Ability Test

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Name Description Effects Type
Likeable4 -
Unlikeable
Modifies other players' attitude toward you
  • -3 Faction Diplomacy

Personality Trait

Rich4 -
Poor
Modifies how quickly credits are gained
  • -30% Colony Gross Income

Personality Trait

Farmer1 -
Farmers
Makes advanced farming technologies available.
  • +25% Colony Food Income

Personality Trait

ResilientAbility -
Resilient
Ships immune to nebula and have access to special Hyperion improvements.
  • Ship Is Immune To Nebula
  • Starbase Is Immune To Nebula

Ability

ResourcefulAbility -
Resourceful
Starts with some useful Resources.

Ability

Rich2 -
Rich
Modifies how quickly credits are gained
  • +10% Colony Gross Income

Personality Trait

WatcherAbility -
Watcher
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.
  • +5 Colony Sensor Range
  • +1 Ship Sensor Range
  • +1 Starbase Sensor Range

Ability

FertileAbility -
Fertile
Start with 2 additional workers and population grows 25% faster.
  • +25% Colony Growth

Ability

ScoutingFleet -
Scout Fleet
Begins with a colony ship and three probes.

Starting Ship

StartingIdeology_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
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
Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
  • +10% Ship Beam Attack
  • +10% Ship Kinetic Attack
  • +10% Ship Missile Attack
  • +0.1 Ship Beam Damage Reduction
  • +0.1 Ship Kinetic Damage Reduction
  • +0.1 Ship Missile Damage Reduction

Ability

GenocidalAbility -
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.
  • -1 Faction Diplomacy
  • -25% Colony Influence Per Turn
  • +0.15 Faction Soldiering

Ability

CraftsmanAbility -
Craftsman
+50% Income from Trade Routes
  • +50% Faction Trade Route Income

Ability

ConstructorsStartingShip -
Constructors
Start with two Constructors that start to quickly tap the galactic resources.

Starting Ship

CertainAbility -
Certain
Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
  • +2 Colony Influence Per Turn

Ability

ExperiencedAbility -
Experienced
All Ships receive 25% more Experience Points from battles.
  • +0.25 Faction Exp Bonus

Ability

IntuitiveAbility -
Intuitive
Starts with access to Xeno Anthropology technologies and a free Culture trait.

Ability

SlaversAbility -
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
  • -15% Colony Max Manufacturing

Personality Trait

ArchaeologistAbility -
Archaeologist
Whenever artifact charges are earned an additional charge is gained.
  • +1 Faction Archivist Ability

Ability

Persuasive3 -
Unconvincing
Modifies your chance to use Persuasion in events and diplomacy
  • -10 Faction Persuasion

Personality Trait

VigilantAbility -
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 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.
  • +1 Colony Mineral Conversion
  • +1 Colony Technology Conversion
  • +1 Colony Wealth Conversion
  • +1 Colony Fertility Conversion

Race Type

Persuasive4 -
Unconvincing
Modifies your chance to use Persuasion in events and diplomacy
  • -25 Faction Persuasion

Personality Trait

Courageous2 -
Courageous
Modifies the ability to resist Invasions
  • +20% Colony Planetary Defenses MaxHP

Personality Trait

Influential2 -
Influential
Modifies how quickly borders are expanded
  • +10% Colony Influence Per Turn

Personality Trait

ScoutsStartingShip -
Scouts
Start with three tiny Probes that quickly explore the galaxy.

Starting Ship

Productive2 -
Productive
Modifies how quickly improvements are built on your planets
  • +10% Colony Max Manufacturing

Personality Trait

Fast1 -
Fast
Modifies how far your ships can travel each turn
  • +2 Ship Moves Cap

Personality Trait

Fast2 -
Fast
Modifies how far your ships can travel each turn
  • +1 Ship Moves Cap

Personality Trait

Intimidating3 -
Meek
Modifies your chance to use Intimidation in events and diplomacy
  • -10 Faction Intimidation

Personality Trait

Clever2 -
Clever
Modifies how quickly technologies are learned
  • +10% Colony Research

Personality Trait

RadiatedAbility -
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
+10 Control. Planets generate +1 more Influence per month.
  • +10 Faction Control
  • +1 Colony Influence Per Turn

Ability

Courageous1 -
Courageous
Modifies the ability to resist Cultural Influence effects
  • +30% Colony Planetary Defenses MaxHP

Personality Trait

Explorer1 -
Explorers
Modifies how far your ships can travel from your borders
  • +4 Ship Range
  • +4 Ship Sensor Range

Personality Trait

StartingIdeology_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
Begin with a Flag Ship that explores the galaxy and investigates valuable Anomalies.

Starting Ship

PatrioticAbility -
Bureaucrats
Starts with 50 Control and access to coordination technologies.

Ability

Likeable3 -
Unlikeable
Modifies other players' attitude toward you
  • -1.5 Faction Diplomacy

Personality Trait

Intimidating4 -
Meek
Modifies your chance to use Intimidation in events and diplomacy
  • -25 Faction Intimidation

Personality Trait

Influential1 -
Influential
Modifies how quickly borders are expanded
  • +15% Colony Influence Per Turn

Personality Trait

ProliferationAbility -
Proliferation
When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
  • +1 Faction Redundant Assembly Ability
  • -25% Ship Hit Points Cap
  • -2 Unit Intelligence
  • -1 Unit Diligence
  • -1 Unit Resolve

Ability

Militant3 -
Passive
Decreases your starting Control
  • -10 Faction Control

Personality Trait

Persuasive2 -
Persuasive
Modifies your chance to use Persuasion in events and diplomacy
  • +30 Faction Persuasion

Personality Trait

Productive1 -
Productive
Modifies how quickly improvements are built on your planets
  • +15% Colony Max Manufacturing

Personality Trait

Deceptive4 -
Bad Liar
Modifies your chance to use Deception in events and diplomacy
  • -25 Faction Deception

Personality Trait

HopefulAbility -
Hopeful
Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
  • +0.1 Unit Approval

Ability

ColonyStartingShip -
Colony Ship
Begins with a Colony Ship and probe to quickly find and colonize new worlds.

Starting Ship

InspiredAbility -
Inspired
An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
  • +1 Faction Leader Max Recruits
  • -0.25 Faction Leader Cost Modify

Ability

SiliconBasedAbility -
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.
  • +1 Colony Mineral Conversion
  • +1 Colony Technology Conversion
  • +1 Colony Wealth Conversion
  • +1 Colony Fertility Conversion

Race Type

HiveMindAbility -
Hive Mind
Ships in your territory gain additional Hit Points per colony controlled.
  • +5 Faction BonusHP Max In Z O C

Ability

EngineersAbility -
Engineers
Colony and asteroid production decays at half of the normal rate.
  • +0.5 Colony Sponsor Decay
  • -0.15 Colony Sponsor Decay Mod

Ability

TutorialStartingShips -
Scout Fleet
Begins with a colony ship and three probes.

Starting Ship

Bureaucrat1 -
Bureaucrats
Makes additional organizational technologies available
  • +1 Faction Control Per Turn

Personality Trait

Deceptive1 -
Deceptive
Modifies your chance to use Deception in events and diplomacy
  • +25 Faction Deception

Personality Trait

PromethionBornAbility -
Promethion Born
Ships have double the normal Hit Points but don't heal normally.
  • +100% Ship Hit Points Cap
  • +1 Ship Disable Repair

Ability

Urbanite1 -
Urbanites
Has access to more advanced city building technologies
  • +25% Colony Population Cap

Personality Trait

TutorialTrackerAbility -
Scout Fleet
Begins with a colony ship and three probes.
  • -100 Faction Control

Ability

AmmoniaBasedAbility -
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.
  • +1 Colony Mineral Conversion
  • +1 Colony Technology Conversion
  • +1 Colony Wealth Conversion
  • +1 Colony Fertility Conversion

Race Type

Explorer2 -
Explorers
Modifies how far your ships can travel from your borders
  • +2 Ship Range
  • +2 Ship Sensor Range

Personality Trait

WarFleet -
Siege Fleet
Begins with Fighters and a Siege ship.

Starting Ship

ExplorersAbility -
Voyagers
+2 Ship Sensor Range.+1 Ship Moves.
  • +2 Ship Sensor Range
  • +1 Ship Moves Cap

Ability

StarfaringAbility -
Starfaring
+25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
  • +25% Faction Ship Range

Ability

EntrepreneursAbility -
Traders
Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses.
  • +3 Faction Trade Licenses Max
  • +1 Faction Entrepreneurs Ability

Ability

Courageous4 -
Craven
Modifies the ability to resist Invasions
  • -0.3 Colony Resistance Bonus

Personality Trait

StartingIdeology_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
Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot.
  • +1 Faction Ancient Ability
  • +1 Faction Max Enacted Policies

Ability

CyberneticAbility -
Cybernetic
Gives Access to more powerful technologies and Improvements for races who are not afraid to interface with superior technologies.

Ability

XenophobicAbility -
Xenophobic
+50% Research, -75% Influence and -3 to Diplomacy.
  • +150% Colony Research
  • -75% Colony Influence Per Turn
  • -3 Faction Diplomacy

Ability

Explorer3 -
Explorers
Modifies how far your ships can travel from your borders
  • -1 Ship Range

Personality Trait

DevoutAbility -
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
Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
  • +200 Faction Rebellion Points Max

Ability

AdaptableAbility -
Adaptable
Can colonize extreme worlds.

Ability

RaidersAbility -
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.
  • -50% Colony Max Manufacturing
  • -50% Shipyard Military
  • -50% Colony Gross Income

Ability

Persuasive1 -
Persuasive
Modifies your chance to use Persuasion in events and diplomacy
  • +50 Faction Persuasion

Personality Trait

EmpathyAbility -
Empathy
Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
  • +1 Faction Diplomacy
  • -0.1 Faction Crime

Ability

Brutal4 -
Gentle
Modifies the success of Planetary Invasions
  • -0.3 Faction Soldiering

Personality Trait

Clever4 -
Foolish
Modifies how quickly technologies are learned
  • -30% Colony Research

Personality Trait

DrenginTutorialStartingShips -
Scout Fleet
Begins with a colony ship and three probes.

Starting Ship

LoyalAbility -
Loyal
Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship.
  • -0.25 Faction Leader Cost Modify
  • +10 Unit Loyalty

Ability

CrimelordAbility -
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
  • -0.2 Faction Exp Bonus

Personality Trait

Militant4 -
Passive
Decreases your starting Control
  • -20 Faction Control

Personality Trait

Rich3 -
Poor
Modifies how quickly credits are gained
  • -15% Colony Gross Income

Personality Trait

Clever1 -
Clever
Modifies how quickly technologies are learned
  • +15% Colony Research

Personality Trait

StartingIdeology_Pacifism -
Pacifism
Believes in opposing war and violence, advocating for the resolution of conflicts through peaceful negotiations and mutual respect.

Ideology

ExterminatorsAbility -
Exterminators
Transport ships are replaced with planet killing Spore Ships.
  • -3 Colony Influence Per Turn
  • +15 Faction Intimidation

Ability

Intimidating1 -
Intimidating
Modifies your chance to use Intimidation in events and diplomacy
  • +50 Faction Intimidation

Personality Trait

SporesAbility -
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
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
  • +10 Faction Deception

Personality Trait

Veteran1 -
Veteran
Modifies how quickly your ships gain experience
  • +1.0 Faction Exp Bonus

Personality Trait

Productive4 -
Unproductive
Modifies how quickly improvements are built on your planets
  • -30% Colony Max Manufacturing

Personality Trait

CarbonBasedLife -
Carbon Based
Carbon-based species use water and hydrocarbons as the basis of their chemistry. Their populations require food in order to grow.
  • +1 Colony Mineral Conversion
  • +1 Colony Technology Conversion
  • +1 Colony Wealth Conversion
  • +1 Colony Fertility Conversion

Race Type

RavenousAbility -
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
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
  • -0.15 Colony Resistance Bonus

Personality Trait

WarProfiteersAbility -
War Profiteers
Receives 200% bonus from trade routes established with warring races.
  • +1 Trade Route War Profit Mult

Ability

ParanoidAbility -
Paranoid
Ships receive +25% Hit Points and Attack when they are within their borders.
  • +25% Ship Hit Points Cap
  • +25% Ship Missile Attack
  • +25% Ship Beam Attack
  • +25% Ship Kinetic Attack

Ability

WealthyAbility -
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
  • +0.4 Faction Soldiering

Personality Trait

Veteran2 -
Veteran
Modifies how quickly your ships gain experience
  • +0.75 Faction Exp Bonus

Personality Trait

ColonyStartingFleet -
Colony Fleet
Begins with two Colony Ships to quickly find and colonize new worlds.

Starting Ship

Likeable2 -
Likeable
Modifies other players' attitude toward you
  • +2 Faction Diplomacy

Personality Trait

Likeable1 -
Likeable
Modifies other players' attitude toward you
  • +3 Faction Diplomacy

Personality Trait

Deceptive3 -
Bad Liar
Modifies your chance to use Deception in events and diplomacy
  • -10 Faction Deception

Personality Trait

Intimidating2 -
Intimidating
Modifies your chance to use Intimidation in events and diplomacy
  • +30 Faction Intimidation

Personality Trait

StartingIdeology_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
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
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.
  • +1 Colony Mineral Conversion
  • +1 Colony Technology Conversion
  • +1 Colony Wealth Conversion
  • +1 Colony Fertility Conversion
  • +1 Faction Can Colonize Extreme World
  • +1 Faction Synthetic Life

Race Type

Influential4 -
Forgettable
Modifies how quickly borders are expanded
  • -30% Colony Influence Per Turn

Personality Trait

Veteran4 -
Veteran
Modifies how quickly your ships gain experience
  • -0.4 Faction Exp Bonus

Personality Trait

Influential3 -
Forgettable
Modifies how quickly borders are expanded
  • -15% Colony Influence Per Turn

Personality Trait

Miners1 -
Miners
Increases output from asteroid mining.
  • +50% Asteroid Production Points

Personality Trait

Militant1 -
Militant
Increases your starting Control
  • +50 Faction Control

Personality Trait

Brutal3 -
Gentle
Modifies the success of Planetary Invasions
  • -0.15 Faction Soldiering

Personality Trait

StartingIdeology_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
  • -2 Ship Range

Personality Trait

Militant2 -
Militant
Increases your starting Control
  • +30 Faction Control

Personality Trait

TelepathyAbility -
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
  • +0.3 Faction Soldiering

Personality Trait

Rich1 -
Rich
Modifies how quickly credits are gained
  • +15% Colony Gross Income

Personality Trait

Clever3 -
Foolish
Modifies how quickly technologies are learned
  • -15% Colony Research

Personality Trait