Civilization: Beyond Earth: Campaign: 2019-01-05

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  • Longest, largest, toughest


  1. INTEGR - Almost free units.
  2. Al Falah
  3. North Sea Alliance
  4. Franco-Iberia
  5. Slavic Federation
  6. Chungsu
  7. Polystralia
  8. Kavithan Protectorate
  • Artist - Culture is the most rare resource, and having two of it form the start boost both city growth as well as provide virtues.Food is a great second, but it's usefulness is restricted by health. I was about to go Engineers, until I considered that the INTEGR bonus makes Engineers redundant.
  • Tectonic Scanner - The map will be revealed anyway. It's better to know were the resources are, before deciding city placement. Also, gives more resources earlier if you manage to get your hand on some Titanium.
  • Beginning with an extra soldier will enable having that soldier get experience early on, becoming more relevant as the game progresses. Will also keep you safe and explore. And provide resources as he kills bugs. If done right, he can even get a worker or two for free.
  • Terran
  • Lush - a lot of weak bugs, lots of resources and experience.


It's vital to have the capital being a coastal city. Else, you will need to waste a lot of time and energy on roads, and you won't be able to build early boats, greatly reducing your sea presence, considering I will enrage the aliens.

The early game tactics will be to have a heavy military presence to secure land for the city spam, and upcoming trade routs. Virtues will mainly be focused on raising health.

Early soldier spam before they get upgraded and get a lot more expensive. Same with boats.

Considering each virtue will increase the cost of upcoming virtues, all virtues that do not scale will with time will be avoided.

A vital part of having fruitful exploration is to be able to excavate ruins, and doing so will be impossible on a huge map without the 3-instead-of-1 virtue. So having that is a first priority, since returning explorers will basically be giving away ruins far away. Considering it has 2 prerequisite virtues, we need to get going with it asap. That path is incidentally the only viable path on the prosperity tree, as the other path will have you spend one extra virtue, while providing benefits that are not immediately conducive to snowballing. Outpost growth speed, is a very small bonus, 15% tile improvement speed is basically having to build 15% less workers (not impressive considering you can steal them), and 20% faster border growth is not required with the +2 culture start.

+2 Culture per city will be important for offsetting the increased virtue cost due to spamming cities.

  1. Frugality - doesn't do much, considering health is the real constrictor of early game growth.
  2. Workforce initiative. Not bad, specially on a long game on a huge map, as it might take a while to get the first worker. Boosts early game development non-trivially.
  3. Pathfinders. We now can expand in multiple directions, and keep going. Without this, either exploration or digging would suffer, and both are significant part of a successful campaign that can not be compensated through other means.
  4. Adaptive Tactics: this will give a great boost to the military.
  5. Military-Industrial Complex. The alien path of the might tree does not scale well at all.
  6. Public Security. This one is great for increasing health. Just keep spamming basic soldiers, and you get another citizen for each 4th. That new citizen can in turn in theory work on a tile that gives +4 Energy, paying their entire salary, while providing +1 Science.
  7. Adaptive Science: This should be taken early on, as the +20% Affinity from research is not applied retroactively. The first tier of researches don't give huge amounts of affinity, but later on, it's a pity to miss out on them. The following might virtue will give a free affinity level, a bonus that will increase in size the more expensive the affinity gets, so it's suitable to wait for it.
  8. Gift of Economy: +3 Energy per trade rout. This will help to keep up with the huge amount of units that should be on the map by now. The two final Prosperity virtues are broken, but before going for them, we will get some virtues that increase Culture generation.
  9. Labor Logistics: +10% production towards buildings: This will be great when the core cities start to build.
  10. Commodization: +1 Energy from Basic Resources. Not that great. But not bad when going for city spam.
  11. Standardized Architecture: +25% production towards buildings: a total of +35% production. This should be taken early.
  12. Profiteering: +0.5 Health per trade route. If you get a trade deal that adds trade routs, then this bonus will be significant.
  13. Interdependent Network: +25 From internal trade routs. Skippable. It might be that this bonus is less than penalties and missed opportunities from delaying the health bonus from the other virtues

  1. Foresight: +10 Science while healthy. It will take until the mid game before this kicks in.
  2. Social Mores: +0.25 culture per citizen. Basically 1-2 culture per city. This isn't that valuable until you start having a few midsize cities, specially considering the starting +2 culture start.
  3. Laboratory Apprenticeship: +0.25 Science per citizen. Basically 1-2 Science per city.
  4. Cohesive Values: -10% Culture needed for new virtues. I'm not sure if this will in fact do nothing, guessing that all future cultures will have their costs increase by more than 10% by simply gaining this virtue (or any other for that matter.
  5. Community Medicine: +1 Health for every 6 citizen. A significant boost.

  1. Mind Over Matter: +7 Health. This is basically two more cities.
  2. Hands Never Idle
  3. Ecoscaping
  4. Eudaimonia


All early wonders are pretty useless.

  1. Gene Vault: You get workers for free through multiple means.
  2. Panopticon: +1 Sight is nice.
  3. Master Control: Allows you to spam workers. Actually useful. Or not, considering there is a cap on units.
  4. Markov Eclipse: Military always fight at full strength. Sounds really good in fact.


  1. Pioneering - starting priority is increasing production. The trade depot does that, as well as building new cities. Colonist should be built with the money gained from the units, not through normal means.


  1. I get to start with a soldier and an explorer. I'll build a second explorer. Discovering resource pods will give back the resources spend on building the explorer.


Let the scouts explorer the inside of the land, leaving the ocean tiles to be explored by boats, since they travel twice as fast and are stronger.