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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

The Problems with Stations

Stations have one massive downside, and that's that they take up land. When they're close to your colony, this becomes a somewhat annoying problem because you cannot settle cities near them. Even though they physically do not take up more than one tile, your colonists must still obey the normal three-tile restriction before settling down just like with Cities. That's very troublesome if there is a nice plot of land anywhere near a Station.

Luckily, problems have solutions. You can destroy Stations with your military forces. They're way easier to trash than a major city, but they still take a few hits to bring down. They deal counterattack damage in melee, but they don't have ranged attacks. Use a melee Trooper and some ranged support to splash the Station and knock it out of your way.

Upsides: Destroying the Station frees that territory for settlements, and you get a yield bonus from taking the Station itself. In addition to that, a derelict settlement artifact is left behind. Bring an Explorer along to exploit that before anyone else can. It's a pretty good deal for the destroying party.

Neutral points: Stations are not allied with each other. You can destroy as many or as few as you like, and the other Stations won't care.

Downsides: Any colony that was trading with that Station isn't going to be too happy with you for taking out their trading partner. Avoid attacking Stations that are far away from your territory, unless you are willing to upset your rivals.

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