Civ Abilities

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Civilization Abilities


Civilization Abilities are a set of two characteristics that grant the Civilization a (usually) powerful bonus or ability and provide some extra flavour to their gameplay style. Alongside Civilization Traits, Citizens and Cultural Focus, Civilization Abilities serve to differentiate the different in-game factions from one another.



Core Civilizations have their Abilities pre-set, although they can be changed in the Customize your Civilization screen before the game starts, which allows each Civilization to be played in a wide variety of ways. Players can select two Abilities for Custom Civilizations made with the AlienGPT system too.

Civilization Ability List

Civilization Abilities have a wide range of bonuses to grant: from useful starting resources and various modifiers to resource generation, through making unique technologies available for research, to special powers unique to that Ability that can be activated by the player to influence the game at a critical moment.

List of Civilization Abilities:

  • Adaptable - Can colonize extreme worlds, grants Extreme Colonization tech.
  • Ancient - Gets Research from Precursor Artifacts and Anomalies, starts with an additional Policy Slot.
  • Archaeologist - Whenever Artifact charges are earned, an additional charge is gained.
  • Bureaucrats - Starts with +50 Control and access to coordination technologies.
  • Cartographer - Starts knowing the location of other homeworlds. They also receive three charges of the Dimensional Mirror power which reveals a portion of space, and they gain a cultural charge each time a Culture Trait is earned.
  • Certain - Believes their philosophy should be universal, increased (+2) Influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
  • Craftsmen - +50% income from Trade Routes, Egalitarian Cultural Awareness increases by 1, Nihilism Cultural Awareness increases by 1, +5 Persuasion.
  • Crime Lord - Starts allied with the Pirates. Also grants access to the Look the Other Way Policy, Improvements unlocked by increasing Crime and Executive Orders to claim Pirate fleets and worlds. Nihilism Cultural Awareness increases by 5, +10 Deception.
  • Cybernetic - Gives access to more powerful technologies and Improvements for races who are not afraid to interface with advanced technologies.
  • Devout - Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. Grants +1 Divine Empath on Homeworld, Unlocks Krynniac Temple Planetary Improvement, +100 * * * * Influence Growth to all our worlds.
  • Empathy - Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
  • Engineers - Colony and asteroid production decays at half of the normal rate. -15% Supply Attrition to all our worlds.
  • Experienced - All Ships receive 25% more Experience Points from battles.
  • Exterminators - Transport ships are replaced with planet killing Spore Ships. -3 Influence Growth to all our worlds, +15 Intimidation.
  • Fertile - Start with 2 additional workers and population grows 25% faster. Grants +2 Citizens on Homeworld.
  • Genocidal - Massive advantage in conquering planets due to not caring in the least about collateral damage. -1 Diplomacy Bonus, -25% Influence Growth to all our worlds, +15% Soldiering, Nihilism Cultural Awareness increases by 10, +15 Deception, +15 Intimidation, -5 Persuasion.
  • Hive Mind - Ships in your territory gain additional Hit Points per colony controlled.
  • Hopeful - Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. +10% Approval, +5 Persuasion.
  • Inspired - An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
  • Intuitive - Starts with access to Xeno Anthropology technologies and a free Culture trait. +5 Deception, +10 Culture Points.
  • Loyal - Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship. +5 Persuasion.
  • 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.
  • Paranoid - Ships receive +25% Hit Points and Attach when they are within their borders.
  • Proliferation - When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points. -2 Intelligence, -1 Diligence, -1 Resolve.
  • Promethion Born - Ships have double the normal Hit Points but don’t heal normally. Unlocks Prometheus Stone Extractor Planetary Improvement. +5 Promethion.
  • Radiated - Can Colonize Radioactive Worlds. Gains the Abhorrent Infection Exectutive Order after several months. Egalitarianism Cultural Awareness increases by 1, Progressivism Cultural Awareness increases by 1, Grants Radioactive World Mastery tech.
  • 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. +100 Treasury. +5 Intimidation. Grants the Armed Shuttles tech.
  • Ravenous - Receives 1000 Credits and +10% Approval for 25 months after conquering a planet. It also grants the ability to consume aliens and spawn new Festron Citizens.
  • Resilient - Ships are immune to nebula and have access to special Hyperion improvements.
  • Resourceful - Starts with some useful Resources. +2 Hyper Silicates, +2 Durantium
  • Scout Fleet - Begins with a colony ship and three probes. -100 Control.
  • Slavers - Gain the ability to enslave your Citizens, reducing their Approval, production and Food consumption. But they never protest. Gain access to Slaving technologies. Totalitarianism Cultural Awareness increases by 5. Nihilism Cultural Awareness increases by 5.
  • Starfaring - +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. Grants Subspace Streaming Tech.
  • Telepathy - Can use telepathic Executive Orders to place thoughts in the minds of all Citizens on a planet, for good or evil.
  • Traders - Starts with as freighter, has a significant boost to Persuasion and receives 3 free Trade Licenses. +10 Persuasion.
  • Unrelenting - +10 Control. Planets generate +1 more Influence per month.
  • Unwavering - Colonies are much harder to Culture flit, and access to the Unbroken Spirit technologies. +200 Rebellion Points, +5 Intimidation, +5 Persuasion.
  • Vigilant - Starbases have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus while in the are of any Starbase. Makes available techs that increase movement speed.
  • Voyagers - +2 Ship Sensor Range, +1 Ship Moves.
  • War Profiteers - Receives 200% bonus from Trade Routes established with warring races.
  • Warriors - Ignore 10% of all damage done to their ships. All weapons do 10% more damage. +10 Intimidation.
  • 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 from Plants, +1 Sensor Range for Ships and Starbases. Totalitarianism Cultural Awareness increases by 1. +5 Deception.
  • Wealthy - Starts with 2000 more credits and the Universal Translator technology. Receives access to the Interstellar Banking technologies.
  • Xenophobic - +50% Research, -75% Influence and -3 Diplomacy. Traditionalism Cultural Awareness increases by 5, -5 Deception, -5 Intimidation, -5 Persuasion.