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 virtuesEdit

Virtues are acquired by accumulating 20xCultureBE Culture over time (the mechanics are virtually the same as 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 you're playing at), you can select and activate one Virtue.

There are four distinct categories of Virtues: Might (Military), Prosperity (20xHealthBE Health, 20xEnergyBE Energy, and 20xFoodBE Growth), Knowledge (20xScienceBE Science and 20xCultureBE Culture), and Industry (20xEnergyBE Energy and 20xProductionBE Production). Each one category is aimed at enriching a specific gameplay aspect (which one is rather obvious by the name). 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. However, unlike Civilization V, each category has three times the number of individual Virtues in it, which are organised in Tiers 1 - 3. Individual Virtues within each category are furthermore organised in a tree, so that you need to adopt the lesser ones first, and then make your way 'down' the tree. So, 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 bonusesEdit

Acquiring a certain number of Virtues from 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 virtues of tier 1 you also gain a special bonus. Each synergy bonus is different, both for category- and tier-related. 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). To unlock them, simply purchase enough virtues in the given tier/category.

This system allows great flexibility in developing your virtues. You could choose to develop consistently a single category and acquire quickly its level 2 and 3 virtues and synergy bonuses; 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 virtues you could get, so plan ahead of time and look at strengthening aspects of your colony which are consistent with your overall strategy, or which are otherwise lacking.

Tier Synergy BonusesEdit

Tier Number
Virtue level 1 bonus on (CivBE) 1 6 Choose 1 Free Virtue
Virtue level 1 bonus on (CivBE) 1 10 +10% 20xProductionBE Production in the Capital (CivBE) Capital
+10% 20xEnergyBE Energy in the Capital (CivBE) 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% 20xFoodBE Growth in every city
+10% 20xProductionBE Production in every city
+10% 20xScienceBE Science in every city
+10% 20xCultureBE Culture in every city
+10% 20xEnergyBE Energy in every city
Virtue column might (CivBE)

Might column

Might Edit

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% 20xStrengthBE Strength and 20xRangedStrengthBE Ranged Strength against alien life forms

Military-Industrial Complex (CivBE) 1 Military-Industrial Complex

+15% 20xProductionBE Production towards Military Units

Public Security (CivBE) 1 Public Security

+0.25 20xHealthBE 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 20xScienceBE Science after killing it. Earn 30 20xScienceBE 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 20xProductionBE Production from every Strategic Resource +1 20xEnergyBE 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% 20xProductionBE 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% 20xStrengthBE Strength and 20xRangedStrengthBE Ranged Strength for all Units

Virtue column prosperity (CivBE)

Prosperity column

Prosperity Edit

20xHealthBE Health, 20xEnergyBE Energy, and 20xFoodBE 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% 20xFoodBE 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% 20xCultureBE Culture needed for border expansion

Gift Economy (CivBE) 2 Gift Economy

+3 20xEnergyBE Energy from your land based Trade Routes to foreign Cities +3 20xEnergyBE Energy from your sea-based Trade Routes to foreign Cities

Settler Clans (CivBE) 2 Settler Clans

+1 22xPopulationBE Population for newly founded Cities

Mind Over Matter (CivBE) 2 Mind Over Matter

+7 20xHealthBE Health

Nature's Bounty (CivBE) 3 Nature's Bounty

+1 20xProductionBE Production from every Basic Resource

Joy From Variety (CivBE) 3 Joy From Variety

+1 20xHealthBE Health from every tree of Basic Resource that is improved

Hands Never Idle (CivBE) 3 Hands Never Idle

+2 energy from any 22xPopulationBE Population acting as a Specialist

Ecoscaping (CivBE) 3 Ecoscaping

+1 20xFoodBE Food +1 20xProductionBE Production +1 20xCultureBE Culture from every Terrascape Improvement

Eudaimonia (CivBE) 3 Eudaimonia

15% less 20xUnHealthBE Unhealth

Virtue column knowledge (CivBE)

Knowledge column

Knowledge Edit

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 20xScienceBE Science, of course, but encompasses artistic expression as well.

Tier Name Description
Foresight (CivBE) 1 Foresight

+10% 20xScienceBE Science when 20xHealthBE Healthy

Field Research (CivBE) 1 Field Research

Earn 50 20xScienceBE Science from finishing Expeditions

Social Mores (CivBE) 1 Social Mores

Each City tile produces +0.25 20xCultureBE Culture for every 22xPopulationBE Population

Laboratory Apprenticeship (CivBE) 1 Laboratory Apprenticeship

Each City tile generates +0.25 20xScienceBE Science for every 22xPopulationBE Population

Creative Class (CivBE) 1 Creative Class

Earn extra 20xCultureBE Culture equal to 50% of net positive 20xHealthBE Health

Cohesive Values (CivBE) 2 Cohesive Values

-10% 20xCultureBE 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% 20xScienceBE Science penalty from number of Cities for new technologies

Community Medicine (CivBE) 2 Community Medicine

+1 20xHealthBE Health for every 6 22xPopulationBE Population in a City

Memeweb (CivBE) 2 Memeweb

50% 20xCultureBE Culture penalty from number of Cities for new Virtues

Metaresearch Methods (CivBE) 3 Metaresearch Methods

Leaf Technologies cost 20% less 20xScienceBE Science

Information Warfare (CivBE) 3 Information Warfare

Recruit 1 new Covert Agent

Learning Centers (CivBE) 3 Learning Centers

+1 20xScienceBE Science from Academy Improvement

Technoartisans (CivBE) 3 Technoartisans

Earn extra 20xScienceBE Science equal to 25% of the 20xCultureBE Culture you generate

Monomyth (CivBE) 3 Monomyth

+7 20xCultureBE Culture for every Great Wonder

Virtue column industry (CivBE)

Industry column

Industry Edit

Industry is the Virtue for those seeking to increase wealth and productivity. It offers bonuses in 20xEnergyBE Energy and 20xProductionBE 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% 20xProductionBE Production towards Buildings

Commoditization (CivBE) 1 Commoditization

+1 20xEnergyBE Energy from every Basic Resource

Central Planning (CivBE) 1 Central Planning

+5 20xEnergyBE Energy in the Capital (CivBE) Capital

Scalable Infrastructure (CivBE) 1 Scalable Infrastructure

+15% 20xProductionBE Production towards Wonders

Standardized Architecture (CivBE) 1 Standardized Architecture

+25% 20xProductionBE Production towards Buildings which have been built in the Capital (CivBE) Capital

Investment (CivBE) 2 Investment

Earn 1% of stockpiled 20xEnergyBE Energy amount every turn, up to 100 20xEnergyBE Energy

Entrepreneurial Spaceflight (CivBE) 2 Entrepreneurial Spaceflight

+25% 20xProductionBE Production towards Orbital Units

Profiteering (CivBE) 2 Profiteering

+0.5 20xHealthBE Health for every Trade Unit under your command

Alternative Markets (CivBE) 2 Alternative Markets

Trade Routes with Stations grant +5 20xEnergyBE 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 20xProductionBE Production from every Manufactory Improvement

Liquidity (CivBE) 3 Liquidity

-20% 20xEnergyBE Energy cost to purchase Units

Civic Duty (CivBE) 3 Civic Duty

Each City tile generates +0.5 20xProductionBE Production for every 22xPopulationBE Population

Magnasanti (CivBE) 3 Magnasanti

Each City generates +0.2 20xHealthBE Health for every Building

Superior Engineering (CivBE) 3 Superior Engineering

Orbital Units stay in orbit 50% longer before deorbiting

Tips and TricksEdit

  • Once you have purchased 5 Virtues in the first tier of a tree, if you haven't unlocked the first tier 1 synergy bonus, it is advantageous to buy the first virtue of one of the other three trees, then use the free virtue to resume down your original tree.

Original Virtues screenEdit

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

Virtues (CivBE) V 1 0 0 574


Official Gameplay video showing the tech

Civilization: Beyond Earth [Edit]
Games: Base Beyond EarthRising TideStarships

Aliens • Artifacts (Alien, Old Earth, Progenitor)RT onlyBiomesBuildingsCargoColonistsOrbital UnitsPersonality TraitsRT onlyPlanetsQuestsResourcesSponsorsSpacecraftTechnologiesTerrainTile ImprovementsTrade AgreementsRT onlyUnitsVirtuesWondersYields


Harmony (CivBE) HarmonyPurity (CivBE) PuritySupremacy (CivBE) Supremacy

Alien gameplayAquatic gameplayRT onlyArtifacts SystemRT onlyBuildingsCitiesCovert Operations • Diplomacy (Base BE, Rising TideRT only) • ExpeditionsMarvel SystemRT onlyMiasmaOrbital LayerStationsTech WebTradeUnitsVictory

20xCultureBE Culture20xDiplomaticCapitalBE Diplomatic CapitalRT only20xEnergyBE Energy20xFoodBE Food20xHealthBE Health20xProductionBE Production20xScienceBE Science

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RT only Introduced in the Rising Tide expansion pack.† Spin off game based in the same fictional universe
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