Ability Test: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 11: | Line 11: | ||
| Modifies other players' attitude toward you | | Modifies other players' attitude toward you | ||
| | | | ||
* Diplomacy | * Faction Diplomacy | ||
| | | | ||
|- | |- | ||
Line 18: | Line 18: | ||
| Modifies how quickly credits are gained | | Modifies how quickly credits are gained | ||
| | | | ||
* ColonyGrossIncome | * Colony ColonyGrossIncome | ||
| | | | ||
|- | |- | ||
Line 25: | Line 25: | ||
| Makes advanced farming technologies available. | | Makes advanced farming technologies available. | ||
| | | | ||
* FoodIncome | * Colony FoodIncome | ||
| | | | ||
|- | |- | ||
Line 32: | Line 32: | ||
| Ships immune to nebula and have access to special Hyperion improvements. | | Ships immune to nebula and have access to special Hyperion improvements. | ||
| | | | ||
* IsImmuneToNebula | * Ship IsImmuneToNebula | ||
* IsImmuneToNebula | * Starbase IsImmuneToNebula | ||
| | | | ||
Ability | Ability | ||
Line 50: | Line 50: | ||
| Modifies how quickly credits are gained | | Modifies how quickly credits are gained | ||
| | | | ||
* ColonyGrossIncome | * Colony ColonyGrossIncome | ||
| | | | ||
|- | |- | ||
Line 57: | Line 57: | ||
| Grants the Cosmic Eye Executive Order. The Cosmic Eye can reveal a part of the galaxy and grants additional research or a new technology when used on another player's planet.+5 Sensor Range for Planets.+1 Sensor Range for Ships and Starbases. | | Grants the Cosmic Eye Executive Order. The Cosmic Eye can reveal a part of the galaxy and grants additional research or a new technology when used on another player's planet.+5 Sensor Range for Planets.+1 Sensor Range for Ships and Starbases. | ||
| | | | ||
* SensorRange | * Colony SensorRange | ||
* SensorRange | * Ship SensorRange | ||
* SensorRange | * Starbase SensorRange | ||
* OnStartTurn 1 IdeologyTotalitarianism | * OnStartTurn 1 IdeologyTotalitarianism | ||
* OnStartTurn 1 Deception | * OnStartTurn 1 Deception | ||
Line 69: | Line 69: | ||
| Start with 2 additional workers and population grows 25% faster. | | Start with 2 additional workers and population grows 25% faster. | ||
| | | | ||
* Growth | * Colony Growth | ||
* OnPlayerSetup | * OnPlayerSetup | ||
| | | | ||
Line 109: | Line 109: | ||
| Ignore 10% of all damage done to their ships. All weapons do 10% more damage. | | Ignore 10% of all damage done to their ships. All weapons do 10% more damage. | ||
| | | | ||
* BeamAttack | * Ship BeamAttack | ||
* KineticAttack | * Ship KineticAttack | ||
* MissileAttack | * Ship MissileAttack | ||
* BeamDamageReduction | * Ship BeamDamageReduction | ||
* KineticDamageReduction | * Ship KineticDamageReduction | ||
* MissileDamageReduction | * Ship MissileDamageReduction | ||
* OnStartTurn 1 Intimidation | * OnStartTurn 1 Intimidation | ||
| | | | ||
Line 123: | Line 123: | ||
| Massive advantage in conquering planets due to not caring in the least about collateral damage. Can convert other species unfortunate enough to end up on their planets into living neural network batteries. | | Massive advantage in conquering planets due to not caring in the least about collateral damage. Can convert other species unfortunate enough to end up on their planets into living neural network batteries. | ||
| | | | ||
* Diplomacy | * Faction Diplomacy | ||
* InfluencePerTurn | * Colony InfluencePerTurn | ||
* Soldiering | * Faction Soldiering | ||
* OnStartTurn 1 IdeologyNihilism | * OnStartTurn 1 IdeologyNihilism | ||
* OnStartTurn 1 Deception | * OnStartTurn 1 Deception | ||
Line 137: | Line 137: | ||
| +50% Income from Trade Routes | | +50% Income from Trade Routes | ||
| | | | ||
* TradeRouteIncome | * Faction TradeRouteIncome | ||
* OnStartTurn 1 IdeologyEgalitarianism | * OnStartTurn 1 IdeologyEgalitarianism | ||
* OnStartTurn 1 IdeologyEgalitarianism | * OnStartTurn 1 IdeologyEgalitarianism | ||
Line 158: | Line 158: | ||
| Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked. | | Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked. | ||
| | | | ||
* InfluencePerTurn | * Colony InfluencePerTurn | ||
* OnCultureTraitUnlock | * OnCultureTraitUnlock | ||
| | | | ||
Line 167: | Line 167: | ||
| All Ships receive 25% more Experience Points from battles. | | All Ships receive 25% more Experience Points from battles. | ||
| | | | ||
* ExpBonus | * Faction ExpBonus | ||
| | | | ||
Ability | Ability | ||
Line 193: | Line 193: | ||
| Modifies how quickly improvements are built on your planets | | Modifies how quickly improvements are built on your planets | ||
| | | | ||
* MaxManufacturing | * Colony MaxManufacturing | ||
| | | | ||
|- | |- | ||
Line 200: | Line 200: | ||
| Whenever artifact charges are earned an additional charge is gained. | | Whenever artifact charges are earned an additional charge is gained. | ||
| | | | ||
* ArchivistAbility | * Faction ArchivistAbility | ||
| | | | ||
Ability | Ability | ||
Line 208: | Line 208: | ||
| Modifies your chance to use Persuasion in events and diplomacy | | Modifies your chance to use Persuasion in events and diplomacy | ||
| | | | ||
* Persuasion | * Faction Persuasion | ||
| | | | ||
|- | |- | ||
Line 222: | Line 222: | ||
| Aquatic species live most of their lives deep in the oceans, giving them access to several unique Aquatic Techs. They can colonize Oceanic worlds with no penalty. | | Aquatic species live most of their lives deep in the oceans, giving them access to several unique Aquatic Techs. They can colonize Oceanic worlds with no penalty. | ||
| | | | ||
* MineralConversion | * Colony MineralConversion | ||
* TechnologyConversion | * Colony TechnologyConversion | ||
* WealthConversion | * Colony WealthConversion | ||
* FertilityConversion | * Colony FertilityConversion | ||
* OnInitialShips | * OnInitialShips | ||
* OnInitialShips | * OnInitialShips | ||
Line 235: | Line 235: | ||
| Modifies your chance to use Persuasion in events and diplomacy | | Modifies your chance to use Persuasion in events and diplomacy | ||
| | | | ||
* Persuasion | * Faction Persuasion | ||
| | | | ||
|- | |- | ||
Line 242: | Line 242: | ||
| Modifies the ability to resist Invasions | | Modifies the ability to resist Invasions | ||
| | | | ||
* PlanetaryDefensesMaxHP | * Colony PlanetaryDefensesMaxHP | ||
| | | | ||
|- | |- | ||
Line 249: | Line 249: | ||
| Modifies how quickly borders are expanded | | Modifies how quickly borders are expanded | ||
| | | | ||
* InfluencePerTurn | * Colony InfluencePerTurn | ||
| | | | ||
|- | |- | ||
Line 266: | Line 266: | ||
| Modifies how quickly improvements are built on your planets | | Modifies how quickly improvements are built on your planets | ||
| | | | ||
* MaxManufacturing | * Colony MaxManufacturing | ||
| | | | ||
|- | |- | ||
Line 273: | Line 273: | ||
| Modifies how far your ships can travel each turn | | Modifies how far your ships can travel each turn | ||
| | | | ||
* MovesCap | * Ship MovesCap | ||
| | | | ||
|- | |- | ||
Line 280: | Line 280: | ||
| Modifies how far your ships can travel each turn | | Modifies how far your ships can travel each turn | ||
| | | | ||
* MovesCap | * Ship MovesCap | ||
| | | | ||
|- | |- | ||
Line 287: | Line 287: | ||
| Modifies your chance to use Intimidation in events and diplomacy | | Modifies your chance to use Intimidation in events and diplomacy | ||
| | | | ||
* Intimidation | * Faction Intimidation | ||
| | | | ||
|- | |- | ||
Line 294: | Line 294: | ||
| Modifies how quickly technologies are learned | | Modifies how quickly technologies are learned | ||
| | | | ||
* Research | * Colony Research | ||
| | | | ||
|- | |- | ||
Line 312: | Line 312: | ||
| +10 Control. Planets generate +1 more Influence per month. | | +10 Control. Planets generate +1 more Influence per month. | ||
| | | | ||
* Control | * Faction Control | ||
* InfluencePerTurn | * Colony InfluencePerTurn | ||
| | | | ||
Ability | Ability | ||
Line 321: | Line 321: | ||
| Modifies the ability to resist Cultural Influence effects | | Modifies the ability to resist Cultural Influence effects | ||
| | | | ||
* PlanetaryDefensesMaxHP | * Colony PlanetaryDefensesMaxHP | ||
| | | | ||
|- | |- | ||
Line 328: | Line 328: | ||
| Modifies how far your ships can travel from your borders | | Modifies how far your ships can travel from your borders | ||
| | | | ||
* ShipRange | * Ship ShipRange | ||
* SensorRange | * Ship SensorRange | ||
| | | | ||
|- | |- | ||
Line 360: | Line 360: | ||
| Modifies other players' attitude toward you | | Modifies other players' attitude toward you | ||
| | | | ||
* Diplomacy | * Faction Diplomacy | ||
| | | | ||
|- | |- | ||
Line 367: | Line 367: | ||
| Modifies your chance to use Intimidation in events and diplomacy | | Modifies your chance to use Intimidation in events and diplomacy | ||
| | | | ||
* Intimidation | * Faction Intimidation | ||
| | | | ||
|- | |- | ||
Line 374: | Line 374: | ||
| Modifies how quickly borders are expanded | | Modifies how quickly borders are expanded | ||
| | | | ||
* InfluencePerTurn | * Colony InfluencePerTurn | ||
| | | | ||
|- | |- | ||
Line 381: | Line 381: | ||
| When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points. | | When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points. | ||
| | | | ||
* RedundantAssemblyAbility | * Faction RedundantAssemblyAbility | ||
* HitPointsCap | * Ship HitPointsCap | ||
* Intelligence | * Unit Intelligence | ||
* Diligence | * Unit Diligence | ||
* Resolve | * Unit Resolve | ||
| | | | ||
Ability | Ability | ||
Line 393: | Line 393: | ||
| Decreases your starting Control | | Decreases your starting Control | ||
| | | | ||
* Control | * Faction Control | ||
| | | | ||
|- | |- | ||
Line 400: | Line 400: | ||
| Modifies your chance to use Persuasion in events and diplomacy | | Modifies your chance to use Persuasion in events and diplomacy | ||
| | | | ||
* Persuasion | * Faction Persuasion | ||
| | | | ||
|- | |- | ||
Line 407: | Line 407: | ||
| Modifies how quickly improvements are built on your planets | | Modifies how quickly improvements are built on your planets | ||
| | | | ||
* MaxManufacturing | * Colony MaxManufacturing | ||
| | | | ||
|- | |- | ||
Line 414: | Line 414: | ||
| Modifies your chance to use Deception in events and diplomacy | | Modifies your chance to use Deception in events and diplomacy | ||
| | | | ||
* Deception | * Faction Deception | ||
| | | | ||
|- | |- | ||
Line 421: | Line 421: | ||
| Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. | | Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. | ||
| | | | ||
* Approval | * Unit Approval | ||
* OnStartTurn 1 Persuasion | * OnStartTurn 1 Persuasion | ||
| | | | ||
Line 439: | Line 439: | ||
| An additional Leader is available for recruitment and Leaders cost 25% less to recruit. | | An additional Leader is available for recruitment and Leaders cost 25% less to recruit. | ||
| | | | ||
* LeaderMaxRecruits | * Faction LeaderMaxRecruits | ||
* LeaderCostModify | * Faction LeaderCostModify | ||
* OnStartTurn 1 Persuasion | * OnStartTurn 1 Persuasion | ||
| | | | ||
Line 449: | Line 449: | ||
| Silicon lifeforms are built from rocks and rare minerals. They have no need for food, though their Growth is slow unless they have access to plentiful amounts of Promethion. | | Silicon lifeforms are built from rocks and rare minerals. They have no need for food, though their Growth is slow unless they have access to plentiful amounts of Promethion. | ||
| | | | ||
* MineralConversion | * Colony MineralConversion | ||
* TechnologyConversion | * Colony TechnologyConversion | ||
* WealthConversion | * Colony WealthConversion | ||
* FertilityConversion | * Colony FertilityConversion | ||
| | | | ||
Race Type | Race Type | ||
Line 460: | Line 460: | ||
| Ships in your territory gain additional Hit Points per colony controlled. | | Ships in your territory gain additional Hit Points per colony controlled. | ||
| | | | ||
* BonusHPMaxInZOC | * Faction BonusHPMaxInZOC | ||
| | | | ||
Ability | Ability | ||
Line 468: | Line 468: | ||
| Colony and asteroid production decays at half of the normal rate. | | Colony and asteroid production decays at half of the normal rate. | ||
| | | | ||
* SponsorDecay | * Colony SponsorDecay | ||
* ColonySponsorDecayMod | * Colony ColonySponsorDecayMod | ||
| | | | ||
Ability | Ability | ||
Line 485: | Line 485: | ||
| Makes additional organizational technologies available | | Makes additional organizational technologies available | ||
| | | | ||
* ControlPerTurn | * Faction ControlPerTurn | ||
| | | | ||
|- | |- | ||
Line 492: | Line 492: | ||
| Modifies your chance to use Deception in events and diplomacy | | Modifies your chance to use Deception in events and diplomacy | ||
| | | | ||
* Deception | * Faction Deception | ||
| | | | ||
|- | |- | ||
Line 499: | Line 499: | ||
| Ships have double the normal Hit Points but don't heal normally. | | Ships have double the normal Hit Points but don't heal normally. | ||
| | | | ||
* HitPointsCap | * Ship HitPointsCap | ||
* DisableRepair | * Ship DisableRepair | ||
* OnStartTurn 1 | * OnStartTurn 1 | ||
* OnStartTurn 1 Promethion | * OnStartTurn 1 Promethion | ||
Line 510: | Line 510: | ||
| Has access to more advanced city building technologies | | Has access to more advanced city building technologies | ||
| | | | ||
* PopulationCap | * Colony PopulationCap | ||
| | | | ||
|- | |- | ||
Line 517: | Line 517: | ||
| Begins with a colony ship and three probes. | | Begins with a colony ship and three probes. | ||
| | | | ||
* Control | * Faction Control | ||
| | | | ||
Ability | Ability | ||
Line 525: | Line 525: | ||
| Ammonia lifeforms thrive on volatile gases and complex nitrogen compounds. While they do consume food, their growth rate significantly accelerates in environments rich in pollutants. | | Ammonia lifeforms thrive on volatile gases and complex nitrogen compounds. While they do consume food, their growth rate significantly accelerates in environments rich in pollutants. | ||
| | | | ||
* MineralConversion | * Colony MineralConversion | ||
* TechnologyConversion | * Colony TechnologyConversion | ||
* WealthConversion | * Colony WealthConversion | ||
* FertilityConversion | * Colony FertilityConversion | ||
| | | | ||
Race Type | Race Type | ||
Line 536: | Line 536: | ||
| Modifies how far your ships can travel from your borders | | Modifies how far your ships can travel from your borders | ||
| | | | ||
* ShipRange | * Ship ShipRange | ||
* SensorRange | * Ship SensorRange | ||
| | | | ||
|- | |- | ||
Line 554: | Line 554: | ||
| +2 Ship Sensor Range.+1 Ship Moves. | | +2 Ship Sensor Range.+1 Ship Moves. | ||
| | | | ||
* SensorRange | * Ship SensorRange | ||
* MovesCap | * Ship MovesCap | ||
| | | | ||
Ability | Ability | ||
Line 563: | Line 563: | ||
| +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. | | +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. | ||
| | | | ||
* ShipRange | * Faction ShipRange | ||
* OnStartTurn 1 | * OnStartTurn 1 | ||
* OnStartTurn 1 | * OnStartTurn 1 | ||
Line 574: | Line 574: | ||
| Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. | | Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. | ||
| | | | ||
* TradeLicensesMax | * Faction TradeLicensesMax | ||
* EntrepreneursAbility | * Faction EntrepreneursAbility | ||
* OnStartTurn 1 Persuasion | * OnStartTurn 1 Persuasion | ||
* OnInitialShips | * OnInitialShips | ||
Line 585: | Line 585: | ||
| Modifies the ability to resist Invasions | | Modifies the ability to resist Invasions | ||
| | | | ||
* ResistanceBonus | * Colony ResistanceBonus | ||
| | | | ||
|- | |- | ||
Line 600: | Line 600: | ||
| Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot. | | Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot. | ||
| | | | ||
* AncientAbility | * Faction AncientAbility | ||
* MaxEnactedPolicies | * Faction MaxEnactedPolicies | ||
* OnArriveAtAnomaly | * OnArriveAtAnomaly | ||
| | | | ||
Line 617: | Line 617: | ||
| +50% Research, -75% Influence and -3 to Diplomacy. | | +50% Research, -75% Influence and -3 to Diplomacy. | ||
| | | | ||
* Research | * Colony Research | ||
* InfluencePerTurn | * Colony InfluencePerTurn | ||
* Diplomacy | * Faction Diplomacy | ||
* OnStartTurn 1 IdeologyTraditionalism | * OnStartTurn 1 IdeologyTraditionalism | ||
* OnStartTurn 1 Deception | * OnStartTurn 1 Deception | ||
Line 631: | Line 631: | ||
| Modifies how far your ships can travel from your borders | | Modifies how far your ships can travel from your borders | ||
| | | | ||
* ShipRange | * Ship ShipRange | ||
| | | | ||
|- | |- | ||
Line 649: | Line 649: | ||
| Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. | | Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. | ||
| | | | ||
* RebellionPointsMax | * Faction RebellionPointsMax | ||
* OnStartTurn 1 Intimidation | * OnStartTurn 1 Intimidation | ||
* OnStartTurn 1 Persuasion | * OnStartTurn 1 Persuasion | ||
Line 667: | Line 667: | ||
| -50% Manufacturing and -50% Income on all worlds. Gain +100 Credits and +20 Manufacturing for winning battles. Gain +500 Credits and +200 Manufacturing for conquering planets. Starts with the Armed Shuttles Tech. | | -50% Manufacturing and -50% Income on all worlds. Gain +100 Credits and +20 Manufacturing for winning battles. Gain +500 Credits and +200 Manufacturing for conquering planets. Starts with the Armed Shuttles Tech. | ||
| | | | ||
* MaxManufacturing | * Colony MaxManufacturing | ||
* Military | * Shipyard Military | ||
* ColonyGrossIncome | * Colony ColonyGrossIncome | ||
* OnWinFleetBattle Credits | * OnWinFleetBattle Credits | ||
* OnWinFleetBattle ManufacturingOverflow | * OnWinFleetBattle ManufacturingOverflow | ||
Line 689: | Line 689: | ||
| Modifies your chance to use Persuasion in events and diplomacy | | Modifies your chance to use Persuasion in events and diplomacy | ||
| | | | ||
* Persuasion | * Faction Persuasion | ||
| | | | ||
|- | |- | ||
Line 696: | Line 696: | ||
| Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%. | | Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%. | ||
| | | | ||
* Diplomacy | * Faction Diplomacy | ||
* Crime | * Faction Crime | ||
* OnStartTurn 1 Persuasion | * OnStartTurn 1 Persuasion | ||
| | | | ||
Line 706: | Line 706: | ||
| Modifies the success of Planetary Invasions | | Modifies the success of Planetary Invasions | ||
| | | | ||
* Soldiering | * Faction Soldiering | ||
| | | | ||
|- | |- | ||
Line 713: | Line 713: | ||
| Modifies how quickly technologies are learned | | Modifies how quickly technologies are learned | ||
| | | | ||
* Research | * Colony Research | ||
| | | | ||
|- | |- | ||
Line 728: | Line 728: | ||
| Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship. | | Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship. | ||
| | | | ||
* LeaderCostModify | * Faction LeaderCostModify | ||
* Loyalty | * Unit Loyalty | ||
* OnStartTurn 1 Persuasion | * OnStartTurn 1 Persuasion | ||
| | | | ||
Line 748: | Line 748: | ||
| Modifies how quickly your ships gain experience | | Modifies how quickly your ships gain experience | ||
| | | | ||
* ExpBonus | * Faction ExpBonus | ||
| | | | ||
|- | |- | ||
Line 755: | Line 755: | ||
| Decreases your starting Control | | Decreases your starting Control | ||
| | | | ||
* Control | * Faction Control | ||
| | | | ||
|- | |- | ||
Line 762: | Line 762: | ||
| Modifies how quickly credits are gained | | Modifies how quickly credits are gained | ||
| | | | ||
* ColonyGrossIncome | * Colony ColonyGrossIncome | ||
| | | | ||
|- | |- | ||
Line 769: | Line 769: | ||
| Modifies how quickly technologies are learned | | Modifies how quickly technologies are learned | ||
| | | | ||
* Research | * Colony Research | ||
| | | | ||
|- | |- | ||
Line 784: | Line 784: | ||
| Transport ships are replaced with planet killing Spore Ships. | | Transport ships are replaced with planet killing Spore Ships. | ||
| | | | ||
* InfluencePerTurn | * Colony InfluencePerTurn | ||
* Intimidation | * Faction Intimidation | ||
| | | | ||
Ability | Ability | ||
Line 793: | Line 793: | ||
| Modifies your chance to use Intimidation in events and diplomacy | | Modifies your chance to use Intimidation in events and diplomacy | ||
| | | | ||
* Intimidation | * Faction Intimidation | ||
| | | | ||
|- | |- | ||
Line 819: | Line 819: | ||
| Modifies your chance to use Deception in events and diplomacy | | Modifies your chance to use Deception in events and diplomacy | ||
| | | | ||
* Deception | * Faction Deception | ||
| | | | ||
|- | |- | ||
Line 826: | Line 826: | ||
| Modifies how quickly your ships gain experience | | Modifies how quickly your ships gain experience | ||
| | | | ||
* ExpBonus | * Faction ExpBonus | ||
| | | | ||
|- | |- | ||
Line 833: | Line 833: | ||
| Modifies how quickly improvements are built on your planets | | Modifies how quickly improvements are built on your planets | ||
| | | | ||
* MaxManufacturing | * Colony MaxManufacturing | ||
| | | | ||
|- | |- | ||
Line 840: | Line 840: | ||
| Carbon-based species use water and hydrocarbons as the basis of their chemistry. Their populations require food in order to grow. | | Carbon-based species use water and hydrocarbons as the basis of their chemistry. Their populations require food in order to grow. | ||
| | | | ||
* MineralConversion | * Colony MineralConversion | ||
* TechnologyConversion | * Colony TechnologyConversion | ||
* WealthConversion | * Colony WealthConversion | ||
* FertilityConversion | * Colony FertilityConversion | ||
| | | | ||
Race Type | Race Type | ||
Line 868: | Line 868: | ||
| Modifies the ability to resist Invasions | | Modifies the ability to resist Invasions | ||
| | | | ||
* ResistanceBonus | * Colony ResistanceBonus | ||
| | | | ||
|- | |- | ||
Line 875: | Line 875: | ||
| Receives 200% bonus from trade routes established with warring races. | | Receives 200% bonus from trade routes established with warring races. | ||
| | | | ||
* WarProfitMult | * TradeRoute WarProfitMult | ||
| | | | ||
Ability | Ability | ||
Line 883: | Line 883: | ||
| Ships receive +25% Hit Points and Attack when they are within their borders. | | Ships receive +25% Hit Points and Attack when they are within their borders. | ||
| | | | ||
* HitPointsCap | * Ship HitPointsCap | ||
* MissileAttack | * Ship MissileAttack | ||
* BeamAttack | * Ship BeamAttack | ||
* KineticAttack | * Ship KineticAttack | ||
| | | | ||
Ability | Ability | ||
Line 905: | Line 905: | ||
| Modifies the success of Planetary Invasions | | Modifies the success of Planetary Invasions | ||
| | | | ||
* Soldiering | * Faction Soldiering | ||
| | | | ||
|- | |- | ||
Line 912: | Line 912: | ||
| Modifies how quickly your ships gain experience | | Modifies how quickly your ships gain experience | ||
| | | | ||
* ExpBonus | * Faction ExpBonus | ||
| | | | ||
|- | |- | ||
Line 928: | Line 928: | ||
| Modifies other players' attitude toward you | | Modifies other players' attitude toward you | ||
| | | | ||
* Diplomacy | * Faction Diplomacy | ||
| | | | ||
|- | |- | ||
Line 935: | Line 935: | ||
| Modifies other players' attitude toward you | | Modifies other players' attitude toward you | ||
| | | | ||
* Diplomacy | * Faction Diplomacy | ||
| | | | ||
|- | |- | ||
Line 942: | Line 942: | ||
| Modifies your chance to use Deception in events and diplomacy | | Modifies your chance to use Deception in events and diplomacy | ||
| | | | ||
* Deception | * Faction Deception | ||
| | | | ||
|- | |- | ||
Line 949: | Line 949: | ||
| Modifies your chance to use Intimidation in events and diplomacy | | Modifies your chance to use Intimidation in events and diplomacy | ||
| | | | ||
* Intimidation | * Faction Intimidation | ||
| | | | ||
|- | |- | ||
Line 972: | Line 972: | ||
| Synthetics are robotic lifeforms that do not require food to survive, and can operate in a variety of environments. Unlike squishy organic species, Synthetics fabricate their population and can grow virtually unfettered. | | Synthetics are robotic lifeforms that do not require food to survive, and can operate in a variety of environments. Unlike squishy organic species, Synthetics fabricate their population and can grow virtually unfettered. | ||
| | | | ||
* MineralConversion | * Colony MineralConversion | ||
* TechnologyConversion | * Colony TechnologyConversion | ||
* WealthConversion | * Colony WealthConversion | ||
* FertilityConversion | * Colony FertilityConversion | ||
* CanColonizeExtremeWorld | * Faction CanColonizeExtremeWorld | ||
* SyntheticLife | * Faction SyntheticLife | ||
* OnStartTurn 1 | * OnStartTurn 1 | ||
| | | | ||
Line 986: | Line 986: | ||
| Modifies how quickly borders are expanded | | Modifies how quickly borders are expanded | ||
| | | | ||
* InfluencePerTurn | * Colony InfluencePerTurn | ||
| | | | ||
|- | |- | ||
Line 993: | Line 993: | ||
| Modifies how quickly your ships gain experience | | Modifies how quickly your ships gain experience | ||
| | | | ||
* ExpBonus | * Faction ExpBonus | ||
| | | | ||
|- | |- | ||
Line 1,000: | Line 1,000: | ||
| Modifies how quickly borders are expanded | | Modifies how quickly borders are expanded | ||
| | | | ||
* InfluencePerTurn | * Colony InfluencePerTurn | ||
| | | | ||
|- | |- | ||
Line 1,007: | Line 1,007: | ||
| Increases output from asteroid mining. | | Increases output from asteroid mining. | ||
| | | | ||
* ProductionPoints | * Asteroid ProductionPoints | ||
| | | | ||
|- | |- | ||
Line 1,014: | Line 1,014: | ||
| Increases your starting Control | | Increases your starting Control | ||
| | | | ||
* Control | * Faction Control | ||
| | | | ||
|- | |- | ||
Line 1,021: | Line 1,021: | ||
| Modifies the success of Planetary Invasions | | Modifies the success of Planetary Invasions | ||
| | | | ||
* Soldiering | * Faction Soldiering | ||
| | | | ||
|- | |- | ||
Line 1,036: | Line 1,036: | ||
| Modifies how far your ships can travel from your borders | | Modifies how far your ships can travel from your borders | ||
| | | | ||
* ShipRange | * Ship ShipRange | ||
| | | | ||
|- | |- | ||
Line 1,043: | Line 1,043: | ||
| Increases your starting Control | | Increases your starting Control | ||
| | | | ||
* Control | * Faction Control | ||
| | | | ||
|- | |- | ||
Line 1,057: | Line 1,057: | ||
| Modifies the success of Planetary Invasions | | Modifies the success of Planetary Invasions | ||
| | | | ||
* Soldiering | * Faction Soldiering | ||
| | | | ||
|- | |- | ||
Line 1,064: | Line 1,064: | ||
| Modifies how quickly credits are gained | | Modifies how quickly credits are gained | ||
| | | | ||
* ColonyGrossIncome | * Colony ColonyGrossIncome | ||
| | | | ||
|- | |- | ||
Line 1,071: | Line 1,071: | ||
| Modifies how quickly technologies are learned | | Modifies how quickly technologies are learned | ||
| | | | ||
* Research | * Colony Research | ||
| | | | ||
|- | |- | ||
|} | |} |
Revision as of 18:41, 12 March 2024
Name | Short Name | Description | Effects | Type |
---|---|---|---|---|
Likeable4 - Unlikeable | Modifies other players' attitude toward you |
|
||
Rich4 - Poor | Modifies how quickly credits are gained |
|
||
Farmer1 - Farmers | Makes advanced farming technologies available. |
|
||
ResilientAbility - Resilient | Resilient | Ships immune to nebula and have access to special Hyperion improvements. |
|
Ability |
ResourcefulAbility - Resourceful | Resourceful | Starts with some useful Resources. |
|
Ability |
Rich2 - Rich | Modifies how quickly credits are gained |
|
||
WatcherAbility - Watcher | Watchful | Grants the Cosmic Eye Executive Order. The Cosmic Eye can reveal a part of the galaxy and grants additional research or a new technology when used on another player's planet.+5 Sensor Range for Planets.+1 Sensor Range for Ships and Starbases. |
|
Ability |
FertileAbility - Fertile | Fertile | Start with 2 additional workers and population grows 25% faster. |
|
Ability |
ScoutingFleet - Scout Fleet | Scout Fleet | Begins with a colony ship and three probes. |
|
Starting Ship |
StartingIdeology_Individualism - Individualism | Individualism | Believes in the primacy of individual rights, personal freedom, and self-reliance, often over the needs and interests of the community or society. |
|
Ideology |
NocturnalAbility - Nocturnal | Nocturnal | Developed to work in cycles, each lasting 15 months.Season of Waking: Manufacturing and Growth are boosted.Season of Dreaming: Research and Influence are boosted. |
|
Ability |
WarriorsAbility - Warriors | Warriors | Ignore 10% of all damage done to their ships. All weapons do 10% more damage. |
|
Ability |
GenocidalAbility - Genocidal | Genocidal | Massive advantage in conquering planets due to not caring in the least about collateral damage. Can convert other species unfortunate enough to end up on their planets into living neural network batteries. |
|
Ability |
CraftsmanAbility - Craftsman | Craftsman | +50% Income from Trade Routes |
|
Ability |
ConstructorsStartingShip - Constructors | Constructors | Start with two Constructors that start to quickly tap the galactic resources. |
|
Starting Ship |
CertainAbility - Certain | Certain | Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked. |
|
Ability |
ExperiencedAbility - Experienced | Experienced | All Ships receive 25% more Experience Points from battles. |
|
Ability |
IntuitiveAbility - Intuitive | Intuitive | Starts with access to Xeno Anthropology technologies and a free Culture trait. |
|
Ability |
SlaversAbility - Slavers | Slavers | Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. |
|
Ability |
Productive3 - Unproductive | Modifies how quickly improvements are built on your planets |
|
||
ArchaeologistAbility - Archaeologist | Archaeologist | Whenever artifact charges are earned an additional charge is gained. |
|
Ability |
Persuasive3 - Unconvincing | Modifies your chance to use Persuasion in events and diplomacy |
|
||
VigilantAbility - Vigilant | Vigilant | Starbases have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. Makes available techs that increase movement speed. |
Ability | |
AmphibiousAbility - Aquatic | Aquatic | Aquatic species live most of their lives deep in the oceans, giving them access to several unique Aquatic Techs. They can colonize Oceanic worlds with no penalty. |
|
Race Type |
Persuasive4 - Unconvincing | Modifies your chance to use Persuasion in events and diplomacy |
|
||
Courageous2 - Courageous | Modifies the ability to resist Invasions |
|
||
Influential2 - Influential | Modifies how quickly borders are expanded |
|
||
ScoutsStartingShip - Scouts | Scouts | Start with three tiny Probes that quickly explore the galaxy. |
|
Starting Ship |
Productive2 - Productive | Modifies how quickly improvements are built on your planets |
|
||
Fast1 - Fast | Modifies how far your ships can travel each turn |
|
||
Fast2 - Fast | Modifies how far your ships can travel each turn |
|
||
Intimidating3 - Meek | Modifies your chance to use Intimidation in events and diplomacy |
|
||
Clever2 - Clever | Modifies how quickly technologies are learned |
|
||
RadiatedAbility - Radiated | Radiated | Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. |
|
Ability |
UnrelentingAbility - Unrelenting | Unrelenting | +10 Control. Planets generate +1 more Influence per month. |
|
Ability |
Courageous1 - Courageous | Modifies the ability to resist Cultural Influence effects |
|
||
Explorer1 - Explorers | Modifies how far your ships can travel from your borders |
|
||
StartingIdeology_Nihilism - Nihilism | Nihilism | Believes in the rejection or denial of inherent meaning or value in life. Causing pain to others is a valid purpose. |
|
Ideology |
SurveyStartingShip - Flag Ship | Flag Ship | Begin with a Flag Ship that explores the galaxy and investigates valuable Anomalies. |
|
Starting Ship |
PatrioticAbility - Bureaucrats | Bureaucrats | Starts with 50 Control and access to coordination technologies. |
|
Ability |
Likeable3 - Unlikeable | Modifies other players' attitude toward you |
|
||
Intimidating4 - Meek | Modifies your chance to use Intimidation in events and diplomacy |
|
||
Influential1 - Influential | Modifies how quickly borders are expanded |
|
||
ProliferationAbility - Proliferation | Proliferation | When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points. |
|
Ability |
Militant3 - Passive | Decreases your starting Control |
|
||
Persuasive2 - Persuasive | Modifies your chance to use Persuasion in events and diplomacy |
|
||
Productive1 - Productive | Modifies how quickly improvements are built on your planets |
|
||
Deceptive4 - Bad Liar | Modifies your chance to use Deception in events and diplomacy |
|
||
HopefulAbility - Hopeful | Hopeful | Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. |
|
Ability |
ColonyStartingShip - Colony Ship | Colony Ship | Begins with a Colony Ship and probe to quickly find and colonize new worlds. |
|
Starting Ship |
InspiredAbility - Inspired | Inspired | An additional Leader is available for recruitment and Leaders cost 25% less to recruit. |
|
Ability |
SiliconBasedAbility - Silicon Based | Silicon | Silicon lifeforms are built from rocks and rare minerals. They have no need for food, though their Growth is slow unless they have access to plentiful amounts of Promethion. |
|
Race Type |
HiveMindAbility - Hive Mind | Hive Mind | Ships in your territory gain additional Hit Points per colony controlled. |
|
Ability |
EngineersAbility - Engineers | Engineers | Colony and asteroid production decays at half of the normal rate. |
|
Ability |
TutorialStartingShips - Scout Fleet | Scout Fleet | Begins with a colony ship and three probes. |
|
Starting Ship |
Bureaucrat1 - Bureaucrats | Makes additional organizational technologies available |
|
||
Deceptive1 - Deceptive | Modifies your chance to use Deception in events and diplomacy |
|
||
PromethionBornAbility - Promethion Born | Promethion Born | Ships have double the normal Hit Points but don't heal normally. |
|
Ability |
Urbanite1 - Urbanites | Has access to more advanced city building technologies |
|
||
TutorialTrackerAbility - Scout Fleet | Scout Fleet | Begins with a colony ship and three probes. |
|
Ability |
AmmoniaBasedAbility - Ammonia Based | Ammonia | Ammonia lifeforms thrive on volatile gases and complex nitrogen compounds. While they do consume food, their growth rate significantly accelerates in environments rich in pollutants. |
|
Race Type |
Explorer2 - Explorers | Modifies how far your ships can travel from your borders |
|
||
WarFleet - Siege Fleet | Siege Fleet | Begins with Fighters and a Siege ship. |
|
Starting Ship |
ExplorersAbility - Voyagers | Voyagers | +2 Ship Sensor Range.+1 Ship Moves. |
|
Ability |
StarfaringAbility - Starfaring | Starfaring | +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. |
|
Ability |
EntrepreneursAbility - Traders | Traders | Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. |
|
Ability |
Courageous4 - Craven | Modifies the ability to resist Invasions |
|
||
StartingIdeology_Egalitarianism - Egalitarianism | Egalitarianism | Believes in the fundamental equality of all sentient beings, advocating for equal rights and opportunities regardless of species, origin planet, or other characteristics. |
|
Ideology |
AncientAbility - Ancient | Ancient | Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot. |
|
Ability |
CyberneticAbility - Cybernetic | Cybernetic | Gives Access to more powerful technologies and Improvements for races who are not afraid to interface with superior technologies. |
Ability | |
XenophobicAbility - Xenophobic | Xenophobic | +50% Research, -75% Influence and -3 to Diplomacy. |
|
Ability |
Explorer3 - Explorers | Modifies how far your ships can travel from your borders |
|
||
DevoutAbility - Devout | Devout | Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. |
|
Ability |
UnwaveringAbility - Unwavering | Unwavering | Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. |
|
Ability |
AdaptableAbility - Adaptable | Adaptable | Can colonize extreme worlds. |
|
Ability |
RaidersAbility - Raiders | Raiders | -50% Manufacturing and -50% Income on all worlds. Gain +100 Credits and +20 Manufacturing for winning battles. Gain +500 Credits and +200 Manufacturing for conquering planets. Starts with the Armed Shuttles Tech. |
|
Ability |
Persuasive1 - Persuasive | Modifies your chance to use Persuasion in events and diplomacy |
|
||
EmpathyAbility - Empathy | Empathy | Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%. |
|
Ability |
Brutal4 - Gentle | Modifies the success of Planetary Invasions |
|
||
Clever4 - Foolish | Modifies how quickly technologies are learned |
|
||
DrenginTutorialStartingShips - Scout Fleet | Scout Fleet | Begins with a colony ship and three probes. |
|
Starting Ship |
LoyalAbility - Loyal | Loyal | Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship. |
|
Ability |
CrimelordAbility - Crime Lord | Crime Lord | Starts allied with the Pirates. Also grants access to the 'Look the Other Way' Policy, improvements unlocked by increased Crime and Executive Orders to claim Pirate fleets and worlds. |
|
Ability |
Veteran3 - Veteran | Modifies how quickly your ships gain experience |
|
||
Militant4 - Passive | Decreases your starting Control |
|
||
Rich3 - Poor | Modifies how quickly credits are gained |
|
||
Clever1 - Clever | Modifies how quickly technologies are learned |
|
||
StartingIdeology_Pacifism - Pacifism | Pacifism | Believes in opposing war and violence, advocating for the resolution of conflicts through peaceful negotiations and mutual respect. |
|
Ideology |
ExterminatorsAbility - Exterminators | Exterminators | Transport ships are replaced with planet killing Spore Ships. |
|
Ability |
Intimidating1 - Intimidating | Modifies your chance to use Intimidation in events and diplomacy |
|
||
SporesAbility - Spores | Spores | Starts with the ability to deploy spores to a dead world to restore life. Each time a new Culture Trait is gained another charge is earned. |
|
Ability |
CartographerAbility - Cartographer | Cartographer | Starts knowing the location of other homeworlds. They also receive 3 charges of the Dimensional Mirror power which reveals a portion of space and they gain an additional charge each time a Culture Trait is earned. |
|
Ability |
Deceptive2 - Deceptive | Modifies your chance to use Deception in events and diplomacy |
|
||
Veteran1 - Veteran | Modifies how quickly your ships gain experience |
|
||
Productive4 - Unproductive | Modifies how quickly improvements are built on your planets |
|
||
CarbonBasedLife - Carbon Based | Carbon Based | Carbon-based species use water and hydrocarbons as the basis of their chemistry. Their populations require food in order to grow. |
|
Race Type |
RavenousAbility - Ravenous | Ravenous | Receives 1,000 Credits and +10% Approval for 25 months after conquering a planet. It also grants the ability to consume aliens and spawn new Festron citizens. |
|
Ability |
StartingIdeology_Collectivism - Collectivism | Collectivism | Believes in prioritizing the group, community, or society over individual interests, often with a focus on shared responsibility and collective action. |
|
Ideology |
Courageous3 - Craven | Modifies the ability to resist Invasions |
|
||
WarProfiteersAbility - War Profiteers | War Profiteers | Receives 200% bonus from trade routes established with warring races. |
|
Ability |
ParanoidAbility - Paranoid | Paranoid | Ships receive +25% Hit Points and Attack when they are within their borders. |
|
Ability |
WealthyAbility - Wealthy | Wealthy | Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. |
|
Ability |
Brutal1 - Brutal | Modifies the success of Planetary Invasions |
|
||
Veteran2 - Veteran | Modifies how quickly your ships gain experience |
|
||
ColonyStartingFleet - Colony Fleet | Colony Fleet | Begins with two Colony Ships to quickly find and colonize new worlds. |
|
Starting Ship |
Likeable2 - Likeable | Modifies other players' attitude toward you |
|
||
Likeable1 - Likeable | Modifies other players' attitude toward you |
|
||
Deceptive3 - Bad Liar | Modifies your chance to use Deception in events and diplomacy |
|
||
Intimidating2 - Intimidating | Modifies your chance to use Intimidation in events and diplomacy |
|
||
StartingIdeology_Progressivism - Progressivism | Progressivism | Advocates for social reform and new ideas. Progressives are often open to change and seek to address social inequalities and injustices through innovation and reform. |
|
Ideology |
StartingIdeology_Traditionalism - Traditionalism | Traditionalism | This philosophy values historical continuity and emphasizes the importance of customs, practices, and institutions that have endured over time. Traditionalists often resist rapid social change and maintain a deep reverence for cultural heritage. |
|
Ideology |
SyntheticLife - Synthetic | Synthetic | Synthetics are robotic lifeforms that do not require food to survive, and can operate in a variety of environments. Unlike squishy organic species, Synthetics fabricate their population and can grow virtually unfettered. |
|
Race Type |
Influential4 - Forgettable | Modifies how quickly borders are expanded |
|
||
Veteran4 - Veteran | Modifies how quickly your ships gain experience |
|
||
Influential3 - Forgettable | Modifies how quickly borders are expanded |
|
||
Miners1 - Miners | Increases output from asteroid mining. |
|
||
Militant1 - Militant | Increases your starting Control |
|
||
Brutal3 - Gentle | Modifies the success of Planetary Invasions |
|
||
StartingIdeology_Totalitarianism - Totalitarianism | Totalitarianism | Believes in absolute power and control by the state, with all aspects of public and private life under the governance of a single authority. |
|
Ideology |
Explorer4 - Explorers | Modifies how far your ships can travel from your borders |
|
||
Militant2 - Militant | Increases your starting Control |
|
||
TelepathyAbility - Telepathy | Telepathy | Can use telepathic executive orders to place thoughts in the minds of all citizens on a planet, for good or evil. |
Ability | |
Brutal2 - Brutal | Modifies the success of Planetary Invasions |
|
||
Rich1 - Rich | Modifies how quickly credits are gained |
|
||
Clever3 - Foolish | Modifies how quickly technologies are learned |
|