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		<id>https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11911</id>
		<title>Galactic Civilizations IV</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11911"/>
		<updated>2022-05-08T23:54:00Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
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|welcome=Galactic Civilizations IV&lt;br /&gt;
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[[File:GC4 capsule.png|frameless|200px|right]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Galactic Civilizations IV&#039;&#039;&#039;&#039;&#039;, the sequel to [[Galactic Civilizations III]], is a 4X space strategy game set in the 24th century. Humans and aliens compete against each other for domination of the Milky Way galaxy. It was released on 26 April 2022.&lt;br /&gt;
&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Introduction&lt;br /&gt;
|content=&lt;br /&gt;
Players begin on their home planet and through research, colonization, and exploration can expand their influence in the wider galaxy. Other races will likely compete for the same worlds and resources though and only through diplomacy, war, technological superiority, or unlocking the secrets of the mysterious precursors themselves can the player hope to gain dominance in a galaxy full of dangers.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gameplay&lt;br /&gt;
|content=}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Major Civilizations&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Major_Civilizations|Major Civilizations]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There are many civilizations to play as or against. From returning player-favorites such as the Drengin Empire, to brand new civilizations like Baratak Grove, Festron Hunt, and Mimot Brotherhood.&lt;br /&gt;
&lt;br /&gt;
Plus players have to option to editing existing civilizations or creating their own.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Spaceship Battles&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Spaceship_Battles|Spaceship Battles]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Explains Combat Basics such as Weapons, Defenses, Ship Roles, and Combat Strategies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=New Features&lt;br /&gt;
|content=&lt;br /&gt;
Galactic Civilization IV introduces a slew of new features.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Sectors&lt;br /&gt;
|content=&lt;br /&gt;
Think of it like a GalCiv III map connected to another. Each sector is connected by subspace streams that will allow the player to travel between them.&lt;br /&gt;
&lt;br /&gt;
Players can set up the number of sectors and the size of their starting sector. Thus, a player who wants a “quick” game could just set up a single small sector to play in. Or if one would prefer just one very large sector to play like a classic map. Players can also set up the game with a large starting map and many other sectors, making a HUGE overall map for potentially very long, involved, and in-depth games that are much bigger than any previous gal civ games.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Characters&lt;br /&gt;
|content=&lt;br /&gt;
While the idea of citizens was introduced in Galactic Civilizations III, their role was not as distinct as it is now.&lt;br /&gt;
&lt;br /&gt;
Different jobs take advantage of different traits from a leader. Thus, it’s probably not a good idea to put a character with a low Intelligence stat to be Technology ministry&lt;br /&gt;
&lt;br /&gt;
Citizens have individual approval ratings and keeping them happy is important – a disloyal and unhappy governor might just take their planet and corresponding colonies with them and start a new empire if the player isn’t careful.&lt;br /&gt;
&lt;br /&gt;
The story of the game changes depending on which characters are recruited and how their various backstories manifest throughout.&lt;br /&gt;
&lt;br /&gt;
Each civilization has their own characters with their own perks and their own factions to deal with.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Core Worlds&lt;br /&gt;
|content=&lt;br /&gt;
Unlike previous games of the series, players only manage core worlds. Previously, players would have to manage each world they conquered individually. When a player colonizes a subpar world, it will feed into a core world that the player has already established. With this system, players will directly oversee a lower number of worlds, but still receive the benefits of colonizing and conquering as many as possible.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Policies&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Policies|Policies]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Policies allow a player to shift priorities as they play by choosing between different buffs and focuses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Executive Orders&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Executive_Orders|Executive Orders]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
GalCiv IV introduces a new resource called “Control”. It represents how much direct control the player has of their civilization. It allows players to perform direct actions on the game&lt;br /&gt;
&lt;br /&gt;
These actions can have consequences, but allow players more direct ways to intervene.&lt;br /&gt;
&lt;br /&gt;
Additional executive orders can be unlocked via researching new technologies or experiencing other actions and events.&lt;br /&gt;
&lt;br /&gt;
Once used, they have a cooldown period that is different for each one.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=New Ideology System&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Ideology|Ideology]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Originally, players could choose between good, neutral, and evil. Later, there were renamed to Benevolent, Malevolent, and Pragmatic.&lt;br /&gt;
&lt;br /&gt;
In Galactic Civilizations IV, ideologies are much more nuanced and divided into 7 different categories. Each category has two paths:&lt;br /&gt;
* Authority - Liberty&lt;br /&gt;
* Tradition - Innovation&lt;br /&gt;
* Compassion - Pragmatism&lt;br /&gt;
* Equality - Opportunity&lt;br /&gt;
* Secrecy - Transparency &lt;br /&gt;
* Harmony - Individualism&lt;br /&gt;
* Cooperation - Creativity&lt;br /&gt;
&lt;br /&gt;
Players will gain awareness of a particular path through their actions and choices. Adopting an ideology into one of the tenets of a civilization comes through completing missions and other events.&lt;br /&gt;
&lt;br /&gt;
How different civilizations get along depends heavily on where they are ideologically. Adopting a given trait provides different benefits and consequences.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Prestige Victory&lt;br /&gt;
|content=&lt;br /&gt;
Prestige is a new victory condition. The Prestige counter - combined with the new Galactic Achievements feature - allows players to move the game to the endgame quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h4&lt;br /&gt;
|title=Galactic Achievements&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Galactic_Achievements|Galactic Achievements]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
With this new feature, players can take on a challenge to earn prestige points to earn a prestige victory.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Resources&lt;br /&gt;
|content=&lt;br /&gt;
There are 5 main resources in the game that can all be found only in unique locations and each offer unique benefits...&lt;br /&gt;
*&amp;lt;b&amp;gt;Durantium:&amp;lt;/b&amp;gt; Found near red stars. Used for many special buildings (including growth buildings) as well as ship items such as Carrier items.&lt;br /&gt;
*&amp;lt;b&amp;gt;Promethion:&amp;lt;/b&amp;gt; Found near purple stars. Used for some research buildings and missions, and used by the onyx for growth rate and a ship healing ability used by onyx commander ships.&lt;br /&gt;
*&amp;lt;b&amp;gt;Antimatter:&amp;lt;/b&amp;gt; Found near black holes. Used mostly for upgraded Missiles weapons and Point Defenses.&lt;br /&gt;
*&amp;lt;b&amp;gt;Thulium:&amp;lt;/b&amp;gt; Found near blue stars. Used mostly for upgraded Kinetic weapons and Armor.&lt;br /&gt;
*&amp;lt;b&amp;gt;Elerium:&amp;lt;/b&amp;gt; Found in nebulas. Used mostly for upgraded Beam weapons and Shields.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Updates&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Updates|Updates]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Though just released the developers are working to add new features and fix bugs. A &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511922/galciv-iv-dev-journal-19the-roadmap roadmap]&amp;lt;/span&amp;gt; has been released showing what can be expected.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Useful Links&lt;br /&gt;
|content=&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv4.com/ www.GalCiv4.com]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forums.galciv4.com/ Galactic Civilizations IV Forums]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://discord.gg/galciv Galactic Civilizations Discord server]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/faq General FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/505411/galciv-iv-support-faq Support FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511275/the-galactic-civilizations-iv-walkthrough Gameplay Walkthrough]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/511887/game-start-focus-and-tips Game Start Tips]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511884/ Combat Basics]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11910</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11910"/>
		<updated>2022-05-08T23:51:37Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
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&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type &amp;lt;b&amp;gt;(Point Defense for Missiles, Armor for Kinetic, and Shields for Beams)&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Each weapon type has enhanced versions of weapons and their corresponding defenses that require special resources to make &amp;lt;b&amp;gt;(Anti-matter for Missiles, Thulium for Kinetic, and Elerium for Beams)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
*&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
*&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Roles &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Ship&#039;s role&#039;&#039;&#039; defines the behaviour of the starship during combat. A ship’s role will set its targeting priorities, defending priorities (where applicable), and where it will spawn in battle. You can choose a ship‘s battle role when saving a new design.&lt;br /&gt;
&lt;br /&gt;
There are six options for ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Support&amp;lt;/b&amp;gt;: Ships that support the fleet or have a special role in-game&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Capital&amp;lt;/b&amp;gt;: The heart of the fleet with support modules and long-range weapons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Escort&amp;lt;/b&amp;gt;: Those that protect Capital and Support ships&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Assault&amp;lt;/b&amp;gt;: They will attack high-value and high-threat targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Interceptor&amp;lt;/b&amp;gt;: They will attack enemy Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Guardian&amp;lt;/b&amp;gt;: Those that defend Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Determining Roles &amp;lt;/h2&amp;gt;&lt;br /&gt;
When a ship is created using the Ship designer, a default battle role is assigned to the ship based on various factors. User-created ships will be assigned the default battle role when saving the design, but the role can be manually changed to any role the player wishes when saving the design.&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s default role is determined by the following attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Threat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fortitude&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Value&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All ship equipment has at least one attribute assigned to them. &#039;&#039;&#039;Threat&#039;&#039;&#039; is assigned to weapons (beams, kinetics, missiles), &#039;&#039;&#039;Fortitude&#039;&#039;&#039; is assigned to defenses (hull plating, shields, point defense), and &#039;&#039;&#039;Value&#039;&#039;&#039; is assigned to other equipment (drives, life support, modules).&lt;br /&gt;
&lt;br /&gt;
As equipment is added to a ship, these attributes are added together to decide what role the ship will have. If threat is the largest it will be an attacker, if fortitude is largest it will be a defender, and if value is larger than the sum of both threat and fortitude, the ship is labelled as support.&lt;br /&gt;
&lt;br /&gt;
The hull size also influences what role a ship will have, though all hull types with value as the highest attribute will be support. Tiny ships can be Interceptors (threat) or Guardians (fortitude), small ships can be Assaults (threat) or Escorts (fortitude), medium and large ships can be Capitals (threat) or Escorts (fortitude) and huge ships will be Capitals regardless of whether threat is larger than fortitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Target and attack priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Ships will begin combat with the highest priority enemy as their target. If their target is out of range, they will fire on any other enemy ships within range until their highest priority target ship is finally in range. You can see which enemy ship is considered their target by hovering over the ship icon in the lower part of the screen while in the battle viewer or by selecting the ship on the battle map.&lt;br /&gt;
&lt;br /&gt;
Ships will fire on targets highest on their priority list. This could result in loss of focus fire when ships with different ship roles have different priority targets within range. A ship will also stop firing on an already damaged enemy in favor of its higher target priority ship coming into range, even if the previously damaged enemy is near destruction. For example, interceptors that have a guardian as their primary target will fire upon enemy interceptors while they pass each other, but will continue moving towards the entire time and eventually start firing on the guardians.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defend priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards it. If the ship it is defending has started moving forward, it will follow.&lt;br /&gt;
&lt;br /&gt;
Because of the defend priority, a guardian will not move forward and join the battle until its support ship starts to move forward. (Support ships remain at zero speed at the map edge until all ally interceptors, assault ships, and capital ships have been eliminated.) It will, however, attack any enemies that come into range.&lt;br /&gt;
&lt;br /&gt;
An escort will move forward and attack enemies if it is defending a capital ship. An escort that is defending a support ship however will remain in the back out of combat, similar to the guardian as described above, and the escort ship will only move forward once the support ship starts to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting location &amp;lt;/h2&amp;gt;&lt;br /&gt;
Each ship&#039;s position at the start of a battle is determined by the ship&#039;s role. The higher the starting position number, the closer the ship will start near the enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Battle Role&lt;br /&gt;
! Target Priority&lt;br /&gt;
! Defend Priority&lt;br /&gt;
! Starting Location&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Support&lt;br /&gt;
| Will only attack if all other types are gone&lt;br /&gt;
Interceptors - Assaults - Escorts - Capitals - Guardians - Supports - &lt;br /&gt;
| --&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships should stay alive until the end of the fight. They are unarmed or they just have augmentations mounted that support the whole fleet.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian&lt;br /&gt;
| Will only attack if the defended ship attacks.&lt;br /&gt;
Attacks Interceptors first, then Assaults, then Escorts&lt;br /&gt;
| Defends Supports if available, then Capitals, then Escorts&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships protect the Supports. They won‘t fight until all other targets are destroyed. If there is no Support in the fleet, they defend Capitals. If there are no Capitals available, they defend Escorts.&lt;br /&gt;
|-&lt;br /&gt;
| Capital&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1400&lt;br /&gt;
| Capitals should have less defense and lots of attack. They stay behind their fighters and shoot with ranged weapons while supporting their fighters in the fleet. Capitals can also have support modules mounted because they last nearly as long in the fight as supports&lt;br /&gt;
|-&lt;br /&gt;
| Escort&lt;br /&gt;
| Assaults - Escorts - Capital - Interceptors - Guardians - Supports&lt;br /&gt;
| Defends Capitals and Supports&lt;br /&gt;
| 1600&lt;br /&gt;
| Escorts defend your Supports and Capitals, but since they start more in front of the fleet they will still take part in the battle.&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1500&lt;br /&gt;
| Assaults will attack Escorts and then Capitals. The pure battle ship.&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&lt;br /&gt;
| Guardians - Escorts - Supports - Interceptors - Assaults - Capitals&lt;br /&gt;
| --&lt;br /&gt;
| 1600&lt;br /&gt;
| Interceptors will try to remove Support ships from the enemy fleet, so first they attack Guardians because those defend the Support ships, then Escorts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tactical speed &amp;lt;/h2&amp;gt;&lt;br /&gt;
Tactical speed determines how quickly a ship moves during combat. You can view a ship&#039;s current speed by selecting the ship on the battle viewer. Most ships start out at a low speed when combat begins, about 1/4 maximum speed, moving towards the center of battle. Once any ship starts firing, all ships that are moving will increase their speed and advance toward their primary target as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Support ships start the furthest back and will not advance forward until there are no ally attack ships (interceptors, assault ships, and capital ships) left in its fleet. As long as at least one of these ship types remain, the support ship will maintain a speed of zero. Any vessels defending the support ships will move around at low speed but will remain in the back with the support ships as well. As soon as there are no remaining ally attack ships, the support ships will begin moving forward to join the fight, along with any defending guardians and escorts that are there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Strategy &amp;lt;/h2&amp;gt;&lt;br /&gt;
A few things to think about when you are assigning ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Having different types of ship roles can lead to some serious advantages or disadvantages, depending on your fleet. For example, if you have a fleet consisting of half interceptors and half support ships, the interceptors will fly straight into the enemy fleet while your support ships stay back out of range. This effectively means you have split your fleet into 2 forces, which could lead you to have heavy losses, or lead to your defensive support ships staying back and being more protected while the interceptors being buffed up by the support ships fly in fast and try to start taking out their targets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defenders &amp;amp; Attackers Doctrine &amp;lt;/h2&amp;gt;&lt;br /&gt;
A fleet can become more resource effective and take fewer losses if some ships specialize in defense and others in offense. In a regular fleet, the defenses are spread out on each ship; in the Defenders &amp;amp; Attackers Doctrine, the defenses are concentrated on one or more ships at the very front of the fleet, so that an enemy must cut through all the defenses first before they can kill any damage specializing ships. This allows a fleet to take a lot of damage without losing its momentum. Damaged defenders can be swapped out for fresh ones after battle, and if the enemy switches to different weapons, just change the defender design to counter it.&lt;br /&gt;
&lt;br /&gt;
There are 2 role combinations that work for this doctrine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Escort (defenders) + Capital (attackers)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Guardians (defenders) + Support (attackers) as long as there are no assault, interceptor, or capital ships also in the fleet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Note that Escorts (defenders) + Support (attackers) would also work (as long as there are no assault, interceptor, or capital ships also in the fleet) in terms of forcing all defenders to be killed before the attacks can start being damaged, the escorts have a starting position too far in front of the support ships for this combination to be effective.&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11909</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11909"/>
		<updated>2022-05-08T23:44:35Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
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{{HeaderTemplate&lt;br /&gt;
|welcome=Spaceship Battles&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). &lt;br /&gt;
&lt;br /&gt;
Each weapon type has enhanced versions of weapons and their corresponding defenses that require special resources to make &amp;lt;b&amp;gt;(Anti-matter for Missiles, Thulium for Kinetic, and Elerium for Beams)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
*&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
*&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Roles &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Ship&#039;s role&#039;&#039;&#039; defines the behaviour of the starship during combat. A ship’s role will set its targeting priorities, defending priorities (where applicable), and where it will spawn in battle. You can choose a ship‘s battle role when saving a new design.&lt;br /&gt;
&lt;br /&gt;
There are six options for ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Support&amp;lt;/b&amp;gt;: Ships that support the fleet or have a special role in-game&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Capital&amp;lt;/b&amp;gt;: The heart of the fleet with support modules and long-range weapons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Escort&amp;lt;/b&amp;gt;: Those that protect Capital and Support ships&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Assault&amp;lt;/b&amp;gt;: They will attack high-value and high-threat targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Interceptor&amp;lt;/b&amp;gt;: They will attack enemy Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Guardian&amp;lt;/b&amp;gt;: Those that defend Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Determining Roles &amp;lt;/h2&amp;gt;&lt;br /&gt;
When a ship is created using the Ship designer, a default battle role is assigned to the ship based on various factors. User-created ships will be assigned the default battle role when saving the design, but the role can be manually changed to any role the player wishes when saving the design.&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s default role is determined by the following attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Threat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fortitude&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Value&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All ship equipment has at least one attribute assigned to them. &#039;&#039;&#039;Threat&#039;&#039;&#039; is assigned to weapons (beams, kinetics, missiles), &#039;&#039;&#039;Fortitude&#039;&#039;&#039; is assigned to defenses (hull plating, shields, point defense), and &#039;&#039;&#039;Value&#039;&#039;&#039; is assigned to other equipment (drives, life support, modules).&lt;br /&gt;
&lt;br /&gt;
As equipment is added to a ship, these attributes are added together to decide what role the ship will have. If threat is the largest it will be an attacker, if fortitude is largest it will be a defender, and if value is larger than the sum of both threat and fortitude, the ship is labelled as support.&lt;br /&gt;
&lt;br /&gt;
The hull size also influences what role a ship will have, though all hull types with value as the highest attribute will be support. Tiny ships can be Interceptors (threat) or Guardians (fortitude), small ships can be Assaults (threat) or Escorts (fortitude), medium and large ships can be Capitals (threat) or Escorts (fortitude) and huge ships will be Capitals regardless of whether threat is larger than fortitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Target and attack priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Ships will begin combat with the highest priority enemy as their target. If their target is out of range, they will fire on any other enemy ships within range until their highest priority target ship is finally in range. You can see which enemy ship is considered their target by hovering over the ship icon in the lower part of the screen while in the battle viewer or by selecting the ship on the battle map.&lt;br /&gt;
&lt;br /&gt;
Ships will fire on targets highest on their priority list. This could result in loss of focus fire when ships with different ship roles have different priority targets within range. A ship will also stop firing on an already damaged enemy in favor of its higher target priority ship coming into range, even if the previously damaged enemy is near destruction. For example, interceptors that have a guardian as their primary target will fire upon enemy interceptors while they pass each other, but will continue moving towards the entire time and eventually start firing on the guardians.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defend priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards it. If the ship it is defending has started moving forward, it will follow.&lt;br /&gt;
&lt;br /&gt;
Because of the defend priority, a guardian will not move forward and join the battle until its support ship starts to move forward. (Support ships remain at zero speed at the map edge until all ally interceptors, assault ships, and capital ships have been eliminated.) It will, however, attack any enemies that come into range.&lt;br /&gt;
&lt;br /&gt;
An escort will move forward and attack enemies if it is defending a capital ship. An escort that is defending a support ship however will remain in the back out of combat, similar to the guardian as described above, and the escort ship will only move forward once the support ship starts to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting location &amp;lt;/h2&amp;gt;&lt;br /&gt;
Each ship&#039;s position at the start of a battle is determined by the ship&#039;s role. The higher the starting position number, the closer the ship will start near the enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Battle Role&lt;br /&gt;
! Target Priority&lt;br /&gt;
! Defend Priority&lt;br /&gt;
! Starting Location&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Support&lt;br /&gt;
| Will only attack if all other types are gone&lt;br /&gt;
Interceptors - Assaults - Escorts - Capitals - Guardians - Supports - &lt;br /&gt;
| --&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships should stay alive until the end of the fight. They are unarmed or they just have augmentations mounted that support the whole fleet.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian&lt;br /&gt;
| Will only attack if the defended ship attacks.&lt;br /&gt;
Attacks Interceptors first, then Assaults, then Escorts&lt;br /&gt;
| Defends Supports if available, then Capitals, then Escorts&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships protect the Supports. They won‘t fight until all other targets are destroyed. If there is no Support in the fleet, they defend Capitals. If there are no Capitals available, they defend Escorts.&lt;br /&gt;
|-&lt;br /&gt;
| Capital&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1400&lt;br /&gt;
| Capitals should have less defense and lots of attack. They stay behind their fighters and shoot with ranged weapons while supporting their fighters in the fleet. Capitals can also have support modules mounted because they last nearly as long in the fight as supports&lt;br /&gt;
|-&lt;br /&gt;
| Escort&lt;br /&gt;
| Assaults - Escorts - Capital - Interceptors - Guardians - Supports&lt;br /&gt;
| Defends Capitals and Supports&lt;br /&gt;
| 1600&lt;br /&gt;
| Escorts defend your Supports and Capitals, but since they start more in front of the fleet they will still take part in the battle.&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1500&lt;br /&gt;
| Assaults will attack Escorts and then Capitals. The pure battle ship.&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&lt;br /&gt;
| Guardians - Escorts - Supports - Interceptors - Assaults - Capitals&lt;br /&gt;
| --&lt;br /&gt;
| 1600&lt;br /&gt;
| Interceptors will try to remove Support ships from the enemy fleet, so first they attack Guardians because those defend the Support ships, then Escorts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tactical speed &amp;lt;/h2&amp;gt;&lt;br /&gt;
Tactical speed determines how quickly a ship moves during combat. You can view a ship&#039;s current speed by selecting the ship on the battle viewer. Most ships start out at a low speed when combat begins, about 1/4 maximum speed, moving towards the center of battle. Once any ship starts firing, all ships that are moving will increase their speed and advance toward their primary target as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Support ships start the furthest back and will not advance forward until there are no ally attack ships (interceptors, assault ships, and capital ships) left in its fleet. As long as at least one of these ship types remain, the support ship will maintain a speed of zero. Any vessels defending the support ships will move around at low speed but will remain in the back with the support ships as well. As soon as there are no remaining ally attack ships, the support ships will begin moving forward to join the fight, along with any defending guardians and escorts that are there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Strategy &amp;lt;/h2&amp;gt;&lt;br /&gt;
A few things to think about when you are assigning ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Having different types of ship roles can lead to some serious advantages or disadvantages, depending on your fleet. For example, if you have a fleet consisting of half interceptors and half support ships, the interceptors will fly straight into the enemy fleet while your support ships stay back out of range. This effectively means you have split your fleet into 2 forces, which could lead you to have heavy losses, or lead to your defensive support ships staying back and being more protected while the interceptors being buffed up by the support ships fly in fast and try to start taking out their targets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defenders &amp;amp; Attackers Doctrine &amp;lt;/h2&amp;gt;&lt;br /&gt;
A fleet can become more resource effective and take fewer losses if some ships specialize in defense and others in offense. In a regular fleet, the defenses are spread out on each ship; in the Defenders &amp;amp; Attackers Doctrine, the defenses are concentrated on one or more ships at the very front of the fleet, so that an enemy must cut through all the defenses first before they can kill any damage specializing ships. This allows a fleet to take a lot of damage without losing its momentum. Damaged defenders can be swapped out for fresh ones after battle, and if the enemy switches to different weapons, just change the defender design to counter it.&lt;br /&gt;
&lt;br /&gt;
There are 2 role combinations that work for this doctrine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Escort (defenders) + Capital (attackers)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Guardians (defenders) + Support (attackers) as long as there are no assault, interceptor, or capital ships also in the fleet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Note that Escorts (defenders) + Support (attackers) would also work (as long as there are no assault, interceptor, or capital ships also in the fleet) in terms of forcing all defenders to be killed before the attacks can start being damaged, the escorts have a starting position too far in front of the support ships for this combination to be effective.&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11908</id>
		<title>Galactic Civilizations IV</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11908"/>
		<updated>2022-05-08T23:34:18Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
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[[File:GC4 capsule.png|frameless|200px|right]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Galactic Civilizations IV&#039;&#039;&#039;&#039;&#039;, the sequel to [[Galactic Civilizations III]], is a 4X space strategy game set in the 24th century. Humans and aliens compete against each other for domination of the Milky Way galaxy. It was released on 26 April 2022.&lt;br /&gt;
&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Introduction&lt;br /&gt;
|content=&lt;br /&gt;
Players begin on their home planet and through research, colonization, and exploration can expand their influence in the wider galaxy. Other races will likely compete for the same worlds and resources though and only through diplomacy, war, technological superiority, or unlocking the secrets of the mysterious precursors themselves can the player hope to gain dominance in a galaxy full of dangers.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gameplay&lt;br /&gt;
|content=}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Major Civilizations&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Major_Civilizations|Major Civilizations]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There are many civilizations to play as or against. From returning player-favorites such as the Drengin Empire, to brand new civilizations like Baratak Grove, Festron Hunt, and Mimot Brotherhood.&lt;br /&gt;
&lt;br /&gt;
Plus players have to option to editing existing civilizations or creating their own.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Spaceship Battles&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Spaceship_Battles|Spaceship Battles]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Explains Combat Basics such as Weapons, Defenses, Ship Roles, and Combat Strategies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=New Features&lt;br /&gt;
|content=&lt;br /&gt;
Galactic Civilization IV introduces a slew of new features.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Sectors&lt;br /&gt;
|content=&lt;br /&gt;
Think of it like a GalCiv III map connected to another. Each sector is connected by subspace streams that will allow the player to travel between them.&lt;br /&gt;
&lt;br /&gt;
Players can set up the number of sectors and the size of their starting sector. Thus, a player who wants a “quick” game could just set up a single small sector to play in. Or if one would prefer just one very large sector to play like a classic map. Players can also set up the game with a large starting map and many other sectors, making a HUGE overall map for potentially very long, involved, and in-depth games that are much bigger than any previous gal civ games.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Characters&lt;br /&gt;
|content=&lt;br /&gt;
While the idea of citizens was introduced in Galactic Civilizations III, their role was not as distinct as it is now.&lt;br /&gt;
&lt;br /&gt;
Different jobs take advantage of different traits from a leader. Thus, it’s probably not a good idea to put a character with a low Intelligence stat to be Technology ministry&lt;br /&gt;
&lt;br /&gt;
Citizens have individual approval ratings and keeping them happy is important – a disloyal and unhappy governor might just take their planet and corresponding colonies with them and start a new empire if the player isn’t careful.&lt;br /&gt;
&lt;br /&gt;
The story of the game changes depending on which characters are recruited and how their various backstories manifest throughout.&lt;br /&gt;
&lt;br /&gt;
Each civilization has their own characters with their own perks and their own factions to deal with.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Core Worlds&lt;br /&gt;
|content=&lt;br /&gt;
Unlike previous games of the series, players only manage core worlds. Previously, players would have to manage each world they conquered individually. When a player colonizes a subpar world, it will feed into a core world that the player has already established. With this system, players will directly oversee a lower number of worlds, but still receive the benefits of colonizing and conquering as many as possible.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Policies&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Policies|Policies]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Policies allow a player to shift priorities as they play by choosing between different buffs and focuses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Executive Orders&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Executive_Orders|Executive Orders]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
GalCiv IV introduces a new resource called “Control”. It represents how much direct control the player has of their civilization. It allows players to perform direct actions on the game&lt;br /&gt;
&lt;br /&gt;
These actions can have consequences, but allow players more direct ways to intervene.&lt;br /&gt;
&lt;br /&gt;
Additional executive orders can be unlocked via researching new technologies or experiencing other actions and events.&lt;br /&gt;
&lt;br /&gt;
Once used, they have a cooldown period that is different for each one.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=New Ideology System&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Ideology|Ideology]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Originally, players could choose between good, neutral, and evil. Later, there were renamed to Benevolent, Malevolent, and Pragmatic.&lt;br /&gt;
&lt;br /&gt;
In Galactic Civilizations IV, ideologies are much more nuanced and divided into 7 different categories. Each category has two paths:&lt;br /&gt;
* Authority - Liberty&lt;br /&gt;
* Tradition - Innovation&lt;br /&gt;
* Compassion - Pragmatism&lt;br /&gt;
* Equality - Opportunity&lt;br /&gt;
* Secrecy - Transparency &lt;br /&gt;
* Harmony - Individualism&lt;br /&gt;
* Cooperation - Creativity&lt;br /&gt;
&lt;br /&gt;
Players will gain awareness of a particular path through their actions and choices. Adopting an ideology into one of the tenets of a civilization comes through completing missions and other events.&lt;br /&gt;
&lt;br /&gt;
How different civilizations get along depends heavily on where they are ideologically. Adopting a given trait provides different benefits and consequences.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Prestige Victory&lt;br /&gt;
|content=&lt;br /&gt;
Prestige is a new victory condition. The Prestige counter - combined with the new Galactic Achievements feature - allows players to move the game to the endgame quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h4&lt;br /&gt;
|title=Galactic Achievements&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Galactic_Achievements|Galactic Achievements]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
With this new feature, players can take on a challenge to earn prestige points to earn a prestige victory.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Resources&lt;br /&gt;
|content=&lt;br /&gt;
There are 5 main resources in the game that can all be found in unique locations and offer unique benefits...&lt;br /&gt;
*&amp;lt;b&amp;gt;Durantium:&amp;lt;/b&amp;gt; Found near red stars. Used for many special buildings (including growth buildings) as well as ship items such as Carrier items.&lt;br /&gt;
*&amp;lt;b&amp;gt;Promethion:&amp;lt;/b&amp;gt; Found near purple stars. Used for some research buildings and missions, and used by the onyx for growth rate and a ship healing ability used by onyx commander ships.&lt;br /&gt;
*&amp;lt;b&amp;gt;Antimatter:&amp;lt;/b&amp;gt; Found near black holes. Used mostly for upgraded Missiles weapons and Point Defenses.&lt;br /&gt;
*&amp;lt;b&amp;gt;Thulium:&amp;lt;/b&amp;gt; Found near blue stars. Used mostly for upgraded Kinetic weapons and Armor.&lt;br /&gt;
*&amp;lt;b&amp;gt;Elerium:&amp;lt;/b&amp;gt; Found in nebulas. Used mostly for upgraded Beam weapons and Shields.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Updates&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Updates|Updates]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Though just released the developers are working to add new features and fix bugs. A &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511922/galciv-iv-dev-journal-19the-roadmap roadmap]&amp;lt;/span&amp;gt; has been released showing what can be expected.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Useful Links&lt;br /&gt;
|content=&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv4.com/ www.GalCiv4.com]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forums.galciv4.com/ Galactic Civilizations IV Forums]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://discord.gg/galciv Galactic Civilizations Discord server]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/faq General FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/505411/galciv-iv-support-faq Support FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511275/the-galactic-civilizations-iv-walkthrough Gameplay Walkthrough]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/511887/game-start-focus-and-tips Game Start Tips]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511884/ Combat Basics]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11907</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11907"/>
		<updated>2022-05-08T23:07:25Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
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{{HeaderTemplate&lt;br /&gt;
|welcome=Spaceship Battles&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). &lt;br /&gt;
&lt;br /&gt;
Each weapon type has enhanced versions of weapons that require special resources to make &amp;lt;b&amp;gt;(Anti-matter for Missiles, Thulium for Kinetic, and Elerium for Beams)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
*&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
*&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Roles &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Ship&#039;s role&#039;&#039;&#039; defines the behaviour of the starship during combat. A ship’s role will set its targeting priorities, defending priorities (where applicable), and where it will spawn in battle. You can choose a ship‘s battle role when saving a new design.&lt;br /&gt;
&lt;br /&gt;
There are six options for ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Support&amp;lt;/b&amp;gt;: Ships that support the fleet or have a special role in-game&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Capital&amp;lt;/b&amp;gt;: The heart of the fleet with support modules and long-range weapons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Escort&amp;lt;/b&amp;gt;: Those that protect Capital and Support ships&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Assault&amp;lt;/b&amp;gt;: They will attack high-value and high-threat targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Interceptor&amp;lt;/b&amp;gt;: They will attack enemy Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Guardian&amp;lt;/b&amp;gt;: Those that defend Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Determining Roles &amp;lt;/h2&amp;gt;&lt;br /&gt;
When a ship is created using the Ship designer, a default battle role is assigned to the ship based on various factors. User-created ships will be assigned the default battle role when saving the design, but the role can be manually changed to any role the player wishes when saving the design.&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s default role is determined by the following attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Threat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fortitude&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Value&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All ship equipment has at least one attribute assigned to them. &#039;&#039;&#039;Threat&#039;&#039;&#039; is assigned to weapons (beams, kinetics, missiles), &#039;&#039;&#039;Fortitude&#039;&#039;&#039; is assigned to defenses (hull plating, shields, point defense), and &#039;&#039;&#039;Value&#039;&#039;&#039; is assigned to other equipment (drives, life support, modules).&lt;br /&gt;
&lt;br /&gt;
As equipment is added to a ship, these attributes are added together to decide what role the ship will have. If threat is the largest it will be an attacker, if fortitude is largest it will be a defender, and if value is larger than the sum of both threat and fortitude, the ship is labelled as support.&lt;br /&gt;
&lt;br /&gt;
The hull size also influences what role a ship will have, though all hull types with value as the highest attribute will be support. Tiny ships can be Interceptors (threat) or Guardians (fortitude), small ships can be Assaults (threat) or Escorts (fortitude), medium and large ships can be Capitals (threat) or Escorts (fortitude) and huge ships will be Capitals regardless of whether threat is larger than fortitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Target and attack priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Ships will begin combat with the highest priority enemy as their target. If their target is out of range, they will fire on any other enemy ships within range until their highest priority target ship is finally in range. You can see which enemy ship is considered their target by hovering over the ship icon in the lower part of the screen while in the battle viewer or by selecting the ship on the battle map.&lt;br /&gt;
&lt;br /&gt;
Ships will fire on targets highest on their priority list. This could result in loss of focus fire when ships with different ship roles have different priority targets within range. A ship will also stop firing on an already damaged enemy in favor of its higher target priority ship coming into range, even if the previously damaged enemy is near destruction. For example, interceptors that have a guardian as their primary target will fire upon enemy interceptors while they pass each other, but will continue moving towards the entire time and eventually start firing on the guardians.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defend priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards it. If the ship it is defending has started moving forward, it will follow.&lt;br /&gt;
&lt;br /&gt;
Because of the defend priority, a guardian will not move forward and join the battle until its support ship starts to move forward. (Support ships remain at zero speed at the map edge until all ally interceptors, assault ships, and capital ships have been eliminated.) It will, however, attack any enemies that come into range.&lt;br /&gt;
&lt;br /&gt;
An escort will move forward and attack enemies if it is defending a capital ship. An escort that is defending a support ship however will remain in the back out of combat, similar to the guardian as described above, and the escort ship will only move forward once the support ship starts to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting location &amp;lt;/h2&amp;gt;&lt;br /&gt;
Each ship&#039;s position at the start of a battle is determined by the ship&#039;s role. The higher the starting position number, the closer the ship will start near the enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Battle Role&lt;br /&gt;
! Target Priority&lt;br /&gt;
! Defend Priority&lt;br /&gt;
! Starting Location&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Support&lt;br /&gt;
| Will only attack if all other types are gone&lt;br /&gt;
Interceptors - Assaults - Escorts - Capitals - Guardians - Supports - &lt;br /&gt;
| --&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships should stay alive until the end of the fight. They are unarmed or they just have augmentations mounted that support the whole fleet.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian&lt;br /&gt;
| Will only attack if the defended ship attacks.&lt;br /&gt;
Attacks Interceptors first, then Assaults, then Escorts&lt;br /&gt;
| Defends Supports if available, then Capitals, then Escorts&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships protect the Supports. They won‘t fight until all other targets are destroyed. If there is no Support in the fleet, they defend Capitals. If there are no Capitals available, they defend Escorts.&lt;br /&gt;
|-&lt;br /&gt;
| Capital&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1400&lt;br /&gt;
| Capitals should have less defense and lots of attack. They stay behind their fighters and shoot with ranged weapons while supporting their fighters in the fleet. Capitals can also have support modules mounted because they last nearly as long in the fight as supports&lt;br /&gt;
|-&lt;br /&gt;
| Escort&lt;br /&gt;
| Assaults - Escorts - Capital - Interceptors - Guardians - Supports&lt;br /&gt;
| Defends Capitals and Supports&lt;br /&gt;
| 1600&lt;br /&gt;
| Escorts defend your Supports and Capitals, but since they start more in front of the fleet they will still take part in the battle.&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1500&lt;br /&gt;
| Assaults will attack Escorts and then Capitals. The pure battle ship.&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&lt;br /&gt;
| Guardians - Escorts - Supports - Interceptors - Assaults - Capitals&lt;br /&gt;
| --&lt;br /&gt;
| 1600&lt;br /&gt;
| Interceptors will try to remove Support ships from the enemy fleet, so first they attack Guardians because those defend the Support ships, then Escorts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tactical speed &amp;lt;/h2&amp;gt;&lt;br /&gt;
Tactical speed determines how quickly a ship moves during combat. You can view a ship&#039;s current speed by selecting the ship on the battle viewer. Most ships start out at a low speed when combat begins, about 1/4 maximum speed, moving towards the center of battle. Once any ship starts firing, all ships that are moving will increase their speed and advance toward their primary target as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Support ships start the furthest back and will not advance forward until there are no ally attack ships (interceptors, assault ships, and capital ships) left in its fleet. As long as at least one of these ship types remain, the support ship will maintain a speed of zero. Any vessels defending the support ships will move around at low speed but will remain in the back with the support ships as well. As soon as there are no remaining ally attack ships, the support ships will begin moving forward to join the fight, along with any defending guardians and escorts that are there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Strategy &amp;lt;/h2&amp;gt;&lt;br /&gt;
A few things to think about when you are assigning ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Having different types of ship roles can lead to some serious advantages or disadvantages, depending on your fleet. For example, if you have a fleet consisting of half interceptors and half support ships, the interceptors will fly straight into the enemy fleet while your support ships stay back out of range. This effectively means you have split your fleet into 2 forces, which could lead you to have heavy losses, or lead to your defensive support ships staying back and being more protected while the interceptors being buffed up by the support ships fly in fast and try to start taking out their targets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defenders &amp;amp; Attackers Doctrine &amp;lt;/h2&amp;gt;&lt;br /&gt;
A fleet can become more resource effective and take fewer losses if some ships specialize in defense and others in offense. In a regular fleet, the defenses are spread out on each ship; in the Defenders &amp;amp; Attackers Doctrine, the defenses are concentrated on one or more ships at the very front of the fleet, so that an enemy must cut through all the defenses first before they can kill any damage specializing ships. This allows a fleet to take a lot of damage without losing its momentum. Damaged defenders can be swapped out for fresh ones after battle, and if the enemy switches to different weapons, just change the defender design to counter it.&lt;br /&gt;
&lt;br /&gt;
There are 2 role combinations that work for this doctrine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Escort (defenders) + Capital (attackers)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Guardians (defenders) + Support (attackers) as long as there are no assault, interceptor, or capital ships also in the fleet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Note that Escorts (defenders) + Support (attackers) would also work (as long as there are no assault, interceptor, or capital ships also in the fleet) in terms of forcing all defenders to be killed before the attacks can start being damaged, the escorts have a starting position too far in front of the support ships for this combination to be effective.&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11906</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11906"/>
		<updated>2022-05-08T23:06:44Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
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&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). &lt;br /&gt;
&lt;br /&gt;
Each weapon type has enhanced versions of weapons that require special resources to make &amp;lt;b&amp;gt;(Anti-matter for Missiles, Thullium for Kinetic, and Elerium for Beams)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
*&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
*&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Roles &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Ship&#039;s role&#039;&#039;&#039; defines the behaviour of the starship during combat. A ship’s role will set its targeting priorities, defending priorities (where applicable), and where it will spawn in battle. You can choose a ship‘s battle role when saving a new design.&lt;br /&gt;
&lt;br /&gt;
There are six options for ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Support&amp;lt;/b&amp;gt;: Ships that support the fleet or have a special role in-game&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Capital&amp;lt;/b&amp;gt;: The heart of the fleet with support modules and long-range weapons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Escort&amp;lt;/b&amp;gt;: Those that protect Capital and Support ships&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Assault&amp;lt;/b&amp;gt;: They will attack high-value and high-threat targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Interceptor&amp;lt;/b&amp;gt;: They will attack enemy Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Guardian&amp;lt;/b&amp;gt;: Those that defend Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Determining Roles &amp;lt;/h2&amp;gt;&lt;br /&gt;
When a ship is created using the Ship designer, a default battle role is assigned to the ship based on various factors. User-created ships will be assigned the default battle role when saving the design, but the role can be manually changed to any role the player wishes when saving the design.&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s default role is determined by the following attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Threat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fortitude&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Value&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All ship equipment has at least one attribute assigned to them. &#039;&#039;&#039;Threat&#039;&#039;&#039; is assigned to weapons (beams, kinetics, missiles), &#039;&#039;&#039;Fortitude&#039;&#039;&#039; is assigned to defenses (hull plating, shields, point defense), and &#039;&#039;&#039;Value&#039;&#039;&#039; is assigned to other equipment (drives, life support, modules).&lt;br /&gt;
&lt;br /&gt;
As equipment is added to a ship, these attributes are added together to decide what role the ship will have. If threat is the largest it will be an attacker, if fortitude is largest it will be a defender, and if value is larger than the sum of both threat and fortitude, the ship is labelled as support.&lt;br /&gt;
&lt;br /&gt;
The hull size also influences what role a ship will have, though all hull types with value as the highest attribute will be support. Tiny ships can be Interceptors (threat) or Guardians (fortitude), small ships can be Assaults (threat) or Escorts (fortitude), medium and large ships can be Capitals (threat) or Escorts (fortitude) and huge ships will be Capitals regardless of whether threat is larger than fortitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Target and attack priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Ships will begin combat with the highest priority enemy as their target. If their target is out of range, they will fire on any other enemy ships within range until their highest priority target ship is finally in range. You can see which enemy ship is considered their target by hovering over the ship icon in the lower part of the screen while in the battle viewer or by selecting the ship on the battle map.&lt;br /&gt;
&lt;br /&gt;
Ships will fire on targets highest on their priority list. This could result in loss of focus fire when ships with different ship roles have different priority targets within range. A ship will also stop firing on an already damaged enemy in favor of its higher target priority ship coming into range, even if the previously damaged enemy is near destruction. For example, interceptors that have a guardian as their primary target will fire upon enemy interceptors while they pass each other, but will continue moving towards the entire time and eventually start firing on the guardians.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defend priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards it. If the ship it is defending has started moving forward, it will follow.&lt;br /&gt;
&lt;br /&gt;
Because of the defend priority, a guardian will not move forward and join the battle until its support ship starts to move forward. (Support ships remain at zero speed at the map edge until all ally interceptors, assault ships, and capital ships have been eliminated.) It will, however, attack any enemies that come into range.&lt;br /&gt;
&lt;br /&gt;
An escort will move forward and attack enemies if it is defending a capital ship. An escort that is defending a support ship however will remain in the back out of combat, similar to the guardian as described above, and the escort ship will only move forward once the support ship starts to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting location &amp;lt;/h2&amp;gt;&lt;br /&gt;
Each ship&#039;s position at the start of a battle is determined by the ship&#039;s role. The higher the starting position number, the closer the ship will start near the enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Battle Role&lt;br /&gt;
! Target Priority&lt;br /&gt;
! Defend Priority&lt;br /&gt;
! Starting Location&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Support&lt;br /&gt;
| Will only attack if all other types are gone&lt;br /&gt;
Interceptors - Assaults - Escorts - Capitals - Guardians - Supports - &lt;br /&gt;
| --&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships should stay alive until the end of the fight. They are unarmed or they just have augmentations mounted that support the whole fleet.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian&lt;br /&gt;
| Will only attack if the defended ship attacks.&lt;br /&gt;
Attacks Interceptors first, then Assaults, then Escorts&lt;br /&gt;
| Defends Supports if available, then Capitals, then Escorts&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships protect the Supports. They won‘t fight until all other targets are destroyed. If there is no Support in the fleet, they defend Capitals. If there are no Capitals available, they defend Escorts.&lt;br /&gt;
|-&lt;br /&gt;
| Capital&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1400&lt;br /&gt;
| Capitals should have less defense and lots of attack. They stay behind their fighters and shoot with ranged weapons while supporting their fighters in the fleet. Capitals can also have support modules mounted because they last nearly as long in the fight as supports&lt;br /&gt;
|-&lt;br /&gt;
| Escort&lt;br /&gt;
| Assaults - Escorts - Capital - Interceptors - Guardians - Supports&lt;br /&gt;
| Defends Capitals and Supports&lt;br /&gt;
| 1600&lt;br /&gt;
| Escorts defend your Supports and Capitals, but since they start more in front of the fleet they will still take part in the battle.&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1500&lt;br /&gt;
| Assaults will attack Escorts and then Capitals. The pure battle ship.&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&lt;br /&gt;
| Guardians - Escorts - Supports - Interceptors - Assaults - Capitals&lt;br /&gt;
| --&lt;br /&gt;
| 1600&lt;br /&gt;
| Interceptors will try to remove Support ships from the enemy fleet, so first they attack Guardians because those defend the Support ships, then Escorts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tactical speed &amp;lt;/h2&amp;gt;&lt;br /&gt;
Tactical speed determines how quickly a ship moves during combat. You can view a ship&#039;s current speed by selecting the ship on the battle viewer. Most ships start out at a low speed when combat begins, about 1/4 maximum speed, moving towards the center of battle. Once any ship starts firing, all ships that are moving will increase their speed and advance toward their primary target as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Support ships start the furthest back and will not advance forward until there are no ally attack ships (interceptors, assault ships, and capital ships) left in its fleet. As long as at least one of these ship types remain, the support ship will maintain a speed of zero. Any vessels defending the support ships will move around at low speed but will remain in the back with the support ships as well. As soon as there are no remaining ally attack ships, the support ships will begin moving forward to join the fight, along with any defending guardians and escorts that are there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Strategy &amp;lt;/h2&amp;gt;&lt;br /&gt;
A few things to think about when you are assigning ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Having different types of ship roles can lead to some serious advantages or disadvantages, depending on your fleet. For example, if you have a fleet consisting of half interceptors and half support ships, the interceptors will fly straight into the enemy fleet while your support ships stay back out of range. This effectively means you have split your fleet into 2 forces, which could lead you to have heavy losses, or lead to your defensive support ships staying back and being more protected while the interceptors being buffed up by the support ships fly in fast and try to start taking out their targets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defenders &amp;amp; Attackers Doctrine &amp;lt;/h2&amp;gt;&lt;br /&gt;
A fleet can become more resource effective and take fewer losses if some ships specialize in defense and others in offense. In a regular fleet, the defenses are spread out on each ship; in the Defenders &amp;amp; Attackers Doctrine, the defenses are concentrated on one or more ships at the very front of the fleet, so that an enemy must cut through all the defenses first before they can kill any damage specializing ships. This allows a fleet to take a lot of damage without losing its momentum. Damaged defenders can be swapped out for fresh ones after battle, and if the enemy switches to different weapons, just change the defender design to counter it.&lt;br /&gt;
&lt;br /&gt;
There are 2 role combinations that work for this doctrine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Escort (defenders) + Capital (attackers)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Guardians (defenders) + Support (attackers) as long as there are no assault, interceptor, or capital ships also in the fleet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Note that Escorts (defenders) + Support (attackers) would also work (as long as there are no assault, interceptor, or capital ships also in the fleet) in terms of forcing all defenders to be killed before the attacks can start being damaged, the escorts have a starting position too far in front of the support ships for this combination to be effective.&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11905</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11905"/>
		<updated>2022-05-08T23:05:34Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
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&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). &lt;br /&gt;
&lt;br /&gt;
Each weapon type has enhanced versions of weapons that require special resources to make &amp;lt;b&amp;gt;(Anti-matter for Missiles, Durantium for Kinetic, and Elerium for Beams)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
*&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
*&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Roles &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Ship&#039;s role&#039;&#039;&#039; defines the behaviour of the starship during combat. A ship’s role will set its targeting priorities, defending priorities (where applicable), and where it will spawn in battle. You can choose a ship‘s battle role when saving a new design.&lt;br /&gt;
&lt;br /&gt;
There are six options for ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Support&amp;lt;/b&amp;gt;: Ships that support the fleet or have a special role in-game&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Capital&amp;lt;/b&amp;gt;: The heart of the fleet with support modules and long-range weapons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Escort&amp;lt;/b&amp;gt;: Those that protect Capital and Support ships&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Assault&amp;lt;/b&amp;gt;: They will attack high-value and high-threat targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Interceptor&amp;lt;/b&amp;gt;: They will attack enemy Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Guardian&amp;lt;/b&amp;gt;: Those that defend Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Determining Roles &amp;lt;/h2&amp;gt;&lt;br /&gt;
When a ship is created using the Ship designer, a default battle role is assigned to the ship based on various factors. User-created ships will be assigned the default battle role when saving the design, but the role can be manually changed to any role the player wishes when saving the design.&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s default role is determined by the following attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Threat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fortitude&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Value&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All ship equipment has at least one attribute assigned to them. &#039;&#039;&#039;Threat&#039;&#039;&#039; is assigned to weapons (beams, kinetics, missiles), &#039;&#039;&#039;Fortitude&#039;&#039;&#039; is assigned to defenses (hull plating, shields, point defense), and &#039;&#039;&#039;Value&#039;&#039;&#039; is assigned to other equipment (drives, life support, modules).&lt;br /&gt;
&lt;br /&gt;
As equipment is added to a ship, these attributes are added together to decide what role the ship will have. If threat is the largest it will be an attacker, if fortitude is largest it will be a defender, and if value is larger than the sum of both threat and fortitude, the ship is labelled as support.&lt;br /&gt;
&lt;br /&gt;
The hull size also influences what role a ship will have, though all hull types with value as the highest attribute will be support. Tiny ships can be Interceptors (threat) or Guardians (fortitude), small ships can be Assaults (threat) or Escorts (fortitude), medium and large ships can be Capitals (threat) or Escorts (fortitude) and huge ships will be Capitals regardless of whether threat is larger than fortitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Target and attack priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Ships will begin combat with the highest priority enemy as their target. If their target is out of range, they will fire on any other enemy ships within range until their highest priority target ship is finally in range. You can see which enemy ship is considered their target by hovering over the ship icon in the lower part of the screen while in the battle viewer or by selecting the ship on the battle map.&lt;br /&gt;
&lt;br /&gt;
Ships will fire on targets highest on their priority list. This could result in loss of focus fire when ships with different ship roles have different priority targets within range. A ship will also stop firing on an already damaged enemy in favor of its higher target priority ship coming into range, even if the previously damaged enemy is near destruction. For example, interceptors that have a guardian as their primary target will fire upon enemy interceptors while they pass each other, but will continue moving towards the entire time and eventually start firing on the guardians.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defend priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards it. If the ship it is defending has started moving forward, it will follow.&lt;br /&gt;
&lt;br /&gt;
Because of the defend priority, a guardian will not move forward and join the battle until its support ship starts to move forward. (Support ships remain at zero speed at the map edge until all ally interceptors, assault ships, and capital ships have been eliminated.) It will, however, attack any enemies that come into range.&lt;br /&gt;
&lt;br /&gt;
An escort will move forward and attack enemies if it is defending a capital ship. An escort that is defending a support ship however will remain in the back out of combat, similar to the guardian as described above, and the escort ship will only move forward once the support ship starts to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting location &amp;lt;/h2&amp;gt;&lt;br /&gt;
Each ship&#039;s position at the start of a battle is determined by the ship&#039;s role. The higher the starting position number, the closer the ship will start near the enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Battle Role&lt;br /&gt;
! Target Priority&lt;br /&gt;
! Defend Priority&lt;br /&gt;
! Starting Location&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Support&lt;br /&gt;
| Will only attack if all other types are gone&lt;br /&gt;
Interceptors - Assaults - Escorts - Capitals - Guardians - Supports - &lt;br /&gt;
| --&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships should stay alive until the end of the fight. They are unarmed or they just have augmentations mounted that support the whole fleet.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian&lt;br /&gt;
| Will only attack if the defended ship attacks.&lt;br /&gt;
Attacks Interceptors first, then Assaults, then Escorts&lt;br /&gt;
| Defends Supports if available, then Capitals, then Escorts&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships protect the Supports. They won‘t fight until all other targets are destroyed. If there is no Support in the fleet, they defend Capitals. If there are no Capitals available, they defend Escorts.&lt;br /&gt;
|-&lt;br /&gt;
| Capital&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1400&lt;br /&gt;
| Capitals should have less defense and lots of attack. They stay behind their fighters and shoot with ranged weapons while supporting their fighters in the fleet. Capitals can also have support modules mounted because they last nearly as long in the fight as supports&lt;br /&gt;
|-&lt;br /&gt;
| Escort&lt;br /&gt;
| Assaults - Escorts - Capital - Interceptors - Guardians - Supports&lt;br /&gt;
| Defends Capitals and Supports&lt;br /&gt;
| 1600&lt;br /&gt;
| Escorts defend your Supports and Capitals, but since they start more in front of the fleet they will still take part in the battle.&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1500&lt;br /&gt;
| Assaults will attack Escorts and then Capitals. The pure battle ship.&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&lt;br /&gt;
| Guardians - Escorts - Supports - Interceptors - Assaults - Capitals&lt;br /&gt;
| --&lt;br /&gt;
| 1600&lt;br /&gt;
| Interceptors will try to remove Support ships from the enemy fleet, so first they attack Guardians because those defend the Support ships, then Escorts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tactical speed &amp;lt;/h2&amp;gt;&lt;br /&gt;
Tactical speed determines how quickly a ship moves during combat. You can view a ship&#039;s current speed by selecting the ship on the battle viewer. Most ships start out at a low speed when combat begins, about 1/4 maximum speed, moving towards the center of battle. Once any ship starts firing, all ships that are moving will increase their speed and advance toward their primary target as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Support ships start the furthest back and will not advance forward until there are no ally attack ships (interceptors, assault ships, and capital ships) left in its fleet. As long as at least one of these ship types remain, the support ship will maintain a speed of zero. Any vessels defending the support ships will move around at low speed but will remain in the back with the support ships as well. As soon as there are no remaining ally attack ships, the support ships will begin moving forward to join the fight, along with any defending guardians and escorts that are there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Strategy &amp;lt;/h2&amp;gt;&lt;br /&gt;
A few things to think about when you are assigning ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Having different types of ship roles can lead to some serious advantages or disadvantages, depending on your fleet. For example, if you have a fleet consisting of half interceptors and half support ships, the interceptors will fly straight into the enemy fleet while your support ships stay back out of range. This effectively means you have split your fleet into 2 forces, which could lead you to have heavy losses, or lead to your defensive support ships staying back and being more protected while the interceptors being buffed up by the support ships fly in fast and try to start taking out their targets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defenders &amp;amp; Attackers Doctrine &amp;lt;/h2&amp;gt;&lt;br /&gt;
A fleet can become more resource effective and take fewer losses if some ships specialize in defense and others in offense. In a regular fleet, the defenses are spread out on each ship; in the Defenders &amp;amp; Attackers Doctrine, the defenses are concentrated on one or more ships at the very front of the fleet, so that an enemy must cut through all the defenses first before they can kill any damage specializing ships. This allows a fleet to take a lot of damage without losing its momentum. Damaged defenders can be swapped out for fresh ones after battle, and if the enemy switches to different weapons, just change the defender design to counter it.&lt;br /&gt;
&lt;br /&gt;
There are 2 role combinations that work for this doctrine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Escort (defenders) + Capital (attackers)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Guardians (defenders) + Support (attackers) as long as there are no assault, interceptor, or capital ships also in the fleet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Note that Escorts (defenders) + Support (attackers) would also work (as long as there are no assault, interceptor, or capital ships also in the fleet) in terms of forcing all defenders to be killed before the attacks can start being damaged, the escorts have a starting position too far in front of the support ships for this combination to be effective.&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11904</id>
		<title>Galactic Civilizations IV</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11904"/>
		<updated>2022-05-05T18:49:40Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Galactic Civilizations IV&lt;br /&gt;
}}&lt;br /&gt;
[[File:GC4 capsule.png|frameless|200px|right]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Galactic Civilizations IV&#039;&#039;&#039;&#039;&#039;, the sequel to [[Galactic Civilizations III]], is a 4X space strategy game set in the 24th century. Humans and aliens compete against each other for domination of the Milky Way galaxy. It was released on 26 April 2022.&lt;br /&gt;
&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Introduction&lt;br /&gt;
|content=&lt;br /&gt;
Players begin on their home planet and through research, colonization, and exploration can expand their influence in the wider galaxy. Other races will likely compete for the same worlds and resources though and only through diplomacy, war, technological superiority, or unlocking the secrets of the mysterious precursors themselves can the player hope to gain dominance in a galaxy full of dangers.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gameplay&lt;br /&gt;
|content=}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Major Civilizations&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Major_Civilizations|Major Civilizations]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There are many civilizations to play as or against. From returning player-favorites such as the Drengin Empire, to brand new civilizations like Baratak Grove, Festron Hunt, and Mimot Brotherhood.&lt;br /&gt;
&lt;br /&gt;
Plus players have to option to editing existing civilizations or creating their own.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Spaceship Battles&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Spaceship_Battles|Spaceship Battles]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Explains Combat Basics such as Weapons, Defenses, Ship Roles, and Combat Strategies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=New Features&lt;br /&gt;
|content=&lt;br /&gt;
Galactic Civilization IV introduces a slew of new features.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Sectors&lt;br /&gt;
|content=&lt;br /&gt;
Think of it like a GalCiv III map connected to another. Each sector is connected by subspace streams that will allow the player to travel between them.&lt;br /&gt;
&lt;br /&gt;
Players can set up the number of sectors and the size of their starting sector. Thus, a player who wants a “quick” game could just set up a single small sector to play in. Or if one would prefer just one very large sector to play like a classic map. Players can also set up the game with a large starting map and many other sectors, making a HUGE overall map for potentially very long, involved, and in-depth games that are much bigger than any previous gal civ games.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Characters&lt;br /&gt;
|content=&lt;br /&gt;
While the idea of citizens was introduced in Galactic Civilizations III, their role was not as distinct as it is now.&lt;br /&gt;
&lt;br /&gt;
Different jobs take advantage of different traits from a leader. Thus, it’s probably not a good idea to put a character with a low Intelligence stat to be Technology ministry&lt;br /&gt;
&lt;br /&gt;
Citizens have individual approval ratings and keeping them happy is important – a disloyal and unhappy governor might just take their planet and corresponding colonies with them and start a new empire if the player isn’t careful.&lt;br /&gt;
&lt;br /&gt;
The story of the game changes depending on which characters are recruited and how their various backstories manifest throughout.&lt;br /&gt;
&lt;br /&gt;
Each civilization has their own characters with their own perks and their own factions to deal with.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Core Worlds&lt;br /&gt;
|content=&lt;br /&gt;
Unlike previous games of the series, players only manage core worlds. Previously, players would have to manage each world they conquered individually. When a player colonizes a subpar world, it will feed into a core world that the player has already established. With this system, players will directly oversee a lower number of worlds, but still receive the benefits of colonizing and conquering as many as possible.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Policies&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Policies|Policies]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Policies allow a player to shift priorities as they play by choosing between different buffs and focuses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Executive Orders&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Executive_Orders|Executive Orders]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
GalCiv IV introduces a new resource called “Control”. It represents how much direct control the player has of their civilization. It allows players to perform direct actions on the game&lt;br /&gt;
&lt;br /&gt;
These actions can have consequences, but allow players more direct ways to intervene.&lt;br /&gt;
&lt;br /&gt;
Additional executive orders can be unlocked via researching new technologies or experiencing other actions and events.&lt;br /&gt;
&lt;br /&gt;
Once used, they have a cooldown period that is different for each one.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=New Ideology System&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Ideology|Ideology]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Originally, players could choose between good, neutral, and evil. Later, there were renamed to Benevolent, Malevolent, and Pragmatic.&lt;br /&gt;
&lt;br /&gt;
In Galactic Civilizations IV, ideologies are much more nuanced and divided into 7 different categories. Each category has two paths:&lt;br /&gt;
* Authority - Liberty&lt;br /&gt;
* Tradition - Innovation&lt;br /&gt;
* Compassion - Pragmatism&lt;br /&gt;
* Equality - Opportunity&lt;br /&gt;
* Secrecy - Transparency &lt;br /&gt;
* Harmony - Individualism&lt;br /&gt;
* Cooperation - Creativity&lt;br /&gt;
&lt;br /&gt;
Players will gain awareness of a particular path through their actions and choices. Adopting an ideology into one of the tenets of a civilization comes through completing missions and other events.&lt;br /&gt;
&lt;br /&gt;
How different civilizations get along depends heavily on where they are ideologically. Adopting a given trait provides different benefits and consequences.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Prestige Victory&lt;br /&gt;
|content=&lt;br /&gt;
Prestige is a new victory condition. The Prestige counter - combined with the new Galactic Achievements feature - allows players to move the game to the endgame quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h4&lt;br /&gt;
|title=Galactic Achievements&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Galactic_Achievements|Galactic Achievements]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
With this new feature, players can take on a challenge to earn prestige points to earn a prestige victory.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Updates&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Updates|Updates]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Though just released the developers are working to add new features and fix bugs. A &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511922/galciv-iv-dev-journal-19the-roadmap roadmap]&amp;lt;/span&amp;gt; has been released showing what can be expected.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Useful Links&lt;br /&gt;
|content=&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv4.com/ www.GalCiv4.com]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forums.galciv4.com/ Galactic Civilizations IV Forums]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://discord.gg/galciv Galactic Civilizations Discord server]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/faq General FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/505411/galciv-iv-support-faq Support FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511275/the-galactic-civilizations-iv-walkthrough Gameplay Walkthrough]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/511887/game-start-focus-and-tips Game Start Tips]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511884/ Combat Basics]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11903</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11903"/>
		<updated>2022-05-05T01:32:28Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
*&amp;lt;b&amp;gt;Heart of the Empire:&amp;lt;/b&amp;gt; +10% homeworld income, +10% homeworld influence&lt;br /&gt;
*&amp;lt;b&amp;gt;Land Exploitation:&amp;lt;/b&amp;gt; gross income +5, pollution +30%&lt;br /&gt;
*&amp;lt;b&amp;gt;Security Lights:&amp;lt;/b&amp;gt; -5% crime for each planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Coerced Colonization:&amp;lt;/b&amp;gt; +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Underwater Homes:&amp;lt;/b&amp;gt; +2 population cap for each core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Extreme Automation:&amp;lt;/b&amp;gt; +50% manufacturing, -20% gross income&lt;br /&gt;
*&amp;lt;b&amp;gt;Remote Piloting:&amp;lt;/b&amp;gt; +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Heritage Protection:&amp;lt;/b&amp;gt; +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Look the other Way:&amp;lt;/b&amp;gt; +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Empathic connection:&amp;lt;/b&amp;gt; +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Asteroid Exploit:&amp;lt;/b&amp;gt; -10% gross income, +1 raw production for each asteroid mined&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Fast Exploration:&amp;lt;/b&amp;gt; -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Population Boom:&amp;lt;/b&amp;gt; +200% growth, -25% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Brainstorming:&amp;lt;/b&amp;gt; +2 research to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Professionalism:&amp;lt;/b&amp;gt; +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Shoddy Equipment:&amp;lt;/b&amp;gt; -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Endless Feast:&amp;lt;/b&amp;gt; -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;IP Theft:&amp;lt;/b&amp;gt; -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Slave Labor:&amp;lt;/b&amp;gt; -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Grove Growth:&amp;lt;/b&amp;gt; +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Subspace Sensors:&amp;lt;/b&amp;gt; +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Singular Purpose:&amp;lt;/b&amp;gt; +1 control/turn &lt;br /&gt;
*&amp;lt;b&amp;gt;Reproductive Imperative:&amp;lt;/b&amp;gt; +100% growth, +2 maintenance &lt;br /&gt;
*&amp;lt;b&amp;gt;Xeno Harvest:&amp;lt;/b&amp;gt; -1 diplomacy, +50% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Hull Reinforcement:&amp;lt;/b&amp;gt; +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Laizze faire:&amp;lt;/b&amp;gt; +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
*&amp;lt;b&amp;gt;The Great Expanse:&amp;lt;/b&amp;gt; +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11902</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11902"/>
		<updated>2022-05-04T15:43:47Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Compassion &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Kindness:&amp;lt;/b&amp;gt; Approval bonus equal to your Compassion Awareness, and +1 diplomacy.&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Charity:&amp;lt;/b&amp;gt; -10% Crime to each planet&lt;br /&gt;
*&amp;lt;b&amp;gt;Sustainability:&amp;lt;/b&amp;gt; -10% pollution to each planet&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Humility:&amp;lt;/b&amp;gt; +2 Diplomacy&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Favored:&amp;lt;/b&amp;gt; Anyone at war with us receives -10% approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Popular:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Consensus:&amp;lt;/b&amp;gt; All civilizations declare war on anyone who invades our homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Pragmatism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Intimidating:&amp;lt;/b&amp;gt; +5 Intimidation&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Callous Disregard:&amp;lt;/b&amp;gt; +10% Manufacturing, -2% approval&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Military Reverence:&amp;lt;/b&amp;gt; +3 Soldier citizens&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ruthless:&amp;lt;/b&amp;gt; +20% Soldiering&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Attrition:&amp;lt;/b&amp;gt; -25% HP for enemy ships within our borders&lt;br /&gt;
*&amp;lt;b&amp;gt;Bloodthirsty:&amp;lt;/b&amp;gt; +1% Approval per conquered planet&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Equality &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Commune:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% growth and +15% influence&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Representation:&amp;lt;/b&amp;gt; All colonies generate influence&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Generational Homes:&amp;lt;/b&amp;gt; +2 Population capacity&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Purpose:&amp;lt;/b&amp;gt; +1 Global citizen resolve&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Worker&#039;s Party:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +20% manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Hope:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Opportunity &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ambition:&amp;lt;/b&amp;gt; Leaders cost less to hire&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Recruiting:&amp;lt;/b&amp;gt; Reduced cooldown to use the recruit leaders executive order&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Incentives:&amp;lt;/b&amp;gt; +10 Loyalty for leaders&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Celebrate Talent:&amp;lt;/b&amp;gt; Approval boost after recruiting a leader&lt;br /&gt;
*&amp;lt;b&amp;gt;Merit:&amp;lt;/b&amp;gt; Leaders cost even less to hire&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Poaching:&amp;lt;/b&amp;gt; When you capture a core world, you keep the governor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Secrecy &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Silver Tongue:&amp;lt;/b&amp;gt; +5 Deception, All leaders have the Advocate trait&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Criminal Ties:&amp;lt;/b&amp;gt; Ally with the pirates&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Darkness:&amp;lt;/b&amp;gt; Enemy ships in our borders get -1 to sensor range and moves&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Paranoia:&amp;lt;/b&amp;gt; All of our leaders are paranoid&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Crime Lords:&amp;lt;/b&amp;gt; Grants 3 new leaders and +3% global crime&lt;br /&gt;
*&amp;lt;b&amp;gt;Hidden Agenda:&amp;lt;/b&amp;gt; No one will declare war on us for the next 50 turns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Transparency &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Amiable:&amp;lt;/b&amp;gt; +1 Diplomacy, and improved trade vales&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Negotiators:&amp;lt;/b&amp;gt; +3 Diplomatic capital per turn&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shrewd:&amp;lt;/b&amp;gt; +25% Credits in trades&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Trustworthy:&amp;lt;/b&amp;gt; +1 Global citizen Social&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Fair Traders:&amp;lt;/b&amp;gt; +2 Diplomacy with civilizations we have trade routes with&lt;br /&gt;
*&amp;lt;b&amp;gt;Reliable:&amp;lt;/b&amp;gt; Other races will trade more favorably with us&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Harmony &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Unification:&amp;lt;/b&amp;gt; +50% homeworld influence and +25% homeworld manufacturing&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Belief:&amp;lt;/b&amp;gt; +20% Resistance&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Preferred Culture:&amp;lt;/b&amp;gt; +10% Approval for our civilization species, -5% approval for other species&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Unique Voice:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Core of the Empire:&amp;lt;/b&amp;gt; +30% Homeworld manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Crown of the Empire:&amp;lt;/b&amp;gt; +30% Homeworld income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Individualism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Flexible:&amp;lt;/b&amp;gt; +2% global income, research, and manufacturing&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Inviting:&amp;lt;/b&amp;gt; +3 Citizens of random species&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Adaptable:&amp;lt;/b&amp;gt; Gain 2 additional tiles on every planet&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Cultural Appreciation:&amp;lt;/b&amp;gt; +20% Tourism&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Acceptance:&amp;lt;/b&amp;gt; No approval penalty for mixed species&lt;br /&gt;
*&amp;lt;b&amp;gt;Enticing:&amp;lt;/b&amp;gt; All planets and starbases within our influence join our civilization&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Cooperation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Patient:&amp;lt;/b&amp;gt; +5 Persuasion&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Pioneering:&amp;lt;/b&amp;gt; Free Colony ship&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Good Neighbor:&amp;lt;/b&amp;gt; No approval penalty from sharing borders with another civilization&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Agrarian:&amp;lt;/b&amp;gt; +20% Global farming&lt;br /&gt;
*&amp;lt;b&amp;gt;Prepared:&amp;lt;/b&amp;gt; +1 Ship repair rate&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Cooperative:&amp;lt;/b&amp;gt; No approval penalty for overcrowding&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Creativity &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Efficiency:&amp;lt;/b&amp;gt; -25% rush costs&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Impulsive:&amp;lt;/b&amp;gt; +1 Ship moves&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Persistence:&amp;lt;/b&amp;gt; +1 Global citizen Diligence&lt;br /&gt;
*&amp;lt;b&amp;gt;Constructive:&amp;lt;/b&amp;gt; +3 Free Constructors&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Planning:&amp;lt;/b&amp;gt; +8 Logistics&lt;br /&gt;
*&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; Resource mining increased by 0.1 per turn&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Perfect Production:&amp;lt;/b&amp;gt; +20% Manufacturing&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11901</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11901"/>
		<updated>2022-05-04T15:34:33Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Compassion &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Kindness:&amp;lt;/b&amp;gt; Approval bonus equal to your Compassion Awareness, and +1 diplomacy.&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Charity:&amp;lt;/b&amp;gt; -10% Crime to each planet&lt;br /&gt;
*&amp;lt;b&amp;gt;Sustainability:&amp;lt;/b&amp;gt; -10% pollution to each planet&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Humility:&amp;lt;/b&amp;gt; +2 Diplomacy&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Favored:&amp;lt;/b&amp;gt; Anyone at war with us receives -10% approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Popular:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Consensus:&amp;lt;/b&amp;gt; All civilizations declare war on anyone who invades our homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Pragmatism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Intimidating:&amp;lt;/b&amp;gt; +5 Intimidation&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Callous Disregard:&amp;lt;/b&amp;gt; +10% Manufacturing, -2% approval&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Military Reverence:&amp;lt;/b&amp;gt; +3 Soldier citizens&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ruthless:&amp;lt;/b&amp;gt; +20% Soldiering&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Attrition:&amp;lt;/b&amp;gt; -25% HP for enemy ships within our borders&lt;br /&gt;
*&amp;lt;b&amp;gt;Bloodthirsty:&amp;lt;/b&amp;gt; +1% Approval per conquered planet&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Equality &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Commune:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% growth and +15% influence&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Representation:&amp;lt;/b&amp;gt; All colonies generate influence&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Generational Homes:&amp;lt;/b&amp;gt; +2 Population capacity&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Purpose:&amp;lt;/b&amp;gt; +1 Global citizen resolve&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Worker&#039;s Party:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +20% manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Hope:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Opportunity &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ambition:&amp;lt;/b&amp;gt; Leaders cost less to hire&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Recruiting:&amp;lt;/b&amp;gt; Reduced cooldown to use the recruit leaders executive order&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Incentives:&amp;lt;/b&amp;gt; +10 Loyalty for leaders&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Celebrate Talent:&amp;lt;/b&amp;gt; Approval boost after recruiting a leader&lt;br /&gt;
*&amp;lt;b&amp;gt;Merit:&amp;lt;/b&amp;gt; Leaders cost even less to hire&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Poaching:&amp;lt;/b&amp;gt; When you capture a core world, you keep the governor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Secrecy &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Silver Tongue:&amp;lt;/b&amp;gt; +5 Deception, All leaders have the Advocate trait&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Criminal Ties:&amp;lt;/b&amp;gt; Ally with the pirates&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Darkness:&amp;lt;/b&amp;gt; Enemy ships in our borders get -1 to sensor range and moves&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Paranoia:&amp;lt;/b&amp;gt; All of our leaders are paranoid&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Crime Lords:&amp;lt;/b&amp;gt; Grants 3 new leaders and +3% global crime&lt;br /&gt;
*&amp;lt;b&amp;gt;Hidden Agenda:&amp;lt;/b&amp;gt; No one will declare war on us for the next 50 turns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Transparency &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Amiable:&amp;lt;/b&amp;gt; +1 Diplomacy, and improved trade vales&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Negotiators:&amp;lt;/b&amp;gt; +3 Diplomatic capital per turn&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shrewd:&amp;lt;/b&amp;gt; +25% Credits in trades&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Trustworthy:&amp;lt;/b&amp;gt; +1 Global citizen Social&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Fair Traders:&amp;lt;/b&amp;gt; +2 Diplomacy with civilizations we have trade routes with&lt;br /&gt;
*&amp;lt;b&amp;gt;Reliable:&amp;lt;/b&amp;gt; Other races will trade more favorably with us&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Harmony &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Unification:&amp;lt;/b&amp;gt; +50% homeworld influence and +25% homeworld manufacturing&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Belief:&amp;lt;/b&amp;gt; +20% Resistance&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Preferred Culture:&amp;lt;/b&amp;gt; +10% Approval for our civilization species, -5% approval for other species&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Unique Voice:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Core of the Empire:&amp;lt;/b&amp;gt; +30% Homeworld manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Crown of the Empire:&amp;lt;/b&amp;gt; +30% Homeworld income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Individualism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Flexible:&amp;lt;/b&amp;gt; +2% global income, research, and manufacturing&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Inviting:&amp;lt;/b&amp;gt; +3 Citizens of random species&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Adaptable:&amp;lt;/b&amp;gt; Gain 2 additional tiles on every planet&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Cultural Appreciation:&amp;lt;/b&amp;gt; +20% Tourism&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Acceptance:&amp;lt;/b&amp;gt; No approval penalty for mixed species&lt;br /&gt;
*&amp;lt;b&amp;gt;Enticing:&amp;lt;/b&amp;gt; All planets and starbases within our influence join our civilization&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11900</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11900"/>
		<updated>2022-05-04T15:30:04Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Compassion &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Kindness:&amp;lt;/b&amp;gt; Approval bonus equal to your Compassion Awareness, and +1 diplomacy.&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Charity:&amp;lt;/b&amp;gt; -10% Crime to each planet&lt;br /&gt;
*&amp;lt;b&amp;gt;Sustainability:&amp;lt;/b&amp;gt; -10% pollution to each planet&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Humility:&amp;lt;/b&amp;gt; +2 Diplomacy&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Favored:&amp;lt;/b&amp;gt; Anyone at war with us receives -10% approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Popular:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Consensus:&amp;lt;/b&amp;gt; All civilizations declare war on anyone who invades our homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Pragmatism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Intimidating:&amp;lt;/b&amp;gt; +5 Intimidation&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Callous Disregard:&amp;lt;/b&amp;gt; +10% Manufacturing, -2% approval&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Military Reverence:&amp;lt;/b&amp;gt; +3 Soldier citizens&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ruthless:&amp;lt;/b&amp;gt; +20% Soldiering&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Attrition:&amp;lt;/b&amp;gt; -25% HP for enemy ships within our borders&lt;br /&gt;
*&amp;lt;b&amp;gt;Bloodthirsty:&amp;lt;/b&amp;gt; +1% Approval per conquered planet&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Equality &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Commune:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% growth and +15% influence&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Representation:&amp;lt;/b&amp;gt; All colonies generate influence&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Generational Homes:&amp;lt;/b&amp;gt; +2 Population capacity&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Purpose:&amp;lt;/b&amp;gt; +1 Global citizen resolve&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Worker&#039;s Party:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +20% manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Hope:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Opportunity &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ambition:&amp;lt;/b&amp;gt; Leaders cost less to hire&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Recruiting:&amp;lt;/b&amp;gt; Reduced cooldown to use the recruit leaders executive order&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Incentives:&amp;lt;/b&amp;gt; +10 Loyalty for leaders&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Celebrate Talent:&amp;lt;/b&amp;gt; Approval boost after recruiting a leader&lt;br /&gt;
*&amp;lt;b&amp;gt;Merit:&amp;lt;/b&amp;gt; Leaders cost even less to hire&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Poaching:&amp;lt;/b&amp;gt; When you capture a core world, you keep the governor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Secrecy &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Silver Tongue:&amp;lt;/b&amp;gt; +5 Deception, All leaders have the Advocate trait&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Criminal Ties:&amp;lt;/b&amp;gt; Ally with the pirates&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Darkness:&amp;lt;/b&amp;gt; Enemy ships in our borders get -1 to sensor range and moves&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Paranoia:&amp;lt;/b&amp;gt; All of our leaders are paranoid&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Crime Lords:&amp;lt;/b&amp;gt; Grants 3 new leaders and +3% global crime&lt;br /&gt;
*&amp;lt;b&amp;gt;Hidden Agenda:&amp;lt;/b&amp;gt; No one will declare war on us for the next 50 turns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Transparency &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Amiable:&amp;lt;/b&amp;gt; +1 Diplomacy, and improved trade vales&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Negotiators:&amp;lt;/b&amp;gt; +3 Diplomatic capital per turn&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shrewd:&amp;lt;/b&amp;gt; +25% Credits in trades&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Trustworthy:&amp;lt;/b&amp;gt; +1 Global citizen Social&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Fair Traders:&amp;lt;/b&amp;gt; +2 Diplomacy with civilizations we have trade routes with&lt;br /&gt;
*&amp;lt;b&amp;gt;Reliable:&amp;lt;/b&amp;gt; Other races will trade more favorably with us&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Harmony &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Unification:&amp;lt;/b&amp;gt; +50% homeworld influence and +25% homeworld manufacturing&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Belief:&amp;lt;/b&amp;gt; +20% Resistance&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Preferred Culture:&amp;lt;/b&amp;gt; +10% Approval for our civilization species, -5% approval for other species&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Unique Voice:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Core of the Empire:&amp;lt;/b&amp;gt; +30% Homeworld manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Crown of the Empire:&amp;lt;/b&amp;gt; +30% Homeworld income&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11899</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11899"/>
		<updated>2022-05-04T15:22:32Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Compassion &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Kindness:&amp;lt;/b&amp;gt; Approval bonus equal to your Compassion Awareness, and +1 diplomacy.&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Charity:&amp;lt;/b&amp;gt; -10% Crime to each planet&lt;br /&gt;
*&amp;lt;b&amp;gt;Sustainability:&amp;lt;/b&amp;gt; -10% pollution to each planet&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Humility:&amp;lt;/b&amp;gt; +2 Diplomacy&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Favored:&amp;lt;/b&amp;gt; Anyone at war with us receives -10% approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Popular:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Consensus:&amp;lt;/b&amp;gt; All civilizations declare war on anyone who invades our homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Pragmatism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Intimidating:&amp;lt;/b&amp;gt; +5 Intimidation&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Callous Disregard:&amp;lt;/b&amp;gt; +10% Manufacturing, -2% approval&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Military Reverence:&amp;lt;/b&amp;gt; +3 Soldier citizens&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ruthless:&amp;lt;/b&amp;gt; +20% Soldiering&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Attrition:&amp;lt;/b&amp;gt; -25% HP for enemy ships within our borders&lt;br /&gt;
*&amp;lt;b&amp;gt;Bloodthirsty:&amp;lt;/b&amp;gt; +1% Approval per conquered planet&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Equality &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Commune:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% growth and +15% influence&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Representation:&amp;lt;/b&amp;gt; All colonies generate influence&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Generational Homes:&amp;lt;/b&amp;gt; +2 Population capacity&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Purpose:&amp;lt;/b&amp;gt; +1 Global citizen resolve&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Worker&#039;s Party:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +20% manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Hope:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Opportunity &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ambition:&amp;lt;/b&amp;gt; Leaders cost less to hire&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Recruiting:&amp;lt;/b&amp;gt; Reduced cooldown to use the recruit leaders executive order&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Incentives:&amp;lt;/b&amp;gt; +10 Loyalty for leaders&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Celebrate Talent:&amp;lt;/b&amp;gt; Approval boost after recruiting a leader&lt;br /&gt;
*&amp;lt;b&amp;gt;Merit:&amp;lt;/b&amp;gt; Leaders cost even less to hire&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Poaching:&amp;lt;/b&amp;gt; When you capture a core world, you keep the governor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Secrecy &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Silver Tongue:&amp;lt;/b&amp;gt; +5 Deception, All leaders have the Advocate trait&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Criminal Ties:&amp;lt;/b&amp;gt; Ally with the pirates&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Darkness:&amp;lt;/b&amp;gt; Enemy ships in our borders get -1 to sensor range and moves&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Paranoia:&amp;lt;/b&amp;gt; All of our leaders are paranoid&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Crime Lords:&amp;lt;/b&amp;gt; Grants 3 new leaders and +3% global crime&lt;br /&gt;
*&amp;lt;b&amp;gt;Hidden Agenda:&amp;lt;/b&amp;gt; No one will declare war on us for the next 50 turns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Transparency &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Amiable:&amp;lt;/b&amp;gt; +1 Diplomacy, and improved trade vales&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Negotiators:&amp;lt;/b&amp;gt; +3 Diplomatic capital per turn&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shrewd:&amp;lt;/b&amp;gt; +25% Credits in trades&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Trustworthy:&amp;lt;/b&amp;gt; +1 Global citizen Social&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Fair Traders:&amp;lt;/b&amp;gt; +2 Diplomacy with civilizations we have trade routes with&lt;br /&gt;
*&amp;lt;b&amp;gt;Reliable:&amp;lt;/b&amp;gt; Other races will trade more favorably with us&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11898</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11898"/>
		<updated>2022-05-04T15:16:40Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Compassion &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Kindness:&amp;lt;/b&amp;gt; Approval bonus equal to your Compassion Awareness, and +1 diplomacy.&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Charity:&amp;lt;/b&amp;gt; -10% Crime to each planet&lt;br /&gt;
*&amp;lt;b&amp;gt;Sustainability:&amp;lt;/b&amp;gt; -10% pollution to each planet&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Humility:&amp;lt;/b&amp;gt; +2 Diplomacy&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Favored:&amp;lt;/b&amp;gt; Anyone at war with us receives -10% approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Popular:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Consensus:&amp;lt;/b&amp;gt; All civilizations declare war on anyone who invades our homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Pragmatism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Intimidating:&amp;lt;/b&amp;gt; +5 Intimidation&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Callous Disregard:&amp;lt;/b&amp;gt; +10% Manufacturing, -2% approval&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Military Reverence:&amp;lt;/b&amp;gt; +3 Soldier citizens&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ruthless:&amp;lt;/b&amp;gt; +20% Soldiering&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Attrition:&amp;lt;/b&amp;gt; -25% HP for enemy ships within our borders&lt;br /&gt;
*&amp;lt;b&amp;gt;Bloodthirsty:&amp;lt;/b&amp;gt; +1% Approval per conquered planet&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Equality &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Commune:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% growth and +15% influence&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Representation:&amp;lt;/b&amp;gt; All colonies generate influence&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Generational Homes:&amp;lt;/b&amp;gt; +2 Population capacity&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Purpose:&amp;lt;/b&amp;gt; +1 Global citizen resolve&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Worker&#039;s Party:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +20% manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Hope:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Opportunity &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ambition:&amp;lt;/b&amp;gt; Leaders cost less to hire&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Recruiting:&amp;lt;/b&amp;gt; Reduced cooldown to use the recruit leaders executive order&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Incentives:&amp;lt;/b&amp;gt; +10 Loyalty for leaders&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Celebrate Talent:&amp;lt;/b&amp;gt; Approval boost after recruiting a leader&lt;br /&gt;
*&amp;lt;b&amp;gt;Merit:&amp;lt;/b&amp;gt; Leaders cost even less to hire&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Poaching:&amp;lt;/b&amp;gt; When you capture a core world, you keep the governor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Secrecy &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Silver Tongue:&amp;lt;/b&amp;gt; +5 Deception, All leaders have the Advocate trait&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Criminal Ties:&amp;lt;/b&amp;gt; Ally with the pirates&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Darkness:&amp;lt;/b&amp;gt; Enemy ships in our borders get -1 to sensor range and moves&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Paranoia:&amp;lt;/b&amp;gt; All of our leaders are paranoid&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Crime Lords:&amp;lt;/b&amp;gt; Grants 3 new leaders and +3% global crime&lt;br /&gt;
*&amp;lt;b&amp;gt;Hidden Agenda:&amp;lt;/b&amp;gt; No one will declare war on us for the next 50 turns&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11897</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11897"/>
		<updated>2022-05-04T15:10:30Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Compassion &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Kindness:&amp;lt;/b&amp;gt; Approval bonus equal to your Compassion Awareness, and +1 diplomacy.&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Charity:&amp;lt;/b&amp;gt; -10% Crime to each planet&lt;br /&gt;
*&amp;lt;b&amp;gt;Sustainability:&amp;lt;/b&amp;gt; -10% pollution to each planet&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Humility:&amp;lt;/b&amp;gt; +2 Diplomacy&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Favored:&amp;lt;/b&amp;gt; Anyone at war with us receives -10% approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Popular:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Consensus:&amp;lt;/b&amp;gt; All civilizations declare war on anyone who invades our homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Pragmatism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Intimidating:&amp;lt;/b&amp;gt; +5 Intimidation&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Callous Disregard:&amp;lt;/b&amp;gt; +10% Manufacturing, -2% approval&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Military Reverence:&amp;lt;/b&amp;gt; +3 Soldier citizens&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ruthless:&amp;lt;/b&amp;gt; +20% Soldiering&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Attrition:&amp;lt;/b&amp;gt; -25% HP for enemy ships within our borders&lt;br /&gt;
*&amp;lt;b&amp;gt;Bloodthirsty:&amp;lt;/b&amp;gt; +1% Approval per conquered planet&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Equality &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Commune:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% growth and +15% influence&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Representation:&amp;lt;/b&amp;gt; All colonies generate influence&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Generational Homes:&amp;lt;/b&amp;gt; +2 Population capacity&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Purpose:&amp;lt;/b&amp;gt; +1 Global citizen resolve&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Worker&#039;s Party:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +20% manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Hope:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Opportunity &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ambition:&amp;lt;/b&amp;gt; Leaders cost less to hire&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Recruiting:&amp;lt;/b&amp;gt; Reduced cooldown to use the recruit leaders executive order&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Incentives:&amp;lt;/b&amp;gt; +10 Loyalty for leaders&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Celebrate Talent:&amp;lt;/b&amp;gt; Approval boost after recruiting a leader&lt;br /&gt;
*&amp;lt;b&amp;gt;Merit:&amp;lt;/b&amp;gt; Leaders cost even less to hire&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Poaching:&amp;lt;/b&amp;gt; When you capture a core world, you keep the governor&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11896</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11896"/>
		<updated>2022-05-04T15:05:46Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Compassion &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Kindness:&amp;lt;/b&amp;gt; Approval bonus equal to your Compassion Awareness, and +1 diplomacy.&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Charity:&amp;lt;/b&amp;gt; -10% Crime to each planet&lt;br /&gt;
*&amp;lt;b&amp;gt;Sustainability:&amp;lt;/b&amp;gt; -10% pollution to each planet&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Humility:&amp;lt;/b&amp;gt; +2 Diplomacy&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Favored:&amp;lt;/b&amp;gt; Anyone at war with us receives -10% approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Popular:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Consensus:&amp;lt;/b&amp;gt; All civilizations declare war on anyone who invades our homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Pragmatism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Intimidating:&amp;lt;/b&amp;gt; +5 Intimidation&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Callous Disregard:&amp;lt;/b&amp;gt; +10% Manufacturing, -2% approval&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Military Reverence:&amp;lt;/b&amp;gt; +3 Soldier citizens&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ruthless:&amp;lt;/b&amp;gt; +20% Soldiering&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Attrition:&amp;lt;/b&amp;gt; -25% HP for enemy ships within our borders&lt;br /&gt;
*&amp;lt;b&amp;gt;Bloodthirsty:&amp;lt;/b&amp;gt; +1% Approval per conquered planet&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Equality &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Commune:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% growth and +15% influence&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Representation:&amp;lt;/b&amp;gt; All colonies generate influence&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Generational Homes:&amp;lt;/b&amp;gt; +2 Population capacity&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Shared Purpose:&amp;lt;/b&amp;gt; +1 Global citizen resolve&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Worker&#039;s Party:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +20% manufacturing&lt;br /&gt;
*&amp;lt;b&amp;gt;Hope:&amp;lt;/b&amp;gt; Worlds with over 50% approval get +15% income&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11895</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11895"/>
		<updated>2022-05-04T14:59:43Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Compassion &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Kindness:&amp;lt;/b&amp;gt; Approval bonus equal to your Compassion Awareness, and +1 diplomacy.&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Charity:&amp;lt;/b&amp;gt; -10% Crime to each planet&lt;br /&gt;
*&amp;lt;b&amp;gt;Sustainability:&amp;lt;/b&amp;gt; -10% pollution to each planet&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Humility:&amp;lt;/b&amp;gt; +2 Diplomacy&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Favored:&amp;lt;/b&amp;gt; Anyone at war with us receives -10% approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Popular:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Consensus:&amp;lt;/b&amp;gt; All civilizations declare war on anyone who invades our homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Pragmatism &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Intimidating:&amp;lt;/b&amp;gt; +5 Intimidation&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Callous Disregard:&amp;lt;/b&amp;gt; +10% Manufacturing, -2% approval&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Military Reverence:&amp;lt;/b&amp;gt; +3 Soldier citizens&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ruthless:&amp;lt;/b&amp;gt; +20% Soldiering&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Attrition:&amp;lt;/b&amp;gt; -25% HP for enemy ships within our borders&lt;br /&gt;
*&amp;lt;b&amp;gt;Bloodthirsty:&amp;lt;/b&amp;gt; +1% Approval per conquered planet&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11894</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11894"/>
		<updated>2022-05-04T14:50:58Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Compassion &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Kindness:&amp;lt;/b&amp;gt; Approval bonus equal to your Compassion Awareness, and +1 diplomacy.&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Charity:&amp;lt;/b&amp;gt; -10% Crime to each planet&lt;br /&gt;
*&amp;lt;b&amp;gt;Sustainability:&amp;lt;/b&amp;gt; -10% pollution to each planet&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Humility:&amp;lt;/b&amp;gt; +2 Diplomacy&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Favored:&amp;lt;/b&amp;gt; Anyone at war with us receives -10% approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Popular:&amp;lt;/b&amp;gt; Civilizations that declare war on us anger other civilizations&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Consensus:&amp;lt;/b&amp;gt; All civilizations declare war on anyone who invades our homeworld&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11893</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11893"/>
		<updated>2022-05-04T04:13:02Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Innovation &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Eureka:&amp;lt;/b&amp;gt; Approval boost after discovering a new technology and +30 research&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Deep Investigation:&amp;lt;/b&amp;gt; +3 Research after surveying an anomaly&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Focus on Education:&amp;lt;/b&amp;gt; +3 Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Breakthrough:&amp;lt;/b&amp;gt; +60 Research&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Logic:&amp;lt;/b&amp;gt; +1 Global citizen intelligence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Revere Science:&amp;lt;/b&amp;gt; +10% Approval for Scientist citizens&lt;br /&gt;
*&amp;lt;b&amp;gt;Quantum Leap:&amp;lt;/b&amp;gt; +10% Global research&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11892</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11892"/>
		<updated>2022-05-04T03:42:33Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tradition &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Sacred History:&amp;lt;/b&amp;gt; +1000 homeworld influence, Unlocks the Heritage project&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Ancestral Home:&amp;lt;/b&amp;gt; +25% homeworld tourism&lt;br /&gt;
*&amp;lt;b&amp;gt;Code of Law:&amp;lt;/b&amp;gt; Add an additional policy slot&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Alluring:&amp;lt;/b&amp;gt; All starbases generate 1 influence&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Radiant:&amp;lt;/b&amp;gt; +10% Influence&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Devotion:&amp;lt;/b&amp;gt; +2 Control per turn, All leaders have the Tradition ideology&lt;br /&gt;
*&amp;lt;b&amp;gt;Dogma:&amp;lt;/b&amp;gt; Our planets and starbases are immune to culture flipping&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11891</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11891"/>
		<updated>2022-05-04T03:32:43Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
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&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% Global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Authority &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Iron Fist:&amp;lt;/b&amp;gt; +50 control&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Prestige:&amp;lt;/b&amp;gt; Double ship experience&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Service:&amp;lt;/b&amp;gt; Soldiers generate approval&lt;br /&gt;
*&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Rushing is not limited&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Watchful:&amp;lt;/b&amp;gt; Fleets receive an escort fighter inside our borders&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Conscription:&amp;lt;/b&amp;gt; Grants 3 free transports&lt;br /&gt;
*&amp;lt;b&amp;gt;Dangerous:&amp;lt;/b&amp;gt; Unlocks advanced transport modules that come with escort fighters&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11890</id>
		<title>GalCiv4:Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Ideology&amp;diff=11890"/>
		<updated>2022-05-04T03:24:59Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: Created page with &amp;quot;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}} {{HeaderTemplate |welcome=Ideology }} &amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;  Tier 1: *&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval Tier 2: *&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range Tier 3: *&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen Tier 4: *&amp;lt;b&amp;gt;Free Mar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
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{{HeaderTemplate&lt;br /&gt;
|welcome=Ideology&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Liberty &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tier 1:&lt;br /&gt;
*&amp;lt;b&amp;gt;Self-Governance:&amp;lt;/b&amp;gt; Free Leader and +10% colony approval&lt;br /&gt;
Tier 2:&lt;br /&gt;
*&amp;lt;b&amp;gt;Mobility Rights:&amp;lt;/b&amp;gt; +2 Starbase Range&lt;br /&gt;
Tier 3:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Trade:&amp;lt;/b&amp;gt; Grants a free freighter and trader citizen&lt;br /&gt;
Tier 4:&lt;br /&gt;
*&amp;lt;b&amp;gt;Free Markets:&amp;lt;/b&amp;gt; +10% global income&lt;br /&gt;
Tier 5:&lt;br /&gt;
*&amp;lt;b&amp;gt;Private Ownership:&amp;lt;/b&amp;gt; Starbases no longer pay maintenance&lt;br /&gt;
*&amp;lt;b&amp;gt;Enterprise:&amp;lt;/b&amp;gt; -25% colony and asteroid decay&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11889</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11889"/>
		<updated>2022-05-04T01:33:02Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
*&amp;lt;b&amp;gt;Heart of the Empire:&amp;lt;/b&amp;gt; +10% homeworld income, +10% homeworld influence&lt;br /&gt;
*&amp;lt;b&amp;gt;Land Exploitation:&amp;lt;/b&amp;gt; gross income +5, pollution +30%&lt;br /&gt;
*&amp;lt;b&amp;gt;Security Lights:&amp;lt;/b&amp;gt; -5% crime for each planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Coerced Colonization:&amp;lt;/b&amp;gt; +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Underwater Homes:&amp;lt;/b&amp;gt; +2 population cap for each core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Extreme Automation:&amp;lt;/b&amp;gt; +50% manufacturing, -20% gross income&lt;br /&gt;
*&amp;lt;b&amp;gt;Remote Piloting:&amp;lt;/b&amp;gt; +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Heritage Protection:&amp;lt;/b&amp;gt; +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Look the other Way:&amp;lt;/b&amp;gt; +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Empathic connection:&amp;lt;/b&amp;gt; +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Asteroid Exploit:&amp;lt;/b&amp;gt; -10% gross income, +1 raw production for each asteroid mined&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Fast Exploration:&amp;lt;/b&amp;gt; -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Population Boom:&amp;lt;/b&amp;gt; +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Brainstorming:&amp;lt;/b&amp;gt; +2 research to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Professionalism:&amp;lt;/b&amp;gt; +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Shoddy Equipment:&amp;lt;/b&amp;gt; -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Endless Feast:&amp;lt;/b&amp;gt; -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;IP Theft:&amp;lt;/b&amp;gt; -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Slave Labor:&amp;lt;/b&amp;gt; -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Grove Growth:&amp;lt;/b&amp;gt; +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Subspace Sensors:&amp;lt;/b&amp;gt; +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Singular Purpose:&amp;lt;/b&amp;gt; +1 control/turn &lt;br /&gt;
*&amp;lt;b&amp;gt;Reproductive Imperative:&amp;lt;/b&amp;gt; +100% growth, +2 maintenance &lt;br /&gt;
*&amp;lt;b&amp;gt;Xeno Harvest:&amp;lt;/b&amp;gt; -1 diplomacy, +50% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Hull Reinforcement:&amp;lt;/b&amp;gt; +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Laizze faire:&amp;lt;/b&amp;gt; +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
*&amp;lt;b&amp;gt;The Great Expanse:&amp;lt;/b&amp;gt; +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Executive_Orders&amp;diff=11888</id>
		<title>GalCiv4:Executive Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Executive_Orders&amp;diff=11888"/>
		<updated>2022-05-04T00:26:43Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All civilizations start with the following 3 Executive Orders. More are unlocked through various techs.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Draft Colonists:&amp;lt;/b&amp;gt; Create a free Colony ship next to your homeworld. Cost: 33 control, -2% approval for several turns. 8 Turn cooldown.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Telescope Takeover:&amp;lt;/b&amp;gt; Reveal an area of the map. Cost: 15 control. 30 Turn cooldown.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Print Money:&amp;lt;/b&amp;gt; Gain 500 credits. Cost: 60 control, -10% approval for several turns. 15 Turn cooldown.&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11887</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11887"/>
		<updated>2022-05-04T00:25:00Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
*&amp;lt;b&amp;gt;Heart of the Empire:&amp;lt;/b&amp;gt; +10% homeworld income, +10% homeworld influence&lt;br /&gt;
*&amp;lt;b&amp;gt;Land Exploitation:&amp;lt;/b&amp;gt; gross income +5, pollution +30%&lt;br /&gt;
*&amp;lt;b&amp;gt;Security Lights:&amp;lt;/b&amp;gt; -5% crime for each planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Coerced Colonization:&amp;lt;/b&amp;gt; +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Underwater Homes:&amp;lt;/b&amp;gt; +2 population cap for each core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Extreme Automation:&amp;lt;/b&amp;gt; +50% manufacturing, -20% gross income&lt;br /&gt;
*&amp;lt;b&amp;gt;Remote Piloting:&amp;lt;/b&amp;gt; +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Heritage Protection:&amp;lt;/b&amp;gt; +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Look the other Way:&amp;lt;/b&amp;gt; +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Empathic connection:&amp;lt;/b&amp;gt; +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Asteroid Exploit:&amp;lt;/b&amp;gt; -10% gross income, +1 raw production for each asteroid mined&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Fast Exploration:&amp;lt;/b&amp;gt; -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Population Boom:&amp;lt;/b&amp;gt; +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Brainstorming:&amp;lt;/b&amp;gt; +2 research to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Professionalism:&amp;lt;/b&amp;gt; +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Shoddy Equipment:&amp;lt;/b&amp;gt; -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Endless Feast:&amp;lt;/b&amp;gt; -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;IP Theft:&amp;lt;/b&amp;gt; -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Slave Labor:&amp;lt;/b&amp;gt; -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Grove Growth:&amp;lt;/b&amp;gt; +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Subspace Sensors:&amp;lt;/b&amp;gt; +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Singular Purpose:&amp;lt;/b&amp;gt; +1 control/turn &lt;br /&gt;
*&amp;lt;b&amp;gt;Reproductive Imperative:&amp;lt;/b&amp;gt; +100% growth, +2 maintenance &lt;br /&gt;
*&amp;lt;b&amp;gt;Xeno Harvest:&amp;lt;/b&amp;gt; -1 diplomacy, +50% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Hull Reinforcement:&amp;lt;/b&amp;gt; +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Laizze faire:&amp;lt;/b&amp;gt; +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
*&amp;lt;b&amp;gt;The Great Expanse:&amp;lt;/b&amp;gt; +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11886</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11886"/>
		<updated>2022-05-04T00:21:40Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
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{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
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&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
*&amp;lt;b&amp;gt;Heart of the Empire:&amp;lt;b&amp;gt; +10% homeworld income, +10% homeworld influence&lt;br /&gt;
*&amp;lt;b&amp;gt;Land Exploitation:&amp;lt;b&amp;gt; gross income +5, pollution +30%&lt;br /&gt;
*&amp;lt;b&amp;gt;Security Lights:&amp;lt;b&amp;gt; -5% crime for each planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Coerced Colonization:&amp;lt;b&amp;gt; +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Underwater Homes:&amp;lt;b&amp;gt; +2 population cap for each core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Extreme Automation:&amp;lt;b&amp;gt; +50% manufacturing, -20% gross income&lt;br /&gt;
*&amp;lt;b&amp;gt;Remote Piloting:&amp;lt;b&amp;gt; +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Asteroid Exploit: -10% gross income, +1 raw production for each asteroid mined&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Brainstorming: +2 research to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
 IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Singular Purpose: +1 control/turn &lt;br /&gt;
 Reproductive Imperative: +100% growth, +2 maintenance &lt;br /&gt;
 Xeno Harvest: -1 diplomacy, +50% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Laizze faire: +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
 The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11885</id>
		<title>Galactic Civilizations IV</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11885"/>
		<updated>2022-05-03T20:02:30Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
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{{HeaderTemplate&lt;br /&gt;
|welcome=Galactic Civilizations IV&lt;br /&gt;
}}&lt;br /&gt;
[[File:GC4 capsule.png|frameless|200px|right]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Galactic Civilizations IV&#039;&#039;&#039;&#039;&#039;, the sequel to [[Galactic Civilizations III]], is a 4X space strategy game set in the 24th century. Humans and aliens compete against each other for domination of the Milky Way galaxy. It was released on 26 April 2022.&lt;br /&gt;
&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Introduction&lt;br /&gt;
|content=&lt;br /&gt;
Players begin on their home planet and through research, colonization, and exploration can expand their influence in the wider galaxy. Other races will likely compete for the same worlds and resources though and only through diplomacy, war, technological superiority, or unlocking the secrets of the mysterious precursors themselves can the player hope to gain dominance in a galaxy full of dangers.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gameplay&lt;br /&gt;
|content=}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Major Civilizations&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Major_Civilizations|Major Civilizations]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There are many civilizations to play as or against. From returning player-favorites such as the Drengin Empire, to brand new civilizations like Baratak Grove, Festron Hunt, and Mimot Brotherhood.&lt;br /&gt;
&lt;br /&gt;
Plus players have to option to editing existing civilizations or creating their own.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Spaceship Battles&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Spaceship_Battles|Spaceship Battles]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Explains Combat Basics such as Weapons, Defenses, Ship Roles, and Combat Strategies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=New Features&lt;br /&gt;
|content=&lt;br /&gt;
Galactic Civilization IV introduces a slew of new features.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Sectors&lt;br /&gt;
|content=&lt;br /&gt;
Think of it like a GalCiv III map connected to another. Each sector is connected by subspace streams that will allow the player to travel between them.&lt;br /&gt;
&lt;br /&gt;
Players can set up the number of sectors and the size of their starting sector. Thus, a player who wants a “quick” game could just set up a single small sector to play in. Or if one would prefer just one very large sector to play like a classic map. Players can also set up the game with a large starting map and many other sectors, making a HUGE overall map for potentially very long, involved, and in-depth games that are much bigger than any previous gal civ games.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Characters&lt;br /&gt;
|content=&lt;br /&gt;
While the idea of citizens was introduced in Galactic Civilizations III, their role was not as distinct as it is now.&lt;br /&gt;
&lt;br /&gt;
Different jobs take advantage of different traits from a leader. Thus, it’s probably not a good idea to put a character with a low Intelligence stat to be Technology ministry&lt;br /&gt;
&lt;br /&gt;
Citizens have individual approval ratings and keeping them happy is important – a disloyal and unhappy governor might just take their planet and corresponding colonies with them and start a new empire if the player isn’t careful.&lt;br /&gt;
&lt;br /&gt;
The story of the game changes depending on which characters are recruited and how their various backstories manifest throughout.&lt;br /&gt;
&lt;br /&gt;
Each civilization has their own characters with their own perks and their own factions to deal with.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Core Worlds&lt;br /&gt;
|content=&lt;br /&gt;
Unlike previous games of the series, players only manage core worlds. Previously, players would have to manage each world they conquered individually. When a player colonizes a subpar world, it will feed into a core world that the player has already established. With this system, players will directly oversee a lower number of worlds, but still receive the benefits of colonizing and conquering as many as possible.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Policies&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Policies|Policies]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Policies allow a player to shift priorities as they play by choosing between different buffs and focuses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Executive Orders&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Executive_Orders|Executive Orders]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
GalCiv IV introduces a new resource called “Control”. It represents how much direct control the player has of their civilization. It allows players to perform direct actions on the game&lt;br /&gt;
&lt;br /&gt;
These actions can have consequences, but allow players more direct ways to intervene.&lt;br /&gt;
&lt;br /&gt;
Additional executive orders can be unlocked via researching new technologies or experiencing other actions and events.&lt;br /&gt;
&lt;br /&gt;
Once used, they have a cooldown period that is different for each one.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=New Ideology System&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Ideology|Ideology]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Originally, players could choose between good, neutral, and evil. Later, there were renamed to Benevolent, Malevolent, and Pragmatic.&lt;br /&gt;
&lt;br /&gt;
In Galactic Civilizations IV, ideologies are much more nuanced and divided into 7 different categories. Each category has two paths:&lt;br /&gt;
* Liberty - Authority&lt;br /&gt;
* Innovation - Tradition&lt;br /&gt;
* Compassion - Pragmatism&lt;br /&gt;
* Equality - Opportunity&lt;br /&gt;
* Secrecy - Transparency&lt;br /&gt;
* Creativity - Cooperation&lt;br /&gt;
* Harmony - Individualism&lt;br /&gt;
&lt;br /&gt;
Players will gain awareness of a particular path through their actions and choices. Adopting an ideology into one of the tenets of a civilization comes through completing missions and other events.&lt;br /&gt;
&lt;br /&gt;
How different civilizations get along depends heavily on where they are ideologically. Adopting a given trait provides different benefits and consequences.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Prestige Victory&lt;br /&gt;
|content=&lt;br /&gt;
Prestige is a new victory condition. The Prestige counter - combined with the new Galactic Achievements feature - allows players to move the game to the endgame quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h4&lt;br /&gt;
|title=Galactic Achievements&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Galactic_Achievements|Galactic Achievements]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
With this new feature, players can take on a challenge to earn prestige points to earn a prestige victory.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Updates&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Updates|Updates]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Though just released the developers are working to add new features and fix bugs. A &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511922/galciv-iv-dev-journal-19the-roadmap roadmap]&amp;lt;/span&amp;gt; has been released showing what can be expected.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Useful Links&lt;br /&gt;
|content=&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv4.com/ www.GalCiv4.com]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forums.galciv4.com/ Galactic Civilizations IV Forums]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://discord.gg/galciv Galactic Civilizations Discord server]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/faq General FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/505411/galciv-iv-support-faq Support FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511275/the-galactic-civilizations-iv-walkthrough Gameplay Walkthrough]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/511887/game-start-focus-and-tips Game Start Tips]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511884/ Combat Basics]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11884</id>
		<title>Galactic Civilizations IV</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Galactic_Civilizations_IV&amp;diff=11884"/>
		<updated>2022-05-03T19:46:33Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
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[[File:GC4 capsule.png|frameless|200px|right]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Galactic Civilizations IV&#039;&#039;&#039;&#039;&#039;, the sequel to [[Galactic Civilizations III]], is a 4X space strategy game set in the 24th century. Humans and aliens compete against each other for domination of the Milky Way galaxy. It was released on 26 April 2022.&lt;br /&gt;
&lt;br /&gt;
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|h=h1&lt;br /&gt;
|title=Introduction&lt;br /&gt;
|content=&lt;br /&gt;
Players begin on their home planet and through research, colonization, and exploration can expand their influence in the wider galaxy. Other races will likely compete for the same worlds and resources though and only through diplomacy, war, technological superiority, or unlocking the secrets of the mysterious precursors themselves can the player hope to gain dominance in a galaxy full of dangers.&lt;br /&gt;
}}&lt;br /&gt;
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|h=h1&lt;br /&gt;
|title=Gameplay&lt;br /&gt;
|content=}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Major Civilizations&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Major_Civilizations|Major Civilizations]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There are many civilizations to play as or against. From returning player-favorites such as the Drengin Empire, to brand new civilizations like Baratak Grove, Festron Hunt, and Mimot Brotherhood.&lt;br /&gt;
&lt;br /&gt;
Plus players have to option to editing existing civilizations or creating their own.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Spaceship Battles&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Spaceship_Battles|Spaceship Battles]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=New Features&lt;br /&gt;
|content=&lt;br /&gt;
Galactic Civilization IV introduces a slew of new features.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Sectors&lt;br /&gt;
|content=&lt;br /&gt;
Think of it like a GalCiv III map connected to another. Each sector is connected by subspace streams that will allow the player to travel between them.&lt;br /&gt;
&lt;br /&gt;
Players can set up the number of sectors and the size of their starting sector. Thus, a player who wants a “quick” game could just set up a single small sector to play in. Or if one would prefer just one very large sector to play like a classic map. Players can also set up the game with a large starting map and many other sectors, making a HUGE overall map for potentially very long, involved, and in-depth games that are much bigger than any previous gal civ games.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Characters&lt;br /&gt;
|content=&lt;br /&gt;
While the idea of citizens was introduced in Galactic Civilizations III, their role was not as distinct as it is now.&lt;br /&gt;
&lt;br /&gt;
Different jobs take advantage of different traits from a leader. Thus, it’s probably not a good idea to put a character with a low Intelligence stat to be Technology ministry&lt;br /&gt;
&lt;br /&gt;
Citizens have individual approval ratings and keeping them happy is important – a disloyal and unhappy governor might just take their planet and corresponding colonies with them and start a new empire if the player isn’t careful.&lt;br /&gt;
&lt;br /&gt;
The story of the game changes depending on which characters are recruited and how their various backstories manifest throughout.&lt;br /&gt;
&lt;br /&gt;
Each civilization has their own characters with their own perks and their own factions to deal with.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Core Worlds&lt;br /&gt;
|content=&lt;br /&gt;
Unlike previous games of the series, players only manage core worlds. Previously, players would have to manage each world they conquered individually. When a player colonizes a subpar world, it will feed into a core world that the player has already established. With this system, players will directly oversee a lower number of worlds, but still receive the benefits of colonizing and conquering as many as possible.&lt;br /&gt;
}}&lt;br /&gt;
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|h=h3&lt;br /&gt;
|title=Policies&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Policies|Policies]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Policies allow a player to shift priorities as they play by choosing between different buffs and focuses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Executive Orders&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Executive_Orders|Executive Orders]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
GalCiv IV introduces a new resource called “Control”. It represents how much direct control the player has of their civilization. It allows players to perform direct actions on the game&lt;br /&gt;
&lt;br /&gt;
These actions can have consequences, but allow players more direct ways to intervene.&lt;br /&gt;
&lt;br /&gt;
Additional executive orders can be unlocked via researching new technologies or experiencing other actions and events.&lt;br /&gt;
&lt;br /&gt;
Once used, they have a cooldown period that is different for each one.&lt;br /&gt;
}}&lt;br /&gt;
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|h=h3&lt;br /&gt;
|title=New Ideology System&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Ideology|Ideology]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Originally, players could choose between good, neutral, and evil. Later, there were renamed to Benevolent, Malevolent, and Pragmatic.&lt;br /&gt;
&lt;br /&gt;
In Galactic Civilizations IV, ideologies are much more nuanced and divided into 7 different categories. Each category has two paths:&lt;br /&gt;
* Liberty - Authority&lt;br /&gt;
* Innovation - Tradition&lt;br /&gt;
* Compassion - Pragmatism&lt;br /&gt;
* Equality - Opportunity&lt;br /&gt;
* Secrecy - Transparency&lt;br /&gt;
* Creativity - Cooperation&lt;br /&gt;
* Harmony - Individualism&lt;br /&gt;
&lt;br /&gt;
Players will gain awareness of a particular path through their actions and choices. Adopting an ideology into one of the tenets of a civilization comes through completing missions and other events.&lt;br /&gt;
&lt;br /&gt;
How different civilizations get along depends heavily on where they are ideologically. Adopting a given trait provides different benefits and consequences.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h3&lt;br /&gt;
|title=Prestige Victory&lt;br /&gt;
|content=&lt;br /&gt;
Prestige is a new victory condition. The Prestige counter - combined with the new Galactic Achievements feature - allows players to move the game to the endgame quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h4&lt;br /&gt;
|title=Galactic Achievements&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Galactic_Achievements|Galactic Achievements]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
With this new feature, players can take on a challenge to earn prestige points to earn a prestige victory.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Updates&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;Main article: [[GalCiv4:Updates|Updates]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Though just released the developers are working to add new features and fix bugs. A &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511922/galciv-iv-dev-journal-19the-roadmap roadmap]&amp;lt;/span&amp;gt; has been released showing what can be expected.&lt;br /&gt;
}}&lt;br /&gt;
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|h=h1&lt;br /&gt;
|title=Useful Links&lt;br /&gt;
|content=&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv4.com/ www.GalCiv4.com]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forums.galciv4.com/ Galactic Civilizations IV Forums]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://discord.gg/galciv Galactic Civilizations Discord server]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/faq General FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/505411/galciv-iv-support-faq Support FAQ]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511275/the-galactic-civilizations-iv-walkthrough Gameplay Walkthrough]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.galciv4.com/511887/game-start-focus-and-tips Game Start Tips]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.galciv4.com/article/511884/ Combat Basics]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11883</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11883"/>
		<updated>2022-05-03T16:54:19Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
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{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
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&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
 Heart of the Empire: +10% homeworld income, +10% homeworld influence&lt;br /&gt;
 Land Exploitation: gross income +5, pollution +30%&lt;br /&gt;
 Security Lights: -5% crime for each planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Coerced Colonization: +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Underwater Homes: +2 population cap for each core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Extreme Automation: +50% manufacturing, -20% gross income&lt;br /&gt;
 Remote Piloting: +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Asteroid Exploit: -10% gross income, +1 raw production for each asteroid mined&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Brainstorming: +2 research to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
 IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Singular Purpose: +1 control/turn &lt;br /&gt;
 Reproductive Imperative: +100% growth, +2 maintenance &lt;br /&gt;
 Xeno Harvest: -1 diplomacy, +50% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Laizze faire: +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
 The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Executive_Orders&amp;diff=11882</id>
		<title>GalCiv4:Executive Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Executive_Orders&amp;diff=11882"/>
		<updated>2022-05-03T16:53:17Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: Created page with &amp;quot;All civilizations start with the following 3 Executive Orders. More are unlocked through various techs.  &amp;lt;b&amp;gt;Draft Colonists:&amp;lt;/b&amp;gt; Create a free Colony ship next to your homeworld. Cost: 33 control, -2% approval for several turns. 8 Turn cooldown.  &amp;lt;b&amp;gt;Telescope Takeover:&amp;lt;/b&amp;gt; Reveal an area of the map. Cost: 15 control. 30 Turn cooldown.  &amp;lt;b&amp;gt;Print Money:&amp;lt;/b&amp;gt; Gain 500 credits. Cost: 60 control, -10% approval for several turns. 15 Turn cooldown.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All civilizations start with the following 3 Executive Orders. More are unlocked through various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Draft Colonists:&amp;lt;/b&amp;gt; Create a free Colony ship next to your homeworld. Cost: 33 control, -2% approval for several turns. 8 Turn cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Telescope Takeover:&amp;lt;/b&amp;gt; Reveal an area of the map. Cost: 15 control. 30 Turn cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Print Money:&amp;lt;/b&amp;gt; Gain 500 credits. Cost: 60 control, -10% approval for several turns. 15 Turn cooldown.&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11881</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11881"/>
		<updated>2022-05-02T20:56:34Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
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&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
*&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
*&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Roles &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Ship&#039;s role&#039;&#039;&#039; defines the behaviour of the starship during combat. A ship’s role will set its targeting priorities, defending priorities (where applicable), and where it will spawn in battle. You can choose a ship‘s battle role when saving a new design.&lt;br /&gt;
&lt;br /&gt;
There are six options for ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Support&amp;lt;/b&amp;gt;: Ships that support the fleet or have a special role in-game&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Capital&amp;lt;/b&amp;gt;: The heart of the fleet with support modules and long-range weapons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Escort&amp;lt;/b&amp;gt;: Those that protect Capital and Support ships&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Assault&amp;lt;/b&amp;gt;: They will attack high-value and high-threat targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Interceptor&amp;lt;/b&amp;gt;: They will attack enemy Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Guardian&amp;lt;/b&amp;gt;: Those that defend Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Determining Roles &amp;lt;/h2&amp;gt;&lt;br /&gt;
When a ship is created using the Ship designer, a default battle role is assigned to the ship based on various factors. User-created ships will be assigned the default battle role when saving the design, but the role can be manually changed to any role the player wishes when saving the design.&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s default role is determined by the following attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Threat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fortitude&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Value&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All ship equipment has at least one attribute assigned to them. &#039;&#039;&#039;Threat&#039;&#039;&#039; is assigned to weapons (beams, kinetics, missiles), &#039;&#039;&#039;Fortitude&#039;&#039;&#039; is assigned to defenses (hull plating, shields, point defense), and &#039;&#039;&#039;Value&#039;&#039;&#039; is assigned to other equipment (drives, life support, modules).&lt;br /&gt;
&lt;br /&gt;
As equipment is added to a ship, these attributes are added together to decide what role the ship will have. If threat is the largest it will be an attacker, if fortitude is largest it will be a defender, and if value is larger than the sum of both threat and fortitude, the ship is labelled as support.&lt;br /&gt;
&lt;br /&gt;
The hull size also influences what role a ship will have, though all hull types with value as the highest attribute will be support. Tiny ships can be Interceptors (threat) or Guardians (fortitude), small ships can be Assaults (threat) or Escorts (fortitude), medium and large ships can be Capitals (threat) or Escorts (fortitude) and huge ships will be Capitals regardless of whether threat is larger than fortitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Target and attack priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Ships will begin combat with the highest priority enemy as their target. If their target is out of range, they will fire on any other enemy ships within range until their highest priority target ship is finally in range. You can see which enemy ship is considered their target by hovering over the ship icon in the lower part of the screen while in the battle viewer or by selecting the ship on the battle map.&lt;br /&gt;
&lt;br /&gt;
Ships will fire on targets highest on their priority list. This could result in loss of focus fire when ships with different ship roles have different priority targets within range. A ship will also stop firing on an already damaged enemy in favor of its higher target priority ship coming into range, even if the previously damaged enemy is near destruction. For example, interceptors that have a guardian as their primary target will fire upon enemy interceptors while they pass each other, but will continue moving towards the entire time and eventually start firing on the guardians.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defend priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards it. If the ship it is defending has started moving forward, it will follow.&lt;br /&gt;
&lt;br /&gt;
Because of the defend priority, a guardian will not move forward and join the battle until its support ship starts to move forward. (Support ships remain at zero speed at the map edge until all ally interceptors, assault ships, and capital ships have been eliminated.) It will, however, attack any enemies that come into range.&lt;br /&gt;
&lt;br /&gt;
An escort will move forward and attack enemies if it is defending a capital ship. An escort that is defending a support ship however will remain in the back out of combat, similar to the guardian as described above, and the escort ship will only move forward once the support ship starts to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting location &amp;lt;/h2&amp;gt;&lt;br /&gt;
Each ship&#039;s position at the start of a battle is determined by the ship&#039;s role. The higher the starting position number, the closer the ship will start near the enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Battle Role&lt;br /&gt;
! Target Priority&lt;br /&gt;
! Defend Priority&lt;br /&gt;
! Starting Location&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Support&lt;br /&gt;
| Will only attack if all other types are gone&lt;br /&gt;
Interceptors - Assaults - Escorts - Capitals - Guardians - Supports - &lt;br /&gt;
| --&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships should stay alive until the end of the fight. They are unarmed or they just have augmentations mounted that support the whole fleet.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian&lt;br /&gt;
| Will only attack if the defended ship attacks.&lt;br /&gt;
Attacks Interceptors first, then Assaults, then Escorts&lt;br /&gt;
| Defends Supports if available, then Capitals, then Escorts&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships protect the Supports. They won‘t fight until all other targets are destroyed. If there is no Support in the fleet, they defend Capitals. If there are no Capitals available, they defend Escorts.&lt;br /&gt;
|-&lt;br /&gt;
| Capital&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1400&lt;br /&gt;
| Capitals should have less defense and lots of attack. They stay behind their fighters and shoot with ranged weapons while supporting their fighters in the fleet. Capitals can also have support modules mounted because they last nearly as long in the fight as supports&lt;br /&gt;
|-&lt;br /&gt;
| Escort&lt;br /&gt;
| Assaults - Escorts - Capital - Interceptors - Guardians - Supports&lt;br /&gt;
| Defends Capitals and Supports&lt;br /&gt;
| 1600&lt;br /&gt;
| Escorts defend your Supports and Capitals, but since they start more in front of the fleet they will still take part in the battle.&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1500&lt;br /&gt;
| Assaults will attack Escorts and then Capitals. The pure battle ship.&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&lt;br /&gt;
| Guardians - Escorts - Supports - Interceptors - Assaults - Capitals&lt;br /&gt;
| --&lt;br /&gt;
| 1600&lt;br /&gt;
| Interceptors will try to remove Support ships from the enemy fleet, so first they attack Guardians because those defend the Support ships, then Escorts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tactical speed &amp;lt;/h2&amp;gt;&lt;br /&gt;
Tactical speed determines how quickly a ship moves during combat. You can view a ship&#039;s current speed by selecting the ship on the battle viewer. Most ships start out at a low speed when combat begins, about 1/4 maximum speed, moving towards the center of battle. Once any ship starts firing, all ships that are moving will increase their speed and advance toward their primary target as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Support ships start the furthest back and will not advance forward until there are no ally attack ships (interceptors, assault ships, and capital ships) left in its fleet. As long as at least one of these ship types remain, the support ship will maintain a speed of zero. Any vessels defending the support ships will move around at low speed but will remain in the back with the support ships as well. As soon as there are no remaining ally attack ships, the support ships will begin moving forward to join the fight, along with any defending guardians and escorts that are there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Strategy &amp;lt;/h2&amp;gt;&lt;br /&gt;
A few things to think about when you are assigning ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Having different types of ship roles can lead to some serious advantages or disadvantages, depending on your fleet. For example, if you have a fleet consisting of half interceptors and half support ships, the interceptors will fly straight into the enemy fleet while your support ships stay back out of range. This effectively means you have split your fleet into 2 forces, which could lead you to have heavy losses, or lead to your defensive support ships staying back and being more protected while the interceptors being buffed up by the support ships fly in fast and try to start taking out their targets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defenders &amp;amp; Attackers Doctrine &amp;lt;/h2&amp;gt;&lt;br /&gt;
A fleet can become more resource effective and take fewer losses if some ships specialize in defense and others in offense. In a regular fleet, the defenses are spread out on each ship; in the Defenders &amp;amp; Attackers Doctrine, the defenses are concentrated on one or more ships at the very front of the fleet, so that an enemy must cut through all the defenses first before they can kill any damage specializing ships. This allows a fleet to take a lot of damage without losing its momentum. Damaged defenders can be swapped out for fresh ones after battle, and if the enemy switches to different weapons, just change the defender design to counter it.&lt;br /&gt;
&lt;br /&gt;
There are 2 role combinations that work for this doctrine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Escort (defenders) + Capital (attackers)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Guardians (defenders) + Support (attackers) as long as there are no assault, interceptor, or capital ships also in the fleet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Note that Escorts (defenders) + Support (attackers) would also work (as long as there are no assault, interceptor, or capital ships also in the fleet) in terms of forcing all defenders to be killed before the attacks can start being damaged, the escorts have a starting position too far in front of the support ships for this combination to be effective.&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations IV]]&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11880</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11880"/>
		<updated>2022-05-02T20:44:32Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
 Heart of the Empire: +10% homeworld income, +10% homeworld influence&lt;br /&gt;
 Land Exploitation: gross income +5, pollution +30%&lt;br /&gt;
 Security Lights: -5% crime for each planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Coerced Colonization: +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Underwater Homes: +2 population cap for each core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Extreme Automation: +50% manufacturing, -20% gross income&lt;br /&gt;
 Remote Piloting: +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Asteroid Exploit: -10% gross income, +1 raw production for each asteroid mined&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
 IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Singular Purpose: +1 control/turn &lt;br /&gt;
 Reproductive Imperative: +100% growth, +2 maintenance &lt;br /&gt;
 Xeno Harvest: -1 diplomacy, +50% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Laizze faire: +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
 The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11879</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11879"/>
		<updated>2022-05-02T20:43:00Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
 Heart of the Empire: +10% homeworld income, +10% homeworld influence&lt;br /&gt;
 Land Exploitation: gross income +5, pollution +30%&lt;br /&gt;
 Security Lights: -5% crime for each planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Coerced Colonization: +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Underwater Homes: +2 population cap for each core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Extreme Automation: +50% manufacturing, -20% gross income&lt;br /&gt;
 Remote Piloting: +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Asteroid Exploit: -10% gross income, +1 raw production for each asteroid mined&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
 IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Singular Purpose: +1 control/turn &lt;br /&gt;
 Reproductive Imperative: +100% growth, +2 maintenance &lt;br /&gt;
 Xeno Harvest: -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Laizze faire: +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
 The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11878</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11878"/>
		<updated>2022-05-02T20:29:23Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
 Heart of the Empire: +10% homeworld income, +10% homeworld influence&lt;br /&gt;
 Land Exploitation: gross income +5, pollution +30%&lt;br /&gt;
 Security Lights: -5% crime for each planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Coerced Colonization: +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Underwater Homes: +2 population cap for each core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Extreme Automation: +50% manufacturing, -20% gross income&lt;br /&gt;
 Remote Piloting: +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Asteroid Exploit: -10% gross income, +1 raw production per asteroid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
 IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Singular Purpose: +1 control/turn &lt;br /&gt;
 Reproductive Imperative: +100% growth, +2 maintenance &lt;br /&gt;
 Xeno Harvest: -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Laizze faire: +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
 The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11877</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11877"/>
		<updated>2022-05-02T19:53:55Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
 Heart of the Empire: +10% homeworld income, +10% homeworld influence&lt;br /&gt;
 Land Exploitation: gross income +5, pollution +30%&lt;br /&gt;
 Security Lights: -5% crime per planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Coerced Colonization: +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Underwater Homes: +2 population cap for each core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Extreme Automation: +50% manufacturing, -20% gross income&lt;br /&gt;
 Remote Piloting: +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Asteroid Exploit: -10% gross income, +1 raw production per asteroid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
 IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Singular Purpose: +1 control/turn &lt;br /&gt;
 Reproductive Imperative: +100% growth, +2 maintenance &lt;br /&gt;
 Xeno Harvest: -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Laizze faire: +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
 The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11876</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11876"/>
		<updated>2022-05-02T19:43:08Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
 Heart of the Empire: +10% homeworld income, +10% homeworld influence&lt;br /&gt;
 Land Exploitation: gross income +5, pollution +30%&lt;br /&gt;
 Security Lights: -5% crime per planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Coerced Colonization: +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Underwater Homes: +2 population cap per core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Extreme Automation: +50% manufacturing, -20% gross income&lt;br /&gt;
 Remote Piloting: +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Asteroid Exploit: -10% gross income, +1 raw production per asteroid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
 IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Singular Purpose: +1 control/turn &lt;br /&gt;
 Reproductive Imperative: +100% growth, +2 maintenance &lt;br /&gt;
 Xeno Harvest: -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Laizze faire: +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
 The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11875</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11875"/>
		<updated>2022-05-02T19:41:50Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of biological race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Biology &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All biological types (carbon-based, aquatic, synthetic, or silicon-based) get the following 3 policies. &lt;br /&gt;
 Heart of the Empire: +10% homeworld income, +10% homeworld influence&lt;br /&gt;
 Land Exploitation: gross income +5, pollution +30%&lt;br /&gt;
 Security Lights: -5% crime per planet&lt;br /&gt;
&lt;br /&gt;
Some biological types also get unique policies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carbon-Based:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Coerced Colonization: +100% growth, -5% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aquatic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Underwater Homes: +2 population cap per core world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Synthetic:&amp;lt;/b&amp;gt;&lt;br /&gt;
 Extreme Automation: +50% manufacturing, -20% gross income&lt;br /&gt;
 Remote Piloting: +1 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Asteroid Exploit: -10% gross income, +1 raw production per asteroid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
 IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Singular Purpose: +1 control/turn &lt;br /&gt;
 Reproductive Imperative: +100% growth, +2 maintenance &lt;br /&gt;
 Xeno Harvest: -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Laizze faire: +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
 The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11874</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11874"/>
		<updated>2022-05-02T19:14:41Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Asteroid Exploit: -10% gross income, +1 raw production per asteroid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; &lt;br /&gt;
 IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Singular Purpose: +1 control/turn &lt;br /&gt;
 Reproductive Imperative: +100% growth, +2 maintenance &lt;br /&gt;
 Xeno Harvest: -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; &lt;br /&gt;
 Laizze faire: +100% gross income, +10% crime, +20% pollution &lt;br /&gt;
 The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11873</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11873"/>
		<updated>2022-05-02T19:07:16Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient:&amp;lt;/b&amp;gt; Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; Asteroid Exploit: -10% gross income, +1 raw production per asteroid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; Singular Purpose: +1 control/turn: Reproductive Imperative: +100% growth, +2 maintenance: Xeno Harvest: -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; Laizze faire: +100% gross income, +10% crime, +20% pollution: The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11872</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11872"/>
		<updated>2022-05-02T19:06:57Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient&amp;lt;/b&amp;gt; Heritage Protection: +100% influence to homeworld&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; Asteroid Exploit: -10% gross income, +1 raw production per asteroid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; Singular Purpose: +1 control/turn: Reproductive Imperative: +100% growth, +2 maintenance: Xeno Harvest: -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; Laizze faire: +100% gross income, +10% crime, +20% pollution: The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11871</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11871"/>
		<updated>2022-05-02T18:56:51Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; Empathic connection: +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; Asteroid Exploit: -10% gross income, +1 raw production per asteroid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; Fast Exploration: -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; Subspace Sensors: +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; Professionalism: +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; Brainstorming: +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; Population Boom: +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; IP Theft: -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; Shoddy Equipment: -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; Look the other Way: +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; Slave Labor: -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; Grove Growth: +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; Singular Purpose: +1 control/turn: Reproductive Imperative: +100% growth, +2 maintenance: Xeno Harvest: -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; Hull Reinforcement: +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy:&amp;lt;/b&amp;gt; Laizze faire: +100% gross income, +10% crime, +20% pollution: The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous:&amp;lt;/b&amp;gt; Endless Feast: -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11870</id>
		<title>GalCiv4:Policies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Policies&amp;diff=11870"/>
		<updated>2022-05-02T18:50:17Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: Created page with &amp;quot;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}} {{HeaderTemplate |welcome=Policies }}  Every civilization gets a base set of policies from the start of the game depending on what type of race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various te...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Policies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Every civilization gets a base set of policies from the start of the game depending on what type of race they are (carbon-based, aquatic, synthetic, or silicon-based) and depending on what civilization abilities they have. More Policies are unlocked throughout the game through researching various techs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Policies from Civilization Abilities &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Empathy:&amp;lt;/b&amp;gt; Empathic connection- +30% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Engineering:&amp;lt;/b&amp;gt; Asteroid Exploit- -10% gross income, +1 raw production per asteroid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Explorer:&amp;lt;/b&amp;gt; Fast Exploration- -50% hp, +2 moves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Starfarer:&amp;lt;/b&amp;gt; Subspace Sensors- +100% sensor range, -10% gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loyal:&amp;lt;/b&amp;gt; Professionalism- +50% experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inspired:&amp;lt;/b&amp;gt; Brainstorming- +2 research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fertile:&amp;lt;/b&amp;gt; Population Boom- +100% growth, -20% gross income, +10% approval&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resourceful:&amp;lt;/b&amp;gt; IP Theft- -1 Diplomacy, +20% research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prolific:&amp;lt;/b&amp;gt; Shoddy Equipment- -50% construction cost, +300% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crimelord:&amp;lt;/b&amp;gt; Look the other Way- +20% crime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Slaver:&amp;lt;/b&amp;gt; Slave Labor- -1 Diplomacy, -90% maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spores:&amp;lt;/b&amp;gt; Grove Growth- +50% food&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Unrelenting:&amp;lt;/b&amp;gt; Singular Purpose- +1 control/turn: Reproductive Imperative- +100% growth, +2 maintenance: Xeno Harvest- -1 diplomacy, +50percent gross income&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;War Profiteer:&amp;lt;/b&amp;gt; Hull Reinforcement- +25 hp to ships&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wealthy: Laizze faire:&amp;lt;/b&amp;gt; +100% gross income, +10% crime, +20% pollution: The Great Expanse: +200% growth, +1 Maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ravenous: Endless Feast:&amp;lt;/b&amp;gt; -2 Diplomacy, +1 Food, +20% approval&lt;br /&gt;
&lt;br /&gt;
more to come...&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11868</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11868"/>
		<updated>2022-05-02T12:31:22Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Roles &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Ship&#039;s role&#039;&#039;&#039; defines the behaviour of the starship during combat. A ship’s role will set its targeting priorities, defending priorities (where applicable), and where it will spawn in battle. You can choose a ship‘s battle role when saving a new design.&lt;br /&gt;
&lt;br /&gt;
There are six options for ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Support&amp;lt;/b&amp;gt;: Ships that support the fleet or have a special role in-game&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Capital&amp;lt;/b&amp;gt;: The heart of the fleet with support modules and long-range weapons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Escort&amp;lt;/b&amp;gt;: Those that protect Capital and Support ships&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Assault&amp;lt;/b&amp;gt;: They will attack high-value and high-threat targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Interceptor&amp;lt;/b&amp;gt;: They will attack enemy Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Guardian&amp;lt;/b&amp;gt;: Those that defend Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Determining Roles &amp;lt;/h2&amp;gt;&lt;br /&gt;
When a ship is created using the Ship designer, a default battle role is assigned to the ship based on various factors. User-created ships will be assigned the default battle role when saving the design, but the role can be manually changed to any role the player wishes when saving the design.&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s default role is determined by the following attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Threat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fortitude&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Value&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All ship equipment has at least one attribute assigned to them. &#039;&#039;&#039;Threat&#039;&#039;&#039; is assigned to weapons (beams, kinetics, missiles), &#039;&#039;&#039;Fortitude&#039;&#039;&#039; is assigned to defenses (hull plating, shields, point defense), and &#039;&#039;&#039;Value&#039;&#039;&#039; is assigned to other equipment (drives, life support, modules).&lt;br /&gt;
&lt;br /&gt;
As equipment is added to a ship, these attributes are added together to decide what role the ship will have. If threat is the largest it will be an attacker, if fortitude is largest it will be a defender, and if value is larger than the sum of both threat and fortitude, the ship is labelled as support.&lt;br /&gt;
&lt;br /&gt;
The hull size also influences what role a ship will have, though all hull types with value as the highest attribute will be support. Tiny ships can be Interceptors (threat) or Guardians (fortitude), small ships can be Assaults (threat) or Escorts (fortitude), medium and large ships can be Capitals (threat) or Escorts (fortitude) and huge ships will be Capitals regardless of whether threat is larger than fortitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Target and attack priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Ships will begin combat with the highest priority enemy as their target. If their target is out of range, they will fire on any other enemy ships within range until their highest priority target ship is finally in range. You can see which enemy ship is considered their target by hovering over the ship icon in the lower part of the screen while in the battle viewer or by selecting the ship on the battle map.&lt;br /&gt;
&lt;br /&gt;
Ships will fire on targets highest on their priority list. This could result in loss of focus fire when ships with different ship roles have different priority targets within range. A ship will also stop firing on an already damaged enemy in favor of its higher target priority ship coming into range, even if the previously damaged enemy is near destruction. For example, interceptors that have a guardian as their primary target will fire upon enemy interceptors while they pass each other, but will continue moving towards the entire time and eventually start firing on the guardians.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defend priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards it. If the ship it is defending has started moving forward, it will follow.&lt;br /&gt;
&lt;br /&gt;
Because of the defend priority, a guardian will not move forward and join the battle until its support ship starts to move forward. (Support ships remain at zero speed at the map edge until all ally interceptors, assault ships, and capital ships have been eliminated.) It will, however, attack any enemies that come into range.&lt;br /&gt;
&lt;br /&gt;
An escort will move forward and attack enemies if it is defending a capital ship. An escort that is defending a support ship however will remain in the back out of combat, similar to the guardian as described above, and the escort ship will only move forward once the support ship starts to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting location &amp;lt;/h2&amp;gt;&lt;br /&gt;
Each ship&#039;s position at the start of a battle is determined by the ship&#039;s role. The higher the starting position number, the closer the ship will start near the enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Battle Role&lt;br /&gt;
! Target Priority&lt;br /&gt;
! Defend Priority&lt;br /&gt;
! Starting Location&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Support&lt;br /&gt;
| Will only attack if all other types are gone&lt;br /&gt;
Interceptors - Assaults - Escorts - Capitals - Guardians - Supports - &lt;br /&gt;
| --&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships should stay alive until the end of the fight. They are unarmed or they just have augmentations mounted that support the whole fleet.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian&lt;br /&gt;
| Will only attack if the defended ship attacks.&lt;br /&gt;
Attacks Interceptors first, then Assaults, then Escorts&lt;br /&gt;
| Defends Supports if available, then Capitals, then Escorts&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships protect the Supports. They won‘t fight until all other targets are destroyed. If there is no Support in the fleet, they defend Capitals. If there are no Capitals available, they defend Escorts.&lt;br /&gt;
|-&lt;br /&gt;
| Capital&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1400&lt;br /&gt;
| Capitals should have less defense and lots of attack. They stay behind their fighters and shoot with ranged weapons while supporting their fighters in the fleet. Capitals can also have support modules mounted because they last nearly as long in the fight as supports&lt;br /&gt;
|-&lt;br /&gt;
| Escort&lt;br /&gt;
| Assaults - Escorts - Capital - Interceptors - Guardians - Supports&lt;br /&gt;
| Defends Capitals and Supports&lt;br /&gt;
| 1600&lt;br /&gt;
| Escorts defend your Supports and Capitals, but since they start more in front of the fleet they will still take part in the battle.&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1500&lt;br /&gt;
| Assaults will attack Escorts and then Capitals. The pure battle ship.&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&lt;br /&gt;
| Guardians - Escorts - Supports - Interceptors - Assaults - Capitals&lt;br /&gt;
| --&lt;br /&gt;
| 1600&lt;br /&gt;
| Interceptors will try to remove Support ships from the enemy fleet, so first they attack Guardians because those defend the Support ships, then Escorts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tactical speed &amp;lt;/h2&amp;gt;&lt;br /&gt;
Tactical speed determines how quickly a ship moves during combat. You can view a ship&#039;s current speed by selecting the ship on the battle viewer. Most ships start out at a low speed when combat begins, about 1/4 maximum speed, moving towards the center of battle. Once any ship starts firing, all ships that are moving will increase their speed and advance toward their primary target as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Support ships start the furthest back and will not advance forward until there are no ally attack ships (interceptors, assault ships, and capital ships) left in its fleet. As long as at least one of these ship types remain, the support ship will maintain a speed of zero. Any vessels defending the support ships will move around at low speed but will remain in the back with the support ships as well. As soon as there are no remaining ally attack ships, the support ships will begin moving forward to join the fight, along with any defending guardians and escorts that are there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Strategy &amp;lt;/h2&amp;gt;&lt;br /&gt;
A few things to think about when you are assigning ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Having different types of ship roles can lead to some serious disadvantages. For example, if you have a fleet consisting of half interceptors and half support ships, the interceptors will fly straight into the enemy fleet while your support ships stay back out of range. This effectively means you have split your fleet into 2 forces, which will likely lead you to have heavy losses.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defenders &amp;amp; Attackers Doctrine &amp;lt;/h2&amp;gt;&lt;br /&gt;
A fleet can become more resource effective and take fewer losses if some ships specialize in defense and others in offense. In a regular fleet, the defenses are spread out on each ship; in the Defenders &amp;amp; Attackers Doctrine, the defenses are concentrated on one or more ships at the very front of the fleet, so that an enemy must cut through all the defenses first before they can kill any damage specializing ships. This allows a fleet to take a lot of damage without losing its momentum. Damaged defenders can be swapped out for fresh ones after battle, and if the enemy switches to different weapons, just change the defender design to counter it.&lt;br /&gt;
&lt;br /&gt;
There are 2 role combinations that work for this doctrine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Escort (defenders) + Capital (attackers)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Guardians (defenders) + Support (attackers) as long as there are no assault, interceptor, or capital ships also in the fleet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Note that Escorts (defenders) + Support (attackers) would also work (as long as there are no assault, interceptor, or capital ships also in the fleet) in terms of forcing all defenders to be killed before the attacks can start being damaged, the escorts have a starting position too far in front of the support ships for this combination to be effective.&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11867</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11867"/>
		<updated>2022-05-02T12:25:43Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
Ship Roles have been unchanged since gal civ 3. Each ship role has targeting priorities for other ship roles.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Roles &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Ship&#039;s role&#039;&#039;&#039; defines the behaviour of the starship during combat. A ship’s role will set its targeting priorities, defending priorities (where applicable), and where it will spawn in battle. You can choose a ship‘s battle role when saving a new design.&lt;br /&gt;
&lt;br /&gt;
There are six options for ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Support&amp;lt;/b&amp;gt;: Ships that support the fleet or have a special role in-game&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Capital&amp;lt;/b&amp;gt;: The heart of the fleet with support modules and long-range weapons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Escort&amp;lt;/b&amp;gt;: Those that protect Capital and Support ships&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Assault&amp;lt;/b&amp;gt;: They will attack high-value and high-threat targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Interceptor&amp;lt;/b&amp;gt;: They will attack enemy Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Guardian&amp;lt;/b&amp;gt;: Those that defend Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Determining Roles &amp;lt;/h2&amp;gt;&lt;br /&gt;
When a ship is created using the Ship designer, a default battle role is assigned to the ship based on various factors. User-created ships will be assigned the default battle role when saving the design, but the role can be manually changed to any role the player wishes when saving the design.&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s default role is determined by the following attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Threat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fortitude&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Value&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All ship equipment has at least one attribute assigned to them. &#039;&#039;&#039;Threat&#039;&#039;&#039; is assigned to weapons (beams, kinetics, missiles), &#039;&#039;&#039;Fortitude&#039;&#039;&#039; is assigned to defenses (hull plating, shields, point defense), and &#039;&#039;&#039;Value&#039;&#039;&#039; is assigned to other equipment (drives, life support, modules).&lt;br /&gt;
&lt;br /&gt;
As equipment is added to a ship, these attributes are added together to decide what role the ship will have. If threat is the largest it will be an attacker, if fortitude is largest it will be a defender, and if value is larger than the sum of both threat and fortitude, the ship is labelled as support.&lt;br /&gt;
&lt;br /&gt;
The hull size also influences what role a ship will have, though all hull types with value as the highest attribute will be support. Tiny ships can be Interceptors (threat) or Guardians (fortitude), small ships can be Assaults (threat) or Escorts (fortitude), medium and large ships can be Capitals (threat) or Escorts (fortitude) and huge ships will be Capitals regardless of whether threat is larger than fortitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Target and attack priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Ships will begin combat with the highest priority enemy as their target. If their target is out of range, they will fire on any other enemy ships within range until their highest priority target ship is finally in range. You can see which enemy ship is considered their target by hovering over the ship icon in the lower part of the screen while in the battle viewer or by selecting the ship on the battle map.&lt;br /&gt;
&lt;br /&gt;
Ships will fire on targets highest on their priority list. This could result in loss of focus fire when ships with different ship roles have different priority targets within range. A ship will also stop firing on an already damaged enemy in favor of its higher target priority ship coming into range, even if the previously damaged enemy is near destruction. For example, interceptors that have a guardian as their primary target will fire upon enemy interceptors while they pass each other, but will continue moving towards the entire time and eventually start firing on the guardians.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defend priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards it. If the ship it is defending has started moving forward, it will follow.&lt;br /&gt;
&lt;br /&gt;
Because of the defend priority, a guardian will not move forward and join the battle until its support ship starts to move forward. (Support ships remain at zero speed at the map edge until all ally interceptors, assault ships, and capital ships have been eliminated.) It will, however, attack any enemies that come into range.&lt;br /&gt;
&lt;br /&gt;
An escort will move forward and attack enemies if it is defending a capital ship. An escort that is defending a support ship however will remain in the back out of combat, similar to the guardian as described above, and the escort ship will only move forward once the support ship starts to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting location &amp;lt;/h2&amp;gt;&lt;br /&gt;
Each ship&#039;s position at the start of a battle is determined by the ship&#039;s role. The higher the starting position number, the closer the ship will start near the enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Battle Role&lt;br /&gt;
! Target Priority&lt;br /&gt;
! Defend Priority&lt;br /&gt;
! Starting Location&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Support&lt;br /&gt;
| Will only attack if all other types are gone&lt;br /&gt;
Interceptors - Assaults - Escorts - Capitals - Guardians - Supports - &lt;br /&gt;
| --&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships should stay alive until the end of the fight. They are unarmed or they just have augmentations mounted that support the whole fleet.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian&lt;br /&gt;
| Will only attack if the defended ship attacks.&lt;br /&gt;
Attacks Interceptors first, then Assaults, then Escorts&lt;br /&gt;
| Defends Supports if available, then Capitals, then Escorts&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships protect the Supports. They won‘t fight until all other targets are destroyed. If there is no Support in the fleet, they defend Capitals. If there are no Capitals available, they defend Escorts.&lt;br /&gt;
|-&lt;br /&gt;
| Capital&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1400&lt;br /&gt;
| Capitals should have less defense and lots of attack. They stay behind their fighters and shoot with ranged weapons while supporting their fighters in the fleet. Capitals can also have support modules mounted because they last nearly as long in the fight as supports&lt;br /&gt;
|-&lt;br /&gt;
| Escort&lt;br /&gt;
| Assaults - Escorts - Capital - Interceptors - Guardians - Supports&lt;br /&gt;
| Defends Capitals and Supports&lt;br /&gt;
| 1600&lt;br /&gt;
| Escorts defend your Supports and Capitals, but since they start more in front of the fleet they will still take part in the battle.&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1500&lt;br /&gt;
| Assaults will attack Escorts and then Capitals. The pure battle ship.&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&lt;br /&gt;
| Guardians - Escorts - Supports - Interceptors - Assaults - Capitals&lt;br /&gt;
| --&lt;br /&gt;
| 1600&lt;br /&gt;
| Interceptors will try to remove Support ships from the enemy fleet, so first they attack Guardians because those defend the Support ships, then Escorts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tactical speed &amp;lt;/h2&amp;gt;&lt;br /&gt;
Tactical speed determines how quickly a ship moves during combat. You can view a ship&#039;s current speed by selecting the ship on the battle viewer. Most ships start out at a low speed when combat begins, about 1/4 maximum speed, moving towards the center of battle. Once any ship starts firing, all ships that are moving will increase their speed and advance toward their primary target as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Support ships start the furthest back and will not advance forward until there are no ally attack ships (interceptors, assault ships, and capital ships) left in its fleet. As long as at least one of these ship types remain, the support ship will maintain a speed of zero. Any vessels defending the support ships will move around at low speed but will remain in the back with the support ships as well. As soon as there are no remaining ally attack ships, the support ships will begin moving forward to join the fight, along with any defending guardians and escorts that are there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Strategy &amp;lt;/h2&amp;gt;&lt;br /&gt;
A few things to think about when you are assigning ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Having different types of ship roles can lead to some serious disadvantages. For example, if you have a fleet consisting of half interceptors and half support ships, the interceptors will fly straight into the enemy fleet while your support ships stay back out of range. This effectively means you have split your fleet into 2 forces, which will likely lead you to have heavy losses.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defenders &amp;amp; Attackers Doctrine &amp;lt;/h2&amp;gt;&lt;br /&gt;
A fleet can become more resource effective and take fewer losses if some ships specialize in defense and others in offense. In a regular fleet, the defenses are spread out on each ship; in the Defenders &amp;amp; Attackers Doctrine, the defenses are concentrated on one or more ships at the very front of the fleet, so that an enemy must cut through all the defenses first before they can kill any damage specializing ships. This allows a fleet to take a lot of damage without losing its momentum. Damaged defenders can be swapped out for fresh ones after battle, and if the enemy switches to different weapons, just change the defender design to counter it.&lt;br /&gt;
&lt;br /&gt;
There are 2 role combinations that work for this doctrine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Escort (defenders) + Capital (attackers)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Guardians (defenders) + Support (attackers) as long as there are no assault, interceptor, or capital ships also in the fleet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Note that Escorts (defenders) + Support (attackers) would also work (as long as there are no assault, interceptor, or capital ships also in the fleet) in terms of forcing all defenders to be killed before the attacks can start being damaged, the escorts have a starting position too far in front of the support ships for this combination to be effective.&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11866</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11866"/>
		<updated>2022-05-02T12:21:15Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
Ship Roles have been unchanged since gal civ 3. Each ship role has targeting priorities for other ship roles.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Roles &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Ship&#039;s role&#039;&#039;&#039; defines the behaviour of the starship during combat. A ship’s role will set its targeting priorities, defending priorities (where applicable), and where it will spawn in battle. You can choose a ship‘s battle role when saving a new design.&lt;br /&gt;
&lt;br /&gt;
There are six options for ship roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Support&amp;lt;/b&amp;gt;: Ships that support the fleet or have a special role in-game&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Capital&amp;lt;/b&amp;gt;: The heart of the fleet with support modules and long-range weapons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Escort&amp;lt;/b&amp;gt;: Those that protect Capital and Support ships&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Assault&amp;lt;/b&amp;gt;: They will attack high-value and high-threat targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Interceptor&amp;lt;/b&amp;gt;: They will attack enemy Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Guardian&amp;lt;/b&amp;gt;: Those that defend Support ships and high-value targets&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Determining Roles &amp;lt;/h2&amp;gt;&lt;br /&gt;
When a ship is created using the Ship designer, a default battle role is assigned to the ship based on various factors. User-created ships will be assigned the default battle role when saving the design, but the role can be manually changed to any role the player wishes when saving the design.&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s default role is determined by the following attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Threat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fortitude&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Value&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All ship equipment has at least one attribute assigned to them. &#039;&#039;&#039;Threat&#039;&#039;&#039; is assigned to weapons (beams, kinetics, missiles), &#039;&#039;&#039;Fortitude&#039;&#039;&#039; is assigned to defenses (hull plating, shields, point defense), and &#039;&#039;&#039;Value&#039;&#039;&#039; is assigned to other equipment (drives, life support, modules).&lt;br /&gt;
&lt;br /&gt;
As equipment is added to a ship, these attributes are added together to decide what role the ship will have. If threat is the largest it will be an attacker, if fortitude is largest it will be a defender, and if value is larger than the sum of both threat and fortitude, the ship is labelled as support.&lt;br /&gt;
&lt;br /&gt;
The hull size also influences what role a ship will have, though all hull types with value as the highest attribute will be support. Tiny ships can be Interceptors (threat) or Guardians (fortitude), small ships can be Assaults (threat) or Escorts (fortitude), medium and large ships can be Capitals (threat) or Escorts (fortitude) and huge ships will be Capitals regardless of whether threat is larger than fortitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Target and attack priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Ships will begin combat with the highest priority enemy as their target. If their target is out of range, they will fire on any other enemy ships within range until their highest priority target ship is finally in range. You can see which enemy ship is considered their target by hovering over the ship icon in the lower part of the screen while in the battle viewer or by selecting the ship on the battle map.&lt;br /&gt;
&lt;br /&gt;
Ships will fire on targets highest on their priority list. This could result in loss of focus fire when ships with different ship roles have different priority targets within range. A ship will also stop firing on an already damaged enemy in favor of its higher target priority ship coming into range, even if the previously damaged enemy is near destruction. For example, interceptors that have a guardian as their primary target will fire upon enemy interceptors while they pass each other, but will continue moving towards the entire time and eventually start firing on the guardians.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Defend priority &amp;lt;/h2&amp;gt;&lt;br /&gt;
Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards it. If the ship it is defending has started moving forward, it will follow.&lt;br /&gt;
&lt;br /&gt;
Because of the defend priority, a guardian will not move forward and join the battle until its support ship starts to move forward. (Support ships remain at zero speed at the map edge until all ally interceptors, assault ships, and capital ships have been eliminated.) It will, however, attack any enemies that come into range.&lt;br /&gt;
&lt;br /&gt;
An escort will move forward and attack enemies if it is defending a capital ship. An escort that is defending a support ship however will remain in the back out of combat, similar to the guardian as described above, and the escort ship will only move forward once the support ship starts to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting location &amp;lt;/h2&amp;gt;&lt;br /&gt;
Each ship&#039;s position at the start of a battle is determined by the ship&#039;s role. The higher the starting position number, the closer the ship will start near the enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Battle Role&lt;br /&gt;
! Target Priority&lt;br /&gt;
! Defend Priority&lt;br /&gt;
! Starting Location&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Support&lt;br /&gt;
| Will only attack if all other types are gone&lt;br /&gt;
Interceptors - Assaults - Escorts - Capitals - Guardians - Supports - &lt;br /&gt;
| --&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships should stay alive until the end of the fight. They are unarmed or they just have augmentations mounted that support the whole fleet.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian&lt;br /&gt;
| Will only attack if the defended ship attacks.&lt;br /&gt;
Attacks Interceptors first, then Assaults, then Escorts&lt;br /&gt;
| Defends Supports if available, then Capitals, then Escorts&lt;br /&gt;
| 1200&lt;br /&gt;
| These ships protect the Supports. They won‘t fight until all other targets are destroyed. If there is no Support in the fleet, they defend Capitals. If there are no Capitals available, they defend Escorts.&lt;br /&gt;
|-&lt;br /&gt;
| Capital&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1400&lt;br /&gt;
| Capitals should have less defense and lots of attack. They stay behind their fighters and shoot with ranged weapons while supporting their fighters in the fleet. Capitals can also have support modules mounted because they last nearly as long in the fight as supports&lt;br /&gt;
|-&lt;br /&gt;
| Escort&lt;br /&gt;
| Assaults - Escorts - Capital - Interceptors - Guardians - Supports&lt;br /&gt;
| Defends Capitals and Supports&lt;br /&gt;
| 1600&lt;br /&gt;
| Escorts defend your Supports and Capitals, but since they start more in front of the fleet they will still take part in the battle.&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Escorts - Capitals - Assaults - Interceptors - Guardians - Supports&lt;br /&gt;
| --&lt;br /&gt;
| 1500&lt;br /&gt;
| Assaults will attack Escorts and then Capitals. The pure battle ship.&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&lt;br /&gt;
| Guardians - Escorts - Supports - Interceptors - Assaults - Capitals&lt;br /&gt;
| --&lt;br /&gt;
| 1600&lt;br /&gt;
| Interceptors will try to remove Support ships from the enemy fleet, so first they attack Guardians because those defend the Support ships, then Escorts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tactical speed &amp;lt;/h2&amp;gt;&lt;br /&gt;
Tactical speed determines how quickly a ship moves during combat. You can view a ship&#039;s current speed by selecting the ship on the battle viewer. Most ships start out at a low speed when combat begins, about 1/4 maximum speed, moving towards the center of battle. Once any ship starts firing, all ships that are moving will increase their speed and advance toward their primary target as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Support ships start the furthest back and will not advance forward until there are no ally attack ships (interceptors, assault ships, and capital ships) left in its fleet. As long as at least one of these ship types remain, the support ship will maintain a speed of zero. Any vessels defending the support ships will move around at low speed but will remain in the back with the support ships as well. As soon as there are no remaining ally attack ships, the support ships will begin moving forward to join the fight, along with any defending guardians and escorts that are there as well.&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11865</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11865"/>
		<updated>2022-05-02T12:15:04Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Missiles&amp;lt;/b&amp;gt; have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Kinetic&amp;lt;/b&amp;gt; weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Beam&amp;lt;/b&amp;gt; weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage:&amp;lt;/b&amp;gt; The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defenses:&amp;lt;/b&amp;gt; The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
Ship Roles have been unchanged since gal civ 3. Each ship role has targeting priorities for other ship roles.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11864</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11864"/>
		<updated>2022-05-02T12:11:18Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Combat Basics &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
-Missiles have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
&lt;br /&gt;
-Kinetic weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
&lt;br /&gt;
-Beam weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
Damage: The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different...&lt;br /&gt;
&lt;br /&gt;
Defenses: The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
Ship Roles have been unchanged since gal civ 3. Each ship role has targeting priorities for other ship roles.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11863</id>
		<title>GalCiv4:Spaceship Battles</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=GalCiv4:Spaceship_Battles&amp;diff=11863"/>
		<updated>2022-05-02T12:04:58Z</updated>

		<summary type="html">&lt;p&gt;Dyan8704146: Created page with &amp;quot;Combat Basics:  There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). Each weapon type is unique in it&amp;#039;s own way...  -Missiles have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.  -Kinetic weapons do the most base dmg, and get slightly...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat Basics:&lt;br /&gt;
&lt;br /&gt;
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). Each weapon type is unique in it&#039;s own way...&lt;br /&gt;
&lt;br /&gt;
-Missiles have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away.&lt;br /&gt;
&lt;br /&gt;
-Kinetic weapons do the most base dmg, and get slightly more benefit from extra research.&lt;br /&gt;
&lt;br /&gt;
-Beam weapons have a slightly lower construction cost, and the later game weapons that cost special resources cost slightly less special resources (which is useful since elerium, the resource needed for beams, is the hardest to mine).&lt;br /&gt;
&lt;br /&gt;
All weapon types now have the same range, accuracy (80%), and rate of fire in battle.&lt;br /&gt;
&lt;br /&gt;
Damage: The actual damage is now a random number between 1 and the damage shown on the weapon type. So if you have a beam weapon ship that shows 3 beam dmg, that actually means that each attack will be a random number between 1 and 3. The defenses work the same way, a random number between 1 and the max defense, but defenses also work a little different...&lt;br /&gt;
&lt;br /&gt;
Defenses: The defenses block their weapon type equal to the random amount between 1 and max of that defense, but the square roots of both the other defenses are also added to the main defense, so it&#039;s a number between 1 and that max. so if you have 10 shields, and 9 of each other defense, and you&#039;re being attacked by a beam weapon, then your max defense will be 16 (10+3+3). So your actual defense will be a random number between 1 and 16 against each beam attack, blocking that much dmg from that attack. The minimum damage from any attack will still be at least 1 though. Weapon attacks are never fully blocked.&lt;br /&gt;
&lt;br /&gt;
Ship Roles have been unchanged since gal civ 3. Each ship role has targeting priorities for other ship roles.&lt;br /&gt;
&lt;br /&gt;
The way targeting works right now, it can be argued that smaller ships can have an advantage over larger ones, since excess dmg to smaller ships is currently wasted, and each large ship can only target 1 small ship at a time. Smaller ships generally have more item slots but less hp per logistics point compared to bigger ships, esp. after the first miniaturization tech is researched, adding +1 item slot to all ships.&lt;/div&gt;</summary>
		<author><name>Dyan8704146</name></author>
	</entry>
</feed>