Explore the various buildings in Civilization Beyond Earth's Part 19 guide. Learn about their costs, production, and requirements to optimize your colony's growth and efficiency.
Hey there! Welcome back to our little Beyond Earth adventure. In this part, we're diving deep into the buildings you can construct to really boost your colony's output. Think of these as the backbone of your growing civilization, each one offering unique benefits from more resources to better defense. Let's break down what each one does and why you'd want to build it.
Buildings Overview
This section is all about the structures you can erect on your tiles. Most of these you'll build yourself, but keep an eye out for two special types that pop up randomly on the map – they're a nice surprise!
Ancient Ruins
These are like little mystery boxes scattered across the map. You can send your units, especially Scouts, to explore them. What might you find? Anything! You could lose a unit, face some hostile natives, reveal more of the map, find treasure to ship back, get some gold, or even discover new Colonists or Converted Natives. They're a real gamble, but the rewards can be huge!
Burial Grounds
Now, these are a bit trickier. Digging into Burial Grounds can really tick off the local natives, potentially leading to a declaration of war. However, if you play your cards right, you might unearth some valuable treasure. You'll need a Galleon to ship it back to Europe, or you can ask the King for a ship, but be prepared to give him a good chunk of the treasure as a fee.
Farm
Farms are essential for growth. Built on Flatlands, they provide +1 Food, +1 Cotton, +1 Tobacco, and +1 Sugar. The real magic happens with an Expert, who can get an extra 2 Food per Farm, allowing you to support more colonists. Plus, they boost your crop production, meaning more Rum, Cloth, and Cigars!
Lodge
Need more resources from your tiles? A Lodge is your friend. It gives you +1 Lumber and +1 Fur. Lumber is crucial for building more production hammers, which speeds up unit construction, while extra Fur means more coats. Pillage a Lodge, and you'll get about 5 Gold on average.
Mine
Mines are built on Mountains and yield +1 Silver and +1 Ore. Silver is particularly valuable as it's one of the most expensive goods to sell back to Europe. Pillage a Mine, and you'll net around 5 Gold.
Building Costs and Production
Here's a rundown of the specific buildings you can construct, their costs, and what they bring to your colony:
- Schoolhouse: Costs 50 Production Hammers and 0 Tools. Produces 3 Education per Citizen. It's a prerequisite for building the College.
- Shipyard: Costs 225 Production Hammers and 100 Tools. Replaces Docks and Drydocks. Provides +2 Food on Water Tiles. Required for building Frigates and Ships of the Line, and needs a Drydock and Lumber Mill.
- Stable: Costs 30 Production Hammers and 50 Horses. Produces 2 Horses per Citizen. Required to build a Ranch.
- Stockade: Costs 30 Production Hammers and 0 Tools. Provides 50% Defense. Required to build a Fort.
- Textile Mill: Costs 270 Production Hammers and 100 Tools. Produces 6 Cloth per Citizen and +50% Cloth Production. Replaces Weaver's House and Weaver's Shop. Requires Weaver's Shop and Lumber Mill.
- Tobacconist's House: Costs 30 Production Hammers and 0 Tools. Produces 3 Cigars per Citizen. Required to build a Tobacconist's Shop.
- Tobacconist's Shop: Costs 90 Production Hammers and 50 Tools. Produces 6 Cigars per Citizen. Replaces Tobacconist's House and requires it, plus a Lumber Mill. Required to build a Cigar Factory.
- Town Hall: Produces 3 Liberty Bells per Citizen.
- University: Costs 450 Production Hammers and 100 Tools. Produces 12 Education per Citizen. Replaces Schoolhouse and College. Requires College and Lumber Mill.
- Warehouse: Costs 30 Production Hammers and 0 Tools. Provides +100 Goods Storage. Required to build a Warehouse Expansion.
- Warehouse Expansion: Costs 90 Production Hammers and 20 Tools. Provides +200 Goods Storage. Replaces Warehouse. Goods over capacity are sold at 50% of Europe Prices. Requires Warehouse and Lumber Mill.
- Weaver's House: Costs 30 Production Hammers and 0 Tools. Produces 3 Cloth per Citizen. Required to build a Weaver's Shop.
- Weaver's Shop: Costs 90 Production Hammers and 50 Tools. Produces 6 Cloth per Citizen. Replaces Weaver's House and requires it, plus a Lumber Mill. Required to build a Textile Mill.
- Rum Distiller's Shop (Implied by Tools section): Produces 6 Rum per Citizen and +50% Rum Production. Replaces Rum Distiller's House. Requires Rum Distiller's House and Lumber Mill.
Remember, building the right structures at the right time can make all the difference in how quickly and efficiently your colony thrives. Keep an eye on those resource needs and production bonuses!
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