Ability Test

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Name Short Name Description Effects Type
Likeable4 -
Unlikeable
Modifies other players' attitude toward you
  • -3 Faction Diplomacy
Rich4 -
Poor
Modifies how quickly credits are gained
  • -30% Colony Colony Gross Income
Farmer1 -
Farmers
Makes advanced farming technologies available.
  • +25% Colony Food Income
ResilientAbility -
Resilient
Resilient Ships immune to nebula and have access to special Hyperion improvements.
  • +1 Ship Is Immune To Nebula
  • +1 Starbase Is Immune To Nebula

Ability

ResourcefulAbility -
Resourceful
Resourceful Starts with some useful Resources.
  • OnStartTurn 1 HyperSilicates
  • OnStartTurn 1 Durantium

Ability

Rich2 -
Rich
Modifies how quickly credits are gained
  • +10% Colony Colony Gross Income
WatcherAbility -
Watcher
Watchful 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
  • OnStartTurn 1 IdeologyTotalitarianism
  • OnStartTurn 1 Deception

Ability

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

Ability

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

Starting Ship

StartingIdeology_Individualism -
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.
  • OnStartTurn 1 IdeologyIndividualism

Ideology

NocturnalAbility -
Nocturnal
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.
  • OnStartTurn 1 MaxManufacturing Crime Growth
  • OnStartTurn
  • OnStartTurn
  • OnStartTurn
  • OnStartTurn

Ability

WarriorsAbility -
Warriors
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
  • OnStartTurn 1 Intimidation

Ability

GenocidalAbility -
Genocidal
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
  • OnStartTurn 1 IdeologyNihilism
  • OnStartTurn 1 Deception
  • OnStartTurn 1 Intimidation
  • OnStartTurn 1 Persuasion

Ability

CraftsmanAbility -
Craftsman
Craftsman +50% Income from Trade Routes
  • +50% Faction Trade Route Income
  • OnStartTurn 1 IdeologyEgalitarianism
  • OnStartTurn 1 IdeologyEgalitarianism
  • OnStartTurn 1 IdeologyNihilism
  • OnStartTurn 1 Persuasion

Ability

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

Starting Ship

CertainAbility -
Certain
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
  • OnCultureTraitUnlock

Ability

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

Ability

IntuitiveAbility -
Intuitive
Intuitive Starts with access to Xeno Anthropology technologies and a free Culture trait.
  • OnStartTurn 1 Deception
  • OnStartTurn 1 CulturePoints

Ability

SlaversAbility -
Slavers
Slavers Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies.
  • OnStartTurn 1 IdeologyTotalitarianism
  • OnStartTurn 1 IdeologyNihilism

Ability

Productive3 -
Unproductive
Modifies how quickly improvements are built on your planets
  • -15% Colony Max Manufacturing
ArchaeologistAbility -
Archaeologist
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
VigilantAbility -
Vigilant
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 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
  • OnInitialShips
  • OnInitialShips

Race Type

Persuasive4 -
Unconvincing
Modifies your chance to use Persuasion in events and diplomacy
  • -25 Faction Persuasion
Courageous2 -
Courageous
Modifies the ability to resist Invasions
  • +20% Colony Planetary Defenses MaxHP
Influential2 -
Influential
Modifies how quickly borders are expanded
  • +10% Colony Influence Per Turn
ScoutsStartingShip -
Scouts
Scouts Start with three tiny Probes that quickly explore the galaxy.
  • OnInitialShips
  • OnInitialShips
  • OnInitialShips

Starting Ship

Productive2 -
Productive
Modifies how quickly improvements are built on your planets
  • +10% Colony Max Manufacturing
Fast1 -
Fast
Modifies how far your ships can travel each turn
  • +2 Ship Moves Cap
Fast2 -
Fast
Modifies how far your ships can travel each turn
  • +1 Ship Moves Cap
Intimidating3 -
Meek
Modifies your chance to use Intimidation in events and diplomacy
  • -10 Faction Intimidation
Clever2 -
Clever
Modifies how quickly technologies are learned
  • +10% Colony Research
RadiatedAbility -
Radiated
Radiated Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet.
  • OnStartTurn 1 IdeologyEgalitarianism
  • OnStartTurn 1 IdeologyProgressivism
  • OnStartTurn 1 IdeologyEgalitarianism
  • OnInitialShips

Ability

UnrelentingAbility -
Unrelenting
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
Explorer1 -
Explorers
Modifies how far your ships can travel from your borders
  • +4 Ship Ship Range
  • +4 Ship Sensor Range
StartingIdeology_Nihilism -
Nihilism
Nihilism Believes in the rejection or denial of inherent meaning or value in life. Causing pain to others is a valid purpose.
  • OnStartTurn 1 IdeologyNihilism

Ideology

SurveyStartingShip -
Flag Ship
Flag Ship Begin with a Flag Ship that explores the galaxy and investigates valuable Anomalies.
  • OnInitialShips

Starting Ship

PatrioticAbility -
Bureaucrats
Bureaucrats Starts with 50 Control and access to coordination technologies.
  • OnStartTurn 1

Ability

Likeable3 -
Unlikeable
Modifies other players' attitude toward you
  • -1.5 Faction Diplomacy
Intimidating4 -
Meek
Modifies your chance to use Intimidation in events and diplomacy
  • -25 Faction Intimidation
Influential1 -
Influential
Modifies how quickly borders are expanded
  • +15% Colony Influence Per Turn
ProliferationAbility -
Proliferation
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
Persuasive2 -
Persuasive
Modifies your chance to use Persuasion in events and diplomacy
  • +30 Faction Persuasion
Productive1 -
Productive
Modifies how quickly improvements are built on your planets
  • +15% Colony Max Manufacturing
Deceptive4 -
Bad Liar
Modifies your chance to use Deception in events and diplomacy
  • -25 Faction Deception
HopefulAbility -
Hopeful
Hopeful Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
  • +0.1 Unit Approval
  • OnStartTurn 1 Persuasion

Ability

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

Starting Ship

InspiredAbility -
Inspired
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
  • OnStartTurn 1 Persuasion

Ability

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

Ability

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

Ability

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

Starting Ship

Bureaucrat1 -
Bureaucrats
Makes additional organizational technologies available
  • +1 Faction Control Per Turn
Deceptive1 -
Deceptive
Modifies your chance to use Deception in events and diplomacy
  • +25 Faction Deception
PromethionBornAbility -
Promethion Born
Promethion Born Ships have double the normal Hit Points but don't heal normally.
  • +100% Ship Hit Points Cap
  • +1 Ship Disable Repair
  • OnStartTurn 1
  • OnStartTurn 1 Promethion

Ability

Urbanite1 -
Urbanites
Has access to more advanced city building technologies
  • +25% Colony Population Cap
TutorialTrackerAbility -
Scout Fleet
Scout Fleet Begins with a colony ship and three probes.
  • -100 Faction Control

Ability

AmmoniaBasedAbility -
Ammonia Based
Ammonia 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 Ship Range
  • +2 Ship Sensor Range
WarFleet -
Siege Fleet
Siege Fleet Begins with Fighters and a Siege ship.
  • OnInitialShips
  • OnInitialShips
  • OnInitialShips

Starting Ship

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

Ability

StarfaringAbility -
Starfaring
Starfaring +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
  • +25% Faction Ship Range
  • OnStartTurn 1
  • OnStartTurn 1
  • OnStartTurn 1

Ability

EntrepreneursAbility -
Traders
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
  • OnStartTurn 1 Persuasion
  • OnInitialShips

Ability

Courageous4 -
Craven
Modifies the ability to resist Invasions
  • -0.3 Colony Resistance Bonus
StartingIdeology_Egalitarianism -
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.
  • OnStartTurn 1 IdeologyEgalitarianism

Ideology

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

Ability

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

Ability

XenophobicAbility -
Xenophobic
Xenophobic +50% Research, -75% Influence and -3 to Diplomacy.
  • +150% Colony Research
  • -75% Colony Influence Per Turn
  • -3 Faction Diplomacy
  • OnStartTurn 1 IdeologyTraditionalism
  • OnStartTurn 1 Deception
  • OnStartTurn 1 Intimidation
  • OnStartTurn 1 Persuasion

Ability

Explorer3 -
Explorers
Modifies how far your ships can travel from your borders
  • -1 Ship Ship Range
DevoutAbility -
Devout
Devout Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology.
  • OnPlayerSetup
  • OnPlayerSetup
  • OnStartTurn 1
  • OnCultureTraitUnlock InfluencePerTurn

Ability

UnwaveringAbility -
Unwavering
Unwavering Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
  • +200 Faction Rebellion Points Max
  • OnStartTurn 1 Intimidation
  • OnStartTurn 1 Persuasion

Ability

AdaptableAbility -
Adaptable
Adaptable Can colonize extreme worlds.
  • OnInitialShips

Ability

RaidersAbility -
Raiders
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 Colony Gross Income
  • OnWinFleetBattle Credits
  • OnWinFleetBattle ManufacturingOverflow
  • OnWinFleetBattle ManufacturingOverflow
  • OnWinFleetBattle Approval
  • OnConquerPlanet Approval
  • OnConquerPlanet Credits
  • OnConquerPlanet ManufacturingOverflow
  • OnConquerPlanet ManufacturingOverflow
  • OnStartTurn 1 Intimidation
  • OnInitialShips
  • OnPlayerSetup
  • OnPlayerSetup

Ability

Persuasive1 -
Persuasive
Modifies your chance to use Persuasion in events and diplomacy
  • +50 Faction Persuasion
EmpathyAbility -
Empathy
Empathy Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
  • +1 Faction Diplomacy
  • -0.1 Faction Crime
  • OnStartTurn 1 Persuasion

Ability

Brutal4 -
Gentle
Modifies the success of Planetary Invasions
  • -0.3 Faction Soldiering
Clever4 -
Foolish
Modifies how quickly technologies are learned
  • -30% Colony Research
DrenginTutorialStartingShips -
Scout Fleet
Scout Fleet Begins with a colony ship and three probes.
  • OnInitialShips

Starting Ship

LoyalAbility -
Loyal
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
  • OnStartTurn 1 Persuasion

Ability

CrimelordAbility -
Crime Lord
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.
  • OnStartTurn 1 IdeologyNihilism
  • OnStartTurn 1 Deception
  • OnStartTurn 1

Ability

Veteran3 -
Veteran
Modifies how quickly your ships gain experience
  • -0.2 Faction Exp Bonus
Militant4 -
Passive
Decreases your starting Control
  • -20 Faction Control
Rich3 -
Poor
Modifies how quickly credits are gained
  • -15% Colony Colony Gross Income
Clever1 -
Clever
Modifies how quickly technologies are learned
  • +15% Colony Research
StartingIdeology_Pacifism -
Pacifism
Pacifism Believes in opposing war and violence, advocating for the resolution of conflicts through peaceful negotiations and mutual respect.
  • OnStartTurn 1 IdeologyPacifism

Ideology

ExterminatorsAbility -
Exterminators
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
SporesAbility -
Spores
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.
  • OnStartTurn 1
  • OnCultureTraitUnlock

Ability

CartographerAbility -
Cartographer
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.
  • OnStartTurn 1
  • OnStartTurn 1
  • OnCultureTraitUnlock

Ability

Deceptive2 -
Deceptive
Modifies your chance to use Deception in events and diplomacy
  • +10 Faction Deception
Veteran1 -
Veteran
Modifies how quickly your ships gain experience
  • +1.0 Faction Exp Bonus
Productive4 -
Unproductive
Modifies how quickly improvements are built on your planets
  • -30% Colony Max Manufacturing
CarbonBasedLife -
Carbon Based
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
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.
  • OnConquerPlanet Credits
  • OnConquerPlanet Approval

Ability

StartingIdeology_Collectivism -
Collectivism
Collectivism Believes in prioritizing the group, community, or society over individual interests, often with a focus on shared responsibility and collective action.
  • OnStartTurn 1 IdeologyCollectivism

Ideology

Courageous3 -
Craven
Modifies the ability to resist Invasions
  • -0.15 Colony Resistance Bonus
WarProfiteersAbility -
War Profiteers
War Profiteers Receives 200% bonus from trade routes established with warring races.
  • +1 Trade Route War Profit Mult

Ability

ParanoidAbility -
Paranoid
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
Wealthy Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies.
  • OnInitialShips
  • OnStartTurn 1
  • OnStartTurn 1
  • OnStartTurn 1 Credits

Ability

Brutal1 -
Brutal
Modifies the success of Planetary Invasions
  • +0.4 Faction Soldiering
Veteran2 -
Veteran
Modifies how quickly your ships gain experience
  • +0.75 Faction Exp Bonus
ColonyStartingFleet -
Colony Fleet
Colony Fleet Begins with two Colony Ships to quickly find and colonize new worlds.
  • OnInitialShips
  • OnInitialShips

Starting Ship

Likeable2 -
Likeable
Modifies other players' attitude toward you
  • +2 Faction Diplomacy
Likeable1 -
Likeable
Modifies other players' attitude toward you
  • +3 Faction Diplomacy
Deceptive3 -
Bad Liar
Modifies your chance to use Deception in events and diplomacy
  • -10 Faction Deception
Intimidating2 -
Intimidating
Modifies your chance to use Intimidation in events and diplomacy
  • +30 Faction Intimidation
StartingIdeology_Progressivism -
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.
  • OnStartTurn 1 IdeologyProgressivism

Ideology

StartingIdeology_Traditionalism -
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.
  • OnStartTurn 1 IdeologyTraditionalism

Ideology

SyntheticLife -
Synthetic
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
  • OnStartTurn 1

Race Type

Influential4 -
Forgettable
Modifies how quickly borders are expanded
  • -30% Colony Influence Per Turn
Veteran4 -
Veteran
Modifies how quickly your ships gain experience
  • -0.4 Faction Exp Bonus
Influential3 -
Forgettable
Modifies how quickly borders are expanded
  • -15% Colony Influence Per Turn
Miners1 -
Miners
Increases output from asteroid mining.
  • +50% Asteroid Production Points
Militant1 -
Militant
Increases your starting Control
  • +50 Faction Control
Brutal3 -
Gentle
Modifies the success of Planetary Invasions
  • -0.15 Faction Soldiering
StartingIdeology_Totalitarianism -
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.
  • OnStartTurn 1 IdeologyTotalitarianism

Ideology

Explorer4 -
Explorers
Modifies how far your ships can travel from your borders
  • -2 Ship Ship Range
Militant2 -
Militant
Increases your starting Control
  • +30 Faction Control
TelepathyAbility -
Telepathy
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
Rich1 -
Rich
Modifies how quickly credits are gained
  • +15% Colony Colony Gross Income
Clever3 -
Foolish
Modifies how quickly technologies are learned
  • -15% Colony Research