Citizens GC4: Difference between revisions
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Latest revision as of 19:55, 13 March 2024
Citizen Attributes
Citizens represent the general population in a Civilization and are divided by species. Each Citizen has its own name and statistics. A proportion of each Citizen's statistic values act as a modifier to a Core World's Planetary Output and thus contribute to your empire's overall resource production.
Citizen Attribute | Description |
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Intelligence | Affects Research production. |
Social Skills | Modifies Wealth generation. |
Diligence | Used in Manufacturing and Farming. |
Resolve | Contributes to a Core World's Planetary Defense. |
Expectations | Modifies the Approval of the Citizen. |
Citizen Biology
The player will start with some Citizens of their chosen species at the start of the game, and depending on the Civilization's choice of Biology, will reproduce according to the Biology type's requirements at the rate set by the planet's Growth level.
Name | Description | Effects |
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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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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. |
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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. |
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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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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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What Citizens Impact | Description |
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Contribution towards Planetary Output | A proportion of a Citizen's statistics are applied as a product to modify the Planetary Input of a Core World to create its Planetary Output values. When a Citizen is specialized towards a specific Job, such as a Worker, then it will contribute more of its specialization statistic to that particular output. In this case, the Worker will increase Manufacturing, but contribute less towards the other four Planetary Outputs. |
Citizen Traits | Citizens can possess and gain their own Traits, much like Leaders, either through virtue of their species or through in-game Events, Ideological Trait choices and so on. |
Colony Ships and Transports | Citizens can be loaded onto both Colony Ships and Transports, for colonizing unoccupied planets and invading the worlds of your enemies respectively. Both Ship types can be used to ferry Citizens from one friendly planet to another. |
Ideology | Citizens can follow an Ideology, and in doing so are eligible for any benefits available from Ideological Traits that affect Citizens of that particular Ideology. For example, the Individualism Ideological Trait "Privacy" grants all Individualist Citizens a 25% Approval bonus. |
Resistance | The Resolve of your Citizens contributes towards a Core World or Colony's Resistance, and the greater the Resistance, the more difficult it will be for enemy invasion fleets to conquer the world, or for the Influence of a rival Civilization to "culture flip" the world away from your control and over to them instead. |
Species | Description | Attribute Chance | Global Stats | Colony Stats | Approval Modifiers | Gendered? |
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Altarian | Most Altarians adopt a Mer, a philosophy they devote their life to. This makes them more ideological than other species and more approving when their Ideology matches that of their empire or governor, and more disapproving when it is opposed to them. They can also be specialized to Divine Empaths, though it is an expensive process. |
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Snathi | Snathi are clever and resourceful, but very likely to be criminals. |
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Tywom | The Tywom aren't very smart, and certainly aren't very socially adept. Their only positive quality is their incredibly low Expectations. They are very accustomed to being treated poorly, and they are even happier when they share a world with other species. Though the other species may not like it. |
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Irradiated Amoeba | Irradiated citizens evolve if given enough time, each evolution more capable than the last. At the starting Amoeba stage, they reproduce frequently and are quick to evolve but are poor workers. |
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Festron | Festron love Jungle worlds. They also occasionally murder other species they share a world with. |
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Trandal | Easily distracted and always hungry Trandals are good at taking orders, and that's about it. |
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Manti | Manti love Aquatic worlds. They receive a large Approval bonus when they are on them and a slight penalty when they aren't. |
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Zombies | Horrible ghouls that grow quickly but aren't very bright. |
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Korath | If you thought the Drengin were disagreeable, the Korath are even worse. Though they have incredible Resolve and Diligence their social skills are lacking and they dislike sharing a world with any other species. |
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Mimot | An average race with an above average Growth rate. They will quickly overwhelm planets and consume all available Food. |
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Space Elves | Graceful and in tune with nature, Elves possess a deep knowledge of techno magic and ancient lore. |
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Cyborgs | A fusion of machine and flesh, Cyborgs are known for their enhanced abilities and resilience. |
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Slyne | The Slyne do not require organic food to survive, but their slow Growth rate hampers their ability to spread out into the galaxy as quickly as other species. |
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Drengin | Drengin have a high Resistance and aptitude for becoming strong Soldiers. Drengin have no Approval penalty for living on undefended worlds. They defend themselves. |
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Irradiated Larva | Irradiated citizens evolve if given enough time, each evolution more capable than the last. At the Larva stage, their Growth Rate slows, but they are more skilled than their Amoeba forms. |
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Canine | Loyal and intuitive, Caninoids demonstrate exceptional teamwork and remarkable instincts. They naturally excel in roles requiring cooperation and protection, such as military or policing duties. While not typically drawn to independent intellectual pursuits, they're formidable tactical operators within a group dynamic. Their sociable temperament engenders strong bonds, earning them an Approval boost when sharing their world with other species. They have very low expectations. |
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Avian | Graceful and visionary, Avianoids are known for their strategic foresight and aerial mastery. They excel in roles requiring a broad perspective, such as scouts, diplomats, or strategic planners. Their nimble agility can be less effective in ground-based military engagements. With a natural inclination towards harmony, they gain an Approval bonus when coexisting with diverse species on their world. |
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Drath | The Drath are an ancient race that are fond of their legacy and their vast storehouses of credits. They receive an Approval bonus based on the Credits in their treasury. |
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Star Frogs | Amphibious and adaptable, Frogs are known for their leaping ability and unique survival skills. |
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Ruined Torian | These pitiful creatures have had their will tortured out of them. |
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Feline | Elegant and astute, Felinoids distinguish themselves with keen intellect and agile cunning. They prefer roles of strategic importance, thriving as scientists, diplomats, or spies, and display an affinity for complex systems. Highly individualistic, they can struggle with regimented military roles. Their curious natures make them adept cultural adapters, gaining an Approval bonus when cohabiting worlds with other species. |
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Baratak | The Baratak are stout citizens who require very little to be content. But they are sensitive to Pollution and won't be happy, or healthy, on heavily polluted worlds. |
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Torian | Torian love Aquatic worlds. They receive a large Approval bonus when they are on them and a slight penalty when they aren't. But their subjugation by the Drengin makes them unhappy when they share worlds with Drengin citizens. |
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Lantern | A young but promising race until early galactic traders introduced them to euphoric vapors that were enjoyed by other species but deeply addictive to the Lantern. Now the Lantern society is dominated by the search for additional sources of the drug and all citizens are kept on it at all times. |
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Phalenoids | Brilliant and sociable creatures, Phalenoids excel in Intelligence and Social, but they make poor soldiers. They prefer to befriend other species. Their Approval increases when sharing their world with other species. |
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Xeloxi | Xeloxi have few redeeming qualities, if by few you mean none. Their culture rewards strong action and concerns like ethics or compassion were lost long ago. Every Xeloxi is a criminal and generates Crime. |
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Scryve | The Scryve are waning. Each of their citizens has incredibly high Diligence, Intelligence and Resolve but they are handicapped by their low Growth which will make it difficult to spread out among the stars unless they capture another species to do it. |
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Feline Fatales | Mysterious and agile, the Feline Fatales are known for their quick reflexes and curious but often dangerous nature. |
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Irradiated Nymph | Irradiated citizens evolve if given enough time, each evolution more capable than the last. At the final Nymph stage, their Growth Rate slows significantly, but they are highly skilled. |
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Phamysht | The Phamysht are a polite and engaging species, until they murder you. Still, their high Social and Intelligence makes up for their equally high Expectations. |
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Humanoids | Diverse and adaptable, Humanoids are capable of thriving in various environments and societies. |
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Onyx | The Onyx have no need for organic food and sustain themselves on the energy of the universe. Onyx Hive Growth rate is dependent on the amount of Promethion their civilization holds. |
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Klepart | The first united technical achievement of their species was the creation of a great beacon tower to send their call out into space. A few days after turning it on an answer was received, a fleet of warships appeared in orbit above their world and raiders were sent down to collect every child on their homeworld. And then the raiders were gone. An entire generation of the Klepart was lost. The next generation has now grown old enough to begin exploring space on their own, but they remain fearful that the raiders will return, and hopeful that they will someday find the children that were stolen from them. |
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Iconian | Iconians are a paranoid species that are still traumatized by their near extinction by the Yor. Because of this they suffer a significant Approval penalty if they share a world with them. And even though they are as temperamental as other species, their passive nature prevents them from protesting. |
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Arcean | Arcean's stoic nature makes them unlikely to be ideological. Instead they revere the military and Arcean soldiers gain additional Approval and are never pacifists. |
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Thalan | The Thalan are from a dimension more advanced than ours. Their insight provides them with an increased Intelligence and also increased Expectations. |
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Space Demons | With a fearsome reputation, Demons are known for their powerful dark techno magic and formidable presence. |
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Sentient Plants | Growing and thriving, Plants possess a unique connection to the natural world and its energies. |
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Lizard | Cold-blooded and cunning, Lizards are known for their survival instincts and quick agility. |
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Luxar | Luxar have no need for organic food but their Growth is generally less than organic species. Their growth can be increased based on the amount of Promethion they have stored.Despite their low growth rate their high Diligence, Intelligence and Resolve makes them well suited for nearly any task. |
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Space Dwarves | Stout and sturdy, Dwarves are renowned for their craftsmanship and love of the underground of various worlds. |
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Iridium | Iridium's high Social make them excellent Traders. They receive an Approval bonus based on the Credits in your treasury. |
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Vampiric | Mysterious and alluring, Vampires are known for their seeming immortality and powerful quasi-mystical abilities. |
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Odair Conclave | Extreme nihilists counting down the moments until the universe succumbs to the eventual pull of entropy. Believe the Krynn in particular are the most foolish (for their faith) but are hard pressed to be enthused about anyone. There is a black hole at the edge of their galaxy, "The Yawning Mouth of God" that they delight in sending elaborate constructions into. |
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Orphica Enclave | The Orphic Enclave serves only to expand the power of an ancient, renegade supercomputer. |
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Burran | A peaceful species who believes that a series of 7 "rigors" will cause them to be elevated to a godlike existence. Each rigor takes many years to accomplish and only the first 3 of these can be performed on their home planet, afterwards they explore the universe pursuing their tasks. |
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Intueri | The Intueri have high Diligence and low Expectations. They put the needs of the group over their own. Lacking true complex thought -expect low Intelligence. |
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Minor Race | A less advanced species that is unable to travel outside their solar system. |
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Kaxx Collective | They believe their home world is the cocoon for a sleeping creature and they were placed on the planet to guard her. One day they believe the creature will awake and either spread new life across the universe or kill everyone. |
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Yor | As a synthetic species Yor don't require Food or have any natural Growth. Instead their citizens are manufactured.They also don't suffer any Approval penalty from Pollution, Overcrowding or reaching their Population Capacity. |
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Human | Humans are known for their flexibility and productivity. They have lower Expectations than other species. |
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Navigators | Navigator society is built around investigating the wonders of the universe, often to the exclusion of everything else. Their high Intelligence makes them the best scientists in the galaxy. |
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