Civilization 5: Beyond Earth

Over the past couple of years I have accrued over 300 hours playing Civilization in its many instalments. As of a few weeks ago, Civilization 5: Beyond Earth was released. Much excite.

This post is going to quickly outline some initial features of the new game, in the same sort of geographical sense in which I’ve discussed the previous games. Obviously, this presents an interesting new angle to reading the map as we’re now based on a range of new alien worlds in which we must colonise to preserve our species.

This bridges on a very interesting type of geography that has been aiding planetary identification and space missions for half a century: Astro-Geography. It was actually a physical geographer who first theorised (and then proved) that Mars once had flowing water by identifying features cut into the geology that could only have been formed by water-based erosion.

In Beyond Earth there are, as you would expect, alien resources. These range in perplexity and uses throughout the game.

There is also a new type of obstacle aside from the native alien species. This is called Miasma, and is a toxic gas that gathers in certain areas making them impossible to use during the early stages of the game. Miasma is named after the classic ‘night-air theory’ which theorised that diseases and pollution were caused by pools of travelling gas. The research tree enables you to eventually be able to clear miasma from tiles, or to launch orbital satellites that can disperse it for a set amount of turns.

Miasma is generated by the game to cover random tiles, however it does tend to group in sections based on the planetary formation. For example, it tends to cover lowlands such as plains and marsh lands. It also favours xenomass, as this has the potential to spawn alien nests. Therefore, tailoring your civilization’s expansion to tiles that are free of the gas is a good tactic to employ until you’re able to combat it, but be wary of taking up too much land along mountainous areas as these only really have the benefit of heightened defence and not much else resource-based.

Another excellent example of resource development is the ability to build geothermal wells and other new types of energy reactors. This hinges on the Kardeshev theory of civilization progression, another theory originally based on human geography and population increase. Hoyt and Burgess initially postured that as a result of the human race being unable to sustain enough food for such steep population increase, we would begin to seek and invest in new technologies (i.e. interstellar travel).

The Kardeshev scale is a way of measuring a civilization’s technological advancement in 3 categories: Type I is able to utilise all natural energy resources on its home planet, type II can utilise both home planet energy and it’s immediate star, and type III can harness all natural energy from it’s galaxy. This makes the ability to harness natural resources on a whole new alien planet an interesting insight into your civilization, and one that is incredibly exciting to a geography nerd like myself, know that we probably won’t even make Type I in my life time.

Consequently the new types of reactor and energy sources are definitely a good early game strategy, and I advise unlocking engineering on the research tree as soon as possible. Harnessing geothermal’s may take a little longer as its located way over on the Ecology branch, but certainly worth it, especially as there are branches which incur improvements to your existing geothermal wells. In terms of physical geography, they appear close to mountainous or hilly regions, which indicate plate boundaries.

In addition, it features some technology currently available in this day and age, such as hydroponics and solar satellites. I found these quite nice to use, as it gives you some little roots back to earth, and implies that the green technologies we currently research and in invest will continue to be used and improved on in the future (these technologies in the exact same form though may be wishful thinking though).

In conclusion, I think it’s an excellent progression to Civ 5 and its expansions, and gives the player their own chance at deciding their civilizations future. The technology branch can be difficult to read but after a few games you get the hang of it. The technology is interesting, and the graphics mirror that. Basically, if you’ve ever enjoyed any space-based games such as Alpha Centurai, Sins of a Solar Empire, or Endless Space its well worth a try.

P.S Siege worms are dicks.





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