Prima Games eGuides Civilization Beyond Earth eGuide

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Civilization Beyond Earth eGuide Virtues

Branches

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