GalCiv4:Policies: Difference between revisions

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Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.


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All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies.  
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies.  
Heart of the Empire: +10% homeworld income, +10% homeworld influence
*<b>Heart of the Empire:</b> +10% homeworld income, +10% homeworld influence
Land Exploitation: gross income +5, pollution +30%
*<b>Land Exploitation:</b> gross income +5, pollution +30%
Security Lights: -5% crime for each planet
*<b>Security Lights:</b> -5% crime for each planet
 
Some biological types also get unique policies.


Some biological types also get unique policies...


<b>Carbon-Based:</b>
<b>Carbon-Based:</b>
Coerced Colonization: +100% growth, -5% approval
*<b>Coerced Colonization:</b> +100% growth, -5% approval


<b>Aquatic:</b>
<b>Aquatic:</b>
Underwater Homes: +2 population cap for each core world
*<b>Underwater Homes:</b> +2 population cap for each core world


<b>Synthetic:</b>
<b>Synthetic:</b>
Extreme Automation: +50% manufacturing, -20% gross income
*<b>Extreme Automation:</b> +50% manufacturing, -20% gross income
Remote Piloting: +1 moves
*<b>Remote Piloting:</b> +1 moves


<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Policies from Civilization Abilities </h1>
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Policies from Civilization Abilities </h1>


<b>Ancient:</b>  
<b>Ancient:</b>  
Heritage Protection: +100% influence to homeworld
*<b>Heritage Protection:</b> +100% influence to homeworld


<b>Crimelord:</b>  
<b>Crimelord:</b>  
Look the other Way: +20% crime
*<b>Look the other Way:</b> +20% crime


<b>Empathy:</b>  
<b>Empathy:</b>  
Empathic connection: +30% approval
*<b>Empathic connection:</b> +30% approval


<b>Engineering:</b>  
<b>Engineering:</b>  
Asteroid Exploit: -10% gross income, +1 raw production for each asteroid mined
*<b>Asteroid Exploit:</b> -10% gross income, +1 raw production for each asteroid mined


<b>Explorer:</b>  
<b>Explorer:</b>  
Fast Exploration: -50% hp, +2 moves
*<b>Fast Exploration:</b> -50% hp, +2 moves


<b>Fertile:</b>  
<b>Fertile:</b>  
Population Boom: +100% growth, -20% gross income, +10% approval
*<b>Population Boom:</b> +200% growth, -25% gross income, +10% approval


<b>Inspired:</b>  
<b>Inspired:</b>  
Brainstorming: +2 research
*<b>Brainstorming:</b> +2 research to homeworld


<b>Loyal:</b>  
<b>Loyal:</b>  
Professionalism: +50% experience
*<b>Professionalism:</b> +50% experience


<b>Prolific:</b>  
<b>Prolific:</b>  
Shoddy Equipment: -50% construction cost, +300% maintenance
*<b>Shoddy Equipment:</b> -50% construction cost, +300% maintenance


<b>Ravenous:</b>  
<b>Ravenous:</b>  
Endless Feast: -2 Diplomacy, +1 Food, +20% approval
*<b>Endless Feast:</b> -2 Diplomacy, +1 Food, +20% approval


<b>Resourceful:</b>  
<b>Resourceful:</b>  
IP Theft: -1 Diplomacy, +20% research
*<b>IP Theft:</b> -1 Diplomacy, +20% research


<b>Slaver:</b>  
<b>Slaver:</b>  
Slave Labor: -1 Diplomacy, -90% maintenance
*<b>Slave Labor:</b> -1 Diplomacy, -90% maintenance


<b>Spores:</b>  
<b>Spores:</b>  
Grove Growth: +50% food
*<b>Grove Growth:</b> +50% food


<b>Starfarer:</b>  
<b>Starfarer:</b>  
Subspace Sensors: +100% sensor range, -10% gross income
*<b>Subspace Sensors:</b> +100% sensor range, -10% gross income


<b>Unrelenting:</b>  
<b>Unrelenting:</b>  
Singular Purpose: +1 control/turn  
*<b>Singular Purpose:</b> +1 control/turn  
Reproductive Imperative: +100% growth, +2 maintenance  
*<b>Reproductive Imperative:</b> +100% growth, +2 maintenance  
Xeno Harvest: -1 diplomacy, +50% gross income
*<b>Xeno Harvest:</b> -1 diplomacy, +50% gross income


<b>War Profiteer:</b>  
<b>War Profiteer:</b>  
Hull Reinforcement: +25 hp to ships
*<b>Hull Reinforcement:</b> +25 hp to ships


<b>Wealthy:</b>  
<b>Wealthy:</b>  
Laizze faire: +100% gross income, +10% crime, +20% pollution  
*<b>Laizze faire:</b> +100% gross income, +10% crime, +20% pollution  
The Great Expanse: +200% growth, +1 Maintenance
*<b>The Great Expanse:</b> +200% growth, +1 Maintenance


more to come...
more to come...

Latest revision as of 16:29, 8 January 2024

Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.

Policies from Civilization Biology

All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies.

  • Heart of the Empire: +10% homeworld income, +10% homeworld influence
  • Land Exploitation: gross income +5, pollution +30%
  • Security Lights: -5% crime for each planet

Some biological types also get unique policies...

Carbon-Based:

  • Coerced Colonization: +100% growth, -5% approval

Aquatic:

  • Underwater Homes: +2 population cap for each core world

Synthetic:

  • Extreme Automation: +50% manufacturing, -20% gross income
  • Remote Piloting: +1 moves

Policies from Civilization Abilities

Ancient:

  • Heritage Protection: +100% influence to homeworld

Crimelord:

  • Look the other Way: +20% crime

Empathy:

  • Empathic connection: +30% approval

Engineering:

  • Asteroid Exploit: -10% gross income, +1 raw production for each asteroid mined

Explorer:

  • Fast Exploration: -50% hp, +2 moves

Fertile:

  • Population Boom: +200% growth, -25% gross income, +10% approval

Inspired:

  • Brainstorming: +2 research to homeworld

Loyal:

  • Professionalism: +50% experience

Prolific:

  • Shoddy Equipment: -50% construction cost, +300% maintenance

Ravenous:

  • Endless Feast: -2 Diplomacy, +1 Food, +20% approval

Resourceful:

  • IP Theft: -1 Diplomacy, +20% research

Slaver:

  • Slave Labor: -1 Diplomacy, -90% maintenance

Spores:

  • Grove Growth: +50% food

Starfarer:

  • Subspace Sensors: +100% sensor range, -10% gross income

Unrelenting:

  • Singular Purpose: +1 control/turn
  • Reproductive Imperative: +100% growth, +2 maintenance
  • Xeno Harvest: -1 diplomacy, +50% gross income

War Profiteer:

  • Hull Reinforcement: +25 hp to ships

Wealthy:

  • Laizze faire: +100% gross income, +10% crime, +20% pollution
  • The Great Expanse: +200% growth, +1 Maintenance

more to come...