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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 › Wonders, National Wonders, & Projects

Master List for National Wonders

◬ Culper Lodge

  • Cost: Free
  • Yield: Covert agents become special agents
  • Prerequisite: None

Watch your quests in the late game. Eventually, you'll get a chance to earn the Culper Lodge. When this occurs, you get to have all of your spies become special agents instead of having to work their way up through the ranks.

◬ Headquarters

  • Cost: Free
  • Yield: +1 Culture, Defense +6, +4 Energy, +2 Science, +3 Production
  • Prerequisite: None

The capital city for your nation gets this national wonder automatically, which makes that city much more productive. Note that your capital is the city that must be connected with others via water or roads for economic bonuses to occur, so connect everything to your capital as soon as possible.

If you lose your capital during a war, the Headquarters are moved to a new city. They'll return to the old capital if you ever retake it.

◬ Spy Agency

  • Cost: 200 Production
  • Yield: Gain 3 spies
  • Prerequisite: Computing (Tech)

Build this as soon as you learn Computing. When it completes, you are given your first three spies and can start launching covert operations!

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