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<h3>Executive Orders</h3> | <h3>Executive Orders</h3> | ||
[[File:Death_commandos.png| | [[File:Death_commandos.png|thumb|500x500px]] | ||
Executive Orders are a series of abilities that the player can activate to create various effects on the game map. To activate one, the player is usually required to spend some Control points and Credits, and then must wait for a number of turns before it can be activated again. | Executive Orders are a series of abilities that the player can activate to create various effects on the game map. To activate one, the player is usually required to spend some Control points and Credits, and then must wait for a number of turns before it can be activated again. | ||
Latest revision as of 20:09, 13 March 2024
Executive Orders
Executive Orders are a series of abilities that the player can activate to create various effects on the game map. To activate one, the player is usually required to spend some Control points and Credits, and then must wait for a number of turns before it can be activated again.
Executive Orders are gained through Civilization Abilities, researching Techs and from unlocking Ideological Traits, and represent a wide variety of powers and abilities that can be activated at any time during the player’s own turn. Some Core Civilizations will have their own unique Executive Orders.
To use an Executive Order, hit the Executive Orders button on the bottom menu. This will open up a list of the currently available Executive Orders, with a description of what they do and how to use it. Select one, and then if necessary select the hex the ability is to target. Some Executive Orders may also require a selection from a number of possible options.
Executive Order | Description | Effects | Cost | Cooldown | Requirements |
---|---|---|---|---|---|
Galactic Festival | Holding a grand festival on all of our worlds will improve our Tourism for 12 months. | +0.25 Tourism |
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Technology Required:
| |
Invite Leaders | Searching for our most talented will provide 3 new leaders for recruitment. | +3 Leaders for Recruitment |
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Technology Required:
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Martial Law | Improves your Manufacturing and reduces Research and Approval for 50 turns. | +50% Max Manufacturing
-25% Research -0.03 Approval |
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Technology Required:
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Forced Overtime | More work gets done at the targeted shipyard but your citizens won't be happy. | -0.1 Approval
+100% Military |
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Technology Required:
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Illicit Deals | There are those that want our favor and are happy to pay for it. This will provide Credits but increase Crime across our civilization. | +0.03 Crime
+600 Credits |
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Technology Required:
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Extort Governors | Our governors will generously donate to our cause. But they won't like it. Provides 100 Credits per Governor | -12 Loyalty
Provides 100 Credits per Governor |
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Technology Required:
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Draft Colonists | Sometimes we can't afford to wait for volunteers. This will provide a free Colony ship. | -0.02 Approval
Spawns a Colony Ship with Passenger |
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Unavailable for Race Trait:
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Impress Citizens | Our people are owned by you. It is time they remember. Will provide a Colony Ship and a Constructor | Spawns a Colony Ship with Passenger
Spawns a Constructor |
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Race Trait Required:
Unavailable for Race Trait:
| |
Impress Constructors | We need a Constructor Ship and we need it now. | -0.02 Approval
Spawns a Constructor |
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Race Trait Required:
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Pandemonium | Use telepathy to affect an entire planet negatively. Choose to lower the Planetary Defense, reduce Influence and Approval, or impair Manufacturing and Research. | Sends the Pandemonium event to another target player |
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Race Trait Required:
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Serenity | Use telepathy to affect an entire planet positively. Choose to boost Growth, improve Approval, or increase Influence and Tourism. | Sends the Serenity event to another target player |
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Race Trait Required:
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Draft Civilian Ships | Security is more important than private ownership. This will provide three free defenders. | -0.1 Approval
Spawns a Defender Spawns a Defender Spawns a Defender |
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Technology Required:
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Mass Mobilization | Shared sense of duty makes it easy to find volunteers willing to fight. Spawns a free transport | Spawns a Transport |
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Culture Required:
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Crime Wave | Organize entire criminal networks with the pull of a few strings. Creates a crime wave on the target planet, increasing Crime by 200% for 24 months. | +200% Crime |
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Culture Required:
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Exploit Population | Take advantage of an entire empire's labor force. All planets outputs +200% for 5 months. | +200% Max Manufacturing
+200% Research +200% Food Income +200% Influence Per Turn +200% Colony Gross Income |
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Culture Required:
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Colonial Supplies | Making a large shipment of supplies to our colonies will reduce their Decay for 25 months. | -0.15 Colony Sponsor Decay Mod |
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Technology Required:
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Pressure Scientists | Putting pressure on our scientists will result in an immediate +50 Research. | +50 Research |
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Technology Required:
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Telescope Takeover | Private corporations have advanced survey equipment which we can put to immediate use. Reveal an Area of the Map | Reveal an Area of the Map |
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Unavailable for Race Trait:
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Print Money | Printing money can provide short-term wealth at the cost of inflation, which lowers Approval for approximately a year. | -0.1 Approval
+500 Credits |
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Unavailable for Race Trait:
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Exploit Resources | In times of need, we can exploit government land of all their resources. This will create a significant Pollution problem for a full year. | +0.05 Pollution
+250 Credits |
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Technology Required:
Race Trait Required:
| |
Goodwill Tour | Go on a Goodwill Tour to improve your Diplomacy with foreign civilizations. +1 Diplomacy for 30 months | +1 Diplomacy for 30 Months |
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Technology Required:
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Defense Sentinels | Provides a guardian drone for the selected colony. Defense drones can protect against minor attacks but can't leave the planet. | Spawns a Guardian |
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Technology Required:
Race Trait Required:
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Impress Foreign Fleet | Take control of another civilization's fleet that is within your borders. Cannot be used on fleets you are at war with. | Converts a foreign fleet to your own
-3 Diplomacy to foreign faction |
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Technology Required:
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Enlist Pirate Fleet | Recruit a Pirate fleet. | Converts a foreign fleet to your own |
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Race Trait Required:
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Enlist Pirate World | Recruit a Pirate world. | Recruits target Pirate World |
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Race Trait Required:
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Death Commandos | Unleash your most fatalistic and experienced forces for a targeted attack. Reduces HP of each ship in enemy fleet by 25%. | Reduces HP of Enemy Fleet by 25% |
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Culture Required:
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Cosmic Eye | Use the Cosmic Eye to reveal a part of the map. If the Cosmic Eye sees another civilization's planet, it has a chance to steal a technology. | Reveal an Area of the Map
Chance to steal tech if world is spotted |
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Race Trait Required:
Unavailable for Race Trait:
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Abhorent Infection | A foul and noxious compound of toxins and radiation. Increase the Pollution level on a target planet. | +0.1 Pollution |
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Race Trait Required:
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Pillage the Weak | Send our Gatherers through the population to take what is needed for the empire from those too weak to resist. | -0.05 Approval
+400 Credits |
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Race Trait Required:
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Forced Labor | The people are working hard. They could be working harder. | +100 Manufacturing Overflow
-0.05 Approval |
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Race Trait Required:
| |
Thrall Training | Trains thralls to increase target fleet experience. | +15 Experience |
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Technology Required:
Race Trait Required:
| |
Manufacture Population | Without using Durantium we can recycle scraps to quickly produce more citizens. | +1 Yor Citizen |
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Race Trait Required:
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Upgrade Fleet Propulsion | Use our executive powers to focus our efforts onto a single fleet to optimize its speed. | +1 Moves Cap |
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Race Trait Required:
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Shipyard Production Boost | Focus our efforts to quickly supply manufacturing resources to a specific shipyard. | +100 Manufacturing Overflow |
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Race Trait Required:
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Recapitalize | Generate new capital through recapitalization with your reserve currency status. | +300 Credits |
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Race Trait Required:
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Hire Miner | Engage skilled miners to extract valuable resources efficiently and boost your productivity. | Spawns a Mining Ship |
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Race Trait Required:
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Hire Merchant Ship | Contract experienced merchants to man a ship to expand your trade routes. | Spawns a Freighter |
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Race Trait Required:
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Add Shock Troopers | Install shock troopers on target ship to assist in conquering worlds. | +5 Siege Ability |
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Race Trait Required:
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Fertilize Planet | Increases fertility of target colony. | +1 Fertility |
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Race Trait Required:
Unavailable for Race Trait:
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Give Hope | Give a series of inspirational speeches to the target core world to increase their approval. | +0.2 Approval |
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Race Trait Required:
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Mitosis | Induce Mitosis in an Irradiated Citizen on a target planet.+1 Citizen | +1 Absolute Citizen |
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Race Trait Required:
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Swarm | For six months all members of our species that have the Consuming will see their abilities doubled. | +100% Intelligence
+100% Diligence +100% Social +0.25 Approval |
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Technology Required:
Race Trait Required:
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Planetary Clairvoyance | Greatly expand the sensor vision of the target world to see what is remotely near it. Effect begins one month later. | +20 Sensor Range |
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Race Trait Required:
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Emergency Speed | Orders fleet to go beyond their maximum rated speed. | +1 Moves Cap
-10% Hit Points Cap |
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Requires Tales of Centauron DLC | |
Rush Starbase Modules | Use your vast power to impel private industry to deliver you some new modules for use at Starbases. | +5 Modules |
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Technology Required:
Requires Tales of Centauron DLC |