![]() ![]() Units are appropriately futuristic, with cool cyborgs and hover tanks itching for combat. It can be a relief when terraforming technologies allow for a more Earth-like look, but even that is limited to a few tiles and can just set off the general eerieness. It looks alien, with strange fauna and improvements that keep up the sense of weirdness. AIs tend to be generous in throwing them into a deal, but it is not clear what you can get when trying to cash one in later.ĬivBE is definitely a good looking game. Exactly what a Favor is worth is not clear. You can, for example, trade some Titanium for a Favor. Similar Affinities tend to like each other, unlike Affinities do not. I mean, it's turn 12: why do you want 30 Energy to sign an otherwise symmetric deal for open borders? The AI will also react to your Affinity. The AI seems serviceable, if a bit chintzy, often turning down even deals for no good reason. Eventually you will fight in self-defense, or for land, or victory, or just to have something to do. At this point trade and diplomacy take hold. You start out with a single colony, try to expand by exploring and settling new territory, end up meeting other sides. These elements help push the story along, and help you mold your side into a people with a history, even an Affinity.ĭespite these and other mechanics, the gameplay itself will be familiar to any 4X veteran. Do you kill them, or allow them to settle nearby?). How do you react?” (perhaps some strange subsect has been found. more production) and “This event happened. These break down into “What do you want to use this building for?” (allows for customization of building output, perhaps more energy vs. Closely related to quests are periodic decisions that must be made. Do it, and you get a bonus – maybe discover a cache of resources or make a scientific discovery. ![]() From time to time the game will decide you should do something, perhaps build a particular building in a certain city, or go on a particular spy mission. It can be a little overwhelming, but means you do not have to wade through a bunch of useless (to you) techs to get to the ones you want.Īlso new is the quest system. The further out from the center, the more difficult it is to research a tech, but overall there is more freedom on what to choose next than in the standard tech tree. Although loosely-defined, there is a robotics sector, an “alien biology sector”, a computer tech sector, and so on. As time goes on your side will be drawn to different parts of the circle. The idea is that you start in the center, with easier-to-research technologies. Gone is the rather-linear tech tree, in is the tech circle. The choice of an Affinity both helps and restricts the options a player can exercise through the game. Supremacy units look like robots, for example, while Harmony can use native beasts to fight for them. ![]() Eventually one Affinity will become your primary Affinity, and your civilization will take on its characteristics. Affinities come in levels – the higher your level in an Affinity the more of that Affinity's benefits you reap. Adopting an Affinity is a combination of choosing certain techs and making decisions at story points the game presents. Adopting Supremacy means doubling down on tech to save the day: robots, cyborgs, artificial consciousness. In Harmony, your side decides that the best path is to adapt, even meld with the new planet. With Purity, your side decides that the best bet is to try and stay human, and make the planet conform. These are not Civ's disorganized barbarians, but a semi-cohesive opposition force.Īn important coping mechanism to all this hostile strangeness is the adoption of an Affinity, a way of coming to terms with everything. Even your fellow-colonists will get mad at you if you try to wipe out the natives, despite all the damage they can do. And if you try to fight they get more aggressive. Especially at first your units will be no match for the native bugs. Not always and everywhere, but it likes to sneak attack your most vulnerable units – settlers and workers especially. The first sign that you are out of place is the local fauna. The planet itself looks alien, vaguely menacing, even hostile. CivBE techs include “Exotic Matter” and “Biometallurgy”. The Civ technologies tend to be historical – things like “Steam Power” and “Horseback Riding”. In practical terms this makes CivBE a bit more science-fictiony than Civ. The starting point to CivBE is the question “What ever happened to the people on that rocket ship?” In “Sid Meier's Civilization” (Civ) one of the paths to victory was to launch a rocket ship, probably “Sid Meier's Rocket Ship” (RS), to another planet. “Sid Meier's Civilization: Beyond Earth” (CivBE) is the spiritual successor to “Sid Meier's Alpha Centauri” (SMAC). ![]()
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