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 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. | ||
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Policies from Civilization Biology </h1> | |||
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 per planet | |||
Some biological types also get unique policies. | |||
<b>Carbon-Based:</b> | |||
Coerced Colonization: +100% growth, -5% approval | |||
<b>Aquatic:</b> | |||
Underwater Homes: +2 population cap per core world | |||
<Synthetic:</b> | |||
Extreme Automation: +50% manufacturing, -20% gross income | |||
Remote Piloting: +1 moves | |||
<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> |
Revision as of 19:41, 2 May 2022
Policies from Civilization BiologyAll 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 per planet Some biological types also get unique policies.
Coerced Colonization: +100% growth, -5% approval Aquatic: Underwater Homes: +2 population cap per core world <Synthetic: Extreme Automation: +50% manufacturing, -20% gross income Remote Piloting: +1 moves Policies from Civilization AbilitiesAncient: 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... |