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20xHealthBE Health and 20xUnHealthBE Unhealth represent the physical and social integrity of a colony. In many ways, it is similar to the Happiness/Unhappiness relationship from Civilization V: it is affected by most of the same factors (number of cities, population, etc.), and it provides positive or negative bonuses depending on the balance of the two. However, since there are no Golden Ages in Civilization Beyond Earth, the positive health state of a colony brings instead a series of constant bonuses (as long as the positive balance is maintained at certain levels). Note that unlike happiness in Civilization V, 20xHealthBE Health does NOT affect combat effectiveness of troops!

Computing 20xHealthBE Health and 20xUnHealthBE Unhealth Edit

20xHealthBE Health and 20xUnHealthBE Unhealth are computed at both the city level and the colony level. However, the effects are applied colony-wide.

City 20xHealthBE Health Edit

City 20xHealthBE is affected by the following:

  • Each city generates 4 20xUnHealthBE (8 20xUnHealthBE per occupied city).
  • The second Prosperity virtue synergy bonus partially offsets this with 1 20xHealthBE per city.
  • The Community Medicine virtue partially offsets this with 1 20xHealthBE per 6 population. Thus, the average unhealth per 22xPopulationBE Population generated is reduced to ~0.58 from 0.75.

City 20xHealthBE cannot exceed 1 per 22xPopulationBE Population.

Colony 20xHealthBE Health Edit

Colony 20xHealthBE is equal to the sum of all city health plus any colony-wide modifiers. These include:

  • The Mind over Matter virtue increases colony 20xHealthBE by 7.
  • If Propaganda is chosen as the National Security Project, each agent at Headquarters increases 20xHealthBE by 2%.
  • The Eudaimonia virtue reduces all 20xUnHealthBE by 15%.

Health levels Edit

A colony has a net health based on its total 20xHealthBE minus its total 20xUnHealthBE. Depending on the net health of a colony, certain bonuses apply to the entire colony.

Health Effects
20-70 20xUnHealthBE
  • Production 20xProductionBE is penalized -1% per point (down to -50%)
15-65 20xUnHealthBE
  • Enemy Covert Ops Intrigue is increased +2% per point (up to +100%)
10-60 20xUnHealthBE
  • Science 20xScienceBE is penalized -1% per point (down to -50%)
5-55 20xUnHealthBE
  • Culture 20xCultureBE is penalized -1% per point (down to -50%)
0-50 20xUnHealthBE
  • City Growth penalty -2% per point (down to -100%)
  • Outpost Growth penalty -2% per point (down to -100%)
0-5 20xHealthBE
  • No effects
5-25 20xHealthBE
  • Production 20xProductionBE is boosted +1% per point (up to +20%)
10-30 20xHealthBE
  • Enemy Covert Ops Intrigue is decreased -2% per point (down to -40%)
15-35 20xHealthBE
  • Science 20xScienceBE is boosted +1% per point (up to +20%)
20-40 20xHealthBE
  • Culture 20xCultureBE is boosted +1% per point (up to +20%)
25-45 20xHealthBE
  • City Growth bonus +1% per point (up to +20%)
  • Outpost Growth bonus +2% per point (up to +40%)


Health is good indicator of overall colony performance. Because it affects so many other stats (20xProductionBE Production, 20xCultureBE Culture, 20xScienceBE Science, etc.), Health could also be considered the most important stat. Just like Happiness in Civilization V, low Health can cripple your colony, although maybe not to the degree it can in Civ5. High Health, on the other hand, could bring you desirable bonuses across the board.

Keeping Health in line takes effort. While Unhealth constantly rises with the growth of your Colony, Health often lags, and rarely exceeds it (except perhaps late in a game). This is due to the cap on each city's Health contribution. There are plenty of sources of Health; Buildings, Virtues, and even tile improvements. But only Virtues are not linked to (capped by) the Population of individual cities.

Said another way, the combined Health from all city-based sources can never exceed the Unhealth created by that city. If you have 10 Citizens, you can only have a maximum local contribution of 10 Health, even though the different buildings, tiles, etc., add up to 15 or more. In the best case scenario, this helps you zero out a given city's Unhealth created by Population, but not extra Unhealth created by number of cities and Specialists.

Here is where Virtue-related Health kicks in. You should look for sources of Health within your chosen Virtue category (each one has them) and develop them. Sometimes this means growing your army; sometimes, getting as many Trade units as possible. Regardless of what it is, you should turn this into your number two or three priority in your entire game strategy (right after colony growth and expansion planning and Affinity development), or you risk being permanently saddled with negative Health. At a minimum, it means slower scientific and cultural development.

On the other hand, having negative Health isn't as bad as negative Happiness in Civilization V. You can manage quite long periods of low Health. They will hamper your development somewhat, but as long as you don't reach -10, the effect is nowhere near as severe. Still, don't stop looking for ways to increase Health. Plan your tech progress so you unlock new sources of Health, so as to keep up with individual city growth.

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