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, that is locked and unchangeable. Players can purchase (with Diplomatic Capital) up to three additional traits. Each trait can also be upgraded from tier 1, to tier 2 and then tier 3 using diplomatic capital.
Domestic Traits
Trait | Level 1 | Level 2 | Level 3 | Notes |
---|---|---|---|---|
Commercial | City Energy yield increased by 8% | City Energy yield increased by 12% | City Energy yield increased by 15% | A leader with this trait will like or dislike another colony based on how much Energy their Cities make. |
Cooperative | Yield from internal City Trade routes increased by 20% | Yield from internal City Trade routes increased by 30% | Yield from internal City Trade routes increased by 40% | A leader with this trait will like or dislike another colony based on how many internal City Trade Routes they maintain |
Defensive | +5% Strength and Ranged Strength for Units fighting inside friendly territory. | +10% Strength and Ranged Strength for Units fighting inside friendly territory. | +15% Strength and Ranged Strength for Units fighting inside friendly territory. | A leader with this trait will like or dislike another colony based on the average combat strength of Military Units |
Developer | +3 Global Health | +5 Global Health | +8 Global Health | A leader with this trait will like or dislike another colony based on how much of their territory is improved |
Humanitarian | City Food yield increased by 8% | City Food yield increased by 12% | City Food yield increased by 15% | A leader with this trait will like or dislike another colony based on how much Food their cities make. |
Industrialist | City Production yield increased by 8%. | City Production yield increased by 12%. | City Production yield increased by 15%. | A leader with this trait will like or dislike another colony based on how much Production their Cities make |
Innovative | City Science yield increased by 8%. | City Science yield increased by 12%. | City Science yield increased by 15%. | A leader with this trait will like or dislike another colony based on how much Science their Cities make |
Refined | City Culture yield increased by 8%. | City Culture yield increased by 12%. | City Culture yield increased by 15%. | A leader with this trait will like or dislike another colony based on how much Culture their Cities make |
Spacefaring | +20% increased duration for Orbital Units | +25% increased duration for Orbital Units | +30% increased duration for Orbital Units | A leader with this trait will like or dislike another colony based on how many Orbital Units they maintain |
Vigilant | Intrigue rises 10% more slowly in all Cities. | Intrigue rises 20% more slowly in all Cities. | Intrigue rises 30% more slowly in all Cities. | A leader with this trait much intrigue their Cities have on average. |
Political Traits
Trait | Level 1 | Level 2 | Level 3 | Notes |
---|---|---|---|---|
Ambitious | +10% conversion rate for City Developments | +20% conversion rate for City Developments | +30% conversion rate for City Developments | A leader with this trait will like or dislike another colony based on how much Production their Cities make. |
Aspirational | City Orbital Coverage increased by 1 | City Orbital Coverage increased by 2 | City Orbital Coverage increased by 3 | A leader with this trait will like or dislike another colony based on how large their Orbital Coverage area is. |
Disciplined | Military Units gain XP 15% faster. | Military Units gain XP 20% faster. | Military Units gain XP 25% faster. | A leader with this trait will like or dislike another colony based how much Veterancy their military Units have on average |
Enlightened | Virtues cost 2% less Culture for each active agreement initiated by you. | Virtues cost 4% less Culture for each active agreement initiated by you. | Virtues cost 6% less Culture for each active agreement initiated by you. | A leader with this trait will like or dislike another colony based on the number of Synergy bonuses they have earned |
Enterprising | Yields form international Trade Routes are increased by 20% | Yields form international Trade Routes are increased by 25% | Yields form international Trade Routes are increased by 30% | A leader with this trait will like or dislike another colony based how many international Trade Routes they maintain. |
Expansionist | City Plots are 10% cheaper to acquire with Culture | City Plots are 15% cheaper to acquire with Culture | City Plots are 20% cheaper to acquire with Culture | A leader with this trait will like or dislike another colony based on their territory size |
Generous | Cost to purchase Units and Buildings with Energy reduced by 10% | Cost to purchase Units and Buildings with Energy reduced by 20% | Cost to purchase Units and Buildings with Energy reduced by 30% | A leader with this trait will like or dislike another colony based how much Energy they spend on average |
Insightful | Gain 4 Science per turn for each active Agreement initiated by you | Gain 8 Science per turn for each active Agreement initiated by you | Gain 12 Science per turn for each active Agreement initiated by you | A leader with this trait will like or dislike another colony based on the number of Technologies they have researched |
Progressive | Gain 2 Health for each Active Agreement initated by you. | Gain 3 Health for each Active Agreement initated by you. | Gain 4 Health for each Active Agreement initated by you. | A leader with this trait will like or dislike another colony based on their Health rate |
Subtle | Covert Agents finish operations 15% more quickly and 20% less likely to die in an operation | Covert Agents finish operations 20% more quickly and 25% less likely to die in an operation | Covert Agents finish operations 25% more quickly and 30% less likely to die in an operation | A leader with this trait will like or dislike another colony based on how much Covert Ops activity they engage in |
Military Traits
Trait | Level 1 | Level 2 | Level 3 | Notes |
---|---|---|---|---|
Colonial | City plots are 20% cheaper to purchase with Energy | City plots are 30% cheaper to purchase with Energy | City plots are 40% cheaper to purchase with Energy | A leader with this trait will like or dislike another colony based on how many new Outposts and Cities they are creating |
Efficient | 15% Production for military units | 20% Production for military units | 25% Production for military units | A leader with this trait will like or dislike another colony based on how many Military Units they maintain |
Honorable | Gain 5 Culture when killing a Unit in Combat. | Gain 8 Culture when killing a Unit in Combat. | Gain 12 Culture when killing a Unit in Combat. | A leader with this trait will like or dislike another colony based on how many Units their Military kills on average |
Imperial | +5% Strength and Ranged Strength for Units fighting outside friendly territory. | +10% Strength and Ranged Strength for Units fighting outside friendly territory. | +15% Strength and Ranged Strength for Units fighting outside friendly territory. | A leader with this trait will like or dislike another colony based on the average combat strength of the Military Units |
Integrated | +5% Strength and Ranged Strength for Units fighting inside friendly Orbital Coverage. | +10% Strength and Ranged Strength for Units fighting inside friendly Orbital Coverage | +15% Strength and Ranged Strength for Units fighting inside friendly Orbital Coverage | A leader with this trait will like or dislike another colony based how many Orbital Units they Maintain |
Practical | Energy maintenence for Military Units reduced by 20% | Energy maintenence for Military Units reduced by 25% | Energy maintenence for Military Units reduced by 30% | A leader with this trait will like or dislike another colony based on how advanced their Military is, based on the combat strength of their most powerful Unit. |
Precise | Gain 5 Science when killing a Unit in combat | Gain 6 Science when killing a Unit in combat | Gain 12 Science when killing a Unit in combat | A leader with this trait will like or dislike another colony based on how many Units their Military kills on average. |
Profiteering | Yields from Station Trade Routes are increased by 30% | Yields from Station Trade Routes are increased by 40% | Yields from Station Trade Routes are increased by 50% | A leader with this trait will like or dislike another colony based on how many Trade Routes they plunder on average |
Protective | +1 City defense Strength per Unit of Population | +1.5 City defense Strength per Unit of Population | +2 City defense Strength per Unit of Population | A leader with this trait will like or dislike another colony based on how high the populatoin of their Cities is on average |
Suspicious | Covert Agents require 1 fewer successful operations to rank up. | Covert Agents require 1 fewer successful operations to rank up. | Covert Agents require 1 fewer successful operations to rank up. | A leader with this trait will like or dislike another colony based on how many Covert Agents they deploy to foreign Cities. |
Character Traits
Trait | Sponsor | Level 1 | Level 2 | Level 3 |
---|---|---|---|---|
Asahiyyah | Al Falah | Yield from City Developments increased by 150% | Yield from City Developments increased by 175% | Yield from City Developments increased by 200% |
Common Bond | Polystalia | 2 free Trade Route slots in the Capital, and 1 free Trade Route slot in all other cities. | 3 free Trade Route slots in the Capital, and 1 free Trade Route slot in all other cities. | 4 free Trade Route slots in the Capital, and 2 free Trade Route slot in all other cities. |
Cosmonaut Legacy | Slavic Federation | All Orbital Units Strategic Resource requirements reduced by 1. Start with 4 Petroleum, Titanium, and Geothermal resources. | Gain 2 Petroleum, Titanium, and Geothermal resources. | All Orbital Units Strategic Resource requirements reduced by 2. |
Corporate Espionage | American Reclamation Corporation | Covert Operations complete 30% faster and require 1 less intrigue level to attempt | Covert Operations complete 40% faster and require 1 less intrigue level to attempt | Covert Operations complete 50% faster and require 1 less intrigue level to attempt |
Doctrine of Oneness | Kavithan Protectorate | Culture and Energy costs to acquire new City plots are reduced by 30% | Culture and Energy costs to acquire new City plots are reduced by 40% | Culture and Energy costs to acquire new City plots are reduced by 50% |
Guerrilla Mastery | Brasilia | War Score points increased by 30%. Gain 1 Diplomatic Capital for each Unit killed in combat. | War Score points increased by 40%. Gain 1 Diplomatic Capital for each Unit killed in combat. | War Score points increased by 50%. Gain 1 Diplomatic Capital for each Unit killed in combat. |
Indefatigable | North Sea Alliance | Aquatic cities have 50% more Strength and cost 50% less to move. | Aquatic cities have 60% more Strength and cost 60% less to move. | Aquatic cities have 75% more Strength and cost 75% less to move. |
Jeog-ui Naebu | Chungsu | Start with one free Covert Agent. Each successful Covert Operation in a foreign City rewards 10 Science per Agent rank | Each successful Covert Operation in foreign City rewards 15 Science per Agent rank | Gain one additional Covert Agent. Each successful Covert Operation in a foreign City rewards 30 Science per Agent rank. |
Kategorischer Imperativ | INTEGR | Agreements cost 50% less Diplomatic Capital Purchasing Units and buildings cost 25% less Diplomatic Capital | Agreements cost 60% less Diplomatic Capital Purchasing Units and buildings cost 50% less Diplomatic Capital | Agreements cost 75% less Diplomatic Capital Purchasing Units and buildings cost 75% less Diplomatic Capital |
Shining Path | Franco-Iberia | Gain 1 free Virtue for every 10 Virtues earned with | Gain 1 free Virtue for every 9 Virtues earned with | Gain 1 free Virtue for every 8 Virtues earned with |
Thousand Hands | Pan-Asian Cooperative (CivBE) | The first Wonder built in every City is free. +1 Diplomatic Capital from Wonders. | The first Wonder built in every City is free. +2 Diplomatic Capital from Wonders. | The first Wonder built in every City is free. +3 Diplomatic Capital from Wonders. |
Umoja | People's African Union | +10 Growth in Cities when Healthy. All Specialist Citizens produce 1 extra yield | +15 Growth in Cities when Healthy. All Specialist Citizens produce 1 extra yield | +25 Growth in Cities when Healthy. All Specialist Citizens produce 2 extra yield |
Trade Agreements
When you choose a trait or raise its tier level, you can unlock specific treaties. Any faction leader can ask for a treaty with someone who has those treaties unlocked. They get benefits from this, in exchange for giving the other player diplomatic capital each turn. Your relationship with the person determines how good the deal is.