Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Technologies that lead to Orbital Units
By [GoC] Col. Mustard
This is just a quick cheat sheet that shows all the technologies that allow you to build orbital units. It also contains details on what the orbital units actually do.
   
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Introduction
Recently I've been playing a game as the Slavic Federation and as you know their unique ability is that Orbital Units stay in orbit for 20% longer, and the first one launched grants a free technology. Obviously, to take advantage of their unique ability you need to be able to build Orbital Units in the first place, but which of those technologies in that jumbled mess of a technology web unlock new Orbital Units? It's not easy to see at a glance so I thought I'd spend some time examining it and have compiled a list of not only the technologies that unlock Orbital Units but what the Orbital Units do, what their resource requirements are and how much research it costs to get them.

Hopefully this will be a useful little "cheat sheet" for those playing as General Kozlov and wanting to know where they should focus their research.

I've sorted the Orbital Units in order of research cost with the lowest at top and the highest at the bottom.

EDIT (10/12/2014): Due to the recent patch there have been some changes. Kozlov's ability is now Orbital Units stay in orbit for 50% longer, he has 50% more petroleum (useful for most satellites) and he no longer receives a free technology. Nevertheless, Orbital Units are still useful for his faction :).

Two of the orbital units have changed as a result of the update:
  • Miasmic Repulsor now unlocks on Alien Biology (was Ecology)
  • Planet Carver now unlocks on Orbital Automation (was Astrodynamics)
Orbital Units
Miasmic Repulsor
  • Pre-requisite Tech: Alien Biology
  • Pre-requisite Tech Cost: 249 Beakers
  • Tech Critical Path Cost: 344 Beakers
  • Cost: 80 Production
  • Duration: 6 turns
  • Effect Range: 2 hexes
  • Effects: Clears Miasma
  • Strategic Resource Cost: None

Miasmic Condenser
  • Pre-requisite Tech: Alien Ecology
  • Pre-requisite Tech Cost: 770 Beakers
  • Tech Critical Path Cost: 1119 Beakers
  • Cost: 130 Production
  • Duration: 10 turns
  • Effect Range: 2 hexes
  • Effects: Generates Miasma on affected tiles starting from centre
  • Strategic Resource Cost: 3 Petroleum, 1 Xenomass

Tacnet Hub
  • Pre-requisite Tech: Communications
  • Pre-requisite Tech Cost: 770 Beakers
  • Tech Critical Path Cost: 1245 Beakers
  • Cost: 80 Production
  • Duration: 60 turns
  • Effect Range: 2 hexes
  • Effects: +20% combat strength, +20% ranged strength and +5 HP heal every turn for friendly units
  • Strategic Resource Cost: None

Solar Collector
  • Pre-requisite Tech: Photosystems
  • Pre-requisite Tech Cost: 1160 Beakers
  • Tech Critical Path Cost: 2025 Beakers
  • Cost: 80 Production
  • Duration: 60 turns
  • Effect Range: 1 hex
  • Effects: +1 Energy on tiles you own. Any city in range also receives +20% overall
  • Strategic Resource Cost: None

Weather Controller
  • Pre-requisite Tech: Climate Control
  • Pre-requisite Tech Cost: 1160 Beakers
  • Tech Critical Path Cost: 2025 Beakers
  • Cost: 130 Production
  • Duration: 60 turns
  • Effect Range: 1 hex
  • Effects: +1 Food on tiles you own. Generates 1 to 2 new basic resources on unimproved tiles across its lifespan
  • Strategic Resource Cost: 2 Petroleum, 1 Titanium

Holomatrix
  • Pre-requisite Tech: Civil Support
  • Pre-requisite Tech Cost: 1160 Beakers
  • Tech Critical Path Cost: 2025 Beakers
  • Cost: 130 Production
  • Duration: 60 turns
  • Effect Range: 1 hex
  • Effects: +2 Culture on tiles you own. Any city in range receives 50% less intrigue from enemy covert activity.
  • Strategic Resource Cost: 3 Petroleum, 1 Floatstone

Lasercom Satellite
  • Pre-requisite Tech: Orbital Networks
  • Pre-requisite Tech Cost: 1160 Beakers
  • Tech Critical Path Cost: 2405 Beakers
  • Cost: 130 Production
  • Duration: 60 turns
  • Effect Range: 1 hex
  • Effects: Once in orbit, establishes contact with Old Earth, which is part of Emancipation Victory and Promised Land Victory. Any city in range also receives +15% science overall.
  • Strategic Resource Cost: 2 Petroleum, 1 Titanium

Orbital Laser
  • Pre-requisite Tech: Cybernetics
  • Pre-requisite Tech Cost: 2480 Beakers
  • Tech Critical Path Cost: 3345 Beakers
  • Cost: 130 Production
  • Duration: 60 turns
  • Effect Range: 2 hexes
  • Effects: Bombards hostile units with 50 ranged strength
  • Strategic Resource Cost: 2 Petroleum

Phasal Transporter
  • Pre-requisite Tech: Cybernetics
  • Pre-requisite Tech Cost: 2480 Beakers
  • Tech Critical Path Cost: 3345 Beakers
  • Cost: 130 Production
  • Duration: 30 turns
  • Effect Range: 1 hex
  • Effects: Enables units to perform a one-way Phasal Transport from any friendly city to any affected tile
  • Strategic Resource Cost: 2 Petroleum, 1 Titanium

Orbital Fabricator
  • Pre-requisite Tech: Geoscaping
  • Pre-requisite Tech Cost: 3216 Beakers
  • Tech Critical Path Cost: 6561 Beakers
  • Cost: 130 Production
  • Duration: 60 turns
  • Effect Range: 1 hex
  • Effects: +1 Production on tiles you own. Generates 1 to 2 new strategic resources on unimproved tiles across its lifespan.
  • Strategic Resource Cost: 2 Petroleum, 1 Titanium

Planet Carver
  • Pre-requisite Tech: Orbital Automation
  • Pre-requisite Tech Cost: 3216 Beakers
  • Tech Critical Path Cost: 7205 Beakers
  • Cost: 200 Production
  • Duration: 30 turns
  • Effect Range: 2 hexes
  • Effects: Bombards hostile units with 120 ranged strength
  • Strategic Resource Cost: 4 Petroleum, 1 Titanium

Deep Space Telescope
  • Pre-requisite Tech: Orbital Automation
  • Pre-requisite Tech Cost: 3216 Beakers
  • Tech Critical Path Cost: 7205 Beakers
  • Cost: 200 Production
  • Duration: 60 turns
  • Effect Range: 2 hexes
  • Effects: Once in orbit, eventually leads to discovery of The Signal, which is part of the Contact Victory. Any city in range also receives +25% science overall
  • Strategic Resource Cost: 2 Petroleum, 1 Firaxite

All-Seer
  • Pre-requisite Tech: Dark Networks
  • Pre-requisite Tech Cost: 3216 Beakers
  • Tech Critical Path Cost: 7205 Beakers
  • Cost: 200 Production
  • Duration: 30 turns
  • Effect Range: 1 hex
  • Effects: Removes all Covert Agents and Intrigue from any city in range. Prevents any covert activity or intrigue increase as long as it orbits.
  • Strategic Resource Cost: 4 Petroleum, 1 Titanium
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3 Comments
Marvin Dec 11, 2014 @ 11:27am 
we need oil oil i say oil more of it hot oil on my face :golem: where is the oil on my face satalite? what the faaack
[GoC] Col. Mustard  [author] Dec 10, 2014 @ 4:00pm 
ikr? Probably why the recent update gave Slavic Fed more petroleum :).
heinejensen2 Dec 10, 2014 @ 11:30am 
13 orbital units :D i think we need more oil :p