Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Sly Oct 16, 2015 @ 11:01am
what are the best personality traits ?
what are the best for different strategies ?

i'm working on harmony on a new play through as Arshia Kishka (Al Falah)
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Showing 1-7 of 7 comments
Jagothegamer Oct 16, 2015 @ 11:53am 
Well, I'm playing a with Chungsu at the moment, and not sure about the "best" personality traits because this is my first playthrough, but I can tell you the ones I picked, which are Practical(reduces Maintence for military units), Defensive(gives a strength bonus for your miitary in your own territory), and Subtle(Makes your covert agents better).
Jodah Oct 16, 2015 @ 12:25pm 
For Al Falah the following: Domestic = Increased production or improved internal trade routes, Political = Increased Development, Military = Anything really. With those you can grow your cities to insane size and basically become unstoppable mid and late game.
CloudSeeker Oct 16, 2015 @ 12:51pm 
The thing I go with is. Faster expanding borders. Production and more production when creating military units. Production Production and more Production. With the highest Production you can just out do everyone else.
[TAG]Alblaka Oct 16, 2015 @ 3:40pm 
Really depends on what you want to do. But my prime choices:

Political - Science per Agreement
If you pick up some cheap agreement or make a lot of mutual ones, you can easily rack up 60 Science per turn from this alone. Even early one (if you're INTEGRA or ally with an INTEGRA).
Additionally, the AI really loves to buy your 15/turn science agreement, which merely gets them 8-12% cheaper leaf techs.

Domestic - Improved internal trade routes
Internal trade routes have always been broken. This makes it even worse.

Military - Either production boost or integrated combat boost.
Former just gives you the numbers, whilst latter provides a near-permanent 15% combat bonus and a lot of AI's willing to buy the anti-air strike range agrement.


Albeit there's a lot that can be switched out, i.e. if you play Chung or ARC you might want to pick up Spionage ones. And if there's a lot of war, the Science per Agreement is gonna fall flat. Or maybe you will want to replace it later, anyways.
zingo2 Oct 16, 2015 @ 4:00pm 
Like someone already said- it depends on what yu want to do. Go brute force pick military, go all out production- its there. Traits are very customizable, though you might not have enough to buy everything but play a couple of turns and decide how you want you game to win then choose traits accordingly.
Sly Oct 16, 2015 @ 8:06pm 
i haven't been able to finish a game since the first one with rising tide without winning by domination lol.
Hutama's unique trait is brokenly OP right now IMO... if it only added routes to the capital, okay, but it can be upgraded to allow for an absurd number of routes when you include that it adds more to other cities as well.

Combine it with Warp Spire (an artifact-unlocked unique building) or with the agreements for stronger trade routes, and it becomes super powerful if you have at least a couple cities.

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For non-unique traits, it's tougher to say. Really depends on what faction and/or what other traits you already have or want. And it depends on the start... depending what terrain you get, you may want different things.
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Date Posted: Oct 16, 2015 @ 11:01am
Posts: 7