Civilization: Beyond Earth Walkthrough Listing
Resources constitute the lifeblood of many colonies in Civilization: Beyond Earth. Appearing as clumps of natural objects on the map, resources typically provide extra bonuses when improved by a worker, and may allow you to purchase advanced units and buildings that would otherwise be unavailable. Resources must be within the boundaries of your colony for improvement, so you may have to purchase tiles to snag ‘em.
Resources constitute the lifeblood of many colonies in Civilization: Beyond Earth. Appearing as clumps of natural objects on the map, resources typically provide extra bonuses when improved by a worker, and may allow you to purchase advanced units and buildings that would otherwise be unavailable. Resources must be within the boundaries of your colony for improvement, so you may have to purchase tiles to snag ‘em.
Below is a listing of the resources in Beyond Earth, as well as what they’re used for. There are three different kinds: Basic, Strategic, and Artifact.
Basic Resources
The lowest of the low, Basic Resources are exactly what they sound like. They typically don’t do a whole lot when improved besides give you a little bonus above and beyond what the tile already provides. Nevertheless, it’s wise to take advantage of their boons when you have a free Worker.
Algae
- Yield: 1 Food
- Location: Coasts
- Requires: Work Barge (Planetary Survey, Tier I)
- Biofuel Plant (Biology, Tier III)
Basalt
- Yield: 1 Production
- Location: Grassland, Plains, Desert, Tundra, Hills
- Requires: Quarry (No techs required)
Chitin
- Yield: 1 Food
- Location: Forest, Hills, Grassland, Plains, Desert
- Requires: Paddock (No techs required)
Copper
- Yield: 1 Energy
- Location: Grass
- Requires: Mine (No techs required)
Coral
- Yield: 1 Culture
- Location: Coast
- Requires: Work Barge (Planetary Survey, Tier I)
Fiber
- Yield: 1 Production
- Location: Grassland, Plains, Desert
- Requires: Plantation (No techs required)
Fruit
- Yield: 1 Food
- Location: Forest, Grassland, Plains
- Requires: Plantation (No techs required)
Fungus
- Yield: 1 Food
- Location: Plains, Desert, Hills, Forests
- Requires: Plantation (No techs required)
- Growlab (Biology, Tier III)
- Yield: 1 Culture
- Location: Grassland, Plains, Desert, Hills
- Requires: Mine (No techs required)
Resilin
- Yield: 1 Production
- Location: Forest
- Requires: Paddock (No techs required)
- Bionics Lab (Bionics, Tier III)
- Yield: 1 Science
- Location: Hills, Plains, Desert, Tundra
- Requires: Mine (No techs required)
Tubers
- Yield: 1 Food
- Location: Forests, Desert, Tundra
- Requires: Plantation (No techs required)
Strategic Resources
A step up from the basics, Strategic Resources play a more active role in the formation of your colony. These resources are much more often used to purchase units and buildings, and in some cases will allow you to purchase the most powerful upgrades available. You can also trade Strategic Resources with other players, making them valuable diplomatic tools. Make an effort to stockpile these things.
Firaxite
- Yield: None
- Location: Forest, Marsh, Grassland, Plains, Desert, Tundra, Snow, Hills
- Requires: Firaxite Mine (Robotics, Tier III)
- Sabr (Synthetic Thought, Tier III)
- Neurolab (Cognition, Tier III)
- Holosuite (Cognition, Tier III)
- CNDR (Tactical Robotics, Tier III)
- Optical Surgery (Mechatronics, Tier III)
- Hypercore (Hypercomputing, Tier IV)
- Angel (Neural Uploading, Tier IV)
- Bioglass Furnace (Bioengineering, Tier IV)
- Deep Space Telescope (Orbital Automation, Tier IV)
- Carvr (Autogyros, Tier IV)
- Yield: None
- Location: Plains, Desert, Tundra, Hills
- Requires: Floatstone Quarry (Terraforming, Tier III)
- LEV Plant (Mechatronics, Tier III)
- LEV Tank (Mobile LEV, Tier III)
- Holomatrix (Civil Support, Tier III)
- Mantle (Field Theory, Tier IV)
- Rocktopus (Designer Lifeforms, Tier IV)
- Aegis (Surrogacy, Tier IV)
- LEV Destroyer (Tactical LEV, Tier IV)
- Skycrane (Astrodynamics, Tier IV)
- Yield: 2 Energy
- Location: Grassland, Plains, Tundra
- Requires: Thermal Well (Geophysics, Tier II)
- Gaian Well (Terraforming, Tier III)
- Archimedes Lever (Seismic Induction, Tier IV)
- Xenodrome (Alien Ethics, Tier IV)
- Daedalus Ladder (Augmentation, Tier IV)
- Tectonic Anvil (Metamaterials, Tier IV)
- Yield: None
- Location: Marsh, Desert, Tundra, Snow, Coasts
- Requires: Petroleum Well (Chemistry, Tier II)
- Lasercom Satellite (Orbital Networks, Tier III)
- Weather Controller (Climate Control, Tier III)
- Miasmic Condenser (Alien Ecology, Tier III)
- Biofactory (Organics, Tier III)
- Holomatrix (Civil Support, Tier III)
- Orbital Fabricator (Geoscaping, Tier IV)
- Planet Carver (Astrodynamics, Tier IV)
- Deep Space Telescope (Orbital Automation, Tier IV)
- All-Seer (Dark Networks, Tier IV)
- Orbital Laser (Cybernetics, Tier IV)
- Phasal Transporter (Cybernetics, Tier IV)
- Yield: None
- Location: Grassland, Plains, Desert, Tundra, Snow, Hills
- Requires: Engineering, Mine (No techs required)
- Lasercom Satellite (Orbital Networks, Tier III)
- Weather Controller (Climate Control, Tier III)
- Alloy Foundry (Fabrication, Tier III)
- Orbital Fabricator (Geoscaping, Tier IV)
- Aegis (Surrogacy, Tier IV)
- Planet Carver (Astrodynamics, Tier IV)
- All-Seer (Dark Networks, Tier IV)
- Phasal Transporter (Cybernetics, Tier IV)
- Yield: None
- Location: Marsh, Grassland, Plains, Grassland, Plains, Hills
- Requires: Xenomass Well (Alien Sciences, Tier III), Alien Nests
- Xenofuel Plant (Alien Sciences, Tier III)
- Xeno Swarm (Alien Adaptation, Tier III)
- Miasmic Condenser (Alien Ecology, Tier III)
- Cloning Plant (Genetic Design, Tier III)
- Xeno Sanctuary (Alien Ethics, Tier IV)
- Xeno Cavalry (Alien Domestication, Tier IV)
- Microbial Mine (Synergetics, Tier IV)
- Rocktopus (Designer Lifeforms, Tier IV)
- Progenitor Garden (Artificial Evolution, Tier V)
- Xeno Titan (Alien Evolution, Tier V)
A Crashed Satellite on the world map. Crashed Satellites can be exploited via expeditions. |
Artifact Resources
Artifact Resources are special tiles that provide a somewhat random assortment of benefits. They must be investigated by Explorers with available expeditions. Explorers have a single expedition by default; if your Explorer runs out (and they will), you can give it a new expedition by returning it to one of your cities.
Alien Skeleton
- Yield: Random Alien unit
- Location: Forest, Marsh, Grassland, Plains, Desert, Tundra, Snow, Hills
- Requires: Available expedition (Explorers)
Crashed Satellite
- Yield: Random resources
- Location: Forest, Marsh, Grassland, Plains, Desert, Tundra, Snow, Hills
- Requires: Available expedition (Explorers)
Derelict Settlement
- Yield: Random resources and / or Population
- Location: Forest, Marsh, Grassland, Plains, Desert, Tundra, Snow, Hills
- Requires: Available expedition (Explorers)
Derelict Settlements can be easy to mistake for improvements. Mind that they appear outside territorial boundaries.
Progenitor Ruin
- Yield: Free Affinity level
- Location: Forest, Marsh, Grassland, Plains, Desert, Tundra, Snow, Hills
- Requires: Available expedition (Explorers)