Ability Test

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Species Description Attribute Chance Global Stats Colony Stats Approval Modifiers Gendered?
Altarian
Most Altarians adopt a Mer, a philosophy they devote their life to. This makes them more ideological than other species and more approving when their Ideology matches that of their empire or governor, and more disapproving when it is opposed to them. They can also be specialized to Divine Empaths, though it is an expensive process.
  • +80% Ideology
  • +10% Criminal
  • +5% Natural League
  • +10% Telepathic
  • +10% Pacifist
Snathi
Snathi are clever and resourceful, but very likely to be criminals.
  • +40% Ideology
  • +30% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Tywom
The Tywom aren't very smart, and certainly aren't very socially adept. Their only positive quality is their incredibly low Expectations. They are very accustomed to being treated poorly, and they are even happier when they share a world with other species. Though the other species may not like it.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Irradiated Amoeba
Irradiated citizens evolve if given enough time, each evolution more capable than the last. At the starting Amoeba stage, they reproduce frequently and are quick to evolve but are poor workers.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Festron
Festron love Jungle worlds. They also occasionally murder other species they share a world with.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Trandal
Easily distracted and always hungry Trandals are good at taking orders, and that's about it.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Manti
Manti love Aquatic worlds. They receive a large Approval bonus when they are on them and a slight penalty when they aren't.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Zombies
Horrible ghouls that grow quickly but aren't very bright.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Korath
If you thought the Drengin were disagreeable, the Korath are even worse. Though they have incredible Resolve and Diligence their social skills are lacking and they dislike sharing a world with any other species.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +100% Warforged
Mimot
An average race with an above average Growth rate. They will quickly overwhelm planets and consume all available Food.
  • +40% Ideology
  • +5% Criminal
  • +5% Natural League
  • +25% Pacifist
Space Elves
Graceful and in tune with nature, Elves possess a deep knowledge of techno magic and ancient lore.
  • +75% Ideology
  • +15% Natural League
  • +5% Telepathic
  • +5% Pacifist
  • +5% Warforged
Cyborgs
A fusion of machine and flesh, Cyborgs are known for their enhanced abilities and resilience.
  • +50% Ideology
  • +10% Criminal
  • +5% Pacifist
  • +5% Warforged
Slyne
The Slyne do not require organic food to survive, but their slow Growth rate hampers their ability to spread out into the galaxy as quickly as other species.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Drengin
Drengin have a high Resistance and aptitude for becoming strong Soldiers. Drengin have no Approval penalty for living on undefended worlds. They defend themselves.
  • +40% Ideology
  • +5% Criminal
  • +5% Natural League
  • +10% Warforged
Irradiated Larva
Irradiated citizens evolve if given enough time, each evolution more capable than the last. At the Larva stage, their Growth Rate slows, but they are more skilled than their Amoeba forms.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Canine
Loyal and intuitive, Caninoids demonstrate exceptional teamwork and remarkable instincts. They naturally excel in roles requiring cooperation and protection, such as military or policing duties. While not typically drawn to independent intellectual pursuits, they're formidable tactical operators within a group dynamic. Their sociable temperament engenders strong bonds, earning them an Approval boost when sharing their world with other species. They have very low expectations.
  • +40% Ideology
  • +5% Criminal
  • +5% Emporium
  • +5% Natural League
  • +5% Telepathic
  • +5% Pacifist
  • +5% Warforged
Avian
Graceful and visionary, Avianoids are known for their strategic foresight and aerial mastery. They excel in roles requiring a broad perspective, such as scouts, diplomats, or strategic planners. Their nimble agility can be less effective in ground-based military engagements. With a natural inclination towards harmony, they gain an Approval bonus when coexisting with diverse species on their world.
  • +70% Ideology
  • +12% Criminal
  • +5% Emporium
  • +5% Natural League
  • +5% Telepathic
  • +5% Pacifist
  • +5% Warforged
Drath
The Drath are an ancient race that are fond of their legacy and their vast storehouses of credits. They receive an Approval bonus based on the Credits in their treasury.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +10% Warforged
Star Frogs
Amphibious and adaptable, Frogs are known for their leaping ability and unique survival skills.
  • +45% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Ruined Torian
These pitiful creatures have had their will tortured out of them.
  • +40% Ideology
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Feline
Elegant and astute, Felinoids distinguish themselves with keen intellect and agile cunning. They prefer roles of strategic importance, thriving as scientists, diplomats, or spies, and display an affinity for complex systems. Highly individualistic, they can struggle with regimented military roles. Their curious natures make them adept cultural adapters, gaining an Approval bonus when cohabiting worlds with other species.
  • +40% Ideology
  • +10% Criminal
  • +5% Emporium
  • +5% Natural League
  • +5% Telepathic
  • +5% Pacifist
  • +5% Warforged
Baratak
The Baratak are stout citizens who require very little to be content. But they are sensitive to Pollution and won't be happy, or healthy, on heavily polluted worlds.
  • +40% Ideology
  • +10% Criminal
  • +10% Natural League
  • +5% Pacifist
  • +5% Warforged
Torian
Torian love Aquatic worlds. They receive a large Approval bonus when they are on them and a slight penalty when they aren't. But their subjugation by the Drengin makes them unhappy when they share worlds with Drengin citizens.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Lantern
A young but promising race until early galactic traders introduced them to euphoric vapors that were enjoyed by other species but deeply addictive to the Lantern. Now the Lantern society is dominated by the search for additional sources of the drug and all citizens are kept on it at all times.
  • +40% Ideology
  • +10% Criminal
Phalenoids
Brilliant and sociable creatures, Phalenoids excel in Intelligence and Social, but they make poor soldiers. They prefer to befriend other species. Their Approval increases when sharing their world with other species.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +10% Pacifist
Xeloxi
Xeloxi have few redeeming qualities, if by few you mean none. Their culture rewards strong action and concerns like ethics or compassion were lost long ago. Every Xeloxi is a criminal and generates Crime.
  • +40% Ideology
  • +100% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Scryve
The Scryve are waning. Each of their citizens has incredibly high Diligence, Intelligence and Resolve but they are handicapped by their low Growth which will make it difficult to spread out among the stars unless they capture another species to do it.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Feline Fatales
Mysterious and agile, the Feline Fatales are known for their quick reflexes and curious but often dangerous nature.
  • +45% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Irradiated Nymph
Irradiated citizens evolve if given enough time, each evolution more capable than the last. At the final Nymph stage, their Growth Rate slows significantly, but they are highly skilled.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Phamysht
The Phamysht are a polite and engaging species, until they murder you. Still, their high Social and Intelligence makes up for their equally high Expectations.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Humanoids
Diverse and adaptable, Humanoids are capable of thriving in various environments and societies.
  • +45% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Onyx
The Onyx have no need for organic food and sustain themselves on the energy of the universe. Onyx Hive Growth rate is dependent on the amount of Promethion their civilization holds.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Klepart
The first united technical achievement of their species was the creation of a great beacon tower to send their call out into space. A few days after turning it on an answer was received, a fleet of warships appeared in orbit above their world and raiders were sent down to collect every child on their homeworld. And then the raiders were gone. An entire generation of the Klepart was lost. The next generation has now grown old enough to begin exploring space on their own, but they remain fearful that the raiders will return, and hopeful that they will someday find the children that were stolen from them.
  • +40% Ideology
  • +10% Criminal
Iconian
Iconians are a paranoid species that are still traumatized by their near extinction by the Yor. Because of this they suffer a significant Approval penalty if they share a world with them. And even though they are as temperamental as other species, their passive nature prevents them from protesting.
  • +40% Ideology
  • +10% Criminal
  • +10% Natural League
  • +5% Pacifist
  • +5% Warforged
Arcean
Arcean's stoic nature makes them unlikely to be ideological. Instead they revere the military and Arcean soldiers gain additional Approval and are never pacifists.
  • +10% Criminal
  • +5% Natural League
  • +10% Warforged
Thalan
The Thalan are from a dimension more advanced than ours. Their insight provides them with an increased Intelligence and also increased Expectations.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Space Demons
With a fearsome reputation, Demons are known for their powerful dark techno magic and formidable presence.
  • +80% Ideology
  • +20% Criminal
  • +5% Natural League
  • +5% Telepathic
  • +15% Warforged
Sentient Plants
Growing and thriving, Plants possess a unique connection to the natural world and its energies.
  • +45% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Lizard
Cold-blooded and cunning, Lizards are known for their survival instincts and quick agility.
  • +45% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Luxar
Luxar have no need for organic food but their Growth is generally less than organic species. Their growth can be increased based on the amount of Promethion they have stored.Despite their low growth rate their high Diligence, Intelligence and Resolve makes them well suited for nearly any task.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +10% Telepathic
  • +5% Pacifist
  • +5% Warforged
Space Dwarves
Stout and sturdy, Dwarves are renowned for their craftsmanship and love of the underground of various worlds.
  • +55% Ideology
  • +5% Criminal
  • +10% Warforged
Iridium
Iridium's high Social make them excellent Traders. They receive an Approval bonus based on the Credits in your treasury.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Vampiric
Mysterious and alluring, Vampires are known for their seeming immortality and powerful quasi-mystical abilities.
  • +45% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Odair Conclave
Extreme nihilists counting down the moments until the universe succumbs to the eventual pull of entropy. Believe the Krynn in particular are the most foolish (for their faith) but are hard pressed to be enthused about anyone. There is a black hole at the edge of their galaxy, "The Yawning Mouth of God" that they delight in sending elaborate constructions into.
  • +40% Ideology
  • +10% Criminal
Orphica Enclave
The Orphic Enclave serves only to expand the power of an ancient, renegade supercomputer.
  • +40% Ideology
  • +10% Criminal
Burran
A peaceful species who believes that a series of 7 "rigors" will cause them to be elevated to a godlike existence. Each rigor takes many years to accomplish and only the first 3 of these can be performed on their home planet, afterwards they explore the universe pursuing their tasks.
  • +40% Ideology
  • +10% Criminal
Intueri
The Intueri have high Diligence and low Expectations. They put the needs of the group over their own. Lacking true complex thought -expect low Intelligence.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Telepathic
  • +5% Pacifist
  • +5% Warforged
Minor Race
A less advanced species that is unable to travel outside their solar system.
  • +10% Criminal
Kaxx Collective
They believe their home world is the cocoon for a sleeping creature and they were placed on the planet to guard her. One day they believe the creature will awake and either spread new life across the universe or kill everyone.
  • +40% Ideology
  • +10% Criminal
Yor
As a synthetic species Yor don't require Food or have any natural Growth. Instead their citizens are manufactured.They also don't suffer any Approval penalty from Pollution, Overcrowding or reaching their Population Capacity.
  • +40% Ideology
Human
Humans are known for their flexibility and productivity. They have lower Expectations than other species.
  • +45% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged
Navigators
Navigator society is built around investigating the wonders of the universe, often to the exclusion of everything else. Their high Intelligence makes them the best scientists in the galaxy.
  • +40% Ideology
  • +10% Criminal
  • +5% Natural League
  • +5% Pacifist
  • +5% Warforged