Sid Meiers Civilazion beyond earth ( 2 DVD )
Sid Meier's Civilization: Beyond Earth shifts the series'
brand of turn-based discovery and conquest off-planet, and the sci-fi
setting puts a slick, chrome sheen on my old neurosis. But Beyond Earth
also calcifies much of Civilization V's vocabulary and play arc. You
still situate your capital city, and click it to designate the
production of military units or workers that can spruce up your
immediate surroundings. You still unlock new technologies and cultural
policies that ensure a steady drip of upgrades and benefits. There are
the familiar icons for production, food, and culture to illustrate the
quantified output of your cities, and a new one, energy, is a reasonable
enough stand-in for currency--its icon even looks a bit like a golden
coin to ease you into the transition. So despite the new trappings, it's
simple enough to slide back into routine. Create, explore, and
expand--or, if you're like me, create, explore, quit, and create again.
But viable doesn't necessarily mean welcoming--this is an alien planet, after all, and colonizing it is going to beget some unfortunate learning experiences on the behaviors of local wildlife as part of due course. Maybe those lessons will come from the sandworm churning up your freshly tilled farmland a few tiles from your capital and consuming any trade expedition you send in its general direction. Or maybe from the creature that's three-quarters mandible, just kind-of loitering ominously offshore. Aliens play the role of the barbarian tribes from the last few Civilization games, as an entity that's not exactly "in it to win it." But they'll mess with your early game plans all the same, utilizing better cunning and more imposing units than their old club-wielding counterparts. Even Beyond Earth's loan translations of the previous entries' forests, mountains, and livestock feel suitably threatening here. A toxic miasma coats about a third of the surface of any map, damaging human units and healing aliens. And while natural wonders are conspicuously absent--robbing players of part of the draw of exploring a new planet--the varied terrain is full of curious features like resource pods, ruins and alien skeletons to seek out. The land is pock-marked with craters and chasms, the grasslands have a sickly cast to them, and I'm still trying to get comfortable with the idea of constructing a paddock for giant beetles.
The Civilization series portrays a history that's not of people, but rather "the State." That is to say, you don't play as Ghandi, or Gengis Kahn: you play as India, or Mongolia, as well as a vision of those peoples united in a singular, millennia-spanning focus on besting all other nations. Beyond Earth expands upon this cult of the state, drawing the series' diverse cast of historical cultures into eight broad, continental coalitions, and rescinding the roles that individual artists, engineers, and scientists had been enjoying in Civilization V. The loss of the latter means a less celebratory, more overtly martial sort of strategy game, and I’m not keen on this step backwards towards the series’ competitive, board game roots. It’s echoed in the relative parity of the eight coalitions, which lack the color and diversity of play-styles that Civ V furnished so adeptly. In Beyond Earth’s eight-person multiplayer (local or online), the terms have never been so even, but some of the fascination went out the door with the asymmetry.
Affinities push your development towards divergent goals: Purity, Supremacy, or Harmony.

Beyond Earth's operatic opening short tells the story of a young female colonist who bears at least some superficial resemblance to National Geographic's famous "Afghan Girl." But it's otherwise hard to get a sense of what these people look like, or what their culture entails beyond that brief cinematic glimpse, because only the military gets treated to any real illustration in the game proper. Gone are the works of art, music, and writing that helped to redefine the cultural victory in Civilization V, pared back to an abstract number that's ultimately used towards more aggressive ends. World wonders do reprise their role as larger constructive undertakings, but the bonuses they proffer feel tepid and same-ish this time around. There are quests, though--a first for Civilization. In practice, they're a limited set of binary prompts with a light influence on your direction of progress, but they nevertheless lend some helpful narrative context to the action, and they can branch in unexpected ways. A newly founded independent outpost might turn out to be performing questionable experiments on its colonists, perhaps, or a plant brought along on the journey to the new world might take root and begin overriding the local flora.
In at least one case, you're tasked with spying on a particular city belonging to a rival civ. It's a subtle guiding of the eyes towards Beyond Earth's enhanced spy system, which requires regular management of a small team that can siphon energy, science, or units from other cities in addition to the last game's tech thievery and intel thievery. Successful operations increase the intrigue rating for a city, ostensibly granting access to higher-tier abilities like fomenting rebellion or planting a bomb, but in practice it seems difficult to ever reach those levels. Relocating a spy to one's own city might be too reliable a means of reducing your intrigue levels when you see them spiking.
Gone are the works of art, music, and writing that helped to redefine the cultural victory in Civilization V.

Beyond Earth's combat suffers from some balance issues though, and that's curious for a game that leans so heavily on proven systems. Cities are comically easy to take--most melee units fare much better at city capturing, and you can often halve a city's defenses in a single attack--resulting in situations where cities tediously trade ownership turn after turn. The fragility extends to the units themselves, many of which die in a single hit. By consequence, a small standing army is less tenable than it was back on Earth, and I find myself less invested in the fate of any one unit when it can be snuffed out by an orbital strike at any given moment.
I am finding that I play more games through to completion in Beyond Earth. In inverse of my experience with Civilization V, my favorite part might be the ending, where a civ has to lay its cards face-up in a bid for one of the five methods of victory, and any semblance of "civilization" goes out the window as everyone else tries to drag them back down like the proverbial crabs in the bucket. The three affinity-specific victories don’t play out all that differently, nor does a fourth concerned with making contact with an unseen, advanced alien race. Each entails researching a few specific technologies, then designating your cities to produce a structure or two that sometimes have minor idiosyncrasies, like consuming your surplus energy each turn. But the path to victory is more elegantly interwoven with the early and middle game this time around, and of course, global domination, ever the crude way out, remains as tempting as ever when another world leader shows up uninvited to talk some smack. The more things change, the more they stay the same, then; a journey to a planet halfway across the universe reaffirming the draw of the same old creature comforts--a plot of land, and just one more turn.