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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 › Stations

Discovery

The Purpose of Stations

Stations are the neutral powers of the world in this game; mining outposts, laboratories, and other organizations that are independent from the colonies. They're viable partners for trade, and you potentially get some great yield bonuses from dealing with them. However, they do not own territory beyond their one tile and cannot produce Units or anything else a City is normally capable of. They also do not participate in diplomacy. This chapter covers the best use of Stations and explains what you can do to maximize their perks while also denying them to other players.

Discovery

Stations appear on the map over time. Some start near the very beginning of the game, while others randomly plop down later on. There are many types of Stations, and each has its own bonuses. A Station might trade Production, Food, Culture, Science, or Energy. Many Stations even trade a mix of these yields to anyone who sends convoys their way.

Once a Station appears, you get a notification about its name and the yield it provides, and the map zooms to its location. To make it available for trade, have one of your explorers or military units wander over to that area so that you have a clear explored path to that Station. If the path is clear of Miasma, the Station should appear on your list of potential routes when using the Establish Trade Route command on a trade unit.

Now you're ready to go, so start trading!

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