
Attack them, and you're batting a karmic hornet's nest that over time can bring the planet's collective xenomorphs (mostly bug-like, with the odd Dune worm or space-kraken tossed in) crashing down on you like an extraterrestrial hammer. Ignore them and they'll swarm and block your growth and inevitably attack. Instead of fending off anemic barbarian tribes, you're sharing turf with minor armies of natives. It's the early game, where they're just distant dots on the map, that is as close as Beyond Earth gets to riveting. still culture.ĭepending how you play, of course, the other factions matter less than the aliens.

Other key variables just swap names: gold is now "energy," happiness is now "health," and culture is.

Most of *Civilization V'*s initial shortcomings (like its abysmal A.I.) were finessed in its expansions, and Beyond Earth picks up a few of their better improvements, including trade routes and espionage. Developer Firaxis tilled interstellar ground once before with Sid Meier's Alpha Centauri in 1996, a riff on Civilization II that picked up where that game ended: Reach for the stars, colonize a hostile planet, integrate (or exploit) the indigenous lifeforms and fool with metaphysical gobbledygook like "sentient econometrics," "transcendent thought" and "the singularity" distilled down to abilities and modifiers that helped sculpt your passive-aggressive tromp toward victory.īeyond Earth plays the same cards, but flaunts *Civilization V'*s DNA, which means bigger cities, slower build queues (to mitigate sprawl, since units can't stack) and maneuvering across hexes instead of orthogonal grids.
