Learn about all Colonists and Jobs in Civilization Beyond Earth, including Military and Native roles, and their production.
Walkthrough
- 1Resource Production Jobs: These jobs focus on gathering raw materials or manufacturing goods.
- 2Blacksmith: Consumes Ore, Produces Tools. Works In: Blacksmith's House, Blacksmith's Shop, Ironworks.
- 3Carpenter: Consumes Lumber, Produces Production Hammers. Works In: Carpenter's Shop, Lumber Mill.
- 4Cigar Maker: Consumes Tobacco, Produces Cigars. Works In: Tobacconist's House, Tobacconist's Shop, Cigar Factory.
- 5Coat Maker: Consumes Furs, Produces Coats. Works In: Fur Trader's House, Fur Trader's Shop, Coat Factory.
- 6Cotton Planter: Produces Cotton. Works In: The Field.
- 7Distiller: Consumes Sugar, Produces Rum. Works In: Rum Distiller's House, Rum Distiller's Shop, Rum Factory.
- 8Farmer: Produces Food. Works In: The Field.
- 9Fisherman: Produces Food. Works In: Sea Tiles.
- 10Fur Trapper: Produces Furs. Works In: The Field.
- 11Gunsmith: Consumes Tools, Produces Guns. Works In: Armoury, Magazine, Arsenal.
- 12Lumberjack: Produces Lumber. Works In: The Field.
- 13Ore Miner: Produces Ore. Works In: The Field.
- 14Preacher: Produces Crosses. Works In: Church, Cathedral.
- 15Rancher: Consumes Food, Produces Horses. Works In: Stable, Horse Pasture, Ranch.
- 16Silver Miner: Produces Silver. Works In: The Field.
- 17Statesman: Produces Liberty Bells. Works In: Town Hall.
- 18Student: Produces Education. Works In: Schoolhouse, College, University.
- 19Sugar Planter: Produces Sugar. Works In: The Field.
- 20Tobacco Planter: Produces Tobacco. Works In: The Field.
- 21Weaver: Consumes Cotton, Produces Cloth. Works In: Weaver's House, Weaver's Shop, Textile Mill.
- 22Specialized Colonist Units: These units have unique abilities beyond basic production.
- 23Colonist: Melee Unit. Strength = 2, Movement = 1. Can Found Colonies, Can Only Defend.
- 24Missionary: Melee Unit. Can Establish Missions, Can Found Colonies.
- 25Pioneer: Melee Unit. Can Build Improvements, Can Found Colonies. Requires 50 Tools.
- 26Military Jobs: These jobs equip colonists to become combat units.
- 27Dragoon: Mounted Unit. Strength = 4, Movement = 2. Can Found Colonies, Doesn't Receive Defensive Bonus. Requires 50 Horses, Requires 50 Guns. +30% Withdrawal Chance, +50% Attack on Cannon.
- 28Scout: Mounted Unit. Strength = 2, Movement = 2. Can Found Colonies, Doesn't Receive Defensive Bonus. Requires 50 Horses.
- 29Soldier: Gunpowder Unit. Strength = 3, Movement = 1. Can Found Colonies. Requires 50 Guns.
- 30Native Jobs: These jobs are adopted by natives, often after receiving equipment.
- 31Armed Brave: Gunpowder Unit. Strength = 3, Movement = 1. Doesn't Receive Defensive Bonus. Requires 25 Guns.
- 32Armed Mounted Brave: Mounted Unit. Strength = 3, Movement = 2. Requires 25 Guns, Requires 25 Muskets.
- 33Brave: Melee Unit. Strength = 2, Movement = 1. Can Found Colonies.
- 34Mounted Brave: Mounted Unit. Strength = 2, Movement = 2. Doesn't Receive Defensive Bonus. Requires 25 Horses.
- 35Other Colonists: These units are obtained from Europe or missions and have specific production modifiers.
- 36Free Colonist: Strength = 0, Movement = 1. Can Found a New Settlement. This is the standard colonist.
- 37Converted Natives: Strength = 0, Movement = 1. Can Only Defend, Can Found a New Settlement. +1 Production on Food, Lumber, Silver, Cotton, Tobacco, Sugar, Ore, Horses and Furs. -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats, Liberty Bells, Education, Crosses.
- 38Indentured Servants: Strength = 0, Movement = 1. Can Found a New Settlement. -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats, Liberty Bells, Education, Crosses.
- 39Petty Criminal: Strength = 0, Movement = 1. Can Found a New Settlement. -2 Production on Liberty Bells, Education and Crosses. -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns and Coats.
Tips
- The 'Field' refers to the 8 squares where units can be sent to extract raw resources.
- Experts are the best of their trade and function as normal Free Colonists but excel in their specific job title.
- Indentured Servants are similar to Free Colonists but should not be sent to manufacturing positions.
- Converted Natives are better at obtaining raw materials than Free Colonists.
- Petty Criminals are generally less useful and should be replaced by Free Colonists.
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