A strategy guide for Civilization: Beyond Earth and its Rising Tide expansion: sponsors, seeding choices, the tech web, affinities, the five victory types, openings, and the habits that separate a smooth win from a stalled colony.
Researched September 2026 — current as of the final Rising Tide patch (November 2015 "Wonder War" update). Live games change; check the linked sources if something differs.
Status note: Beyond Earth hasn't had a gameplay patch since late 2015 but is still sold by 2K and regularly discounted (for example 75% off in the May 2026 Firaxis 30th anniversary sale). Everything below applies to the final version. If you own Rising Tide, most players consider it essential.
| Sponsor | Leader |
|---|---|
| American Reclamation Corporation | Suzanne Fielding |
| Pan-Asian Cooperative | Daoming Sochua |
| Kavithan Protectorate | Kavitha Thakur |
| Franco-Iberia | Élodie |
| African Union | Samatar Jama Barre |
| Polystralia | Hutama |
| Brasilia | Rejinaldo Duarte Bolívar |
| Slavic Federation | Vadim Kozlov |
| Sponsor | Leader |
|---|---|
| Al Falah | Arshia Kishk |
| North Sea Alliance | Duncan Hughes |
| Chungsu | Han Jae-Moon |
| INTEGR | Lena Ebner |
Each sponsor has a unique bonus (and in Rising Tide, persona traits you can unlock with Diplomatic Capital). Read the tooltip at game setup and match it to your victory plan. Achievements exist for winning as each base-game leader.
Before landing, you pick a spacecraft, cargo and colonists. These determine things like extra starting resources, free buildings or units, revealed map features, or yield bonuses. Good general principles:
After landing, you can move your first colonist to choose a better spot before founding your capital; don't wander more than a couple of turns.
| Yield | Used for |
|---|---|
| Food | City growth |
| Production | Units, buildings, wonders |
| Energy | Gold equivalent: buying, maintenance |
| Science | Tech web |
| Culture | Virtues |
| Health | Empire-wide wellbeing; negative Health reduces growth and output |
New colonies start as outposts that grow into cities after a few turns. Guard them; they're vulnerable.
Neutral Stations land during the game. You can trade with them, protect them, or take them over. Trade routes to stations and your own cities are a big part of the economy.
Satellites (launched from cities) sit above the map and provide bonuses or attack capability in an area. Launching your first orbital unit unlocks "Light This Candle". Protect satellite-heavy cities.
Agents can run covert ops in other players' cities (steal tech, sabotage, incite unrest). Rising Tide expanded the Black Market covert op.
Four trees: Might, Prosperity, Knowledge and Industry. Buying multiple virtues in the same tier across trees unlocks synergy bonuses. Most strong players commit heavily to one tree with a second as support.
| Affinity | Philosophy | Style |
|---|---|---|
| Harmony | Adapt humanity to the planet; genetic modification | Tames aliens, uses Xenomass, ignores Miasma |
| Purity | Keep humanity human; terraform the planet into a new Earth | Strong defensive units and buildings, uses Floatstone |
| Supremacy | Merge with technology | Highly specialized units, uses Firaxite |
You gain affinity levels by researching techs with affinity points and completing certain quests. Each level unlocks bonuses and unit upgrade options. Rising Tide adds hybrid affinities (for example Harmony/Supremacy), with their own units and achievements.
| Victory | How to win |
|---|---|
| Contact | Research the path to detect the Progenitor signal, then build the Beacon and let it complete contact without it being destroyed |
| Domination | Capture all opponents' capitals |
| Transcendence (Harmony) | Reach high Harmony and build the Mind Flower to awaken the planet |
| Promised Land (Purity) | Reach high Purity, build the Exodus Gate, and bring settlers from Earth |
| Emancipation (Supremacy) | Reach high Supremacy, build the Emancipation Gate, and send units through to Earth |
Affinity victories take a long time; start the required techs well before the late game. Contact is often the fastest victory for peaceful, science-focused players. There's also an achievement for winning each victory type.
Maps include Terran, Protean, Atlantean, Archipelago, Equatorial, Taigan, Skirmish and Duel. Difficulties are named after space programmes, including Sputnik, Mercury, Vostok, Soyuz, Gemini and Apollo; each has a win achievement.
Is Rising Tide worth it? Yes for most players. It adds aquatic cities, hybrid affinities, a better diplomacy system, artifacts and four new sponsors.
Which affinity is easiest? Purity is forgiving with strong defensive units. Harmony is powerful and fun once you understand the Miasma. Supremacy excels with specialized units.
What's the fastest victory? Contact is often quickest for peaceful science players. Domination can be quicker with an aggressive start.
Does Beyond Earth get updates? No. The last patch was in November 2015. It still receives sales.
Is it like Alpha Centauri? Beyond Earth shares the theme (colonising an alien world) and some ideas, but its systems are based on Civilization V.
How do I avoid alien attacks early? Keep units away from nests, don't attack aliens needlessly, and build a Soldier or two for defence.