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 over time, much like social policies in Civilization V. All 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, Energy, and Growth), Knowledge ( Science and Culture), and Industry ( Energy and 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.
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 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 |
---|---|---|
1 | 6 | Choose 1 Free Virtue |
1 | 10 | +10% Production in the Capital +10% Energy in the Capital |
1 | 15 | Choose 1 Free Technology |
2 | 8 | Choose 1 Free Virtue Recruit 1 new Covert Agent |
2 | 12 | Choose 1 Free Affinity Level |
3 | 10 | +10% Growth in every city +10% Production in every city +10% Science in every city +10% Culture in every city +10% Energy in every city |
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.
- 5 - +5% Combat Strength and +5% Ranged Strength for all Units
- 10 - +5% Combat Strength and +5% Ranged Strength for all Units
- 15 - Choose 1 Free Affinity Level
Tier | Name | Description | |
---|---|---|---|
1Might | Adaptive Tactics | +50% XP from combat | |
1Might | Survivalism | +25% Combat Strength and Ranged Strength against alien life forms | |
1Might | Military-Industrial Complex | +15% Production towards Military Units | |
1Might | Public Security | +0.25 Health for every Military Units under your command | |
1Might | Liberation Army | After conquering an enemy Outpost automatically found an Outpost of your own in its place | |
2Might | Scavenging | Earn 100% of an alien lifeform's strength as Science after killing it.
Earn 30 Science from destroying alien nests | |
2Might | Adaptive Sciences | +20% Affinity earned from researching technologies | |
2Might | Special Service | +40% Intrigue from Covert Agent | |
2Might | Army Engineering Corps | +1 Production from every Strategic Resource
+1 Energy from every Strategic Resource | |
2Might | Martial Meditations | Choose 1 Free Affinity Level | |
3Might | Brutal Efficiency | +50% quantity from sources of Strategic Resource | |
3Might | Integrated Arms | +10% Production towards a Unit for each Upgrade it has | |
3Might | Joint Operations | +3 Orbital Coverage provided by Stations you trade with | |
3Might | Democratized Quartering | -50% maintenance for Units | |
3Might | Channeled Wrath | +10% Combat Strength and Ranged Strength for all Units |
Prosperity[]
Health, Energy, and 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.
- 5 - +10% Growth in every city
- 10 - +1 Health for every city
- 15 - +50% Orbital Coverage radius from cities
Tier | Name | Description | |
---|---|---|---|
1Prosperity | Frugality | +10% Food retained after a City grows | |
1Prosperity | Workforce Initiative | Gain a free Worker Unit | |
1Prosperity | Homesteading | +30% faster development for Outposts. | |
1Prosperity | Helping Hands | +15% build speed for Tile improvements | |
1Prosperity | Colony Initiative | Gain a free Colonist Unit | |
2Prosperity | Pathfinders | Explorer Units can build 3 additional Expeditions | |
2Prosperity | Pioneer Spirit | -25% Culture needed for border expansion | |
2Prosperity | Gift Economy | +3 Energy from your land based Trade Routes to foreign Cities
+3 Energy from your sea-based Trade Routes to foreign Cities | |
2Prosperity | Settler Clans | +1 Population for newly founded Cities | |
2Prosperity | Mind Over Matter | +7 Health | |
3Prosperity | Nature's Bounty | +1 Production from every Basic Resource | |
3Prosperity | Joy From Variety | +1 Health from every tree of Basic Resource that is improved | |
3Prosperity | Hands Never Idle | +2 energy from any Population acting as a Specialist | |
3Prosperity | Ecoscaping | +1 Food
+1 Production +1 Culture from every Terrascape Improvement | |
3Prosperity | Eudaimonia | 15% less Unhealth |
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, of course, but encompasses artistic expression as well.
- 5 - +10% Culture in every city
- 10 - +10% Science in every city
- 15 - Choose 1 Free Technology
Tier | Name | Description | |
---|---|---|---|
1Knowledge | Foresight | +10% Science when Healthy | |
1Knowledge | Field Research | Earn 50 Science from finishing Expeditions | |
1Knowledge | Social Mores | Each City tile produces +0.25 Culture for every Population | |
1Knowledge | Laboratory Apprenticeship | Each City tile generates +0.25 Science for every Population | |
1Knowledge | Creative Class | Earn extra Culture equal to 50% of net positive Health | |
2Knowledge | Cohesive Values | -10% Culture needed for new Virtues | |
2Knowledge | Applied Metasociology | City Intrigue decreases faster when an Agent is present | |
2Knowledge | Networked Datalinks | -50% Science penalty from number of Cities for new technologies | |
2Knowledge | Community Medicine | +1 Health for every 6 Population in a City | |
2Knowledge | Memeweb | 50% Culture penalty from number of Cities for new Virtues | |
3Knowledge | Metaresearch Methods | Leaf Technologies cost 20% less Science | |
3Knowledge | Information Warfare | Recruit 1 new Covert Agent | |
3Knowledge | Learning Centers | +1 Science from Academy Improvement | |
3Knowledge | Technoartisans | Earn extra Science equal to 25% of the Culture you generate | |
3Knowledge | Monomyth | +7 Culture for every Great Wonder |
Industry[]
Industry is the Virtue for those seeking to increase wealth and productivity. It offers bonuses in Energy and 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.
- 5 - +10% Energy in every city
- 10 - +10% Production in every city
- 15 - Earn 1% of stockpiled Energy amount every turn, up to 100 Energy
Tier | Name | Description | |
---|---|---|---|
1Industry | Labor Logistics | +10% Production towards Buildings | |
1Industry | Commoditization | +1 Energy from every Basic Resource | |
1Industry | Central Planning | +5 Energy in the Capital | |
1Industry | Scalable Infrastructure | +15% Production towards Wonders | |
1Industry | Standardized Architecture | +25% Production towards Buildings which have been built in the Capital | |
2Industry | Investment | Earn 1% of stockpiled Energy amount every turn, up to 100 Energy | |
2Industry | Entrepreneurial Spaceflight | +25% Production towards Orbital Units | |
2Industry | Profiteering | +0.5 Health for every Trade Unit under your command | |
2Industry | Alternative Markets | Trade Routes with Stations grant +5 Energy per Station tier | |
2Industry | Interdependence Network | +25% more yields from your Trade Route to your own Cities | |
3Industry | Social Investment | +2 Production from every Manufactory Improvement | |
3Industry | Liquidity | -20% Energy cost to purchase Units | |
3Industry | Civic Duty | Each City tile generates +0.5 Production for every Population | |
3Industry | Magnasanti | Each City generates +0.2 Health for every Building | |
3Industry | 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.
Videos[]
Civilization: Beyond Earth [Edit] | |
---|---|
Games: Base Beyond Earth • Rising Tide • Starships† | |
Lists | |
Affinities | |
Concepts | |
Yields | |
Misc. | |
|