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Part 12
Civilization Beyond Earth

Part 12

Learn about Expert Workers, Wagon Trains, ground units like Artillery and Cannon, and naval units like Caravel and Frigate in Civilization Beyond Earth.

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Learn about Expert Workers, Wagon Trains, ground units like Artillery and Cannon, and naval units like Caravel and Frigate in Civilization Beyond Earth.

Expert Workers:

Expert Workers are specialized colonists who provide significant bonuses when assigned to their specific task. For example, an Expert Fisherman doubles food production on ocean tiles, and an Expert Lumberjack doubles lumber production. The most productive colonies are run entirely by experts. However, these bonuses only apply when the expert is performing their specialized job; otherwise, they act as normal free colonists (colonists who are not assigned to a specific task).

Expert Worker Bonuses:

  • Strength = 0, Movement = 1
  • Can Found New Settlement
  • Elder Statesman = +100% Production of Liberty Bells
  • Expert Cotton Planter = +100% Production of Cotton
  • Expert Farmer = +100% Production of Food (Land Tiles)
  • Expert Fisherman = +100% Production of Food (Water Tiles)
  • Expert Lumberjack = +100% Production of Lumber
  • Expert Ore Miner = +100% Production of Ore
  • Expert Silver Miner = +100% Production of Silver
  • Expert Sugar Planter = +100% Production of Sugar
  • Expert Tobacco Planter = +100% Production of Tobacco
  • Expert Trapper = +100% Production of Fur
  • Firebrand Preacher = +100% Production of Crosses
  • Hardy Pioneer = +100% Production of Land Improvements on Land Tiles
  • Jesuit Missionary = +50% Effectiveness of Native Village Missions
  • Master Blacksmith = +100% Production of Tools
  • Master Carpenter = +100% Production of Production Hammers
  • Master Distiller = +100% Production of Rum
  • Master Fur Trader = +100% Production of Coats
  • Master Gunsmith = +100% Production of Guns
  • Master Rancher = +100% Production of Horses
  • Master Tobacconist = +100% Production of Cigars
  • Master Weaver = +100% Production of Cloth

Trade Units:

The primary non-military trade unit for Colonial forces is the Wagon Train. It has no armaments.

  • Wagon Train: Strength = 0, Movement = 2, Cost = 40 Production Hammers, Cargo Space = 2. Essential for inland cities to transport goods like Food, and to return produced materials to ports. Building roads between port and inland cities allows for 200% further travel without consuming extra turns, effectively increasing movement on roads to 6 (1/3 of base movement per square).

Ground Units:

Ground units have a basic unit type and then add job-specific benefits. For example, a Regular Dragoon combines the stats of a Regular with the job of a Dragoon.

  • Artillery: Strength = 4, Movement = 1, Cost = 200 Production Hammers + 40 Tools. Unique to European Empires. Does not receive defensive bonuses. Provides +150% Settlement Attack and +50% Settlement Defence. Can bombard settlement defenses (-20% per turn). Requires an Armoury, Magazine, or Arsenal.
  • Cannon: Strength = 3, Movement = 1, Cost = 200 Production Hammers + 40 Tools. . Provides +100% Settlement Attack and +50% Settlement Defence. Can bombard settlement defenses (-12% per turn). Requires an Armoury, Magazine, or Arsenal.
  • Colonist: Strength = 2, Movement = 1. Can Found Colonies and can only defend. These are units that have been given Guns.
  • Great General: Strength = 0, Movement = 2. Can provide 20 Experience Points (EXP) to units on the same tile and provides free upgrades when units are attacked. Great Generals emerge when a certain limit of General Points is reached, which are gathered from units gaining EXP in battle. Once a Great General emerges, General Points reset, and the amount needed for the next General is doubled.
  • Native: Strength = 0, Movement = 1, Cost = 50 Production Hammers. Unique to Native Empires. Can Found a New Settlement. Provides bonuses including +25% Marsh Attack, +75% Jungle Attack, +75% Forest Attack, +50% Light Forest Attack, +1 Production of Fur, and +2 Production of Silver.
  • Regular: Strength = 0, Movement = 1. Soldiers of the Royal Expeditionary Force. Can Found a Settlement. . Provides +50% Settlement Attack. Starts with Veteran I and Veteran II Promotions.
  • Seasoned Scout: Strength = 0, Movement = 1. Achieves better results from Ancient Ruins. Can Found a Settlement. Must be trained, not built.
  • Treasure: Strength = 0, Movement = 1. Must be transported to Europe via Galleon and is exchanged for Gold. Found in Ancient Ruins, Burial Grounds, and by plundering villages.
  • Veteran Soldier: Strength = 0, Movement = 1. Can Found a Settlement. Starts with Veteran I and Leadership Promotions. These are improved forms of Colonists.

Naval Units:

Naval units are crucial for declaring independence, as they control troop transport and reinforcements.

  • Caravel: Strength = 3, Movement = 3, Cost = 100 Production Hammers + 30 Tools, Cargo Space = 2. Can only defend. Has a chance to escape to Drydock or Shipyard after losing a battle. Requires a Drydock.
  • Frigate: Strength = 8, Movement = 5, Cost = 300 Production Hammers + 200 Tools + 200 Guns. Can bombard settlement defenses (-8% per turn). Requires a Shipyard.

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