Ability Test: Difference between revisions

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!! style="background-color: #1C4D8B; color: white;" | '''Description'''
!! style="background-color: #1C4D8B; color: white;" | '''Description'''
!! style="background-color: #1C4D8B; color: white;" | '''Effects'''
!! style="background-color: #1C4D8B; color: white;" | '''Effects'''
|-<span id="ResilientAbility"></span>
|-<span id="AmphibiousAbility"></span>
| [[File:RaceTraitResilient.png|alt=|24px|frameless]]&nbsp;'''Resilient'''
| [[File:GC3_RaceType_Aquatic_Icon.png|alt=|24px|frameless]]&nbsp;'''Aquatic'''
| Ships immune to nebula and have access to special Hyperion improvements.
| 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.
|
|
* Ship gets   [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Is Immune To Nebula'''
* Colony gets <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Mineral Conversion'''
* Starbase gets   [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Is Immune To Nebula'''
* Colony gets <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Technology Conversion'''
|-<span id="ResourcefulAbility"></span>
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Wealth Conversion'''
| [[File:RaceTraitEconomical.png|alt=|24px|frameless]]&nbsp;'''Resourceful'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Farming Conversion'''
| Starts with some useful Resources.
* At the start of the game unlocks the [[File:Icon_Planet.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Exotic World Colonization|Exotic World Colonization]] tech
* At the start of the game unlocks the [[File:Icon_Planet.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Oceanic World Mastery|Oceanic World Mastery]] tech
|-<span id="SiliconBasedAbility"></span>
| [[File:GC3_RaceType_SiliconBased_Icon.png|alt=|24px|frameless]]&nbsp;'''Silicon Based'''
| 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.
|
|
* <span style="color:Green">+2</span> [[File:Icon_Res_HyperSilicates.png|alt=|24px|frameless]]&nbsp;'''Hyper Silicates'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Mineral Conversion'''
* <span style="color:Green">+2</span> [[File:GC3_Icon_Durantium_32.png|alt=|24px|frameless]]&nbsp;'''Durantium'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Technology Conversion'''
|-<span id="WatcherAbility"></span>
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Wealth Conversion'''
| [[File:RaceTraitWatcher.png|alt=|24px|frameless]]&nbsp;'''Watcher'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Farming Conversion'''
| 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.
|-<span id="AmmoniaBasedAbility"></span>
| [[File:RaceTraitRadiated.png|alt=|24px|frameless]]&nbsp;'''Ammonia Based'''
| 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.
|
|
* Colony gets  <span style="color:Green">+5</span> [[File:GC3_SensorRange_Icon.png|alt=|24px|frameless]]&nbsp;'''Sensor Range'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Mineral Conversion'''
* Ship gets  <span style="color:Green">+1</span> [[File:GC3_SensorRange_Icon.png|alt=|24px|frameless]]&nbsp;'''Sensor Range'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Technology Conversion'''
* Starbase gets  <span style="color:Green">+1</span> [[File:GC3_SensorRange_Icon.png|alt=|24px|frameless]]&nbsp;'''Sensor Range'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Wealth Conversion'''
* <span style="color:Green">+1</span> [[File:AuthorityIcon.png|alt=|24px|frameless]]&nbsp;'''Totalitarianism'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Farming Conversion'''
* <span style="color:Green">+5</span> '''Deception'''
|-<span id="CarbonBasedLife"></span>
|-<span id="FertileAbility"></span>
| [[File:GC3_RaceType_CarbonBased_Icon.png|alt=|24px|frameless]]&nbsp;'''Carbon Based'''
| [[File:RaceTraitFertile.png|alt=|24px|frameless]]&nbsp;'''Fertile'''
| Carbon-based species use water and hydrocarbons as the basis of their chemistry. Their populations require food in order to grow.
| Start with 2 additional workers and population grows 25% faster.
|
|
* Colony gets  <span style="color:Green">+25%</span> [[File:GC3_Growth_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Growth'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Mineral Conversion'''
* At the start of the game grant <span style="color:Green">+2</span> '''Citizens'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Technology Conversion'''
|-<span id="NocturnalAbility"></span>
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Wealth Conversion'''
| [[File:RaceTraitNocturnal.png|alt=|24px|frameless]]&nbsp;'''Nocturnal'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Farming Conversion'''
| 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.
|-<span id="SyntheticLife"></span>
| [[File:GC3_RaceType_Synthetic_Icon.png|alt=|24px|frameless]]&nbsp;'''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.
|
|
Alternate between Season of Waking and Season of Dreaming
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Mineral Conversion'''
 
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Technology Conversion'''
'''Season of Waking'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Wealth Conversion'''
* <span style="color:Green">+20%</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Manufacturing'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Farming Conversion'''
* <span style="color:Green">+20%</span> [[File:Trait_Criminal.png|alt=|24px|frameless]]&nbsp;'''Crime'''
*  <span style="color:Green">+1</span> '''Can Colonize Extreme Worlds.'''
* <span style="color:Green">+20%</span> [[File:GC3_Growth_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Growth'''
*  <span style="color:Green">+1</span> '''Synthetic Life'''
 
* At the start of the game  unlocks the [[File:DurantiumCloudUpgradeIcon_New.png|alt=|24px|frameless]] [[Improvements_GC4#Durantium Cloud|Durantium Cloud]] improvement
'''Season of Dreaming'''
* <span style="color:Green">+25%</span> [[File:GC3_Influence_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence'''
* <span style="color:Green">+25%</span> [[File:GC3_Research_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Research'''
* <span style="color:Red">-25%</span> [[File:GC3_HitPoints_Icon.png|alt=|24px|frameless]]&nbsp;'''Ship Hit Points'''
|-<span id="WarriorsAbility"></span>
| [[File:RaceTraitWarriors.png|alt=|24px|frameless]]&nbsp;'''Warriors'''
| Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
|
* Ship gets  <span style="color:Green">+10%</span> [[File:GC3_Beam_Attack_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Beam Attack'''
* Ship gets  <span style="color:Green">+10%</span> [[File:GC3_Kinetic_Attack_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Kinetic Attack'''
* Ship gets  <span style="color:Green">+10%</span> [[File:GC3_Missile_Attack_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Missile Attack'''
* Ship gets  <span style="color:Green">+0.1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Beam Resistance'''
* Ship gets  <span style="color:Green">+0.1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Kinetic Resistance'''
* Ship gets  <span style="color:Green">+0.1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Missile Resistance'''
* <span style="color:Green">+5</span> '''Intimidation'''
|-<span id="GenocidalAbility"></span>
| [[File:RaceTraitParanoid.png|alt=|24px|frameless]]&nbsp;'''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.
|
*  <span style="color:Red">-1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Diplomacy Bonus'''
* Colony gets <span style="color:Red">-25%</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence Growth'''
* <span style="color:Green">+0.15</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Soldiering'''
* <span style="color:Green">+10</span> [[File:CrueltyIcon.png|alt=|24px|frameless]]&nbsp;'''Nihilism'''
* <span style="color:Green">+15</span> '''Deception'''
* <span style="color:Green">+15</span> '''Intimidation'''
* <span style="color:Red">-5</span> '''Persuasion'''
|-<span id="CraftsmanAbility"></span>
| [[File:RaceTraitCraftsman.png|alt=|24px|frameless]]&nbsp;'''Craftsman'''
| +50% Income from Trade Routes
|
<span style="color:Green">+50%</span> [[File:GC3_Trade_Revenue_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Trade Route Income'''
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|24px|frameless]]&nbsp;'''Egalitarianism'''
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|24px|frameless]]&nbsp;'''Egalitarianism'''
* <span style="color:Green">+1</span> [[File:CrueltyIcon.png|alt=|24px|frameless]]&nbsp;'''Nihilism'''
* <span style="color:Green">+5</span> '''Persuasion'''
|-<span id="CertainAbility"></span>
| [[File:RaceTraitCertain.png|alt=|24px|frameless]]&nbsp;'''Certain'''
| Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
|
* Colony gets  <span style="color:Green">+2</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence Growth'''
* When unlocking culture traits  <span style="color:Green">+30</span> '''Award Research Amount'''
|-<span id="ExperiencedAbility"></span>
| [[File:RaceTraitExperienced.png|alt=|24px|frameless]]&nbsp;'''Experienced'''
| All Ships receive 25% more Experience Points from battles.
|
*  <span style="color:Green">+0.25</span> '''Experience Bonus'''
|-<span id="IntuitiveAbility"></span>
| [[File:RaceTraitIntuitive.png|alt=|24px|frameless]]&nbsp;'''Intuitive'''
| Starts with access to Xeno Anthropology technologies and a free Culture trait.
|
* <span style="color:Green">+5</span> '''Deception'''
* <span style="color:Green">+10</span> '''Culture Points'''
|-<span id="SlaversAbility"></span>
| [[File:RaceTraitSlavers.png|alt=|24px|frameless]]&nbsp;'''Slavers'''
| Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies.
|
* <span style="color:Green">+5</span> [[File:AuthorityIcon.png|alt=|24px|frameless]]&nbsp;'''Totalitarianism'''
* <span style="color:Green">+5</span> [[File:CrueltyIcon.png|alt=|24px|frameless]]&nbsp;'''Nihilism'''
|-<span id="ArchaeologistAbility"></span>
| [[File:RaceTraitArchaeologist.png|alt=|24px|frameless]]&nbsp;'''Archaeologist'''
| Whenever artifact charges are earned an additional charge is gained.
|
*  <span style="color:Green">+1</span> [[File:RaceTraitAncient.png|alt=|24px|frameless]]&nbsp;'''Archivist Ability'''
|-<span id="RadiatedAbility"></span>
| [[File:RaceTraitRadiated.png|alt=|24px|frameless]]&nbsp;'''Radiated'''
| Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection  raises the Pollution level on a target planet.
|
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|24px|frameless]]&nbsp;'''Egalitarianism'''
* <span style="color:Green">+1</span> [[File:InnovationIcon.png|alt=|24px|frameless]]&nbsp;'''Progressivism'''
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|24px|frameless]]&nbsp;'''Egalitarianism'''
* At the start of the game unlocks the [[File:Icon_Planet.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Radioactive World Mastery|Radioactive World Mastery]] tech
|-<span id="UnrelentingAbility"></span>
| [[File:GC3_Unrelenting_Icon.png|alt=|24px|frameless]]&nbsp;'''Unrelenting'''
| +10 Control. Planets generate +1 more Influence per month.
|
*  <span style="color:Green">+10</span> [[File:Control_Icon_32.png|alt=|24px|frameless]]&nbsp;'''Control'''
* Colony gets  <span style="color:Green">+1</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence Growth'''
|-<span id="PatrioticAbility"></span>
| [[File:RaceTraitBureaucrats.png|alt=|24px|frameless]]&nbsp;'''Bureaucrats'''
| Starts with 50 Control and access to coordination technologies.
|
* At the start of the game  <span style="color:Green">+50</span> [[File:Control_Icon_32.png|alt=|24px|frameless]]&nbsp;'''Control'''
|-<span id="ProliferationAbility"></span>
| [[File:RaceTraitProliferation.png|alt=|24px|frameless]]&nbsp;'''Proliferation'''
| When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
|
*  <span style="color:Green">+1</span> '''Redundant Assembly Ability'''
* Ship gets  <span style="color:Red">-25%</span> [[File:GC3_HitPoints_Icon.png|alt=|24px|frameless]]&nbsp;'''Hit Points'''
* Unit gets  <span style="color:Red">-2</span> [[File:LeaderStat_Intelligence.png|alt=|24px|frameless]]&nbsp;'''Intelligence'''
* Unit gets  <span style="color:Red">-1</span> [[File:LeaderStat_Diligence.png|alt=|24px|frameless]]&nbsp;'''Diligence'''
* Unit gets  <span style="color:Red">-1</span> [[File:LeaderStat_Resolve.png|alt=|24px|frameless]]&nbsp;'''Resolve'''
|-<span id="HopefulAbility"></span>
| [[File:RaceTraitHopeful.png|alt=|24px|frameless]]&nbsp;'''Hopeful'''
| Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
|
* Unit gets  <span style="color:Green">+10%</span> [[File:GC3_Approval_Happy_Icon.png|alt=|24px|frameless]]&nbsp;'''Approval'''
* <span style="color:Green">+5</span> '''Persuasion'''
|-<span id="InspiredAbility"></span>
| [[File:RaceTraitInspired.png|alt=|24px|frameless]]&nbsp;'''Inspired'''
| An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
|
*  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Max Recruits'''
*  <span style="color:Red">-0.25</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Leader Cost'''
* <span style="color:Green">+5</span> '''Persuasion'''
|-<span id="HiveMindAbility"></span>
| [[File:RaceTraitHive Mind.png|alt=|24px|frameless]]&nbsp;'''Hive Mind'''
| Ships in your territory gain additional Hit Points per colony controlled.
|
*  <span style="color:Green">+5</span> '''BonusHP Max In Z O C'''
|-<span id="EngineersAbility"></span>
| [[File:RaceTraitEngineers.png|alt=|24px|frameless]]&nbsp;'''Engineers'''
| Colony and asteroid production decays at half of the normal rate.
|
* Colony gets  <span style="color:Green">+0.5</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Shipyard Decay'''
* Colony gets  <span style="color:Red">-0.15</span> '''Supply Attrition'''
|-<span id="PromethionBornAbility"></span>
| [[File:RaceTraitEconomical.png|alt=|24px|frameless]]&nbsp;'''Promethion Born'''
| Ships have double the normal Hit Points but don't heal normally.
|
* Ship gets  <span style="color:Green">+100%</span> [[File:GC3_HitPoints_Icon.png|alt=|24px|frameless]]&nbsp;'''Hit Points'''
* Ship gets  <span style="color:Green">+1</span> '''Disable Repair'''
* At the start of the game  unlocks the [[File:PrometheusStoneL1.png|alt=|24px|frameless]] [[Improvements_GC4#Prometheus Stone Extractor|Prometheus Stone Extractor]] improvement
* <span style="color:Green">+5</span> [[File:GC3_Icon_Promethion_32.png|alt=|24px|frameless]]&nbsp;'''Promethion'''
|-<span id="TutorialTrackerAbility"></span>
| [[File:ColonyShip_Icon.png|alt=|24px|frameless]]&nbsp;'''Scout Fleet'''
| Begins with a colony ship and three probes.
|
*  <span style="color:Red">-100</span> [[File:Control_Icon_32.png|alt=|24px|frameless]]&nbsp;'''Control'''
|-<span id="ExplorersAbility"></span>
| [[File:RaceTraitExplorers.png|alt=|24px|frameless]]&nbsp;'''Voyagers'''
| +2 Ship Sensor Range.+1 Ship Moves.
|
* Ship gets  <span style="color:Green">+2</span> [[File:GC3_SensorRange_Icon.png|alt=|24px|frameless]]&nbsp;'''Sensor Range'''
* Ship gets  <span style="color:Green">+1</span> [[File:GC3_Moves_Icon.png|alt=|24px|frameless]]&nbsp;'''Moves'''
|-<span id="StarfaringAbility"></span>
| [[File:RaceTraitExplorers.png|alt=|24px|frameless]]&nbsp;'''Starfaring'''
| +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
|
*  <span style="color:Green">+25%</span> [[File:GC3_ShipRange_Icon.png|alt=|24px|frameless]]&nbsp;'''Ship Range'''
* At the start of the game unlocks the [[File:Icon_Drives.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Subspace Scanning|Subspace Scanning]] tech
* At the start of the game unlocks the [[File:Icon_Drives.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Subspace Streaming|Subspace Streaming]] tech
|-<span id="EntrepreneursAbility"></span>
| [[File:RaceTraitTraders.png|alt=|24px|frameless]]&nbsp;'''Traders'''
| Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses.
|
*  <span style="color:Green">+3</span> [[File:GC3_Trade_Revenue_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Trade Licenses Max'''
*  <span style="color:Green">+1</span> '''Entrepreneurs Ability'''
* <span style="color:Green">+10</span> '''Persuasion'''
* At the start of the game grant a '''Freighter Ship'''
|-<span id="AncientAbility"></span>
| [[File:RaceTraitInfluential.png|alt=|24px|frameless]]&nbsp;'''Ancient'''
| Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot.
|
*  <span style="color:Green">+1</span> [[File:RaceTraitAncient.png|alt=|24px|frameless]]&nbsp;'''Ancient Ability'''
*  <span style="color:Green">+1</span> [[File:Admin_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Max Enacted Policies'''
* When arriving at an Anomaly  <span style="color:Green">+10</span> '''Award Research Amount'''
|-<span id="XenophobicAbility"></span>
| [[File:RaceTraitXenophobic.png|alt=|24px|frameless]]&nbsp;'''Xenophobic'''
| +50% Research, -75% Influence and -3 to Diplomacy.
|
* Colony gets  <span style="color:Green">+150%</span> [[File:GC3_Research_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Research'''
* Colony gets  <span style="color:Red">-75%</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence Growth'''
*  <span style="color:Red">-3</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Diplomacy Bonus'''
* <span style="color:Green">+5</span> [[File:TraditionIcon.png|alt=|24px|frameless]]&nbsp;'''Traditionalism'''
* <span style="color:Red">-5</span> '''Deception'''
* <span style="color:Red">-5</span> '''Intimidation'''
* <span style="color:Red">-5</span> '''Persuasion'''
|-<span id="DevoutAbility"></span>
| [[File:RaceTraitDevout.png|alt=|24px|frameless]]&nbsp;'''Devout'''
| Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology.
|
* At the start of the game grant a '''Cleric'''
* At the start of the game  give all units [[File:Trait_TheWay.png|alt=|24px|frameless]]&nbsp;'''The Way'''
* At the start of the game  unlocks the [[File:KrynniacTemple.png|alt=|24px|frameless]] [[Improvements_GC4#Krynniac Temple|Krynniac Temple]] improvement
* When unlocking culture traits <span style="color:Green">+100</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence Growth'''
|-<span id="UnwaveringAbility"></span>
| [[File:GC3_Unwavering_Icon.png|alt=|24px|frameless]]&nbsp;'''Unwavering'''
| Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
|
*  <span style="color:Green">+200</span> '''Rebellion Points'''
* <span style="color:Green">+5</span> '''Intimidation'''
* <span style="color:Green">+5</span> '''Persuasion'''
|-<span id="AdaptableAbility"></span>
| [[File:RaceTraitSpores.png|alt=|24px|frameless]]&nbsp;'''Adaptable'''
| Can colonize extreme worlds.
|
* At the start of the game unlocks the [[File:Icon_Planet.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Extreme Colonization|Extreme Colonization]] tech
|-<span id="RaidersAbility"></span>
| [[File:RaceTraitWarriors.png|alt=|24px|frameless]]&nbsp;'''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.
|
* Colony gets  <span style="color:Red">-50%</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Manufacturing'''
* Shipyard gets  <span style="color:Red">-50%</span> [[File:GC3_S_Military_Manufacturing_Icon.png|alt=|24px|frameless]]&nbsp;'''Military'''
* Colony gets  <span style="color:Red">-50%</span> [[File:Stat_Economic_Power_Icon.png|alt=|24px|frameless]]&nbsp;'''Gross Income'''
* When winning battles <span style="color:Green">+100</span> [[File:Stat_Economic_Power_Icon.png|alt=|24px|frameless]]&nbsp;'''Treasury'''
* When winning battles <span style="color:Green">+20</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Stored Goods''' at the Colony
* When winning battles <span style="color:Green">+20</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Stored Goods''' at the Shipyard
* When winning battles <span style="color:Green">+10%</span> [[File:GC3_Approval_Happy_Icon.png|alt=|24px|frameless]]&nbsp;'''Approval'''
* When conquering planets <span style="color:Green">+10%</span> [[File:GC3_Approval_Happy_Icon.png|alt=|24px|frameless]]&nbsp;'''Approval'''
* When conquering planets <span style="color:Green">+500</span> [[File:Stat_Economic_Power_Icon.png|alt=|24px|frameless]]&nbsp;'''Treasury'''
* When conquering planets <span style="color:Green">+200</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Stored Goods''' at the Colony
* When conquering planets <span style="color:Green">+200</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Stored Goods''' at the Shipyard
* <span style="color:Green">+5</span> '''Intimidation'''
* At the start of the game unlocks the [[File:Icon_Weapons.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Armed Shuttles|Armed Shuttles]] tech
|-<span id="EmpathyAbility"></span>
| [[File:RaceTraitEmpathy.png|alt=|24px|frameless]]&nbsp;'''Empathy'''
| Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
|
*  <span style="color:Green">+1</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Diplomacy Bonus'''
*  <span style="color:Red">-0.1</span> [[File:Crime_Icon_32.png|alt=|24px|frameless]]&nbsp;'''Crime'''
* <span style="color:Green">+10</span> '''Persuasion'''
|-<span id="LoyalAbility"></span>
| [[File:RaceTraitLoyal.png|alt=|24px|frameless]]&nbsp;'''Loyal'''
| Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship.
|
*  <span style="color:Red">-0.25</span> [[File:GC3_Generic_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Leader Cost'''
* Unit gets  <span style="color:Green">+10</span> [[File:Leader_Minister_Icon.png|alt=|24px|frameless]]&nbsp;'''Loyalty'''
* <span style="color:Green">+5</span> '''Persuasion'''
|-<span id="CrimelordAbility"></span>
| [[File:RaceTraitDeceptive.png|alt=|24px|frameless]]&nbsp;'''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.
|
* <span style="color:Green">+5</span> [[File:CrueltyIcon.png|alt=|24px|frameless]]&nbsp;'''Nihilism'''
* <span style="color:Green">+10</span> '''Deception'''
* At the start of the game  ally with [[File:RaceLogoTemp.png|alt=|24px|frameless]] Pirates
|-<span id="ExterminatorsAbility"></span>
| [[File:RaceTraitMilitant.png|alt=|24px|frameless]]&nbsp;'''Exterminators'''
| Transport ships are replaced with planet killing Spore Ships.
|
* Colony gets  <span style="color:Red">-3</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|24px|frameless]]&nbsp;'''Influence Growth'''
*  <span style="color:Green">+15</span> '''Intimidation'''
|-<span id="SporesAbility"></span>
| [[File:RaceTraitSpores.png|alt=|24px|frameless]]&nbsp;'''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.
|
* At the start of the game  unlocks 1 charge of the [[File:artifact_19.png|alt=|24px|frameless]] [[GalCiv4:Artifacts#Spores of Yggdrasil|Spores of Yggdrasil]] artifact
* When unlocking culture traits  unlocks 1 charge of the [[File:artifact_19.png|alt=|24px|frameless]] [[GalCiv4:Artifacts#Spores of Yggdrasil|Spores of Yggdrasil]] artifact
|-<span id="CartographerAbility"></span>
| [[File:RaceTraitCartographer.png|alt=|24px|frameless]]&nbsp;'''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.
|
* At the start of the game  Show Starting Positions
* At the start of the game  unlocks 3 charges of the [[File:artifact_96.png|alt=|24px|frameless]] [[GalCiv4:Artifacts#Dimensional Mirror|Dimensional Mirror]] artifact
* When unlocking culture traits  unlocks 1 charge of the [[File:artifact_96.png|alt=|24px|frameless]] [[GalCiv4:Artifacts#Dimensional Mirror|Dimensional Mirror]] artifact
|-<span id="RavenousAbility"></span>
| [[File:RaceTraitRavenous.png|alt=|24px|frameless]]&nbsp;'''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.
|
* When conquering planets <span style="color:Green">+1000</span> [[File:Stat_Economic_Power_Icon.png|alt=|24px|frameless]]&nbsp;'''Treasury'''
* When conquering planets <span style="color:Green">+10%</span> [[File:GC3_Approval_Happy_Icon.png|alt=|24px|frameless]]&nbsp;'''Approval'''
|-<span id="WarProfiteersAbility"></span>
| [[File:RaceTraitWarProfiteers.png|alt=|24px|frameless]]&nbsp;'''War Profiteers'''
| Receives 200% bonus from trade routes established with warring races.
|
* TradeRoute gets  <span style="color:Green">+1</span> '''War Profiteering'''
|-<span id="ParanoidAbility"></span>
| [[File:RaceTraitParanoid.png|alt=|24px|frameless]]&nbsp;'''Paranoid'''
| Ships receive +25% Hit Points and Attack when they are within their borders.
|
* Ship gets  <span style="color:Green">+25%</span> [[File:GC3_HitPoints_Icon.png|alt=|24px|frameless]]&nbsp;'''Hit Points'''
* Ship gets  <span style="color:Green">+25%</span> [[File:GC3_Missile_Attack_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Missile Attack'''
* Ship gets  <span style="color:Green">+25%</span> [[File:GC3_Beam_Attack_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Beam Attack'''
* Ship gets  <span style="color:Green">+25%</span> [[File:GC3_Kinetic_Attack_Stat_Icon.png|alt=|24px|frameless]]&nbsp;'''Kinetic Attack'''
|-<span id="WealthyAbility"></span>
| [[File:GC3_Wealthy_Icon.png|alt=|24px|frameless]]&nbsp;'''Wealthy'''
| Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies.
|
* At the start of the game unlocks the [[File:Icon_Sensors.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Universal Translator|Universal Translator]] tech
* At the start of the game unlocks the [[File:Icon_Sensors.png|alt=|24px|frameless]] [[GalCiv4:Research_Tree#Universal Translator|Universal Translator]] tech
* <span style="color:Green">+2000</span> [[File:Stat_Economic_Power_Icon.png|alt=|24px|frameless]]&nbsp;'''Treasury'''


|-
|-
|}
|}

Revision as of 19:04, 13 March 2024

Name Description Effects
 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.
  • Colony gets +1  Mineral Conversion
  • Colony gets +1  Technology Conversion
  • Colony gets +1  Wealth Conversion
  • Colony gets +1  Farming Conversion
  • At the start of the game unlocks the Exotic World Colonization tech
  • At the start of the game unlocks the Oceanic World Mastery tech
 Silicon Based 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.
  • Colony gets +1  Mineral Conversion
  • Colony gets +1  Technology Conversion
  • Colony gets +1  Wealth Conversion
  • Colony gets +1  Farming Conversion
 Ammonia Based 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.
  • Colony gets +1  Mineral Conversion
  • Colony gets +1  Technology Conversion
  • Colony gets +1  Wealth Conversion
  • Colony gets +1  Farming Conversion
 Carbon Based Carbon-based species use water and hydrocarbons as the basis of their chemistry. Their populations require food in order to grow.
  • Colony gets +1  Mineral Conversion
  • Colony gets +1  Technology Conversion
  • Colony gets +1  Wealth Conversion
  • Colony gets +1  Farming Conversion
 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.
  • Colony gets +1  Mineral Conversion
  • Colony gets +1  Technology Conversion
  • Colony gets +1  Wealth Conversion
  • Colony gets +1  Farming Conversion
  • +1 Can Colonize Extreme Worlds.
  • +1 Synthetic Life
  • At the start of the game unlocks the Durantium Cloud improvement