![]() ![]() Orbital units require 1/1/2 less Strategic resource(s) and start with 4/6/6 free Titanium, Geothermal and Petroleum resources.Ĭity Developments increased by 150/175/200%.īegin with 1/1/2 Covert Agent(s) and gain 10/15/30 Science per Agent rank when successfully performing an operation.Īgreements cost 50/60/75% less Diplomatic Capital, and units and buildings cost 25/50/75% less Diplomatic Capital to purchase.Īquatic cities have 50/60/70% more Strength and cost 50/60/70% less Production to move.Ĭovert operations are 25% faster and cause 25% more intrigue.Ĭities and Outposts acquire new tiles twice as fast ![]() +2/3/3 Trade Routes in the Capital and +1/1/2 Trade Route(s) everywhere else. War Score points increased by 30/40/50% and +1/2/3 Diplomatic Capital from each unit killed in combat. +10/15/25% Growth in Healthy cities and Specialists produce +1/1/2 of their yield.įree Virtue for every 10/9/8 Virtues earned normally through Culture.Ĭities require 30/40/50% less Culture or Energy to expand tiles. Unique abilities can additionally be upgraded with Diplomatic Capital and this is indicated with the x/y/z as to what changes as it is leveled.Ĭovert operations are 30/40/50% faster and require 1/1/1 less intrigue levels to begin. For example, PAC produces Diplomatic Capital whilst this is not possible in the base game. When Rising Tide was released, the sponsors were overhauled with Rising Tide-specific unique abilities. ![]()
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