Civilization: Beyond Earth

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Campaign: 2019-12-04

Sponsors

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
Neither worth starting with or have as an ally. 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

Start

Colonist

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.

Cargo

Soldier is the strongest starting unit.

Spacecraft

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.

Landing

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:
  • Desert Hill: 2 Food, 2 production, 1 Energy.

Landing on Basic Resources such as Fungus (+1 Food) removes it.

Aliens

  • 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.

(source)

Virtues

Might

Adaptive Science gives +20% more Affinity. This is not recoverable retroactively, so it needs to be activated as soon as possible.

Prosperity

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.


Selection order

  1. Adaptive Tactics: +50% XP from combat
  2. Military-Industrial Complex: +15% Production towards Military Units
  3. Public Security: +0.25 Health for every Military Units under your command
  4. Adaptive Sciences: +20% Affinity earned from researching technologies

Technology

  1. Pioneering: enables building the first colonist. Also Trade Depot, increasing production by 2 after quest.
  2. 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.

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.

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%)

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 Coastal cities generate 50% more yield.
  • 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

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.

  1. Ecology: Enables Vivarium, 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.

  1. 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.

  1. 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.


  1. 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.

Resources

Petroleum

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.

Buildings

Quests

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) +10% Worker speed (Global) +1 Food
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

  • 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. So start the game with:
    • you start with a Soldier and an Explorer.
    1. Patrol Boat - they have twice the movement rate of ground units.
    2. Soldier - to explore new found land.
    3. Patrol Boat - to explore the other direction
    4. Soldier
    5. Explorer
    6. Worker

Aliens

Never attack or loot one of their nests during the early game. It will seriously hamper your exploration.