GalCiv4:Executive Orders: Difference between revisions

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(Created page with "All civilizations start with the following 3 Executive Orders. More are unlocked through various techs. <b>Draft Colonists:</b> Create a free Colony ship next to your homeworld. Cost: 33 control, -2% approval for several turns. 8 Turn cooldown. <b>Telescope Takeover:</b> Reveal an area of the map. Cost: 15 control. 30 Turn cooldown. <b>Print Money:</b> Gain 500 credits. Cost: 60 control, -10% approval for several turns. 15 Turn cooldown.")
 
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All civilizations start with the following 3 Executive Orders. More are unlocked through various techs.
All civilizations start with the following 3 Executive Orders. More are unlocked through various techs.


<b>Draft Colonists:</b> Create a free Colony ship next to your homeworld. Cost: 33 control, -2% approval for several turns. 8 Turn cooldown.
*<b>Draft Colonists:</b> Create a free Colony ship next to your homeworld. Cost: 33 control, -2% approval for several turns. 8 Turn cooldown.


<b>Telescope Takeover:</b> Reveal an area of the map. Cost: 15 control. 30 Turn cooldown.
*<b>Telescope Takeover:</b> Reveal an area of the map. Cost: 15 control. 30 Turn cooldown.


<b>Print Money:</b> Gain 500 credits. Cost: 60 control, -10% approval for several turns. 15 Turn cooldown.
*<b>Print Money:</b> Gain 500 credits. Cost: 60 control, -10% approval for several turns. 15 Turn cooldown.

Latest revision as of 00:26, 4 May 2022

All civilizations start with the following 3 Executive Orders. More are unlocked through various techs.

  • Draft Colonists: Create a free Colony ship next to your homeworld. Cost: 33 control, -2% approval for several turns. 8 Turn cooldown.
  • Telescope Takeover: Reveal an area of the map. Cost: 15 control. 30 Turn cooldown.
  • Print Money: Gain 500 credits. Cost: 60 control, -10% approval for several turns. 15 Turn cooldown.