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Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. | |||
Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game. | |||
= Galactiv Civilizations III Abilities = | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 7: | Line 10: | ||
! Requirements | ! Requirements | ||
|- | |- | ||
|Adaptable || Can colonize tier 1 | | Adaptable | ||
| Can colonize tier 1 extreme worlds. | |||
| | |||
|- | |||
| Amphibious | |||
| Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a [[Civilization_Builder|Race Type]] in Crusade. | |||
| [http://www.galciv3.com/mercenaries Mercenaries expansion] | |||
|- | |||
| Ancient | |||
| Gets Research from Precursor Artifacts. | |||
| | |||
|- | |||
| Coercive | |||
| Planets can adjust their planetary Production manually. | |||
| | |||
|- | |||
| Colonizers | |||
| First improvement on all new colonies is free. | |||
| | |||
|- | |||
| Discreet | |||
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. | |||
| [http://www.galciv3.com/mercenaries Mercenaries expansion] | |||
|- | |||
| Engineers | |||
| Shipyard production decays at half of the normal rate. | |||
| | |||
|- | |||
| Entrepreneurs | |||
| Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes | |||
| | |||
|- | |||
| Intuitive | |||
| Starts with free Research (250 research) | |||
| | |||
|- | |||
| Knowledgeable | |||
| Starts knowing the location of other homeworlds | |||
| | |||
|- | |||
| Paranoid | |||
| Free drones defend planets, shipyards and starbases | |||
| | |||
|- | |||
| Prolific | |||
| Planets start with 100% more population than is brought on the Colony ship | |||
| | |||
|- | |||
| Scavengers | |||
| Have a 25% chance capturing the ships of your vanquished foes. | |||
| [http://www.galciv3.com/store#revengeofthesnathi Revenge of the Snathi DLC] | |||
|- | |||
| Starfaring | |||
| All starbases get the first module free. All ships are immune to Nebula | |||
| | |||
|- | |||
| Synthetic | |||
| Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens. Converted to a [[Civilization_Builder|Race Type]] in Crusade. | |||
| | |||
|- | |||
| Unrelenting | |||
| Invasions never cost credits | |||
| | |||
|- | |||
| Unwavering | |||
| Colonies are much harder to Culture flip | |||
| | |||
|- | |||
| Vigilant | |||
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. | |||
| [http://www.galciv3.com/mercenaries Mercenaries expansion] | |||
|- | |||
| Warriors | |||
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range. | |||
| [http://www.galciv3.com/mercenaries Mercenaries expansion] | |||
|- | |||
| Wealthy | |||
| Starts with tourism enabled and with extra credits (+2500bc) | |||
| | |||
|- | |||
| Zealots | |||
| Get an Ideology point each time you invade a planet (15 points to dominant Ideology) | |||
| | |||
|} | |||
= Crusade Abilities = | |||
Crusade changed, replaced, and added many abilities in the game. | |||
{| class="wikitable" | |||
|- | |||
! Name | |||
! Description | |||
|- | |||
| Adaptable | |||
| Can colonize Aquatic, Frozen, and Barren worlds. | |||
|- | |||
| ''Amphibious'' | |||
| ''Converted to a [[Civilization_Builder|Race Type]].'' | |||
|- | |||
| Ancient | |||
| Gets Research from Precursor Artifacts. Recieves access to Precursor technologies. | |||
|- | |||
| Angry | |||
| They're just very angry. Start with a military vessel. | |||
|- | |||
| Bureaucrats | |||
| Starts game with extra Administrators. | |||
|- | |||
| Certain | |||
| Believes their philosophy should be universal. Has increased influence and special planet improvements. | |||
|- | |||
| Colonizers | |||
| First improvement on all new colonies is free. | |||
|- | |||
| Coercive | |||
| Removed; production sliders have been replaced by [[Citizens|Citizens]]. | |||
|- | |||
| Conquerors | |||
| Legions start at twice as good as everyone else's. | |||
|- | |||
| Cybernetic | |||
| Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies. | |||
|- | |||
| Determined | |||
| Ships get +5 tiles of range. | |||
|- | |||
| Discreet | |||
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. | |||
|- | |||
| Engineers | |||
| Shipyard and asteroid production decays at half of the normal rate. | |||
|- | |||
| Experienced | |||
| All ships recieve 25% more experience points from battles. | |||
|- | |||
| ''Entrepreneurs'' | |||
| ''Replaced by Traders.'' | |||
|- | |- | ||
| | | Heroic | ||
| Starts with War College technology, bonuses to legions defending planets. | |||
|- | |- | ||
| | | Hopeful | ||
| Believes any civilization capable of space travel must be a potential friend. Higher morale on planets. | |||
|- | |- | ||
| | | Intuitive | ||
| Starts with free Research (250 research). | |||
|- | |- | ||
| | | Inventive | ||
| Starts with an Engineer citizen and a Constructor ship. | |||
|- | |- | ||
| | | Knowledgeable | ||
| Starts knowing the location of other homeworlds. | |||
|- | |- | ||
| | | Paranoid | ||
| Free drones defend planets, shipyards and starbases. | |||
|- | |- | ||
| | | Prolific | ||
| Planets start with 50% more population than is brought on the Colony ship. Population grows much faster. | |||
|- | |- | ||
| | | Resourceful | ||
| Starts with some useful resources. | |||
|- | |- | ||
| | | Scavengers | ||
| Have a 25% chance capturing the ships of your vanquished foes. | |||
|- | |- | ||
| | | Slavers | ||
| Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world. | |||
|- | |- | ||
| | | Sneaky | ||
| Starts with Espionage technology. | |||
|- | |- | ||
| | | Starfaring | ||
| Ships immune to nebula and has access to special Hyperion improvements. | |||
|- | |- | ||
| | | ''Synthetic'' | ||
| ''Converted to a [[Civilization_Builder|Race Type]].'' | |||
|- | |- | ||
| | | Time Travelers | ||
| Traveled back to this time from the future. Great tech, no infrastructure. | |||
|- | |- | ||
| | | Traders | ||
| Starts with freighter, access to special trade related improvements, access to Acquisition technologies. | |||
|- | |- | ||
| | | Unrelenting | ||
| Invasions never cost credits. | |||
|- | |- | ||
| | | Unwavering | ||
| Colonies are much harder to Culture flip. | |||
|- | |- | ||
| | | Vigilant | ||
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. | |||
|- | |- | ||
| | | Warriors | ||
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range. | |||
|- | |- | ||
| | | Wealthy | ||
| Starts with 1000 more credits. Planets start with an extra production point. | |||
|- | |- | ||
| Xenophobic | |||
| Not interested in expanding. Wants to build a small, secure empire. | |||
|} | |} |
Revision as of 20:42, 18 May 2017
Abilities are distinct from traits in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game.
Galactiv Civilizations III Abilities
Name | Description | Requirements |
---|---|---|
Adaptable | Can colonize tier 1 extreme worlds. | |
Amphibious | Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a Race Type in Crusade. | Mercenaries expansion |
Ancient | Gets Research from Precursor Artifacts. | |
Coercive | Planets can adjust their planetary Production manually. | |
Colonizers | First improvement on all new colonies is free. | |
Discreet | Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. | Mercenaries expansion |
Engineers | Shipyard production decays at half of the normal rate. | |
Entrepreneurs | Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes | |
Intuitive | Starts with free Research (250 research) | |
Knowledgeable | Starts knowing the location of other homeworlds | |
Paranoid | Free drones defend planets, shipyards and starbases | |
Prolific | Planets start with 100% more population than is brought on the Colony ship | |
Scavengers | Have a 25% chance capturing the ships of your vanquished foes. | Revenge of the Snathi DLC |
Starfaring | All starbases get the first module free. All ships are immune to Nebula | |
Synthetic | Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens. Converted to a Race Type in Crusade. | |
Unrelenting | Invasions never cost credits | |
Unwavering | Colonies are much harder to Culture flip | |
Vigilant | Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. | Mercenaries expansion |
Warriors | Ignore 10% of all damage done to their ships. All weapons have 10% longer range. | Mercenaries expansion |
Wealthy | Starts with tourism enabled and with extra credits (+2500bc) | |
Zealots | Get an Ideology point each time you invade a planet (15 points to dominant Ideology) |
Crusade Abilities
Crusade changed, replaced, and added many abilities in the game.
Name | Description |
---|---|
Adaptable | Can colonize Aquatic, Frozen, and Barren worlds. |
Amphibious | Converted to a Race Type. |
Ancient | Gets Research from Precursor Artifacts. Recieves access to Precursor technologies. |
Angry | They're just very angry. Start with a military vessel. |
Bureaucrats | Starts game with extra Administrators. |
Certain | Believes their philosophy should be universal. Has increased influence and special planet improvements. |
Colonizers | First improvement on all new colonies is free. |
Coercive | Removed; production sliders have been replaced by Citizens. |
Conquerors | Legions start at twice as good as everyone else's. |
Cybernetic | Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies. |
Determined | Ships get +5 tiles of range. |
Discreet | Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. |
Engineers | Shipyard and asteroid production decays at half of the normal rate. |
Experienced | All ships recieve 25% more experience points from battles. |
Entrepreneurs | Replaced by Traders. |
Heroic | Starts with War College technology, bonuses to legions defending planets. |
Hopeful | Believes any civilization capable of space travel must be a potential friend. Higher morale on planets. |
Intuitive | Starts with free Research (250 research). |
Inventive | Starts with an Engineer citizen and a Constructor ship. |
Knowledgeable | Starts knowing the location of other homeworlds. |
Paranoid | Free drones defend planets, shipyards and starbases. |
Prolific | Planets start with 50% more population than is brought on the Colony ship. Population grows much faster. |
Resourceful | Starts with some useful resources. |
Scavengers | Have a 25% chance capturing the ships of your vanquished foes. |
Slavers | Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world. |
Sneaky | Starts with Espionage technology. |
Starfaring | Ships immune to nebula and has access to special Hyperion improvements. |
Synthetic | Converted to a Race Type. |
Time Travelers | Traveled back to this time from the future. Great tech, no infrastructure. |
Traders | Starts with freighter, access to special trade related improvements, access to Acquisition technologies. |
Unrelenting | Invasions never cost credits. |
Unwavering | Colonies are much harder to Culture flip. |
Vigilant | Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. |
Warriors | Ignore 10% of all damage done to their ships. All weapons have 10% longer range. |
Wealthy | Starts with 1000 more credits. Planets start with an extra production point. |
Xenophobic | Not interested in expanding. Wants to build a small, secure empire. |