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Sid Meier's Civilization: Beyond Earth Game Guide by gamepressure.com

Sid Meier's Civilization: Beyond Earth Game Guide

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How to win? | Victory Civilization: Beyond Earth Guide

Last update: 11 May 2016

Civilization has always presented the players with a multitude of possibilities so, there is no one sure path to victory, because each of the players has his preferences. Some prefer to play fast, whereas the others develop without haste. Some prefer to reach the end in the peaceful ways, whereas others favor brute force. In other words - as many players - as many paths to victory.

In this chapter, you will learn about the general outlines, which you may follow, to be a step ahead of your opponents, on the path to victory.

Exploration

The knowledge about the surrounding world is worth its value in gold - In general - How to win? - Victory - Sid Meiers Civilization: Beyond Earth - Game Guide and Walkthrough

The knowledge about the surrounding world is worth its value in gold. At the very beginning, it is a good idea to dispatch your Explorer to explore the map, to discover as many new areas as possible, where you will soon found your cities.

In the new areas, you can discover new useful items, such as Containers, Ruins and Skeletons, where you can expedite, or Alien nests.

Discovering new lands, in combination with important technologies (Engineering, Chemistry and Geophysics) allow you to find all of the strategic resources, i.e. Xenomass, Firaxite, Floatstone, Titanium, Oil and Geothermal Energy. The first three are necessary to create units and buildings of Harmony, Supremacy and Purity respectively, whereas the last three are used for erecting buildings and the majority of orbital units.

At this point, it should be pointed out that the first tiers of affinities foster exploration. Harmony decreases aggression from the Aliens, thanks those of Purity the Explorers are invulnerable to the Alien attacks, whereas those of Supremacy enriches the abilities of the Explorers by one additional expedition.

Expansion

Founding new cities should take place in the vicinity of all the possible resources and they should have access to water and the coast. The most important are the strategic resources, mentioned above, but the basic ones also may bring profit, in the future. The cities must be, at least, four fields apart, but I recommend that you found them even farther away from each other, thanks to which they can cover more area.

The center of the city should be, not farther away than three hexes, from the deposit of the resource that you want, because only then, will you obtain them within reasonable time. Of course, you can buy the fields, but this is expensive and, apart from that, this permanently raises the price on the fields in the cities.

If possible, try to defend your fields of Xenomass on the areas of your territory, that you have already discovered, because the planet, forms nests of aliens on them, every now and then. Nests spawn various aliens ranging from Raptor Bugs to the gigantic Siege worms, which are powerful units (thanks God they move only one field at a time!). Destroy all of the alien nests that you encounter to prevent being flooded by the enemy units.

It is a good idea to link the cities with the Capital, by means of roads and, after you invent the Mag Rail, link them with this one. This provides considerable bonuses: the road itself provides you with access to Energy, whereas the Rail provides a bonus to production. Additionally, moving over roads and by rail is much cheaper in Move points (or even free) irrespective of the type of the terrain.

Building

Cities are the most precious treasure that you have. As often as possible, build upgrades around them, such as Farms, Mines, Quarries, Energy generators, Plantations or Paddocks. from the point of view of profits There is no point in building e.g. Biospheres and Terraclimates - it is time-consuming, they are expensive to maintain and they produce poor income.

In the cities themselves,, buildings should be the basic product. They improve on culture (e.g. the Old Earth Relic) and science (e.g. the Lab) as well as production (e.g. the Recycler) and energy income (e.g. Reactors). The Warehouses allow you to conduct Trading Routes to other cities. At the beginning, it is a good idea to link your own cities together, to foster their development and provide them with additional production and food.

Apart from these buildings, you should build each major wonder, such as the Gene Crypt, Panopticum or the Stellar Code. Each of these, apart from its own bonus for the city, also provides a bonus for the society, and adds 25 points to the overall score, if you fail to win before time elapses.

Building of military units may be your secondary aim, unless you want to kill out the Aliens, or they are really importunate. Still, at the very beginning of the game, you will not be able to fight them with your units, because your armies are terribly weak.,

Technological advancement

It is a good idea to have a constant income of science points, which you achieve thanks to numbers of scientific buildings in cities, and by setting upgrades on the fields with Resilin, Silica and Firaxite. These points give you the option to research into new technologies quickly. And this is the point, because "the only right way" does not exist, just like in the previous installments, where you had to discover it all, regardless of what you were doing.

The web provides you with many more options, which translates into relative unpredictability of the game and at the same time, of the technological development. You can, e.g. land far away from the sea so, the technologies of seafaring are of no use to you. You may lack some resource in the vicinity, which translates into the development of the technology to obtain it.

In such situations, you need to judge for yourself; the question "What do I need the most, at present?" will often resound in your head. Your choices need to be considerate and well thought-out (at least, for a moment) because the game rarely allows you to develop all of the technologies during one game.

However, there are technologies that you cannot do without, which determine the colony's survival, in the first turns. These are: Engineering, Genetics, Ecology, Chemistry , Geophysics and Alien Biology

Cultural development

Virtues are a formidable weapon. It is a good idea to keep an eye on the tree of virtuesas soon as you get to choose your first Virtue, to determine what you are going to need for the current situation and your playing style.

When you have little area (e.g. the planet is an Archipelago) and sudden expansion is not possible, you can ignore the trees of Might and Prosperity and focus instead on Industry and Knowledge. However, when large paths of land are available, many Aliens around and you want to exact revenge for the destruction of your upgrades, by the Worm - the tree of Might is your choice.

At the same time, it is a good idea to pay attention to the Synergy Bonuses - you cannot obtain all the bonuses, within one game so, it is a good idea to focus on one tree and complement it with another one, to receive the bonuses that you are going to need the most.

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