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Civilization: Beyond Earth - Rising Tide

Sid Meier's Civilization: Beyond Earth: Rising Tide
Civilization Beyond Earth Rising Tide cover art.jpg
Developer(s) Firaxis Games
Publisher(s) 2K Games
Distributor(s) Take-Two Interactive
Producer(s) Andrew Frederiksen
Designer(s)
  • Will Miller
  • David McDonough
Composer(s)
Series Civilization
Platform(s)
Release
  • WW: October 9, 2015
Genre(s)
Mode(s)
Aggregate scores
Aggregator Score
GameRankings 80.56%
Metacritic 81/100
Review scores
Publication Score
GameSpot 9/10
IGN 7.1/10
PC Gamer (US) 73/100

Sid Meier's Civilization: Beyond Earth: Rising Tide, is an official expansion pack for the turn-based strategy video game Civilization: Beyond Earth. It was released on October 9, 2015.

In the aftermath of the first wave of colonies, the people of Earth continue to struggle for existence. New factions have arisen and have launched a new wave of colonies off planet.

Rising Tide brings new features including expanded water gameplay (which includes floating cities), hybrid affinities, a completely revamped diplomacy system, and an expanded exploration system.

The expansion adds several new dimensions to aquatic gameplay. Unlike land based cities, or even ocean cities in previous iterations of the game, aquatic based cities can move. Movement, rather than culture, is the way aquatic cities expand their borders. Aquatic cities produce less unhealth, produce more energy and culture, and can create naval units much faster than land based cities. However, they are much harder to defend, and are less efficient at producing land and air units as land based cities would. On top of these differences several wonders and buildings are exclusive to either land or aquatic cities. Workers in RT can build farms on aquatic tiles, and they have an expanded number of aquatic tile types they can improve. When viewing at ocean tiles, water is transparent rather than blue allowing players to see the ocean floor. This graphical enhancement allows for players to see resources under the ocean.

Hybrid affinities add another twist to the Beyond Earth experience. In the original game, players are encouraged to earn points toward one of the affinities supremacy, harmony, or purity. The game favored choosing one affinity to level up while ignoring the other two. In Rising Tide, players are encouraged to level up all their affinities at the same time. Several new units of the game can only be built if the player has points from multiple affinities.

While the base Beyond Earth game used a diplomatic system derived straight from Civilization V, diplomacy in Rising Tide is described as "completely rebuilt from scratch". Players can earn a new type of currency, diplomatic capital. Factions can earn this capital with certain buildings and wonders, and they can earn it trading with other factions. Each faction can use this capital to buy personality trait bonuses. Diplomatic capital can also be used to build new units and buildings but it can not be used to buy new tiles. The AI has a respect and fear factor. Players who the AI deems high in respect or fear may enter more beneficial relationships. Players with low fear or respect ratings are more likely to go to war. When entering a war, players now earn a war score. When entering peace negotiations, the higher the war score a player earns, the more concessions a player may get from the losing faction.


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