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{{BackArrowBE|Diplomacy (Rising Tide)|Back to ''Rising Tide'' Diplomacy}}
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{{BackArrowBE|Diplomacy (CivBE)|Back to ''Rising Tide'' Diplomacy}}<br />
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{{BackArrowBE|Yield (CivBE)|List of yields in CivBE}}<br />
   
{{DiplomaticCapitalBE}} is a new resource introduced in the ''[[Civilization: Beyond Earth]]'' expansion ''[[Rising Tide]]''.
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{{DiplomaticCapitalIconBE}} '''Diplomatic Capital''' is a currency introduced in the ''[[Civilization: Beyond Earth]]'' expansion ''[[Sid Meier's Civilization: Beyond Earth: Rising Tide|Rising Tide]]''.
   
==Civilopedia description==
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== Civilopedia Description ==
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{{Quote
"Diplomatic Capital is the currency of diplomacy. It represents a mixture of your leader's power, experience, and prestige on the global stage. You earn Diplomatic Capital locally from wonders and special buildings, and you earn it internationally when you allow other leaders initiate agreements. Likewise, you spend Diplomatic Capital when you initiate and maintain agreements with other leaders. You can also spend it to level up or change your leader's Personality Traits, which will improve its effects"
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|quote = Diplomatic Capital is the currency of diplomacy. It represents a mixture of your leader's power, experience, and prestige on the global stage. You earn Diplomatic Capital locally from wonders and special buildings, and you earn it internationally when you allow other leaders initiate agreements. Likewise, you spend Diplomatic Capital when you initiate and maintain agreements with other leaders. You can also spend it to level up or change your leader's Personality Traits, which will improve its effects.
 
|quoted = In-game Civilopedia}}
   
 
== Summary ==
- ''In-game Civilopedia''
 
 
{{DiplomaticCapitalIconBE}} Diplomatic Capital, like {{Faith5}} in the ''[[Civilization V: Gods & Kings|Gods &amp; Kings]]'' expansion for ''[[Civilization V]]'', is used to gain special perks in the form of Personality Traits and Diplomatic Agreements. Unlike Religious Beliefs in ''Gods & Kings'', however, two or more leaders can have the same traits if they want to, so this is not a "first come, first served" style of gameplay. {{DiplomaticCapitalIconBE}} Diplomatic Capital can also be used to buy [[Units (CivBE)|units]] and [[Building (CivBE)|buildings]], in the same way {{EnergyBE}} can be used. The cost of making purchases with {{DiplomaticCapitalIconBE}} Diplomatic Capital, however, is double the cost of making purchases with {{EnergyBE}}.
   
 
== Factions That Use Diplomatic Capital in Their Unique Personality Trait ==
==Summary==
 
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There are three factions that now incorporate {{DiplomaticCapitalIconBE}} Diplomatic Capital into their unique Personality Trait:
{{DiplomaticCapitalBE}}, like the {{Faith5}} Faith resource in the ''[[Civilization V: Gods & Kings|Gods & Kings]]'' expansion for ''[[Civilization V]]'', is used to gain special perks in the form of Personality Traits and Diplomatic Agreements. Unlike Religious Beliefs in ''Gods & Kings'', however, two or more leaders can have the same traits if they want to and it is now not a "first come, first serve" style of game-play. Diplomatic Capital can also be used to buy units and buildings, in the same way {{EnergyBE}} can be used. However, the resource cost to purchase is higher when using {{DiplomaticCapitalIconBE}} than when using {{EnergyIconBE}}.
 
   
==Factions that use Diplomatic Capital in their unique Personality Trait==
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* {{LinkBE|Brasilia}} earns +1 {{DiplomaticCapitalIconBE}} Diplomatic Capital for each unit killed in combat.
 
* {{LinkBE|INTEGR}} gets a 50% discount on initiating new agreements and a 25% discount to purchasing units and buildings using {{DiplomaticCapitalIconBE}} Diplomatic Capital.
There are three factions that now that incorporate Diplomatic Capital in their unique Personality Trait:
 
 
* The {{LinkBE|Pan-Asian Cooperative}} gets the first wonder built in each of its cities for free, and each wonder produces +6 {{DiplomaticCapitalIconBE}} Diplomatic Capital instead of +5.
   
 
== What Diplomatic Capital Can Be Spent On ==
*'''{{LinkBE|Brasilia}}''', which earns a +1 {{DiplomaticCapitalIconBE}} for each unit killed in combat.
 
 
* '''[[Personality traits (CivBE)|Personality traits]]''' - There are four types of potential Personality Traits that offer very important perks. The first one is unique to each faction and the other three are open to all factions. The three other types of Personality Traits need to be bought with {{DiplomaticCapitalIconBE}} Diplomatic Capital and all Personality Traits can be upgraded twice using {{DiplomaticCapitalIconBE}} Diplomatic Capital; Personality Traits that were already bought can also be changed by spending {{DiplomaticCapitalIconBE}} Diplomatic Capital. The cost for each upgrade, new trait, or change in trait starts at 100 {{DiplomaticCapitalIconBE}} Diplomatic Capital and goes up after every purchase. There are 10 Traits for every type of Personality Trait, each with a unique perk and unique potential Diplomatic Agreements that other leaders and can use if they "purchase" them with {{DiplomaticCapitalIconBE}} Diplomatic Capital.
*'''{{LinkBE|INTEGR}}''', which gets a 50% discount on initiating new agreements and a 25% discount to purchasing units and buildings using {{DiplomaticCapitalIconBE}}.
 
 
* '''[[Foreign Policies (Rising Tide)|Foreign Policies]]''' - Diplomatic Agreements can be initiated and maintained using {{DiplomaticCapitalIconBE}} Diplomatic Capital, and usually offer very situational perks. The cost of initiating one can be anywhere from 25 to more than 250 {{DiplomaticCapitalIconBE}} Diplomatic Capital and the maintenance cost per turn can be anywhere from 3 to 75 {{DiplomaticCapitalIconBE}} Diplomatic Capital, depending on the power of the agreement.
*'''{{LinkBE|Pan-Asian Cooperative}}''', which gets wonders for free that produce +6 {{DiplomaticCapitalIconBE}} instead of +5 {{DiplomaticCapitalIconBE}}.
 
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* '''Improving the standing with other factions to "Cooperative" or "Allied"''' - This costs 20 and 25 {{DiplomaticCapitalIconBE}} Diplomatic Capital, respectively.
 
* '''Purchasing units and buildings''' - When in the purchasing menu for the City Overview, there are two tabs: "Purchase with {{EnergyBE}}", and "Purchase with {{DiplomaticCapitalIconBE}} Diplomatic Capital". The cost of purchasing units and buildings with {{DiplomaticCapitalIconBE}} Diplomatic Capital is about 50% more than the cost of purchasing the same units with {{EnergyBE}} across the board.
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* '''[[Resources (CivBE)#Strategic Resources|Strategic resources]]''' - As of the [[Civilization: Beyond Earth: Rising Tide October 2015 update|October 2015 patch]], covert agents can "purchase" strategic resources with {{DiplomaticCapitalIconBE}} Diplomatic Capital using the [[Covert Operations (CivBE)#Black Market|black market]] feature.
   
 
== How to Increase Diplomatic Capital Income ==
==What Diplomatic Capital can be spent on==
 
 
Each {{CapitalBE}} starts with +3 {{DiplomaticCapitalIconBE}} Diplomatic Capital in the Headquarters. From there, {{DiplomaticCapitalIconBE}} Diplomatic Capital can be increased with certain buildings, [[Wonders (CivBE)|wonders]], or by allowing other factions to initiate Diplomatic Agreements with you.
   
 
There are some buildings that provide {{DiplomaticCapitalIconBE}} Diplomatic Capital:
[[Personality traits (Rising Tide)]]. There are four types potential Personality Traits that offer very important perks. The first one is unique to each faction and the other three are open to all factions. The three other types of Personality Traits need to be bought with Diplomatic Capital and all Personality Traits can be upgraded twice using Diplomatic Capital; also Personality Traits that were already bought can be changed by spending Diplomatic Capital. The cost for each upgrade, new trait, or change in trait starts at 100 {{DiplomaticCapitalIconBE}} and goes up after every purchase. There are 10 Traits for every type of Personality Trait, each with a unique perk and unique potential Diplomatic Agreements that other leaders and can use if they "purchase" them with Diplomatic Capital.
 
   
 
* {{LinkBE|Trade Depot}}, +2 {{DiplomaticCapitalIconBE}} Diplomatic Capital
[[Foreign Policies (Rising Tide)]]. Diplomatic Agreements can be initiated and maintained using Diplomatic Capital, and usually offer very situational perks. The cost of initiating one can be any where from 25 {{DiplomaticCapitalIconBE}} to more than 250 {{DiplomaticCapitalIconBE}} depending on the power of the agreement. The maintenance cost per turn can be anywhere from 3 {{DiplomaticCapitalIconBE}} to 75 {{DiplomaticCapitalIconBE}}, depending on the power of the agreement.
 
 
* {{LinkBE|Old Earth Relic}}, +2 {{DiplomaticCapitalIconBE}} Diplomatic Capital
 
* {{LinkBE|Alien Preserve}}, +2 {{DiplomaticCapitalIconBE}} Diplomatic Capital
 
* {{LinkBE|Network}}, +2 {{DiplomaticCapitalIconBE}} Diplomatic Capital
 
* {{LinkBE|Gene Garden}}, +3 {{DiplomaticCapitalIconBE}} Diplomatic Capital
 
* {{LinkBE|Feedsite Hub}}, +3 {{DiplomaticCapitalIconBE}} Diplomatic Capital
 
* {{LinkBE|Holosuite}}, +3 {{DiplomaticCapitalIconBE}} Diplomatic Capital
 
* {{LinkBE|Civil Crèche}}, +3 {{DiplomaticCapitalIconBE}} Diplomatic Capital
   
Improving the standing with other factions to "Cooperative", or "Allied". They cost 20 {{DiplomaticCapitalIconBE}} and 25 {{DiplomaticCapitalIconBE}}, respectively.
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All wonders provide +5 {{DiplomaticCapitalIconBE}} Diplomatic Capital, with the exception of the [[Headquarters (CivBE)|Headquarters]] (+3 {{DiplomaticCapitalIconBE}} Diplomatic Capital) and the [[Spy Agency (CivBE)|Spy Agency]] (+2 {{DiplomaticCapitalIconBE}} Diplomatic Capital).
   
 
The {{DiplomaticCapitalIconBE}} Diplomatic Capital maintenance cost per turn of [[Personality traits (CivBE)|Diplomatic Agreements]] that Leaders initiate is given directly to the faction that allowed it.
Purchasing Units and Buildings. When in the purchasing menu for the City Overview, there are two tabs: "Purchase with {{EnergyIconBE}}", and "Purchase with {{DiplomaticCapitalIconBE}}". The cost of purchasing Units and buildings with Diplomatic Capital is about 50% more than the cost of purchasing the same units with Energy across the board.
 
   
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As of the [[Civilization: Beyond Earth: Rising Tide November 2015 update|November 2015 patch]], covert agents can "sell" strategic resources for {{DiplomaticCapitalIconBE}} Diplomatic Capital using the [[Covert Operations (CivBE)#Black Market|black market]] feature.
==How to increase Diplomatic Capital income==
 
   
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== See also ==
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* [[Diplomatic Capital]] in other games
   
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{{CivBE}}
Each Capital starts with +3 {{DiplomaticCapitalIconBE}} in the Headquarters. From there {{DiplomaticCapitalIconBE}}can be increased with certain buildings, wonders, or by allowing other factions to initiate Diplomatic Agreements with you.
 
 
[[Category:Game concepts (CivBE)]]
 
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[[Category:Rising Tide]]
With Buildings that provide {{DiplomaticCapitalIconBE}}:
 
 
*{{LinkBE|Trade Depot}}, +2 {{DiplomaticCapitalIconBE}}
 
*{{LinkBE|Old Earth Relic}}, +2 {{DiplomaticCapitalIconBE}}
 
*{{LinkBE|Alien Preserve}}, +2 {{DiplomaticCapitalIconBE}}
 
*{{LinkBE|Network}}, +2{{DiplomaticCapitalIconBE}}
 
*{{LinkBE|Gene Garden}}, +3 {{DiplomaticCapitalIconBE}}
 
*{{LinkBE|Feedsite Hub}}, +3{{DiplomaticCapitalIconBE}}
 
*{{LinkBE|Holosuite}}, +3 {{DiplomaticCapitalIconBE}}
 
*{{LinkBE|Civil Crèche}}, +3 {{DiplomaticCapitalIconBE}}
 
 
With Wonders. All Wonders provide +5 {{DiplomaticCapitalIconBE}}, with the exception of the Headquarters(+3 {{DiplomaticCapitalIconBE}}) and the Spy Agency(+2 {{DiplomaticCapitalIconBE}}).
 
 
The {{DiplomaticCapitalIconBE}} maintenance cost per turn of Diplomatic Agreements that Leaders initiate is given directly to the Faction that allowed it.
 
[[Category:Rising Tide factions]]
 

Latest revision as of 16:53, 19 February 2024

Back arrow (CivBE) Back to Rising Tide Diplomacy
Back arrow (CivBE) List of yields in CivBE

Diplomatic Capital Diplomatic Capital is a currency introduced in the Civilization: Beyond Earth expansion Rising Tide.

Civilopedia Description[]

"Diplomatic Capital is the currency of diplomacy. It represents a mixture of your leader's power, experience, and prestige on the global stage. You earn Diplomatic Capital locally from wonders and special buildings, and you earn it internationally when you allow other leaders initiate agreements. Likewise, you spend Diplomatic Capital when you initiate and maintain agreements with other leaders. You can also spend it to level up or change your leader's Personality Traits, which will improve its effects."
– In-game Civilopedia

Summary[]

Diplomatic Capital Diplomatic Capital, like Faith Faith in the Gods & Kings expansion for Civilization V, is used to gain special perks in the form of Personality Traits and Diplomatic Agreements. Unlike Religious Beliefs in Gods & Kings, however, two or more leaders can have the same traits if they want to, so this is not a "first come, first served" style of gameplay. Diplomatic Capital Diplomatic Capital can also be used to buy units and buildings, in the same way Energy Energy can be used. The cost of making purchases with Diplomatic Capital Diplomatic Capital, however, is double the cost of making purchases with Energy Energy.

Factions That Use Diplomatic Capital in Their Unique Personality Trait[]

There are three factions that now incorporate Diplomatic Capital Diplomatic Capital into their unique Personality Trait:

  • Brasilia earns +1 Diplomatic Capital Diplomatic Capital for each unit killed in combat.
  • INTEGR gets a 50% discount on initiating new agreements and a 25% discount to purchasing units and buildings using Diplomatic Capital Diplomatic Capital.
  • The Pan-Asian Cooperative gets the first wonder built in each of its cities for free, and each wonder produces +6 Diplomatic Capital Diplomatic Capital instead of +5.

What Diplomatic Capital Can Be Spent On[]

  • Personality traits - There are four types of potential Personality Traits that offer very important perks. The first one is unique to each faction and the other three are open to all factions. The three other types of Personality Traits need to be bought with Diplomatic Capital Diplomatic Capital and all Personality Traits can be upgraded twice using Diplomatic Capital Diplomatic Capital; Personality Traits that were already bought can also be changed by spending Diplomatic Capital Diplomatic Capital. The cost for each upgrade, new trait, or change in trait starts at 100 Diplomatic Capital Diplomatic Capital and goes up after every purchase. There are 10 Traits for every type of Personality Trait, each with a unique perk and unique potential Diplomatic Agreements that other leaders and can use if they "purchase" them with Diplomatic Capital Diplomatic Capital.
  • Foreign Policies - Diplomatic Agreements can be initiated and maintained using Diplomatic Capital Diplomatic Capital, and usually offer very situational perks. The cost of initiating one can be anywhere from 25 to more than 250 Diplomatic Capital Diplomatic Capital and the maintenance cost per turn can be anywhere from 3 to 75 Diplomatic Capital Diplomatic Capital, depending on the power of the agreement.
  • Improving the standing with other factions to "Cooperative" or "Allied" - This costs 20 and 25 Diplomatic Capital Diplomatic Capital, respectively.
  • Purchasing units and buildings - When in the purchasing menu for the City Overview, there are two tabs: "Purchase with Energy Energy", and "Purchase with Diplomatic Capital Diplomatic Capital". The cost of purchasing units and buildings with Diplomatic Capital Diplomatic Capital is about 50% more than the cost of purchasing the same units with Energy Energy across the board.
  • Strategic resources - As of the October 2015 patch, covert agents can "purchase" strategic resources with Diplomatic Capital Diplomatic Capital using the black market feature.

How to Increase Diplomatic Capital Income[]

Each Capital Capital starts with +3 Diplomatic Capital Diplomatic Capital in the Headquarters. From there, Diplomatic Capital Diplomatic Capital can be increased with certain buildings, wonders, or by allowing other factions to initiate Diplomatic Agreements with you.

There are some buildings that provide Diplomatic Capital Diplomatic Capital:

All wonders provide +5 Diplomatic Capital Diplomatic Capital, with the exception of the Headquarters (+3 Diplomatic Capital Diplomatic Capital) and the Spy Agency (+2 Diplomatic Capital Diplomatic Capital).

The Diplomatic Capital Diplomatic Capital maintenance cost per turn of Diplomatic Agreements that Leaders initiate is given directly to the faction that allowed it.

As of the November 2015 patch, covert agents can "sell" strategic resources for Diplomatic Capital Diplomatic Capital using the black market feature.

See also[]

Civilization: Beyond Earth [Edit]
Games: Base Beyond EarthRising TideStarships
Lists
Affinities
Concepts
Yields
Misc.
RT only Introduced in the Rising Tide expansion pack.
  • † Spin off game based in the same fictional universe