Ability Test: Difference between revisions
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| Starts with some useful Resources. | | Starts with some useful Resources. | ||
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Ability | Ability | ||
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* <span style="color:Green">+1</span> Ship Sensor Range | * <span style="color:Green">+1</span> Ship Sensor Range | ||
* <span style="color:Green">+1</span> Starbase Sensor Range | * <span style="color:Green">+1</span> Starbase Sensor Range | ||
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Ability | Ability | ||
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* <span style="color:Green">+25%</span> Colony Growth | * <span style="color:Green">+25%</span> Colony Growth | ||
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Ability | Ability | ||
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| Begins with a colony ship and three probes. | | Begins with a colony ship and three probes. | ||
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Starting Ship | Starting Ship | ||
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| Believes in the primacy of individual rights, personal freedom, and self-reliance, often over the needs and interests of the community or society. | | Believes in the primacy of individual rights, personal freedom, and self-reliance, often over the needs and interests of the community or society. | ||
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Ideology | Ideology | ||
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| 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. | | 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. | ||
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Ability | Ability | ||
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* <span style="color:Green">+0.1</span> Ship Kinetic Damage Reduction | * <span style="color:Green">+0.1</span> Ship Kinetic Damage Reduction | ||
* <span style="color:Green">+0.1</span> Ship Missile Damage Reduction | * <span style="color:Green">+0.1</span> Ship Missile Damage Reduction | ||
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Ability | Ability | ||
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* <span style="color:Red">-25%</span> Colony Influence Per Turn | * <span style="color:Red">-25%</span> Colony Influence Per Turn | ||
* <span style="color:Green">+0.15</span> Faction Soldiering | * <span style="color:Green">+0.15</span> Faction Soldiering | ||
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Ability | Ability | ||
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* <span style="color:Green">+50%</span> Faction Trade Route Income | * <span style="color:Green">+50%</span> Faction Trade Route Income | ||
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Ability | Ability | ||
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| Start with two Constructors that start to quickly tap the galactic resources. | | Start with two Constructors that start to quickly tap the galactic resources. | ||
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Starting Ship | Starting Ship | ||
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* <span style="color:Green">+2</span> Colony Influence Per Turn | * <span style="color:Green">+2</span> Colony Influence Per Turn | ||
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Ability | Ability | ||
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| Starts with access to Xeno Anthropology technologies and a free Culture trait. | | Starts with access to Xeno Anthropology technologies and a free Culture trait. | ||
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Ability | Ability | ||
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| Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. | | Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies. | ||
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Ability | Ability | ||
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* <span style="color:Green">+1</span> Colony Wealth Conversion | * <span style="color:Green">+1</span> Colony Wealth Conversion | ||
* <span style="color:Green">+1</span> Colony Fertility Conversion | * <span style="color:Green">+1</span> Colony Fertility Conversion | ||
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Race Type | Race Type | ||
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| Start with three tiny Probes that quickly explore the galaxy. | | Start with three tiny Probes that quickly explore the galaxy. | ||
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Starting Ship | Starting Ship | ||
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| Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | | Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet. | ||
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Ability | Ability | ||
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| Believes in the rejection or denial of inherent meaning or value in life. Causing pain to others is a valid purpose. | | Believes in the rejection or denial of inherent meaning or value in life. Causing pain to others is a valid purpose. | ||
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Ideology | Ideology | ||
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| Begin with a Flag Ship that explores the galaxy and investigates valuable Anomalies. | | Begin with a Flag Ship that explores the galaxy and investigates valuable Anomalies. | ||
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Starting Ship | Starting Ship | ||
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| Starts with 50 Control and access to coordination technologies. | | Starts with 50 Control and access to coordination technologies. | ||
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Ability | Ability | ||
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* <span style="color:Green">+0.1</span> Unit Approval | * <span style="color:Green">+0.1</span> Unit Approval | ||
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Ability | Ability | ||
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| Begins with a Colony Ship and probe to quickly find and colonize new worlds. | | Begins with a Colony Ship and probe to quickly find and colonize new worlds. | ||
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Starting Ship | Starting Ship | ||
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* <span style="color:Green">+1</span> Faction Leader Max Recruits | * <span style="color:Green">+1</span> Faction Leader Max Recruits | ||
* <span style="color:Red">-0.25</span> Faction Leader Cost Modify | * <span style="color:Red">-0.25</span> Faction Leader Cost Modify | ||
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Ability | Ability | ||
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| Begins with a colony ship and three probes. | | Begins with a colony ship and three probes. | ||
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Starting Ship | Starting Ship | ||
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* <span style="color:Green">+100%</span> Ship Hit Points Cap | * <span style="color:Green">+100%</span> Ship Hit Points Cap | ||
* <span style="color:Green">+1</span> Ship Disable Repair | * <span style="color:Green">+1</span> Ship Disable Repair | ||
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Ability | Ability | ||
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| Begins with Fighters and a Siege ship. | | Begins with Fighters and a Siege ship. | ||
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Starting Ship | Starting Ship | ||
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* <span style="color:Green">+25%</span> Faction Ship Range | * <span style="color:Green">+25%</span> Faction Ship Range | ||
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Ability | Ability | ||
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* <span style="color:Green">+3</span> Faction Trade Licenses Max | * <span style="color:Green">+3</span> Faction Trade Licenses Max | ||
* <span style="color:Green">+1</span> Faction Entrepreneurs Ability | * <span style="color:Green">+1</span> Faction Entrepreneurs Ability | ||
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Ability | Ability | ||
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| Believes in the fundamental equality of all sentient beings, advocating for equal rights and opportunities regardless of species, origin planet, or other characteristics. | | Believes in the fundamental equality of all sentient beings, advocating for equal rights and opportunities regardless of species, origin planet, or other characteristics. | ||
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Ideology | Ideology | ||
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* <span style="color:Green">+1</span> Faction Ancient Ability | * <span style="color:Green">+1</span> Faction Ancient Ability | ||
* <span style="color:Green">+1</span> Faction Max Enacted Policies | * <span style="color:Green">+1</span> Faction Max Enacted Policies | ||
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Ability | Ability | ||
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* <span style="color:Red">-75%</span> Colony Influence Per Turn | * <span style="color:Red">-75%</span> Colony Influence Per Turn | ||
* <span style="color:Red">-3</span> Faction Diplomacy | * <span style="color:Red">-3</span> Faction Diplomacy | ||
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Ability | Ability | ||
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| Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | | Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. | ||
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Ability | Ability | ||
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* <span style="color:Green">+200</span> Faction Rebellion Points Max | * <span style="color:Green">+200</span> Faction Rebellion Points Max | ||
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Ability | Ability | ||
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| Can colonize extreme worlds. | | Can colonize extreme worlds. | ||
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Ability | Ability | ||
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* <span style="color:Red">-50%</span> Shipyard Military | * <span style="color:Red">-50%</span> Shipyard Military | ||
* <span style="color:Red">-50%</span> Colony Gross Income | * <span style="color:Red">-50%</span> Colony Gross Income | ||
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Ability | Ability | ||
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* <span style="color:Green">+1</span> Faction Diplomacy | * <span style="color:Green">+1</span> Faction Diplomacy | ||
* <span style="color:Red">-0.1</span> Faction Crime | * <span style="color:Red">-0.1</span> Faction Crime | ||
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Ability | Ability | ||
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| Begins with a colony ship and three probes. | | Begins with a colony ship and three probes. | ||
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Starting Ship | Starting Ship | ||
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* <span style="color:Red">-0.25</span> Faction Leader Cost Modify | * <span style="color:Red">-0.25</span> Faction Leader Cost Modify | ||
* <span style="color:Green">+10</span> Unit Loyalty | * <span style="color:Green">+10</span> Unit Loyalty | ||
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Ability | Ability | ||
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| 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. | | 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. | ||
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Ability | Ability | ||
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| Believes in opposing war and violence, advocating for the resolution of conflicts through peaceful negotiations and mutual respect. | | Believes in opposing war and violence, advocating for the resolution of conflicts through peaceful negotiations and mutual respect. | ||
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Ideology | Ideology | ||
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| 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. | | 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. | ||
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Ability | Ability | ||
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| 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. | | 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. | ||
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Ability | Ability | ||
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| 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. | | 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. | ||
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Ability | Ability | ||
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| Believes in prioritizing the group, community, or society over individual interests, often with a focus on shared responsibility and collective action. | | Believes in prioritizing the group, community, or society over individual interests, often with a focus on shared responsibility and collective action. | ||
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Ideology | Ideology | ||
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| Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | | Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. | ||
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Ability | Ability | ||
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| Begins with two Colony Ships to quickly find and colonize new worlds. | | Begins with two Colony Ships to quickly find and colonize new worlds. | ||
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Starting Ship | Starting Ship | ||
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| 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. | | 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. | ||
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Ideology | Ideology | ||
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| 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. | | 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. | ||
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Ideology | Ideology | ||
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* <span style="color:Green">+1</span> Faction Can Colonize Extreme World | * <span style="color:Green">+1</span> Faction Can Colonize Extreme World | ||
* <span style="color:Green">+1</span> Faction Synthetic Life | * <span style="color:Green">+1</span> Faction Synthetic Life | ||
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Race Type | Race Type | ||
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| Believes in absolute power and control by the state, with all aspects of public and private life under the governance of a single authority. | | Believes in absolute power and control by the state, with all aspects of public and private life under the governance of a single authority. | ||
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Ideology | Ideology |
Revision as of 19:03, 12 March 2024
Name | Short Name | Description | Effects | Type |
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Likeable4 - Unlikeable | Modifies other players' attitude toward you |
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Rich4 - Poor | Modifies how quickly credits are gained |
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Farmer1 - Farmers | Makes advanced farming technologies available. |
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ResilientAbility - Resilient | Resilient | Ships immune to nebula and have access to special Hyperion improvements. |
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Ability |
ResourcefulAbility - Resourceful | Resourceful | Starts with some useful Resources. |
Ability | |
Rich2 - Rich | Modifies how quickly credits are gained |
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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. |
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Ability |
FertileAbility - Fertile | Fertile | Start with 2 additional workers and population grows 25% faster. |
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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. |
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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. |
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Ability |
CraftsmanAbility - Craftsman | Craftsman | +50% Income from Trade Routes |
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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. |
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Ability |
ExperiencedAbility - Experienced | Experienced | All Ships receive 25% more Experience Points from battles. |
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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 |
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ArchaeologistAbility - Archaeologist | Archaeologist | Whenever artifact charges are earned an additional charge is gained. |
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Ability |
Persuasive3 - Unconvincing | Modifies your chance to use Persuasion in events and diplomacy |
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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. |
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Race Type |
Persuasive4 - Unconvincing | Modifies your chance to use Persuasion in events and diplomacy |
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Courageous2 - Courageous | Modifies the ability to resist Invasions |
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Influential2 - Influential | Modifies how quickly borders are expanded |
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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 |
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Fast1 - Fast | Modifies how far your ships can travel each turn |
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Fast2 - Fast | Modifies how far your ships can travel each turn |
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Intimidating3 - Meek | Modifies your chance to use Intimidation in events and diplomacy |
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Clever2 - Clever | Modifies how quickly technologies are learned |
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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. |
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Ability |
Courageous1 - Courageous | Modifies the ability to resist Cultural Influence effects |
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Explorer1 - Explorers | Modifies how far your ships can travel from your borders |
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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 |
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Intimidating4 - Meek | Modifies your chance to use Intimidation in events and diplomacy |
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Influential1 - Influential | Modifies how quickly borders are expanded |
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ProliferationAbility - Proliferation | Proliferation | When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points. |
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Ability |
Militant3 - Passive | Decreases your starting Control |
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Persuasive2 - Persuasive | Modifies your chance to use Persuasion in events and diplomacy |
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Productive1 - Productive | Modifies how quickly improvements are built on your planets |
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Deceptive4 - Bad Liar | Modifies your chance to use Deception in events and diplomacy |
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HopefulAbility - Hopeful | Hopeful | Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. |
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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. |
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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. |
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Race Type |
HiveMindAbility - Hive Mind | Hive Mind | Ships in your territory gain additional Hit Points per colony controlled. |
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Ability |
EngineersAbility - Engineers | Engineers | Colony and asteroid production decays at half of the normal rate. |
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Ability |
TutorialStartingShips - Scout Fleet | Scout Fleet | Begins with a colony ship and three probes. |
Starting Ship | |
Bureaucrat1 - Bureaucrats | Makes additional organizational technologies available |
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Deceptive1 - Deceptive | Modifies your chance to use Deception in events and diplomacy |
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PromethionBornAbility - Promethion Born | Promethion Born | Ships have double the normal Hit Points but don't heal normally. |
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Ability |
Urbanite1 - Urbanites | Has access to more advanced city building technologies |
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TutorialTrackerAbility - Scout Fleet | Scout Fleet | Begins with a colony ship and three probes. |
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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. |
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Race Type |
Explorer2 - Explorers | Modifies how far your ships can travel from your borders |
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WarFleet - Siege Fleet | Siege Fleet | Begins with Fighters and a Siege ship. |
Starting Ship | |
ExplorersAbility - Voyagers | Voyagers | +2 Ship Sensor Range.+1 Ship Moves. |
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Ability |
StarfaringAbility - Starfaring | Starfaring | +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. |
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Ability |
EntrepreneursAbility - Traders | Traders | Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. |
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Ability |
Courageous4 - Craven | Modifies the ability to resist Invasions |
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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. |
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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. |
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Ability |
Explorer3 - Explorers | Modifies how far your ships can travel from your borders |
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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. |
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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. |
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Ability |
Persuasive1 - Persuasive | Modifies your chance to use Persuasion in events and diplomacy |
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EmpathyAbility - Empathy | Empathy | Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%. |
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Ability |
Brutal4 - Gentle | Modifies the success of Planetary Invasions |
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Clever4 - Foolish | Modifies how quickly technologies are learned |
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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. |
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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 |
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Militant4 - Passive | Decreases your starting Control |
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Rich3 - Poor | Modifies how quickly credits are gained |
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Clever1 - Clever | Modifies how quickly technologies are learned |
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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. |
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Ability |
Intimidating1 - Intimidating | Modifies your chance to use Intimidation in events and diplomacy |
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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 |
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Veteran1 - Veteran | Modifies how quickly your ships gain experience |
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Productive4 - Unproductive | Modifies how quickly improvements are built on your planets |
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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. |
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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 |
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WarProfiteersAbility - War Profiteers | War Profiteers | Receives 200% bonus from trade routes established with warring races. |
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Ability |
ParanoidAbility - Paranoid | Paranoid | Ships receive +25% Hit Points and Attack when they are within their borders. |
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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 |
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Veteran2 - Veteran | Modifies how quickly your ships gain experience |
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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 |
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Likeable1 - Likeable | Modifies other players' attitude toward you |
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Deceptive3 - Bad Liar | Modifies your chance to use Deception in events and diplomacy |
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Intimidating2 - Intimidating | Modifies your chance to use Intimidation in events and diplomacy |
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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. |
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Race Type |
Influential4 - Forgettable | Modifies how quickly borders are expanded |
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Veteran4 - Veteran | Modifies how quickly your ships gain experience |
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Influential3 - Forgettable | Modifies how quickly borders are expanded |
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Miners1 - Miners | Increases output from asteroid mining. |
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Militant1 - Militant | Increases your starting Control |
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Brutal3 - Gentle | Modifies the success of Planetary Invasions |
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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 |
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Militant2 - Militant | Increases your starting Control |
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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 |
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Rich1 - Rich | Modifies how quickly credits are gained |
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Clever3 - Foolish | Modifies how quickly technologies are learned |
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