Known virtues and tooltip madness.

GoodSarmatian

Jokerfied Western Male
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This is a thread dedicated to all the BE virtues seen in the twitch stream. In addition to the ones that Pete picked or howered over long enough for the casual observer to catch, I have also included some that can only be glimpsed from a faint tooltip while pausing the vid at just the right moment.
I have added question marks where the tooltip was too hard to read to be sure.
If you were able to decipher something I missed please post in this thread.

Updated with info from the fourth twitch stream.


The image shows the old Might icons because I couldn't be arsed, but the names and descriptions correspond to the current positions.

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Might

Spoiler :


1. Adaptive Tactics
+50% experience from combat.

2. Survivalism
+25% strength and ranged strength against alien life forms.

3. Military Industrial Complex
+15% production towards military units

4. Public Security
+0,25 Health for every military unit under your command.

5. Liberation Army
After conquering an enemy Outpost, automatically found an Outpost of your own in its place

6. Scavenging
Earn 100% of alien lifeform's strength as science after killing it.
Earn 35 science from destroying alien nests.

7. Adaptive Sciences
+20% affinity points for researching technologies

8. Special Service
+40% intrigue from Covert Operations

9. Army Engineering Corps
+ 1 energy and production on strategic resources

10. Martial Meditations
Choose 1 free Affinity level

11. Brutal Efficiency
+ 50% quantity from sources of atrategic resources

12. Integrated Arms
+10% production for unit for every upgrade it has.

13. Joint Opwrationa
+ 3 Orbital coverage from stations you trade with

14. Democratized Quartering
- 50% unit maintenance cost

15. Channeled Wrath
+10 % strength and ranged strength for all units


Synergy for 5 Might Virtues
+5% strentgh and ranged strength

Synergy for 10 Might Virtues
+5% strentgh and ranged strength

Synergy for 15 might virtues
1 free Affinity level


Prosperity

Spoiler :


1. Frugality
10% food is carried over after city growth

2. Workforce Initiative
Gain 1 free Worker

3. ???
Outposts develop 30% faster

4. Helping Hands
15% faster tile improvement construction

5. Colony Initiative
Gain 1 free Colonist

6. Pathfinders
Explorer units can build 3 additional Expeditions

7. Pioneer Spirit
-25% culture required for border expansion

8. Gift Economy
+3 energy from foreign trade routes

9. Settler Clans
+2 population for newly founded Cities

10. Mind over Matter
+ 7 health

11. Nature's Bounty
+1 production for every Basic Resource

12. Joy from Variety
+1 health for every type of improved Basic Resource

13. Hands never Idle
+2 energy from every specialist

14. Ecoscaping
+1 food, production and culture from every Terrascape

15. Eudaimonia
25% less negative health


Synergy for 5 Prosperity Virtues
+10% growth in every city

Synergy for 10 Prosperity virtues
+1 health in every city


Knowledge

Spoiler :

1. Foresight
+10% science when healthy

2.Field Research
Earn 50 science from finishing Expeditions

3.Social Mores
Each city generates +0,25 culture per population

4. Laboratory Apprenticeship
Each city generates +0,25 science per population

5. Creative Class
Earn extra culture equal to 50% net positive health

6. Cohesive Values
-10% culture cost for new Virtues

7. Applied Aesthetics
Earn extra energy equal to 50% of the culture you generate

8. Networked Datalinks
-50% research cost penalty from number of cities

9. Community Medicine
+1 health for every 6 citizens in a city

10. Memeweb
-50% Virtue cost penalty from number of cities

11. Metaresearch Methods
-20% research cost for leaf technologies

12. Information Warfare
Recruit 1 new Covert Agent

13. Learning Centers
+2 science from Academy improvements

14. Technoartisans
Earn extra science equal to 25% of the culture you generate

15. Monomyth
+ 7 culture from Great Wonders


Synergy for 5 Knowledge virtues
+10% culture in every city

Synergy for 10 Knowledge virtues
+10% science in every city

Synergy for 15 Knowledge virtuey
1 free technology


Industry


Spoiler :


1. Labor Logistics
+10% production towards buildings

2. Commodisation
+1 energy from basic resources

3. Central planning
+5 energy in the capital

4. Scalable Infrastructure
+15% production towards wonders

5. Standardized Architecture
+25% production for every building that already exists in the capital

6. Investment
Earn 1% of stockpiled energy every turn up to 100 energy

7. Entrepreneurial Spaceflight
+25% production towards orbital units

8. Profiteering
+0,5 health for every trade unit under your command

9. Alternative Markets
Trade routes with stations give 6 more energy per station tier

10. Interdependence Network
+25% yield from trade routes with your own cities

11. Social Investment
+2 producton from manufactory improvements

12. Liquidity
-20% energy cost for pur hasing units

13. Civic Duty
+0.25 production per citizen

14. Magnasanti
+ 0,2 health for evrry building

15. Superior Engineering
Orbital units lst 50% longer


Synergy for 5 Industry virtues
+10% energy in every city

Synergy for 10 Industry virtues
+ 10% production in every city

Synergy for 15 Industry virtues
Earn 1% of stockpiled energy every turn up to 100 energy

Broad synergies

6 tier 1 virtues
1 free virtue

10 tier 1 virtues
+10% growth, production and energy in the capital

15 tier 1 virtues
1 free technology


8 tier 2 virtues
1 free virtue
Recruit 1 new Covert Agent

10 tier 3 virtues
+10% growth, production, science, culture and energy in every city
 

Attachments

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If we look at the little boxes that show progress towards a synergy bonus, the "deep" synergy bonuses all require 5 virtues but since not all rows have the same number of virtues, the "broad" synergy bonuses don't all require the same number of virtues to unlock.
 
Synergies

Tier one broad synergies for every five values in one tier
1. 1 free virtue
2. +10% growth, production and energy in the capital
3. 1 free tech

Might synergies
1. +5% strength and ranged strength

Knowledge synergies
1. +10% culture in all cities



I believe the Tier Broad Synergies don't go 5-5-5 but are different for each Tier:

virtue-sigma.jpg

6-4-5 for Tier 1
8-4 for Tier 2
10 for Tier 3
 
I believe the Tier Broad Synergies don't go 5-5-5 but are different for each Tier:

6-4-5 for Tier 1
8-4 for Tier 2
10 for Tier 3

Makes sense.

5 civics for the first broad sinergy on a tier is not likely, as you could get it with just one virtue tree (so no need to go broad).
 
Pretty sure Foresight will be picked by everyone if technological advancement is still as important as the classic civs. At least it's only first tier. Let's hope there aren't too much of those down the tree or we will get the same problems rationalism has in Civ5.

I'm at least encouraged that they put tech stuff into the military tree so maybe they'll be able to make something balanced enough.

It's also a very good idea to reward cross virtues investments. We will also have to see how many virtues you can get in a normal game. The more you get, the more opportunities for customisation, the less you get the more you feel obligated to only take the best ones.
 
Judging by the Tier 3 breadth bonus, it should be possible to get at least 50/60 virtues in a game. So Élodie will be able to grab 5 free techs from these virtues. 5/80 in theory, but the tech tree isn't linear, so it's practically more than that. Either way, sounds better than Rejinaldo's +10% combat bonus for melee units.
 
Pretty sure Foresight will be picked by everyone if technological advancement is still as important as the classic civs. At least it's only first tier. Let's hope there aren't too much of those down the tree or we will get the same problems rationalism has in Civ5.

.

I don't agree - neither of us played the game yet, of course, but Survivalism and Scavenging seems like a much better investment for a military faction like Brasilia than opening with Foresight, for example. And I'm fairly confident other trees have science boosting openers too.
 
It may not be the first thing you pick, that's not what I was implying.
It's just it looks like the kind of stuff that you will always end up picking. My hope as I said earlier is that there aren't a lot of those in that tree (Knowledge) and that the other trees have what they need to compete.

So far there are some encouraging stuff but the fact that this tree probably gives more science AND culture is a bit worrisome balance wise (since culture will give more virtues to get those deeper knowledge techs etc, synergizing). Obviously we'll see at release (doubt we'll be shown the whole stuff), I'm just writing my worries hoping they don't keep making the same mistakes they did in Civ5.
 
Also getting the tier 3 bonus only requires 30 total virtues (at minimum), not 50/60.

Oh, that's true. So I hope we can get ±40 virtues.

But it's sad that the UAs are looking so underwhelming, even if the Virtues and Affinities system are interesting.
 
So far there are some encouraging stuff but the fact that this tree probably gives more science AND culture is a bit worrisome balance wise (since culture will give more virtues to get those deeper knowledge techs etc, synergizing). Obviously we'll see at release (doubt we'll be shown the whole stuff), I'm just writing my worries hoping they don't keep making the same mistakes they did in Civ5.

for me as a builder the synergy in the Knowledge tree seems to good to pass it up. But keep in mind that a virtue boosting culture is never as good as it sounds: when you get a 10% culture boost from a virtue, but each successive virtue is 10% more costly than the one before, you gained nothing, but wasted time. It was useful in G&K where you had to complete a set number of fields for the culture victory, but in DNW you noticed how little it would often benefit your empire, with Tourism not culture output leading to victory, and culture just giving additional perks. That might be the reason the +1 virtue and the +10% culture are kickers, not actual virtues.
 
I can finally understand how dangerous Elodie can be...
 
If we look at the little boxes that show progress towards a synergy bonus, the "deep" synergy bonuses all require 5 virtues but since not all rows have the same number of virtues, the "broad" synergy bonuses don't all require the same number of virtues to unlock.

Yeah, i was pretty tired when I made the post. Fixed.

I don't agree - neither of us played the game yet, of course, but Survivalism and Scavenging seems like a much better investment for a military faction like Brasilia than opening with Foresight, for example. And I'm fairly confident other trees have science boosting openers too.

There is another problem with foresight: it gives a 10% bonus and it wil take a time until you have 10 science. The effect might be rounded down to nothing. If science works with fractions, 10% might still be weak for the early game. Maybe opening with Knowledge is worth it to get Field Research quickly, but we'll need to see Prosperity and Industry openers to see what is better.


for me as a builder the synergy in the Knowledge tree seems to good to pass it up. But keep in mind that a virtue boosting culture is never as good as it sounds: when you get a 10% culture boost from a virtue, but each successive virtue is 10% more costly than the one before, you gained nothing, but wasted time. It was useful in G&K where you had to complete a set number of fields for the culture victory, but in DNW you noticed how little it would often benefit your empire, with Tourism not culture output leading to victory, and culture just giving additional perks. That might be the reason the +1 virtue and the +10% culture are kickers, not actual virtues.

True, but if there are other virtues like Applied Aesthetics that give you secondary benefits from culture it might just be worth it.
 
These virtues offer much more attractive bonuses than Civ V's social policies in my opinion. He also seemed to earn them pretty fast...I wonder if your amount of cities affects the rate you aquire them again.
 
In Civ 5 (before all of the DLC)maxing policies was hard. I could barely max 3 trees before the game ends and by the time I get into the 3rd tree the effect of it was minimum. I am tend to be winning by the time I get enough culture for the 3rd policy tree. I hope the virtues will be easy enough to get before my civ start to dominate on the higher difficulties.
 
7. Adaptive Sciences
+20% affinity points for researching technologies

This one looks really good since it will let the already strong military faction get even stronger affinity level units sooner.
 
for me as a builder the synergy in the Knowledge tree seems to good to pass it up. But keep in mind that a virtue boosting culture is never as good as it sounds: when you get a 10% culture boost from a virtue, but each successive virtue is 10% more costly than the one before, you gained nothing, but wasted time. It was useful in G&K where you had to complete a set number of fields for the culture victory, but in DNW you noticed how little it would often benefit your empire, with Tourism not culture output leading to victory, and culture just giving additional perks. That might be the reason the +1 virtue and the +10% culture are kickers, not actual virtues.

Getting culture policy to get another policy is certainly often weak.
But that isn't the case when these culture policy are on the pathway for deeper science policies.
 
for me as a builder the synergy in the Knowledge tree seems to good to pass it up. But keep in mind that a virtue boosting culture is never as good as it sounds: when you get a 10% culture boost from a virtue, but each successive virtue is 10% more costly than the one before, you gained nothing, but wasted time. It was useful in G&K where you had to complete a set number of fields for the culture victory, but in DNW you noticed how little it would often benefit your empire, with Tourism not culture output leading to victory, and culture just giving additional perks. That might be the reason the +1 virtue and the +10% culture are kickers, not actual virtues.

The trick is learning how to use the exact terms of the virtue to get more out of it then you lose from the opportunity cost of picking it.

Social Mores, for example, lets you turn food into culture. After you get that virtue, every food building you make is also a culture building. So if you're trying to push culture hard, you can start spamming food sources after you've run out of culture sources.

Creative Class does the same thing, but for health.
 
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