For example, get Supremacy units often get bonuses from being flanked by your other units, while the Harmony units can get bonuses from fighting alone. Different worldviews can cause friction, and although you might still be allies, your affinity often becomes yet another item on the long list of reasons why your enemy hates you.Īnd the differences are more than just cosmetic. They affect what units you have available and how they can be upgraded, which technologies to prioritize, what resources you need, and how other civilizations look at you. Supremacy is about supercomputers, superconductors, augmentations and subjugating the world through superior technology. ![]() Harmony is about embracing the new world's biology, and genetically engineering yourself a better life. There are three: Purity is about sticking with the human genealogy as something sacred, and making the new world as Earth-like as possible. The same personal touch is also apparent in the game's most central concepts, the so-called Affinities. And you can ignore the actual narrative if you want. It boils down to whether, for example, to should provide +1 science or +1 health per turn, but the choice is rarely obvious, and gives the feeling that this is "your" game, and you aren't just following a historically determined route for your civ. They always involve a choice related to a bonus from the building. ![]() The game tells stories, such as how your people have begun to worship at your Old Earth Relic, or how an invasive plant species from Earth has taken root and begun to spread. More interesting are the stories that come with your buildings. Some of these are as straightforward as sending an explorer going to investigate a ruin, or launching two satellites, and they often lead to cash rewards in the form of a pile of extra production, science or energy (which acts as the game's currency). They're classic decisions, but Beyond Earth piles on with a lot of new ones in the form of quests.
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