Ability Test
Name | Description | Effects | |||
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ResilientAbility - Resilient | Ships immune to nebula and have access to special Hyperion improvements. | ||||
ResourcefulAbility - Resourceful | Starts with some useful Resources. | ||||
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. | ||||
FertileAbility - Fertile | Start with 2 additional workers and population grows 25% faster. | ||||
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. |
Alternate between Season of Waking and Season of Dreaming Season of Waking Season of Dreaming | |||
WarriorsAbility - Warriors | Ignore 10% of all damage done to their ships. All weapons do 10% more damage. | ||||
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. | ||||
CraftsmanAbility - Craftsman | +50% Income from Trade Routes | ||||
CertainAbility - Certain | Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked. | ||||
ExperiencedAbility - Experienced | All Ships receive 25% more Experience Points from battles. |
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IntuitiveAbility - Intuitive | Starts with access to Xeno Anthropology technologies and a free Culture trait. |
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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. | ||||
ArchaeologistAbility - Archaeologist | Whenever artifact charges are earned an additional charge is gained. | ||||
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. |
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UnrelentingAbility - Unrelenting | +10 Control. Planets generate +1 more Influence per month. | ||||
PatrioticAbility - Bureaucrats | Starts with 50 Control and access to coordination technologies. |
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ProliferationAbility - Proliferation | When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points. | ||||
HopefulAbility - Hopeful | Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. | ||||
InspiredAbility - Inspired | An additional Leader is available for recruitment and Leaders cost 25% less to recruit. | ||||
HiveMindAbility - Hive Mind | Ships in your territory gain additional Hit Points per colony controlled. |
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EngineersAbility - Engineers | Colony and asteroid production decays at half of the normal rate. | ||||
PromethionBornAbility - Promethion Born | Ships have double the normal Hit Points but don't heal normally. |
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TutorialTrackerAbility - Scout Fleet | Begins with a colony ship and three probes. |
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ExplorersAbility - Voyagers | +2 Ship Sensor Range.+1 Ship Moves. | ||||
StarfaringAbility - Starfaring | +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. |
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EntrepreneursAbility - Traders | Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses. | |
AncientAbility - Ancient | Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot. | ||||
XenophobicAbility - Xenophobic | +50% Research, -75% Influence and -3 to Diplomacy. | ||||
DevoutAbility - Devout | 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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UnwaveringAbility - Unwavering | Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies. |
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AdaptableAbility - Adaptable | Can colonize extreme worlds. |
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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. |
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EmpathyAbility - Empathy | Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%. | |
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. | ||||
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. | ||||
ExterminatorsAbility - Exterminators | Transport ships are replaced with planet killing Spore Ships. | ||||
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. |
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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. |
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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. | ||||
WarProfiteersAbility - War Profiteers | Receives 200% bonus from trade routes established with warring races. |
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ParanoidAbility - Paranoid | Ships receive +25% Hit Points and Attack when they are within their borders. | ||||
WealthyAbility - Wealthy | Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies. |
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