Poll: What colonists do you take with u?

What colonists do you take with u?


  • Total voters
    62

The Dark Knight

Chieftain
Joined
Aug 14, 2014
Messages
66
Location
Belgium
This is a tough question, so i made a poll with it. What colonists do you take with u?

  • 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

My personal choice would be "Artists" or "scientists": The culture is really good (u can start out getting some virtues early on) or the science per city for the quick tech advancement :)
 
This is a tough question, so i made a poll with it. What colonists do you take with u?

  1. - Artists (+2 culture per turn for ...)
  2. - Scientists (+2 science per turn for ...)
  3. - Refugees (unknown --> +2 food? per turn for ...)
  4. - Aristocrats (+2 energy per turn for ...)
  5. - Engineers (+2 production per turn for ...)

Refugees seem to be +1 pop
 
Honestly, I picked Engineers, but I forgot how important culture would seem to be in Beyond Earth as compared to Civ V, so it's possible that Artists would also be good.

Also, it would be nice if deserts did actually give you *something*.
 
I won't take any colonist in my first game, because I want to start with a level 2 city.
 
Honestly, I picked Engineers, but I forgot how important culture would seem to be in Beyond Earth as compared to Civ V, so it's possible that Artists would also be good.

Also, it would be nice if deserts did actually give you *something*.

At the gamscom demo desert tiles will gave +1 energy, while there was nothing on them :).
Also the "vivarium" give +2 food and +1 food on desert tiles, so deserts are finally really "worth" to settle.
 
Start with Pioneer Tech (labs) and Refugees (pop 2)

Start building Settler on turn 1

Mmm u do know that:
- U DON'T start with an soldier, only an explorer (who only has 3 strength = 2 attacks from the most basic land alien and he is dead).
- Aliens are protective of their nests, coming 2 tiles near one will provoke them into attacking u (aliens don't capture ur settler, they destroy him).
- An city isn't founded instantly (it founds as an "outpost" with no defense!, alien walks on it = outpost is gone) and it takes 10 - 15 turns before it becomes a real city.

So if u want to settle in the best place near u, u have to have some defense from 1 - 2 soldiers or risk losing ur outpost and starting from an major disadvantage (because ur capital didn't grow while u where building the settler.
 
Start with Pioneer Tech (labs) and Refugees (pop 2)

Start building Settler on turn 1

That sounds nice in theory, until you realize that the Outpost that you make is likely to get taken out be aliens, and you don't have any military units to protect said Colonist. It's more practical, I think, to pick a different combination, because that seems pretty risky to me.
 
You need the tech called Pioneering to make a Settler (The tech is available to be researched immediately though).

That's why you start with the free tech

And possibly a lifeform scanner (to find the alien free zones)... although your explorer will probably scout out ahead of time.
 
Start with Pioneer Tech (labs) and Refugees (pop 2)

Start building Settler on turn 1

Pete Murray said in the latest vid that you can get your first city to pop 2 if you take the option to forgo taking any colonists with you. So if there are indeed Refugees, they must do something else like the +1 or 2 to food.
 
Unless refugee is basically synonymous with taking "no colonists with you." As in, you simply let any random burger flipper on instead of having a bar people had to clear.
 
Artists and Engineers ftw.:)
 
I'm not too fussed, Engineers probably. I mean as long as they establish some *groan* Colonialist Legacy, then we should be all good.
 
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