PC Gamer: You mentioned the orbital layer, briefly. How does that interact with the ground layer?
Will Miller: The planet's surface, and what's on it, is the star of the show, and that's been the case with Civ forever. The map is the coolest thing. So the orbital layer is built to reinforce that idea. You can shoot satellites up into the atmosphere, and they project an influence onto the ground. If you wanted to clear the Miasma from your capital, you would send a satellite above it and clear it over a certain number of turns. Satellites are temporary. We're still balancing the numbers, but they won't last forever, and they'll de-orbit, and it's good because they can't overlap, so they have this footprint which is the affected area on the ground, and you can't have two that have overlapping effects, and that's a pretty cool secondary territorial acquisition problem that the player are engaging with in addition to what's going on on the ground. So the strategy might be I shoot down the satellite above your capital, and I might just have time to get mine up there, and you can't - there's this bin-packing problem you're dealing with, and there are offensive satellites and defensive ones and they can't shoot each other, which is realistic, right? But they can shoot things on the ground, so you can have orbital strike platforms, and terraforming and stuff like that.
Will Miller: The planet's surface, and what's on it, is the star of the show, and that's been the case with Civ forever. The map is the coolest thing. So the orbital layer is built to reinforce that idea. You can shoot satellites up into the atmosphere, and they project an influence onto the ground. If you wanted to clear the Miasma from your capital, you would send a satellite above it and clear it over a certain number of turns. Satellites are temporary. We're still balancing the numbers, but they won't last forever, and they'll de-orbit, and it's good because they can't overlap, so they have this footprint which is the affected area on the ground, and you can't have two that have overlapping effects, and that's a pretty cool secondary territorial acquisition problem that the player are engaging with in addition to what's going on on the ground. So the strategy might be I shoot down the satellite above your capital, and I might just have time to get mine up there, and you can't - there's this bin-packing problem you're dealing with, and there are offensive satellites and defensive ones and they can't shoot each other, which is realistic, right? But they can shoot things on the ground, so you can have orbital strike platforms, and terraforming and stuff like that.
PC Gamer: How do victory conditions work in Beyond Earth?
Will Miller: They're quite different. We decided early on that we wanted victory in the game to be something you start a little bit earlier, and a bit of a gamble. This is it, you're taking your shot, you're making your run and be very dramatic, so the victories are couched in our quest system. So you get these four victory quests at the beginning of the game and it tells you step by step what you would need to do them, and they're reach tailored to one of the affinities, and then there's one that anybody can do. This is the contact victory, you get a signal through some means, either by researching it and finding it in a transcendental number, the ?mentissa?, or finding it in an alien ruin, or getting it in space when you put a radio telescope up there, and then you build a beacon, and then you have to turn it on and protect it while it's on, then several turns later the aliens, the progenitors, turn up and then you win.
There's the transcendence victory, this is the Harmony victory, this is a nod to Alpha Centauri of course. In this victory you discover that the planet is a living being, like Solaris almost, a living thing, and find a way to communicate with it, and integrate yourselves into its consciousness.
Then there are the promised land and emancipation victories, and these are my two favourite. You reestablish contact with Earth. You leave Earth in a very ambiguous state. They're on the mend, but resources are running low, and you're not really sure, so you re-establish communication with Earth and then you build a warpgate and if you're the Supremacy player and go for the emancipation victory, you send military units through the warpgate to conquer - to emancipate earth, to bring it in line with you. If you're the Purity player you bring settlers through and settle them, so that's a cool victory to go for because you have to plant these settlers and protect them until you have enough to sustain a new human colony.
Will Miller: They're quite different. We decided early on that we wanted victory in the game to be something you start a little bit earlier, and a bit of a gamble. This is it, you're taking your shot, you're making your run and be very dramatic, so the victories are couched in our quest system. So you get these four victory quests at the beginning of the game and it tells you step by step what you would need to do them, and they're reach tailored to one of the affinities, and then there's one that anybody can do. This is the contact victory, you get a signal through some means, either by researching it and finding it in a transcendental number, the ?mentissa?, or finding it in an alien ruin, or getting it in space when you put a radio telescope up there, and then you build a beacon, and then you have to turn it on and protect it while it's on, then several turns later the aliens, the progenitors, turn up and then you win.
There's the transcendence victory, this is the Harmony victory, this is a nod to Alpha Centauri of course. In this victory you discover that the planet is a living being, like Solaris almost, a living thing, and find a way to communicate with it, and integrate yourselves into its consciousness.
Then there are the promised land and emancipation victories, and these are my two favourite. You reestablish contact with Earth. You leave Earth in a very ambiguous state. They're on the mend, but resources are running low, and you're not really sure, so you re-establish communication with Earth and then you build a warpgate and if you're the Supremacy player and go for the emancipation victory, you send military units through the warpgate to conquer - to emancipate earth, to bring it in line with you. If you're the Purity player you bring settlers through and settle them, so that's a cool victory to go for because you have to plant these settlers and protect them until you have enough to sustain a new human colony.
PC Gamer: So once you've built the warpgate, there's more play after that?
Will Miller: That's where the gamble starts. You build the warpgate, which is a planetary wonder, which is a new concept in the game. It's a wonder that takes up an entire hex, and you have to give up that hex as part of your city to build this thing, and it takes a while and a lot of resources to build, and then if you're sending things through it or taking things out of it you have to protect it, they're very weak, so there's a military presence that has to be there, and there's a certain number of units you have to send in, and a certain number of units you have to pull out, and it it's the same with all of the other ones. It's not just "I build this thing and I win," it's "I build this thing, and you turn it on, you have to protect it and all the other players know you're gunning for it. It's a neat twist on winning Civ.
Will Miller: That's where the gamble starts. You build the warpgate, which is a planetary wonder, which is a new concept in the game. It's a wonder that takes up an entire hex, and you have to give up that hex as part of your city to build this thing, and it takes a while and a lot of resources to build, and then if you're sending things through it or taking things out of it you have to protect it, they're very weak, so there's a military presence that has to be there, and there's a certain number of units you have to send in, and a certain number of units you have to pull out, and it it's the same with all of the other ones. It's not just "I build this thing and I win," it's "I build this thing, and you turn it on, you have to protect it and all the other players know you're gunning for it. It's a neat twist on winning Civ.
PC Gamer: Does that separate the military tree from the tech tree, so you're not actually researching new units?
Will Miller: They're kinda tied. The central ring, the first simple techs you'll be able to get to quickly unlock the generic—they're not really generic, we call them the classes—so you research your tech to unlock the cavalry and the siege units, and the battleship and stuff like that. Then, once you have those categories unlocked, you can go into our version of the workshop, the unit upgrade screen, and that's where you see their progression tree. It starts out linear and then it branches depending on affinity.
So as you research affinities in the tech tree, the various branches unlock along that. Then each time you unlock an upgrade you get to pick one of these perks, so even within that selection, the affinity-based selection, you still get to specialise even further with the perks.
Will Miller: They're kinda tied. The central ring, the first simple techs you'll be able to get to quickly unlock the generic—they're not really generic, we call them the classes—so you research your tech to unlock the cavalry and the siege units, and the battleship and stuff like that. Then, once you have those categories unlocked, you can go into our version of the workshop, the unit upgrade screen, and that's where you see their progression tree. It starts out linear and then it branches depending on affinity.
So as you research affinities in the tech tree, the various branches unlock along that. Then each time you unlock an upgrade you get to pick one of these perks, so even within that selection, the affinity-based selection, you still get to specialise even further with the perks.
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