Beyond Earth Features

Moderator Action: Please remember that this is not a discussion thread. This thread is solely for reporting features of Civ:BE as they are announced/discovered.
 
There is a synergy bonus for every 5 virtues purchased within a particular tree, or for purchasing a certain number of virtues from any tree in the same tier.
Width Synergy Bonuses

Tier I
6 Virtues: 1 free Virtue
10 Virtues: +10% Growth, Production and Energy in the Capital
15 Virtues: 1 free Technology
Tier II
8 Virtues: 1 free Virtue, Recruit 1 new Covert Agent
12 Virtues: Choose 1 Free Affinity Level
Tier III
10 Virtues: +10% Growth, Production, Science, Culture and Energy in every city.

Might

Tier I (Synergy bonus: +5% combat strength and +5% ranged strength for all units)
Adaptive Tactics: +50% XP from combat.
Survivalism: +25% Strength and Ranged Strength against alien life forms.
Liberation Army: after conquering an enemy outpost, automatically found an outpost of your own in its place.
Military-Industrial Complex: +15% production of military units
Public Security: +0.25 Health for every Military Unit under your command
Tier II (Synergy bonus: +5% combat strength and +5% ranged strength for all units)
Scavenging: Earn 100% of an alien lifeform's strength as Science after killing it Earn 30 Science (on normal speed) from destroying alien nests
Adaptive Sciences: +20% Affinity earned from researching technologies
Special Service: +40% Intrigue from Covert Operations
Army Engineering Corps: +1 Production, +1 Energy from every Strategic Ressource
Martial Meditations: Choose 1 Free Affinity Level
Tier III (Synergy bonus: 1 free Affinity level)
Brutal Efficiency: +50% quantity from sources of strategic resources
Integrated Arms: +10% Production towards Units for each upgrade it has
Joint Operations: +3 Orbital coverage by stations you trade with
Democratized Quartering: -50% maintenance for Units
Channeled Wrath: +10% Strength and ranged strength for all units

Prosperity

Tier I (Synergy bonus: +10% growth in all cities)
Frugality: 10% Food retained after a City grows
Helping Hands: +15% tile improvement rate.
Homesteading: +30% faster development for Outposts.
Workforce Initiative: Gain a free Worker Unit.
Colonist Initiative: Gain a free Colonist Unit.
Tier II (Synergy bonus: +1 Health in every city)
Pathfinders: Explorer units can build 3 additional Expeditions.
Pioneer Spirit: -25% Culture needed for border expansions
Gift Economy: +3 Energy from your Trade Routes to foreign cities.
Settler Clans: +2 Population for newly founded Cities
Mind over Matter: +7 health
Tier III (Synergy bonus: +50% Orbital Coverage radius from Cities)
Nature's Bounty: +1 Production from every Basic Resource
Joy From Variety: +1 Health from every type of Basic Resource that is improved
Hand Never Idle: +2 energy from any Population acting as a Specialist
Ecoscaping: +1 food, +1 production, +1 culture from every Terrascape Improvement
Eudaimonia: 25% less negative health

Knowledge

Tier I (Synergy bonus: +10% Culture in every city)
Foresight: +10% science when healthy.
Social Mores: +0.25 culture per population.
Field Research: Earn 50 science from finishing expeditions.
Social Mores: Each city tile generates +0.25 culture per population.
Laboratory Apprenticeship: Each city tile generates +0.25 science per population.
Creative Class: Earn extra culture up to 50% of positive health
Tier II (Synergy bonus: +10% Science in every city)
Cohesive Values: -10% Culture needed for new virtues
Applied Aesthetics: Earn extra energy equal to 50% of the culture you generate.
Networked Datalinks: -50% Science penalty from number of Cities for new technologies.
Community Medicine: +1 Health for every 6 Population in a City
Memeweb: -50% Culture penalty from number of Cities for new Virtues.
Tier III (Synergy bonus: 1 Free Technology)
Information Warfare: Recruit 1 new Covert Agent.
Learning Centers: +2 science from Academy Improvement
Technoartisans: Earn extra Science equal to 25% of the Culture you generate.
Metaresearch Methods: Leaf Technologies cost 20% less science
Monomyth: +7 culture for every Great Wonder

Industry

Tier I (Synergy bonus: +10% Energy in all cities)
Labor Logistics: +10% Production towards Buildings
Central Planning: +5 energy in your capital.
Standardized Architecture: +25% Production towards Buildings which have already been built in the Capital.
Commoditization: +1 Energy from every Basic Resource
Scalable Infrastructure: +15% Production towards Wonders
Tier II (Synergy bonus: +10% production in every city)
Investment: Earn 1% of stockpiled Energy amount every turn, up to 100 energy.
Entrepreneurial Spaceflight: +25% Production towards Orbital Units
Profiteering: +0.5 health for every trade unit under your command.
Alternative Markets: Trade Routes with Stations grant +6 Energy per Station tier.
Interdependence Network: +25% yield from Trade Routes with your own Cities
Tier III (Synergy bonus: earn 1% of stockpiled Energy amount every turn, up to 100 Energy)
Social Investment: +2 Production from Manufactory improvements.
Liquidity: -20% Energy cost to purchase Units
Civic Duty: Each City tile generates +0.5 Production for every Population
Magnasanti: Each City generates +0.2 Health for every Building
Superior Engineering: Orbital Units stay in orbit 50% longer before deorbiting


http://www.well-of-souls.com/civ/civbe_overview.html

Since you haven't updated the virtues yet.
 
I know this thread is supposed to be for posting features, not asking for them, but I didn't want to start my own thread to ask this question:

Does anyone have a list of tile improvements that will be available in BE, or know where I can find such a list?
 
Back
Top Bottom