(Remember - biowells add to the local health of the city, and the city cannot generate more health than it has population you can see how much local health a city is generating on its city screen). Biowells are the most important, +1 health for a very cheap -2 energy. When you get later in the game, there's a lot of choice there are far more tile improvements available than in previous Civs, so it's kind of bewildering for experienced civ players, too. Mines on all bare hills is rarely a bad idea, get farms down for food. For the remainder of the tiles, build according to the needs of your city/civ.For similar reasons, clear out miasma (if you're not going Harmony).This is particularly important for internal trade routes your convoys will not (ordinarily) stop on miasma tiles, so the roads are often needed to enable them to reach a city. Get roads connected between all your cities.Improve all basic/strategic resources with the appropriate tile.The crappier the better provided there are no alien lifeforms nearby. With the Phase Teleporter, you can put them anywhere on the map. The colonies must obey typical rules for city building (IE: must be 3 tiles away from the next city). You need 3 colonies with 6 earthlings and one with just two. The act of teleporting uses one turn.ĥ) Keep doing this for 20 turns and you win. Make SURE that the satellite overlaps over the city tile. >.>Ĥ) Put a teleportation satellite over the city with the gate and one where you're sending it. There's a button on the far left side that spawns a colonist. If you're short short on petroleum, you can make less and delete the unnecessary satellites later.ģ) Click on the gate once complete. You are going to want to build 5 of these. This is important.Ģ) research the technology for the teleportation satellite whose name I'm forgetting.
How to win the Promised Land victory and not become a raging monster:ġ) Put the gate next to a city.
More cities = more resources & more trade routes. If you think you can get away with building 4 cities and turtling the whole way through, you're probably going to have a bad time. Once you have a few of the virtues that add health, don't hesitate toward building more cities. And god knows there's plenty of xenomass all over the map. Xenomass with a few points in Harmony turns into a wonder tile. There are buildings and benefits for improving the tiles that they use. Enough in the early to mid game before a lot of the culture options become available to shave off a few turns for your next virtue.Įven if you are purely following one affinity, don't neglect the main resources for the other two factions. Once you have a reasonable amount of production - say 50 or so - you can generate a large sum of culture per turn. Run out of stuff to build and don't need more units? Set your production to generate culture.