Civilization IV: Beyond the Sword Hands-On - Espionage, Corporations, and More

We take a look at some of the major new gameplay additions in the second expansion pack for the epic turn-based strategy game.

Gameplay Footage

Take a look at Beyond the Sword in action.

Civilization has always been a game about big ideas. After all, the iconic turn-based strategy series is all about letting you write history your own way. You begin the game in the Stone Age with a single, primitive civilization. Then you begin the long struggle to survive and thrive throughout history. Along the way, you encounter rival civs and deal with them diplomatically or militarily, though you can get wiped out by rampaging barbarians or an overly hostile neighbor. That's been the formula throughout the course of the series, though 2005's Civilization IV eliminated a lot of the tedious micromanagement that had built up over the years. In 2006, Publisher 2K Games and developer Firaxis released the Warlords expansion, which added a number of historical scenarios and civilizations. Now the companies are working on Beyond the Sword, the second expansion--a big expansion that's about double the size of Warlords. Not only does it add 11 new scenarios and mods (drastic reworkings of the core game), as well as 10 new civilizations, but it also adds significant changes to the Stone-Age-to-Space-Age epic game.

If you're the kind of Civilization fan who likes playing historical scenarios, then Beyond the Sword will offer plenty of contemporary and near-future conflicts for you. WWII: Road to War lets you wage the great struggle in either Europe or the Pacific as either the Axis or the Allies. Next War, which is set in the middle of the 21st century, has you control clone armies and mechanized units. Broken Star features a modern-day Russian civil war. The scenarios and mods aren't just historical either. There are a couple of incredibly fanciful mods that transform Civ IV into the most unexpected things. First, there's Afterworld, a turn-based tactical scenario that looks like a cross between X-Com and Diablo, which is almost the last thing that you might expect a Civ mod to look like. Then there's Final Frontier, a sci-fi scenario where you must explore and settle star systems while trying to find the way home to Earth.

Fans of Civ IV's epic game are also in for some significant changes. Basically, there are whole new layers added to the game that bulk up espionage, diplomacy, and the space race to settle Alpha Centauri, the neighboring star closest to Earth. At first, all this added complexity seems at odds with Civ IV's design philosophy, which was to ditch a lot of the technical clutter to make the game easier to play and more accessible. However, many of these changes affect the latter half of the epic game, which felt a bit rushed in Civ IV. With the changes in Beyond the Sword, the latter half of the epic game is given a lot more importance.

First, there are dozens of changes and new units in the expansion, but we'll focus on the key ones. Some of the minor ones include new culture-specific graphics for many early-age units, so that an Asian swordsman doesn't look like a European one. There are a slew of new units, such as the paratrooper who can drop on any square. Air warfare has gotten an overhaul because aerial units can now receive unit promotions, and cities can only hold a handful of air units, though they can add more if they have airports. The new fort system also serves as an airfield for air units, as well as a canal system to help link two bodies of water. The artificial intelligence has been improved across the board, while the computer is a lot better and more focused, particularly in warfare. And so on.

One of the major changes involves moving espionage and spying from the late game to the early game. In Civ IV, you could only build spies after the Scotland Yard wonder was built, which happened so late in the game that spies were all but useless. That's changed now, and espionage becomes available as soon as you research the alphabet technology. You can then build spy units, which are invisible to everyone but you. On the other hand, you cannot see enemy spy units in your territory, but we'll get to how you counter them in a moment. You need to station spies in enemy cities so you can conduct espionage missions, which include sabotaging production, fomenting revolt, stealing technology, poisoning the water supply, and more. However, the more complicated the espionage mission, the more espionage points it costs. You generate espionage points by allocating a certain percentage of your economy to them, just like you allocate research and culture spending. These espionage points are spread evenly amongst all foreign nations that you're in contact with, but you can go into the new espionage screen and redirect points. So if you're at war with Russia, you can focus all your espionage points on the Russians.

When you attempt a mission, the game checks your espionage point total against the total that the nation you're targeting has against you. If you have more points focused at them than they do at you, the cost of the mission is reduced proportionally. However, if you have fewer points than the enemy, the mission becomes that much more expensive. There are also a number of ways that you can defend yourself against spies. You can station one of your spies in a city, and that raises the cost for anyone who wants to conduct espionage missions there. Also, certain buildings make a spy's job more difficult, such as courthouses, jails, and castles. By giving these existing structures new functionality, Firaxis has made them a lot more valuable. There's also a new security bureau structure that really makes things difficult for hostile spies.

The new corporation system is also a tricky new system. Corporations work like religion in that if you are the first to create a corporation, you can send out agents to spread the corporation to other cities. Indeed, the effects of religion taper off about halfway through the epic game, so corporation serves as a replacement of sorts. To create a corporation, you need access to its prerequisite resources. For example, Sid Sushi Co. is one of the seven corporations in the game (its name is a play on Civilization creator Sid Meier's name). To establish Sid Sushi's headquarters, you must research the corporation and medicine technologies, as well as have access to crab, clam, fish, or rice resources. More importantly, Sid Sushi can only be built by a great-merchant unit, and each corporation requires a specific great-person unit.

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38 Comments

  • truemattyz

    Posted Aug 6, 2007 5:49 am PT

    i couldnt wait but i did.. very good game adds new buildings and other tnhings to the already plentiful world of cid myers vivilition 4

  • Neezz

    Posted Jul 16, 2007 1:07 am PT

    OMG i can't wait! All the good things from old times :0)

  • woolston

    Posted Jul 13, 2007 1:21 am PT

    I can't wait for this game.It sounds brilliant.

  • it009x9281

    Posted Jun 28, 2007 1:25 pm PT

    Sounds like it will be worth the wait

  • anakminggu

    Posted Jun 28, 2007 4:43 am PT

    i will wait...

  • solidsnake2525

    Posted Jun 26, 2007 10:36 pm PT

    This is some b.a.m.f ****

  • Whitestreak

    Posted Jun 26, 2007 7:30 pm PT

    coool....

  • El_Conquest

    Posted Jun 26, 2007 12:58 pm PT

    Finally!! something productivly useful to this game! I was starting to wonder if all I would see come of an expansion by fraxis was new civs and new scenarios, which I don't think are that great though some people will think I'm a crazy lunatic... I just didn't expect such a gradiose vareity from an expansion of this game... I suppose fraxis learned something from Stardock afterall...

  • chrth

    Posted Jun 26, 2007 10:24 am PT

    Generic_Dude et al.: We already know all the leaders/civs being added. Go to Civfanatics.com or IGN.com, those sites have the list.

  • sonicare

    Posted Jun 26, 2007 6:17 am PT

    Certainly sounds exciting. Can't wait.

  • halicem

    Posted Jun 25, 2007 8:02 pm PT

    did i get that right? there's a space-based scenario in this one? ohhhh, is alpha centauri 2 on the way??

  • Generic_Dude

    Posted Jun 25, 2007 2:02 pm PT

    "Corporations work like religion..." lol, only takes a trip to System Wars to verify THAT statement.

    Can't wait for this expansion, though I wish that I had some news on what new Civs / Leaders would be added. Oh, and FYI I might be changing my screen name to Sid Sushi very soon, lol.

  • Foreseer

    Posted Jun 25, 2007 1:43 pm PT

    Wonder if the diplomatic negotiations were improved. But if that wasn't mentioned it's probably still basically the same. In my view this is weakest point in the game. For instance, a friendly civilization prefers to be destroyed by another that to accept trading with me a technology for many units to defend itself or vice-versa, or trading a city for a bunch of technologies, or seeing actual effects of a generous gift, etc. i think a more versatile and effective system would throw the game to a near perfect state. Magnificent game, though. One of my favorites.

  • CowbellFanatic

    Posted Jun 25, 2007 11:41 am PT

    Corporations sound good to me. Businesses can be more powerful than armies. East India Company is a great example.

  • Nuclear_Kernel

    Posted Jun 25, 2007 8:36 am PT

    Corporations doesn' t sound as such good idea (built by aGreat Merchant unit) what happens if you don' t have one. In Civ 4 rarely I had great merchants I was more interested in Engineer or Scientist.
    Espionage and random events sound good but I want to see them in action.

  • gordong

    Posted Jun 25, 2007 1:46 am PT

    Random events are definitely a plus. If they can deal a blow to a major power in the late game then that should help with balance.

  • dethtrain

    Posted Jun 24, 2007 12:50 pm PT

    Sounds cool. Civ is a pretty technical game. It takes a long while to master it

  • desolation00

    Posted Jun 24, 2007 6:59 am PT

    Yeah, this sounds very interesting. Alot of these tweaks sound like they don't detract anything from the already great gameplay, and are mostly optional. I'm glad to have more randomness in the game, too.

  • amaraa_mgl

    Posted Jun 24, 2007 6:57 am PT

    Sounds pretty interesting... Actually. the review reminds me of an old... hmmm... ancient game - 7 kingdoms (Trevor Chan's). I still enjoy playing it, partly because of espionage and random event features. Well, it's been 10 years since the release of 7 kingdoms and hopefully there is no doubt that the development of the concept that are espionage, random events, and corporate (Trevor Chan's Capitalism ?) features got just better. Finally it's all with Civ 4. Can't wait.

  • thestrateger

    Posted Jun 24, 2007 6:04 am PT

    i love this game

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