Character Traits
Traits Unique to a Sponsor Leader, these Traits are roughly equivalent to the Sponsor bonuses from base Beyond Earth.
Al Falah - Arshia Kishk
- Asabiyyah:Â Yield from City Processes increased by 150 / 175 / 200%.
- Commercial Lobby: Capital Energy yield increased by 20 / 25 / 30%. [250 + 25 DC/T]
- Strategic Supply Network: Energy maintenance for Military Units reduced by 10 / 15 / 20% [75 + 9 DC/T]
American Reclamation Corporation - Suzanne Fielding
- Corporate Espionage:Â Cover Operations complete 30 / 40 / 50% faster and require 1 less Intrigue level to attempt.
- Special Ops: Covert Operations are 25 / 35 / 50% faster to complete. [75 +10 DC/T]
- Field Recruitment: Covert Agents are recruited at 1 / 2 / 2 ranks higher than normal. [75 +10 DC/T]
Chungsu - Moon Han-Jae
- Jeog-ui Naebu: Start with 1 extra spy. Each successful Covert Operation in a foreign City rewards +10 / 15 / 30 Science per agent rank.
- Academic Lobby: Capital Science yield increased by 12 / 16 / 20% [250 + 25 DC/T]
- National Science Foundation: Science cost for branch techs reduced by 6 / 8 / 10% [150 + 15 DC/T]
Commonwealth of the Pacific (Polystralia) - Hutama
- Common Bond: 2 free Trade Route slots in the Capital, and 1 free Trade Route in all other cities. / 3 free Trade Route slots in the Capital, and 1 free Trade Route slots in all other cities. / 3 free Trade Route slots in the Capital, and 2 free Trade route slots  in all other cities.
- Tax Haven: 1 / 2 / 3 Free trade route in your Capital. [75 + 9 DC/T]
- Market Deregulation: Trade route population thresholds reduced by 30 / 40 / 50%. [150 + 15 DC/T]
Franco-Iberia - Elodie
- Shining Path:Â Gain 1 free Virtue for every 10 / 9 / 8 Virtues earned with Culture.
- Think Tanks: Culture cost of Virtues reduced by 10 / 15 / 20%
- Philanthropy: Production costs for city buildings that produce Culture reduced by 15 / 20 / 25%
INTEGR - Lena Ebner
- Kategorischer Imperativ: Agreements cost 50 / 60 / 75 less Diplomatic Capital. Purchasing units and buildings cost 25 / 50 / 75 less Diplomatic Capital.
- Party Politics: +3 / 6 / 10 Diplomatic Capital from your Capital. [25 + 3 DC/T]
- Information Warfare: War Score points increased by 10 / 15 / 25%. [250 + 25 DC/T]
Kavithan Protectorate - Kavitha Thakur
- Doctrine of Oneness:Â Culture and Energy costs to acquire new City plots are reduced by 30 / 40 / 50%.
- Central Health Authority: + 3 / 4 / 5 Health in your Capital [75 + 9 DC/T]
- Self-Reliance: Unhealth from Global Population reduced by 10 / 15 / 20%
North Sea Alliance - Duncan Hughes
- Indefatigable:Â Aquatic Cities have +50 / 60 / 75% more Combat Strength and cost 50 / 60 / 75% less to move.Â
- Officer Trading Command: Aquatic Cities have 15 / 25 / 35% more Combat strength. [150 + 15 DC/T]
- Hydroengineering Corps: +15 / 20 / 25% Production for Naval Units. [150 + 15 DC/T]
Organization of South American States (Brasilia) - Rejinaldo de Alencar
- Guerilla Mastery:Â War Score points increased by 30 / 40 / 50%. Gain 1 / 2 / 3 Diplomatic for each Unit killed in combat.
- Castle Doctrine: Increased city defense? in your Capital. [150 + 15 DC/T]
- Outpost Militia: Outposts have more strength and can perform a ranged strike. [75 + 9 DC/T]
Pan-Asian Cooperative - Daoming Sochua
- Thousand Hands:Â The first Wonder built in every city is free. +1 / 2 / 3 Diplomatic Capital from Wonders.
- Public Works: Energy maintenance for buildings in your Capital reduced by 30 / 40 / 50% [150 + 15 DC/T]
- National Land Management: +1 / 2 / 3 Production from strategic resources. [150 + 15 DC/T]
People’s African Union - Jama Barre
- Umoja:Â 10 / 15 / 25% Food in growing Cities when Healthy. All Specialists Citizens produce 1 / 1 / 2 extra yield.
- Social Safety Net: + 15 / 20 / 25% Population growth in your Capital
- Pioneering Spirit: + 30 / 40 / 50% outpost growth speed
Slavic Federation - Vadim Kozlov
- Cosmonaut Legacy:Â All Orbital Units Strategic Resource requirements reduced by 1 Start with 6 Petroleum, Titanium, and Geothermal resources. / Gain 2 additional Petroleum, Titanium, and Geothermal resources. / All Orbital Units Strategic Resource requirements reduced by 2.
- Crash Program: Production cost for Orbital Units in your Capital reduced by 30 / 40 / 50% [25 + 3 DC/T]
- Civilian Observatories: All active Orbital Units produce +2 / 3 / 5 Science. [25 + 3 DC/T]
Domestic Traits
Humanitarian:Â City Food yield increased by 8 / 12 / 15%
- Colonization Corps: Colonist Units Production cost increased by 250 / 200 / 150%, but found Cities immediately. [75 + 9 DC/T]
Developer:Â +3 / 5 / 8 Global Health.
- Civil Infrastructure: +1 / 2 / 3 Health from Strategic Resources [125 + 25 DC/T]
Industrialist:Â City Production yield increased by 8 / 12 / 15%
- Public Transport: Movement speed on roads and magrails increased by 30 / 45 / 60% [25 + 3 DC/T]
Refined:Â City Culture yield increased by 8 / 12 / 15%
- Eminent Domain: Culture cost for new plots in your Capital reduced by 15 / 20 / 25% [150 +15 DC/T]
Innovative: City Science yield increased by 8 / 12 / 15%
- Conservation Areas: Â +1 / 2 / 3 Science from Strategic Resources [150 + 15 DC/T]
Commercial:Â City Energy yield increased by 8 / 12 / 15%
- Estate Tax: +0.5 / 0.75 / 1 Energy per each owned plot in your territory. [250 + 25 DC/T]
Defensive:Â +5 / 10 / 15% Combat Strength for units fighting inside friendly territory.
- Citizen Soldiers: Hostile Units take 3 / 4 / 5 attrition damage per turn inside your territory. [250 + 25 DC/T]
Cooperative:Â Yield from internal City trade routes increased by 20 / 30 / 45%
- Liquid Resources: International Trade Routes that yield Strategic Resources yield + 1 / 2 / 3 more. [150 + 15 DC/T]
Vigilant:Â Intrigue rises 10 / 20 / 30% more slowly in all Cities.
- Agency Cooperation: Longer sight range for Covert Agents in foreign Cities. [75 +9 DC/T]
Spacefaring:Â +20 / 25 / 30% Increased duration for Orbital Units.
- Reusable Vehicles: Each Orbital Unit launched reduced production cost for future Orbital Units by 1 / 2 / 3%.
Political Traits
Progressive:Â Gain 2 / 3 / 4 Health for each active Agreement initiated by you.
- Student Aid: Specialist Citizens consume no Food. [75 + 9 DC/T]
Expansionist:Â City plot are 10 / 15 / 20% cheaper to acquire with Culture.
- Public Health: Cities may Process Production into Health at 20 / ? / ?% rate. [150 + 15 DC/T]
Ambitious:Â +10 / 20 / 30% conversion rate for City Processes
- Engineering Corps: Workers are free to build. [25 + 3 DC/T]
Enlightened:Â Virtue cost 2 / 4 / 6% less Culture for each active Agreement initiated by you.
- National Parks: +1 / 2 / 3 Culture from Strategic Resources [150 + 15 DC/T]
Insightful:Â Gain 4 / 8 / 12 Science per turn for each active Agreement initiated by you.
- Scientific Grant Program: Science cost of Leaf technologies are reduced by 6 / 8 / 10%. [150 + 15 DC/T]
Generous:Â Cost to purchase units, building, and projects with Energy reduced by 10 / 20 / 30%
- Strategic Reserve: More Energy from Strategic Resources [150 + 15 DC/T]
Disciplined:Â Military Units gain XP 15 / 20 / 25% faster.
- Reserve Army:Â Units heal fully each turn when fortified in a City [75 + 9 DC/T]
Enterprising:Â Yield from International Trade Routes are increased by 20 / 25 / 30%.
- Black Markets: +8 / 12 / 16 City Defense Strength per occupied Trade Route slot. [25 + 3 DC/T]
Subtle:Â Covert Agents finish operations 15 / 20 / 25% quicker and 20 / 25 / 30% less likely to die in an operation.
- Wet Teams: Covert Agents are less likely to die in operations. [150 +15 DC/T]
Aspirational:Â City Orbital Coverage increased by 1 / 2 / 3.
- Orbital Cooperation: More Orbital Coverage from Trade Stations. [75 + 9 DC/T]
Military TraitsÂ
Protective:Â +1/1.5/2.5 City defense Strength per unit of Population.
- Shock and Awe: Units may attack and pillage on the same turn. [150 + 15 DC/T]
Colonial:Â City plots are 20 / 30 / 40% cheaper to purchase with Energy.
- Medical Corps: Unhealth from conquered Cities reduced by 30 / 40 / 50%.
Efficient:Â +15 / 20 / 25% Production for Military units.
- Private Arms Development: Production costs for military units reduced by 10 / 15 / 20%. [75 + 9 DC/T]
Honorable:Â Gain 5 / 8 / 12 Culture when killing a unit in combat.
- Neopatriotism: Gain 2 / 3 / 5 Culture when killing a Unit in combat. [75 + 9 DC/T]
Precise:Â Gain 5 / 8 / 12 Science when killing a unit in combat.
- Skunkworks: Science cost for technologies that unlock units reduced by 10 / 15 / 20%. [75 + 9 DC/T]
Practical:Â Energy maintenance for Military units reduced by 20 / 25 / 30%
- Smart Grid: Gain Energy per Turn equal to 3% of your Energy Reserves [250 + 25 DC/T]
Imperial:Â +5 / 10 / 15 combat Strength for units fighting outside friendly territory.
- First Responders: Cities and Outposts recover more damage each turn [75 + 9 DC per Turn]
Profiteering:Â Yields from Station trade routes are increased by 30 / 40 / 60%
- Military Convoys: +8 / 12 / 16 Combat Defense for Trade Units. [25 + 3 DC/T]
Suspicious:Â Covert Agents require 1 fewer successful operations to rank up.
- Surveillance State: 15 / 20 / 25% less Intrigue in your Capital [75 + 9 DC/T]
Integrated:Â +5 / 10 / 15 combat Strength for Military units inside friendly orbital coverage.
- Orbital Defense Net: City Anti-Orbital Strike Range increased by 2 / 3 / 4 [25+ 3 DC/T]
Cost Info
- Adding or Upgrading Traits costs 150 DC and increases by 5 every time a trait is added or upgraded?
Cost Categories:
- Low:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 25 + 3 DC/T
- Medium:Â Â Â Â Â Â Â Â 75 + 9 DC/T
- High:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 150 + 15 DC/T
- Very High:Â Â Â Â Â Â Â Â 250 + 25 DC/T