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− | {{BackArrowBE|Diplomacy (Rising Tide)|Back to ''Rising Tide'' Diplomacy}} |
+ | {{BackArrowBE|Diplomacy (Rising Tide)|Back to ''Rising Tide'' Diplomacy}} <br /> |
+ | {{GoTo|Trade Agreements (Rising Tide)}} |
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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. |
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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. |
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. |
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+ | Each personality comes with a [[Trade Agreements (Rising Tide)|trade agreement]] a player my trade to rival sponsors for {{DiplomaticCapitalBE}}. |
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+ | |||
+ | <gallery> |
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+ | File:Domestic Personality Traits (CivBE).png|Domestic Personality Trait Screen |
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+ | File:Military Personality Traits (CivBE).png|Military Personality Traits Screen |
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+ | File:Political Personality Traits (CivBE).png|Political Personality Trait Screen |
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+ | </gallery> |
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==Character Traits== |
==Character Traits== |
||
− | {| class="civbetable sortable" style="text-align: |
+ | {| class="civbetable sortable" style="text-align: center;" |
|- |
|- |
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+ | ! class="unsortable" | |
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! Trait |
! Trait |
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− | ! Sponsor |
+ | ! [[List of Sponsors (CivBE)|Sponsor]] |
! Rewards |
! Rewards |
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(Level 1/ Level 2/ Level 3) |
(Level 1/ Level 2/ Level 3) |
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− | !First |
+ | !First [[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
+ | !Second [[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
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− | ! |
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− | Second Foreign Policy Enabled |
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|- |
|- |
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− | | |
+ | | {{IconBE|Asabiyyah|50}} |
+ | | Asabiyyah |
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− | | style="text-align: center;" | [[Al Falah (CivBE)|Al Falah]] |
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+ | |data-sort-value="Al Falah" |{{IconBE|Al Falah|30}}<br /><small>[[Al Falah (CivBE)|Al Falah]]</small> |
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− | |Yield from City Developments increased by (150%/ 175%/ 200%). |
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+ | | style="text-align: left;" | |
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+ | [[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. |
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|Commercial Lobby |
|Commercial Lobby |
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|Strategic Supply Network |
|Strategic Supply Network |
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|- |
|- |
||
− | | |
+ | | {{IconBE|Common Bond|50}} |
+ | | Common Bond |
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− | | style="text-align: center;" | [[Polystralia (CivBE)|Polystralia]] |
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+ | |data-sort-value="Polystrailia" |{{IconBE|Polystralia|30}}<br /><small>[[Polystralia (CivBE)|Polystralia]]</small> |
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− | |(2/ 3/ 4) free Trade Route slots in the {{CapitalBE}}, and (1/ 1/ 2) free Trade Route slot in all other cities. |
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+ | | 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. |
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|Tax Haven |
|Tax Haven |
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|Market Deregulation |
|Market Deregulation |
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|- |
|- |
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− | | |
+ | | {{IconBE|Cosmonaut Legacy|50}} |
+ | | Cosmonaut Legacy |
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− | | style="text-align: center;" | [[Slavic Federation (CivBE)|Slavic Federation]] |
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+ | |data-sort-value="Slavic Federation" |{{IconBE|Slavic Federation|30}}<br /><small>[[Slavic Federation (CivBE)|SF]]</small> |
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− | | '''Level 1:''' All Orbital Units Strategic Resource requirements reduced by 1. Start with 4 {{PetroleumBE}}, {{TitaniumBE}}, and {{GeothermalBE}} resources. |
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+ | | 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. |
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'''Level 2:''' Gain 2 {{PetroleumBE}}, {{TitaniumBE}}, and {{GeothermalBE}} resources. |
'''Level 2:''' Gain 2 {{PetroleumBE}}, {{TitaniumBE}}, and {{GeothermalBE}} resources. |
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|Civilian Observatories |
|Civilian Observatories |
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|- |
|- |
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− | | |
+ | | {{IconBE|Corporate Espionage|50}} |
+ | |Corporate Espionage |
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− | | style="text-align: center;" | [[American Reclamation Corporation (CivBE)|American Reclamation Corporation]] |
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+ | |data-sort-value="ARC"|{{IconBE|American Reclamation Corporation|30}}<br /><small>[[American Reclamation Corporation (CivBE)|ARC]]</small> |
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− | | Covert Operations complete (30%/ 40%/ 50%) faster and require 1 less intrigue level to attempt. |
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+ | | style="text-align: left;"| [[Covert Operations (CivBE)|Covert Operations]] complete (30%/ 40%/ 50%) faster and require 1 less intrigue level to attempt. |
||
|Field Recruitment |
|Field Recruitment |
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|Special Ops |
|Special Ops |
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|- |
|- |
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− | | |
+ | | {{IconBE|Doctrine of Oneness|50}} |
+ | | Doctrine of Oneness |
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− | | style="text-align: center;" | [[Kavithan Protectorate (CivBE)|Kavithan Protectorate]] |
||
+ | |data-sort-value="KP"| {{IconBE|Kavithan Protectorate|30}}<br /><small>[[Kavithan Protectorate (CivBE)|KP]]</small> |
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− | | {{CultureBE}} and {{EnergyBE}} costs to acquire new City plots are reduced by (30%/ 40%/ 50%). |
||
+ | | style="text-align: left;"| {{CultureBE}} and {{EnergyBE}} costs to acquire new City plots are reduced by (30%/ 40%/ 50%). |
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|Central Health Authority |
|Central Health Authority |
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|Self-Reliance |
|Self-Reliance |
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|- |
|- |
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− | | |
+ | | {{IconBE|Guerrilla Mastery|50}} |
+ | | Guerrilla Mastery |
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− | | style="text-align: center;" | [[Brasilia (CivBE)|Brasilia]] |
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+ | |data-sort-value="Brasilia"| {{IconBE|Brasilia|30}}<br /><small>[[Brasilia (CivBE)|Brasilia]]</small> |
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− | | War Score points increased by (30%/ 40%/ 50%). Gain 1 {{DiplomaticCapitalBE}} for each Unit killed in combat. |
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+ | | style="text-align: left;"| War Score points increased by (30%/ 40%/ 50%). Gain 1 {{DiplomaticCapitalBE}} for each Unit killed in combat. |
||
|Castle Doctrine |
|Castle Doctrine |
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|Outpost Militia |
|Outpost Militia |
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|- |
|- |
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− | | |
+ | | {{IconBE|Indefatigable|50}} |
+ | | Indefatigable |
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− | | 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%/ 60%/ 75%) more {{StrengthBE}} and cost (50%/ 60%/ 75%) less {{ProductionBE}} to move. |
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+ | | 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 |
|Officer Training Command |
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|Hydroengineering Corps |
|Hydroengineering Corps |
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|- |
|- |
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− | | |
+ | | {{IconBE|Jeog-ui Naebu|50}} |
+ | | Jeog-ui Naebu |
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− | | style="text-align: center;" | [[Chungsu (CivBE)|Chungsu]] |
||
+ | |data-sort-value="Chungsu" |{{IconBE|Chungsu|30}}}<br /><small>[[Chungsu (CivBE)|Chungsu]]</small> |
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− | | '''Level 1:''' Start with one free Covert Agent. Each successful Covert Operation in a foreign City rewards 10 {{ScienceBE}} per Agent rank. |
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+ | | 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. |
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'''Level 2:''' Each successful Covert Operation in foreign City rewards 15 {{ScienceBE}} per Agent rank. |
'''Level 2:''' Each successful Covert Operation in foreign City rewards 15 {{ScienceBE}} per Agent rank. |
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|Academic Lobby |
|Academic Lobby |
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|- |
|- |
||
− | | |
+ | | {{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%/ 60%/ 75%) less {{DiplomaticCapitalBE}} Purchasing Units and buildings cost (25%/ 50%/ 75%) 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 |
|War of Ideas |
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|Party Politics |
|Party Politics |
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|- |
|- |
||
− | | |
+ | | {{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/ 9/ 8) Virtues earned with {{CultureBE}}. |
||
+ | | style="text-align: left;"| Gain 1 free [[Virtues (CivBE)|Virtue]] for every (10/ 9/ 8) Virtues earned with {{CultureBE}}. |
||
|Philanthropy |
|Philanthropy |
||
|Think Tanks |
|Think Tanks |
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|- |
|- |
||
− | | |
+ | | {{IconBE|Thousand Hands|50}} |
+ | | Thousand Hands |
||
− | | style="text-align: center;" | [[Pan-Asian Cooperative (CivBE)|Pan-Asian Cooperative]] |
||
+ | |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/ +2/ +3) {{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 |
|Public Works |
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|National Land Management |
|National Land Management |
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|- |
|- |
||
+ | | {{IconBE|Umoja|50}} |
||
− | | style="text-align: center;" | Umoja |
||
+ | | Umoja |
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− | | 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/ +15/ +25) {{FoodIconBE}} Growth in Cities when {{HealthyBE}}. All {{PopulationIconBE}} Specialist Citizens produce (1/ 1/ 2) 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 |
|Social Safety Net |
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|Pioneering Spirit |
|Pioneering Spirit |
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==Domestic Traits== |
==Domestic Traits== |
||
− | {| class="civbetable sortable" style="text-align: |
+ | {| class="civbetable sortable" style="text-align: center;" |
|- |
|- |
||
+ | ! class="unsortable" | |
||
! Trait |
! Trait |
||
! Rewards |
! Rewards |
||
(Level 1/ Level 2/ Level 3) |
(Level 1/ Level 2/ Level 3) |
||
! A leader with this trait will like or dislike another colony based on: |
! A leader with this trait will like or dislike another colony based on: |
||
+ | ![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
||
− | !Foreign Policy Enabled |
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|- |
|- |
||
− | | |
+ | | {{IconBE|Commercial|50}} |
+ | |Commercial |
||
− | |City {{EnergyBE}} yield increased by (8%/ 12%/ 15%). |
||
− | | |
+ | | style="text-align: left;"|City {{EnergyBE}} yield increased by (8%/ 12%/ 15%). |
+ | | style="text-align: left;"|how much {{EnergyBE}} their Cities make. |
||
|Estate Tax |
|Estate Tax |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Cooperative|50}} |
+ | |Cooperative |
||
− | |Yield from internal City Trade routes increased by (20%/ 30%/ 40%). |
||
− | | |
+ | | style="text-align: left;"|Yield from internal City [[Trade routes (CivBE)|Trade routes]] increased by (20%/ 30%/ 40%). |
+ | | style="text-align: left;"|how many internal City Trade Routes they maintain. |
||
|Liquid Resources |
|Liquid Resources |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Defensive|50}} |
+ | |Defensive |
||
− | | (+5%/ +10%/ +15%) {{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. |
||
− | |the average combat strength of Military Units. |
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+ | | style="text-align: left;"|the average combat {{StrengthBE}} of Military Units. |
||
|Citizen Soldiers |
|Citizen Soldiers |
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|- |
|- |
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− | | |
+ | | {{IconBE|Developer|50}} |
+ | |Developer |
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− | | (+3/ +5/ +8) Global {{HealthBE}}. |
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+ | | style="text-align: left;"| (+3/ +5/ +8) Global {{HealthBE}}. |
||
− | |how much of their territory is improved. |
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+ | | style="text-align: left;"|how much of their territory is improved. |
||
|Civil Infrastructure |
|Civil Infrastructure |
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|- |
|- |
||
− | | |
+ | | {{IconBE|Humanitarian|50}} |
+ | |Humanitarian |
||
− | | City {{FoodBE}} yield increased by (8%/ 12%/ 15%). |
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− | | |
+ | | style="text-align: left;"| City {{FoodBE}} yield increased by (8%/ 12%/ 15%). |
+ | | style="text-align: left;"|how much {{FoodBE}} their Cities make. |
||
|Colonization Corps |
|Colonization Corps |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Industrialist|50}} |
+ | |Industrialist |
||
− | | City {{ProductionBE}} yield increased by (8%/ 12%/ 15%). |
||
− | | |
+ | | style="text-align: left;"| City {{ProductionBE}} yield increased by (8%/ 12%/ 15%). |
+ | | style="text-align: left;"|how much {{ProductionBE}} their Cities make. |
||
|Public Transportation |
|Public Transportation |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Innovative|50}} |
+ | |Innovative |
||
− | | City {{ScienceBE}} yield increased by (8%/ 12%/ 15%). |
||
− | | |
+ | | style="text-align: left;"| City {{ScienceBE}} yield increased by (8%/ 12%/ 15%). |
+ | | style="text-align: left;"|how much {{ScienceBE}} their Cities make. |
||
|Conservation Areas |
|Conservation Areas |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Refined|50}} |
+ | |Refined |
||
− | | City {{CultureBE}} yield increased by (8%/ 12%/ 15%). |
||
− | | |
+ | | style="text-align: left;"| City {{CultureBE}} yield increased by (8%/ 12%/ 15%). |
+ | | style="text-align: left;"|how much {{CultureBE}} their Cities make. |
||
|Eminent Domain |
|Eminent Domain |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Spacefaring|50}} |
+ | |Spacefaring |
||
− | | (+20%/ +25%/ +30%) increased duration for Orbital Units. |
||
+ | | style="text-align: left;"| (+20%/ +25%/ +30%) increased duration for [[Orbitals (CivBE)|Orbital]] [[List of orbital units (CivBE)|Units]]. |
||
− | |how many Orbital Units they maintain. |
||
+ | | style="text-align: left;"|how many Orbital Units they maintain. |
||
|Reusable Vehicles |
|Reusable Vehicles |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Vigilant|50}} |
+ | |Vigilant |
||
− | | Intrigue rises (10%/ 20%/ 30%) more slowly in all Cities. |
||
+ | | style="text-align: left;"| [[Covert Operations (CivBE)|Intrigue]] rises (10%/ 20%/ 30%) more slowly in all Cities. |
||
− | |how much intrigue their Cities have on average. |
||
+ | | style="text-align: left;"|how much intrigue their Cities have on average. |
||
|Agency Cooperation |
|Agency Cooperation |
||
|} |
|} |
||
==Political Traits== |
==Political Traits== |
||
− | {| class="civbetable sortable" style="text-align: |
+ | {| class="civbetable sortable" style="text-align: center;" |
|- |
|- |
||
+ | ! class="unsortable" | |
||
! Trait |
! Trait |
||
! Rewards |
! Rewards |
||
(Level 1/ Level 2/ Level 3) |
(Level 1/ Level 2/ Level 3) |
||
! A leader with this trait will like or dislike another colony based on: |
! A leader with this trait will like or dislike another colony based on: |
||
+ | ![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
||
− | !Foreign Policy Enabled |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Ambitious|50}} |
+ | | Ambitious |
||
− | | (+10%/ +20%/ 30%) conversion rate for City Developments. |
||
+ | | style="text-align: left;"| (+10%/ +20%/ 30%) conversion rate for City Developments. |
||
− | | how much {{ProductionBE}} their Cities make. |
||
+ | | style="text-align: left;"| how much {{ProductionBE}} their Cities make. |
||
|Engineering Corps |
|Engineering Corps |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Aspirational|50}} |
+ | | Aspirational |
||
− | | City Orbital Coverage increased by (1/ 2/ 3). |
||
− | | |
+ | | style="text-align: left;"| City [[Orbitals (CivBE)|Orbital Coverage]] increased by (1/ 2/ 3). |
+ | | style="text-align: left;"|how large their Orbital Coverage area is. |
||
|Orbital Cooperation |
|Orbital Cooperation |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Disciplined|50}} |
+ | | Disciplined |
||
− | | Military Units gain XP (15%/ 20%/ 25%) 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. |
||
− | |how much Veterancy their military Units have on average. |
||
+ | | style="text-align: left;"|how much Veterancy their military Units have on average. |
||
|Reserve Army |
|Reserve Army |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Enlightened|50}} |
+ | | Enlightened |
||
− | | Virtues cost (2%/ 4%/ 6%) 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. |
||
− | |the number of Synergy bonuses they have earned. |
||
+ | | style="text-align: left;"|the number of Synergy bonuses they have earned. |
||
|National Parks |
|National Parks |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Enterprising|50}} |
+ | | Enterprising |
||
− | | Yields from international Trade Routes are increased by (20%/ 25%/ 30%). |
||
− | | |
+ | | style="text-align: left;"| Yields from international [[Trade routes (CivBE)|Trade Routes]] are increased by (20%/ 25%/ 30%). |
+ | | style="text-align: left;"|how many international Trade Routes they maintain. |
||
|Black Markets |
|Black Markets |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Expansionist|50}} |
+ | |Expansionist |
||
− | | City Plots are (10%/ 15%/ 20%) cheaper to acquire with {{CultureBE}}. |
||
+ | | style="text-align: left;"| City Plots are (10%/ 15%/ 20%) cheaper to acquire with {{CultureBE}}. |
||
− | |their territory size. |
||
+ | | style="text-align: left;"| their territory size. |
||
|Public Health |
|Public Health |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Generous|50}} |
+ | |Generous |
||
− | | Cost to purchase Units and Buildings with {{EnergyBE}} reduced by (10%/ 20%/ 30%). |
||
+ | | style="text-align: left;"| Cost to purchase {{LinkBE|Units}} and {{LinkBE|Buildings}} with {{EnergyBE}} reduced by (10%/ 20%/ 30%). |
||
− | |how much {{EnergyBE}} they spend on average. |
||
+ | | style="text-align: left;"|how much {{EnergyBE}} they spend on average. |
||
|Strategic Reserve |
|Strategic Reserve |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Insightful|50}} |
+ | |Insightful |
||
− | | Gain (4/ 8/ 12) {{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. |
||
− | |the number of Technologies they have researched. |
||
+ | | style="text-align: left;"|the number of [[Tech Web (CivBE)|Technologies]] they have researched. |
||
|Scientific Grant Program |
|Scientific Grant Program |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Progressive|50}} |
+ | |Progressive |
||
− | | Gain (2/ 3/ 4) {{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. |
||
− | |their {{HealthBE}} rate. |
||
+ | | style="text-align: left;"|their {{HealthBE}} rate. |
||
|Student Aid |
|Student Aid |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Subtle|50}} |
+ | |Subtle |
||
− | | {{Template: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;"| {{SpyIconBE}} 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. |
||
+ | | style="text-align: left;"|how many Covert Ops activity they engage in. |
||
|Wet Teams |
|Wet Teams |
||
|} |
|} |
||
==Military Traits== |
==Military Traits== |
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− | {| class="civbetable sortable" style="text-align: |
+ | {| class="civbetable sortable" style="text-align: center;" |
|- |
|- |
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+ | ! class="unsortable" | |
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! Trait |
! Trait |
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! Rewards |
! Rewards |
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(Level 1/ Level 2/ Level 3) |
(Level 1/ Level 2/ Level 3) |
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! A leader with this trait will like or dislike another colony based on: |
! A leader with this trait will like or dislike another colony based on: |
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+ | ![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
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− | !Foreign Policy Enabled |
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|- |
|- |
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− | | |
+ | | {{IconBE|Colonial|50}} |
+ | |Colonial |
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− | |City plots are (20%/ 30%/ 40%) cheaper to purchase with {{EnergyBE}}. |
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+ | | style="text-align: left;"|City plots are (20%/ 30%/ 40%) cheaper to purchase with {{EnergyBE}}. |
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− | |how many new Outposts and Cities they are creating. |
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+ | | style="text-align: left;"|how many new [[Outpost (CivBE)|Outposts]] and Cities they are creating. |
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|Medical Corps |
|Medical Corps |
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|- |
|- |
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− | | |
+ | | {{IconBE|Efficient|50}} |
+ | |Efficient |
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− | |(15%/ 20%/ 25%) {{ProductionBE}} for military units. |
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+ | | style="text-align: left;"|(15%/ 20%/ 25%) {{ProductionBE}} for military units. |
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− | |how many Military Units they maintain. |
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+ | | style="text-align: left;"|how many Military Units they maintain. |
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|Private Arms Development |
|Private Arms Development |
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|- |
|- |
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− | | |
+ | | {{IconBE|Honorable|50}} |
+ | |Honorable |
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− | |Gain (5/ 8/ 12) {{CultureBE}} when killing a Unit in Combat. |
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+ | | style="text-align: left;"|Gain (5/ 8/ 12) {{CultureBE}} when killing a [[Units (CivBE)|Unit]] in Combat. |
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− | |how many Units their Military kills on average. |
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+ | | style="text-align: left;"|how many Units their Military kills on average. |
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|Neopatriotism |
|Neopatriotism |
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|- |
|- |
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− | | |
+ | | {{IconBE|Imperial|50}} |
+ | |Imperial |
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− | | (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting outside friendly territory. |
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+ | | style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting outside friendly territory. |
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− | |the average combat strength of the Military Units. |
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+ | | style="text-align: left;"|the average combat strength of the Military Units. |
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|First Responders |
|First Responders |
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|- |
|- |
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− | | |
+ | | {{IconBE|Integrated|50}} |
+ | |Integrated |
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− | | (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly Orbital Coverage. |
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+ | | style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly [[Orbitals (CivBE)|Orbital Coverage]]. |
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− | |how many Orbital Units they Maintain. |
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+ | | style="text-align: left;"|how many [[List of orbital units (CivBE)|Orbital Units]] they maintain. |
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|Orbital Defense Net |
|Orbital Defense Net |
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|- |
|- |
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− | | |
+ | | {{IconBE|Practical|50}} |
+ | |Practical |
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− | | {{EnergyBE}} maintenance for Military Units reduced by (20%/ 25%/ 30%). |
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+ | | style="text-align: left;"| {{EnergyBE}} maintenance for Military Units reduced by (20%/ 25%/ 30%). |
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− | |how advanced their Military is, based on the combat strength of their most powerful Unit. |
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+ | | style="text-align: left;"|how advanced their Military is, based on the combat strength of their most powerful Unit. |
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|Smart Grid |
|Smart Grid |
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|- |
|- |
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− | | |
+ | | {{IconBE|Precise|50}} |
+ | |Precise |
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− | | Gain (5/ 6/ 12) {{ScienceBE}} when killing a Unit in combat. |
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+ | | style="text-align: left;"| Gain (5/ 6/ 12) {{ScienceBE}} when killing a Unit in combat. |
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− | |how many Units their Military kills on average. |
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+ | | style="text-align: left;"|how many Units their Military kills on average. |
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|Skunkworks |
|Skunkworks |
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|- |
|- |
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+ | | {{IconBE|Profiteering Personality Trait|50}} |
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− | | style="text-align: center;" |Profiteering |
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+ | |Profiteering |
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− | | Yields from Station Trade Routes are increased by (30%/ 40%/ 50%). |
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+ | | style="text-align: left;"| Yields from Station [[Trade routes (CivBE)|Trade Routes]] are increased by (30%/ 40%/ 50%). |
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− | |how many Trade Routes they plunder on average. |
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+ | | style="text-align: left;"|how many Trade Routes they plunder on average. |
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|Military Convoys |
|Military Convoys |
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|- |
|- |
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− | | |
+ | | {{IconBE|Protective|50}} |
+ | |Protective |
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− | | (+1/ +1.5/ +2) City defense {{StrengthBE}} per Unit of Population. |
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+ | | style="text-align: left;"| (+1/ +1.5/ +2) City defense {{StrengthBE}} per Unit of Population. |
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− | |how high the population of their Cities is on average. |
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+ | | style="text-align: left;"|how high the {{PopulationBE}} of their Cities is on average. |
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|Shock and Awe |
|Shock and Awe |
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|- |
|- |
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− | | |
+ | | {{IconBE|Suspicious|50}} |
+ | |Suspicious |
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− | | {{Template:SpyIconBE}} Covert Agents require (1/1/1)* fewer successful operations to rank up. |
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− | | |
+ | | style="text-align: left;"| {{SpyIconBE}} Covert Agents require (1/1/1)<ref>This is not a typo</ref> fewer successful operations to rank up. |
+ | | style="text-align: left;"|how many {{SpyIconBE}} Covert Agents they deploy to foreign Cities. |
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|Surveillance State |
|Surveillance State |
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− | |} |
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− | <nowiki>*</nowiki> This is not a typo. |
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− | |||
− | ==Trade Agreements== |
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− | 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. |
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− | |||
− | {| class="civbetable sortable" style="text-align: center;" |
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− | !Agreement name |
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− | !Reward |
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− | !{{DiplomaticCapitalIconBE}}<br /><small>Purch cost</small> |
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− | !{{DiplomaticCapitalIconBE}}<br /><small>Cost per turn</small> |
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− | !Revealed by |
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− | |- |
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− | |Social Safety Net |
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− | | style="text-align: left;" |Higher {{PopulationIconBE}} Population growth in {{CapitalIconBE}} Capital. |
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− | |150 |
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− | |15 |
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− | |Umoja |
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− | |- |
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− | |Central Health Authority |
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− | | style="text-align: left;" |More {{HealthIconBE}} Health from your {{CapitalIconBE}} Capital. |
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− | |75 |
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− | |9 |
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− | |Doctrine of Oneness |
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− | |- |
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− | |Public Works |
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− | | style="text-align: left;" |{{EnergyIconBE}} Energy maintenance for buildings in your {{CapitalIconBE}} Capital reduced. |
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− | |150 |
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− | |15 |
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− | |Thousand Hands |
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− | |- |
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− | |Eminent Domain |
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− | | style="text-align: left;" |{{CultureIconBE}} Culture cost for new plots in your {{CapitalIconBE}} Capital reduced. |
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− | |150 |
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− | |15 |
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− | |Refined |
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− | |- |
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− | |Academic Lobby |
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− | | style="text-align: left;" |{{CapitalIconBE}} Capital {{ScienceIconBE}} Science yield increased. |
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− | |250 |
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− | |25 |
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− | |Jeog-ui Naebu |
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− | |- |
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− | |Commercial Lobby |
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− | | style="text-align: left;" |{{CapitalIconBE}} Capital {{EnergyIconBE}} Energy yield increased. |
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− | |250 |
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− | |25 |
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− | |Asabiyyah |
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− | |- |
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− | |Castle Doctrine |
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− | | style="text-align: left;" |More defense {{StrengthIconBE}} Strength in your {{CapitalIconBE}} Capital. |
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− | |150 |
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− | |15 |
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− | |Guerrilla Mastery |
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− | |- |
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− | |Tax Haven |
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− | | style="text-align: left;" |Additional free Trade Route slot in your {{CapitalIconBE}} Capital. |
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− | |75 |
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− | |9 |
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− | |Common Bond |
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− | |- |
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− | |Surveillance State |
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− | | style="text-align: left;" |Less Intrigue in your {{CapitalIconBE}} Capital. |
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− | |75 |
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− | |9 |
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− | |Suspicious |
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− | |- |
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− | |Crash Program |
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− | | style="text-align: left;" |{{ProductionIconBE}} Production cost for Orbital Units in your {{CapitalIconBE}} Capital reduced. |
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− | |25 |
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− | |3 |
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− | |Cosmonaut Legacy |
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− | |- |
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− | |Pioneering Spirit |
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− | | style="text-align: left;" |Higher outpost growth speed. |
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− | |25 |
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− | |3 |
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− | |Umoja |
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− | |- |
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− | |Self-Reliance |
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− | | style="text-align: left;" |{{UnhealthIconBE}} Unhealth from global {{PopulationIconBE}} Population reduced. |
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− | |250 |
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− | |25 |
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− | |Doctrine of Oneness |
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− | |- |
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− | |National Land Management |
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− | | style="text-align: left;" |More {{ProductionIconBE}} Production from Strategic Resources. |
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− | |150 |
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− | |15 |
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− | |Thousand Hands |
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− | |- |
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− | |National Parks |
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− | | style="text-align: left;" |More {{CultureIconBE}} Culture from Strategic Resources. |
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− | |150 |
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− | |15 |
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− | |Enlightened |
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− | |- |
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− | |Conservation Areas |
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− | | style="text-align: left;" |More {{ScienceIconBE}} Science from Strategic Resources. |
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− | |150 |
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− | |15 |
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− | |Innovative |
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− | |- |
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− | |Estate Tax |
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− | | style="text-align: left;" |More {{EnergyIconBE}} Energy per each owned plot in your territory. |
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− | |250 |
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− | |25 |
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− | |Commercial |
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− | |- |
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− | |Outpost Militia |
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− | | style="text-align: left;" |Outposts have more Strength and can perform ranged strikes. |
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− | |75 |
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− | |9 |
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− | |Guerrilla Mastery |
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− | |- |
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− | |Market Deregulation |
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− | | style="text-align: left;" |Trade route {{PopulationIconBE}} Population thresholds reduced. |
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− | |150 |
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− | |15 |
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− | |Common Bond |
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− | |- |
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− | |Agency Cooperation |
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− | | style="text-align: left;" |Longer sight range for {{SpyIconBE}} Covert Agents in foreign Cities. |
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− | |75 |
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− | |9 |
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− | |Vigilant |
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− | |- |
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− | |Civilian Observatories |
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− | | style="text-align: left;" |All active Orbital Units produce more {{ScienceIconBE}} Science. |
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− | |25 |
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− | |3 |
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− | |Cosmonaut Legacy |
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− | |- |
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− | |Colonization Corps |
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− | | style="text-align: left;" |Colonist Unit's {{ProductionIconBE}} Production cost increased, but found Cities immediately. |
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− | |75 |
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− | |9 |
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− | |Humanitarian |
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− | |- |
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− | |Civil Infrastructure |
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− | | style="text-align: left;" |More {{HealthIconBE}} Health from Strategic Resources. |
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− | |250 |
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− | |25 |
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− | |Developer |
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− | |- |
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− | |Engineering Corps |
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− | | style="text-align: left;" |Worker Units are free to build. |
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− | |25 |
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− | |3 |
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− | |Ambitious |
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− | |- |
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− | |Philanthropy |
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− | | style="text-align: left;" |{{ProductionIconBE}} Production costs for City buildings that produce {{CultureIconBE}} Culture reduced. |
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− | |75 |
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− | |9 |
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− | |Shining Path |
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− | |- |
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− | |National Science Foundation |
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− | | style="text-align: left;" |{{ScienceIconBE}} Science cost for Branch technologies reduced. |
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− | |150 |
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− | |15 |
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− | |Jeog-ui Naebu |
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− | |- |
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− | |Strategic Reserve |
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− | | style="text-align: left;" |More {{EnergyIconBE}} Energy from Strategic Resources. |
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− | |150 |
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− | |15 |
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− | |Generous |
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− | |- |
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− | |First Responders |
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− | | style="text-align: left;" |Cities and Outposts recover more damage each turn. |
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− | |75 |
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− | |9 |
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− | |Imperial |
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− | |- |
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− | |Liquid Resources |
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− | | style="text-align: left;" |International Trade Routes that yield Strategic Resources yield more. |
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− | |150 |
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− | |15 |
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− | |Cooperative |
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− | |- |
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− | |Field Recruitment |
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− | | style="text-align: left;" |{{SpyIconBE}} Covert Agents are recruited at a higher rank than normal. |
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− | |75 |
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− | |9 |
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− | |Corporate Espionage |
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− | |- |
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− | |Orbital Cooperation |
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− | | style="text-align: left;" |More Orbital Coverage from Trade Stations. |
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− | |75 |
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− | |9 |
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− | |Aspirational |
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− | |- |
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− | |Shock and Awe |
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− | | style="text-align: left;" |Units may pillage and attack in the same turn. |
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− | |150 |
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− | |15 |
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− | |Protective |
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− | |- |
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− | |Medical Corps |
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− | | style="text-align: left;" |{{UnhealthIconBE}} Unhealth from conquered Cities reduced. |
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− | |150 |
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− | |15 |
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− | |Colonial |
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− | |- |
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− | |Private Arms Development |
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− | | style="text-align: left;" |Increased {{ProductionIconBE}} Production when building Military Units. |
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− | |75 |
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− | |9 |
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− | |Efficient |
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− | |- |
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− | |Neopatriotism |
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− | | style="text-align: left;" |Gain more {{CultureIconBE}} Culture when killing a Unit in combat. |
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− | |75 |
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− | |9 |
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− | |Honorable |
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− | |- |
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− | |Skunkworks |
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− | | style="text-align: left;" |{{ScienceIconBE}} Science cost for Technologies that unlock units reduced. |
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− | |75 |
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− | |9 |
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− | |Precise |
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− | |- |
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− | |Strategic Supply Network |
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− | | style="text-align: left;" |{{EnergyIconBE}} Energy maintenance for Military Units reduced. |
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− | |75 |
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− | |9 |
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− | |Asabiyyah |
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− | |- |
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− | |Citizen Soldiers |
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− | | style="text-align: left;" |Hostile Units take more attrition damage per turn inside your territory. |
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− | |250 |
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− | |25 |
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− | |Defensive |
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− | |- |
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− | |Military Convoys |
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− | | style="text-align: left;" |More Combat defense for Trade Units. |
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− | |25 |
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− | |3 |
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− | |Profiteering |
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− | |- |
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− | |Wet Teams |
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− | | style="text-align: left;" |{{SpyIconBE}} Covert Agents are less likely to die in operations. |
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− | |150 |
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− | |15 |
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− | |Subtle |
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− | |- |
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− | |Orbital Defense Net |
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− | | style="text-align: left;" |City Anti-Orbital Strike Range increased. |
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− | |25 |
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− | |3 |
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− | |Integrated |
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− | |- |
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− | |Student Aid |
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− | | style="text-align: left;" |Specialist Citizens consume no {{FoodIconBE}} Food. |
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− | |75 |
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− | |9 |
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− | |Progressive |
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− | |- |
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− | |Public Health |
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− | | style="text-align: left;" |Cities may Develop {{ProductionIconBE}} Production into {{HealthIconBE}} Health. |
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− | |150 |
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− | |15 |
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− | |Expansionist |
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− | |- |
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− | |Public Transportation |
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− | | style="text-align: left;" |Movement speed on roads and magrails increased. |
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− | |25 |
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− | |3 |
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− | |Industrialist |
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− | |- |
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− | |Think Tanks |
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− | | style="text-align: left;" |{{CultureIconBE}} Culture cost for new Virtues reduced. |
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− | |250 |
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− | |25 |
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− | |Shining Path |
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− | |- |
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− | |Scientific Grant Program |
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− | | style="text-align: left;" |{{ScienceIconBE}} Science cost for Leaf Technologies reduced. |
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− | |150 |
||
− | |15 |
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− | |Insightful |
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− | |- |
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− | |Smart Grid |
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− | | style="text-align: left;" |Gain {{EnergyIconBE}} Energy per turn based on your {{EnergyIconBE}} Energy reserves. |
||
− | |250 |
||
− | |25 |
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− | |Practical |
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− | |- |
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− | |Reserve Army |
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− | | style="text-align: left;" |Units heal fully each turn when fortified in a City. |
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− | |75 |
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− | |9 |
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− | |Disciplined |
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− | |- |
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− | |Black Markets |
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− | | style="text-align: left;" |More City defense {{StrengthIconBE}} Strength per occupied Trade Route slot. |
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− | |25 |
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− | |3 |
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− | |Enterprising |
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− | |- |
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− | |Special Ops |
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− | | style="text-align: left;" |Covert Operations are faster to complete. |
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− | |75 |
||
− | |9 |
||
− | |Corporate Espionage |
||
− | |- |
||
− | |Reusable Vehicles |
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− | | style="text-align: left;" |Each Orbital Unit launched reduces {{ProductionIconBE}} Production costs for future Orbital. |
||
− | |25 |
||
− | |3 |
||
− | |Spacefaring |
||
− | |- |
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− | |Officer Training Command |
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− | | style="text-align: left;" |Aquatic Cities have more {{StrengthIconBE}} Combat Strength. |
||
− | |150 |
||
− | |15 |
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− | |Indefatigable |
||
− | |- |
||
− | |Hydroengineering Corps |
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− | | style="text-align: left;" |Increased {{ProductionIconBE}} Production for Naval Units. |
||
− | |150 |
||
− | |15 |
||
− | |Indefatigable |
||
− | |- |
||
− | |Party Politics |
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− | | style="text-align: left;" |Increased {{DiplomaticCapitalIconBE}} Diplomatic Capital from your {{CapitalIconBE}} Capital. |
||
− | |25 |
||
− | |3 |
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− | |Kategorischer Imperativ |
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− | |- |
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− | |War of Ideas |
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− | | style="text-align: left;" |War Score points increased by a percentage. |
||
− | |250 |
||
− | |25 |
||
− | |Kategorischer Imperativ |
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|} |
|} |
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+ | ==Notes== |
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+ | <references/> |
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==See also== |
==See also== |
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+ | {{CivBE}} |
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− | {{BeyondEarthContentsNav}} |
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− | Strategic Supply Network |
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[[Category:Game concepts (CivBE)]] |
[[Category:Game concepts (CivBE)]] |
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[[Category:Rising Tide]] |
[[Category:Rising Tide]] |
||
[[Category:Civilization: Beyond Earth]] |
[[Category:Civilization: Beyond Earth]] |
||
+ | [[Category:Leaders (CivBE)]] |
Revision as of 02:10, 22 March 2020
Back to Rising Tide Diplomacy
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) 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 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%) Strength and Ranged Strength for Units fighting inside friendly territory. | the average 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%) Strength and Ranged Strength for Units fighting outside friendly territory. | the average combat strength of the Military Units. | First Responders | |
Integrated | (+5%/ +10%/ +15%) 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 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
Civilization: Beyond Earth [Edit] | |
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Games: Base Beyond Earth • Rising Tide • Starships† | |
Lists
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Affinities | |
Concepts | |
Yields | |
Misc. | |
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