Ability Test: Difference between revisions
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* Ship Is Immune To Nebula | * Ship Is Immune To Nebula | ||
* Starbase Is Immune To Nebula | * Starbase Is Immune To Nebula | ||
|-<span id="ResourcefulAbility"></span> | |||
| ResourcefulAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Resourceful''' | | ResourcefulAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Resourceful''' | ||
| Starts with some useful Resources. | | Starts with some useful Resources. | ||
| | | | ||
|-<span id="ResourcefulAbility"></span> | |||
| ResourcefulAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Resourceful''' | |||
| Starts with some useful Resources. | |||
| | |||
|-<span id="ResourcefulAbility"></span> | |||
| ResourcefulAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Resourceful''' | |||
| Starts with some useful Resources. | |||
| | |||
|-<span id="WatcherAbility"></span> | |||
| WatcherAbility - [[File:RaceTraitWatcher.png|alt=|left|24px|frameless]]'''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">+5</span> Colony Sensor Range | |||
* <span style="color:Green">+1</span> Ship Sensor Range | |||
* <span style="color:Green">+1</span> Starbase Sensor Range | |||
|-<span id="WatcherAbility"></span> | |||
| WatcherAbility - [[File:RaceTraitWatcher.png|alt=|left|24px|frameless]]'''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">+5</span> Colony Sensor Range | |||
* <span style="color:Green">+1</span> Ship Sensor Range | |||
* <span style="color:Green">+1</span> Starbase Sensor Range | |||
|-<span id="WatcherAbility"></span> | |||
| WatcherAbility - [[File:RaceTraitWatcher.png|alt=|left|24px|frameless]]'''Watcher''' | | WatcherAbility - [[File:RaceTraitWatcher.png|alt=|left|24px|frameless]]'''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. | | 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. | ||
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* <span style="color:Green">+1</span> Ship Sensor Range | * <span style="color:Green">+1</span> Ship Sensor Range | ||
* <span style="color:Green">+1</span> Starbase Sensor Range | * <span style="color:Green">+1</span> Starbase Sensor Range | ||
|-<span id="FertileAbility"></span> | |||
| FertileAbility - [[File:RaceTraitFertile.png|alt=|left|24px|frameless]]'''Fertile''' | |||
| Start with 2 additional workers and population grows 25% faster. | |||
| | |||
* <span style="color:Green">+25%</span> Colony Growth | |||
|-<span id="FertileAbility"></span> | |-<span id="FertileAbility"></span> | ||
| FertileAbility - [[File:RaceTraitFertile.png|alt=|left|24px|frameless]]'''Fertile''' | | FertileAbility - [[File:RaceTraitFertile.png|alt=|left|24px|frameless]]'''Fertile''' | ||
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| | | | ||
* <span style="color:Green">+25%</span> Colony Growth | * <span style="color:Green">+25%</span> Colony Growth | ||
|-<span id="NocturnalAbility"></span> | |||
| NocturnalAbility - [[File:RaceTraitNocturnal.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="NocturnalAbility"></span> | |||
| NocturnalAbility - [[File:RaceTraitNocturnal.png|alt=|left|24px|frameless]]'''Nocturnal''' | | NocturnalAbility - [[File:RaceTraitNocturnal.png|alt=|left|24px|frameless]]'''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. | | 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. | ||
| | | | ||
|-<span id="NocturnalAbility"></span> | |||
| NocturnalAbility - [[File:RaceTraitNocturnal.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="NocturnalAbility"></span> | |||
| NocturnalAbility - [[File:RaceTraitNocturnal.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="NocturnalAbility"></span> | |||
| NocturnalAbility - [[File:RaceTraitNocturnal.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="NocturnalAbility"></span> | |||
| NocturnalAbility - [[File:RaceTraitNocturnal.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="WarriorsAbility"></span> | |||
| WarriorsAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''Warriors''' | |||
| Ignore 10% of all damage done to their ships. All weapons do 10% more damage. | |||
| | |||
* <span style="color:Green">+10%</span> Ship Beam Attack | |||
* <span style="color:Green">+10%</span> Ship Kinetic Attack | |||
* <span style="color:Green">+10%</span> Ship Missile Attack | |||
* <span style="color:Green">+0.1</span> Ship Beam Damage Reduction | |||
* <span style="color:Green">+0.1</span> Ship Kinetic Damage Reduction | |||
* <span style="color:Green">+0.1</span> Ship Missile Damage Reduction | |||
|-<span id="WarriorsAbility"></span> | |-<span id="WarriorsAbility"></span> | ||
| WarriorsAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''Warriors''' | | WarriorsAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''Warriors''' | ||
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* <span style="color:Green">+0.1</span> Ship Kinetic Damage Reduction | * <span style="color:Green">+0.1</span> Ship Kinetic Damage Reduction | ||
* <span style="color:Green">+0.1</span> Ship Missile Damage Reduction | * <span style="color:Green">+0.1</span> Ship Missile Damage Reduction | ||
|-<span id="GenocidalAbility"></span> | |||
| GenocidalAbility - [[File:RaceTraitParanoid.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-1</span> Faction Diplomacy | |||
* <span style="color:Red">-25%</span> Colony Influence Per Turn | |||
* <span style="color:Green">+0.15</span> Faction Soldiering | |||
|-<span id="GenocidalAbility"></span> | |||
| GenocidalAbility - [[File:RaceTraitParanoid.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-1</span> Faction Diplomacy | |||
* <span style="color:Red">-25%</span> Colony Influence Per Turn | |||
* <span style="color:Green">+0.15</span> Faction Soldiering | |||
|-<span id="GenocidalAbility"></span> | |||
| GenocidalAbility - [[File:RaceTraitParanoid.png|alt=|left|24px|frameless]]'''Genocidal''' | | GenocidalAbility - [[File:RaceTraitParanoid.png|alt=|left|24px|frameless]]'''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. | | 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. | ||
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* <span style="color:Red">-25%</span> Colony Influence Per Turn | * <span style="color:Red">-25%</span> Colony Influence Per Turn | ||
* <span style="color:Green">+0.15</span> Faction Soldiering | * <span style="color:Green">+0.15</span> Faction Soldiering | ||
|-<span id="GenocidalAbility"></span> | |||
| GenocidalAbility - [[File:RaceTraitParanoid.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-1</span> Faction Diplomacy | |||
* <span style="color:Red">-25%</span> Colony Influence Per Turn | |||
* <span style="color:Green">+0.15</span> Faction Soldiering | |||
|-<span id="GenocidalAbility"></span> | |||
| GenocidalAbility - [[File:RaceTraitParanoid.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-1</span> Faction Diplomacy | |||
* <span style="color:Red">-25%</span> Colony Influence Per Turn | |||
* <span style="color:Green">+0.15</span> Faction Soldiering | |||
|-<span id="CraftsmanAbility"></span> | |||
| CraftsmanAbility - [[File:RaceTraitCraftsman.png|alt=|left|24px|frameless]]'''Craftsman''' | |||
| +50% Income from Trade Routes | |||
| | |||
* <span style="color:Green">+50%</span> Faction Trade Route Income | |||
|-<span id="CraftsmanAbility"></span> | |||
| CraftsmanAbility - [[File:RaceTraitCraftsman.png|alt=|left|24px|frameless]]'''Craftsman''' | |||
| +50% Income from Trade Routes | |||
| | |||
* <span style="color:Green">+50%</span> Faction Trade Route Income | |||
|-<span id="CraftsmanAbility"></span> | |||
| CraftsmanAbility - [[File:RaceTraitCraftsman.png|alt=|left|24px|frameless]]'''Craftsman''' | |||
| +50% Income from Trade Routes | |||
| | |||
* <span style="color:Green">+50%</span> Faction Trade Route Income | |||
|-<span id="CraftsmanAbility"></span> | |||
| CraftsmanAbility - [[File:RaceTraitCraftsman.png|alt=|left|24px|frameless]]'''Craftsman''' | |||
| +50% Income from Trade Routes | |||
| | |||
* <span style="color:Green">+50%</span> Faction Trade Route Income | |||
|-<span id="CraftsmanAbility"></span> | |||
| CraftsmanAbility - [[File:RaceTraitCraftsman.png|alt=|left|24px|frameless]]'''Craftsman''' | | CraftsmanAbility - [[File:RaceTraitCraftsman.png|alt=|left|24px|frameless]]'''Craftsman''' | ||
| +50% Income from Trade Routes | | +50% Income from Trade Routes | ||
| | | | ||
* <span style="color:Green">+50%</span> Faction Trade Route Income | * <span style="color:Green">+50%</span> Faction Trade Route Income | ||
|-<span id="CertainAbility"></span> | |||
| CertainAbility - [[File:RaceTraitCertain.png|alt=|left|24px|frameless]]'''Certain''' | |||
| Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked. | |||
| | |||
* <span style="color:Green">+2</span> Colony Influence Per Turn | |||
|-<span id="CertainAbility"></span> | |-<span id="CertainAbility"></span> | ||
| CertainAbility - [[File:RaceTraitCertain.png|alt=|left|24px|frameless]]'''Certain''' | | CertainAbility - [[File:RaceTraitCertain.png|alt=|left|24px|frameless]]'''Certain''' | ||
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| | | | ||
* <span style="color:Green">+0.25</span> Faction Exp Bonus | * <span style="color:Green">+0.25</span> Faction Exp Bonus | ||
|-<span id="IntuitiveAbility"></span> | |||
| IntuitiveAbility - [[File:RaceTraitIntuitive.png|alt=|left|24px|frameless]]'''Intuitive''' | |||
| Starts with access to Xeno Anthropology technologies and a free Culture trait. | |||
| | |||
|-<span id="IntuitiveAbility"></span> | |||
| IntuitiveAbility - [[File:RaceTraitIntuitive.png|alt=|left|24px|frameless]]'''Intuitive''' | | IntuitiveAbility - [[File:RaceTraitIntuitive.png|alt=|left|24px|frameless]]'''Intuitive''' | ||
| Starts with access to Xeno Anthropology technologies and a free Culture trait. | | Starts with access to Xeno Anthropology technologies and a free Culture trait. | ||
| | | | ||
|-<span id="IntuitiveAbility"></span> | |||
| IntuitiveAbility - [[File:RaceTraitIntuitive.png|alt=|left|24px|frameless]]'''Intuitive''' | |||
| Starts with access to Xeno Anthropology technologies and a free Culture trait. | |||
| | |||
|-<span id="SlaversAbility"></span> | |||
| SlaversAbility - [[File:RaceTraitSlavers.png|alt=|left|24px|frameless]]'''Slavers''' | |||
| Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. | |||
| | |||
|-<span id="SlaversAbility"></span> | |||
| SlaversAbility - [[File:RaceTraitSlavers.png|alt=|left|24px|frameless]]'''Slavers''' | |||
| Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. | |||
| | |||
|-<span id="SlaversAbility"></span> | |||
| SlaversAbility - [[File:RaceTraitSlavers.png|alt=|left|24px|frameless]]'''Slavers''' | | SlaversAbility - [[File:RaceTraitSlavers.png|alt=|left|24px|frameless]]'''Slavers''' | ||
| Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. | | Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. | ||
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| Starbases have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. Makes available techs that increase movement speed. | | Starbases have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. Makes available techs that increase movement speed. | ||
| | | | ||
|-<span id="RadiatedAbility"></span> | |||
| RadiatedAbility - [[File:RaceTraitRadiated.png|alt=|left|24px|frameless]]'''Radiated''' | |||
| Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | |||
| | |||
|-<span id="RadiatedAbility"></span> | |||
| RadiatedAbility - [[File:RaceTraitRadiated.png|alt=|left|24px|frameless]]'''Radiated''' | |||
| Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | |||
| | |||
|-<span id="RadiatedAbility"></span> | |||
| RadiatedAbility - [[File:RaceTraitRadiated.png|alt=|left|24px|frameless]]'''Radiated''' | |||
| Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | |||
| | |||
|-<span id="RadiatedAbility"></span> | |||
| RadiatedAbility - [[File:RaceTraitRadiated.png|alt=|left|24px|frameless]]'''Radiated''' | |||
| Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | |||
| | |||
|-<span id="RadiatedAbility"></span> | |||
| RadiatedAbility - [[File:RaceTraitRadiated.png|alt=|left|24px|frameless]]'''Radiated''' | | RadiatedAbility - [[File:RaceTraitRadiated.png|alt=|left|24px|frameless]]'''Radiated''' | ||
| Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | | Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | ||
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* <span style="color:Green">+10</span> Faction Control | * <span style="color:Green">+10</span> Faction Control | ||
* <span style="color:Green">+1</span> Colony Influence Per Turn | * <span style="color:Green">+1</span> Colony Influence Per Turn | ||
|-<span id="PatrioticAbility"></span> | |||
| PatrioticAbility - [[File:RaceTraitBureaucrats.png|alt=|left|24px|frameless]]'''Bureaucrats''' | |||
| Starts with 50 Control and access to coordination technologies. | |||
| | |||
|-<span id="PatrioticAbility"></span> | |-<span id="PatrioticAbility"></span> | ||
| PatrioticAbility - [[File:RaceTraitBureaucrats.png|alt=|left|24px|frameless]]'''Bureaucrats''' | | PatrioticAbility - [[File:RaceTraitBureaucrats.png|alt=|left|24px|frameless]]'''Bureaucrats''' | ||
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* <span style="color:Red">-1</span> Unit Diligence | * <span style="color:Red">-1</span> Unit Diligence | ||
* <span style="color:Red">-1</span> Unit Resolve | * <span style="color:Red">-1</span> Unit Resolve | ||
|-<span id="HopefulAbility"></span> | |||
| HopefulAbility - [[File:RaceTraitHopeful.png|alt=|left|24px|frameless]]'''Hopeful''' | |||
| Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. | |||
| | |||
* <span style="color:Green">+0.1</span> Unit Approval | |||
|-<span id="HopefulAbility"></span> | |-<span id="HopefulAbility"></span> | ||
| HopefulAbility - [[File:RaceTraitHopeful.png|alt=|left|24px|frameless]]'''Hopeful''' | | HopefulAbility - [[File:RaceTraitHopeful.png|alt=|left|24px|frameless]]'''Hopeful''' | ||
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| | | | ||
* <span style="color:Green">+0.1</span> Unit Approval | * <span style="color:Green">+0.1</span> Unit Approval | ||
|-<span id="InspiredAbility"></span> | |||
| InspiredAbility - [[File:RaceTraitInspired.png|alt=|left|24px|frameless]]'''Inspired''' | |||
| An additional Leader is available for recruitment and Leaders cost 25% less to recruit. | |||
| | |||
* <span style="color:Green">+1</span> Faction Leader Max Recruits | |||
* <span style="color:Red">-0.25</span> Faction Leader Cost Modify | |||
|-<span id="InspiredAbility"></span> | |-<span id="InspiredAbility"></span> | ||
| InspiredAbility - [[File:RaceTraitInspired.png|alt=|left|24px|frameless]]'''Inspired''' | | InspiredAbility - [[File:RaceTraitInspired.png|alt=|left|24px|frameless]]'''Inspired''' | ||
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* <span style="color:Green">+0.5</span> Colony Sponsor Decay | * <span style="color:Green">+0.5</span> Colony Sponsor Decay | ||
* <span style="color:Red">-0.15</span> Colony Sponsor Decay Mod | * <span style="color:Red">-0.15</span> Colony Sponsor Decay Mod | ||
|-<span id="PromethionBornAbility"></span> | |||
| PromethionBornAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Promethion Born''' | |||
| Ships have double the normal Hit Points but don't heal normally. | |||
| | |||
* <span style="color:Green">+100%</span> Ship Hit Points Cap | |||
* <span style="color:Green">+1</span> Ship Disable Repair | |||
|-<span id="PromethionBornAbility"></span> | |||
| PromethionBornAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Promethion Born''' | |||
| Ships have double the normal Hit Points but don't heal normally. | |||
| | |||
* <span style="color:Green">+100%</span> Ship Hit Points Cap | |||
* <span style="color:Green">+1</span> Ship Disable Repair | |||
|-<span id="PromethionBornAbility"></span> | |||
| PromethionBornAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Promethion Born''' | | PromethionBornAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Promethion Born''' | ||
| Ships have double the normal Hit Points but don't heal normally. | | Ships have double the normal Hit Points but don't heal normally. | ||
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* <span style="color:Green">+2</span> Ship Sensor Range | * <span style="color:Green">+2</span> Ship Sensor Range | ||
* <span style="color:Green">+1</span> Ship Moves Cap | * <span style="color:Green">+1</span> Ship Moves Cap | ||
|-<span id="StarfaringAbility"></span> | |||
| StarfaringAbility - [[File:RaceTraitExplorers.png|alt=|left|24px|frameless]]'''Starfaring''' | | StarfaringAbility - [[File:RaceTraitExplorers.png|alt=|left|24px|frameless]]'''Starfaring''' | ||
| +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. | | +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. | ||
| | | | ||
* <span style="color:Green">+25%</span> Faction Ship Range | * <span style="color:Green">+25%</span> Faction Ship Range | ||
|-<span id="StarfaringAbility"></span> | |||
| StarfaringAbility - [[File:RaceTraitExplorers.png|alt=|left|24px|frameless]]'''Starfaring''' | |||
| +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. | |||
| | |||
* <span style="color:Green">+25%</span> Faction Ship Range | |||
|-<span id="StarfaringAbility"></span> | |||
| StarfaringAbility - [[File:RaceTraitExplorers.png|alt=|left|24px|frameless]]'''Starfaring''' | |||
| +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. | |||
| | |||
* <span style="color:Green">+25%</span> Faction Ship Range | |||
|-<span id="StarfaringAbility"></span> | |||
| StarfaringAbility - [[File:RaceTraitExplorers.png|alt=|left|24px|frameless]]'''Starfaring''' | |||
| +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. | |||
| | |||
* <span style="color:Green">+25%</span> Faction Ship Range | |||
|-<span id="EntrepreneursAbility"></span> | |||
| EntrepreneursAbility - [[File:RaceTraitTraders.png|alt=|left|24px|frameless]]'''Traders''' | | EntrepreneursAbility - [[File:RaceTraitTraders.png|alt=|left|24px|frameless]]'''Traders''' | ||
| Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. | | Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. | ||
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* <span style="color:Green">+3</span> Faction Trade Licenses Max | * <span style="color:Green">+3</span> Faction Trade Licenses Max | ||
* <span style="color:Green">+1</span> Faction Entrepreneurs Ability | * <span style="color:Green">+1</span> Faction Entrepreneurs Ability | ||
|-<span id="EntrepreneursAbility"></span> | |||
| EntrepreneursAbility - [[File:RaceTraitTraders.png|alt=|left|24px|frameless]]'''Traders''' | |||
| Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. | |||
| | |||
* <span style="color:Green">+3</span> Faction Trade Licenses Max | |||
* <span style="color:Green">+1</span> Faction Entrepreneurs Ability | |||
|-<span id="EntrepreneursAbility"></span> | |||
| EntrepreneursAbility - [[File:RaceTraitTraders.png|alt=|left|24px|frameless]]'''Traders''' | |||
| Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. | |||
| | |||
* <span style="color:Green">+3</span> Faction Trade Licenses Max | |||
* <span style="color:Green">+1</span> Faction Entrepreneurs Ability | |||
|-<span id="AncientAbility"></span> | |||
| AncientAbility - [[File:RaceTraitInfluential.png|alt=|left|24px|frameless]]'''Ancient''' | |||
| Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot. | |||
| | |||
* <span style="color:Green">+1</span> Faction Ancient Ability | |||
* <span style="color:Green">+1</span> Faction Max Enacted Policies | |||
|-<span id="AncientAbility"></span> | |-<span id="AncientAbility"></span> | ||
| AncientAbility - [[File:RaceTraitInfluential.png|alt=|left|24px|frameless]]'''Ancient''' | | AncientAbility - [[File:RaceTraitInfluential.png|alt=|left|24px|frameless]]'''Ancient''' | ||
Line 162: | Line 364: | ||
| Gives Access to more powerful technologies and Improvements for races who are not afraid to interface with superior technologies. | | Gives Access to more powerful technologies and Improvements for races who are not afraid to interface with superior technologies. | ||
| | | | ||
|-<span id="XenophobicAbility"></span> | |||
| XenophobicAbility - [[File:RaceTraitXenophobic.png|alt=|left|24px|frameless]]'''Xenophobic''' | |||
| +50% Research, -75% Influence and -3 to Diplomacy. | |||
| | |||
* <span style="color:Green">+150%</span> Colony Research | |||
* <span style="color:Red">-75%</span> Colony Influence Per Turn | |||
* <span style="color:Red">-3</span> Faction Diplomacy | |||
|-<span id="XenophobicAbility"></span> | |||
| XenophobicAbility - [[File:RaceTraitXenophobic.png|alt=|left|24px|frameless]]'''Xenophobic''' | |||
| +50% Research, -75% Influence and -3 to Diplomacy. | |||
| | |||
* <span style="color:Green">+150%</span> Colony Research | |||
* <span style="color:Red">-75%</span> Colony Influence Per Turn | |||
* <span style="color:Red">-3</span> Faction Diplomacy | |||
|-<span id="XenophobicAbility"></span> | |||
| XenophobicAbility - [[File:RaceTraitXenophobic.png|alt=|left|24px|frameless]]'''Xenophobic''' | | XenophobicAbility - [[File:RaceTraitXenophobic.png|alt=|left|24px|frameless]]'''Xenophobic''' | ||
| +50% Research, -75% Influence and -3 to Diplomacy. | | +50% Research, -75% Influence and -3 to Diplomacy. | ||
Line 169: | Line 385: | ||
* <span style="color:Red">-75%</span> Colony Influence Per Turn | * <span style="color:Red">-75%</span> Colony Influence Per Turn | ||
* <span style="color:Red">-3</span> Faction Diplomacy | * <span style="color:Red">-3</span> Faction Diplomacy | ||
|-<span id="XenophobicAbility"></span> | |||
| XenophobicAbility - [[File:RaceTraitXenophobic.png|alt=|left|24px|frameless]]'''Xenophobic''' | |||
| +50% Research, -75% Influence and -3 to Diplomacy. | |||
| | |||
* <span style="color:Green">+150%</span> Colony Research | |||
* <span style="color:Red">-75%</span> Colony Influence Per Turn | |||
* <span style="color:Red">-3</span> Faction Diplomacy | |||
|-<span id="XenophobicAbility"></span> | |||
| XenophobicAbility - [[File:RaceTraitXenophobic.png|alt=|left|24px|frameless]]'''Xenophobic''' | |||
| +50% Research, -75% Influence and -3 to Diplomacy. | |||
| | |||
* <span style="color:Green">+150%</span> Colony Research | |||
* <span style="color:Red">-75%</span> Colony Influence Per Turn | |||
* <span style="color:Red">-3</span> Faction Diplomacy | |||
|-<span id="DevoutAbility"></span> | |||
| DevoutAbility - [[File:RaceTraitDevout.png|alt=|left|24px|frameless]]'''Devout''' | |||
| Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | |||
| | |||
|-<span id="DevoutAbility"></span> | |||
| DevoutAbility - [[File:RaceTraitDevout.png|alt=|left|24px|frameless]]'''Devout''' | |||
| Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | |||
| | |||
|-<span id="DevoutAbility"></span> | |||
| DevoutAbility - [[File:RaceTraitDevout.png|alt=|left|24px|frameless]]'''Devout''' | |||
| Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | |||
| | |||
|-<span id="DevoutAbility"></span> | |||
| DevoutAbility - [[File:RaceTraitDevout.png|alt=|left|24px|frameless]]'''Devout''' | | DevoutAbility - [[File:RaceTraitDevout.png|alt=|left|24px|frameless]]'''Devout''' | ||
| Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | | Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | ||
| | | | ||
|-<span id="DevoutAbility"></span> | |||
| DevoutAbility - [[File:RaceTraitDevout.png|alt=|left|24px|frameless]]'''Devout''' | |||
| Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | |||
| | |||
|-<span id="UnwaveringAbility"></span> | |||
| UnwaveringAbility - [[File:GC3_Unwavering_Icon.png|alt=|left|24px|frameless]]'''Unwavering''' | |||
| Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. | |||
| | |||
* <span style="color:Green">+200</span> Faction Rebellion Points Max | |||
|-<span id="UnwaveringAbility"></span> | |||
| UnwaveringAbility - [[File:GC3_Unwavering_Icon.png|alt=|left|24px|frameless]]'''Unwavering''' | |||
| Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. | |||
| | |||
* <span style="color:Green">+200</span> Faction Rebellion Points Max | |||
|-<span id="UnwaveringAbility"></span> | |||
| UnwaveringAbility - [[File:GC3_Unwavering_Icon.png|alt=|left|24px|frameless]]'''Unwavering''' | | UnwaveringAbility - [[File:GC3_Unwavering_Icon.png|alt=|left|24px|frameless]]'''Unwavering''' | ||
| Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. | | Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. | ||
| | | | ||
* <span style="color:Green">+200</span> Faction Rebellion Points Max | * <span style="color:Green">+200</span> Faction Rebellion Points Max | ||
|-<span id="AdaptableAbility"></span> | |||
| AdaptableAbility - [[File:RaceTraitSpores.png|alt=|left|24px|frameless]]'''Adaptable''' | |||
| Can colonize extreme worlds. | |||
| | |||
|-<span id="AdaptableAbility"></span> | |-<span id="AdaptableAbility"></span> | ||
| AdaptableAbility - [[File:RaceTraitSpores.png|alt=|left|24px|frameless]]'''Adaptable''' | | AdaptableAbility - [[File:RaceTraitSpores.png|alt=|left|24px|frameless]]'''Adaptable''' | ||
| Can colonize extreme worlds. | | Can colonize extreme worlds. | ||
| | | | ||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''Raiders''' | | RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | | -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. | ||
Line 189: | Line 449: | ||
* <span style="color:Red">-50%</span> Shipyard Military | * <span style="color:Red">-50%</span> Shipyard Military | ||
* <span style="color:Red">-50%</span> Colony Gross Income | * <span style="color:Red">-50%</span> Colony Gross Income | ||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="RaidersAbility"></span> | |||
| RaidersAbility - [[File:RaceTraitWarriors.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
* <span style="color:Red">-50%</span> Colony Max Manufacturing | |||
* <span style="color:Red">-50%</span> Shipyard Military | |||
* <span style="color:Red">-50%</span> Colony Gross Income | |||
|-<span id="EmpathyAbility"></span> | |||
| EmpathyAbility - [[File:RaceTraitEmpathy.png|alt=|left|24px|frameless]]'''Empathy''' | |||
| Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%. | |||
| | |||
* <span style="color:Green">+1</span> Faction Diplomacy | |||
* <span style="color:Red">-0.1</span> Faction Crime | |||
|-<span id="EmpathyAbility"></span> | |-<span id="EmpathyAbility"></span> | ||
| EmpathyAbility - [[File:RaceTraitEmpathy.png|alt=|left|24px|frameless]]'''Empathy''' | | EmpathyAbility - [[File:RaceTraitEmpathy.png|alt=|left|24px|frameless]]'''Empathy''' | ||
Line 195: | Line 545: | ||
* <span style="color:Green">+1</span> Faction Diplomacy | * <span style="color:Green">+1</span> Faction Diplomacy | ||
* <span style="color:Red">-0.1</span> Faction Crime | * <span style="color:Red">-0.1</span> Faction Crime | ||
|-<span id="LoyalAbility"></span> | |||
| LoyalAbility - [[File:RaceTraitLoyal.png|alt=|left|24px|frameless]]'''Loyal''' | |||
| Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship. | |||
| | |||
* <span style="color:Red">-0.25</span> Faction Leader Cost Modify | |||
* <span style="color:Green">+10</span> Unit Loyalty | |||
|-<span id="LoyalAbility"></span> | |-<span id="LoyalAbility"></span> | ||
| LoyalAbility - [[File:RaceTraitLoyal.png|alt=|left|24px|frameless]]'''Loyal''' | | LoyalAbility - [[File:RaceTraitLoyal.png|alt=|left|24px|frameless]]'''Loyal''' | ||
Line 201: | Line 557: | ||
* <span style="color:Red">-0.25</span> Faction Leader Cost Modify | * <span style="color:Red">-0.25</span> Faction Leader Cost Modify | ||
* <span style="color:Green">+10</span> Unit Loyalty | * <span style="color:Green">+10</span> Unit Loyalty | ||
|-<span id="CrimelordAbility"></span> | |||
| CrimelordAbility - [[File:RaceTraitDeceptive.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="CrimelordAbility"></span> | |||
| CrimelordAbility - [[File:RaceTraitDeceptive.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="CrimelordAbility"></span> | |||
| CrimelordAbility - [[File:RaceTraitDeceptive.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="CrimelordAbility"></span> | |||
| CrimelordAbility - [[File:RaceTraitDeceptive.png|alt=|left|24px|frameless]]'''Crime Lord''' | | CrimelordAbility - [[File:RaceTraitDeceptive.png|alt=|left|24px|frameless]]'''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. | | 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. | ||
Line 224: | Line 592: | ||
| 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. | | 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. | ||
| | | | ||
|-<span id="RavenousAbility"></span> | |||
| RavenousAbility - [[File:RaceTraitRavenous.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="RavenousAbility"></span> | |||
| RavenousAbility - [[File:RaceTraitRavenous.png|alt=|left|24px|frameless]]'''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. | |||
| | |||
|-<span id="RavenousAbility"></span> | |||
| RavenousAbility - [[File:RaceTraitRavenous.png|alt=|left|24px|frameless]]'''Ravenous''' | | RavenousAbility - [[File:RaceTraitRavenous.png|alt=|left|24px|frameless]]'''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. | | 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. | ||
Line 241: | Line 617: | ||
* <span style="color:Green">+25%</span> Ship Beam Attack | * <span style="color:Green">+25%</span> Ship Beam Attack | ||
* <span style="color:Green">+25%</span> Ship Kinetic Attack | * <span style="color:Green">+25%</span> Ship Kinetic Attack | ||
|-<span id="WealthyAbility"></span> | |||
| WealthyAbility - [[File:GC3_Wealthy_Icon.png|alt=|left|24px|frameless]]'''Wealthy''' | |||
| Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | |||
| | |||
|-<span id="WealthyAbility"></span> | |||
| WealthyAbility - [[File:GC3_Wealthy_Icon.png|alt=|left|24px|frameless]]'''Wealthy''' | |||
| Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | |||
| | |||
|-<span id="WealthyAbility"></span> | |||
| WealthyAbility - [[File:GC3_Wealthy_Icon.png|alt=|left|24px|frameless]]'''Wealthy''' | |||
| Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | |||
| | |||
|-<span id="WealthyAbility"></span> | |||
| WealthyAbility - [[File:GC3_Wealthy_Icon.png|alt=|left|24px|frameless]]'''Wealthy''' | |||
| Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | |||
| | |||
|-<span id="WealthyAbility"></span> | |||
| WealthyAbility - [[File:GC3_Wealthy_Icon.png|alt=|left|24px|frameless]]'''Wealthy''' | | WealthyAbility - [[File:GC3_Wealthy_Icon.png|alt=|left|24px|frameless]]'''Wealthy''' | ||
| Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | | Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. |
Revision as of 20:57, 12 March 2024
Name | Description | Effects |
---|---|---|
ResilientAbility - Resilient | Ships immune to nebula and have access to special Hyperion improvements. |
|
ResourcefulAbility - Resourceful | Starts with some useful Resources. | |
ResourcefulAbility - Resourceful | Starts with some useful Resources. | |
ResourcefulAbility - Resourceful | Starts with some useful Resources. | |
WatcherAbility - 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. |
|
WatcherAbility - 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. |
|
WatcherAbility - 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. |
|
FertileAbility - Fertile | Start with 2 additional workers and population grows 25% faster. |
|
FertileAbility - Fertile | Start with 2 additional workers and population grows 25% faster. |
|
NocturnalAbility - 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. | |
NocturnalAbility - 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. | |
NocturnalAbility - 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. | |
NocturnalAbility - 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. | |
NocturnalAbility - 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. | |
NocturnalAbility - 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. | |
WarriorsAbility - Warriors | Ignore 10% of all damage done to their ships. All weapons do 10% more damage. |
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WarriorsAbility - Warriors | Ignore 10% of all damage done to their ships. All weapons do 10% more damage. |
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GenocidalAbility - 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. |
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GenocidalAbility - 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. |
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GenocidalAbility - 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. |
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GenocidalAbility - 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. |
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GenocidalAbility - 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. |
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CraftsmanAbility - Craftsman | +50% Income from Trade Routes |
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CraftsmanAbility - Craftsman | +50% Income from Trade Routes |
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CraftsmanAbility - Craftsman | +50% Income from Trade Routes |
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CraftsmanAbility - Craftsman | +50% Income from Trade Routes |
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CraftsmanAbility - Craftsman | +50% Income from Trade Routes |
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CertainAbility - Certain | Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked. |
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CertainAbility - Certain | Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked. |
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ExperiencedAbility - Experienced | All Ships receive 25% more Experience Points from battles. |
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IntuitiveAbility - Intuitive | Starts with access to Xeno Anthropology technologies and a free Culture trait. | |
IntuitiveAbility - Intuitive | Starts with access to Xeno Anthropology technologies and a free Culture trait. | |
IntuitiveAbility - Intuitive | Starts with access to Xeno Anthropology technologies and a free Culture trait. | |
SlaversAbility - Slavers | Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. | |
SlaversAbility - Slavers | Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. | |
SlaversAbility - Slavers | Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. | |
ArchaeologistAbility - Archaeologist | Whenever artifact charges are earned an additional charge is gained. |
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VigilantAbility - Vigilant | Starbases have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. Makes available techs that increase movement speed. | |
RadiatedAbility - Radiated | Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | |
RadiatedAbility - Radiated | Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | |
RadiatedAbility - Radiated | Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | |
RadiatedAbility - Radiated | Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | |
RadiatedAbility - Radiated | Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | |
UnrelentingAbility - Unrelenting | +10 Control. Planets generate +1 more Influence per month. |
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PatrioticAbility - Bureaucrats | Starts with 50 Control and access to coordination technologies. | |
PatrioticAbility - Bureaucrats | Starts with 50 Control and access to coordination technologies. | |
ProliferationAbility - Proliferation | When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points. |
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HopefulAbility - Hopeful | Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. |
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HopefulAbility - Hopeful | Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. |
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InspiredAbility - Inspired | An additional Leader is available for recruitment and Leaders cost 25% less to recruit. |
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InspiredAbility - Inspired | An additional Leader is available for recruitment and Leaders cost 25% less to recruit. |
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HiveMindAbility - Hive Mind | Ships in your territory gain additional Hit Points per colony controlled. |
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EngineersAbility - Engineers | Colony and asteroid production decays at half of the normal rate. |
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PromethionBornAbility - Promethion Born | Ships have double the normal Hit Points but don't heal normally. |
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PromethionBornAbility - Promethion Born | Ships have double the normal Hit Points but don't heal normally. |
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PromethionBornAbility - Promethion Born | Ships have double the normal Hit Points but don't heal normally. |
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TutorialTrackerAbility - Scout Fleet | Begins with a colony ship and three probes. |
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ExplorersAbility - Voyagers | +2 Ship Sensor Range.+1 Ship Moves. |
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StarfaringAbility - Starfaring | +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. |
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StarfaringAbility - Starfaring | +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. |
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StarfaringAbility - Starfaring | +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. |
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StarfaringAbility - Starfaring | +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. |
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EntrepreneursAbility - Traders | Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. |
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EntrepreneursAbility - Traders | Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. |
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EntrepreneursAbility - Traders | Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. |
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AncientAbility - Ancient | Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot. |
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AncientAbility - Ancient | Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot. |
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CyberneticAbility - Cybernetic | Gives Access to more powerful technologies and Improvements for races who are not afraid to interface with superior technologies. | |
XenophobicAbility - Xenophobic | +50% Research, -75% Influence and -3 to Diplomacy. |
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XenophobicAbility - Xenophobic | +50% Research, -75% Influence and -3 to Diplomacy. |
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XenophobicAbility - Xenophobic | +50% Research, -75% Influence and -3 to Diplomacy. |
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XenophobicAbility - Xenophobic | +50% Research, -75% Influence and -3 to Diplomacy. |
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XenophobicAbility - Xenophobic | +50% Research, -75% Influence and -3 to Diplomacy. |
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DevoutAbility - Devout | Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | |
DevoutAbility - Devout | Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | |
DevoutAbility - Devout | Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | |
DevoutAbility - Devout | Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | |
DevoutAbility - Devout | Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | |
UnwaveringAbility - Unwavering | Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. |
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UnwaveringAbility - Unwavering | Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. |
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UnwaveringAbility - Unwavering | Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. |
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AdaptableAbility - Adaptable | Can colonize extreme worlds. | |
AdaptableAbility - Adaptable | Can colonize extreme worlds. | |
RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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RaidersAbility - 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. |
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EmpathyAbility - Empathy | Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%. |
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EmpathyAbility - Empathy | Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%. |
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LoyalAbility - Loyal | Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship. |
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LoyalAbility - Loyal | Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship. |
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CrimelordAbility - 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. | |
CrimelordAbility - 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. | |
CrimelordAbility - 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. | |
CrimelordAbility - 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. | |
ExterminatorsAbility - Exterminators | Transport ships are replaced with planet killing Spore Ships. |
* Give Artifact Power Spores of Yggdrasil |
SporesAbility - 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. |
* +3 Give Artifact Power Dimensional Mirror * Give Artifact Power Dimensional Mirror |
CartographerAbility - 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. | |
RavenousAbility - 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. | |
RavenousAbility - 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. | |
RavenousAbility - 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. | |
WarProfiteersAbility - War Profiteers | Receives 200% bonus from trade routes established with warring races. |
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ParanoidAbility - Paranoid | Ships receive +25% Hit Points and Attack when they are within their borders. |
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WealthyAbility - Wealthy | Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | |
WealthyAbility - Wealthy | Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | |
WealthyAbility - Wealthy | Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | |
WealthyAbility - Wealthy | Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | |
WealthyAbility - Wealthy | Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | |
TelepathyAbility - Telepathy | Can use telepathic executive orders to place thoughts in the minds of all citizens on a planet, for good or evil. |