
Image seen when player is given a quest related information

An example of the Quest Log with a long, multipart quest open and some others closed.
A "new" feature in Sid Meier's Civilization: Beyond Earth is the Quest-system. The 5 main overarching quests of the game are the 5 victory quests. More quests appear throughout the game as your civilization explores and adapts to their new world.
Note:
- Not all quests are listed here.
- Be aware the values below for rewards containing yields or affinity points (i.e. earning "X"
Energy or "Y"
Purity) are subjective to both game difficulty and game speed.
Victory Quests[]
Exploration Quests[]
Denoted by a yellow looking glass icon.
Name | Triggers | Objectives | Rewards |
---|---|---|---|
Gifts From Home | Claim a Resource Pod | Find 3 Resource Pods | +20 ![]() |
Found An Outpost | Reach Turn 5 |
Research Pioneering Build 1 Colonist Unit Found 1 Outpost |
1 Soldier Unit if new outpost is built on land (Note: Placed next to the Outpost)
|
Worm Killing | Spotting your first Siege Worm | Kill 1 Siege Worm | +45 ![]() +40 ![]() +95 ![]() |
Culper Lodge Quests[]
Denoted by a red triangle with a circle and a dot inside. This long quest chain involves a secret society called Culper Lodge and revolves around performing spying operations.
Name | Triggers | Objectives | Rewards |
---|---|---|---|
For Your Eyes Only |
Research Computing Build 1 Spy Agency Building |
"None, so far..." | |
Special Delivery | Complete "For Your Eyes Only" |
Perform "Establish Network" covert operation in CITYNAME Perform "Dossier Delivered" covert operation in CITYNAME |
+1 ![]() |
Operative Extraction | Complete "For Your Eyes Only" |
Perform "Steal Science" covert operation in CITYNAME Perform "Extract Operative" covert operation in CITYNAME |
+1 ![]() |
//Redacted// | Complete "Special Delivery" | Perform a Covert Operation of 4 Intrigue or higher | +1 ![]() ![]() |
Diplomacy Quests[]
Denoted by a purple handshake icon.
Name | Triggers | Objectives | Rewards |
---|---|---|---|
Station Charter | Random, Repeatable | Choice | One of two different stations will be created in the world, you choose which. It says "near your territory" but can happen on another continent |
Hostile Takeover | Random, Repeatable | Destroy Target Station | 50% Yield from trade with Contracting Station for 20 turns |
Growth Potential | Random, Repeatable (?)
A nearby organization, STATION, has developed practices that synergize with ours. |
Create a Trade Route with STATION | +20% Yield from trade with another (Bug?) STATION for 20 Turns |
Affinity Quests[]
Denoted by an icon containing all 3 affinity icons in a circle. Early ones branch, to let you choose an affinity type. At some point the game decides that you are dedicated to a specific affinity, and you will no longer receive branching affinity quests, instead you will only receive affinity specific quests for that one affinity for the rest of the game or "universal" quests rewarded with corresponding affinity points. That is, if the game determines your faction is Purity affinity, you will only get
Purity points for quests from now until the rest of that game.
Branching affinity quests[]
These quests branch over multiple choices in such a way as to make you choose between the 3 affinity types.
Name | Triggers | Objectives | ![]() |
![]() |
![]() |
---|---|---|---|---|---|
Cultural Burden | Build an Expedition at The Signal's Source
Quest Decision: Second Quest Decision: Save Records (Continues to |
+10 Affinity toward ![]() ![]() |
+10 Affinity toward ![]() +50 ![]() +125 ![]() |
+10 Affinity toward ![]() +10% Worker Speed | |
Dogmatic Engineering | Complete a trade route with a station | Declare Hostility towards STATIONNAME (don't need to win, yet)
Dogmatic Engineering: Quest Decision ( Destroy STATIONNAME |
+11 Affinity toward ![]() ![]() |
+12 Affinity toward ![]() +1 ![]() +70 Science |
+14 Affinity toward ![]() +1 ![]() +35 Science |
Familiar Exotics | Familiar Exotics: Quest Decision:
A. Contain Outbreak (
B. Ignore (Continues to Gives 35
|
2 choices after building the sanctuary:
1. Eradicate Species: |
+14 Affinity toward Purity |
+ 22 Affinity toward Supremacy
+1 Population in CITYNAME | |
Occupational Hazard | ? | Quest Decision:
Eradicate: ( or Domesticate Wildlife: (Continues to |
+14 Affinity toward ![]() +195 ![]() |
+15 Affinity toward ![]() +60 ![]() ![]() |
+16 Affinity toward ![]() +60 ![]() |
Solid State Citizen | A spacecraft plummeted through the atmosphere and crashed not far away | Build an Expedition at the Crash Site
Asylum or Settlement: Quest Decision (
|
+16 Affinity toward ![]() +50 Culture +125 ![]() |
+24 Affinity toward ![]() +250 ![]() |
+14 Affinity toward ![]() +60 ![]() ![]() |
The Beating Heart Society | (1) Apprehend the Scientist: (Continues to ![]() ![]()
(2) Free the Scientist: (Continues to |
+15 Affinity Toward ![]() |
+18 Affinity toward ![]() ![]() |
+15 Affinity Toward ![]() | |
The Subset Curse | [unknown] | Build 1 Laboratory building.
Quest Decision: A) Accept the rare genes (Continues to
Accelerate adoption: (Continues to
Hone to elite: (Continues to
B) Reject the rare genes (Continues to
|
+27 Affinity Toward ![]() |
+9 Affinity (on Suyoz difficulty) toward ![]() ![]() |
+8 Affinity (on Gemini) toward or ![]() |
Vanishers | First Quest Decision: Deter Vanishers: (Continues to ![]() ![]() or Bait Vanishers: (Continues to ![]() Second Quest Decision: |
+16 Affinity Toward ![]() |
+19 Affinity Toward ![]() |
+17 Affinity Toward ![]() | |
Stepan Vs. The New World | Decision 1A: Accept Stowaways (Continues to ![]() • Build a Repair Depot AND THEN • Build a Worker 1B: Reject Stowaways (Continues to • Build a Clinic Building Decision 2A: Enlist Castaways (Continue to • Build an Explorer 2B: Exhile Castaways from Colony (Continues to • Create Trade Route with new station STATIONNAME |
+17 Points towards ![]() |
+17 Points towards ![]() ![]() +185 (In doing so, creates a new Station to trade with) |
+17 Points towards ![]() | |
An Elemental Fate | After destroying an alien nest, a cave is found. | Build an Expedition at the location of the cave
Quest Decision: A) Send Rescue Team into Doorway (Continues to
B) Send Robotic Probe into Doorway (Continues to
C) Mine Cave for Floatstone (Continues to
|
+13 ![]() Chosen units receive XP [exact amount unknown; between 29-38 XP (enough to level them twice from level one and reach 38 XP total)] Receive a copy of the unit. |
+27 Purity Affinity and "Floatstone has been strewn across the region" (creates a small [3] floatstone deposit near the cave)
Sometimes no deposit will appear. |
If continued to ![]() ![]() |
Universal Affinity Quests[]
Name | Triggers | Objectives | Reward |
---|---|---|---|
Written In Stone |
Random |
Build an Expedition at Ancient Tomb Build a Laboratory Send Military Unit into Uncovered Tomb |
+17 Dominant Affinity +160 ![]() |
Beauty In The Eye Of The Orbiter | Launch an orbital unit + random | Launch two satellites to investigate geoglyphs | +245 ![]() ![]() |
Beauty In The Eye Of The Orbiter: Chapter 2 | Complete part 1, wait some time | Build Expedition at proposed ruin site | +20 Dominant Affinity +160/+125 ![]() |
Startographer |
No Continental Surveyor + random |
Launch 1 Deep Space Telescope Build an Observatory in 3 Cities |
+27 Dominant Affinity Continent outlines revealed |
Harmony Affinity Quests[]
Name | Triggers | Objectives | ![]() |
---|---|---|---|
The Sounds of Harvest | Harmony Affinity at Turn 100 | Build 2 Farms within borders of Headquarters
Build a Clinic building in Headquarters |
+27 Affinity toward Harmony
+75 Culture +45 Science |
The Silent Symphony | Completed The Sounds Of Harvest | Build Institute building in Headquarters
Build Roads connecting 2 other cities to Headquarters |
+27 Affinity toward Harmony
+325 Energy |
Radio Silence | Completed The Silent Symphony | Build a new city for the Receivers:
Found 1 City Build Vivarium in New City |
+27 Affinity toward Harmony
+1 Population in New City +95 Culture |
Expose all citizens to Rikler Root:
Build 2 Xeno Sanctuaries Launch 1 of any Orbital Unit |
+27 Affinity toward Harmony
+10 Production in all Cities +90 Culture | ||
The Genius of Olivia Ross | Build an Ultrasonic Fence in chosen City
Build a Laboratory in chosen City |
+27 Affinity toward Harmony
+1 repel range from Ultrasonic Fences | |
Sightings of Olivia Ross | Completed The Genius of Olivia Ross | Create 1 trade route to chosen Station
Build an Expedition at last sighting of Olivia Ross |
+27 Affinity toward Harmony
Ross Weed Artifact |
Recovering Olivia Ross | Completed Sightings of Olivia Ross | Launch 1 of any Orbital Unit
Build an Expedition at the concentrated Ross Weed site |
+27 Affinity toward Harmony
+2 Food from Farms |
Purity Affinity Quests[]
Name | Triggers | Objectives | ![]() |
---|---|---|---|
Return to Sender | Earned ![]() |
Build 2 Old Earth Relic Buildings |
+19 Affinity toward ![]() +100 ![]() +15 ![]() |
Home Sick: Quest Decision | Earned ![]() |
Allow Return to Earth |
Allow: +25 Affinity toward ![]() ![]() Deny: +25 Affinity toward ![]() ![]() ![]() |
No One Thing | Build a Quarry and Build a Laboratory | 27 Affinity toward ![]() ![]() | |
Nostalgia Trip | Deny Return to Earth during Home Sick. | Assign a Covert Agent to ![]() and Destroy a specific (new) Station. |
+24 Affinity toward ![]() ![]() |
Know Thyself | ? | Build 15 Old Earth Relic Buildings. | +27 Affinity toward ![]() ![]() +330 |
Supremacy Affinity Quests[]
Name | Triggers | Objectives | ![]() |
---|---|---|---|
A Wealth of Limbs | Create 1 Trade Route to a specific Station and then Build 1 Laboratory Building |
+24 Affinity toward ![]() +10 ![]() +60 ![]() | |
The Lonely Revolution | Completed A Wealth of Limbs | Build a Neurolab Building.
and then Build 2 Manufactury improvements. |
Personal Meditation Helmet Artifact
+24 Affinity toward +530 |
Pay Day | Completed The Lonely Revolution | Build 1 Soldier unit in Capital.
A) Limit drone Usage. or B) Offer free drones. Either choice, build 2 Academy improvements. |
A) +27 Affinity toward ![]() +270 ![]() B) +27 Affinity toward +675 |
As With Man | Have high ![]() |
Found new city for robots Create 1 Trade Route from CITY |
+19/+23 Affinity toward ![]() +223/+110 ![]() 0/+270 |
Steel Synapse | Build 3 CEL Cradle Buildings | +24/+30 Affinity toward ![]() +185/+210 ![]() | |
Point Of No Return Null |
Build a Neurolab Building in CITYNAME Can name a city for which it is impossible to build a Neurolab (requires A) Move the City: Build a Colonist unit in CITYNAME. or B) Launch a Satellite: Launch any Orbital unit within range of CITYNAME. |
A) +20 Affinity toward ![]() +2340 B) +20 Affinity toward | |
Sky Mine | A massive asteroid is on a collision course with this planet | QD Deflect Asteroid: ![]() ![]() Launch 1 of any Orbital Unit |
~+17/+18 Affinity toward ![]() +1 ![]() |
QD Allow Impact: ![]() ![]() |
+245 ![]() | ||
Building Choice Quests[]
Every single non wonder Building and some Tile Improvements in CivBE comes with its own choice quest. In those quests you select one of two bonuses for it to give. You cannot end your turn until you have chosen one. These are denoted by a green city icon. Only one of those can trigger every turn, and it triggers automatically a few turns after you build the building/improvement in question. The rewards are usually given per each copy of a building built, and apply locally. A few provide global one time bonuses instead and will be noted as such.
Quest Name | Trigger Building / Improvement | Choice 1 | Choice 2 |
---|---|---|---|
How We Remember | ![]() |
Free ![]() |
+1 ![]() |
The Vital Frontier | ![]() |
+1 ![]() |
+1 ![]() |
Blood Bank | ![]() |
+15 City Hit Points | +1 ![]() |
Times Of Plenty | ![]() |
+1 ![]() |
+1 ![]() |
Better Living Through Chemistry | ![]() |
+1 ![]() +1 ![]() |
+2 ![]() |
Safe Behind Walls | ![]() |
+1 Repel Range | Trade Convoys will not be attacked by Alien units |
What Goes Around | ![]() |
+10% Worker speed (Global) | +1 ![]() |
Spymaster And Commander | ![]() |
+15 ![]() |
+1 Covert Agent (Global) |
When The Levees Broke | ![]() |
Free ![]() |
+1 ![]() |
The Scientific Method | ![]() |
Explorer Units gain 1 additional Expedition Module (Global) | +1 ![]() |
The Creative Spark | ![]() |
+2 ![]() |
+1 ![]() |
Organic Growth | ![]() |
+5% ![]() |
+1 ![]() |
Engineering The Future | ![]() |
+1 Orbital Coverage | +5% ![]() |
The Observable Universe | ![]() |
+2 ![]() |
+2 Naval Unit Movement (Global) |
Zoology | ![]() |
All Units +5 healing (Global) | +1 ![]() ![]() |
Obstacles Of The Past | ![]() |
10% ![]() |
+1 ![]() |
Fueling The Fire | ![]() |
+2 ![]() ![]() |
+2 ![]() ![]() |
Escape Velocity | ![]() |
+1 Orbital Coverage | +10% ![]() |
Always On | ![]() |
+10 City Hit Points | Free ![]() |
Too Much Gun | ![]() |
+5 City Strength | +1 City Orbital Strike range |
A Tangled Web | ![]() |
Free ![]() |
+1 ![]() |
Hearts And Minds | ![]() |
+1 Covert Agent (Global) | +10% Worker speed (Global) |
Garden Of Eden | ![]() |
+3 ![]() ![]() |
+1 ![]() |
Fueling The Future | ![]() |
+1000 ![]() |
+3 ![]() ![]() ![]() ![]() |
Homegrown | ![]() |
+450 ![]() |
+5 ![]() |
Automatic Gratification | ![]() |
+1 ![]() |
+1 ![]() ![]() |
Reconstituted Regulation | ![]() |
+1 ![]() |
+1 ![]() |
Tastes Like Cardboard | ![]() |
+1 ![]() |
+1 ![]() |
The Think Tank | ![]() |
+1 ![]() |
+10% ![]() |
A World Of Pure Imagination | ![]() |
+2 ![]() |
Free Virtue (one time) |
By Our Powers Combined | ![]() |
10% ![]() |
+1 Covert Agent (Global) |
Big Brother | ![]() |
Covert Agents need fewer successful operations to advance in rank (Global) | +10 City Hit Points |
Quality Or Quantity | ![]() |
+2 ![]() ![]() |
+4 ![]() |
We Can Rebuild Them | ![]() |
+1 ![]() |
+1 ![]() |
The More You Know | ![]() |
+5% ![]() |
Free Technology (one time) |
A Biological Imperative | ![]() |
+1 ![]() |
+1 ![]() |
Nature's Potential | ![]() |
+2 ![]() |
+1 ![]() |
Miasma For The Soul | ![]() |
+450 ![]() |
1 Free ![]() |
Unnatural Selection | ![]() |
+2 ![]() |
+1 ![]() |
No Reservations | ![]() |
+2 ![]() |
+2 ![]() |
Productive Progress | ![]() |
+2 ![]() |
+2 ![]() ![]() |
Second Sight | ![]() |
+1 Visibility range for Military Units (Global) | +2 ![]() |
All The Small Things | ![]() |
+1 ![]() ![]() |
+1 ![]() ![]() |
The Heart Of A Nation | ![]() |
+10% City ![]() |
All Units +10 healing (Global) |
Food For Thought | ![]() |
+5% ![]() |
+10% Worker speed (Global) |
Secret Ingredients | ![]() |
+10% City ![]() |
+5% ![]() |
The Time Capsule | ![]() |
+5% ![]() |
+5% ![]() |
The Meaning Of Life | ![]() |
+10% City ![]() |
+5% ![]() |
The Ghost In The Machine | ![]() |
+10% City Hit Points | +10% City Strength |
The Power Within | ![]() |
+5% ![]() |
+5% ![]() ![]() |
All That We Can Be | ![]() |
+10% City ![]() |
+5% ![]() ![]() ![]() ![]() ![]() |
Strength In Numbers | ![]() |
+10% ![]() |
+10% ![]() |
Forged In Fire | ![]() |
+2 ![]() ![]() |
+4 ![]() |
The Stars Our Destination | ![]() |
+2 Orbital Coverage | +10% ![]() To be verified: WikiA & CivBE.text +10%, CivBE.db 0% curious: 25% (prior) + 40% (building) + 10% (?) = 50% ... seems it's a cap |
Of Mites And Men | ![]() |
+10% ![]() |
+10% ![]() |
Filling The Void | ![]() |
+5% ![]() |
+2 Orbital Coverage +1 ![]() To be verified: WikiA Culture, CivBE.text & CivBE.db Orbital Coverage |
The Highest Heights | ![]() |
+2 ![]() ![]() |
+4 ![]() Bug note: The in game text suggests its per building, falsely |
We Have The Power | ![]() |
+1 ![]() ![]() |
+1 ![]() ![]() |
We Have The Technology | ![]() |
+1 ![]() ![]() |
+1 ![]() ![]() |
In Our Wake ![]() |
![]() |
-10% ![]() |
+1 ![]() |
Over or Under ![]() |
![]() |
+1 ![]() |
+10% ![]() |
Keeping the Lights on ![]() |
![]() |
+2 ![]() |
+1 ![]() |
Something Fishy ![]() |
![]() |
+10% City Strike damage | +5 ![]() |
What Lies Beneath ![]() |
![]() |
+5 City ![]() |
+1 ![]() |
To Hull and Back ![]() |
![]() |
+5% ![]() |
+20 City Hit Points |
Marvel Quests (Rising Tide)[]
- Main article: Marvels (CivBE)
Introduced in the Rising Tide expansion pack.
Civilization: Beyond Earth [Edit] | |
---|---|
Games: Base Beyond Earth • Rising Tide • Starships† | |
Lists | |
Affinities | |
Concepts | |
Yields | |
Misc. | |
|