Sid Meier's Civilization®: Beyond Earth™ (NA)
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Sid Meier's Civilization®: Beyond Earth™ is a new science-fiction-themed entry into the award-winning Civilization series. Set in the future, global events have destabilized the world leading to a collapse of modern society, a new world order and an uncertain future for humanity. As the human race struggles to recover, the re-developed nations focus their resources on deep space travel to chart a new beginning for mankind.
As part of an expedition sent to find a home beyond Earth, you will write the next chapter for humanity as you lead your people into a new frontier and create a new civilization in space. Explore and colonize an alien planet, research new technologies, amass mighty armies, build incredible Wonders and shape the face of your new world. As you embark on your journey you must make critical decisions. From your choice of sponsor and the make-up of your colony, to the ultimate path you choose for your civilization, every decision opens up new possibilities.
Seed the Adventure: Establish your national identity, choosing one of eight different factions, each with its own unique gameplay benefits. Craft your expedition by assembling your spacecraft, cargo & colonists through a series of choices that directly seed the starting conditions when arriving at the new planet. A new quest system guides you as you begin your journey.
Colonize an Alien World: Explore the dangers and benefits of a new planet filled with alien terrain, resources, and hostile life forms unlike those of Earth. Build outposts, establish trade routes and develop flourishing cities to create prosperity for your people.
Technology Web: To reflect progress forward into an uncertain future, technology advancement occurs through a series of nonlinear choices that affect the development of mankind.
Orbital Layer: Build and deploy advanced military, economic and scientific units that provide strategic offensive, defensive and support capabilities from orbit.
Unit Customization: Unlock different upgrades through the tech web and customize your units to reflect your play style.
Contend with Rivals: Wage war, form diplomatic alliances, and engage in espionage in your path to victory against other factions, each with its own leader and different gameplay style.
Multiplayer: Up to 8 players can compete for dominance of a new alien world. Mod support: Robust mod support allows you to customize and extend your game experience.
Great Game for Single and MultiplayerFatHitman | Oct. 25, 2014 | See all FatHitman's reviews »
You will need to play Single Player for awhile to get a good grasp on this game before jumping into an Multiplayer match. Be ready for a few hours of playing since it is turn based and your opponents don't need to move fast or anything.
Such great heightstobyfunke | Oct. 24, 2014 | See all tobyfunke's reviews »
It starts where "CIVILIZATION V" leaves off, with players taking control of one of eight factions, for example, the American Reclamation Corporation or the Kavithan Protectorate, that will lead endeavors to another world. As Earth falls, the players will need to withdraw and colonize an outsider world that is both peculiar and risky.
In spite of the fact that it would appear that past cycles, players shouldn't approach "Past Earth" in the same way. There are key contrasts. With this amusement set later on, Firaxis abstains from foreseeing how different advances will develop and rather lets players - by selecting from the few "tech web" offerings - pick the bearing of their new world's progression.
The decisions of that experimental advancement impact every state and push it to a "liking," a dream of mankind's future that can take one of three headings: one in which man and machine merge (Supremacy), one in which man and outsider join (Harmony) and one in which man forms the planet into another Earth (Purity). The fondness decision influences the sort of things players can expand on their new world, making each one play-through extraordinary.
An alternate perspective that sets "Past Earth" separated is that other than human opponents, players additionally must manage outsiders. The insectoid species on the new world makes a threatening and nature. Players can construct a station that inevitably will transform into a city, yet an attack worm assault can demolish that arrange. A pioneer can be intersection the ocean when a Sea Dragon assaults and sends him to the base of a sea. It fortifies the thought that the outsider world is aloof, particularly in the early going.
"Past Earth" lurches amidst the battle. After wayfarers look at vestiges and asset cases and players build their domain, the diversion slacks as players evaluate which triumph condition they need to seek after and put out minor flames brought on by outsiders and adversary provinces. The crusade doesn't heighten until the end, when players close to their objective and clashes develop among the gathering.
It's a robust "Progress" exertion, yet "Past Earth" needs to move far from its antecedent and create its own particular character. The gameplay succeeds when Firaxis concocts unique frameworks, for example, journeys, yet it feels inadequate when the designers shoehorn old components, for example, Culture and Stations into the crusade's stream. Like Health and Energy, Culture is an asset players must oversee, however it doesn't appear to assume a noteworthy part other than to stretch a settlement's fringes. Discretion feels like a bit of hindsight, and Stations are less dynamic variants of "Civilization's" City-States.