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Personality traits (CivBE)
In Rising Tide, the expansion pack for Sid Meier's Civilization: Beyond Earth, the leaders of each faction can purchase or sell trade agreements with Diplomatic Capital. The trade agreements a sponsor has to trade is dependent on the personality traits a player might have. Moreover, a player's relationship level with another sponsor will also determine the availability of a particular personality trait.
List of trade agreements[]
Agreement name | Reward | Purch cost |
Cost per turn |
Revealed by | |
---|---|---|---|---|---|
Social Safety Net | Higher Population growth in Capital. | 150 | 15 | Umoja | |
Central Health Authority | More Health from your Capital. | 75 | 9 | Doctrine of Oneness | |
Public Works | Energy maintenance for buildings in your Capital reduced. | 150 | 15 | Thousand Hands | |
Eminent Domain | Culture cost for new plots in your Capital reduced. | 150 | 15 | Refined | |
Academic Lobby | Capital Science yield increased. | 250 | 25 | Jeog-ui Naebu | |
Commercial Lobby | Capital Energy yield increased. | 250 | 25 | Asabiyyah | |
Castle Doctrine | More defense Combat Strength in your Capital. | 150 | 15 | Guerrilla Mastery | |
Tax Haven | Additional free Trade Route slot in your Capital. (1, 2, 3) | 75 | 9 | Common Bond | |
Surveillance State | Less Intrigue in your Capital. | 75 | 9 | Suspicious | |
Crash Program | Production cost for Orbital Units in your Capital reduced. | 25 | 3 | Cosmonaut Legacy | |
Pioneering Spirit | Higher outpost growth speed. | 25 | 3 | Umoja | |
Self-Reliance | Unhealth from global Population reduced. | 250 | 25 | Doctrine of Oneness | |
National Land Management | More Production from Strategic Resources. | 150 | 15 | Thousand Hands | |
National Parks | More Culture from Strategic Resources. | 150 | 15 | Enlightened | |
Conservation Areas | More Science from Strategic Resources. | 150 | 15 | Innovative | |
Estate Tax | More Energy per each owned plot in your territory. | 250 | 25 | Commercial | |
Outpost Militia | Outposts have more Combat Strength and can perform ranged strikes. | 75 | 9 | Guerrilla Mastery | |
Market Deregulation | Trade route Population thresholds reduced. | 150 | 15 | Common Bond | |
Agency Cooperation | Longer sight range for Covert Agents in foreign Cities. | 75 | 9 | Vigilant | |
Civilian Observatories | All active Orbital Units produce more Science. | 25 | 3 | Cosmonaut Legacy | |
Colonization Corps | Colonist Unit's Production cost increased, but found Cities immediately. | 75 | 9 | Humanitarian | |
Civil Infrastructure | More Health from Strategic Resources. | 250 | 25 | Developer | |
Engineering Corps | Worker Units are free to build. | 25 | 3 | Ambitious | |
Philanthropy | Production costs for City buildings that produce Culture reduced. | 75 | 9 | Shining Path | |
National Science Foundation | Science cost for Branch technologies reduced. (10%) | 150 | 15 | Jeog-ui Naebu | |
Strategic Reserve | More Energy from Strategic Resources. | 150 | 15 | Generous | |
First Responders | Cities and Outposts recover more damage each turn. | 75 | 9 | Imperial | |
Liquid Resources | International Trade Routes that yield Strategic Resources yield more. | 150 | 15 | Cooperative | |
Field Recruitment | Covert Agents are recruited at a higher rank than normal. (1, 1, 2) | 75 | 9 | Corporate Espionage | |
Orbital Cooperation | More Orbital Coverage from Trade Stations. | 75 | 9 | Aspirational | |
Shock and Awe | Units may pillage and attack in the same turn. | 150 | 15 | Protective | |
Medical Corps | Unhealth from conquered Cities reduced. | 150 | 15 | Colonial | |
Private Arms Development | Increased Production when building Military Units. | 75 | 9 | Efficient | |
Neopatriotism | Gain more Culture when killing a Unit in combat. | 75 | 9 | Honorable | |
Skunkworks | Science cost for Technologies that unlock units reduced. (10%) | 75 | 9 | Precise | |
Strategic Supply Network | Energy maintenance for Military Units reduced. (30%, 40%, 50%) | 75 | 9 | Asabiyyah | |
Citizen Soldiers | Hostile Units take more attrition damage per turn inside your territory. | 250 | 25 | Defensive | |
Military Convoys | More Combat defense for Trade Units. (+16) | 25 | 3 | Profiteering | |
Wet Teams | Covert Agents are less likely to die in operations. (10%, 20%, 30%) | 150 | 15 | Subtle | |
Orbital Defense Net | City Anti-Orbital Strike Range increased. | 25 | 3 | Integrated | |
Student Aid | Specialist Citizens consume no Food. | 75 | 9 | Progressive | |
Public Health | Cities may Develop Production into Health. | 150 | 15 | Expansionist | |
Public Transportation | Movement Movement speed on roads and magrails increased. | 25 | 3 | Industrialist | |
Think Tanks | Culture cost for new Virtues reduced. | 250 | 25 | Shining Path | |
Scientific Grant Program | Science cost for Leaf Technologies reduced. (10%) | 150 | 15 | Insightful | |
Smart Grid | Gain Energy per turn based on your Energy reserves capped at 100 per-turn. (5%) | 250 | 25 | Practical | |
Reserve Army | Units heal fully each turn when fortified in a City. | 75 | 9 | Disciplined | |
Black Markets | More City defense Combat Strength per occupied Trade Route slot. | 25 | 3 | Enterprising | |
Special Ops | Covert Operations are (25%, 35%, 50%) faster to complete. | 75 | 9 | Corporate Espionage | |
Reusable Vehicles | Each Orbital Unit launched reduces Production costs for future Orbital. | 25 | 3 | Spacefaring | |
Officer Training Command | Aquatic Cities have more Combat Strength. | 150 | 15 | Indefatigable | |
Hydroengineering Corps | Increased Production for Naval Units. | 150 | 15 | Indefatigable | |
Party Politics | Increased Diplomatic Capital from your Capital. (3, 5, 10) | 25 | 3 | Kategorischer Imperativ | |
War of Ideas | War Score points increased by a percentage. | 250 | 25 | Kategorischer Imperativ |
See also[]
Civilization: Beyond Earth [Edit] | |
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Games: Base Beyond Earth • Rising Tide • Starships† | |
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