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Civilization Beyond Earth eGuide
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Contents

  • Introduction
    • About Sid Meier's Civilization: Beyond Earth
  • Starting a Game
    • Game Selections
    • Hotkeys
    • Setting Up Your Own Match
    • Getting to Know Your Opponents
      • About
      • People's African Union
      • Pan-Asian Cooperative
      • Kavithan Protectorate
      • Franco-Iberia
      • Slavic Federation
      • Polystralia
      • Brasilia
      • American Reclamation Corporation (ARC)
  • Core Concepts
    • New Concepts
    • Changed Concepts
    • Familiar Concepts
  • Units
    • Overview
    • Unit Quicklist
    • Combat Unit Master List
    • Non-Combat Unit Master List
    • Orbital Unit Master List
  • Buildings
    • Overview
    • Building Quicklist
    • Building Master List
  • Wonders, National Wonders, & Projects
    • Overview
    • Quicklist
    • Master List for Wonders
    • Master List for National Wonders
    • Master List for Projects
  • Terrain, Features, Resources, and Artifacts
    • Terrain (Tiles)
    • Features
    • Resources
    • Artifacts
  • Research and Technology
    • Overview
    • Technology Master List
    • Technology Quicklist
  • Quests
    • Quest Rules
    • Master Quest List
  • Affinities
    • Overview
    • Three Paths to Victory
  • Virtues
    • Overview
    • Branches
  • Trade Routes
    • City Connections
    • Trade Routes
  • Stations
    • Discovery
    • Trade and Improvement
    • The Problems with Stations
    • Protection and Denial
    • Station Withdrawal
  • Covert Operations
    • Gaining Access to Spies
    • National Security Projects
    • Counterintelligence
    • Covert Operations Assignments
  • Single Player
    • Worker Development
    • Founding Cities
    • Trade Routes for Internal or External Power
    • Use Those Orbitals
    • Diplomacy Lets You Pace Your Conquests
    • Watch Out for Unit Maintenance
    • Aliens: Poking the Hornet's Nest
    • Expeditions are Amazing
    • Quests Are Bigger Than You Think
    • Always Have a Backup
  • Multiplayer
    • Flexibility in Your Strategies
    • Paranoia Wins Games
  • Achievements
    • Achievement Table

Civilization Beyond Earth Guide › Buildings

Building Quicklist

Building Quicklist
*Numbers listed reflect Standard game Speed.

Building

Production Cost*

Maintenance

Yield

Prerequisite(s)

Additional Perks

Alien Preserve

125

1 Energy

2 Culture

Alien Lifeforms

N/A

Alloy Foundry

310

1 Energy

2 Production, 2 Production (from Titanium)

Fabrication

2 specialist slots (engineer)

Augmentary

500

N/A

1 Culture, 1 Food, 1 Energy, 1 Science, 1 Production

Augmentation, Level 7 in Supremacy

N/A

Autoplant

210

1 Energy

2 Production, 1 Energy from International City or Station Trade Routes)

Robotics

2 specialist slots (engineer)

Biofactory

290

1 Energy

3 Production, 1 Production (from Chitin)

Organics, Level 4 in Harmony

N/A

Biofuel Plant

220

N/A

3 Energy, 2 Energy (from Algae)

Biology

2 specialist slots (trader)

Bioglass Furnace

470

1 Energy

2 Production, 15% Production bonus

Bioengineering, Firaxite, Level 8 in supremacy

N/A

Bionics Lab

265

1 Energy

20% Health bonus, 1 Production (from Resilin)

Bionics

N/A

Borehole

500

1 Energy

5 Production

Planetary Engineering, Level 8 in Purity

N/A

CEL Cradle

310

1 Energy

N/A

Artificial Intelligence, Level 4 in Supremacy

4 specialist slots (artist)

Civil Crche

445

1 Energy

2 Food

Social Dynamics

3 specialist slots (grower)

Clinic

60

1 Energy

1 Health, 1 Science

Habitation

N/A

Cloning Plant

210

1 Energy

2 Food, 1 Production (from Xenomass)

Genetic Design

1 specialist slot (grower)

Command Center

310

1 Energy

20 City Strength, 20 City Hit Points

Communications

N/A

Cytonursery

90

1 Energy

1 Health, 1 Science, 1 Food (from Marshes)

Genetics

N/A

Defense Perimeter

150

1 Energy

10 City Strength, 40 City Hit Points

Defense Grid

N/A

Feedsite Hub

225

1 Energy

3 Culture, 1 Science from International City or Station Trade Routes

Communications, Level 2 in Supremacy

N/A

Field Reactor

500

N/A

2 Energy, 10% Energy bonus

Field Theory

2 specialist slots (trader)

Gaian Well

265

N/A

3 Energy

Terraforming, Level 4 in Purity

N/A

Gene Garden

200

1 Energy

2 Health, 1 Science

Genetic Design, Level 2 in Purity

N/A

Gene Smelter

350

1 Energy

3 Health

Transgenics

2 specialist slots (scientist)

Grow Lab

265

1 Energy

3 Food, 1 Food (from Fungus)

Biology, Level 4 in Harmony

N/A

Holosuite

245

1 Energy

2 Culture, 1 Culture (from Firaxite)

Cognition

2 specialist slots (artist)

Hypercore

470

1 Energy

2 Science, 15% Science bonus

Hypercomputing, Firaxite, Level 10 in Supremacy

N/A

Institute

310

1 Energy

N/A

Bionics

3 specialist slots (scientist)

Laboratory

80

1 Energy

2 Science

Chemistry

N/A

Launch Complex

130

1 Energy

3 Orbital Coverage around city

Physics

N/A

LEV Plant

390

1 Energy

4 Production

Mechatronics, Floatstone, Level 5 in Purity

N/A

Mantle

470

1 Energy

3 Science, 10% Science bonus

Field Theory, Floatstone, Level 8 in Purity

N/A

Mass Digester

255

1 Energy

1 Energy (from Tundra)

Organics

4 specialist slots (grower)

Microbial Mine

430

1 Energy, 2 Xenomass

3 Production, 10% Production bonus

Synergetics, Xenomass, Level 7 in Harmony

N/A

Mind Stem

600

1 Energy

Adds 1 point per turn toward Transcendence Victory

Alien Ethics

N/A

Molecular Forge

390

1 Energy

5 Food

Bioengineering, Level 8 in Harmony

N/A

Nanopasture

415

1 Energy

30% Food carried over after Growth

Nanotechnology

2 specialist slots (scientist)

Neoplanetarium

500

1 Energy

40% Production for Orbital units, 3 Orbital Coverage around city

Astrodynamics

N/A

Network

185

1 Energy

3 Science, 1 Science (from Copper)

Computing

N/A

Neurolab

255

1 Energy

10% Science bonus, 1 Science (from Firaxite)

Cognition, Level 4 in Supremacy

N/A

Node Bank

375

1 Energy

24 City Strength, 10 City Hit Points

Cybernetics

2 specialist slots (engineer)

Observatory

100

1 Energy

2 Science, 1 Science (from Firaxite)

Physics, Requires a workable, improved source of Firaxite

N/A

Old Earth Relic

40

1 Energy

2 Culture

Habitation

N/A

Optical Surgery

370

1 Energy

4 Health, 1 Health (from Silica)

Mechatronics, Firaxite, Level 5 in Supremacy

N/A

Organ Printer

390

1 Energy

15% Science bonus

Synergetics, Level 8 in Supremacy

N/A

Petrochemical Plant

160

1 Energy

1 Production (from Petroleum), 1 Energy (from Petroleum)

Biochemistry

1 specialist slot (trader)

Pharmalab

95

1 Energy

2 Health

Genetics

N/A

Progenitor Garden

430

1 Energy

20% Health bonus

Artificial Evolution, Xenomass, Level 10 in Harmony

N/A

Recycler

75

1 Energy

2 Production, 1 Production from Internal City or Station Trade Routes

Chemistry

N/A

Repair Facility

90

1 Energy

10% Production bonus for Land units

Engineering

N/A

Rocket Battery

125

1 Energy

18 City Strength, 15 City Hit Points

Ballistics

N/A

Skycrane

470

1 Energy

15% Production bonus

Astrodynamics, Floatstone, Level 10 in Purity

N/A

Soma Distillery

400

1 Energy

4 Health

Social Dynamics

2 specialist slots (artists)

Surveillance Web

235

1 Energy

5 City Hit Points, Maximum Covert Ops Intrigue for city reduced by 2

Artificial Intelligence

N/A

Terra Vault

390

1 Energy

15% Culture bonus

Social Dynamics, Level 7 in Purity

N/A

Thorium Reactor

105

N/A

3 Energy

Engineering

2 specialist slots (trader)

Trade Depot

60

1 Energy

+1 Production, Allows (2) Trade Routes to be established from the city it is built in

Pioneering

N/A

Ultrasonic Fence

120

1 Energy

Prevents liens from approaching within 2 tiles of city

Ecology

N/A

Vivarium

80

1 Energy

2 Food, 1 Food (from desert), 1 Food from Flood Plains

Ecology

N/A

Water Refinery

150

1 Energy

1 Food & 1 Production from Water tiles

*Can only be constructed in cities built on Coastline.

Biochemistry

N/A

Xeno Sanctuary

330

1 Energy

4 Culture, Adds 1 point per turn toward Transcendence Victory

Alien Ethics, Xenomass, Level 5 in Harmony

N/A

Xenofuel Plant

190

N/A

3 Energy, 1 Energy (from Xenomass)

Alien Sciences, Level 2 in Harmony

2 specialist slots (trader)

Xenonursery

180

1 Energy

10% Science bonus, 1 Science (from Xenomass)

Alien Sciences, Level 2 in Harmony

1 specialist slot (scientist)

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