Abilities
Abilities are distinct from traits in that they represent the culture of a given race, rather than any innate characteristics.
Name | Description | Requirements |
---|---|---|
Adaptable | Can colonize tier 1 extreme worlds | |
Amphibious | Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. | Mercenaries expansion |
Ancient | Gets Research from Precursor Artifacts | |
Coercive | Planets can adjust their planetary Production manually. | |
Colonizers | First improvement on all new colonies is free. | |
Discreet | Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. | Mercenaries expansion |
Engineers | Shipyard production decays at half of the normal rate. | |
Entrepreneurs | Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes | |
Intuitive | Starts with free Research (250 research) | |
Knowledgeable | Starts knowing the location of other homeworlds | |
Paranoid | Free drones defend planets, shipyards and starbases | |
Prolific | Planets start with 100% more population than is brought on the Colony ship | |
Scavengers | Have a 25% chance capturing the ships of your vanquished foes. | Revenge of the Snathi DLC |
Starfaring | All starbases get the first module free. All ships are immune to Nebula | |
Synthetic | Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens. | |
Unrelenting | Invasions never cost credits | |
Unwavering | Colonies are much harder to Culture flip | |
Vigilant | Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. | Mercenaries expansion |
Warriors | Ignore 10% of all damage done to their ships. All weapons have 10% longer range. | Mercenaries expansion |
Wealthy | Starts with tourism enabled and with extra credits (+2500bc) | |
Zealots | Get an Ideology point each time you invade a planet (15 points to dominant Ideology) |