Civilization: Beyond Earth
Main: Main Page
- 1 Campaign: 2019-12-04
- 2 Sponsors
- 3 Start
- 4 Aliens
- 5 Virtues
- 6 Health
- 7 Technology
- 8 Traits
- 9 Resources
- 10 Tile Improvements
- 11 The sea
- 12 Buildings
- 13 Early game
- 14 Aliens
|Comment||Sponsor||Trait||1st Trade Agreement||1st DC||2nd Trade Agreement||2nd DC|
|Strong Trait and mediocre Trade Agreements.||Al Falah||Yield from City Developments increased by (150%/ 175%/ 200%). City Developments are the production choice that lets you convert production into culture, science, etc.||Commercial Lobby: Capital Energy yield increased by (20%/ 25%/ 30%).||250, 25||Strategic Supply Network: Energy maintenance for Military Units reduced. (10%, 15%, 20%)||75, 9|
|Ineffective Trait and Trade Agreement.||ARC||Covert Operations complete (30%/ 40%/ 50%) faster and require 1 less intrigue level to attempt.||Field Recruitment: Covert Agents are recruited at a higher rank than normal. (1, 1, 2)||75, 9||Special Ops:Covert Operations are faster to complete (25%/ 35%/ 50%).||75, 9|
|For a completioninst like me, a very good Trait, but not the best to have and horrible to face. Strong Trade Agreement.||Pan-Asian Cooperative||The first Wonder built in every City is free and builds instantly. (+1/ +2/ +3) Diplomatic Capital from Wonders.||Public Works: Energy maintenance for buildings in your Capital reduced.||150, 15||National Land Management: More Production from Strategic Resources.||150, 15|
|Neither worth starting with or have as an ally.||North Sea Alliance||Aquatic cities have (50%/ 60%/ 75%) more Strength and cost (50%/ 60%/ 75%) less Production to move.||Officer Training Command: Aquatic Cities have more Combat Strength.||150, 15||Hydroengineering Corps: Increased Production for Naval Units.||150, 15|
|Strong Trait and Very strong Trade Agreements.||Franco-Iberia||Gain 1 free Virtue for every (10/ 9/ 8) Virtues earned with Culture.||Philanthropy: Production costs for City buildings that produce Culture reduced (15%/ 20%/ 25%).||75, 9||Think Tanks: Culture cost for new Virtues reduced (10%/ 15%/ 20%).||250, 25|
|Not worth starting with. Their agreements gives 2/3/4 science per satellite or only 3 capital per turn. A really high boost early game if you manage to discover 2 or 4 satellites, and also counts towards traits that feed of the number of agreements you have. Also he will become friendly with you since you will have agreements. His second agreement is worthless, but costs also only 3 per turn.||Slavic Federation||Level 1: All Orbital Units Strategic Resource requirements reduced by 1. Start with 4 Petroleum, Titanium, and Geothermal resources.
Level 2: Gain 2 Petroleum, Titanium, and Geothermal resources. Level 3: All Orbital Units Strategic Resource requirements reduced by 2.
|Crash Program: Production cost for Orbital Units in your Capital reduced.||25, 3||Civilian Observatories: All active Orbital Units produce more Science.||25, 3|
|Mediocre Trait and Trade Agreements||Chungsu||Level 1: Start with one free Covert Agent. Each successful Covert Operation in a foreign City rewards 10 Science per Agent rank.
Level 2: Each successful Covert Operation in foreign City rewards 15 Science per Agent rank. Level 3: Gain one additional Covert Agent. Each successful Covert Operation in a foreign City rewards 30 Science per Agent rank.
|National Science Foundation: Science cost for Branch technologies reduced (6%/ 8%/ 10%).||150, 15||Academic Lobby: Capital Science yield increased (12%/ 16%/ 20%).||250, 25|
|Very strong Trait and Trade Agreements||Polystralia||(2/ 3/ 3) free Trade Route slots in the Capital, and (1/ 1/ 2) free Trade Route slot in all other cities.||Tax Haven: Additional free Trade Route slot in your Capital Capital. (1, 2, 3)||75, 9||Market Deregulation: Trade route Population thresholds reduced.||150, 15|
|Weak trait, very strong Trade Agreements||Kevithan Protectorate||Culture and Energy costs to acquire new City plots are reduced by (30%/ 40%/ 50%).||Central Health Authority: More Health from your Capital (+3/ +4/ +5).||75, 9||Self-Reliance: Unhealth from global Population reduced (10%/ 15%/ 20%).||250, 25|
|Mediocre trait and trade agreements. But it's free DC from the trade Agreement, and having discounts could increase the odds of them buying one of your agreements.||INTEGR||Agreements cost (50%/ 60%/ 75%) less Diplomatic Capital Purchasing Units and buildings cost (25%/ 50%/ 75%) less Diplomatic Capital.||War of Ideas: War Score points increased by a percentage.||250, 25||Party Politics: Increased Diplomatic Capital from your Capital. (3, 5, 10)||25, 3|
|Mediocre trait and weak Trade Agreement.||Brasilia||War Score points increased by (30%/ 40%/ 50%). Gain 1 Diplomatic Capital for each Unit killed in combat.||Castle Doctrine: More defense Strength in your Capital.||150, 15||Outpost Militia: Outposts have more Strength and can perform strikes.||75, 9|
|Mediocre trait and weak Trade Agreement.||African Union||(+10/ +15/ +25) Growth in Cities when Healthy. All Specialist Citizens produce (1/ 1/ 2) extra yield.||Social Safety Net: Higher Population growth in Capital.||150, 15||Pioneering Spirit: Higher outpost growth speed.||25, 3|
Considering the Development trait of Al-Falah, Engineers providing +2 Production is the best starting type. Increasing production early on is really powerful in it self. More food would require time to result in a new citizen that would then be able to result in production, while consuming health. Also, initial yield is low.
Soldier is the strongest starting unit.
Tectonic Scanners allow for seeing Titanium from the start. They do not initially add anything but yield 3 production when improved with a mining, in addition to the +1 from the mine.
Restart until you get a coast start with Titanium on either plains or grassland.
- Grassland: 4 food, 1 production (+1 Energy with River).
- Plains: 3 food, 2 production (+1 Energy with River).
- Hills: 2 Food, 2 production (+1 Energy with River) (31.4 Defense instead of the normal 26.4 Defense).
- Desert Hill: 2 Food, 2 production, 1 Energy.
Landing on Basic Resources such as Fungus (+1 Food) removes it.
- An attack increase hate by 1, unless the attack was made by a unit not next to the alien, or a city, or from the air.
- Looting a nest increases hate by 5.
- Defending does not create hate, so you can defend near a nest. Killing does not increase hate.
- Relation improve by 0,25 per turn. They go into positive only if you have nest in your border. Multiple nests make the "alien opinion" raise faster.
- At +15 they become friendly. At -15 They become orange. At -45 they become red.
Adaptive Science gives +20% more Affinity. This is not recoverable retroactively, so it needs to be activated as soon as possible.
This tree was of much greater value before expansions of the game provided more ways to increase health.
Its 2nd synergy tier is really good, giving 1 health per city, enabling much faster expansion.
Even though the free colonist is tempting, it ultimately is having your 2nd city a bit earlier, a city that will be much less productive than the capital at the cost of delaying all your future virtues by one step.
Considering that the starting and middle part of the Prosperity tree is rather low impact, the fewer virtues spent there the better. If you take the leftmost path, you get 10 Virtues, enough to trigger the 2nd Synergy bonus and get a free Worker. If you instead go the right path in order to get the free colonist, not only will you spend a Virtue on a dead end path, the right path is also a full Virtue longer, for a total of 6 Virtues instead of 4. Delaying all your future Virtues by 2 steps is a bad trade off, specially when those Virtues could be the impactful Industry Virtues.
Considering that Industry is much more impact-full to start with, there will really never come a time when it's worth spending Virtues into getting the 3 first Prosperity Virtues... rendering the entire tree dead.
Knowledge offers faster tech and increased virtue accumulation. However, the bonus are dependent on having a large population or numerous cities, so it's a tree that is of little utility to start with, specially considering that I will have enough to build with basic research rates.
Industry provides high utility from the start, providing +35% production in non-capital Cities and more Energy that will be used to buy new Colonists.
The Fourth Virtue is also really strong, providing a half global health per Trade Units, basically decreasing the cost of cities from 4 to 3 as soon as they get the second Trade Unit, something that happens at 10 citizens, 22 for the third. (10, 22, 34, 48, 62, 78, 94, 112). This requirement can be halved with a certain Trade Agreement. With this, a 10 citizen large city would create (3+7.5)=10.5 unhealth, while supporting 10 health.
The Fifth virtue is a health 25% boost to Trade routes.
- Labor Logistics: +10% 20xProductionBE Production towards Buildings
- Commoditization: +1 20xEnergyBE Energy from every Basic Resource
- Standardized Architecture: +25% 20xProductionBE Production towards Buildings which have been built in the Capital (CivBE) Capital
- Profiteering: +0.5 Health for every Trade Unit under your command
- Interdependence Network: +25% more yields from your Trade Route to your own Cities
- Adaptive Tactics: +50% XP from combat
- Military-Industrial Complex: +15% Production towards Military Units
- Public Security: +0.25 Health for every Military Units under your command
- Adaptive Sciences: +20% Affinity earned from researching technologies
Each city generates 4 unhealth and each citizen generates 0.75 unhealth. Each citizen enables 1 health to be generated through buildings. So at 16 citizens, the city generates 12 unhealth from citizens and 4 from the city itself, enabling the building of a new city.
- Aquatic cities generate half the number of unhealth from citizens.
- The Virtue "Community Medicine" reduces it with 1/6th, so from 0.75 to 0.58
- The Trade deal "Self-Reliance can reduce citizen unhealth by up to -20%.
Going negative health will penalize:
- -0: City Growth penalty -2% per point (down to -100%)
- -5: Culture is penalized -1% per point (down to -50%)
- -10: Science is penalized -1% per point (down to -50%)
- -15: Enemy Covert Ops Intrigue is increased +2% per point (up to +100%)
- -20: Production is penalized -1% per point (down to -50%)
- Pioneering: enables building the first colonist. Also Trade Depot, increasing production by 2 after quest.
- Chemistry: Enables Recycler, boosting production with 3 after quest.
With this, we got basic production. Next step is to increase the number of citizens in order to further increase production. In order to do that, we have to have food and health.
Negative culture and science can be ignored at start. When the cities start gaining citizens and production, building culture generating buildings, the early negative impact will be hardly noticed. Negative growth can be mediated by having food generating buildings. At -30, having -10% and -60% growth will start to hurt, but its safe to build new cities up until then.
Make sure to build some early coastal cities, as they have some special bonuses compared to land cities:
- Trade routes originating from aquatic cities yield 50% more Energy than those from land cities.
- No automatic border expansion
- +50% more culture.
- Citizens generate half the number of unhealth.
- +100% Naval Unit production.
- -50% land and air unit production.
- -50% Defense
Also, Guo Pu Yaolan: "Culture cost for new Virtues reduced by a percentage equal to this city's population".
So build an aquatic city, and make it grow big fast, as they become health neutral at 8 citizens instead of 16, and will contribute to global health after the 8th citizen. They will also increase trade and Culture generation, as well as increase naval production.
- Ecology: Enables Vivarium (land only!), boosting food with 3 after quest.
Having the means to build new cities and increase their food and production, its time to build a number of Ranger units before they become expensive. This will also enable you to kill aliens from a distance without generating hate.
- Physics: Enables Observatory, generating 2 Science, and increasing naval movement speeds by 2 after quest. Also the unit Ranger. Also Drydock, only available to aquatic cities, providing +3 Production and +20% naval unit production after quest.
We can now focus on boosting health. We already have Clinic from the start of the game, providing 1 Science and 2 health after quest.
- Genetics: Enables Pharmalab, boosting health with 4 after quest. Also Cytonursery will provide 1 Health, 1 Science and Production after quest.
With +6 Health, cities can grow up till 6 citizens. At that point, the citizens will produce 4.5 unhealth, so the cost of the city will be lowered from 4 to 2.5 unhealth.
Having boosted production, food and health, it's time to improve Culture. Old Earth Relic from the start of the game already provides 3 Culture and two Capital after quest.
- Alien Lifeforms: Enables Alien Preserve, generating 2 Culture, 2 Capital and +5 healing for units after quest.
This enables each city to produce 4 Culture and 4 Capital. Keep in mind that the tech adds a lot of Harmony Affinity, so make sure to have built all the Rangers and Gunboats you want before then. Maybe even pause it before it gets finished until you feel comfortable with increasing their cost.
- Domestic: Cooperative: Internal Trade Route increased with 20/30/45%
- Political: Enlightened: Virtue costs 2/4/6% less per agreement. (max 5 for 30% discount). Conflicts with Ambitious: +30% conversion rate.
- Military: Honorable: 5/8/12 culture per unit killed.
Maxing honorable is the first priority. If you max out Honorable early on and park some soldiers near some nests, you will get the 20% more Affinity virtue before gaining any Affinity from research.
Each trait enables agreements that the other leaders may buy from you, so consider that when deciding to get a new trait or upgrading a current one.
Petroleum adds nothing to start with. With a Petroleum well, it yields 4 energy and 1 production at the cost of 2 energy and 1 health. The yeild is increased to 5 energy and 2 production with a Petrochemical Plant, a building that has 1 energy maintenance. It has a quest that adds another 2 production, for a total of 5 energy and 4 production.
Adds 5 production with a mine.
- Can be built on any terrain.
- Costs 2 energy and 2 health per turn.
- Provides +? production to the city (what decides what city owns the tile?).
- Provides +? production to the tile it's built on, if worked.
- +2 Production from Social Investment (Industry) Virtue
- +1 Science from Nanorobotics (3 leaf)
Combines nicely with the wonder Promethean (removes all unhealth).
- Costs 2 energy per turn.
- Provides +1 health to the city (what decides what city owns the tile?).
- Provides +2 food to the tile it's built on, if worked.
- Costs 2 energy per turn.
- Provides +2 Science.
- +1 Science with Artificial Intelligence
- +1 Science from the Knowledge Virtue "Learning Centers".
- +1 Culture with Protogenetics
Having coastal and sea cities bring many benefits.
- Free city connections, without needing to build roads and paying upkeep for them.
- More culture, lower unhealth and higher production of naval units from aquatic cities
However, keep in mind that you have to avoid conflict at any cost until you manage to build a suitably upgraded and numerous naval force, or the opponent will easily take over your cities with mobile naval units that face almost no mobility penalties at sea.
Notable buildings quests rewards:
|Building (tech level/leaf)||Notable reward||Alternative reward|
|Institute (2)||Free Technology (one time)||+5% Science|
|Holosuite (2)||Free Virtue (one time)||+2 Culture|
|Recycler (1)||+1 Food||+10% Worker speed (Global)|
|Feedsite Hub (2)||+10% Worker speed (Global)||+1 Covert Agent (Global)|
|Civil Crèche (3)||+10% Worker speed (Global)||+5% Food|
|Alien Preserve (1 leaf)||All Units +5 healing (Global)||+1 Science, +1 Energy|
|Organ Printer (Supremacy 8)||All Units +10 healing (Global)||+10% City Health|
|Laboratory (1)||Explorer Units gain 1 additional Expedition Module (Global)||+1 Science|
|Observatory (1)||+2 Naval Unit Movement (Global)||+2 City Strength|
|Optical Surgery (2)||+1 Visibility range for Military Units (Global)||+2 Science|
|CEL Cradle (2)||10% Food carried over after city growth||+1 Covert Agent (Global)|
|Cloning Plant (2)||10% Food carried over after city growth||+1 Health|
|Petrochemical Plant||+2 Culture from Petroleum||+2 Production from Petroleum|
|Xenofuel Plant||+3 Energy and +2 Production from Xenomass||+1000 Energy (one time)|
|Alloy Foundry||+2 Production from Titanium||+4 Titanium (Global)|
|Growlab||1 Free Population in each of your cities (one time)||+450 Energy (one time)|
Building order priorities
- Build the first colonist as fast as possible. You have no need of the extra health that you start with.
- Build a few of each of the fist units also as fast as possible. They will become a whole lot more expensive as the game progresses.
- Don't forget to build boats. They are available from the start of the game and contribute a whole lot to fast exploration.
- Also, don't forget that units can embark from the start of the game.
- Starting with soldiers allows for a more aggressive start. Both Explorers and Workers can be built later. Explorers are not as useful early on as using their ability to excavate would halt exploration. Workers make no exploration and take a lot of time to build a single improvement, and early exploration yields higher return in the form of Resource pods. Use the energy to buy the first Colonist. The Explorer is useful for fast exploration in jungle terrain, but those needs to first be pinpointed.
- you start with a Soldier and an Explorer.
- Turn 1: Patrol Boat - they have twice the movement rate of ground units. Since there first generation is weak, try to stay close to the coasts. This will lower the chances of being surrounded by sea aliens, and thus, being attacked and killed in one turn. Since might happen since the aliens are much more mobile at sea. If you doubt, take only 3 moves, instead of taking 4 and ending up too close to too many aliens.
- Turn 33: Patrol Boat - although a 2nd soldier could explore new found land, boats will increase in cost from 255 to 435, making them unfeasable to build until a aquatic city with trade depot has been established. Considering there is a lot of ocean to discover early on, better to go for it early.
I Bought my first colonist turn 52.
Built it near the sea to get a second Patrol Boat instead of a soldier. Use it to explore the other direction. Didn't build it on sea, and did receive a soldier even though it was a coastal city. Just as well, Soldiers are the first unit types to upgrade. Soldiers and boats both upgrade at lvl 1.
- Turn 53: Worker - don't want to fall behind in land improvement. I got some yummy Titanium to improve.
- Colonist: Need to start pumping cities
- Early game, priority is on reaching -30 unhealth as fast possible in order to establish a population base. That is done by building about 8 cities.
- Try to build two or three of them on water and the rest on coasts that are connected through explored seas. The two sea bases should no in the frontier, but further back, so they won't be a primary target during wars, as aquatic bases have very low defense. The reason for building the aquatic bases is primarily in order to build cheap naval units from them. Don't build the aquatic bases too far away from land bases, as the land base border expansion can help the aquatic bases a while lot, considering they themselves do not expand borders.
- When deciding city placements, prioritize Titanium the highest, as that gives +5 production.
- The primary focus is in locating new leaders in order to have political agreements, locating Progenitor excavation sites in order to secure the artifacts and building soldiers and boats before the first Affinity level is reached. Build a single worker or two in order to improve Titanium mines. Except for that, workers are not worth their cost at this phase compared to starting up Trade Routes and the early production and food supplying buildings.
- After building 2 soldiers and two boats, get a total of 3 explorers so you can start excavating and then build Supply Depots and Trade Routes before focusing on ranged units before reaching Affinity level two.
- The soldiers will be able to traverse more safely than explorers. Do not attack a single alien at this point. After reaching Affinity two, the soldiers will have increased healing per turn and combat strength. Use that to loot nests. Don't attack the aliens, let them attack you as that won't increase their hate. The soldiers will be able to bring home food, energy and culture in much larger quantities than workers would produce early game. Use the energy to buy Colonists for 880 energy each.
- Another really important goal is to acquire artifacts in order to get artifact rewards. The early ones are:
- Xenoanthropology: Artifacts are discovered 20% more often
- Slumber-Slaughter Extract: +50% Worker Build Speed
- Mid-game artifact rewards to look out fore are:
- Warp Spire: +50% yields from domestic Trade Routes
- Drone Command: Work 2 more tiles than a City has Citizens
- Old Voice Archives: +10% yields while at war
- Dimension Folding Complex: -50% Unhealth from City Population
- Quantum Politics: Increases Virtue acquisition by 20%
- After reaching 8 cities with trade routs and having produced enough ranged units before reaching affinity 2, its time to increase culture and health of the cities in order to set the conditions for the second phase of expansion. With ranged units, you can now dominate all but the larger aliens.
- Make sure to not star any wars with other leaders until you are sure you can dominate them in battle, specially if they attack one of your coastal cities with 6 or more ships. Expand away from them to avoid conflict. It's okay if they build up close to you, the easier it will be to engage in your first conflict if they do. Bonus points if they improve the terrain close to you.
Never attack or loot one of their nests during the early game. It will seriously hamper your exploration. When you have explored enough, loot nests, but avoid attacking the alien units.