Virtues in Civilization: Beyond Earth can determine the course of your civilization, and can grant bonuses depending on how far into the virtue tree you travel, as well as the breadth of your investments. All virtues can be expanded into three tiers, each with specific breadth and depth benefits. For the sake of brevity, sections below have been created only if they have known values; when the game releases, all Virtues will have Depth Rewards, and three Tiers.
Width Synergy Bonuses[ | ]
Width Synergy Bonuses are those given for completing a certain number of virtues with a particular tier, regardless of which tree they are from.
Tier I[ | ]
- 6 Virtues: 1 free Virtue
- 10 Virtues: +10% Growth, Production and Energy in the Capital
- 15 Virtues: 1 free Technology
Tier II[ | ]
- 8 Virtues: Choose 1 free Virtue, Recruit 1 new Covert Agent
- 12 Virtues: Choose 1 Free Affinity Level
Tier III[ | ]
- 10 Virtues: +10% Growth, Production, Science, Culture and Energy in every City.
Might Tree[ | ]
Might Synergy Bonuses[ | ]
- 5 Might Virtues - +5% combat strength and +5% ranged strength for all units
- 10 Might Virtues - +5% combat strength and +5% ranged strength for all units
- 15 Might Virtues - 1 free Affinity level
Tier I[ | ]
Adaptive Tactics | +50% XP from combat. |
Survivalism | +25% Strength and Ranged Strength against alien life forms. |
Liberation Army | After conquering an enemy Outpost, automatically found an Outpost of your own in its place. |
Military-Industrial Complex | +15% Production towards military units |
Public Security | +0.25 Health for every Military Unit under your command |
Tier II[ | ]
Scavenging | Earn 100% of an alien lifeform's strength as Science after killing it Earn 30 Science from destroying alien nests |
Adaptive Sciences | +20% Affinity earned from researching technologies |
Special Service | +40% Intrigue from Covert Operations |
Army Engineering Corps | +1 Production, +1 Energy from every Strategic Resource |
Martial Meditations | Choose 1 Free Affinity Level |
Tier III[ | ]
Brutal Efficiency | +50% quantity from sources of strategic resources |
Integrated Arms | +10% Production towards a Unit for each upgrade it has |
Joint Operations | +3 Orbital coverage by stations you trade with |
Democratized Quartering | -50% maintenance for Units |
Channel Wrath | +10% Strength and ranged strength for all units |
Prosperity Tree[ | ]
Prosperity is a virtue which focuses on trade and commerce, creating new opportunities for commerce and market control.
Prosperity Synergy Bonuses[ | ]
- 5 Prosperity Virtues - +10% Growth in all cities
- 10 Prosperity Virtues - +1 Health in every city
- 15 Prosperity Virtues - +50% Orbital Coverage radius from Cities
Tier I[ | ]
Frugality | 10% Food retained after a City grows |
Helping Hands | +15% tile improvement rate. |
Homesteading | +30% faster development for Outposts. |
Workforce Initiative | Gain a free Worker Unit. |
Colony Initiative | Gain a free Colonist Unit. |
Tier II[ | ]
Pathfinders | Explorer units can build 3 additional Expeditions. |
Pioneer Spirit | -25% Culture needed for border expansions |
Gift Economy | +3 Energy from your Trade Routes to foreign cities. |
Settler Clans | +2 Population for newly founded Cities |
Mind Over Matter | +7 Health |
Tier III[ | ]
Nature's Bounty | +1 Production from every Basic Resource |
Joy From Variety | +1 Health from every type of Basic Resource that is improved |
Hands Never Idle | +2 Energy from any Population acting as a Specialist |
Ecoscaping | +1 Food, +1 Production, +1 Culture from every Terrascape Improvement |
Eudaimonia | 15% less negative Health |
Knowledge Tree[ | ]
Knowledge Synergy Bonuses[ | ]
- 5 Knowledge Virtues - +10% Culture in every city
- 10 Knowledge Virtues - +10% Science in every city
- 15 Knowledge Virtues - 1 Free Technology
Tier I[ | ]
Foresight | +10% Science when healthy. |
Social Mores | Each city tile generates +0.25 Culture per population. |
Field Research | Earn 50 Science from finishing expeditions. |
Laboratory Apprenticeship | Each city tile generates +0.25 Science per population. |
Creative Class | Earn extra Culture up to 30% of positive Health |
Tier II[ | ]
Cohesive Values | -10% Culture needed for new virtues |
Applied Aesthetics | Earn extra Energy equal to 30% of the Culture you generate. |
Networked Datalinks | -40% Science penalty from number of Cities for new technologies. |
Community Medicine | +1 Health for every 6 Population in a City |
Memeweb | -40% Culture penalty from number of Cities for new Virtues. |
Tier III[ | ]
Information Warfare | Recruit 1 new Covert Agent. |
Learning Centers | +1 Science from Academy Improvement |
Technoartisans | Earn extra Science equal to 15% of the Culture you generate. |
Metaresearch Methods | Leaf Technologies cost 10% less Science |
Monomyth | +7 Culture for every Great Wonder |
Industry Tree[ | ]
Industry is a virtue which values the mass production of goods and materials, and focuses entirely on the means by which to create more with less. This virtue grants various bonuses to unit build times, and reduces overall material and financial costs.
Industry Synergy Bonuses[ | ]
- 5 Industry Virtues - +10% Energy in all cities
- 10 Industry Virtues - +10% production in every city
- 15 Industry Virtues - earn 1% of stockpiled Energy amount every turn, up to 100 Energy
Tier I[ | ]
Labor Logistics | +10% Production towards Buildings |
Central Planning | +5 Energy in your capital. |
Standardized Architecture | +25% Production towards Buildings which have already been built in the Capital. |
Commoditization | +1 Energy from every Basic Resource |
Scalable Infrastructure | +15% Production towards Wonders |
Tier II[ | ]
Investment | Earn 1% of stockpiled Energy amount every turn, up to 100 Energy. |
Entrepreneurial Spaceflight | +25% Production towards Orbital Units |
Profiteering | +0.5 Health for every trade unit under your command. |
Alternative Markets | Trade Routes with Stations grant +6 Energy per Station tier. |
Interdependence Network | +25% yield from Trade Routes with your own Cities |
Tier III[ | ]
Social Investment | +2 Production from Manufactory improvements. |
Liquidity | -20% Energy cost to purchase Units |
Civic Duty | Each City tile generates +0.5 Production for every Population |
Magnasanti | Each City generates +0.2 Health for every Building |
Superior Engineering | Orbital Units stay in orbit 50% longer before de-orbiting |