GalCiv4:Policies: Difference between revisions

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*<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...
 


<b>Carbon-Based:</b>
<b>Carbon-Based:</b>

Revision as of 01:33, 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...