
1UPT works in Panzer General because it is a tactical game. įurther, a game like CIv5 is strategic, not tactical. Many others have gone into it better than I, including Jon Shafer (dev on Civ5), and how 1UPT breaks more systems than just itself. Of course, judging a 4x game isn't best done from a few youtube videos, so I'll still keep an eye on it. I guess I was hoping for something with as strong a personality and an interesting setting/story like Alpha Centauri. Other approaches I've heard are concepts like allowing multiple units per tile but having some sort of supply/logistic requirement to hold multiple ones.Ī little more on topic: I haven't been too impressed by Beyond Earth. I think SMAC balances it a little better. Of course, I shouldn't overstate its importance either way, since SMAC is an amazing 4x game, and I was never bothered by unit stacking there. I felt like the removal of doomstacks added more complexity in unit choice and placement. It's a feature that I think works well with a hex-based system (I wouldn't use it with a grid layout). One of the reasons that I strongly prefer Civ 5 to 4 is the 1UPT rule and the removal of 4's doomstacks. Well, hopefully they'll try to refine these things, because these 15 concepts were used or pioneered by a 15-year old game!Īdokat: May I ask why you dislike it so much? thats at least 15 things which are taken straight out of AC's playbook. Multiclass "Virtue" System (aka Faction Policy Profile interface), check Ecological engineering / terraforming and manmade climate/terrain changes, checkġ5. Tech tree progression (without trading) is influenced more by your faction's preferences (like AC) than by prevailing game conditions (like Civ), checkġ4. Tech tree branches out similarly to "Explore", "Build", "Discovery", and "Conquer" branches, checkġ3. Diplomacy favors appeasing other factions (like AC) instead of favoring the maintenance of stable trade and commerce networks, or utilizing a large military (like Civ), checkġ2.

Aliens/mind worms/barbarians attack or ignore player based upon policies, checkġ1. Faction default strategy descriptions reminiscent of definitely the Gaians and Spartans, and maybe the Hive or Peacekeepers, checkġ0. Different climates depending on terrain/axis and terraforming, checkĩ.


Rainy and Arid values on squares/hexes depending on rainfall, checkĨ. Destroying other faction's satellites and/or affecting their ecosystem, checkħ. Orbital layer interface (satellite / planetary target selection screen), checkĦ. Tactically spreading or destroying "miasma" (equivalent to xenofungal bloom areas) depending on faction's preference, checkĥ. Isles of the Deep (krakens in Civ: BE), checkĤ. Now, let's see, let us count the things Civilization: Beyond Earth incorporates by "inspiration" from Alpha Centauri:ģ.
