This content requires the base game Sid Meier's Civilization®: Beyond Earth™ on Steam in order to play.

User reviews:
Recent:
Very Positive (18 reviews) - 83% of the 18 user reviews in the last 30 days are positive.
Overall:
Very Positive (517 reviews) - 81% of the 517 user reviews for this game are positive.
Release Date: Oct 8, 2015

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Downloadable Content

This content requires the base game Sid Meier's Civilization®: Beyond Earth™ on Steam in order to play.

Buy Sid Meier's Civilization: Beyond Earth - Rising Tide

SUMMER SALE! Offer ends July 4

-50%
$29.99
$14.99

Packages that include this game

Buy Civilization: Beyond Earth – The Collection

Includes 3 items: Sid Meier's Civilization®: Beyond Earth™, Sid Meier's Civilization: Beyond Earth - Rising Tide, Sid Meier's Civilization: Beyond Earth Exoplanets Map Pack

SUMMER SALE! Offer ends July 4

 

Reviews

“Rising Tide is an overhauled look at the core experience, and it would be difficult to go back to Beyond Earth without the myriad enhancements the expansion offers. As with Civilization V before it, Beyond Earth looks like it’s becoming all it can be as it evolves with these upgrades”
9/10 – Game Informer

“Of all the things Civilization: Beyond Earth's first expansion accomplishes, the greatest is this: it sorts through centuries of war, politics, and future technology, to reveal the personalities behind it all”
9/10 – Gamespot

About This Content

After the first wave of great colony ships departed Earth, the jubilation of humanity was short-lived. Those left behind fell into a violent struggle over the quickly-diminishing resources on their barren home world. From this tumultuous time, two new factions arose. These newcomers were grounded not in the idealism of their predecessors, but on opportunism, resilience, ruthlessness, and above all a commitment to their own survival.

Now, many decades after their first landfall on a new planet, the proud survivors of the first expeditions beyond Earth look up to see the skies darkened by a new breed of pioneers.

Beyond Earth extended the Civilization franchise from its historical setting into the possible futures of science fiction. Rising Tide extends Beyond Earth to new frontiers on the planet’s surface and beneath its seas, adding even more choices and diplomatic options as you continue to build “just one more turn” toward a new vision for the future of humanity.

  • Colonize the Ocean: Build floating settlements and access natural resources hidden beneath the seas of the alien planet. Alien beasts with unique abilities inhabit the water and challenge the player in new ways. The ocean provides a fully replayable map, new gameplay mechanics and strategic possibilities for players to reign supreme on their new world.
  • Dynamic Leader Traits: Players and AI Leaders alike unlock new Traits through gameplay and activate different combinations to respond to the changing world. These dynamic sets of Traits also provide benefits and add to the new Diplomacy system, governed by the new Fear and Respect attributes.
  • New, Enhanced Diplomatic Options: Shape the diplomatic landscape by using political capital to upgrade your traits, change diplomatic relationships, and leverage the benefits of your allies’ traits.
  • New Sponsors: Four new factions have been added to the game including Al Falah, nomad explorers descended from wealthy and resilient Middle Eastern states that possess a rich cultural and commercial heritage.
  • New Artifact System: Collect and combine powerful relics to unlock new perks, unit upgrades, and buildings for your faction on the new world.
  • New Hybrid Units: Affinities are competing visions for the future of humanity. By investing in multiple Affinities, rather than specializing in just one, players can unlock special hybrid Affinity units and upgrades.
  • New Biomes: Two new world types have been added. Primordial worlds are rife in volcanic activity and the chaotic landscape of a world still forming. Frigid worlds have cooled in their great age, their surfaces covered with icy oceans and frozen tundra.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows® Vista SP2, Windows® 7, Windows 8/8.1
    • Processor: Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0
    • Memory: 2 GB RAM
    • Graphics: 256 MB ATI Radeon HD 3650 or better, 256 MB nVidia 8800 GT or better, or Intel HD 3000 or better integrated graphics
    • DirectX: Version 11
    • Storage: 13 GB available space
    • Sound Card: DirectX 9.0c‐compatible sound card
    • Additional Notes: Other Requirements: Initial installation requires one-time Internet connection for Steam authentication; software installations required (included with the game) include Steam Client, Microsoft Visual C++2012 Runtime Libraries and Microsoft DirectX.
    Recommended:
    • OS: Windows® Vista SP2, Windows® 7, Windows 8/8.1
    • Processor: 1.8 GHz Quad Core CPU
    • Memory: 4 GB RAM
    • Graphics: AMD HD5000 series or better (or ATI R9 series for Mantle support), nVidia GT400 series or better, or Intel IvyBridge or better integrated graphics
    • DirectX: Version 11
    • Storage: 13 GB available space
    • Sound Card: DirectX 9.0c‐compatible sound card
    Minimum:
    • OS: 10.9.5 (Mavericks), 10.10 (Yosemite)
    • Processor: Intel Core i3 (2.2 ghz)
    • Memory: 4 GB RAM
    • Graphics: ATI Radeon 4850 / nVidia 640M /Intel HD 4000
    • Storage: 8 GB available space
    • Additional Notes: NOTICE: It is possible for Mac and PC to become out of sync during updates or patches. Within this short time period, Mac users will only be able to play other Mac users. NOTICE: The following video chipsets are unsupported for Beyond Earth Rising Tide (Mac) • ATI Radeon X1000 series, HD 2400, 2600, 3870, 4670, 5770, 5870, 6490, 6630, 7950 • NVIDIA GeForce 7000 series, 8600, 8800, 9400, 9600, 320, 330, GT 120 • Intel GMA series, HD 3000
    Minimum:
    • OS: SteamOS, Ubuntu 14.04
    • Processor: Intel Core i3, AMD A10
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 260
    • Storage: 8 GB available space
    • Additional Notes: Don't meet the above requirements? That doesn't mean your configuration wont run Civilization: Beyond Earth Rising Tide. Visit the Beyond Earth community page to share your experience with other Linux players and learn about how to send bugs to Aspyr. Your feedback will help us improve Civilization: Beyond Earth Linux and future AAA Linux releases!
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (18 reviews)
Overall:
Very Positive (517 reviews)
Recently Posted
Dynamo
Posted: June 30
Thoroughly enjoyed this game. I hadn't played Civilization V for a while and only bought Beyond Earth as it was on sale. I really enjoyed it and it's made me want to play the civ series again. I've played everything in the collection since they came out. I wasn't too keen on Civ V, but I liked the added layers to Riding Tide. Game play seemed quicker with less pausing between turns. I like how the aliens were a lot more offensive and challenging. As I wasn't used to the units and buildings I had to think a lot more... which is always a bonus when it comes to these games. Graphics are good. Cinematic for wonders a bit meh as they were just blueprints. I quite enjoyed the victory races as they involved more than just building a few items. New units were very cool! I've wanted a game that blends my love of sci fi and civilization for a while. This definitely does that! I will be playing Civ V this weekend! Already purchased some additional download able content :)
Helpful? Yes No Funny
ENDr@in
Posted: June 29
Beyond Earth: Rising Tide is a very deep 4X game. It lacks some historical flavour of classic Civ while delivering some of it's own. It lacks religion and ideology mechanics of Civ V, while it introduces the most brilliand diplomacy mechanic I've ever seen in a 4X or even Paradox games, intertwined with precise tweaking of your leader traits during the course of the game (it reminds of ideas mechanic from Europa Universalis IV). Introduction of ocean as settleable territory is a mind-blower for an expirienced Civ player and brings whole new level of depth to the game. Tech web - another cool invention. Everything in this game feels cool and smart and fresh, and adds to overall replayability and depth. Civ V feels a bit "tight" after Rising Tide. A no-brainer on sale, a purchase to concider for full price.
Helpful? Yes No Funny
Logan Anderson
Posted: June 26
Is good
Helpful? Yes No Funny
Pyro
Posted: June 25
There are many reviews for Beyond Earth and Rising tide. I am writing this review because I haven't seen many reviews describing what I feel is the biggest issue with the game. I think that if the issue I describe below was addressed then Beyond Earth would be a great game.

The big problem with Rising Tide is that it is still missing content. The game is set way in the future on a distant planet, and yet there is only one air unit. Satellites don't play much of a role militarily as they mostly provide economic bonuses. There are no true orbital military units.

In Civilization 5, you had fighters, bombers, helicopters, aircraft carriers, and paratroopers. Warfare in the modern age was mobile which is necessary for any game claiming to simulate modern and futuristic warfare. In Beyond Earth Rising Tide, you are mostly limited to land and sea units. When you make an infantry unit in your city, there is no option for a paratrooper style landing or orbital transport to the enemy. Your unit has to march across the map or take a sea transport to the enemy city. There is no warfare in space whatsoever. Technological advancement makes existing units more powerful and adds additional land or sea units, but doesn't add more air units or orbital units. Why is there only one air unit? Why are there no orbital units? Why can't units take orbital transports and land near enemy cities?

When I play Beyond Earth Rising Tide, I do not feel that I am playing as a space faring civilization that was capable of colonising a planet in another solar system. Beyond Earth needs another expansion to add more space faring elements and air units. Sadly, there is no word on another expansion and I fear there never will be now Civilization 6 has been announced. If Firaxis has abandoned Beyond Earth, then it is time for players to do the same. I certainly do not recommend buying Beyond Earth or Rising Tide at this point in time.
Helpful? Yes No Funny
Cardinal_UK
Posted: June 25
Beyond earth without this update: 5/10
Beyond earth with this update: 10/10

This DLC makes this game great, I was not really a big fan of Beyond Earth. I found it to be weak, especially considering how good Civ 5 is. Rising Tide adds a whole new dimension - floating cities (not in the air... in the sea). These completely change the way the game can be played, also the Affinity system has had a major revamp and now rewards you for diversifying with unique upgrades and units. Naval warfare has had a major buff, adding melee naval units and submarines (did think it was odd we forgot how to create them). There are also new alien units which can have different strengths and weaknesses depending on the planet you select. There are also some new races and tweaks to the old ones. Another great tweak is the espionage system, this is now really well integrated into the game (felt like a bit of a bolt on in the original).

Don't get me wrong, it annoys me that I have had to buy DLC to make the game what it should have been in the first place, but as far as a review of the DLC goes, it is brilliant so I strongly recommend you buy it ... preferably in a sale...

Happy playing
Helpful? Yes No Funny
flyingnarwhals42
Posted: June 24
When Civilization Beyond Earth first it seem like a dumb down mod for Civ. 5. Now it feels like a new game.
Helpful? Yes No Funny
Butterscotch
Posted: June 24
This should have been included in the core game at the start. Would have made it so much more playable.
Helpful? Yes No Funny
ThePonyGamer
Posted: June 23
Make's the game much better.
Helpful? Yes No Funny
LordGarth8
Posted: June 9
Best DLC I have bought for Civ and the most fun I have had in a Civ game. I Love the new trading agreements that gets rid of the silly trading system that Civ 5 and the base Beyond Earth, It feels way more futuristic in a good way, Like all the complaints about most Beyond Earth things , I like all the differnces from Civ 5 they make it a diffent game and not a copy paste version. This DLC is worth every thing I paied for it. ($29.99 not on sale )
Helpful? Yes No Funny
Industrico
Posted: June 4
The new diplomacy system makes your game freeze and crash. Don't bother with this.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
60 of 68 people (88%) found this review helpful
2 people found this review funny
Not Recommended
Posted: June 25
There are many reviews for Beyond Earth and Rising tide. I am writing this review because I haven't seen many reviews describing what I feel is the biggest issue with the game. I think that if the issue I describe below was addressed then Beyond Earth would be a great game.

The big problem with Rising Tide is that it is still missing content. The game is set way in the future on a distant planet, and yet there is only one air unit. Satellites don't play much of a role militarily as they mostly provide economic bonuses. There are no true orbital military units.

In Civilization 5, you had fighters, bombers, helicopters, aircraft carriers, and paratroopers. Warfare in the modern age was mobile which is necessary for any game claiming to simulate modern and futuristic warfare. In Beyond Earth Rising Tide, you are mostly limited to land and sea units. When you make an infantry unit in your city, there is no option for a paratrooper style landing or orbital transport to the enemy. Your unit has to march across the map or take a sea transport to the enemy city. There is no warfare in space whatsoever. Technological advancement makes existing units more powerful and adds additional land or sea units, but doesn't add more air units or orbital units. Why is there only one air unit? Why are there no orbital units? Why can't units take orbital transports and land near enemy cities?

When I play Beyond Earth Rising Tide, I do not feel that I am playing as a space faring civilization that was capable of colonising a planet in another solar system. Beyond Earth needs another expansion to add more space faring elements and air units. Sadly, there is no word on another expansion and I fear there never will be now Civilization 6 has been announced. If Firaxis has abandoned Beyond Earth, then it is time for players to do the same. I certainly do not recommend buying Beyond Earth or Rising Tide at this point in time.
Was this review helpful? Yes No Funny
28 of 35 people (80%) found this review helpful
2 people found this review funny
Recommended
Posted: June 24
This should have been included in the core game at the start. Would have made it so much more playable.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
Posted: June 30
Thoroughly enjoyed this game. I hadn't played Civilization V for a while and only bought Beyond Earth as it was on sale. I really enjoyed it and it's made me want to play the civ series again. I've played everything in the collection since they came out. I wasn't too keen on Civ V, but I liked the added layers to Riding Tide. Game play seemed quicker with less pausing between turns. I like how the aliens were a lot more offensive and challenging. As I wasn't used to the units and buildings I had to think a lot more... which is always a bonus when it comes to these games. Graphics are good. Cinematic for wonders a bit meh as they were just blueprints. I quite enjoyed the victory races as they involved more than just building a few items. New units were very cool! I've wanted a game that blends my love of sci fi and civilization for a while. This definitely does that! I will be playing Civ V this weekend! Already purchased some additional download able content :)
Was this review helpful? Yes No Funny
4 of 7 people (57%) found this review helpful
1 person found this review funny
Recommended
Posted: June 25
Beyond earth without this update: 5/10
Beyond earth with this update: 10/10

This DLC makes this game great, I was not really a big fan of Beyond Earth. I found it to be weak, especially considering how good Civ 5 is. Rising Tide adds a whole new dimension - floating cities (not in the air... in the sea). These completely change the way the game can be played, also the Affinity system has had a major revamp and now rewards you for diversifying with unique upgrades and units. Naval warfare has had a major buff, adding melee naval units and submarines (did think it was odd we forgot how to create them). There are also new alien units which can have different strengths and weaknesses depending on the planet you select. There are also some new races and tweaks to the old ones. Another great tweak is the espionage system, this is now really well integrated into the game (felt like a bit of a bolt on in the original).

Don't get me wrong, it annoys me that I have had to buy DLC to make the game what it should have been in the first place, but as far as a review of the DLC goes, it is brilliant so I strongly recommend you buy it ... preferably in a sale...

Happy playing
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
764 of 838 people (91%) found this review helpful
21 people found this review funny
Recommended
Posted: October 10, 2015
This DLC should be part of the original game. There are a couple of changes and new balancing, but really improve the game. The only negative note is the price tag. Why do we need to pay for the game almost twice?
Was this review helpful? Yes No Funny
819 of 945 people (87%) found this review helpful
44 people found this review funny
Recommended
Posted: October 9, 2015
At first, I was extremely impressed, until about turn 700 I came to the realisation that I have been stripped of choice.

I like to play on the largest size map on marathon speed with all the sponsors, terran map, sparse resources.

Firstly, you can not have more than 8 AI. I hade to go into CivBEWorlds and edit

<Type>WORLDSIZE_LARGE</Type>
<Description>TXT_KEY_WORLD_LARGE</Description>
<Help>TXT_KEY_WORLD_LARGE_HELP</Help>
<GridWidth>104</GridWidth>
<GridHeight>64</GridHeight>
<DefaultPlayers>12</DefaultPlayers>

To be able to have all 12 sponsors on one map.

Trade routes and resources.

Resources are no longer traded by agreements, they are now automatically part of trade routes. No choice in what you are trading off or what you get in return. Either choose the route or dont. No more using resources to entice another civ into accepting open borders etc.

I ended up with so many resources of every kind coming in from trade routes, that building elite affinity units that require a special resource, was not even a thing, my resource count became irrelevant as I had so many that i no longer even had to worry about them. There was no real incentive to even build new cities or claim territory as I already had ample supply of everything.

Diplomacy System.

I was very let down. They have completely stripped out the civ v system. So no using agreements to negotiate on trades or treaties. No diplomatic manouvering to isolate your most hated rival. No open borders agreement, no research agreement etc.

The only thing you do is pick agreements based on the traits the other civs have chosen. Agreements will raise your respect and then you could improve your standing with them. Dont get me wrong, its a nice ysytem, but it should have been an expansion of the civ v system, enhancing it and making it more dynamic, instead it just replaces it and now a slider just floats back and forth determining if your at war or allied. Seemed a little silly when a civ declares war, then peace , then war, then peace, then war, over and over, because, sliding number system.

On top of that, when you are negotiating for peace...well...there is no negotiation. The system chooses for you depending on a war score. If this decides that the civ your at war with should give you a city as part of the peace deal, then you have to take it whether you want it or not. If you dont want it, then you stay at war.

Any time i see in the bottom left hand corner that I have a diplomatic message, I dont wonder or feel intrigued at what this civ is getting in contact with me for. In civ v, a civ would want to discuss things, ask if you want to attack some one, be friends, share intrigue, negotiate on world congress votes etc, it was fun and I was excited when holding discussions with the civ. Now, not so much, I know that the only thing the civ is going to ask is to choose out of the handful amount of agreements I have based off my traits. Thats it, thats the amount of dialogue you have with them, you cant even offer it to them, you have to wait for them to decide they want it.

My entire diplomacy experience in BE-RT consists of "X sponsor wants agreement, have some diplo points" "X sponsor broke agreement, lose some diplo points""X sponsor wants agreement, have some diplo points" "X sponsor broke agreement, lose some diplo points""X sponsor wants agreement, have some diplo points" "X sponsor broke agreement, lose some diplo points""X sponsor wants agreement, have some diplo points" "X sponsor broke agreement, lose some diplo points""X sponsor wants agreement, have some diplo points" "X sponsor broke agreement, lose some diplo points"

There is no, "dont buy land near me""dont build near me""i see your armies massed on my borders" type of engagement with the AI, no promises to keep or break.

Combat. I cant say if this is true for everyone else, but 99% of combat was with boats and I literally just owned everything with submarines, invisible and range combat.

Ocean

So, I first thought "cool" now the ocean is a part of the game rather than just a big obstacle to get over. Until i realised it pretty much just felt like the ocean is now just reskinned land tiles. So every map is basically just one big land mass. Boats can heal anywhere, everything on the water operates just like on land. One thing that is different is that you can move your water city one tile at a time when choosing it in the production menu. Takes a number of turns for it to move. All someone has to do is mod in this ability to land cities to move over land and the ocean and land will be exactly the same.

This has made me appreciate the ocean in civ v even more. being an obstacle to exploration in the early game and finally getting the caravel to explore the deep oceans and discover new lands and civs. Having a fleet of ships out in the ocean with nothing around them, not being able to heal outside of borders, brought a sense of danger to your fleet.

Affinity units are cool. Hybrid idea is cool. But for me "Purity all the WAY!"

No land grab.

There seems to be no sense of urgency to claim your land before others do. Each civ gets around 6 cites in their own little pocket of the world and then just reacts to the fluctuations of the diplmacy slider.

I love civ, i have hours racked up on steam and literally played double that on civ 4 before I had steam many many years ago. I have played countless mods from civ 3 to civ V and can easily spend an entire night on 2 hours sleep creating and looking after my people. Alpha Centauri was one of my favorite, Cross fire was awsome (cant wait for an alien civ to be added to BE) dont get me wrong, BE-RT is a good game, the features make for an enjoyable ride, it just feels hollow like it did when BE first released. I will end up playing more of BE, but until they merge BE-RT's diplomacy feature with CIV V system, then the whole feel of the game is like its on auto pilot.

I do recommend the game, just a little shy of what I thought they were going to acheive.

I would rate it a 6.8/10

Update:

I am now changing my recommendation to NO.

After playing over 100 hours and experimenting with evry map style, speed, difficulty settings and spent hours and hours exploring all the ins and outs of the diplomatic system, I have finally admitted to myself that this game is a train wreck.

I feel like I have had to beta test a game that has not bee released yet.

The diplomacy system sucks and on Apollo level is just a frustrating mess of war, peace, war, peace, war, Nothing makes any logical sense, no leaders feel like they are striving for anything, just random wars and peace agreements. The diplomacy is all over the place and it feels like your playing with a bunch of calculators.

Watching AI declare war against ppl because of low science output or low city count is just rediculous.

My favorite franchise is the civilisation franchise and I love my sci fi. When BE first came out I was over the moon...until i plyed it. Now BERT has come with a much talked about change to diplmacy, once again I was right up there, I knew they had fixed it right....NOPE!!!!!

Utter trash and I hope to the high heavens they do not try to implement any of this crap intoi Civ 6.
Was this review helpful? Yes No Funny
305 of 341 people (89%) found this review helpful
7 people found this review funny
Recommended
Posted: October 13, 2015
The expansion makes Beyond Earth more enjoyable. Remember when people still hated Civ 5 because they thought it was dumbed down compared to Civ 4? Then Gods and Kings added more layers and complexity to the game, but it was only with Brave New World that people began to call it the best Civ game ever made? This expansion is the Gods and Kings of Beyond Earth.

So what's been added in the expansion? The two big ones are aquatic cities and the new diplomacy system. Aquatic cities add an interesting new strategic layer to the game. The whole map is now ripe for settlement, essentially making all maps bigger. The ocean is now an extension of the land, with a few strategically important differences. Cities can move and claim tiles, they can also crush units as they move into new tiles. New water units have been added; in addition to the carrier and gunship, we now have speedy melee patrol boats, and slow but invisible submarines which can pop out of the shadows to torpedo other ships or bombard cities with cruise missiles before slinking back under the waves.

The diplomacy system is the weakest aspect of the expansion IMO. The old diplomacy system has been ripped out of the game and replaced with a new one based around a resource called 'diplomatic capital', which can be earned through certain buildings, and by accepting diplomatic agreements with other civs. Diplomatic capital can be used to buy personality traits or agreements with other civs based on their own traits (the latter requires you to give an amount of capital per turn to the other civ). Both are similar to virtues in that they give you empire-wide bonuses. While this is an interesting addition, it's been added to the game at the expense of any actual diplomacy. Your relationship with other civs has been reduced to a sliding bar ranging from War to Alliance, and arbitrary 'fear' and 'respect' ratings which influence your ability to change your relationship.

A lot of the choice you had before in diplomacy is now gone. Cooperating with another civ means automatically opening your border to them. Entering an alliance with another civ means getting dragged into every single war they decide to start, and the new war system sucks. If you go to war, the civ you're at war with won't accept peace terms for an arbitrary period of time, and when they eventually do, you don't get to negotiate the terms of peace at all. The computer decides peace terms based on the 'war score' of the 2 civs.

Hybrid affinities are a nice addition; they don't add much more to the game, but add new options to players like me who like to level up multiple affinities simultaneously. Now I don't need to focus on levelling up one single affinity at the expense of others to unlock the powerful unique hybrid units. In addition, almost all of the regular units now have a hybrid upgrade option.

Countless other smaller changes have been made - 4 new factions have been added (including Space Britain which still rules the waves, lead by a big bald Scotsman, with added Vikings for good measure). New buildings and wonders have been added, many of which can only be built in aquatic cities. Many of the wonders have been buffed or tweaked a bit but many stilll feel impotent and not worth building. A few new orbital units are available, unlocking more strategic options and ways to use the orbital layer - something I'm happy with as a player who loves to spam satellites. Artifacts can now be discovered when exploring in the early game and can be combined to potentially give powerful empire-wide bonuses, or consumed for an immediate bonus to research, culture and production.

In all, I would recommend buying Rising Tide but not right now; the price tag is currently too high, the game still has a number of bugs and balance issues that I'm sure will be ironed out with patches, and the modding community will have hopefully released some awesome content like they did for the vanilla game.
Was this review helpful? Yes No Funny
368 of 429 people (86%) found this review helpful
21 people found this review funny
Recommended
Posted: October 8, 2015
This is a cautious "yes". I would really like to put my vote halfway between yes and no.

"yes":
+ Changes improve the game, even, controversially in my view the changing of diplomacy which removed some features that used to be in there.

"no":
- Quite a high price, even for an expansion. Seems justified by the amount of work put into it, but...
- This is how the game should have been to start with and it _needed_ more work because they released it half-♥♥♥♥♥.
- still bugs in it that should have been spotted easily considering how long they tested it.
- store page says subtitles but there are no subtitles for the audio of the leaders speaking to you or the opening movie, or the ending movie... I mean, basically there are no subtitles at all. I think they just thought no subtitles were needed so ticked the box...
Was this review helpful? Yes No Funny
566 of 685 people (83%) found this review helpful
19 people found this review funny
Not Recommended
Posted: October 11, 2015
First off, I really want to recommend this DLC. For what it is (in singleplayer mode) it's great. New leaders, the aquatic cities, new units and affinites, etc.
Now for the negative (of which there are a lot):
1. The wars are hard to ever negotate out of. Peace Treaties are heinous and I literally couldn't get out of a war with somebody because I DIDN'T HAVE ENOUGH POWER, WHICH THEY WERE SIPHONING FROM ME.
2. The game CRASHES in multiplayer. I can't get into a single match with my friends for 5 turns before one of us disconnects and the game crashes.
3. I just feel that it is too overpriced for what it is. This should have been included in the base game, and it should have espically been lower priced as a DLC.
Thanks for reading my rant.
Was this review helpful? Yes No Funny
167 of 181 people (92%) found this review helpful
4 people found this review funny
Not Recommended
Posted: October 15, 2015
tl,dr: Feels better, but plays worse. Overprized at 30$/€. Wait for the inevitable discount.

So here we are. One year has passed since we made planetfall with Beyond Earth. Now the first expansion is out, adding new features like Ocean Cities, Hybrid Affinities, Artifacts and a new Diplomacy System.

For those familiar with CIV5: Rising Tide feels a lot like the first expansion (Gods and Kings). A lot of cool ideas and some stuff that should probably have been part of the base game, but sadly just as many issues and problems. On top of that Rising Tide has *significant* balance problems, some very unfortunate design decisions (more about that below) and tons of (quite obvious) bugs.


The Good:

+ Changes and additions to the art assets makes the game look and feel *A LOT* better. The new biomes (frigid and primordial) look great. The addition of pictures to the popup messages (events, quests, etc.) improves the clinical and basic looking UI from the base game. The new loading screens project the SciFi feeling very well. There are a lot of new special objects (crashed landers, ancient devices, alien corals, etc.) on the map that catch the player's interest.

+ The new "trait" system is a cool idea and allows the player (and the AI) to customize their civilizations. It also affects diplomacy - an AI that picks up a health trait will pay close attention to the player's health, while an AI with militaristic traits will ignore that and instead focus on army strength, veterancy and the player's offensive military actions.

+ Artifacts are a great way to keep the player busy during the early game. Hunting for dig sites and grabbing them feels quite rewarding and they are indeed very powerful (actually: some are way *too* powerful).


The bad:

- The balance of the game is horrible. Most traits are pointless, some are okay and a few are so powerful, that there are obvious first-order choices. Some artifact combinations (like -30% tech cost) are so broken that they basically win you the game. Sponsors are imbalanced (Polystralia and Al-Falah are *way* too powerful, Franco-Iberia and Brazilia completely useless). Most wonders (yes, even the new ones) are still somewhere in between "weak" and "utterly useless". Converting production into science or food is so absurdly powerful that it's better to do that instead of getting new buildings. These examples are just the tip of a giant iceberg that leads to another significant issue:

- The pacing of the game is off. One of the biggest problems of Beyond Earth was the fact that the game was over far too quickly. A CIV veteran could finish the game around 200 turns, which meant that most late game technologies and buildings were pointless. To fix this, the developers increased the cost of techs, the production required for victory wonders and the waiting time between finishing the wonders and winning the game.

However, despite all these measures, the game is over *even faster*. My win timers have gone down by roughly 20-30 turns. The most extreme case I have seen so far was a victory around turn 150 (that's ~50 turns or 25% faster than before).

- Hybrid Affinities are (mostly) pointless. They have no victory condition of their own, nor do the existing take them into account. Hybrid units come way too late to have any significant impact on wars. There is never a reason to actively develop a hybrid affinity, you just get them as a byproduct from advancing through the tech web.

- The new "warscore" system is poorly designed. While it is more transparent by showing you how well the war goes for either side, it removed the player's ability to suggest peace terms. The game either suggests a "white peace" (with no changes for either side) or arbitrarily picks cities that the winning side will get for making peace. You don't want those crappy AI cities in the tundra? Well, though luck. For players focused on war this change is outright game breaking.

- The new "diplomacy" system does, more or less, remove diplomacy from the game. You can't directly trade energy, science or resources anymore. The only thing you can get from AIs are agreements (that are paid for in diplomatic capital) and the only interaction between you and the AI is selecting your current relationship ("war", "sanctioned", "neutral", "cooperating", "allied"). Your relations to the AI are now changed by comparing your power in one area where the AI has a trait (e.g. science, food, culture, health, army) with their outputs.

Which leads to absurd things like an AI complementing you ("Great culture!") to just insult you a few turns later ("Your culture is THE WORST!). That does also create a "rich get richer" problem - if you do well and have good yields, the AIs tend to love you, if you fall behind they hate you - and since the AI gets massive advantages on higher difficulties, get ready to be hated *a lot* on the upper end of the difficulty scale. Once an AI has lost enough respect it will declare war on you - even if it has no strategic interests on your colony. That leads to comical situations where a sponsor on the other side of the globe declares war, sends no army, makes peace a few turns later, just to declare war on you again as soon as the truce has run out.


On top of these problems you have bugs, bugs and more bugs. A random selection of some that could have been fixed by doing some basic QA before the release:
-> Ocean cities do not get a city connection unless you build a road on their tile (which stays behind when you move the city).
-> Cities attacking each other locks up the game.
-> Aliens do not get more aggressive when being shot from distance.
-> If you are part of an alliance and help a player that is attacked you get a diplomatic penalty with everyone (including your ally) for declaring war on the aggressor.
-> Some quests require the player to construct buildings in an aquatic city that are not available for them.
-> Improvements can be build on resource tiles (the code to prevent that is there, but broken).
-> Wrong tooltips (Al-Falah increases conversion efficiency *TO* 150%, not *BY* 150%).
-> Cities that become capitals (because the original capital of a CIV gets conquered) cannot be razed.
-> Land units can find invisible naval units by hovering the move indicator over their hexes.
-> Players can sometimes spawn in an area that is completely surrounded by ice, canyons/and or mountains


So overall Rising Tide is an addon that has good ideas, but some of them are not well implemented. While the game feels a lot better because of the work put into art assets and adding some new early game mechanics, the actual gameplay has gotten even worse because of the significant balance problems. Put a pile of easily avoidable bugs on top of that and - voilà - you have Rising Tide.

Don't get me wrong: The addon is a step in the right direction. But is it worth paying 30$/€ for the quality you get? No, certainly not. Wait until the inevitable Christmas sale and pick it up for half the price. You really don't miss much until then. And if you are lucky, Firaxis might also have fixed some of the bugs at that point.
Was this review helpful? Yes No Funny