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Virtues

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[ | ]

Tier II[ | ]

  • 8 Virtues: Choose 1 free Virtue, Recruit 1 new Covert Agent
  • 12 Virtues: Choose 1 Free Affinity Level

Tier III[ | ]

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 Production towards military units
Public Security +0.25 Health Health for every Military Unit under your command

Tier II[ | ]

Scavenging Earn 100% of an alien lifeform's strength as Science Science after killing it Earn 30 Science 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 Production, +1 Energy 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 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% Food Growth in all cities
  • 10 Prosperity Virtues - +1 Health Health in every city
  • 15 Prosperity Virtues - +50% Orbital Coverage radius from Cities

Tier I[ | ]

Frugality 10% Food 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 Culture needed for border expansions
Gift Economy +3 Energy Energy from your Trade Routes to foreign cities.
Settler Clans +2 Population for newly founded Cities
Mind Over Matter +7 Health Health

Tier III[ | ]

Nature's Bounty +1 Production Production from every Basic Resource
Joy From Variety +1 Health Health from every type of Basic Resource that is improved
Hands Never Idle +2 Energy Energy from any Population acting as a Specialist
Ecoscaping +1 Food Food, +1 Production Production, +1 Culture Culture from every Terrascape Improvement
Eudaimonia 15% less negative Health Health

Knowledge Tree[ | ]

Knowledge Synergy Bonuses[ | ]

  • 5 Knowledge Virtues - +10% Culture Culture in every city
  • 10 Knowledge Virtues - +10% Science Science in every city
  • 15 Knowledge Virtues - 1 Free Technology

Tier I[ | ]

Foresight +10% Science Science when healthy.
Social Mores Each city tile generates +0.25 Culture Culture per population.
Field Research Earn 50 Science Science from finishing expeditions.
Laboratory Apprenticeship Each city tile generates +0.25 Science Science per population.
Creative Class Earn extra Culture Culture up to 30% of positive Health Health

Tier II[ | ]

Cohesive Values -10% Culture Culture needed for new virtues
Applied Aesthetics Earn extra Energy Energy equal to 30% of the Culture Culture you generate.
Networked Datalinks -40% Science Science penalty from number of Cities for new technologies.
Community Medicine +1 Health Health for every 6 Population in a City
Memeweb -40% Culture Culture penalty from number of Cities for new Virtues.

Tier III[ | ]

Information Warfare Recruit 1 new Covert Agent.
Learning Centers +1 Science Science from Academy Improvement
Technoartisans Earn extra Science Science equal to 15% of the Culture Culture you generate.
Metaresearch Methods Leaf Technologies cost 10% less Science Science
Monomyth +7 Culture 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 Energy in all cities
  • 10 Industry Virtues - +10% production in every city
  • 15 Industry Virtues - earn 1% of stockpiled Energy Energy amount every turn, up to 100 Energy Energy

Tier I[ | ]

Labor Logistics +10% Production Production towards Buildings
Central Planning +5 Energy Energy in your capital.
Standardized Architecture +25% Production Production towards Buildings which have already been built in the Capital.
Commoditization +1 Energy Energy from every Basic Resource
Scalable Infrastructure +15% Production Production towards Wonders

Tier II[ | ]

Investment Earn 1% of stockpiled Energy Energy amount every turn, up to 100 Energy Energy.
Entrepreneurial Spaceflight +25% Production Production towards Orbital Units
Profiteering +0.5 Health Health for every trade unit under your command.
Alternative Markets Trade Routes with Stations grant +6 Energy Energy per Station tier.
Interdependence Network +25% yield from Trade Routes with your own Cities

Tier III[ | ]

Social Investment +2 Production Production from Manufactory improvements.
Liquidity -20% Energy Energy cost to purchase Units
Civic Duty Each City tile generates +0.5 Production Production for every Population
Magnasanti Each City generates +0.2 Health Health for every Building
Superior Engineering Orbital Units stay in orbit 50% longer before de-orbiting
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