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Health and 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, Health does NOT affect combat effectiveness of troops!
Computing Health and Unhealth Edit
City Health Edit
Choosing Aristocrats or Artists as colonists partially offsets this with 1 per city.(No longer true as of the December 2014 update)
- The second Prosperity virtue synergy bonus partially offsets this with 1 per city.
- Some buildings generate or .
- The Biowell tile improvement generates 1 .
- The Gene Garden (CivBE) building generates 2 .
- The Pharmalab (CivBE) building generates 2 .
- The Clinic (CivBE) building generates 2 .
- The Cytonursery (CivBE) building generates 1 .
- The Petroleum Well tile improvement generates 1 .
- The Manufactory tile improvement generates 2 .
City cannot exceed 1 per Population.
Colony Health Edit
- The Mind over Matter virtue increases colony by 7.
- If Propaganda is chosen as the National Security Project, each agent at Headquarters increases by 2%.
- The Eudaimonia virtue reduces all by 15%.
Health levels Edit
Health is the most overreaching stat measuring your colony's performance. Because it affects so many other stats ( Production, Culture, 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.