Personality traits (CivBE)

In Rising Tide, the expansion pack for Sid Meier's 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, which is locked and unchangeable. Players can purchase (with ) up to three additional traits. Each trait begins at tier 1 and can be upgraded to tier 2 and then tier 3 using .
Each personality comes with a trade agreement a player my trade to rival sponsors for .
File:Domestic Personality Traits (CivBE).png|Domestic Personality Trait Screen
File:Military Personality Traits (CivBE).png|Military Personality Traits Screen
File:Political Personality Traits (CivBE).png|Political Personality Trait Screen
== Character Traits ==
	Trait 	Sponsor 	Rewards
(Level 1/ Level 2/ Level 3) 	First Trade Agreement Enabled	Second Trade Agreement Enabled
	Asabiyyah 	Al Falah 	
Yield from City Developments increased by (150%/ 175%/ 200%). City Developments are the production choice that lets you convert production into culture, science, etc.	Commercial Lobby 	Strategic Supply Network
	Common Bond 	Polystralia 	(2/ 3/ 3) free Trade Route slots in the , and (1/ 1/ 2) free Trade Route slot in all other cities.	Tax Haven 	Market Deregulation
	Cosmonaut Legacy 	SF 	Level 1: All Orbital Units Strategic Resource requirements reduced by 1. Start with 4 , , and resources.
Level 2: Gain 2 , , and resources.
Level 3: All Orbital Units Strategic Resource requirements reduced by 2.	Crash Program 	Civilian Observatories
	Corporate Espionage 	ARC 	Covert Operations complete (30%/ 40%/ 50%) faster and require 1 less intrigue level to attempt. 	Field Recruitment 	Special Ops
	Doctrine of Oneness 	KP 	and costs to acquire new City plots are reduced by (30%/ 40%/ 50%). 	Central Health Authority 	Self-Reliance
	Guerrilla Mastery 	Brasilia 	War Score points increased by (30%/ 40%/ 50%). Gain 1 for each Unit killed in combat. 	Castle Doctrine 	Outpost Militia
	Indefatigable 	NSA 	Aquatic cities have (50%/ 60%/ 75%) more and cost (50%/ 60%/ 75%) less to move. 	Officer Training Command 	Hydroengineering Corps
	Jeog-ui Naebu 	Chungsu 	Level 1: Start with one free Covert Agent. Each successful Covert Operation in a foreign City rewards 10 per Agent rank.
Level 2: Each successful Covert Operation in foreign City rewards 15 per Agent rank.
Level 3: Gain one additional Covert Agent. Each successful Covert Operation in a foreign City rewards 30 per Agent rank.	National Science Foundation 	Academic Lobby
	Kategorischer Imperativ	INTEGR 	Agreements cost (50%/ 60%/ 75%) less Purchasing Units and buildings cost (25%/ 50%/ 75%) less . 	War of Ideas 	Party Politics
	Shining Path 	Franco-Iberia	Gain 1 free Virtue for every (10/ 9/ 8) Virtues earned with . 	Philanthropy 	Think Tanks
	Thousand Hands 	PAC 	The first Wonder built in every City is free and builds instantly. (+1/ +2/ +3) from Wonders. 	Public Works 	National Land Management
	Umoja 	PAU 	(+10/ +15/ +25) Growth in Cities when . All Specialist Citizens produce (1/ 1/ 2) extra yield. 	Social Safety Net 	Pioneering Spirit
== Domestic Traits ==
	Trait 	Rewards
(Level 1/ Level 2/ Level 3) 	A leader with this trait will like or dislike another colony based on:	Trade Agreement Enabled
	Commercial 	City yield increased by (8%/ 12%/ 15%). 	how much their Cities make. 	Estate Tax
	Cooperative 	Yield from internal City Trade routes increased by (20%/ 30%/ 40%). 	how many internal City Trade Routes they maintain. 	Liquid Resources
	Defensive 	(+5%/ +10%/ +15%) and for Units fighting inside friendly territory.	the average combat of Military Units. 	Citizen Soldiers
	Developer 	(+3/ +5/ +8) Global . 	how much of their territory is improved. 	Civil Infrastructure
	Humanitarian 	City yield increased by (8%/ 12%/ 15%). 	how much their Cities make. 	Colonization Corps
	Industrialist	City yield increased by (8%/ 12%/ 15%). 	how much their Cities make. 	Public Transportation
	Innovative 	City yield increased by (8%/ 12%/ 15%). 	how much their Cities make. 	Conservation Areas
	Refined 	City yield increased by (8%/ 12%/ 15%). 	how much their Cities make. 	Eminent Domain
	Spacefaring 	(+20%/ +25%/ +30%) increased duration for Orbital Units. 	how many Orbital Units they maintain. 	Reusable Vehicles
	Vigilant 	Intrigue rises (10%/ 20%/ 30%) more slowly in all Cities. 	how much intrigue their Cities have on average. 	Agency Cooperation
== Political Traits ==
	Trait 	Rewards
(Level 1/ Level 2/ Level 3) 	A leader with this trait will like or dislike another colony based on:	Trade Agreement Enabled
	Ambitious 	(+10%/ +20%/ 30%) conversion rate for City Developments. 	how much their Cities make. 	Engineering Corps
	Aspirational	City Orbital Coverage increased by (1/ 2/ 3). 	how large their Orbital Coverage area is. 	Orbital Cooperation
	Disciplined 	Military Units gain XP (20%/ 40%/ 60%)Changed from (15%/ 20%/ 25%) in October patch faster. 	how much Veterancy their military Units have on average. 	Reserve Army
	Enlightened 	cost (2%/ 4%/ 6%) less for each active agreement initiated by you. 	the number of Synergy bonuses they have earned. 	National Parks
	Enterprising	Yields from international Trade Routes are increased by (20%/ 25%/ 30%). 	how many international Trade Routes they maintain. 	Black Markets
	Expansionist	City Plots are (10%/ 15%/ 20%) cheaper to acquire with . 	their territory size. 	Public Health
	Generous 	Cost to purchase and with reduced by (10%/ 20%/ 30%). 	how much they spend on average. 	Strategic Reserve
	Insightful 	Gain (4/ 8/ 12) per turn for each active Agreement initiated by you. 	the number of Technologies they have researched. 	Scientific Grant Program
	Progressive 	Gain (2/ 3/ 4) for each Active Agreement initiated by you. 	their rate. 	Student Aid
	Subtle 	Covert Agents finish operations (15%/ 20%/ 25%) more quickly and (20%/ 25% 30%) less likely to die in an operation.	how many Covert Ops activity they engage in. 	Wet Teams
== Military Traits ==
	Trait 	Rewards
(Level 1/ Level 2/ Level 3) 	A leader with this trait will like or dislike another colony based on: 	Trade Agreement Enabled
	Colonial 	City plots are (20%/ 30%/ 40%) cheaper to purchase with . 	how many new Outposts and Cities they are creating. 	Medical Corps
	Efficient 	(15%/ 20%/ 25%) for military units. 	how many Military Units they maintain. 	Private Arms Development
	Honorable 	Gain (5/ 8/ 12) when killing a Unit in Combat. 	how many Units their Military kills on average. 	Neopatriotism
	Imperial 	(+5%/ +10%/ +15%) and for Units fighting outside friendly territory. 	the average combat strength of the Military Units. 	First Responders
	Integrated 	(+5%/ +10%/ +15%) and for Units fighting inside friendly Orbital Coverage. 	how many Orbital Units they maintain. 	Orbital Defense Net
	Practical 	maintenance for Military Units reduced by (20%/ 25%/ 30%). 	how advanced their Military is, based on the combat strength of their most powerful Unit.	Smart Grid
	Precise 	Gain (5/ 6/ 12) when killing a Unit in combat. 	how many Units their Military kills on average. 	Skunkworks
	Profiteering	Yields from Station Trade Routes are increased by (30%/ 40%/ 50%). 	how many Trade Routes they plunder on average. 	Military Convoys
	Protective 	(+1/ +1.5/ +2) City defense per Unit of Population. 	how high the of their Cities is on average. 	Shock and Awe
	Suspicious 	Covert Agents require (1/1/1)This is not a typo fewer successful operations to rank up.	how many Covert Agents they deploy to foreign Cities. 	Surveillance State
== Notes ==
== See also ==
* Personality traits in other games
Category:Game concepts (CivBE)
Category:Rising Tide
Category:Civilization: Beyond Earth
Category:Leaders (CivBE)