Ability Test: Difference between revisions

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| Ships immune to nebula and have access to special Hyperion improvements.
| Ships immune to nebula and have access to special Hyperion improvements.
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* Ship Is Immune To Nebula
* Ship -  [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Is Immune To Nebula'''
* Starbase Is Immune To Nebula
* Starbase -  [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Is Immune To Nebula'''
|-<span id="ResourcefulAbility"></span>
|-<span id="ResourcefulAbility"></span>
| ResourcefulAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Resourceful'''
| ResourcefulAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Resourceful'''
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| 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.
| 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.
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* <span style="color:Green">+5</span> Colony Sensor Range
* Colony -  <span style="color:Green">+5</span> [[File:GC3_SensorRange_Icon.png|alt=|left|24px|frameless]]'''Sensor Range'''
* <span style="color:Green">+1</span> Ship Sensor Range
* Ship -  <span style="color:Green">+1</span> [[File:GC3_SensorRange_Icon.png|alt=|left|24px|frameless]]'''Sensor Range'''
* <span style="color:Green">+1</span> Starbase Sensor Range
* Starbase -  <span style="color:Green">+1</span> [[File:GC3_SensorRange_Icon.png|alt=|left|24px|frameless]]'''Sensor Range'''
* <span style="color:Green">+1</span> [[File:AuthorityIcon.png|alt=|left|24px|frameless]]'''Totalitarianism'''
* <span style="color:Green">+1</span> [[File:AuthorityIcon.png|alt=|left|24px|frameless]]'''Totalitarianism'''
* <span style="color:Green">+5</span> '''Deception'''
* <span style="color:Green">+5</span> '''Deception'''
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| Start with 2 additional workers and population grows 25% faster.
| Start with 2 additional workers and population grows 25% faster.
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* <span style="color:Green">+25%</span> Colony Growth
* Colony -  <span style="color:Green">+25%</span> [[File:GC3_Growth_Stat_Icon.png|alt=|left|24px|frameless]]'''Growth'''
* At the start of the game grant <span style="color:Green">+2</span> '''Citizens'''
* At the start of the game grant <span style="color:Green">+2</span> '''Citizens'''
|-<span id="NocturnalAbility"></span>
|-<span id="NocturnalAbility"></span>
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| Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
| Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
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* <span style="color:Green">+10%</span> Ship Beam Attack
* Ship -  <span style="color:Green">+10%</span> [[File:GC3_Beam_Attack_Stat_Icon.png|alt=|left|24px|frameless]]'''Beam Attack'''
* <span style="color:Green">+10%</span> Ship Kinetic Attack
* Ship -  <span style="color:Green">+10%</span> [[File:GC3_Kinetic_Attack_Stat_Icon.png|alt=|left|24px|frameless]]'''Kinetic Attack'''
* <span style="color:Green">+10%</span> Ship Missile Attack
* Ship -  <span style="color:Green">+10%</span> [[File:GC3_Missile_Attack_Stat_Icon.png|alt=|left|24px|frameless]]'''Missile Attack'''
* <span style="color:Green">+0.1</span> Ship Beam Damage Reduction
* Ship -  <span style="color:Green">+0.1</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Beam Resistance'''
* <span style="color:Green">+0.1</span> Ship Kinetic Damage Reduction
* Ship -  <span style="color:Green">+0.1</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Kinetic Resistance'''
* <span style="color:Green">+0.1</span> Ship Missile Damage Reduction
* Ship -  <span style="color:Green">+0.1</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Missile Resistance'''
* <span style="color:Green">+5</span> '''Intimidation'''
* <span style="color:Green">+5</span> '''Intimidation'''
|-<span id="GenocidalAbility"></span>
|-<span id="GenocidalAbility"></span>
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| 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.
| 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.
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* <span style="color:Red">-1</span> Faction Diplomacy
* <span style="color:Red">-1</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Diplomacy Bonus'''
* <span style="color:Red">-25%</span> Colony Influence Per Turn
* Colony -  <span style="color:Red">-25%</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|left|24px|frameless]]'''Influence Growth'''
* <span style="color:Green">+0.15</span> Faction Soldiering
* <span style="color:Green">+0.15</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Soldiering'''
* <span style="color:Green">+10</span> [[File:CrueltyIcon.png|alt=|left|24px|frameless]]'''Nihilism'''
* <span style="color:Green">+10</span> [[File:CrueltyIcon.png|alt=|left|24px|frameless]]'''Nihilism'''
* <span style="color:Green">+15</span> '''Deception'''
* <span style="color:Green">+15</span> '''Deception'''
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| +50% Income from Trade Routes
| +50% Income from Trade Routes
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|
* <span style="color:Green">+50%</span> Faction Trade Route Income
* <span style="color:Green">+50%</span> [[File:GC3_Trade_Revenue_Stat_Icon.png|alt=|left|24px|frameless]]'''Trade Route Income'''
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|left|24px|frameless]]'''Egalitarianism'''
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|left|24px|frameless]]'''Egalitarianism'''
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|left|24px|frameless]]'''Egalitarianism'''
* <span style="color:Green">+1</span> [[File:Egalitarianism_Icon.png|alt=|left|24px|frameless]]'''Egalitarianism'''
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| Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
| Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
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* <span style="color:Green">+2</span> Colony Influence Per Turn
* Colony -  <span style="color:Green">+2</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|left|24px|frameless]]'''Influence Growth'''
* When unlocking culture traits  <span style="color:Green">+30</span> '''Award Research Amount'''
* When unlocking culture traits  <span style="color:Green">+30</span> '''Award Research Amount'''
|-<span id="ExperiencedAbility"></span>
|-<span id="ExperiencedAbility"></span>
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| All Ships receive 25% more Experience Points from battles.
| All Ships receive 25% more Experience Points from battles.
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* <span style="color:Green">+0.25</span> Faction Exp Bonus
* <span style="color:Green">+0.25</span> '''Experience Bonus'''
|-<span id="IntuitiveAbility"></span>
|-<span id="IntuitiveAbility"></span>
| IntuitiveAbility - [[File:RaceTraitIntuitive.png|alt=|left|24px|frameless]]'''Intuitive'''
| IntuitiveAbility - [[File:RaceTraitIntuitive.png|alt=|left|24px|frameless]]'''Intuitive'''
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| Whenever artifact charges are earned an additional charge is gained.
| Whenever artifact charges are earned an additional charge is gained.
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* <span style="color:Green">+1</span> Faction Archivist Ability
* <span style="color:Green">+1</span> ''''''
|-<span id="VigilantAbility"></span>
|-<span id="VigilantAbility"></span>
| VigilantAbility - [[File:RaceTraitVigilant.png|alt=|left|24px|frameless]]'''Vigilant'''
| VigilantAbility - [[File:RaceTraitVigilant.png|alt=|left|24px|frameless]]'''Vigilant'''
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| +10 Control. Planets generate +1 more Influence per month.
| +10 Control. Planets generate +1 more Influence per month.
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* <span style="color:Green">+10</span> Faction Control
* <span style="color:Green">+10</span> [[File:|alt=|left|24px|frameless]]'''Control'''
* <span style="color:Green">+1</span> Colony Influence Per Turn
* Colony -  <span style="color:Green">+1</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|left|24px|frameless]]'''Influence Growth'''
|-<span id="PatrioticAbility"></span>
|-<span id="PatrioticAbility"></span>
| PatrioticAbility - [[File:RaceTraitBureaucrats.png|alt=|left|24px|frameless]]'''Bureaucrats'''
| PatrioticAbility - [[File:RaceTraitBureaucrats.png|alt=|left|24px|frameless]]'''Bureaucrats'''
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| When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
| When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
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|
* <span style="color:Green">+1</span> Faction Redundant Assembly Ability
* <span style="color:Green">+1</span> '''Redundant Assembly Ability'''
* <span style="color:Red">-25%</span> Ship Hit Points Cap
* Ship -  <span style="color:Red">-25%</span> [[File:GC3_HitPoints_Icon.png|alt=|left|24px|frameless]]'''Hit Points'''
* <span style="color:Red">-2</span> Unit Intelligence
* Unit -  <span style="color:Red">-2</span> [[File:LeaderStat_Intelligence.png|alt=|left|24px|frameless]]'''Intelligence'''
* <span style="color:Red">-1</span> Unit Diligence
* Unit -  <span style="color:Red">-1</span> [[File:LeaderStat_Diligence.png|alt=|left|24px|frameless]]'''Diligence'''
* <span style="color:Red">-1</span> Unit Resolve
* Unit -  <span style="color:Red">-1</span> [[File:LeaderStat_Resolve.png|alt=|left|24px|frameless]]'''Resolve'''
|-<span id="HopefulAbility"></span>
|-<span id="HopefulAbility"></span>
| HopefulAbility - [[File:RaceTraitHopeful.png|alt=|left|24px|frameless]]'''Hopeful'''
| HopefulAbility - [[File:RaceTraitHopeful.png|alt=|left|24px|frameless]]'''Hopeful'''
| Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
| Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
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|
* <span style="color:Green">+0.1</span> Unit Approval
* Unit -  <span style="color:Green">+0.1</span> [[File:GC3_Approval_Happy_Icon.png|alt=|left|24px|frameless]]'''Approval'''
* <span style="color:Green">+5</span> '''Persuasion'''
* <span style="color:Green">+5</span> '''Persuasion'''
|-<span id="InspiredAbility"></span>
|-<span id="InspiredAbility"></span>
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| An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
| An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
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* <span style="color:Green">+1</span> Faction Leader Max Recruits
* <span style="color:Green">+1</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Max Recruits'''
* <span style="color:Red">-0.25</span> Faction Leader Cost Modify
* <span style="color:Red">-0.25</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Leader Cost'''
* <span style="color:Green">+5</span> '''Persuasion'''
* <span style="color:Green">+5</span> '''Persuasion'''
|-<span id="HiveMindAbility"></span>
|-<span id="HiveMindAbility"></span>
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| Ships in your territory gain additional Hit Points per colony controlled.
| Ships in your territory gain additional Hit Points per colony controlled.
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|
* <span style="color:Green">+5</span> Faction BonusHP Max In Z O C
* <span style="color:Green">+5</span> '''BonusHP Max In Z O C'''
|-<span id="EngineersAbility"></span>
|-<span id="EngineersAbility"></span>
| EngineersAbility - [[File:RaceTraitEngineers.png|alt=|left|24px|frameless]]'''Engineers'''
| EngineersAbility - [[File:RaceTraitEngineers.png|alt=|left|24px|frameless]]'''Engineers'''
| Colony and asteroid production decays at half of the normal rate.
| Colony and asteroid production decays at half of the normal rate.
|
|
* <span style="color:Green">+0.5</span> Colony Sponsor Decay
* Colony -  <span style="color:Green">+0.5</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Shipyard Decay'''
* <span style="color:Red">-0.15</span> Colony Sponsor Decay Mod
* Colony -  <span style="color:Red">-0.15</span> '''Supply Attrition'''
|-<span id="PromethionBornAbility"></span>
|-<span id="PromethionBornAbility"></span>
| PromethionBornAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Promethion Born'''
| PromethionBornAbility - [[File:RaceTraitEconomical.png|alt=|left|24px|frameless]]'''Promethion Born'''
| Ships have double the normal Hit Points but don't heal normally.
| Ships have double the normal Hit Points but don't heal normally.
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|
* <span style="color:Green">+100%</span> Ship Hit Points Cap
* Ship -  <span style="color:Green">+100%</span> [[File:GC3_HitPoints_Icon.png|alt=|left|24px|frameless]]'''Hit Points'''
* <span style="color:Green">+1</span> Ship Disable Repair
* Ship -  <span style="color:Green">+1</span> '''Disable Repair'''
* At the start of the game  unlocks the [[File:PrometheusStoneL1.png|alt=|left|24px|frameless]] [[Improvements_GC4#Prometheus Stone Extractor|Prometheus Stone Extractor]] improvement
* At the start of the game  unlocks the [[File:PrometheusStoneL1.png|alt=|left|24px|frameless]] [[Improvements_GC4#Prometheus Stone Extractor|Prometheus Stone Extractor]] improvement
* <span style="color:Green">+5</span> [[File:GC3_Icon_Promethion_32.png|alt=|left|24px|frameless]]'''Promethion'''
* <span style="color:Green">+5</span> [[File:GC3_Icon_Promethion_32.png|alt=|left|24px|frameless]]'''Promethion'''
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| Begins with a colony ship and three probes.
| Begins with a colony ship and three probes.
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* <span style="color:Red">-100</span> Faction Control
* <span style="color:Red">-100</span> [[File:|alt=|left|24px|frameless]]'''Control'''
|-<span id="ExplorersAbility"></span>
|-<span id="ExplorersAbility"></span>
| ExplorersAbility - [[File:RaceTraitExplorers.png|alt=|left|24px|frameless]]'''Voyagers'''
| ExplorersAbility - [[File:RaceTraitExplorers.png|alt=|left|24px|frameless]]'''Voyagers'''
| +2 Ship Sensor Range.+1 Ship Moves.
| +2 Ship Sensor Range.+1 Ship Moves.
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* <span style="color:Green">+2</span> Ship Sensor Range
* Ship -  <span style="color:Green">+2</span> [[File:GC3_SensorRange_Icon.png|alt=|left|24px|frameless]]'''Sensor Range'''
* <span style="color:Green">+1</span> Ship Moves Cap
* Ship -  <span style="color:Green">+1</span> [[File:GC3_Moves_Icon.png|alt=|left|24px|frameless]]'''Moves'''
|-<span id="StarfaringAbility"></span>
|-<span id="StarfaringAbility"></span>
| StarfaringAbility - [[File:RaceTraitExplorers.png|alt=|left|24px|frameless]]'''Starfaring'''
| StarfaringAbility - [[File:RaceTraitExplorers.png|alt=|left|24px|frameless]]'''Starfaring'''
| +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
| +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
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* <span style="color:Green">+25%</span> Faction Ship Range
* <span style="color:Green">+25%</span> [[File:GC3_ShipRange_Icon.png|alt=|left|24px|frameless]]'''Ship Range'''
* At the start of the game unlocks the [[File:Icon_Drives.png|alt=|left|24px|frameless]] [[GalCiv4:Research_Tree#Subspace Scanning|Subspace Scanning]] tech
* At the start of the game unlocks the [[File:Icon_Drives.png|alt=|left|24px|frameless]] [[GalCiv4:Research_Tree#Subspace Scanning|Subspace Scanning]] tech
* At the start of the game unlocks the [[File:Icon_Drives.png|alt=|left|24px|frameless]] [[GalCiv4:Research_Tree#Subspace Streaming|Subspace Streaming]] tech
* At the start of the game unlocks the [[File:Icon_Drives.png|alt=|left|24px|frameless]] [[GalCiv4:Research_Tree#Subspace Streaming|Subspace Streaming]] tech
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| Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses.
| Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses.
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* <span style="color:Green">+3</span> Faction Trade Licenses Max
* <span style="color:Green">+3</span> [[File:GC3_Trade_Revenue_Stat_Icon.png|alt=|left|24px|frameless]]'''Trade Licenses Max'''
* <span style="color:Green">+1</span> Faction Entrepreneurs Ability
* <span style="color:Green">+1</span> '''Entrepreneurs Ability'''
* <span style="color:Green">+10</span> '''Persuasion'''
* <span style="color:Green">+10</span> '''Persuasion'''
* At the start of the game grant a '''Freighter Ship'''
* At the start of the game grant a '''Freighter Ship'''
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| Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot.
| Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot.
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* <span style="color:Green">+1</span> Faction Ancient Ability
* <span style="color:Green">+1</span> [[File:RaceTraitAncient.png|alt=|left|24px|frameless]]'''Ancient Ability'''
* <span style="color:Green">+1</span> Faction Max Enacted Policies
* <span style="color:Green">+1</span> [[File:Admin_Stat_Icon.png|alt=|left|24px|frameless]]'''Max Enacted Policies'''
* When arriving at an Anomaly  <span style="color:Green">+10</span> '''Award Research Amount'''
* When arriving at an Anomaly  <span style="color:Green">+10</span> '''Award Research Amount'''
|-<span id="CyberneticAbility"></span>
|-<span id="CyberneticAbility"></span>
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| +50% Research, -75% Influence and -3 to Diplomacy.
| +50% Research, -75% Influence and -3 to Diplomacy.
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|
* <span style="color:Green">+150%</span> Colony Research
* Colony -  <span style="color:Green">+150%</span> [[File:GC3_Research_Spending_Stat_Icon.png|alt=|left|24px|frameless]]'''Research'''
* <span style="color:Red">-75%</span> Colony Influence Per Turn
* Colony -  <span style="color:Red">-75%</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|left|24px|frameless]]'''Influence Growth'''
* <span style="color:Red">-3</span> Faction Diplomacy
* <span style="color:Red">-3</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Diplomacy Bonus'''
* <span style="color:Green">+5</span> [[File:TraditionIcon.png|alt=|left|24px|frameless]]'''Traditionalism'''
* <span style="color:Green">+5</span> [[File:TraditionIcon.png|alt=|left|24px|frameless]]'''Traditionalism'''
* <span style="color:Red">-5</span> '''Deception'''
* <span style="color:Red">-5</span> '''Deception'''
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| Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
| Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
|
|
* <span style="color:Green">+200</span> Faction Rebellion Points Max
* <span style="color:Green">+200</span> '''Rebellion Points'''
* <span style="color:Green">+5</span> '''Intimidation'''
* <span style="color:Green">+5</span> '''Intimidation'''
* <span style="color:Green">+5</span> '''Persuasion'''
* <span style="color:Green">+5</span> '''Persuasion'''
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| -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% 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.
|
|
* <span style="color:Red">-50%</span> Colony Max Manufacturing
* Colony -  <span style="color:Red">-50%</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|left|24px|frameless]]'''Manufacturing'''
* <span style="color:Red">-50%</span> Shipyard Military
* Shipyard -  <span style="color:Red">-50%</span> [[File:GC3_S_Military_Manufacturing_Icon.png|alt=|left|24px|frameless]]'''Military'''
* <span style="color:Red">-50%</span> Colony Gross Income
* Colony -  <span style="color:Red">-50%</span> [[File:Stat_Economic_Power_Icon.png|alt=|left|24px|frameless]]'''Gross Income'''
* When winning battles <span style="color:Green">+100</span> [[File:Stat_Economic_Power_Icon.png|alt=|left|24px|frameless]]'''Treasury'''
* When winning battles <span style="color:Green">+100</span> [[File:Stat_Economic_Power_Icon.png|alt=|left|24px|frameless]]'''Treasury'''
* When winning battles <span style="color:Green">+20</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|left|24px|frameless]]'''Stored Goods''' at the Colony
* When winning battles <span style="color:Green">+20</span> [[File:GC3_Production_Spending_Stat_Icon.png|alt=|left|24px|frameless]]'''Stored Goods''' at the Colony
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| Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
| Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
|
|
* <span style="color:Green">+1</span> Faction Diplomacy
* <span style="color:Green">+1</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Diplomacy Bonus'''
* <span style="color:Red">-0.1</span> Faction Crime
* <span style="color:Red">-0.1</span> [[File:|alt=|left|24px|frameless]]'''Crime'''
* <span style="color:Green">+10</span> '''Persuasion'''
* <span style="color:Green">+10</span> '''Persuasion'''
|-<span id="LoyalAbility"></span>
|-<span id="LoyalAbility"></span>
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| Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship.
| Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship.
|
|
* <span style="color:Red">-0.25</span> Faction Leader Cost Modify
* <span style="color:Red">-0.25</span> [[File:Gfx/Icons/Stats/GC3_Generic_Stat_Icon.png|alt=|left|24px|frameless]]'''Leader Cost'''
* <span style="color:Green">+10</span> Unit Loyalty
* Unit -  <span style="color:Green">+10</span> [[File:Leader_Minister_Icon.png|alt=|left|24px|frameless]]'''Loyalty'''
* <span style="color:Green">+5</span> '''Persuasion'''
* <span style="color:Green">+5</span> '''Persuasion'''
|-<span id="CrimelordAbility"></span>
|-<span id="CrimelordAbility"></span>
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| Transport ships are replaced with planet killing Spore Ships.
| Transport ships are replaced with planet killing Spore Ships.
|
|
* <span style="color:Red">-3</span> Colony Influence Per Turn
* Colony -  <span style="color:Red">-3</span> [[File:GC3_InfluenceGrowth_Icon.png|alt=|left|24px|frameless]]'''Influence Growth'''
* <span style="color:Green">+15</span> Faction Intimidation
* <span style="color:Green">+15</span> '''Intimidation'''
|-<span id="SporesAbility"></span>
|-<span id="SporesAbility"></span>
| SporesAbility - [[File:RaceTraitSpores.png|alt=|left|24px|frameless]]'''Spores'''
| SporesAbility - [[File:RaceTraitSpores.png|alt=|left|24px|frameless]]'''Spores'''
Line 303: Line 303:
| Receives 200% bonus from trade routes established with warring races.
| Receives 200% bonus from trade routes established with warring races.
|
|
* <span style="color:Green">+1</span> Trade Route War Profit Mult
* TradeRoute -  <span style="color:Green">+1</span> '''War Profiteering'''
|-<span id="ParanoidAbility"></span>
|-<span id="ParanoidAbility"></span>
| ParanoidAbility - [[File:RaceTraitParanoid.png|alt=|left|24px|frameless]]'''Paranoid'''
| ParanoidAbility - [[File:RaceTraitParanoid.png|alt=|left|24px|frameless]]'''Paranoid'''
| Ships receive +25% Hit Points and Attack when they are within their borders.
| Ships receive +25% Hit Points and Attack when they are within their borders.
|
|
* <span style="color:Green">+25%</span> Ship Hit Points Cap
* Ship -  <span style="color:Green">+25%</span> [[File:GC3_HitPoints_Icon.png|alt=|left|24px|frameless]]'''Hit Points'''
* <span style="color:Green">+25%</span> Ship Missile Attack
* Ship -  <span style="color:Green">+25%</span> [[File:GC3_Missile_Attack_Stat_Icon.png|alt=|left|24px|frameless]]'''Missile Attack'''
* <span style="color:Green">+25%</span> Ship Beam Attack
* Ship -  <span style="color:Green">+25%</span> [[File:GC3_Beam_Attack_Stat_Icon.png|alt=|left|24px|frameless]]'''Beam Attack'''
* <span style="color:Green">+25%</span> Ship Kinetic Attack
* Ship -  <span style="color:Green">+25%</span> [[File:GC3_Kinetic_Attack_Stat_Icon.png|alt=|left|24px|frameless]]'''Kinetic Attack'''
|-<span id="WealthyAbility"></span>
|-<span id="WealthyAbility"></span>
| WealthyAbility - [[File:GC3_Wealthy_Icon.png|alt=|left|24px|frameless]]'''Wealthy'''
| WealthyAbility - [[File:GC3_Wealthy_Icon.png|alt=|left|24px|frameless]]'''Wealthy'''

Revision as of 17:29, 13 March 2024

Name Description Effects
ResilientAbility -
Resilient
Ships immune to nebula and have access to special Hyperion improvements.
ResourcefulAbility -
Resourceful
Starts with some useful Resources.
  • +2
    Hyper Silicates
  • +2
    Durantium
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.
  • Colony - +5
    Sensor Range
  • Ship - +1
    Sensor Range
  • Starbase - +1
    Sensor Range
  • +1
    Totalitarianism
  • +5 Deception
FertileAbility -
Fertile
Start with 2 additional workers and population grows 25% faster.
  • Colony - +25%
    Growth
  • At the start of the game grant +2 Citizens
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.

Alternate between Season of Waking and Season of Dreaming Season of Waking

  • +20%
    Manufacturing
  • +20% [[File:|alt=|left|24px|frameless]]Crime
  • +20%
    Growth

Season of Dreaming

  • +25%
    Influence
  • +25%
    Research
  • -25%
    Ship Hit Points
WarriorsAbility -
Warriors
Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
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.
CraftsmanAbility -
Craftsman
+50% Income from Trade Routes
  • +50%
    Trade Route Income
  • +1
    Egalitarianism
  • +1
    Egalitarianism
  • +1
    Nihilism
  • +5 Persuasion
CertainAbility -
Certain
Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
  • Colony - +2
    Influence Growth
  • When unlocking culture traits +30 Award Research Amount
ExperiencedAbility -
Experienced
All Ships receive 25% more Experience Points from battles.
  • +0.25 Experience Bonus
IntuitiveAbility -
Intuitive
Starts with access to Xeno Anthropology technologies and a free Culture trait.
  • +5 Deception
  • +10 Culture Points
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.
  • +5
    Totalitarianism
  • +5
    Nihilism
ArchaeologistAbility -
Archaeologist
Whenever artifact charges are earned an additional charge is gained.
  • +1 '
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 [[File:|alt=|left|24px|frameless]]Control
  • Colony - +1
    Influence Growth
PatrioticAbility -
Bureaucrats
Starts with 50 Control and access to coordination technologies.
  • At the start of the game +50 [[File:|alt=|left|24px|frameless]]Control
ProliferationAbility -
Proliferation
When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
  • +1 Redundant Assembly Ability
  • Ship - -25%
    Hit Points
  • Unit - -2
    Intelligence
  • Unit - -1
    Diligence
  • Unit - -1
    Resolve
HopefulAbility -
Hopeful
Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
  • Unit - +0.1
    Approval
  • +5 Persuasion
InspiredAbility -
Inspired
An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
HiveMindAbility -
Hive Mind
Ships in your territory gain additional Hit Points per colony controlled.
  • +5 BonusHP Max In Z O C
EngineersAbility -
Engineers
Colony and asteroid production decays at half of the normal rate.
PromethionBornAbility -
Promethion Born
Ships have double the normal Hit Points but don't heal normally.
  • Ship - +100%
    Hit Points
  • Ship - +1 Disable Repair
  • At the start of the game unlocks the
    Prometheus Stone Extractor improvement
  • +5
    Promethion
TutorialTrackerAbility -
Scout Fleet
Begins with a colony ship and three probes.
  • -100 [[File:|alt=|left|24px|frameless]]Control
ExplorersAbility -
Voyagers
+2 Ship Sensor Range.+1 Ship Moves.
  • Ship - +2
    Sensor Range
  • Ship - +1
    Moves
StarfaringAbility -
Starfaring
+25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. EntrepreneursAbility -
Traders
Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses.
  • +3
    Trade Licenses Max
  • +1 Entrepreneurs Ability
  • +10 Persuasion
  • At the start of the game grant a Freighter Ship
AncientAbility -
Ancient
Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot.
  • +1
    Ancient Ability
  • +1
    Max Enacted Policies
  • When arriving at an Anomaly +10 Award Research Amount
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.
DevoutAbility -
Devout
Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology.
  • At the start of the game grant a Cleric
  • At the start of the game give all units
    The Way
  • At the start of the game unlocks the
    Krynniac Temple improvement
  • When unlocking culture traits +100
    Influence Growth
UnwaveringAbility -
Unwavering
Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
  • +200 Rebellion Points
  • +5 Intimidation
  • +5 Persuasion
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.
  • Colony - -50%
    Manufacturing
  • Shipyard - -50%
    Military
  • Colony - -50%
    Gross Income
  • When winning battles +100
    Treasury
  • When winning battles +20
    Stored Goods at the Colony
  • When winning battles +20
    Stored Goods at the Shipyard
  • When winning battles +0.1
    Approval
  • When conquering planets +0.1
    Approval
  • When conquering planets +500
    Treasury
  • When conquering planets +200
    Stored Goods at the Colony
  • When conquering planets +200
    Stored Goods at the Shipyard
  • +5 Intimidation
  • At the start of the game unlocks the
    Armed Shuttles tech
  • At the start of the game * At the start of the game |-
EmpathyAbility -
Empathy
Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
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.
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.
  • +5
    Nihilism
  • +10 Deception
  • At the start of the game ally with
    Pirates
ExterminatorsAbility -
Exterminators
Transport ships are replaced with planet killing Spore Ships.
  • Colony - -3
    Influence Growth
  • +15 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.
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.
  • At the start of the game Show Starting Positions
  • At the start of the game unlocks 3 charges of the
    Dimensional Mirror artifact
  • When unlocking culture traits unlocks 1 charge of the
    Dimensional Mirror artifact
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.
  • When conquering planets +1000
    Treasury
  • When conquering planets +0.1
    Approval
WarProfiteersAbility -
War Profiteers
Receives 200% bonus from trade routes established with warring races.
  • TradeRoute - +1 War Profiteering
ParanoidAbility -
Paranoid
Ships receive +25% Hit Points and Attack when they are within their borders.
  • Ship - +25%
    Hit Points
  • Ship - +25%
    Missile Attack
  • Ship - +25%
    Beam Attack
  • Ship - +25%
    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.