Health and 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, Health does NOT affect combat effectiveness of troops!
Computing Health and Unhealth Edit
City Health Edit
- Some buildings generate or .
- The Biowell tile improvement generates 1 .
- The Gene Garden (CivBE) building generates 2 .
- The Pharmalab (CivBE) building generates 2 .
- The Clinic (CivBE) building generates 2 .
- The Cytonursery (CivBE) building generates 1 .
- The Petroleum Well tile improvement generates 1 .
- The Manufactory tile improvement generates 2 .
City cannot exceed 1 per Population.
Colony Health Edit
- The Mind over Matter virtue increases colony by 7.
- If Propaganda is chosen as the National Security Project, each agent at Headquarters increases by 2%.
- The Eudaimonia virtue reduces all by 15%.
Health levels Edit
Health is good indicator of overall colony performance. Because it affects so many other stats ( Production, Culture, 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.
|Civilization: Beyond Earth [Edit]|
|Games: Base Beyond Earth • Rising Tide • Starships†|