Lord Yanaek
Emperor
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- Aug 15, 2003
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Beyond Earth game mechanisms : Health
Notes :
This guide has been last updated for game version 1.0.0.574. Currently checking for changes introduced by the fall patch (there's a bunch of them)
I'm limited to 30 images so while i have the BE fonticons available to use in this post, i can't unless i split it. I'll use Civ5 or Civ4 icons as a replacement until they are available as emoticons as those are apparently unlimited. If any mod/admin wants the fonticons i extracted i'll be happy to provide them. They are 22px png with transparency.
If you notice some mistakes, tell me so i can correct those, whether those are gameplay errors or English errors (English is a foreign language for me)
If you think BE sucks and is not worth any strategy/game mechanisms guide don't waste our times and move along.
Thanks for the sticky
Introduction
Health in Civilization : Beyond Earth has been introduced as a way to limit rapid expansion. It's very similar to the Happiness system from Civ5 but with some differences that can make managing health (or not managing it) challenging for Civ5 veterans and new players alike. Health effects are actually close to the city maintenance from Civ4 This guide has been created to explain how health is calculated, how negative or positive health will impact your game, and how you can keep positive health, or not.
It should also be noted that Health in BE isn't just medical health. It's more a global evaluation of your colony's socio-medical stability as is suggested by some virtues giving health while they have no relation to medicine.
Health : the math
According to the Civilopedia, you gain from :
Local health is any health you gain directly from a city. Health from buildings and wonders in the city and improvements worked by the city (Biowells) are examples of local health. Local health can never be higher than the population of the city. That means if you have a 7 population city with buildings that give you 12 health, that city will only give you 7 .
Global health comes from difficulty level and virtues and is applied globally to the empire health, that is the visible health shown on your screen.
Negative health is always global and not limited by city population.
Not sure you understood? Here is an example :
Health in numbers
Negative Health
The formula for negative health is quite simple, provided no virtue comes changing it
In addition, you gain 2 negative health per worked Manufactory and 1 per Oil well. Those improvement based negative health shows as "from Cities" on the popup. You can get the oil for strategic purpose without the unhealth if you don't work the tile.
Positive Health
There is no "formula" for positive health. You just add all sources together keeping in mind that local health can never exceed city population.
Difficulty
Base health defined by difficulty is global and has it's own line in the health popup.
Health from buildings and wonders is local and shows on the health popup as "from Cities"
Non affinity specific buildings
Building
|
gained
|
with quest
|
Technology prerequisite
|
cost
Clinic|1|2|Habitation|60
Cytonursery|1||Genetics|90
Pharmalab|2|3|Genetics|95
Gene smelter|3|4|Transgenics|350
Soma distillery|4|+10%|Social dynamics|400
Cloning plant||1|Genetic design|210
Affinity specific buildings
Building
|
gained
|
with quest
|
Affinity prerequ
|
Technology prerequisite
|
cost
Gene garden|2|3|Purity 2|Genetic design|200
Optical surgery|4||Supremacy 5|Mechatronics|370
Bionics lab|+20%||Purity 4|Bionics|265
Progenitor garden|+20%|+30%|Harmony 10|Artificial evolution|430
Neurolab||1|Supremacy 4|Cognition|255
Organ printer||+10%|Supremacy 8|Synergetics|390
Augmentery||+10%|Supremacy 7|Augmentation|500
Wonders
Wonder
|
gained
|
Technology prerequisite
|
cost
Daedalus ladder|3|Augmentation|1550
Memetwork|2|Orbital networks|700
Precog project|2|Collaborative thought|450
Promethean|4|Transgenics|950
Resurrection device|8|Artificial evolution|1350
Xenonova|2|Alien materials|1150
Virtues
Health from Virtues is always global and has it's own line on the popup
Might
Public Security (T1) : 0.25 global for every military unit. If you can maintain a large army that's a a nice boost to global health. You need 16 units per city to compensate the city's base unhealth so it's unlikely you'll be able to keep health positive with that virtue alone but it can help.
Prosperity (prosperity is the king of health among virtue trees with no less than 4 health bonuses, including the most powerful one)
Mind Over Matter (T2) : +7 global . Plain and simple. Great ealry boost when health is most likely to be an issue, not so great later but later you'll have more sources of health.
Joy from variety (T3) : + 1 for every type of improved basic resource. That's possibly +12 . Often not quite as much. Note the wording, each resource type improves your health so it does not help if you have 3 fibers, even for different cities.
Eudaimonia (T3) : -15% negative health. Effectively cities will only add 3.4 to negative health and each population point 0.64 negative health. A size 13 city would only give you 12 negative health (after rounding). You will thus get positive health from cities much earlier.
Second Synergy bonus (10 Prosperity virtues) : +1 per city. Effectively this means each city only gives you 3 negative health or 2 with Eudaimonia.Knowledge
Community Medicine (T2) : +1 for every 6 population in a city. This might not look like the best health boost but if you do the math a size 12 city will give you 2 global health. In effect this is the same as saying your city will only increase negative health by 2. With population considered it's a total of 11 negative health but you can have up to 12 local health. You size 12 city can give you positive health if you keep supplying it with health building. Good for tall cities as is the entire tree.
Industry (interestingly, industry is the second best tree for health)
Profitering (T2) : 0.5 per trade unit under your control. That's possibly 1 per city if every city runs both it's available trade routes, which is quite likely.
Magnasanti (T3) : 0.2 per building in a city. 0.2 might not seem a lot, but every building will add to your health and with industry you'll probably have lots of buildings in your cities. Possibly you can skip health specific buildings completely and still be positive, or go strait to Utopian without Eudaimonia or if you build health buildings in all your big cities. Since this health is global, your big cities with lots of buildings can also "pay" for the negative health of newly founded or small cities. Very powerful.
Other sources
Notes :
This guide has been last updated for game version 1.0.0.574. Currently checking for changes introduced by the fall patch (there's a bunch of them)
I'm limited to 30 images so while i have the BE fonticons available to use in this post, i can't unless i split it. I'll use Civ5 or Civ4 icons as a replacement until they are available as emoticons as those are apparently unlimited. If any mod/admin wants the fonticons i extracted i'll be happy to provide them. They are 22px png with transparency.
If you notice some mistakes, tell me so i can correct those, whether those are gameplay errors or English errors (English is a foreign language for me)
If you think BE sucks and is not worth any strategy/game mechanisms guide don't waste our times and move along.
Thanks for the sticky
Introduction
Health in Civilization : Beyond Earth has been introduced as a way to limit rapid expansion. It's very similar to the Happiness system from Civ5 but with some differences that can make managing health (or not managing it) challenging for Civ5 veterans and new players alike. Health effects are actually close to the city maintenance from Civ4 This guide has been created to explain how health is calculated, how negative or positive health will impact your game, and how you can keep positive health, or not.
It should also be noted that Health in BE isn't just medical health. It's more a global evaluation of your colony's socio-medical stability as is suggested by some virtues giving health while they have no relation to medicine.
Health : the math
According to the Civilopedia, you gain from :
- Difficulty level
- Buildings and wonders
- Virtues
- Some improvements
- Colonists
- Number of cities
- Population
- Some improvements
Local health is any health you gain directly from a city. Health from buildings and wonders in the city and improvements worked by the city (Biowells) are examples of local health. Local health can never be higher than the population of the city. That means if you have a 7 population city with buildings that give you 12 health, that city will only give you 7 .
Global health comes from difficulty level and virtues and is applied globally to the empire health, that is the visible health shown on your screen.
Negative health is always global and not limited by city population.
Not sure you understood? Here is an example :
Spoiler :
Top panel shows i'm at -4 health. I want to go positive again so i go through my cities and find a small population 2 city that does not have any health buildings. I quickly buy pharmalab and clinic for a total of +5 health, but i only rise to -2. Why? Because my population 2 city can only give me 2 positive health.
Health in numbers
Negative Health
The formula for negative health is quite simple, provided no virtue comes changing it
- You get 4 negative health per city that appears as "generated from number of cities" on the popup
- You get 0.75 negative health per population that appears as "generated by Population" and "generated by Specialists"
In addition, you gain 2 negative health per worked Manufactory and 1 per Oil well. Those improvement based negative health shows as "from Cities" on the popup. You can get the oil for strategic purpose without the unhealth if you don't work the tile.
Positive Health
There is no "formula" for positive health. You just add all sources together keeping in mind that local health can never exceed city population.
Difficulty
Base health defined by difficulty is global and has it's own line in the health popup.
- Sputnik gives you 12 health
- Mercury to Apollo gives you 9
- AI always gets 15
Health from buildings and wonders is local and shows on the health popup as "from Cities"
Non affinity specific buildings
Clinic|1|2|Habitation|60
Cytonursery|1||Genetics|90
Pharmalab|2|3|Genetics|95
Gene smelter|3|4|Transgenics|350
Soma distillery|4|+10%|Social dynamics|400
Cloning plant||1|Genetic design|210
Affinity specific buildings
Gene garden|2|3|Purity 2|Genetic design|200
Optical surgery|4||Supremacy 5|Mechatronics|370
Bionics lab|+20%||Purity 4|Bionics|265
Progenitor garden|+20%|+30%|Harmony 10|Artificial evolution|430
Neurolab||1|Supremacy 4|Cognition|255
Organ printer||+10%|Supremacy 8|Synergetics|390
Augmentery||+10%|Supremacy 7|Augmentation|500
Wonders
Daedalus ladder|3|Augmentation|1550
Memetwork|2|Orbital networks|700
Precog project|2|Collaborative thought|450
Promethean|4|Transgenics|950
Resurrection device|8|Artificial evolution|1350
Xenonova|2|Alien materials|1150
Virtues
Health from Virtues is always global and has it's own line on the popup
Might
Public Security (T1) : 0.25 global for every military unit. If you can maintain a large army that's a a nice boost to global health. You need 16 units per city to compensate the city's base unhealth so it's unlikely you'll be able to keep health positive with that virtue alone but it can help.
Mind Over Matter (T2) : +7 global . Plain and simple. Great ealry boost when health is most likely to be an issue, not so great later but later you'll have more sources of health.
Joy from variety (T3) : + 1 for every type of improved basic resource. That's possibly +12 . Often not quite as much. Note the wording, each resource type improves your health so it does not help if you have 3 fibers, even for different cities.
Eudaimonia (T3) : -15% negative health. Effectively cities will only add 3.4 to negative health and each population point 0.64 negative health. A size 13 city would only give you 12 negative health (after rounding). You will thus get positive health from cities much earlier.
Second Synergy bonus (10 Prosperity virtues) : +1 per city. Effectively this means each city only gives you 3 negative health or 2 with Eudaimonia.
Community Medicine (T2) : +1 for every 6 population in a city. This might not look like the best health boost but if you do the math a size 12 city will give you 2 global health. In effect this is the same as saying your city will only increase negative health by 2. With population considered it's a total of 11 negative health but you can have up to 12 local health. You size 12 city can give you positive health if you keep supplying it with health building. Good for tall cities as is the entire tree.
Profitering (T2) : 0.5 per trade unit under your control. That's possibly 1 per city if every city runs both it's available trade routes, which is quite likely.
Magnasanti (T3) : 0.2 per building in a city. 0.2 might not seem a lot, but every building will add to your health and with industry you'll probably have lots of buildings in your cities. Possibly you can skip health specific buildings completely and still be positive, or go strait to Utopian without Eudaimonia or if you build health buildings in all your big cities. Since this health is global, your big cities with lots of buildings can also "pay" for the negative health of newly founded or small cities. Very powerful.
Other sources
- Biowells will give you +1 in your cities. That's local health that will show under from Cities on the popup and they need to be worked to provide this bonus.