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{{CivBENav}}<br>
''[[Civilization: Beyond Earth]]'' has five unique '''victory types'''. Unlike in previous ''Civilization'' games, the paths to victory are part narrative. Because ''Civilization: Beyond Earth'' takes place in the future, the developers made each victory path come with various {{LinkBE|Quests}} to help tell the narrative. These are mini goals towards winning the game, and help the player learn play styles, or offer choices towards {{LinkBE|Affinities}}.
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''Civilization: Beyond Earth'' has five unique '''victory types'''. Unlike in previous ''Civilization'' games, the paths to victory are part narrative. Because ''Civilization: Beyond Earth'' takes place in the future, the developers made each victory path come with various {{LinkBE|Quests}} to help tell the narrative. These are mini goals towards winning the game, and help the player learn play styles, or offer choices towards {{LinkBE|Affinities}}.
   
 
When setting up a new game, you can select Advanced Setup and decide which type of victories to allow or disable.
 
When setting up a new game, you can select Advanced Setup and decide which type of victories to allow or disable.
   
 
==Domination==
 
==Domination==
[[File:Domination VC.jpg|right|200px]]The classic Civilization victory. To win a Domination victory, one must be the last player controlling his capital. Each time someone loses his first city, the others are a step closer to the victory. Paradoxically, it is possible to achieve Domination without one single fight - waiting for others to conquer capitals of each other.
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[[File:Domination VC.jpg|right|200px]]The classic Civilization victory. To win a Domination victory, a player must control all of the original capital cities. This is changed from the initial release of the game where a player had to be the last player with its original capital.
Even if the game tells the player he has a new capital, it is the first established city that counts, so it is advised to protect it well, especially if neighbors are aggressive.
 
   
 
When setting up a new game, the Advanced Settings menu allows you to decide if domination victory includes just capturing the capitals, or if you have to eliminate all cities and enemy units in the game.
 
When setting up a new game, the Advanced Settings menu allows you to decide if domination victory includes just capturing the capitals, or if you have to eliminate all cities and enemy units in the game.
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[[File:Contact VC.jpg|right|200px]]
 
[[File:Contact VC.jpg|right|200px]]
 
[[File:Contact victory techweb (CivBE).jpg|right|200px|Items needed for the Contact victory]]
 
[[File:Contact victory techweb (CivBE).jpg|right|200px|Items needed for the Contact victory]]
The goal of this victory is to establish contact with a superior alien race. Throughout a play session, the player will find clues to sentient alien life. By completing quests, or developing certain technologies, the player will unlock the means of decoding an alien Signal, and then use it to contact its authors. This victory type is an homage to a Carl Sagan book of the same name.
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The goal of this victory is to establish contact with a superior alien race. Throughout a play session, the player will find clues to sentient alien life. By completing quests, or developing certain technologies, the player will unlock the means of decoding an alien Signal, and then use it to contact its authors. This victory type is a homage to a Carl Sagan book of the same name.
   
 
'''Step 1'''<br />Find the Progenitor Signal. To get this you must achieve two of the following:
===Step 1===
 
Find the Progenitor Signal. To get this you must achieve two of the following:
 
   
*Find a fragment of The Signal via an {{LinkBE|Explorer}} Expedition on {{LinkBE|Progenitor Ruins}}. The chance is slim, but possible.
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*Find a fragment of The Signal via an {{LinkBE|Explorer}} {{LinkBE|Expedition}} on {{LinkBE|Progenitor Ruins}}. The chance is slim, but possible.
 
*Launch a {{LinkBE|Deep Space Telescope}} orbital unit.
 
*Launch a {{LinkBE|Deep Space Telescope}} orbital unit.
 
*Research {{LinkBE|Transcendental Math}} and build the {{LinkBE|Transcendental Equation}} Project.
 
*Research {{LinkBE|Transcendental Math}} and build the {{LinkBE|Transcendental Equation}} Project.
   
===Step 2===
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'''Step 2'''
 
*Decode the progenitor signal by building the {{LinkBE|Decode Signal}} Project.
 
*Decode the progenitor signal by building the {{LinkBE|Decode Signal}} Project.
   
===Step 3===
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'''Step 3'''
 
*Build the {{LinkBE|Beacon}} Planetary Wonder.
 
*Build the {{LinkBE|Beacon}} Planetary Wonder.
* Activate the Contact Beacon with 1000 {{EnergyBE}}.
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*Activate the Contact Beacon with 1000 {{EnergyBE}}.
* Wait for 20-30 Turns for the arrival depending on energy income.
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*Wait for 45 (Standard Speed, 30 in Base BE) Turns for the arrival depending on energy income.
The Contact victory is potentially the fastest victory possible. In theory, you may be able to find the two pieces of The Signal within the first 100 turns (if you stumble on one piece in a Progenitor ruin soon after you start), after which you may proceed with steps 2 and three and finish somewhere around turn 200!
 
   
 
The Contact victory is potentially the fastest victory possible. In theory, you may be able to find one of the two pieces of The Signal within the first 100 turns if you stumble on one piece in a Progenitor ruin soon after you start.
==Promised Land ({{PurityBE}}) ==
 
[[File:Promised Land VC.jpg|right|200px]]
 
[[File:Promised Land victory techweb (CivBE).jpg|right|200px|Items needed for the Promised Land victory]]
 
   
 
==Transcendence ({{HarmonyBE}})==
This victory is achieved within the {{LinkBE|Purity}} Affinity and consists in organizing a colonization wave of Earthling survivors. The player must launch a Lasercom Satellite to establish contact, and build an {{LinkBE|Exodus Gate}} (wonder) back to Earth. The next goal is to summon and settle 20 colonists on the new planet. The player will need to protect them from other factions, as well as find space for them to settle. This, in part, is where the challenge lies because the {{LinkBE|Colonist}}s arrive late game, when free land is most scarce. This perspective involves the Purists' idea of creating a new Earth, where old Earthlings can migrate and use as their new home or 'Promised Land'.
 
 
[[File:Transcendence VC.jpg|right|200px]]
 
[[File:Transcendence victory techweb (CivBE).jpg|right|200px|Items needed for the Transcendence victory]]
   
 
This victory is achieved with the {{LinkBE|Harmony}} affinity, and consists of linking all the minds of the planet into a single consciousness, allowing humanity to transcend into an existence beyond the individual. The player must build the {{LinkBE|Mind Flower}} and protect it until victory is met. By building the Mind Flower, humans begin to connect with and awaken the consciousness of the planet.
*Research {{LinkBE|Orbital Networks}} and build a {{LinkBE|Lasercom Satellite}} to reestablish communication with Earth.
 
  +
*Achieve {{PurityBE}} level 13, research {{LinkBE|Nanotechnology}}, and build the {{LinkBE|Exodus Gate}} planetary wonder.
 
 
*Research {{LinkBE|Nanorobotics}}, {{LinkBE|Transgenics}}, and {{LinkBE|Swarm Intelligence}} to develop the Cognitive Link.
*Summon Colonists from Earth via the Exodus Gate and settle them. Each Colonist can either create a new settlement or settle in an existing Earthling settlement (each such settlement can have a maximum of 6 population). To win you must have 20 total population in all Earthling Settlements. Settlements can be destroyed and cannot be created within 3 tiles of any other city; they can however be created on your territory.
 
 
*Achieve {{HarmonyBE}} level 15 (13 in Base BE) and build the {{LinkBE|Mind Flower}} planetary wonder.
* Note: Colonist can only move one tile per turn (two at sea). This makes it imperative to build a Magrail network to the places where you plan to establish the earthling colonies, or else the settlers will take forever to move! Only one Colonist Unit can be summoned each turn at the Exodus Gate. The new settlements take no extra land and cannot be interacted with as Minor Powers. Units can be garrisoned in the settlements for protection.
 
 
*Defend the Mind Flower until it establishes a Cognitive Link. Support it with [[Xeno Sanctuary (CivBE)|Xeno Sanctuary]] and {{LinkBE|Mind Stem}} buildings to speed up the linking process.
   
 
Here's a full video on this victory:
 
Here's a full video on this victory:
 
[[File:How To Win a Harmony Victory - Civilization Beyond Earth|thumb|center|335px]]
[[File:How_To_Win_a_Purity_Victory_-_Civilization_Beyond_Earth|link=http://civilization.wikia.com/wiki/File:How_To_Win_a_Purity_Victory_-_Civilization_Beyond_Earth|centre|thumb|335x335px]]
 
   
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Among the Affinity Victories, Transcendence is perhaps the easiest one. It requires a larger tech research spectrum, though, so you'll need an efficient research, if you are to both develop the Harmony Affinity and research the necessary high-end techs. Unlike the other two types of Affinity victory, once you establish the Cognitive Link (that is, when you complete Mind Flower), you don't need to do anything - just wait. How fast the link is established depends on the presence of special buildings in your cities - the more of these, the faster the linking process. Again, plan ahead of time. Also, be mindful that during the linking all Alien units turn hostile (dark red)!
==Transcendence ({{HarmonyBE}}) ==
 
[[File:Transcendence VC.jpg|right|200px]]
 
[[File:Transcendence victory techweb (CivBE).jpg|right|200px|Items needed for the Transcendence victory]]
 
   
 
==Promised Land ({{PurityBE}})==
The player builds the {{LinkBE|Mind Flower}} and must protect it until victory is met. By building the Mind Flower, humans begin to connect with and awaken the consciousness of the planet.
 
 
[[File:Promised Land VC.jpg|right|200px]]
 
[[File:Promised Land victory techweb (CivBE).jpg|right|200px|Items needed for the Promised Land victory]]
   
 
This victory is achieved with the {{LinkBE|Purity}} affinity, and consists in organizing a colonization wave of Earthling survivors. The player must launch a Lasercom Satellite to establish contact, and build an {{LinkBE|Exodus Gate}} (wonder) back to Earth. The next goal is to summon and settle 20 colonists on the new planet. The player will need to protect them from other factions, as well as find space for them to settle. This, in part, is where the challenge lies because the {{LinkBE|Colonist}}s arrive late game, when free land is most scarce. This perspective involves the Purists' idea of creating a new Earth, where old Earthlings can migrate and use as their new home or 'Promised Land'.
*Research {{LinkBE|Nanorobotics}}, {{LinkBE|Transgenics}}, and {{LinkBE|Swarm Intelligence}} to develop the Cognitive Link.
 
  +
*Achieve {{HarmonyBE}} level 13 and build the {{LinkBE|Mind Flower}} planetary wonder.
 
 
*Research {{LinkBE|Orbital Networks}} and build a {{LinkBE|Lasercom Satellite}} to reestablish communication with Earth.
*Defend the Mind Flower from the unclean and support it with resources and {{LinkBE|Mind Stem}} buildings (if built in all cities it can speed up the time required).
 
 
*Achieve {{PurityBE}} level 15 (13 in Base BE), research {{LinkBE|Nanotechnology}}, and build the {{LinkBE|Exodus Gate}} planetary wonder.
 
*Summon Colonists from Earth via the Exodus Gate and settle them. (To summon Colonists click on the Exodus Gate look at the bottom left where the "Exodus Gate" screen is then click on the icon near the top of the Exodus Gate screen to summon a Colonist) Each Colonist can either create a new settlement or settle in an existing Earthling settlement (each such settlement can have a maximum of 6 population). To win you must have 20 total population in all Earthling Settlements. Settlements can be destroyed and cannot be created within 3 tiles of any other city; they can however be created on your territory
 
*Note: Colonist can only move one tile per turn (two at sea). This makes it imperative to build a Magrail network to the places where you plan to establish the earthling colonies, or else the settlers will take forever to move! Only one Colonist Unit can be summoned each turn at the Exodus Gate. The new settlements take no extra land and cannot be interacted with as Minor Powers. Units can be garrisoned in the settlements for protection.
   
 
Here's a full video on this victory:
 
Here's a full video on this victory:
  +
[[File:How To Win a Purity Victory - Civilization Beyond Earth|thumb|center|335px]]
   
  +
Like the other Affinity Victories, Promised Land victory depends on a strategical tech development which boosts your Affinity, while at the same time allowing you to research the necessary tech for building the Exodus Gate. Its differential is that you will then have to settle the incoming Earthlings. To do this efficiently, you need to plan ahead of time and leave suitable space inside your territory, well-served by your transport network. You need to establish at least four Earthling settlements, and distribute the 20 Colonists among them.
[[File:How To Win a Harmony Victory - Civilization Beyond Earth|thumb|center|335 px]]
 
   
 
==Emancipation ({{SupremacyBE}})==
 
==Emancipation ({{SupremacyBE}})==
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[[File:Emancipation victory techweb (CivBE).jpg|right|200px|Items needed for the Emancipation victory]]
 
[[File:Emancipation victory techweb (CivBE).jpg|right|200px|Items needed for the Emancipation victory]]
   
This victory is achieved with the [[Supremacy (CivBE)|Supremacy affinity]], and consists in returning to Old Earth and Emancipating the humans who remain there; this means that in much the same way as the Supremacy player's culture came to view their organic bodies and brains as limitations and impairments to be augmented and replaced with more generalized cybernetic equivalents, so the people of Old Earth, lacking the resources and suffering the ongoing consequences of the Great Mistake, would be given the chance to similarly shed their biology. The player builds a {{LinkBE|Warp Gate}} back to Earth and must send through 1,000 Strength's worth of units to establish 'order', as the victory text suggests that many of Old Earth's peoples misunderstood the basically benign Emancipation as an attack or extermination effort, leading to some level of violent resistance.
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This victory is achieved with the {{LinkBE|Supremacy}} affinity, and consists in returning to Old Earth and emancipating the humans who remain there; this means that in much the same way as the Supremacy player's culture came to view their organic bodies and brains as limitations and impairments to be augmented and replaced with more generalized cybernetic equivalents, so the people of Old Earth, lacking the resources and suffering the ongoing consequences of the Great Mistake, would be given the chance to similarly shed their biology. The player must build a {{LinkBE|Warp Gate}} back to Earth and send through 1,000 Strength worth of units to establish 'order', as the victory text suggests that many of Old Earth's peoples misunderstood the basically benign Emancipation as an attack or extermination effort, leading to some level of violent resistance.
   
 
*Research {{LinkBE|Orbital Networks}} and build a {{LinkBE|Lasercom Satellite}} to reestablish communication with Earth.
 
*Research {{LinkBE|Orbital Networks}} and build a {{LinkBE|Lasercom Satellite}} to reestablish communication with Earth.
*Achieve {{SupremacyBE}} level 13, research {{LinkBE|Hypercomputing}}, and build the {{LinkBE|Emancipation Gate}} planetary wonder, to invade Earth.
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*Achieve {{SupremacyBE}} level 15 (13 in Base BE), research {{LinkBE|Hypercomputing}}, and build the {{LinkBE|Emancipation Gate}} planetary wonder, to invade Earth.
 
*Send 1000 {{StrengthBE}} in {{LinkBE|Units}} through the gate.
 
*Send 1000 {{StrengthBE}} in {{LinkBE|Units}} through the gate.
*Note: only 1 unit is allowed through the gate each turn, and this has to be a land unit (no sea or air units allowed). This means that the more powerful each single unit that is sent, the faster the victory will be achieved. On the other hand, it also means that as you progress towards victory, your army may gradually weaken, so be prepared to fend off any last minute attacks and/or defend the Gate! As a common rule, its often useful to keep your gate near one of your strongest cities, so you can produce units to defend/go through the gate more quickly and conveniently.
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*Note: Only 1 unit is allowed through the gate each turn, and this has to be a land unit (no sea or air units allowed). This means that the more powerful each single unit that is sent, the faster the victory will be achieved. On the other hand, it also means that as you progress towards victory, your army may gradually weaken, so be prepared to fend off any last minute attacks and/or defend the Gate! As a common rule, its often useful to keep your gate near one of your strongest cities, so you can produce units to defend/go through the gate more quickly and conveniently.
   
 
Here's a full video on this victory:
 
Here's a full video on this victory:
  +
[[File:How To Win a Supremacy Victory - Civilization- Beyond Earth|thumb|centre|335px]]
   
  +
This type of Affinity Victory is a mixture of good tech planning (to research the necessary techs and develop Supremacy Affinity) and army building. Unlike Domination victory, however, your goal is not to conquer enemy cities - it is to build as strong an army as possible, so that you can not only send enough units through the Gate, but also ensure its defense. Again, the more powerful the individual units sent, the shorter time it will take to achieve the victory once the Emancipation Gate is completed. As with the other two Affinity Victories, placement of the Gate is very important.
[[File:Civilization Beyond Earth - Emancipation Victory-0|thumb|center|335px]]
 
   
== End of Time ==
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==End of Time==
 
If no one has achieved victory by Turn 500, the game ends automatically. The scores of all surviving colonies will be tallied and a victor announced. You may continue playing the game after this point, but victory will no longer be a factor.<ref>http://store.steampowered.com/manual/65980</ref>
 
If no one has achieved victory by Turn 500, the game ends automatically. The scores of all surviving colonies will be tallied and a victor announced. You may continue playing the game after this point, but victory will no longer be a factor.<ref>http://store.steampowered.com/manual/65980</ref>
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==See also==
  +
*[http://imgur.com/a/1AAa6 Rising Tide victory screens]<!-- Eventually, could migrate some of these images into the main page -->
   
 
==References==
 
==References==
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<references />
 
<references />
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  +
{{CivBE}}
 
[[Category:Game concepts (CivBE)]]
 
[[Category:Game concepts (CivBE)]]
 
[[Category:Civilization: Beyond Earth]]
 
[[Category:Civilization: Beyond Earth]]

Revision as of 23:43, 16 December 2018

Back arrow (CivBE) Civilization: Beyond Earth
Civilization: Beyond Earth has five unique victory types. Unlike in previous Civilization games, the paths to victory are part narrative. Because Civilization: Beyond Earth takes place in the future, the developers made each victory path come with various Quests to help tell the narrative. These are mini goals towards winning the game, and help the player learn play styles, or offer choices towards Affinities.

When setting up a new game, you can select Advanced Setup and decide which type of victories to allow or disable.

Domination

Domination VC

The classic Civilization victory. To win a Domination victory, a player must control all of the original capital cities. This is changed from the initial release of the game where a player had to be the last player with its original capital.

When setting up a new game, the Advanced Settings menu allows you to decide if domination victory includes just capturing the capitals, or if you have to eliminate all cities and enemy units in the game.

Contact

Contact VC
Items needed for the Contact victory

The goal of this victory is to establish contact with a superior alien race. Throughout a play session, the player will find clues to sentient alien life. By completing quests, or developing certain technologies, the player will unlock the means of decoding an alien Signal, and then use it to contact its authors. This victory type is a homage to a Carl Sagan book of the same name.

Step 1
Find the Progenitor Signal. To get this you must achieve two of the following:

Step 2

  • Decode the progenitor signal by building the Decode Signal Project.

Step 3

  • Build the Beacon Planetary Wonder.
  • Activate the Contact Beacon with 1000 Energy Energy.
  • Wait for 45 (Standard Speed, 30 in Base BE) Turns for the arrival depending on energy income.

The Contact victory is potentially the fastest victory possible. In theory, you may be able to find one of the two pieces of The Signal within the first 100 turns if you stumble on one piece in a Progenitor ruin soon after you start.

Transcendence (Harmony Harmony)

Transcendence VC
Items needed for the Transcendence victory

This victory is achieved with the Harmony affinity, and consists of linking all the minds of the planet into a single consciousness, allowing humanity to transcend into an existence beyond the individual. The player must build the Mind Flower and protect it until victory is met. By building the Mind Flower, humans begin to connect with and awaken the consciousness of the planet.

Here's a full video on this victory:

How_To_Win_a_Harmony_Victory_-_Civilization_Beyond_Earth

How To Win a Harmony Victory - Civilization Beyond Earth

Among the Affinity Victories, Transcendence is perhaps the easiest one. It requires a larger tech research spectrum, though, so you'll need an efficient research, if you are to both develop the Harmony Affinity and research the necessary high-end techs. Unlike the other two types of Affinity victory, once you establish the Cognitive Link (that is, when you complete Mind Flower), you don't need to do anything - just wait. How fast the link is established depends on the presence of special buildings in your cities - the more of these, the faster the linking process. Again, plan ahead of time. Also, be mindful that during the linking all Alien units turn hostile (dark red)!

Promised Land (Purity Purity)

Promised Land VC
Items needed for the Promised Land victory

This victory is achieved with the Purity affinity, and consists in organizing a colonization wave of Earthling survivors. The player must launch a Lasercom Satellite to establish contact, and build an Exodus Gate (wonder) back to Earth. The next goal is to summon and settle 20 colonists on the new planet. The player will need to protect them from other factions, as well as find space for them to settle. This, in part, is where the challenge lies because the Colonists arrive late game, when free land is most scarce. This perspective involves the Purists' idea of creating a new Earth, where old Earthlings can migrate and use as their new home or 'Promised Land'.

  • Research Orbital Networks and build a Lasercom Satellite to reestablish communication with Earth.
  • Achieve Purity Purity level 15 (13 in Base BE), research Nanotechnology, and build the Exodus Gate planetary wonder.
  • Summon Colonists from Earth via the Exodus Gate and settle them. (To summon Colonists click on the Exodus Gate look at the bottom left where the "Exodus Gate" screen is then click on the icon near the top of the Exodus Gate screen to summon a Colonist) Each Colonist can either create a new settlement or settle in an existing Earthling settlement (each such settlement can have a maximum of 6 population). To win you must have 20 total population in all Earthling Settlements. Settlements can be destroyed and cannot be created within 3 tiles of any other city; they can however be created on your territory
  • Note: Colonist can only move one tile per turn (two at sea). This makes it imperative to build a Magrail network to the places where you plan to establish the earthling colonies, or else the settlers will take forever to move! Only one Colonist Unit can be summoned each turn at the Exodus Gate. The new settlements take no extra land and cannot be interacted with as Minor Powers. Units can be garrisoned in the settlements for protection.

Here's a full video on this victory:

How_To_Win_a_Purity_Victory_-_Civilization_Beyond_Earth

How To Win a Purity Victory - Civilization Beyond Earth

Like the other Affinity Victories, Promised Land victory depends on a strategical tech development which boosts your Affinity, while at the same time allowing you to research the necessary tech for building the Exodus Gate. Its differential is that you will then have to settle the incoming Earthlings. To do this efficiently, you need to plan ahead of time and leave suitable space inside your territory, well-served by your transport network. You need to establish at least four Earthling settlements, and distribute the 20 Colonists among them.

Emancipation (Supremacy Supremacy)

Emancipation VC
Items needed for the Emancipation victory

This victory is achieved with the Supremacy affinity, and consists in returning to Old Earth and emancipating the humans who remain there; this means that in much the same way as the Supremacy player's culture came to view their organic bodies and brains as limitations and impairments to be augmented and replaced with more generalized cybernetic equivalents, so the people of Old Earth, lacking the resources and suffering the ongoing consequences of the Great Mistake, would be given the chance to similarly shed their biology. The player must build a Warp Gate back to Earth and send through 1,000 Strength worth of units to establish 'order', as the victory text suggests that many of Old Earth's peoples misunderstood the basically benign Emancipation as an attack or extermination effort, leading to some level of violent resistance.

  • Research Orbital Networks and build a Lasercom Satellite to reestablish communication with Earth.
  • Achieve Supremacy Supremacy level 15 (13 in Base BE), research Hypercomputing, and build the Emancipation Gate planetary wonder, to invade Earth.
  • Send 1000 Strength Strength in Units through the gate.
  • Note: Only 1 unit is allowed through the gate each turn, and this has to be a land unit (no sea or air units allowed). This means that the more powerful each single unit that is sent, the faster the victory will be achieved. On the other hand, it also means that as you progress towards victory, your army may gradually weaken, so be prepared to fend off any last minute attacks and/or defend the Gate! As a common rule, its often useful to keep your gate near one of your strongest cities, so you can produce units to defend/go through the gate more quickly and conveniently.

Here's a full video on this victory:

How_To_Win_a_Supremacy_Victory_-_Civilization-_Beyond_Earth

How To Win a Supremacy Victory - Civilization- Beyond Earth

This type of Affinity Victory is a mixture of good tech planning (to research the necessary techs and develop Supremacy Affinity) and army building. Unlike Domination victory, however, your goal is not to conquer enemy cities - it is to build as strong an army as possible, so that you can not only send enough units through the Gate, but also ensure its defense. Again, the more powerful the individual units sent, the shorter time it will take to achieve the victory once the Emancipation Gate is completed. As with the other two Affinity Victories, placement of the Gate is very important.

End of Time

If no one has achieved victory by Turn 500, the game ends automatically. The scores of all surviving colonies will be tallied and a victor announced. You may continue playing the game after this point, but victory will no longer be a factor.[1]

See also

References

  1. http://well-of-souls.com/civ/civbe_overview.html#victory
  2. http://apolyton.net/wiki/Civilization_Beyond_Earth#Victory_Conditions
  3. http://news.softpedia.com/news/Civilization-Beyond-Earth-Has-Five-Victory-Conditions-Alpha-Centauri-Inspired-437490.shtml
Civilization: Beyond Earth [Edit]
Games: Base Beyond EarthRising TideStarships
Lists
Affinities
Concepts
Yields
Misc.
RT only Introduced in the Rising Tide expansion pack.
  • † Spin off game based in the same fictional universe