


The player can choose between cities, technologies and yields to be included as their spoils of war. When any player either sues for peace or is defeated, the victor is able to spend their War Score points to claim what they get from their opponents. Rising Tide also introduces the Spoils of War system. It can be influenced depending on what traits each player has. War Score determines how successful the player was during the war. Upon the end of a war, the spoils or losses of the war are based on the player's War Score. It is produced from wonders and buildings, such as the Old Earth Relic and Trade Depot, or it can be given to or taken from other players through negotiations or for renting one of a player's traits.ĭiplomatic Capital can be used like energy to purchase units and buildings in a player's cities. Sanctioned - Trade between factions is suspendedĭiplomatic Capital is a new resource.Factions may trade basic yields and Strategic Resources. Cooperative - New Agreements are available, and previously available agreements are more effective.If one faction goes to war, the other faction automatically goes to war on their side. Trade between factions is more effective. Alliance - All agreements are even more effective.To change the status of a relationship, players must reach a certain level of fear or respect with an AI player and will need to spend Diplomatic Capital to purchase it. There are different levels of relationship players can have with the others, each with their own repercussions. Respect and fear levels of AI civilizations will drop toward human players as players get closer to victory. The "Wonder War" feature introduced in the November 2015 patch makes the AI far more aggressive when players attempt to complete a Planetary Wonder. Building wonders, possibly good or bad depending on if other colonies wanted to build the same wonder.

The player's progress at a particular trait such as production or health.Respect can be earned or lost with different colonies in different ways including: Relationships built on fear run the risk of the player being "backstabbed" by groups of colonies. This system is not present in multiplayer games with human opponents.įear is dependent on the size of a colony's military. In order to enter agreements with AI players, human players must earn specific amounts of fear and respect points with AI players.
