

+10% Strength and Ranged Strength for all Units +3 Orbital Coverage provided by Stations you trade with
#3 civilization beyond earth upgrade
+10% Production towards a Unit for each Upgrade it has +50% quantity from sources of Strategic Resource +1 Production from every Strategic Resource +20% Affinity earned from researching technologies +0.25 Health for every Military Units under your commandĪfter conquering an enemy Outpost automatically found an Outpost of your own in its placeĮarn 100% of an alien lifeform's strength as Science after killing it.Įarn 30 Science from destroying alien nests +25% Strength and Ranged Strength against alien life forms 10 - +5% Strength and +5% Ranged Strength for all Units.5 - +5% Strength and +5% Ranged Strength for all Units.Those looking to expand through force of arms, whether fighting Aliens or other colonies, will likely pursue the Virtues of Might. Might deals with all things military, bringing benefits from combat or cheaper/better Units, or lowering the cost of building and maintaining your combat forces.

Of course, the ever-increasing culture price of subsequent virtues imposes a practical limit on how many virtues you could get, so plan ahead of time and look at strengthening aspects of your colony which are consistent with your overall strategy, or which are otherwise lacking. You could choose to develop consistently a single category and acquire quickly its level 2 and 3 virtues and synergy bonuses or you could choose to develop two categories simultaneously or even three. This system allows great flexibility in developing your virtues. To unlock them, simply purchase enough virtues in the given tier/category. In general, category bonuses are oriented towards the same aspect the category develops (see each category for the specific bonuses), while tier bonuses have a more general benefit (see below). Each synergy bonus is different, both for category- and tier-related. For example, after you get 5 virtues from the Might category, you get a special bonus when you get 6 virtues of tier 1 you also gain a special bonus. So, although you have the freedom to choose whichever of the four categories you want right from the start, you will have to develop each category methodically, in order to reach higher tiers and more powerful virtues.Īcquiring a certain number of Virtues from the same category or the same tier yields an additional synergy bonus. Individual Virtues within each category are furthermore organised in a tree, so that you need to adopt the lesser ones first, and then make your way 'down' the tree. However, unlike Civilization V, each category has three times the number of individual Virtues in it, which are organised in Tiers 1 - 3. You don't need to 'unlock' a certain Virtue category in order to acquire anything in it - all four categories are available right from the start, without any restrictions.


Each one category is aimed at enriching a specific gameplay aspect (which one is rather obvious by the name). There are four distinct categories of Virtues: Might ( Military), Prosperity ( Health, Energy, and Growth), Knowledge ( Science and Culture), and Industry ( Energy and Production). All culture your colony is producing from all sources is gathered in a pool, and whenever a certain threshold is reached (based on how many Virtues and Cities you already have and the difficulty you're playing at), you can select and activate one Virtue. Virtues are acquired by accumulating Culture over time (the mechanics are virtually the same as in Civilization V).
