(Corrected Common Bond capital trade route number to (2/3/3) from (2/3/4)) Tag: Visual edit |
m (Added IconBE to sponsors) |
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(One intermediate revision by the same user not shown) | |||
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!Second [[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
!Second [[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
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|- |
|- |
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− | | |
+ | | {{IconBE|Asabiyyah|50}} |
| Asabiyyah |
| Asabiyyah |
||
− | |data-sort-value="Al Falah" | |
+ | |data-sort-value="Al Falah" |{{IconBE|Al Falah|30}}<br /><small>[[Al Falah (CivBE)|Al Falah]]</small> |
| style="text-align: left;" | |
| style="text-align: left;" | |
||
[[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. |
[[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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Line 33: | Line 33: | ||
|Strategic Supply Network |
|Strategic Supply Network |
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|- |
|- |
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− | | |
+ | | {{IconBE|Common Bond|50}} |
| Common Bond |
| Common Bond |
||
− | |data-sort-value="Polystrailia" | |
+ | |data-sort-value="Polystrailia" |{{IconBE|Polystralia|30}}<br /><small>[[Polystralia (CivBE)|Polystralia]]</small> |
| 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. |
| 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 |
|Tax Haven |
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|Market Deregulation |
|Market Deregulation |
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|- |
|- |
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− | | |
+ | | {{IconBE|Cosmonaut Legacy|50}} |
| Cosmonaut Legacy |
| Cosmonaut Legacy |
||
− | |data-sort-value="Slavic Federation" | |
+ | |data-sort-value="Slavic Federation" |{{IconBE|Slavic Federation|30}}<br /><small>[[Slavic Federation (CivBE)|SF]]</small> |
| 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. |
| 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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Line 51: | Line 51: | ||
|Civilian Observatories |
|Civilian Observatories |
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|- |
|- |
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− | | |
+ | | {{IconBE|Corporate Espionage|50}} |
|Corporate Espionage |
|Corporate Espionage |
||
− | |data-sort-value="ARC"| |
+ | |data-sort-value="ARC"|{{IconBE|American Reclamation Corporation|30}}<br /><small>[[American Reclamation Corporation (CivBE)|ARC]]</small> |
| style="text-align: left;"| [[Covert Operations (CivBE)|Covert Operations]] complete (30%/ 40%/ 50%) 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 |
|Field Recruitment |
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|Special Ops |
|Special Ops |
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|- |
|- |
||
− | | |
+ | | {{IconBE|Doctrine of Oneness|50}} |
| Doctrine of Oneness |
| Doctrine of Oneness |
||
− | |data-sort-value="KP"| |
+ | |data-sort-value="KP"| {{IconBE|Kavithan Protectorate|30}}<br /><small>[[Kavithan Protectorate (CivBE)|KP]]</small> |
| style="text-align: left;"| {{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%). |
||
|Central Health Authority |
|Central Health Authority |
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|Self-Reliance |
|Self-Reliance |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Guerrilla Mastery|50}} |
| Guerrilla Mastery |
| Guerrilla Mastery |
||
− | |data-sort-value="Brasilia"| |
+ | |data-sort-value="Brasilia"| {{IconBE|Brasilia|30}}<br /><small>[[Brasilia (CivBE)|Brasilia]]</small> |
| style="text-align: left;"| War Score points increased by (30%/ 40%/ 50%). 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 |
|Castle Doctrine |
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|Outpost Militia |
|Outpost Militia |
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|- |
|- |
||
− | | |
+ | | {{IconBE|Indefatigable|50}} |
| Indefatigable |
| Indefatigable |
||
− | |data-sort-value="NSA"| |
+ | |data-sort-value="NSA"|{{IconBE|North Sea Alliance|30}}<br /><small>[[North Sea Alliance (CivBE)|NSA]]</small> |
| 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. |
| 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 |
||
|Hydroengineering Corps |
|Hydroengineering Corps |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Jeog-ui Naebu|50}} |
| Jeog-ui Naebu |
| Jeog-ui Naebu |
||
− | |data-sort-value="Chungsu" | |
+ | |data-sort-value="Chungsu" |{{IconBE|Chungsu|30}}}<br /><small>[[Chungsu (CivBE)|Chungsu]]</small> |
| 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. |
| 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. |
||
Line 90: | Line 90: | ||
|Academic Lobby |
|Academic Lobby |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Kategorischer Imperativ|50}} |
| Kategorischer Imperativ |
| Kategorischer Imperativ |
||
− | |data-sort-value="INTEGR" | |
+ | |data-sort-value="INTEGR" |{{IconBE|INTEGR|30}}<br /><small>[[INTEGR (CivBE)|INTEGR]]</small> |
| 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}}. |
| 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 |
||
|Party Politics |
|Party Politics |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Shining Path|50}} |
| Shining Path |
| Shining Path |
||
− | |data-sort-value="Franco-Iberia"| |
+ | |data-sort-value="Franco-Iberia"| {{IconBE|Franco-Iberia|30}}<br /><small>[[Franco-Iberia (CivBE)|Franco-Iberia]]</small> |
| style="text-align: left;"| Gain 1 free [[Virtues (CivBE)|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 |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Thousand Hands|50}} |
| Thousand Hands |
| Thousand Hands |
||
− | |data-sort-value="PAC" | |
+ | |data-sort-value="PAC" |{{IconBE|Pan-Asian Cooperative|30}}<br /><small>[[Pan-Asian Cooperative (CivBE)|PAC]]</small> |
| style="text-align: left;"| The first [[Wonders (CivBE)|Wonder]] built in every City is free and builds instantly. (+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 |
||
|National Land Management |
|National Land Management |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Umoja|50}} |
| Umoja |
| Umoja |
||
− | |data-sort-value="PAU"| |
+ | |data-sort-value="PAU"| {{IconBE|People's African Union|30}}<br /><small>[[People's African Union (CivBE)|PAU]]</small> |
| 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. |
| 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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Line 130: | Line 130: | ||
![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Commercial|50}} |
|Commercial |
|Commercial |
||
| style="text-align: left;"|City {{EnergyBE}} yield increased by (8%/ 12%/ 15%). |
| style="text-align: left;"|City {{EnergyBE}} yield increased by (8%/ 12%/ 15%). |
||
Line 136: | Line 136: | ||
|Estate Tax |
|Estate Tax |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Cooperative|50}} |
|Cooperative |
|Cooperative |
||
| style="text-align: left;"|Yield from internal City [[Trade routes (CivBE)|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%). |
||
Line 142: | Line 142: | ||
|Liquid Resources |
|Liquid Resources |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Defensive|50}} |
|Defensive |
|Defensive |
||
| style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for [[Units (CivBE)|Units]] fighting inside friendly territory. |
| style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for [[Units (CivBE)|Units]] fighting inside friendly territory. |
||
Line 148: | Line 148: | ||
|Citizen Soldiers |
|Citizen Soldiers |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Developer|50}} |
|Developer |
|Developer |
||
| style="text-align: left;"| (+3/ +5/ +8) Global {{HealthBE}}. |
| style="text-align: left;"| (+3/ +5/ +8) Global {{HealthBE}}. |
||
Line 154: | Line 154: | ||
|Civil Infrastructure |
|Civil Infrastructure |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Humanitarian|50}} |
|Humanitarian |
|Humanitarian |
||
| style="text-align: left;"| City {{FoodBE}} yield increased by (8%/ 12%/ 15%). |
| style="text-align: left;"| City {{FoodBE}} yield increased by (8%/ 12%/ 15%). |
||
Line 160: | Line 160: | ||
|Colonization Corps |
|Colonization Corps |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Industrialist|50}} |
|Industrialist |
|Industrialist |
||
| style="text-align: left;"| City {{ProductionBE}} yield increased by (8%/ 12%/ 15%). |
| style="text-align: left;"| City {{ProductionBE}} yield increased by (8%/ 12%/ 15%). |
||
Line 166: | Line 166: | ||
|Public Transportation |
|Public Transportation |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Innovative|50}} |
|Innovative |
|Innovative |
||
| style="text-align: left;"| City {{ScienceBE}} yield increased by (8%/ 12%/ 15%). |
| style="text-align: left;"| City {{ScienceBE}} yield increased by (8%/ 12%/ 15%). |
||
Line 172: | Line 172: | ||
|Conservation Areas |
|Conservation Areas |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Refined|50}} |
|Refined |
|Refined |
||
| style="text-align: left;"| City {{CultureBE}} yield increased by (8%/ 12%/ 15%). |
| style="text-align: left;"| City {{CultureBE}} yield increased by (8%/ 12%/ 15%). |
||
Line 178: | Line 178: | ||
|Eminent Domain |
|Eminent Domain |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Spacefaring|50}} |
|Spacefaring |
|Spacefaring |
||
| style="text-align: left;"| (+20%/ +25%/ +30%) increased duration for [[Orbitals (CivBE)|Orbital]] [[List of orbital units (CivBE)|Units]]. |
| style="text-align: left;"| (+20%/ +25%/ +30%) increased duration for [[Orbitals (CivBE)|Orbital]] [[List of orbital units (CivBE)|Units]]. |
||
Line 184: | Line 184: | ||
|Reusable Vehicles |
|Reusable Vehicles |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Vigilant|50}} |
|Vigilant |
|Vigilant |
||
| style="text-align: left;"| [[Covert Operations (CivBE)|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. |
||
Line 201: | Line 201: | ||
![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Ambitious|50}} |
| Ambitious |
| Ambitious |
||
| style="text-align: left;"| (+10%/ +20%/ 30%) conversion rate for City Developments. |
| style="text-align: left;"| (+10%/ +20%/ 30%) conversion rate for City Developments. |
||
Line 207: | Line 207: | ||
|Engineering Corps |
|Engineering Corps |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Aspirational|50}} |
| Aspirational |
| Aspirational |
||
| style="text-align: left;"| City [[Orbitals (CivBE)|Orbital Coverage]] increased by (1/ 2/ 3). |
| style="text-align: left;"| City [[Orbitals (CivBE)|Orbital Coverage]] increased by (1/ 2/ 3). |
||
Line 213: | Line 213: | ||
|Orbital Cooperation |
|Orbital Cooperation |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Disciplined|50}} |
| Disciplined |
| Disciplined |
||
| 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. |
| 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. |
||
Line 219: | Line 219: | ||
|Reserve Army |
|Reserve Army |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Enlightened|50}} |
| Enlightened |
| Enlightened |
||
| style="text-align: left;"| {{LinkBE|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. |
||
Line 225: | Line 225: | ||
|National Parks |
|National Parks |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Enterprising|50}} |
| Enterprising |
| Enterprising |
||
| style="text-align: left;"| Yields from international [[Trade routes (CivBE)|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%). |
||
Line 231: | Line 231: | ||
|Black Markets |
|Black Markets |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Expansionist|50}} |
|Expansionist |
|Expansionist |
||
| style="text-align: left;"| 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}}. |
||
Line 237: | Line 237: | ||
|Public Health |
|Public Health |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Generous|50}} |
|Generous |
|Generous |
||
| style="text-align: left;"| Cost to purchase {{LinkBE|Units}} and {{LinkBE|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%). |
||
Line 243: | Line 243: | ||
|Strategic Reserve |
|Strategic Reserve |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Insightful|50}} |
|Insightful |
|Insightful |
||
| 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;"| Gain (4/ 8/ 12) {{ScienceBE}} per turn for each active [[Trade Agreements (Rising Tide)|Agreement]] initiated by you. |
||
Line 249: | Line 249: | ||
|Scientific Grant Program |
|Scientific Grant Program |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Progressive|50}} |
|Progressive |
|Progressive |
||
| style="text-align: left;"| Gain (2/ 3/ 4) {{HealthBE}} for each Active [[Trade Agreements (Rising Tide)|Agreement]] initiated by you. |
| style="text-align: left;"| Gain (2/ 3/ 4) {{HealthBE}} for each Active [[Trade Agreements (Rising Tide)|Agreement]] initiated by you. |
||
Line 255: | Line 255: | ||
|Student Aid |
|Student Aid |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Subtle|50}} |
|Subtle |
|Subtle |
||
| 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;"| {{SpyIconBE}} Covert Agents finish operations (15%/ 20%/ 25%) more quickly and (20%/ 25% 30%) less likely to die in an operation. |
||
Line 272: | Line 272: | ||
![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
![[Trade Agreements (Rising Tide)|Trade Agreement]] Enabled |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Colonial|50}} |
|Colonial |
|Colonial |
||
| style="text-align: left;"|City plots are (20%/ 30%/ 40%) cheaper to purchase with {{EnergyBE}}. |
| style="text-align: left;"|City plots are (20%/ 30%/ 40%) cheaper to purchase with {{EnergyBE}}. |
||
Line 278: | Line 278: | ||
|Medical Corps |
|Medical Corps |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Efficient|50}} |
|Efficient |
|Efficient |
||
| style="text-align: left;"|(15%/ 20%/ 25%) {{ProductionBE}} for military units. |
| style="text-align: left;"|(15%/ 20%/ 25%) {{ProductionBE}} for military units. |
||
Line 284: | Line 284: | ||
|Private Arms Development |
|Private Arms Development |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Honorable|50}} |
|Honorable |
|Honorable |
||
| style="text-align: left;"|Gain (5/ 8/ 12) {{CultureBE}} when killing a [[Units (CivBE)|Unit]] in Combat. |
| style="text-align: left;"|Gain (5/ 8/ 12) {{CultureBE}} when killing a [[Units (CivBE)|Unit]] in Combat. |
||
Line 290: | Line 290: | ||
|Neopatriotism |
|Neopatriotism |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Imperial|50}} |
|Imperial |
|Imperial |
||
| style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting outside friendly territory. |
| style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting outside friendly territory. |
||
Line 296: | Line 296: | ||
|First Responders |
|First Responders |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Integrated|50}} |
|Integrated |
|Integrated |
||
| style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly [[Orbitals (CivBE)|Orbital Coverage]]. |
| style="text-align: left;"| (+5%/ +10%/ +15%) {{StrengthBE}} and {{RangedStrengthBE}} for Units fighting inside friendly [[Orbitals (CivBE)|Orbital Coverage]]. |
||
Line 302: | Line 302: | ||
|Orbital Defense Net |
|Orbital Defense Net |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Practical|50}} |
|Practical |
|Practical |
||
| style="text-align: left;"| {{EnergyBE}} maintenance for Military Units reduced by (20%/ 25%/ 30%). |
| style="text-align: left;"| {{EnergyBE}} maintenance for Military Units reduced by (20%/ 25%/ 30%). |
||
Line 308: | Line 308: | ||
|Smart Grid |
|Smart Grid |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Precise|50}} |
|Precise |
|Precise |
||
| style="text-align: left;"| Gain (5/ 6/ 12) {{ScienceBE}} when killing a Unit in combat. |
| style="text-align: left;"| Gain (5/ 6/ 12) {{ScienceBE}} when killing a Unit in combat. |
||
Line 314: | Line 314: | ||
|Skunkworks |
|Skunkworks |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Profiteering Personality Trait|50}} |
|Profiteering |
|Profiteering |
||
| style="text-align: left;"| Yields from Station [[Trade routes (CivBE)|Trade Routes]] are increased by (30%/ 40%/ 50%). |
| style="text-align: left;"| Yields from Station [[Trade routes (CivBE)|Trade Routes]] are increased by (30%/ 40%/ 50%). |
||
Line 320: | Line 320: | ||
|Military Convoys |
|Military Convoys |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Protective|50}} |
|Protective |
|Protective |
||
| style="text-align: left;"| (+1/ +1.5/ +2) City defense {{StrengthBE}} per Unit of Population. |
| style="text-align: left;"| (+1/ +1.5/ +2) City defense {{StrengthBE}} per Unit of Population. |
||
Line 326: | Line 326: | ||
|Shock and Awe |
|Shock and Awe |
||
|- |
|- |
||
− | | |
+ | | {{IconBE|Suspicious|50}} |
|Suspicious |
|Suspicious |
||
| 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;"| {{SpyIconBE}} Covert Agents require (1/1/1)<ref>This is not a typo</ref> fewer successful operations to rank up. |
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[[Category:Rising Tide]] |
[[Category:Rising Tide]] |
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[[Category:Civilization: Beyond Earth]] |
[[Category:Civilization: Beyond Earth]] |
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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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