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A given tile may have only 1 tile improvement; any attempt to build another one on the same tile will result in the previous tile improvement being replaced.
 
A given tile may have only 1 tile improvement; any attempt to build another one on the same tile will result in the previous tile improvement being replaced.
   
Note that most tile improvements only improve the tile yield, and thus have effect only if the relevant tile is being worked by a Citizen from a nearby city. Strategic resource improvements, however, also add the number of the relevant strategic resource to your total (regardless of the tile being worked, or not), while transportation improvements work at all times. Also, some 'special' improvements like the Academy and Manufactory also add stats directly to the city in whose territory they are, without the need to be worked.
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Note that most tile improvements only improve the tile yield, and thus have effect only if the relevant tile is being worked by a Citizen from a nearby city. Strategic resource improvements, however, also add the number of the relevant strategic resource to your total (regardless of the tile being worked, or not), while transportation improvements work at all times. Also, some 'special' improvements like the Academy and Manufactory also add stats directly to the city in whose territory they are, without the need to be worked.(<<< I don't think this last statement is true)
   
 
== Standard improvements ==
 
== Standard improvements ==

Revision as of 07:51, 8 February 2016

Back arrow (CivBE) Civilization: Beyond Earth
Tile improvements are created by Workers on most terrain types. All improvements, except Roads and Magrails, can only be built on terrain owned by the player's colony.

A given tile may have only 1 tile improvement; any attempt to build another one on the same tile will result in the previous tile improvement being replaced.

Note that most tile improvements only improve the tile yield, and thus have effect only if the relevant tile is being worked by a Citizen from a nearby city. Strategic resource improvements, however, also add the number of the relevant strategic resource to your total (regardless of the tile being worked, or not), while transportation improvements work at all times. Also, some 'special' improvements like the Academy and Manufactory also add stats directly to the city in whose territory they are, without the need to be worked.(<<< I don't think this last statement is true)

Standard improvements

These improvements can be built anywhere there is suitable terrain.

Tile imp Tech required Built on Yield Maint
Academy Academy Cognition Any

+3 Science
+1 Culture with Protogenetics
+1 Science with Learning Centers

-2 Energy
Array Array Communications Flatland

+1 Science, +1 Energy, +1 Orbital coverage
+1 Science with Orbital Automation

None
Biowell Biowell Bionics Any*

+2 Food, +1 Health
+1 Culture with Alien Genetics

-2 Energy
Dome Dome Biology Any*

+2 Culture
+10 City Hitpoints
+1 Energy with Biospheres

-2 Energy
Farm Farm

Grassland, Plains or Desert without Forest or Marsh
Hills or Tundra with fresh water
Ocean RT only and Coasts RT only

+1 Food
+1 Production with Industrial Ecology
+1 Science with Artificial Evolution
+1 Food, +1 Energy with Vertical Farming

None
Generator Generator Any*

+2 Energy
+1 Energy with Organics
+1 Production with Planetary Engineering
+1 Science with Biometallurgy

None
Manufactory Manufactory Robotics Any land

+3 Production
+1 Science with Nanorobotics
+2 Production with Social Investment

-2 Energy, -2 UnHealth
Mine Mine

Hills
Copper, Gold, Silica or Titanium Titanium

+2 Production
+1 Energy on Copper
+1 Science on Copper with Network
+1 Culture on Gold
+1 Science on Silica
+1 Health on Silica with Optical Surgery
+3 Production on Titanium Titanium
+2 Production on Titanium Titanium with Alloy Foundry
+1 Energy with Biometallurgy

None
Node Node Autonomous Systems Any

+2 Energy, heal adjacent friendly units for 20 HP per turn
+1 Science with Hypercomputing

None
Terrascape Terrascape Terraforming Non-Miasma Land

No yield from terrain
+2 Food, +2 Production, +2 Culture
+1 Food, +1 Production, +1 Culture with Ecoscaping

-6 Energy

*This couldn't be built on water until Rising Tide

Resource improvements

These improvements can only be built on an appropriate resource. In addition to what is listed, some can produce additional resources.

Tile imp Tech req Built on Yield Maint.
Bed Bed RT only Shell, Eggs

+1 Culture Culture from Shells
+1 Production Production from Eggs

None
Firaxite Mine Firaxite Mine Robotics Firaxite Firaxite

+3 Science
+1 Culture with Holosuite
+1 Science with Observatory
+1 Science with Neurolab

-2 Energy
Fishery Fishery RT only Plankton, Chelonia

+1 Energy Energy from Plankton
+1 Science Science from Chelonia

None
Floatstone Quarry Floatstone Quarry Terraforming Floatstone Floatstone

+3 Energy

None
Geothermal Well Geothermal Well Geophysics Geothermal Geothermal

+3 Energy
+1 Energy with Power Systems

None
Paddock Paddock Chitin Chitin or Resilin Resilin

+1 Production on Chitin Chitin
+1 Science on Resilin Resilin
+1 Production on Resilin with Bionics Lab +1 Culture with Alien Lifeforms

None
Petroleum Well Petroleum Well Chemistry Petroleum Petroleum

+2 Energy, +1 Production
+1 Energy, +1 Production with Petrochemical Plant

-2 Energy, -1 UnHealth
Plantation Plantation Fiber, Fruit, Fungus Fungus or Tubers Tubers

+1 Production on Fiber
+1 Food on Fruit
+1 Food on Fungus Fungus
+1 Food on Fungus with Growlab
+2 Food on Tubers Tubers
+1 Food with Photosystems

None
Quarry Quarry Basalt

+1 Production on Basalt
+1 Production with Power Systems

None
Sea Well Sea Well RT only Vents

+1 Energy Energy
+1 Science Science

None
Work Barge Work Barge Planetary Survey Algae Algae or Coral Coral

+1 Energy on Algae Algae*
+1 Science, +1 Production on Coral Coral
+1 Food, +1 Production with Water Refinery

None
Xenomass Well Xenomass Well Alien Sciences Xenomass Xenomass

+3 Food
+1 Science with Alien Genetics
+1 Culture with Alien Domestication
+1 Energy with Xenofuel Plant
+1 Production with Cloning Plant

-2 Energy

*Food Food in Base Beyond Earth

Transportation improvements

These improvements can be built on any passable land tile. They can be built alongside any other improvement.

Tile improvement Tech required Maintenance
Roads Roads none 1 Energy Energy
Magrails Magrails Fabrication 2 Energy Energy
RT only Introduced in the Rising Tide expansion pack.
Civilization: Beyond Earth [Edit]
Games: Base Beyond EarthRising TideStarships
Lists
Affinities
Concepts
Yields
Misc.
RT only Introduced in the Rising Tide expansion pack.
  • † Spin off game based in the same fictional universe