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Quest Compilation

Reward for Siege worm kill quest could be lump sum of science: http://www.escapistmagazine.com/articles/view/video-games/conferences/e32014/11475-Civilization-Beyond-Earth-Hands-On-Sci-Fi-Skinned-Strategy-Updat.2
Before long, massive siege worms appeared that looked straight outta Dune. When you first see these beasts, a quest pops up asking you to kill one of them. After attacking with ranged fire from two units, my city, and two melee soldiers, I finally destroyed a siege worm and got a big pile of science points for my efforts. Those points can go towards researching better technology to upgrade my armies, thereby ensuring a pure offensive strategy is extremely viable in Beyond Earth.
 
That is not a quest, per that same article. I'd guess it's the Might Tree. ( though that's an old build anyway: explorers are one shots, like archeologists in it, as opposed to the more recent videos)
 
Building quests

Network: no maintenance or +1 culture
Recycler: +10% worker rate or +1 food
Auto plant: +1 trade route or +1 energy
Institute: +5% science or a free tech
Pharmalab: +1 science or +1 health
Laboratory: +1 expedition for explorers or +1 science
(Xenofuel Plant??? Xenonursery???): one time science boost of +450 or +5 Xenomass
Xeno Sanctuary: +2 culture or +2 food
----------------------------------------------------------
Worm Killing - reward: +science and (+energy or + culture). various values were shown in different streams. (This is one-time quest, unlike the article says)

Special Delivery quest chain:
Object: Establish network in certain city
Object: Dossier Deliver(special one-time mission for the quest) in the city - reward: 1 covert agent

Agent Extraction - Object: Steal technology in the city

Solid State Citizen quest chain:
Choice: Continue research(to supremacy) / Restore their humanity(to purity)

Restore their humanity:
Object: Build a Gene Smelter building - reward: +16 xp to purity, +30 culture, +75 energy

Like the Humans
Some household robots became sentient and they want their city.
Object: Build a city for them
Object: Make a trade route from the city - reward: xp towards supremacy


(some meteorite quest)
Scientists found a meteorite in collision course. They are sure they won't fall on the city, but still it can be dangerous. Should we try to divert the course or let them fall? (not a real text, I rewrote what I remember)
Choice: Divert course(+supremacy xp) / let it fall (+culture, +energy, to supremacy)
let it fall path: A satellite wreck falls around a city.
Object: Excavate the site - reward: xp towards supremacy

Fresh Specimens
Scientists want some fresh alien samples for their research.
Object: Kill 10 alien units. - reward: 200 science

(another quest from Dr. Vahlen)
Scientists want some alien samples for their alien neurosystem research.
Object: Kill 3 alien units. - reward: +xp to harmony

Familiar Exotics quest chain:
Objective: Build Xeno Sanctuary in CITY.
Choice: +energy or + food and population (both options give +xp to harmony too)

Cultural Burden quest chain:
Choice: Recover the Probe, the Xenomass doesn’t matter.
Object: Drain the Xenomass (quest special explorer command)
We recovered probe containing cultural and technological data, but only one data can be salvaged
Choice: Save Records(Purity) / Save Technology(Supremacy)
Save Technology rewards - +12xp to supremacy, +10% worker speed.
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I saw some of these quests on Korean stream, the exact text may differ.

Edit: quest name updated from other streams
 
Sorry for the lack of updates: I've been distracted from Civ:BE for a while. I promise that I will do my best to get the list as updated as possible by the time the game drops though, and also that I will fill it out much quicker once I have a copy of the game in my hands.
 
Familiar Exotics p2 purity objective is to build a petrol plant in your capital, which is often impossible.
 
Point of no Return Null
Building the Neurolab in a certain city (needs a Firaxite mine)

I came here to see what it does because the blah, blah, blah said everybody in town uploaded their minds and its a ghost town. Your choices are Launch Satellite (launching the Neurolab with the DLed minds (and get Production) or Relocate City to cooler climes (and get Energy).

It's one of my best cities - DONT RELOCATE!

Suppose I just save and see...

Edit:
If you Relocate City you have to build a colonist.

If you launch satellite, you have to build an orbital unit within range of the city.
I launched Sat: received 21 Affinity toward Supremacy
+540 production in the city that had the Neurolab.
BTW: My population stayed the same with this scenario.
 
I remember a typo in this quest:

XENOFUEL PLANT QUEST:
????
Objective: Quest Decision
????: Xenomass Wells Provide +3 Energy and +2 Production (NOTE: Edits the yield of a tile improvement, not the building itself)
????: Gain 1000 Energy

The description of it asks whether you want to do X with a renewable resource or do Y and take all the rare miasma or whatever. But X gets you the 1000 Energy and Y the constant benefit ... they need to switch 'em.
 
can anyone revive this thread elsewhere and contribute to it? i will if no one else does but the games released now so we need to start adding to it :P
 
can anyone revive this thread elsewhere and contribute to it? i will if no one else does but the games released now so we need to start adding to it :P

Please continue to add to this thread. After the fix to the database corruption is done, the OP will be able to edit his top post.
 
Hey everyone. TC Here. My account got corrupted in the recent issue, so its taking a while to update this thing. I have all of the building quests complete, and all of the purity specific ones, but i'm still working on the Harmony and Supremacy. I have 2 questions for everyone: 1) When I finish collecting and formatting everything to make it nice and pretty, how should I sort it? All the Building quests together makes sense, but should they be in alphabetical order by building, by name, by tech level, or by what they yield? Should affinity linked buildings be grouped together separately?

The other question is more of a request. I've been writing down what all of the affinity quests gave me, but I don't know if the yields (for both affinity and culture/science/energy) are standardized in any way. If quests give a randomized amount of affinity, it matters vs always giving 40 or always giving 11. If a few people could just jot down how much they got from quests like that, and what the conditions were (difficulty/game speed/map-size), it might help figure out how those numbers are calculated.
 
Civil Skies: Found a city adjacent to float stone (existing outpost completing works?)
Rewards
Tourism: +18 purity, 315 energy, city gains 1 pop
OR
Industry: +18 purity, 80 science, city gains 125 production
 
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