GalCiv4:Policies: Difference between revisions

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All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies.  
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
*<b>Heart of the Empire:<b> +10% homeworld income, +10% homeworld influence
Land Exploitation: gross income +5, pollution +30%
*<b>Land Exploitation:<b> gross income +5, pollution +30%
Security Lights: -5% crime for each planet
*<b>Security Lights:<b> -5% crime for each planet


Some biological types also get unique policies.
Some biological types also get unique policies.
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<b>Carbon-Based:</b>
<b>Carbon-Based:</b>
Coerced Colonization: +100% growth, -5% approval
*<b>Coerced Colonization:<b> +100% growth, -5% approval


<b>Aquatic:</b>
<b>Aquatic:</b>
Underwater Homes: +2 population cap for each core world
*<b>Underwater Homes:<b> +2 population cap for each core world


<b>Synthetic:</b>
<b>Synthetic:</b>
Extreme Automation: +50% manufacturing, -20% gross income
*<b>Extreme Automation:<b> +50% manufacturing, -20% gross income
Remote Piloting: +1 moves
*<b>Remote Piloting:<b> +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 00:21, 4 May 2022

Policies


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.

Policies from Civilization Biology

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 for each planet

Some biological types also get unique policies.


Carbon-Based:

  • Coerced Colonization: +100% growth, -5% approval

Aquatic:

  • Underwater Homes: +2 population cap for each core world

Synthetic:

  • Extreme Automation: +50% manufacturing, -20% gross income
  • Remote Piloting: +1 moves

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 for each asteroid mined

Explorer:

Fast Exploration: -50% hp, +2 moves

Fertile:

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

Inspired:

Brainstorming: +2 research to homeworld

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, +50% 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...