The Other Worlds Shrine

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  • Sid Meier's Civilization: Beyond Earth

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #163279  by Julius Seeker
 Sun Apr 13, 2014 11:05 am
Great article at Gamespot introducing it.


manity’s childhood has ended, the cradle of Earth abandoned so that we can find ourselves among the stars. As its name suggests, Sid Meier’s Civilization: Beyond Earth leaves behind our collective past--which this long-running strategy series has so thoroughly documented--and turns its gaze skyward towards our future. Cast upon some unknown world, you will encounter alien life, push the limits of humanity, and inevitably come to blows with your fellow man over whose vision of the future is "correct." For fans of the 1999 classic Sid Meier’s Alpha Centauri, this game has been a long time coming, and for the Civilization development team, it’s a liberating experience to finally be free from the constraints of history.

"You could see the enthusiasm in the team when they heard about this project," said Lena Brenk, one of Beyond Earth’s lead producers. "It is a very liberating thing, as all the gameplay systems we designed for Civilization are done so with an eye towards, 'Does it fit with the history of humanity?' [Beyond Earth] has been a huge opportunity to go ahead and do things that would not be possible in a historic setting." I recently spoke to Brenk, along with other members of the development team, about the many changes this game brings to the Civilization formula, and how a game of Beyond Earth compares to a game of Sid Meier's Civilization V.



Sid Meier’s Civilization: Beyond Earth begins at the end. Due to some sort of global catastrophe, which the developers only referred to as "The Great Mistake," Earth is experiencing a mass exodus. The various factions of humanity are piling aboard starships and setting forth in search of a new home for their species. With each new game of Beyond Earth, you play the role of one of these desperate expeditions.

Before you land on a new planet and start shaping humanity’s destiny, you must first equip your expedition. Referred to as "the seeding," this is an expanded version of your civilization selection in previous games. In Beyond Earth, not only do you choose which faction (read: civilization) to play, but also which spacecraft to take, what cargo to carry, who to bring, and the type of planet you want to inhabit. Each selection you make will greatly impact the start of your game: you could carry high-quality cargo that grants additional funds up-front, for instance, or hard-working, production-oriented colonists who build structures faster. The Civilization series has always been about defining a strategy early on, and then adapting that strategy to accommodate whatever curveballs the game throws your way. These choices should give you greater control over how you define your opening gambit.

After the seeding, you make planetfall and establish your first human colony. It is also the only human colony. The next human player won’t arrive until much later. In the beginning, you are completely alone amid the wilderness. "What’s neat about it is the feeling you get from coming into this new place," said lead producer Dennis Shirk. "It’s not the same as in other Civilization games where you already know you’re on Earth, the only threat is the occasional barbarian, and you’re going to run into other civilizations--and if one of those is Genghis Khan or Montezuma you know what your game is going to be like! With Beyond Earth, it’s basically you versus the environment in the beginning."

And by "environment," Shirk of course means alien lifeforms. Depending on the planet, these lifeforms may be indifferent to your arrival, or hostile. You must decide how to deal with them, and in doing so the development team hopes the experience will feel more isolated, more alien, than in previous games. You are setting forth into the unknown reaches of space, after all. It could be 20 turns or more before you see another player make planetfall and introduce themselves, and another 15 turns after that until the next. And if you think these newcomers are going to be easy pickings just because they were late to the party, think again. Those who arrive after you receive an extra boost to help them catch up to your civilization.

When other players start showing up, it will most likely result in open warfare. It was at this point in the interview that I asked whether Beyond Earth would bring back unit stacking, or continue using the one-unit-per-hex rule introduced in Civilization V. According to lead designer David McDonough, Beyond Earth will not have military unit stacking. "I am a big fan of the way warfare was designed in Civilization V," McDonough added. "I thought it was very elegant and would make a good fit for this game as well considering we’ve added these alternate game layers--such as the orbital layer--which sort of let you break that rule by launching units into space and having them effect units on the ground without being stacked on top of them."

The orbital layer is the realm of satellites. These can grant your faction an economic, espionage, or military benefit depending on the type of satellite launched. Satellites also project coverage across the orbital layer, and this coverage doesn't overlap with other satellites. Securing coverage works on a first-come, first-serve basis, so you’ll need to move fast. However, once you have a satellite in the air it is by no means permanent. Its orbit will degrade over time, and it will eventually crash on the planet below, sometimes leaving behind recoverable salvage. Satellites can also be pulled out of orbit (read: crashed) manually or shot down by other players.

The orbital layer may let players skirt around the one-military-unit-per-tile rule, but it doesn't solve a lingering problem this rule created in Civilization V and its expansions: the AI. While this rule did create some interesting new strategies for players, the game’s AI had trouble executing those same strategies with any consistency. As an example, I often saw the AI push its archers to the front line, ahead of their sword-wielding brothers in arms, only to get slaughtered. When asked about this, McDonough explained, "We've had the opportunity to do a great deal of work and learn from the successes that Civilization V had with its AI to make AI suited for [Beyond Earth]. We’re confident it’s going to do a great job. We’re working hard on it and the war simulations we’re running in our test games are already pretty crazy and fun."

That’s good to hear, since the battles in Beyond Earth aim to provide even more variety than in the series’ past. This is thanks in part to the game’s new affinity system, an overarching belief structure which impacts every aspect of your civilization. There are three different affinities in the game: purity, harmony, and supremacy. Harmony, for example, focuses on understanding and adapting to your alien planet’s ecosystem.


Taken to the extreme, this affinity will drive your people towards rewriting the human genome so that they can fully integrate themselves as an indigenous species of that world. You scientific research will focus on the alien sciences, geology, and genetic engineering, and your military units will become faster, heal quicker, and take on a Predator-esque appearance.

You strengthen your affinity by doing quests or finding objects from expedition sites or by researching certain technologies--affinity works on a global level from the very first turn to the very last. Everything you do in the game feeds into the affinity system, and that system in turn feeds back into the very makeup of your civilization.

Because this system can take humanity in some wildly different directions, chances are you won’t need to be researching all the same technologies as the other players. Therefore, the team at Firaxis has a new, non-linear technology tree for Beyond Earth. In fact, it’s not so much a tree as it is a web. As McDonough described it, this web was one of the team’s "first, favorite, and most fundamental redesigns." Each player starts surrounded by a web of technologies, with the technologies closest to you being something recognizable in today’s world, like engineering. From there you move outward in any direction towards more exotic--but still plausible--technologies.

"We call these major technologies 'branch' technologies," he added. "Each branch technology has a number of leaf technologies underneath it, representing specific specializations of the main branch. These leaves are also associated with one of the three affinities. Gaining allegiance to an affinity begins the path towards a technology victory specific to that affinity. At no time are you ever locked out of researching any technology, but it’s very unlikely you’ll be able to research everything in the game. By the end of the game, you will have a set of technologies that tells a story of who you are, and who you were."

As McDonough mentioned, the game’s three affinities are closely tied to three of the five possible victory conditions. Of course, if you’re not willing to take your affinity to its conclusion, there are two other options available that are affinity-neutral. The five victory conditions are:

Harmony: awaken a semi-sentient super organism within the planet and reach a new level of consciousness
Purity: terraform the alien planet into a mirror of Earth and relocate Earth’s populace to this new Eden
Supremacy: embrace cybernetic augmentation, then return to Earth and "free" the people from their bodies
Contact: discover evidence of intelligent life and construct a means to establish first contact
Domination: actually, domination is the same as in every other Civilization

Since most of these victory conditions involve several steps, the developers have designed a new quest system to help guide players along. The quests are also where Beyond Earth delivers the bulk of its narrative. "Because we’re going into the future, it’s not as clear where humanity will end up," explained Brenk. "Players don’t know anything about it intuitively, so being able to give this narrative framework for the player to tell their story is really important to us. When the game is released, we want to go on the forums and read those awesome stories fans post about their game. We love that stuff."

Affinities. Non-linear research. Satellites. Armed with these new features and others, Sid Meier’s Civilization: Beyond Earth is much more than "Civilization in space" or "Alpha Centauri 2." "While Alpha Centauri is in our DNA," explained Shirk, "we also made those games many years ago. They’re games we love, and that our fans love, but we wanted to approach [Beyond Earth] in a completely fresh fashion. Both games share some similarities--they’re both sim games about sending humanity into space--but in terms of being a strategy game, they don’t have much in common. We set out to create a completely new game, and we think a lot of the comparisons between this game and Alpha Centauri will be left behind as people see all the thing that are coming into play that makes this a completely new experience."

http://www.gamespot.com/articles/beyond ... 0-6418906/
 #164098  by Julius Seeker
 Fri Oct 24, 2014 6:54 am
I've played the first 100 turns on Marathon, equivalent to King difficulty, and on a Standard map - since there are only 8 players anyway as of launch, no point in doing anything larger. I have only skimmed the surface of the game, but here are my impressions:

1. The game does remind me of a 50/50 Civ 5 meets Alpha Centauri.
2. The game runs much more smoothly than Civ 5, no huge gaps between turns.
3. Like Alpha-Centauri, this game has a narrative. Unlike Alpha-Centauri, the narrative is much less linear - it is much more like "if you do item A, then begin narrative A, etc..." whereas Alpha-Centauri's narrative was much more linked to a linear tech progression.
4. The general atmosphere of the planet and the UI is much more of a dark and teal color, kind of protoss-like, whereas Alpha-Centauri was much more red.
5. The game is VERY intuitive, at the very least for anyone who has played Civ 5, and has a great tutorial which effectively explains anything new from Civ 5; not just text, a lot of it is voiced.

Who should check it out?
* If you like Civ 5 or Alpha Centauri.
* If you liked the idea of Civ 5, but not particularly how the game actually turned out due to gaps and bugs, etc...
* If you are looking for a good space-based 4X game in general.

The game, unlike Civ 5, feels much more complete and refined at this launch period. Whereas it took Civ 5 a good 1.5-2 years to get to a good point, this game is ready now.
 #164102  by Don
 Fri Oct 24, 2014 1:49 pm
Since they released Brave New World and immediately slashed 50% off 2 weeks later I'm not buying this game unless a similar sales occur or I have a sudden windfall.
 #164104  by Shrinweck
 Fri Oct 24, 2014 8:04 pm
I spent about 10 hours creating and recreating to get a feel for the game. Finally decided to just push through to the end of a Mercury (normal/default) difficulty game on a small map with standard speed. Where Civ 5 I loved the marathon game length I just don't think I'm going to be able to tolerate that game length again. I really like the victory conditions this time around. I really like how the game changes dramatically depending on the direction you go (supremacy/purity/harmony). I think I may settle on purity or harmony as my favorite but I just had to check out that supremacy ending. The idea of being sent out in seed ships by Earth only to return via portal and force the population of Earth to succumb to your brand of robot evolution was just too cool not to check out. When I built the gate to Earth, the AI just did not give one solid fuck that I was slowly sending a massive army to take over Earth. I hope that changes in the harder difficulties.

I don't really see this going on sale for any decent amount before the Winter/holiday/December sale since it's the core game. Releasing a DLC/expansion for a game that's basically dead necessitates a sale to kind of breathe life into it, but the positive word of mouth is probably going to be all this game needs for a couple months.

The way game changes depending on which direction you go, mixed with the complicated, yet simple tech web makes me think this game is a lot more deep than Civ 5.

And that amazing opening cinematic... Wow.
 #164105  by Don
 Fri Oct 24, 2014 8:54 pm
The 50% off after 2 weeks was Brave New World and everyone knew that was going to sell well but they had the winter sale or whatever which totally screwed everyone who pre ordered it. They gave evveryone a copy of Civ 4 who pre ordered BNW but I doubt that changed people's opinion very much.

Does BE slow down in the end game for no apparent reason? One thing I noticed is that moving around and stuff gets slower in Civ 5 as the game goes on because it seems like the game somehow keeps all the previous state of past and it adds up, like if you load a game you'd see tiles show up as barbarian camps even when they're cleared if they were barbarian camp previously for a moment and it brings the game to a crawl. Also, does the air combat system make sense? The immortal bombers of Civ 5 made the game completely unplayable because there was no way you can lose once you have more bombers than the opponent, and conversely there's literally no way you can win if the opposite is true.
 #164106  by Shrinweck
 Fri Oct 24, 2014 9:02 pm
I wouldn't say it slowed down but a small map on normal difficulty isn't going to be a good benchmark for a lot of things going on at once. I didn't even engage in air combat. Other than some combat with the aliens (which are a much better mechanic than barbarians) I haven't engaged in any combat at all yet.

Edit: There is a maximum amount of aircraft that can be based in each city (3) or carrier (I dunno). I would imagine that would mitigate the problems you had in Civ 5.
 #164107  by Julius Seeker
 Sat Oct 25, 2014 5:50 am
The slowdown isn't going to be an issue, at least in this game, because of the current 8 player cap - due to only 8 existing civilizations so far; you might be able to have duplicates, I haven't tried, nor do I want to. In Civ 5, particularly the early vanilla, they had a bad memory leak that would gradually slow down the game until it crashed. This time around it looks like things are much more solid on the code side. This game is very much improved from Civ 5 from what I have seen so far. Civ 5 was a bit of a disaster for the first couple of years, and playing massive games is still rough.

I'm still in my first stab, being a marathon game, I'll probably finish my game in mid-late November. Then I will move onto shorter games.

There's a good amount of story in the game, and like Crusader Kings II, for example, the story weaves well into the strategy-simulation experience, and doesn't take over the game.
Also, much agreed on the opening cinematic, it was fantastically done.

Also, to give a bit of a more accurate play style I am going for:

Civ: Pan-Asiatic Co-operative
Map Size: Standard
Difficulty: Vostok
Game Pace: Marathon
Turn: 175

I am going for harmony and an industrialized focus. I am not quite sure what this equates to, I was thinking King, but I actually think it might just be Prince; just because I seem to be majorly outpacing the civilizations I have a friendship treaty with; I am making slightly more in science, and about triple their energy production. Once I finish this game, I am going to take a stab at the equivalent of Emperor - as that was my favourite difficulty in Civ 5; not necessarily the case on this one - as in most earlier Civ games I preferred King.
 #164108  by kali o.
 Sat Oct 25, 2014 3:26 pm
I'm in turn 500 and something (marathon). Not super impressed...but to be fair, I really didn't enjoy Civ5 to begin with. I have some minor quibbles with the way diplomacy works (especially favors) and the "normal" difficulty has me vastly outpacing others with a focus on science (Knowledge & that green one...Prosperity?).
 #164109  by Don
 Sat Oct 25, 2014 4:20 pm
Difficulty in Civ games has always been pretty on and off. I find that up to a certain point you'll easily outpace them in technology as long as you're not doing anything outrageously stupid, and after a certain point the reverse is always true and you need to exploit the always available serious game breaking flaws to get even. For example since bombers in Civ 5 are practically unkillable and computer rarely builds bombers, you'll usually be able to win as long as you have bombers even if you're outnumbered 10 to 1, though I think that defeats the purpose of increasing the difficulty in the first place.

It seems like BE is an expensive DLC which is nothing new (G&K and BNW are both like that too). I guess you can afford to pop out overpriced DLCs when everyone else is even worse.
 #164110  by Shrinweck
 Sat Oct 25, 2014 4:54 pm
I can't justify calling it overpriced DLC. There are just too many differences in the mechanics and the approach to how one plays the game.

It's a lot like the latest Borderlands sequels. A must buy if you want more of the previous iteration. A different game, but the same one. If you want a brand new game from the ground up we'd probably be waiting 8+ years between them. I don't think I would ever recommend this game to someone who didn't like Civilization 5. And if you're SUPER burned out on Civilization 5 then you probably won't want it either. The same with every other iterated sequel that hasn't had a complete redesign and many, many years in development.
 #164111  by Don
 Sun Oct 26, 2014 3:58 am
So are air units still unattackable like Civ 5 or have they finally fixed that?
 #164113  by kali o.
 Mon Oct 27, 2014 2:49 pm
I have to admit, after playing Crusader Kings 2 again the last few days, its a far better game than Beyond Earth. Beyond Earth just feels so...shallow in comparison. The biggest criticism against Crusader Kings is it is too complex and difficult to approach.
 #164169  by Julius Seeker
 Wed Nov 05, 2014 8:13 am
I am also in the boat of people who might have liked this game a lot more if not for Crusader Kings 2. Yay us! We all spent 50 bucks on a 3 day break from CK2.

I'll very likely pick it up again within 6-10 months from now though.