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. | |||
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Policies from Civilization Biology </h1> | |||
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. | |||
*<b>Heart of the Empire:</b> +10% homeworld income, +10% homeworld influence | |||
*<b>Land Exploitation:</b> gross income +5, pollution +30% | |||
*<b>Security Lights:</b> -5% crime for each planet | |||
Some biological types also get unique policies... | |||
<b>Carbon-Based:</b> | |||
*<b>Coerced Colonization:</b> +100% growth, -5% approval | |||
<b>Aquatic:</b> | |||
*<b>Underwater Homes:</b> +2 population cap for each core world | |||
<b>Synthetic:</b> | |||
*<b>Extreme Automation:</b> +50% manufacturing, -20% gross income | |||
*<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> | <b>Ancient:</b> | ||
*<b>Heritage Protection:</b> +100% influence to homeworld | |||
<b>Crimelord:</b> | |||
*<b>Look the other Way:</b> +20% crime | |||
<b> | <b>Empathy:</b> | ||
*<b>Empathic connection:</b> +30% approval | |||
<b> | <b>Engineering:</b> | ||
*<b>Asteroid Exploit:</b> -10% gross income, +1 raw production for each asteroid mined | |||
<b> | <b>Explorer:</b> | ||
*<b>Fast Exploration:</b> -50% hp, +2 moves | |||
<b> | <b>Fertile:</b> | ||
*<b>Population Boom:</b> +200% growth, -25% gross income, +10% approval | |||
<b>Inspired:</b> Brainstorming | <b>Inspired:</b> | ||
*<b>Brainstorming:</b> +2 research to homeworld | |||
<b> | <b>Loyal:</b> | ||
*<b>Professionalism:</b> +50% experience | |||
<b> | <b>Prolific:</b> | ||
*<b>Shoddy Equipment:</b> -50% construction cost, +300% maintenance | |||
<b> | <b>Ravenous:</b> | ||
*<b>Endless Feast:</b> -2 Diplomacy, +1 Food, +20% approval | |||
<b> | <b>Resourceful:</b> | ||
*<b>IP Theft:</b> -1 Diplomacy, +20% research | |||
<b>Slaver:</b> Slave Labor | <b>Slaver:</b> | ||
*<b>Slave Labor:</b> -1 Diplomacy, -90% maintenance | |||
<b>Spores:</b> Grove Growth | <b>Spores:</b> | ||
*<b>Grove Growth:</b> +50% food | |||
<b> | <b>Starfarer:</b> | ||
*<b>Subspace Sensors:</b> +100% sensor range, -10% gross income | |||
<b> | <b>Unrelenting:</b> | ||
*<b>Singular Purpose:</b> +1 control/turn | |||
*<b>Reproductive Imperative:</b> +100% growth, +2 maintenance | |||
*<b>Xeno Harvest:</b> -1 diplomacy, +50% gross income | |||
<b> | <b>War Profiteer:</b> | ||
*<b>Hull Reinforcement:</b> +25 hp to ships | |||
<b> | <b>Wealthy:</b> | ||
*<b>Laizze faire:</b> +100% gross income, +10% crime, +20% pollution | |||
*<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...