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In Rising Tide, the expansion pack for Sid Meier's Civilization: Beyond Earth, the leaders of each faction have personality traits that develop according to various options you choose in the game.

There are four traits that players can unlock during the game. Players start with a character trait based on what faction they choose to play, which is locked and unchangeable. Players can purchase (with Diplomatic Capital Diplomatic Capital) up to three additional traits. Each trait begins at tier 1 and can be upgraded to tier 2 and then tier 3 using Diplomatic Capital Diplomatic Capital.

Each personality comes with a trade agreement a player my trade to rival sponsors for Diplomatic Capital Diplomatic Capital.

Character Traits[]

Trait Sponsor Rewards

(Level 1/ Level 2/ Level 3)

First Trade Agreement Enabled Second Trade Agreement Enabled
Asabiyyah (CivBE) Asabiyyah Al Falah
Al Falah

Yield from City Developments increased by (150%/ 175%/ 200%). City Developments are the production choice that lets you convert production into culture, science, etc.

Commercial Lobby Strategic Supply Network
Common Bond (CivBE) Common Bond Polystralia
Polystralia
(2/ 3/ 3) free Trade Route slots in the Capital Capital, and (1/ 1/ 2) free Trade Route slot in all other cities. Tax Haven Market Deregulation
Cosmonaut Legacy (CivBE) Cosmonaut Legacy Slavic Federation
SF
Level 1: All Orbital Units Strategic Resource requirements reduced by 1. Start with 4 Petroleum Petroleum, Titanium Titanium, and Geothermal Geothermal resources.

Level 2: Gain 2 Petroleum Petroleum, Titanium Titanium, and Geothermal Geothermal resources.

Level 3: All Orbital Units Strategic Resource requirements reduced by 2.

Crash Program Civilian Observatories
Corporate Espionage (CivBE) Corporate Espionage American Reclamation Corporation
ARC
Covert Operations complete (30%/ 40%/ 50%) faster and require 1 less intrigue level to attempt. Field Recruitment Special Ops
Doctrine of Oneness (CivBE) Doctrine of Oneness Kavithan Protectorate
KP
Culture Culture and Energy Energy costs to acquire new City plots are reduced by (30%/ 40%/ 50%). Central Health Authority Self-Reliance
Guerrilla Mastery (CivBE) Guerrilla Mastery Brasilia
Brasilia
War Score points increased by (30%/ 40%/ 50%). Gain 1 Diplomatic Capital Diplomatic Capital for each Unit killed in combat. Castle Doctrine Outpost Militia
Indefatigable (CivBE) Indefatigable North Sea Alliance
NSA
Aquatic cities have (50%/ 60%/ 75%) more Strength Combat Strength and cost (50%/ 60%/ 75%) less Production Production to move. Officer Training Command Hydroengineering Corps
Jeog-ui Naebu (CivBE) Jeog-ui Naebu Chungsu
Chungsu
Level 1: Start with one free Covert Agent. Each successful Covert Operation in a foreign City rewards 10 Science Science per Agent rank.

Level 2: Each successful Covert Operation in foreign City rewards 15 Science Science per Agent rank.

Level 3: Gain one additional Covert Agent. Each successful Covert Operation in a foreign City rewards 30 Science Science per Agent rank.

National Science Foundation Academic Lobby
Kategorischer Imperativ (CivBE) Kategorischer Imperativ INTEGR
INTEGR
Agreements cost (50%/ 60%/ 75%) less Diplomatic Capital Diplomatic Capital Purchasing Units and buildings cost (25%/ 50%/ 75%) less Diplomatic Capital Diplomatic Capital. War of Ideas Party Politics
Shining Path (CivBE) Shining Path Franco-Iberia
Franco-Iberia
Gain 1 free Virtue for every (10/ 9/ 8) Virtues earned with Culture Culture. Philanthropy Think Tanks
Thousand Hands (CivBE) Thousand Hands Pan-Asian Cooperative
PAC
The first Wonder built in every City is free and builds instantly. (+1/ +2/ +3) Diplomatic Capital Diplomatic Capital from Wonders. Public Works National Land Management
Umoja (CivBE) Umoja People's African Union
PAU
(+10/ +15/ +25) Food Growth in Cities when Healthy. All Population Specialist Citizens produce (1/ 1/ 2) extra yield. Social Safety Net Pioneering Spirit

Domestic Traits[]

Trait Rewards

(Level 1/ Level 2/ Level 3)

A leader with this trait will like or dislike another colony based on: Trade Agreement Enabled
Commercial (CivBE) Commercial City Energy Energy yield increased by (8%/ 12%/ 15%). how much Energy Energy their Cities make. Estate Tax
Cooperative (CivBE) Cooperative Yield from internal City Trade routes increased by (20%/ 30%/ 40%). how many internal City Trade Routes they maintain. Liquid Resources
Defensive (CivBE) Defensive (+5%/ +10%/ +15%) Strength Combat Strength and Ranged Strength Ranged Strength for Units fighting inside friendly territory. the average combat Strength Combat Strength of Military Units. Citizen Soldiers
Developer (CivBE) Developer (+3/ +5/ +8) Global Health Health. how much of their territory is improved. Civil Infrastructure
Humanitarian (CivBE) Humanitarian City Food Food yield increased by (8%/ 12%/ 15%). how much Food Food their Cities make. Colonization Corps
Industrialist (CivBE) Industrialist City Production Production yield increased by (8%/ 12%/ 15%). how much Production Production their Cities make. Public Transportation
Innovative (CivBE) Innovative City Science Science yield increased by (8%/ 12%/ 15%). how much Science Science their Cities make. Conservation Areas
Refined (CivBE) Refined City Culture Culture yield increased by (8%/ 12%/ 15%). how much Culture Culture their Cities make. Eminent Domain
Spacefaring (CivBE) Spacefaring (+20%/ +25%/ +30%) increased duration for Orbital Units. how many Orbital Units they maintain. Reusable Vehicles
Vigilant (CivBE) Vigilant Intrigue rises (10%/ 20%/ 30%) more slowly in all Cities. how much intrigue their Cities have on average. Agency Cooperation

Political Traits[]

Trait Rewards

(Level 1/ Level 2/ Level 3)

A leader with this trait will like or dislike another colony based on: Trade Agreement Enabled
Ambitious (CivBE) Ambitious (+10%/ +20%/ 30%) conversion rate for City Developments. how much Production Production their Cities make. Engineering Corps
Aspirational (CivBE) Aspirational City Orbital Coverage increased by (1/ 2/ 3). how large their Orbital Coverage area is. Orbital Cooperation
Disciplined (CivBE) Disciplined Military Units gain XP (20%/ 40%/ 60%)[1] faster. how much Veterancy their military Units have on average. Reserve Army
Enlightened (CivBE) Enlightened Virtues cost (2%/ 4%/ 6%) less Culture Culture for each active agreement initiated by you. the number of Synergy bonuses they have earned. National Parks
Enterprising (CivBE) Enterprising Yields from international Trade Routes are increased by (20%/ 25%/ 30%). how many international Trade Routes they maintain. Black Markets
Expansionist (CivBE) Expansionist City Plots are (10%/ 15%/ 20%) cheaper to acquire with Culture Culture. their territory size. Public Health
Generous (CivBE) Generous Cost to purchase Units and Buildings with Energy Energy reduced by (10%/ 20%/ 30%). how much Energy Energy they spend on average. Strategic Reserve
Insightful (CivBE) Insightful Gain (4/ 8/ 12) Science Science per turn for each active Agreement initiated by you. the number of Technologies they have researched. Scientific Grant Program
Progressive (CivBE) Progressive Gain (2/ 3/ 4) Health Health for each Active Agreement initiated by you. their Health Health rate. Student Aid
Subtle (CivBE) Subtle Spy Covert Agents finish operations (15%/ 20%/ 25%) more quickly and (20%/ 25% 30%) less likely to die in an operation. how many Covert Ops activity they engage in. Wet Teams

Military Traits[]

Trait Rewards

(Level 1/ Level 2/ Level 3)

A leader with this trait will like or dislike another colony based on: Trade Agreement Enabled
Colonial (CivBE) Colonial City plots are (20%/ 30%/ 40%) cheaper to purchase with Energy Energy. how many new Outposts and Cities they are creating. Medical Corps
Efficient (CivBE) Efficient (15%/ 20%/ 25%) Production Production for military units. how many Military Units they maintain. Private Arms Development
Honorable (CivBE) Honorable Gain (5/ 8/ 12) Culture Culture when killing a Unit in Combat. how many Units their Military kills on average. Neopatriotism
Imperial (CivBE) Imperial (+5%/ +10%/ +15%) Strength Combat Strength and Ranged Strength Ranged Strength for Units fighting outside friendly territory. the average combat strength of the Military Units. First Responders
Integrated (CivBE) Integrated (+5%/ +10%/ +15%) Strength Combat Strength and Ranged Strength Ranged Strength for Units fighting inside friendly Orbital Coverage. how many Orbital Units they maintain. Orbital Defense Net
Practical (CivBE) Practical Energy Energy maintenance for Military Units reduced by (20%/ 25%/ 30%). how advanced their Military is, based on the combat strength of their most powerful Unit. Smart Grid
Precise (CivBE) Precise Gain (5/ 6/ 12) Science Science when killing a Unit in combat. how many Units their Military kills on average. Skunkworks
Profiteering Personality Trait (CivBE) Profiteering Yields from Station Trade Routes are increased by (30%/ 40%/ 50%). how many Trade Routes they plunder on average. Military Convoys
Protective (CivBE) Protective (+1/ +1.5/ +2) City defense Strength Combat Strength per Unit of Population. how high the Population Population of their Cities is on average. Shock and Awe
Suspicious (CivBE) Suspicious Spy Covert Agents require (1/1/1)[2] fewer successful operations to rank up. how many Spy Covert Agents they deploy to foreign Cities. Surveillance State

Notes[]

  1. Changed from (15%/ 20%/ 25%) in October patch
  2. This is not a typo

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
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