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Back arrow (CivBE) Back to Rising Tide Diplomacy

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 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 Energy yield increased by 8% City Energy Energy yield increased by 12% City Energy 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 Strength and Ranged Strength Ranged Strength for Units fighting inside friendly territory. +10% Strength Strength and Ranged Strength Ranged Strength for Units fighting inside friendly territory. +15% Strength Strength and Ranged Strength 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 Health +5 Global Health Health +8 Global Health Health A leader with this trait will like or dislike another colony based on how much of their territory is improved
Humanitarian City Food Food yield increased by 8% City Food Food yield increased by 12% City Food Food yield increased by 15% A leader with this trait will like or dislike another colony based on how much Food Food their cities make.
Industrialist City Production Production yield increased by 8%. City Production Production yield increased by 12%. City Production 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 Science yield increased by 8%. City Science Science yield increased by 12%. City Science 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 Culture yield increased by 8%. City Culture Culture yield increased by 12%. City Culture 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 Culture for each active agreement initiated by you. Virtues cost 4% less Culture Culture for each active agreement initiated by you. Virtues cost 6% less Culture 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 Culture City Plots are 15% cheaper to acquire with Culture Culture City Plots are 20% cheaper to acquire with Culture 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 Energy reduced by 10% Cost to purchase Units and Buildings with Energy Energy reduced by 20% Cost to purchase Units and Buildings with Energy 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 Science per turn for each active Agreement initiated by you Gain 8 Science Science per turn for each active Agreement initiated by you Gain 12 Science 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 Health for each Active Agreement initated by you. Gain 3 Health Health for each Active Agreement initated by you. Gain 4 Health 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 Spy Covert Agents finish operations 15% more quickly and 20% less likely to die in an operation Spy Covert Agents finish operations 20% more quickly and 25% less likely to die in an operation Spy 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 Energy City plots are 30% cheaper to purchase with Energy Energy City plots are 40% cheaper to purchase with Energy 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 Production for military units 20% Production Production for military units 25% Production 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 Culture when killing a Unit in Combat. Gain 8 Culture Culture when killing a Unit in Combat. Gain 12 Culture 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 Strength and Ranged Strength Ranged Strength for Units fighting outside friendly territory. +10% Strength Strength and Ranged Strength Ranged Strength for Units fighting outside friendly territory. +15% Strength Strength and Ranged Strength 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 Strength and Ranged Strength Ranged Strength for Units fighting inside friendly Orbital Coverage. +10% Strength Strength and Ranged Strength Ranged Strength for Units fighting inside friendly Orbital Coverage +15% Strength Strength and Ranged Strength 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 Energy maintenence for Military Units reduced by 20% Energy Energy maintenence for Military Units reduced by 25% Energy 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 Science when killing a Unit in combat Gain 6 Science Science when killing a Unit in combat Gain 12 Science 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 Strength per Unit of Population +1.5 City defense Strength Strength per Unit of Population +2 City defense Strength 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 Spy Covert Agents require 1 fewer successful operations to rank up. Spy Covert Agents require 1 fewer successful operations to rank up. Spy 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 Capital, and 1 free Trade Route slot in all other cities. 3 free Trade Route slots in the Capital Capital, and 1 free Trade Route slot in all other cities. 4 free Trade Route slots in the Capital 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 Petroleum, Titanium Titanium, and Geothermal resources. Gain 2 Petroleum Petroleum, Titanium 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 Culture and Energy Energy costs to acquire new City plots are reduced by 30% Culture Culture and Energy Energy costs to acquire new City plots are reduced by 40% Culture Culture and Energy Energy costs to acquire new City plots are reduced by 50%
Guerrilla Mastery Brasilia War Score points increased by 30%. Gain 1 Diplomatic Capital Diplomatic Capital for each Unit killed in combat. War Score points increased by 40%. Gain 1 Diplomatic Capital Diplomatic Capital for each Unit killed in combat. War Score points increased by 50%. Gain 1 Diplomatic Capital Diplomatic Capital for each Unit killed in combat.
Indefatigable North Sea Alliance Aquatic cities have 50% more Strength Strength and cost 50% less to move. Aquatic cities have 60% more Strength Strength and cost 60% less to move. Aquatic cities have 75% more Strength 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 Science per Agent rank Each successful Covert Operation in foreign City rewards 15 Science Science per Agent rank Gain one additional Covert Agent. Each successful Covert Operation in a foreign City rewards 30 Science Science per Agent rank.
Kategorischer Imperativ INTEGR Agreements cost 50% less Diplomatic Capital Diplomatic Capital Purchasing Units and buildings cost 25% less Diplomatic Capital Diplomatic Capital Agreements cost 60% less Diplomatic Capital Diplomatic Capital Purchasing Units and buildings cost 50% less Diplomatic Capital Diplomatic Capital Agreements cost 75% less Diplomatic Capital Diplomatic Capital Purchasing Units and buildings cost 75% less Diplomatic Capital Diplomatic Capital
Shining Path Franco-Iberia Gain 1 free Virtue for every 10 Virtues earned with Culture (Civ4) Gain 1 free Virtue for every 9 Virtues earned with Culture (Civ4) Gain 1 free Virtue for every 8 Virtues earned with Culture (Civ4)
Thousand Hands Pan-Asian Cooperative (CivBE) The first Wonder built in every City is free. +1 Diplomatic Capital Diplomatic Capital from Wonders. The first Wonder built in every City is free. +2 Diplomatic Capital Diplomatic Capital from Wonders. The first Wonder built in every City is free. +3 Diplomatic Capital Diplomatic Capital from Wonders.
Umoja People's African Union +10 Food Growth in Cities when Healthy. All Population Specialist Citizens produce 1 extra yield +15 Food Growth in Cities when Healthy. All Population Specialist Citizens produce 1 extra yield +25 Food Growth in Cities when Healthy. All Population 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.

Agreement name Reward Purch cost Cost per turn
Social Safety Net Higher Population Population growth in Capital Capital. 150 15
Central Health Authority More Health Health from your Capital Capital. 75 9
Public Works Energy Energy maintenance for buildings in your Capital Capital reduced. 150 15
Eminent Domain Culture Culture cost for new plots in your Capital Capital reduced. 150 15
Academic Lobby Capital Capital Science Science yield increased. 250 25
Commercial Lobby Capital Capital Energy Energy yield increased. 250 25
Castle Doctrine More defense Strength Strength in your Capital Capital. 150 15
Tax Haven Additional free Trade Route slot in your Capital Capital. 75 9
Surveillance State Less Intrigue in your Capital Capital. 75 9
Crash Program Production Production cost for Orbital Units in your Capital Capital reduced. 25 3
Pioneering Spirit Higher outpost growth speed. 25 3
Self-Reliance UnHealth Unhealth from global Population Population reduced. 250 25
National Land Management More Production Production from Strategic Resources. 150 15
National Parks More Culture Culture from Strategic Resources. 150 15
Conservation Areas More Science Science from Strategic Resources. 150 15
Estate Tax More Energy Energy per each owned plot in your territory. 250 25
Outpost Militia Outposts have more Strength and can perform ranged strikes. 75 9
Market Deregulation Trade route Population Population thresholds reduced. 150 15
Agency Cooperation Longer sight range for Spy Covert Agents in foreign Cities. 75 9
Civilian Observatories All active Orbital Units produce more Science Science. 25 3
Colonization Corps Colonist Units Production Production cost increased, but found Cities immediately. 75 9
Civil Infrastructure More Health Health from Strategic Resources. 250 25
Engineering Corps Worker Units are free to build. 25 3
Philanthropy Production Production costs for City buildings that produce Culture Culture reduced. 75 9
National Science Foundation Science Science cost for Branch technologies reduced. 150 15
Strategic Reserve More Energy Energy from Strategic Resources. 150 15
First Responders Cities and Outposts recover more damage each turn. 75 9
Liquid Resources International Trade Routes that yield Strategic Resources yield more. 150 15
Field Recruitment Spy Covert Agents are recruited at a higher rank than normal. 75 9
Orbital Cooperation More Orbital Coverage from Trade Stations. 75 9
Shock and Awe Units may pillage and attack in the same turn. 150 15
Medical Corps UnHealth Unhealth from conquered Cities reduced. 150 15
Private Arms Development Increased Production Production when building Military Units. 75 9
Neopatriotism Gain more Culture Culture when killing a Unit in combat. 75 9
Skunkworks Science Science cost for Technologies that unlock units reduced. 75 9
Strategic Supply Network Energy Energy maintenance for Military Units reduced. 75 9
Citizen Soldiers Hostile Units take more attrition damage per turn inside your territory. 250 25
Military Convoys More Combat defense for Trade Units. 25 3
Wet Teams Spy Covert Agents are less likely to die in operations. 150 15
Orbital Defense Net City Anti-Orbital Strike Range increased. 25 3
Student Aid Specialist Citizens consume no Food Food. 75 9
Public Health Cities may Develop Production Production into Health Health. 150 15
Public Transportation Movement speed on roads and magrails increased. 25 3
Think Tanks Culture Culture cost for new Virtues reduced. 250 25
Scientific Grant Program Science Science cost for Leaf Technologies reduced. 150 15
Smart Grid Gain Energy Energy per turn based on your Energy Energy reserves. 250 25
Reserve Army Units heal fully each turn when fortified in a City. 75 9
Black Markets More City defense Strength Strength per occupied Trade Route slot. 25 3
Special Ops Covert Operations are faster to complete. 75 9
Reusable Vehicles Each Orbital Unit launched reduces Production Production costs for future Orbital. 25 3
Officer Training Command Aquatic Cities have more Strength Combat Strength. 150 15
Hydroengineering Corps Increased Production Production for Naval Units. 150 15
Party Politics Increased Diplomatic Capital Diplomatic Capital from your Capital Capital. 25 3
War of Ideas War Score points increased by a percentage. 250 25
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