GalCiv4:Policies: Difference between revisions

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<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>
<b>Ancient</b> Heritage Protection: +100% influence to homeworld
<b>Crimelord:</b> Look the other Way: +20% crime


<b>Empathy:</b> Empathic connection: +30% approval
<b>Empathy:</b> Empathic connection: +30% approval
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<b>Explorer:</b> Fast Exploration: -50% hp, +2 moves
<b>Explorer:</b> Fast Exploration: -50% hp, +2 moves


<b>Starfarer:</b> Subspace Sensors: +100% sensor range, -10% gross income
<b>Fertile:</b> Population Boom: +100% growth, -20% gross income, +10% approval
 
<b>Inspired:</b> Brainstorming: +2 research


<b>Loyal:</b> Professionalism: +50% experience
<b>Loyal:</b> Professionalism: +50% experience


<b>Inspired:</b> Brainstorming: +2 research
<b>Prolific:</b> Shoddy Equipment: -50% construction cost, +300% maintenance


<b>Fertile:</b> Population Boom: +100% growth, -20% gross income, +10% approval
<b>Ravenous:</b> Endless Feast: -2 Diplomacy, +1 Food, +20% approval


<b>Resourceful:</b> IP Theft: -1 Diplomacy, +20% research
<b>Resourceful:</b> IP Theft: -1 Diplomacy, +20% research
<b>Prolific:</b> Shoddy Equipment: -50% construction cost, +300% maintenance
<b>Crimelord:</b> Look the other Way: +20% crime


<b>Slaver:</b> Slave Labor: -1 Diplomacy, -90% maintenance
<b>Slaver:</b> Slave Labor: -1 Diplomacy, -90% maintenance


<b>Spores:</b> Grove Growth: +50% food
<b>Spores:</b> Grove Growth: +50% food
<b>Starfarer:</b> Subspace Sensors: +100% sensor range, -10% gross income


<b>Unrelenting:</b> Singular Purpose: +1 control/turn: Reproductive Imperative: +100% growth, +2 maintenance: Xeno Harvest: -1 diplomacy, +50percent gross income
<b>Unrelenting:</b> Singular Purpose: +1 control/turn: Reproductive Imperative: +100% growth, +2 maintenance: Xeno Harvest: -1 diplomacy, +50percent gross income
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<b>Wealthy:</b> Laizze faire: +100% gross income, +10% crime, +20% pollution: The Great Expanse: +200% growth, +1 Maintenance
<b>Wealthy:</b> Laizze faire: +100% gross income, +10% crime, +20% pollution: The Great Expanse: +200% growth, +1 Maintenance
<b>Ravenous:</b> Endless Feast: -2 Diplomacy, +1 Food, +20% approval


more to come...
more to come...

Revision as of 19:06, 2 May 2022

Policies


Every civilization gets a base set of policies from the start of the game depending on what type of 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 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 per asteroid

Explorer: Fast Exploration: -50% hp, +2 moves

Fertile: Population Boom: +100% growth, -20% gross income, +10% approval

Inspired: Brainstorming: +2 research

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, +50percent 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...