Ability Test

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Name Description Effects
ResilientAbility -
Resilient
Ships immune to nebula and have access to special Hyperion improvements.
  • Ship Is Immune To Nebula
  • Starbase Is Immune To Nebula
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.
  • +5 Colony Sensor Range
  • +1 Ship Sensor Range
  • +1 Starbase Sensor Range
FertileAbility -
Fertile
Start with 2 additional workers and population grows 25% faster.
  • +25% Colony Growth
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.
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
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
CraftsmanAbility -
Craftsman
+50% Income from Trade Routes
  • +50% Faction Trade Route Income
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
ExperiencedAbility -
Experienced
All Ships receive 25% more Experience Points from battles.
  • +0.25 Faction Exp Bonus
IntuitiveAbility -
Intuitive
Starts with access to Xeno Anthropology technologies and a free Culture trait.
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.
  • +1 Faction Archivist Ability
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.
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.
UnrelentingAbility -
Unrelenting
+10 Control. Planets generate +1 more Influence per month.
  • +10 Faction Control
  • +1 Colony Influence Per Turn
PatrioticAbility -
Bureaucrats
Starts with 50 Control and access to coordination technologies.
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
HopefulAbility -
Hopeful
Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
  • +0.1 Unit Approval
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
HiveMindAbility -
Hive Mind
Ships in your territory gain additional Hit Points per colony controlled.
  • +5 Faction BonusHP Max In Z O C
EngineersAbility -
Engineers
Colony and asteroid production decays at half of the normal rate.
  • +0.5 Colony Sponsor Decay
  • -0.15 Colony Sponsor Decay Mod
PromethionBornAbility -
Promethion Born
Ships have double the normal Hit Points but don't heal normally.
  • +100% Ship Hit Points Cap
  • +1 Ship Disable Repair
TutorialTrackerAbility -
Scout Fleet
Begins with a colony ship and three probes.
  • -100 Faction Control
ExplorersAbility -
Voyagers
+2 Ship Sensor Range.+1 Ship Moves.
  • +2 Ship Sensor Range
  • +1 Ship Moves Cap
StarfaringAbility -
Starfaring
+25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
  • +25% Faction Ship Range
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
AncientAbility -
Ancient
Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot.
  • +1 Faction Ancient Ability
  • +1 Faction Max Enacted Policies
CyberneticAbility -
Cybernetic
Gives Access to more powerful technologies and Improvements for races who are not afraid to interface with superior technologies.
XenophobicAbility -
Xenophobic
+50% Research, -75% Influence and -3 to Diplomacy.
  • +150% Colony Research
  • -75% Colony Influence Per Turn
  • -3 Faction Diplomacy
DevoutAbility -
Devout
Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology.
UnwaveringAbility -
Unwavering
Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
  • +200 Faction Rebellion Points Max
AdaptableAbility -
Adaptable
Can colonize extreme worlds.
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
EmpathyAbility -
Empathy
Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
  • +1 Faction Diplomacy
  • -0.1 Faction Crime
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
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.
  • -3 Colony Influence Per Turn
  • +15 Faction Intimidation
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.
  • Show Starting Positions

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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.
  • +1 Trade Route War Profit Mult
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
WealthyAbility -
Wealthy
Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies.
TelepathyAbility -
Telepathy
Can use telepathic executive orders to place thoughts in the minds of all citizens on a planet, for good or evil.