Beyond Earth Features

@ Karl0413

Would you mind specify what new things you stumble upon in the articles when you pay
post them.

It's great with all of these links. But being a quite busy guy and you seem very entuastic reading all these links, I wondered if you'd mind adding the new stuff you did in each article? To be honest I don't find the time reading it all, and I guess I'm not the only one.

Thanks a lot in advance, and keep em coming :D
 
First Post has been updated, please let me know if I have missed something
 
Just some stuff from the lifestream video from August 7th (https://www.youtube.com/watch?v=qciSGDXCnN0).

Virtues
There are 5 virtues per tier per category (might, industry, knowledge, prosperity).

There are 3 Tier 1 Synergy bonuses (horizontally). They are:
1 free virtue (received after obtaining 6 tier 1 virtues out of 20)
+10% :c5food: +10% :c5gold: and +10% energy in :c5capital: capital (??/20)
1 free technology (after obtaining 20/20 tier 1 virtues)
There are 3 Synergy bonuses for every category as well, obtained when you get 5/15, 10/15 and 15/15 virtues in that category.

Might Virtues:
Survivalism: +25% :c5strength: and +25% :c5rangedstrength: for units fighting aliens
Scavenging: Earn 100% of alien life form's strength as :c5science: science after killing it. Earn 35 :c5science: science from eliminating alien nest.
Adaptive tactics: +50% experience from combat
Liberation army: after conquering an enemy outpost, automatically found an outpost of your own in its place.
Military-Industrial complex: +15% :c5production: production of military units.


Units
Combat Rover: 3 :move: 12 :c5strength:
Ranger: 2 :move: 3 :c5strength: 8 :c5rangedstrength:
Explorer: 2 :move: 3 :c5strength:

In the OP, it says "[stations] can only trade with one Civ at a time" but in the video, it said "Only one city per colony can trade with each station at a time." A slight difference.
Pete discussed the option to forgo a science/energy/production bonus and instead start out with extra population. It's very possible this is what "refugee" means: extra pop.
Also, Alien hostility is dependent on past interactions with them.
 
Second civ Beyond earth live stream: http://www.twitch.tv/firaxisgames/c/4957771

Sponsors

ARC: Covert Operations are 25% faster and cause 25% more intrigue
PAC: +10% production towards wonders and +25% worker speed
Franco-Iberia: 1 free tech per 10 virtues
Slavic federation: +20% orbital unit duration and gain 1 free tech after launching your first orbital unit
Polystralia: +1 possible trade route from every city that can establish a trade route
Kavithan Protectorate: Outposts develop into cities 50% faster
Brasilia: +10% melee strength
African union: +10% food in growing cities when healthy


Colonists

Scientists: +2 Science in every City
Refugees: +2 Food in every City
Aristocrats: +3 Energy and +1 Health in every City
Engineers: +2 Production in ever City
Artists: +2 Culture and +1 Health in every City


Spacecraft

Continental Surveyor: Reveal Coasts on Map
Retrograde Thrusters: Wider areas for choosing where to land first City
Tectonic Scanner: No technology is needed to see Petroleum, Geothermal and Titanium resources
Fusion Reactor: Being with 100 Energy
Lifeform Sensor: Reveal Alien Nests on Map


Cargo

Hydroponics: Begin with an extra Population in your first City
Laboratory: Being with the Pioneering technology (allows settlers and trade)
Raw Materials: Begin with a Clinic building in your first City
Weapon Arsenal: Begin with a Soldier unit
Machinery: Begin with a Worker unit
 
Thanks, I'll do a big update tomorrow, if there is anything else that needs to go up please let me know
 
Information about virtues retrieved from many videos on youtube :

Might, 2nd tier

Public security
+0.25 Healt for every Military unit under your command

__

Prosperity, 1st tier

Frugality
10% Food retained after a city grows

Prosperity, 2nd tier

Pathfinders
Explorer can build 3 additionnals expeditions

—

Industry, 1st tier

Labor logistic (opener)
+10% production towards buildings

Central planning
+5 energy in capital

Commoditization
+1 energy from every basic ressource

Scalable infrastructure
+15% production towards wonders

Standardized Architecture
+25% Production towards buildings which have already bean built in the capital

Industry , 2nd tier

Investment
Earn 1% of stockpiled Enegry amount every tun up to 50 Energy.

(name unknown)
+25% Production toward orbital units

Alternative Martkets
Trade Routes with Stations grant +6 Energy per Station Tier

Pro-something-ing
+0.5 Health for every Trade unit under your command

Industry, 3rd tier

Social investment
+2 production from every Manufactory improvement

Something-network
+25% more yield from your trade routes to you own cities

—

Knowledge, 1st tier

Foresight (opener)
+10% science when healthy

Creative class
Earn extra culture equal to 50% of net positive health

Laboratory apprenticeship
Each city tile generate +0.25 Science for every population

Social Mores
Each city tile generate +0.25 Culture for every population

Field Research
Earn 50 science from finishing Expeditions


Knowledge, 3rd tier

Information warfare
Recruit 1 new Covert Agent

—-

Tier bonuses

5 knowledge : +10% culture in every city

5 Might : 5% strength melee and ranged for all units

5 industry : +10% Energy in every City

Tier 2 Synergy (require 8 virtues) : Chose 1 free virtue, recruit 1 new covert agent

---

See folowing image for info about affinities and Xp costs :

AffinityPurityScreenshot.png


AffinitySupremacyScreenshot.png
 
The steam purchase page lists planets available in the first DLC the exoplanets map pack which you get "free" if you pre-purchase. I didn't notice this in your post.
 
This is taken from the Steam page for Beyond Earth.

The Exoplanets Map Pack includes six custom maps inspired by real-world exoplanets. Specialized scripts produce randomized geographic layouts each time a new game begins, allowing for even more replayability on new alien worlds.

• Kepler 186f: This lush forest planet is one of the oldest known Earth-like planets.
• Rigil Khantoris Bb: Orbiting the closest star to the solar system, the historical records of this arid continental planet’s settlement are well-preserved.
• Tau Ceti d: This planet of seas and archipelagos features a booming biodiversity and a wealth of resources.
• Mu Arae f: Tidally locked in orbit around a weak star, the southern hemisphere of this planet is a blistering desert where the sun never sets, while the northern hemisphere is perpetually in frozen darkness.
• 82 Eridani e: An alien world of scarce water and wracked by tectonic forces.
• Eta Vulpeculae b: A mysterious new discovery with unknown terrain.
 
One bit to add is the vivarium building, especially useful in deserts.

it actually adds +1 food to desert tiles (it does not specify if desert hills are affected). So you'd need algae or some tubers for your city to grow to a usable size in the desert still). Or farms. From start deserts give +1 energy.
 
it actually adds +1 food to desert tiles (it does not specify if desert hills are affected). So you'd need algae or some tubers for your city to grow to a usable size in the desert still). Or farms. From start deserts give +1 energy.

I stand corrected. Just wanted to point out that I didn't see it listed in the main forum post of features.
 
This article says if you continuously attack the aliens, other civs are disturbed and will ask to stop it.

And as it turns out, the other civilizations that have arrived on the planet don't appreciate how I have been messing with the wildlife. Hutama of Polystralia (where I presume the citizens are into polyester) pops up with a message: "We have noticed your continued attacks on the aliens. We'd like to ask you to stop." I tell him I do what I want and he gets an attitude.
 
ok I have updated the first post if I missed anything please let me know
 
This article says if you continuously attack the aliens, other civs are disturbed and will ask to stop it.
From what you quoted it isn't mentioned is that goes for all Civs or no. So we'll need more information on that. I know it isn't a discussion thread, but I'll bet all my money there's a difference between harmony and the other factions. But great thing you found anyways ;)
 
From what you quoted it isn't mentioned is that goes for all Civs or no. So we'll need more information on that. I know it isn't a discussion thread, but I'll bet all my money there's a difference between harmony and the other factions. But great thing you found anyways ;)

I think this was mentioned in a recent video, but I can't remember which on was.

Anyways, a new info:
http://youtu.be/GIXxxeCk604?t=4m35s
Artillery unit have 'Anti-Orbital Strike' command, which reads 'Order the unit to shoot down the orbital unit of the selected tile.'
Also, it looks like the Artillery(at least in this basic level artillery) unit does not have indirect fire promotion, and only have 2 range.
 
Artillery unit have 'Anti-Orbital Strike' command, which reads 'Order the unit to shoot down the orbital unit of the selected tile.'
The red text further reads, "There are no [?????] orbital units within this unit's range of 0 tiles."

Assuming I read that correctly, it appears that the Artillery unit must be in the same tile as the target orbital unit to be able to fire on it. Subsequent upgrades might presumably have a longer shoot-down range.
 
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