Players on Beyond Earth begin by choosing one of Eight factions, each said to be sponsored by wealthy individuals or political entities. While this may sound like a poor selection to the number of options in previous titles, the good gentlemen at Firaxis have found other ways of making each faction more replayable in ‘the seeding’ process.
The American Reclamation Corporation: A corporate/espionage based faction led by the financial visionary Suzanne Majorie Fielding
In Beyond Earth the American Reclamation Corporation is Earths first and most powerful megacorporation. Starting out as a geo-engineering firm which specializes in environmental risk mitigation, it has expanded into a huge variety of services that include power generation, crop sciences and even security contracting. The ARC through this growth has established itself as the third-largest economy in the world, and boasts that it’s seeding project is the only one to be entirely private, while many other seeding programs actually rely on ARC financing.
Bonus in game: Covert Operations are 25% faster and cause 25% more Intrigue.
Strengths: Science, infrastructure and production.
Weaknesses: Culture, religion.
Bonus in game: Units have +10% Strength in Melee Combat.
Bonus in game: Gain a free Technology for every 10 Virtues developed.
Kavithan Protectorate: A culturally oriented and devoutly religious faction led by Kavith Thakur, daughter of the revered prophet Raj Thakur.
The Kavithan Protectorate was a nation largely expected to collapse under the strain of the ‘great mistake’ and rising sea levels, instead the protectorate thrived under the pressure. It garnered its incredible resourcefulness and optimism to launch a space program that competes with the real world powers, and is heavily celebrated by its people. At the helm of this program is Kavitha Thakur, a woman appointed from a crowd of arguably more qualified individuals, elected from the sheer belief of her subjects.
Bonus in game: Outposts develop into Cities 50% faster.
Strengths: Culture, growth and religion.
Weaknesses: Military, infrastructure and science.
Pan-asian cooperative: The Pan-asian cooperative is a faction that values and relies on science heavily, thus it is fitting that the Pan-asian’s extra-terrestrial colonisation effort is headed by intellectual genius Daoming Sochua.
The Pan-asian cooperative is another conglomerate of old nations that was heavily affected by the great mistake, however through is scientific successes and economic growth, the pan asian conglomerate was able to change its fortune and came out as a economic power to be reckoned with. Its borders includes the old republic of China and spans from the mongolian steppes, right across to Japan, and has even engulfed Korea. Because of the constituent nations similar economic preferences, the Pan-asian cooperative is the worlds powerhouse of R&D and high tech industry, in turn boasting an extroadinarily skilled population and many of the worlds greatest megalopolises.
Bonus in game: +10% Production towards Wonders, and 25% Worker Speed
Strengths: Science, energy and culture.
Weaknesses: Military, diplomacy and religion.
African Union: The African Union is as the name implies, a faction that encompasses the old African republic. Its ‘seeding’ project is led by the benevolent and efficient Samatar Jama Barre.
The great mistake hurt most of the world’s greatest economic powers in a way none would have thought possible, however in Africa the effect was dissimilar. Instead it is suggested that the great mistake may have gone as far as to ‘kick start’ an era known as the ‘sub-saharan renaissance’, this furious exchange of great political and philosophical thinking led to an emergence of responsible political growth from the chaos of previous instability. What were once simply pockets of considerate governance began to merge and come together to form the African union.
This new state rightly placed emphasis on self reliance, communalism, and a embraced zeitgeist of shared destiny to propel itself forward in the worlds economic standing. Thus it is not surprising to some to find that the African union was one of the first supporters of the seeding, whilst finding great profit serving as a launch base for many nations due to its equatorial positioning.
Strengths: Diplomacy, growth and health.
Weaknesses: Production and religion.
Bonus in game:+10% Food in growing Cities when Healthy
Bonus in game: Capital city gets +2 Trade Routes
Slavic Federation: Kozlov
Bonus in game: Orbital Units stay in orbit 20% longer, and the first one launched grants a free Technology