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Health (CivBE)

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20xHealthBE Health and 20xUnHealthBE Unhealth represent the physical and social integrity of a colony. In many ways, it is similar to the Happiness/Unhappiness relationship from Civilization V: it is affected by most of the same factors (number of cities, population, etc.), and it provides positive or negative bonuses depending on the balance of the two. However, since there are no Golden Ages in Civilization Beyond Earth, the positive health state of a colony brings instead a series of constant bonuses (as long as the positive balance is maintained at certain levels). Note that unlike happiness in Civilization V, 20xHealthBE Health does NOT affect combat effectiveness of troops!

Computing 20xHealthBE Health and 20xUnHealthBE Unhealth Edit

20xHealthBE Health and 20xUnHealthBE Unhealth are computed at both the city level and the colony level. However, the effects are applied colony-wide.

City 20xHealthBE Health Edit

City 20xHealthBE is affected by the following:

  • Each city generates 4 20xUnHealthBE (8 20xUnHealthBE per occupied city).
  • Choosing Aristocrats or Artists as colonists partially offsets this with 1 20xHealthBE per city. (No longer true as of the December 2014 update)
  • The second Prosperity virtue synergy bonus partially offsets this with 1 20xHealthBE per city.
  • The Community Medicine virtue partially offsets this with 1 20xHealthBE per 6 population. So the average unhealth per each 22xPopulationBE Population generated is reduced to ~0.58 instead of 0.75.
  • Some buildings generate 20xHealthBE or 20xUnHealthBE.
  • The Biowell tile improvement generates 1 20xHealthBE.
  • The Petroleum Well tile improvement generates 1 20xUnHealthBE.
  • The Manufactory tile improvement generates 2 20xUnHealthBE.

City 20xHealthBE cannot exceed 1 per 22xPopulationBE Population.

Colony 20xHealthBE Health Edit

Colony 20xHealthBE is equal to the sum of all city health plus any colony-wide modifiers. These include:

  • The Mind over Matter virtue increases colony 20xHealthBE by 7.
  • If Propaganda is chosen as the National Security Project, each agent at Headquarters increases 20xHealthBE by 2%.
  • The Eudaimonia virtue reduces all 20xUnHealthBE by 15%.

Health levels Edit

A colony has a net health based on its total 20xHealthBE minus its total 20xUnHealthBE. Depending on the net health of a colony, certain bonuses apply to the entire colony.

Health Effects
20-70 20xUnHealthBE
  • Production 20xProductionBE is penalized -1% per point (down to -50%)
15-65 20xUnHealthBE
  • Enemy Covert Ops Intrigue is increased +2% per point (up to +100%)
10-60 20xUnHealthBE
  • Science 20xScienceBE is penalized -1% per point (down to -50%)
5-55 20xUnHealthBE
  • Culture 20xCultureBE is penalized -1% per point (down to -50%)
0-50 20xUnHealthBE
  • City Growth penalty -2% per point (down to -100%)
  • Outpost Growth penalty -2% per point (down to -100%)
0-5 20xHealthBE
  • No effects
5-25 20xHealthBE
  • Production 20xProductionBE is boosted +1% per point (up to +20%)
10-30 20xHealthBE
  • Enemy Covert Ops Intrigue is decreased -2% per point (down to -40%)
15-35 20xHealthBE
  • Science 20xScienceBE is boosted +1% per point (up to +20%)
20-40 20xHealthBE
  • Culture 20xCultureBE is boosted +1% per point (up to +20%)
25-45 20xHealthBE
  • City Growth bonus +1% per point (up to +20%)
  • Outpost Growth bonus +2% per point (up to +40%)

StrategyEdit

Health is the most overreaching stat measuring your colony's performance. Because it affects so many other stats (20xProductionBE Production, 20xCultureBE Culture, 20xScienceBE Science, etc.), Health could also be considered the most important. Just like Happiness in Civilization V, low Health could cripple your colony, although maybe not to the level it used to be in the older game. High Health, on the other hand, could bring you nice bonuses all over the place.

Keeping Health in line takes effort. While the level of Unhealth constantly rises with the growth of your Colony, the Health rarely manages to keep pace, let alone outpace that. The reason is the cap on individual city health contribution. There are plenty of sources of Health, both Buildings and Virtues, and even tile improvements, but of these only Virtues are not linked to the individual city Population! To summarize: the combined Health from all city-based sources can never exceed the Unhealth created by local Population. If you have 10 Citizens, you can have a maximum local contribution of 10 Health, even though the different sources add up to 15 or more. In the best case scenario, this helps you offset Unhealth created by Population, but not extra Unhealth created by number of cities and Specialists. Here is where Virtue-related Health kicks in. You should look for the source of Health within your chosen Virtue category (each one has their source), and develop it. Sometimes this means growing your army; sometimes - getting as many Trade units as possible. Regardless of what it is, you should turn this into your number two or three priority in your entire game strategy (right after colony growth and expansion planning and Affinity development), or you risk being permanently with negative Health, which means at least slower scientific and cultural development.

On the other hand, having negative Health isn't such a big deal as it was having a negative Happiness in Civilization V. You can manage quite long periods of low Health - it will hamper your development somewhat, but as long as you don't reach -10, the effect is nowhere as severe. Still, don't stop looking for ways to increase Health - plan your tech progress so you unlock new sources of Health to keep up with individual city growth.

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