Civilization: Beyond Earth
Wonders Strategy
This page contains information related to Wonders in Civilization: Beyond Earth.
National Wonders[]
Unlike global wonders, every civilization can build one of each national wonder regardless of whether or not other civilizations have built it already. All Wonders provide +5 , with the exception of the Headquarters (+3 ) and the Spy Agency (+2 ).
Wonder | Prereqs | Effects | Notes | |
---|---|---|---|---|
Headquarters | None | +4 Energy +3 Production +2 Science +1 Culture +6 City Defense |
Located in Sponsor's Capital. Automatically moved to new city if capital is captured. | |
Spy Agency | Computing | Allows Covert Agents to be recruited. | Only wonder in this table that has a cost, 200 Production | |
Culper Lodge | None | All Recruiting Covert Agents are automatically Special Agents | Rewarded after performing 4 intrigue level operation |
Artifact Wonders[]
The Rising Tide expansion adds the Artifact system. Several national wonders may be rewarded to players using this system. These are unlocked by combining Progenitor Artifacts.
Wonder | Cost[1] |
Effects | |
---|---|---|---|
Tessellation Foundry | 650 | Military Units complete 30% faster | |
Machine-Assisted Free Will [2] | 800 | Reduce cost of Leaf Techs by 15% | |
Dimension Folding Complex | 300 | Cities generate -50% Unhealth from population. | |
Quantum Politics | 400 | Increases Virtue acquisition by 20%[3] | |
Temporal Calculus | 650 | +100% Unit Visibility | |
Relativistic Data Bank | 400 | -1 Intrigue per turn in all Cities |
Wonders[4][]
Only one of these can be built in the entire world. If another civilizations has already built one of them, then you can't, and vice versa. Each city can hold an unlimited number of these. Wonders lost in razed cities are lost forever.
The Monomyth virtue, in the knowledge tree, provides +7 Culture for every great Wonder.
All global wonders in Rising Tide by default provide 5 Diplomatic Capital. The Pan-Asian Cooperative gets 6-8 instead, and the first wonder constructed in each city is free.
Wonder | Cost |
Resour | Prereqs | Effects | Notes | |
---|---|---|---|---|---|---|
Abyssal Mirror | 1350 | Geoscaping | Orbital Units launched from this city may overlap the coverage area of other Orbital Units by 1 tile. | Aquatic Only | ||
Ansible | 1650 | 4 | Exotic Matter | Affinity XP is gained 25% faster | ||
Archimedes Lever | 1750 | 5 | Seismic Induction | Enemy units within 2 tiles of this City suffer 10 attrition damage each turn. | Land Only | |
Armasail | 1500 | 5 | Synergetics | City suffers 50% less damage from ranged attacks. | ||
Benthic Auger | 550 | Servomachinery | +2 Production from Coast terrain worked by this city | Aquatic Only | ||
Bytegeist | 1450 | 2 | Swarm Intelligence | Virtue Tier Synergy bonus requirements are reduced by 1. | ||
Crawler | 1250 | 5 | Mechatronics | +25% Production for Buildings and Wonders. | Land Only | |
Cynosure | 1650 | 4 | Synthetic Thought | Gain 1 Science for every 3 Population in this City. | ||
Daedalus Ladder | 1700 | 2 | Augmentation | +10% Food +10% Culture +10% Science +10% Production +10% Energy |
||
Deep Memory | 1450 | 4 | Human Conservation | Gain 1 Culture for every 3 Population in this City | ||
Drone Sphere | 550 | 1 | Swarm Robotics | Worker actions and Explorer Expedition are completed 50% faster. | ||
Ectogenesis Pod | 400 | 2 | Genetic Design | Gain 1 Food for every 4 Population in this City. | ||
Euphotic Strand | 450 | Vertical Farming | +1 Science from Coast terrain worked by this city | Aquatic Only | ||
Faraday Gyre | 275 | Power Systems | Energy Maintenance for buildings and improvements reduced by 50% in this city | Aquatic Only | ||
Gene Vault | 250 | Genetic Mapping | All new Cities start with a free Worker Unit. | |||
Guo Pu Yaolan | 400 | Cognition | Culture cost for new Virtues reduced by a percentage equal to this city's Population | Aquatic Only | ||
Holon Chamber | 1650 | 5 | Hyperconductors | Gain Science Science income equal to 10% of global Energy income. | Land Only | |
Human Hive | 1150 | 2 | Euthenics | City immune to Covert Operations. | ||
Markov Eclipse | 1600 | 4 | Transcendental Math | Military Units fight at full strength even when damaged. | ||
Mass Driver | 950 | 2 | Ballistic LEV | City Strike +1 and +25% Strength at this City. | ||
Master Control | 250 | Autonomous Systems | Free Maintenance and +1 movement for Worker Units. | |||
Memetwork | 850 | 2 | Orbital Networks | Affinity Level requirements for Units, Buildings, and Wonders are reduced by 1. | ||
Nanothermite | 1400 | Nanotechnology | Ranged, Air, and City Strike attacks are 25% stronger. | |||
New Terran Myth | 750 | Human Idealism | +2 Culture from Int'l and Station Trade Routes | |||
Panopticon | 250 | Defense Grid | All Military Units receive +1 Sight. +5 Orbital Strike Range | |||
Precog Project | 450 | 2 | Collaborative Thought | Military Units can achieve two additional levels of Veterancy. | ||
Promethean | 1050 | 3 | Transgenics | City no longer produces Unhealth. | ||
Quantum Computer | 1050 | 2 | Field Theory | Free Maintenance and +50% duration for Orbital Units. | ||
Resurrection Device | 1350 | 2 | Artificial Evolution | Benefits from positive Health Levels increased by 50%. | ||
Stellar Codex | 300 | Ballistics | +8 Orbital Coverage | |||
Tectonic Anvil | 1800 | 5 | Metamaterials | +5 Production from Canyon | Land Only. Must be within 2 tiles of Canyon. | |
The Akkorokamui | 450 | Photosystems | Unhealth from Population reduced by 50% in this City. | Aquatic Only | ||
Xenodrome | 1050 | 5 | Alien Ethics | Provides a small positive influence to Alien opinion each turn, and negative Alien opinion recovers twice as quickly. | ||
Xenomalleum | 1250 | 2 | Bioengineering | +5 Petroleum, Titanium, and Geothermal resources. | ||
Xenonova | 1150 | 4 | Alien Materials | Penalties from negative Unhealth Levels reduced by 50%. |
Projects[]
Projects take up a plot of land. A hex within an extended range of the city building it (6 hexes) is used up. Any improvements or resources on said hex are destroyed to make room for the wonder in question. These are typically related to victory conditions. They have HP and can be destroyed by enemies.
Wonder | Victory Condition | Description | |
---|---|---|---|
Emancipation Gate | Emancipation | How Supremacy Colonists must send military units back to Earth and drag human kind into immortality. | |
Exodus Gate | Promised Land | How Purity colonists receive colonists from their sponsor on the home world in order to save Earth from total self-destruction. | |
Mind Flower | Transcendence | How Harmony colonists link all beings with functioning brains across the planet into a single massive super-organism. It takes 20 turns to do so and will aggro all the aliens for the duration, so make sure its well protected. | |
Transcendental Equation | Contact | Allows colonists to piece together fragments and reconstruct The Signal. | |
Decode Signal | How the colonists determine how to translate the Progenitor language and determine where the Signal is being broadcast from in space. | ||
Beacon | How colonists contact the Progenitors in Deep Space and bring mankind into a new age of galactic understanding. Leads to the contact victory. |
Gallery of Projects[]
Wonders Tech Tree[]
See also[]
Notes[]
- ↑ The orignal costs for all artifact wonders was 100 Production. This was changed in the October 2015 patch
- ↑ The pre October 2015 patch version of Machine-Assisted Free Will made all technologies cost 30% less Science
- ↑ The pre October 2015 patch version of Quantum Politics increased virtue acquistion by 100%
- ↑ In addition to the Rising Tide wonders, the chart reflects wonders post the Winter (March) 2015 patch. While the costs for most wonders were increased, the benefits of most of them were enhanced.
- Introduced in the Rising Tide expansion pack.
Civilization: Beyond Earth [Edit] | |
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Games: Base Beyond Earth • Rising Tide • Starships† | |
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