Might
Might Synergy Bonuses
|
Requirement |
Reward |
|---|---|
|
5 virtues |
+5% Strength and Ranged Strength for all Units |
|
10 virtues |
+5% Strength and Ranged Strength for all Units |
|
15 virtues |
Choose 1 Free Affinity Level |
Might is all about survival and conquest. The bonuses you get assist with fighting aliens and earning experience early on but quickly progress into bonuses that help you take territory and work directly against your enemies.
This is the least diplomatic of the Virtue branches. Its bonuses to combat and spying make it unlikely for a player to keep friends for too long. If you're going down this route, be ready, willing, and able to make enemies. Fight hard, seize cities, and be ready for multiple rivals to band together against you. As long as you prepare for that, it won't be as severe a threat. And if you don't lose against those odds, it's only a matter of time before you take over the world!
You can certainly win a Domination victory without taking any virtues in Might, but this branch can definitely help you on your way. The ability to have your military win unit-for-unit against most enemies is a massive boon.

Tier I
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Adaptive Tactics |
+50% Experience from combat |
|
Liberation Army |
After conquering an enemy Outpost, automatically found an Outpost of your own in its place |
|
Military-Industrial Complex |
+15% Production toward Military Units |
|
Public Security |
+0.25 Health for every Military Unit under your command |
|
Survivalism |
+25% Strength and Ranged Strength against alien life forms |
Tier II
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Adaptive Sciences |
+20% Affinity earned from researching technologies |
|
Army Engineering Corps |
+1 Energy and Production from every Strategic Resource |
|
Martial Meditations |
Choose 1 Free Affinity Level |
|
Scavenging |
Earn 100% of an alien lifeform's strength as Science after killing it and 40 Science from destroying alien nests |
|
Special Service |
+40% Intrigue from Covert Operations |
Tier III
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Brutal Efficiency |
+50% quantity from sources of Strategic Resources |
|
Channeled Wrath |
+10% Strength and Ranged Strength for all Units |
|
Democratized Quartering |
-50% maintenance for Units |
|
Integrated Arms |
+10% Production toward a Unit for each Upgrade it has |
|
Joint Operations |
+3 Orbital Coverage provided by Stations you trade with |
Prosperity
Prosperity Synergy Bonuses
|
Requirement |
Reward |
|---|---|
|
5 Virtues |
+10% Growth in every City |
|
10 Virtues |
+1 Health for every City |
|
15 Virtues |
+50% Orbital Coverage radius from Cities |
Prosperity is the key to fast growth and massive empires. The bonuses to colony Health are higher here than anywhere else in the virtue system. This leads to unrivaled size and territory for a growing nation. This is not necessary if you are planning on slow or cautious expansion. However, it is necessary if you want to have controlled and sustained growth through peaceful or military means.
Pair Prosperity with Might for aggressive expansion, or pair it with either of the other branches for a more peaceful route. This is ideal if you have a large section of land that isn't contested, so you can settle that territory and develop it without having to carve through anyone else.

Tier I
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Colony Initiative |
Gain a free Colonist Unit |
|
Frugality |
+10% Food retained after a City grows |
|
Helping Hands |
+15% build speed for Tile Improvements |
|
Homesteading |
+30% speed toward Outpost growth |
|
Workforce Initiative |
Gain a free Worker Unit |
Tier II
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Gift Economy |
+3 Energy from your land- and sea-based Trade Routes to foreign Cities |
|
Mind Over Matter |
+7 Health |
|
Pathfinders |
Explorer Units can build 3 additional Expeditions |
|
Pioneer Spirit |
-25% Culture needed for border expansion |
|
Settler Clans |
+2 Population for newly founded Cities |
Tier III
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Ecoscaping |
+1 Food, Production, and Culture from every Terrascape |
|
Eudaimonia |
25% less negative Health |
|
Hands Never Idle |
+2 Energy from any Population acting as a Specialist |
|
Joy from Variety |
+1 Health for each type of Basic Resource that is improved |
|
Nature's Bounty |
+1 Production from every Basic Resource |
Knowledge
Knowledge Synergy Bonuses
|
Requirement |
Reward |
|---|---|
|
5 Virtues |
+10% Culture in every City |
|
10 Virtues |
+10% Science in every City |
|
15 Virtues |
Choose 1 Free Technology |
Knowledge is where you go to raise Culture and Science to the max. This branch, when paired with Prosperity, allows for large colonies to advance very rapidly because the Culture and Science costs of having extra cities are reduced dramatically.
Knowledge and Industry are amazing for infrastructure in small nations. Knowledge and Might are good together for conquerors who plan on using large advanced military forces to do their work. They won't have as much money or infrastructure, but they can expand through conquest and let other colonies do half of the work for them!

Tier I
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Creative Class |
Earn extra Culture equal to 30% of net positive Health |
|
Field Research |
Earn 20 Science from finishing Expeditions |
|
Foresight |
+10% Science when Healthy |
|
Laboratory Apprenticeship |
Each City tile generates +0.25 Science for every Population |
|
Social Mores |
Each City tile generates +0.25 Culture for every Population |
Tier II
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Applied Aesthetics |
Earn extra Energy equal to 30% of the Culture you generate |
|
Cohesive Values |
-10% Culture needed for new Virtues |
|
Community Medicine |
+1 Health for every 6 Population in a City |
|
Memeweb |
-40% Culture penalty from the number of Cities for new Virtues |
|
Networked Datalinks |
-40% Science penalty from the number of Cities for new technologies |
Tier III
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Information Warfare |
Recruit 1 new Covert Agent |
|
Learning Centers |
+2 Science from every Academy Improvement |
|
Metaresearch Methods |
Leaf technologies cost 10% less Science |
|
Monomyth |
+7 Culture for every Great Wonder |
|
Technoartisans |
Earn extra Science equal to 15% of the Culture you generate |
Industry
Industry Synergy Bonuses
|
Requirement |
Reward |
|---|---|
|
5 Virtues |
+10% Energy in every City |
|
10 Virtues |
+10% Production in every City |
|
15 Virtues |
Earn 1% of stockpiled Energy amount every turn, up to 100 Energy |
Industry is where you get your energy and production power. Buildings come up quickly, and you have enough free "cash" to buy whatever you need whenever there is a shortfall. You can whip up a fast military when combined with Might, expand and have amazing cities with Prosperity, or stay smaller but powerful with Knowledge.
If you don't have much land, Industry can be a wonderful way to salvage your game. It's easier to get your buildings going, and that leaves more free time for warfare, trade routes, or whatever else you want to get done.
If you're hoping for a Contact victory, this is an amazing branch to master. The increased Production, wonder bonuses, and strong economy all work in sync with the objectives for Contact.

Tier I
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Central Planning |
+5 Energy in the Capital |
|
Commoditization |
+1 Energy from every Basic Resource |
|
Labor Logistics |
+10% Production toward Buildings |
|
Scalable Infrastructure |
+15% Production toward Wonders |
|
Standardized Architecture |
+25% Production toward Buildings which have already been built in the Capital |
Tier II
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Alternative Markets |
Trade Routes with Stations grant +6 Energy per Station tier |
|
Entrepreneurial Spaceflight |
+25% Production toward Orbital Units |
|
Interdependence Network |
+25% more yields from your Trade Routes to your own Cities |
|
Investment |
Earn 1% of stockpiled Energy amount every turn, up to 100 Energy |
|
Profiteering |
+0.5 Health for every Trade Unit under your command |
Tier III
|
Virtue Name |
Bonus Unlocked |
|---|---|
|
Civic Duty |
Each City tile generates +0.5 Production for every Population |
|
Liquidity |
-20% Energy cost to purchase Units |
|
Magnasanti |
Each City generates +0.2 Health for every Building |
|
Social Investment |
+2 Production from every Manufactory Improvement |
|
Superior Engineering |
Orbital Units stay in orbit 50% longer before de-orbiting |