Civ Abilities: Difference between revisions
Kerri405848 (talk | contribs) (Undo revision 12671 by MaxPStardock (talk)) Tag: Undo |
Kerri405848 (talk | contribs) No edit summary |
||
Line 15: | Line 15: | ||
|title=Civilization Ability List | |title=Civilization Ability List | ||
|content=Civilization Abilities have a wide range of bonuses to grant: from useful starting resources and various modifiers to resource generation, through making unique technologies available for research, to special powers unique to that Ability that can be activated by the player to influence the game at a critical moment. | |content=Civilization Abilities have a wide range of bonuses to grant: from useful starting resources and various modifiers to resource generation, through making unique technologies available for research, to special powers unique to that Ability that can be activated by the player to influence the game at a critical moment. | ||
{| class="wikitable" | |||
! Ability !! Description | |||
|- | |||
| '''Adaptable''' || Can colonize extreme worlds, grants Extreme Colonization tech. | |||
|- | |||
| '''Ancient''' || Gets Research from Precursor Artifacts and Anomalies, starts with an additional Policy Slot. | |||
|- | |||
| '''Archaeologist''' || Whenever Artifact charges are earned, an additional charge is gained. | |||
|- | |||
| '''Bureaucrats''' || Starts with +50 Control and access to coordination technologies. | |||
|- | |||
| '''Cartographer''' || Starts knowing the location of other homeworlds. They also receive three charges of the Dimensional Mirror power which reveals a portion of space, and they gain a cultural charge each time a Culture Trait is earned. | |||
|- | |||
| '''Certain''' || Believes their philosophy should be universal, increased (+2) Influence, special planet improvements. 30 Research every time a Culture Trait is unlocked. | |||
|- | |||
| '''Craftsmen''' || +50% income from Trade Routes, Egalitarian Cultural Awareness increases by 1, Nihilism Cultural Awareness increases by 1, +5 Persuasion. | |||
|- | |||
| '''Crime Lord''' || Starts allied with the Pirates. Also grants access to the Look the Other Way Policy, Improvements unlocked by increasing Crime and Executive Orders to claim Pirate fleets and worlds. Nihilism Cultural Awareness increases by 5, +10 Deception. | |||
|} | |||
List of Civilization Abilities: | List of Civilization Abilities: |
Revision as of 20:44, 21 December 2023
Civilization Abilities
Civilization Abilities are a set of two characteristics that grant the Civilization a (usually) powerful bonus or ability and provide some extra flavour to their gameplay style. Alongside Civilization Traits, Citizens and Cultural Focus, Civilization Abilities serve to differentiate the different in-game factions from one another.
Core Civilizations have their Abilities pre-set, although they can be changed in the Customize your Civilization screen before the game starts, which allows each Civilization to be played in a wide variety of ways. Players can select two Abilities for Custom Civilizations made with the AlienGPT system too.
Civilization Ability List
Civilization Abilities have a wide range of bonuses to grant: from useful starting resources and various modifiers to resource generation, through making unique technologies available for research, to special powers unique to that Ability that can be activated by the player to influence the game at a critical moment.
{