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		<id>https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7450</id>
		<title>Abilities</title>
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		<updated>2018-05-14T00:05:52Z</updated>

		<summary type="html">&lt;p&gt;DominickCole04: /* List of what Abilities do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game.&lt;br /&gt;
&lt;br /&gt;
= Galactiv Civilizations III Abilities =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize tier 1 extreme worlds.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Amphibious&lt;br /&gt;
| Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Planets can adjust their planetary Production manually.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard production decays at half of the normal rate.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Entrepreneurs&lt;br /&gt;
| Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 100% more population than is brought on the Colony ship&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
| [http://www.galciv3.com/store#revengeofthesnathi Revenge of the Snathi DLC]&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| All starbases get the first module free. All ships are immune to Nebula&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic&lt;br /&gt;
| Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens.&amp;amp;nbsp;Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with tourism enabled and with extra credits (+2500bc)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Zealots&lt;br /&gt;
| Get an Ideology point each time you invade a planet (15 points to dominant Ideology)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crusade Abilities =&lt;br /&gt;
&lt;br /&gt;
Crusade changed, replaced, and added many abilities in the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize Aquatic, Frozen, and Barren worlds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Amphibious&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts. Recieves access to Precursor technologies.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| They&#039;re just very angry. Start with a military vessel.&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucrats&lt;br /&gt;
| Starts game with extra Administrators.&lt;br /&gt;
|-&lt;br /&gt;
| Certain&lt;br /&gt;
| Believes their philosophy should be universal. Has increased influence and special planet improvements.&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Removed; production sliders have been replaced by [[Citizens|Citizens]].&lt;br /&gt;
|-&lt;br /&gt;
| Conquerors&lt;br /&gt;
| Legions start at twice as good as everyone else&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| Cybernetic&lt;br /&gt;
| Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Determined&lt;br /&gt;
| Ships get +5 tiles of range.&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard and asteroid production decays at half of the normal rate.&lt;br /&gt;
|-&lt;br /&gt;
| Experienced&lt;br /&gt;
| All ships recieve 25% more experience points from battles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Entrepreneurs&#039;&#039;&lt;br /&gt;
| &#039;&#039;Replaced by Traders.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Heroic&lt;br /&gt;
| Starts with War College technology, bonuses to legions defending planets.&lt;br /&gt;
|-&lt;br /&gt;
| Hopeful&lt;br /&gt;
| Believes any civilization capable of space travel must be a potential friend. Higher morale on planets.&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research).&lt;br /&gt;
|-&lt;br /&gt;
| Inventive&lt;br /&gt;
| Starts with an Engineer citizen and a Constructor ship.&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds.&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases.&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 50% more population than is brought on the Colony ship. Population grows much faster.&lt;br /&gt;
|-&lt;br /&gt;
| Resourceful&lt;br /&gt;
| Starts with some useful resources.&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
|-&lt;br /&gt;
| Slavers&lt;br /&gt;
| Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world.&lt;br /&gt;
|-&lt;br /&gt;
| Sneaky&lt;br /&gt;
| Starts with Espionage technology.&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| Ships immune to nebula and has access to special Hyperion improvements.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Synthetic&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Time Travelers&lt;br /&gt;
| Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction.&lt;br /&gt;
|-&lt;br /&gt;
| Traders&lt;br /&gt;
| Starts with freighter, access to special trade related improvements, access to Acquisition technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits.&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip.&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with 1000 more credits. Planets start with an extra production point.&lt;br /&gt;
|-&lt;br /&gt;
| Xenophobic&lt;br /&gt;
| Not interested in expanding. Wants to build a small, secure empire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;List of what Abilities do&#039;&#039;&#039; =&lt;br /&gt;
Supplied by Starship_Trooper&lt;br /&gt;
[https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/ [INFO] Racial Abilities, all DLCs v3.01]&lt;br /&gt;
&lt;br /&gt;
== Adaptable ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Extreme Colonization&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Ultimate Adaptability&#039;&#039;&#039; tech (prereq: Biosphere Perfection)&lt;br /&gt;
* removes penalties from extreme worlds&lt;br /&gt;
* gives production bonus to extreme worlds &amp;lt;how much and what exactly?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Archive&#039;&#039;&#039; improvement (Xeno Research)&lt;br /&gt;
* Research +25%, Level: Research +1% per lvl, Adj: +3 to Research, costs 1 Promethion, one per player&lt;br /&gt;
&lt;br /&gt;
== Ancient ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 10 research points when surveying an anomaly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Precursor Artifacts&#039;&#039;&#039; (Approval, Culture, Economic and Manufacturing Relics also count as Research Relics; Research Relics do not get a bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Ascension Crystals&#039;&#039;&#039; (flat bonus depending on level: L1 = 1, L2 = 3, L3 = 6, L4 = 10, L5 = 15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Inherent Talent&#039;&#039;&#039; tech (prereq: Targeting Support)&lt;br /&gt;
* Accuracy +10%, Dodge +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Mysticism tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Mysticism&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Social Matrix&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Arnor&#039;&#039;&#039;: Research +5%, Influence +5%&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Dread Lords&#039;&#039;&#039;: Ship Construction +5%, Soldiering +5%&lt;br /&gt;
* &#039;&#039;&#039;Dark Energy Research&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Dark Energy Lab&#039;&#039;&#039; improvement: All Construction +15%, Research +15%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet (upgrades from Social Matrix)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Precursor Traditions tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Precursor Traditions&#039;&#039;&#039;: Maintenance -10%, Ship Construction +10%, Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Healing Hulls&#039;&#039;&#039;: Tactical Repair +2&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Intelligent Ships&#039;&#039;&#039;: Logistics requirement -20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Organic Materials&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Mysteries&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Precursor Protection Field&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet (only those that the ship already has) by (probably) 25%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Living Ships&#039;&#039;&#039;: Maintenance -100%, Tactical Repair +5&lt;br /&gt;
&lt;br /&gt;
== Angry ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a Small beam warship&lt;br /&gt;
&lt;br /&gt;
Bureaucrats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 10 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Coordination Temple tech line (prereq: Environmental Engineering)&lt;br /&gt;
* &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039; improvement: Adj: +2 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Labor Mission&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Mission&#039;&#039;&#039; improvement: Adj: +3 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Coordination Temple)&lt;br /&gt;
* &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039; improvement: Adj: +4 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Labor Mission)&lt;br /&gt;
&lt;br /&gt;
== Certain ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +2 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 100 research points whenever it unlocks an Ideology trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Defensive Meditation&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +5%, Planetary Defence +5%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Souvenir Shop&#039;&#039;&#039; improvement (Interstellar Tourism)&lt;br /&gt;
* Gross Income +10%, Tourism Income +2%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Arnor Spice, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Healing Pools, Meditation Center, Communion Shrine, Shrine of Tandis, Drathian Temple&#039;&#039;&#039; and &#039;&#039;&#039;Shrine of the Mithrilar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colonizers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 1 Administration point when colonizing a planet&lt;br /&gt;
&lt;br /&gt;
== Conquerors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Ship Construction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Soldiering +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 2500 credits whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
== Cybernetic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Mechanic&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* global pool only&lt;br /&gt;
* +1 to Moves, +1% to Research per level &amp;lt;bugged?&amp;gt;&lt;br /&gt;
* no promotions&lt;br /&gt;
&lt;br /&gt;
== Determined ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Range +5 (bugged: does not give range bonus)&lt;br /&gt;
&lt;br /&gt;
== Devout ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 4 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; whenever it unlocks an Ideology trait all planets receive 100 influence points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Krynniac Conversion&#039;&#039;&#039; tech (prereq: Pilgrimage)&lt;br /&gt;
* Tourism Income +25%, Influence +25%&lt;br /&gt;
* can train &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
** +10% to Influence when in global pool&lt;br /&gt;
** +30% to Influence and +1 to Influence per level when assigned to planet&lt;br /&gt;
** no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;The Path&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Temple&#039;&#039;&#039; improvement: Morale +2, Influence +0.1, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Ministry&#039;&#039;&#039; improvement: Morale +15%, Influence +15%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +2%, Adj: +3 to Approval / Influence / Tourism, one per player&lt;br /&gt;
* &#039;&#039;&#039;The Calling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Mission&#039;&#039;&#039; improvement: Morale +4, Influence +0.2, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Temple)&lt;br /&gt;
* &#039;&#039;&#039;The Order&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Order&#039;&#039;&#039; improvement: Morale +6, Influence +0.3, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Mission)&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Sanctuary&#039;&#039;&#039; improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +3%, Adj: +4 to Approval / Influence / Tourism, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;The Way&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Oracle&#039;&#039;&#039; improvement: Morale +10%, Influence +10%, Level: Morale +1 / Influence +1% per lvl, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Leadership&#039;&#039;&#039;: Influence +25%&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Bliss&#039;&#039;&#039;: Morale +25%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Jihad tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Jihad&#039;&#039;&#039;: Beam / Kinetic / Missile attack +10%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Shadow Warriors&#039;&#039;&#039;: Soldiering +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Devout Defenders&#039;&#039;&#039;: Planetary Defense +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Steadfast Faith&#039;&#039;&#039;: Rebellion Points +15&lt;br /&gt;
* &#039;&#039;&#039;Divine Fleets&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Divine Temple Module&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet by 50%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Undaunted Crews&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Righteous Strength&#039;&#039;&#039;: Armor Rating / Shield Strength / Point Defense +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path of Shadows tech line (prereq: Cultural Influence)&lt;br /&gt;
* &#039;&#039;&#039;The Path of Shadows&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
** &#039;&#039;&#039;Shadow Temple&#039;&#039;&#039; improvement: Diplomacy +0.5, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Enforcers&#039;&#039;&#039;: Morale +0.3&lt;br /&gt;
** &#039;&#039;&#039;Enforcement Temple&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +3 to Wealth, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Trade&#039;&#039;&#039;: Trade Route Income +25%, Trade Licenses Max +2&lt;br /&gt;
&lt;br /&gt;
== Diplomatic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Diplomacy +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Majesty&#039;&#039;&#039; tech (prereq: Eminence)&lt;br /&gt;
* Diplomacy +1.0&lt;br /&gt;
* allows assimilation treaties &amp;lt;do these exist?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Galactic Council&#039;&#039;&#039; improvement (Universal Translator)&lt;br /&gt;
* grants a Diplomat citizen, Influence +1, Level: Influence +1 per lvl, Adj: +4 to Influence, one per galaxy&lt;br /&gt;
&lt;br /&gt;
== Discreet ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives a random tier 1 mercenary upon discovering bazaar&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; shipyard and asteroid mines decay reduced by 50%&lt;br /&gt;
&lt;br /&gt;
== Experienced ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships gain 25% more experience&lt;br /&gt;
&lt;br /&gt;
Heroic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;War College&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Planetary Resistance +25%&lt;br /&gt;
&lt;br /&gt;
== Hopeful ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Morale +1&lt;br /&gt;
&lt;br /&gt;
== Intuitive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 50 Research points (auto-assigned to Universal Translator + Xeno Commerce)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Data Center&#039;&#039;&#039; improvement at game start&lt;br /&gt;
* Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Anthropology tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Anthropology&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Xeno Anthropology Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.1, Level: Influence +1% per lvl, Adj: +1 to Tourism / Influence / Wealth / Approval, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Adaptive Anthropology&#039;&#039;&#039;: Diplomacy +1.0&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Educational Anthropology&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Economic Anthropology&#039;&#039;&#039;: Gross Income +10%&lt;br /&gt;
* &#039;&#039;&#039;Universal Outreach&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Universal Outreach Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.2, Level: Influence +1% per lvl, Adj: +2 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Xeno Anthropology Center)&lt;br /&gt;
* &#039;&#039;&#039;Future Studies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Future Studies Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.3, Level: Influence +1% per lvl, Adj: +3 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Universal Outreach Center)&lt;br /&gt;
&lt;br /&gt;
== Inventive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Constructor ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Zero Gravity Construction&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
Knowledgeable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts knowing the homeworld locations of all major and minor civilizations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Gravitonics tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Gravitonics&#039;&#039;&#039;: Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Offensive Gravitonics&#039;&#039;&#039;: Beam / Missile / Kinetic Weapon Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Defensive Gravitonics&#039;&#039;&#039;: Shield System / Point Defense / Armor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; System Gravitonics&#039;&#039;&#039;: Drive / Life Support / Sensor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Manipulation&#039;&#039;&#039;: Capacity +15%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Mastery&#039;&#039;&#039;: Capacity +20%&lt;br /&gt;
&lt;br /&gt;
== Paranoid ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; planets, shipyards and starbases get 2 interceptor drones when defending&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Molecular Fabrication tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Molecular Fabrication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Molecular Fabricator&#039;&#039;&#039; improvement: All Construction +5%, Research +5%, Level: All Construction +1% per lvl, Adj: +2 to All Construction / Research, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Manufacturing&#039;&#039;&#039;: Social Construction +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Farming&#039;&#039;&#039;: Food +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Computers&#039;&#039;&#039;: Research +5%&lt;br /&gt;
* &#039;&#039;&#039;Industrial Replication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Industrial Replicator&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% per lvl, Adj: +3 to All Construction / Research, costs 1 Promethion / 1 Durantium, one per planet (upgrades from Molecular Fabricator)&lt;br /&gt;
&lt;br /&gt;
== Prolific ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets 50% bonus population on colonization &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +20%&lt;br /&gt;
&lt;br /&gt;
Resourceful&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives resources at game start: 2 Durantium, 2 Hyper Silicates&lt;br /&gt;
&lt;br /&gt;
Scavengers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; after winning a battle each enemy ship has a 25% chance of being captured&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Vicious&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +10%, Resistance +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Recovery tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Recovery&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, Mining +1.0, Strategic Repair +10%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Research Scavenging&#039;&#039;&#039;: Research +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Structural Scavenging&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Smart Scavenging&#039;&#039;&#039;: Strategic Repair +15%&lt;br /&gt;
* &#039;&#039;&#039;Creative Recycling&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, All Construction +10%&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Scavengers&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
&lt;br /&gt;
== Slavers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 15 points of its predominant Ideology whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Slave Master&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* no effect when in global pool&lt;br /&gt;
* All Construction +25% when assigned to planet&lt;br /&gt;
* no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Slaveling Recycling tech line (prereq: Soil Reclamation)&lt;br /&gt;
* &#039;&#039;&#039;Slaveling Recycling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slave Recycler&#039;&#039;&#039; improvement: Food +10%, Level: Food +1% per lvl, Adj: +2 to Population, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Protein Resequencing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Protein Resequencer&#039;&#039;&#039; improvement: Food +20%, Level: Food +1% per lvl, Adj: +3 to Population, one per planet (upgrades from Slave Recycler)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;no access to Food Distribution, Xeno Irrigation, Biomass Resequencing&#039;&#039; or &#039;&#039;Bio Replication&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Garrison&#039;&#039;&#039; improvement (Xeno Combat Techniques)&lt;br /&gt;
* Resistance +50%, Level: Ship Construction +1% / Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Computer Core, Central Bank, Starport, Space Elevator, Factory, Xeno Factory, Mega Factory, Manufacturing Center&#039;&#039; or &#039;&#039;Industrial Sector&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Work Camp, Forced Labor Camp, Slave Camp, Slave Works, Devil&#039;s Forge, Slave Pit, Slave Mill&#039;&#039;&#039; and &#039;&#039;&#039;Slave Factory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Xeno Research Laboratory, Research Institute, Research Center, Research Academy, Discovery Sphere&#039;&#039; or &#039;&#039;Technological Capital&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Research Chamber, Research Stockade, Research Motivator, Research Extractor&#039;&#039;&#039; and &#039;&#039;&#039;Research Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Fighting Pit, Arena, Slaughtertorium&#039;&#039;&#039; and &#039;&#039;&#039;Hunting Grounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sneaky ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Espionage&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
== Starfaring ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships and starbases are immune to nebula effects &amp;lt;can they build starbases in nebulae?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Logistics System&#039;&#039;&#039; improvement (Interstellar Logistics)&lt;br /&gt;
* Logistics per ship -1 to sponsored Shipyard, Level: Logistics +1 per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shrinker&#039;&#039;&#039; improvement (Zero Gravity Construction)&lt;br /&gt;
* Capacity +10%, Level: Capacity +1% per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Supply System&#039;&#039;&#039; improvement (Life Support)&lt;br /&gt;
* Ship Range +10% to sponsored Shipyard, Level: Ship Range +5% to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shipyard&#039;&#039;&#039; improvement (Hull Strengthening)&lt;br /&gt;
* Hitpoints +5 to sponsored Shipyard, Level: Hitpoints +1 to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&lt;br /&gt;
== Time Travelers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Stellar Folding, Large Scale Construction&#039;&#039;&#039; and &#039;&#039;&#039;Eminence&#039;&#039;&#039; techs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Weapons tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Weapons&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Beam Shifting&#039;&#039;&#039;: Beam Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Missile Shifting&#039;&#039;&#039;: Missile Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Kinetic Shifting&#039;&#039;&#039;: Kinetic Accuracy +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Phasing tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Phasing&#039;&#039;&#039;: Dodge +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Shield Phasing&#039;&#039;&#039;: Shield Strength +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Point Defenses&#039;&#039;&#039;: Point Defense +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Armor&#039;&#039;&#039;: Armor Rating +10%&lt;br /&gt;
&lt;br /&gt;
== Traders ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Freighter ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Trade Licenses Max +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Post&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +10%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Center&#039;&#039;&#039; improvement (Galactic Trade)&lt;br /&gt;
* Trade Route Value +25%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Post)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Capital&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +100%, Influence +25%, Level: Trade Route Value +5% per lvl, Adj: +3 to Wealth / Tourism, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Trade Focus tech line (prereq: Galactic Trade)&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Tariffs&#039;&#039;&#039;: Trade Route Value +20%&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Route Focus&#039;&#039;&#039;: Trade Licenses Max +1&lt;br /&gt;
* &#039;&#039;&#039;Galactic Facilitation&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Customs Office&#039;&#039;&#039; improvement: Trade Route Value +50%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Center)&lt;br /&gt;
** &#039;&#039;&#039;Trading Hub&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 2 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Trade Masters&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Galactic Bazaar&#039;&#039;&#039; improvement: civ-wide Trade Route Value +25%, Level: civ-wide Trade Route Value +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Elerium / 1 Arnor Spice, one per galaxy&lt;br /&gt;
** &#039;&#039;&#039;Trading Mecca&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 4 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Marketing tech line (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Marketing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Store&#039;&#039;&#039; improvement: Influence +0.1, Gross Income +15%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per planet&lt;br /&gt;
** &#039;&#039;&#039;Galactic Showcase&#039;&#039;&#039; improvement: Influence +50%, Gross Income +50%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per galaxy &amp;lt;bugged? bonuses actually civ-wide?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Commerce&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Center&#039;&#039;&#039; improvement: Influence +0.2, Gross Income +20%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +2 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Store)&lt;br /&gt;
* &#039;&#039;&#039;Marketing Masters&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium World&#039;&#039;&#039; improvement: Influence +0.5, Gross Income +25%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +3 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Center)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Acquisitions tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Acquisitions&#039;&#039;&#039;: Starbase Range +2, grants 1 Small warship &amp;lt;is this correct?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Weapons Quality&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Defense Quality&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Ship Quality&#039;&#039;&#039;: Hitpoints +10%&lt;br /&gt;
&lt;br /&gt;
== Unrelenting ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Invasions never cost credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Black Market&#039;&#039;&#039; tech (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Black Market&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Research / Social Construction, one per planet (bugged: only accessible if both Unrelenting and Slavers)&lt;br /&gt;
Unwavering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Rebellion Points +20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Unbroken Spirit tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Unbroken Spirit&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Discipline&#039;&#039;&#039;: Dodge +20%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Trance&#039;&#039;&#039;: Beam / Kinetic / Missile Damage Resistance +20%&lt;br /&gt;
&lt;br /&gt;
== Vigilant ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Starbase Range +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships in any starbase&#039;s ZOC are granted +1 to those attacks that they already have&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;all starbases start out with +1 to all attacks and +10 to all defenses (this is actually worse than other cultures, default is 6/8/6/5/5/5)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starbases decrease speed of enemy ships in their ZOC &amp;lt;which starbases and by how much?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Interstellar Navigation tech line (prereq: Interstellar Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Navigation&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Navigation Center&#039;&#039;&#039; improvement: Moves +1, Adj: +1 to Social Construction / Influence, costs 1 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigation Network&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigation Network&#039;&#039;&#039; improvement: Moves +1, Adj: +2 to Social Construction / Influence, costs 2 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigational Expertise&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigators Guild&#039;&#039;&#039; improvement: Moves +1, Adj: +3 to Social Construction / Influence, costs 4 Techapod, one per galaxy&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Stellar Forge tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039; improvement: Ship Construction +4, Hitpoints +10% to sponsored Shipyard, Ship Maintenance -10% to sponsored Shipyard, Level: Ship Construction +1 per lvl, Adj: +1 to Social Construction / Ship Construction / Research, costs 1 Xanthium, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Enhancement&#039;&#039;&#039;: Hitpoints +4&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Fortification&#039;&#039;&#039;: all ships Maintenance -25%&lt;br /&gt;
* &#039;&#039;&#039;Robust Hull Construction&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Hull Integrity Generator&#039;&#039;&#039; ship component: increases ship repair speed &amp;lt;by how much?&amp;gt;, Hitpoints +10, mass 1, costs 1 Durantium&lt;br /&gt;
** &#039;&#039;&#039;Arcean Hull Reinforcement&#039;&#039;&#039; ship component: Hitpoints +15, mass 1, costs 1 Durantium&lt;br /&gt;
* &#039;&#039;&#039;Hull Repair Systems&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Structural Enhancement Field&#039;&#039;&#039; fleet support component: grants Tactical Repair +1 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
** &#039;&#039;&#039;Repair Drones&#039;&#039;&#039; fleet support component: grants Tactical Repair +2.5 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Territorial Reinforcement tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Territorial Reinforcement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Starbase Fortification Module&#039;&#039;&#039; starbase improvement: Shield Strength / Armor Rating / Point Defense +5, costs 1 Elerium / 1 Antimatter / 1 Thulium&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Reinforcement&#039;&#039;&#039;: all starbases get +50 Hitpoints&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Guardians&#039;&#039;&#039;: all starbases get 2 interceptor drones&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Interstellar Defense Module&#039;&#039;&#039; starbase improvement: Move Cost -25% to own ships, Move Cost +25% to enemy ships in ZOC, costs 1 Durantium / 1 Elerium / 1 Thulium / 1 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Battle Coordination&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +20%&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Defense Coordination&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +20%&lt;br /&gt;
* &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; fleet support component: increases the attack of all ships in fleet by 15%, reduces the defense of all enemy ships by 15%, can be put multiple times on a ship, mass 5, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; starbase improvement: increases the attack of all ships in starbase&#039;s ZOC by 25%, reduces the defenses of all enemy ships in starbase&#039;s ZOC by 25%, costs 2 Durantium / 2 Elerium / 2 Antimatter / 2 Thulium / 2 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Geology tech line (prereq: Biosphere Perfection)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Geology&#039;&#039;&#039;: colony Maintenance -5%, Morale +1&lt;br /&gt;
* &#039;&#039;&#039;Weather Control&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Center&#039;&#039;&#039; improvement: Raw Production +15%, Maintenance -15%, Morale +15%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039; improvement: Raw Production +30%, Maintenance -30%, Morale +30%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / +2 to Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet (upgrades from Weather Control Center)&lt;br /&gt;
&lt;br /&gt;
== Warriors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Range +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Damage Resistance +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; improvement: Planetary Defense +25%, Resistance +25%, Level: &amp;lt;?&amp;gt;, Adj: +2 to Social Construction / Influence / Ship Construction, costs 1 Xanthium Deposit, one per planet&lt;br /&gt;
&lt;br /&gt;
== Wealthy ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1000 additional credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 to Raw Production&lt;br /&gt;
&lt;br /&gt;
== Xenophobic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Social Production +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Research +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Production -50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Influence -95%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Dream Conclave&#039;&#039;&#039; improvement (Cultural Influence)&lt;br /&gt;
* Morale +10%, Influence +25%, Research +25%, Level: Morale +1 per lvl, Adj: +3 to Approval / Influence / Research, costs 5 Arnor Spice / 5 Promethion, one per player&lt;/div&gt;</summary>
		<author><name>DominickCole04</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7449</id>
		<title>Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7449"/>
		<updated>2018-05-14T00:04:06Z</updated>

		<summary type="html">&lt;p&gt;DominickCole04: Added info on what abilities actually do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game.&lt;br /&gt;
&lt;br /&gt;
= Galactiv Civilizations III Abilities =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize tier 1 extreme worlds.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Amphibious&lt;br /&gt;
| Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Planets can adjust their planetary Production manually.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard production decays at half of the normal rate.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Entrepreneurs&lt;br /&gt;
| Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 100% more population than is brought on the Colony ship&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
| [http://www.galciv3.com/store#revengeofthesnathi Revenge of the Snathi DLC]&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| All starbases get the first module free. All ships are immune to Nebula&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic&lt;br /&gt;
| Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens.&amp;amp;nbsp;Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with tourism enabled and with extra credits (+2500bc)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Zealots&lt;br /&gt;
| Get an Ideology point each time you invade a planet (15 points to dominant Ideology)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crusade Abilities =&lt;br /&gt;
&lt;br /&gt;
Crusade changed, replaced, and added many abilities in the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize Aquatic, Frozen, and Barren worlds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Amphibious&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts. Recieves access to Precursor technologies.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| They&#039;re just very angry. Start with a military vessel.&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucrats&lt;br /&gt;
| Starts game with extra Administrators.&lt;br /&gt;
|-&lt;br /&gt;
| Certain&lt;br /&gt;
| Believes their philosophy should be universal. Has increased influence and special planet improvements.&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Removed; production sliders have been replaced by [[Citizens|Citizens]].&lt;br /&gt;
|-&lt;br /&gt;
| Conquerors&lt;br /&gt;
| Legions start at twice as good as everyone else&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| Cybernetic&lt;br /&gt;
| Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Determined&lt;br /&gt;
| Ships get +5 tiles of range.&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard and asteroid production decays at half of the normal rate.&lt;br /&gt;
|-&lt;br /&gt;
| Experienced&lt;br /&gt;
| All ships recieve 25% more experience points from battles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Entrepreneurs&#039;&#039;&lt;br /&gt;
| &#039;&#039;Replaced by Traders.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Heroic&lt;br /&gt;
| Starts with War College technology, bonuses to legions defending planets.&lt;br /&gt;
|-&lt;br /&gt;
| Hopeful&lt;br /&gt;
| Believes any civilization capable of space travel must be a potential friend. Higher morale on planets.&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research).&lt;br /&gt;
|-&lt;br /&gt;
| Inventive&lt;br /&gt;
| Starts with an Engineer citizen and a Constructor ship.&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds.&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases.&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 50% more population than is brought on the Colony ship. Population grows much faster.&lt;br /&gt;
|-&lt;br /&gt;
| Resourceful&lt;br /&gt;
| Starts with some useful resources.&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
|-&lt;br /&gt;
| Slavers&lt;br /&gt;
| Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world.&lt;br /&gt;
|-&lt;br /&gt;
| Sneaky&lt;br /&gt;
| Starts with Espionage technology.&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| Ships immune to nebula and has access to special Hyperion improvements.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Synthetic&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Time Travelers&lt;br /&gt;
| Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction.&lt;br /&gt;
|-&lt;br /&gt;
| Traders&lt;br /&gt;
| Starts with freighter, access to special trade related improvements, access to Acquisition technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits.&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip.&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with 1000 more credits. Planets start with an extra production point.&lt;br /&gt;
|-&lt;br /&gt;
| Xenophobic&lt;br /&gt;
| Not interested in expanding. Wants to build a small, secure empire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;List of what Abilities do&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== Adaptable ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Extreme Colonization&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Ultimate Adaptability&#039;&#039;&#039; tech (prereq: Biosphere Perfection)&lt;br /&gt;
* removes penalties from extreme worlds&lt;br /&gt;
* gives production bonus to extreme worlds &amp;lt;how much and what exactly?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Archive&#039;&#039;&#039; improvement (Xeno Research)&lt;br /&gt;
* Research +25%, Level: Research +1% per lvl, Adj: +3 to Research, costs 1 Promethion, one per player&lt;br /&gt;
&lt;br /&gt;
== Ancient ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 10 research points when surveying an anomaly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Precursor Artifacts&#039;&#039;&#039; (Approval, Culture, Economic and Manufacturing Relics also count as Research Relics; Research Relics do not get a bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Ascension Crystals&#039;&#039;&#039; (flat bonus depending on level: L1 = 1, L2 = 3, L3 = 6, L4 = 10, L5 = 15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Inherent Talent&#039;&#039;&#039; tech (prereq: Targeting Support)&lt;br /&gt;
* Accuracy +10%, Dodge +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Mysticism tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Mysticism&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Social Matrix&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Arnor&#039;&#039;&#039;: Research +5%, Influence +5%&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Dread Lords&#039;&#039;&#039;: Ship Construction +5%, Soldiering +5%&lt;br /&gt;
* &#039;&#039;&#039;Dark Energy Research&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Dark Energy Lab&#039;&#039;&#039; improvement: All Construction +15%, Research +15%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet (upgrades from Social Matrix)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Precursor Traditions tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Precursor Traditions&#039;&#039;&#039;: Maintenance -10%, Ship Construction +10%, Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Healing Hulls&#039;&#039;&#039;: Tactical Repair +2&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Intelligent Ships&#039;&#039;&#039;: Logistics requirement -20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Organic Materials&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Mysteries&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Precursor Protection Field&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet (only those that the ship already has) by (probably) 25%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Living Ships&#039;&#039;&#039;: Maintenance -100%, Tactical Repair +5&lt;br /&gt;
&lt;br /&gt;
== Angry ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a Small beam warship&lt;br /&gt;
&lt;br /&gt;
Bureaucrats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 10 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Coordination Temple tech line (prereq: Environmental Engineering)&lt;br /&gt;
* &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039; improvement: Adj: +2 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Labor Mission&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Mission&#039;&#039;&#039; improvement: Adj: +3 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Coordination Temple)&lt;br /&gt;
* &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039; improvement: Adj: +4 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Labor Mission)&lt;br /&gt;
&lt;br /&gt;
== Certain ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +2 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 100 research points whenever it unlocks an Ideology trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Defensive Meditation&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +5%, Planetary Defence +5%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Souvenir Shop&#039;&#039;&#039; improvement (Interstellar Tourism)&lt;br /&gt;
* Gross Income +10%, Tourism Income +2%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Arnor Spice, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Healing Pools, Meditation Center, Communion Shrine, Shrine of Tandis, Drathian Temple&#039;&#039;&#039; and &#039;&#039;&#039;Shrine of the Mithrilar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colonizers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 1 Administration point when colonizing a planet&lt;br /&gt;
&lt;br /&gt;
== Conquerors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Ship Construction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Soldiering +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 2500 credits whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
== Cybernetic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Mechanic&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* global pool only&lt;br /&gt;
* +1 to Moves, +1% to Research per level &amp;lt;bugged?&amp;gt;&lt;br /&gt;
* no promotions&lt;br /&gt;
&lt;br /&gt;
== Determined ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Range +5 (bugged: does not give range bonus)&lt;br /&gt;
&lt;br /&gt;
== Devout ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 4 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; whenever it unlocks an Ideology trait all planets receive 100 influence points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Krynniac Conversion&#039;&#039;&#039; tech (prereq: Pilgrimage)&lt;br /&gt;
* Tourism Income +25%, Influence +25%&lt;br /&gt;
* can train &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
** +10% to Influence when in global pool&lt;br /&gt;
** +30% to Influence and +1 to Influence per level when assigned to planet&lt;br /&gt;
** no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;The Path&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Temple&#039;&#039;&#039; improvement: Morale +2, Influence +0.1, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Ministry&#039;&#039;&#039; improvement: Morale +15%, Influence +15%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +2%, Adj: +3 to Approval / Influence / Tourism, one per player&lt;br /&gt;
* &#039;&#039;&#039;The Calling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Mission&#039;&#039;&#039; improvement: Morale +4, Influence +0.2, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Temple)&lt;br /&gt;
* &#039;&#039;&#039;The Order&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Order&#039;&#039;&#039; improvement: Morale +6, Influence +0.3, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Mission)&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Sanctuary&#039;&#039;&#039; improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +3%, Adj: +4 to Approval / Influence / Tourism, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;The Way&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Oracle&#039;&#039;&#039; improvement: Morale +10%, Influence +10%, Level: Morale +1 / Influence +1% per lvl, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Leadership&#039;&#039;&#039;: Influence +25%&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Bliss&#039;&#039;&#039;: Morale +25%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Jihad tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Jihad&#039;&#039;&#039;: Beam / Kinetic / Missile attack +10%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Shadow Warriors&#039;&#039;&#039;: Soldiering +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Devout Defenders&#039;&#039;&#039;: Planetary Defense +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Steadfast Faith&#039;&#039;&#039;: Rebellion Points +15&lt;br /&gt;
* &#039;&#039;&#039;Divine Fleets&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Divine Temple Module&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet by 50%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Undaunted Crews&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Righteous Strength&#039;&#039;&#039;: Armor Rating / Shield Strength / Point Defense +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path of Shadows tech line (prereq: Cultural Influence)&lt;br /&gt;
* &#039;&#039;&#039;The Path of Shadows&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
** &#039;&#039;&#039;Shadow Temple&#039;&#039;&#039; improvement: Diplomacy +0.5, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Enforcers&#039;&#039;&#039;: Morale +0.3&lt;br /&gt;
** &#039;&#039;&#039;Enforcement Temple&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +3 to Wealth, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Trade&#039;&#039;&#039;: Trade Route Income +25%, Trade Licenses Max +2&lt;br /&gt;
&lt;br /&gt;
== Diplomatic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Diplomacy +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Majesty&#039;&#039;&#039; tech (prereq: Eminence)&lt;br /&gt;
* Diplomacy +1.0&lt;br /&gt;
* allows assimilation treaties &amp;lt;do these exist?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Galactic Council&#039;&#039;&#039; improvement (Universal Translator)&lt;br /&gt;
* grants a Diplomat citizen, Influence +1, Level: Influence +1 per lvl, Adj: +4 to Influence, one per galaxy&lt;br /&gt;
&lt;br /&gt;
== Discreet ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives a random tier 1 mercenary upon discovering bazaar&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; shipyard and asteroid mines decay reduced by 50%&lt;br /&gt;
&lt;br /&gt;
== Experienced ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships gain 25% more experience&lt;br /&gt;
&lt;br /&gt;
Heroic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;War College&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Planetary Resistance +25%&lt;br /&gt;
&lt;br /&gt;
== Hopeful ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Morale +1&lt;br /&gt;
&lt;br /&gt;
== Intuitive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 50 Research points (auto-assigned to Universal Translator + Xeno Commerce)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Data Center&#039;&#039;&#039; improvement at game start&lt;br /&gt;
* Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Anthropology tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Anthropology&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Xeno Anthropology Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.1, Level: Influence +1% per lvl, Adj: +1 to Tourism / Influence / Wealth / Approval, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Adaptive Anthropology&#039;&#039;&#039;: Diplomacy +1.0&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Educational Anthropology&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Economic Anthropology&#039;&#039;&#039;: Gross Income +10%&lt;br /&gt;
* &#039;&#039;&#039;Universal Outreach&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Universal Outreach Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.2, Level: Influence +1% per lvl, Adj: +2 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Xeno Anthropology Center)&lt;br /&gt;
* &#039;&#039;&#039;Future Studies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Future Studies Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.3, Level: Influence +1% per lvl, Adj: +3 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Universal Outreach Center)&lt;br /&gt;
&lt;br /&gt;
== Inventive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Constructor ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Zero Gravity Construction&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
Knowledgeable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts knowing the homeworld locations of all major and minor civilizations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Gravitonics tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Gravitonics&#039;&#039;&#039;: Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Offensive Gravitonics&#039;&#039;&#039;: Beam / Missile / Kinetic Weapon Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Defensive Gravitonics&#039;&#039;&#039;: Shield System / Point Defense / Armor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; System Gravitonics&#039;&#039;&#039;: Drive / Life Support / Sensor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Manipulation&#039;&#039;&#039;: Capacity +15%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Mastery&#039;&#039;&#039;: Capacity +20%&lt;br /&gt;
&lt;br /&gt;
== Paranoid ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; planets, shipyards and starbases get 2 interceptor drones when defending&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Molecular Fabrication tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Molecular Fabrication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Molecular Fabricator&#039;&#039;&#039; improvement: All Construction +5%, Research +5%, Level: All Construction +1% per lvl, Adj: +2 to All Construction / Research, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Manufacturing&#039;&#039;&#039;: Social Construction +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Farming&#039;&#039;&#039;: Food +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Computers&#039;&#039;&#039;: Research +5%&lt;br /&gt;
* &#039;&#039;&#039;Industrial Replication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Industrial Replicator&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% per lvl, Adj: +3 to All Construction / Research, costs 1 Promethion / 1 Durantium, one per planet (upgrades from Molecular Fabricator)&lt;br /&gt;
&lt;br /&gt;
== Prolific ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets 50% bonus population on colonization &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +20%&lt;br /&gt;
&lt;br /&gt;
Resourceful&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives resources at game start: 2 Durantium, 2 Hyper Silicates&lt;br /&gt;
&lt;br /&gt;
Scavengers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; after winning a battle each enemy ship has a 25% chance of being captured&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Vicious&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +10%, Resistance +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Recovery tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Recovery&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, Mining +1.0, Strategic Repair +10%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Research Scavenging&#039;&#039;&#039;: Research +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Structural Scavenging&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Smart Scavenging&#039;&#039;&#039;: Strategic Repair +15%&lt;br /&gt;
* &#039;&#039;&#039;Creative Recycling&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, All Construction +10%&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Scavengers&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
&lt;br /&gt;
== Slavers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 15 points of its predominant Ideology whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Slave Master&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* no effect when in global pool&lt;br /&gt;
* All Construction +25% when assigned to planet&lt;br /&gt;
* no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Slaveling Recycling tech line (prereq: Soil Reclamation)&lt;br /&gt;
* &#039;&#039;&#039;Slaveling Recycling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slave Recycler&#039;&#039;&#039; improvement: Food +10%, Level: Food +1% per lvl, Adj: +2 to Population, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Protein Resequencing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Protein Resequencer&#039;&#039;&#039; improvement: Food +20%, Level: Food +1% per lvl, Adj: +3 to Population, one per planet (upgrades from Slave Recycler)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;no access to Food Distribution, Xeno Irrigation, Biomass Resequencing&#039;&#039; or &#039;&#039;Bio Replication&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Garrison&#039;&#039;&#039; improvement (Xeno Combat Techniques)&lt;br /&gt;
* Resistance +50%, Level: Ship Construction +1% / Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Computer Core, Central Bank, Starport, Space Elevator, Factory, Xeno Factory, Mega Factory, Manufacturing Center&#039;&#039; or &#039;&#039;Industrial Sector&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Work Camp, Forced Labor Camp, Slave Camp, Slave Works, Devil&#039;s Forge, Slave Pit, Slave Mill&#039;&#039;&#039; and &#039;&#039;&#039;Slave Factory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Xeno Research Laboratory, Research Institute, Research Center, Research Academy, Discovery Sphere&#039;&#039; or &#039;&#039;Technological Capital&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Research Chamber, Research Stockade, Research Motivator, Research Extractor&#039;&#039;&#039; and &#039;&#039;&#039;Research Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Fighting Pit, Arena, Slaughtertorium&#039;&#039;&#039; and &#039;&#039;&#039;Hunting Grounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sneaky ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Espionage&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
== Starfaring ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships and starbases are immune to nebula effects &amp;lt;can they build starbases in nebulae?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Logistics System&#039;&#039;&#039; improvement (Interstellar Logistics)&lt;br /&gt;
* Logistics per ship -1 to sponsored Shipyard, Level: Logistics +1 per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shrinker&#039;&#039;&#039; improvement (Zero Gravity Construction)&lt;br /&gt;
* Capacity +10%, Level: Capacity +1% per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Supply System&#039;&#039;&#039; improvement (Life Support)&lt;br /&gt;
* Ship Range +10% to sponsored Shipyard, Level: Ship Range +5% to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shipyard&#039;&#039;&#039; improvement (Hull Strengthening)&lt;br /&gt;
* Hitpoints +5 to sponsored Shipyard, Level: Hitpoints +1 to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&lt;br /&gt;
== Time Travelers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Stellar Folding, Large Scale Construction&#039;&#039;&#039; and &#039;&#039;&#039;Eminence&#039;&#039;&#039; techs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Weapons tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Weapons&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Beam Shifting&#039;&#039;&#039;: Beam Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Missile Shifting&#039;&#039;&#039;: Missile Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Kinetic Shifting&#039;&#039;&#039;: Kinetic Accuracy +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Phasing tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Phasing&#039;&#039;&#039;: Dodge +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Shield Phasing&#039;&#039;&#039;: Shield Strength +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Point Defenses&#039;&#039;&#039;: Point Defense +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Armor&#039;&#039;&#039;: Armor Rating +10%&lt;br /&gt;
&lt;br /&gt;
== Traders ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Freighter ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Trade Licenses Max +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Post&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +10%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Center&#039;&#039;&#039; improvement (Galactic Trade)&lt;br /&gt;
* Trade Route Value +25%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Post)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Capital&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +100%, Influence +25%, Level: Trade Route Value +5% per lvl, Adj: +3 to Wealth / Tourism, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Trade Focus tech line (prereq: Galactic Trade)&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Tariffs&#039;&#039;&#039;: Trade Route Value +20%&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Route Focus&#039;&#039;&#039;: Trade Licenses Max +1&lt;br /&gt;
* &#039;&#039;&#039;Galactic Facilitation&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Customs Office&#039;&#039;&#039; improvement: Trade Route Value +50%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Center)&lt;br /&gt;
** &#039;&#039;&#039;Trading Hub&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 2 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Trade Masters&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Galactic Bazaar&#039;&#039;&#039; improvement: civ-wide Trade Route Value +25%, Level: civ-wide Trade Route Value +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Elerium / 1 Arnor Spice, one per galaxy&lt;br /&gt;
** &#039;&#039;&#039;Trading Mecca&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 4 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Marketing tech line (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Marketing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Store&#039;&#039;&#039; improvement: Influence +0.1, Gross Income +15%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per planet&lt;br /&gt;
** &#039;&#039;&#039;Galactic Showcase&#039;&#039;&#039; improvement: Influence +50%, Gross Income +50%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per galaxy &amp;lt;bugged? bonuses actually civ-wide?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Commerce&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Center&#039;&#039;&#039; improvement: Influence +0.2, Gross Income +20%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +2 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Store)&lt;br /&gt;
* &#039;&#039;&#039;Marketing Masters&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium World&#039;&#039;&#039; improvement: Influence +0.5, Gross Income +25%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +3 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Center)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Acquisitions tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Acquisitions&#039;&#039;&#039;: Starbase Range +2, grants 1 Small warship &amp;lt;is this correct?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Weapons Quality&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Defense Quality&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Ship Quality&#039;&#039;&#039;: Hitpoints +10%&lt;br /&gt;
&lt;br /&gt;
== Unrelenting ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Invasions never cost credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Black Market&#039;&#039;&#039; tech (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Black Market&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Research / Social Construction, one per planet (bugged: only accessible if both Unrelenting and Slavers)&lt;br /&gt;
Unwavering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Rebellion Points +20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Unbroken Spirit tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Unbroken Spirit&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Discipline&#039;&#039;&#039;: Dodge +20%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Trance&#039;&#039;&#039;: Beam / Kinetic / Missile Damage Resistance +20%&lt;br /&gt;
&lt;br /&gt;
== Vigilant ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Starbase Range +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships in any starbase&#039;s ZOC are granted +1 to those attacks that they already have&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;all starbases start out with +1 to all attacks and +10 to all defenses (this is actually worse than other cultures, default is 6/8/6/5/5/5)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starbases decrease speed of enemy ships in their ZOC &amp;lt;which starbases and by how much?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Interstellar Navigation tech line (prereq: Interstellar Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Navigation&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Navigation Center&#039;&#039;&#039; improvement: Moves +1, Adj: +1 to Social Construction / Influence, costs 1 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigation Network&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigation Network&#039;&#039;&#039; improvement: Moves +1, Adj: +2 to Social Construction / Influence, costs 2 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigational Expertise&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigators Guild&#039;&#039;&#039; improvement: Moves +1, Adj: +3 to Social Construction / Influence, costs 4 Techapod, one per galaxy&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Stellar Forge tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039; improvement: Ship Construction +4, Hitpoints +10% to sponsored Shipyard, Ship Maintenance -10% to sponsored Shipyard, Level: Ship Construction +1 per lvl, Adj: +1 to Social Construction / Ship Construction / Research, costs 1 Xanthium, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Enhancement&#039;&#039;&#039;: Hitpoints +4&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Fortification&#039;&#039;&#039;: all ships Maintenance -25%&lt;br /&gt;
* &#039;&#039;&#039;Robust Hull Construction&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Hull Integrity Generator&#039;&#039;&#039; ship component: increases ship repair speed &amp;lt;by how much?&amp;gt;, Hitpoints +10, mass 1, costs 1 Durantium&lt;br /&gt;
** &#039;&#039;&#039;Arcean Hull Reinforcement&#039;&#039;&#039; ship component: Hitpoints +15, mass 1, costs 1 Durantium&lt;br /&gt;
* &#039;&#039;&#039;Hull Repair Systems&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Structural Enhancement Field&#039;&#039;&#039; fleet support component: grants Tactical Repair +1 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
** &#039;&#039;&#039;Repair Drones&#039;&#039;&#039; fleet support component: grants Tactical Repair +2.5 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Territorial Reinforcement tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Territorial Reinforcement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Starbase Fortification Module&#039;&#039;&#039; starbase improvement: Shield Strength / Armor Rating / Point Defense +5, costs 1 Elerium / 1 Antimatter / 1 Thulium&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Reinforcement&#039;&#039;&#039;: all starbases get +50 Hitpoints&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Guardians&#039;&#039;&#039;: all starbases get 2 interceptor drones&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Interstellar Defense Module&#039;&#039;&#039; starbase improvement: Move Cost -25% to own ships, Move Cost +25% to enemy ships in ZOC, costs 1 Durantium / 1 Elerium / 1 Thulium / 1 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Battle Coordination&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +20%&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Defense Coordination&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +20%&lt;br /&gt;
* &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; fleet support component: increases the attack of all ships in fleet by 15%, reduces the defense of all enemy ships by 15%, can be put multiple times on a ship, mass 5, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; starbase improvement: increases the attack of all ships in starbase&#039;s ZOC by 25%, reduces the defenses of all enemy ships in starbase&#039;s ZOC by 25%, costs 2 Durantium / 2 Elerium / 2 Antimatter / 2 Thulium / 2 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Geology tech line (prereq: Biosphere Perfection)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Geology&#039;&#039;&#039;: colony Maintenance -5%, Morale +1&lt;br /&gt;
* &#039;&#039;&#039;Weather Control&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Center&#039;&#039;&#039; improvement: Raw Production +15%, Maintenance -15%, Morale +15%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039; improvement: Raw Production +30%, Maintenance -30%, Morale +30%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / +2 to Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet (upgrades from Weather Control Center)&lt;br /&gt;
&lt;br /&gt;
== Warriors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Range +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Damage Resistance +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; improvement: Planetary Defense +25%, Resistance +25%, Level: &amp;lt;?&amp;gt;, Adj: +2 to Social Construction / Influence / Ship Construction, costs 1 Xanthium Deposit, one per planet&lt;br /&gt;
&lt;br /&gt;
== Wealthy ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1000 additional credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 to Raw Production&lt;br /&gt;
&lt;br /&gt;
== Xenophobic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Social Production +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Research +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Production -50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Influence -95%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Dream Conclave&#039;&#039;&#039; improvement (Cultural Influence)&lt;br /&gt;
* Morale +10%, Influence +25%, Research +25%, Level: Morale +1 per lvl, Adj: +3 to Approval / Influence / Research, costs 5 Arnor Spice / 5 Promethion, one per player&lt;/div&gt;</summary>
		<author><name>DominickCole04</name></author>
	</entry>
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