Posted September 04, 2014
If this interview is any indication:
http://www.gamespot.com/articles/succeeding-in-civilization-beyond-earth-diplomacy-/1100-6422006/
Now, let's see, let us count the things Civilization: Beyond Earth incorporates by "inspiration" from Alpha Centauri:
1. Xenofungus, check
2. Mind worms, check
3. Isles of the Deep (krakens in Civ: BE), check
4. Tactically spreading or destroying "miasma" (equivalent to xenofungal bloom areas) depending on faction's preference, check
5. Orbital layer interface (satellite / planetary target selection screen), check
6. Destroying other faction's satellites and/or affecting their ecosystem, check
7. Rainy and Arid values on squares/hexes depending on rainfall, check
8. Different climates depending on terrain/axis and terraforming, check
9. Faction default strategy descriptions reminiscent of definitely the Gaians and Spartans, and maybe the Hive or Peacekeepers, check
10. Aliens/mind worms/barbarians attack or ignore player based upon policies, check
11. 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), check
12. Tech tree branches out similarly to "Explore", "Build", "Discovery", and "Conquer" branches, check
13. Tech tree progression (without trading) is influenced more by your faction's preferences (like AC) than by prevailing game conditions (like Civ), check
14. Ecological engineering / terraforming and manmade climate/terrain changes, check
15. Multiclass "Virtue" System (aka Faction Policy Profile interface), check
So... thats at least 15 things which are taken straight out of AC's playbook... Well, hopefully they'll try to refine these things, because these 15 concepts were used or pioneered by a 15-year old game!
http://www.gamespot.com/articles/succeeding-in-civilization-beyond-earth-diplomacy-/1100-6422006/
Now, let's see, let us count the things Civilization: Beyond Earth incorporates by "inspiration" from Alpha Centauri:
1. Xenofungus, check
2. Mind worms, check
3. Isles of the Deep (krakens in Civ: BE), check
4. Tactically spreading or destroying "miasma" (equivalent to xenofungal bloom areas) depending on faction's preference, check
5. Orbital layer interface (satellite / planetary target selection screen), check
6. Destroying other faction's satellites and/or affecting their ecosystem, check
7. Rainy and Arid values on squares/hexes depending on rainfall, check
8. Different climates depending on terrain/axis and terraforming, check
9. Faction default strategy descriptions reminiscent of definitely the Gaians and Spartans, and maybe the Hive or Peacekeepers, check
10. Aliens/mind worms/barbarians attack or ignore player based upon policies, check
11. 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), check
12. Tech tree branches out similarly to "Explore", "Build", "Discovery", and "Conquer" branches, check
13. Tech tree progression (without trading) is influenced more by your faction's preferences (like AC) than by prevailing game conditions (like Civ), check
14. Ecological engineering / terraforming and manmade climate/terrain changes, check
15. Multiclass "Virtue" System (aka Faction Policy Profile interface), check
So... thats at least 15 things which are taken straight out of AC's playbook... Well, hopefully they'll try to refine these things, because these 15 concepts were used or pioneered by a 15-year old game!
Post edited September 04, 2014 by StickOfPlywood