There doesn't seem to be a specific time window for the quests to show up. These quests show up some time after you build the first of each building.
#CIV BEYOND EARTH TECH WEB UPGRADE#
Once the upgrade has been picked, it will show on all future versions of that building. There is no avenue for paying to improve your troop to the next best unit.īuildings will have quests that improve their abilities beyond the face value shown. As you upgrade, they will automatically get the upgrades and perform better. It is possible to hold on to early units in the game. Instead you have the option to heal 50HP or take a +10% combat bonus. As you develop through those affinities, you will have the option of giving your units the more significant upgrades that apply to all units of the same name. Instead, the upgrades that matter are results of moving up on the three major affinities. Unit experience upgrades are not as critical as they were in Civ V. They usually require focused attacks with several units just for a chance at taking them out. Siege Worms and Krakens are a completely different sort. They are incredibly dangerous in swarms without the right units to combat them. Most of the alien units can be pushovers in small numbers. If you cover up the tile with a unit of your own, new nests can not spawn. The alien nests, that behave the same as barbarian encampments, only spawn on Xenomass tiles. Unless you are playing an incredibly easy difficulty, don't expect to research all techs in the game. Technology is still the primary way to get access to units, buildings and wonders. Biggest differences are tech WEB and leaf (dead end) techs. Technology is still researched the same way. Once it reaches 1 population, it becomes a city. The only difference is that you found an outpost first and wait for it to grow from zero population to 1. Food behaves the same as Civilization V in nearly every way. CitiesĬities grow and expand using the same basic mechanics. Mid-game, there are a few costly tile improvements that can increase health. It will be harder to manage health than happiness because there is no equivalent to luxury resources. Your colony will slow or increase it's growth based on current health levels.
The negative effects of bad health are similar to low happiness. Instead of keeping your people happy, you must keep them healthy in this potentially hostile alien environment.
You can buy land, purchase units or buildings, and trade it with other colonies. Instead of stockpiling gold, your civilization will be hoarding big piles of energy. It could be the difference between being a civilization based on the ocean or land. This could potentially add up to 12 more tile options to where you can start your first city. When deciding on what to bring with your colony ship, there is an option to see and extra ring worth of hexes to start your first city. If that hex grid has a canyon, mountain, or water in it, you just lose the option to take that space. Instead of having a settler at the start of the game, you have a hex grid that allows you to choose one of seven spaces to start your city. If you're looking to get into Beyond Earth quickly, you just need to know a few things and getting on your feet should be pretty simple. In a lot of ways, Beyond Earth is much like it's predeccesor.