
Aquatic cities work tiles in the same range as normal cities, up to three units away from the city's location.Cities cannot move too close to other cities or to stations (though I've been able to move some cities quite close to one another, I think this is a bug, not intended behavior).Improvements will be destroyed by the passing of a city (which creates a wonderful opportunity to use cities to destroy improvements on tiles without resources so that the tiles can be improved by weather satellites or orbital fabricators) and alien nests will automatically be looted (you will *not* receive a warning message that you're about to loot a friendly nest). Cities damage whatever they pass over.


Therefore, a city has the potential to capture three tiles of territory EACH TIME it moves. Each successful project will move the city one tile, and the city will then instantly claim all tiles around its new location. The project requires production to complete, therefore cities with higher production can move more quickly. They have a special project they can access when choosing production.

The Akkorokamui - +5 Diplomatic Capital, Unhealth from population reduced by 50% in this city.Abyssal Mirror - +5 Diplomatic Capital, Orbital Units launched from this city may overlap the coverage area of other Orbital Units by 1 tile.Vivarium - +2 Food, +1 Food from Desert.Repair Facility - +10% Land Unit Production.Alien Preserve - +2 Culture, +2 Diplomatic Capital.Water Refinery - +1 Production from Water (originally Food in Base Beyond Earth).Sonar Net - +25 City Defense, Reveals invisible units with 2 tiles.Torpedo Battery - +20% City Strike Damage.Thermohaline Rudder - +2 Science, -30% Production cost to Move City.Drydock - +2 Production, +20% Naval Unit Production.Explorers, in turn, do more when embarked to exploit these resources. Many resources and objects that were land based in Beyond Earth are now also found in the water. Aquatic cities have half the defensive strength of a land city.Trade routes originating from aquatic cities yield 50% more Energy than those from land cities.The production rate of naval units is doubled, while the production rate of air and land units is halved.Aquatic cities have 50% less Unhealth rate.Players must either purchase ocean tiles or move their city to expand an aquatic city's borders.Aquatic cities produce 50% more Culture for virtues, but do not expand their borders through Culture.Aquatic cities can be moved from one spot to another.Players, however, have an option that make all colonies start on the ocean. By default, only the North Sea Alliance and Chungsu have the ability to build their capitals on the ocean. In Rising Tide, players are able to build aquatic cities.

6 Unique Aquatic Gameplay in Other Games of the SeriesĪquatic cities Main article: City (CivBE)#Aquatic Cities.
