Sid Meier's Civilization: Beyond Earth - The Collection
Civ V's sci-fi spin-off, now complete with the Rising Tide expansion and the Exoplanets Map Pack. Colony ships, alien wildlife, and a non-linear tech web replace history - but Civ's DNA runs deep throughout.
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About Sid Meier's Civilization: Beyond Earth - The Collection
Civilization: Beyond Earth - The Collection bundles the base game, the Rising Tide expansion, and the Exoplanets Map Pack into one package. The core pitch is conceptually tidy: take the spaceship victory condition from classic Civilization, flip it into a starting point, and let you build a new civilization on a hostile alien world from scratch. You land your colony ship, pop open the hex grid, and immediately start managing culture, science, energy, and food - familiar levers, unfamiliar dials. The tech system is the biggest mechanical departure from Civ V. Instead of a linear tree, you get a web, meaning you can sprint toward alien biosuit soldiers or death ray artillery without first building a printing press. Early choices branch hard, and that nonlinearity is genuinely exciting for the first few runs. The three Affinities - Purity, Harmony, and Supremacy - are the game's backbone. Purity bets on keeping humanity recognizably human and terraforming the planet to match. Harmony invests in adapting to the alien biosphere, eventually fielding native creatures as combat units. Supremacy goes full technocratic, pushing cybernetic augmentation and synthetic armies. Each path unlocks different units and victory conditions, including Domination (capture all rival capitals), Emancipation (send a ship back to rescue Earth), Contact (transcend via the alien intelligence known as the Mind Flower), and Promised Land (bring a wave of colonists from the dying Earth). The affinity split means two players on the same difficulty can finish with entirely different military rosters, which gives the game more build variety than a quick look suggests. Rising Tide, the expansion included here, is where the package earns its keep strategically. It overhauled the diplomacy system from the ground up - introducing Diplomatic Capital as a tradeable currency, Fear and Respect meters per faction, and four personality trait tiers that let you upgrade your leader's political, domestic, military, and faction-specific bonuses. It also added floating aquatic cities that physically move across the ocean to claim new tiles, two new planetary biomes (frigid ice worlds and primordial volcanic maps), alien behavior that varies by biome, a three-piece artifact crafting system for unearthing Old Earth, Alien, and Progenitor relics, and hybrid affinity units that require investment in at least two paths simultaneously. These are not cosmetic additions - hybrid affinities alone open up unit combinations that the base game never allowed. The Collection is mechanically the richer version of this game by a meaningful margin. That said, the criticisms stacked up at launch have not aged away. The AI opponents are passive on standard difficulty and rely on resource bonuses at higher settings rather than smarter play. Faction leaders feel thin compared to historical Civilization counterparts - the writing leans on vague ideological labels rather than distinct personalities, which makes the diplomatic drama feel lower-stakes than it should. The quest system delivers rewards via a text box with a sound effect, and the late-game victory runup can feel more mechanical than triumphant, with no score breakdown or map replay at the end. Players who came in hoping for an Alpha Centauri spiritual successor with rich worldbuilding walked away disappointed. What they got instead is a Civ V mod that grew into its own thing gradually - competent, replayable, but not fully realized. For newcomers worried about the depth: the in-game ADVISR system holds your hand through the early turns, and the shared Civ V engine means anyone who has played that game will be comfortable with the fundamentals within one session. The web is daunting at first, but approach it like a skill tree with optional side paths rather than a puzzle to solve, and it opens up quickly. The Collection entry point is the right one - playing the base game without Rising Tide's diplomacy and hybrid affinities is a noticeably flatter experience, and the Exoplanets Map Pack adds procedural variety to keep the geography from feeling repetitive. If you have 60 to 80 hours for a 4X that swaps historical nostalgia for alien miasma and siege worms, the systems here reward the time investment - just go in knowing this is Civ with a chrome coat, not a new genre. Diego, Scout Team
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System Requirements
Minimum
- Memory
- 2GB RAM
- Storage
- 8 GB
- Graphics
- 256 MB ATI HD2600 XT, 256 MB nVidia 7900 GS, or Core i3 integrated
- Processor
- Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz
- System requirements
- Windows® XP SP3/ Windows® Vista SP2/ Windows® 7
Recommended
- Memory
- 4 GB RAM
- Storage
- 8 GB
- Graphics
- 512 MB ATI 4800, 512 MB nVidia 9800
- Processor
- 1.8 GHz Quad Core CPU
- System requirements
- Windows® Vista SP2/ Windows® 7
Reviews & Ratings
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Game Info
- Developer
- 2K / Aspyr (Mac) / Aspyr (Linux)
- Publisher
- 2K Games
- Release Date
- Oct 23, 2014