Abilities: Difference between revisions
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Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. | |||
Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game. | |||
= Galactiv Civilizations III Abilities = | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 7: | Line 10: | ||
! Requirements | ! Requirements | ||
|- | |- | ||
|Adaptable || Can colonize tier 1 | | Adaptable | ||
| Can colonize tier 1 extreme worlds. | |||
| | |||
|- | |||
| Amphibious | |||
| Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a [[Civilization_Builder|Race Type]] in Crusade. | |||
| [http://www.galciv3.com/mercenaries Mercenaries expansion] | |||
|- | |||
| Ancient | |||
| Gets Research from Precursor Artifacts. | |||
| | |||
|- | |||
| Coercive | |||
| Planets can adjust their planetary Production manually. | |||
| | |||
|- | |||
| Colonizers | |||
| First improvement on all new colonies is free. | |||
| | |||
|- | |||
| Discreet | |||
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. | |||
| [http://www.galciv3.com/mercenaries Mercenaries expansion] | |||
|- | |||
| Engineers | |||
| Shipyard production decays at half of the normal rate. | |||
| | |||
|- | |||
| Entrepreneurs | |||
| Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes | |||
| | |||
|- | |||
| Intuitive | |||
| Starts with free Research (250 research) | |||
| | |||
|- | |||
| Knowledgeable | |||
| Starts knowing the location of other homeworlds | |||
| | |||
|- | |||
| Paranoid | |||
| Free drones defend planets, shipyards and starbases | |||
| | |||
|- | |||
| Prolific | |||
| Planets start with 100% more population than is brought on the Colony ship | |||
| | |||
|- | |||
| Scavengers | |||
| Have a 25% chance capturing the ships of your vanquished foes. | |||
| [http://www.galciv3.com/store#revengeofthesnathi Revenge of the Snathi DLC] | |||
|- | |||
| Starfaring | |||
| All starbases get the first module free. All ships are immune to Nebula | |||
| | |||
|- | |||
| Synthetic | |||
| Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens. Converted to a [[Civilization_Builder|Race Type]] in Crusade. | |||
| | |||
|- | |||
| Unrelenting | |||
| Invasions never cost credits | |||
| | |||
|- | |||
| Unwavering | |||
| Colonies are much harder to Culture flip | |||
| | |||
|- | |||
| Vigilant | |||
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. | |||
| [http://www.galciv3.com/mercenaries Mercenaries expansion] | |||
|- | |||
| Warriors | |||
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range. | |||
| [http://www.galciv3.com/mercenaries Mercenaries expansion] | |||
|- | |||
| Wealthy | |||
| Starts with tourism enabled and with extra credits (+2500bc) | |||
| | |||
|- | |||
| Zealots | |||
| Get an Ideology point each time you invade a planet (15 points to dominant Ideology) | |||
| | |||
|} | |||
= Crusade Abilities = | |||
Crusade changed, replaced, and added many abilities in the game. | |||
{| class="wikitable" | |||
|- | |||
! Name | |||
! Description | |||
|- | |||
| Adaptable | |||
| Can colonize Aquatic, Frozen, and Barren worlds. | |||
|- | |||
| ''Amphibious'' | |||
| ''Converted to a [[Civilization_Builder|Race Type]].'' | |||
|- | |||
| Ancient | |||
| Gets Research from Precursor Artifacts. Recieves access to Precursor technologies. | |||
|- | |||
| Angry | |||
| They're just very angry. Start with a military vessel. | |||
|- | |- | ||
| | | Bureaucrats | ||
| Starts game with extra Administrators. | |||
|- | |- | ||
| | | Certain | ||
| Believes their philosophy should be universal. Has increased influence and special planet improvements. | |||
|- | |- | ||
| | | Colonizers | ||
| First improvement on all new colonies is free. | |||
|- | |- | ||
| | | Coercive | ||
| Removed; production sliders have been replaced by [[Citizens|Citizens]]. | |||
|- | |- | ||
| | | Conquerors | ||
| Legions start at twice as good as everyone else's. | |||
|- | |- | ||
| | | Cybernetic | ||
| Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies. | |||
|- | |- | ||
| | | Determined | ||
| Ships get +5 tiles of range. | |||
|- | |- | ||
| | | Discreet | ||
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. | |||
|- | |- | ||
| | | Engineers | ||
| Shipyard and asteroid production decays at half of the normal rate. | |||
|- | |- | ||
| | | Experienced | ||
| All ships recieve 25% more experience points from battles. | |||
|- | |- | ||
| | | ''Entrepreneurs'' | ||
| ''Replaced by Traders.'' | |||
|- | |- | ||
| | | Heroic | ||
| Starts with War College technology, bonuses to legions defending planets. | |||
|- | |- | ||
| | | Hopeful | ||
| Believes any civilization capable of space travel must be a potential friend. Higher morale on planets. | |||
|- | |- | ||
| | | Intuitive | ||
| Starts with free Research (250 research). | |||
|- | |- | ||
| | | Inventive | ||
| Starts with an Engineer citizen and a Constructor ship. | |||
|- | |- | ||
| | | Knowledgeable | ||
| Starts knowing the location of other homeworlds. | |||
|- | |- | ||
| | | Paranoid | ||
| Free drones defend planets, shipyards and starbases. | |||
|- | |- | ||
| | | Prolific | ||
| Planets start with 50% more population than is brought on the Colony ship. Population grows much faster. | |||
|- | |- | ||
| | | Resourceful | ||
| Starts with some useful resources. | |||
|- | |- | ||
| | | Scavengers | ||
| Have a 25% chance capturing the ships of your vanquished foes. | |||
|- | |- | ||
| Slavers | |||
| Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world. | |||
|- | |||
| Sneaky | |||
| Starts with Espionage technology. | |||
|- | |||
| Starfaring | |||
| Ships immune to nebula and has access to special Hyperion improvements. | |||
|- | |||
| ''Synthetic'' | |||
| ''Converted to a [[Civilization_Builder|Race Type]].'' | |||
|- | |||
| Time Travelers | |||
| Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction. | |||
|- | |||
| Traders | |||
| Starts with freighter, access to special trade related improvements, access to Acquisition technologies. | |||
|- | |||
| Unrelenting | |||
| Invasions never cost credits. | |||
|- | |||
| Unwavering | |||
| Colonies are much harder to Culture flip. | |||
|- | |||
| Vigilant | |||
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. | |||
|- | |||
| Warriors | |||
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range. | |||
|- | |||
| Wealthy | |||
| Starts with 1000 more credits. Planets start with an extra production point. | |||
|- | |||
| Xenophobic | |||
| Not interested in expanding. Wants to build a small, secure empire. | |||
|} | |} | ||
= '''List of what Abilities do''' = | |||
Supplied by Starship_Trooper | |||
[https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/ [INFO] Racial Abilities, all DLCs v3.01] | |||
== Adaptable == | |||
'''+''' starts with '''Extreme Colonization''' tech | |||
'''+''' gets access to '''Ultimate Adaptability''' tech (prereq: Biosphere Perfection) | |||
* removes penalties from extreme worlds | |||
* gives production bonus to extreme worlds <how much and what exactly?> | |||
'''+''' can build '''Precursor Archive''' improvement (Xeno Research) | |||
* Research +25%, Level: Research +1% per lvl, Adj: +3 to Research, costs 1 Promethion, one per player | |||
== Ancient == | |||
'''+''' receives 10 research points when surveying an anomaly | |||
'''+''' gets research from '''Precursor Artifacts''' (Approval, Culture, Economic and Manufacturing Relics also count as Research Relics; Research Relics do not get a bonus) | |||
'''+''' gets research from '''Ascension Crystals''' (flat bonus depending on level: L1 = 1, L2 = 3, L3 = 6, L4 = 10, L5 = 15) | |||
'''+''' gets access to '''Inherent Talent''' tech (prereq: Targeting Support) | |||
* Accuracy +10%, Dodge +10% | |||
'''+''' gets access to Xeno Mysticism tech line (prereq: Colonial Settlements) | |||
* '''Xeno Mysticism''' | |||
** '''Social Matrix''' improvement: All Construction +10%, Research +10%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet | |||
* '''Precursor History >> Way of the Arnor''': Research +5%, Influence +5% | |||
* '''Precursor History >> Way of the Dread Lords''': Ship Construction +5%, Soldiering +5% | |||
* '''Dark Energy Research''' | |||
** '''Dark Energy Lab''' improvement: All Construction +15%, Research +15%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet (upgrades from Social Matrix) | |||
'''+''' gets access to Precursor Traditions tech line (prereq: Orbital Specialization) | |||
* '''Precursor Traditions''': Maintenance -10%, Ship Construction +10%, Capacity +10% | |||
* '''Precursor Specialization >> Healing Hulls''': Tactical Repair +2 | |||
* '''Precursor Specialization >> Intelligent Ships''': Logistics requirement -20% | |||
* '''Precursor Specialization >> Organic Materials''': Hitpoints +20% | |||
* '''Precursor Mysteries''' | |||
** '''Precursor Protection Field''' fleet support component: boosts the defenses of all ships in fleet (only those that the ship already has) by (probably) 25%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter | |||
* '''Living Ships''': Maintenance -100%, Tactical Repair +5 | |||
== Angry == | |||
'''+''' starts with a Small beam warship | |||
== Bureaucrats == | |||
'''+''' starts with 10 additional Administration points | |||
'''+''' gets access to Coordination Temple tech line (prereq: Environmental Engineering) | |||
* '''Coordination Temple''' | |||
** '''Coordination Temple''' improvement: Adj: +2 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet | |||
* '''Labor Mission''' | |||
** '''Labor Mission''' improvement: Adj: +3 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Coordination Temple) | |||
* '''Labor Oracle''' | |||
** '''Labor Oracle''' improvement: Adj: +4 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Labor Mission) | |||
== Certain == | |||
'''+''' all planets get +2 Influence | |||
'''+''' receives 100 research points whenever it unlocks an Ideology trait | |||
'''+''' gets access to '''Defensive Meditation''' tech (prereq: Planetary Invasion) | |||
* Soldiering +5%, Planetary Defence +5% | |||
'''+''' can build '''Precursor Souvenir Shop''' improvement (Interstellar Tourism) | |||
* Gross Income +10%, Tourism Income +2%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Arnor Spice, one per planet | |||
'''+''' ''cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort'' or ''Virtual World'' | |||
'''+''' instead can build '''Healing Pools, Meditation Center, Communion Shrine, Shrine of Tandis, Drathian Temple''' and '''Shrine of the Mithrilar''' | |||
== Colonizers == | |||
'''+''' receives 1 Administration point when colonizing a planet | |||
== Conquerors == | |||
'''+''' all planets get +1 Ship Construction | |||
'''+''' Soldiering +1.0 | |||
'''+''' receives 2500 credits whenever it conquers a planet | |||
== Cybernetic == | |||
'''+''' can train '''Mechanic''' citizen at game start | |||
* global pool only | |||
* +1 to Moves, +1% to Research per level <bugged?> | |||
* no promotions | |||
== Determined == | |||
'''+''' Ship Range +5 (bugged: does not give range bonus) | |||
== Devout == | |||
'''+''' starts with 4 additional Administration points | |||
'''+''' starts with a '''Cleric''' citizen | |||
'''+''' whenever it unlocks an Ideology trait all planets receive 100 influence points | |||
'''+''' gets access to '''Krynniac Conversion''' tech (prereq: Pilgrimage) | |||
* Tourism Income +25%, Influence +25% | |||
* can train '''Cleric''' citizen | |||
** +10% to Influence when in global pool | |||
** +30% to Influence and +1 to Influence per level when assigned to planet | |||
** no promotions | |||
'''+''' gets access to The Path tech line (prereq: Commerce Specialization) | |||
* '''The Path''' | |||
** '''Krynniac Temple''' improvement: Morale +2, Influence +0.1, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence | |||
** '''Krynniac Ministry''' improvement: Morale +15%, Influence +15%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +2%, Adj: +3 to Approval / Influence / Tourism, one per player | |||
* '''The Calling''' | |||
** '''Krynniac Mission''' improvement: Morale +4, Influence +0.2, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Temple) | |||
* '''The Order''' | |||
** '''Krynniac Order''' improvement: Morale +6, Influence +0.3, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Mission) | |||
** '''Krynniac Sanctuary''' improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +3%, Adj: +4 to Approval / Influence / Tourism, one per galaxy | |||
* '''The Way''' | |||
** '''Krynniac Oracle''' improvement: Morale +10%, Influence +10%, Level: Morale +1 / Influence +1% per lvl, Adj: +2 to Approval / Influence, one per planet | |||
* '''The Krynniac Way >> The Way of Leadership''': Influence +25% | |||
* '''The Krynniac Way >> The Way of Bliss''': Morale +25% | |||
'''+''' gets access to Jihad tech line (prereq: Planetary Invasion) | |||
* '''Jihad''': Beam / Kinetic / Missile attack +10% | |||
* '''Krynniac Jihad >> Shadow Warriors''': Soldiering +25% | |||
* '''Krynniac Jihad >> Devout Defenders''': Planetary Defense +25% | |||
* '''Krynniac Jihad >> Steadfast Faith''': Rebellion Points +15 | |||
* '''Divine Fleets''' | |||
** '''Divine Temple Module''' fleet support component: boosts the defenses of all ships in fleet by 50%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter | |||
* '''Divine Mastery >> Undaunted Crews''': Hitpoints +20% | |||
* '''Divine Mastery >> Righteous Strength''': Armor Rating / Shield Strength / Point Defense +10% | |||
'''+''' gets access to The Path of Shadows tech line (prereq: Cultural Influence) | |||
* '''The Path of Shadows''': Influence +10% | |||
** '''Shadow Temple''' improvement: Diplomacy +0.5, Adj: +2 to Approval / Influence, one per planet | |||
* '''Shadow Enforcers''': Morale +0.3 | |||
** '''Enforcement Temple''' improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +3 to Wealth, one per planet | |||
* '''Shadow Trade''': Trade Route Income +25%, Trade Licenses Max +2 | |||
== Diplomatic == | |||
'''+''' Diplomacy +1.0 | |||
'''+''' gets access to '''Majesty''' tech (prereq: Eminence) | |||
* Diplomacy +1.0 | |||
* allows assimilation treaties <do these exist?> | |||
'''+''' can build '''Galactic Council''' improvement (Universal Translator) | |||
* grants a Diplomat citizen, Influence +1, Level: Influence +1 per lvl, Adj: +4 to Influence, one per galaxy | |||
== Discreet == | |||
'''+''' receives a random tier 1 mercenary upon discovering bazaar | |||
== Engineers == | |||
'''+''' shipyard and asteroid mines decay reduced by 50% | |||
== Experienced == | |||
'''+''' ships gain 25% more experience | |||
Heroic | |||
'''+''' starts with '''War College''' tech | |||
'''+''' Planetary Resistance +25% | |||
== Hopeful == | |||
'''+''' Morale +1 | |||
== Intuitive == | |||
'''+''' starts with 50 Research points (auto-assigned to Universal Translator + Xeno Commerce) | |||
'''+''' can build '''Data Center''' improvement at game start | |||
* Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research, one per planet | |||
'''+''' gets access to Xeno Anthropology tech line (prereq: Commerce Specialization) | |||
* '''Xeno Anthropology''' | |||
** '''Xeno Anthropology Center''' improvement: Diplomacy +0.1, Influence +0.1, Level: Influence +1% per lvl, Adj: +1 to Tourism / Influence / Wealth / Approval, one per planet | |||
* '''Anthropology Specialization >> Adaptive Anthropology''': Diplomacy +1.0 | |||
* '''Anthropology Specialization >> Educational Anthropology''': Influence +10% | |||
* '''Anthropology Specialization >> Economic Anthropology''': Gross Income +10% | |||
* '''Universal Outreach''' | |||
** '''Universal Outreach Center''' improvement: Diplomacy +0.1, Influence +0.2, Level: Influence +1% per lvl, Adj: +2 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Xeno Anthropology Center) | |||
* '''Future Studies''' | |||
** '''Future Studies Center''' improvement: Diplomacy +0.1, Influence +0.3, Level: Influence +1% per lvl, Adj: +3 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Universal Outreach Center) | |||
== Inventive == | |||
'''+''' starts with 1 Constructor ship | |||
'''+''' starts with '''Zero Gravity Construction''' tech | |||
== Knowledgeable == | |||
'''+''' starts knowing the homeworld locations of all major and minor civilizations | |||
'''+''' gets access to Gravitonics tech line (prereq: Orbital Specialization) | |||
* '''Gravitonics''': Capacity +10% | |||
* '''Gravitonic Specialization >> Offensive Gravitonics''': Beam / Missile / Kinetic Weapon Mass -5% | |||
* '''Gravitonic Specialization >> Defensive Gravitonics''': Shield System / Point Defense / Armor Mass -5% | |||
* '''Gravitonic Specialization >> System Gravitonics''': Drive / Life Support / Sensor Mass -5% | |||
* '''Gravitonic Manipulation''': Capacity +15% | |||
* '''Gravitonic Mastery''': Capacity +20% | |||
== Paranoid == | |||
'''+''' planets, shipyards and starbases get 2 interceptor drones when defending | |||
'''+''' gets access to Molecular Fabrication tech line (prereq: Colonial Settlements) | |||
* '''Molecular Fabrication''' | |||
** '''Molecular Fabricator''' improvement: All Construction +5%, Research +5%, Level: All Construction +1% per lvl, Adj: +2 to All Construction / Research, one per planet | |||
* '''Molecular Specialization >> Molecular Manufacturing''': Social Construction +5% | |||
* '''Molecular Specialization >> Molecular Farming''': Food +5% | |||
* '''Molecular Specialization >> Molecular Computers''': Research +5% | |||
* '''Industrial Replication''' | |||
** '''Industrial Replicator''' improvement: All Construction +10%, Research +10%, Level: All Construction +1% per lvl, Adj: +3 to All Construction / Research, costs 1 Promethion / 1 Durantium, one per planet (upgrades from Molecular Fabricator) | |||
== Prolific == | |||
'''+''' gets 50% bonus population on colonization | |||
'''+''' Population Growth +20% | |||
== Resourceful == | |||
'''+''' receives resources at game start: 2 Durantium, 2 Hyper Silicates | |||
== Scavengers == | |||
'''+''' after winning a battle each enemy ship has a 25% chance of being captured | |||
'''+''' gets access to '''Vicious''' tech (prereq: Planetary Invasion) | |||
* Soldiering +10%, Resistance +10% | |||
'''+''' gets access to Recovery tech line (prereq: Orbital Specialization) | |||
* '''Recovery''': Scavenger's Chance +10%, Mining +1.0, Strategic Repair +10% | |||
* '''Scavenging''': Scavenger's Chance +25% | |||
* '''Scavenging Specialization >> Research Scavenging''': Research +15% | |||
* '''Scavenging Specialization >> Structural Scavenging''': Hitpoints +15% | |||
* '''Scavenging Specialization >> Smart Scavenging''': Strategic Repair +15% | |||
* '''Creative Recycling''': Scavenger's Chance +10%, All Construction +10% | |||
* '''Ultimate Scavengers''': Scavenger's Chance +25% | |||
== Slavers == | |||
'''+''' receives 15 points of its predominant Ideology whenever it conquers a planet | |||
'''+''' can train '''Slave Master''' citizen at game start | |||
* no effect when in global pool | |||
* All Construction +25% when assigned to planet | |||
* no promotions | |||
'''+''' gets access to Slaveling Recycling tech line (prereq: Soil Reclamation) | |||
* '''Slaveling Recycling''' | |||
** '''Slave Recycler''' improvement: Food +10%, Level: Food +1% per lvl, Adj: +2 to Population, one per planet | |||
* '''Protein Resequencing''' | |||
** '''Protein Resequencer''' improvement: Food +20%, Level: Food +1% per lvl, Adj: +3 to Population, one per planet (upgrades from Slave Recycler) | |||
'''+''' ''no access to Food Distribution, Xeno Irrigation, Biomass Resequencing'' or ''Bio Replication'' | |||
'''+''' can build '''Garrison''' improvement (Xeno Combat Techniques) | |||
* Resistance +50%, Level: Ship Construction +1% / Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet | |||
'''+''' ''cannot build Computer Core, Central Bank, Starport, Space Elevator, Factory, Xeno Factory, Mega Factory, Manufacturing Center'' or ''Industrial Sector'' | |||
'''+''' instead can build '''Work Camp, Forced Labor Camp, Slave Camp, Slave Works, Devil's Forge, Slave Pit, Slave Mill''' and '''Slave Factory''' | |||
'''+''' ''cannot build Xeno Research Laboratory, Research Institute, Research Center, Research Academy, Discovery Sphere'' or ''Technological Capital'' | |||
'''+''' instead can build '''Research Chamber, Research Stockade, Research Motivator, Research Extractor''' and '''Research Amplifier''' | |||
'''+''' ''cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort'' or ''Virtual World'' | |||
'''+''' instead can build '''Fighting Pit, Arena, Slaughtertorium''' and '''Hunting Grounds''' | |||
== Sneaky == | |||
'''+''' starts with '''Espionage''' tech | |||
== Starfaring == | |||
'''+''' ships and starbases are immune to nebula effects <can they build starbases in nebulae?> | |||
'''+''' can build '''Hyperion Logistics System''' improvement (Interstellar Logistics) | |||
* Logistics per ship -1 to sponsored Shipyard, Level: Logistics +1 per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player | |||
'''+''' can build '''Hyperion Shrinker''' improvement (Zero Gravity Construction) | |||
* Capacity +10%, Level: Capacity +1% per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player | |||
'''+''' can build '''Hyperion Supply System''' improvement (Life Support) | |||
* Ship Range +10% to sponsored Shipyard, Level: Ship Range +5% to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player | |||
'''+''' can build '''Hyperion Shipyard''' improvement (Hull Strengthening) | |||
* Hitpoints +5 to sponsored Shipyard, Level: Hitpoints +1 to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player | |||
== Time Travelers == | |||
'''+''' starts with '''Stellar Folding, Large Scale Construction''' and '''Eminence''' techs | |||
'''+''' gets access to Dimensional Weapons tech line (prereq: War College) | |||
* '''Dimensional Weapons''': Beam / Kinetic / Missile Attack +5% | |||
* '''Dimensional Shifting Weapons >> Beam Shifting''': Beam Accuracy +10% | |||
* '''Dimensional Shifting Weapons >> Missile Shifting''': Missile Accuracy +10% | |||
* '''Dimensional Shifting Weapons >> Kinetic Shifting''': Kinetic Accuracy +10% | |||
'''+''' gets access to Dimensional Phasing tech line (prereq: War College) | |||
* '''Dimensional Phasing''': Dodge +10% | |||
* '''Dimensional Defense Focus >> Shield Phasing''': Shield Strength +10% | |||
* '''Dimensional Defense Focus >> Phased Point Defenses''': Point Defense +10% | |||
* '''Dimensional Defense Focus >> Phased Armor''': Armor Rating +10% | |||
== Traders == | |||
'''+''' starts with 1 Freighter ship | |||
'''+''' Trade Licenses Max +5 | |||
'''+''' can build '''Trade Post''' improvement (Interstellar Trade) | |||
* Trade Route Value +10%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet | |||
'''+''' can build '''Trade Center''' improvement (Galactic Trade) | |||
* Trade Route Value +25%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Post) | |||
'''+''' can build '''Trade Capital''' improvement (Interstellar Trade) | |||
* Trade Route Value +100%, Influence +25%, Level: Trade Route Value +5% per lvl, Adj: +3 to Wealth / Tourism, one per player | |||
'''+''' gets access to Trade Focus tech line (prereq: Galactic Trade) | |||
* '''Trade Focus >> Trade Tariffs''': Trade Route Value +20% | |||
* '''Trade Focus >> Trade Route Focus''': Trade Licenses Max +1 | |||
* '''Galactic Facilitation''': Trade Licenses Max +2 | |||
** '''Customs Office''' improvement: Trade Route Value +50%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Center) | |||
** '''Trading Hub''' starbase improvement: Trade Route Value +10%, costs 2 Promethion | |||
* '''Trade Masters''': Trade Licenses Max +2 | |||
** '''Galactic Bazaar''' improvement: civ-wide Trade Route Value +25%, Level: civ-wide Trade Route Value +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Elerium / 1 Arnor Spice, one per galaxy | |||
** '''Trading Mecca''' starbase improvement: Trade Route Value +10%, costs 4 Promethion | |||
'''+''' gets access to Marketing tech line (prereq: Xeno Economics) | |||
* '''Marketing''' | |||
** '''Iridium Store''' improvement: Influence +0.1, Gross Income +15%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per planet | |||
** '''Galactic Showcase''' improvement: Influence +50%, Gross Income +50%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per galaxy <bugged? bonuses actually civ-wide?> | |||
* '''Interstellar Commerce''' | |||
** '''Iridium Center''' improvement: Influence +0.2, Gross Income +20%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +2 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Store) | |||
* '''Marketing Masters''' | |||
** '''Iridium World''' improvement: Influence +0.5, Gross Income +25%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +3 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Center) | |||
'''+''' gets access to Acquisitions tech line (prereq: Planetary Invasion) | |||
* '''Acquisitions''': Starbase Range +2, grants 1 Small warship <is this correct?> | |||
* '''Acquisition Specialization >> Weapons Quality''': Beam / Kinetic / Missile Attack +5% | |||
* '''Acquisition Specialization >> Defense Quality''': Shield Strength / Armor Rating / Point Defense +5% | |||
* '''Acquisition Specialization >> Ship Quality''': Hitpoints +10% | |||
== Unrelenting == | |||
'''+''' Invasions never cost credits | |||
'''+''' all planets get +1 Influence | |||
'''+''' gets access to '''Black Market''' tech (prereq: Xeno Economics) | |||
* '''Black Market''' improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Research / Social Construction, one per planet (bugged: only accessible if both Unrelenting and Slavers) | |||
== Unwavering == | |||
'''+''' Rebellion Points +20 | |||
'''+''' gets access to Unbroken Spirit tech line (prereq: Planetary Invasion) | |||
* '''Unbroken Spirit''': Hitpoints +15% | |||
* '''Defensive Discipline''': Dodge +20% | |||
* '''Defensive Trance''': Beam / Kinetic / Missile Damage Resistance +20% | |||
== Vigilant == | |||
'''+''' Starbase Range +1 | |||
'''+''' ships in any starbase's ZOC are granted +1 to those attacks that they already have | |||
'''+''' ''all starbases start out with +1 to all attacks and +10 to all defenses (this is actually worse than other cultures, default is 6/8/6/5/5/5)'' | |||
'''+''' starbases decrease speed of enemy ships in their ZOC <which starbases and by how much?> | |||
'''+''' gets access to Interstellar Navigation tech line (prereq: Interstellar Specialization) | |||
* '''Interstellar Navigation''' | |||
** '''Navigation Center''' improvement: Moves +1, Adj: +1 to Social Construction / Influence, costs 1 Techapod, one per galaxy | |||
* '''Navigation Network''' | |||
** '''Galactic Navigation Network''' improvement: Moves +1, Adj: +2 to Social Construction / Influence, costs 2 Techapod, one per galaxy | |||
* '''Navigational Expertise''' | |||
** '''Galactic Navigators Guild''' improvement: Moves +1, Adj: +3 to Social Construction / Influence, costs 4 Techapod, one per galaxy | |||
'''+''' gets access to Stellar Forge tech line (prereq: Orbital Specialization) | |||
* '''Stellar Forge''' | |||
** '''Stellar Forge''' improvement: Ship Construction +4, Hitpoints +10% to sponsored Shipyard, Ship Maintenance -10% to sponsored Shipyard, Level: Ship Construction +1 per lvl, Adj: +1 to Social Construction / Ship Construction / Research, costs 1 Xanthium, one per planet | |||
* '''Stellar Optimization >> Stellar Enhancement''': Hitpoints +4 | |||
* '''Stellar Optimization >> Stellar Fortification''': all ships Maintenance -25% | |||
* '''Robust Hull Construction''' | |||
** '''Hull Integrity Generator''' ship component: increases ship repair speed <by how much?>, Hitpoints +10, mass 1, costs 1 Durantium | |||
** '''Arcean Hull Reinforcement''' ship component: Hitpoints +15, mass 1, costs 1 Durantium | |||
* '''Hull Repair Systems''' | |||
** '''Structural Enhancement Field''' fleet support component: grants Tactical Repair +1 to all ships in fleet, mass 15, costs 1 Thulium | |||
** '''Repair Drones''' fleet support component: grants Tactical Repair +2.5 to all ships in fleet, mass 15, costs 1 Thulium | |||
'''+''' gets access to Territorial Reinforcement tech line (prereq: War College) | |||
* '''Territorial Reinforcement''' | |||
** '''Starbase Fortification Module''' starbase improvement: Shield Strength / Armor Rating / Point Defense +5, costs 1 Elerium / 1 Antimatter / 1 Thulium | |||
* '''Reinforcement Optimization >> Starbase Reinforcement''': all starbases get +50 Hitpoints | |||
* '''Reinforcement Optimization >> Starbase Guardians''': all starbases get 2 interceptor drones | |||
* '''Starbase Fortification''' | |||
** '''Interstellar Defense Module''' starbase improvement: Move Cost -25% to own ships, Move Cost +25% to enemy ships in ZOC, costs 1 Durantium / 1 Elerium / 1 Thulium / 1 Promethion | |||
* '''Starbase Fortification Focus >> Starbase Battle Coordination''': Beam / Kinetic / Missile Attack +20% | |||
* '''Starbase Fortification Focus >> Starbase Defense Coordination''': Shield Strength / Armor Rating / Point Defense +20% | |||
* '''Zalon Defense System''' | |||
** '''Zalon Defense System''' fleet support component: increases the attack of all ships in fleet by 15%, reduces the defense of all enemy ships by 15%, can be put multiple times on a ship, mass 5, costs 1 Elerium / 1 Durantium / 1 Antimatter | |||
** '''Zalon Defense System''' starbase improvement: increases the attack of all ships in starbase's ZOC by 25%, reduces the defenses of all enemy ships in starbase's ZOC by 25%, costs 2 Durantium / 2 Elerium / 2 Antimatter / 2 Thulium / 2 Promethion | |||
'''+''' gets access to Xeno Geology tech line (prereq: Biosphere Perfection) | |||
* '''Xeno Geology''': colony Maintenance -5%, Morale +1 | |||
* '''Weather Control''' | |||
** '''Weather Control Center''' improvement: Raw Production +15%, Maintenance -15%, Morale +15%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet | |||
* '''Weather Control Zenith''' | |||
** '''Weather Control Zenith''' improvement: Raw Production +30%, Maintenance -30%, Morale +30%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / +2 to Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet (upgrades from Weather Control Center) | |||
== Warriors == | |||
'''+''' Beam / Kinetic / Missile Range +10% | |||
'''+''' Beam / Kinetic / Missile Damage Resistance +10% | |||
'''+''' gets access to '''Temple of Valor''' tech (prereq: Planetary Invasion) | |||
* '''Temple of Valor''' improvement: Planetary Defense +25%, Resistance +25%, Level: <?>, Adj: +2 to Social Construction / Influence / Ship Construction, costs 1 Xanthium Deposit, one per planet | |||
== Wealthy == | |||
'''+''' starts with 1000 additional credits | |||
'''+''' all planets get +1 to Raw Production | |||
== Xenophobic == | |||
'''+''' Social Production +200% | |||
'''+''' Research +200% | |||
'''+''' Ship Production -50% | |||
'''+''' Influence -95% | |||
'''+''' Population Growth +25% | |||
'''+''' can build '''Dream Conclave''' improvement (Cultural Influence) | |||
* Morale +10%, Influence +25%, Research +25%, Level: Morale +1 per lvl, Adj: +3 to Approval / Influence / Research, costs 5 Arnor Spice / 5 Promethion, one per player |
Latest revision as of 18:52, 27 June 2018
Abilities are distinct from traits in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game.
Galactiv Civilizations III Abilities
Name | Description | Requirements |
---|---|---|
Adaptable | Can colonize tier 1 extreme worlds. | |
Amphibious | Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a Race Type in Crusade. | Mercenaries expansion |
Ancient | Gets Research from Precursor Artifacts. | |
Coercive | Planets can adjust their planetary Production manually. | |
Colonizers | First improvement on all new colonies is free. | |
Discreet | Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. | Mercenaries expansion |
Engineers | Shipyard production decays at half of the normal rate. | |
Entrepreneurs | Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes | |
Intuitive | Starts with free Research (250 research) | |
Knowledgeable | Starts knowing the location of other homeworlds | |
Paranoid | Free drones defend planets, shipyards and starbases | |
Prolific | Planets start with 100% more population than is brought on the Colony ship | |
Scavengers | Have a 25% chance capturing the ships of your vanquished foes. | Revenge of the Snathi DLC |
Starfaring | All starbases get the first module free. All ships are immune to Nebula | |
Synthetic | Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens. Converted to a Race Type in Crusade. | |
Unrelenting | Invasions never cost credits | |
Unwavering | Colonies are much harder to Culture flip | |
Vigilant | Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. | Mercenaries expansion |
Warriors | Ignore 10% of all damage done to their ships. All weapons have 10% longer range. | Mercenaries expansion |
Wealthy | Starts with tourism enabled and with extra credits (+2500bc) | |
Zealots | Get an Ideology point each time you invade a planet (15 points to dominant Ideology) |
Crusade Abilities
Crusade changed, replaced, and added many abilities in the game.
Name | Description |
---|---|
Adaptable | Can colonize Aquatic, Frozen, and Barren worlds. |
Amphibious | Converted to a Race Type. |
Ancient | Gets Research from Precursor Artifacts. Recieves access to Precursor technologies. |
Angry | They're just very angry. Start with a military vessel. |
Bureaucrats | Starts game with extra Administrators. |
Certain | Believes their philosophy should be universal. Has increased influence and special planet improvements. |
Colonizers | First improvement on all new colonies is free. |
Coercive | Removed; production sliders have been replaced by Citizens. |
Conquerors | Legions start at twice as good as everyone else's. |
Cybernetic | Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies. |
Determined | Ships get +5 tiles of range. |
Discreet | Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. |
Engineers | Shipyard and asteroid production decays at half of the normal rate. |
Experienced | All ships recieve 25% more experience points from battles. |
Entrepreneurs | Replaced by Traders. |
Heroic | Starts with War College technology, bonuses to legions defending planets. |
Hopeful | Believes any civilization capable of space travel must be a potential friend. Higher morale on planets. |
Intuitive | Starts with free Research (250 research). |
Inventive | Starts with an Engineer citizen and a Constructor ship. |
Knowledgeable | Starts knowing the location of other homeworlds. |
Paranoid | Free drones defend planets, shipyards and starbases. |
Prolific | Planets start with 50% more population than is brought on the Colony ship. Population grows much faster. |
Resourceful | Starts with some useful resources. |
Scavengers | Have a 25% chance capturing the ships of your vanquished foes. |
Slavers | Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world. |
Sneaky | Starts with Espionage technology. |
Starfaring | Ships immune to nebula and has access to special Hyperion improvements. |
Synthetic | Converted to a Race Type. |
Time Travelers | Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction. |
Traders | Starts with freighter, access to special trade related improvements, access to Acquisition technologies. |
Unrelenting | Invasions never cost credits. |
Unwavering | Colonies are much harder to Culture flip. |
Vigilant | Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. |
Warriors | Ignore 10% of all damage done to their ships. All weapons have 10% longer range. |
Wealthy | Starts with 1000 more credits. Planets start with an extra production point. |
Xenophobic | Not interested in expanding. Wants to build a small, secure empire. |
List of what Abilities do
Supplied by Starship_Trooper [INFO Racial Abilities, all DLCs v3.01]
Adaptable
+ starts with Extreme Colonization tech
+ gets access to Ultimate Adaptability tech (prereq: Biosphere Perfection)
- removes penalties from extreme worlds
- gives production bonus to extreme worlds <how much and what exactly?>
+ can build Precursor Archive improvement (Xeno Research)
- Research +25%, Level: Research +1% per lvl, Adj: +3 to Research, costs 1 Promethion, one per player
Ancient
+ receives 10 research points when surveying an anomaly
+ gets research from Precursor Artifacts (Approval, Culture, Economic and Manufacturing Relics also count as Research Relics; Research Relics do not get a bonus)
+ gets research from Ascension Crystals (flat bonus depending on level: L1 = 1, L2 = 3, L3 = 6, L4 = 10, L5 = 15)
+ gets access to Inherent Talent tech (prereq: Targeting Support)
- Accuracy +10%, Dodge +10%
+ gets access to Xeno Mysticism tech line (prereq: Colonial Settlements)
- Xeno Mysticism
- Social Matrix improvement: All Construction +10%, Research +10%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet
- Precursor History >> Way of the Arnor: Research +5%, Influence +5%
- Precursor History >> Way of the Dread Lords: Ship Construction +5%, Soldiering +5%
- Dark Energy Research
- Dark Energy Lab improvement: All Construction +15%, Research +15%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet (upgrades from Social Matrix)
+ gets access to Precursor Traditions tech line (prereq: Orbital Specialization)
- Precursor Traditions: Maintenance -10%, Ship Construction +10%, Capacity +10%
- Precursor Specialization >> Healing Hulls: Tactical Repair +2
- Precursor Specialization >> Intelligent Ships: Logistics requirement -20%
- Precursor Specialization >> Organic Materials: Hitpoints +20%
- Precursor Mysteries
- Precursor Protection Field fleet support component: boosts the defenses of all ships in fleet (only those that the ship already has) by (probably) 25%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter
- Living Ships: Maintenance -100%, Tactical Repair +5
Angry
+ starts with a Small beam warship
Bureaucrats
+ starts with 10 additional Administration points
+ gets access to Coordination Temple tech line (prereq: Environmental Engineering)
- Coordination Temple
- Coordination Temple improvement: Adj: +2 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet
- Labor Mission
- Labor Mission improvement: Adj: +3 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Coordination Temple)
- Labor Oracle
- Labor Oracle improvement: Adj: +4 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Labor Mission)
Certain
+ all planets get +2 Influence
+ receives 100 research points whenever it unlocks an Ideology trait
+ gets access to Defensive Meditation tech (prereq: Planetary Invasion)
- Soldiering +5%, Planetary Defence +5%
+ can build Precursor Souvenir Shop improvement (Interstellar Tourism)
- Gross Income +10%, Tourism Income +2%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Arnor Spice, one per planet
+ cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort or Virtual World
+ instead can build Healing Pools, Meditation Center, Communion Shrine, Shrine of Tandis, Drathian Temple and Shrine of the Mithrilar
Colonizers
+ receives 1 Administration point when colonizing a planet
Conquerors
+ all planets get +1 Ship Construction
+ Soldiering +1.0
+ receives 2500 credits whenever it conquers a planet
Cybernetic
+ can train Mechanic citizen at game start
- global pool only
- +1 to Moves, +1% to Research per level <bugged?>
- no promotions
Determined
+ Ship Range +5 (bugged: does not give range bonus)
Devout
+ starts with 4 additional Administration points
+ starts with a Cleric citizen
+ whenever it unlocks an Ideology trait all planets receive 100 influence points
+ gets access to Krynniac Conversion tech (prereq: Pilgrimage)
- Tourism Income +25%, Influence +25%
- can train Cleric citizen
- +10% to Influence when in global pool
- +30% to Influence and +1 to Influence per level when assigned to planet
- no promotions
+ gets access to The Path tech line (prereq: Commerce Specialization)
- The Path
- Krynniac Temple improvement: Morale +2, Influence +0.1, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence
- Krynniac Ministry improvement: Morale +15%, Influence +15%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +2%, Adj: +3 to Approval / Influence / Tourism, one per player
- The Calling
- Krynniac Mission improvement: Morale +4, Influence +0.2, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Temple)
- The Order
- Krynniac Order improvement: Morale +6, Influence +0.3, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Mission)
- Krynniac Sanctuary improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +3%, Adj: +4 to Approval / Influence / Tourism, one per galaxy
- The Way
- Krynniac Oracle improvement: Morale +10%, Influence +10%, Level: Morale +1 / Influence +1% per lvl, Adj: +2 to Approval / Influence, one per planet
- The Krynniac Way >> The Way of Leadership: Influence +25%
- The Krynniac Way >> The Way of Bliss: Morale +25%
+ gets access to Jihad tech line (prereq: Planetary Invasion)
- Jihad: Beam / Kinetic / Missile attack +10%
- Krynniac Jihad >> Shadow Warriors: Soldiering +25%
- Krynniac Jihad >> Devout Defenders: Planetary Defense +25%
- Krynniac Jihad >> Steadfast Faith: Rebellion Points +15
- Divine Fleets
- Divine Temple Module fleet support component: boosts the defenses of all ships in fleet by 50%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter
- Divine Mastery >> Undaunted Crews: Hitpoints +20%
- Divine Mastery >> Righteous Strength: Armor Rating / Shield Strength / Point Defense +10%
+ gets access to The Path of Shadows tech line (prereq: Cultural Influence)
- The Path of Shadows: Influence +10%
- Shadow Temple improvement: Diplomacy +0.5, Adj: +2 to Approval / Influence, one per planet
- Shadow Enforcers: Morale +0.3
- Enforcement Temple improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +3 to Wealth, one per planet
- Shadow Trade: Trade Route Income +25%, Trade Licenses Max +2
Diplomatic
+ Diplomacy +1.0
+ gets access to Majesty tech (prereq: Eminence)
- Diplomacy +1.0
- allows assimilation treaties <do these exist?>
+ can build Galactic Council improvement (Universal Translator)
- grants a Diplomat citizen, Influence +1, Level: Influence +1 per lvl, Adj: +4 to Influence, one per galaxy
Discreet
+ receives a random tier 1 mercenary upon discovering bazaar
Engineers
+ shipyard and asteroid mines decay reduced by 50%
Experienced
+ ships gain 25% more experience
Heroic
+ starts with War College tech
+ Planetary Resistance +25%
Hopeful
+ Morale +1
Intuitive
+ starts with 50 Research points (auto-assigned to Universal Translator + Xeno Commerce)
+ can build Data Center improvement at game start
- Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research, one per planet
+ gets access to Xeno Anthropology tech line (prereq: Commerce Specialization)
- Xeno Anthropology
- Xeno Anthropology Center improvement: Diplomacy +0.1, Influence +0.1, Level: Influence +1% per lvl, Adj: +1 to Tourism / Influence / Wealth / Approval, one per planet
- Anthropology Specialization >> Adaptive Anthropology: Diplomacy +1.0
- Anthropology Specialization >> Educational Anthropology: Influence +10%
- Anthropology Specialization >> Economic Anthropology: Gross Income +10%
- Universal Outreach
- Universal Outreach Center improvement: Diplomacy +0.1, Influence +0.2, Level: Influence +1% per lvl, Adj: +2 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Xeno Anthropology Center)
- Future Studies
- Future Studies Center improvement: Diplomacy +0.1, Influence +0.3, Level: Influence +1% per lvl, Adj: +3 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Universal Outreach Center)
Inventive
+ starts with 1 Constructor ship
+ starts with Zero Gravity Construction tech
Knowledgeable
+ starts knowing the homeworld locations of all major and minor civilizations
+ gets access to Gravitonics tech line (prereq: Orbital Specialization)
- Gravitonics: Capacity +10%
- Gravitonic Specialization >> Offensive Gravitonics: Beam / Missile / Kinetic Weapon Mass -5%
- Gravitonic Specialization >> Defensive Gravitonics: Shield System / Point Defense / Armor Mass -5%
- Gravitonic Specialization >> System Gravitonics: Drive / Life Support / Sensor Mass -5%
- Gravitonic Manipulation: Capacity +15%
- Gravitonic Mastery: Capacity +20%
Paranoid
+ planets, shipyards and starbases get 2 interceptor drones when defending
+ gets access to Molecular Fabrication tech line (prereq: Colonial Settlements)
- Molecular Fabrication
- Molecular Fabricator improvement: All Construction +5%, Research +5%, Level: All Construction +1% per lvl, Adj: +2 to All Construction / Research, one per planet
- Molecular Specialization >> Molecular Manufacturing: Social Construction +5%
- Molecular Specialization >> Molecular Farming: Food +5%
- Molecular Specialization >> Molecular Computers: Research +5%
- Industrial Replication
- Industrial Replicator improvement: All Construction +10%, Research +10%, Level: All Construction +1% per lvl, Adj: +3 to All Construction / Research, costs 1 Promethion / 1 Durantium, one per planet (upgrades from Molecular Fabricator)
Prolific
+ gets 50% bonus population on colonization
+ Population Growth +20%
Resourceful
+ receives resources at game start: 2 Durantium, 2 Hyper Silicates
Scavengers
+ after winning a battle each enemy ship has a 25% chance of being captured
+ gets access to Vicious tech (prereq: Planetary Invasion)
- Soldiering +10%, Resistance +10%
+ gets access to Recovery tech line (prereq: Orbital Specialization)
- Recovery: Scavenger's Chance +10%, Mining +1.0, Strategic Repair +10%
- Scavenging: Scavenger's Chance +25%
- Scavenging Specialization >> Research Scavenging: Research +15%
- Scavenging Specialization >> Structural Scavenging: Hitpoints +15%
- Scavenging Specialization >> Smart Scavenging: Strategic Repair +15%
- Creative Recycling: Scavenger's Chance +10%, All Construction +10%
- Ultimate Scavengers: Scavenger's Chance +25%
Slavers
+ receives 15 points of its predominant Ideology whenever it conquers a planet
+ can train Slave Master citizen at game start
- no effect when in global pool
- All Construction +25% when assigned to planet
- no promotions
+ gets access to Slaveling Recycling tech line (prereq: Soil Reclamation)
- Slaveling Recycling
- Slave Recycler improvement: Food +10%, Level: Food +1% per lvl, Adj: +2 to Population, one per planet
- Protein Resequencing
- Protein Resequencer improvement: Food +20%, Level: Food +1% per lvl, Adj: +3 to Population, one per planet (upgrades from Slave Recycler)
+ no access to Food Distribution, Xeno Irrigation, Biomass Resequencing or Bio Replication
+ can build Garrison improvement (Xeno Combat Techniques)
- Resistance +50%, Level: Ship Construction +1% / Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet
+ cannot build Computer Core, Central Bank, Starport, Space Elevator, Factory, Xeno Factory, Mega Factory, Manufacturing Center or Industrial Sector
+ instead can build Work Camp, Forced Labor Camp, Slave Camp, Slave Works, Devil's Forge, Slave Pit, Slave Mill and Slave Factory
+ cannot build Xeno Research Laboratory, Research Institute, Research Center, Research Academy, Discovery Sphere or Technological Capital
+ instead can build Research Chamber, Research Stockade, Research Motivator, Research Extractor and Research Amplifier
+ cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort or Virtual World
+ instead can build Fighting Pit, Arena, Slaughtertorium and Hunting Grounds
Sneaky
+ starts with Espionage tech
Starfaring
+ ships and starbases are immune to nebula effects <can they build starbases in nebulae?>
+ can build Hyperion Logistics System improvement (Interstellar Logistics)
- Logistics per ship -1 to sponsored Shipyard, Level: Logistics +1 per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player
+ can build Hyperion Shrinker improvement (Zero Gravity Construction)
- Capacity +10%, Level: Capacity +1% per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player
+ can build Hyperion Supply System improvement (Life Support)
- Ship Range +10% to sponsored Shipyard, Level: Ship Range +5% to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player
+ can build Hyperion Shipyard improvement (Hull Strengthening)
- Hitpoints +5 to sponsored Shipyard, Level: Hitpoints +1 to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player
Time Travelers
+ starts with Stellar Folding, Large Scale Construction and Eminence techs
+ gets access to Dimensional Weapons tech line (prereq: War College)
- Dimensional Weapons: Beam / Kinetic / Missile Attack +5%
- Dimensional Shifting Weapons >> Beam Shifting: Beam Accuracy +10%
- Dimensional Shifting Weapons >> Missile Shifting: Missile Accuracy +10%
- Dimensional Shifting Weapons >> Kinetic Shifting: Kinetic Accuracy +10%
+ gets access to Dimensional Phasing tech line (prereq: War College)
- Dimensional Phasing: Dodge +10%
- Dimensional Defense Focus >> Shield Phasing: Shield Strength +10%
- Dimensional Defense Focus >> Phased Point Defenses: Point Defense +10%
- Dimensional Defense Focus >> Phased Armor: Armor Rating +10%
Traders
+ starts with 1 Freighter ship
+ Trade Licenses Max +5
+ can build Trade Post improvement (Interstellar Trade)
- Trade Route Value +10%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet
+ can build Trade Center improvement (Galactic Trade)
- Trade Route Value +25%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Post)
+ can build Trade Capital improvement (Interstellar Trade)
- Trade Route Value +100%, Influence +25%, Level: Trade Route Value +5% per lvl, Adj: +3 to Wealth / Tourism, one per player
+ gets access to Trade Focus tech line (prereq: Galactic Trade)
- Trade Focus >> Trade Tariffs: Trade Route Value +20%
- Trade Focus >> Trade Route Focus: Trade Licenses Max +1
- Galactic Facilitation: Trade Licenses Max +2
- Customs Office improvement: Trade Route Value +50%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Center)
- Trading Hub starbase improvement: Trade Route Value +10%, costs 2 Promethion
- Trade Masters: Trade Licenses Max +2
- Galactic Bazaar improvement: civ-wide Trade Route Value +25%, Level: civ-wide Trade Route Value +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Elerium / 1 Arnor Spice, one per galaxy
- Trading Mecca starbase improvement: Trade Route Value +10%, costs 4 Promethion
+ gets access to Marketing tech line (prereq: Xeno Economics)
- Marketing
- Iridium Store improvement: Influence +0.1, Gross Income +15%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per planet
- Galactic Showcase improvement: Influence +50%, Gross Income +50%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per galaxy <bugged? bonuses actually civ-wide?>
- Interstellar Commerce
- Iridium Center improvement: Influence +0.2, Gross Income +20%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +2 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Store)
- Marketing Masters
- Iridium World improvement: Influence +0.5, Gross Income +25%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +3 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Center)
+ gets access to Acquisitions tech line (prereq: Planetary Invasion)
- Acquisitions: Starbase Range +2, grants 1 Small warship <is this correct?>
- Acquisition Specialization >> Weapons Quality: Beam / Kinetic / Missile Attack +5%
- Acquisition Specialization >> Defense Quality: Shield Strength / Armor Rating / Point Defense +5%
- Acquisition Specialization >> Ship Quality: Hitpoints +10%
Unrelenting
+ Invasions never cost credits
+ all planets get +1 Influence
+ gets access to Black Market tech (prereq: Xeno Economics)
- Black Market improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Research / Social Construction, one per planet (bugged: only accessible if both Unrelenting and Slavers)
Unwavering
+ Rebellion Points +20
+ gets access to Unbroken Spirit tech line (prereq: Planetary Invasion)
- Unbroken Spirit: Hitpoints +15%
- Defensive Discipline: Dodge +20%
- Defensive Trance: Beam / Kinetic / Missile Damage Resistance +20%
Vigilant
+ Starbase Range +1
+ ships in any starbase's ZOC are granted +1 to those attacks that they already have
+ all starbases start out with +1 to all attacks and +10 to all defenses (this is actually worse than other cultures, default is 6/8/6/5/5/5)
+ starbases decrease speed of enemy ships in their ZOC <which starbases and by how much?>
+ gets access to Interstellar Navigation tech line (prereq: Interstellar Specialization)
- Interstellar Navigation
- Navigation Center improvement: Moves +1, Adj: +1 to Social Construction / Influence, costs 1 Techapod, one per galaxy
- Navigation Network
- Galactic Navigation Network improvement: Moves +1, Adj: +2 to Social Construction / Influence, costs 2 Techapod, one per galaxy
- Navigational Expertise
- Galactic Navigators Guild improvement: Moves +1, Adj: +3 to Social Construction / Influence, costs 4 Techapod, one per galaxy
+ gets access to Stellar Forge tech line (prereq: Orbital Specialization)
- Stellar Forge
- Stellar Forge improvement: Ship Construction +4, Hitpoints +10% to sponsored Shipyard, Ship Maintenance -10% to sponsored Shipyard, Level: Ship Construction +1 per lvl, Adj: +1 to Social Construction / Ship Construction / Research, costs 1 Xanthium, one per planet
- Stellar Optimization >> Stellar Enhancement: Hitpoints +4
- Stellar Optimization >> Stellar Fortification: all ships Maintenance -25%
- Robust Hull Construction
- Hull Integrity Generator ship component: increases ship repair speed <by how much?>, Hitpoints +10, mass 1, costs 1 Durantium
- Arcean Hull Reinforcement ship component: Hitpoints +15, mass 1, costs 1 Durantium
- Hull Repair Systems
- Structural Enhancement Field fleet support component: grants Tactical Repair +1 to all ships in fleet, mass 15, costs 1 Thulium
- Repair Drones fleet support component: grants Tactical Repair +2.5 to all ships in fleet, mass 15, costs 1 Thulium
+ gets access to Territorial Reinforcement tech line (prereq: War College)
- Territorial Reinforcement
- Starbase Fortification Module starbase improvement: Shield Strength / Armor Rating / Point Defense +5, costs 1 Elerium / 1 Antimatter / 1 Thulium
- Reinforcement Optimization >> Starbase Reinforcement: all starbases get +50 Hitpoints
- Reinforcement Optimization >> Starbase Guardians: all starbases get 2 interceptor drones
- Starbase Fortification
- Interstellar Defense Module starbase improvement: Move Cost -25% to own ships, Move Cost +25% to enemy ships in ZOC, costs 1 Durantium / 1 Elerium / 1 Thulium / 1 Promethion
- Starbase Fortification Focus >> Starbase Battle Coordination: Beam / Kinetic / Missile Attack +20%
- Starbase Fortification Focus >> Starbase Defense Coordination: Shield Strength / Armor Rating / Point Defense +20%
- Zalon Defense System
- Zalon Defense System fleet support component: increases the attack of all ships in fleet by 15%, reduces the defense of all enemy ships by 15%, can be put multiple times on a ship, mass 5, costs 1 Elerium / 1 Durantium / 1 Antimatter
- Zalon Defense System starbase improvement: increases the attack of all ships in starbase's ZOC by 25%, reduces the defenses of all enemy ships in starbase's ZOC by 25%, costs 2 Durantium / 2 Elerium / 2 Antimatter / 2 Thulium / 2 Promethion
+ gets access to Xeno Geology tech line (prereq: Biosphere Perfection)
- Xeno Geology: colony Maintenance -5%, Morale +1
- Weather Control
- Weather Control Center improvement: Raw Production +15%, Maintenance -15%, Morale +15%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet
- Weather Control Zenith
- Weather Control Zenith improvement: Raw Production +30%, Maintenance -30%, Morale +30%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / +2 to Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet (upgrades from Weather Control Center)
Warriors
+ Beam / Kinetic / Missile Range +10%
+ Beam / Kinetic / Missile Damage Resistance +10%
+ gets access to Temple of Valor tech (prereq: Planetary Invasion)
- Temple of Valor improvement: Planetary Defense +25%, Resistance +25%, Level: <?>, Adj: +2 to Social Construction / Influence / Ship Construction, costs 1 Xanthium Deposit, one per planet
Wealthy
+ starts with 1000 additional credits
+ all planets get +1 to Raw Production
Xenophobic
+ Social Production +200%
+ Research +200%
+ Ship Production -50%
+ Influence -95%
+ Population Growth +25%
+ can build Dream Conclave improvement (Cultural Influence)
- Morale +10%, Influence +25%, Research +25%, Level: Morale +1 per lvl, Adj: +3 to Approval / Influence / Research, costs 5 Arnor Spice / 5 Promethion, one per player