GalCiv4:Ideology: Difference between revisions

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*<b>Crime Lords:</b> Grants 3 new leaders and +3% global crime
*<b>Crime Lords:</b> Grants 3 new leaders and +3% global crime
*<b>Hidden Agenda:</b> No one will declare war on us for the next 50 turns
*<b>Hidden Agenda:</b> No one will declare war on us for the next 50 turns
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Transparency </h1>
Tier 1:
*<b>Amiable:</b> +1 Diplomacy, and improved trade vales
Tier 2:
*<b>Negotiators:</b> +3 Diplomatic capital per turn
Tier 3:
*<b>Shrewd:</b> +25% Credits in trades
Tier 4:
*<b>Trustworthy:</b> +1 Global citizen Social
Tier 5:
*<b>Fair Traders:</b> +2 Diplomacy with civilizations we have trade routes with
*<b>Reliable:</b> Other races will trade more favorably with us

Revision as of 15:22, 4 May 2022

Ideology

Authority

Tier 1:

  • Iron Fist: +50 control

Tier 2:

  • Prestige: Double ship experience

Tier 3:

  • Service: Soldiers generate approval
  • Discipline: Rushing is not limited

Tier 4:

  • Watchful: Fleets receive an escort fighter inside our borders

Tier 5:

  • Conscription: Grants 3 free transports
  • Dangerous: Unlocks advanced transport modules that come with escort fighters

Liberty

Tier 1:

  • Self-Governance: Free Leader and +10% colony approval

Tier 2:

  • Mobility Rights: +2 Starbase Range

Tier 3:

  • Free Trade: Grants a free freighter and trader citizen

Tier 4:

  • Free Markets: +10% Global income

Tier 5:

  • Private Ownership: Starbases no longer pay maintenance
  • Enterprise: -25% colony and asteroid decay

Tradition

Tier 1:

  • Sacred History: +1000 homeworld influence, Unlocks the Heritage project

Tier 2:

  • Ancestral Home: +25% homeworld tourism
  • Code of Law: Add an additional policy slot

Tier 3:

  • Alluring: All starbases generate 1 influence

Tier 4:

  • Radiant: +10% Influence

Tier 5:

  • Devotion: +2 Control per turn, All leaders have the Tradition ideology
  • Dogma: Our planets and starbases are immune to culture flipping

Innovation

Tier 1:

  • Eureka: Approval boost after discovering a new technology and +30 research

Tier 2:

  • Deep Investigation: +3 Research after surveying an anomaly

Tier 3:

  • Focus on Education: +3 Scientist citizens
  • Breakthrough: +60 Research

Tier 4:

  • Logic: +1 Global citizen intelligence

Tier 5:

  • Revere Science: +10% Approval for Scientist citizens
  • Quantum Leap: +10% Global research

Compassion

Tier 1:

  • Kindness: Approval bonus equal to your Compassion Awareness, and +1 diplomacy.

Tier 2:

  • Charity: -10% Crime to each planet
  • Sustainability: -10% pollution to each planet

Tier 3:

  • Humility: +2 Diplomacy

Tier 4:

  • Favored: Anyone at war with us receives -10% approval
  • Popular: Civilizations that declare war on us anger other civilizations

Tier 5:

  • Consensus: All civilizations declare war on anyone who invades our homeworld

Pragmatism

Tier 1:

  • Intimidating: +5 Intimidation

Tier 2:

  • Callous Disregard: +10% Manufacturing, -2% approval

Tier 3:

  • Military Reverence: +3 Soldier citizens

Tier 4:

  • Ruthless: +20% Soldiering

Tier 5:

  • Attrition: -25% HP for enemy ships within our borders
  • Bloodthirsty: +1% Approval per conquered planet

Equality

Tier 1:

  • Commune: Worlds with over 50% approval get +15% growth and +15% influence

Tier 2:

  • Representation: All colonies generate influence

Tier 3:

  • Generational Homes: +2 Population capacity

Tier 4:

  • Shared Purpose: +1 Global citizen resolve

Tier 5:

  • Worker's Party: Worlds with over 50% approval get +20% manufacturing
  • Hope: Worlds with over 50% approval get +15% income

Opportunity

Tier 1:

  • Ambition: Leaders cost less to hire

Tier 2:

  • Recruiting: Reduced cooldown to use the recruit leaders executive order

Tier 3:

  • Incentives: +10 Loyalty for leaders

Tier 4:

  • Celebrate Talent: Approval boost after recruiting a leader
  • Merit: Leaders cost even less to hire

Tier 5:

  • Poaching: When you capture a core world, you keep the governor

Secrecy

Tier 1:

  • Silver Tongue: +5 Deception, All leaders have the Advocate trait

Tier 2:

  • Criminal Ties: Ally with the pirates

Tier 3:

  • Darkness: Enemy ships in our borders get -1 to sensor range and moves

Tier 4:

  • Paranoia: All of our leaders are paranoid

Tier 5:

  • Crime Lords: Grants 3 new leaders and +3% global crime
  • Hidden Agenda: No one will declare war on us for the next 50 turns

Transparency

Tier 1:

  • Amiable: +1 Diplomacy, and improved trade vales

Tier 2:

  • Negotiators: +3 Diplomatic capital per turn

Tier 3:

  • Shrewd: +25% Credits in trades

Tier 4:

  • Trustworthy: +1 Global citizen Social

Tier 5:

  • Fair Traders: +2 Diplomacy with civilizations we have trade routes with
  • Reliable: Other races will trade more favorably with us