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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. |
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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. |
+ | 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
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 | Cognition | Any |
+3 |
-2 | ||
Array | Communications | Flatland |
+1 , +1 , +1 Orbital coverage |
None | ||
Biowell | Bionics | Any* |
+2 , +1 |
-2 | ||
Dome | Biology | Any* |
+2 |
-2 | ||
Farm |
Grassland, Plains or Desert without Forest or Marsh |
+1 |
None | |||
Generator | Any* |
+2 |
None | |||
Manufactory | Robotics | Any land |
+3 |
-2 , -2 | ||
Mine |
+2 |
None | ||||
Node | Autonomous Systems | Any |
+2 , heal adjacent friendly units for 20 HP per turn |
None | ||
Terrascape | Terraforming | Non-Miasma Land |
No yield from terrain |
-6 |
*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.
* 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 | none | 1 Energy | |
Magrails | Fabrication | 2 Energy |
- Introduced in the Rising Tide expansion pack.
Civilization: Beyond Earth [Edit] | |
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Games: Base Beyond Earth • Rising Tide • Starships† | |
Lists
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Affinities | |
Concepts | |
Yields | |
Misc. | |
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