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Trade Agreements (CivBE)
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) 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.
Each personality comes with a trade agreement a player my trade to rival sponsors for Diplomatic Capital.
Character Traits[]
Trait | Sponsor | Rewards
(Level 1/ Level 2/ Level 3) |
First Trade Agreement Enabled | Second Trade Agreement Enabled | |
---|---|---|---|---|---|
Asabiyyah | 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 | Polystralia |
(2/ 3/ 3) free Trade Route slots in the Capital, and (1/ 1/ 2) free Trade Route slot in all other cities. | Tax Haven | Market Deregulation | |
Cosmonaut Legacy | SF |
Level 1: All Orbital Units Strategic Resource requirements reduced by 1. Start with 4 Petroleum, Titanium, and Geothermal resources.
Level 2: Gain 2 Petroleum, Titanium, and Geothermal resources. Level 3: All Orbital Units Strategic Resource requirements reduced by 2. |
Crash Program | Civilian Observatories | |
Corporate Espionage | ARC |
Covert Operations complete (30%/ 40%/ 50%) faster and require 1 less intrigue level to attempt. | Field Recruitment | Special Ops | |
Doctrine of Oneness | KP |
Culture and Energy costs to acquire new City plots are reduced by (30%/ 40%/ 50%). | Central Health Authority | Self-Reliance | |
Guerrilla Mastery | Brasilia |
War Score points increased by (30%/ 40%/ 50%). Gain 1 Diplomatic Capital for each Unit killed in combat. | Castle Doctrine | Outpost Militia | |
Indefatigable | NSA |
Aquatic cities have (50%/ 60%/ 75%) more Combat Strength and cost (50%/ 60%/ 75%) less Production to move. | Officer Training Command | Hydroengineering Corps | |
Jeog-ui Naebu | Chungsu |
Level 1: Start with one free Covert Agent. Each successful Covert Operation in a foreign City rewards 10 Science per Agent rank.
Level 2: Each successful Covert Operation in foreign City rewards 15 Science per Agent rank. Level 3: Gain one additional Covert Agent. Each successful Covert Operation in a foreign City rewards 30 Science per Agent rank. |
National Science Foundation | Academic Lobby | |
Kategorischer Imperativ | INTEGR |
Agreements cost (50%/ 60%/ 75%) less Diplomatic Capital Purchasing Units and buildings cost (25%/ 50%/ 75%) less Diplomatic Capital. | War of Ideas | Party Politics | |
Shining Path | Franco-Iberia |
Gain 1 free Virtue for every (10/ 9/ 8) Virtues earned with Culture. | Philanthropy | Think Tanks | |
Thousand Hands | PAC |
The first Wonder built in every City is free and builds instantly. (+1/ +2/ +3) Diplomatic Capital from Wonders. | Public Works | National Land Management | |
Umoja | PAU |
(+10/ +15/ +25) Growth in Cities when Healthy. All 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 | City Energy yield increased by (8%/ 12%/ 15%). | how much Energy their Cities make. | Estate Tax | |
Cooperative | Yield from internal City Trade routes increased by (20%/ 30%/ 40%). | how many internal City Trade Routes they maintain. | Liquid Resources | |
Defensive | (+5%/ +10%/ +15%) Combat Strength and Ranged Strength for Units fighting inside friendly territory. | the average combat Combat Strength of Military Units. | Citizen Soldiers | |
Developer | (+3/ +5/ +8) Global Health. | how much of their territory is improved. | Civil Infrastructure | |
Humanitarian | City Food yield increased by (8%/ 12%/ 15%). | how much Food their Cities make. | Colonization Corps | |
Industrialist | City Production yield increased by (8%/ 12%/ 15%). | how much Production their Cities make. | Public Transportation | |
Innovative | City Science yield increased by (8%/ 12%/ 15%). | how much Science their Cities make. | Conservation Areas | |
Refined | City Culture yield increased by (8%/ 12%/ 15%). | how much Culture their Cities make. | Eminent Domain | |
Spacefaring | (+20%/ +25%/ +30%) increased duration for Orbital Units. | how many Orbital Units they maintain. | Reusable Vehicles | |
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 | (+10%/ +20%/ 30%) conversion rate for City Developments. | how much Production their Cities make. | Engineering Corps | |
Aspirational | City Orbital Coverage increased by (1/ 2/ 3). | how large their Orbital Coverage area is. | Orbital Cooperation | |
Disciplined | Military Units gain XP (20%/ 40%/ 60%)[1] faster. | how much Veterancy their military Units have on average. | Reserve Army | |
Enlightened | Virtues cost (2%/ 4%/ 6%) less Culture for each active agreement initiated by you. | the number of Synergy bonuses they have earned. | National Parks | |
Enterprising | Yields from international Trade Routes are increased by (20%/ 25%/ 30%). | how many international Trade Routes they maintain. | Black Markets | |
Expansionist | City Plots are (10%/ 15%/ 20%) cheaper to acquire with Culture. | their territory size. | Public Health | |
Generous | Cost to purchase Units and Buildings with Energy reduced by (10%/ 20%/ 30%). | how much Energy they spend on average. | Strategic Reserve | |
Insightful | Gain (4/ 8/ 12) Science per turn for each active Agreement initiated by you. | the number of Technologies they have researched. | Scientific Grant Program | |
Progressive | Gain (2/ 3/ 4) Health for each Active Agreement initiated by you. | their Health rate. | Student Aid | |
Subtle | 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 | City plots are (20%/ 30%/ 40%) cheaper to purchase with Energy. | how many new Outposts and Cities they are creating. | Medical Corps | |
Efficient | (15%/ 20%/ 25%) Production for military units. | how many Military Units they maintain. | Private Arms Development | |
Honorable | Gain (5/ 8/ 12) Culture when killing a Unit in Combat. | how many Units their Military kills on average. | Neopatriotism | |
Imperial | (+5%/ +10%/ +15%) Combat Strength and Ranged Strength for Units fighting outside friendly territory. | the average combat strength of the Military Units. | First Responders | |
Integrated | (+5%/ +10%/ +15%) Combat Strength and Ranged Strength for Units fighting inside friendly Orbital Coverage. | how many Orbital Units they maintain. | Orbital Defense Net | |
Practical | 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 | Gain (5/ 6/ 12) Science when killing a Unit in combat. | how many Units their Military kills on average. | Skunkworks | |
Profiteering | Yields from Station Trade Routes are increased by (30%/ 40%/ 50%). | how many Trade Routes they plunder on average. | Military Convoys | |
Protective | (+1/ +1.5/ +2) City defense Combat Strength per Unit of Population. | how high the Population of their Cities is on average. | Shock and Awe | |
Suspicious | Covert Agents require (1/1/1)[2] fewer successful operations to rank up. | how many Covert Agents they deploy to foreign Cities. | Surveillance State |
Notes[]
- ↑ Changed from (15%/ 20%/ 25%) in October patch
- ↑ This is not a typo
See also[]
- Personality traits in other games
Civilization: Beyond Earth [Edit] | |
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Games: Base Beyond Earth • Rising Tide • Starships† | |
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