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. | ||
*<b>Heart of the Empire:<b> +10% homeworld income, +10% homeworld influence | *<b>Heart of the Empire:</b> +10% homeworld income, +10% homeworld influence | ||
*<b>Land Exploitation:<b> gross income +5, pollution +30% | *<b>Land Exploitation:</b> gross income +5, pollution +30% | ||
*<b>Security Lights:<b> -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> | ||
*<b>Coerced Colonization:<b> +100% growth, -5% approval | *<b>Coerced Colonization:</b> +100% growth, -5% approval | ||
<b>Aquatic:</b> | <b>Aquatic:</b> | ||
*<b>Underwater Homes:<b> +2 population cap for each core world | *<b>Underwater Homes:</b> +2 population cap for each core world | ||
<b>Synthetic:</b> | <b>Synthetic:</b> | ||
*<b>Extreme Automation:<b> +50% manufacturing, -20% gross income | *<b>Extreme Automation:</b> +50% manufacturing, -20% gross income | ||
*<b>Remote Piloting:<b> +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> | ||
<b>Ancient:</b> | <b>Ancient:</b> | ||
*<b>Heritage Protection:</b> +100% influence to homeworld | |||
<b>Crimelord:</b> | <b>Crimelord:</b> | ||
*<b>Look the other Way:</b> +20% crime | |||
<b>Empathy:</b> | <b>Empathy:</b> | ||
*<b>Empathic connection:</b> +30% approval | |||
<b>Engineering:</b> | <b>Engineering:</b> | ||
*<b>Asteroid Exploit:</b> -10% gross income, +1 raw production for each asteroid mined | |||
<b>Explorer:</b> | <b>Explorer:</b> | ||
*<b>Fast Exploration:</b> -50% hp, +2 moves | |||
<b>Fertile:</b> | <b>Fertile:</b> | ||
*<b>Population Boom:</b> +100% growth, -20% gross income, +10% approval | |||
<b>Inspired:</b> | <b>Inspired:</b> | ||
*<b>Brainstorming:</b> +2 research to homeworld | |||
<b>Loyal:</b> | <b>Loyal:</b> | ||
*<b>Professionalism:</b> +50% experience | |||
<b>Prolific:</b> | <b>Prolific:</b> | ||
*<b>Shoddy Equipment:</b> -50% construction cost, +300% maintenance | |||
<b>Ravenous:</b> | <b>Ravenous:</b> | ||
*<b>Endless Feast:</b> -2 Diplomacy, +1 Food, +20% approval | |||
<b>Resourceful:</b> | <b>Resourceful:</b> | ||
*<b>IP Theft:</b> -1 Diplomacy, +20% research | |||
<b>Slaver:</b> | <b>Slaver:</b> | ||
*<b>Slave Labor:</b> -1 Diplomacy, -90% maintenance | |||
<b>Spores:</b> | <b>Spores:</b> | ||
*<b>Grove Growth:</b> +50% food | |||
<b>Starfarer:</b> | <b>Starfarer:</b> | ||
*<b>Subspace Sensors:</b> +100% sensor range, -10% gross income | |||
<b>Unrelenting:</b> | <b>Unrelenting:</b> | ||
*<b>Singular Purpose:</b> +1 control/turn | |||
*<b>Reproductive Imperative:</b> +100% growth, +2 maintenance | |||
*<b>Xeno Harvest:</b> -1 diplomacy, +50% gross income | |||
<b>War Profiteer:</b> | <b>War Profiteer:</b> | ||
*<b>Hull Reinforcement:</b> +25 hp to ships | |||
<b>Wealthy:</b> | <b>Wealthy:</b> | ||
*<b>Laizze faire:</b> +100% gross income, +10% crime, +20% pollution | |||
*<b>The Great Expanse:</b> +200% growth, +1 Maintenance | |||
more to come... | more to come... |
Revision as of 00:25, 4 May 2022
Policies from Civilization BiologyAll biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies.
Some biological types also get unique policies.
Aquatic:
Synthetic:
Policies from Civilization AbilitiesAncient:
Crimelord:
Empathy:
Engineering:
Explorer:
Fertile:
Inspired:
Loyal:
Prolific:
Ravenous:
Resourceful:
Slaver:
Spores:
Starfarer:
Unrelenting:
War Profiteer:
Wealthy:
more to come... |