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{{BackArrowBE|Diplomacy (Rising Tide)|Back to ''Rising Tide'' Diplomacy}}
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{{BackArrowBE|Diplomacy (Rising Tide)|Back to ''Rising Tide'' Diplomacy}} <br />
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{{GoTo|Trade Agreements (Rising Tide)}}
   
 
In ''[[Rising Tide]]'', the expansion pack for ''[[Civilization: Beyond Earth]]'', the leaders of each faction have '''personality traits''' that develop according to various options you choose in the game.
 
In ''[[Rising Tide]]'', the expansion pack for ''[[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 {{DiplomaticCapitalBE}}) up to three additional traits. Each trait can also be upgraded from Level 1 to Level 2 and then to Level 3 using diplomatic capital.
+
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 {{DiplomaticCapitalBE}}) 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 Agreements (Rising Tide)|trade agreement]] a player my trade to rival sponsors for {{DiplomaticCapitalBE}}.
  +
  +
<gallery>
  +
File:Domestic Personality Traits (CivBE).png|Domestic Personality Trait Screen
  +
File:Military Personality Traits (CivBE).png|Military Personality Traits Screen
  +
File:Political Personality Traits (CivBE).png|Political Personality Trait Screen
  +
</gallery>
 
==Character Traits==
 
==Character Traits==
   
{| class="civbetable sortable" style="text-align: left;"
+
{| class="civbetable sortable" style="text-align: center;"
 
|-
 
|-
  +
! class="unsortable" |
 
! Trait
 
! Trait
! Sponsor
+
! [[List of Sponsors (CivBE)|Sponsor]]
! Level 1
+
! Rewards
! Level 2
+
(Level 1/ Level 2/ Level 3)
  +
!First [[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled
! Level 3
 
  +
!Second [[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled
 
|-
 
|-
  +
| {{IconBE|Asabiyyah|50}}
| style="text-align: center;" | Asahiyyah
 
  +
| Asabiyyah
| style="text-align: center;" | [[Al Falah (CivBE)|Al Falah]]
 
  +
|data-sort-value="Al Falah" |{{IconBE|Al Falah|30}}<br /><small>[[Al Falah (CivBE)|Al Falah]]</small>
|Yield from City Developments increased by 150%
 
  +
| style="text-align: left;" |
|Yield from City Developments increased by 175%
 
|Yield from City Developments increased by 200%
+
[[Yields (CivBE)|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
 
|-
 
|-
| style="text-align: center;" | Common Bond
+
| {{IconBE|Common Bond|50}}
  +
| Common Bond
| style="text-align: center;" | [[Polystralia (CivBE)|Polystalia]]
 
  +
|data-sort-value="Polystrailia" |{{IconBE|Polystralia|30}}<br /><small>[[Polystralia (CivBE)|Polystralia]]</small>
|2 free Trade Route slots in the {{CapitalBE}}, and 1 free Trade Route slot in all other cities.
 
|3 free Trade Route slots in the {{CapitalBE}}, and 1 free Trade Route slot in all other cities.
+
| style="text-align: left;" |(2/ 3/ 3) free [[Trade routes (CivBE)|Trade Route]] slots in the {{CapitalBE}}, and (1/ 1/ 2) free Trade Route slot in all other cities.
  +
|Tax Haven
|4 free Trade Route slots in the {{CapitalBE}}, and 2 free Trade Route slot in all other cities.
 
  +
|Market Deregulation
 
|-
 
|-
| style="text-align: center;" | Cosmonaut Legacy
+
| {{IconBE|Cosmonaut Legacy|50}}
  +
| Cosmonaut Legacy
| style="text-align: center;" | [[Slavic Federation (CivBE)|Slavic Federation]]
 
  +
|data-sort-value="Slavic Federation" |{{IconBE|Slavic Federation|30}}<br /><small>[[Slavic Federation (CivBE)|SF]]</small>
| All Orbital Units Strategic Resource requirements reduced by 1. Start with 4 {{PetroleumBE}}, {{TitaniumBE}}, and Geothermal resources.
 
|Gain 2 {{PetroleumBE}}, {{TitaniumBE}}, and Geothermal resources.
+
| style="text-align: left;"| '''Level 1:''' All [[List of orbital units (CivBE)|Orbital Units]] Strategic [[Resources (CivBE)|Resource]] requirements reduced by 1. Start with 4 {{PetroleumBE}}, {{TitaniumBE}}, and {{GeothermalBE}} resources.
  +
|All Orbital Units Strategic Resource requirements reduced by 2.
 
  +
'''Level 2:''' Gain 2 {{PetroleumBE}}, {{TitaniumBE}}, and {{GeothermalBE}} resources.
  +
  +
'''Level 3:''' All Orbital Units Strategic Resource requirements reduced by 2.
  +
|Crash Program
  +
|Civilian Observatories
 
|-
 
|-
| style="text-align: center;" |Corporate Espionage
+
| {{IconBE|Corporate Espionage|50}}
  +
|Corporate Espionage
| style="text-align: center;" | [[American Reclamation Corporation (CivBE)|American Reclamation Corporation]]
 
  +
|data-sort-value="ARC"|{{IconBE|American Reclamation Corporation|30}}<br /><small>[[American Reclamation Corporation (CivBE)|ARC]]</small>
| Covert Operations complete 30% faster and require 1 less intrigue level to attempt
 
| Covert Operations complete 40% faster and require 1 less intrigue level to attempt
+
| style="text-align: left;"| [[Covert Operations (CivBE)|Covert Operations]] complete (30%/ 40%/ 50%) faster and require 1 less intrigue level to attempt.
  +
|Field Recruitment
| Covert Operations complete 50% faster and require 1 less intrigue level to attempt
 
  +
|Special Ops
 
|-
 
|-
| style="text-align: center;" | Doctrine of Oneness
+
| {{IconBE|Doctrine of Oneness|50}}
  +
| Doctrine of Oneness
| style="text-align: center;" | [[Kavithan Protectorate (CivBE)|Kavithan Protectorate]]
 
  +
|data-sort-value="KP"| {{IconBE|Kavithan Protectorate|30}}<br /><small>[[Kavithan Protectorate (CivBE)|KP]]</small>
| {{CultureBE}} and {{EnergyBE}} costs to acquire new City plots are reduced by 30%
 
| {{CultureBE}} and {{EnergyBE}} costs to acquire new City plots are reduced by 40%
+
| style="text-align: left;"| {{CultureBE}} and {{EnergyBE}} costs to acquire new City plots are reduced by (30%/ 40%/ 50%).
  +
|Central Health Authority
| {{CultureBE}} and {{EnergyBE}} costs to acquire new City plots are reduced by 50%
 
  +
|Self-Reliance
 
|-
 
|-
| style="text-align: center;" | Guerrilla Mastery
+
| {{IconBE|Guerrilla Mastery|50}}
  +
| Guerrilla Mastery
| style="text-align: center;" | [[Brasilia (CivBE)|Brasilia]]
 
  +
|data-sort-value="Brasilia"| {{IconBE|Brasilia|30}}<br /><small>[[Brasilia (CivBE)|Brasilia]]</small>
| War Score points increased by 30%. Gain 1 {{DiplomaticCapitalBE}} for each Unit killed in combat.
 
| War Score points increased by 40%. Gain 1 {{DiplomaticCapitalBE}} for each Unit killed in combat.
+
| style="text-align: left;"| War Score points increased by (30%/ 40%/ 50%). Gain 1 {{DiplomaticCapitalBE}} for each Unit killed in combat.
  +
|Castle Doctrine
| War Score points increased by 50%. Gain 1 {{DiplomaticCapitalBE}} for each Unit killed in combat.
 
  +
|Outpost Militia
 
|-
 
|-
| style="text-align: center;" | Indefatigable
+
| {{IconBE|Indefatigable|50}}
  +
| Indefatigable
| style="text-align: center;" | [[North Sea Alliance (CivBE)|North Sea Alliance]]
 
  +
|data-sort-value="NSA"|{{IconBE|North Sea Alliance|30}}<br /><small>[[North Sea Alliance (CivBE)|NSA]]</small>
| Aquatic cities have 50% more {{StrengthBE}} and cost 50% less to move.
 
| Aquatic cities have 60% more {{StrengthBE}} and cost 60% less to move.
+
| style="text-align: left;"| [[Aquatic gameplay (Rising Tide)|Aquatic cities]] have (50%/ 60%/ 75%) more {{StrengthBE}} and cost (50%/ 60%/ 75%) less {{ProductionBE}} to move.
  +
|Officer Training Command
| Aquatic cities have 75% more {{StrengthBE}} and cost 75% less to move.
 
  +
|Hydroengineering Corps
 
|-
 
|-
| style="text-align: center;" | Jeog-ui Naebu
+
| {{IconBE|Jeog-ui Naebu|50}}
  +
| Jeog-ui Naebu
| style="text-align: center;" | [[Chungsu (CivBE)|Chungsu]]
 
  +
|data-sort-value="Chungsu" |{{IconBE|Chungsu|30}}}<br /><small>[[Chungsu (CivBE)|Chungsu]]</small>
| Start with one free Covert Agent. Each successful Covert Operation in a foreign City rewards 10 {{ScienceBE}} per Agent rank
 
| Each successful Covert Operation in foreign City rewards 15 {{ScienceBE}} per Agent rank
+
| style="text-align: left;"| '''Level 1:''' Start with one free Covert Agent. Each successful [[Covert Operations (CivBE)|Covert Operation]] in a foreign City rewards 10 {{ScienceBE}} per Agent rank.
  +
| Gain one additional Covert Agent. Each successful Covert Operation in a foreign City rewards 30 {{ScienceBE}} per Agent rank.
 
  +
'''Level 2:''' Each successful Covert Operation in foreign City rewards 15 {{ScienceBE}} per Agent rank.
  +
  +
'''Level 3:''' Gain one additional Covert Agent. Each successful Covert Operation in a foreign City rewards 30 {{ScienceBE}} per Agent rank.
  +
|National Science Foundation
  +
|Academic Lobby
 
|-
 
|-
| style="text-align: center;" | Kategorischer Imperativ
+
| {{IconBE|Kategorischer Imperativ|50}}
  +
| Kategorischer Imperativ
| style="text-align: center;" | [[INTEGR (CivBE)|INTEGR]]
 
  +
|data-sort-value="INTEGR" |{{IconBE|INTEGR|30}}<br /><small>[[INTEGR (CivBE)|INTEGR]]</small>
| Agreements cost 50% less {{DiplomaticCapitalBE}} Purchasing Units and buildings cost 25% less {{DiplomaticCapitalBE}}
 
| Agreements cost 60% less {{DiplomaticCapitalBE}} Purchasing Units and buildings cost 50% less {{DiplomaticCapitalBE}}
+
| style="text-align: left;"| [[Trade Agreements (Rising Tide)|Agreements]] cost (50%/ 60%/ 75%) less {{DiplomaticCapitalBE}} Purchasing Units and buildings cost (25%/ 50%/ 75%) less {{DiplomaticCapitalBE}}.
  +
|War of Ideas
| Agreements cost 75% less {{DiplomaticCapitalBE}} Purchasing Units and buildings cost 75% less {{DiplomaticCapitalBE}}
 
  +
|Party Politics
 
|-
 
|-
| style="text-align: center;" | Shining Path
+
| {{IconBE|Shining Path|50}}
  +
| Shining Path
| style="text-align: center;" | [[Franco-Iberia (CivBE)|Franco-Iberia]]
 
  +
|data-sort-value="Franco-Iberia"| {{IconBE|Franco-Iberia|30}}<br /><small>[[Franco-Iberia (CivBE)|Franco-Iberia]]</small>
| Gain 1 free Virtue for every 10 Virtues earned with {{CultureBE}}
 
| Gain 1 free Virtue for every 9 Virtues earned with {{CultureBE}}
+
| style="text-align: left;"| Gain 1 free [[Virtues (CivBE)|Virtue]] for every (10/ 9/ 8) Virtues earned with {{CultureBE}}.
  +
|Philanthropy
| Gain 1 free Virtue for every 8 Virtues earned with {{CultureBE}}
 
  +
|Think Tanks
 
|-
 
|-
| style="text-align: center;" | Thousand Hands
+
| {{IconBE|Thousand Hands|50}}
  +
| Thousand Hands
| style="text-align: center;" | [[Pan-Asian Cooperative (CivBE)]]
 
  +
|data-sort-value="PAC" |{{IconBE|Pan-Asian Cooperative|30}}<br /><small>[[Pan-Asian Cooperative (CivBE)|PAC]]</small>
| The first Wonder built in every City is free. +1 {{DiplomaticCapitalBE}} from Wonders.
 
| The first Wonder built in every City is free. +2 {{DiplomaticCapitalBE}} from Wonders.
+
| style="text-align: left;"| The first [[Wonders (CivBE)|Wonder]] built in every City is free and builds instantly. (+1/ +2/ +3) {{DiplomaticCapitalBE}} from Wonders.
  +
|Public Works
| The first Wonder built in every City is free. +3 {{DiplomaticCapitalBE}} from Wonders.
 
  +
|National Land Management
 
|-
 
|-
  +
| {{IconBE|Umoja|50}}
| style="text-align: center;" | Umoja
 
  +
| Umoja
| style="text-align: center;" | [[People's African Union (CivBE)|People's African Union]]
 
  +
|data-sort-value="PAU"| {{IconBE|People's African Union|30}}<br /><small>[[People's African Union (CivBE)|PAU]]</small>
| +10 {{FoodIconBE}} Growth in Cities when {{HealthyBE}}. All {{PopulationIconBE}} Specialist Citizens produce 1 extra yield
 
| +15 {{FoodIconBE}} Growth in Cities when {{HealthyBE}}. All {{PopulationIconBE}} Specialist Citizens produce 1 extra yield
+
| style="text-align: left;"| (+10/ +15/ +25) {{FoodIconBE}} Growth in [[City (CivBE)|Cities]] when {{HealthyBE}}. All {{PopulationIconBE}} Specialist Citizens produce (1/ 1/ 2) extra yield.
  +
|Social Safety Net
| +25 {{FoodIconBE}} Growth in Cities when {{HealthyBE}}. All {{PopulationIconBE}} Specialist Citizens produce 2 extra yield
 
  +
|Pioneering Spirit
 
|}
 
|}
   
 
==Domestic Traits==
 
==Domestic Traits==
   
{| class="civbetable sortable" style="text-align: left;"
+
{| class="civbetable sortable" style="text-align: center;"
 
|-
 
|-
  +
! class="unsortable" |
 
! Trait
 
! Trait
! Level 1
+
! Rewards
! Level 2
+
(Level 1/ Level 2/ Level 3)
  +
! A leader with this trait will like or dislike another colony based on:
! Level 3
 
  +
![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled
! Notes
 
 
|-
 
|-
| style="text-align: center;" |Commercial
+
| {{IconBE|Commercial|50}}
  +
|Commercial
|City {{EnergyBE}} yield increased by 8%
 
|City {{EnergyBE}} yield increased by 12%
+
| style="text-align: left;"|City {{EnergyBE}} yield increased by (8%/ 12%/ 15%).
|City {{EnergyBE}} yield increased by 15%
+
| style="text-align: left;"|how much {{EnergyBE}} their Cities make.
  +
|Estate Tax
|A leader with this trait will like or dislike another colony based on how much Energy their Cities make.
 
 
|-
 
|-
| style="text-align: center;" |Cooperative
+
| {{IconBE|Cooperative|50}}
  +
|Cooperative
|Yield from internal City Trade routes increased by 20%
 
|Yield from internal City Trade routes increased by 30%
+
| style="text-align: left;"|Yield from internal City [[Trade routes (CivBE)|Trade routes]] increased by (20%/ 30%/ 40%).
|Yield from internal City Trade routes increased by 40%
+
| style="text-align: left;"|how many internal City Trade Routes they maintain.
  +
|Liquid Resources
|A leader with this trait will like or dislike another colony based on how many internal City Trade Routes they maintain.
 
 
|-
 
|-
| style="text-align: center;" |Defensive
+
| {{IconBE|Defensive|50}}
  +
|Defensive
| +5% {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly territory.
 
| +10% {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly territory.
+
| style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for [[Units (CivBE)|Units]] fighting inside friendly territory.
  +
| style="text-align: left;"|the average combat {{StrengthBE}} of Military Units.
| +15% {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly territory.
 
  +
|Citizen Soldiers
|A leader with this trait will like or dislike another colony based on the average combat strength of Military Units.
 
 
|-
 
|-
| style="text-align: center;" |Developer
+
| {{IconBE|Developer|50}}
  +
|Developer
| +3 Global {{HealthBE}}
 
| +5 Global {{HealthBE}}
+
| style="text-align: left;"| (+3/ +5/ +8) Global {{HealthBE}}.
  +
| style="text-align: left;"|how much of their territory is improved.
| +8 Global {{HealthBE}}
 
  +
|Civil Infrastructure
|A leader with this trait will like or dislike another colony based on how much of their territory is improved.
 
 
|-
 
|-
| style="text-align: center;" |Humanitarian
+
| {{IconBE|Humanitarian|50}}
  +
|Humanitarian
| City {{FoodBE}} yield increased by 8%
 
| City {{FoodBE}} yield increased by 12%
+
| style="text-align: left;"| City {{FoodBE}} yield increased by (8%/ 12%/ 15%).
| City {{FoodBE}} yield increased by 15%
+
| style="text-align: left;"|how much {{FoodBE}} their Cities make.
  +
|Colonization Corps
|A leader with this trait will like or dislike another colony based on how much {{FoodBE}} their cities make.
 
 
|-
 
|-
| style="text-align: center;" |Industrialist
+
| {{IconBE|Industrialist|50}}
  +
|Industrialist
| City {{ProductionBE}} yield increased by 8%.
 
| City {{ProductionBE}} yield increased by 12%.
+
| style="text-align: left;"| City {{ProductionBE}} yield increased by (8%/ 12%/ 15%).
| City {{ProductionBE}} yield increased by 15%.
+
| style="text-align: left;"|how much {{ProductionBE}} their Cities make.
  +
|Public Transportation
|A leader with this trait will like or dislike another colony based on how much Production their Cities make.
 
 
|-
 
|-
| style="text-align: center;" |Innovative
+
| {{IconBE|Innovative|50}}
  +
|Innovative
| City {{ScienceBE}} yield increased by 8%.
 
| City {{ScienceBE}} yield increased by 12%.
+
| style="text-align: left;"| City {{ScienceBE}} yield increased by (8%/ 12%/ 15%).
| City {{ScienceBE}} yield increased by 15%.
+
| style="text-align: left;"|how much {{ScienceBE}} their Cities make.
  +
|Conservation Areas
|A leader with this trait will like or dislike another colony based on how much Science their Cities make.
 
 
|-
 
|-
| style="text-align: center;" |Refined
+
| {{IconBE|Refined|50}}
  +
|Refined
| City {{CultureBE}} yield increased by 8%.
 
| City {{CultureBE}} yield increased by 12%.
+
| style="text-align: left;"| City {{CultureBE}} yield increased by (8%/ 12%/ 15%).
| City {{CultureBE}} yield increased by 15%.
+
| style="text-align: left;"|how much {{CultureBE}} their Cities make.
  +
|Eminent Domain
|A leader with this trait will like or dislike another colony based on how much Culture their Cities make.
 
 
|-
 
|-
| style="text-align: center;" |Spacefaring
+
| {{IconBE|Spacefaring|50}}
  +
|Spacefaring
| +20% increased duration for Orbital Units
 
| +25% increased duration for Orbital Units
+
| style="text-align: left;"| (+20%/ +25%/ +30%) increased duration for [[Orbitals (CivBE)|Orbital]] [[List of orbital units (CivBE)|Units]].
| +30% increased duration for Orbital Units
+
| style="text-align: left;"|how many Orbital Units they maintain.
  +
|Reusable Vehicles
|A leader with this trait will like or dislike another colony based on how many Orbital Units they maintain.
 
 
|-
 
|-
| style="text-align: center;" |Vigilant
+
| {{IconBE|Vigilant|50}}
  +
|Vigilant
| Intrigue rises 10% more slowly in all Cities.
 
| Intrigue rises 20% more slowly in all Cities.
+
| style="text-align: left;"| [[Covert Operations (CivBE)|Intrigue]] rises (10%/ 20%/ 30%) more slowly in all Cities.
  +
| style="text-align: left;"|how much intrigue their Cities have on average.
| Intrigue rises 30% more slowly in all Cities.
 
  +
|Agency Cooperation
|A leader with this trait will like or dislike another colony based on how much intrigue their Cities have on average.
 
 
|}
 
|}
   
 
==Political Traits==
 
==Political Traits==
{| class="civbetable sortable" style="text-align: left;"
+
{| class="civbetable sortable" style="text-align: center;"
 
|-
 
|-
  +
! class="unsortable" |
 
! Trait
 
! Trait
! Level 1
+
! Rewards
! Level 2
+
(Level 1/ Level 2/ Level 3)
  +
! A leader with this trait will like or dislike another colony based on:
! Level 3
 
  +
![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled
! Notes
 
 
|-
 
|-
| style="text-align: center;" | Ambitious
+
| {{IconBE|Ambitious|50}}
  +
| Ambitious
| +10% conversion rate for City Developments
 
| +20% conversion rate for City Developments
+
| style="text-align: left;"| (+10%/ +20%/ 30%) conversion rate for City Developments.
  +
| style="text-align: left;"| how much {{ProductionBE}} their Cities make.
| +30% conversion rate for City Developments
 
  +
|Engineering Corps
| A leader with this trait will like or dislike another colony based on how much Production their Cities make.
 
 
|-
 
|-
| style="text-align: center;" | Aspirational
+
| {{IconBE|Aspirational|50}}
  +
| Aspirational
| City Orbital Coverage increased by 1
 
| City Orbital Coverage increased by 2
+
| style="text-align: left;"| City [[Orbitals (CivBE)|Orbital Coverage]] increased by (1/ 2/ 3).
| City Orbital Coverage increased by 3
+
| style="text-align: left;"|how large their Orbital Coverage area is.
  +
|Orbital Cooperation
|A leader with this trait will like or dislike another colony based on how large their Orbital Coverage area is.
 
 
|-
 
|-
| style="text-align: center;" | Disciplined
+
| {{IconBE|Disciplined|50}}
  +
| Disciplined
| Military Units gain XP 15% faster.
 
  +
| style="text-align: left;"| Military Units gain XP (20%/ 40%/ 60%)<ref>Changed from (15%/ 20%/ 25%) in [[Civilization: Beyond Earth: Rising Tide October 2015 update|October patch]]</ref> faster.
| Military Units gain XP 20% faster.
 
  +
| style="text-align: left;"|how much Veterancy their military Units have on average.
| Military Units gain XP 25% faster.
 
  +
|Reserve Army
|A leader with this trait will like or dislike another colony based how much Veterancy their military Units have on average.
 
 
|-
 
|-
| style="text-align: center;" | Enlightened
+
| {{IconBE|Enlightened|50}}
  +
| Enlightened
| Virtues cost 2% less {{CultureBE}} for each active agreement initiated by you.
 
| Virtues cost 4% less {{CultureBE}} for each active agreement initiated by you.
+
| style="text-align: left;"| {{LinkBE|Virtues}} cost (2%/ 4%/ 6%) less {{CultureBE}} for each active agreement initiated by you.
  +
| style="text-align: left;"|the number of Synergy bonuses they have earned.
| Virtues cost 6% less {{CultureBE}} for each active agreement initiated by you.
 
  +
|National Parks
|A leader with this trait will like or dislike another colony based on the number of Synergy bonuses they have earned.
 
 
|-
 
|-
| style="text-align: center;" | Enterprising
+
| {{IconBE|Enterprising|50}}
  +
| Enterprising
| Yields form international Trade Routes are increased by 20%
 
| Yields form international Trade Routes are increased by 25%
+
| style="text-align: left;"| Yields from international [[Trade routes (CivBE)|Trade Routes]] are increased by (20%/ 25%/ 30%).
| Yields form international Trade Routes are increased by 30%
+
| style="text-align: left;"|how many international Trade Routes they maintain.
  +
|Black Markets
|A leader with this trait will like or dislike another colony based how many international Trade Routes they maintain.
 
 
|-
 
|-
| style="text-align: center;" | Expansionist
+
| {{IconBE|Expansionist|50}}
  +
|Expansionist
| City Plots are 10% cheaper to acquire with {{CultureBE}}
 
| City Plots are 15% cheaper to acquire with {{CultureBE}}
+
| style="text-align: left;"| City Plots are (10%/ 15%/ 20%) cheaper to acquire with {{CultureBE}}.
  +
| style="text-align: left;"| their territory size.
| City Plots are 20% cheaper to acquire with {{CultureBE}}
 
  +
|Public Health
|A leader with this trait will like or dislike another colony based on their territory size.
 
 
|-
 
|-
| style="text-align: center;" |Generous
+
| {{IconBE|Generous|50}}
  +
|Generous
| Cost to purchase Units and Buildings with {{EnergyBE}} reduced by 10%
 
| Cost to purchase Units and Buildings with {{EnergyBE}} reduced by 20%
+
| style="text-align: left;"| Cost to purchase {{LinkBE|Units}} and {{LinkBE|Buildings}} with {{EnergyBE}} reduced by (10%/ 20%/ 30%).
  +
| style="text-align: left;"|how much {{EnergyBE}} they spend on average.
| Cost to purchase Units and Buildings with {{EnergyBE}} reduced by 30%
 
  +
|Strategic Reserve
|A leader with this trait will like or dislike another colony based how much Energy they spend on average.
 
 
|-
 
|-
| style="text-align: center;" |Insightful
+
| {{IconBE|Insightful|50}}
  +
|Insightful
| Gain 4 {{ScienceBE}} per turn for each active Agreement initiated by you
 
| Gain 8 {{ScienceBE}} per turn for each active Agreement initiated by you
+
| style="text-align: left;"| Gain (4/ 8/ 12) {{ScienceBE}} per turn for each active [[Trade Agreements (Rising Tide)|Agreement]] initiated by you.
  +
| style="text-align: left;"|the number of [[Tech Web (CivBE)|Technologies]] they have researched.
| Gain 12 {{ScienceBE}} per turn for each active Agreement initiated by you
 
  +
|Scientific Grant Program
|A leader with this trait will like or dislike another colony based on the number of Technologies they have researched.
 
 
|-
 
|-
| style="text-align: center;" |Progressive
+
| {{IconBE|Progressive|50}}
  +
|Progressive
| Gain 2 {{HealthBE}} for each Active Agreement initiated by you.
 
| Gain 3 {{HealthBE}} for each Active Agreement initiated by you.
+
| style="text-align: left;"| Gain (2/ 3/ 4) {{HealthBE}} for each Active [[Trade Agreements (Rising Tide)|Agreement]] initiated by you.
  +
| style="text-align: left;"|their {{HealthBE}} rate.
| Gain 4 {{HealthBE}} for each Active Agreement initiated by you.
 
  +
|Student Aid
|A leader with this trait will like or dislike another colony based on their Health rate.
 
 
|-
 
|-
| style="text-align: center;" |Subtle
+
| {{IconBE|Subtle|50}}
  +
|Subtle
| {{Template:SpyIconBE}} Covert Agents finish operations 15% more quickly and 20% less likely to die in an operation
 
| {{Template:SpyIconBE}} Covert Agents finish operations 20% more quickly and 25% less likely to die in an operation
+
| style="text-align: left;"| {{SpyIconBE}} Covert Agents finish operations (15%/ 20%/ 25%) more quickly and (20%/ 25% 30%) less likely to die in an operation.
  +
| style="text-align: left;"|how many Covert Ops activity they engage in.
| {{Template:SpyIconBE}} Covert Agents finish operations 25% more quickly and 30% less likely to die in an operation
 
  +
|Wet Teams
|A leader with this trait will like or dislike another colony based on how much Covert Ops activity they engage in.
 
 
|}
 
|}
   
 
==Military Traits==
 
==Military Traits==
{| class="civbetable sortable" style="text-align: left;"
+
{| class="civbetable sortable" style="text-align: center;"
 
|-
 
|-
  +
! class="unsortable" |
 
! Trait
 
! Trait
! Level 1
+
! Rewards
! Level 2
+
(Level 1/ Level 2/ Level 3)
  +
! A leader with this trait will like or dislike another colony based on:
! Level 3
 
  +
![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled
! Notes
 
 
|-
 
|-
| style="text-align: center;" |Colonial
+
| {{IconBE|Colonial|50}}
  +
|Colonial
|City plots are 20% cheaper to purchase with {{EnergyBE}}
 
|City plots are 30% cheaper to purchase with {{EnergyBE}}
+
| style="text-align: left;"|City plots are (20%/ 30%/ 40%) cheaper to purchase with {{EnergyBE}}.
  +
| style="text-align: left;"|how many new [[Outpost (CivBE)|Outposts]] and Cities they are creating.
|City plots are 40% cheaper to purchase with {{EnergyBE}}
 
  +
|Medical Corps
|A leader with this trait will like or dislike another colony based on how many new Outposts and Cities they are creating.
 
 
|-
 
|-
| style="text-align: center;" |Efficient
+
| {{IconBE|Efficient|50}}
  +
|Efficient
|15% {{ProductionBE}} for military units
 
|20% {{ProductionBE}} for military units
+
| style="text-align: left;"|(15%/ 20%/ 25%) {{ProductionBE}} for military units.
  +
| style="text-align: left;"|how many Military Units they maintain.
|25% {{ProductionBE}} for military units
 
|A leader with this trait will like or dislike another colony based on how many Military Units they maintain.
 
|-
 
| style="text-align: center;" |Honorable
 
|Gain 5 {{CultureBE}} when killing a Unit in Combat.
 
|Gain 8 {{CultureBE}} when killing a Unit in Combat.
 
|Gain 12 {{CultureBE}} when killing a Unit in Combat.
 
|A leader with this trait will like or dislike another colony based on how many Units their Military kills on average.
 
|-
 
| style="text-align: center;" |Imperial
 
| +5% {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting outside friendly territory.
 
| +10% {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting outside friendly territory.
 
| +15% {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting outside friendly territory.
 
|A leader with this trait will like or dislike another colony based on the average combat strength of the Military Units.
 
|-
 
| style="text-align: center;" |Integrated
 
| +5% {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly Orbital Coverage.
 
| +10% {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly Orbital Coverage
 
| +15% {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly Orbital Coverage
 
|A leader with this trait will like or dislike another colony based how many Orbital Units they Maintain.
 
|-
 
| style="text-align: center;" |Practical
 
| {{EnergyBE}} maintenence for Military Units reduced by 20%
 
| {{EnergyBE}} maintenence for Military Units reduced by 25%
 
| {{EnergyBE}} maintenence for Military Units reduced by 30%
 
|A leader with this trait will like or dislike another colony based on how advanced their Military is, based on the combat strength of their most powerful Unit.
 
|-
 
|Precise
 
| Gain 5 {{ScienceBE}} when killing a Unit in combat
 
| Gain 6 {{ScienceBE}} when killing a Unit in combat
 
| Gain 12 {{ScienceBE}} when killing a Unit in combat
 
|A leader with this trait will like or dislike another colony based on how many Units their Military kills on average.
 
|-
 
| style="text-align: center;" |Profiteering
 
| Yields from Station Trade Routes are increased by 30%
 
| Yields from Station Trade Routes are increased by 40%
 
| Yields from Station Trade Routes are increased by 50%
 
|A leader with this trait will like or dislike another colony based on how many Trade Routes they plunder on average.
 
|-
 
| style="text-align: center;" |Protective
 
| +1 City defense {{StrengthBE}} per Unit of Population
 
| +1.5 City defense {{StrengthBE}} per Unit of Population
 
| +2 City defense {{StrengthBE}} per Unit of Population
 
|A leader with this trait will like or dislike another colony based on how high the population of their Cities is on average.
 
|-
 
| style="text-align: center;" |Suspicious
 
| {{Template:SpyIconBE}} Covert Agents require 1 fewer successful operations to rank up.
 
| {{Template:SpyIconBE}} Covert Agents require 1 fewer successful operations to rank up.
 
| {{Template:SpyIconBE}} Covert Agents require 1 fewer successful operations to rank up.
 
|A leader with this trait will like or dislike another colony based on how many Covert Agents they deploy to foreign Cities.
 
|}
 
 
==Trade Agreements==
 
When you choose a trait or raise its tier level, you can unlock specific treaties. Any faction leader can ask for a treaty with someone who has those treaties unlocked. They get benefits from this, in exchange for giving the other player diplomatic capital each turn. Your relationship with the person determines how good the deal is.
 
 
{| class="civbetable sortable" style="text-align: center;"
 
!Agreement name
 
!Reward
 
!<small>Purch cost</small>
 
!<small>Cost per turn</small>
 
|-
 
|Social Safety Net
 
| style="text-align: left;" |Higher {{PopulationIconBE}} Population growth in {{CapitalIconBE}} Capital.
 
|150
 
|15
 
|-
 
|Central Health Authority
 
| style="text-align: left;" |More {{HealthIconBE}} Health from your {{CapitalIconBE}} Capital.
 
|75
 
|9
 
|-
 
|Public Works
 
| style="text-align: left;" |{{EnergyIconBE}} Energy maintenance for buildings in your {{CapitalIconBE}} Capital reduced.
 
|150
 
|15
 
|-
 
|Eminent Domain
 
| style="text-align: left;" |{{CultureIconBE}} Culture cost for new plots in your {{CapitalIconBE}} Capital reduced.
 
|150
 
|15
 
|-
 
|Academic Lobby
 
| style="text-align: left;" |{{CapitalIconBE}} Capital {{ScienceIconBE}} Science yield increased.
 
|250
 
|25
 
|-
 
|Commercial Lobby
 
| style="text-align: left;" |{{CapitalIconBE}} Capital {{EnergyIconBE}} Energy yield increased.
 
|250
 
|25
 
|-
 
|Castle Doctrine
 
| style="text-align: left;" |More defense {{StrengthIconBE}} Strength in your {{CapitalIconBE}} Capital.
 
|150
 
|15
 
|-
 
|Tax Haven
 
| style="text-align: left;" |Additional free Trade Route slot in your {{CapitalIconBE}} Capital.
 
|75
 
|9
 
|-
 
|Surveillance State
 
| style="text-align: left;" |Less Intrigue in your {{CapitalIconBE}} Capital.
 
|75
 
|9
 
|-
 
|Crash Program
 
| style="text-align: left;" |{{ProductionIconBE}} Production cost for Orbital Units in your {{CapitalIconBE}} Capital reduced.
 
|25
 
|3
 
|-
 
|Pioneering Spirit
 
| style="text-align: left;" |Higher outpost growth speed.
 
|25
 
|3
 
|-
 
|Self-Reliance
 
| style="text-align: left;" |{{UnhealthIconBE}} Unhealth from global {{PopulationIconBE}} Population reduced.
 
|250
 
|25
 
|-
 
|National Land Management
 
| style="text-align: left;" |More {{ProductionIconBE}} Production from Strategic Resources.
 
|150
 
|15
 
|-
 
|National Parks
 
| style="text-align: left;" |More {{CultureIconBE}} Culture from Strategic Resources.
 
|150
 
|15
 
|-
 
|Conservation Areas
 
| style="text-align: left;" |More {{ScienceIconBE}} Science from Strategic Resources.
 
|150
 
|15
 
|-
 
|Estate Tax
 
| style="text-align: left;" |More {{EnergyIconBE}} Energy per each owned plot in your territory.
 
|250
 
|25
 
|-
 
|Outpost Militia
 
| style="text-align: left;" |Outposts have more Strength and can perform ranged strikes.
 
|75
 
|9
 
|-
 
|Market Deregulation
 
| style="text-align: left;" |Trade route {{PopulationIconBE}} Population thresholds reduced.
 
|150
 
|15
 
|-
 
|Agency Cooperation
 
| style="text-align: left;" |Longer sight range for {{SpyIconBE}} Covert Agents in foreign Cities.
 
|75
 
|9
 
|-
 
|Civilian Observatories
 
| style="text-align: left;" |All active Orbital Units produce more {{ScienceIconBE}} Science.
 
|25
 
|3
 
|-
 
|Colonization Corps
 
| style="text-align: left;" |Colonist Units {{ProductionIconBE}} Production cost increased, but found Cities immediately.
 
|75
 
|9
 
|-
 
|Civil Infrastructure
 
| style="text-align: left;" |More {{HealthIconBE}} Health from Strategic Resources.
 
|250
 
|25
 
|-
 
|Engineering Corps
 
| style="text-align: left;" |Worker Units are free to build.
 
|25
 
|3
 
|-
 
|Philanthropy
 
| style="text-align: left;" |{{ProductionIconBE}} Production costs for City buildings that produce {{CultureIconBE}} Culture reduced.
 
|75
 
|9
 
|-
 
|National Science Foundation
 
| style="text-align: left;" |{{ScienceIconBE}} Science cost for Branch technologies reduced.
 
|150
 
|15
 
|-
 
|Strategic Reserve
 
| style="text-align: left;" |More {{EnergyIconBE}} Energy from Strategic Resources.
 
|150
 
|15
 
|-
 
|First Responders
 
| style="text-align: left;" |Cities and Outposts recover more damage each turn.
 
|75
 
|9
 
|-
 
|Liquid Resources
 
| style="text-align: left;" |International Trade Routes that yield Strategic Resources yield more.
 
|150
 
|15
 
|-
 
|Field Recruitment
 
| style="text-align: left;" |{{SpyIconBE}} Covert Agents are recruited at a higher rank than normal.
 
|75
 
|9
 
|-
 
|Orbital Cooperation
 
| style="text-align: left;" |More Orbital Coverage from Trade Stations.
 
|75
 
|9
 
|-
 
|Shock and Awe
 
| style="text-align: left;" |Units may pillage and attack in the same turn.
 
|150
 
|15
 
|-
 
|Medical Corps
 
| style="text-align: left;" |{{UnhealthIconBE}} Unhealth from conquered Cities reduced.
 
|150
 
|15
 
|-
 
 
|Private Arms Development
 
|Private Arms Development
| style="text-align: left;" |Increased {{ProductionIconBE}} Production when building Military Units.
 
|75
 
|9
 
 
|-
 
|-
  +
| {{IconBE|Honorable|50}}
  +
|Honorable
  +
| style="text-align: left;"|Gain (5/ 8/ 12) {{CultureBE}} when killing a [[Units (CivBE)|Unit]] in Combat.
  +
| style="text-align: left;"|how many Units their Military kills on average.
 
|Neopatriotism
 
|Neopatriotism
| style="text-align: left;" |Gain more {{CultureIconBE}} Culture when killing a Unit in combat.
 
|75
 
|9
 
 
|-
 
|-
  +
| {{IconBE|Imperial|50}}
|Skunkworks
 
  +
|Imperial
| style="text-align: left;" |{{ScienceIconBE}} Science cost for Technologies that unlock units reduced.
 
  +
| style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting outside friendly territory.
|75
 
  +
| style="text-align: left;"|the average combat strength of the Military Units.
|9
 
  +
|First Responders
|-
 
|Strategic Supply Network
 
| style="text-align: left;" |{{EnergyIconBE}} Energy maintenance for Military Units reduced.
 
|75
 
|9
 
|-
 
|Citizen Soldiers
 
| style="text-align: left;" |Hostile Units take more attrition damage per turn inside your territory.
 
|250
 
|25
 
|-
 
|Military Convoys
 
| style="text-align: left;" |More Combat defense for Trade Units.
 
|25
 
|3
 
|-
 
|Wet Teams
 
| style="text-align: left;" |{{SpyIconBE}} Covert Agents are less likely to die in operations.
 
|150
 
|15
 
 
|-
 
|-
  +
| {{IconBE|Integrated|50}}
  +
|Integrated
  +
| style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly [[Orbitals (CivBE)|Orbital Coverage]].
  +
| style="text-align: left;"|how many [[List of orbital units (CivBE)|Orbital Units]] they maintain.
 
|Orbital Defense Net
 
|Orbital Defense Net
| style="text-align: left;" |City Anti-Orbital Strike Range increased.
 
|25
 
|3
 
|-
 
|Student Aid
 
| style="text-align: left;" |Specialist Citizens consume no {{FoodIconBE}} Food.
 
|75
 
|9
 
|-
 
|Public Health
 
| style="text-align: left;" |Cities may Develop {{ProductionIconBE}} Production into {{HealthIconBE}} Health.
 
|150
 
|15
 
|-
 
|Public Transportation
 
| style="text-align: left;" |Movement speed on roads and magrails increased.
 
|25
 
|3
 
|-
 
|Think Tanks
 
| style="text-align: left;" |{{CultureIconBE}} Culture cost for new Virtues reduced.
 
|250
 
|25
 
|-
 
|Scientific Grant Program
 
| style="text-align: left;" |{{ScienceIconBE}} Science cost for Leaf Technologies reduced.
 
|150
 
|15
 
 
|-
 
|-
  +
| {{IconBE|Practical|50}}
  +
|Practical
  +
| style="text-align: left;"| {{EnergyBE}} maintenance for Military Units reduced by (20%/ 25%/ 30%).
  +
| style="text-align: left;"|how advanced their Military is, based on the combat strength of their most powerful Unit.
 
|Smart Grid
 
|Smart Grid
| style="text-align: left;" |Gain {{EnergyIconBE}} Energy per turn based on your {{EnergyIconBE}} Energy reserves.
 
|250
 
|25
 
 
|-
 
|-
  +
| {{IconBE|Precise|50}}
|Reserve Army
 
  +
|Precise
| style="text-align: left;" |Units heal fully each turn when fortified in a City.
 
  +
| style="text-align: left;"| Gain (5/ 6/ 12) {{ScienceBE}} when killing a Unit in combat.
|75
 
  +
| style="text-align: left;"|how many Units their Military kills on average.
|9
 
  +
|Skunkworks
 
|-
 
|-
  +
| {{IconBE|Profiteering Personality Trait|50}}
|Black Markets
 
  +
|Profiteering
| style="text-align: left;" |More City defense {{StrengthIconBE}} Strength per occupied Trade Route slot.
 
  +
| style="text-align: left;"| Yields from Station [[Trade routes (CivBE)|Trade Routes]] are increased by (30%/ 40%/ 50%).
|25
 
  +
| style="text-align: left;"|how many Trade Routes they plunder on average.
|3
 
  +
|Military Convoys
 
|-
 
|-
  +
| {{IconBE|Protective|50}}
|Special Ops
 
  +
|Protective
| style="text-align: left;" |Covert Operations are faster to complete.
 
  +
| style="text-align: left;"| (+1/ +1.5/ +2) City defense {{StrengthBE}} per Unit of Population.
|75
 
  +
| style="text-align: left;"|how high the {{PopulationBE}} of their Cities is on average.
|9
 
  +
|Shock and Awe
 
|-
 
|-
  +
| {{IconBE|Suspicious|50}}
|Reusable Vehicles
 
  +
|Suspicious
| style="text-align: left;" |Each Orbital Unit launched reduces {{ProductionIconBE}} Production costs for future Orbital.
 
  +
| style="text-align: left;"| {{SpyIconBE}} Covert Agents require (1/1/1)<ref>This is not a typo</ref> fewer successful operations to rank up.
|25
 
  +
| style="text-align: left;"|how many {{SpyIconBE}} Covert Agents they deploy to foreign Cities.
|3
 
  +
|Surveillance State
|-
 
|Officer Training Command
 
| style="text-align: left;" |Aquatic Cities have more {{StrengthIconBE}} Combat Strength.
 
|150
 
|15
 
|-
 
|Hydroengineering Corps
 
| style="text-align: left;" |Increased {{ProductionIconBE}} Production for Naval Units.
 
|150
 
|15
 
|-
 
|Party Politics
 
| style="text-align: left;" |Increased {{DiplomaticCapitalIconBE}} Diplomatic Capital from your {{CapitalIconBE}} Capital.
 
|25
 
|3
 
|-
 
|War of Ideas
 
| style="text-align: left;" |War Score points increased by a percentage.
 
|250
 
|25
 
 
|}
 
|}
   
  +
==Notes==
  +
<references/>
 
==See also==
 
==See also==
  +
{{CivBE}}
{{BeyondEarthContentsNav}}
 
  +
[[Category:Game concepts (CivBE)]]
  +
[[Category:Rising Tide]]
  +
[[Category:Civilization: Beyond Earth]]
  +
[[Category:Leaders (CivBE)]]

Revision as of 02:10, 22 March 2020

Back arrow (CivBE) Back to Rising Tide Diplomacy
Blue arrow right Trade Agreements (Rising Tide)


In Rising Tide, the expansion pack for 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.

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 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 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 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 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 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 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 Indefatigable North Sea Alliance
NSA
Aquatic cities have (50%/ 60%/ 75%) more Strength Strength and cost (50%/ 60%/ 75%) less Production Production to move. Officer Training Command Hydroengineering Corps
Jeog-ui Naebu 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 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 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 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 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 Commercial City Energy Energy yield increased by (8%/ 12%/ 15%). how much Energy Energy their Cities make. Estate Tax
Cooperative Cooperative Yield from internal City Trade routes increased by (20%/ 30%/ 40%). how many internal City Trade Routes they maintain. Liquid Resources
Defensive Defensive (+5%/ +10%/ +15%) Strength Strength and Ranged Strength Ranged Strength for Units fighting inside friendly territory. the average combat Strength Strength of Military Units. Citizen Soldiers
Developer Developer (+3/ +5/ +8) Global Health Health. how much of their territory is improved. Civil Infrastructure
Humanitarian Humanitarian City Food Food yield increased by (8%/ 12%/ 15%). how much Food Food their Cities make. Colonization Corps
Industrialist Industrialist City Production Production yield increased by (8%/ 12%/ 15%). how much Production Production their Cities make. Public Transportation
Innovative Innovative City Science Science yield increased by (8%/ 12%/ 15%). how much Science Science their Cities make. Conservation Areas
Refined Refined City Culture Culture yield increased by (8%/ 12%/ 15%). how much Culture Culture their Cities make. Eminent Domain
Spacefaring Spacefaring (+20%/ +25%/ +30%) increased duration for Orbital Units. how many Orbital Units they maintain. Reusable Vehicles
Vigilant 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 Ambitious (+10%/ +20%/ 30%) conversion rate for City Developments. how much Production Production their Cities make. Engineering Corps
Aspirational Aspirational City Orbital Coverage increased by (1/ 2/ 3). how large their Orbital Coverage area is. Orbital Cooperation
Disciplined Disciplined Military Units gain XP (20%/ 40%/ 60%)[1] faster. how much Veterancy their military Units have on average. Reserve Army
Enlightened 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 Enterprising Yields from international Trade Routes are increased by (20%/ 25%/ 30%). how many international Trade Routes they maintain. Black Markets
Expansionist Expansionist City Plots are (10%/ 15%/ 20%) cheaper to acquire with Culture Culture. their territory size. Public Health
Generous 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 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 Progressive Gain (2/ 3/ 4) Health Health for each Active Agreement initiated by you. their Health Health rate. Student Aid
Subtle 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 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 Efficient (15%/ 20%/ 25%) Production Production for military units. how many Military Units they maintain. Private Arms Development
Honorable Honorable Gain (5/ 8/ 12) Culture Culture when killing a Unit in Combat. how many Units their Military kills on average. Neopatriotism
Imperial Imperial (+5%/ +10%/ +15%) Strength Strength and Ranged Strength Ranged Strength for Units fighting outside friendly territory. the average combat strength of the Military Units. First Responders
Integrated Integrated (+5%/ +10%/ +15%) Strength Strength and Ranged Strength Ranged Strength for Units fighting inside friendly Orbital Coverage. how many Orbital Units they maintain. Orbital Defense Net
Practical 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 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 Profiteering Yields from Station Trade Routes are increased by (30%/ 40%/ 50%). how many Trade Routes they plunder on average. Military Convoys
Protective Protective (+1/ +1.5/ +2) City defense Strength Strength per Unit of Population. how high the Population Population of their Cities is on average. Shock and Awe
Suspicious 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