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This is where we will list all the features of Beyond Earth: Rising Tide as they are announced
If you know of any features that are not listed please post them below
Thread Rules
You must post the link for your info
This is not a discussion thread (there are many other threads for discussion)
Release Date
October 9 on Windows PC for $29.99
The Seeding (Colonists/Cargo/Spaceships/Sponsors)
Sponsors
New Factions
Al Falah
Leader - Arshia Kishk
Bonus - Bonuses to city processes
Capital - Ard
Chungsu
Leader - Han Jae Moon
Bonus - More Spies and can steal more science
Capital - Jeongsang
INTEGR
Leader - Lena Ebner
Bonus - Diplomatic Agreements are cheaper, costs less to buy buildings and units with diplomatic capital
Capital - Weltgeist
North Sea Alliance
Leader - Duncan Hughes
Bonus - Water Cities move faster and have higher attack
Capital - Deepcastle
Updated Factions
American Reclamation Corporation - Covert ops complete 30% faster and require one less intrigue level to attempt.
Franco-Iberia - Gain an extra virtue for every 10 virtues
Pan-Asian Cooperative - First wonder built in every city is free. +1 diplomatic capital from wonders. (PLEASE NOTE: it is probably a free worker)
Slavic Federation - Orbital Units cost less strategic resources, free petroleum, geothermal, titanium
Polystralia - 2 free trade routes in Capital, 1 extra in other cities
Stuff To Build (Units, Buildings, Wonders)
Units
Navel Units
Patrol Boat --> Cutter etc -
Submarine --> Tidehunter etc. -
Satellites
Station Sentinel - Increases yields, station defense and stops stations from abandoning
Xeno Siren - Attracts aliens
Hybrid Affinity Units
Argo - Harmony/Purity
Drone Cage - Purity/Supremacy Unit - A Healer
Eidolon - Purity/Supremacy Unit
Hellion - Harmony/Supremacy Unit
Immortal - Purity/Harmony Unit
Alien Units
Hydracoral - a combination of terrain and enemy presence. Players can clear them out by engaging in an attack, although there is a good chance it will potentially anger the alien wildlife of the planet. Players can also consider using these alien lifeforms strategically as a defense mechanism as well.
Makara - An Amphibious alien that can chase you on sea and land
Ripper - New Water Alien
Scarab - Land Alien, Same art as early wolf beetles
Cities
Floating Cities - The only way to expand your boarders at sea (other than buying tiles) is to move your city. You move your city by selecting the 'move city' option in your production list. The more buildings you have the longer it will take to move your city, also there are buildings you can build to speed it up
Cities will destroy anything on the tile they move onto
Since culture no longer expands boarders in ocean cities, you get a bonus culture yield for affinity progression instead
Buildings
Drydock - increased production for Navel Units
Frontier Stadium - increased City Defense. Military Units begin with a free promotion.
Pan-Spectral Observatory - Orbital Units cost less, increased cities orbital strike range (acquired through artifacts)
Sonic Fence - Now only discourages aliens entering your territory
Thermohaline Rudder - Helps move your city, increased Science
Tidal Turbine - Energy production
Torpedo Battery - increased Aquatic City Attack
Xenomass Bath House - increased culture, units heal after 1 turn (acquired through artifacts)
Wonders
Faraday Gyre - Reduced Energy Maintenance for Buildings (Water Cities Only)
Guo Pu Yaolan - The Culture cost of new Virtues is reduced proportionally to the population of the city it is built in
The Akkorokamui - Reduced Unhealthiness in City (Water Cities Only)
*Abysmal Mirror*
*Benthic Auger*
How to Define Your Experience (Research, Affinities, Virtues)
Leader Traits
There are four traits that you can unlock during the game, you start with your Character trait, this is locked and unchangeable. You can then purchase (with Diplomatic Capital) up to three more traits, one from each category: Domestic, Political & Military, these you can change for a price. Each of your traits can also be upgraded, you start at Tier 1 and can upgrade to tier 2 and 3.
Domestic Traits
Humanitarian - plus food
Developer - plus health
Industrialist - plus production
Refined - plus culture
Innovative - plus science
Commercial - plus energy
Defensive - plus combat in friendly territory
Cooperative - plus internal trade route yields
Vigilant - Slower increase of Intrigue
Spacefaring - Increased Duration of orbital units
Political Traits
Progressive - global health for each agreement initiated by you
Expansionist - less culture to claim tiles
Ambitious - better conversion rate for city processes
Enlightened - virtues cast less for each agreement initiated by you
Insightful - Science per turn for each agreement initiated by you
Generous - it costs less energy to purchase buildings/units/projects
Disciplined - military units get XP faster
Enterprising - increased international trade route yields
Subtle - covert agents finish quicker and less likely to die
Aspirational - city orbital coverage increased
Military Traits
Precise - science for killing enemy units
Practical - reduced energy maintenance for units
Imperial - increased combat strength outside friendly territory
Profiteering - increase on yields from trading with stations
Suspicious - covert agents rank up faster
Integrated - increased combat strength for units under orbital coverage
Efficient - increased production of units
Honorable - culture for killing units
Protective - increased city strength
Colonial - purchasing tiles is cheaper
Affinities
Purity-Supremacy - A Class system with humans being superior with robotic assistants
How to Interact With Others (Trade, Diplomacy, Covert Ops, Quests)
Diplomacy
Updated Diplomacy governed by the new Fear and Respect attributes, with a new resource, Diplomatic Capital which allows you to purchase traits
Relationship Levels
There are different levels of relationship you can have with the other sponsors, each with their own repercussions, to change the status of your relationship, you will need to spend diplomatic capital.
Alliance - New agreements are available and previous agreements are more effective, Trade between factions is more effective, If one faction goes to war, the other faction automatically goes to war
Cooperative - New Agreements are available, and previously available agreements are more effective. Factions can trade basic yields and Strategic Resources. Factions share open borders.
Neutral
Sanctioned - Trade between factions is suspended
War - You are at war
Diplomatic Capital - A new resource that effect diplomacy, it can be produced from buildings such as the Old Earth Relic and Trade Depot or it can be given to you by another player in negotiations or for renting one of your traits.
Traits
Civilizations have traits that can be purchased/rented by other civs. While only the other civ gets the bonus of the trait, you get political capital (like a rent) each turn. Some traits require a good relationship before you can buy them, others increase bonuses depending on the relationship.
Tax Haven - 1 extra Trade Route
Market Deregulation - Trade Route population threshold reduced
Commercial Lobby - Increased Energy in Capital
Field Recruitment - Covert Agents recruited 1 level higher
Special Ops - Covert Ops faster
Strategic Supply Network - Reduction in Unit Maintenance
Public Works - Reduced Building Maintenance costs in Capital
National Land Management - Increased Production on Strategic Resources
The Brave New World (planets, terrain, resources, stations)
New/Updated Resources
Firaxite, Geothermal, Floatstone, Titanium, Xenomass - Can now spawn on water
Chelonia - New Water Resource, bonus to production
Eggs - New Water Resource
Minerals - New Water Resource
Plankton - New Water Resource, bonus to energy
Shells - New Water Resource, bonuses to culture and production
Vents - New Water Resource
New/Updated Terrain
Reef - Seems to straddle the Coast/Ocean boarder
Terrain Features
Alien Nest, Crashed Satellite, Miasma, Progenitor Ruins, Resource Pod - Can now be found in water
Kraken Nest
Sunken Vehicle
Wrecked Colony Lander
*Crop Circle* - looks like new exploration site
Artifacts
Collect and combine powerful relics for your faction on the new world. You can expend them for one off bonuses or combine a group of three to unlock new perks, unit upgrades, wonders and buildings
Old Earth relics, Biological artifacts and Progenitor artifacts. You find old Earth artifacts in human settlements; Biological artifacts in alien nests; Progenitor artifacts in alien ruins. You can also obtain them by Conquest.
Marvel System
"What you can do is complete marvel quests. There's marvels, and every map will have at least one. These are these large, three-hex things, and every biome has a unique one, and there's one unique one for water, so you always get at least one. The water one is called the Hydracoral Overmind. You find one of these, and it's really big, and it starts a quest, and it starts it for all players. The quest is, 'Oh my God, you found this crazy thing. See what else you can find out about it.' In this case, you might have seen a smaller one of these. So what you want to do is go investigate these, and once you've investigated enough, you unlock the secrets of this marvel, of this plant." Lead Producer Frederiksen
Hydracoral Overmind - View around Hyracoral
Massive Meteorite Crater
Colossal Alien Fungus - Fungal biome quest- bonus to Food carried over after city growth.
Biomes
All Biomes have been slightly changed so they all play differently
Aliens will have different colors depending on the Biome
Primordial - worlds are rife in volcanic activity and the chaotic landscape of a world still forming. Aliens will turn hostile much faster, and become friendly much faster than other biomes.
Frigid - worlds have cooled in their great age, their surfaces covered with icy oceans and frozen tundra. Aliens also stay closer to their nest and don't wander around as much.
Lush - More Aliens but weaker
Arid - Less Aliens but stronger
Fungal - Aliens heal faster in Miasma
If you know of any features that are not listed please post them below
Thread Rules
You must post the link for your info
This is not a discussion thread (there are many other threads for discussion)
Release Date
October 9 on Windows PC for $29.99
The Seeding (Colonists/Cargo/Spaceships/Sponsors)
Sponsors
New Factions
Al Falah
Leader - Arshia Kishk
Bonus - Bonuses to city processes
Capital - Ard
Chungsu
Leader - Han Jae Moon
Bonus - More Spies and can steal more science
Capital - Jeongsang
INTEGR
Leader - Lena Ebner
Bonus - Diplomatic Agreements are cheaper, costs less to buy buildings and units with diplomatic capital
Capital - Weltgeist
North Sea Alliance
Leader - Duncan Hughes
Bonus - Water Cities move faster and have higher attack
Capital - Deepcastle
Updated Factions
American Reclamation Corporation - Covert ops complete 30% faster and require one less intrigue level to attempt.
Franco-Iberia - Gain an extra virtue for every 10 virtues
Pan-Asian Cooperative - First wonder built in every city is free. +1 diplomatic capital from wonders. (PLEASE NOTE: it is probably a free worker)
Slavic Federation - Orbital Units cost less strategic resources, free petroleum, geothermal, titanium
Polystralia - 2 free trade routes in Capital, 1 extra in other cities
Stuff To Build (Units, Buildings, Wonders)
Units
Navel Units
Patrol Boat --> Cutter etc -
Submarine --> Tidehunter etc. -
Satellites
Station Sentinel - Increases yields, station defense and stops stations from abandoning
Xeno Siren - Attracts aliens
Hybrid Affinity Units
Argo - Harmony/Purity
Drone Cage - Purity/Supremacy Unit - A Healer
Eidolon - Purity/Supremacy Unit
Hellion - Harmony/Supremacy Unit
Immortal - Purity/Harmony Unit
Alien Units
Hydracoral - a combination of terrain and enemy presence. Players can clear them out by engaging in an attack, although there is a good chance it will potentially anger the alien wildlife of the planet. Players can also consider using these alien lifeforms strategically as a defense mechanism as well.
Makara - An Amphibious alien that can chase you on sea and land
Ripper - New Water Alien
Scarab - Land Alien, Same art as early wolf beetles
Cities
Floating Cities - The only way to expand your boarders at sea (other than buying tiles) is to move your city. You move your city by selecting the 'move city' option in your production list. The more buildings you have the longer it will take to move your city, also there are buildings you can build to speed it up
Cities will destroy anything on the tile they move onto
Since culture no longer expands boarders in ocean cities, you get a bonus culture yield for affinity progression instead
Buildings
Drydock - increased production for Navel Units
Frontier Stadium - increased City Defense. Military Units begin with a free promotion.
Pan-Spectral Observatory - Orbital Units cost less, increased cities orbital strike range (acquired through artifacts)
Sonic Fence - Now only discourages aliens entering your territory
Thermohaline Rudder - Helps move your city, increased Science
Tidal Turbine - Energy production
Torpedo Battery - increased Aquatic City Attack
Xenomass Bath House - increased culture, units heal after 1 turn (acquired through artifacts)
Wonders
Faraday Gyre - Reduced Energy Maintenance for Buildings (Water Cities Only)
Guo Pu Yaolan - The Culture cost of new Virtues is reduced proportionally to the population of the city it is built in
The Akkorokamui - Reduced Unhealthiness in City (Water Cities Only)
*Abysmal Mirror*
*Benthic Auger*
How to Define Your Experience (Research, Affinities, Virtues)
Leader Traits
There are four traits that you can unlock during the game, you start with your Character trait, this is locked and unchangeable. You can then purchase (with Diplomatic Capital) up to three more traits, one from each category: Domestic, Political & Military, these you can change for a price. Each of your traits can also be upgraded, you start at Tier 1 and can upgrade to tier 2 and 3.
Domestic Traits
Humanitarian - plus food
Developer - plus health
Industrialist - plus production
Refined - plus culture
Innovative - plus science
Commercial - plus energy
Defensive - plus combat in friendly territory
Cooperative - plus internal trade route yields
Vigilant - Slower increase of Intrigue
Spacefaring - Increased Duration of orbital units
Political Traits
Progressive - global health for each agreement initiated by you
Expansionist - less culture to claim tiles
Ambitious - better conversion rate for city processes
Enlightened - virtues cast less for each agreement initiated by you
Insightful - Science per turn for each agreement initiated by you
Generous - it costs less energy to purchase buildings/units/projects
Disciplined - military units get XP faster
Enterprising - increased international trade route yields
Subtle - covert agents finish quicker and less likely to die
Aspirational - city orbital coverage increased
Military Traits
Precise - science for killing enemy units
Practical - reduced energy maintenance for units
Imperial - increased combat strength outside friendly territory
Profiteering - increase on yields from trading with stations
Suspicious - covert agents rank up faster
Integrated - increased combat strength for units under orbital coverage
Efficient - increased production of units
Honorable - culture for killing units
Protective - increased city strength
Colonial - purchasing tiles is cheaper
Affinities
Purity-Supremacy - A Class system with humans being superior with robotic assistants
How to Interact With Others (Trade, Diplomacy, Covert Ops, Quests)
Diplomacy
Updated Diplomacy governed by the new Fear and Respect attributes, with a new resource, Diplomatic Capital which allows you to purchase traits
Relationship Levels
There are different levels of relationship you can have with the other sponsors, each with their own repercussions, to change the status of your relationship, you will need to spend diplomatic capital.
Alliance - New agreements are available and previous agreements are more effective, Trade between factions is more effective, If one faction goes to war, the other faction automatically goes to war
Cooperative - New Agreements are available, and previously available agreements are more effective. Factions can trade basic yields and Strategic Resources. Factions share open borders.
Neutral
Sanctioned - Trade between factions is suspended
War - You are at war
Diplomatic Capital - A new resource that effect diplomacy, it can be produced from buildings such as the Old Earth Relic and Trade Depot or it can be given to you by another player in negotiations or for renting one of your traits.
Traits
Civilizations have traits that can be purchased/rented by other civs. While only the other civ gets the bonus of the trait, you get political capital (like a rent) each turn. Some traits require a good relationship before you can buy them, others increase bonuses depending on the relationship.
Tax Haven - 1 extra Trade Route
Market Deregulation - Trade Route population threshold reduced
Commercial Lobby - Increased Energy in Capital
Field Recruitment - Covert Agents recruited 1 level higher
Special Ops - Covert Ops faster
Strategic Supply Network - Reduction in Unit Maintenance
Public Works - Reduced Building Maintenance costs in Capital
National Land Management - Increased Production on Strategic Resources
The Brave New World (planets, terrain, resources, stations)
New/Updated Resources
Firaxite, Geothermal, Floatstone, Titanium, Xenomass - Can now spawn on water
Chelonia - New Water Resource, bonus to production
Eggs - New Water Resource
Minerals - New Water Resource
Plankton - New Water Resource, bonus to energy
Shells - New Water Resource, bonuses to culture and production
Vents - New Water Resource
New/Updated Terrain
Reef - Seems to straddle the Coast/Ocean boarder
Terrain Features
Alien Nest, Crashed Satellite, Miasma, Progenitor Ruins, Resource Pod - Can now be found in water
Kraken Nest
Sunken Vehicle
Wrecked Colony Lander
*Crop Circle* - looks like new exploration site
Artifacts
Collect and combine powerful relics for your faction on the new world. You can expend them for one off bonuses or combine a group of three to unlock new perks, unit upgrades, wonders and buildings
Old Earth relics, Biological artifacts and Progenitor artifacts. You find old Earth artifacts in human settlements; Biological artifacts in alien nests; Progenitor artifacts in alien ruins. You can also obtain them by Conquest.
Marvel System
"What you can do is complete marvel quests. There's marvels, and every map will have at least one. These are these large, three-hex things, and every biome has a unique one, and there's one unique one for water, so you always get at least one. The water one is called the Hydracoral Overmind. You find one of these, and it's really big, and it starts a quest, and it starts it for all players. The quest is, 'Oh my God, you found this crazy thing. See what else you can find out about it.' In this case, you might have seen a smaller one of these. So what you want to do is go investigate these, and once you've investigated enough, you unlock the secrets of this marvel, of this plant." Lead Producer Frederiksen
Hydracoral Overmind - View around Hyracoral
Massive Meteorite Crater
Colossal Alien Fungus - Fungal biome quest- bonus to Food carried over after city growth.
Biomes
All Biomes have been slightly changed so they all play differently
Aliens will have different colors depending on the Biome
Primordial - worlds are rife in volcanic activity and the chaotic landscape of a world still forming. Aliens will turn hostile much faster, and become friendly much faster than other biomes.
Frigid - worlds have cooled in their great age, their surfaces covered with icy oceans and frozen tundra. Aliens also stay closer to their nest and don't wander around as much.
Lush - More Aliens but weaker
Arid - Less Aliens but stronger
Fungal - Aliens heal faster in Miasma