Posted  by  admin

Beyond Earth Rising Tide Mods

Beyond Earth Rising Tide Mods Rating: 6,7/10 7916 votes

Contents.Setting In the aftermath of the first wave of colonies, the people of Earth continue to struggle for existence. New factions have arisen and have launched a new wave of colonies off planet. Gameplay Rising Tide brings new features including expanded water gameplay (which includes floating cities), hybrid affinities, a completely revamped system, and an expanded exploration system.The expansion adds several new dimensions to aquatic gameplay. Unlike land based cities, or even ocean cities in previous iterations of the game, aquatic based cities can move. Movement, rather than culture, is the way aquatic cities expand their borders. Aquatic cities produce less unhealth, produce more energy and culture, and can create naval units much faster than land based cities. However, they are much harder to defend, and are less efficient at producing land and air units as land based cities would.

On top of these differences several wonders and buildings are exclusive to either land or aquatic cities. Workers in RT can build farms on aquatic tiles, and they have an expanded number of aquatic tile types they can improve. When viewing at ocean tiles, water is transparent rather than blue allowing players to see the ocean floor. This graphical enhancement allows for players to see resources under the ocean.Hybrid affinities add another twist to the Beyond Earth experience. In the original game, players are encouraged to earn points toward one of the affinities: Supremacy, Harmony, or Purity. The game favored choosing one affinity to level up while ignoring the other two. In Rising Tide, players are now also rewarded for leveling up multiple affinities at the same time.

Several new units of the game can only be built if the player has points from multiple affinities.While the base Beyond Earth game used a diplomatic system derived straight from Civilization V, diplomacy in Rising Tide is described as 'completely rebuilt from scratch'. Players can earn a new type of currency, diplomatic capital. Factions can earn this capital with certain buildings and wonders, and they can earn it trading with other factions. Each faction can use this capital to buy personality trait bonuses. Diplomatic capital can also be used to build new units and buildings but it can not be used to buy new tiles. The AI has a respect and fear factor. Players who the AI deems high in respect or fear may enter more beneficial relationships.

Players with low fear or respect ratings are more likely to go to war. When entering a war, players now earn a war score. When entering peace negotiations, the higher the war score a player earns, the more concessions a player may get from the losing faction.Exploration has an expanded role in Rising Tide. Players can find three types of artifacts: Old World Relics, Alien Biology Artifacts, and Progenitor Artifacts. When a player receives an artifact they may cash in these artifacts early for quick bonuses, or they can combine different artifacts to unlock different wonders, buildings or unit bonuses.

Players may also discover Planetary Marvels. When a Marvel is discovered a planetwide quest is unlocked, which when completed provides many bonuses. Each biome has a different marvel.On top of these changes to exploration, explorers can perform expeditions on water tiles. Players can now leash Aliens using explorers, allowing players to capture armies of aliens to fight for them.Rising Tide adds two new biomes: frigid, an ice world, and primordial, a geologically active world. Aliens have different color patterns in each biome and will behave differently depending on what biome they are in. For example, aliens in a frigid biome tend to be fewer in number but stronger while those in a lush biome would be larger in number yet weaker.Four new sponsors have also been added: Chungsu, Al Falah, the North Sea Alliance, and INTEGR.

Chungsu comes from the. This faction excels at and can build its founding city on water tiles. Al Falah comes from. Unlike the rest of the colonists, Al Falah colonists lived in rather than being frozen on. The colonists from this faction have never seen Earth, and its culture has evolved as such. This faction gets bonuses in City development.

The North Sea Alliance comes from the and the. This faction gets bonuses in water tiles, and can build its founding city on water tiles.

INTEGR comes from. It gains bonuses in the new diplomacy system. The Beyond Earth spinoff game, does not include the new sponsors introduced in Rising Tide.Development The development of Rising Tide was announced on May 18, 2015. The game was released on October 9, 2015. Several new features have been added post launch. A spoils of war system has been added to allow victors in war to pick what they want from the defeated foes.

A black market has been added to allow players to buy or sell resources for diplomatic capital. The AI is much more aggressive toward players close to the completion of wonders or to victory. Reception gave it an 80.56% rating while rated it 81/100.ReceptionAggregate scoresAggregatorScore80.56%81/100Review scoresPublicationScore9/107.1/1073/100. Tack, Daniel (May 18, 2015).

Retrieved May 18, 2015. Civilization Beyond Earth- Rising Tide. Firaxis Games. Retrieved 21 October 2015. ^ McCormick, Rich (16 October 2015). Retrieved 21 October 2015. Looney, Russ.

The GameAgent Blog. Retrieved 12 July 2016.

Best Beyond Earth Sponsor

Meer, Alec (30 October 2015). Rock, Paper, Shotgun. Retrieved 12 July 2016. Meer, Alec. Rock, Paper, Shotgun.

Retrieved 12 July 2016. Savage, Phil (18 May 2015). Retrieved 12 July 2016. Retrieved 12 July 2016. Retrieved October 18, 2015. Retrieved October 18, 2015. Retrieved July 11, 2016.

Retrieved July 11, 2016. Retrieved July 11, 2016.External links.

The big criticism of Beyond Earth when it came out was that is felt like a Civilization V mod. On the one hand, that speaks well of the modding community, and mod support, of Civ 5 that such a claim could be made so casually.

But on the other hand, it’s clear that people were expecting more out of Beyond Earth. Now that the Rising Tide expansion is out, there’s really only one question it needs to answer: does it finally feel like its own game? The answer, I think, is a hesitant “yes”.Rising Tide doesn’t alter Beyond Earth’s usual flow all that much; you’re still setting down on a hostile world teeming with aliens. The new primordial and arctic biomes are a nice addition to the mix, but the novelty of new biomes isn’t going to stick past your first games on them. As such, they are probably the least replay-value-adding aspect of the expansion. Still, fighting against reskinned versions of the aliens we’ve all grown to love (and hate) is also a nice change of pace.

The new biome descriptions said that aliens will act differently depending on the climate, but I didn’t notice a huge variation.If you’re one of the new factions that hews towards water, you also get a chance to thruster down directly into the sea and construct your first city on coastal waters, which is the big new selling point – seasteading cities! Personally, I would have preferred Rapture-style underwater cities, but this is fine too. And indeed, the most interesting aspect to these floating communities is that you can move them around in the water, like a giant, lumbering ship. It costs production and turns to do so, but it’s the only means (besides using energy/money) to acquire new land/water tiles, so it ends up being a must. To go along with the new sea-cities is the ability for your workers to farm and mine the water.

All taken together, this becomes a double-edged sword for Beyond Earth. While it is cool that by the end of the game, the whole map is covered in hydroponics and deep-sea mining complexes, thus giving it an even more futuristic look, it also takes away a large part of the strategy. By mid-game, there’s really not much difference between land and water, and continents start to lose their importance. Hell, by late game, most land units can even hover over water and act as naval units, so by the end, the distinction between land and sea is almost moot. Yes, that fits in with the futuristic vision of the game, but it makes the strategy a little less compelling.The new diplomacy architecture is similarly one step forward, one step back.

Now, instead of getting “favor points”, you generate “diplomatic capital”, which can be used either on yourself (to give your faction various small bonuses), to buy units and buildings at a large mark-up, or to initiate various capital-for-bonus deals with other factions. Much like faith from Civ 5, diplomatic capital adds another type of currency to the game and all of the choices related to it are fun and interestingly tough calls to make.The problem is that in adding this new facet, developer Firaxis also gutted the old diplomatic system. Now, all of your relations exist on a sliding scale wherein, like The Sims, other leaders watch your actions and decide which things they like about you and which they don’t. From there, it’s easier or harder to maintain that co-operation agreement you just signed. But gone are the options to demand that neighbors make peace with each other. Or tell an aggressive expansionist to not settle near you.

In short, almost all of the diplomacy is now “streamlined” and most of the role-playing elements are gone. Everything else in Rising Tide is all about small touches. There is a plentiful bounty of new units dispersed throughout, including the new universal unit, the melee-range patrol boats. But where the expansion units truly shine is in the hybridizing of affinities.

It’s no longer as much of a waste to diversify yourself between Supremacy, Purity and Harmony. Now, if you can hit parity between two of them, you get access to hybrid units, which not only look different, but also come with bonuses that the specialized affinity units can’t touch.

Earth

They aren’t make-or-break, but it definitely made me think twice before gunning down the Purity path, full-bore.Among the final touches is an updated UI, which finally adds a generous helping of color to the tech web, thus making it much easier to tell a unit from a building from a wonder. The game has also been rebalanced for all of the new content, such that old Beyond Earth strategies must be either heavily tweaked or thrown out entirely in favor of new approaches. This is great, if for no other reason than it’s fun to rediscover how to play a game you thought you had mastered already. Lastly, the new music is just as amazing as the vanilla game’s. Long after I’ve grown tired of playing Beyond Earth, I’ll still always remember the soundtrack and will keep it on my playlist for those car rides when I want to feel inspired.All in all, Rising Tide is a decent addition to Beyond Earth, and yes, it finally feels like a game that has achieved escape velocity and left the atmosphere and gravitational pull of planet Civ 5. Even if it never receives another expansion, this version of Beyond Earth is now a should-play entry in the Civilization series and should easily hold everyone’s attention long enough for Civilization 6’s announcement80%Reviewed By: Brian MardineyPublisher: 2K GamesRating: 80%——————————————————————————–This review is based on a digital copy of Sid Meier’s Civilization: Beyond Earth – Rising Tide for the PC provided by 2K Games.