GalCiv4:Civ Abilities Table

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Revision as of 18:59, 13 March 2024 by IT (talk | contribs) (Created page with "{| class="wikitable sortable" |+ !! style="background-color: #1C4D8B; color: white;" | '''Name''' !! style="background-color: #1C4D8B; color: white;" | '''Description''' !! style="background-color: #1C4D8B; color: white;" | '''Effects''' |-<span id="ResilientAbility"></span> | alt=|24px|frameless '''Resilient''' | Ships immune to nebula and have access to special Hyperion improvements. | * Ship gets File:GC3_Generic_Stat_Icon.png|...")
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Name Description Effects
 Resilient Ships immune to nebula and have access to special Hyperion improvements.
  • Ship gets  Is Immune To Nebula
  • Starbase gets  Is Immune To Nebula
 Resourceful Starts with some useful Resources.
  • +2  Hyper Silicates
  • +2  Durantium
 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 gets +5  Sensor Range
  • Ship gets +1  Sensor Range
  • Starbase gets +1  Sensor Range
  • +1  Totalitarianism
  • +5 Deception
 Fertile Start with 2 additional workers and population grows 25% faster.
  • Colony gets +25%  Growth
  • At the start of the game grant +2 Citizens
 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%  Crime
  • +20%  Growth

Season of Dreaming

  • +25%  Influence
  • +25%  Research
  • -25%  Ship Hit Points
 Warriors Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
  • Ship gets +10%  Beam Attack
  • Ship gets +10%  Kinetic Attack
  • Ship gets +10%  Missile Attack
  • Ship gets +0.1  Beam Resistance
  • Ship gets +0.1  Kinetic Resistance
  • Ship gets +0.1  Missile Resistance
  • +5 Intimidation
 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  Diplomacy Bonus
  • Colony gets -25%  Influence Growth
  • +0.15  Soldiering
  • +10  Nihilism
  • +15 Deception
  • +15 Intimidation
  • -5 Persuasion
 Craftsman +50% Income from Trade Routes
  • +50%  Trade Route Income
  • +1  Egalitarianism
  • +1  Egalitarianism
  • +1  Nihilism
  • +5 Persuasion
 Certain Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
  • Colony gets +2  Influence Growth
  • When unlocking culture traits +30 Award Research Amount
 Experienced All Ships receive 25% more Experience Points from battles.
  • +0.25 Experience Bonus
 Intuitive Starts with access to Xeno Anthropology technologies and a free Culture trait.
  • +5 Deception
  • +10 Culture Points
 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
 Archaeologist Whenever artifact charges are earned an additional charge is gained.
  • +1  Archivist Ability
 Radiated Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet.
  • +1  Egalitarianism
  • +1  Progressivism
  • +1  Egalitarianism
  • At the start of the game unlocks the Radioactive World Mastery tech
 Unrelenting +10 Control. Planets generate +1 more Influence per month.
  • +10  Control
  • Colony gets +1  Influence Growth
 Bureaucrats Starts with 50 Control and access to coordination technologies.
  • At the start of the game +50  Control
 Proliferation When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
  • +1 Redundant Assembly Ability
  • Ship gets -25%  Hit Points
  • Unit gets -2  Intelligence
  • Unit gets -1  Diligence
  • Unit gets -1  Resolve
 Hopeful Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
  • Unit gets +10%  Approval
  • +5 Persuasion
 Inspired An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
  • +1  Max Recruits
  • -0.25  Leader Cost
  • +5 Persuasion
 Hive Mind Ships in your territory gain additional Hit Points per colony controlled.
  • +5 BonusHP Max In Z O C
 Engineers Colony and asteroid production decays at half of the normal rate.
  • Colony gets +0.5  Shipyard Decay
  • Colony gets -0.15 Supply Attrition
 Promethion Born Ships have double the normal Hit Points but don't heal normally.
  • Ship gets +100%  Hit Points
  • Ship gets +1 Disable Repair
  • At the start of the game unlocks the Prometheus Stone Extractor improvement
  • +5  Promethion
 Scout Fleet Begins with a colony ship and three probes.
  • -100  Control
 Voyagers +2 Ship Sensor Range.+1 Ship Moves.
  • Ship gets +2  Sensor Range
  • Ship gets +1  Moves
 Starfaring +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
 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
 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
 Xenophobic +50% Research, -75% Influence and -3 to Diplomacy.
  • Colony gets +150%  Research
  • Colony gets -75%  Influence Growth
  • -3  Diplomacy Bonus
  • +5  Traditionalism
  • -5 Deception
  • -5 Intimidation
  • -5 Persuasion
 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
 Unwavering Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
  • +200 Rebellion Points
  • +5 Intimidation
  • +5 Persuasion
 Adaptable Can colonize extreme worlds.
 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 gets -50%  Manufacturing
  • Shipyard gets -50%  Military
  • Colony gets -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 +10%  Approval
  • When conquering planets +10%  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
 Empathy Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
  • +1  Diplomacy Bonus
  • -0.1  Crime
  • +10 Persuasion
 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  Leader Cost
  • Unit gets +10  Loyalty
  • +5 Persuasion
 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
 Exterminators Transport ships are replaced with planet killing Spore Ships.
  • Colony gets -3  Influence Growth
  • +15 Intimidation
 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.
 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
 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 +10%  Approval
 War Profiteers Receives 200% bonus from trade routes established with warring races.
  • TradeRoute gets +1 War Profiteering
 Paranoid Ships receive +25% Hit Points and Attack when they are within their borders.
  • Ship gets +25%  Hit Points
  • Ship gets +25%  Missile Attack
  • Ship gets +25%  Beam Attack
  • Ship gets +25%  Kinetic Attack
 Wealthy Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies.