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+ | {{GoTo|Wonders Strategy (CivBE)|Wonders Strategy}} |
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This page contains information related to '''[[Wonders]]''' in ''[[Civilization: Beyond Earth]]''. |
This page contains information related to '''[[Wonders]]''' in ''[[Civilization: Beyond Earth]]''. |
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== National Wonders == |
== National Wonders == |
||
− | Unlike |
+ | Unlike global wonders, every civilization can build one of each national wonder regardless of whether or not other civilizations have built it already. All Wonders provide +5 {{DiplomaticCapitalIconBE}}, with the exception of the Headquarters (+3 {{DiplomaticCapitalIconBE}}) and the Spy Agency (+2 {{DiplomaticCapitalIconBE}}). |
+ | |||
− | *[[Headquarters (CivBE)|Headquarters]] |
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+ | {| class="civbetable" style="text-align: center;" |
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− | *[[Spy Agency (CivBE)|Spy Agency]] |
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+ | ! || Wonder |
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− | *[[Culper Lodge (CivBE)|Culper Lodge]] |
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+ | !<small>Prereqs</small> |
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+ | !Effects |
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+ | !Notes |
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+ | |- |
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+ | |{{BlackCell}}{{IconBE|Headquarters|64}} |
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+ | |[[Headquarters (CivBE)|Headquarters]] |
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+ | |None |
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+ | |style="text-align: left;" |<nowiki>+4 </nowiki>{{EnergyBE}}<br> |
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+ | +3 {{ProductionBE}}<br> |
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+ | +2 {{ScienceBE}}<br> |
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+ | +1 {{CultureBE}}<br> |
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+ | +6 City Defense |
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+ | |style="text-align: left;" |Located in Sponsor's {{CapitalBE}}. Automatically moved to new city if capital is captured. |
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+ | |- |
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+ | |{{BlackCell}}{{IconBE|Spy Agency|64}} |
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+ | |[[Spy Agency (CivBE)|Spy Agency]] |
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+ | |[[Computing (CivBE)|Computing]] |
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+ | |style="text-align: left;" |Allows {{SpyIconBE}} Covert Agents to be recruited. |
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+ | |style="text-align: left;" |Only wonder in this table that has a cost, 200 {{ProductionBE}} |
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+ | |- |
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+ | |{{BlackCell}}{{IconBE|Culper Lodge|64}} |
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+ | |[[Culper Lodge (CivBE)|Culper Lodge]] |
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+ | |None |
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+ | |style="text-align: left;" |All Recruiting {{SpyIconBE}} Covert Agents are automatically Special Agents |
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+ | |style="text-align: left;" |Rewarded after performing 4 intrigue level operation |
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+ | |} |
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+ | |||
=== Artifact Wonders === |
=== Artifact Wonders === |
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− | These national wonders are unlocked by combining [[Progenitor Artifacts (Rising Tide)|Progenitor Artifacts]]. |
||
− | * {{LinkBE|Tesselation Foundry}} {{RT}} |
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− | * {{LinkBE|Machine Assisted Free Will}} {{RT}} |
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− | * {{LinkBE|Dimension Folding Complex}} {{RT}} |
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− | * {{LinkBE|Quantum Politics}} {{RT}} |
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− | * {{LinkBE|Temporal Calculus}} {{RT}} |
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− | * {{LinkBE|Relativistic Data Bank}} {{RT}} |
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+ | The ''[[Rising Tide]]'' expansion adds the [[Artifacts (Rising Tide)|Artifact system]]. Several national wonders may be rewarded to players using this system. These are unlocked by combining [[Progenitor Artifacts (Rising Tide)|Progenitor Artifacts]]. |
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− | == Wonders == |
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+ | {| class="civbetable" style="text-align: center;" |
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− | Only one of these can be built in the entire world. If another civilizations has already built one of them, then you can't, and vice versa. Each city can hold an unlimited number of these. |
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+ | ! |
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+ | !Wonder |
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+ | !{{ProductionIconBE}}<br><small>Cost</small><ref name=PatchOctober/> |
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+ | !Effects |
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+ | |- |
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+ | |{{BlackCell}}{{IconBE|Tessellation Foundry|64}} |
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+ | |{{LinkBE|Tessellation Foundry}} {{RT}} |
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+ | |650 |
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+ | |style="text-align: left;" |Military Units complete 30% faster |
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+ | |- |
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+ | |{{BlackCell}}{{IconBE|Machine-Assisted Free Will|64}} |
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+ | |{{LinkBE|Machine-Assisted Free Will}} {{RT}}<ref>The pre October 2015 patch version of Machine-Assisted Free Will made all technologies cost 30% less {{ScienceBE}}</ref> |
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+ | |800 |
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+ | |style="text-align: left;" |Cost of Leaf Techs by {{ScienceIconBE}}15% |
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+ | |- |
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+ | |{{BlackCell}}{{IconBE|Dimension Folding Complex|64}} |
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+ | |{{LinkBE|Dimension Folding Complex}} {{RT}} |
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+ | |300 |
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+ | |style="text-align: left;" |Cities generate -50% {{UnhealthBE}} from population. |
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+ | |- |
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+ | |{{BlackCell}}{{IconBE|Quantum Politics|64}} |
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+ | |{{LinkBE|Quantum Politics}} {{RT}} |
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+ | |400 |
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+ | |style="text-align: left;" |Increases Virtue acquisition by 20%<ref>The pre October 2015 patch version of Quantum Politics increased virtue acquistion by 100%</ref> |
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+ | |- |
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+ | |{{BlackCell}}{{IconBE|Temporal Calculus|64}} |
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+ | |{{LinkBE|Temporal Calculus}} {{RT}} |
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+ | |650 |
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+ | | style="text-align: left;" |+100% Unit Visibility |
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+ | |- |
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+ | |{{BlackCell}}{{IconBE|Relativistic Data Bank|64}} |
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+ | |{{LinkBE|Relativistic Data Bank}} {{RT}} |
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+ | |400 |
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+ | | style="text-align: left;" |-1 Intrigue per turn in all Cities |
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+ | |} |
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+ | |||
+ | == Wonders<ref name=PatchWinter2015/> == |
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+ | Only one of these can be built in the entire world. If another civilizations has already built one of them, then you can't, and vice versa. Each city can hold an unlimited number of these. |
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+ | |||
+ | The Monomyth [[Virtues (CivBE)|virtue]], in the knowledge tree, provides +7 {{CultureBE}} for every great Wonder. |
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+ | |||
+ | All global wonders in Rising Tide by default provide 5 {{DiplomaticCapitalBE}}. The [[Pan-Asian Cooperative (CivBE)|Pan-Asian Cooperative]] gets 6 {{DiplomaticCapitalIconBE}} instead of five per wonder. Also, the first wonder constructed in a city is free for that sponsor. |
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− | {| class="civbetable" |
+ | {| class="civbetable sortable" style="text-align: center;" |
− | ! |
+ | ! class="unsortable" | || Wonder |
+ | !{{ProductionIconBE}}<br><small>Cost</small> |
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+ | !<small>Resour</small> |
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+ | !<small>Prereqs</small> |
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+ | !Effects |
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+ | !Notes |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Abyssal Mirror|64}} |
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− | | [[File:Abyssal Mirror (Rising Tide).png|64px|Abyssal Mirror]] || {{LinkBE|Abyssal Mirror}} {{RT}} |
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+ | |{{LinkBE|Abyssal Mirror}} {{RT}} |
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+ | | 1350 |
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+ | | |
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+ | |{{LinkBE|Geoscaping}} |
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+ | |style="text-align: left;" |[[Orbitals (CivBE)|Orbital]] Units launched from this city may overlap the coverage area of other [[List of orbital units (CivBE)|Orbital Units]] by 1 tile. |
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+ | |style="text-align: left;" |Aquatic Only |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Ansible|64}} |
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− | | [[File:Ansible (CivBE).png|64px|Ansible]] || {{LinkBE|Ansible}} |
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+ | |{{LinkBE|Ansible}} |
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+ | |1650 |
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+ | |4 {{GeothermalIconBE}} |
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+ | |[[Exotic Matter (CivBE)|Exotic Matter]] |
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+ | |style="text-align: left;" |[[Affinities (CivBE)|Affinity]] XP is gained 25% faster |
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+ | |style="text-align: left;" | |
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|- |
|- |
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− | | |
+ | |{{BlackCell}}{{IconBE|Archimedes Lever|64}} |
+ | |{{LinkBE|Archimedes Lever}} |
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+ | |1750 |
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+ | |5 {{GeothermalIconBE}} |
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+ | |[[Seismic Induction (CivBE)|Seismic Induction]] |
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+ | |style="text-align: left;" |Enemy units within 2 tiles of this City suffer 10 attrition damage each turn. |
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+ | |style="text-align: left;" |Land Only |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Armasail|64}} |
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− | | [[File:Armasail (CivBE).png|64px|Armasail]] || {{LinkBE|Armasail}} |
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+ | |{{LinkBE|Armasail}} |
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+ | |1500 |
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+ | |5 {{FloatstoneIconBE}} |
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+ | | [[Synergetics (CivBE)|Synergetics]] |
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+ | |style="text-align: left;" | City suffers 50% less damage from ranged attacks. |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Benthic Auger|64}} |
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− | | [[File:Benthic Auger (Rising Tide).png|64px|Benthic Auger]] || {{LinkBE|Benthic Auger}} {{RT}} |
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+ | |{{LinkBE|Benthic Auger}} {{RT}} |
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+ | |550 |
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+ | | |
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+ | |{{LinkBE|Servomachinery}} |
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+ | |style="text-align: left;" | +2 {{ProductionBE}} from {{LinkBE|Coast}} terrain worked by this city |
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+ | |style="text-align: left;" |Aquatic Only |
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|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Bytegeist|64}} |
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− | | [[File:Bytegeist (CivBE).png|64px|Bytegeist]] || {{LinkBE|Bytegeist}} |
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+ | |{{LinkBE|Bytegeist}} |
||
+ | |1450 |
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+ | |2 {{FiraxiteIconBE}} |
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+ | |{{LinkBE|Swarm Intelligence}} |
||
+ | |style="text-align: left;" |Virtue Tier Synergy bonus requirements are reduced by 1. |
||
+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Crawler|64}} |
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− | | [[File:Crawler (CivBE).png|64px|Crawler]] || {{LinkBE|Crawler}} |
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+ | |{{LinkBE|Crawler}} |
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+ | |1250 |
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+ | |5 {{FloatstoneIconBE}} |
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+ | |{{LinkBE|Mechatronics}} |
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+ | |style="text-align: left;" |+25% {{ProductionBE}} for {{LinkBE|Building}}s and Wonders. |
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+ | |style="text-align: left;" |Land Only |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Cynosure|64}} |
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− | | [[File:Cynosure (CivBE).png|64px|Cynosure]] || {{LinkBE|Cynosure}} |
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+ | |{{LinkBE|Cynosure}} |
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+ | |1650 |
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+ | |4 {{FiraxiteIconBE}} |
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+ | |{{LinkBE|Synthetic Thought}} |
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+ | |style="text-align: left;" |Gain 1 {{ScienceBE}} for every 3 {{PopulationBE}} in this City. |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Daedalus Ladder|64}} |
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− | | [[File:Daedelus Ladder (CivBE).png|64px|Daedelus Ladder]] || {{LinkBE|Daedelus Ladder}} |
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+ | |{{LinkBE|Daedalus Ladder}} |
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+ | |1700 |
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+ | |2 {{GeothermalIconBE}} |
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+ | |{{LinkBE|Augmentation}} |
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+ | |style="text-align: left;" |<nowiki>+</nowiki>10% {{FoodBE}}<br>+10% {{CultureBE}}<br>+10% {{ScienceBE}}<br>+10% {{ProductionBE}}<br>+10% {{EnergyBE}} |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Deep Memory|64}} |
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− | | [[File:Deep Memory (CivBE).png|64px|Deep Memory]] || {{LinkBE|Deep Memory}} |
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+ | |{{LinkBE|Deep Memory}} |
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+ | | 1450 |
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+ | | 4 {{FiraxiteIconBE}} |
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+ | | {{LinkBE|Human Conservation}} |
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+ | |style="text-align: left;" |Gain 1 {{CultureBE}} for every 3 {{PopulationBE}} in this City |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Drone Sphere|64}} |
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− | | [[File:Drone Sphere (CivBE).png|64px|Drone Sphere]] || {{LinkBE|Drone Sphere}} |
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+ | |{{LinkBE|Drone Sphere}} |
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+ | | 550 |
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+ | | 1 {{FloatstoneIconBE}} |
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+ | | {{LinkBE|Swarm Robotics}} |
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+ | |style="text-align: left;" |[[Worker (CivBE)|Worker]] actions and [[Explorer (CivBE)|Explorer]] [[Expedition (CivBE)|Expedition]] are completed 50% faster. |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Ectogenesis Pod|64}} |
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− | | [[File:Ectogenesis Pod (CivBE).png|64px|Ectogenesis Pod]] || {{LinkBE|Ectogenesis Pod}} |
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+ | |{{LinkBE|Ectogenesis Pod}} |
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+ | | 400 |
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+ | | 2 {{GeothermalIconBE}} |
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+ | | {{LinkBE|Genetic Design}} |
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+ | |style="text-align: left;" |Gain 1 {{FoodBE}} for every 4 {{PopulationBE}} in this City. |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Euphotic Strand|64}} |
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− | | [[File:Euphotic Strand (Rising Tide).png|64px|Euphotic Strand]] || {{LinkBE|Euphotic Strand}} {{RT}} |
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+ | |{{LinkBE|Euphotic Strand}} {{RT}} |
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+ | |450 |
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+ | | |
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+ | | {{LinkBE|Vertical Farming}} |
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+ | |style="text-align: left;" |<nowiki>+</nowiki>1 {{ScienceBE}} from Coast terrain worked by this city |
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+ | |style="text-align: left;" |Aquatic Only |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Faraday Gyre|64}} |
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− | | [[File:Faraday Gyre (Rising Tide).png|64px|Faraday Gyre]] || {{LinkBE|Faraday Gyre}} {{RT}} |
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+ | |{{LinkBE|Faraday Gyre}} {{RT}} |
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+ | |275 |
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+ | | |
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+ | | {{LinkBE|Power Systems}} |
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+ | |style="text-align: left;" |{{EnergyBE}} Maintenance for buildings and improvements reduced by 50% in this city |
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+ | |style="text-align: left;" |Aquatic Only |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Gene Vault|64}} |
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− | | [[File:Gene Vault (CivBE).png|64px|Gene Vault]] || {{LinkBE|Gene Vault}} |
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+ | |{{LinkBE|Gene Vault}} |
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+ | |250 |
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+ | | |
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+ | |{{LinkBE|Genetic Mapping}} |
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+ | |style="text-align: left;" |All new [[City (CivBE)|Cities]] start with a free [[Worker (CivBE)|Worker]] Unit. |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Guo Pu Yaolan|64}} |
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− | | [[File:Guo Pu Yaolan (Rising Tide).png|64px|Guo Pu Yaolan]] || {{LinkBE|Guo Pu Yaolan}} {{RT}} |
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+ | |{{LinkBE|Guo Pu Yaolan}} {{RT}} |
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+ | |400 |
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+ | | |
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+ | | {{LinkBE|Cognition}} |
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+ | |style="text-align: left;" |{{CultureBE}} cost for new Virtues reduced by a percentage equal to this city's {{PopulationBE}} |
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+ | |style="text-align: left;" |Aquatic Only |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Holon Chamber|64}} |
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− | | [[File:Holon Chamber (CivBE).png|64px|Holon Chamber]] || {{LinkBE|Holon Chamber}} |
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+ | |{{LinkBE|Holon Chamber}} |
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+ | | 1650 |
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+ | | 5 {{FloatstoneIconBE}} |
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+ | | {{LinkBE|Hyperconductors}} |
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+ | |style="text-align: left;" |Gain {{ScienceBE}} Science income equal to 10% of global {{EnergyBE}} income. |
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+ | |style="text-align: left;" |Land Only |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Human Hive|64}} |
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− | | [[File:Human Hive (CivBE).png|64px|Human Hive]] || {{LinkBE|Human Hive}} |
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+ | |{{LinkBE|Human Hive}} |
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+ | | 1150 |
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+ | | 2 {{GeothermalIconBE}} |
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+ | | {{LinkBE|Euthenics}} |
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+ | |style="text-align: left;" |City immune to [[Covert Operations (CivBE)|Covert Operations]]. |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Markov Eclipse|64}} |
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− | | [[File:Markov Eclipse (CivBE).png|64px|Markov Eclipse]] || {{LinkBE|Markov Eclipse}} |
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+ | |{{LinkBE|Markov Eclipse}} |
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+ | | 1600 |
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+ | | 4 {{FiraxiteIconBE}} |
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+ | | {{LinkBE|Transcendental Math}} |
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+ | |style="text-align: left;" |Military [[Units (CivBE)|Units]] fight at full strength even when damaged. |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Mass Driver|64}} |
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− | | [[File:Mass Driver (CivBE).png|64px|Mass Driver]] || {{LinkBE|Mass Driver}} |
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+ | |{{LinkBE|Mass Driver}} |
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+ | | 950 |
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+ | | 2 {{GeothermalIconBE}} |
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+ | | {{LinkBE|Ballistic LEV}} |
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+ | |style="text-align: left;" | City Strike +1{{RangeBE}} and +25% {{StrengthBE}} at this City. |
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+ | |style="text-align: left;" | |
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|- |
|- |
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+ | |{{BlackCell}}{{IconBE|Master Control|64}} |
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− | | [[File:Master Control (CivBE).png|64px|Master Control]] || {{LinkBE|Master Control}} |
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+ | |{{LinkBE|Master Control}} |
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+ | | 250 |
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+ | | |
||
+ | | {{LinkBE|Autonomous Systems}} |
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+ | |style="text-align: left;" |Free {{EnergyIconBE}} Maintenance and +1 {{MovesIconBE}} movement for [[Worker (CivBE)|Worker]] Units. |
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+ | |style="text-align: left;" | |
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|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Memetwork|64}} |
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− | | [[File:Memetwork (CivBE).png|64px|Memetwork]] || {{LinkBE|Memetwork}} |
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+ | |{{LinkBE|Memetwork}} |
||
+ | | 850 |
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+ | | 2 {{FiraxiteIconBE}} |
||
+ | | {{LinkBE|Orbital Networks}} |
||
+ | |style="text-align: left;" |Affinity Level requirements for [[Units (CivBE)|Units]], [[Building (CivBE)|Buildings]], and Wonders are reduced by 1. |
||
+ | |style="text-align: left;" | |
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|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Nanothermite|64}} |
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− | | [[File:Nanothermite (CivBE).png|64px|Nanothermite]] || {{LinkBE|Nanothermite}} |
||
+ | |{{LinkBE|Nanothermite}} |
||
+ | | 1400 |
||
+ | | |
||
+ | | {{LinkBE|Nanotechnology}} |
||
+ | |style="text-align: left;" |Ranged, Air, and City Strike attacks are 25% stronger. |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|New Terran Myth|64}} |
||
− | | [[File:New Terran Myth (CivBE).png|64px|New Terran Myth]] || {{LinkBE|New Terran Myth}} |
||
+ | |{{LinkBE|New Terran Myth}} |
||
+ | |750 |
||
+ | | |
||
+ | |{{LinkBE|Human Idealism}} |
||
+ | |style="text-align: left;" |+2 {{CultureBE}} from Int'l and Station [[Trade routes (CivBE)|Trade Routes]] |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Panopticon|64}} |
||
− | | [[File:Panopticon (CivBE).png|64px|Panopticon]] || {{LinkBE|Panopticon}} |
||
+ | |{{LinkBE|Panopticon}} |
||
+ | |250 |
||
+ | | |
||
+ | |{{LinkBE|Defense Grid}} |
||
+ | |style="text-align: left;" |All Military [[Units (CivBE)|Units]] receive +1 Sight. +5 Orbital Strike Range |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Precog Project|64}} |
||
− | | [[File:Precog Project (CivBE).png|64px|Precog Project]] || {{LinkBE|Precog Project}} |
||
+ | |{{LinkBE|Precog Project}} |
||
+ | |450 |
||
+ | |2 {{XenomassIconBE}} |
||
+ | |{{LinkBE|Collaborative Thought}} |
||
+ | |style="text-align: left;" |Military [[Units (CivBE)|Units]] can achieve two additional levels of Veterancy. |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Promethean|64}} |
||
− | | [[File:Promethean (CivBE).png|64px|Promethean]] || {{LinkBE|Promethean}} |
||
+ | |{{LinkBE|Promethean}} |
||
+ | |1050 |
||
+ | |3 {{XenomassIconBE}} |
||
+ | |{{LinkBE|Transgenics}} |
||
+ | |style="text-align: left;" |City no longer produces {{UnhealthBE}}. |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
− | | |
+ | |{{BlackCell}}{{IconBE|Quantum Computer|64}} |
+ | |{{LinkBE|Quantum Computer}} |
||
+ | |1050 |
||
+ | |2 {{GeothermalIconBE}} |
||
+ | |{{LinkBE|Field Theory}} |
||
+ | |style="text-align: left;" |Free {{EnergyIconBE}} Maintenance and +50% duration for [[List of orbital units (CivBE)|Orbital Units]]. |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
− | | |
+ | |{{BlackCell}}{{IconBE|Resurrection Device|64}} |
+ | |{{LinkBE|Resurrection Device}} |
||
+ | |1350 |
||
+ | |2 {{GeothermalIconBE}} |
||
+ | |{{LinkBE|Artificial Evolution}} |
||
+ | |style="text-align: left;" |Benefits from positive {{HealthBE}} Levels increased by 50%. |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Stellar Codex|64}} |
||
− | | [[File:Stellar Codex (CivBE).png|64px|Stellar Codex]] || {{LinkBE|Stellar Codex}} |
||
+ | |{{LinkBE|Stellar Codex}} |
||
+ | |300 |
||
+ | | |
||
+ | |{{LinkBE|Ballistics}} |
||
+ | |style="text-align: left;" |+8 [[Orbitals (CivBE)|Orbital Coverage]] |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Tectonic Anvil|64}} |
||
− | | [[File:Tectonic Anvil (CivBE).png|64px|Tectonic Anvil]] || {{LinkBE|Tectonic Anvil}} |
||
+ | |{{LinkBE|Tectonic Anvil}} |
||
+ | |1800 |
||
+ | |5 {{GeothermalIconBE}} |
||
+ | |{{LinkBE|Metamaterials}} |
||
+ | |style="text-align: left;" |+5 {{ProductionBE}} from [[Canyon (CivBE)|Canyon]] |
||
+ | |style="text-align: left;" |Land Only.<br>Must be within 2 tiles of Canyon. |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|The Akkorokamui|64}} |
||
− | | [[File:The Akkorokamui (Rising Tide).png|64px|The Akkorokamui]] || {{LinkBE|The Akkorokamui}} {{RT}} |
||
+ | |{{LinkBE|The Akkorokamui}} {{RT}} |
||
+ | |450 |
||
+ | | |
||
+ | | {{LinkBE|Photosystems}} |
||
+ | |style="text-align: left;" |{{UnhealthBE}} from {{PopulationBE}} reduced by 50% in this City. |
||
+ | |style="text-align: left;" |Aquatic Only |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Xenodrome|64}} |
||
− | | [[File:Xenodrome (CivBE).png|64px|Xenodrome]] || {{LinkBE|Xenodrome}} |
||
+ | |{{LinkBE|Xenodrome}} |
||
+ | |1050 |
||
+ | |5 {{XenomassIconBE}} |
||
+ | |{{LinkBE|Alien Ethics}} |
||
+ | |style="text-align: left;" |Provides a small positive influence to [[Aliens (CivBE)|Alien]] opinion each turn, and negative Alien opinion recovers twice as quickly. |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Xenomalleum|64}} |
||
− | | [[File:Xenomalleum (CivBE).png|64px|Xenomalleum]] || {{LinkBE|Xenomalleum}} |
||
+ | |{{LinkBE|Xenomalleum}} |
||
+ | |1250 |
||
+ | |2 {{XenomassIconBE}} |
||
+ | |{{LinkBE|Bioengineering}} |
||
+ | |style="text-align: left;" |+5 {{PetroleumBE}}, {{TitaniumBE}}, and {{GeothermalBE}} resources. |
||
+ | |style="text-align: left;" | |
||
|- |
|- |
||
+ | |{{BlackCell}}{{IconBE|Xenonova|64}} |
||
− | | [[File:Xenonova (CivBE).png|64px|Xenonova]] || {{LinkBE|Xenonova}} |
||
+ | |{{LinkBE|Xenonova}} |
||
+ | |1150 |
||
+ | |4 {{XenomassIconBE}} |
||
+ | |{{LinkBE|Alien Materials}} |
||
+ | |style="text-align: left;" |Penalties from negative {{UnhealthBE}} Levels reduced by 50%. |
||
+ | |style="text-align: left;" | |
||
|} |
|} |
||
== Projects == |
== Projects == |
||
Projects take up a plot of land. A hex within an extended range of the city building it (6 hexes) is used up. Any improvements or resources on said hex are destroyed to make room for the wonder in question. These are typically related to victory conditions. They have HP and can be destroyed by enemies. |
Projects take up a plot of land. A hex within an extended range of the city building it (6 hexes) is used up. Any improvements or resources on said hex are destroyed to make room for the wonder in question. These are typically related to victory conditions. They have HP and can be destroyed by enemies. |
||
+ | {| class="civbetable" style="text-align: center;" |
||
+ | ! |
||
+ | ! Wonder |
||
+ | ! <small>[[Victory (CivBE)|Victory Condition]]</small> |
||
+ | ! Description |
||
+ | |- |
||
+ | |{{IconBE|Emancipation Gate|50}} |
||
+ | |[[Emancipation Gate (CivBE)|Emancipation Gate]] |
||
+ | |Emancipation {{SupremacyIconBE}} |
||
+ | | style="text-align: left;" |How {{SupremacyBE}} Colonists must send military units back to Earth and drag human kind into immortality. |
||
+ | |- |
||
+ | |{{IconBE|Exodus Gate|50}} |
||
+ | |[[Exodus Gate (CivBE)|Exodus Gate]] |
||
+ | |Promised Land {{PurityIconBE}} |
||
+ | | style="text-align: left;" |How {{PurityBE}} colonists receive colonists from their sponsor on the home world in order to save Earth from total self-destruction. |
||
+ | |- |
||
+ | |{{IconBE|Mind Flower|50}} |
||
+ | |[[Mind Flower (CivBE)|Mind Flower]] |
||
+ | |Transcendence {{HarmonyIconBE}} |
||
+ | | style="text-align: left;" |How {{HarmonyBE}} colonists link all beings with functioning brains across the planet into a single massive super-organism. It takes 20 turns to do so and will aggro all the aliens for the duration, so make sure its well protected. |
||
+ | |- |
||
+ | |{{IconBE|Transcendental Equation|50}} |
||
+ | |[[Transcendental Equation (CivBE)|Transcendental Equation]] |
||
+ | |rowspan="3"|Contact |
||
+ | | style="text-align: left;" |Allows colonists to piece together fragments and reconstruct The Signal. |
||
+ | |- |
||
+ | |{{IconBE|Decode Signal|50}} |
||
+ | |[[Decode Signal (CivBE)|Decode Signal]] |
||
+ | | style="text-align: left;" |How the colonists determine how to translate the Progenitor language and determine where the Signal is being broadcast from in space. |
||
+ | |- |
||
+ | |{{IconBE|Beacon|50}} |
||
+ | |[[Beacon (CivBE)|Beacon]] |
||
+ | | style="text-align: left;" |How colonists contact the Progenitors in Deep Space and bring mankind into a new age of galactic understanding. Leads to the contact victory. |
||
+ | |} |
||
+ | ===Gallery of Projects=== |
||
− | *[[Beacon (CivBE)|Beacon]] |
||
+ | <gallery> |
||
− | :The means by which colonists contact the Progenitors in Deep Space and bring mankind into a new age of galactic understanding. Leads to the contact victory. |
||
− | + | File:Emancipation gate1 (CivBE).jpg|[[Emancipation Gate (CivBE)|Emancipation Gate]] |
|
+ | File:Exodus gate (CivBE).jpg|[[Exodus Gate (CivBE)|Exodus Gate]] |
||
− | |||
− | + | File:Mindflower.jpg|[[Mind Flower (CivBE)|Mind Flower]] |
|
+ | File:Beacon (CivBE).jpg|[[Beacon (CivBE)|Beacon]] |
||
− | :The means by which the colonists determine how to translate the Progenitor language and determine where the Signal is being broadcast from in space. |
||
+ | </gallery> |
||
− | |||
− | *[[Emancipation Gate (CivBE)|Emancipation Gate]] |
||
− | :The means by which Supremacy affiliated Colonists must send military units back to Earth and drag human kind into immortality. |
||
+ | ==Wonders Tech Tree== |
||
− | *[[Exodus Gate (CivBE)|Exodus Gate]] |
||
+ | [[File:CivBEWonderMap.jpg|center|upright=2.0|thumb|Technologies needed for Wonders (Base Beyond Earth)]] |
||
− | :The means by which Purity affiliated colonists receive colonists from their sponsor on the home world in order to save Earth from total self-destruction. |
||
− | [[File:Exodus gate (CivBE).jpg|none|thumb|245x245px]] |
||
+ | ==See also== |
||
− | *[[Mind Flower (CivBE)|Mind Flower]] |
||
+ | *[[Wonders Strategy (CivBE)|Wonders Strategy]] |
||
− | :The means by which Harmony affiliated colonists will link all beings with functioning brains across the planet into a single massive super-organism. It takes 20 turns to do so and will aggro all the aliens for the duration, so make sure its well protected. |
||
− | [[File:Mindflower.jpg|thumb|259x259px|none]] |
||
+ | ==Notes== |
||
− | *[[Transcendental Equation (CivBE)|Transcendental Equation]] |
||
+ | <references> |
||
+ | <ref name=PatchOctober>The orignal costs for all artifact wonders was 100 {{ProductionBE}}. This was changed in the [[Civilization: Beyond Earth: Rising Tide October 2015 update|October 2015 patch]]</ref> |
||
+ | <ref name=PatchWinter2015>In addition to the Rising Tide wonders, the chart reflects wonders post the [[Civilization: Beyond Earth Winter 2015 update|Winter (March) 2015 patch]]. While the costs for most wonders were increased, the benefits of most of them were enhanced.<!-- If someone wants to expand this note with the costs and perks of the wonders prepatch, they can, but it is a lot of work, that I believe could be used elsewhere.--></ref> |
||
+ | </references> |
||
+ | {{RisingTideOnly}} |
||
+ | {{CivBE}} |
||
− | == Tips and Tricks == |
||
− | If you are a budding civil engineer, and would like to beat your opponents in building every wonder in the game, then here is the strategy I use to get the job done. |
||
− | |||
− | === [[Starting a new game (CivBE)|Setting Up The Game]] === |
||
− | * Difficulty: obviously it will be much easier on lower difficulty levels but you can use this strategy on any level |
||
− | * Game Pace: Quick is the preferred method because slower game paces are suited more for military (domination) games |
||
− | * Map Size: Duel is the preferred size, as there is less competition, but you can increase this to increase the difficulty |
||
− | * Designate Sponsor: [[Pan-Asian Cooperative (CivBE)|Pan-Asian Cooperative]] (10% {{ProductionBE}} towards [[Wonders (CivBE)|Wonders]], and +25% [[Worker (CivBE)|Worker]] speed) |
||
− | * Choose Colonists: Engineers (+2 {{ProductionBE}} in every City) |
||
− | * Choose Spacecraft: Fusion Reactor (Begin with 100 {{EnergyBE}}) is the preferred choice as it allows you to purchase buildings in the capital. An alternative choice would be Retrograde Thrusters (Wider area for choosing where to land first city) so that you have a wider choice to position your capital next to hills and rivers. Terrain is really important to get as much Production in your city as possible. Coastal cities are also preferable, for improved trade routes, but not at the cost of good hilly terrain and rivers. |
||
− | * Choose Cargo: Hydroponics (Begin with extra [[Population (CivBE)|Population]] in your first city) will give you the most starting production as you will have 2 tiles to work (make sure to build a worker as the first production choice). Machinery (Begin with a [[Worker (CivBE)|Worker]] unit) is also a valid choice as you can start improving the terrain around your capital without having to build a worker. |
||
− | * Choose Planet: There isn’t really a better choice here, however terrain with large land masses with lots of hills is preferred, which leave a choice between Terran World or Protean World. |
||
− | |||
− | === Priorities === |
||
− | The priority when choosing technologies, virtues, terrain upgrades/focus, and city buildings is vital for a successful and Wonderful (sic) city. |
||
− | |||
− | The following is the preferred priority however you can adjust this to suit your play style: |
||
− | # {{ProductionBE}} is the most important statistic, not only to build Wonders faster but also to build other city buildings that boost the other statistics. If you have an aggressive neighbour you can also very quickly switch to defensive buildings and ranged units then switch back to building wonders. Building your second city on the front lines allows that city to focus on defence while your capital can be devoted to building wonders. You can also setup trade routes with your other cities that boost production. |
||
− | # {{ScienceBE}} is the second most important priority as you must beat your competitors to unlock building the Wonders first. You can switch this priority with production if you prefer. You can also setup trade routes with other civilisations that boost science gain. |
||
− | # {{FoodBE}} / {{HealthBE}} creates a larger population which allows your city to work more tiles (to provide more production) and gain more science from population. Larger but fewer cities are the key to success as the more cities you have the more costly technologies are (Tall not wide strategy). You should only expand if you have quite a considerable surplus of health. Spacing your cities out 6 tiles apart allows for no overlap and allows you to secure more strategic resources. You only need enough health to keep pace with your city growth, so building all health buildings is unnecessary. |
||
− | # {{EnergyBE}} Energy allows you to buy buildings in the capital which devotes more time to building Wonders |
||
− | # {{CultureBE}} allows you to gain more virtues to increase your production, science and food/health. It also allows your city border to expand faster to secure strategic and bonus resources. When choosing virtues you start by choosing 10 virtues in the Industry tree. Be sure to pick anything with production and not energy. After gaining the "+10% Production in every City" Synergy Bonus you can then switch to choosing 10 Virtues in the Knowlege tree wich produce Science. After gaining the "+10% Science in every City" synergy bonus you can switch to the Prosperity tree and you really only need 5 virtues in this tree to get the Synergy Bonus "+10% Growth in every City." |
||
− | |||
− | === Wonder/Technology Priority === |
||
− | Just as you prioritise your statistics you should also prioritise which technologies and wonders you build first. There are other technologies which don’t have a wonder but must be researched as a pre-requisite. There are also technologies which don’t lead to wonders but are quite useful early game. Use the Production/Science/Food filters and pick thoes up along the way. |
||
− | * Pioneering and Planetary Survey are very useful for setting up trade routes and exploring and you should research these first. |
||
− | * Chemistry is a good early technology for increasing production |
||
− | * Ecology is a good early technology for producing Food and Geophysics is good for revealing and taping into Geothermal Wells |
||
− | The following is the order in which you should build your wonders with the corresponding technology that unlocks it. In brackets is the cost to unlock the technology. You can prioritize wonders with the same technology cost differently depending on your play style. You should always build all wonders at each cost level first before moving to the next cost level. |
||
− | # [[Stellar Codex (CivBE)|Stellar Codex]] - [[Ballistics (CivBE)|Ballistics]] (1) |
||
− | # [[Gene Vault (CivBE)|Gene Vault]] - [[Genetic Mapping (CivBE)|Genetic Mapping]] (1) |
||
− | # [[Panopticon (CivBE)|Panopticon]] - [[Defense Grid (CivBE)|Defense Grid]] (1) |
||
− | # [[Ectogenesis Pod (CivBE)|Ectogenesis Pod]] - [[Genetic Design (CivBE)|Genetic Design]] (2) |
||
− | # [[Markov Eclipse (CivBE)|Markov Eclipse]] - [[Transcendental Math (CivBE)|Transcendental Math]] (3) |
||
− | # [[Master Control (CivBE)|Master Control]] - [[Autonomous Systems (CivBE)|Autonomous Systems]] (3) |
||
− | # [[Drone Sphere (CivBE)|Drone Sphere]] - [[Swarm Robotics (CivBE)|Swarm Robotics]] (3) |
||
− | # [[Crawler (CivBE)|Crawler]] - [[Mechatronics (CivBE)|Mechatronics]] (4) |
||
− | # [[Cynosure (CivBE)|Cynosure]] - [[Synthetic Thought (CivBE)|Synthetic Thought]] (4) |
||
− | # [[Bytegeist (CivBE)|Bytegeist]] - [[Swarm Intelligence (CivBE)|Swarm Intelligence]] (4) |
||
− | # [[Promethean (CivBE)|Promethean]] - [[Transgenics (CivBE)|Transgenics]] (4) |
||
− | # [[Memetwork (CivBE)|Memetwork]] - [[Orbital Networks (CivBE)|Orbital Networks]] (4) |
||
− | # [[Precog Project (CivBE)|Precog Project]] - [[Collaborative Thought (CivBE)|Collaborative Thought]] (4) |
||
− | # [[Xenodrome (CivBE)|Xenodrome]] - [[Alien Ethics (CivBE)|Alien Ethics]] (4) |
||
− | # [[Mass Driver (CivBE)|Mass Driver]] - [[Ballistic Lev (CivBE)|Ballistic Lev]] (5) |
||
− | # [[Armasail (CivBE)|Armasail]] - [[Synergetics (CivBE)|Synergetics]] (6) |
||
− | # [[Quantum Computer (CivBE)|Quantum Computer]] - [[Field Theory (CivBE)|Field Theory]] (6) |
||
− | # [[Daedalus Ladder (CivBE)|Daedalus Ladder]] - [[Augmentation (CivBE)|Augmentation]] (6) |
||
− | # [[Resurrection Device (CivBE)|Resurrection Device]] - [[Artificial Evolution (CivBE)|Artificial Evolution]] (6) |
||
− | # [[Xenomalleum (CivBE)|Xenomalleum]] - [[Bioengineering (CivBE)|Bioengineering]] (6) |
||
− | # [[Nanothermite (CivBE)|Nanothermite]] - [[Nanotechnology (Civ5)|Nanotechnology]] (6) |
||
− | # [[Tectonic Anvil (CivBE)|Tectonic Anvil]] - [[Metamaterials (CivBE)|Metamaterials]] (7) |
||
− | # [[Archimedes Lever (CivBE)|Archimedes Lever]] - [[Seismic Induction (CivBE)|Seismic Induction]] (7) |
||
− | # [[Human Hive (CivBE)|Human Hive]] - [[Euthenics (CivBE)|Euthenics]] (7) |
||
− | # [[Holon Chamber (CivBE)|Holon Chamber]] - [[Hyperconductors (CivBE)|Hyperconductors]] (7) |
||
− | # [[Ansible (CivBE)|Ansible]] - [[Exotic Matter (CivBE)|Exotic Matter]] (7) |
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− | # [[Xenonova (CivBE)|Xenonova]] - [[Alien Materials (CivBE)|Alien Materials]] (7) |
||
− | # [[Deep Memory (CivBE)|Deep Memory]] - [[Human Conservation (CivBE)|Human Conservation]] (7) |
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− | # [[New Terran Myth (CivBE)|New Terran Myth]] - [[Human Idealism (CivBE)|Human Idealism]] (7) |
||
− | Here is an image of the technologies that unlock a Wonder: |
||
− | [[File:CivBEWonderMap.jpg|none|thumb]] |
||
− | |||
− | {{RisingTideOnly}} |
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+ | [[pt-br:Maravilhas (CivBE)]] |
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− | {{BeyondEarthContentsNav}} |
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− | [[Category:Wonders (CivBE)]] |
+ | [[Category:Wonders (CivBE)| ]] |
[[Category:Game concepts (CivBE)]] |
[[Category:Game concepts (CivBE)]] |
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[[Category:Lists (CivBE)]] |
[[Category:Lists (CivBE)]] |
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+ | [[Category:Wonder lists]] |
Revision as of 02:51, 22 March 2020
Civilization: Beyond Earth
Wonders Strategy
This page contains information related to Wonders in Civilization: Beyond Earth.
National Wonders
Unlike global wonders, every civilization can build one of each national wonder regardless of whether or not other civilizations have built it already. All Wonders provide +5 , with the exception of the Headquarters (+3 ) and the Spy Agency (+2 ).
Wonder | Prereqs | Effects | Notes | |
---|---|---|---|---|
Headquarters | None | +4 Energy +3 Production |
Located in Sponsor's Capital. Automatically moved to new city if capital is captured. | |
Spy Agency | Computing | Allows Covert Agents to be recruited. | Only wonder in this table that has a cost, 200 Production | |
Culper Lodge | None | All Recruiting Covert Agents are automatically Special Agents | Rewarded after performing 4 intrigue level operation |
Artifact Wonders
The Rising Tide expansion adds the Artifact system. Several national wonders may be rewarded to players using this system. These are unlocked by combining Progenitor Artifacts.
Wonder | Cost[1] |
Effects | |
---|---|---|---|
Tessellation Foundry | 650 | Military Units complete 30% faster | |
Machine-Assisted Free Will [2] | 800 | Cost of Leaf Techs by 15% | |
Dimension Folding Complex | 300 | Cities generate -50% Unhealth from population. | |
Quantum Politics | 400 | Increases Virtue acquisition by 20%[3] | |
Temporal Calculus | 650 | +100% Unit Visibility | |
Relativistic Data Bank | 400 | -1 Intrigue per turn in all Cities |
Wonders[4]
Only one of these can be built in the entire world. If another civilizations has already built one of them, then you can't, and vice versa. Each city can hold an unlimited number of these.
The Monomyth virtue, in the knowledge tree, provides +7 Culture for every great Wonder.
All global wonders in Rising Tide by default provide 5 Diplomatic Capital. The Pan-Asian Cooperative gets 6 instead of five per wonder. Also, the first wonder constructed in a city is free for that sponsor.
Wonder | Cost |
Resour | Prereqs | Effects | Notes | |
---|---|---|---|---|---|---|
Abyssal Mirror | 1350 | Geoscaping | Orbital Units launched from this city may overlap the coverage area of other Orbital Units by 1 tile. | Aquatic Only | ||
Ansible | 1650 | 4 | Exotic Matter | Affinity XP is gained 25% faster | ||
Archimedes Lever | 1750 | 5 | Seismic Induction | Enemy units within 2 tiles of this City suffer 10 attrition damage each turn. | Land Only | |
Armasail | 1500 | 5 | Synergetics | City suffers 50% less damage from ranged attacks. | ||
Benthic Auger | 550 | Servomachinery | +2 Production from Coast terrain worked by this city | Aquatic Only | ||
Bytegeist | 1450 | 2 | Swarm Intelligence | Virtue Tier Synergy bonus requirements are reduced by 1. | ||
Crawler | 1250 | 5 | Mechatronics | +25% Production for Buildings and Wonders. | Land Only | |
Cynosure | 1650 | 4 | Synthetic Thought | Gain 1 Science for every 3 Population in this City. | ||
Daedalus Ladder | 1700 | 2 | Augmentation | +10% Food +10% Culture +10% Science +10% Production +10% Energy |
||
Deep Memory | 1450 | 4 | Human Conservation | Gain 1 Culture for every 3 Population in this City | ||
Drone Sphere | 550 | 1 | Swarm Robotics | Worker actions and Explorer Expedition are completed 50% faster. | ||
Ectogenesis Pod | 400 | 2 | Genetic Design | Gain 1 Food for every 4 Population in this City. | ||
Euphotic Strand | 450 | Vertical Farming | +1 Science from Coast terrain worked by this city | Aquatic Only | ||
Faraday Gyre | 275 | Power Systems | Energy Maintenance for buildings and improvements reduced by 50% in this city | Aquatic Only | ||
Gene Vault | 250 | Genetic Mapping | All new Cities start with a free Worker Unit. | |||
Guo Pu Yaolan | 400 | Cognition | Culture cost for new Virtues reduced by a percentage equal to this city's Population | Aquatic Only | ||
Holon Chamber | 1650 | 5 | Hyperconductors | Gain Science Science income equal to 10% of global Energy income. | Land Only | |
Human Hive | 1150 | 2 | Euthenics | City immune to Covert Operations. | ||
Markov Eclipse | 1600 | 4 | Transcendental Math | Military Units fight at full strength even when damaged. | ||
Mass Driver | 950 | 2 | Ballistic LEV | City Strike +1 and +25% Strength at this City. | ||
Master Control | 250 | Autonomous Systems | Free Maintenance and +1 movement for Worker Units. | |||
Memetwork | 850 | 2 | Orbital Networks | Affinity Level requirements for Units, Buildings, and Wonders are reduced by 1. | ||
Nanothermite | 1400 | Nanotechnology | Ranged, Air, and City Strike attacks are 25% stronger. | |||
New Terran Myth | 750 | Human Idealism | +2 Culture from Int'l and Station Trade Routes | |||
Panopticon | 250 | Defense Grid | All Military Units receive +1 Sight. +5 Orbital Strike Range | |||
Precog Project | 450 | 2 | Collaborative Thought | Military Units can achieve two additional levels of Veterancy. | ||
Promethean | 1050 | 3 | Transgenics | City no longer produces Unhealth. | ||
Quantum Computer | 1050 | 2 | Field Theory | Free Maintenance and +50% duration for Orbital Units. | ||
Resurrection Device | 1350 | 2 | Artificial Evolution | Benefits from positive Health Levels increased by 50%. | ||
Stellar Codex | 300 | Ballistics | +8 Orbital Coverage | |||
Tectonic Anvil | 1800 | 5 | Metamaterials | +5 Production from Canyon | Land Only. Must be within 2 tiles of Canyon. | |
The Akkorokamui | 450 | Photosystems | Unhealth from Population reduced by 50% in this City. | Aquatic Only | ||
Xenodrome | 1050 | 5 | Alien Ethics | Provides a small positive influence to Alien opinion each turn, and negative Alien opinion recovers twice as quickly. | ||
Xenomalleum | 1250 | 2 | Bioengineering | +5 Petroleum, Titanium, and Geothermal resources. | ||
Xenonova | 1150 | 4 | Alien Materials | Penalties from negative Unhealth Levels reduced by 50%. |
Projects
Projects take up a plot of land. A hex within an extended range of the city building it (6 hexes) is used up. Any improvements or resources on said hex are destroyed to make room for the wonder in question. These are typically related to victory conditions. They have HP and can be destroyed by enemies.
Wonder | Victory Condition | Description | |
---|---|---|---|
Emancipation Gate | Emancipation | How Supremacy Colonists must send military units back to Earth and drag human kind into immortality. | |
Exodus Gate | Promised Land | How Purity colonists receive colonists from their sponsor on the home world in order to save Earth from total self-destruction. | |
Mind Flower | Transcendence | How Harmony colonists link all beings with functioning brains across the planet into a single massive super-organism. It takes 20 turns to do so and will aggro all the aliens for the duration, so make sure its well protected. | |
Transcendental Equation | Contact | Allows colonists to piece together fragments and reconstruct The Signal. | |
Decode Signal | How the colonists determine how to translate the Progenitor language and determine where the Signal is being broadcast from in space. | ||
Beacon | How colonists contact the Progenitors in Deep Space and bring mankind into a new age of galactic understanding. Leads to the contact victory. |
Gallery of Projects
Wonders Tech Tree
See also
Notes
- ↑ The orignal costs for all artifact wonders was 100 Production. This was changed in the October 2015 patch
- ↑ The pre October 2015 patch version of Machine-Assisted Free Will made all technologies cost 30% less Science
- ↑ The pre October 2015 patch version of Quantum Politics increased virtue acquistion by 100%
- ↑ In addition to the Rising Tide wonders, the chart reflects wonders post the Winter (March) 2015 patch. While the costs for most wonders were increased, the benefits of most of them were enhanced.
- Introduced in the Rising Tide expansion pack.
Civilization: Beyond Earth [Edit] | |
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Games: Base Beyond Earth • Rising Tide • Starships† | |
Lists | |
Affinities | |
Concepts | |
Yields | |
Misc. | |
|