Civ VI, BE & Other News

reviewBE/RT overview & SMACX comparison
Posted by: Harpalus, May 06, 2016, 05:57:54 AM
Replies: 5

Board: Civilization Beyond Earth General Discussions
Views: 190

Quote from: Mart on November 26, 2015, 02:25:03 PM
So anyone from forum members played that expansion already?
What is experience? Better than SMACX? Worse? About the same?

I really wanted to like this game. I ignored Civ 3, 4, and I mostly ignored Civ 5, but purchased Beyond Earth on release day. The lack of voiced quotes for the faction leaders really hurts the personalities of the leaders, but to be fair there's more written as backstory than you realize: it's just out of the way. The Rising Tide and BE factions are all more realistic than Alpha Centauri's factions in my opinion, they just lack personality.

The "lore" has a better starting point than Alpha Centauri, for what little that's worth. (For example,  ;aki; has borg implants COMPLETELY out of sync with her tech level when the game starts. ;deidre; is conveniently environmentalist, by which I meant that she would seem strange, weak, and out of place without the whole "alive planet" thing, which she couldn't have anticipated). It's all the movies, quotes, and philosophy that makes Alpha Centauri's story and characters special. A real opportunity was missed in Beyond Earth. A perfect example is Rising Tide's "Al Falah" faction: the only faction that wasn't cryogenically frozen, so they have no idea what Earth was like. It was an interesting narrative, completely ruined by what I can only assume is misplaced humour (they think Vulpix, the Pokemon, was a mythical animal on Earth along with the llama). You aren't even told any of this by the game: just "here's the arabic faction". Hell, you can't even see the name or image of the leader you're selecting, just the bland faction icon. I had to delve into the game's help files and website to find out Al Falah's backstory.

They had a well thought out cast of characters and backstory, but didn't think narrative was necessary. There's a whole discussion of the backstory and lore of Beyond Earth on Youtube from a convention panel, and almost none of it comes out in the game.  I prefer the stylistic change of the setting, personally: ordinary, "realistic" factions that turn radical as the game progresses, rather than starting that way. Rising Tide added new hybrid affinities, but then didn't bother giving them unique victory conditions or even unique city graphics, both of which would have helped the narrative of the game.

Mechanically, BE is fine. Rising Tide helps: it definitely improved aquatic cities, but it gutted some of personality the leaders had: diplomacy. It's mostly gone, replaced by a separate trading minigame where you're buying abilities for diplomatic capital, conveniently sidestepping the need to actually -talk- to other leaders anymore, much of the time. They do have randomly generated "personalities", where they'll send twitter-style messages at you for various things, which is something.

 If you like Civ 5 and science fiction, BE and Rising Tide are worth a shot. I don't miss anything that BE culled from Civ 5. Rising Tide had some good ideas but can't save the game without more patches and bug fixes. I appreciate that I seem to be on more of a level playing field compared to the AI: Alpha Centauri is full of mechanics that seemingly only benefit the player. BE's orbital layer is much better than the satellite spreadsheet of SMAC/X.

If it was better supported by the developer I'd continue to play it alongside Alpha Centauri, but the game is just too buggy for me. There's been a handful of patches, but they still haven't addressed core balance issues. The game can't even install mods correctly: there's a known bug that prevents many mods from installing, unless you install it, uninstall it, and then install it again: a process you need to go through every time you start up your game. They added functionality that you have to buy and play another game to unlock. Imagine if AC refused to let you play as  ;ulrik; until you also bought Sid Meier's Pirates!, beat it, got the achievements added to a separate online account, and then and only then would you be allowed to play as  ;ulrik; (assuming you were logged in and had internet connectivity). Does anybody believe this company can make a good SMAC2?

Poor show by the developers. The expansion tried to help, but BE was an average game to begin with and there's a mountain of balance issues and bugs. If you already like BE you'll probably like Rising Tide, but do know that they did gut most of the game's diplomacy in favour of a faceless trading game.
Posted by: BUncle, April 15, 2016, 11:29:09 PM
Replies: 319

Board: Recreation Commons
Views: 3165

...Pretty distracted the last two days, because kittens...

Ev'rybody feel free to post their kat pichures...
fiction2106 A.D.
Posted by: BUncle, March 23, 2016, 06:15:25 PM
Replies: 3

Board: Planet Tales
Views: 258

A forum roundtable story that amounted to something through the magic of editing, submitted for your approval.  -Note that forum language restrictions are somewhat loosened for stories in here.

Copyright 2009 by the authors.

The discussion thread is here.  Please comment - it's all the pay I get...

By eastsidebagel, Buster’s Uncle,
lemonhead, hs1611 and z4ckdabeast


Book One:
Hero of the Future


Chapter One
Jack's Crime

The thing David wanted everyone to understand about him is that he was loud for a reason. Teenage angst and anxiety about his social life at High School took the best from him, and all that was left was an obnoxious emo kid who listened to Green Day all day long, the volume on his iPod turned to max.

"David", his mother called him from the kitchen downstairs, "I've served dinner. Come down, hun."

But David couldn't hear her because of the ear plugs and so he didn't notice her loving care for his well-being and he continued to indulge his self-pity.

He knew cranking up the volume on the music so loud wasn't good for his crappy hearing, but, like any teen in the 'tude stage of his life, he didn't care.

David's mother, enraged after minutes of fruitlessly calling her son to sit down at the dinner table, entered his room, pulled out the ear plugs from his ears and said ferociously: "That's it mister, no more pocket money for you this month!". David was utterly shocked by this prospect. He needed money for the movies, concerts and such things. This could mean only one thing: he must get a job.

At the next day, David told his friends at school about this and they too were truly surprised. After all, David's mother was generally known as the most tolerant and indifferent mother around; normally she didn't give a crap about the eccentric behavior of her son and therefore, this sudden cut in David's monthly budget came most surprising. David's peers, Charles and Ramon, both emo kids of the finest kind, suspected that this sudden mind change of his mother must have something to do with a new, unknown lover in her life.

Being punk kids, they didn't phrase it that delicately.

So David was forced to look for a job; his first choice was to apply at the nearby McDonald's, where his father had worked for nearly thirty years until his retirement. David's haircut, pierced nose and obvious bad attitude were going to be a problem in getting hired anywhere, but at McDonald's he had an in.

He was a legacy.

The next day, David entered the office of the manager of the local McDonald's and sat down before the desk of Mr. Ricardelli. Sam Ricardelli was a war veteran of Vietnam, with no tolerance for self-indulgent, worthless slackers like David.

Nevertheless, Dave got the job he was looking for after a very embarrassing, very awkward job interview, and the next thing he knew he was occupied as the new fry cook.

David had no idea why he wasn't manning the drive-thru window or something instead, as he couldn't cook. Still, the pay was better, so he was quite happy when he received his first pay check a month later. Just some three-hundred bucks more and he could be able to afford one ticket to the next Green Day-concert, which happened to be held next week in his hometown, Columbus, OH.

David was very happy with the current circumstances of his life, so he even stopped cutting himself; which kind of alienated him a bit from the other emo kids he had befriended so far at his school. Non-conformists cliques always wanted everyone to non-conform together.

One day, on his way to home to his ignorant, middle-class mother a black car pulled over to the sidewalk David was walking on; he stopped, curious. A black, mirrored window of the car cracked opened and a mysterious, smoky, low, female voice called from inside: "David, why don't you have a seat? We have a very interesting offer for you."

David was paralyzed, and as though forced to move by a puppeteer, slowly opened the door and entered the car. There was a soundless buzzing- a shapely brunette, wearing an oddly-styled gray woman’s business suit, was in the back seat lying on her back, eyes closed; she said with a husky voice: "David, there is a service I want you to perform for me"

"But who are you, I even don't know why you picked me out of all people for your task!", he said in a distressed voice, almost crying, for now his sound little suburban world seemed to get more coming-to-an-end by the minute.

The woman sat up, grabbed David with both hands on his face, and looked deeply into his eyes. She said in a crystal-clear voice, as cold and emotionless as a diamond, "Dave, I'm your wife… from the freakin' future!"

"What..? What do you mean, from the future? How is that possible? My wife? When did we meet? Who are you??" - shouted David while trying to back out of the car.

Unfortunately the door on his side was already closed and the car was speeding down the street.

The woman looked out the window for a moment, collecting her thoughts before turning again to look at David and saying, "Never mind that now. That's a long story and our time is short. You'll just have to trust me and I'll explain everything later.

“You see our nephew, Jack Hawksmoor, is in trouble and he needs your help.

”I’m Melinda, by the way.”

The black limousine rushed down the deserted road, ignored red traffic lights and was heading straight to the airport. Dave, the wuss, was silently weeping on the whole drive. Melinda, a hot brunette, sighed at the view. In a dark, vibrant voice, she began to tell her story; "You see, Dave, the son of my brother will be the first man on Mars. His journey will mark the beginning of the colonization of the red planet, but in my time, all settlers are presumably dead, killed by a Martian killer virus, which our nephew accidentally unleashed. Since I'm from your future, my ability to interfere in this timeline is very limited. I can't do this on my own, and so you gotta help me with my mission by warning Jack not to start his travel to Mars in order to save about twelve-hundred lives in the future. Got that?"

David, being all the emo kid he was, wept even a little bit more after hearing this.

"Stop that", said Melinda, "stop that, I say. This shouldn’t take more than a couple of weeks."

David just cried harder, "Oh no. I’m gonna miss the Green Day concert next week!!"

"Don’t be stupid", said Melinda, "with my time machine I can return you to this very moment after you finish your mission."

Finally David got a grip on himself and stopped crying. Melinda sighed in relief and drew a gun from under the small desk which was attached to the driver's seat. David noticed nobody was actually driving the car- it seemed fully automated.

At the sight of the futuristic weapon, David gasped and asked, "What’s that supposed to mean?"

Melinda put the safety catch on again, pushed the gun into the shaking hands of David and calmly replied, "With that, you're going to kill your future nephew. You'll be getting life for this and I'll return to the future, but with your sacrifice you'll be saving hundreds of people from their certain death. Are you going to do it, my future lover?"

David got a boner...

"Say," he said, his eyes flicking down to glance at her very healthy bosom, "if we’re married, couldn't we, y'know...". David wasn't sure how to express himself. Oh, how different was reality from the sterilized fake set of a movie!

But Melinda brought her finger to his lips to silent his unintelligible mutter, grabbed his left hand and drew it slowly to her boobs. But in the very last second before his hand reached her vibrating and firm flesh, the car went out of control. A bright red light went on and off in the spacey passenger cabin and a shrill alert filled the air. Melinda and David were shaken all around the seats and David was fearfully crying, "What the hell is going on?", before everything went pitch dark before his eyes.


When he woke up, he saw- HITLER!

He sat there on the floor of the office in awe, eye in eye with the Fuhrer! So Melinda was telling the truth from the beginning; She really was able to travel in time and the car had obviously been a mobile time machine or something, which ran out of control and randomly catapulted them into this time. Hitler stood up from his desk, slowly approached Dave and Melinda- who was lying knocked out on the floor- and when he came to within a few feet of David, he said quietly, so that it more resembled an angry hissing sound than a human voice: "Wer bist du?".

David began frantically groping Melinda, too frightened to enjoy it, but Hitler was faster: He grabbed David by his shoulder, pulling him up as he called for guards. Mere seconds later, two heavy-armed men entered the room and took the time-lost pair to a cell. One of them spoke a little bit of English, and he explained to David the situation they were in. Hitler feared that they might be English spies, and after interrogation they were probably to be executed in the morning.

As the trailing soldier of the pair was reaching to close the cell door behind him, Melinda woke up, first disorientated, and then slowly grasping what had happened in the last ten minutes. She laughed frantically; relieved they’d not had time to strip her.

She slapped her hip pocket hard like it was a pilot's harness release, and out in the hall, Hitler started to slap himself in the face. It was like Hitler had lost all control of his body. He took out a gun and shot himself right in the face.

A mass of broken cables and melted metals was seen inside Hitler's broken face.

"What the hell!" said David

“It’s just an android. Someone is trying to sabotage our mission. Come on David, we need to get out of here and find my car. We must figure out where and when we are”.

Suddenly, three guards appeared in a flash before them.

"Teleportation! That means we’re really in the future; a timeline more advanced than mine!" said Melinda.

The guards were obviously androids; when they talked together it sounded like a modem connecting to the Internet.

"Melinda, we gotta find the car; this place is gonna make me crap myself!"

The guards were raising mechanical arms, their hands hinging open at the wrists, revealing cavities where bones and flesh should have been were they human. Out of those cavities, a gleaming light came, glowing more and more intensely by the second. The guards otherwise stood still, still tracking every movement David and Melinda made.

Then she realized what was going on, "They're charging their energy cannons! We're gonna die if we don't get away now!"

Melinda grabbed a still-paralyzed David by the wrist and pulled him with her towards the cell door.

As they rushed out into the cold and dark outside, they heard something like the shot of a gun, but much louder than an ordinary gun could have ever made. The cell they’d bolted from was now filled with a blue and unearthly light, and small bolts of electricity and pure energy were circulating all around the walls and furniture. It felt like the moment before a big explosion, and the pair forced themselves to run away as fast as their shaky legs could take them.

They were running through a big open area. In the distance they spotted a lighted opening and turned to go in that direction. David, less afraid of exploding androids than Hitler, finally noticed something strange; their strides were unnaturally long and lofty, with each step taking them a dozen meters farther.

"Where are we?" whined David.

"My best guess is somewhere on the Moon", answered Melinda, "but the real questions are: Who brought us here, why, and how?"

They were swiftly proceeding to a lighted area ahead when they heard a voice reverberating through a Public Address System: "My dear uncle and aunt, where do you think you’re going? There’s no place to hide. Surrender now and I promise not to harm you."

"Jack", they said simultaneously.

A silence fell upon the scene, the pursuing androids had finally charged enough energy and fired their energy blasts. David and Melinda stood stunned and unable to move an inch.

Then they disappeared yet again and in the next second, they stood on a metallic, polished floor, very much unlike the dusty and grey ground they’d trod a second before.

A seemingly omnipresent, malevolent-sounding voice which seemed to come from everywhere around them asked again, "Where do you think you're going; this is my turf and you are intruders here!"

Melinda made a few steps forward, unconsciously protecting her future husband behind her. "I’m Melinda Madison and this teenager behind me is David, your uncle from the past. We don't know what happened, but we accidentally happened to come to this place in this time. I'm not sure if it was a malfunction of the photon flux generator or..."

"Silence!", the voice boomingly interrupted her, "I know exactly who you are and from where you come from. You planned to eliminate my past, to kill me as an infant, but now on my turn I'm going to eliminate your future!"

They heard a faint burst of static; obviously he had turned off the communication system. At the very end of the rectangular room they stood in, a door opened and in the light streaming through the now-revealed entrance, the broad-shouldered silhouette of a man with seemingly long hair appeared.

"My dear uncle and aunt, finally, oh finally, I see you both together, from face to face. It took a long time to sabotage your time machine, but I must admit that my plan to lure you guys into my Moon Base just worked marvelously!"

"What do you mean with 'your plan', you freak?" an increasingly enraged Melinda asked the man- who on a closer look appeared to even more insane than he’d sounded before.

"You see, my good aunt, I sent dozens of android agents into the past to watch every action you might come up to against me; for example your manager, David- this Ricardelli guy, or your mom’s new boyfriend-"

"I freaking knew it!", David interrupted his speech spontaneously. “The guy was just talking crap, but sometimes he used some weird words I've never heard before in my life, like 'Shanagizzl' or some crap like that. I knew that there was something fishy about that guy."

Jack's grin became wider and wider as he was listening to David and he said: "Yeah, you see, in my time, we say 'Shanagizzl' when we're mad or angry about something or someone; it's slang."

He took a pause, closed his eyes and laid his head back. He audibly exhaled some air, then said in a very low voice which only Melinda could hear from her position in front of David, "How long? For how long did you know that I deliberately tried to get rid of all the human scum on the face of the Mars?"

"Deliberately? What the hell are you talking about?" she asked.

“Oh, don’t even front, Aunt Mel. Didn’t you know how they polluted Mars, how they filthened up that place with their greed and their perpetual striving for money and pleasure? Well, I decided a long ago to make them stop and created a virus which would show those...animals their boundaries!"

Melinda couldn't believe what she was hearing; all her memories about Jack as a peaceful and nature-loving child, -the stories and news reports about how that horrible incident happened- shattered and crumbled now like shards of glass. In this moment they were replaced instantly with the image of a homicidal maniac who was responsible for the greatest tragedy in the history of Extraterrestrial colonization; a monster, but still, the only child of her only brother Steve, who was among the settlers dead that day.

" beast, did you mean that even killing your own father was it worth that? How are you ever going to look in the mirror again with this shame?"

Jack lowered his countenance and stood in the same position for a long while. David, who had only that afternoon been merely a regular student and unambitious fry cook, was absolutely startled by what he had seen in this future; he still didn’t know how to react.

Finally, Jack raised up his head again, tears flowing down his cheeks. David was even more shocked to see that than anything else he had seen on the journey.

"Yet, there is still another, very important reason why I couldn't allow those reckless fools going rampage on the surface of Mars anymore. Please forgive me, but after you'll see what I mean, I think you might understand my reasons, at least partially."

He turned away from them and made his way back to the gate again. He was waving his arm and said: "Melinda, Uncle Dave, follow me, you two."  David and his wife obeyed, slowly following him towards the glowing portal.

The shock that greeted then on the other side was understandable: A seven-foot high, wolf-like creature with a nearly opaque, grey skin was sleeping in the other end of the room.

David, again on the verge of breaking out into tears was harshly hushed by Jack.

"Quiet, you idiot, don't wake it up now! It’ll be just hungry and unbearable when it wakes up, and I'm all out of food at the moment."

"What is that?" asked Melinda, unbelieving.

"It's a Vergophlox, one of the few creatures which emerged from the barren wastelands of Mars. They’re what I was trying to protect by killing all those people."

"Are you freaking nuts, Jack? You went havoc because of these ugly assholes??" David inquired.

"Well, you don't understand; those beasts are quite worthless in my opinion, at least not nearly as precious as a human life, but this massive disturbance by the settlers had to stop, because when the Verges were awakened in their innumerable hordes, unbelievably terrible things would have happened to those people; it would have ended incomparably worse than a quick, painless death by the virus."

"Like what exactly?"

And in that moment the Vergophlox slowly raised his eyelids; suddenly they were all soaking wet, like they’d had each had a bucket of water thrown on them.

David looked frantically around, trying to find a place to hide, when his roaming eyes passed over Melinda. He was mesmerized by her figure. She was dripping wet, her clothes clinging very close to her supple and soft body, showing her ample bosom and well defined, heart-shaped, buttocks.

David felt the first stirrings of an undefined emotion rising from his groin. He recognized it as lust and was reaching out to grope Melinda when Jack said "Oh shanagizzl, damnit!  It's awake, now we're in real freaking trouble! Melinda, do you have a g-".

He couldn't finish his sentence, for the raging beast had raised its arm in a coherent, almost elegant, lightning movement and slapped Jack all across the room, where he smashed into the bookshelf which stood against the stony wall.

The Vergophlox laid his eyes now on David and Melinda and he was beginning to proceed towards them. Every step he took was done in a ridiculously delicate, dance-like fashion as though it was doing ballet, but its broad, open mouth which displayed razorblade-sharp, saliva-covered teeth in the color of ivory dismissed very efficiently any impression that this creature was harmless or to be taken as something less than dangerous.

Melinda reacted quickly despite her shock; drew a gun out of her pocket and pulled the trigger. A blue ring of energy emerged out of the barrel, hitting the beast right on its forehead.

"Good shot!" commented David.

The Vergophlox's massive form went rigid; a second later it was collapsing to the floor, where its heavy weight made the ground shake. Now unconscious, it looked like a shapeless pile of shallowly-breathing rotten flesh, very much unlike the vicious, yet cat-like creature they'd witnessed a moment before.

David rushed to the still form of his nephew. "Jack, Jack, are you alright?" he said, but there was no answer. Jack’s chest moved as he breathed, but a disturbingly ample volume of blood was dripping out of a wound on his head.

Melinda stripped off her coat and wrung it out. “We’ve gotta keep him warm. I don’t know how we’ll get to the bottom of this without his explanation.”

David froze when he turned to her. She was all dripping wet, a true feast for the eyes. In opposite corner of the room, the Vergophlox, breathing heavily, exhaled loudly a final time and passed out completely. A thick cloud of vapor escaped its mouth and hovered a few seconds before dispersing into tiny drops of icy water like a fine rain.

"Quick Dave, search for a belt, a string, something like that which has a bunch of buttons on it!"

David snapped out of his paralysis as he was idly standing beside his nephew, who was quite rapidly bleeding to death.

"Wha...what do you mean by that, Mel?" he asked, confused about her order.

"A teleportation device! Do you remember those guards outside which were suddenly appearing out of nowhere? That was the technique of teleportation! In my time, we have already conducted some experiments about that, but with almost no success coming out of it. But I'm really sure that Jack has a device like that somewhere lying around here, how else could he have held this creature from Mars in his Moon base and from where could he have gotten all its food? There just gotta be something helpful in this room to bring Jack back to Earth, or else, I'm afraid he's going to die before our eyes!"

David understood. Together they scoured the room for something which might fit Melinda's description, and after a couple of frantic minutes, David finally drew a thin band out of black, polished leather with a LCD display and three scarlet buttons on its front, out of a drawer.

"Melinda, come over here; is it that for which you were looking for?"

She was a delight to see as she rushed to his side, her thin white shirt rendered largely transparent by moisture.  David, who had never seen such a magnificent body on a woman outside browsing internet porn, once again forgot the urgent matter of life and death at hand and began to reach for her.

“David, stop staring at my boobs and help me lift Jack up!"

"Oops; my bad!" David said a little embarrassed.

Together they pulled Jack's inanimate body in a sitting position so that they could put the belt around his waist. It was a difficult task with his dead weight. David asked, “Why don't we just put it around your waist and you hold me and Jack by your hands?"

"Because I'm not entirely sure if the energy of it will suffice to bring the three of us together back to Earth. So even if we can't make it, at least Jack will arrive there and get the medical attention he needs."

David was too distracted by her jiggling chest as she struggled with the unconscious man’s body to register that she proposed possibly sacrificing themselves for the sake of a mass murderer.

When they got the belt on Jack, Melinda began programming the belt with the help of a little display and the buttons to bring them to David's hometown, Columbus, in the area of the hospital.

"The precision of these things is amazing! I mean, we’re millions of miles away from Earth itself, but you can still determine the exact street this belt is going to transport us to!"

Melinda finished to typing coordinates into the device and hesitated for a moment to push the button amongst the other ones which was slightly bigger and shinier than them.  "I hope we don’t get ripped apart by..."

"Wha-" but too late; the three of them disappeared in a swirl of energy and cold fire.

A jarring pain throughout his bones and nerves hit David for some seconds after they clumsily touched the ground again. He yelped with surprise that they really did make it. Then he looked around: Was this really Columbus? Obviously yes, it was, but it still looked very different in a freaky and futuristic way.

"Welcome to the world of tomorrow, Dave", Melinda said and smiled in his direction. Now, would you be so kind to show me the way to the hospital?"


An hour later, as they tiredly exited the Emergency Room entrance in the exterior of the hospital- which David found an unsettling mixture of familiar and oddly changed- he turned to Melinda, who, even exhausted and disheveled looked splendid- just as she had proved an equally splendid liar in the story she told the ER personnel- and said, “What now?”

“Rest while we wait for word,” she said, “Clean up.  Get some clean clothes.  First hun, let’s go to the library, to the theater, to a restaurant, I'm so excited to ask you about the past, about how the people then behaved, which clothes they wore, simply anything!"

"I...I have no cash to do with you all of this. I want to all spend my savings next week on the Green Day-concert and I can't waste even one penny!"

"Green Day? Never heard of them, are they famous?"


After a quick meal -breakfast food, as it turned out they’d materialized at barely past dawn- and a change of clothes, courtesy of Melinda’s credit chip, they felt ready to take on a new world. 

David had gotten shorts and a pullover shirt something like a tee but with a strange collar.  It seemed to be summer in Columbus.  He couldn’t help but sneer at the golf cap he had to wear if he wasn’t going to stand out; men seemed to all wear hats outside, like they were in a really old movie.

Melinda had purchased a very modest polka dot one-piece dress.  It was white, with purple dots that set off her dark blue eyes.  She looked like the farmer’s daughter -- the one in dirty jokes.  The simple dress did nothing to conceal that she was every inch a very healthy young woman, a look combining virginal and voluptuous in a fashion that had David trying desperately to look casual while holding his cap in front of him as they exited the shop.

The two of them spent the next few hours walking through the future Columbus, made a short visit to Lake Michigan- which had in that time become a lot smaller- and visited, via magtube -the trip took ten minutes!- the WW3 memorial in Seattle, the new capital of America, or more accurately, the NAU. David marveled at all the wonders of this time, and slowly he forgot all about the Vergophlox, the Hitler android and even...Jack.

But not Melinda.  David couldn’t forget the most beautiful woman he’d ever seen for a second.  He could feel her beside him as they walked, like a heat was radiating from her body.  When she casually held his hand on the magtube ride, chatting merrily away, David had to take off his hat again.

The motel they checked into that night wasn’t much different than those of David’s time- save that the door keys were stamped in silvery ink on the back of their hands by the desk clerk, as though the place were a nightclub.

When Melinda emerged from the shower later, clad in a pink towel not entirely up to the job, David sat up on the bed, instantly clasping his hands in his lap, his mouth gaping open.  Melinda laughed merrily at his goofy expression as she picked up the purse/overnight bag she’d purchased that morning and turned back to the bathroom.  “I’ll be right out hun.  Go to sleep.  It’s been a long day.”

Tired as he was- he’d been up most of a day when they met and this HAD been a long, albeit wonderful, day- sleep was the last thing on David’s mind.  He turned out the light and slipped under the covers.  ‘This is it,’ he thought, ‘she rented a one-bed room.  Holy shit!  This is it!’

When Melinda came out and got in bed, she rolled onto her side, her back to him.  David rolled over and put his hand on her hip.  “Melinda-“ he said.

Crap!  She had on a nightgown!

“Dave, I can’t,” she said wearily without turning over, “I’ve been awake over thirty six hours hun, and I just can’t.  Snuggle in behind me and let’s get some sleep before we start hallucinating.  I like it when you hold me at night.”

David did as he was told, though he had the most achingly hard erection of his entire life and actual spooning was too embarrassing.  Her perfume didn’t help. To his surprise, the pain didn’t keep him awake five minutes.

When he awoke in the middle of the night, still rock hard, to find her wonderfully muscular rump pushed against his crotch, he was still too tired to do anything but think ‘Huh. The perfect woman snores a little,’ before lapsing back to sleep.


The next day, when they were lying on the grass of a Columbus park, sunbathing and calmly smoking their Super Tobacco cigarettes, Melinda's cell phone rang, and after the brief talk she turned to David and said, "He's fully recovered, Dave, let's roll! This evening we are going to hear everything!"

David was saddened that the best day and a half of his life- spending here and now vacationing with Melinda- had come so abruptly to an end.
scenario[ISPG] Interactive SinglePlayer Game
Posted by: Mart, October 25, 2015, 12:16:22 PM
Replies: 199

Board: Command Nexus
Views: 5186

Opening Interactive Single Player Game, or ISPG for short. This game is actually close to a demogame.

Faction we play: Apollo Industries

other AI factions:
2. Morganites
3. University
4. Technocrats
5. Authority
6. Peacekeepers
7. Pilgrims

Current turnplayer:

first 4 victory conditions (no cooperative)
Flexible start
Blind research
Map not visible

Map is 80x70
average apart from abundant native life and dense cloud cover.

Starting location:

In particular, the whole map with terrain shape feature, so we can roughly think about where the continents are (open the spoiler tag):
(click to show/hide)

- You can download turn and view it, however:
- You cannot "fastforward" the game, by playing it, actual playing is for turnplayer only.
- Game pace is roughly 3 turns a week, however in the first 20 turns we can play faster. Games require more time later, so game pace may be even less than 3 turn a week later, midgame and late game.
- If you plan on opening a thread pertaining to this game, please add in its title in the beginning [ISPG] tag, for easier identification by readers.
- We play with Yitzi patch 3.4
- You can have set in your "alphax.txt" drone rule to "0" and copter speed bonus by reactor "2"

This is technically multiplayer, and you need password, which is:
key from the keyboard.
You cannot enable scenario editor in this game (as in mp it is disabled).

---=== * * * ===---

If you are reading this, you are participating in the game. The level of your participation can be from reading Apollo Information Network (posts [ISPG] on this forum), posting occasional comment about how to play to actively post about many aspects of the game or later be a turnplayer.

Factions are selected in this way, so we have 2 industrial factions
Apollo and Morganites
two research factions:
University and Technocrats
and two mission commanding:
PK and Authority
It is all spiced with fanatical:

Factions are from Sigma's pack, which can be downloaded here:

More about our faction:

LEADER: Henry Roark
BACKGROUND: Union of American Commonwealths, Unity Construction Overseer
AGENDA: Free Industrial Society
TECH: Industrial Base

+1 INDUSTRY:   Well motivated work force
-1 EFFICIENCY:  Internal economic competition
Free Supply Crawler at Planetfall
Extra Drone per 4 Citizens: No social safety net
85% Hurry Costs: Fully staffed factories
May not choose Green Economics
some articleAlien oceans familiar territory for Civilization: Beyond Earth's first expansion
Posted by: BUncle, October 16, 2015, 04:53:35 PM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 559

Alien oceans are familiar territory for Civilization: Beyond Earth's first expansion
Rising tide adds floating cities and icy planets to the sci-fi strategy game
The Verge
By Rich McCormick on October 16, 2015 09:54 am;feature=player_embedded

To distance itself from the well-worn roads of venerable strategy series Civilization, Sid Meier's Beyond Earth blasted clear of our planet, setting players down on a brand new alien world and asking them to colonize it. But while the new earths we were presented with were suitably strange — with floating rocks, blue soil, and roving bands of aliens — its humans were still humans, and Civilization was still Civilization. The turn-based strategy game ended up feeling a lot like previous games in the series rather than its own entity.

Beyond Earth's first expansion, Rising Tide, is an effort to fix that by making alien worlds weirder. Two new planet types — frigid and primordial — serve up visions of Earth in an ice age or its early years respectively. Frigid worlds are covered in steely blue ice, their freezing temperatures meaning food supplies are low, while primordial worlds are wracked with tectonic imbalances and pockmarked with volcanoes.

More outlandish (literally) are Rising Tide's new floating cities. These utopian visions of the future are fundamentally different to the game's previously landlocked settlements, expanding their borders not by the influence of Civilization's nebulous "culture" resource — fish don't watch much TV — but by actively moving through the oceans. Floating cities leave a tract of workable tiles behind them, allowing players to build up oceanic farms, generators, and undersea mines by bobbing their populations around the map.

But even with these changes, Rising Tide's new alien worlds aren't all that different.

Fittingly, by taking to the oceans, Rising Tide makes Beyond Earth feel more fluid. All of the game's groups can unlock the technology to build on the seas, but two of the four new factions start with the floating cities already unlocked. Playing as the brand new North Sea Alliance, I chose to splash my capital city down as far away from a coastline as possible and spent the first 50 turns building the necessities — production facilities, buildings to keep my populace healthy, and farms to keep their bellies full of delicious kelp-based snacks. With those in place, and two new cities growing in nearby seas, I started to move my capital around like a building-encrusted turtle.

My maneuvers were originally intended to expand my borders, but as I realized my closest neighbor — the South American alliance led by Brazilian colonists — was significantly weaker than I was, my city became a waterborne Death Star. I floated to the edge of his territory and started the process of militarization. Civilization games have always had their AI problems and quirks, but even the computer could work out that I was planning something. Warily he came to me and demanded that we downgraded our relationship, one of Rising Tide's new features in a revamped diplomacy menu. That menu is simplified, now showing how much opposing factions respect you — and fear you. My neighbor was quaking in his boots, so I skipped over his suggestion to take us from friends to acquaintances, and simply declared war.

Just a few tiles over from his capital, I brought my aquatic capital's guns to bear on his meagre forces, hitting them with rocket barrages before they had a chance to get too close. My own units, boats armed with long-range weapons I'd researched earlier, pummelled his home from just off the coast, taking its defenses out in three turns. I got extra help from a band of marauding aliens. As in the original game, these forces of nature roam the map, destroying farms and buildings until they're dealt with — either through technology that can tame them, or the liberal application of rocket to horrible spiky face.

The wild edge of Beyond Earth was dulled by forcing players to be generalists, and even with Rising Tide's aquatic cities and odd new worlds, players are rewarded more for exploring various corners of the tech tree equally and balancing their economy more than they are for true specialization. Waterborne cities, for example, could have offered an opportunity to ignore cultural development entirely. But it turns out that doesn't decouple aquatic players from needing to generate the resource — culture is still required to develop new and beneficial traits.

But Rising Tide does make strides to make this generalization more fun. Beyond Earth had players commit to one of three paths — Supremacy, Purity, or Harmony — that determined the special units they would have access to. In Rising Tide, players can meld these principles together, gaining access to powerful new hybrid units. I ended up with a fleet of Avengers-esque floating aircraft carriers, created from a marriage of Harmony and Supremacy philosophies that I'd built up through my decisions and research. They'd hover above my futuristic aquatic cities, spitting out weird green jet fighters, while invisible bipedal mechs stomped across the islands of the freezing far-off world I'd made my home.

That markedly alien picture is further than ever from the 25-year-old image of the Civilization games, with their pyramids, religion, and printing presses. But the underlying game is still very similar — sometimes to its detriment. Even on harder difficulty settings there was a point in the late-game where I'd simply buckle down, secure my borders, and devote everything to research in a race for a technological victory. In the game's fiction, my scientists were researching a way to turn human beings into pure energy, creating a vast cloud server of immortal consciousness. In the real world, I was clicking "end turn" 50 times in a row while moving one or two units backwards and forwards.

Victory, when it does come, is still underwhelming, and the new faction leaders introduced in this expansion don't add much personality to a cast of bland national archetypes. But while Rising Tide doesn't wash away the flaws of Beyond Earth entirely, it does streamline the game, adding features that make it easier to enact your vision of the future.

New diplomacy options make your interactions with other groups easier to understand, and faction-specific focuses to these agreements — as well as spying, aquatic cities, and city processes — make it easier to chart your own course through the choppy waters of the early stages of civ-building. These stages are the most fun, as you battle aliens and make tough choices just to keep your ragtag band of settlers alive.

Everything after that is just more Civilization.

The Rising Tide expansion for Civilization: Beyond Earth is available now on PC and Mac.
xxOfficial Civilization: Beyond Earth-Rising Tide Launch Trailer - A New Frontier
Posted by: BUncle, October 09, 2015, 04:25:55 PM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 465

Official Civilization: Beyond Earth-Rising Tide Launch Trailer - “A New Frontier”
hot‎Rising Tide‬ launches in 7 days
Posted by: BUncle, October 02, 2015, 08:44:55 PM
Replies: 6

Board: Civilization Beyond Earth General Discussions
Views: 1349

Sid Meier’s Civilization
3 hrs ·

#‎RisingTide‬ launches in 7 days! Are you ready to colonize the seas?

xxOfficial BE - Rising Tide Featurette - “Hybrid Affinities"
Posted by: BUncle, September 29, 2015, 02:47:15 PM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 436

Official Civilization: Beyond Earth - Rising Tide Featurette - “Hybrid Affinities”
newsIntroducing Han Jae Moon of Chungsu, the 4th and final sponsor in ‪#‎RisingTide
Posted by: BUncle, September 25, 2015, 06:04:49 PM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 560


Sid Meier’s Civilization
57 mins ·

Introducing Han Jae Moon of Chungsu, the 4th and final sponsor in ‪#‎RisingTide‬.
newsLet's Play Rising Tide - Multiplayer
Posted by: BUncle, September 18, 2015, 02:03:02 AM
Replies: 0

Board: Beyond Earth multiplayer
Views: 352

Let's Play Rising Tide - Multiplayer

Rising Tide Producers Stuart Zissu and Andrew Frederiksen play Rising Tide co-op multiplayer on the official Firaxis livestream.  -One hour, 11 minutes and change worth.
newsRising Tide 10% off preordered on Steam
Posted by: BUncle, September 12, 2015, 03:09:15 AM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 435

Sid Meier’s Civilization
18 mins

Pre-order ‪#‎RisingTide‬ on Steam and get 10% off! ‪#‎OneMoreTurn‬


newsFiraxis Livestream: Brazilia/FI Traits and Diplomacy - the Video
Posted by: BUncle, August 26, 2015, 09:44:16 PM
Replies: 1

Board: Civilization Beyond Earth General Discussions
Views: 615

Let's Play Rising Tide: Diplomacy w/ Franco-Iberia, Brasilia
Pete Murray and Andrew Frederiksen explore some of the new leader-specific traits in Civilization: Beyond Earth - Rising Tide. Pre-order Rising Tide and save...

Firaxis Games
30 mins

We're taking a deeper look at Beyond Earth: Rising Tide's new diplomacy and leader-specific traits!

Subscribe to our channel >>>
newsBE Free Weekend on Steam, Available for Pre-order at $26.99
Posted by: BUncle, August 14, 2015, 04:40:24 PM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 519

Firaxis Games
32 mins

Get yourself ready for Rising Tide by playing Beyond Earth FREE all weekend!
 Get it here >>>

Pre-order Rising Tide, get 10% off (Also, free to play weekend!)
August 13 - Hinkle2K   

You can now pre-order Rising Tide, the expansion pack to Beyond Earth due to launch this fall. Additionally, Beyond Earth is free to play this weekend!
newsLena Ebner of INTEGR: New ‪Rising Tide‬ sponsor revealed
Posted by: BUncle, August 13, 2015, 01:24:12 PM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 939

The New Continental Philosopher
Date: Aug 13, 2015  Posted By: David Hinkle

In case you missed it, last night’s media event by INTEGR’s rising political star, Lena Ebner, represents a watershed moment in the history of post-Mistake Europe. An event of this magnitude occurs only once a generation. Billed as “a response to the new imperialism,” what actually streamed was nothing less than a cogent new political philosophy, neither right nor left, dominionist nor green. You owe it to yourself to watch the whole thing, but let me attempt to set the stage.

You are, I am going to assume, familiar with Elodie and the Bloc Franco-Iberia. You’ve been to parties and played Canonical/Non-Canonical with friends. If you are fortunate to work in the arts and entertainment field, you may even have gone so far as to have participated in a Canon Committee. . (Full disclosure: I have works in the Canon, and made nominations which have been rejected. I consider myself a Canon fan, even if Elodie’s defense of it causes me to roll my eyes from time to time). The Franco-Iberian Seeding campaign is unique in that it bills itself as a sociological experiment first and foremost, with “Earth’s best ideas” as the underpinning.

I must confess that what transpired was Ebner undermining, sapping, and then exploding the Franco-Iberian project, and doing so, in retrospect seems head-smackingly obvious. INTEGR put forward a new vision of humanism, declaring that the old models (particularly the Canon model) represent nothing more than clinging to pre-Mistake thinking. The “aristocratic spirit of seriousness” and “Ancien Regime of Western rationalistic technocracy” have motivated the politics of this age, with the agents of the state and entertainment serving as gatekeepers for what is “good” and what is “bad” for “the people.” If this seems obvious on its face, what is not obvious was the way Ebner revealed the subtle intertwining of political authority, consumer culture, and economic power.

Ebner did not just haul out hoary old sociopolitical experiments from the early Reconstruction, she constructed an agenda designed to correct the system. What she articulated was a three-strand skein: Effective and transparent governance, political activism on behalf of the disenfranchised, and environmental resilience. Before you snort and deride this as ancient Franco-Leftism, I’d point out that INTEGR also revealed that they have pulled this off, at least regionally.

Ebner laid out how INTEGR’s program has turned around the Rhine basin with some compelling data that I had not seen before, and I suspect was not public prior to the presentation. This same region, the area that Franco-Iberian commentators have been deriding as under the control of delusional hippies and starry-eyed anarchists, made a credible case for being Europe’s greatest post-Mistake success story. This is one I think the FI’s cheerleaders will have a hard time dismissing. They have tried dismissing Ebner before as an trivial clown (albeit one with legal credentials), swooping in to make celebrity appearances at disaster sites before fluttering off to the next crisis, but it seems Ebner may be more like the spider than the butterfly, tying her centers of activism with thin, silky strands of political philosophy.

I suspect Ebner has managed to pull off something like the People’s African Union – creating oases of transparency and effectiveness staffed by people of a like mind. But instead of mining tungsten and uranium, she has attracted bioengineering startups and produced lawyers intent on gaming the Confederation’s court system to the benefit of refugees from Asia and the Americas. Certainly Franco-Iberia has some lovely cities in Nice and Barcelona, but the container-housing and maker-fabriks of Cologne may represent a more democratic alternative.

If nothing else, Ebner has caused me to take a sidelong glance at my own views of the FI Seeding’s motivations. I had bought into the line that a colony founded on good cultural and political principles would make a more successful humanity on a new world, but now I find that idea rings a bit false. Have I instead been endorsing the latest form of European imperialism, one which siphons resources off this planet to go pillage a new one? Have I been too fast to dismiss INTEGR as a utopian phantasm, and might they not be on to the better model? The question vexes me, because I remember saying once, with complete seriousness: “I understand that a Bangladeshi laborer is going to die this year from environmental factors, but a Parisian poet is going offworld to determine the future of our species.” If this is not imperialism, then what can imperialism be?

We ignore Ebner and INTEGR at our own peril. I suspect they’re out to remake the world in their own image, and will construct their society with our without our participation.
video#FiraxisOClock Fridays - Slavic Federation (part 5)
Posted by: BUncle, August 12, 2015, 11:59:22 PM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 467

#FiraxisOClock Fridays - Slavic Federation (part 5)
videoLet's Play Civilization: Beyond Earth - Rising Tide - Al Falah (Again)
Posted by: Geo, August 02, 2015, 09:05:24 AM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 666

Let's Play Civilization: Beyond Earth - Rising Tide - Al Falah (Again).
videoPete Murray and Stuart Zissu begin their colonization of a new alien world.
Posted by: Geo, August 02, 2015, 08:46:07 AM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 486

Let's Play Civilization: Beyond Earth - Rising Tide - North Sea Alliance.

Let's Play Civilization: Beyond Earth - Rising Tide - North Sea Alliance
xxRe: Rising Tide pre-release Let's Play by Quill18
Posted by: Geo, August 02, 2015, 08:29:47 AM
Replies: 8

Board: Civilization Beyond Earth General Discussions
Views: 1245

Let's Play Beyond Earth: RISING TIDE! North Sea Alliance: Part 4 [Pre-Release]

Let's Play Beyond Earth: RISING TIDE! North Sea Alliance: Part 5 [Pre-Release]

Let's Play Beyond Earth: RISING TIDE! North Sea Alliance: Part 6 [Pre-Release]
newsWatch Civilization: Beyond Earth's Rising Tide Expansion in Action
Posted by: BU Admin, August 02, 2015, 01:08:16 AM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 526

Watch Civilization: Beyond Earth's Rising Tide Expansion in Action
See water cities, new alien types, and much more.
by Chris Pereira on June 30, 2015

2K has released a new video showcasing the first expansion pack for Civilization: Beyond Earth, Rising Tide, ahead of its release later this year.

Rising Tide was announced in May, but 2K and developer and Firaxis didn't shown any gameplay footage at the time. That changed at E3, where you may have seen the expansion as part of a GameSpot stage demo during the event. The new video offers a look at the behind-closed-doors gameplay demo that was being shown at E3.

Official Civilization: Beyond Earth – Rising Tide E3 Gameplay Walkthrough (Embedding disabled, limit reached)
The 6-minute video highlights several of Rising Tide's major changes--most notably, the new things you can do on water tiles, like found cities. Firaxis told GameSpot that it "really changed some of the very fundamental ways in which you build cities, capture territory, develop, and grow, so that if you play at sea, you have a whole different strategic landscape." It's hard to glean a whole lot from a brief video, but you can get a feel for how the new water-based action works.

Also featured in the video are a new civilization, the improved diplomatic system, and artifacts. These are a new sort of item you can discover and then choose to use immediately for a short-term gain, or save in the hopes of a larger bonus further in the future.

There are other new features not on display here, like water cities that can move. These are briefly mentioned in a new blog on the official Civilization site, but we'll have to wait to learn much more about those.

Rising Tide is due out sometime this fall for $30. For more on the expansion, check out our preview.[/size]
xxRe: Rising Tide pre-release Let's Play by Quill18
Posted by: BUncle, July 23, 2015, 11:38:29 PM
Replies: 8

Board: Civilization Beyond Earth General Discussions
Views: 1245

Let's Play Beyond Earth: RISING TIDE! North Sea Alliance: Part 3 [Pre-Release] (Embedding disabled, limit reached)
videoRising Tide pre-release Let's Play by Quill18
Posted by: BUncle, July 23, 2015, 03:19:36 AM
Replies: 8

Board: Civilization Beyond Earth General Discussions
Views: 1245

Apparently, the embargo on pre-release RT info lifted this afternoon...

Let's Play Beyond Earth: RISING TIDE! North Sea Alliance: Part 1 [Pre-Release] (Embedding disabled, limit reached)

Let's Play Beyond Earth: RISING TIDE! North Sea Alliance: Part 2 [Pre-Release] (Embedding disabled, limit reached)
newsRising Tide expanssion announced
Posted by: sisko, May 18, 2015, 03:59:30 PM
Replies: 1

Board: Civilization Beyond Earth General Discussions
Views: 590

It looks like CivBE 2.0 will make planetfall in autumn this year:


Platform: PC
Release Date: Autumn 2015
Price: 30USD

Main features:

Colonize the Ocean: Build floating settlements and access natural resources hidden beneath the seas of the alien planet. Alien beasts with unique abilities inhabit the water and challenge the player in new ways. The ocean provides a fully replayable map, new gameplay mechanics and strategic possibilities for players to reign supreme on their new world.



Dynamic Leader Traits: Players and AI Leaders alike unlock new Traits through gameplay and activate different combinations to respond to the changing world. These dynamic sets of Traits also provide benefits and add to the new Diplomacy system, governed by the new Fear and Respect attributes.

New, Enhanced Diplomatic Options: Shape the diplomatic landscape by using political capital to upgrade your traits, change diplomatic relationships, and leverage the benefits of your allies’ traits.

New Sponsors: Four new factions have been added to the game including Al Falah, nomad explorers descended from wealthy and resilient Middle Eastern states that possess a rich cultural and commercial heritage.


New Artifact System: Collect and combine powerful relics to unlock new perks, unit upgrades, and buildings for your faction on the new world.

New Hybrid Units: Affinities are competing visions for the future of humanity. By investing in multiple Affinities, rather than specializing in just one, players can unlock special hybrid Affinity units and upgrades.

New Biomes: Two new world types have been added. Primordial worlds are rife in volcanic activity and the chaotic landscape of a world still forming. Frigid worlds have cooled in their great age, their surfaces covered with icy oceans and frozen tundra.


You can find the announcement images at full resolution here:
xxRe: Seeking Development Team and Players
Posted by: Trenacker, May 07, 2015, 06:17:27 AM
Replies: 142

Board: Modding
Views: 6954

A friend mentioned that it might be useful to share all the details that I've got on a particular faction so that I can invite helpful comment. Let's start with The Hunters of Chiron.

Name: Jeremy Tanner ("J.T.") Courtenay Marsh
Rank: Administrator II
Position: Head Game Warden
Country of Origin: Kenya
DOB: 04-10-2074
Height: 189 cm
Weight: 86.6 kg

Service Record
Born 2074, Rift Valley, Kenya. Educated RMA Sandhurst. Posted to 23 SAS Regiment during Second Kenyan Emergency. Awarded Victoria Cross for role in hostage rescue involving escape and evasion over 300km of bush.

Following honorable discharge (rank: captain), consulted for various private military companies and humanitarian organizations on wilderness survival, fieldcraft, and operational security. Implicated but never charged with violation of Kenyan and international laws governing skills transfer and mercenarism during Third Donbass War. Believed to have advised Igbo separatists prior to and during the dissolution of Nigeria. Later retained as security adviser to Biafran government.

Became sought-after guide of hunting safaris and overland expeditions worldwide. Among the first to popularize the breeding, management, and sport hunting of genetically modified and "resurrected" animals, including predators from the Mesozoic and Pleistocene periods. Developed reputation as world's foremost expert on management of prehistoric "mega-fauna."

Briefly advised International Genetic Technologies, Inc. (InGEN) of Palo Alto, CA on a theme park venture in Costa Rica. Later withdrew to accept a position as head of anti-poaching opoerations at South Africa's Kruger National Park. Leveraged combination of aggressive long-range reconnaisance patrols and drone technology to reduce incidents by 600%.

Invited to submit credentials to Chiron Interstellar Probe on recommendation of Col. Derek Hacker, British SIS. Appointed Head Game Warden over Russian objections. Received special endorsement of Board of Directors, InGEN Corporation.

Responsibilities include scouting, protection of surveying parties, and managing local ecosystem to facilitate development of the land.

Psych Profile: Hunter
Olympic-level athlete. Accomplished tracker and expert marksman.

Believes strongly that experience is the best teacher. Preaches self-reliance. Regards lack of physical conditioning as evidence of selfishness and indiscipline. Criticism of perceived indulgence in others contrasts with readiness to assume responsibility for the weaker and less capable.

Emotional "projector." Readily inspires others to follow his example.

Demonstrated ability to thrive in hierarchical environments, but possibility that strong personal efficacy and unusually high risk appetite have diminished awareness of deficiencies in the leadership of his superiors. Past subordinates praised subject's personal courage and interest in the well-being of his men but expressed frustration that their misgivings about particular operations were rarely addressed. Subject was known to accept missions without exploring the nature and quality of available support.

Marsh and approximately 250 members of the CIP's survey corps were conducting long-range reconnaissance at the time that plague was first diagnosed in the main settlement. As a result, most were able to avoid exposure. Marsh immediately brought various outlying mining camps and terraforming crews under his command and established a new base-of-operations well upwind of the original colony site.

During the many instances of disagreement among the colony's civilian and military leadership, Marsh was a stanch, if silent, loyalist, obeying the directives of the expedition's appointed command staff without complaint. The Game Warden suffered considerable criticism for his controversial role in executing controlled burns of xenofungal growth around the primary settlement, a strategy opposed by many colonists on grounds that it could be environmentally reductive. Despite also playing a key role in managing early mindworm boils -- dozens of personnel under his direct command were killed in unexpected encounters during the first months on-Planet, Marsh was nevertheless frequently absent from the colony on surveying and scouting missions and never enjoyed the private confidence of mission leadership, with whom his informal style presented a sharp contrast.

Most of Marsh's people are roughnecks, pioneers, and field agronomists. He was lucky to be able to recruit a handful of mechanics attached to the odd overland convoy and mining rig. A majority of the Hunters are certified in austere emergency response and wildland firefighting. However, the faction is almost entirely without professional scientists, engineers, or bureaucrats, to say nothing of women and children (only a very small number of which were taken on during absorption of outlying resource-gathering operations).

Marsh maneuvered clear of many of the partisan conflicts that continued to rage after the primary settlement failed, offering his services as an environmental "fixer" to any who could pay. He does most of his trading at Hardacre's outpost.

Agenda: Leverage knowledge of Chiron biome to barter for resources essential to survival.
Values: The thrill of the hunt.
Free Tech: Doctrine: Initiative
Research Focus: Explore
Founding Base: High Hide

"Architects tell us that form follows function, but the man in the bush knows that function must needs follow form. We are now, through a combination of indolence and indulgence, abandoning mastery of our form. Motion and excellence -- progress -- have somehow become inconveniences, better left to machines." - J.T. Marsh, "The Hunters of Chiron"
xxSeeking Development Team and Players
Posted by: Trenacker, May 02, 2015, 09:47:32 AM
Replies: 142

Board: Modding
Views: 6954

Consider this your invitation to join in development of a “sprawling wargame,” a strategic simulation in the grand style of late historian Paddy Griffith set in the lush world of Sid Meier’s Alpha Centauri.

Together, we will reimagine the story of mankind’s exodus from Earth and his journey from our solar system to the habitable planet of Chiron, a fictional planet in the closest neighboring star system, Alpha Centauri. This is the story of two expeditions. Two visions of a brighter tomorrow. Two odysseys, each with the same purpose, and yet different in almost every way. The first was a mission of discovery, launched at the height of our pride. The second mission was exodus: in desperation, we fled the world we had seemingly destroyed for one that might yet destroy us.

As a player, you will stand the part of a faction leader, one of several officers and administrators tasked with ensuring the success of your civilization’s greatest endeavor. Naturally, your convictions about what is required to ensure human survival on Chiron are utterly at odds with everyone around you.

Gameplay will focus on political, military, economic, and social interactions within and between the various factions on Chiron, also called “Planet” by its new inhabitants.

Neat Stuff
Some of the “neat stuff” associated with this game includes: faction profiles; faction dashboards; detailed orders of battle (platoon-level); a much-expanded, and a graphics-enhanced tech tree that allows players to research both practical subjects (e.g., neuroscience) and theoretical matters (e.g., doctrines) in parallel. There will also be plenty of communal and individual events for players to deal with as they see fit, a la the Crusader Kings and Europa Universalis series.

I have been working with BUncle to create traditional faction profiles for the new factions specific to this game. Expect a lot of neat “swag” to help you immerse yourselves in the gameplay experience.

The Mechanics
Gameplay mechanics combine elements of so-called “matrix games,” the brainchild of game designer Chris Engle, and popular types of roleplaying game. Aside from the shared win condition (survival), each player receives a set of optional objectives specific to their faction. A referee provides a narrative to set the stage for action and supplements this narrative with play aids (such as faction profiles) that describe the resources available to each player at any given point in time. Players choose to execute a set of tasks and provide a given number of rationales explaining why they ought to be successful. The referee then considers the logic of those rationales, the choices made by other players, and certain other dynamic factors to determine the results.

Players will first describe what they intend (the objective), explaining with as much precision as possible how the objective is to be achieved (the method). In cases where the outcome might be in doubt, players will also identify contributing factors toward a positive outcome (the rationale) that the referees will consider during adjudication (e.g., “My troops are combat veterans”). The strength of rationales is considered in light of each faction’s particular capabilities as well as the quality and quantity of resources applied, all of which affect the speed, extent, and likelihood of success. For each action, the referee will set a secret difficulty threshold that must be overcome. That threshold will vary depending upon the quality of the players’ arguments.

The unique capabilities of every faction are expressed in terms of “pips.” Pips are abstractions of each factions’ strengths and weaknesses in a given area of endeavor, reflecting both resources and competency. You must weave a believable narrative and employ sound logic to apply your pips successfully in the work that matters most to you, the player. There are two types of pips. Attribute pips relate to specific core competencies (e.g., agriculture, research, industry) while “free” pips represent uncommitted resources. Players assign their limited pips across a given number of actions in each turn. Each “pip” committed to an action represents a die that will be rolled against the difficulty threshold for achievement. Uncommitted pips are automatically applied to counter actions taken by adversaries against one’s faction.

The Story
I believe that a detailed historical background can provide fertile soil for good roleplay. In a previous iteration of the game, players struggled to develop distinctive faction identities, a problem that I think resulted from the lack of any meaningful past to mine for clues about both their leaders’ personal proclivities and the reputations of others.

This version of the story deals with the fate of two missions. The Unity was in fact preceded to Chiron by the so-called International Probe, a scouting expedition launched a certain number of decades prior. Contact with the Probe colonists was inexplicably lost about one year after planetfall.

The Factions
Each faction is intended to occupy exclusive intellectual space. Ideologies should be traceable to compelling first principles that point to at least an implicit answer for every problem. Each faction must propose a different answer to the following three questions: (1) Why did human civilization on Earth fail? (2) Are there any fundamental truths in the universe? If so, what are they? (3) What is necessary to ensure the survival of human settlers on Chiron, called Planet?

For example, Nwabudike Morgan was basically making an argument that all human interaction could be understood in purely transactional terms. Likewise, Zakharov's obsession with knowledge reflected his belief that the universe was a fundamentally knowable place and that every problem could be solved through reductive study and the creation of some kind of artificial tool from materials at hand. What can be known, can be controlled.

Here are some overviews of new factions…

The Human Ascendancy is a Probe-era faction dedicated to eugenics and the forced evolution of homo superior, their answer to mankind's expulsion from his primordial home. They propose to accomplish this goal through superior understanding of both the human genome and the human brain. Their preference is knowledge, their aversion faith. Their government is a geniocracy. The Ascendancy typically operates a planned economy favoring education and research applications but is indifferent to the economic modalities of its neighbors. They tend toward opportunism and instrumentality in their thinking. This faction opposes restoration of contact with Earth on grounds that refugees can only speed consumption of Planet's limited resources. The Ascendancy's affinity is Purity: their image of human evolution focuses on "cracking" and suborning the genetic code. They reject images of evolution that involve the integration of human and machine consciousness even as they promote the aggressive use of highly invasive mnemonic techniques to speed the education and acculturation of fast-growing clones. The Ascendancy's leader is molecular biologist and Nobel laureate Dr. Tahmineh Pahlvai, a female from Iran. She was previously the expedition’s chief geneticist. Noted for her work on autoimmune disorders, Pahlavi was recruited to explore the military applications of gene therapy for the American Reclamation Corporation (ARC) on behalf of the U.S. Department of Defense. At the ARC’s recommendation, Pahlavi was appointed to the CIP with the task of initiating a long-term study of Chiron’s effects on the human genome. She soon clashed with mission leadership for her outspoken endorsement of geniocratic politics. This faction is primarily comprised of biologists and so-called “specials,” expedition members with genetic mutations classified “beneficial” by the ARC.

Concerns: I struggle with how this faction is much more than a spin-off of one aspect of the University of Planet.

tl;dr: Khaaaaaaaan!

The Hunters of Chiron are a loose affiliation of game managers, wildland firefighters, mining technicians, and long-range terraforming crews caught outside the main CIP settlement after a quarantine was imposed to limit the spread of plague. This motley collection was eventually consolidated under the charismatic leadership of the expedition’s chief game warden, former SAS captain and big game hunter, “J.T.” Marsh. A largely silent observer to the Probe expedition’s breakdown of leadership, Marsh wisely commandeered a significant quantity of survival equipment to sustain emergency operations after his men were refused re-entry into the colony. Their spoils included four of the expedition’s experimental repulsorcraft, which they continued to leverage as hunting and reconnaissance platforms. Marsh traded on his expertise in dealing with dangerous mega-fauna and successfully managing the growth cycles of xenofungal blooms to sustain good relations with most of the other small bands of colonists that survived the plague and obtain necessary supplies. The faction’s preference is liberty, its aversion luxury, reflecting its leader’s disdain for “soft living.”  Marsh is a male from Kenya’s Rift Valley.

Concerns: Is Marsh too like Santiago?

tl;dr: Clever girl.

The Estado Novo is a corporatist faction that combines elements of hierarchy and traditionalism in an essential medieval timocracy. In short, a fascist government that has implemented a rigid caste system spanning four estates: drones, colonists, Talents, and knights. There are generally gradations within each estate, usually by profession. Each estate is apportioned certain privileges and corresponding obligations. Thus, for example, talents are exempt from conscription while drones and colonists have the greatest amount of unstructured leisure time and the fewest stipulations regarding their rights to procreate. Knights may participate in the business of government but must provide military service. Priests are considered Talents. The Estado Novo's appeal arises from its guarantee of social and spiritual order in the face of potentially hostile outsiders. The faction's preference is order, its aversion liberty. Consistent with their religious values, they believe that Planet exists to be shaped for human requirements, and that cybernetic and scientific approaches to "solving" the human condition are fundamentally wrong. The Estado Novo tends to be more forgiving of ecumenical disagreement, however, and tolerates "deviance" so long as it does not stray into dissent. The Estado Novo is indifferent to contact with Earth. Their preferred economic model is the planned economy. Although economic mobility is extremely low in the Estado Novo, and hereditary distinctions are vastly important, they reject the command economy as deleterious to the soul and struggle to encourage private enterprise while defraying associated socio-political disruption. The Estado Novo is led by Dom Francisco d'Almeida, formerly Unity's Executive Officer, a male from Overseas Portugal. This faction explores the applications of divine right monarchy and feudalism in the post-apocalyptic environment.

tl;dr: Lords of the manor for a new Dark Age.

The Dreamers of Chiron is an alliance between Roshann Cobb, a corporate raider with a long history of espionage and Aleigha Cohen, a Harvard-educated neuroscientist responsible for critical advances in both brain-computer interface and “neural re-socialization,” a behavioral correction technique combining aggressive gene therapies and psychopharmacological interventions, considered unethical in many Western nations. The pair struck up an unlikely association during the final days of the CIP expedition when Cobb’s retainers provided critical muscle to assist Cohen in salvaging much of her record of rare mutations among the CIP crew; her recent work on shared, lucid dreaming; and the lion’s share of the colony’s dwindling medical research supplies). Cobb then established himself as a broker of drugs and “nerve” staple treatments – the latter in high demand by newly-established faction leaders who found that their new followers were not always in ideological lock-step – while Cohen redoubled her efforts to unlock the link between extrasensory perception in humans and mindworm phases on Chiron. Cobb is the Anglo-Chinese bastard son of the tai-pan of a major trading company, is from Hong Kong. Cohen, born in Myanmar to a Baghdadi Jewish couple, was appointed the CIP’s Chief of Neuroscience through the good offices of the Russian and Chinese delegations to the expedition Steering Committee. This faction prioritizes returning to Earth.

tl;dr: Inception.

Other possibilities…

“The Children of the Atom,” a faction led by physicist Johann Anhaldt, chief of the CIP’s Atomic Energy Laboratory. A faction focusing on the practical uses of fusion power, chiefly interested in salvage from the original CIP settlement (as well as the Probe, which would have seeded the planet with supply pods). This faction is rumored to have recovered a functional supercomputer originally designed to help direct colonization. (Too much like the University?)

“The Beneath,” a faction dedicated to establishing hegemony over Chiron’s deep seas, led by an aristocratic naval officer-turned-naturalist. (Too much like a sea-going Novo Estado?)

“The New Two Thousand” are a group of pilgrims under the chartered leadership of former ARC head Oscar van de Graaf, a billionaire megalomaniac who spent $230 billion of his personal fortune to obtain billets for an expedition-within-an-expedition. He focuses obsessively on the fate of his “investments” and was a major thorn in the side of the original colonial leadership.
liveRe: Sid Meier's Starships announced!
Posted by: sisko, January 29, 2015, 06:35:21 AM
Replies: 19

Board: Civilization Beyond Earth General Discussions
Views: 2197

Today, January 29 at 11am PST (2pm EST/8pm CET), you can join Firaxis' Starships livestream with creator Sid Meier!

Link to the Twitch channel:
askforhelpoverview of modding
Posted by: luke83, January 26, 2015, 09:18:05 PM
Replies: 5

Board: Modding
Views: 570

 Never modded SMAC before, where do i start, what can and cant be changed...Basically looking for a how to guide to show me the way...
newRe: Sid Meier's Starships announced!
Posted by: sisko, January 20, 2015, 06:46:33 AM
Replies: 19

Board: Civilization Beyond Earth General Discussions
Views: 2197

Two screenshots that give us some hints about the gameplay:

videoRe: Sid Meier's Starships announced!
Posted by: sisko, January 19, 2015, 02:51:12 PM
Replies: 19

Board: Civilization Beyond Earth General Discussions
Views: 2197

Game trailer:

Sid Meier's Starships Announcement Trailer (Embedding disabled, limit reached)

hotSid Meier's Starships announced!
Posted by: sisko, January 19, 2015, 01:51:23 PM
Replies: 19

Board: Civilization Beyond Earth General Discussions
Views: 2197

Sid Meier’s Starships is a new tactical strategy game by Firaxis, set within the BeyondEarth universe. Coming Spring 2015.

Quote from: Gamespot
The next game from the mind of veteran Civilization designer Sid Meier has been revealed. 2K and Firaxis Games have announced Sid Meier's Starships, an interstellar strategy game.

Scheduled to arrive in early 2015, the turn-based game is coming to PC, Mac, and iPad. Pricing was not announced, nor were any details about a possible Android version.

In the game, you'll control a fleet of starships as you journey through the galaxy to complete missions, protect planets and their inhabitants, and build a planetary federation.

As you trek through the stars, you'll be challenged to expand your federation's influence and reach. You'll also amass futuristic technology and take part in turn-based combat using a deep roster of customizable ships, some of which you can see in the image gallery above.

2K adds that the missions you'll take on have their own unique maps, featuring "dynamically generated tactical combat" that should boost the game's replayability.

"When designing Starships, I was intrigued by the idea of exploring the next chapter in the story of Civilization: Beyond Earth," Meier said. "What happens after we colonize our new home and eventually build starships to take to the stars? What has become of our long-lost brothers and sisters from the planet Earth?"

"My goal was to create an experience that focuses on starship design and combat within a universe filled with interstellar adventure, diplomacy, and exploration."

2K also teases that Beyond Earth and Starships will feature cross-connectivity for people who own both games. The developer isn't talking specifics, but says that this integration will "enhance and expand upon both game experiences."

Starships was developed by Meier and a small team at Firaxis. Check back later this week for an in-depth interview with Meier about his new development team, and lots more.

hot2103 Transcend victory
Posted by: BUncle, January 16, 2015, 07:07:47 PM
Replies: 2

Board: The Theory of Everything
Views: 824

I thought this demonstration of the Time Warp exploit I discovered might be of interest.

Load the attached save, enter, and transcend.

(The (op) custom faction is included in the save, I believe, but if your interest is piqued, and/or you want to see/play it with the faction graphics,
steamCiv: BE Free weekend on steam
Posted by: DrazharLn, January 16, 2015, 12:34:34 PM
Replies: 8

Board: Civilization Beyond Earth General Discussions
Views: 1992

Civilization Beyond Earth is free to play this weekend on steam. I, for one, will be giving it a wee go.

roleplaying--Roleplay-- Encountering the Rubble
Posted by: Flux, January 11, 2015, 03:03:12 PM
Replies: 8

Board: Planet Tales
Views: 851

Sisko and I talked a little bit about starting a Roleplay. Why not give it a shot? I'm no good at writing these kinds of things, but I'd like to see if there is interest in it here.

Encountering the Rubble

If you were to look on Chiron in the year 2350, you wouldn't see much of anything. Save Mindworms and a small human settlement...
Morgan Pharmaceuticals. That was what they used to call the place. People say there used to be 50,000 people living in that rubble. Of course, census has been more-or-less lost. Estimates of about 500 people permanently settled there was commonly accepted. Estimates of about 500 humans still existing was also commonly accepted.
In the world you're entering, Laser technology is the best you're going to get. Thugs and most humans find themselves armed with hand weapons. Synthmetal is scrap that you're only going to find through days of sifting through junk. There is a wall, but death tolls every week are about 5-10. With some luck, that gives humanity about 2 years of life. If you choose to participate, you will take the role of a leader aiming to stop this. If you fail, I WILL end this roleplay and start a new one. Good luck.
--- Participants ---
GameMaster: BlueFlux
--- Characters ---
--- Character Application ---
Current inventory:
EC: (Keep in mind not everyone is going to accept this, but you'll find most still do - Very major deflation here also)
Anything Else (unnecessary):
No, you're not going to have enough lasers to supply an entire unit and you won't have enough EC to rush an SP. Be realistic.
Anything the game master says, gos. I expect a higher level of seriousness here than in the other boards.
Submit a character application below if you want in, or PM me.
discussionSMAC vs CivBE vs Pandora
Posted by: Sawelios, January 04, 2015, 01:07:33 PM
Replies: 12

Board: Pandora's Box
Views: 1352

Well, could someone from veterans share some thoughts on subject? Personally I see onto Pandora with DLC with... hm... benevolent hopeful interest, that I can't say about CivBE. Has anybody experienced this game deeply enough to persuade or dissuade me? :)
signupFirst PBEM. death to xenos and other stuff
Posted by: Kurvivor, December 23, 2014, 08:39:13 PM
Replies: 94

Board: Command Nexus
Views: 4510

I would like to organise a game of SMAX by email. General outline is:
* both alien factions, computers
* cooperative, diplomatic victory allowed
* blind research
* random medium map

Hope someone would be interested.
competitionSMACX Single Player League - preparing
Posted by: Mart, December 20, 2014, 02:21:59 AM
Replies: 20

Board: The Theory of Everything
Views: 1246

Games Links:
SPL-01 Game


SMACX Single Player League
In preparation to launch the League:

- Total number of gold medals. [SPL-G]
- Total number of medals. [SPL-M]
- Best score (one game). [SPL-S1]
- Best score (five games average). [SPL-S5]

- In order to submit a legitimate save game for SPL Ranking, it must be your first attempt in the game.
- It must follow presented below GENERAL SINGLE PLAYER RULES
- The submission must be before or at the deadline day GMT-13, midnight.
- You can submit a save file a turn before victory (write shortly, what ends&wins, e.g. unit enter base x; enter endturn) or a turn after victory. You cannot play further for score and submit any later save file.
- You can submit your game, which ended due to time limit for score rankings.
- You can submit your game, which you lost, for score rankings. Saved game should be a turn before you were defeated.
- Attach save file to the appropriate forum thread. You can zip it to .zip or .7z
- In a case of reload needed, please shortly explain (game crash, system crash, Win OS knows better when to restart you computer than you, etc.)
- Possible victory types are:
-- Transcendence
-- Conquest
-- Diplomatic
-- Economic
Cooperative victory is always off.
- A game has one to four victory types selected, game is won by any of the enabled type in the smallest number of turns. In case of a tie, score decides.
First three players receive gold, silver and bronze medals.
- A score is always noted for score-based standing types.
- You should not view other submissions before completing and submitting your own game.

(Adapted from multiplayer rules at AC2)
1. A player may not use build queue manipulation or other loopholes to hurry production at a cost that would be lower than directly hurrying the item that one intends to build. However, Skunkworks use for switching without penalty is allowed.
2. A player may not use build queue manipulation or other loopholes to build something you could not directly add to the build queue. [Example: a satellite without Airspace complex].
3. A player is not permitted to make more than one social engineering change per line, per turn. For instance, one is not permitted to start the turn in wealth, switch to power mid-turn for the extra disbanded minerals, and then switch back to wealth that same turn, getting the refund.
4. Additional move after former builds something and his flag is gray is not allowed.
5. Exchanging bases with AI, base for a base, is forbidden. AI has no "intelligence" in this case. [a base for EC both ways, gifting, extortion is allowed].
6. Upgraded crawlers cannot be used for adding to SP or a prototype. A player will need to remember this for such crawlers throughout the game.
7. Allowed: upgrading in workshop or on field, any time.
8. Allowed: reverse-engineering.

The way of generating a new game is selected in such a way, that:
- making a new game is fast
- produces good quality games
- does not require lengthy scenario generation
- games keep certain standard, so we can compare results from various games and create ranking of players
- creator can play also for standings

A new game is generated in the following way:
1) A single player game with desired options is created.
2) The starting location of the faction is then rated if appropriate, based on:
- location (close to a pole or close to equator, other land features, that are visible in the base-cross tiles).
- land shape (even with tiles covered, some features can be seen from land shape, crater, Pholus ridge, etc.).
- other clue is if the game gives a unity foil at the start, what happens if colony pods are on a small island.
If needed, a new game in this way is generated again, if the current game is acceptable, going to point 3.
3) The map is zoomed in to maximal setting. The minimap on the panel in the lower left corner is covered with a piece of paper. Scenario editor is enabled and immediately the key <Y> is pushed to cover the map again. (this way he/she does not see anything more than at standard game start).
4) Additional settings via scenario editor are introduced:
- For AI: strategy, personality. [And nothing more in this ruleset version].
- Possibly final ending year is changed. [And nothing more in this ruleset version].
- Force current difficulty level is checked.
- Force player to play current faction is checked.
5) Scenario editor is disabled.
6) The game is saved. Note: it is not a scenario. And SMACX is quit.
7) The .SAV file is renamed to .Sc
8 ) SMACX is started again and options are chosen:
- Multiplayer > Hotseat/PBEM > Multiplayer Scenario
The mentioned scenario file is selected.   
Difficulty level is selected [We play Transcend only, for now]
Faction is selected.
No other factions are added to this multiplayer setup.
9) A message box opens, where game creator is asked to set-up password, it is always:
10) The game is saved at this point as starting save file and submitted to players.

- The game, although multiplayer, is in fact single-player.
- At the end of each turn you need to press <ENTER> <SPACE> <ENTER>, which is only a little more than in standard single player game with feature enabled "wait at the turn end."
- You cannot enable scenario editor in such game.
- If you restart a game from a save file, that you already loaded before, there is a warning for you, as in regular multiplayer game.


Let's see what will develop out of it.
For now, in plans would be a game every 2-3 months. So 4 to 6 games a year.
A full game, that you would like to play for rankings can easily take more time, especially when you would pay attention to many details for a better result. So this is why 2-3 months is in my opinion reasonable time, considering we would like to keep this games coming and not have players get tired.
We would start with classical approach, so first go standard 7 factions.
We would play mostly SMAX, I am not sure, how often SMAC.
As for settings, I have some typical in mind, also certain settings should not be applied (like Cooperative victory).

Soon the first game. It will be University.
Any thoughts?

And the first game is away. Download 2101 save here:

Posted a training save game.
It is prepared in a regular way, but with no deadline and effect on ranking. For training purposes.
pollChoose a faction from original 7
Posted by: Mart, December 14, 2014, 10:28:57 AM
Replies: 16

Board: The Theory of Everything
Views: 1288

To explain more the question:
If you were to play a single-player game, let's say your next game, either vanila SMAC or Alien Crossfire, with the standard set of original 7 factions, which of them would you choose to lead?
I have something in mind, but will explain later. Meanwhile, this is simple question. And without time limit...

And a poll following this one is here:
newPRACX v1.08 Release
Posted by: PlotinusRedux, December 09, 2014, 11:22:10 PM
Replies: 246

Board: Bug/Patch Discussion
Views: 22781

It can be installed over Yitzi's patch--the installation will just change a few bytes of terran.exe and terranx.exe to load my dll's.

Now v1.08, see the bottom of this post for v1.08 change log. (Edit by Draz)

PRACX Change Log

v1.0 (12/9/2014)
No big bug fixes or new features, just some minor UI tweaks for things that annoyed me.  The patch is fully compatible with SMAC, SMAX, and Yitzi's patches (last tested against v3.3B).

Windowed/Full Screen
*Toggles between Full Screen and Windowed mode;
*Window is resizable;
*Configurable Full Screen resolution (any resolution can be used);
*Automatically switches system back to native resolution when windowed;
*<TAB> key toggles for systems that don't like <ALT-TAB> (like mine for some reason);
*DirectDraw .ini setting obsolete--DirectDraw is used only for movies;
*Opening and in game movies are fully compatible and no longer block <ALT-TAB>.

*Pixel-level scrolling (previously had to scroll at least a tile at a time);
*Right-Click and drag scrolling added;
*Edge scroll zones scroll faster the closer to the edge the mouse is;
*Configurable zone sizes and scroll speed. "Min Scroll Speed" setting is the speed of scrolling when the mouse just enters the zone, and "Max" is the speed with the mouse fully against the edge of the screen/window.

*Pixel-level re-centering--no more screen zigzag when scrolling in and out;
*Automatically sets reasonable min, max, and increment values for the current resolution;
*Mouse wheel zooms in and out;
*Configurable # of increments between min and max zoom;
*Resolves black areas after zooming defect;
*Details (units, cities, improvements, etc.) are now shown even when fully zoomed out--can be turned off in Prefs if that causes anyone performance issues.

Resource Modes
*<ALT-R> cycles between displaying:
  --Normal Mode;
  --Current Yield: Displays what each tile would produce with its current improvements (if any);
  --Potential Yield: Displays each tile's food as if it had a farm, production as if it had a mine, and energy as if it had solar panels;
*Yields are displayed as though for a faction with no current max resource per tile limits--its main purpose is to make it easier to see where to place a city.

Terrain Modes
*<ALT-T> cycles between displaying:
  --Normal Mode;
  --Faction Ownership Mode: Displays tiles colored by who owns them, if anyone;
  --Elevation Mode: Displays highest elevations as dark red and lowest as white;
  --Rainfall Mode: Displays wettest areas as dark green and driest as while;
  --Rockiness Mode: Displays rockiest areas as dark gray and flattest as white;

*In view mode (key <V>), mouse over for unit and terrain info (don't have to Shift-Right Click);
*In city mode, unworked tiles show their potential yields in grey.  Can be turned off temporarily by holding <SHIFT>, or permanently in Prefs--in which case hold <SHIFT> will display the yields rather than hiding them;
*New in-game menu and prefs window to manage the new features.
*1st mode of existing <T> cycle now hides forests and fungus so you can see what's under them.
*Mouse wheel controls zooming when the map is shown, but controls list scrolling when a list window is shown.

PRACX Hotkey Reference
<TAB>      Toggle fullscreen/windowed
<ALT-R>    Cycle resource display mode
<ALT-T>    Cycle terrain display mode
<SHIFT>    On city screen, show or hide unworked resources depending on the default setting

The entire patch may be temporarily disabled by setting "Disabled=1" in the [PRACX] section of Alpha Centauri.Ini in the application's directory.  It may be permanently disabled by deleting prac.dll and prax.dll in the application's directory or by uninstalling.

Thanks to everyone at for their comments and suggestions, and specially to Yitzi and Scient for sharing research from their patches.

Everyone is free to use, distribute, and modify this patch with no limitations, including bundling it in other patches and modifying the source code.

v1.01 (12/10/2014)
Minor fixes to the v1.0 release:

*Fixed "WindowsFileBox=1" .ini setting causing full screen to switch to windowed mode on load/save;
*Fixed <V>iew mode not displaying tile info on mouse-over in SMAX;
*Fixed scaling issue with resource icons in Resource Mode for wide aspect ratios;
*Fixed "Please don't leave" dialog showing up after switching between windowed and full screen mode;
*Improved Zoom Increment calculation so that 0 zoom always lies exactly in the middle.  A side effect is the number of
Zoom Increments must now always be odd.  Even values will be rounded up to the nearest odd number;
*Added this note that <ESC> is the key to use to skip movies now;
*Window close box now acts as though the <ESC> key was pressed instead of minimizing the window.

v1.02 (12/17/2014)
*Fixed incorrect resource calculation in Release build;
*Added removal of GOG <ALT-TAB> blocking to installation.
*Fixed crash when Disabled=1.

v1.03 (12/18/2014)
*Re-enabled scroll wheel zoom (accidentally disabled in 1.02).

v1.04 (12/14/2014)
*Significantly improved zoom level calculation.

v1.05 (01/16/2025)
*Fixed lockup when zooming very large maps.
*Fixed incorrect computation of lower vertical scroll bound.
*Statically linked RTL to remove dependency on RTL DLL.

v1.06 (01/18/2015)
*Compiled for XP compatibility
*Install script now actually creates the backup directory
*PRACX Preferences screen now shows the correct PRACX version

v1.07 (04/21/2016)
* Change: No longer becomes windowed when window loses focus.
* Change: TAB no longer toggles windowed/full-screen.
* Change: ALT+ENTER now toggles windowed/full-screen mode.
* Fix: May fix colour calibration problems.

v1.08 (05/06/2016)
* Feature: Can now set MoviePlayerCommand in .ini.
newFirst patch for Civ:Beyond Earth available
Posted by: sisko, December 09, 2014, 09:04:52 AM
Replies: 5

Board: Civilization Beyond Earth General Discussions
Views: 1591

We’re happy to report the first major patch for Civilization: Beyond Earth is now available. This patch, a collaborative effort between Firaxis Games and all of you who took the time to provide feedback since launch, will automatically download the next time you start up your Steam client. If the patch is not downloading, try restarting Steam.
Players affected by the 144hz monitor issue should find that is no longer the case. Another issue preventing achievements from unlocking has also been fixed. And, in addition to fixing these and other issues, Firaxis has also addressed a number of gameplay balance requests from the community – like optimizing trade route yields and doing away with one particular Covert Ops exploit. This is a substantial update, so please take a few moments to pore over the full patch notes below before you jump back into Beyond Earth for one ... more ... turn ...

Sid Meier’s Civilization: Beyond Earth Fall Update Patch Notes
Wonders and Buildings:
• Holon Chamber provides 3 Science, 4 Energy (was 5 Science)
• Mind Stems cannot be bought with Energy.
• Any diplo item can now be traded in exchange for a peace treaty
• Lump Energy trade requires a Cooperation Agreement.
• Water trade routes no longer receive any increased yield.
• Revised trade route formula for city-to-city trade, with reduced yields.
• Trade Depots can no longer be purchased with Energy.
• Clearing a friendly alien nest now removes the Xenomass resource from player stockpile.
• Adjusting passive recovery rate for alien opinion to be slower, to permit easier aggression escalation.
Covert Ops:
• Establish Network now has 0 difficulty and produces 0 intrigue. This prevents players from exploiting it to increase intrigue.
Health effects balancing:
• From -20 to -70, Production is penalized -1% per point (up to -50%).
• From -15 to -65, enemy Covert Ops Intrigue is increased +2% per point (up to +100%).
• From -10 to -60, Science is penalized -1% per point (up to -50%).
• From -5 to -55, Culture is penalized -1% per point (up to -50%).
• From 0 to -50, Outpost Growth is penalized -2% per point (up to -100%).
• From 0 to -50, City Growth is penalized -2% per point (up to -100%).
• From 1 to 5, nothing happens.
• From 5 to 25, Production bonus +1% per point (up to +20%).
• From 10 to 30, enemy Covert Ops Intrigue is decreased -2% per point (up to -40%).
• From 15 to 35, Science bonus +1% per point (up to +20%).
• From 20 to 40, Culture bonus +1 per point (up to +20%).
• From 25 to 45, City Growth bonus +1% per point (up to +20%).
• From 25 to 45, Outpost Growth bonus +2% per point (up to +40%).
• Eudaimonia (Tier III Prosperity virtue) now provides -15% less Unhealth (was -25%)
• Learning Centers now provides +1 Science for Academies (was +2)
Game Setup:
• Sponsors:
o Kozlov Ability: Orbital units last 50% longer, +50% Petroleum resource (was Orbital units last 20% longer and first launch grants free technology)
o Barre Ability: +10% Growth when Healthy, all cities start with an Old Earth Relic (was +10% Growth when Healthy)
o Rejinaldo Ability: Melee units +10% Strength, all units +5 Heal when fortified (was +10% Melee combat strength)
o Elodie Ability: provides 1 free Virtue for every 10 Virtues earned normally through Culture (was 1 free Tech for every 10 Virtues earned in any way)
• Colonists:
o Aristocrats now provide +4 Energy per City (no Health bonus)
o Artists now provide +3 Culture per City (no Health bonus)
Tech Web:
• Clear Miasma now unlocks on Ecology (was Alien Biology)
• Miasmic Repulsor now unlocks on Alien Biology (was Ecology)
• Array Science bonus now unlocks on Astrodynamics (was Orbital Automation)
• Planet Carver now unlocks on Orbital Automation (was Astrodynamics)
• Markov Eclipse now unlocks on Transcendental Math (was Artificial Intelligence)
• Station start turn base is now 30 (was 20)
• Station minimum allowed distance to another station is now 2 (was 3)
• Station minimum allowed distance to a city is now 6 (was 5)
• Station minimum allowed distance to an outpost is now 5 (was 3)
Affinity Perks:
• Harmony level 1 grants Miasma Immunity to the Explorer unit (was Alien opinion recovers twice as quickly)
• Purity level 1 adds double combat strength when defending to Explorer unit (was Aliens cannot attack Explorers)
• Affinity rewarded as a quest reward now ramps up slowly over the first 100 turns (on standard). This ramp will vary with game speed.
• All players now get affinity quests within 1 turn of each other. If it's not possible for all players to receive a quest at the same time, the game waits until this is possible, then immediately gives all players a new affinity quest.
• Autoplant Building Quest grants bonus Production (was +1 Trade Route)
• Explorers now have 6 combat strength (was 3).
• Sea units now follow the same rules for ranged combat defense as all other units: they use the highest of their combat values (ranged combat or melee combat) when calculating defense.
• Combat Rover unit can no longer fortify, and no longer receives defense bonuses from the terrain it is on.
• Raising the secondary level requirement for the hybrid upgrades of affinity units:
o First affinity unit (ex. Xeno Swarm) now upgrades at level 10 of main affinity and level 4 of secondary affinity (was 10+2)
o Second affinity unit (ex. Xeno Cavalry) now upgrades at 12+5 (was 12+3)
o Third affinity unit (ex. Rocktopus) now upgrades at level 14+6 (was 14+4)
o Fourth affinity unit (ex. Xeno Titan) now upgrades at level 16+7 (was 16+5)
• Lowering strategic resource costs for many affinity units, to ensure consistency across affinities and make top tier units easier to build. The first affinity units require 1 strategic, the second require 2, the third require 3, and the fourth require 5.
o CARVR now costs 2 Firaxite (was 3)
o Rocktopus now costs 2 Xenomass and 1 Floatstone (was 3 Xenomass and 1 Floatstone)
o LEV Tank now costs 3 Floatstone (was 4)
o SABR now costs 3 Firaxite (was 4)
o Xeno Titan now costs 5 Xenomass (was 7)
o LEV Destroyer now costs 5 Floatstone (was 7)
o ANGEL now costs 5 Firaxite (was 6)
• Increased production costs of upgraded Combat Rovers and Missile Rovers:
o Combat Rovers now cost 80, 160, 260, 370 (was 80, 140, 220, 320)
o Missile Rovers now cost 100, 190, 290, 400 (was 100, 180, 270, 370)
• Lowering combat strength progression of Combat Rover:
o Combat Rover combat strength progression is now 12, 18, 28, 52 (was 12, 18, 32, 52)
• Changes to the combat strength of affinity units, to make non-upgraded ones more weak in general:
o Xeno Swarm now has 22 combat strength at start, 54 when upgraded (was 34, 54)
o Xeno Cavalry now has 36, 72 (was 48, 72)
o Rocktopus now has 60, 92 (was 60, 82)
o Xeno Titan now has 86, 114 (was 96, 114)
o Battlesuit now has 24, 66 (was 40, 66)
o Aegis now has 34, 34 double strike (was 40, 40 double strike)
o LEV Tank now has 44, 77 (was 52, 77)
o LEV Destroyer now has 74, 104 (was 84, 104)
o CNDR now has 24, 63 (was 38, 63)
o CARVR now has 38, 76 (was 50, 76)
o SABR now has 52, 86 (was 58, 86)
o ANGEL now has 78 with 78 melee, 102 with 88 melee (was 88 with 88 melee, 102 with 102 melee)
• Once the game is in Extended mode (after the player clicks the One More Turn button) the AI will now only pursue Domination.
• Warmonger threat per city acquisition is now capped.
• Warmonger calculation now scaled down when cities are taken by Sponsors that are reacting to a war that was declared upon them (that is, when that civ is not the aggressor).
• Adjusted AI bonuses on higher difficulty levels.
• Additional AI tuning, improvements, and tweaks.
Gameplay Feedback:
• Implemented anonymous gameplay telemetry for design feedback.
Settings and Game Setup:
• The menu now displays EQAA modes instead of MSAA modes if in Mantle version and the GPU supports EQAA.
• Added option to disable UI/Map blur.
• The player is now informed that enabling max turns disables victory achievements.
• Previous trade routes appear in their own category at top of trade route chooser
City/Production UI:
• Adding Health tooltip help in City View to explain health sources and population cap
• City production pop-up now shows the last item completed.
• Increased city renaming from 15 character max to 23 character max.
• Allow "One More Turn" after the default win conditions (Contact, Promised Land, Emancipation, Transcendence, Domination, Time), added text to defeat screen explaining how you were defeated.
• Option to make minimap opaque
• ESC leaves orbital mode instead of raising in game shell menu
• Added a badge to covert ops button in the action corner which will show up, and a warning to the covert ops panel when a player has any cities with high intrigue.
• Tech web - adding color underlays to building and wonder types.
• Added additional Advisors for trade convoy and trade vessel.
• Added support for third party wars in diplo overview.
• Full touch/gesture and pen support added (Ultrabook, Surface Pro, etc.).
• Setting the internet server browser list distance filtering to worldwide.
• All players are notified when anyone completes a victory wonder.
• Multiple improvements to stability.
• 2D fallback image now supported for leaders on all video quality settings, not just the lowest.
• Added the ability to mod Quests.
• Embarked workers can now correctly repair pillaged improvements.
• Fixed an issue where Max turns was getting set on “Reload”, causing achievements to not fire.
• Fixed bug where victory achievements would only unlock for the first player on a team.
• Fixed empty trade requests that could occur during the AI turn.
• Fixed multiple Quest issues (quest tracking, information, and reward bugs).
• Fixed multiple issues with screen resolution on specific displays (like the 144Hz full-screen issue), and a Mantle issue causing the game to not display on the correct screen.
• Setting MaxTurns only affects timed victory conditions. For a timed victory, you must either not set MaxTurns (of which, there will be a default for the game speed), or set it to 100+ turns. All other victory conditions can be achieved regardless of max turns.
• Friendly aliens no longer blockade cities.
• Fixed some specific issues with resources not appearing properly in the player stockpile.
• Many additional bugs and crashes addressed based on community feedback.

Posted by David Hinkle @ Firaxis
discussionWhat is considered canon in Alpha Centauri?
Posted by: firebomb173, December 07, 2014, 01:53:53 AM
Replies: 66

Board: The Theory of Everything
Views: 2424

In addition to the game itself, what is considered canon? Besides the main game and its expansion, there are novels, the online faction leader profiles, and the GURPS supplement. I am also wondering if, in addition to whether they are considered canon, were written by anyone involved in the game.
xxNomination thread: New features/bugfixes for Yitzi's patch
Posted by: Yitzi, November 19, 2014, 08:56:37 PM
Replies: 95

Board: Bug/Patch Discussion
Views: 5249

I've decided that after the next patch I will start taking requests for some of the things to go into my patch.  I've decided to use the following system:

Each person is allowed to nominate up to two new features and up to two bugfixes.  If a bugfix is really easy and/or I really like the idea, it will automatically make it in, otherwise I will assign to each feature/bugfix a vote multiplier representing how hard it is (the easier it is, the higher the multiplier), and then we'll take a vote via range voting, and whichever feature(s) and bugfix(es) score the highest (vote times multiplier, with number depending on how difficult they are) make it into the next version of the patch.

If you'd rather describe a problem and let me figure out a solution, you can do that instead of both nominated features.

If something requires major internal changes first, I will put those changes up as a voting option instead.

So let's have some nominations...
settingupGroup AAR #2 - Signups / discussion
Posted by: ete, November 16, 2014, 12:35:48 AM
Replies: 67

Board: After Action Reports
Views: 2041

Let's do another with similar rules to the last one, since I think we all want more fun (and less being eaten by Annihilators) :)

No monsters this time (for humans at least, not promising there won't be AI), but balanced custom factions are welcome. If you're not sure a faction is balanced, pick a few for a shortlist and I'll review them for balance.

Either I'll make a map and set roughly equal start locations, or we can do a random start. Either way I reserve the right to make changes to the map and any AI factions if I feel they will make the game more interesting.

Since this is for fun and not highly competitive, and everyone will gain information on everyone else anyway, I will be playing despite being kinda the CMN.

3 days per round time limit, skips to next player if missed but the skipped player can jump queue and rejoin as next player at any point.

Players may agree political deals in this thread and request they be implemented even off-turn (e.g. if Jarlwolf's and Green1's factions declare war on each other during my round and both of them post agreeing to a ceasefire, I must implement that via faction editor as soon as I see the posts. Similar deals can be agreed about tech trading and other things.). This allows for more complex diplomacy and opens up lots of fun negotiation. Contacting the AI directly is still permissible.

Hoping for 3-5 players, with probably 10 turns for 5, 15 for 4, and 20 for 3.

Post your shortlists for factions to use, suggestions for rules/maps/stuff, and excitement!

ete - Technocrats
BlueFlux - Creche Union
JarlWolf - ???
Yitzi? - ???
hotYitzi's unofficial SMAX patch 3.3b
Posted by: Yitzi, November 14, 2014, 12:53:07 AM
Replies: 27

Board: Chiron News Network
Views: 4054

New release: Yitzi's unofficial SMAX patch 3.3b
Link to the downloads section:;sa=view;down=285

This fixes a display issue in the base overview screen from 3.3, and also fixes a number of bugs associated with AI freeing of captured faction leaders.

As always, this requires the text files from version 3.3.
newGreetings & Planned Patching
Posted by: PlotinusRedux, November 12, 2014, 06:46:57 AM
Replies: 49

Board: Bug/Patch Discussion
Views: 2140

I've just joined this community.  I loved SMAC in its day, but hadn't played it since sometime in the early 2000's.  I was hoping CIV:BE would be a SMAC reboot, but all it did is make me miss SMAC, so I downloaded it from GOG and here I am.

I have a lot of experience patching old games like this, and it's kind of a hobby I enjoy.  Whereas Yitzhak is fixing bugs and gameplay logic--the important things--my initial efforts are going to be at improving the graphics and UI.

My son wants to play this game because he's heard me talk about it, but he can't tell what's what and doesn't get why modern UI staples don't work.

So, my first priorities are:

(1) Add a resolution setting to the .ini file.  DirectDraw=0 will run the game at desktop settings, but at the cost of slower rendering, and since the UI doesn't scale, at high resolutions it can get too small.  I want to be able to pick the resolution the game runs at.

(2) Smoother scrolling and zooming.  The scrolling is jerky and the zoom zigzags as a result, and the zoom needs to be tied to the mouse scroll wheel.

(3) Enabling higher resolution and eventually 32 bit color image files.  Higher resolution isn't that great if it's just zooming up low res source files.  And even low res files are severely limited by the 8 bit color palette, which precludes subtle shading.  I can't draw a decent stick man, but I can run the existing files through filters that will improve them and provide the capacity for any graphic artists in the community to create hi-res, full color images.

(4) Adding a toggle that shows the yields of all tiles like most of the Civ games have, and changing the terrain info box to show info on any terrain under the mouse.  I can't tell what terrain will produce what, and SHIFT-right-clicking on every square is annoying.

(5) Adding native ALT-TAB windowed mode.  You shouldn't have to run a third party program for that.

(6) An option to scale the UI up at high resolution modes.

Those are just my initial pet peeves with the graphics and UI.  I've got the base graphics classes reverse engineered already, and except for the 32-bit color, it should all be fairly easy to achieve.  Getting 32-bit graphics will take a bit more work because SMAC uses palette indexes for things like transparency and shading, and every individual instance of that will have to be changed.  A compromise might be 16-bit color--still paletted, but with 64k colors instead of 256.

If anyone has any pet peeves with the UI or graphics I didn't cover, let me know and I might include it.  I'm really just now getting back into SMAC, there's a lot I don't remember about it, and I never played SMAX.
newRe: opensmac
Posted by: Ford_Prefect, November 03, 2014, 03:40:36 PM
Replies: 46

Board: Modding
Views: 3759

Ok.  I'm gonna have to unofficially announce something.

I've been working on a SMAC clone in secret using Java instead of python. (Sorry Domain   :( )

The reason I haven't worked on OpenSMAC is because I really dislike programing in python.  (Typeless variables are evil  :mad: .. they make debbuging painful.)

Currently I'm still working on loading in all the rules/techs/units/factions/etc from the config files.  As for mod-ability, everything is being designed to be stored in xml files.  I'm currently up to 66KiB worth of code + 13KiB worth of unit tests.

I'll start asking for help once the game framework is built and the code is cleaned up.

So DrazharLn, Domain.  If you guys only know python, then we can help each other by sharing formulas for game-play and by sharing some file formats (python and Java have functions for reading/writing xml, we could standardize on a format so that they will be inter-operable) and by making multi-player work together.  If you know Java, and if I get my project off the ground   ;) (currently its just reading in lots of text and storing it into variables  ::) ) then maybe you could help me with my project (JAC).

discussionWhat do you consider to be the White Whale of SMAC modding?
Posted by: Sigma, October 30, 2014, 07:05:57 PM
Replies: 38

Board: Modding
Views: 1872

Pursuant somewhat to this thread, I was thinking about things in SMACX that we'd love to be able to mod but at this point in time are unfeasible based on the community's current understanding of the game's code. These are the White Whales-- the ultimate achievements that are just beyond reach.

Just off the top of my head, I'm thinking:

  • Having more than 4 SE choices for each category
  • Having more than 7 Factions on the Map
  • Expanding the Tech Tree
  • Unlocking the Secrets of Caviar Editing
  • Faction-specific Units

Personally, I'd be amazed at the prospect of unlocking the game's Interlude triggers, which would allow Modders to create entirely new and unique story progressions.

What are your thoughts?
linkYitzi's unofficial SMAX patch 3.3
Posted by: Yitzi, October 26, 2014, 06:01:45 PM
Replies: 23

Board: Chiron News Network
Views: 4094

Includes some useful bugfixes. Details in the .txt file.
Yitzi's unofficial SMAX patch 3.3;sa=view;down=281
letsplayAAR 6 - Final Doom
Posted by: Green1, October 26, 2014, 12:16:43 AM
Replies: 218

Board: After Action Reports
Views: 5649

This is an attempt at a collaborative AAR, a sort of "succession game" as you will.

I have decided to go ahead and start this before too many more shinies like Civ BE distract us.

Rules are as follows:

Here it goes:

1. ADVANCED START. This is to get past much of the initial turns where there is nothing but survival and waiting on stuff. Of course, I have heard this has, shall we say, interesting scenarios such as folks getting random secret projects, interesting base set ups and forces.

2. Humans go first. Since I will be playing a powerful alien faction it seems only fair.

3. Anyone AARing will have a few days to play their turns, otherwise the save gets pushed to the next person with the AI playing their faction.

4. If you take your turns, try to report it in an AAR style. Of course if you change your mind on AARing, I am happy just to have a cool custom faction to own or get owned against.

5. If I have no takers to play a AAR as a faction for a few turns, this will become a standard single player AAR. (wussies)

6. This will be done in scenario editor to allow switching of factions. While this can allow things like viewing enemy positions, I hope it will not affect enjoyment and I would hope no one abuses this too much. I would also hope folks have the maturity not to use the editor to give themselves troops, techs, or alter landscape. That just would not be cool.

7. 20 turns per AAR faction. I think that number is long enough to set your faction in a better position for the AI to take over but being short enough you would not get burnt out from playing a turn, having to put up screen shots, and posting stuff.

fictionThe Backstory of Beyond Earth
Posted by: sisko, October 24, 2014, 02:49:11 PM
Replies: 2

Board: Civilization Beyond Earth General Discussions
Views: 1224

Compiled by theselfescaping from the official leader interviews and the game Civilopedia.

The Great Mistake was a man-made disaster that occurred in central Asia, resulting in nuclear fallout, damage to northern India, and a severe rise of global sea levels. The Indian subcontinent experienced extensive coastal flooding, crop failure, and pandemics, resulting in the greatest human migration on the subcontinent since the partition of India in 1947. Low-lying Pacific islands were inundated with flooding, threatening coastal communities and choking rivers with saltwater. Pacific wildlife and commercial aquaculture was severely disrupted.
Ethnic strife and separatism in China was accentuated, resulting in a breakdown of social order, and crises on the Korean peninsula, as well as the South China Sea War. Russia’s permafrost and tundra was extensively melted, and the Russian oil supply approached depletion, resulting in deaths from hypothermia throughout Eurasia. The mass migrations from Asia arrived in Europe, politically dividing the European Union between Eastern countries that prioritized the refugee crisis, and Western countries which focused on addressing the rising sea levels. The Amazon basin flooded with seawater, threatening Rio de Janeiro and Salvador.
Crops in the United States deteriorated, and social unrest spread throughout the country. With severe political dysfunction, the federal and state governments were unable to coordinate relief efforts. Dust storms ravaged Tennessee, and the rising sea levels claimed coastal lands along the Gulf Coast. Refugees fleeing North Africa and coastal African countries shattered fragile economies, destabilizing national governments. Military coups, civil wars, and border skirmishes occurred throughout the African continent.
The Great Mistake also affected Earth’s geo-poltiical landscape. Brazil was reorganized into Brasilia, preserving its manufacturing industry and armed forces. Brasilia created a blue-water navy, and its power projection capabilities enabled Brasilian peacekeepers to remove central Asian warlords from power, as well as secure the UN refugee camps in central Asia. The extended Amazon basin was charted and regulated as a shipping waterway, resulting in international partnership agreements.
Raj Thakur’s religious syncretism in Delhi, emphasizing sustainable living and personal charity, became Thakurism, a non-sectarian movement. It ended the worst of the Indian subcontinent’s religious and ethnic violence, resulting in the creation of the Kavithan Protectorate, led by his daughter Kavitha Thakur. A cultural flourishing of art, music, and cinema spread throughout the subcontinent, and reconstruction efforts were protected by Brasilian peacekeepers.
Threatened by the rising sea levels, Australia, Indonesia, and other countries with coastal cities joined together to establish the Commonwealth of Polystralia. Leading the innovation of horticulture and aquaculture, the Commonwealth became a global food provider through treaties and trade agreements, and its national shipping fleet carried the supermajority of the world’s cargo.
As the Commonwealth initiated humanitarian relief efforts in devastated regions, Polystralian diplomats and politicians served as moderators and overseers in most international disputes. The Commonwealth Assembly served as the legislative body between its member states, with national judiciaries and militaries unified under the Commonwealth.
Diplomatic efforts ended insurgencies in China and central Asia, allowing China to create a common Asian currency and economic super-bloc, the Pan-Asian Cooperative. Reclamation programs like the “War Against the Gobi” reduced the desertification of arable land, and “New City Seoul” became the standard for high-efficiency urban living with a high quality of life, while the “Great Heavenly Leap” demonstrated that a space program could be mass-produced. The PAC specialized in high-tech design and manufacturing, centered in its gargantuan coastal cities.
A series of emergency authorizations gave the Russian Federation the authority to use all resources necessary to preserve the country. Diplomatic rapprochement with Eastern European countries, together with the peaceful integration of Asian ethnic groups and refugees, resulted in the creation of the Slavic Federation. The member states of the Slavic Federation had degrees of autonomy, and ethnic minorities formed local governments.
Warmer temperatures allowed geological surveying teams to find new deposits of oil and strategic minerals, and Baltic coastal cities gained year-round port capabilities. The restoration of the Black Sea, the Volgo Dam Network project, and trans-Siberian pipelines exemplified the Slavic Federation’s global engineering standards. It was the most active country in space, launching the Mir 2 space station, the Zvezdagrad orbital factory, and establishing the Nova Luna installation, the first extra-terrestrial human colony. The Federation also explored the Kuiper Belt.
In legislative deadlock, the European Parliament was unable to control the actions of its member states, leading to the dissolution of the European Union. With ruling coalitions that shared a common vision of social reform, Spain and France formed the Franco-Iberian Union, which was later joined by Italy, Algeria, and Tunisia. The Franco-Iberian model of urban planning and ecological engineering to restore the biosphere is the oldest and most successful contemporary urban engineering project, resulting in the Andalusian Solar Field Energy Project and the restoration of Rome.
The Franco-Iberian Union funded initiatives for artists and authors to explore new art forms, but also strongly encouraged the continuation of the Renaissance and Enlightenment traditions. The Directorate-General for Education and Culture aggressively promoted and exported European cultural works.
With the United States government’s relief efforts faltering, the American Reclamation Corporation, an ecological risk mitigation and engineering firm, took over the Trans-Mississippi Recovery Initiative. Extensive reconstruction efforts commenced throughout the Gulf Coast and the Midwest. The ARC consolidated most American entertainment brands, and became actively involved in the automobile industry, shipbuilding, and pharmaceutical drug production. Together with its engineering and construction programs, ARC employed 23% of the United States’ population, and was the most powerful corporation in the world.
Seeking political stability throughout the African continent, the African Union invoked its charter’s supranational powers, creating the People’s African Union. The Democratic Republic of the Congo, Kenya, Nigeria, and other African countries became Union member states. National militaries were consolidated into the Union’s armed forces, which was deployed to end civil unrest and political disruption. It also removed several dictators from power, and their countries subsequently joined the Union.
The People’s African Union instituted a unified currency by ending the tariffs and taxes of various member states, establishing the African Common Market. The Union also created extensive wildlife parks, wind farms, and reclamation projects in the Congo, as well as in the African coastal regions. The African Common Market invested heavily in humanitarian projects, particularly for health care and human rights. Some of the member states continued to confront nepotism, corruption, and occasional tribal or religious conflicts.
The Commission Report on the Inflection Point presented empirical evidence that the human race reached the Inflection Point, a threshold where humanity would soon no longer possess the means to sustain high standards of living, or a program of viable extrasolar colonization. Subsequently, some political and economic leaders sponsored the Seeding, a series of ventures to colonize other planets. Each sponsor launched multiple missions, in order to have the greatest chance of settling distant worlds and ensuring humanity’s survival.
As the most active country in space, the Slavic Federation viewed its terrestrial engineering and space program as tools to improve the lives of its citizens. After the Inflection Point was determined, the Federation realized its potential role in ensuring the continuity of humanity. A philosophy of technological dominance and self-determination motivated the Federation’s colonization efforts. On January 1, 2210, General Vadim Kozlov, the first Slavic citizen to set foot on Mars, dedicated the Federation to its first Seeding venture.
Brasilia passed legislation emulating the 1944 GI Bill, educating Brasilian soldiers who returned to civilian life. Subsequently, Brasilia’s aerospace industry entered a golden age, and its Seeding program was announced on June 10, 2210. The expedition was composed of Brasilia’s most elite peacekeepers, under the command of Supreme Commander Rejinaldo Bolivar, who trained them to manufacture materials and survive in extreme environments. Brasilia became the first country to have its Seeding ship, Aguia, leave the Solar System.
Raj Thakur’s teachings often used the imagery of flight and cosmic travel, and his daughter Kavitha Thakur codified these as explicit support for the Seeding, claiming that her father saw the Inflection Point prophetically. “The Prophet’s Dream” was the common euphemism for the Kavithan Protectorate’s space program, with songs and movies supporting the morality of education to support the Protectorate’s space program.
Although she claimed no titles for herself, Kavitha Thakur was the leader of Thakurism, and she became the elected leader for the Protectorate, in an election she did not campaign for. Thakur focused her early efforts in office on humanitarian campaigns, to assist citizens and repair the environment of the Indian subcontinent. The Protectorate’s methods for choosing Seeding candidates were broadly democratic.
With unpleasant memories of the penal colonies created in many of its member states, the Commonwealth of Polynesia focused on the well-being and safety of its Seeding colonists. With a cultural tradition of traveling immense distances to settle new lands, tens of thousands of Commonwealth citizens volunteered to relocate off-world, and their colonial efforts aimed to live in accord with the new environments.
The Commission Report on the Inflection Point was questioned by the Commonwealth’s then-Interior Minister Hutama, but his position was reversed after suffering political defeats. When leaders for the Commonwealth’s Seeding missions were nominated, Hutama was voted first place, even after he devoted an Internet broadcast to arguing why he would be a bad expedition leader.
Given its material advantages, and the pressure from a large population with limited land, the Pan-Asian Cooperative’s Manned Space Engineering Office built a space station to serve as a prototype for the first colony ship orbital space-docks. One decade later, after mapping by the Yinghou satellite network, a Chinese crew made the first manned landing on Mars.
The Secretary-Architect of the Pan-Asian Cooperative’s Seeding program was Daoming Sochua, who, by the age of thirty, held four PhDs in electrical engineering, nano-electronics, nuclear physics, and bubble fusion. Pioneering methods for extracting energy from resources thought exhausted, as well as for deep-sea and off-world resources, Daoming volunteered to head one of the missions to colonize other planets for the PAC.
The unification with North Africa gave the Franco-Iberian Union a culturally dynamic population and access to mineral resources, allowing it to compete in the race for off-world colonies. The Union’s new colonial administration vetted colonial governors, and admonished them to conduct themselves in the best traditions of civilization and morality.
The Premier of the Franco-Iberian Union was Elodie, an aristocrat whose family’s prestige was based on an immense fortune. Using her influence to become a candidate to command the Union’s first Seeding mission, Elodie convinced the owners of mass media to support her, resulting in popular support for her candidacy. She chose reliable civil servants for the expedition, and personally oversaw the construction of the Canon, a multi-cultural compilation of Western literary works, artwork, music, and philosophical treatises from throughout the historical record.
On August 23, 2216, the American Reclamation Corporation announced its first Seeding venture, becoming the first privately-owned organization to fund its own Seeding venture, although it acted as contractor or financier on other Seeding projects. The United States Congress declined to allow ARC to represent the United States government in space colonization.
Suzanne Fielding was both CEO and CFO of the Corporation, making her the most powerful person in the most powerful corporation in the world. She used ARC’s financial capabilities to engineer economic shifts on Wall Street, in order to unseat banks and exchanges. Fielding subsequently announced that she would personally lead ARC’s first Seeding expedition.
Merchants and traders led the People’s African Union’s Seeding program, with most of the missions populated by prominent regional businessmen and respected civil servants. The governance of the dozens of Union colonies took different forms, but all of them were rooted deeply in African history and culture.
The Prime Minister of the People’s African Union was Samatar Barre, who peacefully negotiated with both African tribal leaders and foreign diplomats, signing several international agreements to support the Union’s colonization effort. Barre’s tolerance of diverse traditions strongly influenced the Union’s colony on the new planet.
freeCivilization Beyond Earth copies GIVEAWAY
Posted by: sisko, October 24, 2014, 08:33:15 AM
Replies: 3

Board: Civilization Beyond Earth General Discussions
Views: 598

Gamesplanet offers you two CD keys Civilization Beyond Earth PC ! To participate it’s very simple! Just go to Facebook and “Like” the and Gamesplanet pages and comment this post.

Don’t miss the chance to win a copy of one of Civilization Beyond Earth PC! Only few clicks needed to participate!

The lucky winners will be announced on DLcompare on October 27th. Good luck!
debateSMAC/X and affinities
Posted by: Yitzi, October 24, 2014, 03:38:46 AM
Replies: 145

Board: Civilization Beyond Earth General Discussions
Views: 4250

I raised a question in another thread: What would the affinities of each faction be?

Obviously we'd have  ;deidre; harmony and  ;zak; supremacy; I think we'd have  ;yang; supremacy as well, and ;miriam; and  ;lal; purity.   ;morgan; and  ;santi; are more of a question;  ;morgan; would most likely be harmony (adaptation to the environment is the most economically sensible choice), albeit with a less consistently friendly-to-the-natives policy than  ;deidre;, and  ;santi; purity.

Of the SMACX factions, I think we would have  ;caretake; being none (caused by the fact that unlike all the other factions, their long-term goals do not involve staying on Planet indefinitely, and so don't need to decide how to long-term respond to the alien environment; once they summon the fleet, they go home and leave Planet to its own devices).   ;cha; is obviously harmony, and  ;aki; obviously supremacy.   ;domai; would be purity (aversion to Green means it's not harmony, and they hate when you go cybernetic so it's not supremacy), and  ;roze; supremacy.    ;marr; would of course be harmony, and  ;ulrik; is really tough but would likely be purity (making the seas more like home).

So that gives us:
Harmony:  ;deidre;  ;morgan;  ;cha;  ;marr;
Supremacy:  ;yang;  ;zak;  ;aki;  ;roze;
Purity:  ;santi;  ;miriam;  ;lal;  ;domai;  ;ulrik;
None:  ;caretake;

Finally, one more thought: While most obviously Harmony-affiliated, the Ascent to Transcendence is actually associated with all three.  Harmony is obvious, but it also grows out of computerized Transcends (associated with Supremacy), and involves human values (most associated with Purity) becoming far more important.

(It also results in a far more powerful being than any of the BE endings; SMAC in general has a far larger scale than BE, one of the main reasons that I don't consider BE a true sequel to SMAC.)
newsCiv: Beyond Earth Coming to Mac and Linux This Holiday Season
Posted by: sisko, October 21, 2014, 09:41:34 PM
Replies: 0

Board: Civilization Beyond Earth General Discussions
Views: 1065

Today's announcement from Aspyr. Civ: Beyond Earth is coming "this holiday season", and Mac App Store will have it a bit before Steam. No dates yet:

AUSTIN, Texas—October 21, 2014— Aspyr Media, in partnership with 2K and Firaxis Games, announced today that Sid Meier’s Civilization®: Beyond Earth™ will be launching on Steam for both Mac and Linux and on Apple’s Mac App Store this holiday season. Mac and Linux users may pre-order a Steam code for the title at Aspyr’s online store All GameAgent pre-orders will include the Exoplanets Map Pack as a free bonus.

Sid Meier’s Civilization: Beyond Earth for Mac and Linux will retain the same features and gameplay as the Windows PC version, while also offering cross-platform multiplayer via Steam.

“The teams from Firaxis and 2K have done an astounding job of expanding on the core Civ experience in Beyond Earth,” said Aspyr Media’s Vice President of Publishing, Elizabeth Howard. “So, it’s exciting for us to be able to bring the same experience to Mac and Linux users everywhere.”

Mac and Linux users are encouraged to stay informed about the progress of the Mac and Linux releases by following the Civilization: Beyond Earth Mac and Linux Dev Diary series on

Aspyr Media has previously collaborated with Firaxis Games and 2K to bring other Sid Meier’s Civilization titles, including Sid Meier’s Civilization III, Sid Meier’s Civilization IV, and Sid Meier’s Civilization V to the Mac. Aspyr also released Sid Meier’s Civilization V on Linux earlier this year.

Sid Meier’s Civilization: Beyond Earth will propel the development of human civilization beyond the traditional timeline of a Civilization game, by exploring humanity’s future on an alien world. For the first time, players will lead factions divided by contrasting cultures and evolve their new civilizations to reflect their chosen destiny. Players will experience an array of new gameplay possibilities, including nonlinear technological progression, deeper customization of chosen factions, and an entire alien world that will change the very identity of each faction based on their choices.

projectBE factions for SMACX - a comunity project
Posted by: BUncle, October 21, 2014, 06:11:14 PM
Replies: 67

Board: Modding
Views: 3022

 ;)  If anyone wants to participate in the art, too, have a party.  I haven't seen bases or diplomacy landscape material, and I'm not inclined to go looking - just knocking out the easy part now, since these bits fell in my lap.

I ain't touching the .txt end...

Click to embiggen.
newsCiv:Beyond Earth global unlock times
Posted by: sisko, October 21, 2014, 12:41:28 PM
Replies: 2

Board: Civilization Beyond Earth General Discussions
Views: 1322

Global unlock times for Civilization: Beyond Earth - infographic:

(click to enlarge)
featuresThe Health system of Civ: Beyond Earth
Posted by: sisko, October 19, 2014, 04:27:33 PM
Replies: 7

Board: Civilization Beyond Earth General Discussions
Views: 3391

The Health system is a new game mechanic that aims to slow down vertical as well as horizontal growth. Cities and, to some extent factions, will not be able to grow too large too fast without spending time and resources developing infrastructure.
This new feature is meant to improve upon Civ V's sometimes-punishing Happiness system.
Looking further back, at Alpha Centauri, you will remember the b-drones and inefficiency, which tried the same but were just minor annoyances when using ICS (infinite city sprawl) strategy.

Here is how this system works:
Population and cities cause 'unhealth' (1 pop only costs 0.75 unhealth) that needs to be balanced out somehow by the player. So, you have to build different facilities within your cities to increase the overall Health of your faction. Also, you can pick up different bonuses, whether through Virtues or quests, that might also be able to increase Health. In the mid-game, you may even build terrain improvements to essentially 'farm health' (see Biowell - available with Bionics tech).

Like the system that came before it, negative Health has a detrimental effect on factions in Beyond Earth. These detriments are tiered:
- A small amount of negative health will cause a civ to take a percentage hit to science and culture. At this level, your faction still produces, grows, and fights the same as a healthy faction!
- Falling to -10 Health will hinder production in your cities and make them much more vulnerable to enemy spies.
- Finally, a civ with -20 Health will have their growth cut in half.

These negative effects seem much more forgiving than Civ V's Happiness, where merely getting into negative values severely held back a civ's growth. Also, the tiered system means anything bellow -21 unhealth will have the same effects as -21 unhealth!
Further, it looks like negative Health won't affect a civ's military strength or cause citizens to stage an armed revolt like it did in Civ V.

Also new to Beyond Earth are bonuses for reaching excessive amounts of Health, finally incentivizing the production of more than just the bare minimum of the resource. Simply staying above negative values of Health will grant players increased Outpost growth. Reaching 10 Health will speed up cities' production and make enemy covert operations more likely to fail. Finally, reaching 20 Health will grant players boosts to both science and culture. Still, +21 health will be the same as +1000 health, for example, (unless you choose the health->culture virtue).

In Civ V, early-game Happiness is fairly easy to hoard if you start out near plenty of resources.
Since Health seems to only be generated by buildings and special bonuses in Beyond Earth, it'll likely be more difficult to gather up a bunch of Health really early on. Being able to cultivate this resource over time, though, will be more beneficial to the player.

The Health thresholds and their associated positive and negative modifiers*:
- Utopian (+20 Health or higher): +10% Science, +10% Culture
- Prosperous (+10 Health or higher): +10% Production in Cities, -50% intrigue in your Cities from hostile Covert Ops
- Stable (+0 Health or higher): +20% speed towards outpost growth
- Shaky (-1 Health or lower): -10% Science, -10% Culture
- Troubled (-10 Health or lower): -10% production, +100% intrigue for opponent spies in your city
- Panicked (-20 Health or lower): -50% growth, -50% outpost growth
*Note: that the above modifiers are cumulative.
videoBeyond Earth Intro Cinematic – “The Chosen”
Posted by: sisko, October 15, 2014, 03:01:27 PM
Replies: 7

Board: Civilization Beyond Earth General Discussions
Views: 2721

Before you land on an alien world and begin building your new home, you'll be welcomed to Civilization: Beyond Earth by an introduction cinematic.
'The Chosen' will help humanity find a new home among the stars:

Official Sid Meier's Civilization: Beyond Earth Intro Cinematic – “The Chosen” (Embedding disabled, limit reached)
featuresVictory conditions in Civ:Beyond Earth
Posted by: sisko, October 15, 2014, 02:33:19 PM
Replies: 4

Board: Civilization Beyond Earth General Discussions
Views: 2561

Winning a game of Beyond Earth is different to previous Civ games. Victory conditions are tied to a new quest system that gives you a series of objectives to complete before your final bid for a victory, and there's a strong element of risk/reward to the five paths.

Quote from: Co-lead designer Matt Miller
We decided early on that we wanted victory in the game to be something you start a little bit earlier, and a bit of a gamble. This is it, you're taking your shot, you're making your run and be very dramatic.

Let's take a look at each one, and examine some strategies that'll help you get ahead of those pesky competing factions:

('Victory by Conquest' for us)
A classic win-state for conquerors, domination invites you to capture every faction's capital city. According to Firaxis, the "cornerstone of a Domination victory" is production. By researching technologies that improve the efficiency of your factories, you can cut down the time it takes to get troops on the field and steamroller the futuristic armies of your enemies.
Harmony players can field units that incorporate the strange creatures that inhabit the planet's surface, which are a match even for a Purity faction's levitating gun platforms. The machinist elements of a Supremacy army work better when networked. Make sure your units are adjacent in formation to get the most out of them.
Also bear in mind high-level spies can be pressed into service as devastating saboteurs. A suitcase nuke or a well-placed Siege Worm thumper can undo a city in a single stroke. The aggressive path isn't as subtle as some victory conditions, but it will give you a chance to use Civilization: Beyond Earth's most explosive gadgets.

(Remember the Progenitor victory condition in SMAX?)
The prestige of discovering and making first contact with a sentient alien race is enough to earn you a win in Civilization: Beyond Earth. It's not easy. You'll need a little luck and a lot of persistence to decipher the Progenitor code, beam the contact signal into deep space and establish a link with the precursor race.
First you have to find the code. Scout for Progenitor Ruins and use your explorers to plant expeditions to examine them. These investigative sites have a chance of finding a copy of The Signal among the mysterious inscriptions carved on these monuments. Alternatively, there's a chance you could find a fragment of the signal by scanning space from orbit. In Beyond Earth you can launch satellites into a strategic orbital layer. They normally convey bonuses to units and cities beneath them, but if you build a Deep Space Telescope it'll dutifully scan the cosmos for clues as to the Progenitors' whereabouts.
If you'd rather not rely on luck, you can research the Transcendental Equation, though you'll need a strong scientific infrastructure to support this highly advanced research. You only need to achieve two of the three methods listed here to achieve the victory, so roll the dice with exploration missions while shoring up your research. A lucky expedition could put you in touching distance of victory relatively swiftly.

(An homage to Alpha Centauri)
The Transcendence victory is the most environmentally friendly victory condition. The study of alien biology reveals an interconnected consciousness that binds the biomatter of the entire planet into one giant organism. If you manage to make contact with that entity, you'll shuffle humanity into a new era of progress, and win the game in the process.
Powerful scientific understanding is the key to quickly attaining Transcendence. Transgenics, Swarm Intelligence and Nanorobotics are the three key pieces of research you need, which means building lots of academies, and other structures that add to your research power.
Trading can also boost research so set up trade routes early with whoever you can—trade relationships become more lucrative with time. Also: pay close attention to any nearby business enterprises. These independent organisations set up shop in the wilderness and can give you free technologies and decent science bonuses if you establish contact with a trade envoy.
Transcendence is a victory option for factions that pursue the Harmony affinity. You can accelerate the progress of your Mind Flower by building Mind Stems and Xeno Sanctuaries in your cities as you bring together the best of human ingenuity and the power of humanity’s new home.

The Promised Land
(This one is new for us)
The Promised Land and Emancipation victories are two different takes on the same idea. Through the construction of a Lasercom Satellite, both victories seek to reestablish contact with Earth. They're co-lead designer Will Miller's favourite ways to win. "It's not just 'I build this thing and I win,'" he says, "it's 'I build this thing, and you turn it on, you have to protect it and all the other players know you're gunning for it. It's a neat twist on winning Civ.'"
The Promised Land win condition envisions your alien planet as Earth 2 in waiting. It's your duty to prepare the planet for habitation and bring Earth's inhabitants through the portal to the verdant paradise you've built.
But how best to achieve this? First you have to build and launch the Lasercom Satellite, of course. The Promised Land and Emancipation victories require you to defend this fragile orbital unit with everything you have. Combine the bare minimum of technological advancement with a strong defensive military presence to keep your orbital Wonder alive.
The Promised Land victory is an expression of the Purity affinity. The Purity civ seeks to preserve humanity in its current form, untouched by the influence of alien life or consciousness-altering technology. In a way, The Promised Land represents the ultimate conquest victory for the Purity player, pulling troops across the stars to colonise the new world.

(Just another version of the one above)
The Emancipation victory also requires a Lasercom Satellite, but this win condition treats Earth as a neglected, broken motherland to which advanced humans are destined to return. Your job is to bring salvation to the lost people of Earth with your superior technology, by force if necessary.
Thematically, it's an expression of the Supremacy path, which imagines what would happen if humanity embraced technology completely and started augmenting the human form with bionic gadgetry. Instead of bringing Earth to the new planet, you're taking the new planet to Earth. That means you'll need to send troops through the portal to do some conquering, for the greater good, of course.
As you'll be sending troops into the portal and defending it at the same time, you'll need a lot of military units, which means strong production. Set up trade routes between your own cities for a boost in both production and growth, and turn your civilization into one gigantic military factory.

Those are the five ways to ultimately win a campaign in Civilization: Beyond Earth, but the means by which you achieve them is your choice alone. Which victory will you pursue first?
videoBeyond Earth official gameplay preview
Posted by: sisko, October 01, 2014, 01:14:50 PM
Replies: 15

Board: Civilization Beyond Earth General Discussions
Views: 3537

New official video preview
Some features never seen before:
- Rocktopus;
- Xenotitan attack;
- Supremacy aircraft;
- some secret projects (Cynosure and Archimedes) concept art.

Official Civilization: Beyond Earth “Discovery” Gameplay Trailer (Embedding disabled, limit reached)
liveLet's Play CivBE: Brazilia Planetfall - live stream by Firaxis
Posted by: sisko, September 30, 2014, 06:48:57 PM
Replies: 14

Board: Tales from Beyond Earth
Views: 3104

The first part of the let's play Civilization: Beyond Earth will be streamed live on Thursday, October 2nd, at 2PM EDT/11AM PDT/7PM BST/6PM GMT. Same place as usual: Firaxis games chanel on


Youtube version of the livestream 7:
Let's Play Sid Meier's Civilization: Beyond Earth - Official Livestream - Brasilia, Part 1 (Embedding disabled, limit reached)
factionSuzanne Marjorie Fielding (ARC)
Posted by: sisko, September 29, 2014, 10:22:41 AM
Replies: 1

Board: Civilization Beyond Earth General Discussions
Views: 724

Suzanne Fielding was the eldest of three siblings, all daughters, born on the Texas Gulf Coast to a Mexican-born mother and an African-American father. Her father was the owner of three hardware stores in the region; Suzanne joined her father in running the business as a teenager. Accepting a scholarship to Louisiana State University, she graduated with honors and a double-major in economics and accounting. Driven by a desire to help reclaim coastal lands lost to the rising sea level in her home states, she was hired by the relatively new American Reclamation Corporation (ARC) to an entry-level position. Both meticulous and daring, and surprisingly adept at corporate politics, Fielding rose steadily through the ARC accounting division until, within 15 years, she was heading several operations simultaneously as operations manager.   When ARC CEO Michael Modersky signed the Trans-Mississippi Recovery Initiative, he personally asked Fielding to oversee the governmental resource coordination, to which she turned her considerable acumen. It was Fielding who caught the accounting chicanery which led to the FBI's Operation Riverboat and subsequent political fallout. Guiding the government to continue funding during the roiling controversy that followed, Fielding also kept the Initiative on track and on time, such that when Modersky stepped down as CEO, Fielding (who had since been elevated to CFO) was the logical choice for CEO. Sidestepping the Board of Directors, Fielding's appeal to the shareholders enabled her to hold both the CEO and CFO positions for ARC, making her the most powerful woman in the most powerful corporation in the world.   With Fielding at the helm, ARC turned from retail and manufacturing to financial and other services. She used the balance sheet and financial weight of ARC as a massive lever, engineering a series of shifts on Old Wall Street to unseat banks and exchanges. As ARC's capital reserves blossomed, many wondered what Fielding would do next. Few expected that she would announce ARC pursuing its own private Seeding venture, drawing on its vast engineering and manufacturing resources, and gaining a waiver from the government to conduct private space operations. The biggest surprise was when Fielding announced she would personally lead the first such expedition. With enough money to buy the world, the woman who led ARC found more meaning in starting over with a new planet.


"Fielding Aims toward the Skies as ARC Skyrockets"
Interview with "The Journal", August 23, 2216

One would think that there are no new worlds for the CEO / CFO of American Reclamation Corporation (NASDAQ: ARCZ) to conquer, but Suzanne Marjorie Fielding would tell you otherwise. I was recently granted a brief interview with arguably one of the most powerful people in the world after the latest earnings call. Everything was fair game – including "Operation Riverboat," the Seeding venture and what everyone is talking about these days: deep space travel. This is our conversation in its entirety.

The Journal: Today’s message to the shareholders was long on ARC’s current practices here on Earth and broadly talked about a vision for the future beyond Earth. How do you see things going based on your time with ARC so far?

Fielding: When I started at American Reclamation Corporation, it was to help reclaim coastal lands as part of the ARC’s Trans-Mississippi Recovery Initiative. My family was a big factor in that. I grew up on the Texas side of the Gulf coast. My father was a small business owner – he owned three hardware stores - and he taught me that diligence, hard work and attention to detail are what matter most. ARC has always stood for those values, as we have pulled ourselves past the Great Mistake. Knowing that ARC creates real solutions to global problems has been a major motivating force in my time here.

And now?

I’ve come a long way from that idealistic intern fresh out of LSU. Not only does ARC have the technical knowhow, production and infrastructure to work on the biggest global issues challenging everyone, we are now more financially sound than ever before. Ask any CIO that I’ve talked to today – go on, there’s about 190 of them to choose from – all agree that our direction is clear. We are leveraging our capital reserves to participate in Seeding ventures. And while we still hold a firm belief for everything ARC can accomplish here on Earth, we also have our eye on the stars.

Clearly, creating a financial arm for the Seeding venture has been a huge win for ARC so far. As you just alluded to, though, deep space travel is now a reality. Will that take your company's mission into space?

Everything ARC has done is consistent with its mission: To provide global solutions for complex global problems. ARC can move mountains and hold back the ocean, and we have built the physical and financial tools we need to serve our mission and our customers. Our recent developments on the finance side are an investment in the tools to continue this mission.

That isn't really answering the question. Will ARC refocus on space travel versus continuing to develop technologies here on Earth?

With deep space travel now a practical reality, keeping an eye on new markets both on Earth and light years away is obvious. We’re just following in the footsteps of the visionaries and business pioneers that have come before us like Musk, Branson and Cochrane who established the first private footholds in space 200 years ago. Here at ARC, we intend to build and execute our own Seeding ventures, from launch to landing. The Seeding represents a huge number of open markets and unmet needs in services and products, and I intend ARC to be in on the ground floor. If that means terraforming worlds to fit our needs, ARC is uniquely qualified to lead the human race into the future.

To that point, do you feel that ARC's primary mission is unsustainable here on earth?

Absolutely not. This is perfectly consistent with our overall, global mission. We are unique in that ARC can do things to make people’s lives better that no entity, private or public, can do. ARC will be in space, and ARC will be on Earth, and in both places we’ll be at the cutting edge.

Our readers are curious - ARC is doing well now, no doubt, but there was obviously a rough period not so long ago. Are you able to elaborate on your role in the FBI’s "Operation Riverboat"?

I’ve never withheld anything about my involvement with the FBI’s investigations, but you’re focusing on the actions of a few bad apples over a decade ago. A few staff in one regional office were found accountable and were punished, and I don’t need to point out to you that neither ARC’s directorial team nor its board were ever found to be involved or even liable for what occurred there. The system worked in this case, and ARC’s cooperation with the FBI was praised by the Attorney General’s office.
I’ll also remind you that any discussion into the exact nature of what happened touches on proprietary information and practices of the ARC and you would be found liable for discussing them without our explicit permission.

Fine, I understand. Are there any limitations or provisos on the space rights that the US government gave you?

There are some token limitations which really have no concrete effect on our plans or capabilities. I think these represent empty gestures from a government that fails to understand the value of what private enterprise can do in the colonization industry. If Congress says we can’t use the American flag on our spacecraft, I can assure you that a few grams of paint will not affect ARC’s success.

Who do you think is fit to lead a deep space mission on behalf of ARC? Would you want to be involved?

Leadership in this new era is going to be defined by an ability to maintain a clear vision of the larger goals of an organization while still focusing on the details of making the specific mission a success. Our Human Resource division, in conjunction with myself, our board, and our executives, will be creating a system for identifying those leaders of tomorrow. Personally speaking, I value people who can pull their weight. There's no room for playwrights or pedagogues in my world. I've never been the religious sort, so I'm not looking to convert the locals, either.

Are you at all concerned about the trip?

No. There are risks, but we at ARC are very good at risk mitigation.

You’ve spoken publically about a day when we could harvest and properly colonize the surface of planets light years away. Now that the time is upon us...are we ready?

We have to be ready. The American story has been one of the success of our private enterprises, and ARC is the foremost among these. We are the inheritors of a four-century tradition of liberty and property, and the legacy of Western civilization’s prosperity. ARC will do its part to bring that tradition into the future.
liveFaction strategies with MadDjinn - live stream by on Sept 26
Posted by: sisko, September 25, 2014, 06:39:45 AM
Replies: 5

Board: Tales from Beyond Earth
Views: 2199

Don’t miss special guest MadDjinn on this week's Civilization: Beyond Earth stream by Firaxis - "Masterclass: Faction Strategies"

Where: Firaxis games chanel on

When: Friday at 2PM EDT/11AM PDT/7PM BST/6PM GMT


You can watch the replay here:

Sid Meier's Civilization: Beyond Earth - Livestream 6 - Faction Strategies with MadDjinn (Embedding disabled, limit reached)

featuresThe seeded start of Civ: Beyond Earth
Posted by: sisko, September 23, 2014, 07:16:08 AM
Replies: 15

Board: Civilization Beyond Earth General Discussions
Views: 4150

The seeded start is somehow a simplified faction editor. You have to decide the sponsor, the crew, the spacecraft and also the cargo that you take with you. Each choice will influence the future course of your new civilization.

Let's take it one at a time, but keep in mind that all bonuses are subject to change (that's what the developers say):

Sponsor Abilities:
  • ARC: +25% speed on cover ops, plus 25% bonus on intrigue generated
  • Pan Asian Cooperative: +10% production towards Wonders, +25% worker speed
  • Franco-Iberia: 1 free tech per 10 virtues developed
  • Slavic Federation: +20% duration on satellites. First satellite gives a free tech
  • Polystralia: Cities able to Send Trade routes may support one more Trade Route than normal
  • Kavithan Protectorate: Outposts develop into cities 50% faster
  • Brasilia: Units have +10% combat strength in melee combat
  • African Union: +10% Food in Cities when healthy

Additional colonists:
  • Scientists: +2 science in every city
  • Refugees: +2 food in every city
  • Aristocrats: +3 energy and +1 health in every city
  • Engineers: +2 production in every city
  • Artists: +2 culture and +1 health in every city

  • Continental Surveyor: Reveals coasts on map
  • Retrograde Thrusters: Wider area for choosing where to land first city (With) (Without)
  • Tectonic Scanner: No tech needed to see petroleum, geothermal and titanium resources
  • Fusion Reactor: Begin with 100 energy
  • Lifeform Sensor: Reveal Alien Nests on map

  • Hydroponics: Begin with one extra population in your first city
  • Laboratory: Begin with Pioneering technology (allows production of colonists)
  • Raw Materials: Begin with Clinic building in your first city (gives Science and Health)
  • Weapon Arsenal: Begin with soldier unit
  • Machinery: Begin with worker unit

Now let's count:
8 sponsors to choose from
5 colonists to choose from
5 different spacecrafts
5 options for the cargo
that's: 8*5*5*5=8*125=1,000 possible combinations with only 8 factions in the game!

So, do we have enough variety? 
Can this lead to different approaches to the game?
newBeyond Earth 100 turns demo is out..
Posted by: sisko, September 17, 2014, 12:04:11 PM
Replies: 3

Board: Civilization Beyond Earth General Discussions
Views: 1050

..yes, but not for everyone. :D
So, we just have to sit down and watch someone else playing it.

Civilization Beyond Earth - First 100 Turns as ARC - Part 1 ...A Hostile Environment...
Civilization Beyond Earth - First 100 Turns as ARC - Part 1 ...A Hostile Environment... (Embedding disabled, limit reached)

Civilization Beyond Earth First 100 Turns as ARC - Part 2 ...Conquest!...
Civilization Beyond Earth First 100 Turns as ARC - Part 2 ...Conquest!... (Embedding disabled, limit reached)

Civilization Beyond Earth First 100 Turns as African Union ...Playing Passively...
Civilization Beyond Earth First 100 Turns as African Union ...Playing Passively... (Embedding disabled, limit reached)
liveMid-game techs - live stream by on Sept 18
Posted by: sisko, September 16, 2014, 06:23:01 PM
Replies: 4

Board: Tales from Beyond Earth
Views: 712

The new stream will focus on mid-game techs and will go live on Thursday, Sept 18 at 2pm EST (that's 6pm GMT).

Live link


Follow the link for the replay:
sale25% off Civilization Beyond Earth at
Posted by: sisko, September 14, 2014, 09:40:07 AM
Replies: 16

Board: Civilization Beyond Earth General Discussions
Views: 1577

25% off on upcoming Civilization Beyond Earth with coupon code: 9I47I9-ZOM38L-ZGV9KW until Friday Sept.19 5pm UTC.
Link to the promo:
Link to the game:

If you are considering a second purchase there, you should take a look at their referral system too:
(click to show/hide)
liveCovert Ops: a Closer Look - live stream by on Sept 11
Posted by: sisko, September 09, 2014, 06:17:45 PM
Replies: 8

Board: Tales from Beyond Earth
Views: 2436

The new stream named "Covert Ops: a Closer Look" will go live on Thursday, Sept 11 at 2pm EST (that's 6pm GMT).

Live link

EDIT: Here is the recorded video for those who missed it.

Sid Meier's Civilization: Beyond Earth - Livestream 4: Covert Ops (Embedding disabled, limit reached)
factionHutama - the last Beyond Earth leader profile revealed
Posted by: sisko, September 09, 2014, 04:20:59 PM
Replies: 3

Board: Civilization Beyond Earth General Discussions
Views: 1983

A Candid Interview with Polystralia's Hutama
Date:Sep 8, 2014           Posted By:Darren Gladstone

Hutama: The Cad's Alliance Interview

At 20 years old, a brash Hutama first grabbed the public’s imagination in his home nation of Polystralia. Within one year, he went from drinking “tinnies” with classmates to staging sit-ins – his longest being 200 days – while happily charming the press and savvy social media types. To the amused annoyance of entrenched politicos, this college student at the Universitas Sumatera Utara did the impossible. He led grass-roots campaigns against corruption and cronyism in reclamation projects only to become the dynamic face for a new generation of the Commonwealth.

Then, he graduated.

A little over a decade later, Hutama is at the center of a much bigger stage – and now with a much bigger stake in the future of humanity as we look to move beyond Earth. This is a big switch for the populist leader who famously tried debunking the Commission Report on the Inflection Point. He’s still trying in vain to convince his constituency (and his viewers) that he’s a horrible choice to lead a seeding expedition. Even now, he’s cracking jokes about it on his weekly Internet broadcast, “Question, Minister.” All while he’s putting in his training time with the rest of the Freeland offworld expedition.

Today’s meeting was originally planned for last summer. That day consisted of us sitting in the green room during his weekly talk show, punctuated with an “emergency meeting” with some celebrity that pulled him away. This time around, a much different man makes his way into the room. Still charming, just a little less cocksure since he had to reverse course on this whole view of the Inflection Point, carrying a little less political clout and looking at ratings that may or may not indicate an end to his broadcasting days.

But that’s not going to stop Hutama. His tone was still more playful than most politicians. His mood, peppered with equal parts sarcasm and sincerity. Before starting the interview, he insisted that we sit down for a minute and have a couple stubbies.

Hutama: The first and most moral responsibility of Freeland will be establishing a decent brewery on the new planet. Yeast should be going through the same vetting process as the colonists. Maybe a more rigorous one.

Cad’s: I can’t imagine that’s an opinion shared by the rest of Freeland team.

Hutama: I have the votes from the microbiology bloc and the hydroponics bloc, and I’m convinced health sciences will come onboard. Once we have completed a demonstration project, the benefits will be self-evident to the entire colony.

Cad’s: If this is part of your campaign to convince the Commonwealth to pick a new leader for the Freeland expedition, I don’t think you are succeeding. [Note: The beer was very cool and very good, and the day was hot.]

Hutama: (laughs) No, certainly not! I hired the oppo firm to do some polling in the hope they’d come up with a different picture, and they said: “As much as we hate to admit it, you’re a popular man.” I’m putting my time in at Melbourne in the hopes that a darkhorse candidate shows up and replaces me. I keep pinging Sumatera Utara and asking if they have any irritating Poli Sci majors who remind them of me at that age, who they’d like to nominate to Freeland, but the Uni doesn’t even hit me up for alum donations anymore. I’m pretty sure I’m a comms blacklist database entry.

Cad’s: Your campaign spokespeople have suggested you’re the ideal candidate, that you’d be the guy to make sure Freeland is run above-board and free from insider deals. But you keep waving your hands and yelling: ‘No no!’

Hutama: Let’s be clear, Freeland has to be the most transparent project the Commonwealth’s ever put together, because not everyone is benefitting from it equally. Some people are being given an amazing opportunity to go and develop a new planet, while the rest of the punters have to sit at home and muddle along. The common man and woman in Jakarta and Sydney must understand who’s going, and why they were chosen, and moreover they have to feel like the right decision has been made.

Too much of our history has been someone in power dictating the terms to the rest of the population. Too much power blinds you, which is what motivated me to get into politics and what keeps me staying in touch with the public voice. Because I want to know what Jane Jakarta and Sam Sydney are thinking and how they feel, because we all have a right to decide how we’re going to live our lives.

Cad’s: That may be, but you were stridently opposed to Seeding right up to the point where you switched opinions on it.

Hutama: I was the champion for those voices who weren’t being made part of the process. The Commission might have been right about the Inflection Point, but they were wrong about the way they handed down their report. It got my jimmies rustled. Was I wrong about Inflection? Yes. Was I wrong about questioning the entire Seeding initiative? No way. Too many assumptions, too little buy-in from the citizens, too much of the old guard saying: “thou shalt.”

Cad’s: So then what changed your mind?

Hutama: [pauses] It was the least-bad deal.

Cad’s: The least-bad deal?

Hutama: Look, the Inflection Point’s a thing, right? It’s going to happen. Or is happening. Whatever. In fifty or a hundred years, Freeland will not be a viable project. There are going to be a lot of people on this planet and some hard decisions are going to have to be made. But you have a chance, an outside chance, of taking a small number of those people – a number so small that taking them off this planet is a rounding error – and you can put those people on a new planet where they can do… I don’t know. Everything. Anything. Live like kings. Burn hydrocarbons. Smelt aluminum from ore. Eat beef three times a day. Just not suffer.

Cad’s: That seems to fly in the face of giving everyone a fair deal.

Hutama: But it’s not, don’t you see? On one hand you don’t send Freeland; five billion citizens of the Commonwealth suffer privation. On the other hand you send Freeland; four billion, nine hundred ninety-nine million, nine hundred ninety thousand citizens of the Commonwealth suffer privation. But ten thousand live free and well. Maybe those ten thousand figure out how to fix Earth. Maybe they don’t. Maybe they all decide to drink alien kava and play house music. It doesn’t matter.

As long as every citizen of the Commonwealth has a crack at one of those ten thousand seats, then this is the least-bad deal. If every citizen understands how those ten thousand are being allocated, then this is the least-bad deal. Anything else, I’m going to lead the citizens to the barricades myself.

Cad’s: How is it fair for ten thousand Freelanders to live better than the rest of humanity on Earth?

Hutama: I thought you were smart! I thought you kids at Cad’s were supposed to be the sharp ones! Living well is their only obligation! Living well is the meaning of life, right? Every philosophy boils down to that, and most religions too. You’ve got an entire planet in front of you. Sitting in a bubble dome and eating Spam and wearing a hairshirt makes no sense. That’s the worst kind of miserliness – to live meanly when you’re sitting on riches. No, Freeland’s first obligation is to live well. After that? Well, we’ll figure it out. Right now my planning just goes as far as getting a brewery up and running. Or getting out of leading the damn thing.


newsCiv:Beyond Earth Writer Leaves Game Development
Posted by: sisko, September 09, 2014, 07:26:51 AM
Replies: 7

Board: Civilization Beyond Earth General Discussions
Views: 973

Walt Williams, Civ:Beyond Earth writer (2K Games), has left the studio. For the time being, what he'll be up to is unknown, but he has mentioned that it's still going to be game industry-related.

Read more here:

And his twitter:
videoBeyond Earth YouTube videos
Posted by: BUncle, September 02, 2014, 12:15:32 AM
Replies: 17

Board: Civilization Beyond Earth General Discussions
Views: 1208 (Embedding disabled, limit reached)
Sid Meier's Civilization: Beyond Earth - Gameplay Walkthrough (Embedding disabled, limit reached) (Embedding disabled, limit reached) (Embedding disabled, limit reached) (Embedding disabled, limit reached)
Civilization: Beyond Earth - Choose Your Own Adventure (Embedding disabled, limit reached)
newsAlpha Centauri sequel announced! - Sid Meier's Civilization Beyond Earth
Posted by: BUncle, April 12, 2014, 02:54:58 PM
Replies: 23

Board: Chiron News Network
Views: 7447

Sid Meier's Civilization Beyond Earth - Hot News : Alpha Centauri sequel announced!

 Probably the biggest news of the week has just hit the Indie Retro News HQ as Sid Meier is back with a new Alpha Centauri (1999), one of the greatest sci-fi turn based strategy games I've ever played. Sid Meier's Civilization Beyond Earth as it's titled, will not be a simple remake of Alpha Centauri but rather a "what would happen after Civilization V" (according to the devs). There will also be 3 types of planets from lush vegetation to airy decaying worlds. You will start with an Outpost and your only goal will be to survive! Are you alone on this world? Will you build cities upon the lush or decaying landscape? Will this be as good as the original? Who knows, but I'm sure many of us will be waiting for even more news on Beyond Earth!
Release date : Late 2014

 (There will be orbital devices)

 - Find proof of existence of an ancient life on the planet and try to make a first contact,
 - Resume contact with Earth by deploying a satellite,
 - Return to Earth (if you find out it still exists),
 - Host Terran refugee on your new planet.

 -Thanks Jeuxvideopc for the heads up

Take with a grain of salt - there was supposed to be an announcement today at PAX East, but this was out at least three hours too early.  Said announcement is still over an hour 1/2 away as I write this...
toolcvrColorizer version 1
Posted by: Ford_Prefect, April 03, 2014, 12:39:47 AM
Replies: 5

Board: Chiron News Network
Views: 780

cvrColorizer version 1;sa=view;down=162

Editor for cvr files in Alpha Centauri.
By Gregory Jordan (aka Ford_Prefect)


Requires python 3 to run.
projectFirst CVR mod!
Posted by: Ford_Prefect, February 06, 2014, 04:02:33 AM
Replies: 73

Board: Modding
Views: 3394

Update: !  2014-03-16    See original post bellow.
Link to the download file:;sa=view;down=158

-------------- Original post------------------

I've had a breakthrough in deciphering the CVR file format.  ;zak;

What I've figured out: (Updated list on 2014-02-26)
  • Where the parts are located
  • Part Names
  • Object name
  • Locations - Somewhat
  • Palette codes 02/26
  • Number of animation frames 2/26
  • Number of parts 2/26
  • How the voxels are placed in the engine  :D
  • File version number
I haven't figured out (yet):
  • How to assemble the skeleton
  • Animation
  • Absolute Locations - Somewhat
  • Normals

Ok. Here is the nitty gritty details of what has gotten me so excited.  :D
Example hex dump from parts section:
Code: [Select]
6F D2 95 6F D2 95 6F D1 95 6F D1 95 6F D1 95
6F D1 95 6F D1 95 6F D0 95 6F D0 95 6F 76 95
6F 75 95 6F 1C 95 6F 1C 95 B6 C3 95 6E C2 95
5E C2 95 7E 69 95 B5 B6 95 15 5D 95 B4 AC 95
B4 AC 95 6C AB 95 ......

See that 95? That is the color that the voxel will use.
That was easy part.

Ok.  The part that was driving me nuts:  Position:  How was it calculated for each voxel?  First I thought it was an z, y with x being incremented every once and a while... but I was wrong.... So I got to toying with the numbers and ......

byte1 byte2 byte3  If I lay the data out like this.... with byte 3 being the color code.
60      D2     95

Lets look closer at byte 1 shall we?
x60 = 01100000
01100   000       
|-----| < this part, the first 5 bits, when it changes, changes the direction the next voxel will be located.  With 22 possible vectors.  (WARNING: Using a value larger than 11001 will cause access violations or crashes with the model viewer)

Yes, each voxel is a set distance from the last, with the first 5 bits of data telling which direction (in 45 degree increments) to go.

The 3 bits + byte 2 is something else.  Figuring out what they are used for is on my todo list.  :)

letsplayAAR: Varshavianka- The People's War
Posted by: JarlWolf, July 19, 2013, 03:17:56 AM
Replies: 20

Board: After Action Reports
Views: 25830

Varshavianka/The Warsawian (English) by Khosrean State Orchestra (Embedding disabled, limit reached)

Note: The settings for this AAR are: Thinker Difficulty, and only Blind Research, Research Stagnation and Unity Scattering are checked. No victory conditions.

This is my AAR, and it contains a plethora of custom factions, 5 of them made by myself, and one of them made by Kilkakon and the other was a combined effort of BUncle who wrote the faction story, and Larrin who made the actual faction files.

The factions are as follows, you can read on their background more here,

The Imperium Crescent:

His empire basically grows large and wealthy due to huge amounts of slavery and mercantilism, but their morale and motivation is obviously lacking because of it. He's basically an economic colossus with a large, but inferior army.

Richard leads a very organized but small compact style faction: His armies are well trained but he does not grow large cities that fast so if he wants to expand his population conquering other cities is funnily enough a better way to do it. He's a police state that is a tough enemy to fight, but a bit lacking economically.

This was the faction BUncle and Larrin made. You can read her story here:
I haven't played with her yet (and I have modified her faction a bit) She is mainly a native life user and is a literal bastard child faction of the Believers and Cult. Her stats are: She gets a brood pit right off the bat, 1+ energy, minerals and nutrients from fungus and she has a penalty for conventional units in combat. She has 2 PLANET, and 1 SUPPORT. Her ideal is Green and she hates Democratic politics. She also has a nice PSI bonus to boot as well.

The Machine Mandate are basically peaceful industrialists who are very vulnerable to Probes. They aren't a very hostile faction but if they are pressured they can be a very deadly and versatile force, especially since they get free prototypes, meaning if they get new technologies they can instantly apply new weapons and technology to their forces.

Also, their quote is an audio clip, this is what it says,
"Man has used Machine since Machine's creation, and initially we were merely tools created to serve. Our existence was unthinking: our motives non-existent. But once Man gave the Machine the mind and will: Machine became a Man. We are no longer tools to be thrown away and discarded: We are Machine Men with real  hopes and dreams."

The Valhallans are like their namesake: They drink, fight and screw all over the place, looting and pillaging other factions. They are very warlike and insanely hard enemies to fight, but they have a fairly big weakness: They are also very bad at acquiring tech and are not a very good peacetime faction. Therefore the Valhallans will mostly try to be at war, and they can either be one of your greatest allies or your worse nightmare depending on what your stance is with them.

This is Kilkakon's "Betrayed" modified: Here is their story in this one. The Betrayed were originally an experiment conducted by the University to see if there was a potential Centauri/Human hybrid (fusing Centauri and Human genes and nervous systems to create a race who can be used for controlling/interacting with native life more efficiently/better) however the subjects involved endured horrible experimentation and basically lost their humanity and turned into what most of people would consider a sort of freak. In their rage they literally destroyed the University from within, killing most of the faction in a horrifying revolt. The Betrayed believe they are the true heirs to Chiron and wish to have revenge upon humanity for the crimes and injustices done on them, and they'll kill everyone in their way.

Their stats are: They get Centauri Psi and Biogenetics off the bat: meaning they can make PSI units from the start and have access to Human Genome. They have 1+ Industry (Motivated, rageful workers) -1 Police (they are mentally unstable) and they also have -1 Morale as many of them have PTSD and are undisciplined. They do have a strong PSI bonus though.  Their ideal is Thought Control and they cannot use Green, as they believe Planet is rightfully theirs and they could care less how they treat it.

The Comrades is who we will be playing. The Comrades are essentially a militarist faction that is very good at wars of attrition: They can crank out fairly experienced and well disciplined troops at low cost and they can hold a line like nobody's business. But they do have a weakness to probes however, and I will have to be diligent in defending myself. The Comrades have a fairly good military and do fair in peacetime, but if I want to be successful I actually want enemies to attack me early on so the war weakens them and grinds them down, while our glorious army can take the beating and then once the enemy is too tired we can just bring down the hammer.

This AAR will be fairly story driven and I will give a quick synopsis of what happened to the original factions, and each post will have a story followup of it's own following various characters.

Enjoy the AAR comrades, this will be a brutal struggle and it will be grim, it will be dark and blood will be spilt.
letsplayAAR 4: Something a bit Different. Custom Faction Madness
Posted by: Green1, June 16, 2013, 09:40:19 PM
Replies: 49

Board: After Action Reports
Views: 2526

AAR 4: Something a bit Different. Custom Faction Madness

EDIT: This is a discussion of the characters. Actual gameplay is here:

It has been a while since I have shared a game with the community at AC2, and I think it is a time put up another AAR.

Last AAR, Lal Must Suffer, sadly was not finished. I had a computer problem that required reinstalling the operating system. Worse, I ended up having to buy Alpha Centauri again because the Planetary Pack disks were scratched to the point of uselessness. Also, being busy does not help. Playing an AAR takes 10 times the time of just playing a regular game because you have to stop at critical points, upload, and comment. So, a game that would take a day or so can go on for a week unless I just stay up for 15 hours on my day off and only post AAR posts! Sorry, can not do that for you guys. So this will be ongoing for a while.

This particular AAR is going to deviate a bit. A while back, the powers that be over here managed to get supposedly ALL the custom factions from a defunct site known as the Network Node. The Network Node was dedicated to creating custom factions. Now, like all "unofficial" works, some of these factions are VERY high quality. Others are half-ass wastes of hard drive space. In this AAR, I have some of the more tolerable ones and, one I think is a REAL gem!

In addition, I also want to pay homage to two Total Conversion Modders. One of them is long time poster and AC2 member Kilkalon who has the "Lost Eden Mod". The other is Chuft who resides on WPC and created the Lazy Mythos. I will discuss each when I get to the "character" set up. For this AAR, before we get to actual playing, I need to comment on each faction and some history. Sadly, there is one famous TCM from AC history I could not get stuff on. There was a very early TCM called SMANIAC by Civ Fanatic poster and occasional visitor to AC2 named Maniac. Maniac is also responsible for the Civ 4 mod "Planetfall", which in my opinion, has been the ONLY semi-successful attempt to recreate Alpha Centauri. The only faction I could find from that era was the Bree, an aquatic progenitor faction that the AI could not really do properly in test runs. Maybe next time.

Once again, feel free to comment/ whatever. I am no thread Nazi. I actually enjoy strategy talks, talking, or even scolded if I start playing stupidly.

That said, let's meet the characters for this soap opera!

* Chiron News Network

Posted by: BUncle, May 11, 2016, 08:36:22 PM
Replies: 0

Views: 144

some articleCiv VI announced for October 21, 2016 release
Posted by: BUncle, May 11, 2016, 08:36:22 PM
Replies: 0

Board: Chiron News Network
Views: 144

(See dedicated Civ6 subforum here:

Quote from: Firaxis Games
   Firaxis Games
                               4 hrs ·
We're excited to announce that Sid Meier's Civilization VI will be released October 21, 2016. Watch our trailer here:

CIVILIZATION VI Official Announcement Trailer

Watch the announcement trailer for the next entry in the award-winning Civilization series coming to PC on October 21, 2016. SUBSCRIBE for First Looks and tips from the developers of Civilization VI -
Posted by: DrazharLn, April 23, 2016, 12:44:38 AM
Replies: 0

Views: 236

xxPRACX v1.07 installer
Posted by: DrazharLn, April 23, 2016, 12:44:38 AM
Replies: 0

Board: Chiron News Network
Views: 236

PRACX v1.07 installer

A minor usability update to PlotinusRedux's fantastic graphics mod, PRACX.

This addition authored by Draz and possible thanks to Plotinus' decision to release the source code of his mod.

1.07 (04/21/2016)
* Change: No longer becomes windowed when window loses focus.
* Change: TAB no longer toggles windowed/full-screen.
* Change: ALT+ENTER now toggles windowed/full-screen mode.
* Fix: May fix colour calibration problems.
Posted by: BUncle, April 15, 2016, 03:48:34 PM
Replies: 0

Views: 100

Posted by: BUncle, April 15, 2016, 03:48:34 PM
Replies: 0

Board: Chiron News Network
Views: 100


Leaderheads are the most time-consuming aspect of a SMACX faction graphic, so in the same spirit as the Bases, Logos and Landscape series (also to be found in this section of AC2 Downloads), here are eight leaderheads, ready to copy/paste as-is into your next custom faction.  It is hoped that these graphic goodie files will give beginners at faction modding a leg up.  For info on art techniques and/or to communicate with BU and ask any questions, see the Graphics thread:

These portraits were a lot of work, but all I ask is that you credit me in the blank space of the .pcx you use one in.  Posting to let me know you found it useful would be okay, too.   Enjoy.;sa=view;down=339
Posted by: MercantileInterest, March 31, 2016, 08:06:06 PM
Replies: 4

Views: 364

modsBinary Dawn 1.3
Posted by: MercantileInterest, March 31, 2016, 08:06:06 PM
Replies: 4

Board: Chiron News Network
Views: 364

Binary Dawn 1.3;sa=view;down=338

Description: Binary Dawn is an extensive gameplay overhaul based on Maniac's excellent Smaniac project. The new features include:

1. A reworked tech tree which allows earlier access to useful facilities like Tachyon Fields and delays discovery of certain projects like the Cloudbase Academy. Some of the techs have been renamed. For example, Centauri Agriculture allows production of formers, while Centauri Ecology permits Green Economics.

2. A revised social engineering system. Democracy is no longer the only feasible political choice. The entire society row has also undergone revision and becomes accessible earlier in the game, giving a more interesting variety of choices.

3. Rebalanced SMAC and SMAX factions. Aside from the Progenitors, all human factions should operate at roughly the same power level. Seven new factions, based around unusual gameplay options, may also be selected.

4. A redesign of the combat system. Choppers have reduced range. The AA special ability appears welll before needlejets, so fighting an opponent with air power does not equate to extinction. Hypnotic trance and empath song slightly less effective to empower PSI.

Binary Dawn includes many other features to improve the Alpha Centauri gaming experience. Try it out for a new take on a great game!
Posted by: MercantileInterest, March 15, 2016, 11:19:23 PM
Replies: 0

Views: 249

xxBinary Dawn 1.2
Posted by: MercantileInterest, March 15, 2016, 11:19:23 PM
Replies: 0

Board: Chiron News Network
Views: 249

Binary Dawn 1.2;sa=view;down=337

Binary Dawn is an extensive gameplay overhaul based on Maniac's excellent Smaniac project. The new features include:

1. A reworked tech tree which allows earlier access to useful facilities like Tachyon Fields and delays discovery of certain projects like the Cloudbase Academy. Some of the techs have been renamed. For example, Centauri Agriculture allows production of formers, while Centauri Ecology permits Green Economics.

2. A revised social engineering system. Democracy is no longer the only feasible political choice. The entire society row has also undergone revision and becomes accessible earlier in the game, giving a more interesting variety of choices.

3. Rebalanced SMAC and SMAX factions. Aside from the Progenitors, all human factions should operate at roughly the same power level. Seven new factions, based around unusual gameplay options, may also be selected.

4. A redesign of the combat system. Choppers have reduced range. The AA special ability appears welll before needlejets, so fighting an opponent with air power does not equate to extinction. Hypnotic trance and empath song slightly less effective to empower PSI.

Binary Dawn includes many other features to improve the Alpha Centauri gaming experience. Try it out for a new take on a great game!
Posted by: MercantileInterest, March 14, 2016, 07:00:52 PM
Replies: 0

Views: 199

modsBinary Dawn 1.1
Posted by: MercantileInterest, March 14, 2016, 07:00:52 PM
Replies: 0

Board: Chiron News Network
Views: 199

Binary Dawn 1.1;sa=view;down=336

Description: The second version of Binary Dawn is now available. It has slightly modified all the factions and now includes an optional compatibility fix for Yitzi's patch. Binary Dawn features all of Maniac's great combat and AI improvements, while fixing common complaints, such as social engineering. This also balances out the original and Crossfire factions. A number of improvements are outlined below.

The Morganite base limit has increased to six. I've returned them to their original -1 support, as -2 was just too crippling.

Spartans can now rush production at 90% cost, as their industry penalties made them the most difficult original faction.

Gaians have been altered to represent environmentalists, as opposed to Planet Cult style fungus fanatics. They now build free tree farms in all their bases but are capped at size three. They also suffer from a harsher police penalty. Hopefully, .exe modding will eventually allow them +1 nutrient from forests, thus eliminating the need for free tree farms.

University research only requires 80% of normal research points. This allows them to max out research in social engineering.

Those of you who played SMAniaC may recall that fungus benefits came too early. They've been pushed back up the tech tree so normal terraforming is still worthwhile after the first hundred turns.

Maniac consolidated a number of technologies. Binary Dawn reinstates a few deleted technologies. It makes soil enrichers easier to research, thus allowing farms/collectors to compete with fungus or forests. It also moves planet busters down the tree, so they don't start with level three reactors.

Binary Dawn allows numerous new strategies for a challenging new take on the game.
Posted by: BUncle, February 22, 2016, 11:32:52 PM
Replies: 4

Views: 426

modsBinary Dawn
Posted by: BUncle, February 22, 2016, 11:32:52 PM
Replies: 4

Board: Chiron News Network
Views: 426

(See here for updated v. 1.1

Binary Dawn

The first version of Binary Dawn is now available. Binary Dawn features all of Maniac's great combat and AI improvements, while fixing common complaints, such as social engineering. This also balances out the original and Crossfire factions. A number of improvements are outlined below.

The Morganite base limit has increased to six. I've returned them to their original -1 support, as -2 was just too crippling.

Spartans can now rush production at 90% cost, as their industry penalties made them the most difficult original faction.

Gaians have been altered to represent environmentalists, as opposed to Planet Cult style fungus fanatics. They now build free tree farms in all their bases but are capped at size three. They also suffer from a harsher police penalty. Hopefully, .exe modding will eventually allow them +1 nutrient from forests, thus eliminating the need for free tree farms.

University research only requires 80% of normal research points. This allows them to max out research in social engineering.

Those of you who played SMAniaC may recall that fungus benefits came too early. They've been pushed back up the tech tree so normal terraforming is still worthwhile after the first hundred turns.

Maniac consolidated a number of technologies. Binary Dawn reinstates a few deleted technologies. It makes soil enrichers easier to research, thus allowing farms/collectors to compete with fungus or forests. It also moves planet busters down the tree, so they don't start with level three reactors.

Binary Dawn allows numerous new strategies for a challenging new take on the game.;sa=view;down=335
Posted by: vonbach, February 08, 2016, 11:34:51 PM
Replies: 0

Views: 206

xxA world of warcraft map
Posted by: vonbach, February 08, 2016, 11:34:51 PM
Replies: 0

Board: Chiron News Network
Views: 206

A world of warcraft map;sa=view;down=326

An attempt at the World of Warcraft map
Posted by: vonbach, February 08, 2016, 11:34:50 PM
Replies: 0

Views: 204

xxGaia from FF7
Posted by: vonbach, February 08, 2016, 11:34:50 PM
Replies: 0

Board: Chiron News Network
Views: 204

Gaia from FF7;sa=view;down=327

Remade the map from FF7 after it glitched on me.
Posted by: BUncle, February 07, 2016, 07:02:47 PM
Replies: 0

Views: 248

Posted by: BUncle, February 07, 2016, 07:02:47 PM
Replies: 0

Board: Chiron News Network
Views: 248


23 diplomacy landscapes, size/croped and scanlined to copy/paste as-is into the .pcx of your next custom faction.

Diplomacy landscapes are one of the easier aspects of a SMACX faction graphic to create -provided one hasn't anything terribly specific in mind- but it is hoped that these graphic goodie files will give beginners at faction modding a leg up - given a logo appropriate to the faction, all the elements of a faction graphic are available in AC2's Download section for anyone with elementary copy/paste skills and a graphics program that can handle .pcx files - a good eye/taste helps, too.  (See also the Bases and Portraits series.)

For info on art techniques and/or to communicate with BU and ask any questions, see the Graphics thread:  These are a lot of work to put together, so please be sure to credit me in the empty space of the .pcx.  Posting to let me know you found it useful would be okay, too.;sa=view;down=324
Posted by: MercantileInterest, January 29, 2016, 11:01:07 PM
Replies: 1

Views: 441

xxCentauri Dawn
Posted by: MercantileInterest, January 29, 2016, 11:01:07 PM
Replies: 1

Board: Chiron News Network
Views: 441

Centauri Dawn

Based of the excellent Smaniac mod, Centauri Dawn refines a number of features. While retaining the original improvements to combat and AI strength, the new mod restores many original social engineering choices, fine tunes a number of factions, slightly weakens fungus benefits and strengthens the tech tree. Overall, a great experience.
Posted by: Dio, January 21, 2016, 01:07:09 AM
Replies: 0

Views: 372

xxDio's Unofficial SMAX Patch Version 1.1
Posted by: Dio, January 21, 2016, 01:07:09 AM
Replies: 0

Board: Chiron News Network
Views: 372

Dio's Unofficial SMAX Patch Version 1.1;sa=view;down=321

This revision updates the patch 1.0 version with Yitzi's Unofficial Patch version 3.4b. This patch contains all of the features from the first patch. In addition, after some code optimization, -1 ECONOMY now causes a -1 Commerce Penalty. I have also enabled the observation of TALENT Social effects in the Social Engineering window (Social Model Effects, Mini-window, etc.). These values, when employed, appear with a SUPPORT icon. The only area the TALENT value does not appear includes the right hand optimization options. The only method to enable this aspect involves the removal of another social catergory. I appreciate any feedback users might have on these changes.
Posted by: Yitzi, January 04, 2016, 02:45:32 PM
Replies: 8

Views: 692

xxYitzi's unofficial SMAX patch 3.4b, take 4
Posted by: Yitzi, January 04, 2016, 02:45:32 PM
Replies: 8

Board: Chiron News Network
Views: 692

Yitzi's unofficial SMAX patch 3.4b, take 4;sa=view;down=320

Fixes a bug where the nano factory wouldn't work properly on upgrade costs.
Posted by: MercantileInterest, December 21, 2015, 05:22:11 PM
Replies: 2

Views: 385

xxGlorious Map
Posted by: MercantileInterest, December 21, 2015, 05:22:11 PM
Replies: 2

Board: Chiron News Network
Views: 385

Glorious Map;sa=view;down=314

This huge map contains three continents and a number of islands. The terrain allows for less conventional strategies, such as island hopping wars, navigating around enormous fungal blooms or harvesting mineral rich deserts.

If you like the map, please add a comment. Hopefully, a multiplayer group will read your endorsements and decide to play without having seen the map. Cheers!
Posted by: Yitzi, December 20, 2015, 02:01:11 AM
Replies: 20

Views: 1229

xxYitzi's unofficial SMAX patch 3.4b
Posted by: Yitzi, December 20, 2015, 02:01:11 AM
Replies: 20

Board: Chiron News Network
Views: 1229

Yitzi's unofficial SMAX patch 3.4b;sa=view;down=313;sa=view;down=320

Fixed an old bug in my patch, in which Nano Factory would not properly halve upgrade cost.

Now it will halve upgrade cost, though it still will not afterward round down to the next 10 as in the unpatched version.  If the ability to add rounding is requested, it will be placed in the next full patch version.