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. | 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. | ||
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...