Beyond Earth game mechanisms : Health Notes : This guide has been last updated for game version 126.96.36.1994. 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 You gain from : Number of cities Population Some improvements The exact implementation however is a bit more complicated. First, positive health can be either local or global. 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" So a size 4 city will give you 7 negative health, a size 16 city will give you 16 negative health and a size 20 city will give you 19 negative health. As you can see, high population cities gives you less negative health per population point than small cities. 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 Buildings and wonders Health from buildings and wonders is local and shows on the health popup as "from Cities" Non affinity specific buildings Column 1 Column 2 Column 3 Column 4 Column 5 Building :health: gained :health: with quest Technology prerequisite :c5production: 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 Column 1 Column 2 Column 3 Column 4 Column 5 Column 6 Building :health: gained :health: with quest Affinity prerequ Technology prerequisite :c5production: 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 Column 1 Column 2 Column 3 Column 4 Wonder :health: gained Technology prerequisite :c5production: 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 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.