Ability Test: Difference between revisions

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!! style="background-color: #1C4D8B; color: white;" | '''Species'''
!! style="background-color: #1C4D8B; color: white;" | '''Name'''
!! style="background-color: #1C4D8B; color: white;" | '''Description'''
!! style="background-color: #1C4D8B; color: white;" | '''Description'''
!! style="background-color: #1C4D8B; color: white;" | '''Attribute Chance'''
!! style="background-color: #1C4D8B; color: white;" | '''Effects'''
!! style="background-color: #1C4D8B; color: white;" | '''Global Stats'''
|-<span id="ResilientAbility"></span>
!! style="background-color: #1C4D8B; color: white;" | '''Colony Stats'''
| [[File:RaceTraitResilient.png|alt=|24px|frameless]]&nbsp;'''Resilient'''
!! style="background-color: #1C4D8B; color: white;" | '''Approval Modifiers'''
| Ships immune to nebula and have access to special Hyperion improvements.
!! style="background-color: #1C4D8B; color: white;" | '''Gendered?'''
| style="white-space:nowrap;"|
|-
* Ship gets  [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Is Immune To Nebula'''
|[[File:Citizen_Portrait_Altarian-03.png|32px|left]]Altarian
* Starbase gets  [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Is Immune To Nebula'''
|Most Altarians adopt a Mer, a philosophy they devote their life to. This makes them more ideological than other species and more approving when their Ideology matches that of their empire or governor, and more disapproving when it is opposed to them. They can also be specialized to Divine Empaths, though it is an expensive process.
|-<span id="ResourcefulAbility"></span>
|
| [[File:RaceTraitEconomical.png|alt=|24px|frameless]]&nbsp;'''Resourceful'''
* <span style="color:Green">+80%</span> Ideology
| Starts with some useful Resources.
* <span style="color:Green">+10%</span> Criminal
| style="white-space:nowrap;"|
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+2</span> [[File:Icon_Res_HyperSilicates.png|alt=|24px|frameless]]&nbsp;'''Hyper Silicates'''
* <span style="color:Green">+10%</span> Telepathic
* <span style="color:Green">+2</span> [[File:GC3_Icon_Durantium_32.png|alt=|24px|frameless]]&nbsp;'''Durantium'''
* <span style="color:Green">+10%</span> Pacifist
* Allows [[File:gcimp_nv23_93_full.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Auto Printer|Auto Printer]]''' Improvement
|
* Allows [[File:gcimp_nv23_69_full.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Communications Array|Communications Array]]''' Improvement
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Allows [[File:Icon_Production.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Lossless Mining|Lossless Mining]]''' Tech
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Allows [[File:Policy_IPTheft.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#IP Theft|IP Theft]]''' Policy
* Unit gets <span style="color:Green">+6</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
* Blocks [[File:Icon_004.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Capital Mainframe|Capital Mainframe]]''' Improvement
|-
* Blocks [[File:terranimp_5.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Industrial Center|Industrial Center]]''' Improvement
|[[File:Citizen_Portrait_Snathi-07.png|32px|left]]Snathi
|-<span id="WatcherAbility"></span>
|Snathi are clever and resourceful, but very likely to be criminals.
| [[File:RaceTraitWatcher.png|alt=|24px|frameless]]&nbsp;'''Watcher'''
|
| Grants the Cosmic Eye Executive Order. The Cosmic Eye can reveal a part of the galaxy and grants additional research or a new technology when used on another player's planet.+5 Sensor Range for Planets.+1 Sensor Range for Ships and Starbases.
* <span style="color:Green">+40%</span> Ideology
| style="white-space:nowrap;"|
* <span style="color:Green">+30%</span> Criminal
* Colony gets <span style="color:Green">+5</span> [[File:GC3_SensorRange_Icon.png|alt=|24px|frameless]]&nbsp;'''Sensor Range'''
* <span style="color:Green">+5%</span> Natural League
* Ship gets <span style="color:Green">+1</span> [[File:GC3_SensorRange_Icon.png|alt=|24px|frameless]]&nbsp;'''Sensor Range'''
* <span style="color:Green">+5%</span> Pacifist
* Starbase gets <span style="color:Green">+1</span> [[File:GC3_SensorRange_Icon.png|alt=|24px|frameless]]&nbsp;'''Sensor Range'''
* <span style="color:Green">+5%</span> Warforged
* <span style="color:Green">+1</span> [[File:AuthorityIcon.png|alt=|24px|frameless]]&nbsp;'''Totalitarianism'''
|
* <span style="color:Green">+5</span> '''Deception'''
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Blocks [[File:EO_Icon_OrbitalTelescope.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Telescope Takeover|Telescope Takeover]]''' Executive Order
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
|-<span id="FertileAbility"></span>
|-
| [[File:RaceTraitFertile.png|alt=|24px|frameless]]&nbsp;'''Fertile'''
|[[File:Citizen_Portrait_Tywom-11.png|32px|left]]Tywom
| Start with 2 additional workers and population grows 25% faster.
|The Tywom aren't very smart, and certainly aren't very socially adept. Their only positive quality is their incredibly low Expectations. They are very accustomed to being treated poorly, and they are even happier when they share a world with other species. Though the other species may not like it.
| style="white-space:nowrap;"|
|
* Colony gets <span style="color:Green">+25%</span> [[File:GC3_Growth_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Growth'''
* <span style="color:Green">+40%</span> Ideology
* At the start of the game grant <span style="color:Green">+2</span> '''Citizens'''
* <span style="color:Green">+10%</span> Criminal
* Allows [[File:Icon_Planet.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Artificial Wombs|Artificial Wombs]]''' Tech
* <span style="color:Green">+5%</span> Natural League
* Allows [[File:Icon_Planet.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Cloning|Cloning]]''' Tech
* <span style="color:Green">+5%</span> Pacifist
* Allows [[File:Policy_PopulationBoom.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Population Boom|Population Boom]]''' Policy
* <span style="color:Green">+5%</span> Warforged
* Blocks [[File:Policy_CoercedColonization.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Coerced Colonization|Coerced Colonization]]''' Policy
|
|-<span id="NocturnalAbility"></span>
* Unit gets <span style="color:Red">-3</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
| [[File:RaceTraitNocturnal.png|alt=|24px|frameless]]&nbsp;'''Nocturnal'''
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
| Developed to work in cycles, each lasting 15 months.Season of Waking: Manufacturing and Growth are boosted.Season of Dreaming: Research and Influence are boosted.
* Unit gets <span style="color:Red">-3</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
| style="white-space:nowrap;"|
|-
Alternate between Season of Waking and Season of Dreaming
|[[File:Citizen_Portrait_Absolute-01.png|32px|left]]Irradiated Amoeba
 
|Irradiated citizens evolve if given enough time, each evolution more capable than the last. At the starting Amoeba stage, they reproduce frequently and are quick to evolve but are poor workers.
'''Season of Waking'''
|
* <span style="color:Green">+20%</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Manufacturing'''
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+20%</span> [[File:Trait_Criminal.png|alt=|24px|frameless]]&nbsp;'''Crime'''
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+20%</span> [[File:GC3_Growth_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Growth'''
* <span style="color:Green">+5%</span> Natural League
 
* <span style="color:Green">+5%</span> Pacifist
'''Season of Dreaming'''
* <span style="color:Green">+5%</span> Warforged
* <span style="color:Green">+25%</span> [[File:GC3_Influence_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence'''
|
* <span style="color:Green">+25%</span> [[File:GC3_Research_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Research'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* <span style="color:Red">-25%</span> [[File:GC3_HitPoints_Icon.png|alt=|24px|frameless]]&nbsp;'''Ship Hit Points'''
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
|-<span id="WarriorsAbility"></span>
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
| [[File:RaceTraitWarriors.png|alt=|24px|frameless]]&nbsp;'''Warriors'''
* Unit gets <span style="color:Red">-3</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
| Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
* Unit gets <span style="color:Red">-5</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
| style="white-space:nowrap;"|
|-
* Ship gets <span style="color:Green">+10%</span> [[File:GC3_Beam_Attack_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Beam Attack'''
|[[File:Citizen_Portrait_Festron-12.png|32px|left]]Festron
* Ship gets <span style="color:Green">+10%</span> [[File:GC3_Kinetic_Attack_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Kinetic Attack'''
|Festron love Jungle worlds. They also occasionally murder other species they share a world with.
* Ship gets <span style="color:Green">+10%</span> [[File:GC3_Missile_Attack_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Missile Attack'''
|
* Ship gets <span style="color:Green">+0.1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Beam Resistance'''
* <span style="color:Green">+40%</span> Ideology
* Ship gets <span style="color:Green">+0.1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Kinetic Resistance'''
* <span style="color:Green">+10%</span> Criminal
* Ship gets <span style="color:Green">+0.1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Missile Resistance'''
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5</span> '''Intimidation'''
* <span style="color:Green">+5%</span> Pacifist
* Allows '''[[GalCiv4:Events#The Unlikely Pacifist|The Unlikely Pacifist]]''' Event
* <span style="color:Green">+5%</span> Warforged
|-<span id="GenocidalAbility"></span>
|
| [[File:RaceTraitParanoid.png|alt=|24px|frameless]]&nbsp;'''Genocidal'''
* Unit gets <span style="color:Red">-6</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
| Massive advantage in conquering planets due to not caring in the least about collateral damage. Can convert other species unfortunate enough to end up on their planets into living neural network batteries.
* Unit gets <span style="color:Green">+2</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
| style="white-space:nowrap;"|
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
* <span style="color:Red">-1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Diplomacy Bonus'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Colony gets <span style="color:Red">-25%</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence Growth'''
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* <span style="color:Green">+0.15</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Soldiering'''
|-
* <span style="color:Green">+10</span> [[File:CrueltyIcon.png|alt=|24px|frameless]]&nbsp;'''Nihilism'''
|[[File:Citizen_Portrait_Trandal-15.png|32px|left]]Trandal
* <span style="color:Green">+15</span> '''Deception'''
|Easily distracted and always hungry Trandals are good at taking orders, and that's about it.
* <span style="color:Green">+15</span> '''Intimidation'''
|
* <span style="color:Red">-5</span> '''Persuasion'''
* <span style="color:Green">+40%</span> Ideology
* Allows [[File:gcimp_nv23_70_full.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Interrogation Machine|Interrogation Machine]]''' Improvement
* <span style="color:Green">+10%</span> Criminal
* Allows [[File:gcimp_nv23_145_full.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Death Camp|Death Camp]]''' Improvement
* <span style="color:Green">+5%</span> Natural League
* Allows [[File:GenocideBattery_Trait.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Unit_Specializations#Neural Battery|Neural Battery]]''' Unit Specialization
* <span style="color:Green">+5%</span> Pacifist
* Blocks [[File:EO_Icon_OrbitalTelescope.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Telescope Takeover|Telescope Takeover]]''' Executive Order
* <span style="color:Green">+5%</span> Warforged
* Blocks [[File:Icon_004.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Capital Mainframe|Capital Mainframe]]''' Improvement
|
* Blocks [[File:terranimp_5.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Industrial Center|Industrial Center]]''' Improvement
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Blocks [[File:BiosphereManipulator.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Heritage Center|Heritage Center]]''' Improvement
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
|-<span id="CraftsmanAbility"></span>
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
| [[File:RaceTraitCraftsman.png|alt=|24px|frameless]]&nbsp;'''Craftsman'''
|-
| +50% Income from Trade Routes
|[[File:Citizen_Portrait_Manti-06.png|32px|left]]Manti
| style="white-space:nowrap;"|
|Manti love Aquatic worlds. They receive a large Approval bonus when they are on them and a slight penalty when they aren't.
* <span style="color:Green">+50%</span> [[File:GC3_Trade_Revenue_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Trade Route Income'''
|
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|24px|frameless]]&nbsp;'''Egalitarianism'''
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|24px|frameless]]&nbsp;'''Egalitarianism'''
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+1</span> [[File:CrueltyIcon.png|alt=|24px|frameless]]&nbsp;'''Nihilism'''
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5</span> '''Persuasion'''
* <span style="color:Green">+5%</span> Pacifist
|-<span id="CertainAbility"></span>
* <span style="color:Green">+5%</span> Warforged
| [[File:RaceTraitCertain.png|alt=|24px|frameless]]&nbsp;'''Certain'''
|
| Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
| style="white-space:nowrap;"|
* Unit gets <span style="color:Red">-4</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Colony gets <span style="color:Green">+2</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence Growth'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* When unlocking culture traits  <span style="color:Green">+30</span> '''Award Research Amount'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
* Allows [[File:|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Defensive Meditation|Defensive Meditation]]''' Tech
|-
|-<span id="ExperiencedAbility"></span>
|[[File:Citizen_Portrait_Zombie_1.png|32px|left]]Zombies
| [[File:RaceTraitExperienced.png|alt=|24px|frameless]]&nbsp;'''Experienced'''
|Horrible ghouls that grow quickly but aren't very bright.
| All Ships receive 25% more Experience Points from battles.
|
| style="white-space:nowrap;"|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+0.25</span> '''Experience Bonus'''
* <span style="color:Green">+10%</span> Criminal
* Allows [[File:Icon_Marines.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Planetary Defenses|Planetary Defenses]]''' Tech
* <span style="color:Green">+5%</span> Natural League
|-<span id="IntuitiveAbility"></span>
* <span style="color:Green">+5%</span> Pacifist
| [[File:RaceTraitIntuitive.png|alt=|24px|frameless]]&nbsp;'''Intuitive'''
* <span style="color:Green">+5%</span> Warforged
| Starts with access to Xeno Anthropology technologies and a free Culture trait.
|
| style="white-space:nowrap;"|
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* <span style="color:Green">+5</span> '''Deception'''
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* <span style="color:Green">+10</span> '''Culture Points'''
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Allows [[File:Icon_Economics.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Xeno Anthropology|Xeno Anthropology]]''' Tech
|-
* Allows [[File:Icon_Economics.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Universal Outreach|Universal Outreach]]''' Tech
|[[File:Citizen_Portrait_Korath-01.png|32px|left]]Korath
* Allows [[File:Icon_Economics.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Future Studies|Future Studies]]''' Tech
|If you thought the Drengin were disagreeable, the Korath are even worse. Though they have incredible Resolve and Diligence their social skills are lacking and they dislike sharing a world with any other species.
|-<span id="SlaversAbility"></span>
|
| [[File:RaceTraitSlavers.png|alt=|24px|frameless]]&nbsp;'''Slavers'''
* <span style="color:Green">+40%</span> Ideology
| Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies.
* <span style="color:Green">+10%</span> Criminal
| style="white-space:nowrap;"|
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5</span> [[File:AuthorityIcon.png|alt=|24px|frameless]]&nbsp;'''Totalitarianism'''
* <span style="color:Green">+100%</span> Warforged
* <span style="color:Green">+5</span> [[File:CrueltyIcon.png|alt=|24px|frameless]]&nbsp;'''Nihilism'''
|
* Allows [[File:CampSlaveCamp.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Prison Labor Camp|Prison Labor Camp]]''' Improvement
* Unit gets <span style="color:Green">+2</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Allows [[File:CampSlaveCamp.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Prison Research Lab|Prison Research Lab]]''' Improvement
* Unit gets <span style="color:Green">+5</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Allows [[File:Mission_Credits.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Thrall Seeking Mission|Thrall Seeking Mission]]''' Improvement
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
* Allows [[File:EmpathyEngineL3.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Pain Amplifier|Pain Amplifier]]''' Improvement
|-
* Allows [[File:Icon_Production.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Deep Space Labor Training|Deep Space Labor Training]]''' Tech
|[[File:Citizen_Portrait_Mimot-07.png|32px|left]]Mimot
* Allows [[File:Policy_SlaveLabor.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Slave Labor|Slave Labor]]''' Policy
|An average race with an above average Growth rate. They will quickly overwhelm planets and consume all available Food.
* Blocks [[File:EO_Icon_Colonists.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Draft Colonists|Draft Colonists]]''' Executive Order
|
* Blocks [[File:EO_Icon_OrbitalTelescope.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Telescope Takeover|Telescope Takeover]]''' Executive Order
* <span style="color:Green">+40%</span> Ideology
* Blocks [[File:EO_Icon_Colonists.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Draft Colonists|Draft Colonists]]''' Executive Order
* <span style="color:Green">+5%</span> Criminal
* Blocks [[File:EO_Icon_OrbitalTelescope.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Telescope Takeover|Telescope Takeover]]''' Executive Order
* <span style="color:Green">+5%</span> Natural League
* Blocks [[File:Icon_004.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Capital Mainframe|Capital Mainframe]]''' Improvement
* <span style="color:Green">+25%</span> Pacifist
* Blocks [[File:OmegaResearchCenter.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Kazar's Mainframe|Kazar's Mainframe]]''' Improvement
|
* Blocks [[File:QuantumResearch.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Planetary Mainframe|Planetary Mainframe]]''' Improvement
* Unit gets <span style="color:Red">-5</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Blocks [[File:terranimp_5.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Industrial Center|Industrial Center]]''' Improvement
* Blocks [[File:Mission_Credits.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Treasure Hunt|Treasure Hunt]]''' Improvement
* Blocks [[File:Icon_Production.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Asteroid Mining|Asteroid Mining]]''' Tech
* Blocks [[File:Icon_Production.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Asteroid Mining|Asteroid Mining]]''' Tech
* Blocks [[File:Icon_Production.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Asteroid Mining|Asteroid Mining]]''' Tech
|-<span id="ArchaeologistAbility"></span>
| [[File:RaceTraitArchaeologist.png|alt=|24px|frameless]]&nbsp;'''Archaeologist'''
| Whenever artifact charges are earned an additional charge is gained.
| style="white-space:nowrap;"|
* <span style="color:Green">+1</span> [[File:RaceTraitAncient.png|alt=|24px|frameless]]&nbsp;'''Archivist Ability'''
* Allows [[File:Policy_AsteroidExploitation.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Asteroid Exploitation|Asteroid Exploitation]]''' Policy
|-<span id="RadiatedAbility"></span>
| [[File:RaceTraitRadiated.png|alt=|24px|frameless]]&nbsp;'''Radiated'''
| Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection  raises the Pollution level on a target planet.
| style="white-space:nowrap;"|
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|24px|frameless]]&nbsp;'''Egalitarianism'''
* <span style="color:Green">+1</span> [[File:InnovationIcon.png|alt=|24px|frameless]]&nbsp;'''Progressivism'''
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|24px|frameless]]&nbsp;'''Egalitarianism'''
* At the start of the game unlocks the [[File:Icon_Planet.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Radioactive World Mastery|Radioactive World Mastery]] tech
* Blocks [[File:EO_Icon_Colonists.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Draft Colonists|Draft Colonists]]''' Executive Order
* Blocks [[File:EO_Icon_PrintMoney.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Print Money|Print Money]]''' Executive Order
* Blocks [[File:EO_Icon_Colonists.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Draft Colonists|Draft Colonists]]''' Executive Order
* Blocks [[File:EO_Icon_PrintMoney.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Print Money|Print Money]]''' Executive Order
|-<span id="UnrelentingAbility"></span>
| [[File:GC3_Unrelenting_Icon.png|alt=|24px|frameless]]&nbsp;'''Unrelenting'''
| +10 Control. Planets generate +1 more Influence per month.
| style="white-space:nowrap;"|
* <span style="color:Green">+10</span> [[File:Control_Icon_32.png|alt=|24px|frameless]]&nbsp;'''Control'''
* Colony gets <span style="color:Green">+1</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence Growth'''
* Allows [[File:Icon_Weapons.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Warships|Warships]]''' Tech
* Allows [[File:Icon_Marines.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Systems Of Control|Systems Of Control]]''' Tech
* Allows [[File:Icon_Engineering.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Interstellar Propulsion|Interstellar Propulsion]]''' Tech
* Allows [[File:Policy_ReproductiveImperative.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Reproductive Imperative|Reproductive Imperative]]''' Policy
* Allows [[File:Policy_XenoHarvesting.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Xeno Harvesting|Xeno Harvesting]]''' Policy
* Allows [[File:Policy_SingularPurpose.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Singular Purpose|Singular Purpose]]''' Policy
* Blocks [[File:EO_Icon_PrintMoney.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Print Money|Print Money]]''' Executive Order
* Blocks [[File:Icon_Engineering.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Artificial Gravity|Artificial Gravity]]''' Tech
* Blocks [[File:Icon_Weapons.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Armed Shuttles|Armed Shuttles]]''' Tech
* Blocks [[File:Policy_GeniusGrants.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Genius Grants|Genius Grants]]''' Policy
* Blocks [[File:Policy_ResearchGrants.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Research Grants|Research Grants]]''' Policy
* Blocks [[File:Icon_Engineering.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Artificial Gravity|Artificial Gravity]]''' Tech
* Blocks [[File:Icon_Weapons.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Armed Shuttles|Armed Shuttles]]''' Tech
* Blocks [[File:Icon_Engineering.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Artificial Gravity|Artificial Gravity]]''' Tech
|-<span id="PatrioticAbility"></span>
| [[File:RaceTraitBureaucrats.png|alt=|24px|frameless]]&nbsp;'''Bureaucrats'''
| Starts with 50 Control and access to coordination technologies.
| style="white-space:nowrap;"|
* At the start of the game  <span style="color:Green">+50</span> [[File:Control_Icon_32.png|alt=|24px|frameless]]&nbsp;'''Control'''
* Allows [[File:Icon_Engineering.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Coordination Temple|Coordination Temple]]''' Tech
* Allows [[File:Icon_Planet.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Domestic Policy Doctrine|Domestic Policy Doctrine]]''' Tech
* Allows [[File:Icon_Planet.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Research_Tree#Colonial Governance|Colonial Governance]]''' Tech
|-<span id="ProliferationAbility"></span>
| [[File:RaceTraitProliferation.png|alt=|24px|frameless]]&nbsp;'''Proliferation'''
| When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
| style="white-space:nowrap;"|
* <span style="color:Green">+1</span> '''Redundant Assembly Ability'''
* Ship gets <span style="color:Red">-25%</span> [[File:GC3_HitPoints_Icon.png|alt=|24px|frameless]]&nbsp;'''Hit Points'''
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
|-
|[[File:Citizen_Elves_1.png|32px|left]]Space Elves
|Graceful and in tune with nature, Elves possess a deep knowledge of techno magic and ancient lore.
|
* <span style="color:Green">+75%</span> Ideology
* <span style="color:Green">+15%</span> Natural League
* <span style="color:Green">+5%</span> Telepathic
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
|-
|[[File:Citizen_Cyborg_1.png|32px|left]]Cyborgs
|A fusion of machine and flesh, Cyborgs are known for their enhanced abilities and resilience.
|
* <span style="color:Green">+50%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
|-
|[[File:Citizen_Portrait_Slyne-14.png|32px|left]]Slyne
|The Slyne do not require organic food to survive, but their slow Growth rate hampers their ability to spread out into the galaxy as quickly as other species.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+2</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Red">-10</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
|-
|[[File:Citizen_Portrait_Drengin-02.png|32px|left]]Drengin
|Drengin have a high Resistance and aptitude for becoming strong  Soldiers. Drengin have no Approval penalty for living on undefended worlds. They defend themselves.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+5%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+10%</span> Warforged
|
* Unit gets <span style="color:Red">-15</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Red">-2</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
|-
|[[File:Citizen_Portrait_Absolute-01.png|32px|left]]Irradiated Larva
|Irradiated citizens evolve if given enough time, each evolution more capable than the last. At the Larva stage, their Growth Rate slows, but they are more skilled than their Amoeba forms.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
|-
|[[File:Citizen_Portrait_Canine_14.png|32px|left]]Canine
|Loyal and intuitive, Caninoids demonstrate exceptional teamwork and remarkable instincts. They naturally excel in roles requiring cooperation and protection, such as military or policing duties. While not typically drawn to independent intellectual pursuits, they're formidable tactical operators within a group dynamic. Their sociable temperament engenders strong bonds, earning them an Approval boost when sharing their world with other species. They have very low expectations.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+5%</span> Criminal
* <span style="color:Green">+5%</span> Emporium
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Telepathic
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Red">-15</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
|-
|[[File:Citizen_Portrait_Avian_14.png|32px|left]]Avian
|Graceful and visionary, Avianoids are known for their strategic foresight and aerial mastery. They excel in roles requiring a broad perspective, such as scouts, diplomats, or strategic planners. Their nimble agility can be less effective in ground-based military engagements. With a natural inclination towards harmony, they gain an Approval bonus when coexisting with diverse species on their world.
|
* <span style="color:Green">+70%</span> Ideology
* <span style="color:Green">+12%</span> Criminal
* <span style="color:Green">+5%</span> Emporium
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Telepathic
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Red">-5</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
|-
|[[File:Citizen_Portrait_Drath-09.png|32px|left]]Drath
|The Drath are an ancient race that are fond of their legacy and their vast storehouses of credits. They receive an Approval bonus based on the Credits in their treasury.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+10%</span> Warforged
|
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
|-
|[[File:Citizen_Frogs_1.png|32px|left]]Star Frogs
|Amphibious and adaptable, Frogs are known for their leaping ability and unique survival skills.
|
* <span style="color:Green">+45%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
|-
|[[File:Citizen_Portrait_Torian-07.png|32px|left]]Ruined Torian
|These pitiful creatures have had their will tortured out of them.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Red">-35</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
|-
|[[File:Citizen_Portrait_Feline_14.png|32px|left]]Feline
|Elegant and astute, Felinoids distinguish themselves with keen intellect and agile cunning. They prefer roles of strategic importance, thriving as scientists, diplomats, or spies, and display an affinity for complex systems. Highly individualistic, they can struggle with regimented military roles. Their curious natures make them adept cultural adapters, gaining an Approval bonus when cohabiting worlds with other species.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Emporium
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Telepathic
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Red">-5</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
|-
|[[File:Citizen_Portrait_Baratak-06.png|32px|left]]Baratak
|The Baratak are stout citizens who require very little to be content. But they are sensitive to Pollution and won't be happy, or healthy, on heavily polluted worlds.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+10%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
|-
|[[File:Citizen_Portrait_Torian-07.png|32px|left]]Torian
|Torian love Aquatic worlds. They receive a large Approval bonus when they are on them and a slight penalty when they aren't. But their subjugation by the Drengin makes them unhappy when they share worlds with Drengin citizens.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Red">-15</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
|-
|[[File:Citizen_Portrait_Lantern-01.png|32px|left]]Lantern
|A young but promising race until early galactic traders introduced them to euphoric vapors that were enjoyed by other species but deeply addictive to the Lantern. Now the Lantern society is dominated by the search for additional sources of the drug and all citizens are kept on it at all times.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
|
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
|-
|[[File:Citizen_Portrait_Moth-10.png|32px|left]]Phalenoids
|Brilliant and sociable creatures, Phalenoids excel in Intelligence and Social, but they make poor soldiers. They prefer to befriend other species. Their Approval increases when sharing their world with other species.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+10%</span> Pacifist
|
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Green">+2</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
|-
|[[File:Citizen_Portrait_Xeloxi-07.png|32px|left]]Xeloxi
|Xeloxi have few redeeming qualities, if by few you mean none. Their culture rewards strong action and concerns like ethics or compassion were lost long ago. Every Xeloxi is a criminal and generates Crime.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+100%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+5</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Green">+2</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
|-
|[[File:Citizen_Portrait_Scryve-05.png|32px|left]]Scryve
|The Scryve are waning. Each of their citizens has incredibly high Diligence, Intelligence and Resolve but they are handicapped by their low Growth which will make it difficult to spread out among the stars unless they capture another species to do it.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
|-
|[[File:Citizen_Catgirls_1.png|32px|left]]Feline Fatales
|Mysterious and agile, the Feline Fatales are known for their quick reflexes and curious but often dangerous nature.
|
* <span style="color:Green">+45%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
|-
|[[File:Citizen_Portrait_Absolute-01.png|32px|left]]Irradiated Nymph
|Irradiated citizens evolve if given enough time, each evolution more capable than the last. At the final Nymph stage, their Growth Rate slows significantly, but they are highly skilled.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Green">+10</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Green">+3</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
|-
|[[File:Citizen_Portrait_Phamysht-01.png|32px|left]]Phamysht
|The Phamysht are a polite and engaging species, until they murder you. Still, their high Social and Intelligence makes up for their equally high Expectations.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+10</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Green">+1</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Green">+2</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
|-
|[[File:Citizen_Humanoids_1.png|32px|left]]Humanoids
|Diverse and adaptable, Humanoids are capable of thriving in various environments and societies.
|
* <span style="color:Green">+45%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+0</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
|-
|[[File:Citizen_Portrait_OnyxHive-01.png|32px|left]]Onyx
|The Onyx have no need for organic food and sustain themselves on the energy of the universe. Onyx Hive Growth rate is dependent on the amount of Promethion their civilization holds.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
* <span style="color:Green">+5%</span> Natural League
* <span style="color:Green">+5%</span> Pacifist
* <span style="color:Green">+5%</span> Warforged
|
* Unit gets <span style="color:Green">+2</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Red">-10</span> [[File:LeaderStat_Expectations.png|alt=|24px|frameless]]&nbsp;'''Expectations'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
|-
|[[File:Citizen_Portrait_Klepart-01.png|32px|left]]Klepart
|The first united technical achievement of their species was the creation of a great beacon tower to send their call out into space. A few days after turning it on an answer was received, a fleet of warships appeared in orbit above their world and raiders were sent down to collect every child on their homeworld. And then the raiders were gone. An entire generation of the Klepart was lost. The next generation has now grown old enough to begin exploring space on their own, but they remain fearful that the raiders will return, and hopeful that they will someday find the children that were stolen from them.
|
* <span style="color:Green">+40%</span> Ideology
* <span style="color:Green">+10%</span> Criminal
|
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
* Unit gets <span style="color:Red">-1</span> [[File:LeaderStat_Social.png|alt=|24px|frameless]]&nbsp;'''Social Skills'''
* Allows [[File:gcimp_nv23_192_full.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Growth Center|Growth Center]]''' Improvement
|-
* Allows [[File:Policy_ShoddyConstruction.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Policies#Shoddy Construction|Shoddy Construction]]''' Policy
|[[File:Citizen_Portrait_Iconian-08.png|32px|left]]Iconian
* Allows [[File:component_supply.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Ship_Components#Prolific Supply Module|Prolific Supply Module]]''' Ship Component
|Iconians are a paranoid species that are still traumatized by their near extinction by the Yor. Because of this they suffer a significant Approval penalty if they share a world with them. And even though they are as temperamental as other species, their passive nature prevents them from protesting.
* Blocks [[File:EO_Icon_Pandemonium.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Emergency Speed|Emergency Speed]]''' Executive Order
|
* Blocks [[File:EO_Icon_Starbase.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Executive_Orders#Rush Starbase Modules|Rush Starbase Modules]]''' Executive Order
* <span style="color:Green">+40%</span> Ideology
* Blocks [[File:Icon_004.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Capital Mainframe|Capital Mainframe]]''' Improvement
* <span style="color:Green">+10%</span> Criminal
* Blocks [[File:terranimp_5.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Improvements_GC4#Industrial Center|Industrial Center]]''' Improvement
* <span style="color:Green">+10%</span> Natural League
* Blocks [[File:component_supply.png|alt=|24px|frameless]]&nbsp;'''[[GalCiv4:Ship_Components#Supply Module|Supply Module]]''' Ship Component
* <span style="color:Green">+5%</span> Pacifist
|-<span id="HopefulAbility"></span>
* <span style="color:Green">+5%</span>
| [[File:RaceTraitHopeful


|-
|-
|}
|}

Latest revision as of 20:54, 15 March 2024

Name Description Effects
 Resilient Ships immune to nebula and have access to special Hyperion improvements.
  • Ship gets  Is Immune To Nebula
  • Starbase gets  Is Immune To Nebula
 Resourceful Starts with some useful Resources.
 Watcher Grants the Cosmic Eye Executive Order. The Cosmic Eye can reveal a part of the galaxy and grants additional research or a new technology when used on another player's planet.+5 Sensor Range for Planets.+1 Sensor Range for Ships and Starbases.
  • Colony gets +5  Sensor Range
  • Ship gets +1  Sensor Range
  • Starbase gets +1  Sensor Range
  • +1  Totalitarianism
  • +5 Deception
  • Blocks  Telescope Takeover Executive Order
 Fertile Start with 2 additional workers and population grows 25% faster.
 Nocturnal Developed to work in cycles, each lasting 15 months.Season of Waking: Manufacturing and Growth are boosted.Season of Dreaming: Research and Influence are boosted.

Alternate between Season of Waking and Season of Dreaming

Season of Waking

  • +20%  Manufacturing
  • +20%  Crime
  • +20%  Growth

Season of Dreaming

  • +25%  Influence
  • +25%  Research
  • -25%  Ship Hit Points
 Warriors Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
  • Ship gets +10%  Beam Attack
  • Ship gets +10%  Kinetic Attack
  • Ship gets +10%  Missile Attack
  • Ship gets +0.1  Beam Resistance
  • Ship gets +0.1  Kinetic Resistance
  • Ship gets +0.1  Missile Resistance
  • +5 Intimidation
  • Allows The Unlikely Pacifist Event
 Genocidal Massive advantage in conquering planets due to not caring in the least about collateral damage. Can convert other species unfortunate enough to end up on their planets into living neural network batteries.
 Craftsman +50% Income from Trade Routes
  • +50%  Trade Route Income
  • +1  Egalitarianism
  • +1  Egalitarianism
  • +1  Nihilism
  • +5 Persuasion
 Certain Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
  • Colony gets +2  Influence Growth
  • When unlocking culture traits +30 Award Research Amount
  • Allows [[File:|alt=|24px|frameless]] Defensive Meditation Tech
 Experienced All Ships receive 25% more Experience Points from battles.
 Intuitive Starts with access to Xeno Anthropology technologies and a free Culture trait.
 Slavers Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies.
 Archaeologist Whenever artifact charges are earned an additional charge is gained.
 Radiated Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet.
 Unrelenting +10 Control. Planets generate +1 more Influence per month.
 Bureaucrats Starts with 50 Control and access to coordination technologies.
 Proliferation When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
 Hopeful Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
  • Unit gets +10%  Approval
  • +5 Persuasion
 Inspired An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
  • +1  Max Recruits
  • -0.25  Leader Cost
  • +5 Persuasion
  • Allows  Brainstorming Policy
 Hive Mind Ships in your territory gain additional Hit Points per colony controlled.
  • +5 BonusHP Max In Z O C
 Engineers Colony and asteroid production decays at half of the normal rate.
 Promethion Born Ships have double the normal Hit Points but don't heal normally.
  • Ship gets +100%  Hit Points
  • Ship gets +1 Disable Repair
  • At the start of the game unlocks the Prometheus Stone Extractor improvement
  • +5  Promethion
  • Blocks  Repair Bay Ship Component
 Scout Fleet Begins with a colony ship and three probes.
 Voyagers +2 Ship Sensor Range.+1 Ship Moves.
 Starfaring +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
 Traders Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses.
 Ancient Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot.
 Xenophobic +50% Research, -75% Influence and -3 to Diplomacy.
  • Colony gets +150%  Research
  • Colony gets -75%  Influence Growth
  • -3  Diplomacy Bonus
  • +5  Traditionalism
  • -5 Deception
  • -5 Intimidation
  • -5 Persuasion
 Devout Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology.
 Unwavering Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
 Adaptable Can colonize extreme worlds.
 Raiders -50% Manufacturing and -50% Income on all worlds. Gain +100 Credits and +20 Manufacturing for winning battles. Gain +500 Credits and +200 Manufacturing for conquering planets. Starts with the Armed Shuttles Tech.
  • Colony gets -50%  Manufacturing
  • Shipyard gets -50%  Military
  • Colony gets -50%  Gross Income
  • When winning battles +100  Treasury
  • When winning battles +20  Stored Goods at the Colony
  • When winning battles +20  Stored Goods at the Shipyard
  • When winning battles +10%  Approval
  • When conquering planets +10%  Approval
  • When conquering planets +500  Treasury
  • When conquering planets +200  Stored Goods at the Colony
  • When conquering planets +200  Stored Goods at the Shipyard
  • +5 Intimidation
  • At the start of the game unlocks the Armed Shuttles tech
 Empathy Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
 Loyal Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship.
 Crime Lord Starts allied with the Pirates. Also grants access to the 'Look the Other Way' Policy, improvements unlocked by increased Crime and Executive Orders to claim Pirate fleets and worlds.
 Exterminators Transport ships are replaced with planet killing Spore Ships.
 Spores Starts with the ability to deploy spores to a dead world to restore life. Each time a new Culture Trait is gained another charge is earned.
 Cartographer Starts knowing the location of other homeworlds. They also receive 3 charges of the Dimensional Mirror power which reveals a portion of space and they gain an additional charge each time a Culture Trait is earned.
 Ravenous Receives 1,000 Credits and +10% Approval for 25 months after conquering a planet. It also grants the ability to consume aliens and spawn new Festron citizens.
  • When conquering planets +1000  Treasury
  • When conquering planets +10%  Approval
  • Allows  Work Instruction Chamber Improvement
  • Allows  Cerebral Chamber Improvement
  • Allows  Harmonious Antennae Improvement
  • Allows  Hatchery Improvement
  • Allows  Work Hive Improvement
  • Allows  Mother Hive Improvement
  • Allows  Hatcheries Tech
  • Allows  Endless Feast Policy
  • Allows  Consume Unit Specialization
  • Blocks Religious Freedom Event
  • Blocks A Mission of Mercy Event
  • Blocks Religious Pilgrims - Fail Event
  • Blocks  Telescope Takeover Executive Order
  • Blocks  Core World Capital Improvement
  • Blocks  Capital City Improvement
  • Blocks  Capital Mainframe Improvement
  • Blocks  Kazar's Mainframe Improvement
  • Blocks  Planetary Mainframe Improvement
  • Blocks  Planetary Generator Improvement
  • Blocks  Industrial Center Improvement
  • Blocks  Supply Depot Improvement
  • Blocks  Colonial Clinic Improvement
  • Blocks  Heritage Center Improvement
  • Blocks  Recruiting Station Improvement
  • Blocks  Colonization Center Improvement
  • Blocks  Orbital Market Improvement
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Clone_Icon] Clone|[ICON=Trait_Clone_Icon] Clone]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Criminal_Icon] Criminal|[ICON=Trait_Criminal_Icon] Criminal]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Mutant_Icon] Mutant|[ICON=Trait_Mutant_Icon] Mutant]] Unit Specialization
  • Blocks File:GovernorTrait Doctor Icon.png [[GalCiv4:Leader_Traits#[ICON=GovernorTrait_Doctor_Icon] Natural League|[ICON=GovernorTrait_Doctor_Icon] Natural League]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=UnitTrait_Plagued_Icon] Plagued|[ICON=UnitTrait_Plagued_Icon] Plagued]] Unit Specialization
  • Blocks File:GovernorTrait Doctor.png [[GalCiv4:Leader_Traits#[ICON=GovernorTrait_Doctor_Icon] Natural League|[ICON=GovernorTrait_Doctor_Icon] Natural League]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Defiant_Icon] Defiant|[ICON=Trait_Defiant_Icon] Defiant]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Scarred_Icon] Scarred|[ICON=Trait_Scarred_Icon] Scarred]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_AlienArtifact_Icon] Alien Artifact|[ICON=Trait_AlienArtifact_Icon] Alien Artifact]] Unit Specialization
  • Blocks File:FamousIcon.png [[GalCiv4:Leader_Traits#[ICON=GovernorTrait_Famous_Icon] Spouse|[ICON=GovernorTrait_Famous_Icon] Spouse]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Clone_Icon] Missing Twin|[ICON=Trait_Clone_Icon] Missing Twin]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=DiplomatTrait_Underminer_Icon] Raised by Squatters|[ICON=DiplomatTrait_Underminer_Icon] Raised by Squatters]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_NeuralClamp_Icon] Trained Chef|[ICON=Trait_NeuralClamp_Icon] Trained Chef]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_NeuralClamp_Icon] Brainwashed Cultist|[ICON=Trait_NeuralClamp_Icon] Brainwashed Cultist]] Unit Specialization
  • Blocks File:GovernorTrait Doctor.png [[GalCiv4:Leader_Traits#[ICON=GovernorTrait_Doctor_Icon] Failed Med School|[ICON=GovernorTrait_Doctor_Icon] Failed Med School]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Ex-Convict_Icon] Avoided Service|[ICON=Trait_Ex-Convict_Icon] Avoided Service]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=GovernorTrait_Timid_Icon] Excluded Inheritance|[ICON=GovernorTrait_Timid_Icon] Excluded Inheritance]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Scarred_Icon] Scarred Duelist|[ICON=Trait_Scarred_Icon] Scarred Duelist]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=DiplomatTrait_Charismatic_Icon] Minor Nobility|[ICON=DiplomatTrait_Charismatic_Icon] Minor Nobility]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Ex-Convict_Icon] Wharf Rat|[ICON=Trait_Ex-Convict_Icon] Wharf Rat]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Vendetta_Icon] Military Child|[ICON=Trait_Vendetta_Icon] Military Child]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Ex-Convict_Icon] Former Sailor|[ICON=Trait_Ex-Convict_Icon] Former Sailor]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=DiplomatTrait_Negotiator_Icon] Career Diplomat|[ICON=DiplomatTrait_Negotiator_Icon] Career Diplomat]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_NeuralClamp_Icon] Overcame Addiction|[ICON=Trait_NeuralClamp_Icon] Overcame Addiction]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=CitizenTrait_Infected_Icon] Frostbitten Toes|[ICON=CitizenTrait_Infected_Icon] Frostbitten Toes]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=GovernorTrait_Organized_Icon] Detail-Oriented Engineer|[ICON=GovernorTrait_Organized_Icon] Detail-Oriented Engineer]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=CitizenTrait_Infected_Icon] Badly Burnt|[ICON=CitizenTrait_Infected_Icon] Badly Burnt]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=DiplomatTrait_Underminer_Icon] Deceased Friend|[ICON=DiplomatTrait_Underminer_Icon] Deceased Friend]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_AlienArtifact_Icon] Alien Coin Flipper|[ICON=Trait_AlienArtifact_Icon] Alien Coin Flipper]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=DiplomatTrait_Charismatic_Icon] Renowned Archaeologist|[ICON=DiplomatTrait_Charismatic_Icon] Renowned Archaeologist]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Industrial_Icon] Asteroid Miner|[ICON=Trait_Industrial_Icon] Asteroid Miner]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_Ex-Convict_Icon] Survived Mutiny|[ICON=Trait_Ex-Convict_Icon] Survived Mutiny]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=UnitTrait_Veteran_Icon] Former Gladiator|[ICON=UnitTrait_Veteran_Icon] Former Gladiator]] Unit Specialization
  • Blocks  [[GalCiv4:Leader_Traits#[ICON=Trait_NeuralClamp_Icon] Psychic bond with alien|[ICON=Trait_NeuralClamp_Icon] Psychic bond with alien]] Unit Specialization
  • Blocks  Coerced Colonization Policy
  • Blocks  Heart of the Empire Policy
 War Profiteers Receives 200% bonus from trade routes established with warring races.
 Paranoid Ships receive +25% Hit Points and Attack when they are within their borders.
  • Ship gets +25%  Hit Points
  • Ship gets +25%  Missile Attack
  • Ship gets +25%  Beam Attack
  • Ship gets +25%  Kinetic Attack
  • Allows  Molecular Fabrication Tech
  • Allows [[File:|alt=|24px|frameless]] Industrial Replication Tech
 Wealthy Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies.