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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 › Units

Non-Combat Unit Master List

▣ Colonist

  • Cost: 80 Production
  • Movement: 2
  • Abilities: Outpost construction
  • Prerequisite Tech: Pioneering

Colonists found outposts that grow over time. Protect them at all costs when on the move. It's best to have an infantry unit of some workers stay in their tile and move to the same location each turn. That way, you won't get ambushed and killed by anything that's hiding nearby.

▣ Worker

  • Cost: 60 Production
  • Movement: 2
  • Abilities: Improves tiles
  • Prerequisite Tech: Habitation

Workers create improvements on tiles. Your cities and nation won't thrive quickly without them. Like colonists, they must be protected by military units. If aliens or potentially hostile units approach your area, place a military unit on the same tile as your threatened worker.

▣ Trade Convoy

  • Cost: 60 Production
  • Movement: 2
  • Abilities: Creates a trade route
  • Prerequisite Tech: Pioneering

Establish land trade routes with nearby stations, outposts, and cities. These units get you huge amounts of gold, Science, Production, Food, Culture, or even military units. It's hard to be the best without using trade convoys as often as possible.

▣ Trade Vessel

  • Cost: 70 Production
  • Movement: 3
  • Abilities: Creates a trade route over water
  • Prerequisite Tech: Pioneering

Naval trade routes have similar functions to their land rivals, but you get more resources out of them. That said, the seas are a dangerous place. You end up losing trade vessels to aliens more often because there is no perfect way to protect them.

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