Civilization Wiki
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| scope="col" width="30%" | '''ANGEL''' ({{LinkBE|Neural Uploading}}, {{SupremacyIconBE}} 12)
 
| scope="col" width="30%" | '''ANGEL''' ({{LinkBE|Neural Uploading}}, {{SupremacyIconBE}} 12)
* Cost: 370 {{ProductionIconBE}}, 6 {{FiraxiteBE}}
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* Cost: 370 {{ProductionIconBE}}, 5 {{FiraxiteBE}}
 
* 78 {{StrengthIconBE}}
 
* 78 {{StrengthIconBE}}
 
* 78 {{RangedStrengthIconBE}}
 
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| '''Evolved ANGEL''' ({{SupremacyIconBE}} 16, {{HarmonyIconBE}} 5)
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| '''Evolved ANGEL''' ({{SupremacyIconBE}} 16, {{HarmonyIconBE}} 7)
* Cost: 510 {{ProductionIconBE}}, 6 {{FiraxiteBE}}
+
* Cost: 510 {{ProductionIconBE}}, 5 {{FiraxiteBE}}
 
* 88 {{StrengthIconBE}}
 
* 88 {{StrengthIconBE}}
 
* 102 {{RangedStrengthIconBE}}
 
* 102 {{RangedStrengthIconBE}}
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:* +50% when not next to any friendly unit
 
:* +50% when not next to any friendly unit
   
| '''True ANGEL''' ({{SupremacyIconBE}} 16, {{PurityIconBE}} 5)
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| '''True ANGEL''' ({{SupremacyIconBE}} 16, {{PurityIconBE}} 7)
 
* Cost: 510 {{ProductionIconBE}}, 5 {{FiraxiteBE}}
 
* Cost: 510 {{ProductionIconBE}}, 5 {{FiraxiteBE}}
 
* 88 {{StrengthIconBE}}
 
* 88 {{StrengthIconBE}}

Revision as of 16:58, 27 January 2015

This page contains information related to Civilization: Beyond Earth's units.

General units

Explorer

Explorer-0

The explorer is one of the first units that you get and is the main way to explore the landscape. This unit can construct Expeditions to investigate alien ruins, bones, or other features. The explorer has an attack ability but its armor is lower compared to base infantry.

Colonist

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Game Info

Civilian Unit. Can establish an Outpost, which transforms into a full City once time passes and it acquires all territory adjacent to it. While producing this Unit, a City's Growth temporarily stops. Colonists may only be built in Cities with at least 2 Citizens.

Strategy

The Colonist is a civilian unit. It can establish an Outpost, which transforms into a full City once time passes and it acquires all territory adjacent to it. While producing this Unit, a City's Growth temporarily stops. The Colonist has no attack ability.

Colonists cost 640 Energy Energy to purchase.

Civilopedia entry

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Colonist1 (CivBE)

Worker

Trade Units

Trade Convoy

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The Trade Convoy is a land based unit used to establish Trade Routes between cities, outposts, and / or stations. Trade Routes generate yields or increase growth rate for the trading partners, but trade units are vulnerable to attack by Alien units or other players trying to take the resources and so the routes must be protected by military units.

Req.Tech: Pioneering
Prod.Cost: 60 Production
Purch.Cost: 270 Energy
Move: Special
Str.: N/A
Rngd.Str.: N/A
Range: N/A
Req.Resource: None
Notes: Establish trade route

Civilopedia entry

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See also

Trade Vessel

The Trade vessel is the Naval equivalent Trade convoy Unit. Used to establish Trade Routes by sea between cities, outposts, or stations. Trade Routes generate yields or increase growth rate for the trading partners, but trade units are vulnerable to attack by Alien sea units or other players trying to take the resources and so their routes must be protected by military units.

Military

Harmony Affinity Units

Xeno Swarm

Xeno Swarm (Alien Adaptation, Harmony 4)
Evolved Xeno Swarm (Harmony 12)
  • Cost: ??? Production, 1 Xenomass Xenomass
  • 54 Strength
  • 2 Moves (CivBE)
  • +20% in Miasma attacking and defending
  • Perk choices:
  • 20 HP Damage to adjacent enemy units on death
  • +40% in Miasma attacking and defending
True Xeno Swarm (Harmony 10, Purity 4)
  • Cost: ??? Production, 1 Xenomass Xenomass
  • 54 Strength
  • 2 Moves (CivBE)
  • +20% in Miasma attacking and defending
  • Perk choices:
  • 20 HP Damage to adjacent enemy units on death
  • +30% when attacking
Prime Xeno Swarm (Harmony 10, Supremacy 4)
  • Cost: ??? Production, 1 Xenomass Xenomass
  • 54 Strength
  • 2 Moves (CivBE)
  • +20% in Miasma attacking and defending
  • Perk choices:
  • 20 HP Damage to adjacent enemy units on death
  • +30% when next to friendly unit

Xeno Cavalry

Xeno Cavalry (Alien Domestication, Harmony 7)
Evolved Xeno Cavalry (Harmony 14)
  • Cost: ??? Production, 2 Xenomass Xenomass
  • 72 Strength
  • 3 Moves (CivBE)
  • All Terrain costs 1 Moves (CivBE)
  • Perk choices:
  • +40% in Miasma attacking and defending
  • +40% when not next to any friendly unit
True Xeno Cavalry (Harmony 12, Purity 5)
  • Cost: ??? Production, 2 Xenomass Xenomass
  • 72 Strength
  • 3 Moves (CivBE)
  • All Terrain costs 1 Moves (CivBE)
  • Perk choices:
  • +40% in Miasma attacking and defending
  • +10% per unused Moves (CivBE)
Prime Xeno Cavalry (Harmony 12, Supremacy 5)
  • Cost: ??? Production, 2 Xenomass Xenomass
  • 72 Strength
  • 3 Moves (CivBE)
  • All Terrain costs 1 Moves (CivBE)
  • Perk choices:
  • +40% in Miasma attacking and defending
  • +30% when flanking

Rocktopus

Rocktopus (Designer Lifeforms, Harmony 9)
  • Cost: 280 Production, 2 Xenomass Xenomass, 1 Floatstone Floatstone
  • 60 Ranged Strength
  • 1 Moves (CivBE)
  • 2 Ranged Strength
  • 2 Orbital Effect Range
  • 10 Orbital Turn Duration
Evolved Xeno Rocktopus (Harmony 16)
  • Cost: ??? Production, 2 Xenomass Xenomass, 1 Floatstone Floatstone
  • 92 Ranged Strength
  • 1 Moves (CivBE)
  • 2 Ranged Strength
  • 2 Orbital Effect Range
  • 10 Orbital Turn Duration
  • Generates Miasma in orbit
  • Perk choices:
  • +30% when attacking
  • +2 Orbital Coverage provided by this unit
True Xeno Rocktopus (Harmony 14, Purity 6)
  • Cost: ??? Production, 2 Xenomass Xenomass, 1 Floatstone Floatstone
  • 92 Ranged Strength
  • 1 Moves (CivBE)
  • 2 Ranged Strength
  • 2 Orbital Effect Range
  • 10 Orbital Turn Duration
  • Generates Miasma in orbit
  • Perk choices:
  • +30% when attacking
  • Manual de-orbit at any time
Prime Xeno Rocktopus (Harmony 14, Supremacy 6)
  • Cost: ??? Production, 2 Xenomass Xenomass, 1 Floatstone Floatstone
  • 92 Ranged Strength
  • 1 Moves (CivBE)
  • 2 Ranged Strength
  • 2 Orbital Effect Range
  • 10 Orbital Turn Duration
  • Generates Miasma in orbit
  • Perk choices:
  • +30% when attacking
  • +1 Moves (CivBE)

Xeno Titan

Xeno Titan (Alien Evolution, Harmony 12)
Evolved Xeno Titan (Harmony 18)
  • Cost: 580 Production, 5 Xenomass Xenomass
  • 114 Strength
  • 2 Moves (CivBE)
  • +50% when defending against ranged
  • 20 HP heal after killing an enemy unit
  • Perk choices:
  • +40% in Miasma attacking and defending
  • +40% when not next to any friendly unit
True Xeno Titan (Harmony 16, Purity 7)
  • Cost: 580 Production, 5 Xenomass Xenomass
  • 114 Strength
  • 2 Moves (CivBE)
  • +50% when defending against ranged
  • 20 HP heal after killing an enemy unit
  • Perk choices:
  • +40% in Miasma attacking and defending
  • +50% when attacking cities
Prime Xeno Titan (Harmony 16, Supremacy 7)
  • Cost: 580 Production, 5 Xenomass Xenomass
  • 114 Strength
  • 2 Moves (CivBE)
  • +50% when defending against ranged
  • 20 HP heal after killing an enemy unit
  • Perk choices:
  • +40% in Miasma attacking and defending
  • +20% when next to friendly unit

Purity Affinity Units

Battlesuit

Battlesuit (Servomachinery, Purity 4)
Evolved Battlesuit (Purity 10, Harmony 4)
  • Cost: 300 Production, 1 Titanium Titanium
  • 66 Strength
  • 2 Moves (CivBE)
  • +30% when defending
  • Perk choices:
  • +20% when flanking
  • +40% when not next to any friendly unit
True Battlesuit (Purity 12)
  • Cost: 300 Production, 1 Titanium Titanium
  • 66 Strength
  • 2 Moves (CivBE)
  • +30% when defending
  • Perk choices:
  • +20% when flanking
  • +30% when attacking
Prime Battlesuit (Purity 10, Supremacy 4)
  • Cost: 300 Production, 1 Titanium Titanium
  • 66 Strength
  • 2 Moves (CivBE)
  • +30% when defending
  • Perk choices:
  • +20% when flanking
  • +20% when next to friendly unit

Aegis

Aegis (Surrogacy, Purity 7)
Evolved Aegis (Purity 12, Harmony 5)
  • Cost: ? Production, 1 Titanium Titanium, 1 Floatstone Floatstone
  • 36 Strength
  • 34 Ranged Strength
  • 2 Ranged Strength
  • +1 Attack per turn
  • Can move after attacking
  • +10 HP healed to adjacent units
  • 2 Moves (CivBE)
  • Perk choices:
  • +40% attacking wounded units
  • +50% attacking fortified units
True Aegis (Purity 14)
  • Cost: ? Production, 1 Titanium Titanium, 1 Floatstone Floatstone
  • 36 Strength
  • 34 Ranged Strength
  • 2 Ranged Strength
  • +1 Attack per turn
  • Can move after attacking
  • +10 HP healed to adjacent units
  • 2 Moves (CivBE)
  • Perk choices:
  • +40% attacking wounded units
  • +60% inside a city
Prime Aegis (Purity 12, Supremacy 5)
  • Cost: ? Production, 1 Titanium Titanium, 1 Floatstone Floatstone
  • 36 Strength
  • 34 Ranged Strength
  • +1 Attack per turn
  • Can move after attacking
  • +10 HP healed to adjacent units
  • 2 Moves (CivBE)
  • Perk choices:
  • +40% attacking wounded units
  • +20% when next to friendly unit

LEV Tank

LEV Tank (Mobile LEV, Purity 9)
  • Cost: 300 Production, 3 Floatstone Floatstone
  • 28 Strength
  • 44 Ranged Strength
  • 2 Ranged Strength
  • 2 Moves (CivBE)
  • Levitates over terrain
  • All terrain costs 1 Moves (CivBE)
Evolved LEV Tank (Purity 14, Harmony 6)
  • Cost: 580 Production, 3 Floatstone Floatstone
  • 42 Strength
  • 77 Ranged Strength
  • 2 Ranged Strength
  • 2 Moves (CivBE)
  • Levitates over terrain
  • All terrain costs 1 Moves (CivBE)
  • +10% per unused movement
  • Perk choices:
  • +1 Moves (CivBE)
  • Can move after attacking
True LEV Tank (Purity 16
  • Cost: 580 Production, 3 Floatstone Floatstone
  • 42 Strength
  • 77 Ranged Strength
  • 2 Ranged Strength
  • 2 Moves (CivBE)
  • Levitates over terrain
  • All terrain costs 1 Moves (CivBE)
  • +10% per unused movement
  • Perk choices:
  • +1 Moves (CivBE)
  • +10% per unused Moves (CivBE)
Prime LEV Tank (Purity 14, Supremacy 6)
  • Cost: 580 Production, 3 Floatstone Floatstone
  • 42 Strength
  • 77 Ranged Strength
  • 2 Ranged Strength
  • 2 Moves (CivBE)
  • Levitates over terrain
  • All terrain costs 1 Moves (CivBE)
  • +10% per unused Moves (CivBE)
  • Perk choices:
  • +1 Moves (CivBE)
  • Attack over terrain obstacles

LEV Destroyer

LEV Destroyer (Tactical LEV, Purity 12)
  • Cost: 380 Production, 5 Floatstone Floatstone
  • 50 Strength
  • 74 Ranged Strength
  • 2 Ranged Strength
  • 2 Moves (CivBE)
  • Levitates over terrain
  • All terrain costs 1 Moves (CivBE)
Evolved LEV Destroyer (Purity 16, Harmony 7)
  • Cost: 580 Production, 5 Floatstone Floatstone
  • 64 Strength
  • 104 Ranged Strength
  • 2 Ranged Strength
  • 2 Moves (CivBE)
  • Levitates over terrain
  • All terrain costs 1 Moves (CivBE)
  • +30% when attacking
  • 10 HP splash damage to enemy units next to target
  • Perk choices:
  • +1 Ranged Strength when unit has full health
  • +50% when defending against ranged
True LEV Destroyer (Purity 18)
  • Cost: 580 Production, 5 Floatstone Floatstone
  • 64 Strength
  • 104 Ranged Strength
  • 2 Ranged Strength
  • 2 Moves (CivBE)
  • Levitates over terrain
  • All terrain costs 1 Moves (CivBE)
  • +30% when attacking
  • 10 HP splash damage to enemy units next to target
  • Perk choices:
  • +1 Ranged Strength when unit has full health
  • 15 HP splash damage to enemy units next to target
Prime LEV Destroyer (Purity 16, Supremacy 7)
  • Cost: 580 Production, 5 Floatstone Floatstone
  • 64 Strength
  • 104 Ranged Strength
  • 2 Ranged Strength
  • 2 Moves (CivBE)
  • Levitates over terrain
  • All terrain costs 1 Moves (CivBE)
  • +30% when attacking
  • 10 HP splash damage to enemy units next to target
  • Perk choices:
  • +1 Ranged Strength when unit has full health
  • Does not need to set up before attacking


Supremacy Affinity Units

CNDR

CNDR (Tactical Robotics, Supremacy 4)
Evolved CNDR (Supremacy 10, Harmony 4)
  • Cost: ??? Production, 1 Firaxite Firaxite
  • 63 Strength
  • 2 Moves (CivBE)
  • +8% per adjacent friendly unit
  • Perk choices:
  • +30% in own territory
  • +50% fortified
True CNDR (Supremacy 10, Purity 4)
  • Cost: ??? Production, 1 Firaxite Firaxite
  • 63 Strength
  • 2 Moves (CivBE)
  • +8% per adjacent friendly unit
  • Perk choices:
  • +30% in own territory
  • +30% when defending
Prime CNDR (Supremacy 12)
  • Cost: ??? Production, 1 Firaxite Firaxite
  • 63 Strength
  • 2 Moves (CivBE)
  • +8% per adjacent friendly unit
  • Perk choices:
  • +30% in own territory
  • +20% when next to friendly unit

CARVR

CARVR (Autogyros, Supremacy 7)
Evolved CARVR (Supremacy 12, Harmony 5)
  • Cost: ??? Production, 2 Firaxite Firaxite
  • 76 Strength
  • 2 Moves (CivBE)
  • +15% when next to friendly unit
  • Perk choices:
  • +8% per adjacent friendly unit
  • +50% when attacking fortified units
True CARVR (Supremacy 12, Purity 5)
  • Cost: ??? Production, 2 Firaxite Firaxite
  • 76 Strength
  • 2 Moves (CivBE)
  • +15% when next to friendly unit
  • Perk choices:
  • +8% per adjacent friendly unit
  • +30% when attacking
Prime CARVR (Supremacy 14)
  • Cost: ??? Production, 2 Firaxite Firaxite
  • 76 Strength
  • 2 Moves (CivBE)
  • +15% when next to friendly unit
  • Perk choices:
  • +8% per adjacent friendly unit
  • +20% when next to friendly unit

SABR

SABR (Synthetic Thought, Supremacy 9)
Evolved SABR (Supremacy 14, Harmony 6)
  • Cost: 440 Production, 3 Firaxite Firaxite
  • 26 Strength
  • 86 Ranged Strength
  • 4 Ranged Strength
  • 1 Moves (CivBE)
  • Perk choices:
  • Does not need to set up
  • +60% when attacking wounded units
True SABR (Supremacy 14, Purity 6)
  • Cost: 440 Production, 3 Firaxite Firaxite
  • 26 Strength
  • 86 Ranged Strength
  • 4 Ranged Strength
  • 1 Moves (CivBE)
  • Perk choices:
  • Does not need to set up
  • +30% when attacking
Prime SABR (Supremacy 16)
  • Cost: 440 Production, 3 Firaxite Firaxite
  • 26 Strength
  • 86 Ranged Strength
  • 4 Ranged Strength
  • 1 Moves (CivBE)
  • Perk choices:
  • Does not need to set up
  • +12% per adjacent friendly unit

ANGEL

ANGEL (Neural Uploading, Supremacy 12)
  • Cost: 370 Production, 5 Firaxite Firaxite
  • 78 Strength
  • 78 Ranged Strength
  • 1 Ranged Strength
  • 2 Moves (CivBE)
  • Can cross Canyons and shallow water
Evolved ANGEL (Supremacy 16, Harmony 7)
  • Cost: 510 Production, 5 Firaxite Firaxite
  • 88 Strength
  • 102 Ranged Strength
  • 1 Ranged Strength
  • 2 Moves (CivBE)
  • Can move after attacking
  • All terrain costs 1 Moves (CivBE)
  • Perk choices:
  • +30% when attacking
  • +50% when not next to any friendly unit
True ANGEL (Supremacy 16, Purity 7)
  • Cost: 510 Production, 5 Firaxite Firaxite
  • 88 Strength
  • 102 Ranged Strength
  • 1 Ranged Strength
  • 2 Moves (CivBE)
  • Can move after attacking
  • All terrain costs 1 Moves (CivBE)
  • Perk choices:
  • +30% when attacking
  • +15% per unused Moves (CivBE)
Prime ANGEL (Supremacy 18)
  • Cost: 510 Production, 5 Firaxite Firaxite
  • 88 Strength
  • 102 Ranged Strength
  • 1 Ranged Strength
  • 2 Moves (CivBE)
  • Can move after attacking
  • All terrain costs 1 Moves (CivBE)
  • Perk choices:
  • +30% when attacking
  • +40% when flanking

Orbital units

Miasmic Repulsor

Clears miasma

Miasmic Condenser

Spreads miasma; can be used to Damage units friendly / enemy.

Solar Collector

Increases energy yield (+1) on tiles, provides +20% Energy to any City in range.

Tacnet Hub

Provides healing and combat bonuses to friendly units within its area of effect.

Lasercom Satellite

Used to contact Earth. Also increases Science in cities in range.

Phasal Transporter

Teleports units one way, from any city to an area within the satellite's radius.

Weather Control

Increases food yield (+1) on tiles; also transforms 1-2 of the un-improved tiles into a basic resource.

Orbital Fabricator

Increases production yield (+1) on tiles; also transforms 1-2 of the un-improved tiles into a strategic resource.

Holomatrix

Spreads Culture and lowers Intrigue in cities in range.

Orbital Laser

Attacks units on the ground.

Planet Carver

Vaporizes units on the ground.

Deep Space Telescope

Used to reveal the Signal. Also boosts Science in cities in range.

All-Seer

Discovers any spies in cities in range. Also prevents intrigue in these cities.

See also

External links

  • See Well of souls for a complete list of all units, their images, and their statistics.