A "new" feature in Sid Meier's Civilization: Beyond Earth is the Quest-system. The 5 main overarching quests of the game are the 5 victory quests. More quests appear throughout the game as your civilization explores and adapts to their new world.
Note:
- Not all quests are listed here.
- Be aware the values below for rewards containing yields or affinity points (i.e. earning "X" Energy or "Y" Purity) are subjective to both game difficulty and game speed.
Victory Quests[]
Exploration Quests[]
Denoted by a yellow looking glass icon.
Name | Triggers | Objectives | Rewards |
---|---|---|---|
Gifts From Home | Claim a Resource Pod | Find 3 Resource Pods | +20 Science |
Found An Outpost | Reach Turn 5 |
Research Pioneering Build 1 Colonist Unit Found 1 Outpost |
1 Soldier Unit if new outpost is built on land (Note: Placed next to the Outpost)
|
Worm Killing | Spotting your first Siege Worm | Kill 1 Siege Worm | +45 Science +40 Culture +95 Energy |
Culper Lodge Quests[]
Denoted by a red triangle with a circle and a dot inside. This long quest chain involves a secret society called Culper Lodge and revolves around performing spying operations.
Name | Triggers | Objectives | Rewards |
---|---|---|---|
For Your Eyes Only |
Research Computing Build 1 Spy Agency Building |
"None, so far..." | |
Special Delivery | Complete "For Your Eyes Only" |
Perform "Establish Network" covert operation in CITYNAME Perform "Dossier Delivered" covert operation in CITYNAME |
+1 Covert Agent |
Operative Extraction | Complete "For Your Eyes Only" |
Perform "Steal Science" covert operation in CITYNAME Perform "Extract Operative" covert operation in CITYNAME |
+1 Covert Agent |
//Redacted// | Complete "Special Delivery" | Perform a Covert Operation of 4 Intrigue or higher | +1 Covert Agent, Culper Lodge National Wonder that makes any present and future Covert Agents automatically Special Agents |
Diplomacy Quests[]
Denoted by a purple handshake icon.
Name | Triggers | Objectives | Rewards |
---|---|---|---|
Station Charter | Random, Repeatable | Choice | One of two different stations will be created in the world, you choose which. It says "near your territory" but can happen on another continent |
Hostile Takeover | Random, Repeatable | Destroy Target Station | 50% Yield from trade with Contracting Station for 20 turns |
Growth Potential | Random, Repeatable (?)
A nearby organization, STATION, has developed practices that synergize with ours. |
Create a Trade Route with STATION | +20% Yield from trade with another (Bug?) STATION for 20 Turns |
Affinity Quests[]
Denoted by an icon containing all 3 affinity icons in a circle. Early ones branch, to let you choose an affinity type. At some point the game decides that you are dedicated to a specific affinity, and you will no longer receive branching affinity quests, instead you will only receive affinity specific quests for that one affinity for the rest of the game or "universal" quests rewarded with corresponding affinity points. That is, if the game determines your faction is Purity affinity, you will only get Purity points for quests from now until the rest of that game.
Branching affinity quests[]
These quests branch over multiple choices in such a way as to make you choose between the 3 affinity types.
Name | Triggers | Objectives | Harmony Reward | Purity Reward | Supremacy Reward |
---|---|---|---|---|---|
Cultural Burden | Build an Expedition at The Signal's Source
Quest Decision: Second Quest Decision: Save Records (Continues to Purity |
+10 Affinity toward Harmony appears at site of probe crash. |
+10 Affinity toward Purity +50 Culture +125 Energy |
+10 Affinity toward Supremacy +10% Worker Speed | |
Dogmatic Engineering | Complete a trade route with a station | Declare Hostility towards STATIONNAME (don't need to win, yet)
Dogmatic Engineering: Quest Decision ( Harmony or Continue Quest) Destroy STATIONNAME |
+11 Affinity toward , 40 Science, get 2 soldier units | +12 Affinity toward Purity +1 Population in CITYNAME +70 Science |
+14 Affinity toward Supremacy +1 Population in CITYNAME +35 Science |
Familiar Exotics | Familiar Exotics: Quest Decision:
A. Contain Outbreak ( Harmony) : Build 1 Xeno Sanctuary in CITYNAME B. Ignore (Continues to Purity, Supremacy) Gives 35 Culture & Eventually Second Familiar Exotics Quest ? : Build 1 Vivarium in CITYNAME : Build 1 Petrochemical Plant in CITYNAME |
2 choices after building the sanctuary:
1. Eradicate Species: |
+14 Affinity toward Purity |
+ 22 Affinity toward Supremacy
+1 Population in CITYNAME | |
Occupational Hazard | ? | Quest Decision:
Eradicate: ( Purity - Destroy 2 nests) or Domesticate Wildlife: (Continues to Harmony or Supremacy - Build 1 (sometimes it asks for 2) Alien Preserve Building) |
+14 Affinity toward +195 Energy (one time) |
+15 Affinity toward Purity +60 Food in the Capital (one time) |
+16 Affinity toward Supremacy +60 Production in all Cities (one time) |
Solid State Citizen | A spacecraft plummeted through the atmosphere and crashed not far away | Build an Expedition at the Crash Site
Asylum or Settlement: Quest Decision ( Supremacy and Purity or Harmony) / Augmentation or Humanity: Quest Decision ( Supremacy or Purity) Build 1 Autoplant Building Build 1 Gene Garden |
+16 Affinity toward Harmony +50 Culture +125 Energy |
+24 Affinity toward Purity +250 Energy |
+14 Affinity toward Supremacy (Gemini) +60 Production in Capital |
The Beating Heart Society | (1) Apprehend the Scientist: (Continues to Purity or Supremacy) - Build 1 Recycler Building.
(2) Free the Scientist: (Continues to Harmony) - Build 1 Soldier/Patrol Boat Unit; next task is to Build 1 Dome Improvement; final task is to destroy a specific Station |
+15 Affinity Toward Harmony and Units take 5 HP less damage from Miasma | +18 Affinity toward Purity and Old Earth Relics speed up Military Unit Production by 5% | +15 Affinity Toward Supremacy and Unit heals 5 HP more when fortified | |
The Subset Curse | [unknown] | Build 1 Laboratory building.
Quest Decision: A) Accept the rare genes (Continues to Harmony or Supremacy)
Accelerate adoption: (Continues to Harmony)
Hone to elite: (Continues to Supremacy)
B) Reject the rare genes (Continues to Purity)
|
+27 Affinity Toward Harmony (Vostock/Marathon) and +10% Respect from Diplomacy partners | +9 Affinity (on Suyoz difficulty) toward Purity and +1 Science from Clinics | +8 Affinity (on Gemini) toward or Supremacy and +10% Covert Operation Speed |
Vanishers | First Quest Decision: Deter Vanishers: (Continues to Purity or Supremacy) - Build 1 Clinic Building then build 1 Ultrasonic Fence Building or Bait Vanishers: (Continues to Harmony) - Build 1 Clinic Building then build 1 Vivarium building. Second Quest Decision: |
+16 Affinity Toward Harmony and +10% Defense against melee attacks for Rangers | +19 Affinity Toward Purity and +20% Strength and Ranged Strength when attacking or defending against Aliens | +17 Affinity Toward Supremacy and +1 maximum veterancy for military units | |
Stepan Vs. The New World | Decision 1A: Accept Stowaways (Continues to Supremacy):
• Build a Repair Depot AND THEN • Build a Worker 1B: Reject Stowaways (Continues to Harmony, Continues to Purity): • Build a Clinic Building Decision 2A: Enlist Castaways (Continue to Harmony): • Build an Explorer 2B: Exhile Castaways from Colony (Continues to Purity): • Create Trade Route with new station STATIONNAME |
+17 Points towards +10% Worker Speed | +17 Points towards +75 Culture
+185 Energy (In doing so, creates a new Station to trade with) |
+17 Points towards • Explorer immunity from Miasma | |
An Elemental Fate | After destroying an alien nest, a cave is found. | Build an Expedition at the location of the cave
Quest Decision: A) Send Rescue Team into Doorway (Continues to Harmony)
B) Send Robotic Probe into Doorway (Continues to Supremacy)
C) Mine Cave for Floatstone (Continues to Purity)
|
+13 Harmony affinity,
Chosen units receive XP [exact amount unknown; between 29-38 XP (enough to level them twice from level one and reach 38 XP total)] Receive a copy of the unit. |
+27 Purity Affinity and "Floatstone has been strewn across the region" (creates a small [3] floatstone deposit near the cave)
Sometimes no deposit will appear. |
If continued to Supremacy, reward is 18 Affinity points to Supremacy, and worldwide Firaxite deposits are revealed. |
Universal Affinity Quests[]
Name | Triggers | Objectives | Reward |
---|---|---|---|
Written In Stone |
Random |
Build an Expedition at Ancient Tomb Build a Laboratory Send Military Unit into Uncovered Tomb |
+17 Dominant Affinity +160 Science |
Beauty In The Eye Of The Orbiter | Launch an orbital unit + random | Launch two satellites to investigate geoglyphs | +245 Culture or +490 Energy or mix |
Beauty In The Eye Of The Orbiter: Chapter 2 | Complete part 1, wait some time | Build Expedition at proposed ruin site | +20 Dominant Affinity +160/+125 Science (?/Gemini) |
Startographer |
No Continental Surveyor + random |
Launch 1 Deep Space Telescope Build an Observatory in 3 Cities |
+27 Dominant Affinity Continent outlines revealed |
Harmony Affinity Quests[]
Name | Triggers | Objectives | Harmony Reward |
---|---|---|---|
The Sounds of Harvest | Harmony Affinity at Turn 100 | Build 2 Farms within borders of Headquarters
Build a Clinic building in Headquarters |
+27 Affinity toward Harmony
+75 Culture +45 Science |
The Silent Symphony | Completed The Sounds Of Harvest | Build Institute building in Headquarters
Build Roads connecting 2 other cities to Headquarters |
+27 Affinity toward Harmony
+325 Energy |
Radio Silence | Completed The Silent Symphony | Build a new city for the Receivers:
Found 1 City Build Vivarium in New City |
+27 Affinity toward Harmony
+1 Population in New City +95 Culture |
Expose all citizens to Rikler Root:
Build 2 Xeno Sanctuaries Launch 1 of any Orbital Unit |
+27 Affinity toward Harmony
+10 Production in all Cities +90 Culture | ||
The Genius of Olivia Ross | Build an Ultrasonic Fence in chosen City
Build a Laboratory in chosen City |
+27 Affinity toward Harmony
+1 repel range from Ultrasonic Fences | |
Sightings of Olivia Ross | Completed The Genius of Olivia Ross | Create 1 trade route to chosen Station
Build an Expedition at last sighting of Olivia Ross |
+27 Affinity toward Harmony
Ross Weed Artifact |
Recovering Olivia Ross | Completed Sightings of Olivia Ross | Launch 1 of any Orbital Unit
Build an Expedition at the concentrated Ross Weed site |
+27 Affinity toward Harmony
+2 Food from Farms |
Purity Affinity Quests[]
Name | Triggers | Objectives | Purity Reward |
---|---|---|---|
Return to Sender | Earned Purity affinity within the first 100 turns. |
Build 2 Old Earth Relic Buildings |
+19 Affinity toward Purity +100 Culture +15 Production in all Cities |
Home Sick: Quest Decision | Earned Purity affinity within the first 100 turns. |
Allow Return to Earth |
Allow: +25 Affinity toward Purity and +175 Culture Deny: +25 Affinity toward Purity and +1 Population in Capital |
No One Thing | Build a Quarry and Build a Laboratory | 27 Affinity toward Purity and +2 Culture from Quarries | |
Nostalgia Trip | Deny Return to Earth during Home Sick. | Assign a Covert Agent to Capital.
and Destroy a specific (new) Station. |
+24 Affinity toward Purity and +220 Culture |
Know Thyself | ? | Build 15 Old Earth Relic Buildings. | +27 Affinity toward Purity+135 Culture
+330 Energy |
Supremacy Affinity Quests[]
Name | Triggers | Objectives | Supremacy Reward |
---|---|---|---|
A Wealth of Limbs | Create 1 Trade Route to a specific Station and then Build 1 Laboratory Building |
+24 Affinity toward Supremacy +10 Production in all cities +60 Science+1 Butuiller Co. Family Drone Artifact | |
The Lonely Revolution | Completed A Wealth of Limbs | Build a Neurolab Building.
and then Build 2 Manufactury improvements. |
Personal Meditation Helmet Artifact
+24 Affinity toward Supremacy +530 Energy |
Pay Day | Completed The Lonely Revolution | Build 1 Soldier unit in Capital.
A) Limit drone Usage. or B) Offer free drones. Either choice, build 2 Academy improvements. |
A) +27 Affinity toward Supremacy +270 Culture B) +27 Affinity toward Supremacy +675 Energy |
As With Man | Have high Supremacy & ? |
Found new city for robots Create 1 Trade Route from CITY |
+19/+23 Affinity toward Supremacy +223/+110 Culture 0/+270 Energy (2nd Gemini) |
Steel Synapse | Build 3 CEL Cradle Buildings | +24/+30 Affinity toward Supremacy +185/+210 Science | |
Point Of No Return Null |
Build a Neurolab Building in CITYNAME Can name a city for which it is impossible to build a Neurolab (requires Firaxite with city territory). In that case you are required to add Firaxite by using orbital fabricator-unit. A) Move the City: Build a Colonist unit in CITYNAME. or B) Launch a Satellite: Launch any Orbital unit within range of CITYNAME. |
A) +20 Affinity toward Supremacy
+2340 Energy B) +20 Affinity toward Supremacy | |
Sky Mine | A massive asteroid is on a collision course with this planet | QD Deflect Asteroid: Supremacy, +1 Food from Work Barges
Launch 1 of any Orbital Unit |
~+17/+18 Affinity toward Supremacy (Gemini, same save twice) +1 Food from Work Barges |
QD Allow Impact: Energy, Continues to Supremacy | +245 Energy (Gemini) | ||
Building Choice Quests[]
Every single non wonder Building and some Tile Improvements in CivBE comes with its own choice quest. In those quests you select one of two bonuses for it to give. You cannot end your turn until you have chosen one. These are denoted by a green city icon. Only one of those can trigger every turn, and it triggers automatically a few turns after you build the building/improvement in question. The rewards are usually given per each copy of a building built, and apply locally. A few provide global one time bonuses instead and will be noted as such.
Quest Name | Trigger Building / Improvement | Choice 1 | Choice 2 |
---|---|---|---|
How We Remember | Old Earth Relic | Free Maintenance | +1 Culture |
The Vital Frontier | Vivarium | +1 Science | +1 Food |
Blood Bank | Clinic | +15 City Hit Points | +1 Health |
Times Of Plenty | Trade Depot | +1 Production | +1 Energy |
Better Living Through Chemistry | Pharmalab | +1 Science +1 Health |
+2 Health |
Safe Behind Walls | Ultrasonic Fence | +1 Repel Range | Trade Convoys will not be attacked by Alien units |
What Goes Around | Recycler | +10% Worker speed (Global) | +1 Food |
Spymaster And Commander | Command Center | +15 City Strength | +1 Covert Agent (Global) |
When The Levees Broke | Water Refinery | Free Maintenance | +1 Food |
The Scientific Method | Laboratory | Explorer Units gain 1 additional Expedition Module (Global) | +1 Science |
The Creative Spark | Thorium Reactor | +2 Energy | +1 Production |
Organic Growth | Cytonursery | +5% Production for Military Units | +1 Production |
Engineering The Future | Repair Facility | +1 Orbital Coverage | +5% Production for Military Units |
The Observable Universe | Observatory | +2 City Strength | +2 Naval Unit Movement (Global) |
Zoology | Alien Preserve | All Units +5 healing (Global) | +1 Science, +1 Energy |
Obstacles Of The Past | Cloning Plant | 10% Food carried over after city growth | +1 Health |
Fueling The Fire | Petrochemical Plant | +2 Production from Petroleum | +2 Culture from Petroleum |
Escape Velocity | Launch Complex | +1 Orbital Coverage | +10% Production for Orbital Units |
Always On | Defense Perimeter | +10 City Hit Points | Free Maintenance |
Too Much Gun | Rocket Battery | +5 City Strength | +1 City Orbital Strike range |
A Tangled Web | Network | Free Maintenance | +1 Culture |
Hearts And Minds | Feedsite Hub | +1 Covert Agent (Global) | +10% Worker speed (Global) |
Garden Of Eden | Gene Garden | +3 Energy, Free Maintenance | +1 Health |
Fueling The Future | Xenofuel Plant | +1000 Energy (one time) | +3 Energy from Xenomass, +2 Production from Xenomass |
Homegrown | Xenonursery | +450 Science (one time) | +5 Xenomass (Global) |
Automatic Gratification | Autoplant | +1 Production | +1 Energy, Free Maintenance |
Reconstituted Regulation | Biofactory | +1 Food | +1 Culture |
Tastes Like Cardboard | Mass Digester | +1 Production | +1 Food |
The Think Tank | Neurolab | +1 Health | +10% Production for Military Units |
A World Of Pure Imagination | Holosuite | +2 Culture | Free Virtue (one time) |
By Our Powers Combined | CEL Cradle | 10% Food carried over after city growth | +1 Covert Agent (Global) |
Big Brother | Surveillance Web | Covert Agents need fewer successful operations to advance in rank (Global) | +10 City Hit Points |
Quality Or Quantity | Alloy Foundry | +2 Production from Titanium | +4 Titanium (Global) |
We Can Rebuild Them | Bionics Lab | +1 Science | +1 Culture |
The More You Know | Institute | +5% Science | Free Technology (one time) |
A Biological Imperative | Biofuel Plant | +1 Energy | +1 Production |
Nature's Potential | Gaian Well | +2 Energy | +1 Production |
Miasma For The Soul | Growlab | +450 Energy (one time) | 1 Free Population in each of your cities (one time) |
Unnatural Selection | Gene Smelter | +2 Science | +1 Health |
No Reservations | Xeno Sanctuary | +2 Culture | +2 Food |
Productive Progress | LEV Plant | +2 Production | +2 Energy, Free Maintenance |
Second Sight | Optical Surgery | +1 Visibility range for Military Units (Global) | +2 Science |
All The Small Things | Microbial Mine | +1 Energy per Harmony Affinity level (Global) | +1 Science per Harmony Affinity level (Global) |
The Heart Of A Nation | Organ Printer | +10% City Health | All Units +10 healing (Global) |
Food For Thought | Civil Crèche | +5% Food | +10% Worker speed (Global) |
Secret Ingredients | Soma Distillery | +10% City Health | +5% Culture |
The Time Capsule | Terra Vault | +5% Culture | +5% Science |
The Meaning Of Life | Progenitor Garden | +10% City Health | +5% Science |
The Ghost In The Machine | Node Bank | +10% City Hit Points | +10% City Strength |
The Power Within | Borehole | +5% Production | +5% Energy, Free Maintenance |
All That We Can Be | Augmentery | +10% City Health | +5% Food, Energy, Production, Culture, Science |
Strength In Numbers | Molecular Forge | +10% Production | +10% Science |
Forged In Fire | Bioglass Furnace | +2 Production from Firaxite | +4 Firaxite (Global) |
The Stars Our Destination | Neoplanetarium | +2 Orbital Coverage | +10% Production for Orbital Units To be verified: WikiA & CivBE.text +10%, CivBE.db 0% curious: 25% (prior) + 40% (building) + 10% (?) = 50% ... seems it's a cap |
Of Mites And Men | Nanopasture | +10% Food | +10% Energy |
Filling The Void | Field Reactor | +5% Energy | +2 Orbital Coverage +1 Culture To be verified: WikiA Culture, CivBE.text & CivBE.db Orbital Coverage |
The Highest Heights | Skycrane | +2 Production from Floatstone | +4 Floatstone (Global) Bug note: The in game text suggests its per building, falsely |
We Have The Power | Mantle | +1 Science per Purity Affinity level (Global) | +1 Energy per Purity Affinity level (Global) |
We Have The Technology | Hypercore | +1 Science per Supremacy Affinity level (Global) | +1 Culture per Supremacy Affinity level (Global) |
In Our Wake | Thermohaline Rudder | -10% Production Cost to move cities | +1 Science |
Over or Under | Drydock | +1 Production | +10% Production for Naval Units |
Keeping the Lights on | Tidal Turbine | +2 Energy | +1 Health |
Something Fishy | Torpedo Battery | +10% City Strike damage | +5 City Strength |
What Lies Beneath | Sonar Net | +5 City Strength | +1 Science |
To Hull and Back | Mosaic Hull | +5% Culture | +20 City Hit Points |
Marvel Quests (Rising Tide)[]
- Introduced in the Rising Tide expansion pack.
Civilization: Beyond Earth [Edit] | |
---|---|
Games: Base Beyond Earth • Rising Tide • Starships† | |
Lists | |
Affinities | |
Concepts | |
Yields | |
Misc. | |
|