Abilities: Difference between revisions
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| Time Travelers | | Time Travelers | ||
| Traveled back to this time from the future. Great tech, no infrastructure. | | Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction. | ||
|- | |- | ||
| Traders | | Traders |
Revision as of 20:48, 18 May 2017
Abilities are distinct from traits in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game.
Galactiv Civilizations III Abilities
Name | Description | Requirements |
---|---|---|
Adaptable | Can colonize tier 1 extreme worlds. | |
Amphibious | Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a Race Type in Crusade. | Mercenaries expansion |
Ancient | Gets Research from Precursor Artifacts. | |
Coercive | Planets can adjust their planetary Production manually. | |
Colonizers | First improvement on all new colonies is free. | |
Discreet | Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. | Mercenaries expansion |
Engineers | Shipyard production decays at half of the normal rate. | |
Entrepreneurs | Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes | |
Intuitive | Starts with free Research (250 research) | |
Knowledgeable | Starts knowing the location of other homeworlds | |
Paranoid | Free drones defend planets, shipyards and starbases | |
Prolific | Planets start with 100% more population than is brought on the Colony ship | |
Scavengers | Have a 25% chance capturing the ships of your vanquished foes. | Revenge of the Snathi DLC |
Starfaring | All starbases get the first module free. All ships are immune to Nebula | |
Synthetic | Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens. Converted to a Race Type in Crusade. | |
Unrelenting | Invasions never cost credits | |
Unwavering | Colonies are much harder to Culture flip | |
Vigilant | Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. | Mercenaries expansion |
Warriors | Ignore 10% of all damage done to their ships. All weapons have 10% longer range. | Mercenaries expansion |
Wealthy | Starts with tourism enabled and with extra credits (+2500bc) | |
Zealots | Get an Ideology point each time you invade a planet (15 points to dominant Ideology) |
Crusade Abilities
Crusade changed, replaced, and added many abilities in the game.
Name | Description |
---|---|
Adaptable | Can colonize Aquatic, Frozen, and Barren worlds. |
Amphibious | Converted to a Race Type. |
Ancient | Gets Research from Precursor Artifacts. Recieves access to Precursor technologies. |
Angry | They're just very angry. Start with a military vessel. |
Bureaucrats | Starts game with extra Administrators. |
Certain | Believes their philosophy should be universal. Has increased influence and special planet improvements. |
Colonizers | First improvement on all new colonies is free. |
Coercive | Removed; production sliders have been replaced by Citizens. |
Conquerors | Legions start at twice as good as everyone else's. |
Cybernetic | Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies. |
Determined | Ships get +5 tiles of range. |
Discreet | Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. |
Engineers | Shipyard and asteroid production decays at half of the normal rate. |
Experienced | All ships recieve 25% more experience points from battles. |
Entrepreneurs | Replaced by Traders. |
Heroic | Starts with War College technology, bonuses to legions defending planets. |
Hopeful | Believes any civilization capable of space travel must be a potential friend. Higher morale on planets. |
Intuitive | Starts with free Research (250 research). |
Inventive | Starts with an Engineer citizen and a Constructor ship. |
Knowledgeable | Starts knowing the location of other homeworlds. |
Paranoid | Free drones defend planets, shipyards and starbases. |
Prolific | Planets start with 50% more population than is brought on the Colony ship. Population grows much faster. |
Resourceful | Starts with some useful resources. |
Scavengers | Have a 25% chance capturing the ships of your vanquished foes. |
Slavers | Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world. |
Sneaky | Starts with Espionage technology. |
Starfaring | Ships immune to nebula and has access to special Hyperion improvements. |
Synthetic | Converted to a Race Type. |
Time Travelers | Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction. |
Traders | Starts with freighter, access to special trade related improvements, access to Acquisition technologies. |
Unrelenting | Invasions never cost credits. |
Unwavering | Colonies are much harder to Culture flip. |
Vigilant | Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. |
Warriors | Ignore 10% of all damage done to their ships. All weapons have 10% longer range. |
Wealthy | Starts with 1000 more credits. Planets start with an extra production point. |
Xenophobic | Not interested in expanding. Wants to build a small, secure empire. |