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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 › Single Player

Founding Cities

Don't settle your cities willy-nilly; that only leads to underdevelopment. Put everything too close together, and your cities compete with each other for tiles. Space them too far apart, and you're going to languish with expensive roads, longer travel times, and more danger from aliens and raiders. You really want your borders to expand homogenously; gaps in your territory, even small ones, are going to have rival units wandering around. They won't even need open border agreements, and they can spy on you, look for weak points, etc.

Traits for an Ideal City Location

  • Select locations that have basic or strategic resources (both of which are very important).
  • Use rivers to increase Energy output.
  • Settle on the coast for expanded trade opportunities because aquatic trade routes have higher yields.
  • Areas near mountains and canyons are harder to siege because of their limited passable tiles.
  • Hills provide defensive bonuses for your city.
  • Avoid too many tiles with tundra, desert, or even marshes because these have lower yields and higher development issues.
  • Locations that are five or six tiles from your nearest city are in the sweet spot between being too far to support and too close for comfort.

When sending out your colonists, be very cautious. Have a military unit move with them, and try to avoid scouting with this pair. Going into unknown territory can get you surrounded by aliens, ambushed by raiders, or cause wasted time because you discover that the terrain is totally crummy for settling. You won't normally get attacked by the computer at this stage, but this habit will get you slammed in multiplayer games. Early game raiding is entirely possible and effective, so watch out!

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