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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 › Trade Routes

City Connections

Trading and Maintaining Trade Routes

Trade routes are the lifeblood of your civilization, generating Energy that can be used to pay for anything you want. Without them, it's much harder to maintain a profitable economy, but that's not the only thing that they provide. Production, Food, Science, and even Culture are aided by the clever use of trade routes. You can do almost anything with these systems, and it won't cost much to set them up once you know what you're doing.

This chapter explains how to get the most out of trade routes, both internally and internationally.

City Connections

City connections aren't a requirement for trade routes, but they sure help your colony's economy. A City is considered to be connected to your Capital as long as it has a road or magrail that goes all the way to the Capital (passing through other Cities that you control is fine). Cities are also connected if they have access to the same body of water as your Capital and have a clear route scouted between their location and your Capital City.

Long Road to Nowhere

Be very careful about dedicating yourself to roads that are too long to be useful. A stretch of road that goes more than seven or so tiles without hitting a city might be on the border between useful and not useful. Anything past the 10-tile line is really risky. You're devoting major time to create that road and paying for its upkeep during construction, but that's not the sole problem. You should look at your city and ask, "Why am I building this so far away from home?"

It's worth going an extra tile or two to found a city that is going to be in a great area: near a river, surrounded by good resources, etc. But going way too far from the edge of your territory is a good way to lose that city in your next war.

City connections earn Energy for your colony. This bonus Energy is a rather substantial amount once you connect several Cities. As your Cities grow, they provide more and more Energy per turn for being connected.

Though roads and magrails cost money to maintain, you usually make a profit off of your connections. Don't found Cities that are too far away from your colony, and you won't have to worry much about upkeep. Getting up to Supremacy Level 3 negates upkeep for roads and magrails, so that's another great way to improve the efficiency of your economy.

Even if you can't do much to make your road system cheap, it's worth having one! Movement between your Capital and allied Cities is vital for the defense of your colonies. Taking 15 turns to respond to a buildup of forces along a border is usually disastrous. You want to be able to shuffle units around at will so that each City doesn't have to stand alone. Redistribution of forces enables you to defend your colony with a fraction of the troops that you'd otherwise need to hold off a foe who is willing to scout well and come at you from multiple angles.

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