: actually, domination is the same as in every other Civilization

Quotes from interviews:



On influence: "There is a lot of inspiration from Alpha Centauri in this game," McDonough [co-lead designer] says.
"The five different victory conditions that represent that next major event in human history are tied to the new technology web."
On the tech web:
Three Branches of the "Technological Web": "Purity technologies help humanity make their new home closer to Earth in its heydey. Harmony options adapt settlers rather than the terrain for a symbiotic existence. Supremacy disregards the land and focuses on humanity's independence from its environment, often involving a move toward a machine-like existence."
"It's also important to note that you're not going to get all the technologies in a single game,"
"McDonough says "The web is much more customizable, so that by the end of the game, the technology that you have really represents who you've grown up to be.""
"The different affinities and technologies will have cosmetic impact on your civilization. Your leader and your units will adapt to your decisions."
On victory types:
"Each of these affinities has a related victory condition. Purity players achieve a "promised land" victory by building a warpgate to bring humans from Earth to settle the new land. Supremacy players will achieve their "emancipation" goal by building that same warpgate. Instead of bringing humans through, forces will return to earth to free humans from their fleshy mortality. Harmony players will be focused on the new planet. "Transcendence" will allow them to awaken a superorganism slumbering deep in the planet."
"The other two victories are a traditional military conquest (achieved by wiping out all opposing civilizations) and "first contact," which involves finding evidence of alien life, building a device, and making contact."
This is the contact victory, you get a signal through some means, either by researching it and finding it in a transcendental number, the ?mentissa?, or finding it in an alien ruin, or getting it in space when you put a radio telescope up there, and then you build a beacon, and then you have to turn it on and protect it while it's on, then several turns later the aliens, the progenitors, turn up and then you win.
There's the transcendence victory, this is the Harmony victory, this is a nod to Alpha Centauri of course. In this victory you discover that the planet is a living being, like Solaris almost, a living thing, and find a way to communicate with it, and integrate yourselves into its consciousness.
Then there are the promised land and emancipation victories, and these are my two favourite. You reestablish contact with Earth. You leave Earth in a very ambiguous state. They're on the mend, but resources are running low, and you're not really sure, so you re-establish communication with Earth and then you build a warpgate and if you're the Supremacy player and go for the emancipation victory, you send military units through the warpgate to conquer - to emancipate earth, to bring it in line with you. If you're the Purity player you bring settlers through and settle them, so that's a cool victory to go for because you have to plant these settlers and protect them until you have enough to sustain a new human colony.
On narrative:
In addition to the drastic changes to victory conditions, players will encounter a stronger narrative thread in each of their games.
We try to take as much as we can from the fiction and put it in the map. When you kill the siege worm, you see its skull, and when you pick the skull up you may find a new quest thread that you can pick up and follow, and each time you complete an objective in that thread, you get a little bit of the fiction. We decided very early that we would imply more than we say.
On quests: "Once on the planet, quests will help players define their civilization's identity, giving players tasks (including chains of quests) that will help tell a story. Players will also have access to technology that gives them control over part of the planet's orbit. These creations can impact the terrain below, aid with terraforming, enhance tiles, rile up alien wildlife, or initiate strikes against enemies. Much like ocean-faring vessels in previous Civilization games, orbital units can be destroyed and interfered with."
On familiarity: "Cities, territories, improving terrain, getting technologies, building military units, those are things that every Civ player will recognize and are at the heart of this game, too," McDonough says. "But all the flesh that lives on those bones has been totally redesigned. All of it was designed holistically to live on the bones of a Civ game, but be a whole new experience."
On affinities:
Harmony finds that the planet is a beautiful place. It's a gem, a jewel. Maybe the mistakes that they made on Earth, pillaging, polluting and so on, they don't want to repeat, so they find a way to make themselves belong on the planet. They say 'this is going to be our new home'. We're going to be fully of this world, and not ruin it, not spoil it, so they take a very positive, welcoming, inclusive approach to the planet. Their territory is large, they grow very easily, they have a lot of free movement over the terrain. They're very fluid, they're very nimble.
The Supremacy player says "well, technology is the salvation of humankind. The ability to build a colony ship is what got us off that world, we've got to keep going down that road, it's the only way we'll be safe and keep humankind going. So, robotics, advanced artificial intelligence, machinery, things that are immune to an alien world and the depths of space. They start to leave behind organic ties, including up to a point their own bodies, eventually.
Purity is I think the most interesting thing, because it's not exactly a rejection of the two. It's a very plausible philosophy of what humanity would do if faced with, as the quote goes, "the unimaginable strangeness" of space", which is that they'll hold on very tightly to what they know, and what they recognise, and where they came from. So the player tries to push away the alien, they try to make the planet more like Earth, they try to avoid conflict with the alien life forms by building massive defences, by being tough and very hard to kill, very secure in the territory they've made safe, then at the same time try to devote themselves to the preservation, or you might say the conservation of the idea of humanity, hence the name.
On satelites:
The planet's surface, and what's on it, is the star of the show, and that's been the case with Civ forever. The map is the coolest thing. So the orbital layer is built to reinforce that idea. You can shoot satellites up into the atmosphere, and they project an influence onto the ground. If you wanted to clear the Miasma from your capital, you would send a satellite above it and clear it over a certain number of turns. Satellites are temporary.
"and there are offensive satellites and defensive ones and they can't shoot each other, which is realistic, right? But they can shoot things on the ground, so you can have orbital strike platforms, and terraforming and stuff like that."
On aliens:
The actual units will be the same. Their behaviour will be different, because they take advantage - the AI reacts to the terrain it has, so a Vulcan planet, which is all land and a lot of canyons, will probably have a lot more worm activity. The problem you have to solve regarding the alien life will be different than if you were on a nautical planet with a lot of the sea creatures that we have.
The developers gave the example of something they call the siege worm, huge roving monsters plucked out of Dune. At the beginning of the game, they are completely indifferent to your species. You’re just another bug to them, but the catch is that their indifference can cause them to trample your cities or farms. If a siege worm is coming, you face a tough choice: Deal with the potential damage and stay on its good side, or attack it and risk the wrath of all wormkind.
It’s important to note that these alien species don’t much care about your national boundaries, either. To them, a human is a human. So if a neighboring faction is slaying siege worms, you’re going to catch the worms’ ire as well. Worse, the more you interact with these species the more they adapt their strategy and strength. All of this adds an additional wrinkle of complexity to interstate diplomacy. If your strategy depends on playing nice with the locals, you’ll need to find some way to make your neighbors exercise restraint.
On wonders:
You build the warpgate, which is a planetary wonder, which is a new concept in the game. It's a wonder that takes up an entire hex, and you have to give up that hex as part of your city to build this thing, and it takes a while and a lot of resources to build, and then if you're sending things through it or taking things out of it you have to protect it, they're very weak, so there's a military presence that has to be there, and there's a certain number of units you have to send in, and a certain number of units you have to pull out, and it it's the same with all of the other ones.
On late AI start:
Yeah, you're playing, you're exploring and then you'll get a popup, a communique, and you'll zoom over to see the ship for your opponent land, they'll establish their capital, you'll get first diplomatic contact with them, and you're free to go from there. It'll happen at some point between the first 40 - 50 turns.
On diplomacy:
There's no world congress or galactic council or anything like that. I think there are avenues for that sort of play through the diplomacy system.
On espionage:
One of the systems we're really excited about is the white hat black hat covert ops. It takes espionage from Brave New World and expands it quite a bit. You can do many, many more things with spies when you get them in cities and things like smuggling from them and stealing their research and technology to things like planting the Dune thumper device in their city and having worms pop out. Only the Harmony player can do that. Or setting off a nuclear explosion, a dirty bomb in their city. There's some stuff that's white hat stuff that's done peacefully, that's not detrimental to the other player but is still clandestine, so if the AI catches you doing it they're not going to be pleased about it, but it benefits you and doesn't harm them as much. Then the more clandestine activity happens in a city, we call it intrigue, there's an intrigue level that increments. Once that gets real high you can start doing things that are more directly offensive, like detonating a bomb or sending the aliens to attack.
On units:
One of the favourite features from Alpha Centauri is the unit workshop, which everybody really likes, even though in our opinion the design of that could have been improved, so we did!
We decided on a different way to make your army customisable, and also feed back into your affinity, your cultural identity. So you have a catalogue of generic unit types that will upgrade as you level up. As your dominant affinity goes higher you'll be able to stack these guys with perks, with special abilities that are themed to that. Your marines can start out as normal marines, and then you play a little while and they level up to level two marines and you give them the anti-alien perk instead of the anti-city perk, because that's the kind of army you want to field. Then they have more abilities beyond that, so your stock types upgrade throughout the game.

About a third of the way into the game they start to get augmented by unique units, which are unique to affinities, they're not unique to affinities. So if you play the Supremacy path you will have access to Supremacy uniques—there's a catalogue of them, and they are themed along Supremacy ideals, so the first two are robots, basically droids, and they get more sophisticated from there. So there are robo-soldiers for Supremacy, using alien lifeforms as herds, or as cavalry, or breeding new creations for the Harmony player. Then the Purity player has the aforementioned flying fortresses. They're the tough guys, so they specialise in the float-stone, and they figure out how to mill it into a particular kind of ore that they can use to levitate truly massive objects. Their highest levels are the lev-tanks and the lev-destroyer, which is essentially a battleship that flies.
On unit stacking:
When other players start showing up, it will most likely result in open warfare. It was at this point in the interview that I asked whether Beyond Earth would bring back unit stacking, or continue using the one-unit-per-hex rule introduced in Civilization V. According to lead designer David McDonough, Beyond Earth will not have military unit stacking. "I am a big fan of the way warfare was designed in Civilization V," McDonough added. "I thought it was very elegant and would make a good fit for this game as well considering we’ve added these alternate game layers--such as the orbital layer--which sort of let you break that rule by launching units into space and having them effect units on the ground without being stacked on top of them."

Last edited by Nikolai; Yesterday at 16:05.
Voila un gars qui a resumé quasiment tout ce qu'on sait a ce jour, bonne lecture

Je donne le lien quand même, car ca ne vient pas de mon esprit
http://www.weplayciv.com/forums/show...6-What-we-know
La question qu'on peut se poser maintenant c'est: est-ce que Firaxis a recruté afin de pouvoir bosser sur trois projets en même temps ou est-ce que XCOM2/CIV6 va passer à la trappe? Si on observe la date de sortie de ce Beyond Earth, il se sera écoulé exactement quatre années entre sa sortie et celle de Civ 5. Ca fait un an de moins que pour Civ 5 mais il faut dire aussi qu'il y a eu Colonization en plus des deux extensions de Civ 4 et que le développement de Civ 5 fut assez douloureux (de l’aveu des devs eux-mêmes). Donc ces quatre ans correspondent bien au temps de développement d'un Civilization de nos jours.

Vu le succès de XCOM et vu que Firaxis pense probablement avoir fait le tour de la licence Civilization classique, j'ai bien peur qu'on ne verra pas de Civ 6 avant un bon moment.
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Message supprimé par son auteur.
Citation :
Publié par Kadath
Du coup on pense à une suite de Alpha Centauri, mais selon eux ce ne sera pas le cas mais bien quelque chose de nouveau.
Une suite spirituelle m'irait très bien.
Idéalement avec ce système d'unités absolument génial.
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