Abilities: Difference between revisions
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'''+''' Population Growth +20% | '''+''' Population Growth +20% | ||
Resourceful | == Resourceful == | ||
'''+''' receives resources at game start: 2 Durantium, 2 Hyper Silicates | '''+''' receives resources at game start: 2 Durantium, 2 Hyper Silicates | ||
Scavengers | == Scavengers == | ||
'''+''' after winning a battle each enemy ship has a 25% chance of being captured | '''+''' after winning a battle each enemy ship has a 25% chance of being captured | ||
Line 534: | Line 534: | ||
'''+''' gets access to '''Black Market''' tech (prereq: Xeno Economics) | '''+''' 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) | * '''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 | == Unwavering == | ||
'''+''' Rebellion Points +20 | '''+''' Rebellion Points +20 |
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