Colonists is one of the selections players make when starting a new game in Sid Meier's Civilization: Beyond Earth and its Rising Tide expansion. It allows players to choose what kinds of people were on their colony ship and provides a city-based bonus.
|
Colonists | Ability |
|---|---|---|
| Scientists | +2 | |
| Refugees | +2 | |
| Aristocrats | +4 | |
| Engineers | +2 | |
| Artists | +2 | |
| Pioneers | Build colonists and explorers twice as fast | |
| Mercenaries | All Cities have +25 Hit Points, and all units have +10% and |
Strategy[]
It is debatable whether or not one should double down here (e.g., choosing Engineers when playing as the PAC, which already receives a
Production bonus toward wonders). Such a choice will make a colony very strong in one area, but could potentially leave it vulnerable in another. A safer choice as a beginner is to select colonists that will provide something you might struggle to get otherwise.
- Scientists: Straight-up
Science boost, and lets you get those early techs a bit faster. - Refugees: Also quite simple, as it will boost your
Population growth in all cities. However, you need to mind your
Health a bit more. - Aristocrats: Provides a boost to
Energy, which can be used to support and purchase buildings, improvements, and units. Good for a commerce game. - Engineers: Another straightforward option, as
Production takes place a bit faster. - Artists: A
Culture boost that starts up your progress towards Virtues from the get-go.
Notes[]
- ↑ 1.0 1.1 In the December 2014 patch the +1
Health bonuses from Artists and Aristocrats were removed, but their
Energy and
Culture outputs were increased by one.
- ↑ 2.0 2.1 Pioneers and Mercenaries are only available as unlockables playing Sid Meier's Starships.
See also[]
- Colonist(s) in other games
| Civilization: Beyond Earth [Edit] | |
|---|---|
| Games: Base Beyond Earth • Rising Tide • Starships† | |
| Lists | |
| Affinities | |
| Concepts | |
| Yields | |
| Misc. | |
| |
