Civilization Wiki
Advertisement

Back arrow (CivBE) Civilization: Beyond Earth
Virtues are an orthogonal system to complement and augment your technology choices and play style. Whereas a player's technology path may be a series of adaptive choices to the environment and circumstances, Virtues represent the player's long-term choices about style and flavor which are more removed from immediate circumstances.

Acquiring virtues[]

Virtues are acquired by accumulating Culture Culture over time, much like social policies in Civilization V. All Culture Culture your colony is producing from all sources is gathered in a pool, and whenever a certain threshold is reached (based on how many Virtues and cities you already have and the difficulty level on which you're playing), you can select and activate one Virtue.

There are four distinct categories of Virtues: Might (Military), Prosperity (Health Health, Energy Energy, and Growth Growth), Knowledge (Science Science and Culture Culture), and Industry (Energy Energy and Production Production). Each category is aimed at enriching a specific gameplay aspect, as implied by its name. Unlike in Civilization V, however, you don't need to unlock a certain Virtue category in order to acquire anything in it - all four categories are available right from the start, without any restrictions. Another difference is that each category has three times the number of individual Virtues in it, which are organized into three tiers. Individual Virtues within each category are further organized into a tree, so you need to adopt the lower-tier ones first and then make your way down the tree to reach the higher-tier Virtues. Although you have the freedom to choose whichever of the four categories you want right from the start, you will have to develop each category methodically in order to reach higher tiers and more powerful Virtues.

Virtues Screen (Rising Tide)

Synergy bonuses[]

Acquiring a certain number of Virtues from either the same category or the same tier yields an additional synergy bonus. For example, after you get 5 Virtues from the Might category, you get a special bonus; when you get 6 Tier I Virtues you also gain a special bonus. Each category- and tier-related synergy bonus is different. In general, category bonuses are oriented towards the same aspect the category develops (see each category for the specific bonuses), while tier bonuses have a more general benefit (see below).

This system allows great flexibility in developing your Virtues. You could choose to develop a single category consistently and acquire its Tier II and III Virtues and synergy bonuses quickly, or you could choose to develop two categories simultaneously, or even three. Of course, the ever-increasing Culture Culture price of subsequent Virtues imposes a practical limit on how many you can get, so plan ahead and look at strengthening aspects of your colony which are consistent with your overall strategy, or which are otherwise lacking.

Tier Synergy Bonuses[]

Tier Number
required
Bonus
Virtue level 1 bonus on (CivBE) 1 6 Choose 1 Free Virtue
Virtue level 1 bonus on (CivBE) 1 10 +10% Production Production in the Capital Capital
+10% Energy Energy in the Capital Capital
Virtue level 1 bonus on (CivBE) 1 15 Choose 1 Free Technology
Virtue level 2 bonus on (CivBE) 2 8 Choose 1 Free Virtue
Recruit 1 new Covert Agent
Virtue level 2 bonus on (CivBE) 2 12 Choose 1 Free Affinity Level
Virtue level 3 bonus on (CivBE) 3 10 +10% Growth Growth in every city
+10% Production Production in every city
+10% Science Science in every city
+10% Culture Culture in every city
+10% Energy Energy in every city
Virtue column might (CivBE)

Might column

Might[]

Might deals with all things military, bringing benefits from combat or cheaper/better Units, or lowering the cost of building and maintaining your combat forces. Those looking to expand through force of arms, whether fighting Aliens or other colonies, will likely pursue the Virtues of Might.

Tier Name Description
Adaptive Tactics (CivBE) 1 Adaptive Tactics +50% XP from combat
Survivalism (CivBE) 1 Survivalism +25% Strength Combat Strength and Ranged Strength Ranged Strength against alien life forms
Military-Industrial Complex (CivBE) 1 Military-Industrial Complex +15% Production Production towards Military Units
Public Security (CivBE) 1 Public Security +0.25 Health Health for every Military Units under your command
Liberation Army (CivBE) 1 Liberation Army After conquering an enemy Outpost automatically found an Outpost of your own in its place
Scavenging (CivBE) 2 Scavenging Earn 100% of an alien lifeform's strength as Science Science after killing it.

Earn 30 Science Science from destroying alien nests

Adaptive Sciences (CivBE) 2 Adaptive Sciences +20% Affinity earned from researching technologies
Special Service (CivBE) 2 Special Service +40% Intrigue from Covert Agent
Army Engineering Corps (CivBE) 2 Army Engineering Corps +1 Production Production from every Strategic Resource

+1 Energy Energy from every Strategic Resource

Martial Meditations (CivBE) 2 Martial Meditations Choose 1 Free Affinity Level
Brutal Efficiency (CivBE) 3 Brutal Efficiency +50% quantity from sources of Strategic Resource
Integrated Arms (CivBE) 3 Integrated Arms +10% Production Production towards a Unit for each Upgrade it has
Joint Operations (CivBE) 3 Joint Operations +3 Orbital Coverage provided by Stations you trade with
Democratized Quartering (CivBE) 3 Democratized Quartering -50% maintenance for Units
Channeled Wrath (CivBE) 3 Channeled Wrath +10% Strength Combat Strength and Ranged Strength Ranged Strength for all Units
Virtue column prosperity (CivBE)

Prosperity column

Prosperity[]

Health Health, Energy Energy, and Growth Growth are the focuses of the Virtue of Prosperity. Whatever the medium of exchange and the benefits of hard work, players who seek to have large cities and healthy citizens to fill them should consider the path of Prosperity.

Tier Name Description
Frugality (CivBE) 1 Frugality +10% Food Food retained after a City grows
Workforce Initiative (CivBE) 1 Workforce Initiative Gain a free Worker Unit
Homesteading (CivBE) 1 Homesteading +30% faster development for Outposts.
Helping Hands (CivBE) 1 Helping Hands +15% build speed for Tile improvements
Colony Initiative (CivBE) 1 Colony Initiative Gain a free Colonist Unit
Pathfinders (CivBE) 2 Pathfinders Explorer Units can build 3 additional Expeditions
Pioneer Spirit (CivBE) 2 Pioneer Spirit -25% Culture Culture needed for border expansion
Gift Economy (CivBE) 2 Gift Economy +3 Energy Energy from your land based Trade Routes to foreign Cities

+3 Energy Energy from your sea-based Trade Routes to foreign Cities

Settler Clans (CivBE) 2 Settler Clans +1 Population Population for newly founded Cities
Mind Over Matter (CivBE) 2 Mind Over Matter +7 Health Health
Nature's Bounty (CivBE) 3 Nature's Bounty +1 Production Production from every Basic Resource
Joy From Variety (CivBE) 3 Joy From Variety +1 Health Health from every tree of Basic Resource that is improved
Hands Never Idle (CivBE) 3 Hands Never Idle +2 energy from any Population Population acting as a Specialist
Ecoscaping (CivBE) 3 Ecoscaping +1 Food Food

+1 Production Production +1 Culture Culture from every Terrascape Improvement

Eudaimonia (CivBE) 3 Eudaimonia 15% less Health Unhealth
Virtue column knowledge (CivBE)

Knowledge column

Knowledge[]

It has been said that "knowledge is power." This Virtue is devoted to improving research towards new Technology, and should excite those excited about the shape of things to come. The Virtue of Knowledge is not limited to Science Science, of course, but encompasses artistic expression as well.

Tier Name Description
Foresight (CivBE) 1 Foresight +10% Science Science when Health Healthy
Field Research (CivBE) 1 Field Research Earn 50 Science Science from finishing Expeditions
Social Mores (CivBE) 1 Social Mores Each City tile produces +0.25 Culture Culture for every Population Population
Laboratory Apprenticeship (CivBE) 1 Laboratory Apprenticeship Each City tile generates +0.25 Science Science for every Population Population
Creative Class (CivBE) 1 Creative Class Earn extra Culture Culture equal to 50% of net positive Health Health
Cohesive Values (CivBE) 2 Cohesive Values -10% Culture Culture needed for new Virtues
Applied Metasociology (CivBE) 2 Applied Metasociology City Intrigue decreases faster when an Agent is present
Networked Datalinks (CivBE) 2 Networked Datalinks -50% Science Science penalty from number of Cities for new technologies
Community Medicine (CivBE) 2 Community Medicine +1 Health Health for every 6 Population Population in a City
Memeweb (CivBE) 2 Memeweb 50% Culture Culture penalty from number of Cities for new Virtues
Metaresearch Methods (CivBE) 3 Metaresearch Methods Leaf Technologies cost 20% less Science Science
Information Warfare (CivBE) 3 Information Warfare Recruit 1 new Covert Agent
Learning Centers (CivBE) 3 Learning Centers +1 Science Science from Academy Improvement
Technoartisans (CivBE) 3 Technoartisans Earn extra Science Science equal to 25% of the Culture Culture you generate
Monomyth (CivBE) 3 Monomyth +7 Culture Culture for every Great Wonder
Virtue column industry (CivBE)

Industry column

Industry[]

Industry is the Virtue for those seeking to increase wealth and productivity. It offers bonuses in Energy Energy and Production Production, along with some other benefits to ensure these aren't wasted. It may be that hard work is its own reward, but it is nice to get something out of it.

Tier Name Description
Labor Logistics (CivBE) 1 Labor Logistics +10% Production Production towards Buildings
Commoditization (CivBE) 1 Commoditization +1 Energy Energy from every Basic Resource
Central Planning (CivBE) 1 Central Planning +5 Energy Energy in the Capital Capital
Scalable Infrastructure (CivBE) 1 Scalable Infrastructure +15% Production Production towards Wonders
Standardized Architecture (CivBE) 1 Standardized Architecture +25% Production Production towards Buildings which have been built in the Capital Capital
Investment (CivBE) 2 Investment Earn 1% of stockpiled Energy Energy amount every turn, up to 100 Energy Energy
Entrepreneurial Spaceflight (CivBE) 2 Entrepreneurial Spaceflight +25% Production Production towards Orbital Units
Profiteering (CivBE) 2 Profiteering +0.5 Health Health for every Trade Unit under your command
Alternative Markets (CivBE) 2 Alternative Markets Trade Routes with Stations grant +5 Energy Energy per Station tier
Interdependence Network (CivBE) 2 Interdependence Network +25% more yields from your Trade Route to your own Cities
Social Investment (CivBE) 3 Social Investment +2 Production Production from every Manufactory Improvement
Liquidity (CivBE) 3 Liquidity -20% Energy Energy cost to purchase Units
Civic Duty (CivBE) 3 Civic Duty Each City tile generates +0.5 Production Production for every Population Population
Magnasanti (CivBE) 3 Magnasanti Each City generates +0.2 Health Health for every Building
Superior Engineering (CivBE) 3 Superior Engineering Orbital Units stay in orbit 50% longer before deorbiting

Tips and Tricks[]

  • Once you've purchased 5 Virtues in the first tier of a tree, if you haven't unlocked the first Tier I synergy bonus, it is advantageous to buy the first Virtue of one of the other three trees, then use the free Virtue to continue working your way down your original tree.

Original Virtues screen[]

The original Virtues screen seen below has been replaced since the release of Rising Tide in both the base game and the expansion.

Virtues (CivBE) V 1 0 0 574

Videos[]

Sid_Meier's_Civilization_Beyond_Earth_-_Livestream_3_Techs_and_Virtues

Sid Meier's Civilization Beyond Earth - Livestream 3 Techs and Virtues

Official gameplay video showing the Virtues system (beginning at 14:56)

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
Advertisement