Rising Tide Features

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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
 
Added Patrol Boat, clarified Biomes, purity-supremacy
 
when will it be available

Moderator Action: Again, this is not a discussion forum. Its purpose is to collect known features and requires that you provide a link to the source of the information. Further posts that do not provide info will be deleted. Thanks for your help in keeping this thread to purpose.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
The full image -
 
thanks updated
 
Thanks for the info, the post has been updated with the info from the screenshots released today
 
Ok I think I got everything from the streams, if I missed anything please let me know
 
Thanks updated the first page
 
whoops all fixed
 
Scratching down for more details. ..

NEW FACTIONS-
Two of the four new factions are marine based, not land based. These two factions will automatically start at sea.
"All of the new factions are designed to be somewhat more dangerous, some what more radical... [Both] in their origins and their play styles .. . . They can break or bend rules that may have been impossible before this expansion."

AQUATIC GAMEPLAY
"Everything on the ocean is faster. You can gain new territory faster, but you can also lose it just as fast"
Water expeditions
Can start from the ocean and move on the ocean from the very beginning.

MORE CHANGES
Base units also have new upgrades, on top of hybrid units.

QUEST SYSTEM
"The quest system has been expanded, the catalog of quests has been expanded. We added more variations to the quests in the base game"
Artifacts can be:
- From old earth
- "Strange alien things to learn more about the biology of the planet"
- Relics from the "mysterious progenitors"
Can cash relics/artifacts for quick gain, or save them up in sets of three for wonders and buildings

RELEASE DATE
first on PC, then on Mac OS and Linux shortly after.
http://www.gamespot.com/videos/sid-meier-s-civilization-beyond-earth-rising-tide-/2300-6425682/
 
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