Citizen Specialization: Difference between revisions

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(Created page with "{{SectionTemplate |h=h2 |title=Job Specialization |content=300px<br> Citizens on a Core World will apply a small proportion of all of their statistics to the world’s Planetary Output as a product modifier, which represents the work they are doing and contributing towards the smooth running of the planet. Each Citizen contribute a little towards Research, Manufacturing, Food, Wealth and Cultural production, and so the more Citizens on a planet, the bet...")
 
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{{SectionTemplate
<h3>Job Specialization</h3>
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|title=Job Specialization
[[File:Jobs.png|250px|thumb|right|Citizens]]
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Citizens on a Core World will apply a small proportion of all of their statistics to the world's Planetary Output as a product modifier, which represents the work they are doing and contributing towards the smooth running of the planet. Each Citizen contribute a little towards Research, Manufacturing, Food, Wealth and Cultural production, and so the more Citizens on a planet, the better.
Citizens on a Core World will apply a small proportion of all of their statistics to the world’s Planetary Output as a product modifier, which represents the work they are doing and contributing towards the smooth running of the planet. Each Citizen contribute a little towards Research, Manufacturing, Food, Wealth and Cultural production, and so the more Citizens on a planet, the better.


Citizens can also be specialized into a specific employment role known as a Job, which focuses them on one particular output type, and applying a larger proportion of that specific statistic to the related output at the expense of a reduced overall output across the rest of the output types.
Citizens can also be specialized into a specific employment role known as a Job, which focuses them on one particular output type, and applying a larger proportion of that specific statistic to the related output at the expense of a reduced overall output across the rest of the output types.
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Certain Jobs are locked behind Technologies, while others are tied to Civilization Abilities or Ideological Traits, and generally speaking, the further into the game that the player progresses, the more and better Jobs will become available to their Citizens.
Certain Jobs are locked behind Technologies, while others are tied to Civilization Abilities or Ideological Traits, and generally speaking, the further into the game that the player progresses, the more and better Jobs will become available to their Citizens.


The most common Jobs are as follows:
<h3>Job Types</h3>
 
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* Worker - Increases Manufacturing based on their Diligence score.
{{:GalCiv4:Citizen_Specialization_Table}}
* Farmer - Increases Food production, again based on Diligence.
* Entrepreneur - Increases Income according to their Social Skills score (requires the “Private Property Rights” Ideological Trait).
* Scientist - Increases Research based on their Intelligence. They also boost the experience gained by a crew on a Survey Ship/Flag Ship.
* Soldier - Increases Resistance and Soldiering based on their Resolve score.
* Entertainer - Increases Approval based on their Social Skills score.
* Please note that there are other Jobs to find and unlock in the game, which give Citizens even more interesting utility.
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Latest revision as of 20:18, 15 March 2024

Job Specialization


Citizens

Citizens on a Core World will apply a small proportion of all of their statistics to the world's Planetary Output as a product modifier, which represents the work they are doing and contributing towards the smooth running of the planet. Each Citizen contribute a little towards Research, Manufacturing, Food, Wealth and Cultural production, and so the more Citizens on a planet, the better.

Citizens can also be specialized into a specific employment role known as a Job, which focuses them on one particular output type, and applying a larger proportion of that specific statistic to the related output at the expense of a reduced overall output across the rest of the output types.

Certain Jobs are locked behind Technologies, while others are tied to Civilization Abilities or Ideological Traits, and generally speaking, the further into the game that the player progresses, the more and better Jobs will become available to their Citizens.

Job Types


Name Description Cost Upgrade From Effects
 Prisoner Prisoners don't contribute to your planet. But they also don't affect your planet's Approval.
  • -1  Control
  • +1 Prisoner Count
 Celebrity Celebritys boost the worlds Approval based on their Social and Influence based on their Diligence.
  • -1  Control
  • -100  Treasury
  • -1  Promethion Cost
  • Upgrades from Celebrity
  • +0.03  Approval
  • +0.5  Influence Growth
  • +10  Expectations
  • +1  Planetary Defenses
  • +1%  Influence Growth
 Colonist Colonists serve the core worlds by gathering resources on distant colonies.
  • +0.1  Gross Income
  • +1  Planetary Defenses
  • +0.01  Influence Growth
 Governor Governors can be assigned to planets to promote them from Colonies to Core Worlds.They provide their world the following bonuses: Intelligence boosts Research Social boosts Approval Diligence boosts Manufacturing
  • +2%  Research
  • +2%  Gross Income
  • +0.01  Approval
  • +0.5  Influence Growth
  • +2%  Manufacturing
 Divine Empath Divine Empaths raise the Influence based on their Diligence, Approval based on their Social and Research based on their Intelligence.
  • -1  Control
  • -300  Treasury
  • +0.5  Influence Growth
  • +0.005  Approval
  • +1%  Research
  • +10  Expectations
  • +1  Planetary Defenses
  • +1%  Influence Growth
 Farmer Farmers boost the world's Food based on their Diligence. Use them on worlds with high Farming.
  • -1  Control
  • +5%  Food
  • +0.1  Gross Income
  • +1 Farmer Count
  • +5  Expectations
  • +1  Planetary Defenses
  • +2%  Influence Growth
 Bioagriculturalist Bioagriculturalists boost the world's Food and lower its Pollution based on their Diligence.
  • -1  Control
  • -1  Promethion Cost
  • Upgrades from Farmer
  • +5%  Food
  • -0.01  Pollution
  • +1 Farmer Count
  • +10  Expectations
  • +1  Planetary Defenses
  • +2%  Influence Growth
 Worker Workers provide Manufacturing based on their Diligence. Their low expectations give them an Approval boost.
  • -1  Control
  • +0.2  Manufacturing
  • +5  Expectations
  • +0.05  Gross Income
  • +0.0  Research
  • +1 Engineer Count
  • +1  Planetary Defenses
 Scientist Scientists provide Research based on their Intelligence. They also boost the experience gained by survey ships they crew.
  • -1  Control
  • +0.2  Research
  • +0.00  Manufacturing
  • +0.05  Gross Income
  • +0.1  Influence Growth
  • +1 Scientist Count
  • +5  Expectations
  • +0.01  Approval
  • +1  Planetary Defenses
  • +1%  Influence Growth
 Quantum Physicist Physicists provide more Research than Scientists.
  • -1  Control
  • -100  Treasury
  • -1  Promethion Cost
  • Upgrades from Scientist
  • +0.4  Research
  • +1 Scientist Count
  • +5  Expectations
  • +0.01  Approval
  • +1  Planetary Defenses
  • +2%  Influence Growth
 Entertainer Entertainers boost the worlds Approval based on their Social.
  • -1  Control
  • +0.01  Approval
  • +0.1  Influence Growth
  • +1%  Influence Growth
 Citizen Citizens are the default non-specialized beings that inhabit this planet.
  • +1  Planetary Defenses
  • -5  Expectations
  • +0.1  Manufacturing
  • +0.1  Gross Income
  • +0.1  Research
  • +0.1  Influence Growth
  • +1%  Influence Growth
 Engineer Engineers keep our starbases running.
  • -1  Control
  • +50%  Influence Growth
  • +1  Hit Points
  • +1  Planetary Defenses
  • +2%  Influence Growth
 Entrepreneur Traders provide boost a world's Income based on their Social trait.
  • -1  Control
  • +5%  Gross Income
  • +1 Trader Count
  • +10  Expectations
  • +1  Planetary Defenses
  • +1%  Influence Growth
 Entrepreneur Entrepreneurs provide Trade Licenses as well as boost a world's Income based on their Social and Manufacturing based on their Diligence.
  • -1  Control
  • -100  Treasury
  • -1  Promethion Cost
  • Upgrades from Entrepreneur
  • +1.5  Gross Income
  • +1  Trade Licenses Max
  • +0.1  Manufacturing
  • +1 Trader Count
  • +10  Expectations
  • +2%  Influence Growth
 Protester This citizen is on strike due to low approval. Increase approval by lowering taxes or building approval boosting planetary improvements.
  • +1  Planetary Defenses
  • +2%  Influence Growth
 Angry Citizen Angry citizen. Increase approval by lowering taxes or building approval boosting planetary improvements.
  • +1  Planetary Defenses
  • +2%  Influence Growth
 Rebel This citizen is actively rebelling against your oppressive regime. Increase approval by lowering taxes or building approval boosting planetary improvements.
  • +1  Planetary Defenses
  • +2%  Influence Growth
 Soldier Soldiers increase a planet's Resistance and Soldiering based on their Resolve stat.
  • -1  Control
  • +2  Planetary Defenses
  • +1 Soldier Count
  • +5  Expectations
  • +0.01  Approval
  • +2%  Influence Growth