Sid Meier's Civilization: Beyond Earth - Rising Tide (DLC)
Rising Tide adds ocean colonization and diplomacy overhauls to Beyond Earth, but mixed reviews signal it fixed some problems while creating others.
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About Sid Meier's Civilization: Beyond Earth - Rising Tide (DLC)
Rising Tide is an expansion for Sid Meier's Civilization: Beyond Earth, itself a sci-fi spiritual successor to Civ V that asked what happens after humanity leaves Earth. The base game had a lukewarm reception, and Rising Tide was Firaxis's attempt to course-correct. It adds ocean-based gameplay in a meaningful way: floating settlements that physically move across the map, aquatic tile improvements, and new alien sea creatures to deal with. It also introduces four new factions, each with asymmetric playstyles that push the game closer to the faction diversity Civ V's Brave New World expansion achieved. If you bounced off Beyond Earth feeling like every playthrough looked the same by turn 80, Rising Tide addresses that specifically. The headline mechanical addition is the redesigned diplomacy system, built around "traits" that you assign and reassign as your geopolitical situation shifts. You accumulate trait points through gameplay decisions and then spend them on bonuses tied to your current diplomatic stance, whether that's fear-based coercion, cooperative tech sharing, or outright hostility. In practice this sounds more fluid than it plays. Swapping trait packages mid-game has a satisfying spreadsheet logic to it, but the AI does not use the system with enough sophistication to make diplomacy feel like a real negotiation. It still largely tells you what you want to hear and then backstabs on a timer. That is a carry-over weakness from the base game that Rising Tide does not fully solve. The ocean gameplay is the genuine highlight. Founding a floating city on water and slowly expanding its footprint across sea tiles opens up early-game strategic diversity that the base game lacked. Aquatic factions like Al Falah play noticeably differently from land-locked ones, and managing a coastal versus deep-ocean expansion feels like a real sub-game. The new alien sea life adds tension to early expansion phases, giving you something to plan around rather than just click through. If you are the kind of player who draws out early-game expansion routes on a notepad, this content rewards that instinct. The 60% positive Steam review score is worth understanding in context. A lot of negative reviews carry frustration with Beyond Earth itself, not Rising Tide specifically. The expansion does make the base game substantially better. The affinity system, which tracks your civilization's philosophical evolution toward Harmony, Purity, or Supremacy, gains more visible consequences in Rising Tide, and the hybrid affinity units added here are genuinely interesting build choices for mid-game power spikes. That said, the game still carries the identity problem Beyond Earth launched with: it looks and feels like a Civ V mod with a coat of future paint rather than a fully realized vision. Rising Tide moves that needle but does not reset it. For strategy players who already own Beyond Earth and felt underwhelmed, Rising Tide is the version of the game worth actually finishing. For newcomers, the honest path is to buy Beyond Earth with Rising Tide bundled, accept that the tutorial is adequate but not generous, and treat the first playthrough as a learning run. The mod ecosystem on Steam is modest compared to Civ V or Civ VI, so do not factor community content heavily into the purchase decision. The depth is in the base systems, and those systems, with this expansion included, are worth the time of anyone who can tolerate a game that reaches for Civ V's ceiling and lands about two floors below it. Diego, Scout Team
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Game Info
- Developer
- Firaxis Games
- Publisher
- 2K Games
- Release Date
- Oct 23, 2014