GC4 Executive Orders Table

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Executive Order Description Effects Cost Cooldown Requirements
Galactic Festival
Holding a grand festival on all of our worlds will improve our Tourism for 12 months. +0.25 Tourism * -10</span Control 50 Turns Technology Required:
  • Xeno Entertainment
Invite Leaders
Searching for our most talented will provide 3 new leaders for recruitment. +3 Leaders for Recruitment * -20</span Control 10 Turns Technology Required:
  • Leadership Recruiting
Martial Law
Improves your Manufacturing and reduces Research and Approval for 50 turns. +50% Max Manufacturing

-25% Research -0.03 Approval

* -10</span Control 200 Turns Technology Required:
  • Planetary Defenses
Forced Overtime
More work gets done at the targeted shipyard but your citizens won't be happy. -0.1 Approval

+100% Military

* -100</span Control 30 Turns Technology Required:
  • Orbital Mining
Illicit Deals
There are those that want our favor and are happy to pay for it. This will provide Credits but increase Crime across our civilization. +0.03 Crime

+600 Credits

* -10</span Control 50 Turns Technology Required:
  • Political Capital
Extort Governors
Our governors will generously donate to our cause. But they won't like it. -12 Loyalty

Provides 100 Credits per Governor

* -30</span Control 25 Turns Technology Required:
  • Political Capital
Draft Colonists
Sometimes we can't afford to wait for volunteers. This will provide a free Colony ship. -0.02 Approval

Spawns a Colony Ship with Passenger

* -33</span Control 12 Turns Unavailable for Race Trait:
  • Slavers Ability
  • Synthetic Life
  • Entrepreneurs Ability
  • Tutorial Tracker Ability
  • Radiated Ability
Impress Citizens
Our people are owned by you. It is time they remember. Will provide a Colony Ship and a Constructor Spawns a Colony Ship with Passenger

Spawns a Constructor

* -50</span Control 6 Turns Race Trait Required:
  • Slavers Ability

Unavailable for Race Trait:

  • Tutorial Tracker Ability
Impress Constructors
We need a Constructor Ship and we need it now. -0.02 Approval

Spawns a Constructor

* -30</span Control 8 Turns Race Trait Required:
  • Crimelord Ability
Pandemonium
Use telepathy to affect an entire planet negatively. Choose to lower the Planetary Defense, reduce Influence and Approval, or impair Manufacturing and Research. Sends the Pandemonium event to another target player * -30</span Control 20 Turns Race Trait Required:
  • Telepathy Ability
Serenity
Use telepathy to affect an entire planet positively. Choose to boost Growth, improve Approval, or increase Influence and Tourism. Sends the Serenity event to another target player * -30</span Control 20 Turns Race Trait Required:
  • Telepathy Ability
Draft Civilian Ships
Security is more important than private ownership. This will provide three free defenders. -0.1 Approval

Spawns a Defender Spawns a Defender Spawns a Defender

* -100</span Control 20 Turns Technology Required:
  • Planetary Mobilization
Mass Mobilization
Shared sense of duty makes it easy to find volunteers willing to fight. Spawns a Transport * -30</span Control 20 Turns Culture Required:
  • Mass Mobilization
Crime Wave
Organize entire criminal networks with the pull of a few strings. +200% Crime * -30</span Control 20 Turns Culture Required:
  • Criminal Ties
Exploit Population
Take advantage of an entire empire's labor force. +200% Max Manufacturing

+200% Research +200% Food Income +200% Influence Per Turn +200% Colony Gross Income

* -20</span Control 10 Turns Culture Required:
  • Exploitation
Colonial Supplies
Making a large shipment of supplies to our colonies will reduce their Decay for 25 months. -0.15 Colony Sponsor Decay Mod * -30</span Control 50 Turns Technology Required:
  • Centralized Administration
Pressure Scientists
Putting pressure on our scientists will result in an immediate +50 Research. +50 Research * -30</span Control 10 Turns Technology Required:
  • Xeno Research
Telescope Takeover
Private corporations have advanced survey equipment which we can put to immediate use. Reveal an Area of the Map * -15</span Control 30 Turns Unavailable for Race Trait:
  • Watcher Ability
  • Slavers Ability
  • Synthetic Life
  • Entrepreneurs Ability
  • Genocidal Ability
  • Adaptable Ability
  • Tutorial Tracker Ability
  • Ravenous Ability
Telescope Takeover
Private corporations have advanced survey equipment which we can put to immediate use. Reveal an Area of the Map * -15</span Control 30 Turns Race Trait Required:
  • Watcher Ability
Print Money
Printing money can provide short-term wealth at the cost of inflation, which lowers Approval for approximately a year. -0.1 Approval

+500 Credits

* -45</span Control 18 Turns Unavailable for Race Trait:
  • Unrelenting Ability
  • Synthetic Life
  • Entrepreneurs Ability
  • Tutorial Tracker Ability
  • Radiated Ability
Exploit Resources
In times of need, we can exploit government land of all their resources. This will create a significant Pollution problem for a full year. +0.05 Pollution

+250 Credits

* -50</span Control 10 Turns Technology Required:
  • Planetology

Race Trait Required:

  • Entrepreneurs Ability
Goodwill Tour
Go on a Goodwill Tour to improve your Diplomacy with foreign civilizations. +1 Diplomacy for 30 Months * -30</span Control 40 Turns Technology Required:
  • Diplomacy
Defense Sentinels
Provides a guardian drone for the selected colony. Defense drones can protect against minor attacks but can't leave the planet. Spawns a Guardian * -35</span Control 10 Turns Technology Required:
  • Space Doctrine

Race Trait Required:

  • Vigilant Ability
Impress Foreign Fleet
Take control of another civilization's fleet that is within your borders. Cannot be used on fleets you are at war with. Converts a foreign fleet to your own

-3 Diplomacy to foreign faction

* -100</span Control 5 Turns Technology Required:
  • Preferred Lending
Enlist Pirate Fleet
Recruit a Pirate fleet. Converts a foreign fleet to your own * -15</span Control 0 Turns Race Trait Required:
  • Crimelord Ability
Enlist Pirate World
Recruit a Pirate world. Recruits target Pirate World * -30</span Control 0 Turns Race Trait Required:
  • Crimelord Ability
Death Commandos
Unleash your most fatalistic and experienced forces for a targeted attack. Reduces HP of each ship in enemy fleet by 25%. Reduces HP of Enemy Fleet by 25% * -40</span Control 25 Turns Culture Required:
  • Fatalism
Cosmic Eye
Use the Cosmic Eye to reveal a part of the map. If the Cosmic Eye sees another civilization's planet, it has a chance to steal a technology. Reveal an Area of the Map

Chance to steal tech if world is spotted

* -30</span Control 20 Turns Race Trait Required:
  • Watcher Ability

Unavailable for Race Trait:

  • Clever4
Cosmic Eye
Use the Cosmic Eye to reveal a part of the map. If the Cosmic Eye sees another civilization's planet, it has a chance to steal a technology. Reveal an Area of the Map

Chance to steal tech if world is spotted

* -15</span Control 10 Turns Race Trait Required:
  • Watcher Ability
  • Clever4
Forced Labor
The people are working hard. They could be working harder. +100 Manufacturing Overflow

-0.05 Approval

* -30</span Control 10 Turns Race Trait Required:
  • Slavers Ability
Thrall Training
Trains thralls to increase target fleet experience. +15 Experience * -25</span Control
  • -50</span Credits
0 Turns Technology Required:
  • Asteroid Mining

Race Trait Required:

  • Slavers Ability
Manufacture Population
Without using Durantium we can recycle scraps to quickly produce more citizens. +1 Yor Citizen * -25</span Control
  • -100</span Credits
10 Turns Race Trait Required:
  • Synthetic Life
Upgrade Fleet Propulsion
Use our executive powers to focus our efforts onto a single fleet to optimize its speed. +1 Moves Cap * -30</span Control
  • -25</span Credits
15 Turns Race Trait Required:
  • Synthetic Life
Shipyard Production Boost
Focus our efforts to quickly supply manufacturing resources to a specific shipyard. +100 Manufacturing Overflow * -50</span Control
  • -25</span Credits
12 Turns Race Trait Required:
  • Synthetic Life
Recapitalize
Generate new capital through recapitalization with your reserve currency status. +300 Credits * -15</span Control 24 Turns Race Trait Required:
  • Entrepreneurs Ability
Hire Miner
Engage skilled miners to extract valuable resources efficiently and boost your productivity. Spawns a Mining Ship * -25</span Control
  • -50</span Credits
12 Turns Race Trait Required:
  • Entrepreneurs Ability
Hire Merchant Ship
Contract experienced merchants to man a ship to expand your trade routes. Spawns a Freighter * -25</span Control
  • -50</span Credits
12 Turns Race Trait Required:
  • Entrepreneurs Ability
Add Shock Troopers
Install shock troopers on target ship to assist in conquering worlds. +5 Siege Ability * -50</span Control
  • -100</span Credits
0 Turns Race Trait Required:
  • Genocidal Ability
Fertilize Planet
Increases fertility of target colony. +1 Fertility * -25</span Control
  • -50</span Credits
36 Turns Race Trait Required:
  • Adaptable Ability

Unavailable for Race Trait:

  • Synthetic Life
Give Hope
Give a series of inspirational speeches to the target core world to increase their approval. +0.2 Approval * -30</span Control
  • -50</span Credits
24 Turns Race Trait Required:
  • Hopeful Ability
Draft Colonists
Sometimes we can't afford to wait for volunteers. This will provide a free Colony ship. -0.02 Approval

Spawns a Colony Ship with Passenger

* -15</span Control 4 Turns Race Trait Required:
  • Tutorial Tracker Ability

Unavailable for Race Trait:

  • Slavers Ability
  • Radiated Ability
Telescope Takeover
Private corporations have advanced survey equipment which we can put to immediate use. Reveal an Area of the Map * -15</span Control 30 Turns Race Trait Required:
  • Tutorial Tracker Ability

Unavailable for Race Trait:

  • Slavers Ability
Print Money
Printing money can provide short-term wealth at the cost of inflation, which lowers Approval for approximately a year. -0.1 Approval

+500 Credits

* -60</span Control 15 Turns Race Trait Required:
  • Tutorial Tracker Ability

Unavailable for Race Trait:

  • Radiated Ability
Mitosis
Induce Mitosis in an Irradiated Citizen on a target planet. +1 Absolute Citizen * -25</span Control 10 Turns Race Trait Required:
  • Radiated Ability
Swarm
For six months all members of our species that have the Consuming will see their abilities doubled. +100% Intelligence

+100% Diligence +100% Social +0.25 Approval

* -75</span Control 50 Turns Technology Required:
  • Hatcheries

Race Trait Required:

  • Ravenous Ability
Planetary Clairvoyance
Greatly expand the sensor vision of the target world to see what is remotely near it. Effect begins one month later. +20 Sensor Range * -100</span Control 100 Turns Race Trait Required:
  • Ravenous Ability