GalCiv4:Policies: Difference between revisions
Jump to navigation
Jump to search
Dyan8704146 (talk | contribs) mNo edit summary |
Dyan8704146 (talk | contribs) mNo edit summary |
||
Line 9: | Line 9: | ||
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. | 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. | Some biological types also get unique policies. | ||
Line 17: | Line 17: | ||
<b>Carbon-Based:</b> | <b>Carbon-Based:</b> | ||
*<b>Coerced Colonization:<b> +100% growth, -5% approval | |||
<b>Aquatic:</b> | <b>Aquatic:</b> | ||
*<b>Underwater Homes:<b> +2 population cap for each core world | |||
<b>Synthetic:</b> | <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> |
Revision as of 00:21, 4 May 2022
Policies from Civilization BiologyAll biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies.
Some biological types also get unique policies.
Aquatic:
Synthetic:
Policies from Civilization AbilitiesAncient: 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: +100% growth, -20% 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... |