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Terrain (CivBE)

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Back arrow (CivBE) Civilization: Beyond Earth

For the resources found on these terrains see, Resources (CivBE). For the improvements found these terrains, see Tile improvement (CivBE)

Base TerrainsEdit

Name Yields Notes
Hill (CivBE) Hill None Has a movement cost of 220xMovement5, but provides defensive bonuses of +25%
Grassland (CivBE) Grassland +220xFoodBE
Plains (CivBE) Plains +120xFoodBE
+120xProductionBE
Canyon (CivBE) Canyon +220xProductionBE Can not be crossed except with hover and air units.

20xProductionBE Production increased by 5 by the city that built the Tectonic Anvil wonder

Tundra (CivBE) Tundra +120xFoodBE Provides +1 20xEnergyBE Energy with Mass Digester even with a Terrascape
Mountain (CivBE) Mountain None Can not be crossed except with air units.
Desert (CivBE) Desert +120xEnergyBE Provides +1 20xFoodBE Food with Vivarium even with a Terrascape
Coast (CivBE) Coast +120xFoodBE
+120xEnergyBE
Base Game
+120xProductionBE
Rising Tide
Water Refineries provide +1 20xFoodBE Food in the Base game, but +1 20xProductionBE Production in Rising Tide.
Ocean (CivBE) Ocean +120xFoodBE
+120xEnergyBE
Rising Tide only
Water Refineries provide +1 20xFoodBE Food in the Base game, but +1 20xProductionBE Production in Rising Tide.
Trench (CivBE) Trench None Aquatic improvements can not be built on trenches.
Snow (CivBE) Snow None

Terrain FeaturesEdit

Name Yields Notes
Ice (CivBE) Ice Can not be crossed except with hover or submarine units.
Marsh (CivBE) Marsh -120xFoodBE Must be drained to be productive.
Movement cost of 320xMovement5
-15% Combat Modifier
+120xFoodBE from Cytonursery
Flood Plains (CivBE) Flood Plains +220xFoodBE Land adjacent to rivers
If a city has a Vivarium flood plains will only provide +1 20xFoodBE Food
-10% Combat Modifier
Forest (CivBE) Forest +120xFoodBE
+120xProductionBE
Can be cut down for some 20xProductionBE Production and converted into Plains or Grasslands. Has a movement cost of 220xMovement5.
Miasma (CivBE) Miasma Heals Alien Units. It harms Earth based units until player rises in the Harmony (CivBE) Harmony affinity or researches harmony related tech.

Can be removed or added by workers or miasma related orbital units.

Craters (CivBE) Craters Can not be crossed except with hover and air units.
Lakes (CivBE) Lakes +120xFoodBE Any body of water ten tiles or smaller that is completely surrounded by land tiles. Lakes provide fresh water allowing for farms on hills and tundra.
Reef (CivBE) Reef RT only There seems to be no difference between reefs and oceans or coasts except cosmetic differences.
Rivers (CivBE) Rivers +120xEnergyBE Tiles adjacent to rivers receive +1 20xEnergyBE Energy.

Units expend all energy when crossing rivers unless tiles are connected by magrails or roads.

Receive a -20% penalty when attacking across a river. Provides fresh water allowing farms, hills and tundra to have farms on them.

See alsoEdit

Civilization: Beyond Earth [Edit]
Games: Base Beyond EarthRising TideStarships

Lists
Aliens • Artifacts (Alien, Old Earth, Progenitor)† • BiomesBuildingCargoColonistsOrbital UnitsPersonality Traits† • PlanetsQuestsResourcesSponsorsSpacecraftTech WebTerrainTile ImprovementsTrade Agreements† • UnitsVirtuesWondersYields

Affinities

Harmony (CivBE) HarmonyPurity (CivBE) PuritySupremacy (CivBE) Supremacy

Concepts
Alien gameplayAquatic gameplay† • Artifacts System† • BuildingCitiesCovert Operations • Diplomacy (Base BE, Rising Tide†) • ExpeditionsMarvel System† • MiasmaOrbital LayerStationsTech WebTradeUnitsVictory

Misc.
Starting a new gameStarter GuideStrategy GuidesSteam AchievementsModsUpdatesSoundtrackStarships UnlockablesExoplanets Map PackCivilopedia

† Introduced in Rising Tide‡ Spin off game based in the same fictional universe

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