Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Beyond Earth Quick Reference
By Kaal
This guide is intended as a quick reference that is useful during gameplay, rather than an in-depth explanation of game mechanics.
   
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General Strategy
Rising Tide changed several elements of the game, and in particular created a lot more viable terrain and increased the importance of affinity and random exploration rewards. Many folks recommend playing on Small planets with extra sponsors to fill up the world, but remember that coastal / aquatic cities are very vulnerable to early hybrid rush attacks. Winning against the AI on Apollo is largely a matter of isolating yourself. Send out 2-4 Explorers / Patrol Boats to seek out artifacts and settle your immediate area without contesting neighboring rivals - keeping health above -10. Diplomacy can be quite unreliable, as the opposing AI mostly values military strength. If you have a defensible core of 4-6 cities then you can quickly tech up affinities and get your win at about Turn 200-250, well before the AI gets around to doing it after Turn 275+. This can be done fairly easily, but it’s often not very fulfilling to race to victory before any of the endgame content is even unlocked, so limiting the settings to Domination victory can be more satisfying.

Workers should largely focus on upgrading resources and building farms, which can be upgraded significantly over time. Most wonders are not particularly useful, but Master Control and The Promethean can be worthwhile. Artifacts, on the other hand, can offer potent benefits and should be sought after. Old Earth’s Warp Spire and Drone Command, Progenitor’s Machine-Assisted Free Will and Quantum Politics, and the Alien’s Zygotic Engineering and Sky Chitin are considered particularly strong. Plan ahead with regards to your free tech from the Institute before you build it.
Seeds & Traits
Colonists: Engineers (+2 Production)
Spacecraft: Continental Surveyor (world map)
Cargo: Machinery (Worker)

Domestic: Cooperative (internal trade)
Military: Integrated (orbital strength)
Political: Ambitious (city development)
Virtues
There are many competing virtues that offer good early benefits, with the extra colonist being the most compelling. Prosperity is a key source of health, while Knowledge is less impactful. Industry and Might offer excellent benefits, and you may want to prioritize one tree over the other depending on how threatened you are. The extra affinity level offered by Martial Meditations is powerful and improves throughout the game, so it can be good to keep it around for when a major war breaks out. The same idea applies to the various ways of getting a free technology, such as the fifteenth Tier 1 Virtue reward. Keep an eye on the various synergy tiers to maximize your benefits as you continue improving your society.

Frugality > Homesteading > Colony Initiative > Labor Logistics > Commoditization > Standardized Architecture > Adaptive Tactics > Survivalism > Scavenging > Adaptive Sciences > Military-Industrial Complex > Helping Hands > Pioneer Spirit > Settler Clans > Mind Over Matter > Hands Never Idle > Eudaimonia > Nature’s Bounty ...

Technologies
Pioneering > Engineering > Chemistry > Ecology > Genetics > Computing > Physics > Robotics > Genetic Design > Transgenics > Bionics > Artificial Evolution* …

* Use the Free Technology from the Institute quest “The More You Know”
Harmony Units & Upgrades
Unit
Tier 2
Tier 3
Tier 4
Marauder (Soldier)

A good defensive infantry that is useful for holding chokepoints and protecting ranged attackers. Slow.
+15% Strength when attacking
-20HP to adjacent enemy units on death
+30% Strength in Miasma
Shredder (Ranger)

A versatile ranged defender that can make good use of terrain. Slow.
+30% Strength when defending against ranged
+30% Strength when attacking fortified units
Can move after attacking
Cobra (Combat Rover)

A mobile mechanized cavalry that can run down weakened units or overwhelm poorly defended areas.
+20% Strength when flanking
Pillaging costs no Movement and heals 20HP
+30% Strength in Miasma
Minotaur (Missile Rover)

A mechanized striker that can eventually deal significant damage to cities.
+20% Strength when against land units
+1 Movement
No setup required to fire
Reaver (Patrol Boat)

A versatile defensive ship that is needed to protect aquatic and coastal cities or seize them.
+20% Strength against Naval Melee
+1 Movement
Automatically heal +10HP every turn
Poseidon (Gunboat)

A potent and mobile battleship that can devastate shorelines.
+20% Strength against land units
+40% Strength when attacking cities
Automatically heal +10HP every turn
Leviathan (Submarine)

A specialized attack ship that can be used to raid coastlines or contest the open sea.
+20% Strength when attacking into Ocean
+1 Movement
+10HP heal for adjacent units every turn
Shrike (Tacjet)

A mobile fighter useful for asserting air superiority and harassing enemy troops.
+15% Strength against land and sea units
15HP splash damage to enemy units next to target
+2 Range when unit has full HP
Hydra (Carrier)

A key flagship needed to project air power.
+1 Capacity as base for aircraft
Evolved Xenoswarm (Xenoswarm)

Cheap horde infantry that can overwhelm defenders
+40% Strength in Miasma (stacks with passive)
Evolved Xeno Cavalry (Xeno Cavalry)

An affordable raider that can overwhelm defenses
+40% Strength in Miasma
Evolved Rocktopus (Rocktopus)
Orbital assault unit that generates miasma
+1 Movement
Evolved Xeno Titan (Xeno Titan)

A flagship monster unit that can devastate cities
+40% Strength in Miasma
Purity Units & Upgrades
Unit
Tier 2
Tier 3
Tier 4
Centurion (Soldier)

A good defensive infantry that is useful for holding chokepoints and protecting ranged attackers. Slow.
+15% Strength when attacking
+10% Strength per unused Movement
+1 Movement
Warden (Ranger)

A versatile ranged defender that can make good use of terrain. Slow.
+30% Strength when defending against ranged
+10% Strength per unused Movement
+1 Range if the unit has not moved
Dragoon (Combat Rover)

A mobile mechanized cavalry that can run down weakened units or overwhelm poorly defended areas.
+20% Strength when flanking
+10% Strength per unused Movement
+1 Movement
Devastator (Missile Rover)

A mechanized striker that can eventually deal significant damage to cities.
+20% Strength when against land units
+1 Movement
+1 Range if unit has not moved
Cannonade (Patrol Boat)

A versatile defensive ship that is needed to protect aquatic and coastal cities or seize them.
+20% Strength against Naval Melee
+30% Strength when defending against ranged
Automatically heal +10HP every turn
Dreadnought (Gunboat)

A potent and mobile battleship that can devastate shorelines.
+20% Strength against land units
+5% Strength per unused Movement
+1 Range
Eradicator (Submarine)

A specialized attack ship that can be used to raid coastlines or contest the open sea.
+20% Strength when attacking into Ocean
+10% Strength per unused Movement
+1 Range
Predator (Tacjet)

A mobile fighter useful for asserting air superiority and harassing enemy troops.
+15% Strength against land and sea units
+25% Strength against land and sea units
Automatically heal +10HP every turn
Bastion (Carrier)

A key flagship needed to project air power.
+1 Capacity as base for aircraft
True Battlesuit (Battlesuit)

A powerful assault infantry that can slug it out with higher affinity enemies. Slow.
+30% Strength when attacking
True Aegis (Aegis)

An urban support specialist that is mostly useful for holding down chokepoints. Slow.
+60% Strength when inside city
True LEV Tank (LEV Tank)

A powerful ranged attacker with both damage and speed.
+1 Movement
True LEV Destroyer (LEV Destroyer)

A flagship artillery bulwark that can help armies push through strongpoints. Slow.
+1 Range when unit has full HP
Supremacy Units & Upgrades
Unit
Tier 2
Tier 3
Tier 4
Apostle (Soldier)

A good defensive infantry that is useful for holding chokepoints and protecting ranged attackers. Slow.
+15% Strength when attacking
+8% Strength per adjacent friendly unit
+30% Strength Combat Strength when flanking.
Executor (Ranger)

A versatile ranged defender that can make good use of terrain. Slow.
+30% Strength when defending against ranged
+20% Strength when next to a friendly unit
+8% Strength Combat Strength per adjacent friendly unit
Redeemer (Combat Rover)

A mobile mechanized cavalry that can run down weakened units or overwhelm poorly defended areas.
+20% Strength when flanking
+20% Strength when next to a friendly unit
+30% Strength when flanking
Ambassador (Missile Rover)

A mechanized striker that can eventually deal significant damage to cities.
20% Strength when against land units
+20% Strength when next to friendly unit
No setup required to fire
Edict (Patrol Boat)

A versatile defensive ship that is needed to protect aquatic and coastal cities or seize them.
+20% Strength against Naval Melee
+15% Strength when next to a friendly unit
Reveal invisible units within two tiles
Vindicator (Gunboat)

A potent and mobile battleship that can devastate shorelines.
+20% Strength against land units
+15% Strength when next to a friendly unit
Can move after attacking
Shroud (Submarine)

A specialized attack ship that can be used to raid coastlines or contest the open sea.
+20% Strength when attacking into Ocean
+15% Strength when next to a friendly unit
+40% Strength against Submarines
Seraph (Tacjet)

A mobile fighter useful for asserting air superiority and harassing enemy troops.
+15% Strength against land and sea units
+50% Ranged Strength when Air Sweeping
1 Extra Interception
Shepherd (Carrier)

A key flagship needed to project air power.
+1 Capacity as base for aircraft
Prime CNDR (CNDR)

Tough and reliable defensive infantry
+20% Strength when adjacent to friendly unit
Prime CARVR (CARVR)
Offensive melee swarm robot
+8% Strength per adjacent friendly unit
Prime SABR (SABR)
Advanced long-range artillery
No setup required to fire
Prime ANGEL (ANGEL)

A battlefield control robot
+40% Strength when flanking
Hybrid Units & Upgrades
Unit
Tier 2
First Immortal (Immortal)

A tough and regenerating infantry
+15HP heal per turn if not embarked
First Architect (Architect)

Formidable ranged support units
Utility costs 1 Movement so multiple can be used
First Throne (Throne)

Heavy cavalry unit with a variety of support abilities
+1 Range at full HP
Master Drone Cage (Drone Cage)

An affordable combat medic
+50% Strength when defending against ranged
Master Autosled (Autosled)

A versatile medium cavalry unit
+30% Strength when flanking
Master Golem (Golem)

An affordable melee infantry unit
+10% Strength per unused Movement
Elder Nanohive (Nanohive)

A specialized enabling unit that can help deal with difficult targets
+80% Strength when defending from ranged attacks
Elder Gellopod (Gellopod)

An invisible hunter-killer cavalry
+70% Strength against units that it was invisible to
Elder Aquilon (Aquilon)

An aerial aircraft carrier that can also siege
+1 Capacity for aircraft
Building Quests
Base Game:
  • How We Remember / Old Earth Relic: +1 Culture
  • The Vital Frontier / Vivarium: +1 Science
  • Blood Bank / Clinic: +1 Health
  • Times Of Plenty / Trade Depot: +1 Production
  • Better Living Through Chemistry / Pharmalab: +1 Science
  • Safe Behind Walls / Ultrasonic Fence: Trade Convoys will not be attacked by Alien units
  • What Goes Around / Recycler: +1 Food
  • Spymaster And Commander / Command Center: +1 Covert Agent (Global)
  • When The Levees Broke / Water Refinery: +1 Food
  • The Scientific Method / Laboratory: +1 Science
  • The Creative Spark / Thorium Reactor: +1 Production
  • Organic Growth / Cytonursery: +1 Production
  • Engineering The Future / Repair Facility: +5% Production for Military Units
  • The Observable Universe / Observatory: +2 Orbital Coverage
  • Zoology / Alien Preserve: All Units +5 healing (Global)
  • Obstacles Of The Past / Cloning Plant: 10% Food carried over after city growth
  • Fueling The Fire / Petrochemical Plant: +2 Production from Petroleum
  • Escape Velocity / Launch Complex: +1 Orbital Coverage
  • Always On / Defense Perimeter: Free Maintenance
  • Too Much Gun / Rocket Battery: +5 City Strength
  • A Tangled Web / Network: +1 Culture
  • Hearts And Minds / Feedsite Hub: +1 Covert Agent (Global)
  • Garden Of Eden / Gene Garden: +3 Energy, Free Maintenance
  • Fueling The Future / Xenofuel Plant: +3 Energy from Xenomass, +2 Production from Xenomass
  • Homegrown / Xenonursery: +5 Xenomass (Global)
  • Automatic Gratification / Autoplant: +1 Production
  • Reconstituted Regulation / Biofactory: +1 Culture
  • Tastes Like Cardboard / Mass Digester: +1 Production
  • The Think Tank / Neurolab: +1 Health
  • A World Of Pure Imagination / Holosuite: Free Virtue (one time)
  • By Our Powers Combined / CEL Cradle: 10% Food carried over after city growth
  • Big Brother / Surveillance Web: +10 City Hit Points
  • Quality Or Quantity / Alloy Foundry: +2 Production from Titanium
  • We Can Rebuild Them / Bionics Lab: +1 Science
  • The More You Know / Institute: Free Technology (one time)
  • A Biological Imperative / Biofuel Plant: +1 Production
  • Nature's Potential / Gaian Well: +1 Production
  • Miasma For The Soul / Growlab: 1 Free Population in each of your cities (one time)
  • Unnatural Selection / Gene Smelter: +2 Science
  • No Reservations / Xeno Sanctuary: +2 Culture
  • Productive Progress / LEV Plant: +2 Production
  • Second Sight / Optical Surgery: +1 Visibility range for Military Units (Global)
  • All The Small Things / Microbial Mine: +1 Science per Harmony Affinity level (Global)
  • The Heart Of A Nation / Organ Printer: All Units +10 healing (Global)
  • Food For Thought / Civil Crèche: +5% Food
  • Secret Ingredients / Soma Distillery: +5% Culture
  • The Time Capsule / Terra Vault: +5% Science
  • The Meaning Of Life / Progenitor Garden: +5% Science
  • The Ghost In The Machine / Node Bank: +10% City Strength
  • The Power Within / Borehole: +5% Production
  • All That We Can Be / Augmentery: +5% Food, Energy, Production, Culture, Science
  • Strength In Numbers / Molecular Forge: +10% Science
  • Forged In Fire / Bioglass Furnace: +2 Production from Firaxite
  • The Stars Our Destination / Neoplanetarium: +2 Orbital Coverage
  • Of Mites And Men / Nanopasture: +10% Food
  • Filling The Void / Field Reactor: +5% Energy
  • The Highest Heights / Skycrane: +2 Production from Floatstone
  • We Have The Power / Mantle: +1 Science per Purity Affinity level (Global)
  • We Have The Technology / Hypercore: +1 Science per Supremacy Affinity level (Global)

Rising Tide:
  • In Our Wake / Thermohaline Rudder: +1 Science
  • Over or Under / Drydock: +1 Production
  • Keeping the Lights on / Tidal Turbine: +1 Health
  • Something Fishy / Torpedo Battery: +5 City Strength
  • What Lies Beneath / Sonar Net: +1 Science
  • To Hull and Back / Mosaic Hull: +5% Culture