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Civilization Beyond Earth

Civilization Beyond Earth

By ···10 min read·Multi-source verified
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Welcome to Civilization: Beyond Earth, the macOS space strategy game from Aspyr Media! As a sponsor leading humanity's exodus to a new planet, you'll explore alien frontiers, build a unique civilization, and race to achieve victory. Whether you focus on scientific advancement or military might, your choices will shape the future of humankind among the stars.

This guide is your essential companion for mastering the alien world. We'll cover everything from optimizing your early game and choosing the right affinity paths to navigating sponsor interactions and executing effective exodus gate strategies. Get ready to conquer the unknown and lead your people to a new home.

Part 1

This is Part 1 of the comprehensive guide and walkthrough for Civilization Beyond Earth, covering the introduction, version history, and initial starting strategies.

Welcome to my 41st guide, and the 4th in the Civ 4 series, behind the Civ 4 game itself, Warlords and Beyond the Sword, which is probably the best expansion pack I've seen in my life. Anyway, this is for Colonisation, a remake of the 1994 version done by Sid Meier himself. This does not require the base game (Civ 4) to play, so don't fret there. This is going to be a dream for me in terms of writing, I always wanted to write for Colonisation, the DOS version, but I'll just do the updated version now. Enjoy!

Version History:

  • Version 0.0 [26/9/08]: Started this guide.
  • Version 0.1 [27/9/08]: Started with Table of Contents.
  • Version 0.2 [9/10/08]: Completed Chapter 2.
  • Version 0.3 [10/10/08]: More on Chapter 2.
  • Version 0.4 [13/10/08]: Added ASCII. Completed Chapter 3.
  • Version 0.5 [15/10/08]: Started on the Founding Fathers.
  • Version 0.6 [16/10/08]: All the Founding Fathers are complete.
  • Version 0.7 [17/10/08]: Tidying up.
  • Version 0.8 [19/10/08]: Completed more about the Indian leaders.
  • Version 0.9 [22/10/08]: Update on the terrain and resource bonuses. Completed that as well.
  • Version 1.0 [23/10/08]: Completed Chapter 5 and 14. 6, 10 and 11 tomorrow hopefully.
  • Version 1.1 [24/10/08]: Completed Chapters 6, 10, 11 like I promised. 7, 8, 12, 13 to go, should be finished in two updates.
  • Version 1.2 [25/10/08]: Guide is now complete. All chapters complete, so happy reading.

Starting Out:

Well, when you start out, you get to choose what type of map you get to play with. I Suggest that you play on either the Western Hemisphere or the Caribbean map.

The Western Hemisphere Map will cover both North and South America, as well as the little islands in between. It will, essentially, cover, the continent from the north to the south pole with pretty good detail. Though you are taking millions of square kilometers of land in a few tiles. Imagine how much land would be taken up by a single pixel. This is found under custom Scenarios as you can imagine.

The Caribbean map is there with some pretty good detail as well, featuring a good chunk of South America as well as Cuba. No sign of North America, such as most Golden Age based games.

Otherwise, there isn't much that you can do. The other maps are more random and harder to play with, but that is up to you. Thats pretty much it for starting out.

Part 2

Choose your starting nation and leader in Civilization Beyond Earth. Learn about Dutch, English, and French traits and leaders.

Walkthrough
  1. 1
    At the start of Civilization Beyond Earth, you can choose to lead one of four empires: the Dutch, English, French, or Spanish.
  2. 2
    Each empire begins with a specific set of units:
  3. 3
    Dutch: Merchantman ship, a Colonist with tools, and a Soldier.
  4. 4
    English: Two free colonists, a pioneer, and a soldier.
  5. 5
    Spanish: A normal pioneer, Veteran Soldiers.
  6. 6
    French: Hardy Pioneers and normal soldiers.
  7. 7
    Each nation has two leaders, each with a unique trait that modifies your empire's management. Additionally, each empire has a general trait: the Dutch are more enterprising, while the Spanish are more warlike.

Dutch Empire:

  • Special Trait: Mercantile - Market prices are less sensitive. This is beneficial as selling goods in Europe can decrease prices due to increased supply and fulfilled demand. This trait mitigates that price drop for a time.
  • Leaders:
    • Peter Stuyvesant - Industrious: Provides +25% Hammer Production in all Settlements. Hammers are crucial for constructing buildings and generating Founding Father points. This bonus increases production by a quarter, leading to 25% more Founding Father points over the game.
    • Andiaen Van Der Donck - Charismatic: Provides +100% Time between Tax Increases. This leader extends the duration before your home nation imposes taxes on your colony, which helps preserve profits as taxes can significantly reduce income.

English Empire:

  • Special Trait: Tolerant - -25% Crosses needed for Immigration. This trait allows for more free units to arrive at docks in Europe, though you cannot control the type of units received.
  • Leaders:
    • George Washington - Disciplined: Provides -50% Soldier Equipment required. This significantly reduces the cost of equipping soldiers, which is especially useful for a final push for independence, as arming soldiers at European docks becomes increasingly expensive.
    • John Adams - Libertarian: Provides +25% Liberty Bells Generation in all Settlements. Liberty Bells are vital for declaring independence (requiring at least 50% generation) and can also boost production. This trait accelerates their generation.

French Empire:

  • Special Trait: Cooperative - Natives are more tolerant towards territory encroachment and -50% time spent Living Among Natives to Learn a new skill. This trait reduces native hostility when encroaching on their land and speeds up the process of learning new skills from them, some of which, like Fur Trapping and Cotton Farming, are not available for purchase in Europe.
  • Leaders:
    • Samuel De Champlain - Enterprising: Provides +100% Conversion Rate from Missions. Missions are a way to convert natives for field skills, though this trait is less impactful if you already have many experts.
Tips
  • The Dutch Mercantile trait is very useful for managing income from market sales.
  • Peter Stuyvesant's bonus is particularly effective when combined with Founding Fathers who also increase hammer production, like Alexander Hamilton.
  • John Adams' Libertarian trait is highly beneficial for accelerating the generation of Liberty Bells, crucial for independence.
  • The English Tolerant trait offers free units but lacks control over unit type.
  • George Washington's trait is invaluable for military build-up, especially when preparing for independence.

Part 3

Explore Part 3 of the Civilization Beyond Earth guide, covering leader traits like Louis de Frontenac, Simon Bolivar, and Jose De San Martin, and essential early-game colony establishment strategies.

This section of the guide delves into specific leader traits and early-game colony management in Civilization Beyond Earth.

Reader Thevenon Vivien's perspective on converted natives: Converted natives can be useful, especially when a specific raw material expert is unavailable. They appear in their originating Indian village, allowing for immediate training into desired expert roles. If not needed as experts, they can be converted into free colonists, providing numerous soldiers with specific traits. They also learn new specialities faster than regular natives.

Leader Traits

Louis de Frontenac - Militaristic

  • Free Promotion: Grenadier I
  • Bonuses: Mounted Units, Gunpowder Units

While the damage bonus is welcome, other leader traits offer more practical colony-wide benefits. However, this trait can be useful during the fight for independence.

The Spanish - Special Trait: Conquistador

  • Bonus: +25% Attack against Natives

This trait reflects the historical conquest of South America. Its usefulness against non-Spanish units during independence is not specified.

Simon Bolivar - Determined

  • Bonus: +100% effect of Liberty Bells on Rebel Attack

This trait significantly boosts unit damage when attacking, especially during independence when Liberty Bell generation is high.

Jose De San Martin - Resourceful

  • Bonus: -50% XP Needed for Unit Promotions

This trait is beneficial for creating a highly skilled, albeit limited, ground force. It allows units to gain promotions with minimal experience, crucial for taking on the mother country. Natives offer limited experience, making this trait vital for maximizing unit potential.

Reader Theovenon Vivien's alternative view on San Martin: This trait is also excellent for large, untrained forces. Soldiers gain their first promotion with only 1 XP. Using a Great General with 20 newly trained soldiers can result in 20 promotions. This is particularly effective after acquiring the last military Founding Father, Dom Pedro, allowing new soldiers to gain the second level of Minuteman, granting +45% settlement defense. It also makes high-level promotions, like Veteran VI with +75% power, achievable for multiple units, enabling rapid empire conquest and effective counter to Royal Artillery.

[2.03] The Right Place

When establishing your first colony, consider the following:

  • Bonuses on Land: Look for resources like cotton, wheat, and fur, which are useful for manufactured goods.
  • Port City: Since the first city should be port-based, ensure access to fish or crabs for fishermen to harvest, providing a good food source.
  • Proximity to Natives: Maintain a good distance from native tribes. While they may seem friendly, they will eventually attack if their lands are encroached upon, leading to fines or conflict.
  • Shipping Access: Find a location with easy ship access to and from England, as ships carrying reinforcements will likely land here during independence.

In summary, prioritize resources, strategic placement, and a safe distance from potential threats.

[2.04] Building a Nation

As you place more colonies:

  • Food Security: Ensure secure food access, supplemented by Wagon Trains if needed.
  • Money Management: Trading valuable goods generates gold, essential for hiring specialists and purchasing ships/cannons from Europe. Be aware that increased trade leads to higher taxes from the king. Refusing to pay taxes (a 'tea party') permanently disables trading of that commodity.
  • Resource Acquisition: Seek out new resources like cotton (for cloth), fur (for coats), and tobacco (for cigars). Iron mines are particularly valuable as they enable tool production.

Part 4

Learn how to effectively manage resources, establish trade routes, and build up your colonies in Civilization: Beyond Earth. Part 4 covers essential economic and expansion strategies.

Alright, let's dive into Part 4 of our guide for Civilization: Beyond Earth. This section is all about laying the groundwork for a strong empire, focusing on how you build things up and manage your resources. It's a bit different from the original Civ 4, so pay close attention!

First off, when you're setting up a new colony, remember you're limited to harvesting resources from only 9 tiles around your city, no matter how much culture you have. Culture mainly just expands your borders. The real game-changer here is how you gather resources. Unlike Civ 4, you don't assign people to tiles directly. Instead, you use specific 'resource collectors' – think of them as specialized workers. Servants and criminals aren't the most efficient, but your regular colonists are decent all-rounders. Converted natives are better at harvesting resources out in the field but less effective in manufacturing buildings. Then you have your Experts; they're amazing at their specific job, pulling in double the output of a colonist, but if you put them in a job they're not an expert in, they'll just act like a regular colonist.

You'll also be building structures where colonists can refine raw materials. Every turn, your tiles will produce resources based on what your colonists can harvest. So, if a colonist can produce 5 tobacco, you get 5 tobacco added to your stockpile. There are tons of buildings that take these raw materials and turn them into more valuable goods that fetch a better price back in Europe. For example, raw Iron Ore can be turned into Tools, which your colonies need, and those Tools can then be used to make Muskets. It really pays off to settle your colonies near areas that give a bonus to a specific resource. Seeing a resource on the map gives a significant boost to harvesting it, meaning more money in your pocket. You'll want to build new structures, and the very first one you should aim for is the Warehouse to increase how many resources you can store.

After that, depending on what resources you have available, you'll want to build more efficient processing buildings. This means upgrading to a bigger Lumber Mill or a more advanced Coats Factory. These buildings don't just use up more raw resources (meaning less waste), but they also transform more raw materials into those final, high-value manufactured goods.

Import/Export: Making That Early Cash

Starting out, you'll probably be short on cash, but you need money to buy Experts and, more importantly, military gear from your mother country. It's a bit funny how they don't seem to notice you buying up tons of Dragoons, horses, and muskets! To get this money, you'll need to buy and sell goods with your home country. First, you need a colony, and with the limited starting funds, you'll definitely need to export something to get by. This is why settling near resource sources is so crucial – it lets you harvest those resources and sell them raw back to Europe for some much-needed income.

When you load items onto your ship, remember it has to be in port to load up. Sending it back to Europe might take a while depending on the map, but it's a good chunk of time to build up your resource stockpile. Keep an eye on the prices of the goods you can sell. Basic stuff like Food, Lumber, Horses, Tools, and Muskets usually go for less than 5 gold each. Unprocessed goods like Tobacco, Cotton, Fur, Sugar, and Ore will get you a bit over 5 gold. Processed goods such as Rum, Coats, and Cigars are worth about 10 gold, and the rarest item, Silver, can fetch nearly 20 gold early on.

The game uses a supply and demand system. Over time, the price of goods will climb as demand increases. However, if you flood the mother country with too many of your goods, the price will drop. Still, you'll always be able to sell them for some amount. As you send more goods back, you'll need more ships as your colonies grow. You've got two main options: Ships of the Line are pretty good, offering 4 cargo slots and 4 movement points. Galleons have slightly more carrying capacity but less movement. Finding a balance between the two types is usually a smart move.

Building Your Inland Empire

As you expand, you'll need to establish more and more colonies. You can't just stick to the coast; eventually, you'll have to venture inland. If you do decide to build inland, there are a couple of key things you'll need. First, you'll need Pioneers to build roads, which speeds up travel significantly. Why? Because you'll want to use wagon trains to transport goods to your port cities. This is super important for getting your resources to market efficiently.

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