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	<updated>2026-04-25T12:49:51Z</updated>
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		<id>https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=11325</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=11325"/>
		<updated>2020-07-14T00:32:19Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added sentence about all construction adjacencies adding raw production to capitals.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders startingtips.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve started a new game of GalCiv3. Now what? This page will walk you through the various setup options available in the game. If you’re new to these types of games, it is probably best to start by playing the Tutorial. If you’re unfamiliar with the term, “Sandbox mode” refers to being able to freely play the game without a pre-set story or campaign to drive it. This mode is recommended only after having a chance to experience the basics of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Civilization Selection &amp;lt;/h1&amp;gt;&lt;br /&gt;
The “Choose Civilization” screen begins your choice-making process. Each race has its own unique traits and abilities and can affect how you build your civilizations and interact with other races. To create your own custom race, select the button and head to the Customize Civilization screen. &lt;br /&gt;
&lt;br /&gt;
To customize your own race, you will have to create a Leader. You can choose from a gallery of available images for your race or upload graphics of your own. The Race Overview section allows you to enter your race’s name, ship call signs, Homeworld name, beginning star system,  a racial description, and logo. &lt;br /&gt;
&lt;br /&gt;
In the “traits and abilities” section, you can choose how to continue to specialize your race. You begin with five available points to spend on traits. If you spend points on lessening traits, you will be able to reserve additional points to add to other traits available to you. For racial abilities, you will have your choice of any two from a large list. These abilities don’t really have a built-in “downside” and can be very powerful.&lt;br /&gt;
&lt;br /&gt;
The “Appearance” section offers an assortment of options to customize the “look” of your race; things like ship styles, colors and textures, and race colors and themes for the interface can all be changed in this section. &lt;br /&gt;
&lt;br /&gt;
Lastly, the “Personality” section allows you to select your tech tree and modify how your race will behave when controlled by the game’s AI. This includes ideology, character traits, goals, and priorities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Galaxy Type &amp;lt;/h1&amp;gt;&lt;br /&gt;
When you start a new game, you will have several options for customizing your galaxy. There are options for size, victory conditions, and allies/enemies. Depending on how long you want your game to last, you may want to start with some of the smaller galaxy sizes before moving onto the bigger ones. &lt;br /&gt;
 &lt;br /&gt;
The Galaxy Options section allows you to fully customize the contents of your galaxy. Star Systems determine how frequently stars and planets will be generated on the map. When determining your Star Systems, you have several different options to consider.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Star Frequency:&amp;lt;/strong&amp;gt; This determines how often you will find stars, which may or may not lead to more habitable planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Planet Frequency:&amp;lt;/strong&amp;gt; “Planet” refers to all worlds in the galaxy, both habitable and uninhabitable. This control will allow you to choose the overall frequency of planets in your galaxy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Habitable Planet Frequency:&amp;lt;/strong&amp;gt; These are planets you can colonize and can be valuable resources. Careful though, if you set them to be very frequent, you may spend all of your time and resources trying to colonize and not have time for anything else!&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extreme Planet Frequency:&amp;lt;/strong&amp;gt; These are planets that can be colonized but require special techs to do so.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Resources include the various types of bonuses and advancements that can be discovered. Each of these include their own drop-down menus that will set how often they appear.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Asteroid Frequency:&amp;lt;/strong&amp;gt; Asteroids often contain strategic resources like Durantium that you can mine. They also impede movement.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Nebulae:&amp;lt;/strong&amp;gt; Interstellar terrain that have global effects on ships as they travel through space, and also contain Elerium, a rare strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Black Hole Frequency:&amp;lt;/strong&amp;gt; Black holes are scary, but for those undaunted by them you can mine the resulting Antimatter as a strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Resource Frequency:&amp;lt;/strong&amp;gt; Each Resource allows you to build special, powerful components on prototype ships. Resources are:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Durantium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Elerium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Antimatter&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Promethion&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Thulium&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Precursor Relic Frequency:&amp;lt;/strong&amp;gt; These are ancient artifacts that when studied provide civilization-wide bonuses.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Ascension Crystal Frequency:&amp;lt;/strong&amp;gt; These are a special type of precursor artifact that, when studied, can unlock the secrets of ascending to a higher plane.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Anomaly Frequency:&amp;lt;/strong&amp;gt; Anomalies are artifacts and other unknown items that when surveyed unlock special rewards, such as ships, money, bonuses and techs.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
There are some interactions between these settings to be aware of.  Reducing black hole frequency will reduce the number of available antimatter resources, reducing nebula frequency will reduce elerium availability, reducing asteroid frequency will reduce durantium, and reducing planet frequency will reduce promethion and thulium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Game Settings &amp;lt;/h1&amp;gt;&lt;br /&gt;
In this section, you have several options to select so that you can create the kind of map that you’d most enjoy. The menu options here are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galaxy Difficulty:&amp;lt;/strong&amp;gt; The overall difficulty of the map, which includes pirates and all the races. However, you can override this individually per race by making other adjustments in your game options or in the way you set up your game.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Game Pacing:&amp;lt;/strong&amp;gt; Makes the game play faster or slower by modifying things like production.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Research Rate:&amp;lt;/strong&amp;gt; Makes researching cheaper or more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pirates:&amp;lt;/strong&amp;gt; Adjust this to determine how many (if any) pirate bases will exist on your map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;United Planets Frequency:&amp;lt;/strong&amp;gt; This setting lets you determine how often the United Planets (the galactic government) meets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galactic Events:&amp;lt;/strong&amp;gt; Galactic Events are game-changing incidents that can alter the way your empire grows.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Minor Races:&amp;lt;/strong&amp;gt; Determines how many minor races will be in the galaxy. Minor races are civilizations that cannot expand into the galaxy, but can be valuable trade partners or allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Disable Tech Trading:&amp;lt;/strong&amp;gt; Enable this option to remove the feature for trading technologies with other races.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Opponents &amp;lt;/h1&amp;gt;&lt;br /&gt;
You can choose a pre-set race or a custom saved race to play against. You may also choose as many opponents as you want and set the difficulty levels for each enemy individually. Please note that if you are playing on a smaller map, you may not want to fill it to the brim with a bunch of hostile opponents! They’ll be all up in your neighborhood before you know it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Playing a Game &amp;lt;/h1&amp;gt;&lt;br /&gt;
Now that your galaxy is set up the way you like it, you can begin your game. At first glance, if you’re unfamiliar with these types of games, it seems very intimidating and overwhelming. The next section will cover some of the other basic things you need to know as you start your adventure across the Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Game Menu Bar &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Govern &amp;lt;/h3&amp;gt;&lt;br /&gt;
A handy repository of information, this button contains several tabs on different aspects of your empire.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Economy:&amp;lt;/strong&amp;gt; Allocate your production spending and balance your space budget.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Colonies:&amp;lt;/strong&amp;gt; Provides an at-a-glance reference for all colonized worlds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Commands:&amp;lt;/strong&amp;gt; Give orders to your shipyards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Trade:&amp;lt;/strong&amp;gt; View and manage your trade routes with other civilizations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Stats &amp;amp; Graphs:&amp;lt;/strong&amp;gt; Chart your development through the course of your game, and compare your progress with your rivals.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Technology &amp;lt;/h3&amp;gt;&lt;br /&gt;
This button is dedicated to all things Research; your available technology projects, descriptions of what benefits and unlocks they provide, what you&#039;re currently researching, and the complete tech tree for your perusal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ideology &amp;lt;/h3&amp;gt;&lt;br /&gt;
Through the course of the game, random events will present you with choices to shape the ideology of your civilization. Based on your choices, you will be awarded points in one of three categories: Benevolent, Pragmatic, or Malevolent. These points can be spent on Ideological Traits in this tab. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomacy &amp;lt;/h3&amp;gt;&lt;br /&gt;
Keep track of alliances, relationships and wars between races. Establish treaties with your allies or participate in galactic politics through the governing body of the United Planets.&lt;br /&gt;
&lt;br /&gt;
There is a lot to learning this game and others like it, but I find the best method is just to explore! Below are some tips and some frequently asked questions from beginners (including myself!) to help get you started.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting Tips &amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I know what to research first?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
It depends on what you are wanting to do in the end game. Consider your various types of victories (Ideaologic, Warfare, Diplomatic, etc.) and try to spec toward that. In order to communicate with other species you encounter, we suggest researching Universal Translator first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What do I build first?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some planets have special hexes or attributes that give bonuses to certain types of buildings. Keep an eye out for those as you start to settle on your planet. Building structures of the same type adjacent to one another will also yield a lot of bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What kind of ships do I start with?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You start with a colony ship, a survey ship (this ship has weapons and should probably hang around near your colony ship as you explore!), a scout ship, and a shipyard (where you can build more ships!). Each race has different names for their ships, but their types are all the same.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What is Ideology?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are certain types of ruling styles that can give you bonuses and new options as you play through a game. You can be a Benevolent, Pragmatic, or Malevolent ruler. Each style has its own advantages and disadvantages. As you make choices based on these leadership styles, new bonuses will become available to you on your Ideology tree.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I mine?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to mine resources (Durantium, Thulium, Promethean, Iridium, etc.), you must build a starbase using a Constructor type ship that is capable of building starbases. Once a Starbase is built, there are several options for specialization “rings” -- choose “Mining Ring” in order to mine resources within a certain radius of your starbase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What else can a Starbase do?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Starbases have several other uses. They can expand your range, bolster your defenses, or improve your offenses. Your tech tree can unlock more Starbase options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What is an anomaly and why do I care?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Anomalies can have lots of great secrets locked away. Sometimes it comes in the form of extra money (and who doesn’t need more money?) or certain new options for Ideology or Research. Point is, take your survey ships and check them out when you find them!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What does a planet’s class mean?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Planets range from Class 1 all the way through Class 20. Class 20 planets are the best, while Class 1 planets are not as good for colonizing. You can increase a planet&#039;s class by researching terraforming technologies and building terraforming improvements, each of which adds a buildable tile to the planet.  A planet&#039;s class is also a limit to the population that can live there.  For example, a class 16 planet has a maximum population of 16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What is raw production?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Raw production is the base for your planet&#039;s production.  Each unit of raw production yields +1 social production, +1 ship production, +1 research, and +1 gross income. You can see these listed on the planet window in the tooltips for each production area as &amp;quot;Base Value&amp;quot; for social and ship production, &amp;quot;Base Research&amp;quot; for research, and &amp;quot;Income&amp;quot; for income.  The largest contributor to raw production is normally population, because each unit of population adds one to raw production.  Other sources of raw production are asteroid mines (which yield +1 if close by (+0.5 if on GC3 4.0 or later), less if further away), improvements such as the Central Mine, colony capitals, certain technologies (like Enhanced Production), and precursor anomalies.  In addition, technologies like Interstellar Governance (and its follow on techs) and high approval add percentage multipliers to raw production.  The Wealthy ability also adds +1 to raw production.  Civilization and colony capital buildings can increase the planet&#039;s raw production if improvements that give All Construction adjacency bonuses are built next to them (at least since the Crusade expansion).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Things to Watch Out For &amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Where are my resources going?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite having established a number of mining star bases and having a steady income of durantium, promethion, etc, you might suddenly find yourself running out of those resources for no apparent reason.  Indeed, some players have reported on the Stardock forums that they have gone from positive to negative totals in a single turn.  The most common cause of this is having &amp;quot;Auto-Upgrade Improvements&amp;quot; (in the planet Govern window) turned on for all of your planets.  Higher level upgrades of factories, for example, require durantium to build.  Thus researching a tech that enables such an upgrade can cause all factories on all your planets to queue an upgrade, draining durantium for each one.  If you don&#039;t mind the extra micro-management, it&#039;s a good idea to turn off Auto-Upgrade Improvements on every planet you colonize or conquer.  If you don&#039;t want to do that, at least be aware of the problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Why is my defeated opponent still there?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Normally when you successfully invade an opponent&#039;s last planet, you get a pop-up window telling you that the civilization has &amp;quot;been destroyed&amp;quot;.  Sometimes that doesn&#039;t happen though.  What that means is that you either overlooked some other planet that your enemy had colonized or invaded, or that they still have one or more colony ships or transports flying around somewhere in the galaxy.  In the latter cases it is still theoretically possible for the enemy to re-establish themselves on a new colony or invaded planet, so to completely defeat them you have to hunt down those ships and destroy them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Why are my Steam factions not showing up?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some people have reported that when they subscribe to factions or ship sets in Steam, they don&#039;t show up in the game.  If this happens to you, make sure to turn on the Steam overlay for GC3 and restart the game.  That should cause your subscriptions to resync.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Is production wasted?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Planetary and ship yard production points not used in completing the current project are not wasted, they are carried over to the next turn and applied to the next improvement/project or ship/mission.  This can cause your improvement or ship to be completed more quickly, but it is not possible to complete more than one improvement or ship in one turn.&lt;br /&gt;
&lt;br /&gt;
The situation with research is not the same.  Research points not used researching the current technology are carried over to the next tech, but if you know how (and you are generating enough research points) you can research multiple technologies per turn. First, if you have enough research points to completely research a technology, the game will immediately complete it and prompt you for a new one.  Second, if you don&#039;t have enough points, but you are generating so many that you will have enough for your current and next technology on the same turn, you can go into the technology tree window and select a tech further down the tree.  If you have enough research you can complete a whole line in the tech tree this way.  Be aware, though, that if any of the techs in that line are specialization techs, the game will research the top choice unless you manually select it.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=11324</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=11324"/>
		<updated>2020-07-13T23:35:42Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Corrected asteroid raw prod bonus for GC3 4.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders startingtips.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve started a new game of GalCiv3. Now what? This page will walk you through the various setup options available in the game. If you’re new to these types of games, it is probably best to start by playing the Tutorial. If you’re unfamiliar with the term, “Sandbox mode” refers to being able to freely play the game without a pre-set story or campaign to drive it. This mode is recommended only after having a chance to experience the basics of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Civilization Selection &amp;lt;/h1&amp;gt;&lt;br /&gt;
The “Choose Civilization” screen begins your choice-making process. Each race has its own unique traits and abilities and can affect how you build your civilizations and interact with other races. To create your own custom race, select the button and head to the Customize Civilization screen. &lt;br /&gt;
&lt;br /&gt;
To customize your own race, you will have to create a Leader. You can choose from a gallery of available images for your race or upload graphics of your own. The Race Overview section allows you to enter your race’s name, ship call signs, Homeworld name, beginning star system,  a racial description, and logo. &lt;br /&gt;
&lt;br /&gt;
In the “traits and abilities” section, you can choose how to continue to specialize your race. You begin with five available points to spend on traits. If you spend points on lessening traits, you will be able to reserve additional points to add to other traits available to you. For racial abilities, you will have your choice of any two from a large list. These abilities don’t really have a built-in “downside” and can be very powerful.&lt;br /&gt;
&lt;br /&gt;
The “Appearance” section offers an assortment of options to customize the “look” of your race; things like ship styles, colors and textures, and race colors and themes for the interface can all be changed in this section. &lt;br /&gt;
&lt;br /&gt;
Lastly, the “Personality” section allows you to select your tech tree and modify how your race will behave when controlled by the game’s AI. This includes ideology, character traits, goals, and priorities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Galaxy Type &amp;lt;/h1&amp;gt;&lt;br /&gt;
When you start a new game, you will have several options for customizing your galaxy. There are options for size, victory conditions, and allies/enemies. Depending on how long you want your game to last, you may want to start with some of the smaller galaxy sizes before moving onto the bigger ones. &lt;br /&gt;
 &lt;br /&gt;
The Galaxy Options section allows you to fully customize the contents of your galaxy. Star Systems determine how frequently stars and planets will be generated on the map. When determining your Star Systems, you have several different options to consider.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Star Frequency:&amp;lt;/strong&amp;gt; This determines how often you will find stars, which may or may not lead to more habitable planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Planet Frequency:&amp;lt;/strong&amp;gt; “Planet” refers to all worlds in the galaxy, both habitable and uninhabitable. This control will allow you to choose the overall frequency of planets in your galaxy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Habitable Planet Frequency:&amp;lt;/strong&amp;gt; These are planets you can colonize and can be valuable resources. Careful though, if you set them to be very frequent, you may spend all of your time and resources trying to colonize and not have time for anything else!&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extreme Planet Frequency:&amp;lt;/strong&amp;gt; These are planets that can be colonized but require special techs to do so.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Resources include the various types of bonuses and advancements that can be discovered. Each of these include their own drop-down menus that will set how often they appear.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Asteroid Frequency:&amp;lt;/strong&amp;gt; Asteroids often contain strategic resources like Durantium that you can mine. They also impede movement.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Nebulae:&amp;lt;/strong&amp;gt; Interstellar terrain that have global effects on ships as they travel through space, and also contain Elerium, a rare strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Black Hole Frequency:&amp;lt;/strong&amp;gt; Black holes are scary, but for those undaunted by them you can mine the resulting Antimatter as a strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Resource Frequency:&amp;lt;/strong&amp;gt; Each Resource allows you to build special, powerful components on prototype ships. Resources are:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Durantium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Elerium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Antimatter&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Promethion&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Thulium&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Precursor Relic Frequency:&amp;lt;/strong&amp;gt; These are ancient artifacts that when studied provide civilization-wide bonuses.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Ascension Crystal Frequency:&amp;lt;/strong&amp;gt; These are a special type of precursor artifact that, when studied, can unlock the secrets of ascending to a higher plane.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Anomaly Frequency:&amp;lt;/strong&amp;gt; Anomalies are artifacts and other unknown items that when surveyed unlock special rewards, such as ships, money, bonuses and techs.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
There are some interactions between these settings to be aware of.  Reducing black hole frequency will reduce the number of available antimatter resources, reducing nebula frequency will reduce elerium availability, reducing asteroid frequency will reduce durantium, and reducing planet frequency will reduce promethion and thulium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Game Settings &amp;lt;/h1&amp;gt;&lt;br /&gt;
In this section, you have several options to select so that you can create the kind of map that you’d most enjoy. The menu options here are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galaxy Difficulty:&amp;lt;/strong&amp;gt; The overall difficulty of the map, which includes pirates and all the races. However, you can override this individually per race by making other adjustments in your game options or in the way you set up your game.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Game Pacing:&amp;lt;/strong&amp;gt; Makes the game play faster or slower by modifying things like production.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Research Rate:&amp;lt;/strong&amp;gt; Makes researching cheaper or more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pirates:&amp;lt;/strong&amp;gt; Adjust this to determine how many (if any) pirate bases will exist on your map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;United Planets Frequency:&amp;lt;/strong&amp;gt; This setting lets you determine how often the United Planets (the galactic government) meets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galactic Events:&amp;lt;/strong&amp;gt; Galactic Events are game-changing incidents that can alter the way your empire grows.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Minor Races:&amp;lt;/strong&amp;gt; Determines how many minor races will be in the galaxy. Minor races are civilizations that cannot expand into the galaxy, but can be valuable trade partners or allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Disable Tech Trading:&amp;lt;/strong&amp;gt; Enable this option to remove the feature for trading technologies with other races.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Opponents &amp;lt;/h1&amp;gt;&lt;br /&gt;
You can choose a pre-set race or a custom saved race to play against. You may also choose as many opponents as you want and set the difficulty levels for each enemy individually. Please note that if you are playing on a smaller map, you may not want to fill it to the brim with a bunch of hostile opponents! They’ll be all up in your neighborhood before you know it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Playing a Game &amp;lt;/h1&amp;gt;&lt;br /&gt;
Now that your galaxy is set up the way you like it, you can begin your game. At first glance, if you’re unfamiliar with these types of games, it seems very intimidating and overwhelming. The next section will cover some of the other basic things you need to know as you start your adventure across the Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Game Menu Bar &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Govern &amp;lt;/h3&amp;gt;&lt;br /&gt;
A handy repository of information, this button contains several tabs on different aspects of your empire.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Economy:&amp;lt;/strong&amp;gt; Allocate your production spending and balance your space budget.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Colonies:&amp;lt;/strong&amp;gt; Provides an at-a-glance reference for all colonized worlds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Commands:&amp;lt;/strong&amp;gt; Give orders to your shipyards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Trade:&amp;lt;/strong&amp;gt; View and manage your trade routes with other civilizations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Stats &amp;amp; Graphs:&amp;lt;/strong&amp;gt; Chart your development through the course of your game, and compare your progress with your rivals.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Technology &amp;lt;/h3&amp;gt;&lt;br /&gt;
This button is dedicated to all things Research; your available technology projects, descriptions of what benefits and unlocks they provide, what you&#039;re currently researching, and the complete tech tree for your perusal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ideology &amp;lt;/h3&amp;gt;&lt;br /&gt;
Through the course of the game, random events will present you with choices to shape the ideology of your civilization. Based on your choices, you will be awarded points in one of three categories: Benevolent, Pragmatic, or Malevolent. These points can be spent on Ideological Traits in this tab. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomacy &amp;lt;/h3&amp;gt;&lt;br /&gt;
Keep track of alliances, relationships and wars between races. Establish treaties with your allies or participate in galactic politics through the governing body of the United Planets.&lt;br /&gt;
&lt;br /&gt;
There is a lot to learning this game and others like it, but I find the best method is just to explore! Below are some tips and some frequently asked questions from beginners (including myself!) to help get you started.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Starting Tips &amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I know what to research first?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
It depends on what you are wanting to do in the end game. Consider your various types of victories (Ideaologic, Warfare, Diplomatic, etc.) and try to spec toward that. In order to communicate with other species you encounter, we suggest researching Universal Translator first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What do I build first?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some planets have special hexes or attributes that give bonuses to certain types of buildings. Keep an eye out for those as you start to settle on your planet. Building structures of the same type adjacent to one another will also yield a lot of bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What kind of ships do I start with?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You start with a colony ship, a survey ship (this ship has weapons and should probably hang around near your colony ship as you explore!), a scout ship, and a shipyard (where you can build more ships!). Each race has different names for their ships, but their types are all the same.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What is Ideology?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are certain types of ruling styles that can give you bonuses and new options as you play through a game. You can be a Benevolent, Pragmatic, or Malevolent ruler. Each style has its own advantages and disadvantages. As you make choices based on these leadership styles, new bonuses will become available to you on your Ideology tree.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I mine?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to mine resources (Durantium, Thulium, Promethean, Iridium, etc.), you must build a starbase using a Constructor type ship that is capable of building starbases. Once a Starbase is built, there are several options for specialization “rings” -- choose “Mining Ring” in order to mine resources within a certain radius of your starbase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What else can a Starbase do?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Starbases have several other uses. They can expand your range, bolster your defenses, or improve your offenses. Your tech tree can unlock more Starbase options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What is an anomaly and why do I care?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Anomalies can have lots of great secrets locked away. Sometimes it comes in the form of extra money (and who doesn’t need more money?) or certain new options for Ideology or Research. Point is, take your survey ships and check them out when you find them!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What does a planet’s class mean?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Planets range from Class 1 all the way through Class 20. Class 20 planets are the best, while Class 1 planets are not as good for colonizing. You can increase a planet&#039;s class by researching terraforming technologies and building terraforming improvements, each of which adds a buildable tile to the planet.  A planet&#039;s class is also a limit to the population that can live there.  For example, a class 16 planet has a maximum population of 16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What is raw production?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Raw production is the base for your planet&#039;s production.  Each unit of raw production yields +1 social production, +1 ship production, +1 research, and +1 gross income. You can see these listed on the planet window in the tooltips for each production area as &amp;quot;Base Value&amp;quot; for social and ship production, &amp;quot;Base Research&amp;quot; for research, and &amp;quot;Income&amp;quot; for income.  The largest contributor to raw production is normally population, because each unit of population adds one to raw production.  Other sources of raw production are asteroid mines (which yield +1 if close by (+0.5 if on GC3 4.0 or later), less if further away), improvements such as the Central Mine, colony capitals, certain technologies (like Enhanced Production), and precursor anomalies.  In addition, technologies like Interstellar Governance (and its follow on techs) and high approval add percentage multipliers to raw production.  The Wealthy ability also adds +1 to raw production.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Things to Watch Out For &amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Where are my resources going?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite having established a number of mining star bases and having a steady income of durantium, promethion, etc, you might suddenly find yourself running out of those resources for no apparent reason.  Indeed, some players have reported on the Stardock forums that they have gone from positive to negative totals in a single turn.  The most common cause of this is having &amp;quot;Auto-Upgrade Improvements&amp;quot; (in the planet Govern window) turned on for all of your planets.  Higher level upgrades of factories, for example, require durantium to build.  Thus researching a tech that enables such an upgrade can cause all factories on all your planets to queue an upgrade, draining durantium for each one.  If you don&#039;t mind the extra micro-management, it&#039;s a good idea to turn off Auto-Upgrade Improvements on every planet you colonize or conquer.  If you don&#039;t want to do that, at least be aware of the problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Why is my defeated opponent still there?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Normally when you successfully invade an opponent&#039;s last planet, you get a pop-up window telling you that the civilization has &amp;quot;been destroyed&amp;quot;.  Sometimes that doesn&#039;t happen though.  What that means is that you either overlooked some other planet that your enemy had colonized or invaded, or that they still have one or more colony ships or transports flying around somewhere in the galaxy.  In the latter cases it is still theoretically possible for the enemy to re-establish themselves on a new colony or invaded planet, so to completely defeat them you have to hunt down those ships and destroy them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Why are my Steam factions not showing up?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some people have reported that when they subscribe to factions or ship sets in Steam, they don&#039;t show up in the game.  If this happens to you, make sure to turn on the Steam overlay for GC3 and restart the game.  That should cause your subscriptions to resync.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Is production wasted?&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Planetary and ship yard production points not used in completing the current project are not wasted, they are carried over to the next turn and applied to the next improvement/project or ship/mission.  This can cause your improvement or ship to be completed more quickly, but it is not possible to complete more than one improvement or ship in one turn.&lt;br /&gt;
&lt;br /&gt;
The situation with research is not the same.  Research points not used researching the current technology are carried over to the next tech, but if you know how (and you are generating enough research points) you can research multiple technologies per turn. First, if you have enough research points to completely research a technology, the game will immediately complete it and prompt you for a new one.  Second, if you don&#039;t have enough points, but you are generating so many that you will have enough for your current and next technology on the same turn, you can go into the technology tree window and select a tech further down the tree.  If you have enough research you can complete a whole line in the tech tree this way.  Be aware, though, that if any of the techs in that line are specialization techs, the game will research the top choice unless you manually select it.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Crises&amp;diff=9257</id>
		<title>Crises</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Crises&amp;diff=9257"/>
		<updated>2019-01-07T21:59:39Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added a paragraph on choice timing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crises&#039;&#039;&#039; are special events introduced with the Intrigue expansion. Unlike other events they have multiple stages and can result in failure if specific conditions aren&#039;t met.&lt;br /&gt;
&lt;br /&gt;
Note that when you make choices at the stages below that involve stat checks, your military/scientific/diplomatic/ideology strength at the time you make the choice is what determines the result.  Any increases or decreases in your strength between the time you make the choice and when the result is shown do not count. &lt;br /&gt;
&lt;br /&gt;
== Apophis ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | A 370 meter diameter asteroid is heading toward one of our planets. Our scientists predict that impact with the asteroid will be an extinction level event for the planet. Amateur astronomers have begun tracking the asteroid and the media is causing a panic by reporting on the upcoming apocalypse.&lt;br /&gt;
|&#039;&#039;Focus production on building colony ships so that we can help citizens flee the planet.&#039;&#039;&lt;br /&gt;
| Benevolent +5, -50% All Construction for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Despite the protests of our scientists, attempt to land a team on the asteroid to detonate it.&#039;&#039;&lt;br /&gt;
| Pragmatic +10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Build a prototype ship powerful and fast enough to intercept the asteroid and destroy it.&#039;&#039;&lt;br /&gt;
| Malevolent +5, -50% All Construction for 10 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | We were able to build a colony ship in time. But not nearly enough for everyone to escape. Riots are breaking out as people fight to be included on the ship. How will we determine who will escape, and who will be left behind?&lt;br /&gt;
|&#039;&#039;No citizen deserves life more than any other. Hold a random lottery to determine who goes.&#039;&#039;&lt;br /&gt;
| Benevolent stat check, -5% Social Construction for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Send in our military to maintain control and evacuate our best citizens.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Keep the colony ship for ourselves. We might need it to repopulate the planet after the asteroid hits.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Each day more lottery winners are announced. Though your citizens understand that most will die they focus on the few that will live and manage to get the lottery winners to their colony ship safely. The memory of their sacrifice and compassion in the face of death is a story that is told across the universe. Global Effect: +25% Influence for 50 turns, free Colony ship, Destroy {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Each day, more lottery winners are announced. As the asteroid grows closer, when everyone can see the glowing tear of the asteroid in the night sky, society begins to crumble. It is all out rioting as the colony ship prepares to lift off. Citizens overwhelm the launch platforms and cling helplessly to the departing ship. They damage the colony ship so badly that it crashes shortly after takeoff, killing everyone on board. In the end, no one escapes {PLANETNAME}. Destroy {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Violent murders sweep {PLANETNAME} as citizens target those they feel will be given priority in an attempt to improve their own odds of being included. Thousands of scientists, inventors and entrepreneurs are killed before the military steps in to quarantine those selected to escape. When the colony ship takes off it represents our highest potential. Global Effect: +25% Research for 25 turns, free Colony ship, Destroy {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Your military fails. Some are corrupt and accept bribes, others weak and overwhelmed by mobs overcome by fear and desperation. By the end, no one escapes {PLANETNAME}. Destroy {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Your colony ship watches as the asteroid strikes {PLANETNAME}. The only people more stunned by your decision to have a method of escape standing by and not use it than the now vaporized citizens of {PLANETNAME}, are the poor wretches you have gathered to fill the colony ship to repopulate the still burning and radioactive planet. Global Effect: +20 Malevolent, free Colony ship, Destroy {PLANETNAME}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Despite considerable risk and almost impossible odds, your rescue team successfully landed on the oncoming asteroid and managed to detonate their explosives. Now we have five smaller asteroids hurtling toward {PLANETNAME}. We are still doomed.&lt;br /&gt;
|&#039;&#039;Start a cult worshipping the asteroid as a religious event. It may help keep people calm.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;That&#039;s a great start. Send up five rescue teams, one for each remaining asteroid.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Begin asking other civilizations to provide relief for what is about to occur.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Surprisingly, the cult picks up a massive following across many worlds. The galaxy watches as the asteroid strikes {PLANETNAME} as if it was a holy event. Though cataclysmic to life on {PLANETNAME}, many revere the ruined world as sacred, and the story of the asteroid strike becomes legendary across the galaxy. Unlocked new Crisis Manager, {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Surprisingly, the cult picks up a massive following across many worlds. Unfortunately they become a little to zealous about the massive amount of death that the asteroid caused, and they seek to follow its example by killing people on your worlds. Global Effect: -10% Growth for 50 turns, {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Science  &lt;br /&gt;
| Success &lt;br /&gt;
| The entire galaxy is stunned when your rescue teams each successfully manage to detonate each of the asteroid chunks into small enough pieces that they won&#039;t do significant damage to {PLANETNAME}. The outcome was so unlikely that other civilizations believe that it is just propaganda you created to support your space program. But the citizens of {PLANETNAME} know it is true, and they will never forget you. Permanent +25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| This may have been the worst plan ever attempted. Two of the rescue teams missed their asteroid chunks entirely. One blew itself up with the explosives and the last two were still on the asteroid attempting to set charges when it collided with {PLANETNAME}. But at least everyone was kept so busy with the ludicrous plan that they didn&#039;t have much time to worry about their impending doom. {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| As the asteroid strikes {PLANETNAME} other civilizations offer their sympathy. Unfortunately they offer little else. Global Effect: +2 Diplomacy, {PLANETNAME} is Destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Despite our best efforts production of the prototype ship designed to intercept the asteroid has fallen behind schedule. We will need to launch without all of our systems fully tested. What system should we focus on?&lt;br /&gt;
|&#039;&#039;Weapons, we will need to disintegrate the asteroid, not just fracture it into smaller pieces.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Engines, if we can&#039;t catch the asteroid, nothing else matters.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Shields, let&#039;s ram the asteroid at full speed and try to knock it off course.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Your prototype ship, codenamed Goliath, launches to intercept the oncoming asteroid. Deep in space the galaxy watches as what is little more than a massive laser cannon with an engine strapped to it closes in on the asteroid. Your scientists set Goliath to fly into the asteroid, reasoning that if the weapons aren&#039;t enough, maybe the impact with the ship will help. When they finally grow close enough Goliath fires and for a heartbeat the galaxy waits to find out the result. When the sensors update the asteroid is little more than dust and Goliath flies through the debris with little damage. Goliath is ready for its next mission. {PLANETNAME} is saved. Free Goliath Ship&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Your prototype ship, codenamed Goliath, launches to intercept the oncoming asteroid. Deep in space the galaxy watches as what is little more than a massive laser cannon with an engine strapped to it closes in on the asteroid. Your scientists set Goliath to fly into the asteroid, reasoning that if the weapons aren&#039;t enough, maybe the impact with the ship will help. When they finally grow close enough Goliath fires and for a heartbeat the galaxy waits to find out the result. When the sensors update they show that the asteroid hasn&#039;t suffered any significant damage. It crashed into Goliath first, and then {PLANETNAME}. There are no survivors. {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Your prototype ship, codenamed Archangel, launches to intercept the oncoming asteroid. The galaxy watches as it closes to weapons range, and the weapons fail to fire. Your scientists panic and then come up with a desperate plan. Archangel lands on the asteroid, and after firmly rooting itself puts its considerable engines on full force. The galaxy waits for long quiet minutes to see any result. Finally the sensors update and show that the asteroids trajectory has been changed and will no longer strike {PLANETNAME}. Your citizens cheer as Archangel detaches and awaits its next mission. Free Archangel Ship&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Your prototype ship, codenamed Archangel, launches to intercept the oncoming asteroid. The galaxy watches as it closes to weapons range, and the weapons fail to fire. Your scientists panic and then come up with a desperate plan. Archangel lands on the asteroid, and after firmly rooting itself puts its considerable engines on full force. The galaxy waits for long quiet minutes to see any result. When the sensors update the truth becomes clear. Archangel didn&#039;t have enough power to change the asteroids path. It is still attached to it when the asteroid strikes {PLANETNAME}. {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Your plan is successful and the asteroid is knocked off course when our prototype ship crashes into it. The ships pilots sacrificed their lives to save {PLANETNAME}. Across your worlds citizens cheer your success. Global Effect: +25% Morale for 25 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brain Parasites ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Some of your citizens have fallen prey to a native parasite which has taken over their mental functions. These parasites, using your own people as mouthpieces, would like a word with you.&lt;br /&gt;
|&#039;&#039;Communicate with the parasites.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Search for a cure.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Try to weaponize this creature.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The parasites inform you that your people are intruding on their world, where they have dwelled for many millennia. They wish us no harm, but instead desire to peacefully coexist with us. If we agree to this we&#039;ll gain an ally, but might lose control of the colony.&lt;br /&gt;
|&#039;&#039;Accept the parasites&#039; terms. A new ally is always welcome.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Search for a cure.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Destroy the entire colony.&#039;&#039;&lt;br /&gt;
| Malevolent +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| The parasites agree to terms with you, and sign a trade agreement. In short order, they have infested {PLANETNAME} and massively increase the research that planet provides. Permanent +50% Research on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Negotiations with the parasites proves problematic, and although they remain civil, they refuse to release their hold on the citizens of {PLANETNAME} and won&#039;t participate toward the colony&#039;s goals. Permanent -25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| After studying epidemiological data on how the parasites spread, one of your scientists finds a plant on {PLANETNAME} toxic to the brain parasites, and uses it to synthesize a cure, freeing your colonists from the command of the parasites while still retaining some of their unique knowledge. Your citizens applaud your scientist&#039;s brilliance. Unlocked new Crisis Manager &lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| The parasites are like nothing your researchers have seen before, and progress is slow. Eventually a chemical cocktail is discovered which cures the parasites, though it kills many colonists on {PLANETNAME} as well. -50% Population on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| Your ships turn their weapons on the colony, wiping it out as well as all known environs where the parasites were found. An extreme measure, but you have a world you can recolonize safely again. -50% Population on {PLANETNAME}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The parasites are like nothing you&#039;ve seen on your own world, and progress is slow. But eventually your researchers come up with a possible cure. The only side effect is it will wipe out the brain parasites, a clearly intelligent, sentient form of life, forever.&lt;br /&gt;
|&#039;&#039;Apply the cure to any citizen that shows symptoms.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Threaten the parasites, they will obey you, or you will use the cure.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Treat everyone, just to be safe.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Your scientists believe they have successfully detected all cases of the brain parasite on {PLANETNAME} and cured your citizens. Though some citizens suffer side effects, they are minimal and your citizens cheer your judgement and effectiveness. Permanent +25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists thought they detected all cases of the brain parasite. But they were wrong. Some escape and go into hiding, slowly spreading into new hosts and doing whatever they can to hinder your efforts on {PLANETNAME}. Permanent -30% Production on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| You can release the cure into the water supply or the air. A small demonstration of that brings the brain parasites immediately into line. Though few will be willing to travel to {PLANETNAME} now, the brain parasites command their hosts to spend long hours working in our research labs, to our benefit. Permanent +25% Research on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| The brain parasites are accustomed to controlling their hosts, not being controlled. They revolt at your threats and begin destroying the colony. Your scientists release the cure in response and they are put down. But not before some manage to hijack some ships to attack you with.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| Everyone on {PLANETNAME} is treated, just to be sure. As your scientists predicted some suffer debilitating side effects that will last for generations. But in the end the threat is extinguished. Permanent -25% Growth on {PLANETNAME}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | You successfully capture a few specimens of the parasite. A small canister filled with these things could easily contaminate thousands.&lt;br /&gt;
|&#039;&#039;Inform the galaxy of our new weapon.&#039;&#039;&lt;br /&gt;
| Malevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Secretly deploy it against one of our enemies.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Let&#039;s make a less powerful parasite. Just enough to make the infected happy.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Civilizations across the galaxy take great alarm at your new weapon. All will think twice about crossing us now. Global Effect: +2 Diplomacy&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Civilizations across the galaxy take great alarm at your new weapon. Unfortunately, this doesn&#039;t inspire fear so much as resolve to stop your villainy. Global Effect: -2 Diplomacy&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Your military slowly expose members of other civilizations to your captured brain parasites. They continue to live out their lives, pretending to be loyal citizens of their empires while secretly hosting parasites that make them loyal to you. Diplomats, merchants and soldiers all ready to end their facade and serve you when the time comes. This will certainly make it easier to invade enemy worlds. Global Effect: +25% Soldiering&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists hadn&#039;t accounted for the difference in alien physiology. After nearly a month the brain parasite loses control of the host putting them in a homicidal rage. Though they are never able to prove your involvement several civilizations note that the effected all came in contact with your agents a few weeks before going mad. Global Effect: -2 Diplomacy&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Your scientists are able to manufacture a weaker strain of the parasite that can&#039;t control the host, but can moderate their mood. You deploy them in tourist locations to create a feeling of euphoria. It makes your vacation spots the best in the universe. There are occasional homicidal rage induced side effects, but your scientists tell you that they are well within normal limits. Global Effect: +1% Tourism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brain Trust ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Our intelligence officers have uncovered a clandestine group of scientists calling themselves &amp;quot;The Brain Trust&amp;quot; that have been secretly working on a mysterious project. We have not been able to figure out what they are up to, but we do know that they are using our precious resources to do it.&lt;br /&gt;
|&#039;&#039;Offer to fund their little project, as long as they share any breakthroughs with us first.&#039;&#039;&lt;br /&gt;
| Benevolent +5, -250 Credits&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Try and infiltrate their group and find out what they are planning.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Break up their little group, and make sure they stay focused on our goals.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The Credits we have been pumping into &amp;quot;The Brain Trust&amp;quot; have bore fruit finally. They claim to have created a new type of Durantium Shielding, that should allow us to build a power plant that would substantially boost the Raw Production of any planet it is constructed on. We are having our researchers fact check their findings, but honestly the math is beyond anything they understand.&lt;br /&gt;
|&#039;&#039;Sounds risky, see if they can find a way to use this tech to improve our existing power systems.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;This news is concerning, and perhaps we should spend some more credits to make sure it is safe.&#039;&#039;&lt;br /&gt;
| -250 Credits&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Let&#039;s build the thing and see what happens, what could go wrong?&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success&lt;br /&gt;
| It appears &amp;quot;The Brain Trust&amp;quot; should have been called the &amp;quot;The Lame Trust&amp;quot;. After a more detailed review of their findings, we have discovered that most of the test results were fake. They were just after government funding so they could all retire to a pleasure planet outside of our borders. Despite this, we were able to salvage some of their research, and have been able to make our existing power systems slightly more efficient. +5% Raw production on all colonies&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| In an unfortunate turn of events, our fact checkers gave &amp;quot;The Brain Trust&amp;quot; the go-ahead to test their new technology on {PLANETNAME}. The results were not what we expected. In fact, the entire &amp;quot;Brain Trust&amp;quot; was killed when the power system they were testing exploded and the shock wave disintegrated them and all the surrounding civilians. -25% Raw production {PLANETNAME} for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Success&lt;br /&gt;
| The extra Credits we put into testing &amp;quot;The Brain Trusts&amp;quot; new power plant has paid off. If we had built it as designed, it probably would have worked, but it would have also vibrated the brains of all the all the surrounding colonists into some sort of grey pudding. With some work, we have been able to fix the issue. Yet the plant will not be quite as efficient, as the brain-melting version. Can now build the Durantium Matrix Power Plant&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Uncertain&lt;br /&gt;
| &amp;quot;The Brain Trust&amp;quot; has completed the design of their revolutionary new Durantium Matrix Power Plant. Everything appears safe to our scientists. The only member of our fact-checking team who was concerned with the numbers seems to have gone missing. His colleagues assure us that he probably just needed a vacation. Can now build the Durantium Matrix Power Plant&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Uncertain&lt;br /&gt;
| &amp;quot;The Brain Trust&amp;quot; has completed the design of their revolutionary new Durantium Matrix Power Plant. There are some concerns building it might have an adverse effect on colonies&#039; morale, but the production boost will probably make it worthwhile. The only member of our fact-checking team who was concerned with the numbers seems to have gone missing, but his colleagues assure us that he probably just needed a vacation. Can now build the Durantium Matrix Power Plant&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| The Durantium Matrix Power Plant has finally been completed. Our best scientists are quite frankly surprised that it is working just as &amp;quot;The Brain Trust&amp;quot; promised. The members of the Brain trust are now all famous and have begun lucrative lecture tours throughout our civilization. +10% Research to all colonies for 10 turns.&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| The Durantium Matrix Power Plant has finally been completed and is indeed producing record power levels. The bad news is that the amazing new Durantium Shielding resonates with the plant, providing a mind-numbing subsonic humming, which has made the colony we built it on absolutely miserable and crazy aggressive. Unfortunately, the unhappy colonist tracked down the members of the brain trust before we could set them the task fixing the problem.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | We have successfully infiltrated &amp;quot;the Brain Trust.&amp;quot; It appears that they have been appropriating Durantium in large quantities. They think they can create a new type of shielding for power planets. Our operatives think they are hoping to sell this tech to the highest bidder when they complete their research.&lt;br /&gt;
|&#039;&#039;Confront &amp;quot;The Brain Trust&amp;quot; and let them know they will be treated fairly, if they share this new technology with us.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Arrest &amp;quot;The Brain Trust.&amp;quot; Seize their research, and force them to refund the Durantium they embezzled.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Arrest them all. Squeeze what you can out of them and then execute them as a lesson to would-be thieves.&#039;&#039;&lt;br /&gt;
| Malevolent stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| With some diplomatic prodding, we were able to persuade &amp;quot;The Brain Trust&amp;quot; to come out of the shadows. They have shared their research with us and even told us the location of the Durantium that they embezzled. In return, we have agreed not to shoot them into space without a ship. +5% Research all colonies, +5 Pragmatic, +5 Durantium&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Our attempt to diplomatically confront &amp;quot;The Brain Trust&amp;quot; did not work out so well. The building they were hiding out in was accidentally disintegrated when one of our &amp;quot;negotiators&amp;quot; flipped a switch on one of their experiments. ` On the bright side, we did find the missing Durantium buried in the sub-basement. +5 Durantium&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| We have successfully rounded up &amp;quot;The Brain Trust&amp;quot; and were able to seize most of their research. Our scientists think it will be quite useful, allowing us to increase the output of our existing power systems substantially. However they seem to have sold off the Durantium they embezzled. +3% Raw Production all Colonies&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| We were able to arrest several members of &amp;quot;The Brain Trust.&amp;quot; Unfortunately, most of them managed to escape, along with the missing Durantium. We were able to capture some of their research. Yet without being able to interrogate the rest of the members, we will not be able to finalize their project. +1% Research all Colonies&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Our raid on &amp;quot;The Brain Trust&amp;quot; headquarters was successful. We even located our missing Durantium and after some &amp;quot;creative&amp;quot; interviews we were able to get some useful information out of each of the members before they lost the ability to talk. Our Researchers are very excited with the results and have already found several ways to implement the new Durantium shielding technologies. +5% Research all colonies, +10 Malevolent, +5 Durantium&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Unfortunately, our raid on &amp;quot;The Brain Trust&amp;quot; headquarters did not go as expected. One of the experimental devices they were working on was activated, and a strange shockwave disintegrated the building and its immediate surroundings. Our soldiers and all &amp;quot;The Brain Trust&amp;quot; members were instantly killed. Luckily we were able to find the missing Durantium. +5 Durantium, +5 Malevolent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | It appears that the group calling themselves the &amp;quot;The Brain Trust&amp;quot; has been continuing to work together remotely. They have taken our attempts to break them up personally and have become actively hostile. Our intelligence officers are of the opinion that they may be working on some sort of weapon.&lt;br /&gt;
|&#039;&#039;Send in our best negotiators to defuse the situation before it gets out of hand.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Set up surveillance on their communication. Find out what they are working on.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Arrest them all immediately, and find out what we can about the weapons project, by whatever means necessary.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Our negotiators have convinced &amp;quot;The Brain Trust&amp;quot; that they need to come forward with their work, by offering them immunity to espionage laws they may have broken. More surprisingly they have provided us with a new type of Durantium shielding that should allow us to create more robust hulls. +20% Hit points to all ships&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Our negotiators were not able to get &amp;quot;The Brain Trust&amp;quot; to surrender any of their research. Unfortunately, the group managed to disappear shortly after our attempted contact. We have no idea what they were up to. All we can do is hope it does not end up in enemy hands. +10 Benevolent&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Our surveillance of &amp;quot;The Brain Trust&amp;quot; has proven to be quite lucrative. Not only were we able to discover the location of some of the Durantium they have embezzled, but we have also found that they had developed a new type of Durantium Shielding that they intend to use to make more powerful Mass Driver technology. +1 Mass Driver Damage to all ships, +3 Durantium&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Our attempts to surveil &amp;quot;The Brain Trust&amp;quot; have not been fruitful. They have managed to disappear from our networks utterly. Unfortunately, We have no idea what they were up to. All we can do is hope it does not end up in enemy hands. The only good news is that we were able to track down their supply stash before they bolted. +2 Durantium, +500 Credits&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success&lt;br /&gt;
| Our military has managed to round up all the entire &amp;quot;Brain Trust&amp;quot; before they could bolt. After some not-so-friendly interrogation, we have discovered that they were planning on selling a new type of Durantium shielding to the highest bidder. +10 Malevolent, +5% Hit points to all ships &lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| We have just received word from the Military that their attempt to round up &amp;quot;The Brain Trust&amp;quot; did not go well. Not only did they manage to vanish from our surveillance, but they also infected our networks with a nasty virus that is playing havoc with our existing research project. Unfortunately, we still have no idea what they were up to. All we can do is hope it does not end up in enemy hands. -25% Research for 10 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Revolution ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | A small, but growing group of masked revolutionaries has been inciting protests and setting fire to government buildings. In the latest attack, the fire spread to a housing complex where two people were killed. The revolutionaries claim that the deaths were evidence that the state is too incompetent to keep fires from spreading, even though they admit to starting it. Global Effect: -10% Morale for 10 turns&lt;br /&gt;
|&#039;&#039;Invite the revolutionaries to meet and discuss governmental improvements.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Denounce the revolutionaries as criminals and task your police to bring them to trial.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Invite the revolutionaries to meet, and execute anyone who is fool enough to show up.&#039;&#039;&lt;br /&gt;
| Malevolent +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your meetings with the revolutionaries are productive and some new measures come out of the talks. Unfortunately this has also encouraged other radical groups to begin taking violent actions to attempt to get a seat at the table. And their carelessness leads to even more deaths. Global Effect: -10% Growth for 10 turns&lt;br /&gt;
|&#039;&#039;Allow everyone to speak directly with leaders so their ideas can be considered.&#039;&#039;&lt;br /&gt;
| Benevolent stat check, -5% Social Construction for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;End this cycle. Come down hard on the radical groups and make it clear this is not the way to get leverage.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;This was a mistake, jail them all, starting with the revolutionaries you just met with.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Your government becomes a model on how to value your citizens. One leader in particular becomes renown for his compassion, sincerity and insight. Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Giving in to violent radical groups has caused legitimate groups to be ignored. Many good ideas get lost and some peaceful organizations turn violent in an attempt to get moved to the front of the line. Where citizens used to write petitions, they now light fires. Global Effect: -10% Approval for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Your military comes down hard on the revolutionaries. They are quickly rounded up and their assets seized, providing a nice bonus for governmental coffers. +350 Credits&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| The radical groups aren&#039;t easily put down. A raid on a shipyard gains them control of a few military ships which they use to start attacking civilian vessels.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| The whiplash of supporting the revolutionaries to jailing them causes confusion among your citizens. Riots break out across your empire. But it will pass in time. Global Effect: -50% Morale for 5 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Despite the efforts of your police, the revolutionaries&#039; attacks become more frequent and more aggressive. The few that are caught have no knowledge of the larger organization, and the leaders remain active and at large. Many claim that your Police Commissioner is either incompetent, or complicit in his dealing with the revolutionaries. Global Effect: -10% Morale for 10 turns&lt;br /&gt;
|&#039;&#039;Increase the Commissioner&#039;s budget. He needs more resources to be successful.&#039;&#039;&lt;br /&gt;
| Benevolent stat check, -10% Income for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Have the Commissioner discreetly tracked to find out if these rumors are true.&#039;&#039;&lt;br /&gt;
| Pragmatic stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;The police have failed. Imprison the Commissioner and have the military take over the operation.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| The additional resources pay off. Your police put an end to the revolutionaries attacks and use the additional budget to roll out public safety measures across our worlds. Global Effect: +10% Reistance&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Weeks go by, and still no significant progress is made toward stopping the revolutionaries. For your citizens its more evidence for how ineffective your governments has become. Global Effect: -10% Morale for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Success &lt;br /&gt;
| Outside of watching some questionable reality streams, your Police Commissioner seems to be a typical citizen. It isn&#039;t until nearly a week later that he buys a transport ticket he doesn&#039;t use and heads into the nearby warehouse instead. That is where your agents catch him and all the revolutionary leaders planning their next attack. Your citizens applaud your success as the attacks end. Global Effect: +10% Morale for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Failure&lt;br /&gt;
| Your agents follow the Commissioner, but outside of watching some questionable reality streams, he appears to be a typical citizen. But the Commissioner must have noticed he was being followed because he disappears. Meanwhile the revolutionaries attacks intensify. For your citizens it&#039;s more evidence for how ineffective your government has become. Global Effect: -10% Morale for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| Military action ends the revolutionaries attacks, but your citizens question the heavy handed response. Either way there is no doubt that pulling the military for police actions steals time form their normal duties and may make our planets less safe against external threats. Global Effect: -10% Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The revolutionaries that show up for your meeting are publicly executed. Your police adopt equally draconian measures and soon friends and family members are reporting on each other in an attempt to avoid your &amp;quot;justice&amp;quot;. You are about to launch an inquisition to gather all the suspects when your Police Commissioner comes forward, reveals himself as the leader of the revolutionaries, and offers himself if you will show mercy to the revolutionary members.&lt;br /&gt;
|&#039;&#039;Accept the Commissioners deal. The revolution is broken, show leniency to his followers.&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;No deal. Each man is responsible for his own actions, and will be judged for what they have done.&#039;&#039;&lt;br /&gt;
| Pragmatic stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;No deal. Capture and execute the Commissioner, his followers, and a good number of those suspected of following him just to be sure.&#039;&#039;&lt;br /&gt;
| Malevolent stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. Graffiti artists paint his image on government buildings and his story reaches other civilizations. In some places it is so popular that it is the only thing they know about us. Global Effect: +25% Influence for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. His example encourages them to resist, violently if need be. Graffiti of his image is often left after an attack and used as an image to unite those that stand against you. Global Effect: -10% Approval for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Success &lt;br /&gt;
| With the traitorous Commissioner out of the way your police begin to round up revolutionaries. They are quickly rounded up and their assets seized. Providing a nice bonus for the governmental coffers. +600 Credits&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Failure&lt;br /&gt;
| With the traitorous Commissioner out of the way your police begin to round up revolutionaries. But the revolutionaries do not give up easily. As a last attempt to strike back they place bombs in our factories, crippling production. But their fight is short lived as your police finally gather up the last of them. Global Effect: -25% Social Construction for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| The revolution is put down violently. Even those suspected of complicity are jailed or executed. You have heard rumors that your citizens are unhappy with the way this was settled. But none of them will say it to your face. +30 Malevolent&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Capturing and executing so many revolutionaries, and those suspected of being revolutionaries causes more citizens to join their cause. Together they capture a shipyard and declare that they will defend themselves with force if need be. This is now a military action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue General ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | One of your most respected generals has begun a whisper campaign against your rule. He is infuriated that military spending isn&#039;t higher considering the threat of alien civilizations. He&#039;s gathering support quickly, and a coup is imminent.&lt;br /&gt;
|&#039;&#039;Reason with the general. Convince him to support your vision of a galactic empire.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Leave him be. Your subjects will never betray you.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Execute the fool.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | You summon the rogue general to your chambers, and make him answer for the rumors against him. He denies nothing, and despite your best efforts it is clear he&#039;s not likely to be persuaded.&lt;br /&gt;
|&#039;&#039;Leave him be. Your subjects will never betray you.&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Bribe the General.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check, -50 Credits&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Execute the fool.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Indeed, you are correct. Within days the general disappears, no doubt taken care of by one of your loyal subjects. All who know of the matter are quietly impressed with how you handled it. +10% Morale for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| You are only partially correct. Left to his own devices, the general raises many doubts about your rule. Some time later he is murdered by one of his own, as traitors know loyalty to no-one. But the damage is done. -10% Morale for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| The general is a vain sort, much given to the niceties of modern life. He is easily paid off, and soon becomes one of your strongest advocates. Unlocked new Crisis Manager &lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| The general takes your money, but taking this as a sign of weakness, only limits his rabble rousing somewhat. Every day your base of support gets chipped away further. -10% Morale for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success &lt;br /&gt;
| You order the traitor killed so that all know you are not to be crossed. The lesson is learned. As an added bonus, unraveling his estate results in a small boost to your treasury. +350 Credits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The general begins his coup. As you predicted, the vast majority of your servants remain loyal to your cause. But not all. Some are swayed by the general&#039;s word and they take control of some military ships to attempt to seize power.&lt;br /&gt;
|&#039;&#039;Leave them be. My people will soon see reason.&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Send troops in to stop the rebellion.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Give in to the General&#039;s demands and increase military spending.&#039;&#039;&lt;br /&gt;
| -10% Income, +5% Military&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Your subjects are as loyal as you&#039;d hoped, and soon exile the general beyond the borders of your empire entirely. If anything, the experience only strengthens their support for you. +10% Morale for 25 turns, +20 Benevolent&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Your subjects on {PLANETNAME} fall prey to the traitor&#039;s silver tongue. Though the colony remains ours, they will forever be poisoned against us. Permanent -25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Your troops easily quell the rebel forces on {PLANETNAME}, sustaining insignificant casualties in the process. Throughout the Empire, everyone learns the price of crossing you. Global Effect: +25% Morale and Influence for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Your troops quell the rebel forces, though not without significant civilian casualties. The media is flooded with scenes of destroyed schools, hospitals struggling to handle patients and the dead. Scenes of the destruction do not go over well around the Empire. Global Effect: -25% Morale and Influence for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| The general agrees to your proposal and toasts his success with his followers. Although any ongoing crisis has been averted, your citizens whisper that the government must be weak to allow a single rogue general to force policy. Global Effect: -5% Morale for 25 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The rogue general goes through weeks of a hotly contested military trial. He claims to be innocent and some witnesses change their testimony, and others simply disappear. The day before the verdict is announced you are told that the military panel doesn&#039;t have the evidence they need to find him guilty, even though most believe he was actively plotting a coup.&lt;br /&gt;
|&#039;&#039;Send someone to speak to the military panel. Perhaps they can be convinced.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Allow your scientists to examine the general&#039;s communication systems.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;In an Imperial government I don&#039;t need evidence. Have him found guilty and executed anyway.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Your consultant meets with each of the members of the Military panel and reviews all the evidence with them. He makes the case that even though there is no single piece of damning evidence, the mountain of odd meetings, lost messages, and suspicious trips adds up to compelling argument. When the verdict is announced you find that your consultant has done enough to convince the panel to find him guilty. Although the general scream&#039;s that this is unjust you rest easy knowing that you did not upset the scales of justice, even if you might have tipped them slightly in your favor. Global Effect: +5 Influence per Colony for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Your consultant meets with each of the members of the Military panel and reviews all the evidence with them. He makes the case that even though there is no single piece of damning evidence, the mountain of odd meetings, lost messages, and suspicious trips adds up to compelling argument. But in the end it isn&#039;t enough. The panel still finds the general innocent and he is released. He retires to {PLANETNAME} which immediately becomes poisoned against you, even though none of it can be traced back to him. Permanent -25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| One of your scientists discovers that the general met with a conspirator in a manufacturing plant, in a room where a furnace produced metal bars. The equipment is so precise, the voices in the room were enough to leave minute impressions on the hot metal. By measuring those impressions the scientist was able play back the conversation that happened in the room, and hear the evidence of the general planning his coup. Based on that evidence, the general is convicted. Your citizens applaud your fairness and the talent of your scientist in discovering the evidence. Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists spend days pouring over all the data that has been collected and end up accidentally deleting some of the transcripts. The court is annoyed by the delay and their incompetence. In the end they still find the General innocent and he is released. He retires to {PLANETNAME} which immediately becomes poisoned against you, even though none of it can be traced back to him. Permanent -25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| The Military panel&#039;s verdict is never announced and the testimony is classified. But the execution of the rogue general is widely covered by media as a warning to others that might plot against you. Most of your citizens don&#039;t even notice that the trial didn&#039;t conclude, but a few do feel like the court is only a puppet for your machinations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secession ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Millions of citizens have joined the Aspire Collective, a group of privately owned starbases designed to be homes to generations of their inhabitants. Now the Aspire Collective is declaring sovereignty, arguing that traditional laws grant sovereignty based on land ownership, and as they exist entirely in space, those laws do not apply to them. Our advisors counter that we control the space their starbases are in, and that siphoning off so many of our best citizens will weaken us and set a dangerous precedent.&lt;br /&gt;
|&#039;&#039;Allow them to have their independence.&#039;&#039;&lt;br /&gt;
| Benevolent +5, -10% Growth for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;They can be independent, but must provide tribute for existing within our borders.&#039;&#039;&lt;br /&gt;
| Pragmatic +5, +10% Income&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;They belong to the state, send in soldiers to make sure they understand this.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Reports of violent internal fighting have been coming from the Aspire Collective. Pirates are rumored to be trading at the base, and scarce resources have caused many to question their decision to leave our empire. Some campaign for reunification and have asked us to support their cause, though Aspire treats this as treason.&lt;br /&gt;
|&#039;&#039;Provide an ambassador and medical aid to those that support us.&#039;&#039;&lt;br /&gt;
| Benevolent +5, -50 Credits, Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;This situation will not be settled peacefully. Provide weapons to those that support us.&#039;&#039;&lt;br /&gt;
| Malevolent +5, Malevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Stay out of their internal politics, it is no longer our concern.&amp;lt;/&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Our ambassador stands with those protesting for reunification. He is beaten and arrested by Aspire police. When he is released he is warned to return to our worlds or he will be killed. Instead, he remains on the Aspire starbase. He speaks to the media and tells them when Aspire wanted freedom it was given to them. But when their people want to be heard, Aspire responded with violence. His story inspires the citizens of the starbase, and when Aspire leadership orders him killed, Aspire soldiers refuse to follow the command. Aspire leadership is overthrown and the starbase asks to rejoin our empire. Our ambassador becomes renown for his compassion and determination. Free Starbase, Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Despite our support, those campaigning to rejoin us are arrested for treason. Many comment that we freely allowed our citizens to join Aspire, but Aspire jailed those same citizens when they spoke about coming back. Despite our benevolence, Aspire is falling into authoritarian control and citizens are still leaving our worlds to join them. Pirate Starbase spawned&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| The conflict on Aspire&#039;s starbases turns violent and citizens are killed on both sides. With your weapons, the supporters of reunification manage to take the starbase. But not before Aspire military captures some star ships to escape in. Pirate Ships spawned, Free Starbase&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| The conflict on Aspire&#039;s starbases turns violent and citizens are killed on both sides. Though outnumbered, supporters of reunification do manage to capture a star ship and escape. But the starbase remains, and continues to draw citizens from nearby worlds. Pirate Starbase spawned, Free Frigate ship&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| Those campaigning to rejoin our empire are violently put down. Though we opted to allow them to go their own way, the pirates were not as ambivalent and now openly trade on Aspire starbases and raid nearby colonies. Pirate Starbase spawned, Pirate Ships spawned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | For a time our arrangement with the Aspire Collective went well. They provide a regular stipend and kept to themselves. But now their citizens are complaining about the lack of resources and blaming the stipend for making it impossible for them to provide for their own citizens. Now they have missed payment, and it doesn&#039;t look like they will be able to make payments anytime soon.&lt;br /&gt;
|&#039;&#039;The stipend is too high. Lower it to what they can afford.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Remove the stipend and have Aspire take government contracts instead.&#039;&#039;&lt;br /&gt;
| Pragmatic +5, Pragmatic stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Claim assets, by force, to make up for their debt.&#039;&#039;&lt;br /&gt;
| Malevolent +5, Military stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Success&lt;br /&gt;
| Though the complaints of a high stipend continue, the reduction in the amount has allowed Aspire to balance their books and begin providing services to their citizens. For now, they are stable and able to continue paying us. And they continue to recruit citizens from nearby worlds. Income Starbase spawned&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Success &lt;br /&gt;
| We begin funnelling small manufacturing jobs to Aspire, which they gladly do at cost in return for remaining within our borders. This improves the efficiency and production of all nearby shipyards and worlds. Manufacturing Starbase spawned&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Failure&lt;br /&gt;
| We begin funnelling small manufacturing jobs to Aspire, which they do at cost in return for remaining in our borders. Though this does improve our manufacturing productivity substantially, many question the inferior parts that Aspire provides and worry that using them on our military ships may lead to issues down the road. Manufacturing Starbase spawned, -10% Ship Hit Points for 100 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Aspire briefly attempts to stop our military from claiming the debt they owe us, but they are quickly put down. There is little they can do as our soldiers walk out with with enough cargo to repay their debt. Though they are good on their debt for now, they will not forget what we have done and will be problematic in the future. Pirate Starbase spawned, +300 Credits&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Aspire attempts to defend itself by firing on one of our ships, destroying it. They have delusions of grandeur, and will need to be put down. Pirate Starbase spawned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your soldiers maintain control for a few weeks. But a sudden uprising catches them off guard by newly armed Aspire troops. Before your soldiers can react, they are jailed. Now Aspire threatens that it won&#039;t release them until you agree to Aspire&#039;s sovereignty.&lt;br /&gt;
|&#039;&#039;Grant them independence in return for releasing the soldiers.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Send an ambassador to reason with Aspire leadership.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Launch a team to board the starbase and recover the imprisoned soldiers by force.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Failure&lt;br /&gt;
| Aspire releases the soldiers without incident and celebrate their independence. The news media is flooded with interviews with Aspire leaders looking victorious and talking about how they stood up to our empire, and forced us to back down. Cartoons of you grovelling to babies, pigeons and bowls of pudding become popular. This leads to more of our citizens emigrating from our worlds to join Aspire. Pirate Starbase spawned, -10% Morale for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Our ambassador offers only one option to Aspire leadership, release the held soldiers or no further talks will be held. He argues that until that is done, Aspire has declared war and the only response to that action will be military. It takes a few days before Aspire leadership comes around, but they do release our soldiers and real talks begin. In working closely with them, our ambassador works out a deal where they may remain as long as they purchase goods from nearby worlds. Aspire agrees and your ambassador is celebrated for his firm stance and negotiation skills. Income Starbase spawned, Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Days of talks go nowhere. Aspire leadership threatens to send one of our captured soldiers out of an airlock unless we give into their demands. Our ambassador stands firm and they follow through on their threat. We quickly recall our ambassador, one of our soldiers is dead. This is no longer a diplomatic matter. Pirate Starbase spawned, -25% Morale for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Our general was embarrassed that our soldiers were caught off guard. He makes up for it now. Ships attach to every docking port and heavily armored soldiers begin flooding into the starbase while a heavy warship floats above their shipyard waiting for movement. There are a few shots fired, but no casualties as your soldiers quickly overwhelm and capture the starbase. As our general walks onto the starbase, Aspire leaders are arrested. The starbase is fully under our control. Free Starbase, Unlocked new Crisis Manager &lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Our military was embarrassed that their soldiers were caught off guard. They make up for it now. Ships attach to a docking port and heavily armored soldiers begin flooding into the starbase. There are a few shots fired, and a few casualties but your soldiers overwhelm and capture the starbase. But not before Aspire leaders escape in ships and flee. Free Starbase, Pirate ships spawned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Simulation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Our researchers have come to a startling conclusion, that the entire galaxy is simply a simulation. Every solar system, planet, and citizen is merely a computer process and our entire existence is not reality.&lt;br /&gt;
|&#039;&#039;Attempt to contact the being that is controlling this simulation.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;To avoid panic, hide this information from the public.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Find the limits of the simulation, and exploit them.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your scientists have developed a massive transmitter than attempts to vibrate the universe at a quantum level. They say that the vibration is large enough that it should be noticed by outside observers, and probably won&#039;t destroy reality. What do we want our message to be?&lt;br /&gt;
|&#039;&#039;&amp;quot;Please give us a new world, a paradise to inhabit.&amp;quot;&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&amp;quot;Why are we here?&amp;quot;&#039;&#039;&lt;br /&gt;
| Pragmatic stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&amp;quot;Prove to us that you exist!&amp;quot;&#039;&#039;&lt;br /&gt;
| Malevolent stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Your scientists broadcast your message, &amp;quot;Please give us a new world, a paradise to inhabit.&amp;quot; There is no immediate reply and you begin to wonder if anyone heard your message, or if there was anyone to hear it. Then your scientists notice an uninhabited planet in a solar system you control. Though all recording and measurements claim it has always been there, no one recalls having noticed it before. Apparently your message did get through.&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists turn on the transmitter to beam its message from {PLANETNAME}. For a heartbeat a million dimensions can be seen overlapping each other, most burning or only cold emptiness. The atoms of every mountain, building and citizen of {PLANETNAME}, including those of the transmitter itself are shifted and collapse to more primal forms, water, radioactive air and dull grey ash. {PLANETNAME} Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Success &lt;br /&gt;
| Your scientists broadcast your message, &amp;quot;Why are we here?&amp;quot; You have your answer almost immediatly as a brief portal opens to another dimension, world or reality. Through it comes a ship unlike anything you have seen before, able to travel to the very edge of the known universe, maybe even beyond. Your citizens take to calling the ship, Messenger. Free &amp;quot;Messenger&amp;quot; Ship&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists turn on the transmitter to beam its message from {PLANETNAME}. For a heartbeat a million dimensions can be seen overlapping each other, most burning or only cold emptiness. The atoms of every mountain, building and citizen of {PLANETNAME}, including those of the transmitter itself are shifted and collapse to more primal forms, water, radioactive air and dull grey ash. {PLANETNAME} Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Your scientists broadcast your message, &amp;quot;Prove to us that you exist!&amp;quot; You have your answer almost immediately as a brief portal opens to another dimension, world or reality. Through it comes a ship unlike anything you have seen before, an incredible warship able to conquer civilizations on its own. The answer seems to be clear, whatever answered you from beyond this reality has clear intentions for you: conquest. Free &amp;quot;Retribution&amp;quot; Ship&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists broadcast your message, &amp;quot;Prove to us that you exist!&amp;quot; You receive your answer almost immediately. Apparently someone is listening, and they either hate you or they have a dark sense of humor. Your response is a series of meteors that shower down on {PLANETNAME} killing millions. At least now you have your proof. Population halved on {PLANETNAME}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your citizens continue to live their lives, oblivious to the simulation they are a part of. Meanwhile your scientists have begun to create a simulation of their own, one that contains its own worlds and virtual citizens.&lt;br /&gt;
|&#039;&#039;Make this simulation a paradise for the simulated citizens living in it.&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Release the simulation as a game for your citizens to enjoy.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Use this simulation to practice military techniques.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Despite your best efforts you cannot remove suffering entirely from your simulation. Unless every experience is the same, some are always better, and some are worse. There is always to joy and pain. Your philosophers consider this lesson carefully. +20 Benevolent, +20 Pragmatic, +20 Malevolent&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| In every simulation, no matter how perfect, the simulated citizens become depressed and depraved. Violence and apathy seem the outcome of every experiment and the only ultimate conclusion of life. Your scientists are deeply disturbed by these results. Global Effect: -25% Research for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Your game continues to grow and attract fans throughout the galaxy, becoming so popular that many ignore their daily lives to play. Global Effect: -10% Production, +25% Influence for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Despite the long hours and the hard work of your passionate designers, developers and artists your game doesn&#039;t become the massive blockbuster you hoped for. Instead you make about as much on the game as you spent developing it. Welcome to the gaming industry.&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| The military simulation displays clearly how military models of the last decade, and even those of the past few years are woefully out of date. Military strategy and capability is changing so quickly commanders training is nearly useless by the time they graduate. Fortunately our simulation allows us to adapt our strategy with each new development, and become more effective on the battlefield. Global Effect: Permanent +10% Soldiering and Resistence&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| The military simulation was going well, until containment failed and it took over one of our manufacturing facilities. By the time we stopped it it had already created a fleet of very aggressive warships.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your scientists theorize that time is constant only as we experience it. From the perspective of the simulation it runs in bursts. They speculate that if they can isolate an area in &#039;real-time&#039; they can cheat the simulation and take advantage of moments where the rest of galaxy is inactive.&lt;br /&gt;
|&#039;&#039;Isolate our research computers so that they can continue to process outside local time.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Create a field large enough to contain an entire ship, one that is unhindered by time.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;We risk damaging the galaxy itself with these efforts. Put a stop to them.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Isolating the research computers from local time was successful and capable of performing years of research in seconds. Until the day we saw dark shapes moving within the containment field. They were shaped like Thalans. But when we opened the containment field they were gone, as well as our equipment. Though we cannot continue our experiments, at least we have the research we gained while it was running. Finish Current Research&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists prepare a chamber to isolate their computer from local time. But their calculations are incorrect. When the field is switched on the computers and a large part of their lab disappear entirely, lost in some other reality. Perhaps someday in the future they will reappear. Until then a large amount of their research has been lost. Global Effect: -50% Research for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Other civilizations have noticed your new warship. They believe that by ignoring the laws of physics you risk damaging the galaxy itself. Global Effect: -2 Diplomacy. Free &amp;quot;Timeless&amp;quot; ship.&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| You scientists successfully manage to put a time field around a warship, allowing it to move at incredible speed. While they are still toasting their success your military displays its incompetance by underestimating the ships speed and pilot it right into a moon, destroying it in its first flight. Both your military and your scientists fall into screaming matches blaming each other for the tragedy. Global Effect: -25% Research and Military Construction for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Your ministers are impressed that you put the needs of the galaxy above your own. This inspires them to follow your example in their dealings with other factions. Global Effect: +2 Diplomacy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Monster ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | A terrifying space beast, larger than any vessel you&#039;ve ever seen, has appeared on the fringes of known space, heading in our direction. No-one knows what, if anything, it wants.&lt;br /&gt;
|&#039;&#039;Attempt to contact the creature. See if we can coexist peacefully.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Assemble a fleet to scare (or fight) it off.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Try to capture the beast.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The beast doesn&#039;t respond to any traditional communications protocols, though they do attract his attention. The monster soon changes course, coming straight towards our worlds.&lt;br /&gt;
|&#039;&#039;Redouble our efforts to communicate with it.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Make plans to fight it.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Evacuate the colony.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| At the very last moment, one of your scientists discovers the beast responds to neutrino emissions. You use those to lure it away from your colony and back out to deep space. The scientist becomes renowned for saving your worlds from the creature. Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| All attempts to communicate with the monster fail. When it reaches {PLANETNAME}, it destroys it easily, before returning back to the depths of space. {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Miraculously, your last minute defense works, not damaging the beast but startling it enough to send elsewhere, looking for easier prey. All involved in the fight learn some valuable lessons. Global Effect: +3 Ship Range&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| With so little time left to prepare a defense, your fleet has no chance. The creature easily destroys the colonial defenses and now its developed a hunger for our ships.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| You successfully evacuate all your citizens from {PLANETNAME}. With an unknown energy weapon, the beast quickly and messily destroys the colony. It returns to deep space, never to be seen again. {PLANETNAME} is Destroyed, Two Free Colony Ships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | You assemble a fleet to confront the beast, though it continues onward, undeterred. Eventually, you shoot it with the most powerful weapon in your arsenal. This attracts its attention. It diverts course to approach your fleet.&lt;br /&gt;
|&#039;&#039;Attempt to communicate with the thing.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Shoot it again. Harder.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Run away.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| As you frantically try to establish communications, the beast approaches and destroys one of your ships, releasing a neutrino burst. This catches the beast&#039;s attention. Thinking quickly, on of your generals carefully lures it away from the rest of the fleet using controlled neutrino bursts. This general&#039;s quick thinking makes him renown across your worlds. Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| All attempts to communicate fail. The beast overwhelms your defensive fleet before moving off in search of easier prey.&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Although your weapons do little damage, they do seem to discourage the beast. It changes course, heading away from your civilization in search of easier prey. Global Effect: +25% Morale 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| All attempts to ward off the beast fail. It overwhelms the colonial fleet and now it has developed a taste for our ships.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| You order all ships to retreat, scattering them. The beast attempts to pursue one of them but soon gets discouraged, and wanders off, away from your civilization.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | A research vessel approaches, and after much experimentation with explosives and electrical shocks, discovers the beast is drawn to neutrino emitters. Although it&#039;s hardly captured, you can now place bread crumbs to lead it around.&lt;br /&gt;
|&#039;&#039;Build a neutrino harness to control the creature.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Enslave the creature through pure strength of arms.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;This is too dangerous, lead the creature away.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| A neutrino trail draws the creature into your newly developed harness. It successfully attaches to the creature and as your entire civilization watches your scientists issue their first command to the creature. As your entire civilization watches the creature follows the commands, happily travelings and attacking anything your scientists point it toward. Free Space Monster&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| A neutrino trail draws the creature into your newly developed harness. It successfully attaches to the creature and as your entire civilization watches your scientists issue their first command to the creature. Apparently something in the harness malfunctions. Instead of being lead as expected the creature goes on a rampage, attacking everything in sight.&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| You fleets throw everything they have at the creatures. Space becomes a technicolor nightmare full of explosions, lasers and shrapnel. Though the creature resists the bombardment, it eventually succumbs, floating exhausted and injured in space. When you threaten to launch another volley the creature reacts, prodded along by your fleet. Free Space Monster&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| You fleets throw everything they have at the creatures. Space becomes a technicolor nightmare full of explosions, lasers and shrapnel. When the fireworks clear the creature still remains, and it is angry.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Using your neutrino bread crumbs, you lure the beast to the edge of known space. It wanders off.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Crises&amp;diff=7539</id>
		<title>Crises</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Crises&amp;diff=7539"/>
		<updated>2018-06-29T01:02:56Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Choice 1 route */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crises&#039;&#039;&#039; are special events introduced with the Intrigue expansion. Unlike other events they have multiple stages and can result in failure if specific conditions aren&#039;t met.&lt;br /&gt;
&lt;br /&gt;
== Apophis ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | A 370 meter diameter asteroid is heading toward one of our planets. Our scientists predict that impact with the asteroid will be an extinction level event for the planet. Amateur astronomers have begun tracking the asteroid and the media is causing a panic by reporting on the upcoming apocalypse.&lt;br /&gt;
|&#039;&#039;Focus production on building colony ships so that we can help citizens flee the planet.&#039;&#039;&lt;br /&gt;
| Benevolent +5, -50% All Construction for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Despite the protests of our scientists, attempt to land a team on the asteroid to detonate it.&#039;&#039;&lt;br /&gt;
| Pragmatic +10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Build a prototype ship powerful and fast enough to intercept the asteroid and destroy it.&#039;&#039;&lt;br /&gt;
| Malevolent +5, -50% All Construction for 10 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | We were able to build a colony ship in time. But not nearly enough for everyone to escape. Riots are breaking out as people fight to be included on the ship. How will we determine who will escape, and who will be left behind?&lt;br /&gt;
|&#039;&#039;No citizen deserves life more than any other. Hold a random lottery to determine who goes.&#039;&#039;&lt;br /&gt;
| Benevolent stat check, -5% Social Construction for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Send in our military to maintain control and evacuate our best citizens.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Keep the colony ship for ourselves. We might need it to repopulate the planet after the asteroid hits.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Each day more lottery winners are announced. Though your citizens understand that most will die they focus on the few that will live and manage to get the lottery winners to their colony ship safely. The memory of their sacrifice and compassion in the face of death is a story that is told across the universe. Global Effect: +25% Influence for 50 turns, free Colony ship, Destroy {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Each day, more lottery winners are announced. As the asteroid grows closer, when everyone can see the glowing tear of the asteroid in the night sky, society begins to crumble. It is all out rioting as the colony ship prepares to lift off. Citizens overwhelm the launch platforms and cling helplessly to the departing ship. They damage the colony ship so badly that it crashes shortly after takeoff, killing everyone on board. In the end, no one escapes {PLANETNAME}. Destroy {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Violent murders sweep {PLANETNAME} as citizens target those they feel will be given priority in an attempt to improve their own odds of being included. Thousands of scientists, inventors and entrepreneurs are killed before the military steps in to quarantine those selected to escape. When the colony ship takes off it represents our highest potential. Global Effect: +25% Research for 25 turns, free Colony ship, Destroy {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Your military fails. Some are corrupt and accept bribes, others weak and overwhelmed by mobs overcome by fear and desperation. By the end, no one escapes {PLANETNAME}. Destroy {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Your colony ship watches as the asteroid strikes {PLANETNAME}. The only people more stunned by your decision to have a method of escape standing by and not use it than the now vaporized citizens of {PLANETNAME}, are the poor wretches you have gathered to fill the colony ship to repopulate the still burning and radioactive planet. Global Effect: +20 Malevolent, free Colony ship, Destroy {PLANETNAME}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Despite considerable risk and almost impossible odds, your rescue team successfully landed on the oncoming asteroid and managed to detonate their explosives. Now we have five smaller asteroids hurtling toward {PLANETNAME}. We are still doomed.&lt;br /&gt;
|&#039;&#039;Start a cult worshipping the asteroid as a religious event. It may help keep people calm.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;That&#039;s a great start. Send up five rescue teams, one for each remaining asteroid.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Begin asking other civilizations to provide relief for what is about to occur.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Surprisingly, the cult picks up a massive following across many worlds. The galaxy watches as the asteroid strikes {PLANETNAME} as if it was a holy event. Though cataclysmic to life on {PLANETNAME}, many revere the ruined world as sacred, and the story of the asteroid strike becomes legendary across the galaxy. Unlocked new Crisis Manager, {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Surprisingly, the cult picks up a massive following across many worlds. Unfortunately they become a little to zealous about the massive amount of death that the asteroid caused, and they seek to follow its example by killing people on your worlds. Global Effect: -10% Growth for 50 turns, {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Science  &lt;br /&gt;
| Success &lt;br /&gt;
| The entire galaxy is stunned when your rescue teams each successfully manage to detonate each of the asteroid chunks into small enough pieces that they won&#039;t do significant damage to {PLANETNAME}. The outcome was so unlikely that other civilizations believe that it is just propaganda you created to support your space program. But the citizens of {PLANETNAME} know it is true, and they will never forget you. Permanent +25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| This may have been the worst plan ever attempted. Two of the rescue teams missed their asteroid chunks entirely. One blew itself up with the explosives and the last two were still on the asteroid attempting to set charges when it collided with {PLANETNAME}. But at least everyone was kept so busy with the ludicrous plan that they didn&#039;t have much time to worry about their impending doom. {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| As the asteroid strikes {PLANETNAME} other civilizations offer their sympathy. Unfortunately they offer little else. Global Effect: +2 Diplomacy, {PLANETNAME} is Destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Despite our best efforts production of the prototype ship designed to intercept the asteroid has fallen behind schedule. We will need to launch without all of our systems fully tested. What system should we focus on?&lt;br /&gt;
|&#039;&#039;Weapons, we will need to disintegrate the asteroid, not just fracture it into smaller pieces.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Engines, if we can&#039;t catch the asteroid, nothing else matters.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Shields, let&#039;s ram the asteroid at full speed and try to knock it off course.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Your prototype ship, codenamed Goliath, launches to intercept the oncoming asteroid. Deep in space the galaxy watches as what is little more than a massive laser cannon with an engine strapped to it closes in on the asteroid. Your scientists set Goliath to fly into the asteroid, reasoning that if the weapons aren&#039;t enough, maybe the impact with the ship will help. When they finally grow close enough Goliath fires and for a heartbeat the galaxy waits to find out the result. When the sensors update the asteroid is little more than dust and Goliath flies through the debris with little damage. Goliath is ready for its next mission. {PLANETNAME} is saved. Free Goliath Ship&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Your prototype ship, codenamed Goliath, launches to intercept the oncoming asteroid. Deep in space the galaxy watches as what is little more than a massive laser cannon with an engine strapped to it closes in on the asteroid. Your scientists set Goliath to fly into the asteroid, reasoning that if the weapons aren&#039;t enough, maybe the impact with the ship will help. When they finally grow close enough Goliath fires and for a heartbeat the galaxy waits to find out the result. When the sensors update they show that the asteroid hasn&#039;t suffered any significant damage. It crashed into Goliath first, and then {PLANETNAME}. There are no survivors. {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Your prototype ship, codenamed Archangel, launches to intercept the oncoming asteroid. The galaxy watches as it closes to weapons range, and the weapons fail to fire. Your scientists panic and then come up with a desperate plan. Archangel lands on the asteroid, and after firmly rooting itself puts its considerable engines on full force. The galaxy waits for long quiet minutes to see any result. Finally the sensors update and show that the asteroids trajectory has been changed and will no longer strike {PLANETNAME}. Your citizens cheer as Archangel detaches and awaits its next mission. Free Archangel Ship&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Your prototype ship, codenamed Archangel, launches to intercept the oncoming asteroid. The galaxy watches as it closes to weapons range, and the weapons fail to fire. Your scientists panic and then come up with a desperate plan. Archangel lands on the asteroid, and after firmly rooting itself puts its considerable engines on full force. The galaxy waits for long quiet minutes to see any result. When the sensors update the truth becomes clear. Archangel didn&#039;t have enough power to change the asteroids path. It is still attached to it when the asteroid strikes {PLANETNAME}. {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Your plan is successful and the asteroid is knocked off course when our prototype ship crashes into it. The ships pilots sacrificed their lives to save {PLANETNAME}. Across your worlds citizens cheer your success. Global Effect: +25% Morale for 25 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brain Parasites ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Some of your citizens have fallen prey to a native parasite which has taken over their mental functions. These parasites, using your own people as mouthpieces, would like a word with you.&lt;br /&gt;
|&#039;&#039;Communicate with the parasites.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Search for a cure.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Try to weaponize this creature.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The parasites inform you that your people are intruding on their world, where they have dwelled for many millennia. They wish us no harm, but instead desire to peacefully coexist with us. If we agree to this we&#039;ll gain an ally, but might lose control of the colony.&lt;br /&gt;
|&#039;&#039;Accept the parasites&#039; terms. A new ally is always welcome.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Search for a cure.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Destroy the entire colony.&#039;&#039;&lt;br /&gt;
| Malevolent +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| The parasites agree to terms with you, and sign a trade agreement. In short order, they have infested {PLANETNAME} and massively increase the research that planet provides. Permanent +50% Research on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Negotiations with the parasites proves problematic, and although they remain civil, they refuse to release their hold on the citizens of {PLANETNAME} and won&#039;t participate toward the colony&#039;s goals. Permanent -25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| After studying epidemiological data on how the parasites spread, one of your scientists finds a plant on {PLANETNAME} toxic to the brain parasites, and uses it to synthesize a cure, freeing your colonists from the command of the parasites while still retaining some of their unique knowledge. Your citizens applaud your scientist&#039;s brilliance. Unlocked new Crisis Manager &lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| The parasites are like nothing your researchers have seen before, and progress is slow. Eventually a chemical cocktail is discovered which cures the parasites, though it kills many colonists on {PLANETNAME} as well. -50% Population on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| Your ships turn their weapons on the colony, wiping it out as well as all known environs where the parasites were found. An extreme measure, but you have a world you can recolonize safely again. -50% Population on {PLANETNAME}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The parasites are like nothing you&#039;ve seen on your own world, and progress is slow. But eventually your researchers come up with a possible cure. The only side effect is it will wipe out the brain parasites, a clearly intelligent, sentient form of life, forever.&lt;br /&gt;
|&#039;&#039;Apply the cure to any citizen that shows symptoms.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Threaten the parasites, they will obey you, or you will use the cure.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Treat everyone, just to be safe.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Your scientists believe they have successfully detected all cases of the brain parasite on {PLANETNAME} and cured your citizens. Though some citizens suffer side effects, they are minimal and your citizens cheer your judgement and effectiveness. Permanent +25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists thought they detected all cases of the brain parasite. But they were wrong. Some escape and go into hiding, slowly spreading into new hosts and doing whatever they can to hinder your efforts on {PLANETNAME}. Permanent -30% Production on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| You can release the cure into the water supply or the air. A small demonstration of that brings the brain parasites immediately into line. Though few will be willing to travel to {PLANETNAME} now, the brain parasites command their hosts to spend long hours working in our research labs, to our benefit. Permanent +25% Research on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| The brain parasites are accustomed to controlling their hosts, not being controlled. They revolt at your threats and begin destroying the colony. Your scientists release the cure in response and they are put down. But not before some manage to hijack some ships to attack you with.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| Everyone on {PLANETNAME} is treated, just to be sure. As your scientists predicted some suffer debilitating side effects that will last for generations. But in the end the threat is extinguished. Permanent -25% Growth on {PLANETNAME}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | You successfully capture a few specimens of the parasite. A small canister filled with these things could easily contaminate thousands.&lt;br /&gt;
|&#039;&#039;Inform the galaxy of our new weapon.&#039;&#039;&lt;br /&gt;
| Malevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Secretly deploy it against one of our enemies.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Let&#039;s make a less powerful parasite. Just enough to make the infected happy.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Civilizations across the galaxy take great alarm at your new weapon. All will think twice about crossing us now. Global Effect: +2 Diplomacy&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Civilizations across the galaxy take great alarm at your new weapon. Unfortunately, this doesn&#039;t inspire fear so much as resolve to stop your villainy. Global Effect: -2 Diplomacy&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Your military slowly expose members of other civilizations to your captured brain parasites. They continue to live out their lives, pretending to be loyal citizens of their empires while secretly hosting parasites that make them loyal to you. Diplomats, merchants and soldiers all ready to end their facade and serve you when the time comes. This will certainly make it easier to invade enemy worlds. Global Effect: +25% Soldiering&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists hadn&#039;t accounted for the difference in alien physiology. After nearly a month the brain parasite loses control of the host putting them in a homicidal rage. Though they are never able to prove your involvement several civilizations note that the effected all came in contact with your agents a few weeks before going mad. Global Effect: -2 Diplomacy&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Your scientists are able to manufacture a weaker strain of the parasite that can&#039;t control the host, but can moderate their mood. You deploy them in tourist locations to create a feeling of euphoria. It makes your vacation spots the best in the universe. There are occasional homicidal rage induced side effects, but your scientists tell you that they are well within normal limits. Global Effect: +1% Tourism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brain Trust ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Our intelligence officers have uncovered a clandestine group of scientists calling themselves &amp;quot;The Brain Trust&amp;quot; that have been secretly working on a mysterious project. We have not been able to figure out what they are up to, but we do know that they are using our precious resources to do it.&lt;br /&gt;
|&#039;&#039;Offer to fund their little project, as long as they share any breakthroughs with us first.&#039;&#039;&lt;br /&gt;
| Benevolent +5, -250 Credits&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Try and infiltrate their group and find out what they are planning.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Break up their little group, and make sure they stay focused on our goals.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The Credits we have been pumping into &amp;quot;The Brain Trust&amp;quot; have bore fruit finally. They claim to have created a new type of Durantium Shielding, that should allow us to build a power plant that would substantially boost the Raw Production of any planet it is constructed on. We are having our researchers fact check their findings, but honestly the math is beyond anything they understand.&lt;br /&gt;
|&#039;&#039;Sounds risky, see if they can find a way to use this tech to improve our existing power systems.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;This news is concerning, and perhaps we should spend some more credits to make sure it is safe.&#039;&#039;&lt;br /&gt;
| -250 Credits&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Let&#039;s build the thing and see what happens, what could go wrong?&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success&lt;br /&gt;
| It appears &amp;quot;The Brain Trust&amp;quot; should have been called the &amp;quot;The Lame Trust&amp;quot;. After a more detailed review of their findings, we have discovered that most of the test results were fake. They were just after government funding so they could all retire to a pleasure planet outside of our borders. Despite this, we were able to salvage some of their research, and have been able to make our existing power systems slightly more efficient. +5% Raw production on all colonies&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| In an unfortunate turn of events, our fact checkers gave &amp;quot;The Brain Trust&amp;quot; the go-ahead to test their new technology on {PLANETNAME}. The results were not what we expected. In fact, the entire &amp;quot;Brain Trust&amp;quot; was killed when the power system they were testing exploded and the shock wave disintegrated them and all the surrounding civilians. -25% Raw production {PLANETNAME} for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Success&lt;br /&gt;
| The extra Credits we put into testing &amp;quot;The Brain Trusts&amp;quot; new power plant has paid off. If we had built it as designed, it probably would have worked, but it would have also vibrated the brains of all the all the surrounding colonists into some sort of grey pudding. With some work, we have been able to fix the issue. Yet the plant will not be quite as efficient, as the brain-melting version. Can now build the Durantium Matrix Power Plant&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Uncertain&lt;br /&gt;
| &amp;quot;The Brain Trust&amp;quot; has completed the design of their revolutionary new Durantium Matrix Power Plant. Everything appears safe to our scientists. The only member of our fact-checking team who was concerned with the numbers seems to have gone missing. His colleagues assure us that he probably just needed a vacation. Can now build the Durantium Matrix Power Plant&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Uncertain&lt;br /&gt;
| &amp;quot;The Brain Trust&amp;quot; has completed the design of their revolutionary new Durantium Matrix Power Plant. There are some concerns building it might have an adverse effect on colonies&#039; morale, but the production boost will probably make it worthwhile. The only member of our fact-checking team who was concerned with the numbers seems to have gone missing, but his colleagues assure us that he probably just needed a vacation. Can now build the Durantium Matrix Power Plant&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| The Durantium Matrix Power Plant has finally been completed. Our best scientists are quite frankly surprised that it is working just as &amp;quot;The Brain Trust&amp;quot; promised. The members of the Brain trust are now all famous and have begun lucrative lecture tours throughout our civilization. +10% Research to all colonies for 10 turns.&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| The Durantium Matrix Power Plant has finally been completed and is indeed producing record power levels. The bad news is that the amazing new Durantium Shielding resonates with the plant, providing a mind-numbing subsonic humming, which has made the colony we built it on absolutely miserable and crazy aggressive. Unfortunately, the unhappy colonist tracked down the members of the brain trust before we could set them the task fixing the problem.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | We have successfully infiltrated &amp;quot;the Brain Trust.&amp;quot; It appears that they have been appropriating Durantium in large quantities. They think they can create a new type of shielding for power planets. Our operatives think they are hoping to sell this tech to the highest bidder when they complete their research.&lt;br /&gt;
|&#039;&#039;Confront &amp;quot;The Brain Trust&amp;quot; and let them know they will be treated fairly, if they share this new technology with us.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Arrest &amp;quot;The Brain Trust.&amp;quot; Seize their research, and force them to refund the Durantium they embezzled.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Arrest them all. Squeeze what you can out of them and then execute them as a lesson to would-be thieves.&#039;&#039;&lt;br /&gt;
| Malevolent stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| With some diplomatic prodding, we were able to persuade &amp;quot;The Brain Trust&amp;quot; to come out of the shadows. They have shared their research with us and even told us the location of the Durantium that they embezzled. In return, we have agreed not to shoot them into space without a ship. +5% Research all colonies, +5 Pragmatic, +5 Durantium&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Our attempt to diplomatically confront &amp;quot;The Brain Trust&amp;quot; did not work out so well. The building they were hiding out in was accidentally disintegrated when one of our &amp;quot;negotiators&amp;quot; flipped a switch on one of their experiments. ` On the bright side, we did find the missing Durantium buried in the sub-basement. +5 Durantium&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| We have successfully rounded up &amp;quot;The Brain Trust&amp;quot; and were able to seize most of their research. Our scientists think it will be quite useful, allowing us to increase the output of our existing power systems substantially. However they seem to have sold off the Durantium they embezzled. +3% Raw Production all Colonies&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| We were able to arrest several members of &amp;quot;The Brain Trust.&amp;quot; Unfortunately, most of them managed to escape, along with the missing Durantium. We were able to capture some of their research. Yet without being able to interrogate the rest of the members, we will not be able to finalize their project. +1% Research all Colonies&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Our raid on &amp;quot;The Brain Trust&amp;quot; headquarters was successful. We even located our missing Durantium and after some &amp;quot;creative&amp;quot; interviews we were able to get some useful information out of each of the members before they lost the ability to talk. Our Researchers are very excited with the results and have already found several ways to implement the new Durantium shielding technologies. +5% Research all colonies, +10 Malevolent, +5 Durantium&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Unfortunately, our raid on &amp;quot;The Brain Trust&amp;quot; headquarters did not go as expected. One of the experimental devices they were working on was activated, and a strange shockwave disintegrated the building and its immediate surroundings. Our soldiers and all &amp;quot;The Brain Trust&amp;quot; members were instantly killed. Luckily we were able to find the missing Durantium. +5 Durantium, +5 Malevolent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | It appears that the group calling themselves the &amp;quot;The Brain Trust&amp;quot; has been continuing to work together remotely. They have taken our attempts to break them up personally and have become actively hostile. Our intelligence officers are of the opinion that they may be working on some sort of weapon.&lt;br /&gt;
|&#039;&#039;Send in our best negotiators to defuse the situation before it gets out of hand.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Set up surveillance on their communication. Find out what they are working on.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Arrest them all immediately, and find out what we can about the weapons project, by whatever means necessary.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Our negotiators have convinced &amp;quot;The Brain Trust&amp;quot; that they need to come forward with their work, by offering them immunity to espionage laws they may have broken. More surprisingly they have provided us with a new type of Durantium shielding that should allow us to create more robust hulls. +20% Hit points to all ships&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Our negotiators were not able to get &amp;quot;The Brain Trust&amp;quot; to surrender any of their research. Unfortunately, the group managed to disappear shortly after our attempted contact. We have no idea what they were up to. All we can do is hope it does not end up in enemy hands. +10 Benevolent&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Our surveillance of &amp;quot;The Brain Trust&amp;quot; has proven to be quite lucrative. Not only were we able to discover the location of some of the Durantium they have embezzled, but we have also found that they had developed a new type of Durantium Shielding that they intend to use to make more powerful Mass Driver technology. +1 Mass Driver Damage to all ships, +3 Durantium&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Our attempts to surveil &amp;quot;The Brain Trust&amp;quot; have not been fruitful. They have managed to disappear from our networks utterly. Unfortunately, We have no idea what they were up to. All we can do is hope it does not end up in enemy hands. The only good news is that we were able to track down their supply stash before they bolted. +2 Durantium, +500 Credits&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success&lt;br /&gt;
| Our military has managed to round up all the entire &amp;quot;Brain Trust&amp;quot; before they could bolt. After some not-so-friendly interrogation, we have discovered that they were planning on selling a new type of Durantium shielding to the highest bidder. +10 Malevolent, +5% Hit points to all ships &lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| We have just received word from the Military that their attempt to round up &amp;quot;The Brain Trust&amp;quot; did not go well. Not only did they manage to vanish from our surveillance, but they also infected our networks with a nasty virus that is playing havoc with our existing research project. Unfortunately, we still have no idea what they were up to. All we can do is hope it does not end up in enemy hands. -25% Research for 10 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Revolution ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | A small, but growing group of masked revolutionaries has been inciting protests and setting fire to government buildings. In the latest attack, the fire spread to a housing complex where two people were killed. The revolutionaries claim that the deaths were evidence that the state is too incompetent to keep fires from spreading, even though they admit to starting it. Global Effect: -10% Morale for 10 turns&lt;br /&gt;
|&#039;&#039;Invite the revolutionaries to meet and discuss governmental improvements.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Denounce the revolutionaries as criminals and task your police to bring them to trial.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Invite the revolutionaries to meet, and execute anyone who is fool enough to show up.&#039;&#039;&lt;br /&gt;
| Malevolent +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your meetings with the revolutionaries are productive and some new measures come out of the talks. Unfortunately this has also encouraged other radical groups to begin taking violent actions to attempt to get a seat at the table. And their carelessness leads to even more deaths. Global Effect: -10% Growth for 10 turns&lt;br /&gt;
|&#039;&#039;Allow everyone to speak directly with leaders so their ideas can be considered.&#039;&#039;&lt;br /&gt;
| Benevolent stat check, -5% Social Construction for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;End this cycle. Come down hard on the radical groups and make it clear this is not the way to get leverage.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;This was a mistake, jail them all, starting with the revolutionaries you just met with.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Your government becomes a model on how to value your citizens. One leader in particular becomes renown for his compassion, sincerity and insight. Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Giving in to violent radical groups has caused legitimate groups to be ignored. Many good ideas get lost and some peaceful organizations turn violent in an attempt to get moved to the front of the line. Where citizens used to write petitions, they now light fires. Global Effect: -10% Approval for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Your military comes down hard on the revolutionaries. They are quickly rounded up and their assets seized, providing a nice bonus for governmental coffers. +350 Credits&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| The radical groups aren&#039;t easily put down. A raid on a shipyard gains them control of a few military ships which they use to start attacking civilian vessels.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| The whiplash of supporting the revolutionaries to jailing them causes confusion among your citizens. Riots break out across your empire. But it will pass in time. Global Effect: -50% Morale for 5 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Despite the efforts of your police, the revolutionaries&#039; attacks become more frequent and more aggressive. The few that are caught have no knowledge of the larger organization, and the leaders remain active and at large. Many claim that your Police Commissioner is either incompetent, or complicit in his dealing with the revolutionaries. Global Effect: -10% Morale for 10 turns&lt;br /&gt;
|&#039;&#039;Increase the Commissioner&#039;s budget. He needs more resources to be successful.&#039;&#039;&lt;br /&gt;
| Benevolent stat check, -10% Income for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Have the Commissioner discreetly tracked to find out if these rumors are true.&#039;&#039;&lt;br /&gt;
| Pragmatic stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;The police have failed. Imprison the Commissioner and have the military take over the operation.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| The additional resources pay off. Your police put an end to the revolutionaries attacks and use the additional budget to roll out public safety measures across our worlds. Global Effect: +10% Reistance&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Weeks go by, and still no significant progress is made toward stopping the revolutionaries. For your citizens its more evidence for how ineffective your governments has become. Global Effect: -10% Morale for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Success &lt;br /&gt;
| Outside of watching some questionable reality streams, your Police Commissioner seems to be a typical citizen. It isn&#039;t until nearly a week later that he buys a transport ticket he doesn&#039;t use and heads into the nearby warehouse instead. That is where your agents catch him and all the revolutionary leaders planning their next attack. Your citizens applaud your success as the attacks end. Global Effect: +10% Morale for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Failure&lt;br /&gt;
| Your agents follow the Commissioner, but outside of watching some questionable reality streams, he appears to be a typical citizen. But the Commissioner must have noticed he was being followed because he disappears. Meanwhile the revolutionaries attacks intensify. For your citizens it&#039;s more evidence for how ineffective your government has become. Global Effect: -10% Morale for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| Military action ends the revolutionaries attacks, but your citizens question the heavy handed response. Either way there is no doubt that pulling the military for police actions steals time form their normal duties and may make our planets less safe against external threats. Global Effect: -10% Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The revolutionaries that show up for your meeting are publicly executed. Your police adopt equally draconian measures and soon friends and family members are reporting on each other in an attempt to avoid your &amp;quot;justice&amp;quot;. You are about to launch an inquisition to gather all the suspects when your Police Commissioner comes forward, reveals himself as the leader of the revolutionaries, and offers himself if you will show mercy to the revolutionary members.&lt;br /&gt;
|&#039;&#039;Accept the Commissioners deal. The revolution is broken, show leniency to his followers.&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;No deal. Each man is responsible for his own actions, and will be judged for what they have done.&#039;&#039;&lt;br /&gt;
| Pragmatic stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;No deal. Capture and execute the Commissioner, his followers, and a good number of those suspected of following him just to be sure.&#039;&#039;&lt;br /&gt;
| Malevolent stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. Graffiti artists paint his image on government buildings and his story reaches other civilizations. In some places it is so popular that it is the only thing they know about us. Global Effect: +25% Influence for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. His example encourages them to resist, violently if need be. Graffiti of his image is often left after an attack and used as an image to unite those that stand against you. Global Effect: -10% Approval for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Success &lt;br /&gt;
| With the traitorous Commissioner out of the way your police begin to round up revolutionaries. They are quickly rounded up and their assets seized. Providing a nice bonus for the governmental coffers. +600 Credits&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Failure&lt;br /&gt;
| With the traitorous Commissioner out of the way your police begin to round up revolutionaries. But the revolutionaries do not give up easily. As a last attempt to strike back they place bombs in our factories, crippling production. But their fight is short lived as your police finally gather up the last of them. Global Effect: -25% Social Construction for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| The revolution is put down violently. Even those suspected of complicity are jailed or executed. You have heard rumors that your citizens are unhappy with the way this was settled. But none of them will say it to your face. +30 Malevolent&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Capturing and executing so many revolutionaries, and those suspected of being revolutionaries causes more citizens to join their cause. Together they capture a shipyard and declare that they will defend themselves with force if need be. This is now a military action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue General ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | One of your most respected generals has begun a whisper campaign against your rule. He is infuriated that military spending isn&#039;t higher considering the threat of alien civilizations. He&#039;s gathering support quickly, and a coup is imminent.&lt;br /&gt;
|&#039;&#039;Reason with the general. Convince him to support your vision of a galactic empire.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Leave him be. Your subjects will never betray you.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Execute the fool.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | You summon the rogue general to your chambers, and make him answer for the rumors against him. He denies nothing, and despite your best efforts it is clear he&#039;s not likely to be persuaded.&lt;br /&gt;
|&#039;&#039;Leave him be. Your subjects will never betray you.&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Bribe the General.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check, -50 Credits&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Execute the fool.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Indeed, you are correct. Within days the general disappears, no doubt taken care of by one of your loyal subjects. All who know of the matter are quietly impressed with how you handled it. +10% Morale for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| You are only partially correct. Left to his own devices, the general raises many doubts about your rule. Some time later he is murdered by one of his own, as traitors know loyalty to no-one. But the damage is done. -10% Morale for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| The general is a vain sort, much given to the niceties of modern life. He is easily paid off, and soon becomes one of your strongest advocates. Unlocked new Crisis Manager &lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| The general takes your money, but taking this as a sign of weakness, only limits his rabble rousing somewhat. Every day your base of support gets chipped away further. -10% Morale for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success &lt;br /&gt;
| You order the traitor killed so that all know you are not to be crossed. The lesson is learned. As an added bonus, unraveling his estate results in a small boost to your treasury. +350 Credits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The general begins his coup. As you predicted, the vast majority of your servants remain loyal to your cause. But not all. Some are swayed by the general&#039;s word and they take control of some military ships to attempt to seize power.&lt;br /&gt;
|&#039;&#039;Leave them be. My people will soon see reason.&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Send troops in to stop the rebellion.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Give in to the General&#039;s demands and increase military spending.&#039;&#039;&lt;br /&gt;
| -10% Income, +5% Military&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Your subjects are as loyal as you&#039;d hoped, and soon exile the general beyond the borders of your empire entirely. If anything, the experience only strengthens their support for you. +10% Morale for 25 turns, +20 Benevolent&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Your subjects on {PLANETNAME} fall prey to the traitor&#039;s silver tongue. Though the colony remains ours, they will forever be poisoned against us. Permanent -25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Your troops easily quell the rebel forces on {PLANETNAME}, sustaining insignificant casualties in the process. Throughout the Empire, everyone learns the price of crossing you. Global Effect: +25% Morale and Influence for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Your troops quell the rebel forces, though not without significant civilian casualties. The media is flooded with scenes of destroyed schools, hospitals struggling to handle patients and the dead. Scenes of the destruction do not go over well around the Empire. Global Effect: -25% Morale and Influence for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| The general agrees to your proposal and toasts his success with his followers. Although any ongoing crisis has been averted, your citizens whisper that the government must be weak to allow a single rogue general to force policy. Global Effect: -5% Morale for 25 turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The rogue general goes through weeks of a hotly contested military trial. He claims to be innocent and some witnesses change their testimony, and others simply disappear. The day before the verdict is announced you are told that the military panel doesn&#039;t have the evidence they need to find him guilty, even though most believe he was actively plotting a coup.&lt;br /&gt;
|&#039;&#039;Send someone to speak to the military panel. Perhaps they can be convinced.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Allow your scientists to examine the general&#039;s communication systems.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;In an Imperial government I don&#039;t need evidence. Have him found guilty and executed anyway.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Your consultant meets with each of the members of the Military panel and reviews all the evidence with them. He makes the case that even though there is no single piece of damning evidence, the mountain of odd meetings, lost messages, and suspicious trips adds up to compelling argument. When the verdict is announced you find that your consultant has done enough to convince the panel to find him guilty. Although the general scream&#039;s that this is unjust you rest easy knowing that you did not upset the scales of justice, even if you might have tipped them slightly in your favor. Global Effect: +5 Influence per Colony for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Your consultant meets with each of the members of the Military panel and reviews all the evidence with them. He makes the case that even though there is no single piece of damning evidence, the mountain of odd meetings, lost messages, and suspicious trips adds up to compelling argument. But in the end it isn&#039;t enough. The panel still finds the general innocent and he is released. He retires to {PLANETNAME} which immediately becomes poisoned against you, even though none of it can be traced back to him. Permanent -25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| One of your scientists discovers that the general met with a conspirator in a manufacturing plant, in a room where a furnace produced metal bars. The equipment is so precise, the voices in the room were enough to leave minute impressions on the hot metal. By measuring those impressions the scientist was able play back the conversation that happened in the room, and hear the evidence of the general planning his coup. Based on that evidence, the general is convicted. Your citizens applaud your fairness and the talent of your scientist in discovering the evidence. Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists spend days pouring over all the data that has been collected and end up accidentally deleting some of the transcripts. The court is annoyed by the delay and their incompetence. In the end they still find the General innocent and he is released. He retires to {PLANETNAME} which immediately becomes poisoned against you, even though none of it can be traced back to him. Permanent -25% Morale on {PLANETNAME}&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| The Military panel&#039;s verdict is never announced and the testimony is classified. But the execution of the rogue general is widely covered by media as a warning to others that might plot against you. Most of your citizens don&#039;t even notice that the trial didn&#039;t conclude, but a few do feel like the court is only a puppet for your machinations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secession ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Millions of citizens have joined the Aspire Collective, a group of privately owned starbases designed to be homes to generations of their inhabitants. Now the Aspire Collective is declaring sovereignty, arguing that traditional laws grant sovereignty based on land ownership, and as they exist entirely in space, those laws do not apply to them. Our advisors counter that we control the space their starbases are in, and that siphoning off so many of our best citizens will weaken us and set a dangerous precedent.&lt;br /&gt;
|&#039;&#039;Allow them to have their independence.&#039;&#039;&lt;br /&gt;
| Benevolent +5, -10% Growth for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;They can be independent, but must provide tribute for existing within our borders.&#039;&#039;&lt;br /&gt;
| Pragmatic +5, +10% Income&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;They belong to the state, send in soldiers to make sure they understand this.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Reports of violent internal fighting have been coming from the Aspire Collective. Pirates are rumored to be trading at the base, and scarce resources have caused many to question their decision to leave our empire. Some campaign for reunification and have asked us to support their cause, though Aspire treats this as treason.&lt;br /&gt;
|&#039;&#039;Provide an ambassador and medical aid to those that support us.&#039;&#039;&lt;br /&gt;
| Benevolent +5, -50 Credits, Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;This situation will not be settled peacefully. Provide weapons to those that support us.&#039;&#039;&lt;br /&gt;
| Malevolent +5, Malevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Stay out of their internal politics, it is no longer our concern.&amp;lt;/&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Our ambassador stands with those protesting for reunification. He is beaten and arrested by Aspire police. When he is released he is warned to return to our worlds or he will be killed. Instead, he remains on the Aspire starbase. He speaks to the media and tells them when Aspire wanted freedom it was given to them. But when their people want to be heard, Aspire responded with violence. His story inspires the citizens of the starbase, and when Aspire leadership orders him killed, Aspire soldiers refuse to follow the command. Aspire leadership is overthrown and the starbase asks to rejoin our empire. Our ambassador becomes renown for his compassion and determination. Free Starbase, Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Despite our support, those campaigning to rejoin us are arrested for treason. Many comment that we freely allowed our citizens to join Aspire, but Aspire jailed those same citizens when they spoke about coming back. Despite our benevolence, Aspire is falling into authoritarian control and citizens are still leaving our worlds to join them. Pirate Starbase spawned&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| The conflict on Aspire&#039;s starbases turns violent and citizens are killed on both sides. With your weapons, the supporters of reunification manage to take the starbase. But not before Aspire military captures some star ships to escape in. Pirate Ships spawned, Free Starbase&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| The conflict on Aspire&#039;s starbases turns violent and citizens are killed on both sides. Though outnumbered, supporters of reunification do manage to capture a star ship and escape. But the starbase remains, and continues to draw citizens from nearby worlds. Pirate Starbase spawned, Free Frigate ship&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| Those campaigning to rejoin our empire are violently put down. Though we opted to allow them to go their own way, the pirates were not as ambivalent and now openly trade on Aspire starbases and raid nearby colonies. Pirate Starbase spawned, Pirate Ships spawned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | For a time our arrangement with the Aspire Collective went well. They provide a regular stipend and kept to themselves. But now their citizens are complaining about the lack of resources and blaming the stipend for making it impossible for them to provide for their own citizens. Now they have missed payment, and it doesn&#039;t look like they will be able to make payments anytime soon.&lt;br /&gt;
|&#039;&#039;The stipend is too high. Lower it to what they can afford.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Remove the stipend and have Aspire take government contracts instead.&#039;&#039;&lt;br /&gt;
| Pragmatic +5, Pragmatic stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Claim assets, by force, to make up for their debt.&#039;&#039;&lt;br /&gt;
| Malevolent +5, Military stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Success&lt;br /&gt;
| Though the complaints of a high stipend continue, the reduction in the amount has allowed Aspire to balance their books and begin providing services to their citizens. For now, they are stable and able to continue paying us. And they continue to recruit citizens from nearby worlds. Income Starbase spawned&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Success &lt;br /&gt;
| We begin funnelling small manufacturing jobs to Aspire, which they gladly do at cost in return for remaining within our borders. This improves the efficiency and production of all nearby shipyards and worlds. Manufacturing Starbase spawned&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Failure&lt;br /&gt;
| We begin funnelling small manufacturing jobs to Aspire, which they do at cost in return for remaining in our borders. Though this does improve our manufacturing productivity substantially, many question the inferior parts that Aspire provides and worry that using them on our military ships may lead to issues down the road. Manufacturing Starbase spawned, -10% Ship Hit Points for 100 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Aspire briefly attempts to stop our military from claiming the debt they owe us, but they are quickly put down. There is little they can do as our soldiers walk out with with enough cargo to repay their debt. Though they are good on their debt for now, they will not forget what we have done and will be problematic in the future. Pirate Starbase spawned, +300 Credits&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Aspire attempts to defend itself by firing on one of our ships, destroying it. They have delusions of grandeur, and will need to be put down. Pirate Starbase spawned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your soldiers maintain control for a few weeks. But a sudden uprising catches them off guard by newly armed Aspire troops. Before your soldiers can react, they are jailed. Now Aspire threatens that it won&#039;t release them until you agree to Aspire&#039;s sovereignty.&lt;br /&gt;
|&#039;&#039;Grant them independence in return for releasing the soldiers.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Send an ambassador to reason with Aspire leadership.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Launch a team to board the starbase and recover the imprisoned soldiers by force.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Failure&lt;br /&gt;
| Aspire releases the soldiers without incident and celebrate their independence. The news media is flooded with interviews with Aspire leaders looking victorious and talking about how they stood up to our empire, and forced us to back down. Cartoons of you grovelling to babies, pigeons and bowls of pudding become popular. This leads to more of our citizens emigrating from our worlds to join Aspire. Pirate Starbase spawned, -10% Morale for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| Our ambassador offers only one option to Aspire leadership, release the held soldiers or no further talks will be held. He argues that until that is done, Aspire has declared war and the only response to that action will be military. It takes a few days before Aspire leadership comes around, but they do release our soldiers and real talks begin. In working closely with them, our ambassador works out a deal where they may remain as long as they purchase goods from nearby worlds. Aspire agrees and your ambassador is celebrated for his firm stance and negotiation skills. Income Starbase spawned, Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| Days of talks go nowhere. Aspire leadership threatens to send one of our captured soldiers out of an airlock unless we give into their demands. Our ambassador stands firm and they follow through on their threat. We quickly recall our ambassador, one of our soldiers is dead. This is no longer a diplomatic matter. Pirate Starbase spawned, -25% Morale for 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Our general was embarrassed that our soldiers were caught off guard. He makes up for it now. Ships attach to every docking port and heavily armored soldiers begin flooding into the starbase while a heavy warship floats above their shipyard waiting for movement. There are a few shots fired, but no casualties as your soldiers quickly overwhelm and capture the starbase. As our general walks onto the starbase, Aspire leaders are arrested. The starbase is fully under our control. Free Starbase, Unlocked new Crisis Manager &lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| Our military was embarrassed that their soldiers were caught off guard. They make up for it now. Ships attach to a docking port and heavily armored soldiers begin flooding into the starbase. There are a few shots fired, and a few casualties but your soldiers overwhelm and capture the starbase. But not before Aspire leaders escape in ships and flee. Free Starbase, Pirate ships spawned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Simulation ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Our researchers have come to a startling conclusion, that the entire galaxy is simply a simulation. Every solar system, planet, and citizen is merely a computer process and our entire existence is not reality.&lt;br /&gt;
|&#039;&#039;Attempt to contact the being that is controlling this simulation.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;To avoid panic, hide this information from the public.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Find the limits of the simulation, and exploit them.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your scientists have developed a massive transmitter than attempts to vibrate the universe at a quantum level. They say that the vibration is large enough that it should be noticed by outside observers, and probably won&#039;t destroy reality. What do we want our message to be?&lt;br /&gt;
|&#039;&#039;&amp;quot;Please give us a new world, a paradise to inhabit.&amp;quot;&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&amp;quot;Why are we here?&amp;quot;&#039;&#039;&lt;br /&gt;
| Pragmatic stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&amp;quot;Prove to us that you exist!&amp;quot;&#039;&#039;&lt;br /&gt;
| Malevolent stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Your scientists broadcast your message, &amp;quot;Please give us a new world, a paradise to inhabit.&amp;quot; There is no immediate reply and you begin to wonder if anyone heard your message, or if there was anyone to hear it. Then your scientists notice an uninhabited planet in a solar system you control. Though all recording and measurements claim it has always been there, no one recalls having noticed it before. Apparently your message did get through.&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists turn on the transmitter to beam its message from {PLANETNAME}. For a heartbeat a million dimensions can be seen overlapping each other, most burning or only cold emptiness. The atoms of every mountain, building and citizen of {PLANETNAME}, including those of the transmitter itself are shifted and collapse to more primal forms, water, radioactive air and dull grey ash. {PLANETNAME} Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Success &lt;br /&gt;
| Your scientists broadcast your message, &amp;quot;Why are we here?&amp;quot; You have your answer almost immediatly as a brief portal opens to another dimension, world or reality. Through it comes a ship unlike anything you have seen before, able to travel to the very edge of the known universe, maybe even beyond. Your citizens take to calling the ship, Messenger. Free &amp;quot;Messenger&amp;quot; Ship&lt;br /&gt;
|-&lt;br /&gt;
| Pragmatic &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists turn on the transmitter to beam its message from {PLANETNAME}. For a heartbeat a million dimensions can be seen overlapping each other, most burning or only cold emptiness. The atoms of every mountain, building and citizen of {PLANETNAME}, including those of the transmitter itself are shifted and collapse to more primal forms, water, radioactive air and dull grey ash. {PLANETNAME} Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Your scientists broadcast your message, &amp;quot;Prove to us that you exist!&amp;quot; You have your answer almost immediately as a brief portal opens to another dimension, world or reality. Through it comes a ship unlike anything you have seen before, an incredible warship able to conquer civilizations on its own. The answer seems to be clear, whatever answered you from beyond this reality has clear intentions for you: conquest. Free &amp;quot;Retribution&amp;quot; Ship&lt;br /&gt;
|-&lt;br /&gt;
| Malevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists broadcast your message, &amp;quot;Prove to us that you exist!&amp;quot; You receive your answer almost immediately. Apparently someone is listening, and they either hate you or they have a dark sense of humor. Your response is a series of meteors that shower down on {PLANETNAME} killing millions. At least now you have your proof. Population halved on {PLANETNAME}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your citizens continue to live their lives, oblivious to the simulation they are a part of. Meanwhile your scientists have begun to create a simulation of their own, one that contains its own worlds and virtual citizens.&lt;br /&gt;
|&#039;&#039;Make this simulation a paradise for the simulated citizens living in it.&#039;&#039;&lt;br /&gt;
| Benevolent stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Release the simulation as a game for your citizens to enjoy.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Use this simulation to practice military techniques.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Success &lt;br /&gt;
| Despite your best efforts you cannot remove suffering entirely from your simulation. Unless every experience is the same, some are always better, and some are worse. There is always to joy and pain. Your philosophers consider this lesson carefully. +20 Benevolent, +20 Pragmatic, +20 Malevolent&lt;br /&gt;
|-&lt;br /&gt;
| Benevolent &lt;br /&gt;
| Failure&lt;br /&gt;
| In every simulation, no matter how perfect, the simulated citizens become depressed and depraved. Violence and apathy seem the outcome of every experiment and the only ultimate conclusion of life. Your scientists are deeply disturbed by these results. Global Effect: -25% Research for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Your game continues to grow and attract fans throughout the galaxy, becoming so popular that many ignore their daily lives to play. Global Effect: -10% Production, +25% Influence for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Despite the long hours and the hard work of your passionate designers, developers and artists your game doesn&#039;t become the massive blockbuster you hoped for. Instead you make about as much on the game as you spent developing it. Welcome to the gaming industry.&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| The military simulation displays clearly how military models of the last decade, and even those of the past few years are woefully out of date. Military strategy and capability is changing so quickly commanders training is nearly useless by the time they graduate. Fortunately our simulation allows us to adapt our strategy with each new development, and become more effective on the battlefield. Global Effect: Permanent +10% Soldiering and Resistence&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| The military simulation was going well, until containment failed and it took over one of our manufacturing facilities. By the time we stopped it it had already created a fleet of very aggressive warships.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | Your scientists theorize that time is constant only as we experience it. From the perspective of the simulation it runs in bursts. They speculate that if they can isolate an area in &#039;real-time&#039; they can cheat the simulation and take advantage of moments where the rest of galaxy is inactive.&lt;br /&gt;
|&#039;&#039;Isolate our research computers so that they can continue to process outside local time.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Create a field large enough to contain an entire ship, one that is unhindered by time.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;We risk damaging the galaxy itself with these efforts. Put a stop to them.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| Isolating the research computers from local time was successful and capable of performing years of research in seconds. Until the day we saw dark shapes moving within the containment field. They were shaped like Thalans. But when we opened the containment field they were gone, as well as our equipment. Though we cannot continue our experiments, at least we have the research we gained while it was running. Finish Current Research&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| Your scientists prepare a chamber to isolate their computer from local time. But their calculations are incorrect. When the field is switched on the computers and a large part of their lab disappear entirely, lost in some other reality. Perhaps someday in the future they will reappear. Until then a large amount of their research has been lost. Global Effect: -50% Research for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Other civilizations have noticed your new warship. They believe that by ignoring the laws of physics you risk damaging the galaxy itself. Global Effect: -2 Diplomacy. Free &amp;quot;Timeless&amp;quot; ship.&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| You scientists successfully manage to put a time field around a warship, allowing it to move at incredible speed. While they are still toasting their success your military displays its incompetance by underestimating the ships speed and pilot it right into a moon, destroying it in its first flight. Both your military and your scientists fall into screaming matches blaming each other for the tragedy. Global Effect: -25% Research and Military Construction for 10 turns&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Your ministers are impressed that you put the needs of the galaxy above your own. This inspires them to follow your example in their dealings with other factions. Global Effect: +2 Diplomacy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Monster ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | A terrifying space beast, larger than any vessel you&#039;ve ever seen, has appeared on the fringes of known space, heading in our direction. No-one knows what, if anything, it wants.&lt;br /&gt;
|&#039;&#039;Attempt to contact the creature. See if we can coexist peacefully.&#039;&#039;&lt;br /&gt;
| Benevolent +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Assemble a fleet to scare (or fight) it off.&#039;&#039;&lt;br /&gt;
| Pragmatic +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Try to capture the beast.&#039;&#039;&lt;br /&gt;
| Malevolent +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 1 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | The beast doesn&#039;t respond to any traditional communications protocols, though they do attract his attention. The monster soon changes course, coming straight towards our worlds.&lt;br /&gt;
|&#039;&#039;Redouble our efforts to communicate with it.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Make plans to fight it.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Evacuate the colony.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| At the very last moment, one of your scientists discovers the beast responds to neutrino emissions. You use those to lure it away from your colony and back out to deep space. The scientist becomes renowned for saving your worlds from the creature. Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| All attempts to communicate with the monster fail. When it reaches {PLANETNAME}, it destroys it easily, before returning back to the depths of space. {PLANETNAME} is Destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Miraculously, your last minute defense works, not damaging the beast but startling it enough to send elsewhere, looking for easier prey. All involved in the fight learn some valuable lessons. Global Effect: +3 Ship Range&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| With so little time left to prepare a defense, your fleet has no chance. The creature easily destroys the colonial defenses and now its developed a hunger for our ships.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Failure&lt;br /&gt;
| You successfully evacuate all your citizens from {PLANETNAME}. With an unknown energy weapon, the beast quickly and messily destroys the colony. It returns to deep space, never to be seen again. {PLANETNAME} is Destroyed, Two Free Colony Ships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 2 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | You assemble a fleet to confront the beast, though it continues onward, undeterred. Eventually, you shoot it with the most powerful weapon in your arsenal. This attracts its attention. It diverts course to approach your fleet.&lt;br /&gt;
|&#039;&#039;Attempt to communicate with the thing.&#039;&#039;&lt;br /&gt;
| Diplomacy stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Shoot it again. Harder.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Run away.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Success &lt;br /&gt;
| As you frantically try to establish communications, the beast approaches and destroys one of your ships, releasing a neutrino burst. This catches the beast&#039;s attention. Thinking quickly, on of your generals carefully lures it away from the rest of the fleet using controlled neutrino bursts. This general&#039;s quick thinking makes him renown across your worlds. Unlocked new Crisis Manager&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy &lt;br /&gt;
| Failure&lt;br /&gt;
| All attempts to communicate fail. The beast overwhelms your defensive fleet before moving off in search of easier prey.&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| Although your weapons do little damage, they do seem to discourage the beast. It changes course, heading away from your civilization in search of easier prey. Global Effect: +25% Morale 25 turns&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| All attempts to ward off the beast fail. It overwhelms the colonial fleet and now it has developed a taste for our ships.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| You order all ships to retreat, scattering them. The beast attempts to pursue one of them but soon gets discouraged, and wanders off, away from your civilization.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Choice 3 route ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Choice&lt;br /&gt;
! width=&amp;quot;33%&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; width=&amp;quot;33%&amp;quot; | A research vessel approaches, and after much experimentation with explosives and electrical shocks, discovers the beast is drawn to neutrino emitters. Although it&#039;s hardly captured, you can now place bread crumbs to lead it around.&lt;br /&gt;
|&#039;&#039;Build a neutrino harness to control the creature.&#039;&#039;&lt;br /&gt;
| Science stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Enslave the creature through pure strength of arms.&#039;&#039;&lt;br /&gt;
| Military stat check&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;This is too dangerous, lead the creature away.&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Choice&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Success &lt;br /&gt;
| A neutrino trail draws the creature into your newly developed harness. It successfully attaches to the creature and as your entire civilization watches your scientists issue their first command to the creature. As your entire civilization watches the creature follows the commands, happily travelings and attacking anything your scientists point it toward. Free Space Monster&lt;br /&gt;
|-&lt;br /&gt;
| Science &lt;br /&gt;
| Failure&lt;br /&gt;
| A neutrino trail draws the creature into your newly developed harness. It successfully attaches to the creature and as your entire civilization watches your scientists issue their first command to the creature. Apparently something in the harness malfunctions. Instead of being lead as expected the creature goes on a rampage, attacking everything in sight.&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Success &lt;br /&gt;
| You fleets throw everything they have at the creatures. Space becomes a technicolor nightmare full of explosions, lasers and shrapnel. Though the creature resists the bombardment, it eventually succumbs, floating exhausted and injured in space. When you threaten to launch another volley the creature reacts, prodded along by your fleet. Free Space Monster&lt;br /&gt;
|-&lt;br /&gt;
| Military &lt;br /&gt;
| Failure&lt;br /&gt;
| You fleets throw everything they have at the creatures. Space becomes a technicolor nightmare full of explosions, lasers and shrapnel. When the fireworks clear the creature still remains, and it is angry.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Success&lt;br /&gt;
| Using your neutrino bread crumbs, you lure the beast to the edge of known space. It wanders off.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Ideology&amp;diff=7538</id>
		<title>Ideology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Ideology&amp;diff=7538"/>
		<updated>2018-06-28T19:18:00Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* General Considerations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders ideology.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideology&#039;&#039;&#039; is one of the defining traits of an empire, defining whether they are Benevolent, Pragmatic, or Malevolent. Each of the three ideologies has twenty unlocks divided into four groups of similar focus. &lt;br /&gt;
&lt;br /&gt;
==Introduction: Unlocking Ideological Traits==&lt;br /&gt;
&lt;br /&gt;
Ideological traits are unlocked using points amassed through [[colonization events]], building [[Improvement |colony improvements]], and other decisions made throughout the game. Each ideology&#039;s points can only be used to unlock that ideology&#039;s traits - in order to turn a new leaf as a malignant galactic scourge, you&#039;ll need to practice what you preach.  When you make a choice for a particular event you will earn points only for that particular trait, as would be expected.&lt;br /&gt;
&lt;br /&gt;
Traits can be mixed and matched to create an unique ideological mix. In fact, focusing on a single type of ideology (absolute pragmatism, for instance) will rapidly increase the point cost of every unlock. See the General Considerations section below the tables for details.&lt;br /&gt;
&lt;br /&gt;
[[Category:Galactic Civilizations III ideologies]]&lt;br /&gt;
&lt;br /&gt;
== Ideology Tables ==&lt;br /&gt;
&lt;br /&gt;
The three ideology tables are presented below in somewhat abbreviated form for quick reference.  These tables can also be accessed in-game using the ideology tab in the main screen.  &lt;br /&gt;
&lt;br /&gt;
Abbreviations:  DoW Declaration of War; ZOC Zone of Control&lt;br /&gt;
&lt;br /&gt;
== Benevolent ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outreach&#039;&#039;&#039; || Pioneering - Free colony ship || Explorers - Class 10 planet || Prolific - Colonies start with 5 pop || Adept - Extra Tile for each Colony || Beacon - Class 16 planet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affinity&#039;&#039;&#039; || Elevated - Elevation Foundation unlocked || Dignified - Home World Morale +50% || Appreciative - First Five Colonies Receive +5 Morale || Noble - All colonies +50% Morale || Curious - All Starbases +10% Morale&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prominence&#039;&#039;&#039; || Eminence - Missionary Center unlocked || Admirable - Influence Growth +50% || Enticing - All planets or Starbases in our ZOC join us || Alluring - All Starbasess give +50% Influence || Radiant - All Planets +50% Influence Growth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enlightenment&#039;&#039;&#039; || Educated - +150 Research || Skilled - All Starbases +10% Research || Enriched - Temple of Enlightenment unlocked || Breakthrough - +300 Research || Quantum Leap - +600 Research, All Colonies +5 Research/turn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pragmatic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant || Prepared - Preparedness Center unlocked|| Favored - Anyone at War with Us Receives -25% Approval || Reserved - Enemy Ships/Sensors in our ZOC receive -25% Range || Cautious - All Planets +3 Ships || Watchful - Free Escort Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Builder || Constructive - 3 Free Constructors || Coordinated - Shipyard Decay over distance -50% || Inventive - Extra Module to Start Starbases || Resourceful - All Mining +2 || Efficient - All Construction Modules +1&lt;br /&gt;
|-&lt;br /&gt;
| Traders || Exporters - Trade Licences +1 || Merchants - Trade Income +25% || Luxury - Luxury Trade Routes enabled || Indispensable - Trade Route Diplomacy +0.5 || Shrewd - Diplomatic Trades for Credits +25%&lt;br /&gt;
|-&lt;br /&gt;
| Negotiator || Neutral - DoW Against You Impossible for 50 turns || Amiable - Diplomacy +1 || Arbiters - Arbitration Center unlocked || Popular - DoW on us Angers All Others || Venerable - Invasion of our Home World causes DoW On the Invader by Others Not Allied with the Invader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Malevolent ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Aggression|| Militaristic - Free Frigate Ship || Eager - Bonus Approval for Conquering Planets || Threatening - 5 Free Transports || Dangerous - Advanced Transports || Aggression - Free Overlord Ship, All Planets&lt;br /&gt;
|-&lt;br /&gt;
| Motivation || Intimidating - Intimidation Center unlocked || Relentless - Home World Production +10 || Ruthless - Military Manfacturing +100% || Implacable - Death Furnaces || Unforgiving - All Colonies +25 % Production&lt;br /&gt;
|-&lt;br /&gt;
| Greed || Uncharitable - Gross Income + 10% || Utilitarian - Class of first five worlds +1 || Tightfisted - Citadel of Revenue unlocked || Slave masters - Trade brings Slaves || Relentless - All Colonies increase the amount of Land Available&lt;br /&gt;
|-&lt;br /&gt;
| Awe || Scary - No penalty for Shared Borders || Feared - Minors Trade Value +50% || Unnerving - Enemy Ships in our ZOC -25% Hit Points || Exalted - Class 16 Planet Defects to You || Undaunted - Immune to Culture Flip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Details ==&lt;br /&gt;
&lt;br /&gt;
Some of the bonuses in the table unlock buildings, which require additional explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevation Foundation&#039;&#039;&#039;: Increases a single (1 per faction) colony&#039;s morale by 100% and grants 1 Benevolent ideology point each 5 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missionary Center&#039;&#039;&#039;: Increases influence and grants 1 Benevolent ideology point per Center constructed every 10 turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple of Enlightenment&#039;&#039;&#039;: Grants a 200% bonus to research for a single (1 per faction) colony and generates a Benevolent ideology point each turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparedness Center&#039;&#039;&#039;: Increases the defense of a colony and grants 1 Pragmatic ideology point every 10 turns per Center constructed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arbitration Center&#039;&#039;&#039;: Increases the Pragmatic reputation of the faction building it, and encourages other factions to have your faction arbitrate their disputes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intimidation Center&#039;&#039;&#039;: Increases the morale of a colony by 50% (+10% per level, +2 adjacency to Approval) and grants 1 Malevolent ideology point every 10 turns per Center constructed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel of Revenue&#039;&#039;&#039;: Increases income and grants a Malevolent ideology point every 5 turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Furnaces&#039;&#039;&#039;: Increases the &#039;&#039;&#039;raw&#039;&#039;&#039; production of a colony by 50% (+10% per level, +3 adjacency to Production and Research) and grants 1 Malevolent ideology point every turn. Extremely powerful since there are very few improvements that improve the raw production values before it gets allocated to manufacturing, research, and wealth.&lt;br /&gt;
&lt;br /&gt;
== General Considerations ==&lt;br /&gt;
&lt;br /&gt;
1.  Planning how to use the ideology table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galaxy Size and Density of Occupation&#039;&#039;&#039;:  The primary means to gain ideology points is the colonization process and the building of ideology producing buildings (which need be unlocked in the ideology table before they can be used).    If playing a small galaxy you may have few choices and they should be made with the understanding that you will be very unlikely to be able to unlock ideologies further into a particular section.   On the other hand, in a not too densely populated immense galaxy you may be able to unlock an entire table.   Plan accordingly.   In any event a critical issue is whether you can unlock the buildings that give ideology points over time.  If so you will get a steady, if slow stream of points; but if you cannot reach them to unlock you obtain nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time Dependent Value of Some Ideology Items&#039;&#039;&#039;:  Some ideology features vary a great in value depending on when they are unlocked.   For example, Benevolent - Enticing forces all colonies and starbases in your ZOC to convert to your faction.  It is important to realize that this is a one-shot, one-time opportunity.  Only enemy starbases and colonies in your ZOC at the time this bonus is unlocked will be affected:  anything afterward will not be affected.   Thus, if there are few or no enemy starbases or colonies in your ZOC unlocking this trait is not helpful.  On the other hand, unlocked at an appropriate time it can be a massive game-changer.    If you have a few colonies that you are just beginning to influence and if there are major or minor mining or other starbases in your ZOC the balance of power in the galaxy can change instantly.   Thus full awareness of the ideology table and its consequences at a particular point in the game is potentially vital.&lt;br /&gt;
&lt;br /&gt;
2.  Choosing Traits to Acquire.&lt;br /&gt;
&lt;br /&gt;
Ideology traits have a cost in points which increases as one unlocks various traits.   The first trait unlocked in the game will cost 10 points.  After the first trait, the each subsequent trait from the same ideology branch will cost an 10 additional points; so that if one first unlocks a benevolent trait, it will cost 10 points; the next benevolent trait will cost 20 points (assuming it is the next trait unlocked).   However, traits in other ideology branches will also have costs increased by 5 points whenever a trait is unlocked in a different branch.   Thus, if one unlocks a benevolent trait first for 10 points, to unlock the a pragmatic or malevolent trait  next will cost 15 points.  As a further example, suppose one unlocks a benevolent trait, then a pragmatic trait, and thirdly another benevolent trait.  The costs will 10, 15 (plus 5 for one trait unlocked in a different branch), and 25 (20 points for the second trait unlocked in a branch and 5 for one trait unlocked in a different branch) respectively.&lt;br /&gt;
&lt;br /&gt;
As another example to illustrate the difference in concentrating on a particular area as against choosing traits from different areas, if you choose to work only in the first row of the Benevolent Table, the cost of the first two traits would be 10 + 20 = 30 points.   To unlock one Benevolent trait and one Pragmatic trait the cost would be 10 + 15 or 25 points.  Thus you spend less points to unlock traits in two separate areas.   However, the strongest traits generally come later in the tables and, as for the Benevolent - Enticing trait discussed above, can have dramatic impacts.   It is reasonable that if you expect to earn a great many points that concentrating on individual rows of a particular area may serve  your purposes better despite the extra expense.  There are several entries in the ideology tables that involve buildings which yield a one time or a continuous addition of ideology points, besides having valuable characteristics as buildings themselves.   Unlocking these traits therefore suggest themselves.  As another example, consider the Temple of Enlightenment, which when built increases a colony&#039;s research output by 200% and yields 1 ideology point every 5 turns.   Combined in a colony with the a Technology Capital and other research buildings it can produce an enormous amount of research.  Thus, depending on your intended style of play, it pays to examine the ideology table and make plans as to the best use to make of it.   There is no &amp;quot;right&amp;quot; answer and many strategies are possible; but it is far better to set goals to aim for that agree generally with your other plans than to aimlessly pick a trait to unlock when each opportunity presents itself.    When you are offered a choice from a colony or galaxy event, for example, it is appropriate to have a idea of what you want to reach in the ideology table, rather than pay too much attention to the immediate benefits available at the time.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7537</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7537"/>
		<updated>2018-06-28T00:58:08Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added section on whether production is wasted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders startingtips.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve started a new game of GalCiv3. Now what? This page will walk you through the various setup options available in the game. If you’re new to these types of games, it is probably best to start by playing the Tutorial. If you’re unfamiliar with the term, “Sandbox mode” refers to being able to freely play the game without a pre-set story or campaign to drive it. This mode is recommended only after having a chance to experience the basics of the game.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Race Selection&amp;lt;/h2&amp;gt;&lt;br /&gt;
The “Choose Civilization” screen begins your choice-making process. Each race has its own unique traits and abilities and can affect how you build your civilizations and interact with other races. To create your own custom race, select the button and head to the Customize Civilization screen. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
To customize your own race, you will have to create a Leader. You can choose from a gallery of available images for your race or upload graphics of your own. The Race Overview section allows you to enter your race’s name, ship call signs, Homeworld name, beginning star system,  a racial description, and logo. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the “traits and abilities” section, you can choose how to continue to specialize your race. You begin with five available points to spend on traits. If you spend points on lessening traits, you will be able to reserve additional points to add to other traits available to you. For racial abilities, you will have your choice of any two from a large list. These abilities don’t really have a built-in “downside” and can be very powerful.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The “Appearance” section offers an assortment of options to customize the “look” of your race; things like ship styles, colors and textures, and race colors and themes for the interface can all be changed in this section. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Lastly, the “Personality” section allows you to select your tech tree and modify how your race will behave when controlled by the game’s AI. This includes ideology, character traits, goals, and priorities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Galaxy Type&amp;lt;/h2&amp;gt;&lt;br /&gt;
When you start a new game, you will have several options for customizing your galaxy. There are options for size, victory conditions, and allies/enemies. Depending on how long you want your game to last, you may want to start with some of the smaller galaxy sizes before moving onto the bigger ones. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The Galaxy Options section allows you to fully customize the contents of your galaxy. Star Systems determine how frequently stars and planets will be generated on the map. When determining your Star Systems, you have several different options to consider.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Star Frequency:&amp;lt;/strong&amp;gt; This determines how often you will find stars, which may or may not lead to more habitable planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Planet Frequency:&amp;lt;/strong&amp;gt; “Planet” refers to all worlds in the galaxy, both habitable and uninhabitable. This control will allow you to choose the overall frequency of planets in your galaxy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Habitable Planet Frequency:&amp;lt;/strong&amp;gt; These are planets you can colonize and can be valuable resources. Careful though, if you set them to be very frequent, you may spend all of your time and resources trying to colonize and not have time for anything else!&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extreme Planet Frequency:&amp;lt;/strong&amp;gt; These are planets that can be colonized but require special techs to do so.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Resources include the various types of bonuses and advancements that can be discovered. Each of these include their own drop-down menus that will set how often they appear.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Asteroid Frequency:&amp;lt;/strong&amp;gt; Asteroids often contain strategic resources like Durantium that you can mine. They also impede movement.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Nebulae:&amp;lt;/strong&amp;gt; Interstellar terrain that have global effects on ships as they travel through space, and also contain Elerium, a rare strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Black Hole Frequency:&amp;lt;/strong&amp;gt; Black holes are scary, but for those undaunted by them you can mine the resulting Antimatter as a strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Resource Frequency:&amp;lt;/strong&amp;gt; Each Resource allows you to build special, powerful components on prototype ships. Resources are:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Durantium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Elerium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Antimatter&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Promethion&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Thulium&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Precursor Relic Frequency:&amp;lt;/strong&amp;gt; These are ancient artifacts that when studied provide civilization-wide bonuses.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Ascension Crystal Frequency:&amp;lt;/strong&amp;gt; These are a special type of precursor artifact that, when studied, can unlock the secrets of ascending to a higher plane.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Anomaly Frequency:&amp;lt;/strong&amp;gt; Anomalies are artifacts and other unknown items that when surveyed unlock special rewards, such as ships, money, bonuses and techs.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
There are some interactions between these settings to be aware of.  Reducing black hole frequency will reduce the number of available antimatter resources, reducing nebula frequency will reduce elerium availability, reducing asteroid frequency will reduce durantium, and reducing planet frequency will reduce promethion and thulium.&lt;br /&gt;
&amp;lt;h2&amp;gt;Game Settings&amp;lt;/h2&amp;gt;&lt;br /&gt;
In this section, you have several options to select so that you can create the kind of map that you’d most enjoy. The menu options here are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galaxy Difficulty:&amp;lt;/strong&amp;gt; The overall difficulty of the map, which includes pirates and all the races. However, you can override this individually per race by making other adjustments in your game options or in the way you set up your game.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Game Pacing:&amp;lt;/strong&amp;gt; Makes the game play faster or slower by modifying things like production.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Research Rate:&amp;lt;/strong&amp;gt; Makes researching cheaper or more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pirates:&amp;lt;/strong&amp;gt; Adjust this to determine how many (if any) pirate bases will exist on your map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;United Planets Frequency:&amp;lt;/strong&amp;gt; This setting lets you determine how often the United Planets (the galactic government) meets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galactic Events:&amp;lt;/strong&amp;gt; Galactic Events are game-changing incidents that can alter the way your empire grows.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Minor Races:&amp;lt;/strong&amp;gt; Determines how many minor races will be in the galaxy. Minor races are civilizations that cannot expand into the galaxy, but can be valuable trade partners or allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Disable Tech Trading:&amp;lt;/strong&amp;gt; Enable this option to remove the feature for trading technologies with other races.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Opponents&amp;lt;/h2&amp;gt;&lt;br /&gt;
You can choose a pre-set race or a custom saved race to play against. You may also choose as many opponents as you want and set the difficulty levels for each enemy individually. Please note that if you are playing on a smaller map, you may not want to fill it to the brim with a bunch of hostile opponents! They’ll be all up in your neighborhood before you know it…&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Playing a Game&amp;lt;/h2&amp;gt;&lt;br /&gt;
Now that your galaxy is set up the way you like it, you can begin your game. At first glance, if you’re unfamiliar with these types of games, it seems very intimidating and overwhelming. The next section will cover some of the other basic things you need to know as you start your adventure across the Galaxy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Game Menu Bar&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Victory&amp;lt;/h4&amp;gt;&lt;br /&gt;
This screen gives you feedback on how close you are to winning for any of the victory conditions you have set for your current game.&lt;br /&gt;
&amp;lt;h4&amp;gt;Govern&amp;lt;/h4&amp;gt;&lt;br /&gt;
A handy repository of information, this button contains several tabs on different aspects of your empire.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Economy:&amp;lt;/strong&amp;gt; Allocate your production spending and balance your space budget.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Colonies:&amp;lt;/strong&amp;gt; Provides an at-a-glance reference for all colonized worlds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Commands:&amp;lt;/strong&amp;gt; Give orders to your shipyards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Trade:&amp;lt;/strong&amp;gt; View and manage your trade routes with other civilizations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Stats &amp;amp; Graphs:&amp;lt;/strong&amp;gt; Chart your development through the course of your game, and compare your progress with your rivals.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Technology&amp;lt;/h3&amp;gt;&lt;br /&gt;
This button is dedicated to all things Research; your available technology projects, descriptions of what benefits and unlocks they provide, what you&#039;re currently researching, and the complete tech tree for your perusal.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Ideology&amp;lt;/h3&amp;gt;&lt;br /&gt;
Through the course of the game, random events will present you with choices to shape the ideology of your civilization. Based on your choices, you will be awarded points in one of three categories: Benevolent, Pragmatic, or Malevolent. These points can be spent on Ideological Traits in this tab. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Diplomacy&amp;lt;/h3&amp;gt;&lt;br /&gt;
Keep track of alliances, relationships and wars between races. Establish treaties with your allies or participate in galactic politics through the governing body of the United Planets.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Designer&amp;lt;/h3&amp;gt;&lt;br /&gt;
Play ship architect here. Improve existing ship designs or build your own from scratch. As you unlock better technology, your improved components will be available to attach to your ships here.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is a lot to learning this game and others like it, but I find the best method is just to explore! Below are some tips and some frequently asked questions from beginners (including myself!) to help get you started.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Starting Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I know what to research first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
It depends on what you are wanting to do in the end game. Consider your various types of victories (Ideaologic, Warfare, Diplomatic, etc.) and try to spec toward that. In order to communicate with other species you encounter, we suggest researching Universal Translator first.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What do I build first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Some planets have special hexes or attributes that give bonuses to certain types of buildings. Keep an eye out for those as you start to settle on your planet. Building structures of the same type adjacent to one another will also yield a lot of bonuses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What kind of ships do I start with?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
You start with a colony ship, a survey ship (this ship has weapons and should probably hang around near your colony ship as you explore!), a scout ship, and a shipyard (where you can build more ships!). Each race has different names for their ships, but their types are all the same.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is Ideology?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There are certain types of ruling styles that can give you bonuses and new options as you play through a game. You can be a Benevolent, Pragmatic, or Malevolent ruler. Each style has its own advantages and disadvantages. As you make choices based on these leadership styles, new bonuses will become available to you on your Ideology tree.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I mine?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to mine resources (Durantium, Thulium, Promethean, Iridium, etc.), you must build a starbase using a Constructor type ship that is capable of building starbases. Once a Starbase is built, there are several options for specialization “rings” -- choose “Mining Ring” in order to mine resources within a certain radius of your starbase.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What else can a Starbase do?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Starbases have several other uses. They can expand your range, bolster your defenses, or improve your offenses. Your tech tree can unlock more Starbase options.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is an anomaly and why do I care?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Anomalies can have lots of great secrets locked away. Sometimes it comes in the form of extra money (and who doesn’t need more money?) or certain new options for Ideology or Research. Point is, take your survey ships and check them out when you find them!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What does a planet’s class mean?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Planets range from Class 1 all the way through Class 20. Class 20 planets are the best, while Class 1 planets are not as good for colonizing. You can increase a planet&#039;s class by researching terraforming technologies and building terraforming improvements, each of which adds a buildable tile to the planet.  A planet&#039;s class is also a limit to the population that can live there.  For example, a class 16 planet has a maximum population of 16.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is raw production?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Raw production is the base for your planet&#039;s production.  Each unit of raw production yields +1 social production, +1 ship production, +1 research, and +1 gross income. You can see these listed on the planet window in the tooltips for each production area as &amp;quot;Base Value&amp;quot; for social and ship production, &amp;quot;Base Research&amp;quot; for research, and &amp;quot;Income&amp;quot; for income.  The largest contributor to raw production is normally population, because each unit of population adds one to raw production.  Other sources of raw production are asteroid mines (which yield +1 if close by, less if further away), improvements such as the Central Mine, colony capitals, certain technologies (like Enhanced Production), and precursor anomalies.  In addition, technologies like Interstellar Governance (and its follow on techs) and high approval add percentage multipliers to raw production.  The Wealthy ability also adds +1 to raw production.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Things to Watch Out For&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Where are my resources going?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Despite having established a number of mining star bases and having a steady income of durantium, promethion, etc, you might suddenly find yourself running out of those resources for no apparent reason.  Indeed, some players have reported on the Stardock forums that they have gone from positive to negative totals in a single turn.  The most common cause of this is having &amp;quot;Auto-Upgrade Improvements&amp;quot; (in the planet Govern window) turned on for all of your planets.  Higher level upgrades of factories, for example, require durantium to build.  Thus researching a tech that enables such an upgrade can cause all factories on all your planets to queue an upgrade, draining durantium for each one.  If you don&#039;t mind the extra micro-management, it&#039;s a good idea to turn off Auto-Upgrade Improvements on every planet you colonize or conquer.  If you don&#039;t want to do that, at least be aware of the problem.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Why is my defeated opponent still there?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Normally when you successfully invade an opponent&#039;s last planet, you get a pop-up window telling you that the civilization has &amp;quot;been destroyed&amp;quot;.  Sometimes that doesn&#039;t happen though.  What that means is that you either overlooked some other planet that your enemy had colonized or invaded, or that they still have one or more colony ships or transports flying around somewhere in the galaxy.  In the latter cases it is still theoretically possible for the enemy to re-establish themselves on a new colony or invaded planet, so to completely defeat them you have to hunt down those ships and destroy them.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Why are my Steam factions not showing up?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Some people have reported that when they subscribe to factions or ship sets in Steam, they don&#039;t show up in the game.  If this happens to you, make sure to turn on the Steam overlay for GC3 and restart the game.  That should cause your subscriptions to resync.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Is production wasted?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Planetary and ship yard production points not used in completing the current project are not wasted, they are carried over to the next turn and applied to the next improvement/project or ship/mission.  This can cause your improvement or ship to be completed more quickly, but it is not possible to complete more than one improvement or ship in one turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The situation with research is not the same.  Research points not used researching the current technology are carried over to the next tech, but if you know how (and you are generating enough research points) you can research multiple technologies per turn. First, if you have enough research points to completely research a technology, the game will immediately complete it and prompt you for a new one.  Second, if you don&#039;t have enough points, but you are generating so many that you will have enough for your current and next technology on the same turn, you can go into the technology tree window and select a tech further down the tree.  If you have enough research you can complete a whole line in the tech tree this way.  Be aware, though, that if any of the techs in that line are specialization techs, the game will research the top choice unless you manually select it.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7536</id>
		<title>Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7536"/>
		<updated>2018-06-27T18:52:47Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Unrelenting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game.&lt;br /&gt;
&lt;br /&gt;
= Galactiv Civilizations III Abilities =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize tier 1 extreme worlds.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Amphibious&lt;br /&gt;
| Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Planets can adjust their planetary Production manually.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard production decays at half of the normal rate.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Entrepreneurs&lt;br /&gt;
| Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 100% more population than is brought on the Colony ship&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
| [http://www.galciv3.com/store#revengeofthesnathi Revenge of the Snathi DLC]&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| All starbases get the first module free. All ships are immune to Nebula&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic&lt;br /&gt;
| Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens.&amp;amp;nbsp;Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with tourism enabled and with extra credits (+2500bc)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Zealots&lt;br /&gt;
| Get an Ideology point each time you invade a planet (15 points to dominant Ideology)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crusade Abilities =&lt;br /&gt;
&lt;br /&gt;
Crusade changed, replaced, and added many abilities in the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize Aquatic, Frozen, and Barren worlds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Amphibious&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts. Recieves access to Precursor technologies.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| They&#039;re just very angry. Start with a military vessel.&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucrats&lt;br /&gt;
| Starts game with extra Administrators.&lt;br /&gt;
|-&lt;br /&gt;
| Certain&lt;br /&gt;
| Believes their philosophy should be universal. Has increased influence and special planet improvements.&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Removed; production sliders have been replaced by [[Citizens|Citizens]].&lt;br /&gt;
|-&lt;br /&gt;
| Conquerors&lt;br /&gt;
| Legions start at twice as good as everyone else&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| Cybernetic&lt;br /&gt;
| Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Determined&lt;br /&gt;
| Ships get +5 tiles of range.&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard and asteroid production decays at half of the normal rate.&lt;br /&gt;
|-&lt;br /&gt;
| Experienced&lt;br /&gt;
| All ships recieve 25% more experience points from battles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Entrepreneurs&#039;&#039;&lt;br /&gt;
| &#039;&#039;Replaced by Traders.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Heroic&lt;br /&gt;
| Starts with War College technology, bonuses to legions defending planets.&lt;br /&gt;
|-&lt;br /&gt;
| Hopeful&lt;br /&gt;
| Believes any civilization capable of space travel must be a potential friend. Higher morale on planets.&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research).&lt;br /&gt;
|-&lt;br /&gt;
| Inventive&lt;br /&gt;
| Starts with an Engineer citizen and a Constructor ship.&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds.&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases.&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 50% more population than is brought on the Colony ship. Population grows much faster.&lt;br /&gt;
|-&lt;br /&gt;
| Resourceful&lt;br /&gt;
| Starts with some useful resources.&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
|-&lt;br /&gt;
| Slavers&lt;br /&gt;
| Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world.&lt;br /&gt;
|-&lt;br /&gt;
| Sneaky&lt;br /&gt;
| Starts with Espionage technology.&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| Ships immune to nebula and has access to special Hyperion improvements.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Synthetic&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Time Travelers&lt;br /&gt;
| Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction.&lt;br /&gt;
|-&lt;br /&gt;
| Traders&lt;br /&gt;
| Starts with freighter, access to special trade related improvements, access to Acquisition technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits.&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip.&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with 1000 more credits. Planets start with an extra production point.&lt;br /&gt;
|-&lt;br /&gt;
| Xenophobic&lt;br /&gt;
| Not interested in expanding. Wants to build a small, secure empire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;List of what Abilities do&#039;&#039;&#039; =&lt;br /&gt;
Supplied by Starship_Trooper&lt;br /&gt;
[https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/ [INFO] Racial Abilities, all DLCs v3.01]&lt;br /&gt;
&lt;br /&gt;
== Adaptable ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Extreme Colonization&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Ultimate Adaptability&#039;&#039;&#039; tech (prereq: Biosphere Perfection)&lt;br /&gt;
* removes penalties from extreme worlds&lt;br /&gt;
* gives production bonus to extreme worlds &amp;lt;how much and what exactly?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Archive&#039;&#039;&#039; improvement (Xeno Research)&lt;br /&gt;
* Research +25%, Level: Research +1% per lvl, Adj: +3 to Research, costs 1 Promethion, one per player&lt;br /&gt;
&lt;br /&gt;
== Ancient ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 10 research points when surveying an anomaly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Precursor Artifacts&#039;&#039;&#039; (Approval, Culture, Economic and Manufacturing Relics also count as Research Relics; Research Relics do not get a bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Ascension Crystals&#039;&#039;&#039; (flat bonus depending on level: L1 = 1, L2 = 3, L3 = 6, L4 = 10, L5 = 15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Inherent Talent&#039;&#039;&#039; tech (prereq: Targeting Support)&lt;br /&gt;
* Accuracy +10%, Dodge +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Mysticism tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Mysticism&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Social Matrix&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Arnor&#039;&#039;&#039;: Research +5%, Influence +5%&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Dread Lords&#039;&#039;&#039;: Ship Construction +5%, Soldiering +5%&lt;br /&gt;
* &#039;&#039;&#039;Dark Energy Research&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Dark Energy Lab&#039;&#039;&#039; improvement: All Construction +15%, Research +15%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet (upgrades from Social Matrix)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Precursor Traditions tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Precursor Traditions&#039;&#039;&#039;: Maintenance -10%, Ship Construction +10%, Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Healing Hulls&#039;&#039;&#039;: Tactical Repair +2&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Intelligent Ships&#039;&#039;&#039;: Logistics requirement -20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Organic Materials&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Mysteries&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Precursor Protection Field&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet (only those that the ship already has) by (probably) 25%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Living Ships&#039;&#039;&#039;: Maintenance -100%, Tactical Repair +5&lt;br /&gt;
&lt;br /&gt;
== Angry ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a Small beam warship&lt;br /&gt;
&lt;br /&gt;
== Bureaucrats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 10 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Coordination Temple tech line (prereq: Environmental Engineering)&lt;br /&gt;
* &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039; improvement: Adj: +2 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Labor Mission&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Mission&#039;&#039;&#039; improvement: Adj: +3 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Coordination Temple)&lt;br /&gt;
* &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039; improvement: Adj: +4 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Labor Mission)&lt;br /&gt;
&lt;br /&gt;
== Certain ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +2 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 100 research points whenever it unlocks an Ideology trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Defensive Meditation&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +5%, Planetary Defence +5%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Souvenir Shop&#039;&#039;&#039; improvement (Interstellar Tourism)&lt;br /&gt;
* Gross Income +10%, Tourism Income +2%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Arnor Spice, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Healing Pools, Meditation Center, Communion Shrine, Shrine of Tandis, Drathian Temple&#039;&#039;&#039; and &#039;&#039;&#039;Shrine of the Mithrilar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colonizers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 1 Administration point when colonizing a planet&lt;br /&gt;
&lt;br /&gt;
== Conquerors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Ship Construction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Soldiering +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 2500 credits whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
== Cybernetic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Mechanic&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* global pool only&lt;br /&gt;
* +1 to Moves, +1% to Research per level &amp;lt;bugged?&amp;gt;&lt;br /&gt;
* no promotions&lt;br /&gt;
&lt;br /&gt;
== Determined ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Range +5 (bugged: does not give range bonus)&lt;br /&gt;
&lt;br /&gt;
== Devout ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 4 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; whenever it unlocks an Ideology trait all planets receive 100 influence points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Krynniac Conversion&#039;&#039;&#039; tech (prereq: Pilgrimage)&lt;br /&gt;
* Tourism Income +25%, Influence +25%&lt;br /&gt;
* can train &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
** +10% to Influence when in global pool&lt;br /&gt;
** +30% to Influence and +1 to Influence per level when assigned to planet&lt;br /&gt;
** no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;The Path&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Temple&#039;&#039;&#039; improvement: Morale +2, Influence +0.1, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Ministry&#039;&#039;&#039; improvement: Morale +15%, Influence +15%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +2%, Adj: +3 to Approval / Influence / Tourism, one per player&lt;br /&gt;
* &#039;&#039;&#039;The Calling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Mission&#039;&#039;&#039; improvement: Morale +4, Influence +0.2, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Temple)&lt;br /&gt;
* &#039;&#039;&#039;The Order&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Order&#039;&#039;&#039; improvement: Morale +6, Influence +0.3, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Mission)&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Sanctuary&#039;&#039;&#039; improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +3%, Adj: +4 to Approval / Influence / Tourism, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;The Way&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Oracle&#039;&#039;&#039; improvement: Morale +10%, Influence +10%, Level: Morale +1 / Influence +1% per lvl, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Leadership&#039;&#039;&#039;: Influence +25%&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Bliss&#039;&#039;&#039;: Morale +25%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Jihad tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Jihad&#039;&#039;&#039;: Beam / Kinetic / Missile attack +10%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Shadow Warriors&#039;&#039;&#039;: Soldiering +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Devout Defenders&#039;&#039;&#039;: Planetary Defense +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Steadfast Faith&#039;&#039;&#039;: Rebellion Points +15&lt;br /&gt;
* &#039;&#039;&#039;Divine Fleets&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Divine Temple Module&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet by 50%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Undaunted Crews&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Righteous Strength&#039;&#039;&#039;: Armor Rating / Shield Strength / Point Defense +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path of Shadows tech line (prereq: Cultural Influence)&lt;br /&gt;
* &#039;&#039;&#039;The Path of Shadows&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
** &#039;&#039;&#039;Shadow Temple&#039;&#039;&#039; improvement: Diplomacy +0.5, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Enforcers&#039;&#039;&#039;: Morale +0.3&lt;br /&gt;
** &#039;&#039;&#039;Enforcement Temple&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +3 to Wealth, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Trade&#039;&#039;&#039;: Trade Route Income +25%, Trade Licenses Max +2&lt;br /&gt;
&lt;br /&gt;
== Diplomatic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Diplomacy +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Majesty&#039;&#039;&#039; tech (prereq: Eminence)&lt;br /&gt;
* Diplomacy +1.0&lt;br /&gt;
* allows assimilation treaties &amp;lt;do these exist?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Galactic Council&#039;&#039;&#039; improvement (Universal Translator)&lt;br /&gt;
* grants a Diplomat citizen, Influence +1, Level: Influence +1 per lvl, Adj: +4 to Influence, one per galaxy&lt;br /&gt;
&lt;br /&gt;
== Discreet ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives a random tier 1 mercenary upon discovering bazaar&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; shipyard and asteroid mines decay reduced by 50%&lt;br /&gt;
&lt;br /&gt;
== Experienced ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships gain 25% more experience&lt;br /&gt;
&lt;br /&gt;
Heroic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;War College&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Planetary Resistance +25%&lt;br /&gt;
&lt;br /&gt;
== Hopeful ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Morale +1&lt;br /&gt;
&lt;br /&gt;
== Intuitive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 50 Research points (auto-assigned to Universal Translator + Xeno Commerce)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Data Center&#039;&#039;&#039; improvement at game start&lt;br /&gt;
* Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Anthropology tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Anthropology&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Xeno Anthropology Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.1, Level: Influence +1% per lvl, Adj: +1 to Tourism / Influence / Wealth / Approval, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Adaptive Anthropology&#039;&#039;&#039;: Diplomacy +1.0&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Educational Anthropology&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Economic Anthropology&#039;&#039;&#039;: Gross Income +10%&lt;br /&gt;
* &#039;&#039;&#039;Universal Outreach&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Universal Outreach Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.2, Level: Influence +1% per lvl, Adj: +2 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Xeno Anthropology Center)&lt;br /&gt;
* &#039;&#039;&#039;Future Studies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Future Studies Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.3, Level: Influence +1% per lvl, Adj: +3 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Universal Outreach Center)&lt;br /&gt;
&lt;br /&gt;
== Inventive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Constructor ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Zero Gravity Construction&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
== Knowledgeable ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts knowing the homeworld locations of all major and minor civilizations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Gravitonics tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Gravitonics&#039;&#039;&#039;: Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Offensive Gravitonics&#039;&#039;&#039;: Beam / Missile / Kinetic Weapon Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Defensive Gravitonics&#039;&#039;&#039;: Shield System / Point Defense / Armor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; System Gravitonics&#039;&#039;&#039;: Drive / Life Support / Sensor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Manipulation&#039;&#039;&#039;: Capacity +15%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Mastery&#039;&#039;&#039;: Capacity +20%&lt;br /&gt;
&lt;br /&gt;
== Paranoid ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; planets, shipyards and starbases get 2 interceptor drones when defending&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Molecular Fabrication tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Molecular Fabrication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Molecular Fabricator&#039;&#039;&#039; improvement: All Construction +5%, Research +5%, Level: All Construction +1% per lvl, Adj: +2 to All Construction / Research, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Manufacturing&#039;&#039;&#039;: Social Construction +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Farming&#039;&#039;&#039;: Food +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Computers&#039;&#039;&#039;: Research +5%&lt;br /&gt;
* &#039;&#039;&#039;Industrial Replication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Industrial Replicator&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% per lvl, Adj: +3 to All Construction / Research, costs 1 Promethion / 1 Durantium, one per planet (upgrades from Molecular Fabricator)&lt;br /&gt;
&lt;br /&gt;
== Prolific ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets 50% bonus population on colonization &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +20%&lt;br /&gt;
&lt;br /&gt;
== Resourceful ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives resources at game start: 2 Durantium, 2 Hyper Silicates&lt;br /&gt;
&lt;br /&gt;
== Scavengers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; after winning a battle each enemy ship has a 25% chance of being captured&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Vicious&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +10%, Resistance +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Recovery tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Recovery&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, Mining +1.0, Strategic Repair +10%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Research Scavenging&#039;&#039;&#039;: Research +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Structural Scavenging&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Smart Scavenging&#039;&#039;&#039;: Strategic Repair +15%&lt;br /&gt;
* &#039;&#039;&#039;Creative Recycling&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, All Construction +10%&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Scavengers&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
&lt;br /&gt;
== Slavers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 15 points of its predominant Ideology whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Slave Master&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* no effect when in global pool&lt;br /&gt;
* All Construction +25% when assigned to planet&lt;br /&gt;
* no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Slaveling Recycling tech line (prereq: Soil Reclamation)&lt;br /&gt;
* &#039;&#039;&#039;Slaveling Recycling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slave Recycler&#039;&#039;&#039; improvement: Food +10%, Level: Food +1% per lvl, Adj: +2 to Population, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Protein Resequencing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Protein Resequencer&#039;&#039;&#039; improvement: Food +20%, Level: Food +1% per lvl, Adj: +3 to Population, one per planet (upgrades from Slave Recycler)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;no access to Food Distribution, Xeno Irrigation, Biomass Resequencing&#039;&#039; or &#039;&#039;Bio Replication&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Garrison&#039;&#039;&#039; improvement (Xeno Combat Techniques)&lt;br /&gt;
* Resistance +50%, Level: Ship Construction +1% / Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Computer Core, Central Bank, Starport, Space Elevator, Factory, Xeno Factory, Mega Factory, Manufacturing Center&#039;&#039; or &#039;&#039;Industrial Sector&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Work Camp, Forced Labor Camp, Slave Camp, Slave Works, Devil&#039;s Forge, Slave Pit, Slave Mill&#039;&#039;&#039; and &#039;&#039;&#039;Slave Factory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Xeno Research Laboratory, Research Institute, Research Center, Research Academy, Discovery Sphere&#039;&#039; or &#039;&#039;Technological Capital&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Research Chamber, Research Stockade, Research Motivator, Research Extractor&#039;&#039;&#039; and &#039;&#039;&#039;Research Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Fighting Pit, Arena, Slaughtertorium&#039;&#039;&#039; and &#039;&#039;&#039;Hunting Grounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sneaky ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Espionage&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
== Starfaring ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships and starbases are immune to nebula effects &amp;lt;can they build starbases in nebulae?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Logistics System&#039;&#039;&#039; improvement (Interstellar Logistics)&lt;br /&gt;
* Logistics per ship -1 to sponsored Shipyard, Level: Logistics +1 per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shrinker&#039;&#039;&#039; improvement (Zero Gravity Construction)&lt;br /&gt;
* Capacity +10%, Level: Capacity +1% per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Supply System&#039;&#039;&#039; improvement (Life Support)&lt;br /&gt;
* Ship Range +10% to sponsored Shipyard, Level: Ship Range +5% to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shipyard&#039;&#039;&#039; improvement (Hull Strengthening)&lt;br /&gt;
* Hitpoints +5 to sponsored Shipyard, Level: Hitpoints +1 to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&lt;br /&gt;
== Time Travelers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Stellar Folding, Large Scale Construction&#039;&#039;&#039; and &#039;&#039;&#039;Eminence&#039;&#039;&#039; techs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Weapons tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Weapons&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Beam Shifting&#039;&#039;&#039;: Beam Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Missile Shifting&#039;&#039;&#039;: Missile Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Kinetic Shifting&#039;&#039;&#039;: Kinetic Accuracy +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Phasing tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Phasing&#039;&#039;&#039;: Dodge +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Shield Phasing&#039;&#039;&#039;: Shield Strength +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Point Defenses&#039;&#039;&#039;: Point Defense +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Armor&#039;&#039;&#039;: Armor Rating +10%&lt;br /&gt;
&lt;br /&gt;
== Traders ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Freighter ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Trade Licenses Max +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Post&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +10%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Center&#039;&#039;&#039; improvement (Galactic Trade)&lt;br /&gt;
* Trade Route Value +25%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Post)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Capital&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +100%, Influence +25%, Level: Trade Route Value +5% per lvl, Adj: +3 to Wealth / Tourism, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Trade Focus tech line (prereq: Galactic Trade)&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Tariffs&#039;&#039;&#039;: Trade Route Value +20%&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Route Focus&#039;&#039;&#039;: Trade Licenses Max +1&lt;br /&gt;
* &#039;&#039;&#039;Galactic Facilitation&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Customs Office&#039;&#039;&#039; improvement: Trade Route Value +50%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Center)&lt;br /&gt;
** &#039;&#039;&#039;Trading Hub&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 2 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Trade Masters&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Galactic Bazaar&#039;&#039;&#039; improvement: civ-wide Trade Route Value +25%, Level: civ-wide Trade Route Value +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Elerium / 1 Arnor Spice, one per galaxy&lt;br /&gt;
** &#039;&#039;&#039;Trading Mecca&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 4 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Marketing tech line (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Marketing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Store&#039;&#039;&#039; improvement: Influence +0.1, Gross Income +15%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per planet&lt;br /&gt;
** &#039;&#039;&#039;Galactic Showcase&#039;&#039;&#039; improvement: Influence +50%, Gross Income +50%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per galaxy &amp;lt;bugged? bonuses actually civ-wide?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Commerce&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Center&#039;&#039;&#039; improvement: Influence +0.2, Gross Income +20%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +2 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Store)&lt;br /&gt;
* &#039;&#039;&#039;Marketing Masters&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium World&#039;&#039;&#039; improvement: Influence +0.5, Gross Income +25%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +3 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Center)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Acquisitions tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Acquisitions&#039;&#039;&#039;: Starbase Range +2, grants 1 Small warship &amp;lt;is this correct?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Weapons Quality&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Defense Quality&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Ship Quality&#039;&#039;&#039;: Hitpoints +10%&lt;br /&gt;
&lt;br /&gt;
== Unrelenting ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Invasions never cost credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Black Market&#039;&#039;&#039; tech (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Black Market&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Research / Social Construction, one per planet (bugged: only accessible if both Unrelenting and Slavers)&lt;br /&gt;
== Unwavering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Rebellion Points +20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Unbroken Spirit tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Unbroken Spirit&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Discipline&#039;&#039;&#039;: Dodge +20%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Trance&#039;&#039;&#039;: Beam / Kinetic / Missile Damage Resistance +20%&lt;br /&gt;
&lt;br /&gt;
== Vigilant ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Starbase Range +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships in any starbase&#039;s ZOC are granted +1 to those attacks that they already have&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;all starbases start out with +1 to all attacks and +10 to all defenses (this is actually worse than other cultures, default is 6/8/6/5/5/5)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starbases decrease speed of enemy ships in their ZOC &amp;lt;which starbases and by how much?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Interstellar Navigation tech line (prereq: Interstellar Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Navigation&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Navigation Center&#039;&#039;&#039; improvement: Moves +1, Adj: +1 to Social Construction / Influence, costs 1 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigation Network&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigation Network&#039;&#039;&#039; improvement: Moves +1, Adj: +2 to Social Construction / Influence, costs 2 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigational Expertise&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigators Guild&#039;&#039;&#039; improvement: Moves +1, Adj: +3 to Social Construction / Influence, costs 4 Techapod, one per galaxy&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Stellar Forge tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039; improvement: Ship Construction +4, Hitpoints +10% to sponsored Shipyard, Ship Maintenance -10% to sponsored Shipyard, Level: Ship Construction +1 per lvl, Adj: +1 to Social Construction / Ship Construction / Research, costs 1 Xanthium, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Enhancement&#039;&#039;&#039;: Hitpoints +4&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Fortification&#039;&#039;&#039;: all ships Maintenance -25%&lt;br /&gt;
* &#039;&#039;&#039;Robust Hull Construction&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Hull Integrity Generator&#039;&#039;&#039; ship component: increases ship repair speed &amp;lt;by how much?&amp;gt;, Hitpoints +10, mass 1, costs 1 Durantium&lt;br /&gt;
** &#039;&#039;&#039;Arcean Hull Reinforcement&#039;&#039;&#039; ship component: Hitpoints +15, mass 1, costs 1 Durantium&lt;br /&gt;
* &#039;&#039;&#039;Hull Repair Systems&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Structural Enhancement Field&#039;&#039;&#039; fleet support component: grants Tactical Repair +1 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
** &#039;&#039;&#039;Repair Drones&#039;&#039;&#039; fleet support component: grants Tactical Repair +2.5 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Territorial Reinforcement tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Territorial Reinforcement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Starbase Fortification Module&#039;&#039;&#039; starbase improvement: Shield Strength / Armor Rating / Point Defense +5, costs 1 Elerium / 1 Antimatter / 1 Thulium&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Reinforcement&#039;&#039;&#039;: all starbases get +50 Hitpoints&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Guardians&#039;&#039;&#039;: all starbases get 2 interceptor drones&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Interstellar Defense Module&#039;&#039;&#039; starbase improvement: Move Cost -25% to own ships, Move Cost +25% to enemy ships in ZOC, costs 1 Durantium / 1 Elerium / 1 Thulium / 1 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Battle Coordination&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +20%&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Defense Coordination&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +20%&lt;br /&gt;
* &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; fleet support component: increases the attack of all ships in fleet by 15%, reduces the defense of all enemy ships by 15%, can be put multiple times on a ship, mass 5, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; starbase improvement: increases the attack of all ships in starbase&#039;s ZOC by 25%, reduces the defenses of all enemy ships in starbase&#039;s ZOC by 25%, costs 2 Durantium / 2 Elerium / 2 Antimatter / 2 Thulium / 2 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Geology tech line (prereq: Biosphere Perfection)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Geology&#039;&#039;&#039;: colony Maintenance -5%, Morale +1&lt;br /&gt;
* &#039;&#039;&#039;Weather Control&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Center&#039;&#039;&#039; improvement: Raw Production +15%, Maintenance -15%, Morale +15%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039; improvement: Raw Production +30%, Maintenance -30%, Morale +30%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / +2 to Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet (upgrades from Weather Control Center)&lt;br /&gt;
&lt;br /&gt;
== Warriors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Range +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Damage Resistance +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; improvement: Planetary Defense +25%, Resistance +25%, Level: &amp;lt;?&amp;gt;, Adj: +2 to Social Construction / Influence / Ship Construction, costs 1 Xanthium Deposit, one per planet&lt;br /&gt;
&lt;br /&gt;
== Wealthy ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1000 additional credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 to Raw Production&lt;br /&gt;
&lt;br /&gt;
== Xenophobic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Social Production +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Research +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Production -50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Influence -95%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Dream Conclave&#039;&#039;&#039; improvement (Cultural Influence)&lt;br /&gt;
* Morale +10%, Influence +25%, Research +25%, Level: Morale +1 per lvl, Adj: +3 to Approval / Influence / Research, costs 5 Arnor Spice / 5 Promethion, one per player&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7535</id>
		<title>Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7535"/>
		<updated>2018-06-27T18:51:32Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Prolific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game.&lt;br /&gt;
&lt;br /&gt;
= Galactiv Civilizations III Abilities =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize tier 1 extreme worlds.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Amphibious&lt;br /&gt;
| Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Planets can adjust their planetary Production manually.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard production decays at half of the normal rate.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Entrepreneurs&lt;br /&gt;
| Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 100% more population than is brought on the Colony ship&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
| [http://www.galciv3.com/store#revengeofthesnathi Revenge of the Snathi DLC]&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| All starbases get the first module free. All ships are immune to Nebula&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic&lt;br /&gt;
| Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens.&amp;amp;nbsp;Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with tourism enabled and with extra credits (+2500bc)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Zealots&lt;br /&gt;
| Get an Ideology point each time you invade a planet (15 points to dominant Ideology)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crusade Abilities =&lt;br /&gt;
&lt;br /&gt;
Crusade changed, replaced, and added many abilities in the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize Aquatic, Frozen, and Barren worlds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Amphibious&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts. Recieves access to Precursor technologies.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| They&#039;re just very angry. Start with a military vessel.&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucrats&lt;br /&gt;
| Starts game with extra Administrators.&lt;br /&gt;
|-&lt;br /&gt;
| Certain&lt;br /&gt;
| Believes their philosophy should be universal. Has increased influence and special planet improvements.&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Removed; production sliders have been replaced by [[Citizens|Citizens]].&lt;br /&gt;
|-&lt;br /&gt;
| Conquerors&lt;br /&gt;
| Legions start at twice as good as everyone else&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| Cybernetic&lt;br /&gt;
| Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Determined&lt;br /&gt;
| Ships get +5 tiles of range.&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard and asteroid production decays at half of the normal rate.&lt;br /&gt;
|-&lt;br /&gt;
| Experienced&lt;br /&gt;
| All ships recieve 25% more experience points from battles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Entrepreneurs&#039;&#039;&lt;br /&gt;
| &#039;&#039;Replaced by Traders.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Heroic&lt;br /&gt;
| Starts with War College technology, bonuses to legions defending planets.&lt;br /&gt;
|-&lt;br /&gt;
| Hopeful&lt;br /&gt;
| Believes any civilization capable of space travel must be a potential friend. Higher morale on planets.&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research).&lt;br /&gt;
|-&lt;br /&gt;
| Inventive&lt;br /&gt;
| Starts with an Engineer citizen and a Constructor ship.&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds.&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases.&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 50% more population than is brought on the Colony ship. Population grows much faster.&lt;br /&gt;
|-&lt;br /&gt;
| Resourceful&lt;br /&gt;
| Starts with some useful resources.&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
|-&lt;br /&gt;
| Slavers&lt;br /&gt;
| Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world.&lt;br /&gt;
|-&lt;br /&gt;
| Sneaky&lt;br /&gt;
| Starts with Espionage technology.&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| Ships immune to nebula and has access to special Hyperion improvements.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Synthetic&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Time Travelers&lt;br /&gt;
| Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction.&lt;br /&gt;
|-&lt;br /&gt;
| Traders&lt;br /&gt;
| Starts with freighter, access to special trade related improvements, access to Acquisition technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits.&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip.&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with 1000 more credits. Planets start with an extra production point.&lt;br /&gt;
|-&lt;br /&gt;
| Xenophobic&lt;br /&gt;
| Not interested in expanding. Wants to build a small, secure empire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;List of what Abilities do&#039;&#039;&#039; =&lt;br /&gt;
Supplied by Starship_Trooper&lt;br /&gt;
[https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/ [INFO] Racial Abilities, all DLCs v3.01]&lt;br /&gt;
&lt;br /&gt;
== Adaptable ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Extreme Colonization&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Ultimate Adaptability&#039;&#039;&#039; tech (prereq: Biosphere Perfection)&lt;br /&gt;
* removes penalties from extreme worlds&lt;br /&gt;
* gives production bonus to extreme worlds &amp;lt;how much and what exactly?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Archive&#039;&#039;&#039; improvement (Xeno Research)&lt;br /&gt;
* Research +25%, Level: Research +1% per lvl, Adj: +3 to Research, costs 1 Promethion, one per player&lt;br /&gt;
&lt;br /&gt;
== Ancient ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 10 research points when surveying an anomaly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Precursor Artifacts&#039;&#039;&#039; (Approval, Culture, Economic and Manufacturing Relics also count as Research Relics; Research Relics do not get a bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Ascension Crystals&#039;&#039;&#039; (flat bonus depending on level: L1 = 1, L2 = 3, L3 = 6, L4 = 10, L5 = 15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Inherent Talent&#039;&#039;&#039; tech (prereq: Targeting Support)&lt;br /&gt;
* Accuracy +10%, Dodge +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Mysticism tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Mysticism&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Social Matrix&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Arnor&#039;&#039;&#039;: Research +5%, Influence +5%&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Dread Lords&#039;&#039;&#039;: Ship Construction +5%, Soldiering +5%&lt;br /&gt;
* &#039;&#039;&#039;Dark Energy Research&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Dark Energy Lab&#039;&#039;&#039; improvement: All Construction +15%, Research +15%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet (upgrades from Social Matrix)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Precursor Traditions tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Precursor Traditions&#039;&#039;&#039;: Maintenance -10%, Ship Construction +10%, Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Healing Hulls&#039;&#039;&#039;: Tactical Repair +2&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Intelligent Ships&#039;&#039;&#039;: Logistics requirement -20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Organic Materials&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Mysteries&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Precursor Protection Field&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet (only those that the ship already has) by (probably) 25%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Living Ships&#039;&#039;&#039;: Maintenance -100%, Tactical Repair +5&lt;br /&gt;
&lt;br /&gt;
== Angry ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a Small beam warship&lt;br /&gt;
&lt;br /&gt;
== Bureaucrats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 10 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Coordination Temple tech line (prereq: Environmental Engineering)&lt;br /&gt;
* &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039; improvement: Adj: +2 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Labor Mission&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Mission&#039;&#039;&#039; improvement: Adj: +3 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Coordination Temple)&lt;br /&gt;
* &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039; improvement: Adj: +4 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Labor Mission)&lt;br /&gt;
&lt;br /&gt;
== Certain ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +2 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 100 research points whenever it unlocks an Ideology trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Defensive Meditation&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +5%, Planetary Defence +5%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Souvenir Shop&#039;&#039;&#039; improvement (Interstellar Tourism)&lt;br /&gt;
* Gross Income +10%, Tourism Income +2%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Arnor Spice, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Healing Pools, Meditation Center, Communion Shrine, Shrine of Tandis, Drathian Temple&#039;&#039;&#039; and &#039;&#039;&#039;Shrine of the Mithrilar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colonizers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 1 Administration point when colonizing a planet&lt;br /&gt;
&lt;br /&gt;
== Conquerors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Ship Construction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Soldiering +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 2500 credits whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
== Cybernetic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Mechanic&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* global pool only&lt;br /&gt;
* +1 to Moves, +1% to Research per level &amp;lt;bugged?&amp;gt;&lt;br /&gt;
* no promotions&lt;br /&gt;
&lt;br /&gt;
== Determined ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Range +5 (bugged: does not give range bonus)&lt;br /&gt;
&lt;br /&gt;
== Devout ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 4 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; whenever it unlocks an Ideology trait all planets receive 100 influence points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Krynniac Conversion&#039;&#039;&#039; tech (prereq: Pilgrimage)&lt;br /&gt;
* Tourism Income +25%, Influence +25%&lt;br /&gt;
* can train &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
** +10% to Influence when in global pool&lt;br /&gt;
** +30% to Influence and +1 to Influence per level when assigned to planet&lt;br /&gt;
** no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;The Path&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Temple&#039;&#039;&#039; improvement: Morale +2, Influence +0.1, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Ministry&#039;&#039;&#039; improvement: Morale +15%, Influence +15%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +2%, Adj: +3 to Approval / Influence / Tourism, one per player&lt;br /&gt;
* &#039;&#039;&#039;The Calling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Mission&#039;&#039;&#039; improvement: Morale +4, Influence +0.2, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Temple)&lt;br /&gt;
* &#039;&#039;&#039;The Order&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Order&#039;&#039;&#039; improvement: Morale +6, Influence +0.3, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Mission)&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Sanctuary&#039;&#039;&#039; improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +3%, Adj: +4 to Approval / Influence / Tourism, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;The Way&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Oracle&#039;&#039;&#039; improvement: Morale +10%, Influence +10%, Level: Morale +1 / Influence +1% per lvl, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Leadership&#039;&#039;&#039;: Influence +25%&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Bliss&#039;&#039;&#039;: Morale +25%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Jihad tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Jihad&#039;&#039;&#039;: Beam / Kinetic / Missile attack +10%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Shadow Warriors&#039;&#039;&#039;: Soldiering +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Devout Defenders&#039;&#039;&#039;: Planetary Defense +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Steadfast Faith&#039;&#039;&#039;: Rebellion Points +15&lt;br /&gt;
* &#039;&#039;&#039;Divine Fleets&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Divine Temple Module&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet by 50%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Undaunted Crews&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Righteous Strength&#039;&#039;&#039;: Armor Rating / Shield Strength / Point Defense +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path of Shadows tech line (prereq: Cultural Influence)&lt;br /&gt;
* &#039;&#039;&#039;The Path of Shadows&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
** &#039;&#039;&#039;Shadow Temple&#039;&#039;&#039; improvement: Diplomacy +0.5, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Enforcers&#039;&#039;&#039;: Morale +0.3&lt;br /&gt;
** &#039;&#039;&#039;Enforcement Temple&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +3 to Wealth, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Trade&#039;&#039;&#039;: Trade Route Income +25%, Trade Licenses Max +2&lt;br /&gt;
&lt;br /&gt;
== Diplomatic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Diplomacy +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Majesty&#039;&#039;&#039; tech (prereq: Eminence)&lt;br /&gt;
* Diplomacy +1.0&lt;br /&gt;
* allows assimilation treaties &amp;lt;do these exist?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Galactic Council&#039;&#039;&#039; improvement (Universal Translator)&lt;br /&gt;
* grants a Diplomat citizen, Influence +1, Level: Influence +1 per lvl, Adj: +4 to Influence, one per galaxy&lt;br /&gt;
&lt;br /&gt;
== Discreet ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives a random tier 1 mercenary upon discovering bazaar&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; shipyard and asteroid mines decay reduced by 50%&lt;br /&gt;
&lt;br /&gt;
== Experienced ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships gain 25% more experience&lt;br /&gt;
&lt;br /&gt;
Heroic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;War College&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Planetary Resistance +25%&lt;br /&gt;
&lt;br /&gt;
== Hopeful ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Morale +1&lt;br /&gt;
&lt;br /&gt;
== Intuitive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 50 Research points (auto-assigned to Universal Translator + Xeno Commerce)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Data Center&#039;&#039;&#039; improvement at game start&lt;br /&gt;
* Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Anthropology tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Anthropology&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Xeno Anthropology Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.1, Level: Influence +1% per lvl, Adj: +1 to Tourism / Influence / Wealth / Approval, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Adaptive Anthropology&#039;&#039;&#039;: Diplomacy +1.0&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Educational Anthropology&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Economic Anthropology&#039;&#039;&#039;: Gross Income +10%&lt;br /&gt;
* &#039;&#039;&#039;Universal Outreach&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Universal Outreach Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.2, Level: Influence +1% per lvl, Adj: +2 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Xeno Anthropology Center)&lt;br /&gt;
* &#039;&#039;&#039;Future Studies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Future Studies Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.3, Level: Influence +1% per lvl, Adj: +3 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Universal Outreach Center)&lt;br /&gt;
&lt;br /&gt;
== Inventive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Constructor ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Zero Gravity Construction&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
== Knowledgeable ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts knowing the homeworld locations of all major and minor civilizations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Gravitonics tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Gravitonics&#039;&#039;&#039;: Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Offensive Gravitonics&#039;&#039;&#039;: Beam / Missile / Kinetic Weapon Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Defensive Gravitonics&#039;&#039;&#039;: Shield System / Point Defense / Armor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; System Gravitonics&#039;&#039;&#039;: Drive / Life Support / Sensor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Manipulation&#039;&#039;&#039;: Capacity +15%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Mastery&#039;&#039;&#039;: Capacity +20%&lt;br /&gt;
&lt;br /&gt;
== Paranoid ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; planets, shipyards and starbases get 2 interceptor drones when defending&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Molecular Fabrication tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Molecular Fabrication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Molecular Fabricator&#039;&#039;&#039; improvement: All Construction +5%, Research +5%, Level: All Construction +1% per lvl, Adj: +2 to All Construction / Research, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Manufacturing&#039;&#039;&#039;: Social Construction +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Farming&#039;&#039;&#039;: Food +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Computers&#039;&#039;&#039;: Research +5%&lt;br /&gt;
* &#039;&#039;&#039;Industrial Replication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Industrial Replicator&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% per lvl, Adj: +3 to All Construction / Research, costs 1 Promethion / 1 Durantium, one per planet (upgrades from Molecular Fabricator)&lt;br /&gt;
&lt;br /&gt;
== Prolific ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets 50% bonus population on colonization &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +20%&lt;br /&gt;
&lt;br /&gt;
== Resourceful ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives resources at game start: 2 Durantium, 2 Hyper Silicates&lt;br /&gt;
&lt;br /&gt;
== Scavengers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; after winning a battle each enemy ship has a 25% chance of being captured&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Vicious&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +10%, Resistance +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Recovery tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Recovery&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, Mining +1.0, Strategic Repair +10%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Research Scavenging&#039;&#039;&#039;: Research +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Structural Scavenging&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Smart Scavenging&#039;&#039;&#039;: Strategic Repair +15%&lt;br /&gt;
* &#039;&#039;&#039;Creative Recycling&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, All Construction +10%&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Scavengers&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
&lt;br /&gt;
== Slavers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 15 points of its predominant Ideology whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Slave Master&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* no effect when in global pool&lt;br /&gt;
* All Construction +25% when assigned to planet&lt;br /&gt;
* no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Slaveling Recycling tech line (prereq: Soil Reclamation)&lt;br /&gt;
* &#039;&#039;&#039;Slaveling Recycling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slave Recycler&#039;&#039;&#039; improvement: Food +10%, Level: Food +1% per lvl, Adj: +2 to Population, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Protein Resequencing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Protein Resequencer&#039;&#039;&#039; improvement: Food +20%, Level: Food +1% per lvl, Adj: +3 to Population, one per planet (upgrades from Slave Recycler)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;no access to Food Distribution, Xeno Irrigation, Biomass Resequencing&#039;&#039; or &#039;&#039;Bio Replication&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Garrison&#039;&#039;&#039; improvement (Xeno Combat Techniques)&lt;br /&gt;
* Resistance +50%, Level: Ship Construction +1% / Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Computer Core, Central Bank, Starport, Space Elevator, Factory, Xeno Factory, Mega Factory, Manufacturing Center&#039;&#039; or &#039;&#039;Industrial Sector&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Work Camp, Forced Labor Camp, Slave Camp, Slave Works, Devil&#039;s Forge, Slave Pit, Slave Mill&#039;&#039;&#039; and &#039;&#039;&#039;Slave Factory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Xeno Research Laboratory, Research Institute, Research Center, Research Academy, Discovery Sphere&#039;&#039; or &#039;&#039;Technological Capital&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Research Chamber, Research Stockade, Research Motivator, Research Extractor&#039;&#039;&#039; and &#039;&#039;&#039;Research Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Fighting Pit, Arena, Slaughtertorium&#039;&#039;&#039; and &#039;&#039;&#039;Hunting Grounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sneaky ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Espionage&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
== Starfaring ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships and starbases are immune to nebula effects &amp;lt;can they build starbases in nebulae?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Logistics System&#039;&#039;&#039; improvement (Interstellar Logistics)&lt;br /&gt;
* Logistics per ship -1 to sponsored Shipyard, Level: Logistics +1 per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shrinker&#039;&#039;&#039; improvement (Zero Gravity Construction)&lt;br /&gt;
* Capacity +10%, Level: Capacity +1% per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Supply System&#039;&#039;&#039; improvement (Life Support)&lt;br /&gt;
* Ship Range +10% to sponsored Shipyard, Level: Ship Range +5% to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shipyard&#039;&#039;&#039; improvement (Hull Strengthening)&lt;br /&gt;
* Hitpoints +5 to sponsored Shipyard, Level: Hitpoints +1 to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&lt;br /&gt;
== Time Travelers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Stellar Folding, Large Scale Construction&#039;&#039;&#039; and &#039;&#039;&#039;Eminence&#039;&#039;&#039; techs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Weapons tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Weapons&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Beam Shifting&#039;&#039;&#039;: Beam Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Missile Shifting&#039;&#039;&#039;: Missile Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Kinetic Shifting&#039;&#039;&#039;: Kinetic Accuracy +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Phasing tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Phasing&#039;&#039;&#039;: Dodge +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Shield Phasing&#039;&#039;&#039;: Shield Strength +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Point Defenses&#039;&#039;&#039;: Point Defense +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Armor&#039;&#039;&#039;: Armor Rating +10%&lt;br /&gt;
&lt;br /&gt;
== Traders ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Freighter ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Trade Licenses Max +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Post&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +10%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Center&#039;&#039;&#039; improvement (Galactic Trade)&lt;br /&gt;
* Trade Route Value +25%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Post)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Capital&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +100%, Influence +25%, Level: Trade Route Value +5% per lvl, Adj: +3 to Wealth / Tourism, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Trade Focus tech line (prereq: Galactic Trade)&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Tariffs&#039;&#039;&#039;: Trade Route Value +20%&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Route Focus&#039;&#039;&#039;: Trade Licenses Max +1&lt;br /&gt;
* &#039;&#039;&#039;Galactic Facilitation&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Customs Office&#039;&#039;&#039; improvement: Trade Route Value +50%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Center)&lt;br /&gt;
** &#039;&#039;&#039;Trading Hub&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 2 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Trade Masters&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Galactic Bazaar&#039;&#039;&#039; improvement: civ-wide Trade Route Value +25%, Level: civ-wide Trade Route Value +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Elerium / 1 Arnor Spice, one per galaxy&lt;br /&gt;
** &#039;&#039;&#039;Trading Mecca&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 4 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Marketing tech line (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Marketing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Store&#039;&#039;&#039; improvement: Influence +0.1, Gross Income +15%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per planet&lt;br /&gt;
** &#039;&#039;&#039;Galactic Showcase&#039;&#039;&#039; improvement: Influence +50%, Gross Income +50%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per galaxy &amp;lt;bugged? bonuses actually civ-wide?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Commerce&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Center&#039;&#039;&#039; improvement: Influence +0.2, Gross Income +20%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +2 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Store)&lt;br /&gt;
* &#039;&#039;&#039;Marketing Masters&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium World&#039;&#039;&#039; improvement: Influence +0.5, Gross Income +25%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +3 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Center)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Acquisitions tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Acquisitions&#039;&#039;&#039;: Starbase Range +2, grants 1 Small warship &amp;lt;is this correct?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Weapons Quality&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Defense Quality&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Ship Quality&#039;&#039;&#039;: Hitpoints +10%&lt;br /&gt;
&lt;br /&gt;
== Unrelenting ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Invasions never cost credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Black Market&#039;&#039;&#039; tech (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Black Market&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Research / Social Construction, one per planet (bugged: only accessible if both Unrelenting and Slavers)&lt;br /&gt;
Unwavering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Rebellion Points +20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Unbroken Spirit tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Unbroken Spirit&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Discipline&#039;&#039;&#039;: Dodge +20%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Trance&#039;&#039;&#039;: Beam / Kinetic / Missile Damage Resistance +20%&lt;br /&gt;
&lt;br /&gt;
== Vigilant ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Starbase Range +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships in any starbase&#039;s ZOC are granted +1 to those attacks that they already have&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;all starbases start out with +1 to all attacks and +10 to all defenses (this is actually worse than other cultures, default is 6/8/6/5/5/5)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starbases decrease speed of enemy ships in their ZOC &amp;lt;which starbases and by how much?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Interstellar Navigation tech line (prereq: Interstellar Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Navigation&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Navigation Center&#039;&#039;&#039; improvement: Moves +1, Adj: +1 to Social Construction / Influence, costs 1 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigation Network&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigation Network&#039;&#039;&#039; improvement: Moves +1, Adj: +2 to Social Construction / Influence, costs 2 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigational Expertise&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigators Guild&#039;&#039;&#039; improvement: Moves +1, Adj: +3 to Social Construction / Influence, costs 4 Techapod, one per galaxy&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Stellar Forge tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039; improvement: Ship Construction +4, Hitpoints +10% to sponsored Shipyard, Ship Maintenance -10% to sponsored Shipyard, Level: Ship Construction +1 per lvl, Adj: +1 to Social Construction / Ship Construction / Research, costs 1 Xanthium, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Enhancement&#039;&#039;&#039;: Hitpoints +4&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Fortification&#039;&#039;&#039;: all ships Maintenance -25%&lt;br /&gt;
* &#039;&#039;&#039;Robust Hull Construction&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Hull Integrity Generator&#039;&#039;&#039; ship component: increases ship repair speed &amp;lt;by how much?&amp;gt;, Hitpoints +10, mass 1, costs 1 Durantium&lt;br /&gt;
** &#039;&#039;&#039;Arcean Hull Reinforcement&#039;&#039;&#039; ship component: Hitpoints +15, mass 1, costs 1 Durantium&lt;br /&gt;
* &#039;&#039;&#039;Hull Repair Systems&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Structural Enhancement Field&#039;&#039;&#039; fleet support component: grants Tactical Repair +1 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
** &#039;&#039;&#039;Repair Drones&#039;&#039;&#039; fleet support component: grants Tactical Repair +2.5 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Territorial Reinforcement tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Territorial Reinforcement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Starbase Fortification Module&#039;&#039;&#039; starbase improvement: Shield Strength / Armor Rating / Point Defense +5, costs 1 Elerium / 1 Antimatter / 1 Thulium&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Reinforcement&#039;&#039;&#039;: all starbases get +50 Hitpoints&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Guardians&#039;&#039;&#039;: all starbases get 2 interceptor drones&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Interstellar Defense Module&#039;&#039;&#039; starbase improvement: Move Cost -25% to own ships, Move Cost +25% to enemy ships in ZOC, costs 1 Durantium / 1 Elerium / 1 Thulium / 1 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Battle Coordination&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +20%&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Defense Coordination&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +20%&lt;br /&gt;
* &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; fleet support component: increases the attack of all ships in fleet by 15%, reduces the defense of all enemy ships by 15%, can be put multiple times on a ship, mass 5, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; starbase improvement: increases the attack of all ships in starbase&#039;s ZOC by 25%, reduces the defenses of all enemy ships in starbase&#039;s ZOC by 25%, costs 2 Durantium / 2 Elerium / 2 Antimatter / 2 Thulium / 2 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Geology tech line (prereq: Biosphere Perfection)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Geology&#039;&#039;&#039;: colony Maintenance -5%, Morale +1&lt;br /&gt;
* &#039;&#039;&#039;Weather Control&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Center&#039;&#039;&#039; improvement: Raw Production +15%, Maintenance -15%, Morale +15%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039; improvement: Raw Production +30%, Maintenance -30%, Morale +30%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / +2 to Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet (upgrades from Weather Control Center)&lt;br /&gt;
&lt;br /&gt;
== Warriors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Range +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Damage Resistance +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; improvement: Planetary Defense +25%, Resistance +25%, Level: &amp;lt;?&amp;gt;, Adj: +2 to Social Construction / Influence / Ship Construction, costs 1 Xanthium Deposit, one per planet&lt;br /&gt;
&lt;br /&gt;
== Wealthy ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1000 additional credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 to Raw Production&lt;br /&gt;
&lt;br /&gt;
== Xenophobic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Social Production +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Research +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Production -50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Influence -95%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Dream Conclave&#039;&#039;&#039; improvement (Cultural Influence)&lt;br /&gt;
* Morale +10%, Influence +25%, Research +25%, Level: Morale +1 per lvl, Adj: +3 to Approval / Influence / Research, costs 5 Arnor Spice / 5 Promethion, one per player&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7534</id>
		<title>Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7534"/>
		<updated>2018-06-27T18:50:52Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Inventive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game.&lt;br /&gt;
&lt;br /&gt;
= Galactiv Civilizations III Abilities =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize tier 1 extreme worlds.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Amphibious&lt;br /&gt;
| Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Planets can adjust their planetary Production manually.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard production decays at half of the normal rate.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Entrepreneurs&lt;br /&gt;
| Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 100% more population than is brought on the Colony ship&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
| [http://www.galciv3.com/store#revengeofthesnathi Revenge of the Snathi DLC]&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| All starbases get the first module free. All ships are immune to Nebula&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic&lt;br /&gt;
| Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens.&amp;amp;nbsp;Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with tourism enabled and with extra credits (+2500bc)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Zealots&lt;br /&gt;
| Get an Ideology point each time you invade a planet (15 points to dominant Ideology)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crusade Abilities =&lt;br /&gt;
&lt;br /&gt;
Crusade changed, replaced, and added many abilities in the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize Aquatic, Frozen, and Barren worlds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Amphibious&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts. Recieves access to Precursor technologies.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| They&#039;re just very angry. Start with a military vessel.&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucrats&lt;br /&gt;
| Starts game with extra Administrators.&lt;br /&gt;
|-&lt;br /&gt;
| Certain&lt;br /&gt;
| Believes their philosophy should be universal. Has increased influence and special planet improvements.&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Removed; production sliders have been replaced by [[Citizens|Citizens]].&lt;br /&gt;
|-&lt;br /&gt;
| Conquerors&lt;br /&gt;
| Legions start at twice as good as everyone else&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| Cybernetic&lt;br /&gt;
| Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Determined&lt;br /&gt;
| Ships get +5 tiles of range.&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard and asteroid production decays at half of the normal rate.&lt;br /&gt;
|-&lt;br /&gt;
| Experienced&lt;br /&gt;
| All ships recieve 25% more experience points from battles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Entrepreneurs&#039;&#039;&lt;br /&gt;
| &#039;&#039;Replaced by Traders.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Heroic&lt;br /&gt;
| Starts with War College technology, bonuses to legions defending planets.&lt;br /&gt;
|-&lt;br /&gt;
| Hopeful&lt;br /&gt;
| Believes any civilization capable of space travel must be a potential friend. Higher morale on planets.&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research).&lt;br /&gt;
|-&lt;br /&gt;
| Inventive&lt;br /&gt;
| Starts with an Engineer citizen and a Constructor ship.&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds.&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases.&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 50% more population than is brought on the Colony ship. Population grows much faster.&lt;br /&gt;
|-&lt;br /&gt;
| Resourceful&lt;br /&gt;
| Starts with some useful resources.&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
|-&lt;br /&gt;
| Slavers&lt;br /&gt;
| Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world.&lt;br /&gt;
|-&lt;br /&gt;
| Sneaky&lt;br /&gt;
| Starts with Espionage technology.&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| Ships immune to nebula and has access to special Hyperion improvements.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Synthetic&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Time Travelers&lt;br /&gt;
| Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction.&lt;br /&gt;
|-&lt;br /&gt;
| Traders&lt;br /&gt;
| Starts with freighter, access to special trade related improvements, access to Acquisition technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits.&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip.&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with 1000 more credits. Planets start with an extra production point.&lt;br /&gt;
|-&lt;br /&gt;
| Xenophobic&lt;br /&gt;
| Not interested in expanding. Wants to build a small, secure empire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;List of what Abilities do&#039;&#039;&#039; =&lt;br /&gt;
Supplied by Starship_Trooper&lt;br /&gt;
[https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/ [INFO] Racial Abilities, all DLCs v3.01]&lt;br /&gt;
&lt;br /&gt;
== Adaptable ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Extreme Colonization&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Ultimate Adaptability&#039;&#039;&#039; tech (prereq: Biosphere Perfection)&lt;br /&gt;
* removes penalties from extreme worlds&lt;br /&gt;
* gives production bonus to extreme worlds &amp;lt;how much and what exactly?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Archive&#039;&#039;&#039; improvement (Xeno Research)&lt;br /&gt;
* Research +25%, Level: Research +1% per lvl, Adj: +3 to Research, costs 1 Promethion, one per player&lt;br /&gt;
&lt;br /&gt;
== Ancient ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 10 research points when surveying an anomaly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Precursor Artifacts&#039;&#039;&#039; (Approval, Culture, Economic and Manufacturing Relics also count as Research Relics; Research Relics do not get a bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Ascension Crystals&#039;&#039;&#039; (flat bonus depending on level: L1 = 1, L2 = 3, L3 = 6, L4 = 10, L5 = 15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Inherent Talent&#039;&#039;&#039; tech (prereq: Targeting Support)&lt;br /&gt;
* Accuracy +10%, Dodge +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Mysticism tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Mysticism&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Social Matrix&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Arnor&#039;&#039;&#039;: Research +5%, Influence +5%&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Dread Lords&#039;&#039;&#039;: Ship Construction +5%, Soldiering +5%&lt;br /&gt;
* &#039;&#039;&#039;Dark Energy Research&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Dark Energy Lab&#039;&#039;&#039; improvement: All Construction +15%, Research +15%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet (upgrades from Social Matrix)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Precursor Traditions tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Precursor Traditions&#039;&#039;&#039;: Maintenance -10%, Ship Construction +10%, Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Healing Hulls&#039;&#039;&#039;: Tactical Repair +2&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Intelligent Ships&#039;&#039;&#039;: Logistics requirement -20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Organic Materials&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Mysteries&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Precursor Protection Field&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet (only those that the ship already has) by (probably) 25%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Living Ships&#039;&#039;&#039;: Maintenance -100%, Tactical Repair +5&lt;br /&gt;
&lt;br /&gt;
== Angry ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a Small beam warship&lt;br /&gt;
&lt;br /&gt;
== Bureaucrats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 10 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Coordination Temple tech line (prereq: Environmental Engineering)&lt;br /&gt;
* &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039; improvement: Adj: +2 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Labor Mission&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Mission&#039;&#039;&#039; improvement: Adj: +3 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Coordination Temple)&lt;br /&gt;
* &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039; improvement: Adj: +4 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Labor Mission)&lt;br /&gt;
&lt;br /&gt;
== Certain ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +2 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 100 research points whenever it unlocks an Ideology trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Defensive Meditation&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +5%, Planetary Defence +5%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Souvenir Shop&#039;&#039;&#039; improvement (Interstellar Tourism)&lt;br /&gt;
* Gross Income +10%, Tourism Income +2%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Arnor Spice, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Healing Pools, Meditation Center, Communion Shrine, Shrine of Tandis, Drathian Temple&#039;&#039;&#039; and &#039;&#039;&#039;Shrine of the Mithrilar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colonizers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 1 Administration point when colonizing a planet&lt;br /&gt;
&lt;br /&gt;
== Conquerors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Ship Construction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Soldiering +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 2500 credits whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
== Cybernetic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Mechanic&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* global pool only&lt;br /&gt;
* +1 to Moves, +1% to Research per level &amp;lt;bugged?&amp;gt;&lt;br /&gt;
* no promotions&lt;br /&gt;
&lt;br /&gt;
== Determined ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Range +5 (bugged: does not give range bonus)&lt;br /&gt;
&lt;br /&gt;
== Devout ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 4 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; whenever it unlocks an Ideology trait all planets receive 100 influence points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Krynniac Conversion&#039;&#039;&#039; tech (prereq: Pilgrimage)&lt;br /&gt;
* Tourism Income +25%, Influence +25%&lt;br /&gt;
* can train &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
** +10% to Influence when in global pool&lt;br /&gt;
** +30% to Influence and +1 to Influence per level when assigned to planet&lt;br /&gt;
** no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;The Path&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Temple&#039;&#039;&#039; improvement: Morale +2, Influence +0.1, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Ministry&#039;&#039;&#039; improvement: Morale +15%, Influence +15%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +2%, Adj: +3 to Approval / Influence / Tourism, one per player&lt;br /&gt;
* &#039;&#039;&#039;The Calling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Mission&#039;&#039;&#039; improvement: Morale +4, Influence +0.2, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Temple)&lt;br /&gt;
* &#039;&#039;&#039;The Order&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Order&#039;&#039;&#039; improvement: Morale +6, Influence +0.3, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Mission)&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Sanctuary&#039;&#039;&#039; improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +3%, Adj: +4 to Approval / Influence / Tourism, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;The Way&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Oracle&#039;&#039;&#039; improvement: Morale +10%, Influence +10%, Level: Morale +1 / Influence +1% per lvl, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Leadership&#039;&#039;&#039;: Influence +25%&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Bliss&#039;&#039;&#039;: Morale +25%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Jihad tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Jihad&#039;&#039;&#039;: Beam / Kinetic / Missile attack +10%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Shadow Warriors&#039;&#039;&#039;: Soldiering +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Devout Defenders&#039;&#039;&#039;: Planetary Defense +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Steadfast Faith&#039;&#039;&#039;: Rebellion Points +15&lt;br /&gt;
* &#039;&#039;&#039;Divine Fleets&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Divine Temple Module&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet by 50%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Undaunted Crews&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Righteous Strength&#039;&#039;&#039;: Armor Rating / Shield Strength / Point Defense +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path of Shadows tech line (prereq: Cultural Influence)&lt;br /&gt;
* &#039;&#039;&#039;The Path of Shadows&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
** &#039;&#039;&#039;Shadow Temple&#039;&#039;&#039; improvement: Diplomacy +0.5, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Enforcers&#039;&#039;&#039;: Morale +0.3&lt;br /&gt;
** &#039;&#039;&#039;Enforcement Temple&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +3 to Wealth, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Trade&#039;&#039;&#039;: Trade Route Income +25%, Trade Licenses Max +2&lt;br /&gt;
&lt;br /&gt;
== Diplomatic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Diplomacy +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Majesty&#039;&#039;&#039; tech (prereq: Eminence)&lt;br /&gt;
* Diplomacy +1.0&lt;br /&gt;
* allows assimilation treaties &amp;lt;do these exist?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Galactic Council&#039;&#039;&#039; improvement (Universal Translator)&lt;br /&gt;
* grants a Diplomat citizen, Influence +1, Level: Influence +1 per lvl, Adj: +4 to Influence, one per galaxy&lt;br /&gt;
&lt;br /&gt;
== Discreet ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives a random tier 1 mercenary upon discovering bazaar&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; shipyard and asteroid mines decay reduced by 50%&lt;br /&gt;
&lt;br /&gt;
== Experienced ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships gain 25% more experience&lt;br /&gt;
&lt;br /&gt;
Heroic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;War College&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Planetary Resistance +25%&lt;br /&gt;
&lt;br /&gt;
== Hopeful ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Morale +1&lt;br /&gt;
&lt;br /&gt;
== Intuitive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 50 Research points (auto-assigned to Universal Translator + Xeno Commerce)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Data Center&#039;&#039;&#039; improvement at game start&lt;br /&gt;
* Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Anthropology tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Anthropology&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Xeno Anthropology Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.1, Level: Influence +1% per lvl, Adj: +1 to Tourism / Influence / Wealth / Approval, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Adaptive Anthropology&#039;&#039;&#039;: Diplomacy +1.0&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Educational Anthropology&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Economic Anthropology&#039;&#039;&#039;: Gross Income +10%&lt;br /&gt;
* &#039;&#039;&#039;Universal Outreach&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Universal Outreach Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.2, Level: Influence +1% per lvl, Adj: +2 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Xeno Anthropology Center)&lt;br /&gt;
* &#039;&#039;&#039;Future Studies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Future Studies Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.3, Level: Influence +1% per lvl, Adj: +3 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Universal Outreach Center)&lt;br /&gt;
&lt;br /&gt;
== Inventive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Constructor ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Zero Gravity Construction&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
== Knowledgeable ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts knowing the homeworld locations of all major and minor civilizations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Gravitonics tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Gravitonics&#039;&#039;&#039;: Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Offensive Gravitonics&#039;&#039;&#039;: Beam / Missile / Kinetic Weapon Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Defensive Gravitonics&#039;&#039;&#039;: Shield System / Point Defense / Armor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; System Gravitonics&#039;&#039;&#039;: Drive / Life Support / Sensor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Manipulation&#039;&#039;&#039;: Capacity +15%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Mastery&#039;&#039;&#039;: Capacity +20%&lt;br /&gt;
&lt;br /&gt;
== Paranoid ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; planets, shipyards and starbases get 2 interceptor drones when defending&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Molecular Fabrication tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Molecular Fabrication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Molecular Fabricator&#039;&#039;&#039; improvement: All Construction +5%, Research +5%, Level: All Construction +1% per lvl, Adj: +2 to All Construction / Research, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Manufacturing&#039;&#039;&#039;: Social Construction +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Farming&#039;&#039;&#039;: Food +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Computers&#039;&#039;&#039;: Research +5%&lt;br /&gt;
* &#039;&#039;&#039;Industrial Replication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Industrial Replicator&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% per lvl, Adj: +3 to All Construction / Research, costs 1 Promethion / 1 Durantium, one per planet (upgrades from Molecular Fabricator)&lt;br /&gt;
&lt;br /&gt;
== Prolific ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets 50% bonus population on colonization &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +20%&lt;br /&gt;
&lt;br /&gt;
Resourceful&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives resources at game start: 2 Durantium, 2 Hyper Silicates&lt;br /&gt;
&lt;br /&gt;
Scavengers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; after winning a battle each enemy ship has a 25% chance of being captured&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Vicious&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +10%, Resistance +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Recovery tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Recovery&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, Mining +1.0, Strategic Repair +10%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Research Scavenging&#039;&#039;&#039;: Research +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Structural Scavenging&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Smart Scavenging&#039;&#039;&#039;: Strategic Repair +15%&lt;br /&gt;
* &#039;&#039;&#039;Creative Recycling&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, All Construction +10%&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Scavengers&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
&lt;br /&gt;
== Slavers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 15 points of its predominant Ideology whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Slave Master&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* no effect when in global pool&lt;br /&gt;
* All Construction +25% when assigned to planet&lt;br /&gt;
* no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Slaveling Recycling tech line (prereq: Soil Reclamation)&lt;br /&gt;
* &#039;&#039;&#039;Slaveling Recycling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slave Recycler&#039;&#039;&#039; improvement: Food +10%, Level: Food +1% per lvl, Adj: +2 to Population, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Protein Resequencing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Protein Resequencer&#039;&#039;&#039; improvement: Food +20%, Level: Food +1% per lvl, Adj: +3 to Population, one per planet (upgrades from Slave Recycler)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;no access to Food Distribution, Xeno Irrigation, Biomass Resequencing&#039;&#039; or &#039;&#039;Bio Replication&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Garrison&#039;&#039;&#039; improvement (Xeno Combat Techniques)&lt;br /&gt;
* Resistance +50%, Level: Ship Construction +1% / Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Computer Core, Central Bank, Starport, Space Elevator, Factory, Xeno Factory, Mega Factory, Manufacturing Center&#039;&#039; or &#039;&#039;Industrial Sector&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Work Camp, Forced Labor Camp, Slave Camp, Slave Works, Devil&#039;s Forge, Slave Pit, Slave Mill&#039;&#039;&#039; and &#039;&#039;&#039;Slave Factory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Xeno Research Laboratory, Research Institute, Research Center, Research Academy, Discovery Sphere&#039;&#039; or &#039;&#039;Technological Capital&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Research Chamber, Research Stockade, Research Motivator, Research Extractor&#039;&#039;&#039; and &#039;&#039;&#039;Research Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Fighting Pit, Arena, Slaughtertorium&#039;&#039;&#039; and &#039;&#039;&#039;Hunting Grounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sneaky ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Espionage&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
== Starfaring ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships and starbases are immune to nebula effects &amp;lt;can they build starbases in nebulae?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Logistics System&#039;&#039;&#039; improvement (Interstellar Logistics)&lt;br /&gt;
* Logistics per ship -1 to sponsored Shipyard, Level: Logistics +1 per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shrinker&#039;&#039;&#039; improvement (Zero Gravity Construction)&lt;br /&gt;
* Capacity +10%, Level: Capacity +1% per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Supply System&#039;&#039;&#039; improvement (Life Support)&lt;br /&gt;
* Ship Range +10% to sponsored Shipyard, Level: Ship Range +5% to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shipyard&#039;&#039;&#039; improvement (Hull Strengthening)&lt;br /&gt;
* Hitpoints +5 to sponsored Shipyard, Level: Hitpoints +1 to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&lt;br /&gt;
== Time Travelers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Stellar Folding, Large Scale Construction&#039;&#039;&#039; and &#039;&#039;&#039;Eminence&#039;&#039;&#039; techs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Weapons tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Weapons&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Beam Shifting&#039;&#039;&#039;: Beam Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Missile Shifting&#039;&#039;&#039;: Missile Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Kinetic Shifting&#039;&#039;&#039;: Kinetic Accuracy +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Phasing tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Phasing&#039;&#039;&#039;: Dodge +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Shield Phasing&#039;&#039;&#039;: Shield Strength +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Point Defenses&#039;&#039;&#039;: Point Defense +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Armor&#039;&#039;&#039;: Armor Rating +10%&lt;br /&gt;
&lt;br /&gt;
== Traders ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Freighter ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Trade Licenses Max +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Post&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +10%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Center&#039;&#039;&#039; improvement (Galactic Trade)&lt;br /&gt;
* Trade Route Value +25%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Post)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Capital&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +100%, Influence +25%, Level: Trade Route Value +5% per lvl, Adj: +3 to Wealth / Tourism, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Trade Focus tech line (prereq: Galactic Trade)&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Tariffs&#039;&#039;&#039;: Trade Route Value +20%&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Route Focus&#039;&#039;&#039;: Trade Licenses Max +1&lt;br /&gt;
* &#039;&#039;&#039;Galactic Facilitation&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Customs Office&#039;&#039;&#039; improvement: Trade Route Value +50%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Center)&lt;br /&gt;
** &#039;&#039;&#039;Trading Hub&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 2 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Trade Masters&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Galactic Bazaar&#039;&#039;&#039; improvement: civ-wide Trade Route Value +25%, Level: civ-wide Trade Route Value +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Elerium / 1 Arnor Spice, one per galaxy&lt;br /&gt;
** &#039;&#039;&#039;Trading Mecca&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 4 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Marketing tech line (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Marketing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Store&#039;&#039;&#039; improvement: Influence +0.1, Gross Income +15%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per planet&lt;br /&gt;
** &#039;&#039;&#039;Galactic Showcase&#039;&#039;&#039; improvement: Influence +50%, Gross Income +50%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per galaxy &amp;lt;bugged? bonuses actually civ-wide?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Commerce&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Center&#039;&#039;&#039; improvement: Influence +0.2, Gross Income +20%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +2 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Store)&lt;br /&gt;
* &#039;&#039;&#039;Marketing Masters&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium World&#039;&#039;&#039; improvement: Influence +0.5, Gross Income +25%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +3 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Center)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Acquisitions tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Acquisitions&#039;&#039;&#039;: Starbase Range +2, grants 1 Small warship &amp;lt;is this correct?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Weapons Quality&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Defense Quality&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Ship Quality&#039;&#039;&#039;: Hitpoints +10%&lt;br /&gt;
&lt;br /&gt;
== Unrelenting ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Invasions never cost credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Black Market&#039;&#039;&#039; tech (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Black Market&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Research / Social Construction, one per planet (bugged: only accessible if both Unrelenting and Slavers)&lt;br /&gt;
Unwavering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Rebellion Points +20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Unbroken Spirit tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Unbroken Spirit&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Discipline&#039;&#039;&#039;: Dodge +20%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Trance&#039;&#039;&#039;: Beam / Kinetic / Missile Damage Resistance +20%&lt;br /&gt;
&lt;br /&gt;
== Vigilant ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Starbase Range +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships in any starbase&#039;s ZOC are granted +1 to those attacks that they already have&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;all starbases start out with +1 to all attacks and +10 to all defenses (this is actually worse than other cultures, default is 6/8/6/5/5/5)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starbases decrease speed of enemy ships in their ZOC &amp;lt;which starbases and by how much?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Interstellar Navigation tech line (prereq: Interstellar Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Navigation&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Navigation Center&#039;&#039;&#039; improvement: Moves +1, Adj: +1 to Social Construction / Influence, costs 1 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigation Network&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigation Network&#039;&#039;&#039; improvement: Moves +1, Adj: +2 to Social Construction / Influence, costs 2 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigational Expertise&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigators Guild&#039;&#039;&#039; improvement: Moves +1, Adj: +3 to Social Construction / Influence, costs 4 Techapod, one per galaxy&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Stellar Forge tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039; improvement: Ship Construction +4, Hitpoints +10% to sponsored Shipyard, Ship Maintenance -10% to sponsored Shipyard, Level: Ship Construction +1 per lvl, Adj: +1 to Social Construction / Ship Construction / Research, costs 1 Xanthium, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Enhancement&#039;&#039;&#039;: Hitpoints +4&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Fortification&#039;&#039;&#039;: all ships Maintenance -25%&lt;br /&gt;
* &#039;&#039;&#039;Robust Hull Construction&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Hull Integrity Generator&#039;&#039;&#039; ship component: increases ship repair speed &amp;lt;by how much?&amp;gt;, Hitpoints +10, mass 1, costs 1 Durantium&lt;br /&gt;
** &#039;&#039;&#039;Arcean Hull Reinforcement&#039;&#039;&#039; ship component: Hitpoints +15, mass 1, costs 1 Durantium&lt;br /&gt;
* &#039;&#039;&#039;Hull Repair Systems&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Structural Enhancement Field&#039;&#039;&#039; fleet support component: grants Tactical Repair +1 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
** &#039;&#039;&#039;Repair Drones&#039;&#039;&#039; fleet support component: grants Tactical Repair +2.5 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Territorial Reinforcement tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Territorial Reinforcement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Starbase Fortification Module&#039;&#039;&#039; starbase improvement: Shield Strength / Armor Rating / Point Defense +5, costs 1 Elerium / 1 Antimatter / 1 Thulium&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Reinforcement&#039;&#039;&#039;: all starbases get +50 Hitpoints&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Guardians&#039;&#039;&#039;: all starbases get 2 interceptor drones&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Interstellar Defense Module&#039;&#039;&#039; starbase improvement: Move Cost -25% to own ships, Move Cost +25% to enemy ships in ZOC, costs 1 Durantium / 1 Elerium / 1 Thulium / 1 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Battle Coordination&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +20%&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Defense Coordination&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +20%&lt;br /&gt;
* &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; fleet support component: increases the attack of all ships in fleet by 15%, reduces the defense of all enemy ships by 15%, can be put multiple times on a ship, mass 5, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; starbase improvement: increases the attack of all ships in starbase&#039;s ZOC by 25%, reduces the defenses of all enemy ships in starbase&#039;s ZOC by 25%, costs 2 Durantium / 2 Elerium / 2 Antimatter / 2 Thulium / 2 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Geology tech line (prereq: Biosphere Perfection)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Geology&#039;&#039;&#039;: colony Maintenance -5%, Morale +1&lt;br /&gt;
* &#039;&#039;&#039;Weather Control&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Center&#039;&#039;&#039; improvement: Raw Production +15%, Maintenance -15%, Morale +15%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039; improvement: Raw Production +30%, Maintenance -30%, Morale +30%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / +2 to Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet (upgrades from Weather Control Center)&lt;br /&gt;
&lt;br /&gt;
== Warriors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Range +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Damage Resistance +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; improvement: Planetary Defense +25%, Resistance +25%, Level: &amp;lt;?&amp;gt;, Adj: +2 to Social Construction / Influence / Ship Construction, costs 1 Xanthium Deposit, one per planet&lt;br /&gt;
&lt;br /&gt;
== Wealthy ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1000 additional credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 to Raw Production&lt;br /&gt;
&lt;br /&gt;
== Xenophobic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Social Production +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Research +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Production -50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Influence -95%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Dream Conclave&#039;&#039;&#039; improvement (Cultural Influence)&lt;br /&gt;
* Morale +10%, Influence +25%, Research +25%, Level: Morale +1 per lvl, Adj: +3 to Approval / Influence / Research, costs 5 Arnor Spice / 5 Promethion, one per player&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7533</id>
		<title>Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Abilities&amp;diff=7533"/>
		<updated>2018-06-27T18:49:51Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Angry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Abilities are distinct from [http://wiki.galciv3.com/index.php/Traits traits] in that they represent the culture of a given race, rather than any innate characteristics. Civilizations can pick any two abilities at the start of the game.&lt;br /&gt;
&lt;br /&gt;
= Galactiv Civilizations III Abilities =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize tier 1 extreme worlds.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Amphibious&lt;br /&gt;
| Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Planets can adjust their planetary Production manually.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard production decays at half of the normal rate.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Entrepreneurs&lt;br /&gt;
| Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 100% more population than is brought on the Colony ship&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
| [http://www.galciv3.com/store#revengeofthesnathi Revenge of the Snathi DLC]&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| All starbases get the first module free. All ships are immune to Nebula&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic&lt;br /&gt;
| Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens.&amp;amp;nbsp;Converted to a [[Civilization_Builder|Race Type]] in Crusade.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
| [http://www.galciv3.com/mercenaries Mercenaries expansion]&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with tourism enabled and with extra credits (+2500bc)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Zealots&lt;br /&gt;
| Get an Ideology point each time you invade a planet (15 points to dominant Ideology)&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crusade Abilities =&lt;br /&gt;
&lt;br /&gt;
Crusade changed, replaced, and added many abilities in the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Adaptable&lt;br /&gt;
| Can colonize Aquatic, Frozen, and Barren worlds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Amphibious&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ancient&lt;br /&gt;
| Gets Research from Precursor Artifacts. Recieves access to Precursor technologies.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| They&#039;re just very angry. Start with a military vessel.&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucrats&lt;br /&gt;
| Starts game with extra Administrators.&lt;br /&gt;
|-&lt;br /&gt;
| Certain&lt;br /&gt;
| Believes their philosophy should be universal. Has increased influence and special planet improvements.&lt;br /&gt;
|-&lt;br /&gt;
| Colonizers&lt;br /&gt;
| First improvement on all new colonies is free.&lt;br /&gt;
|-&lt;br /&gt;
| Coercive&lt;br /&gt;
| Removed; production sliders have been replaced by [[Citizens|Citizens]].&lt;br /&gt;
|-&lt;br /&gt;
| Conquerors&lt;br /&gt;
| Legions start at twice as good as everyone else&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| Cybernetic&lt;br /&gt;
| Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Determined&lt;br /&gt;
| Ships get +5 tiles of range.&lt;br /&gt;
|-&lt;br /&gt;
| Discreet&lt;br /&gt;
| Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.&lt;br /&gt;
|-&lt;br /&gt;
| Engineers&lt;br /&gt;
| Shipyard and asteroid production decays at half of the normal rate.&lt;br /&gt;
|-&lt;br /&gt;
| Experienced&lt;br /&gt;
| All ships recieve 25% more experience points from battles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Entrepreneurs&#039;&#039;&lt;br /&gt;
| &#039;&#039;Replaced by Traders.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Heroic&lt;br /&gt;
| Starts with War College technology, bonuses to legions defending planets.&lt;br /&gt;
|-&lt;br /&gt;
| Hopeful&lt;br /&gt;
| Believes any civilization capable of space travel must be a potential friend. Higher morale on planets.&lt;br /&gt;
|-&lt;br /&gt;
| Intuitive&lt;br /&gt;
| Starts with free Research (250 research).&lt;br /&gt;
|-&lt;br /&gt;
| Inventive&lt;br /&gt;
| Starts with an Engineer citizen and a Constructor ship.&lt;br /&gt;
|-&lt;br /&gt;
| Knowledgeable&lt;br /&gt;
| Starts knowing the location of other homeworlds.&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid&lt;br /&gt;
| Free drones defend planets, shipyards and starbases.&lt;br /&gt;
|-&lt;br /&gt;
| Prolific&lt;br /&gt;
| Planets start with 50% more population than is brought on the Colony ship. Population grows much faster.&lt;br /&gt;
|-&lt;br /&gt;
| Resourceful&lt;br /&gt;
| Starts with some useful resources.&lt;br /&gt;
|-&lt;br /&gt;
| Scavengers&lt;br /&gt;
| Have a 25% chance capturing the ships of your vanquished foes.&lt;br /&gt;
|-&lt;br /&gt;
| Slavers&lt;br /&gt;
| Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world.&lt;br /&gt;
|-&lt;br /&gt;
| Sneaky&lt;br /&gt;
| Starts with Espionage technology.&lt;br /&gt;
|-&lt;br /&gt;
| Starfaring&lt;br /&gt;
| Ships immune to nebula and has access to special Hyperion improvements.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Synthetic&#039;&#039;&lt;br /&gt;
| &#039;&#039;Converted to a [[Civilization_Builder|Race Type]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Time Travelers&lt;br /&gt;
| Traveled back to this time from the future. Great tech, no infrastructure. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction.&lt;br /&gt;
|-&lt;br /&gt;
| Traders&lt;br /&gt;
| Starts with freighter, access to special trade related improvements, access to Acquisition technologies.&lt;br /&gt;
|-&lt;br /&gt;
| Unrelenting&lt;br /&gt;
| Invasions never cost credits.&lt;br /&gt;
|-&lt;br /&gt;
| Unwavering&lt;br /&gt;
| Colonies are much harder to Culture flip.&lt;br /&gt;
|-&lt;br /&gt;
| Vigilant&lt;br /&gt;
| Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase.&lt;br /&gt;
|-&lt;br /&gt;
| Warriors&lt;br /&gt;
| Ignore 10% of all damage done to their ships. All weapons have 10% longer range.&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| Starts with 1000 more credits. Planets start with an extra production point.&lt;br /&gt;
|-&lt;br /&gt;
| Xenophobic&lt;br /&gt;
| Not interested in expanding. Wants to build a small, secure empire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;List of what Abilities do&#039;&#039;&#039; =&lt;br /&gt;
Supplied by Starship_Trooper&lt;br /&gt;
[https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/ [INFO] Racial Abilities, all DLCs v3.01]&lt;br /&gt;
&lt;br /&gt;
== Adaptable ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Extreme Colonization&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Ultimate Adaptability&#039;&#039;&#039; tech (prereq: Biosphere Perfection)&lt;br /&gt;
* removes penalties from extreme worlds&lt;br /&gt;
* gives production bonus to extreme worlds &amp;lt;how much and what exactly?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Archive&#039;&#039;&#039; improvement (Xeno Research)&lt;br /&gt;
* Research +25%, Level: Research +1% per lvl, Adj: +3 to Research, costs 1 Promethion, one per player&lt;br /&gt;
&lt;br /&gt;
== Ancient ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 10 research points when surveying an anomaly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Precursor Artifacts&#039;&#039;&#039; (Approval, Culture, Economic and Manufacturing Relics also count as Research Relics; Research Relics do not get a bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets research from &#039;&#039;&#039;Ascension Crystals&#039;&#039;&#039; (flat bonus depending on level: L1 = 1, L2 = 3, L3 = 6, L4 = 10, L5 = 15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Inherent Talent&#039;&#039;&#039; tech (prereq: Targeting Support)&lt;br /&gt;
* Accuracy +10%, Dodge +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Mysticism tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Mysticism&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Social Matrix&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Arnor&#039;&#039;&#039;: Research +5%, Influence +5%&lt;br /&gt;
* &#039;&#039;&#039;Precursor History &amp;gt;&amp;gt; Way of the Dread Lords&#039;&#039;&#039;: Ship Construction +5%, Soldiering +5%&lt;br /&gt;
* &#039;&#039;&#039;Dark Energy Research&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Dark Energy Lab&#039;&#039;&#039; improvement: All Construction +15%, Research +15%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet (upgrades from Social Matrix)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Precursor Traditions tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Precursor Traditions&#039;&#039;&#039;: Maintenance -10%, Ship Construction +10%, Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Healing Hulls&#039;&#039;&#039;: Tactical Repair +2&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Intelligent Ships&#039;&#039;&#039;: Logistics requirement -20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Specialization &amp;gt;&amp;gt; Organic Materials&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Precursor Mysteries&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Precursor Protection Field&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet (only those that the ship already has) by (probably) 25%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Living Ships&#039;&#039;&#039;: Maintenance -100%, Tactical Repair +5&lt;br /&gt;
&lt;br /&gt;
== Angry ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a Small beam warship&lt;br /&gt;
&lt;br /&gt;
== Bureaucrats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 10 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Coordination Temple tech line (prereq: Environmental Engineering)&lt;br /&gt;
* &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Coordination Temple&#039;&#039;&#039; improvement: Adj: +2 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Labor Mission&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Mission&#039;&#039;&#039; improvement: Adj: +3 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Coordination Temple)&lt;br /&gt;
* &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Labor Oracle&#039;&#039;&#039; improvement: Adj: +4 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Labor Mission)&lt;br /&gt;
&lt;br /&gt;
== Certain ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +2 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 100 research points whenever it unlocks an Ideology trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Defensive Meditation&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +5%, Planetary Defence +5%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Precursor Souvenir Shop&#039;&#039;&#039; improvement (Interstellar Tourism)&lt;br /&gt;
* Gross Income +10%, Tourism Income +2%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Arnor Spice, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Healing Pools, Meditation Center, Communion Shrine, Shrine of Tandis, Drathian Temple&#039;&#039;&#039; and &#039;&#039;&#039;Shrine of the Mithrilar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colonizers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 1 Administration point when colonizing a planet&lt;br /&gt;
&lt;br /&gt;
== Conquerors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Ship Construction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Soldiering +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 2500 credits whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
== Cybernetic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Mechanic&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* global pool only&lt;br /&gt;
* +1 to Moves, +1% to Research per level &amp;lt;bugged?&amp;gt;&lt;br /&gt;
* no promotions&lt;br /&gt;
&lt;br /&gt;
== Determined ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Range +5 (bugged: does not give range bonus)&lt;br /&gt;
&lt;br /&gt;
== Devout ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 4 additional Administration points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with a &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; whenever it unlocks an Ideology trait all planets receive 100 influence points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Krynniac Conversion&#039;&#039;&#039; tech (prereq: Pilgrimage)&lt;br /&gt;
* Tourism Income +25%, Influence +25%&lt;br /&gt;
* can train &#039;&#039;&#039;Cleric&#039;&#039;&#039; citizen&lt;br /&gt;
** +10% to Influence when in global pool&lt;br /&gt;
** +30% to Influence and +1 to Influence per level when assigned to planet&lt;br /&gt;
** no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;The Path&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Temple&#039;&#039;&#039; improvement: Morale +2, Influence +0.1, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Ministry&#039;&#039;&#039; improvement: Morale +15%, Influence +15%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +2%, Adj: +3 to Approval / Influence / Tourism, one per player&lt;br /&gt;
* &#039;&#039;&#039;The Calling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Mission&#039;&#039;&#039; improvement: Morale +4, Influence +0.2, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Temple)&lt;br /&gt;
* &#039;&#039;&#039;The Order&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Order&#039;&#039;&#039; improvement: Morale +6, Influence +0.3, Level: Morale +1 / Influence +1% per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Mission)&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Sanctuary&#039;&#039;&#039; improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1% per lvl, Tourism Income +3%, Adj: +4 to Approval / Influence / Tourism, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;The Way&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Krynniac Oracle&#039;&#039;&#039; improvement: Morale +10%, Influence +10%, Level: Morale +1 / Influence +1% per lvl, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Leadership&#039;&#039;&#039;: Influence +25%&lt;br /&gt;
* &#039;&#039;&#039;The Krynniac Way &amp;gt;&amp;gt; The Way of Bliss&#039;&#039;&#039;: Morale +25%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Jihad tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Jihad&#039;&#039;&#039;: Beam / Kinetic / Missile attack +10%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Shadow Warriors&#039;&#039;&#039;: Soldiering +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Devout Defenders&#039;&#039;&#039;: Planetary Defense +25%&lt;br /&gt;
* &#039;&#039;&#039;Krynniac Jihad &amp;gt;&amp;gt; Steadfast Faith&#039;&#039;&#039;: Rebellion Points +15&lt;br /&gt;
* &#039;&#039;&#039;Divine Fleets&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Divine Temple Module&#039;&#039;&#039; fleet support component: boosts the defenses of all ships in fleet by 50%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Undaunted Crews&#039;&#039;&#039;: Hitpoints +20%&lt;br /&gt;
* &#039;&#039;&#039;Divine Mastery &amp;gt;&amp;gt; Righteous Strength&#039;&#039;&#039;: Armor Rating / Shield Strength / Point Defense +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to The Path of Shadows tech line (prereq: Cultural Influence)&lt;br /&gt;
* &#039;&#039;&#039;The Path of Shadows&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
** &#039;&#039;&#039;Shadow Temple&#039;&#039;&#039; improvement: Diplomacy +0.5, Adj: +2 to Approval / Influence, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Enforcers&#039;&#039;&#039;: Morale +0.3&lt;br /&gt;
** &#039;&#039;&#039;Enforcement Temple&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +3 to Wealth, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Shadow Trade&#039;&#039;&#039;: Trade Route Income +25%, Trade Licenses Max +2&lt;br /&gt;
&lt;br /&gt;
== Diplomatic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Diplomacy +1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Majesty&#039;&#039;&#039; tech (prereq: Eminence)&lt;br /&gt;
* Diplomacy +1.0&lt;br /&gt;
* allows assimilation treaties &amp;lt;do these exist?&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Galactic Council&#039;&#039;&#039; improvement (Universal Translator)&lt;br /&gt;
* grants a Diplomat citizen, Influence +1, Level: Influence +1 per lvl, Adj: +4 to Influence, one per galaxy&lt;br /&gt;
&lt;br /&gt;
== Discreet ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives a random tier 1 mercenary upon discovering bazaar&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; shipyard and asteroid mines decay reduced by 50%&lt;br /&gt;
&lt;br /&gt;
== Experienced ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships gain 25% more experience&lt;br /&gt;
&lt;br /&gt;
Heroic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;War College&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Planetary Resistance +25%&lt;br /&gt;
&lt;br /&gt;
== Hopeful ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Morale +1&lt;br /&gt;
&lt;br /&gt;
== Intuitive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 50 Research points (auto-assigned to Universal Translator + Xeno Commerce)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Data Center&#039;&#039;&#039; improvement at game start&lt;br /&gt;
* Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Anthropology tech line (prereq: Commerce Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Anthropology&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Xeno Anthropology Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.1, Level: Influence +1% per lvl, Adj: +1 to Tourism / Influence / Wealth / Approval, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Adaptive Anthropology&#039;&#039;&#039;: Diplomacy +1.0&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Educational Anthropology&#039;&#039;&#039;: Influence +10%&lt;br /&gt;
* &#039;&#039;&#039;Anthropology Specialization &amp;gt;&amp;gt; Economic Anthropology&#039;&#039;&#039;: Gross Income +10%&lt;br /&gt;
* &#039;&#039;&#039;Universal Outreach&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Universal Outreach Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.2, Level: Influence +1% per lvl, Adj: +2 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Xeno Anthropology Center)&lt;br /&gt;
* &#039;&#039;&#039;Future Studies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Future Studies Center&#039;&#039;&#039; improvement: Diplomacy +0.1, Influence +0.3, Level: Influence +1% per lvl, Adj: +3 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Universal Outreach Center)&lt;br /&gt;
&lt;br /&gt;
== Inventive ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Constructor ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Zero Gravity Construction&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
Knowledgeable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts knowing the homeworld locations of all major and minor civilizations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Gravitonics tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Gravitonics&#039;&#039;&#039;: Capacity +10%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Offensive Gravitonics&#039;&#039;&#039;: Beam / Missile / Kinetic Weapon Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; Defensive Gravitonics&#039;&#039;&#039;: Shield System / Point Defense / Armor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Specialization &amp;gt;&amp;gt; System Gravitonics&#039;&#039;&#039;: Drive / Life Support / Sensor Mass -5%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Manipulation&#039;&#039;&#039;: Capacity +15%&lt;br /&gt;
* &#039;&#039;&#039;Gravitonic Mastery&#039;&#039;&#039;: Capacity +20%&lt;br /&gt;
&lt;br /&gt;
== Paranoid ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; planets, shipyards and starbases get 2 interceptor drones when defending&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Molecular Fabrication tech line (prereq: Colonial Settlements)&lt;br /&gt;
* &#039;&#039;&#039;Molecular Fabrication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Molecular Fabricator&#039;&#039;&#039; improvement: All Construction +5%, Research +5%, Level: All Construction +1% per lvl, Adj: +2 to All Construction / Research, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Manufacturing&#039;&#039;&#039;: Social Construction +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Farming&#039;&#039;&#039;: Food +5%&lt;br /&gt;
* &#039;&#039;&#039;Molecular Specialization &amp;gt;&amp;gt; Molecular Computers&#039;&#039;&#039;: Research +5%&lt;br /&gt;
* &#039;&#039;&#039;Industrial Replication&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Industrial Replicator&#039;&#039;&#039; improvement: All Construction +10%, Research +10%, Level: All Construction +1% per lvl, Adj: +3 to All Construction / Research, costs 1 Promethion / 1 Durantium, one per planet (upgrades from Molecular Fabricator)&lt;br /&gt;
&lt;br /&gt;
== Prolific ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets 50% bonus population on colonization &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +20%&lt;br /&gt;
&lt;br /&gt;
Resourceful&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives resources at game start: 2 Durantium, 2 Hyper Silicates&lt;br /&gt;
&lt;br /&gt;
Scavengers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; after winning a battle each enemy ship has a 25% chance of being captured&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Vicious&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* Soldiering +10%, Resistance +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Recovery tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Recovery&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, Mining +1.0, Strategic Repair +10%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Research Scavenging&#039;&#039;&#039;: Research +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Structural Scavenging&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Scavenging Specialization &amp;gt;&amp;gt; Smart Scavenging&#039;&#039;&#039;: Strategic Repair +15%&lt;br /&gt;
* &#039;&#039;&#039;Creative Recycling&#039;&#039;&#039;: Scavenger&#039;s Chance +10%, All Construction +10%&lt;br /&gt;
* &#039;&#039;&#039;Ultimate Scavengers&#039;&#039;&#039;: Scavenger&#039;s Chance +25%&lt;br /&gt;
&lt;br /&gt;
== Slavers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; receives 15 points of its predominant Ideology whenever it conquers a planet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can train &#039;&#039;&#039;Slave Master&#039;&#039;&#039; citizen at game start&lt;br /&gt;
* no effect when in global pool&lt;br /&gt;
* All Construction +25% when assigned to planet&lt;br /&gt;
* no promotions&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Slaveling Recycling tech line (prereq: Soil Reclamation)&lt;br /&gt;
* &#039;&#039;&#039;Slaveling Recycling&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slave Recycler&#039;&#039;&#039; improvement: Food +10%, Level: Food +1% per lvl, Adj: +2 to Population, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Protein Resequencing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Protein Resequencer&#039;&#039;&#039; improvement: Food +20%, Level: Food +1% per lvl, Adj: +3 to Population, one per planet (upgrades from Slave Recycler)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;no access to Food Distribution, Xeno Irrigation, Biomass Resequencing&#039;&#039; or &#039;&#039;Bio Replication&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Garrison&#039;&#039;&#039; improvement (Xeno Combat Techniques)&lt;br /&gt;
* Resistance +50%, Level: Ship Construction +1% / Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Computer Core, Central Bank, Starport, Space Elevator, Factory, Xeno Factory, Mega Factory, Manufacturing Center&#039;&#039; or &#039;&#039;Industrial Sector&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Work Camp, Forced Labor Camp, Slave Camp, Slave Works, Devil&#039;s Forge, Slave Pit, Slave Mill&#039;&#039;&#039; and &#039;&#039;&#039;Slave Factory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Xeno Research Laboratory, Research Institute, Research Center, Research Academy, Discovery Sphere&#039;&#039; or &#039;&#039;Technological Capital&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Research Chamber, Research Stockade, Research Motivator, Research Extractor&#039;&#039;&#039; and &#039;&#039;&#039;Research Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort&#039;&#039; or &#039;&#039;Virtual World&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; instead can build &#039;&#039;&#039;Fighting Pit, Arena, Slaughtertorium&#039;&#039;&#039; and &#039;&#039;&#039;Hunting Grounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sneaky ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Espionage&#039;&#039;&#039; tech&lt;br /&gt;
&lt;br /&gt;
== Starfaring ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships and starbases are immune to nebula effects &amp;lt;can they build starbases in nebulae?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Logistics System&#039;&#039;&#039; improvement (Interstellar Logistics)&lt;br /&gt;
* Logistics per ship -1 to sponsored Shipyard, Level: Logistics +1 per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shrinker&#039;&#039;&#039; improvement (Zero Gravity Construction)&lt;br /&gt;
* Capacity +10%, Level: Capacity +1% per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Supply System&#039;&#039;&#039; improvement (Life Support)&lt;br /&gt;
* Ship Range +10% to sponsored Shipyard, Level: Ship Range +5% to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Hyperion Shipyard&#039;&#039;&#039; improvement (Hull Strengthening)&lt;br /&gt;
* Hitpoints +5 to sponsored Shipyard, Level: Hitpoints +1 to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player&lt;br /&gt;
&lt;br /&gt;
== Time Travelers ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with &#039;&#039;&#039;Stellar Folding, Large Scale Construction&#039;&#039;&#039; and &#039;&#039;&#039;Eminence&#039;&#039;&#039; techs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Weapons tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Weapons&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Beam Shifting&#039;&#039;&#039;: Beam Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Missile Shifting&#039;&#039;&#039;: Missile Accuracy +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Shifting Weapons &amp;gt;&amp;gt; Kinetic Shifting&#039;&#039;&#039;: Kinetic Accuracy +10%&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Dimensional Phasing tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Phasing&#039;&#039;&#039;: Dodge +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Shield Phasing&#039;&#039;&#039;: Shield Strength +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Point Defenses&#039;&#039;&#039;: Point Defense +10%&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Defense Focus &amp;gt;&amp;gt; Phased Armor&#039;&#039;&#039;: Armor Rating +10%&lt;br /&gt;
&lt;br /&gt;
== Traders ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1 Freighter ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Trade Licenses Max +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Post&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +10%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Center&#039;&#039;&#039; improvement (Galactic Trade)&lt;br /&gt;
* Trade Route Value +25%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Post)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Trade Capital&#039;&#039;&#039; improvement (Interstellar Trade)&lt;br /&gt;
* Trade Route Value +100%, Influence +25%, Level: Trade Route Value +5% per lvl, Adj: +3 to Wealth / Tourism, one per player&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Trade Focus tech line (prereq: Galactic Trade)&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Tariffs&#039;&#039;&#039;: Trade Route Value +20%&lt;br /&gt;
* &#039;&#039;&#039;Trade Focus &amp;gt;&amp;gt; Trade Route Focus&#039;&#039;&#039;: Trade Licenses Max +1&lt;br /&gt;
* &#039;&#039;&#039;Galactic Facilitation&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Customs Office&#039;&#039;&#039; improvement: Trade Route Value +50%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Center)&lt;br /&gt;
** &#039;&#039;&#039;Trading Hub&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 2 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Trade Masters&#039;&#039;&#039;: Trade Licenses Max +2&lt;br /&gt;
** &#039;&#039;&#039;Galactic Bazaar&#039;&#039;&#039; improvement: civ-wide Trade Route Value +25%, Level: civ-wide Trade Route Value +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Elerium / 1 Arnor Spice, one per galaxy&lt;br /&gt;
** &#039;&#039;&#039;Trading Mecca&#039;&#039;&#039; starbase improvement: Trade Route Value +10%, costs 4 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Marketing tech line (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Marketing&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Store&#039;&#039;&#039; improvement: Influence +0.1, Gross Income +15%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per planet&lt;br /&gt;
** &#039;&#039;&#039;Galactic Showcase&#039;&#039;&#039; improvement: Influence +50%, Gross Income +50%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per galaxy &amp;lt;bugged? bonuses actually civ-wide?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Commerce&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium Center&#039;&#039;&#039; improvement: Influence +0.2, Gross Income +20%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +2 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Store)&lt;br /&gt;
* &#039;&#039;&#039;Marketing Masters&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Iridium World&#039;&#039;&#039; improvement: Influence +0.5, Gross Income +25%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +3 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Center)&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Acquisitions tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Acquisitions&#039;&#039;&#039;: Starbase Range +2, grants 1 Small warship &amp;lt;is this correct?&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Weapons Quality&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Defense Quality&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +5%&lt;br /&gt;
* &#039;&#039;&#039;Acquisition Specialization &amp;gt;&amp;gt; Ship Quality&#039;&#039;&#039;: Hitpoints +10%&lt;br /&gt;
&lt;br /&gt;
== Unrelenting ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Invasions never cost credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 Influence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Black Market&#039;&#039;&#039; tech (prereq: Xeno Economics)&lt;br /&gt;
* &#039;&#039;&#039;Black Market&#039;&#039;&#039; improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Research / Social Construction, one per planet (bugged: only accessible if both Unrelenting and Slavers)&lt;br /&gt;
Unwavering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Rebellion Points +20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Unbroken Spirit tech line (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Unbroken Spirit&#039;&#039;&#039;: Hitpoints +15%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Discipline&#039;&#039;&#039;: Dodge +20%&lt;br /&gt;
* &#039;&#039;&#039;Defensive Trance&#039;&#039;&#039;: Beam / Kinetic / Missile Damage Resistance +20%&lt;br /&gt;
&lt;br /&gt;
== Vigilant ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Starbase Range +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; ships in any starbase&#039;s ZOC are granted +1 to those attacks that they already have&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;all starbases start out with +1 to all attacks and +10 to all defenses (this is actually worse than other cultures, default is 6/8/6/5/5/5)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starbases decrease speed of enemy ships in their ZOC &amp;lt;which starbases and by how much?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Interstellar Navigation tech line (prereq: Interstellar Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Interstellar Navigation&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Navigation Center&#039;&#039;&#039; improvement: Moves +1, Adj: +1 to Social Construction / Influence, costs 1 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigation Network&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigation Network&#039;&#039;&#039; improvement: Moves +1, Adj: +2 to Social Construction / Influence, costs 2 Techapod, one per galaxy&lt;br /&gt;
* &#039;&#039;&#039;Navigational Expertise&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Galactic Navigators Guild&#039;&#039;&#039; improvement: Moves +1, Adj: +3 to Social Construction / Influence, costs 4 Techapod, one per galaxy&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Stellar Forge tech line (prereq: Orbital Specialization)&lt;br /&gt;
* &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Stellar Forge&#039;&#039;&#039; improvement: Ship Construction +4, Hitpoints +10% to sponsored Shipyard, Ship Maintenance -10% to sponsored Shipyard, Level: Ship Construction +1 per lvl, Adj: +1 to Social Construction / Ship Construction / Research, costs 1 Xanthium, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Enhancement&#039;&#039;&#039;: Hitpoints +4&lt;br /&gt;
* &#039;&#039;&#039;Stellar Optimization &amp;gt;&amp;gt; Stellar Fortification&#039;&#039;&#039;: all ships Maintenance -25%&lt;br /&gt;
* &#039;&#039;&#039;Robust Hull Construction&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Hull Integrity Generator&#039;&#039;&#039; ship component: increases ship repair speed &amp;lt;by how much?&amp;gt;, Hitpoints +10, mass 1, costs 1 Durantium&lt;br /&gt;
** &#039;&#039;&#039;Arcean Hull Reinforcement&#039;&#039;&#039; ship component: Hitpoints +15, mass 1, costs 1 Durantium&lt;br /&gt;
* &#039;&#039;&#039;Hull Repair Systems&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Structural Enhancement Field&#039;&#039;&#039; fleet support component: grants Tactical Repair +1 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
** &#039;&#039;&#039;Repair Drones&#039;&#039;&#039; fleet support component: grants Tactical Repair +2.5 to all ships in fleet, mass 15, costs 1 Thulium&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Territorial Reinforcement tech line (prereq: War College)&lt;br /&gt;
* &#039;&#039;&#039;Territorial Reinforcement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Starbase Fortification Module&#039;&#039;&#039; starbase improvement: Shield Strength / Armor Rating / Point Defense +5, costs 1 Elerium / 1 Antimatter / 1 Thulium&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Reinforcement&#039;&#039;&#039;: all starbases get +50 Hitpoints&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement Optimization &amp;gt;&amp;gt; Starbase Guardians&#039;&#039;&#039;: all starbases get 2 interceptor drones&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Interstellar Defense Module&#039;&#039;&#039; starbase improvement: Move Cost -25% to own ships, Move Cost +25% to enemy ships in ZOC, costs 1 Durantium / 1 Elerium / 1 Thulium / 1 Promethion&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Battle Coordination&#039;&#039;&#039;: Beam / Kinetic / Missile Attack +20%&lt;br /&gt;
* &#039;&#039;&#039;Starbase Fortification Focus &amp;gt;&amp;gt; Starbase Defense Coordination&#039;&#039;&#039;: Shield Strength / Armor Rating / Point Defense +20%&lt;br /&gt;
* &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; fleet support component: increases the attack of all ships in fleet by 15%, reduces the defense of all enemy ships by 15%, can be put multiple times on a ship, mass 5, costs 1 Elerium / 1 Durantium / 1 Antimatter&lt;br /&gt;
** &#039;&#039;&#039;Zalon Defense System&#039;&#039;&#039; starbase improvement: increases the attack of all ships in starbase&#039;s ZOC by 25%, reduces the defenses of all enemy ships in starbase&#039;s ZOC by 25%, costs 2 Durantium / 2 Elerium / 2 Antimatter / 2 Thulium / 2 Promethion&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to Xeno Geology tech line (prereq: Biosphere Perfection)&lt;br /&gt;
* &#039;&#039;&#039;Xeno Geology&#039;&#039;&#039;: colony Maintenance -5%, Morale +1&lt;br /&gt;
* &#039;&#039;&#039;Weather Control&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Center&#039;&#039;&#039; improvement: Raw Production +15%, Maintenance -15%, Morale +15%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet&lt;br /&gt;
* &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Weather Control Zenith&#039;&#039;&#039; improvement: Raw Production +30%, Maintenance -30%, Morale +30%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / +2 to Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet (upgrades from Weather Control Center)&lt;br /&gt;
&lt;br /&gt;
== Warriors ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Range +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Beam / Kinetic / Missile Damage Resistance +10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; gets access to &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; tech (prereq: Planetary Invasion)&lt;br /&gt;
* &#039;&#039;&#039;Temple of Valor&#039;&#039;&#039; improvement: Planetary Defense +25%, Resistance +25%, Level: &amp;lt;?&amp;gt;, Adj: +2 to Social Construction / Influence / Ship Construction, costs 1 Xanthium Deposit, one per planet&lt;br /&gt;
&lt;br /&gt;
== Wealthy ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; starts with 1000 additional credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; all planets get +1 to Raw Production&lt;br /&gt;
&lt;br /&gt;
== Xenophobic ==&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Social Production +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Research +200%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Ship Production -50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Influence -95%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; Population Growth +25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039; can build &#039;&#039;&#039;Dream Conclave&#039;&#039;&#039; improvement (Cultural Influence)&lt;br /&gt;
* Morale +10%, Influence +25%, Research +25%, Level: Morale +1 per lvl, Adj: +3 to Approval / Influence / Research, costs 5 Arnor Spice / 5 Promethion, one per player&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Technology&amp;diff=7532</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Technology&amp;diff=7532"/>
		<updated>2018-06-27T18:43:56Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added explanation about Crusade tech tree change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders tech.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technology&#039;&#039;&#039; is the most crucial element of securing galactic hegemony. Each major race has its own technology tree, with staggered [[technology age]]s to help streamline the gameplay and avoid the age-old problem of attacking a tank with a phalanx (so to speak).&lt;br /&gt;
==Technology trees==&lt;br /&gt;
All major factions have their own unique technology tree, the minor factions share a technology tree, and custom factions can use any of the technology trees. Clicking on the faction name will take you to more information about that faction, while clicking on the technology tree description will take you to the technologies of that faction.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the Crusade and Intrigue expansions, the technology tree is no longer faction specific.  Instead, different branches of the tree are present or absent based on the faction&#039;s abilities and traits.  So, for example, the branch that has the Xeno Mysticism, Precursor History, and Dark Energy Research technologies is available to any faction that has the Ancient ability, not just the Altarians.&lt;br /&gt;
&lt;br /&gt;
==Commonalities==&lt;br /&gt;
Every race has access to the basic necessities of expanding and growing their empire. Everyone has some kind of factory progression, for example, and access to colonization tech for extreme worlds. They differ in many of the details, though, and each race has one or more areas of expertise according to their general personality and proclivities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Major Factions !! Icon !! Technology Tree Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Altarian Resistance]] || [[File:25px-RaceLogo-AltResistance.png|center|25px]] || [[Altarian technology tree]] reflects their love of beauty and culture.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drengin Empire]] || [[File:25px-RaceLogo-DrenginEmpire.png|center|25px]] || [[Drengin technology tree]] is ruthless, brutal, and often downright evil. Just like its inventors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Iconian Refuge]] || [[File:25px-RaceLogo-Iconian.png|center|25px]] || [[Iconian technology tree]] focuses on their ancient lineage and the mysticism they&#039;ve built up over the millenia.&lt;br /&gt;
|-&lt;br /&gt;
| [[Iridium Corporation]] || [[File:25px-RaceLogo-Iridium.png|center|25px]] || [[Iridium technology tree]] is, like the rest of Iridium culture, based on the creation of value and profit.&lt;br /&gt;
|-&lt;br /&gt;
| [[Krynn Syndicate]] || [[File:25px-RaceLogo-Krynn.png|center|25px]] || [[Krynn technology tree]] allows them to explore the Way, which shapes their developing culture along distinct paths.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terran Alliance]] || [[File:25px-RaceLogo-TerranAlliance.png|center|25px]] || [[Terran technology tree]] does it all, with a focus on diplomacy.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thalan Contingency]] || [[File:25px-RaceLogo-Thalan.png|center|25px]] || [[Thalan technology tree]] is weird and wonderful. Living in exile from an apocalyptic future will do that. &lt;br /&gt;
|-&lt;br /&gt;
| [[Yor Singularity]] || [[File:25px-RaceLogo-Yor.png|center|25px]] || [[Yor technology tree]] is particularly concerned with the extermination of dirty, messy organic life from the galaxy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Other Factions !! Icon !! Technology Tree Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Minor_Races|Minor Factions]] || [[File:25px-RaceLogo-KaxxCollective.png|25px|frameless|center|Custom Race]] || Minor races each borrow one of the major races&#039; tech trees.&lt;br /&gt;
|-&lt;br /&gt;
| [[Faction_designer|Custom Factions]] || [[File:25px-RaceLogo custom.png|center|25px]] || Custom Race technology trees are of the players choosing, as they can choose any of the other races&#039; tech trees.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Galactic Civilizations III technologies]]&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7528</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7528"/>
		<updated>2018-06-26T04:09:05Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added note about Steam factions not synching&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders startingtips.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve started a new game of GalCiv3. Now what? This page will walk you through the various setup options available in the game. If you’re new to these types of games, it is probably best to start by playing the Tutorial. If you’re unfamiliar with the term, “Sandbox mode” refers to being able to freely play the game without a pre-set story or campaign to drive it. This mode is recommended only after having a chance to experience the basics of the game.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Race Selection&amp;lt;/h2&amp;gt;&lt;br /&gt;
The “Choose Civilization” screen begins your choice-making process. Each race has its own unique traits and abilities and can affect how you build your civilizations and interact with other races. To create your own custom race, select the button and head to the Customize Civilization screen. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
To customize your own race, you will have to create a Leader. You can choose from a gallery of available images for your race or upload graphics of your own. The Race Overview section allows you to enter your race’s name, ship call signs, Homeworld name, beginning star system,  a racial description, and logo. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the “traits and abilities” section, you can choose how to continue to specialize your race. You begin with five available points to spend on traits. If you spend points on lessening traits, you will be able to reserve additional points to add to other traits available to you. For racial abilities, you will have your choice of any two from a large list. These abilities don’t really have a built-in “downside” and can be very powerful.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The “Appearance” section offers an assortment of options to customize the “look” of your race; things like ship styles, colors and textures, and race colors and themes for the interface can all be changed in this section. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Lastly, the “Personality” section allows you to select your tech tree and modify how your race will behave when controlled by the game’s AI. This includes ideology, character traits, goals, and priorities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Galaxy Type&amp;lt;/h2&amp;gt;&lt;br /&gt;
When you start a new game, you will have several options for customizing your galaxy. There are options for size, victory conditions, and allies/enemies. Depending on how long you want your game to last, you may want to start with some of the smaller galaxy sizes before moving onto the bigger ones. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The Galaxy Options section allows you to fully customize the contents of your galaxy. Star Systems determine how frequently stars and planets will be generated on the map. When determining your Star Systems, you have several different options to consider.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Star Frequency:&amp;lt;/strong&amp;gt; This determines how often you will find stars, which may or may not lead to more habitable planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Planet Frequency:&amp;lt;/strong&amp;gt; “Planet” refers to all worlds in the galaxy, both habitable and uninhabitable. This control will allow you to choose the overall frequency of planets in your galaxy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Habitable Planet Frequency:&amp;lt;/strong&amp;gt; These are planets you can colonize and can be valuable resources. Careful though, if you set them to be very frequent, you may spend all of your time and resources trying to colonize and not have time for anything else!&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extreme Planet Frequency:&amp;lt;/strong&amp;gt; These are planets that can be colonized but require special techs to do so.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Resources include the various types of bonuses and advancements that can be discovered. Each of these include their own drop-down menus that will set how often they appear.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Asteroid Frequency:&amp;lt;/strong&amp;gt; Asteroids often contain strategic resources like Durantium that you can mine. They also impede movement.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Nebulae:&amp;lt;/strong&amp;gt; Interstellar terrain that have global effects on ships as they travel through space, and also contain Elerium, a rare strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Black Hole Frequency:&amp;lt;/strong&amp;gt; Black holes are scary, but for those undaunted by them you can mine the resulting Antimatter as a strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Resource Frequency:&amp;lt;/strong&amp;gt; Each Resource allows you to build special, powerful components on prototype ships. Resources are:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Durantium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Elerium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Antimatter&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Promethion&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Thulium&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Precursor Relic Frequency:&amp;lt;/strong&amp;gt; These are ancient artifacts that when studied provide civilization-wide bonuses.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Ascension Crystal Frequency:&amp;lt;/strong&amp;gt; These are a special type of precursor artifact that, when studied, can unlock the secrets of ascending to a higher plane.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Anomaly Frequency:&amp;lt;/strong&amp;gt; Anomalies are artifacts and other unknown items that when surveyed unlock special rewards, such as ships, money, bonuses and techs.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
There are some interactions between these settings to be aware of.  Reducing black hole frequency will reduce the number of available antimatter resources, reducing nebula frequency will reduce elerium availability, reducing asteroid frequency will reduce durantium, and reducing planet frequency will reduce promethion and thulium.&lt;br /&gt;
&amp;lt;h2&amp;gt;Game Settings&amp;lt;/h2&amp;gt;&lt;br /&gt;
In this section, you have several options to select so that you can create the kind of map that you’d most enjoy. The menu options here are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galaxy Difficulty:&amp;lt;/strong&amp;gt; The overall difficulty of the map, which includes pirates and all the races. However, you can override this individually per race by making other adjustments in your game options or in the way you set up your game.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Game Pacing:&amp;lt;/strong&amp;gt; Makes the game play faster or slower by modifying things like production.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Research Rate:&amp;lt;/strong&amp;gt; Makes researching cheaper or more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pirates:&amp;lt;/strong&amp;gt; Adjust this to determine how many (if any) pirate bases will exist on your map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;United Planets Frequency:&amp;lt;/strong&amp;gt; This setting lets you determine how often the United Planets (the galactic government) meets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galactic Events:&amp;lt;/strong&amp;gt; Galactic Events are game-changing incidents that can alter the way your empire grows.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Minor Races:&amp;lt;/strong&amp;gt; Determines how many minor races will be in the galaxy. Minor races are civilizations that cannot expand into the galaxy, but can be valuable trade partners or allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Disable Tech Trading:&amp;lt;/strong&amp;gt; Enable this option to remove the feature for trading technologies with other races.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Opponents&amp;lt;/h2&amp;gt;&lt;br /&gt;
You can choose a pre-set race or a custom saved race to play against. You may also choose as many opponents as you want and set the difficulty levels for each enemy individually. Please note that if you are playing on a smaller map, you may not want to fill it to the brim with a bunch of hostile opponents! They’ll be all up in your neighborhood before you know it…&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Playing a Game&amp;lt;/h2&amp;gt;&lt;br /&gt;
Now that your galaxy is set up the way you like it, you can begin your game. At first glance, if you’re unfamiliar with these types of games, it seems very intimidating and overwhelming. The next section will cover some of the other basic things you need to know as you start your adventure across the Galaxy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Game Menu Bar&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Victory&amp;lt;/h4&amp;gt;&lt;br /&gt;
This screen gives you feedback on how close you are to winning for any of the victory conditions you have set for your current game.&lt;br /&gt;
&amp;lt;h4&amp;gt;Govern&amp;lt;/h4&amp;gt;&lt;br /&gt;
A handy repository of information, this button contains several tabs on different aspects of your empire.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Economy:&amp;lt;/strong&amp;gt; Allocate your production spending and balance your space budget.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Colonies:&amp;lt;/strong&amp;gt; Provides an at-a-glance reference for all colonized worlds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Commands:&amp;lt;/strong&amp;gt; Give orders to your shipyards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Trade:&amp;lt;/strong&amp;gt; View and manage your trade routes with other civilizations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Stats &amp;amp; Graphs:&amp;lt;/strong&amp;gt; Chart your development through the course of your game, and compare your progress with your rivals.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Technology&amp;lt;/h3&amp;gt;&lt;br /&gt;
This button is dedicated to all things Research; your available technology projects, descriptions of what benefits and unlocks they provide, what you&#039;re currently researching, and the complete tech tree for your perusal.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Ideology&amp;lt;/h3&amp;gt;&lt;br /&gt;
Through the course of the game, random events will present you with choices to shape the ideology of your civilization. Based on your choices, you will be awarded points in one of three categories: Benevolent, Pragmatic, or Malevolent. These points can be spent on Ideological Traits in this tab. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Diplomacy&amp;lt;/h3&amp;gt;&lt;br /&gt;
Keep track of alliances, relationships and wars between races. Establish treaties with your allies or participate in galactic politics through the governing body of the United Planets.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Designer&amp;lt;/h3&amp;gt;&lt;br /&gt;
Play ship architect here. Improve existing ship designs or build your own from scratch. As you unlock better technology, your improved components will be available to attach to your ships here.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is a lot to learning this game and others like it, but I find the best method is just to explore! Below are some tips and some frequently asked questions from beginners (including myself!) to help get you started.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Starting Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I know what to research first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
It depends on what you are wanting to do in the end game. Consider your various types of victories (Ideaologic, Warfare, Diplomatic, etc.) and try to spec toward that. In order to communicate with other species you encounter, we suggest researching Universal Translator first.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What do I build first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Some planets have special hexes or attributes that give bonuses to certain types of buildings. Keep an eye out for those as you start to settle on your planet. Building structures of the same type adjacent to one another will also yield a lot of bonuses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What kind of ships do I start with?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
You start with a colony ship, a survey ship (this ship has weapons and should probably hang around near your colony ship as you explore!), a scout ship, and a shipyard (where you can build more ships!). Each race has different names for their ships, but their types are all the same.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is Ideology?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There are certain types of ruling styles that can give you bonuses and new options as you play through a game. You can be a Benevolent, Pragmatic, or Malevolent ruler. Each style has its own advantages and disadvantages. As you make choices based on these leadership styles, new bonuses will become available to you on your Ideology tree.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I mine?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to mine resources (Durantium, Thulium, Promethean, Iridium, etc.), you must build a starbase using a Constructor type ship that is capable of building starbases. Once a Starbase is built, there are several options for specialization “rings” -- choose “Mining Ring” in order to mine resources within a certain radius of your starbase.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What else can a Starbase do?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Starbases have several other uses. They can expand your range, bolster your defenses, or improve your offenses. Your tech tree can unlock more Starbase options.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is an anomaly and why do I care?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Anomalies can have lots of great secrets locked away. Sometimes it comes in the form of extra money (and who doesn’t need more money?) or certain new options for Ideology or Research. Point is, take your survey ships and check them out when you find them!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What does a planet’s class mean?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Planets range from Class 1 all the way through Class 20. Class 20 planets are the best, while Class 1 planets are not as good for colonizing. You can increase a planet&#039;s class by researching terraforming technologies and building terraforming improvements, each of which adds a buildable tile to the planet.  A planet&#039;s class is also a limit to the population that can live there.  For example, a class 16 planet has a maximum population of 16.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is raw production?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Raw production is the base for your planet&#039;s production.  Each unit of raw production yields +1 social production, +1 ship production, +1 research, and +1 gross income. You can see these listed on the planet window in the tooltips for each production area as &amp;quot;Base Value&amp;quot; for social and ship production, &amp;quot;Base Research&amp;quot; for research, and &amp;quot;Income&amp;quot; for income.  The largest contributor to raw production is normally population, because each unit of population adds one to raw production.  Other sources of raw production are asteroid mines (which yield +1 if close by, less if further away), improvements such as the Central Mine, colony capitals, certain technologies (like Enhanced Production), and precursor anomalies.  In addition, technologies like Interstellar Governance (and its follow on techs) and high approval add percentage multipliers to raw production.  The Wealthy ability also adds +1 to raw production.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Things to Watch Out For&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Where are my resources going?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Despite having established a number of mining star bases and having a steady income of durantium, promethion, etc, you might suddenly find yourself running out of those resources for no apparent reason.  Indeed, some players have reported on the Stardock forums that they have gone from positive to negative totals in a single turn.  The most common cause of this is having &amp;quot;Auto-Upgrade Improvements&amp;quot; (in the planet Govern window) turned on for all of your planets.  Higher level upgrades of factories, for example, require durantium to build.  Thus researching a tech that enables such an upgrade can cause all factories on all your planets to queue an upgrade, draining durantium for each one.  If you don&#039;t mind the extra micro-management, it&#039;s a good idea to turn off Auto-Upgrade Improvements on every planet you colonize or conquer.  If you don&#039;t want to do that, at least be aware of the problem.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Why is my defeated opponent still there?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Normally when you successfully invade an opponent&#039;s last planet, you get a pop-up window telling you that the civilization has &amp;quot;been destroyed&amp;quot;.  Sometimes that doesn&#039;t happen though.  What that means is that you either overlooked some other planet that your enemy had colonized or invaded, or that they still have one or more colony ships or transports flying around somewhere in the galaxy.  In the latter cases it is still theoretically possible for the enemy to re-establish themselves on a new colony or invaded planet, so to completely defeat them you have to hunt down those ships and destroy them.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Why are my Steam factions not showing up?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Some people have reported that when they subscribe to factions or ship sets in Steam, they don&#039;t show up in the game.  If this happens to you, make sure to turn on the Steam overlay for GC3 and restart the game.  That should cause your subscriptions to resync.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Main_Page&amp;diff=7524</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Main_Page&amp;diff=7524"/>
		<updated>2018-06-25T17:15:24Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added link to new Using Mods page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{MainTemplate&lt;br /&gt;
| welcome = [[File:gc3wiki home.jpg|link=|&amp;lt;span title=&amp;quot;Galactic Civilizations III Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| about_title = About Galactic Civilizations III&lt;br /&gt;
| about_content = &lt;br /&gt;
Never the same game twice, Galactic Civilizations III is the largest strategy sandbox ever made. Each new game offers an array of options as you set it up - choose your map size, abundance of planets and resources, frequency of events, and more for a unique play experience every time. Galactic Civilizations III also removes linear victory conditions and offers you multiple objectives that you can choose to pursue in order to win, such as military conquest, cultural domination, technological ascension, or political alliances. The new multiplayer capabilities also allow you to expand your challenges and fights beyond an AI in order to face off against fellow players. All of this, topped with a rich and in-depth custom ship designer ensure an immersive and exciting experience as you decide how to rule your galaxy.&lt;br /&gt;
&lt;br /&gt;
==== Never the same game twice ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt;Play in the ultimate sandbox where each game has a unique map, worlds, and challenges to face -- all on a massive scale. Play against 16 to 100 opponents.&amp;lt;/p&amp;gt;&lt;br /&gt;
==== Multiple paths to victory ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt;Win through military conquest, cultural domination, technological ascension, or political alliance.&amp;lt;/p&amp;gt;&lt;br /&gt;
==== Story-based campaign ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt;Get brought up to date on the 20-year story arc behind the rise of humanity in the 23rd century.&amp;lt;/p&amp;gt;&lt;br /&gt;
==== Massive technology tree ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt;Research a technology tree with immense breadth and depth. Each playable faction has their own unique specializations. Your choice determines how you play and win.&amp;lt;/p&amp;gt;&lt;br /&gt;
==== Faction &amp;amp; Ship Customization ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt; Create a civilization with its own look, ships, technologies, and even options for how the AI will use them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| morearticles_title = Additional Pages&lt;br /&gt;
| morearticles_content =&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:2em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Metaverse &amp;lt;/h2&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv3.com/metaverse#/ladders/all/overall/Overall?viewType=myself Ladders]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv3.com/metaverse#/gamestats Universe]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://steamcommunity.com/stats/226860/achievements Steam Achievements]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Media &amp;lt;/h2&amp;gt;&lt;br /&gt;
* [[Trailers]]&lt;br /&gt;
* [[Community Let&#039;s Play Videos]]&lt;br /&gt;
* [[Screenshots]]&lt;br /&gt;
* [[Concept Art]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Community Links &amp;lt;/h2&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.reddit.com/r/GalCiv3/ Reddit]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://galciv3.gamepedia.com/Official_Galactic_Civilizations_III_Wiki Gamepedia]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.gamefaqs.com/pc/735158-galactic-civilizations-iii GameFAQs]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Official Pages &amp;lt;/h2&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv3.com/ www.GalCiv3.com]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.facebook.com/GalCivIII/ Galactic Civilizations Facebook]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://twitter.com/galciv Galactic Civilizations Twitter]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forums.galciv3.com/ Galactic Civilizations III Forums]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| news_title = Recent Activity&lt;br /&gt;
| news_content =&lt;br /&gt;
{{RecentActivity:type=all|count=20|format=*}}&lt;br /&gt;
&lt;br /&gt;
| sections_title = Launch Trailer&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left:-0.4em;&amp;quot;&amp;gt;[[File:GC3 vid LaunchTrailer-min.jpg|320px|link=https://www.youtube.com/watch?v=NlkC1lkvG-Q]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| articles_title = Important Pages&lt;br /&gt;
| articles_content =&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv3.com/databanks/game-history History]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.galciv3.com/databanks/timeline Timeline]&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Developer Diaries]]&lt;br /&gt;
* [[System Specifications]]&lt;br /&gt;
* [[DLC]]&lt;br /&gt;
* [[Updates]]&lt;br /&gt;
* [[List of Achievements]]&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Game Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
* [[Major Civilizations]]&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Governments and Commonwealths]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Abilities]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Traits]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Personalities]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[Minor Races]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Galactic Resources]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Trade Resources]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[Planets]]&lt;br /&gt;
* [[Planet Types]]&lt;br /&gt;
* [[Starbases]]&lt;br /&gt;
* [[Starships]]&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Ship Parts]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[Ship Designer]]&lt;br /&gt;
* [[Faction Designer]]&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; How to Play &amp;lt;/h2&amp;gt;&lt;br /&gt;
* [[Controls]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Difficulty settings]]&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://stardock.cachefly.net/www_galciv3_com-assets/gamemanual/GC3Manual.pdf Game Manual]&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Using Mods]]&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Gameplay &amp;lt;/h2&amp;gt;&lt;br /&gt;
* [[Manufacturing]]&lt;br /&gt;
* [[Economy]]&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Tourism and Trade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Wealth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Citizens]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[Technology]]&lt;br /&gt;
* [[Ideology]]&lt;br /&gt;
* [[Colonies]]&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Colonization Events]]&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Improvements]]&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Tile Bonus]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Shipyards]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Approval]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Adjacency]]&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Combat and Invasions]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[Diplomacy]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;[[Crises]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[Victory]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Citizens&amp;diff=7523</id>
		<title>Citizens</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Citizens&amp;diff=7523"/>
		<updated>2018-06-25T17:06:03Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Citizens are a mechanic introduced with the expansion Crusade. Every 10 turns one is generated for a civilization and depending on abilities and techs researched can be trained in a variety or roles, workers that boost civilian manufacturing, spies for espionage, generals that provide legions and many more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Citizen&lt;br /&gt;
| Cost&lt;br /&gt;
| Effect&lt;br /&gt;
| Required ability / tech / ideology&lt;br /&gt;
| Promotions&lt;br /&gt;
|-&lt;br /&gt;
| Leader&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Leaders can be assigned to boost any ability of your civlization on the Govern screen by over 6% and can be reassigned without penalty.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade Leader.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 6% to any ability in Govern screen&lt;br /&gt;
| Interstellar Governance&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| General&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Generals provide 5 legions of forces to your civilization. They also can provide your Civilization a 3% boost to planetary resistance or can settle on a specific colony to boost the resistance of that planet by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade General.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
5 legions&lt;br /&gt;
&lt;br /&gt;
Government: 3% to planetary resistance&lt;br /&gt;
&lt;br /&gt;
Colony: 30% + 1% per level to resistance&lt;br /&gt;
| Xeno Combat Techniques&lt;br /&gt;
| Supreme General&lt;br /&gt;
|-&lt;br /&gt;
| Supreme General&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | One of the keenest military minds in our civilization. Looks good in a uniform, too. A Supreme General increases Legions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade General.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| &lt;br /&gt;
10 Promethion&lt;br /&gt;
&lt;br /&gt;
1 Helios Ore&lt;br /&gt;
| &lt;br /&gt;
5 legions&lt;br /&gt;
&lt;br /&gt;
Government: 3% to planetary resistance&lt;br /&gt;
&lt;br /&gt;
Colony: 30% + 1% per level to resistance&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Administrator&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Administrators provide 5 points for administration which in turn are consumed by Survey Ships, Colonies, and Starbases.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade Administrator.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| N/A&lt;br /&gt;
| Gives 5 administration points&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
Minister&lt;br /&gt;
&lt;br /&gt;
Mobster&lt;br /&gt;
|-&lt;br /&gt;
| Minister&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | A department is far more effective when it has political support, and nothing communicates that like installing a Minister there.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade Administrator.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| &lt;br /&gt;
10 Promethion&lt;br /&gt;
&lt;br /&gt;
1 Epimetheus Pollen&lt;br /&gt;
| &lt;br /&gt;
Gives 5 administration points&lt;br /&gt;
&lt;br /&gt;
Citizen retires&lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Mobster&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | It&#039;s amazing how many people are willing to do things for you when you subtly threaten their life. Or explicitly. The Mobster can go both ways.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Promotion Mobster.png|border|100px|Promotion Mobster.png]]&lt;br /&gt;
| &lt;br /&gt;
10 Promethion&lt;br /&gt;
&lt;br /&gt;
1 Artocarpus Viriles&lt;br /&gt;
&lt;br /&gt;
| Eliminates colony maintenance on assigment&lt;br /&gt;
| Malevolent&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Commanders can be assigned to Starships, boosting ship stats as the Commander levels up.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade Commander.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
Government: 3% boost to ship hit points&lt;br /&gt;
&lt;br /&gt;
Ship: &lt;br /&gt;
&lt;br /&gt;
50% to hit points of ships in fleet&lt;br /&gt;
&lt;br /&gt;
100% to move points of ships in fleet&lt;br /&gt;
&lt;br /&gt;
25% to fleet logistics&lt;br /&gt;
| War College&lt;br /&gt;
| &lt;br /&gt;
Admiral&lt;br /&gt;
&lt;br /&gt;
Exterminator&lt;br /&gt;
&lt;br /&gt;
Invader&lt;br /&gt;
&lt;br /&gt;
Navigator&lt;br /&gt;
&lt;br /&gt;
Privateer&lt;br /&gt;
|-&lt;br /&gt;
| Admiral&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | After spending a lifetime amongst the stars, the Admiral knows more about space combat than anyone alive. And loneliness. Upgrades to a Flagship which gives a powerful fleet wide bonus.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade Commander.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| &lt;br /&gt;
10 Promethion&lt;br /&gt;
&lt;br /&gt;
1 Xanthium Deposit&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
Ship: &lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Exterminator&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | A heartless genius, but aren&#039;t they all, the Exterminator can use their cruel gift to wipe out all the life on a world. Converts ship into a deadly Spore ship capable of eradicating all Biological life on a planet.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade Commander.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| &lt;br /&gt;
10 Promethion&lt;br /&gt;
&lt;br /&gt;
1 Artocarpus Viriles&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
Ship: &lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Invader&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | The survivor of countless battles, and an expert on all forms of combat, the Invader hasn&#039;t met an alien yet that he can&#039;t subdue. Upgrades to a powerful Transport for invasions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade Commander.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| &lt;br /&gt;
10 Promethion&lt;br /&gt;
&lt;br /&gt;
1 Xanthium Deposit&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
Ship: &lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Navigator&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | No-one sees the folds of space better or can cut the corners of reality quite like a Navigator. Upgrades  to Star Surfer, a powerful long-range survey ship.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Promotion Navigator.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| &lt;br /&gt;
10 Promethion&lt;br /&gt;
&lt;br /&gt;
1 Precursor Nanite&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
Ship: &lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Privateer&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | A master of tricks and subterfuge, the Privateer can harry the enemy without letting them know who they really work for. Converts ship into a powerful ship that seemingly belongs to no Civilization.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Promotion Privateer.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| &lt;br /&gt;
10 Promethion&lt;br /&gt;
&lt;br /&gt;
1 Snuggler Colony&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
Ship: &lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Spy&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Spies can be used against Foreign Civilizations - sabotaging planets, confiscating vital information, and countering enemy Spies that may be on your worlds.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade Spy.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
Government: 0.1 to security level&lt;br /&gt;
&lt;br /&gt;
Foreign colony: disables improvement&lt;br /&gt;
| Espionage&lt;br /&gt;
| Infiltrator&lt;br /&gt;
|-&lt;br /&gt;
| Infiltrator&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | You could stare right at them and not know what they look like, the Infiltrator&#039;s only defining feature being their incredibly sticky fingers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Promotion Infiltrator.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| &lt;br /&gt;
10 Promethion&lt;br /&gt;
&lt;br /&gt;
1 Ultra Spice&lt;br /&gt;
| &lt;br /&gt;
Steals random tech&lt;br /&gt;
&lt;br /&gt;
Citizen Dies&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Worker&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Workers can boost your Civilization&#039;s social construction by 3% or you can settle them on a colony and boost social production by 30% instead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crusade Worker.png|border|100px|Crusade Administrator.png]]&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
Government: 3% to social construction&lt;br /&gt;
&lt;br /&gt;
Colony: 30% + 1% per level to social construction&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
Crunch Time&lt;br /&gt;
&lt;br /&gt;
Recall&lt;br /&gt;
&lt;br /&gt;
Forced Labor&lt;br /&gt;
&lt;br /&gt;
Overtime&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Citizen_portraits|Citizen portraits]]&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Colonies&amp;diff=7519</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Colonies&amp;diff=7519"/>
		<updated>2018-06-25T01:07:03Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added a paragraph on food.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders colony.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonies&#039;&#039;&#039; are the basic economic unit of Galactic Civilizations III, which are basically comparable to a city in a traditional land-based 4X strategy title.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Each colony is a single planet. It has a certain number of tiles available to build improvements on, which is represented by its Class rating. It may have a special bonus associated with it, like a Shielded World&#039;s additional resistance to invasion, or may have one or more Trade Resources present. Individual tiles may also have tile bonuses that increase the level of improvements built on and adjacent to them. Each colony can sponsor one shipyard to construct starships, and simultaneously build one social improvement or project.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Planetary Class ==&lt;br /&gt;
Every planet is assigned a class, from 0 (uninhabitable) to 26 (paradise). The number designates how many tiles are available for housing improvements. It also serves as a cap for the planet&#039;s population.  Terraforming (see below) can raise a planet&#039;s class.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
[[Improvement |Improvements]] are buildings that increase the output or defense of the colony in various ways. Some, like Factories, multiply the manufacturing output by a certain percentage. Others, like Meditation Centers, don&#039;t increase output directly, but boost Approval, which then increases growth and productivity. Military improvements like the Champions Temple make the planet harder to conquer by increasing its resistance to invasion.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Special Improvements ===&lt;br /&gt;
Some improvements require a galactic resource to construct and will consume that resource until they&#039;re demolished. These improvements have higher payoff, however. For example, the Durantium Refinery gives a +2 manufacturing adjacency bonus, as well as providing one raw unit of manufacturing itself.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Wondrous Improvements ===&lt;br /&gt;
One-per-empire improvements like the Hyperion Shipyard are expensive, but give unique bonuses like giving all ships created by the shipyard this planet sponsors a boost to hit points.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Capitals ===&lt;br /&gt;
Colony capitals cannot be moved or demolished, but provide a +1 adjacency bonus to all types of improvements.  In the Crusade expansion they can be upgraded to support additional population and increased morale.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
Certain technologies allow special Terraforming improvements. These potentially allow you to unlock new tiles for development, assuming there is land available for such development.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Damage ==&lt;br /&gt;
Tiles and improvements can be destroyed during planetary invasions, whether or not the invasion is successful. The likelihood of this happening depends on what invasion tactics that are used by the aggressor.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Food ==&lt;br /&gt;
Population can be expanded past the initial colony cap by building city improvements.  Carbon based life forms require food to build cities.  (Silicon based life forms need promethion instead, synthetics don&#039;t need cities at all).  Food can be produced by building Farms and their upgrades.  Food is a global resource; food produced on a planet goes into a global pool and can be used to build a city on any other planet.  In the Crusade (and Intrigue) expansions, Arable Land tiles provide +1 food each and farms can only be built on those tiles.  Each farm upgrade provides additional food.  Improvements such as Food Distribution can raise food by a percentage multiplier and increase the yield of farms through adjacency bonuses.  There is an exception to building only on Arable Land - Aquatic civilizations can build Hydroponic Farms on any tile.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Colonies&amp;diff=7518</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Colonies&amp;diff=7518"/>
		<updated>2018-06-25T00:49:03Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Capitals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders colony.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonies&#039;&#039;&#039; are the basic economic unit of Galactic Civilizations III, which are basically comparable to a city in a traditional land-based 4X strategy title.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Each colony is a single planet. It has a certain number of tiles available to build improvements on, which is represented by its Class rating. It may have a special bonus associated with it, like a Shielded World&#039;s additional resistance to invasion, or may have one or more Trade Resources present. Individual tiles may also have tile bonuses that increase the level of improvements built on and adjacent to them. Each colony can sponsor one shipyard to construct starships, and simultaneously build one social improvement or project.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Planetary Class ==&lt;br /&gt;
Every planet is assigned a class, from 0 (uninhabitable) to 26 (paradise). The number designates how many tiles are available for housing improvements. It also serves as a cap for the planet&#039;s population.  Terraforming (see below) can raise a planet&#039;s class.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
[[Improvement |Improvements]] are buildings that increase the output or defense of the colony in various ways. Some, like Factories, multiply the manufacturing output by a certain percentage. Others, like Meditation Centers, don&#039;t increase output directly, but boost Approval, which then increases growth and productivity. Military improvements like the Champions Temple make the planet harder to conquer by increasing its resistance to invasion.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Special Improvements ===&lt;br /&gt;
Some improvements require a galactic resource to construct and will consume that resource until they&#039;re demolished. These improvements have higher payoff, however. For example, the Durantium Refinery gives a +2 manufacturing adjacency bonus, as well as providing one raw unit of manufacturing itself.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Wondrous Improvements ===&lt;br /&gt;
One-per-empire improvements like the Hyperion Shipyard are expensive, but give unique bonuses like giving all ships created by the shipyard this planet sponsors a boost to hit points.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Capitals ===&lt;br /&gt;
Colony capitals cannot be moved or demolished, but provide a +1 adjacency bonus to all types of improvements.  In the Crusade expansion they can be upgraded to support additional population and increased morale.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
Certain technologies allow special Terraforming improvements. These potentially allow you to unlock new tiles for development, assuming there is land available for such development.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Damage ==&lt;br /&gt;
Tiles and improvements can be destroyed during planetary invasions, whether or not the invasion is successful. The likelihood of this happening depends on what invasion tactics that are used by the aggressor.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Colonies&amp;diff=7517</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Colonies&amp;diff=7517"/>
		<updated>2018-06-25T00:43:01Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Planetary Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders colony.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonies&#039;&#039;&#039; are the basic economic unit of Galactic Civilizations III, which are basically comparable to a city in a traditional land-based 4X strategy title.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Each colony is a single planet. It has a certain number of tiles available to build improvements on, which is represented by its Class rating. It may have a special bonus associated with it, like a Shielded World&#039;s additional resistance to invasion, or may have one or more Trade Resources present. Individual tiles may also have tile bonuses that increase the level of improvements built on and adjacent to them. Each colony can sponsor one shipyard to construct starships, and simultaneously build one social improvement or project.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Planetary Class ==&lt;br /&gt;
Every planet is assigned a class, from 0 (uninhabitable) to 26 (paradise). The number designates how many tiles are available for housing improvements. It also serves as a cap for the planet&#039;s population.  Terraforming (see below) can raise a planet&#039;s class.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
[[Improvement |Improvements]] are buildings that increase the output or defense of the colony in various ways. Some, like Factories, multiply the manufacturing output by a certain percentage. Others, like Meditation Centers, don&#039;t increase output directly, but boost Approval, which then increases growth and productivity. Military improvements like the Champions Temple make the planet harder to conquer by increasing its resistance to invasion.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Special Improvements ===&lt;br /&gt;
Some improvements require a galactic resource to construct and will consume that resource until they&#039;re demolished. These improvements have higher payoff, however. For example, the Durantium Refinery gives a +2 manufacturing adjacency bonus, as well as providing one raw unit of manufacturing itself.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Wondrous Improvements ===&lt;br /&gt;
One-per-empire improvements like the Hyperion Shipyard are expensive, but give unique bonuses like giving all ships created by the shipyard this planet sponsors a boost to hit points.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Capitals ===&lt;br /&gt;
Colony capitals cannot be moved or demolished, but provide a +1 adjacency bonus to all types of improvements.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
Certain technologies allow special Terraforming improvements. These potentially allow you to unlock new tiles for development, assuming there is land available for such development.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Damage ==&lt;br /&gt;
Tiles and improvements can be destroyed during planetary invasions, whether or not the invasion is successful. The likelihood of this happening depends on what invasion tactics that are used by the aggressor.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Colonies&amp;diff=7516</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Colonies&amp;diff=7516"/>
		<updated>2018-06-25T00:28:30Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Planetary Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders colony.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonies&#039;&#039;&#039; are the basic economic unit of Galactic Civilizations III, which are basically comparable to a city in a traditional land-based 4X strategy title.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Each colony is a single planet. It has a certain number of tiles available to build improvements on, which is represented by its Class rating. It may have a special bonus associated with it, like a Shielded World&#039;s additional resistance to invasion, or may have one or more Trade Resources present. Individual tiles may also have tile bonuses that increase the level of improvements built on and adjacent to them. Each colony can sponsor one shipyard to construct starships, and simultaneously build one social improvement or project.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Planetary Class ==&lt;br /&gt;
Every planet is assigned a class, from 0 (uninhabitable) to 26 (paradise). The number designates how many tiles are available for housing improvements. It also serves as a cap for the planet&#039;s population.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
[[Improvement |Improvements]] are buildings that increase the output or defense of the colony in various ways. Some, like Factories, multiply the manufacturing output by a certain percentage. Others, like Meditation Centers, don&#039;t increase output directly, but boost Approval, which then increases growth and productivity. Military improvements like the Champions Temple make the planet harder to conquer by increasing its resistance to invasion.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Special Improvements ===&lt;br /&gt;
Some improvements require a galactic resource to construct and will consume that resource until they&#039;re demolished. These improvements have higher payoff, however. For example, the Durantium Refinery gives a +2 manufacturing adjacency bonus, as well as providing one raw unit of manufacturing itself.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Wondrous Improvements ===&lt;br /&gt;
One-per-empire improvements like the Hyperion Shipyard are expensive, but give unique bonuses like giving all ships created by the shipyard this planet sponsors a boost to hit points.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Capitals ===&lt;br /&gt;
Colony capitals cannot be moved or demolished, but provide a +1 adjacency bonus to all types of improvements.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
Certain technologies allow special Terraforming improvements. These potentially allow you to unlock new tiles for development, assuming there is land available for such development.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Damage ==&lt;br /&gt;
Tiles and improvements can be destroyed during planetary invasions, whether or not the invasion is successful. The likelihood of this happening depends on what invasion tactics that are used by the aggressor.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7515</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7515"/>
		<updated>2018-06-24T22:42:38Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders startingtips.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve started a new game of GalCiv3. Now what? This page will walk you through the various setup options available in the game. If you’re new to these types of games, it is probably best to start by playing the Tutorial. If you’re unfamiliar with the term, “Sandbox mode” refers to being able to freely play the game without a pre-set story or campaign to drive it. This mode is recommended only after having a chance to experience the basics of the game.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Race Selection&amp;lt;/h2&amp;gt;&lt;br /&gt;
The “Choose Civilization” screen begins your choice-making process. Each race has its own unique traits and abilities and can affect how you build your civilizations and interact with other races. To create your own custom race, select the button and head to the Customize Civilization screen. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
To customize your own race, you will have to create a Leader. You can choose from a gallery of available images for your race or upload graphics of your own. The Race Overview section allows you to enter your race’s name, ship call signs, Homeworld name, beginning star system,  a racial description, and logo. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the “traits and abilities” section, you can choose how to continue to specialize your race. You begin with five available points to spend on traits. If you spend points on lessening traits, you will be able to reserve additional points to add to other traits available to you. For racial abilities, you will have your choice of any two from a large list. These abilities don’t really have a built-in “downside” and can be very powerful.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The “Appearance” section offers an assortment of options to customize the “look” of your race; things like ship styles, colors and textures, and race colors and themes for the interface can all be changed in this section. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Lastly, the “Personality” section allows you to select your tech tree and modify how your race will behave when controlled by the game’s AI. This includes ideology, character traits, goals, and priorities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Galaxy Type&amp;lt;/h2&amp;gt;&lt;br /&gt;
When you start a new game, you will have several options for customizing your galaxy. There are options for size, victory conditions, and allies/enemies. Depending on how long you want your game to last, you may want to start with some of the smaller galaxy sizes before moving onto the bigger ones. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The Galaxy Options section allows you to fully customize the contents of your galaxy. Star Systems determine how frequently stars and planets will be generated on the map. When determining your Star Systems, you have several different options to consider.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Star Frequency:&amp;lt;/strong&amp;gt; This determines how often you will find stars, which may or may not lead to more habitable planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Planet Frequency:&amp;lt;/strong&amp;gt; “Planet” refers to all worlds in the galaxy, both habitable and uninhabitable. This control will allow you to choose the overall frequency of planets in your galaxy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Habitable Planet Frequency:&amp;lt;/strong&amp;gt; These are planets you can colonize and can be valuable resources. Careful though, if you set them to be very frequent, you may spend all of your time and resources trying to colonize and not have time for anything else!&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extreme Planet Frequency:&amp;lt;/strong&amp;gt; These are planets that can be colonized but require special techs to do so.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Resources include the various types of bonuses and advancements that can be discovered. Each of these include their own drop-down menus that will set how often they appear.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Asteroid Frequency:&amp;lt;/strong&amp;gt; Asteroids often contain strategic resources like Durantium that you can mine. They also impede movement.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Nebulae:&amp;lt;/strong&amp;gt; Interstellar terrain that have global effects on ships as they travel through space, and also contain Elerium, a rare strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Black Hole Frequency:&amp;lt;/strong&amp;gt; Black holes are scary, but for those undaunted by them you can mine the resulting Antimatter as a strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Resource Frequency:&amp;lt;/strong&amp;gt; Each Resource allows you to build special, powerful components on prototype ships. Resources are:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Durantium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Elerium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Antimatter&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Promethion&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Thulium&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Precursor Relic Frequency:&amp;lt;/strong&amp;gt; These are ancient artifacts that when studied provide civilization-wide bonuses.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Ascension Crystal Frequency:&amp;lt;/strong&amp;gt; These are a special type of precursor artifact that, when studied, can unlock the secrets of ascending to a higher plane.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Anomaly Frequency:&amp;lt;/strong&amp;gt; Anomalies are artifacts and other unknown items that when surveyed unlock special rewards, such as ships, money, bonuses and techs.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
There are some interactions between these settings to be aware of.  Reducing black hole frequency will reduce the number of available antimatter resources, reducing nebula frequency will reduce elerium availability, reducing asteroid frequency will reduce durantium, and reducing planet frequency will reduce promethion and thulium.&lt;br /&gt;
&amp;lt;h2&amp;gt;Game Settings&amp;lt;/h2&amp;gt;&lt;br /&gt;
In this section, you have several options to select so that you can create the kind of map that you’d most enjoy. The menu options here are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galaxy Difficulty:&amp;lt;/strong&amp;gt; The overall difficulty of the map, which includes pirates and all the races. However, you can override this individually per race by making other adjustments in your game options or in the way you set up your game.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Game Pacing:&amp;lt;/strong&amp;gt; Makes the game play faster or slower by modifying things like production.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Research Rate:&amp;lt;/strong&amp;gt; Makes researching cheaper or more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pirates:&amp;lt;/strong&amp;gt; Adjust this to determine how many (if any) pirate bases will exist on your map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;United Planets Frequency:&amp;lt;/strong&amp;gt; This setting lets you determine how often the United Planets (the galactic government) meets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galactic Events:&amp;lt;/strong&amp;gt; Galactic Events are game-changing incidents that can alter the way your empire grows.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Minor Races:&amp;lt;/strong&amp;gt; Determines how many minor races will be in the galaxy. Minor races are civilizations that cannot expand into the galaxy, but can be valuable trade partners or allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Disable Tech Trading:&amp;lt;/strong&amp;gt; Enable this option to remove the feature for trading technologies with other races.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Opponents&amp;lt;/h2&amp;gt;&lt;br /&gt;
You can choose a pre-set race or a custom saved race to play against. You may also choose as many opponents as you want and set the difficulty levels for each enemy individually. Please note that if you are playing on a smaller map, you may not want to fill it to the brim with a bunch of hostile opponents! They’ll be all up in your neighborhood before you know it…&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Playing a Game&amp;lt;/h2&amp;gt;&lt;br /&gt;
Now that your galaxy is set up the way you like it, you can begin your game. At first glance, if you’re unfamiliar with these types of games, it seems very intimidating and overwhelming. The next section will cover some of the other basic things you need to know as you start your adventure across the Galaxy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Game Menu Bar&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Victory&amp;lt;/h4&amp;gt;&lt;br /&gt;
This screen gives you feedback on how close you are to winning for any of the victory conditions you have set for your current game.&lt;br /&gt;
&amp;lt;h4&amp;gt;Govern&amp;lt;/h4&amp;gt;&lt;br /&gt;
A handy repository of information, this button contains several tabs on different aspects of your empire.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Economy:&amp;lt;/strong&amp;gt; Allocate your production spending and balance your space budget.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Colonies:&amp;lt;/strong&amp;gt; Provides an at-a-glance reference for all colonized worlds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Commands:&amp;lt;/strong&amp;gt; Give orders to your shipyards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Trade:&amp;lt;/strong&amp;gt; View and manage your trade routes with other civilizations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Stats &amp;amp; Graphs:&amp;lt;/strong&amp;gt; Chart your development through the course of your game, and compare your progress with your rivals.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Technology&amp;lt;/h3&amp;gt;&lt;br /&gt;
This button is dedicated to all things Research; your available technology projects, descriptions of what benefits and unlocks they provide, what you&#039;re currently researching, and the complete tech tree for your perusal.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Ideology&amp;lt;/h3&amp;gt;&lt;br /&gt;
Through the course of the game, random events will present you with choices to shape the ideology of your civilization. Based on your choices, you will be awarded points in one of three categories: Benevolent, Pragmatic, or Malevolent. These points can be spent on Ideological Traits in this tab. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Diplomacy&amp;lt;/h3&amp;gt;&lt;br /&gt;
Keep track of alliances, relationships and wars between races. Establish treaties with your allies or participate in galactic politics through the governing body of the United Planets.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Designer&amp;lt;/h3&amp;gt;&lt;br /&gt;
Play ship architect here. Improve existing ship designs or build your own from scratch. As you unlock better technology, your improved components will be available to attach to your ships here.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is a lot to learning this game and others like it, but I find the best method is just to explore! Below are some tips and some frequently asked questions from beginners (including myself!) to help get you started.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Starting Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I know what to research first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
It depends on what you are wanting to do in the end game. Consider your various types of victories (Ideaologic, Warfare, Diplomatic, etc.) and try to spec toward that. In order to communicate with other species you encounter, we suggest researching Universal Translator first.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What do I build first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Some planets have special hexes or attributes that give bonuses to certain types of buildings. Keep an eye out for those as you start to settle on your planet. Building structures of the same type adjacent to one another will also yield a lot of bonuses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What kind of ships do I start with?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
You start with a colony ship, a survey ship (this ship has weapons and should probably hang around near your colony ship as you explore!), a scout ship, and a shipyard (where you can build more ships!). Each race has different names for their ships, but their types are all the same.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is Ideology?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There are certain types of ruling styles that can give you bonuses and new options as you play through a game. You can be a Benevolent, Pragmatic, or Malevolent ruler. Each style has its own advantages and disadvantages. As you make choices based on these leadership styles, new bonuses will become available to you on your Ideology tree.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I mine?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to mine resources (Durantium, Thulium, Promethean, Iridium, etc.), you must build a starbase using a Constructor type ship that is capable of building starbases. Once a Starbase is built, there are several options for specialization “rings” -- choose “Mining Ring” in order to mine resources within a certain radius of your starbase.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What else can a Starbase do?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Starbases have several other uses. They can expand your range, bolster your defenses, or improve your offenses. Your tech tree can unlock more Starbase options.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is an anomaly and why do I care?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Anomalies can have lots of great secrets locked away. Sometimes it comes in the form of extra money (and who doesn’t need more money?) or certain new options for Ideology or Research. Point is, take your survey ships and check them out when you find them!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What does a planet’s class mean?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Planets range from Class 1 all the way through Class 20. Class 20 planets are the best, while Class 1 planets are not as good for colonizing. You can increase a planet&#039;s class by researching terraforming technologies and building terraforming improvements, each of which adds a buildable tile to the planet.  A planet&#039;s class is also a limit to the population that can live there.  For example, a class 16 planet has a maximum population of 16.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is raw production?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Raw production is the base for your planet&#039;s production.  Each unit of raw production yields +1 social production, +1 ship production, +1 research, and +1 gross income. You can see these listed on the planet window in the tooltips for each production area as &amp;quot;Base Value&amp;quot; for social and ship production, &amp;quot;Base Research&amp;quot; for research, and &amp;quot;Income&amp;quot; for income.  The largest contributor to raw production is normally population, because each unit of population adds one to raw production.  Other sources of raw production are asteroid mines (which yield +1 if close by, less if further away), improvements such as the Central Mine, colony capitals, certain technologies (like Enhanced Production), and precursor anomalies.  In addition, technologies like Interstellar Governance (and its follow on techs) and high approval add percentage multipliers to raw production.  The Wealthy ability also adds +1 to raw production.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Things to Watch Out For&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Where are my resources going?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Despite having established a number of mining star bases and having a steady income of durantium, promethion, etc, you might suddenly find yourself running out of those resources for no apparent reason.  Indeed, some players have reported on the Stardock forums that they have gone from positive to negative totals in a single turn.  The most common cause of this is having &amp;quot;Auto-Upgrade Improvements&amp;quot; (in the planet Govern window) turned on for all of your planets.  Higher level upgrades of factories, for example, require durantium to build.  Thus researching a tech that enables such an upgrade can cause all factories on all your planets to queue an upgrade, draining durantium for each one.  If you don&#039;t mind the extra micro-management, it&#039;s a good idea to turn off Auto-Upgrade Improvements on every planet you colonize or conquer.  If you don&#039;t want to do that, at least be aware of the problem.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Why is my defeated opponent still there?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Normally when you successfully invade an opponent&#039;s last planet, you get a pop-up window telling you that the civilization has &amp;quot;been destroyed&amp;quot;.  Sometimes that doesn&#039;t happen though.  What that means is that you either overlooked some other planet that your enemy had colonized or invaded, or that they still have one or more colony ships or transports flying around somewhere in the galaxy.  In the latter cases it is still theoretically possible for the enemy to re-establish themselves on a new colony or invaded planet, so to completely defeat them you have to hunt down those ships and destroy them.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7513</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7513"/>
		<updated>2018-06-24T22:08:05Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added things to watch out for&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders startingtips.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve started a new game of GalCiv3. Now what? This page will walk you through the various setup options available in the game. If you’re new to these types of games, it is probably best to start by playing the Tutorial. If you’re unfamiliar with the term, “Sandbox mode” refers to being able to freely play the game without a pre-set story or campaign to drive it. This mode is recommended only after having a chance to experience the basics of the game.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Race Selection&amp;lt;/h2&amp;gt;&lt;br /&gt;
The “Choose Civilization” screen begins your choice-making process. Each race has its own unique traits and abilities and can affect how you build your civilizations and interact with other races. To create your own custom race, select the button and head to the Customize Civilization screen. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
To customize your own race, you will have to create a Leader. You can choose from a gallery of available images for your race or upload graphics of your own. The Race Overview section allows you to enter your race’s name, ship call signs, Homeworld name, beginning star system,  a racial description, and logo. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the “traits and abilities” section, you can choose how to continue to specialize your race. You begin with five available points to spend on traits. If you spend points on lessening traits, you will be able to reserve additional points to add to other traits available to you. For racial abilities, you will have your choice of any two from a large list. These abilities don’t really have a built-in “downside” and can be very powerful.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The “Appearance” section offers an assortment of options to customize the “look” of your race; things like ship styles, colors and textures, and race colors and themes for the interface can all be changed in this section. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Lastly, the “Personality” section allows you to select your tech tree and modify how your race will behave when controlled by the game’s AI. This includes ideology, character traits, goals, and priorities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Galaxy Type&amp;lt;/h2&amp;gt;&lt;br /&gt;
When you start a new game, you will have several options for customizing your galaxy. There are options for size, victory conditions, and allies/enemies. Depending on how long you want your game to last, you may want to start with some of the smaller galaxy sizes before moving onto the bigger ones. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The Galaxy Options section allows you to fully customize the contents of your galaxy. Star Systems determine how frequently stars and planets will be generated on the map. When determining your Star Systems, you have several different options to consider.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Star Frequency:&amp;lt;/strong&amp;gt; This determines how often you will find stars, which may or may not lead to more habitable planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Planet Frequency:&amp;lt;/strong&amp;gt; “Planet” refers to all worlds in the galaxy, both habitable and uninhabitable. This control will allow you to choose the overall frequency of planets in your galaxy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Habitable Planet Frequency:&amp;lt;/strong&amp;gt; These are planets you can colonize and can be valuable resources. Careful though, if you set them to be very frequent, you may spend all of your time and resources trying to colonize and not have time for anything else!&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extreme Planet Frequency:&amp;lt;/strong&amp;gt; These are planets that can be colonized but require special techs to do so.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Resources include the various types of bonuses and advancements that can be discovered. Each of these include their own drop-down menus that will set how often they appear.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Asteroid Frequency:&amp;lt;/strong&amp;gt; Asteroids often contain strategic resources like Durantium that you can mine. They also impede movement.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Nebulae:&amp;lt;/strong&amp;gt; Interstellar terrain that have global effects on ships as they travel through space, and also contain Elerium, a rare strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Black Hole Frequency:&amp;lt;/strong&amp;gt; Black holes are scary, but for those undaunted by them you can mine the resulting Antimatter as a strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Resource Frequency:&amp;lt;/strong&amp;gt; Each Resource allows you to build special, powerful components on prototype ships. Resources are:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Durantium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Elerium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Antimatter&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Promethion&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Thulium&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Precursor Relic Frequency:&amp;lt;/strong&amp;gt; These are ancient artifacts that when studied provide civilization-wide bonuses.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Ascension Crystal Frequency:&amp;lt;/strong&amp;gt; These are a special type of precursor artifact that, when studied, can unlock the secrets of ascending to a higher plane.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Anomaly Frequency:&amp;lt;/strong&amp;gt; Anomalies are artifacts and other unknown items that when surveyed unlock special rewards, such as ships, money, bonuses and techs.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Game Settings&amp;lt;/h2&amp;gt;&lt;br /&gt;
In this section, you have several options to select so that you can create the kind of map that you’d most enjoy. The menu options here are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galaxy Difficulty:&amp;lt;/strong&amp;gt; The overall difficulty of the map, which includes pirates and all the races. However, you can override this individually per race by making other adjustments in your game options or in the way you set up your game.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Game Pacing:&amp;lt;/strong&amp;gt; Makes the game play faster or slower by modifying things like production.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Research Rate:&amp;lt;/strong&amp;gt; Makes researching cheaper or more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pirates:&amp;lt;/strong&amp;gt; Adjust this to determine how many (if any) pirate bases will exist on your map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;United Planets Frequency:&amp;lt;/strong&amp;gt; This setting lets you determine how often the United Planets (the galactic government) meets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galactic Events:&amp;lt;/strong&amp;gt; Galactic Events are game-changing incidents that can alter the way your empire grows.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Minor Races:&amp;lt;/strong&amp;gt; Determines how many minor races will be in the galaxy. Minor races are civilizations that cannot expand into the galaxy, but can be valuable trade partners or allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Disable Tech Trading:&amp;lt;/strong&amp;gt; Enable this option to remove the feature for trading technologies with other races.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Opponents&amp;lt;/h2&amp;gt;&lt;br /&gt;
You can choose a pre-set race or a custom saved race to play against. You may also choose as many opponents as you want and set the difficulty levels for each enemy individually. Please note that if you are playing on a smaller map, you may not want to fill it to the brim with a bunch of hostile opponents! They’ll be all up in your neighborhood before you know it…&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Playing a Game&amp;lt;/h2&amp;gt;&lt;br /&gt;
Now that your galaxy is set up the way you like it, you can begin your game. At first glance, if you’re unfamiliar with these types of games, it seems very intimidating and overwhelming. The next section will cover some of the other basic things you need to know as you start your adventure across the Galaxy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Game Menu Bar&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Victory&amp;lt;/h4&amp;gt;&lt;br /&gt;
This screen gives you feedback on how close you are to winning for any of the victory conditions you have set for your current game.&lt;br /&gt;
&amp;lt;h4&amp;gt;Govern&amp;lt;/h4&amp;gt;&lt;br /&gt;
A handy repository of information, this button contains several tabs on different aspects of your empire.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Economy:&amp;lt;/strong&amp;gt; Allocate your production spending and balance your space budget.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Colonies:&amp;lt;/strong&amp;gt; Provides an at-a-glance reference for all colonized worlds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Commands:&amp;lt;/strong&amp;gt; Give orders to your shipyards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Trade:&amp;lt;/strong&amp;gt; View and manage your trade routes with other civilizations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Stats &amp;amp; Graphs:&amp;lt;/strong&amp;gt; Chart your development through the course of your game, and compare your progress with your rivals.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Technology&amp;lt;/h3&amp;gt;&lt;br /&gt;
This button is dedicated to all things Research; your available technology projects, descriptions of what benefits and unlocks they provide, what you&#039;re currently researching, and the complete tech tree for your perusal.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Ideology&amp;lt;/h3&amp;gt;&lt;br /&gt;
Through the course of the game, random events will present you with choices to shape the ideology of your civilization. Based on your choices, you will be awarded points in one of three categories: Benevolent, Pragmatic, or Malevolent. These points can be spent on Ideological Traits in this tab. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Diplomacy&amp;lt;/h3&amp;gt;&lt;br /&gt;
Keep track of alliances, relationships and wars between races. Establish treaties with your allies or participate in galactic politics through the governing body of the United Planets.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Designer&amp;lt;/h3&amp;gt;&lt;br /&gt;
Play ship architect here. Improve existing ship designs or build your own from scratch. As you unlock better technology, your improved components will be available to attach to your ships here.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is a lot to learning this game and others like it, but I find the best method is just to explore! Below are some tips and some frequently asked questions from beginners (including myself!) to help get you started.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Starting Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I know what to research first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
It depends on what you are wanting to do in the end game. Consider your various types of victories (Ideaologic, Warfare, Diplomatic, etc.) and try to spec toward that. In order to communicate with other species you encounter, we suggest researching Universal Translator first.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What do I build first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Some planets have special hexes or attributes that give bonuses to certain types of buildings. Keep an eye out for those as you start to settle on your planet. Building structures of the same type adjacent to one another will also yield a lot of bonuses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What kind of ships do I start with?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
You start with a colony ship, a survey ship (this ship has weapons and should probably hang around near your colony ship as you explore!), a scout ship, and a shipyard (where you can build more ships!). Each race has different names for their ships, but their types are all the same.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is Ideology?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There are certain types of ruling styles that can give you bonuses and new options as you play through a game. You can be a Benevolent, Pragmatic, or Malevolent ruler. Each style has its own advantages and disadvantages. As you make choices based on these leadership styles, new bonuses will become available to you on your Ideology tree.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I mine?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to mine resources (Durantium, Thulium, Promethean, Iridium, etc.), you must build a starbase using a Constructor type ship that is capable of building starbases. Once a Starbase is built, there are several options for specialization “rings” -- choose “Mining Ring” in order to mine resources within a certain radius of your starbase.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What else can a Starbase do?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Starbases have several other uses. They can expand your range, bolster your defenses, or improve your offenses. Your tech tree can unlock more Starbase options.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is an anomaly and why do I care?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Anomalies can have lots of great secrets locked away. Sometimes it comes in the form of extra money (and who doesn’t need more money?) or certain new options for Ideology or Research. Point is, take your survey ships and check them out when you find them!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What does a planet’s class mean?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Planets range from Class 1 all the way through Class 20. Class 20 planets are the best, while Class 1 planets are not as good for colonizing. You can increase a planet&#039;s class by researching terraforming technologies and building terraforming improvements, each of which adds a buildable tile to the planet.  A planet&#039;s class is also a limit to the population that can live there.  For example, a class 16 planet has a maximum population of 16.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is raw production?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Raw production is the base for your planet&#039;s production.  Each unit of raw production yields +1 social production, +1 ship production, +1 research, and +1 gross income. You can see these listed on the planet window in the tooltips for each production area as &amp;quot;Base Value&amp;quot; for social and ship production, &amp;quot;Base Research&amp;quot; for research, and &amp;quot;Income&amp;quot; for income.  The largest contributor to raw production is normally population, because each unit of population adds one to raw production.  Other sources of raw production are asteroid mines (which yield +1 if close by, less if further away), improvements such as the Central Mine, colony capitals, certain technologies (like Enhanced Production), and precursor anomalies.  In addition, technologies like Interstellar Governance (and its follow on techs) and high approval add percentage multipliers to raw production.  The Wealthy ability also adds +1 to raw production.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Things to Watch Out For&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Where are my resources going?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Despite having established a number of mining star bases and having a steady income of durantium, promethion, etc, you might suddenly find yourself running out of those resources for no apparent reason.  Indeed, some players have reported on the Stardock forums that they have gone from positive to negative totals in a single turn.  The most common cause of this is having &amp;quot;Auto-Upgrade Improvements&amp;quot; (in the planet Govern window) turned on for all of your planets.  Higher level upgrades of factories, for example, require durantium to build.  Thus researching a tech that enables such an upgrade can cause all factories on all your planets to queue an upgrade, draining durantium for each one.  If you don&#039;t mind the extra micro-management, it&#039;s a good idea to turn off Auto-Upgrade Improvements on every planet you colonize or conquer.  If you don&#039;t want to do that, at least be aware of the problem.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Why is my defeated opponent still there?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Normally when you successfully invade an opponent&#039;s last planet, you get a pop-up window telling you that the civilization has &amp;quot;been destroyed&amp;quot;.  Sometimes that doesn&#039;t happen though.  What that means is that you either overlooked some other planet that your enemy had colonized or invaded, or that they still have one or more colony ships or transports flying around somewhere in the galaxy.  In the latter cases it is still theoretically possible for the enemy to re-establish themselves on a new colony or invaded planet, so to completely defeat them you have to hunt down those ships and destroy them.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7511</id>
		<title>Combat and Invasions</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7511"/>
		<updated>2018-06-24T19:34:00Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders combat.jpg]]}}&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 Combat &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship combat&#039;&#039;&#039; takes place when a fleet attempts to enter a tile occupied by a fleet owned by a hostile power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
At the start of combat, each ship will target an enemy ship of a type based on their [[Ship_roles |role]]. If there are multiple enemy ships of the preferred type, the ship will choose one of them at random.&lt;br /&gt;
&lt;br /&gt;
Interceptor, assault, and capital ships will begin moving forward on the battlefield towards their primary target. Support ships will not move unless all of the other types of combat ships in its fleet have been destroyed, at which point the support ships will also start moving towards their primary target. Escorts and guardians will not move unless the ship they are defending has started moving forward as well.&lt;br /&gt;
&lt;br /&gt;
A ship will only stop advancing once it is even with the target ship, and will move further only if the target ship moves out of range.&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon is ready, the ship will fire on its primary target. If its chosen target is out of range, it will attack another nearby ship.  All weapons of similar type on the attacking ship will fire as one single attack.&lt;br /&gt;
Hits on a target that has a correlating defense (point defense for missiles, shields for beams, or armor for mass drivers) will do damage to the defense itself. Damage done to a ship’s defense is displayed in orange on the battle log. &lt;br /&gt;
&lt;br /&gt;
Hits on a target with no remaining defense of the appropriate type will instead do full attack damage to the ship’s hit points. Spacecraft (ships, starbases, and shipyards) that are reduced to zero hit points are permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
Combat continues until all of the ships from one side are destroyed. Retreating once a combat has been initiated is not an option.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Retreat ==&lt;br /&gt;
There is no retreating from combat for either the attacker or defender. Combat proceeds until one side or the other is annihilated.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Combat Viewer ==&lt;br /&gt;
The Combat Viewer shows your ships fighting against your enemy. Combat in the game is automated, so once you’ve chosen to engage you can either “auto resolve” the combat or watch it play out. Whichever you choose, it has no effect on the outcome of battle.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Starbase Support ==&lt;br /&gt;
Certain military starbases modules give powerful fleet-wide bonuses to any combat that takes place within their area of influence. It may be helpful to try and lure enemy fleets into the range of the Starbase before engaging in combat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Ship Repair ==&lt;br /&gt;
Damaged starships repair at a base rate of 1 hit point per turn, whether they move during the turn or not. Starships that end their turn in orbit around a planet repair at a base rate of 5 hit points per turn. Starships that end their turn in a shipyard repair at a base rate of 4 hit points per turn. Starships that end their turn in a starbase repair at a base rate of 6 hit points per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Certain technologies (for example Healing Hulls and Living Ships) and ship components (like Structural Enhancement Field or Repair Drones) enable tactical repair, which allows a ship to repair itself during battles.  This can be quite valuable, as a fleet can take damage during a battle yet emerge from it at full health.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The mix of ships in your fleet is incredibly important to its success in battle. Equipping support ships with appropriate modules, ensuring ship roles are handled well so you don&#039;t have vulnerable carriers engaging point-blank with enemy destroyers, and other similar tactics can multiply any force&#039;s capabilities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
One strategy that seems to work well is a mix of escorts and capital ships.  Design your own ships (and don&#039;t forget to manually assign the role if the game defaults to another) such that your escorts have high defenses and low attack, and your capitals have high attack and no defenses.  All enemy ships will attack your escorts first, wasting their firepower on their defenses, while your capitals are free to fire at the enemy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ground invasions &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ground invasions&#039;&#039;&#039; are the usual method of conquering enemy planets. Transport ships equip people from a friendly colony with appropriate gear and carry them across the void to an enemy world that has been cleared of space-based defenses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Invade (pre Crusade expansion) ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Research the Planetary Invasion technology.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Build Transport ships at a friendly shipyard and launch them a percentage of your population.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Transports onto an undefended enemy world.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose your invasion tactics.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Await the results of your attack.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Victory! ...assuming you brought a sufficient amount of your population to fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
== Invasion Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Invading&#039;&#039;&#039;: Transports bring “Soldiers” to a target planet. “Soldiering” modifies the amount of people you bring. So, a transport with 4 people with a 50% soldiering bonus is the equivalent of 6 Soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending&#039;&#039;&#039;: A planet&#039;s defense is determined by 3 things:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The population of a planet is divided by its class, so a class 10 planet with 20 population, ends up with 2 defending troops per tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Resistance is the % of that population that will fight. If the planet has a 50% resistance, then each tile will have 1 defender.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Planetary Defense is what percentage of the invading troops are killed immediately before landing on the planet surface. If 6 soldiers try to invade a planet with 50% planetary defense, half of them die immediately. 6 Invading Soldiers becomes 3.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Any invading troops that made it through the Planetary defense system land and take out one tile at a time. The casualty rate for both sides is dependent on what invasion methods and tactics are used. For this example, we will say the invader has a casualty rate of 50%, which is pretty high.&lt;br /&gt;
&lt;br /&gt;
Tile 1, 3 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 2, 2 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 3, 1 Invaders &amp;lt;= 1 Defender, Invader loses, invasion repulsed.&lt;br /&gt;
&lt;br /&gt;
This is a really simple example, but is more or less how it works. The strategy comes in with the invasion types, since these can modify Soldiering, Resistance, and Planetary Defense.&lt;br /&gt;
&lt;br /&gt;
Unlike in GC2, invasions do not kill everyone on a planet. Depending on the invasion type, the casualties can vary from light to genocidal. As each tile falls, a certain amount of defenders will survive. If the invader wins, they will become part of the planet&#039;s population after the invasion is over.&lt;br /&gt;
&lt;br /&gt;
Some invasion types are so horrific that they will do damage to the planet or destroy improvements. Sometimes, there are additional long term effects, often leaving the invaded planet with durational modifiers, like low approval for X number of turns.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Tactics ==&lt;br /&gt;
If you&#039;ve researched appropriate technology such as Biological Warfare, you can pay credits to enable special tactics during an invasion. Biological Warfare, for example, reduces the enemy&#039;s ability to resist your assault while simultaneously reducing the chance for existing improvements to be damaged during the invasion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tactic !! Cost (bc) !! Extra Effect !! Invader Casualty Rate !! Defender Casualty Rate !! Planet Damage !! Lingering Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conventional Warfare || 0 || None || Low || High || Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Bombardment || 500 || -50% Resistance || Low || Moderate  || Moderate  || -50% Approval for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Information Warfare || 4000 || -25% Resistance || Very Low || Low || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Biological Warfare || 500 || -50% Resistance || Low || Very High || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Tidal Disruption || 1500 || -75% Resistance || Unknown || High || Low || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| Core Detonation || 1000 || -95% Resistance || Very Low || Very High || Very High || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defensive Tactics ==&lt;br /&gt;
The ability to resist a ground invasion depends on planetary defenses, resistance, and soldiering ability.&lt;br /&gt;
Resistance determines the percentage of the planet&#039;s population that will try to defend the planet from an invasion. The rest of the population will suffer losses from the invading force, but they do not assist in repelling the invaders.&lt;br /&gt;
&lt;br /&gt;
== Legions and General Citizens ==&lt;br /&gt;
When you create a general citizen they add five legions to your global pool. These legions can be loaded onto a transport or stationed on individual planets for defense. Once you do this they can&#039;t be put back into the global pool.&lt;br /&gt;
&lt;br /&gt;
When you assign a general to a colony they will bring with them 5 defending legions, however these legions are NOT subtracted from the global pool. They will defend the planet the same as if you stationed them as a garrison but are not permanently assigned to that colony. If some die during a failed invasion those will be subtracted from the global pool. If you still have legions remaining then they will be able to defend the colony again without having to use the station garrison project to reinforce the colony. If you place generals on more than one planet, then each planet will get 5 defenders from the global pool, however since it isn&#039;t removing any legions from the global pool (unless they are killed), you can have the same 5 legions (or as many as you have if you have less than 5 in the pool) guard more than one planet. General citizens grant you free legions while also letting you defend more planets with fewer legions, allowing you to either have a large reserve for defense, or a bigger supply for invasions.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7510</id>
		<title>Combat and Invasions</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7510"/>
		<updated>2018-06-24T19:33:20Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Ship Repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders combat.jpg]]}}&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 Combat &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship combat&#039;&#039;&#039; takes place when a fleet attempts to enter a tile occupied by a fleet owned by a hostile power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
At the start of combat, each ship will target an enemy ship of a type based on their [[Ship_roles |role]]. If there are multiple enemy ships of the preferred type, the ship will choose one of them at random.&lt;br /&gt;
&lt;br /&gt;
Interceptor, assault, and capital ships will begin moving forward on the battlefield towards their primary target. Support ships will not move unless all of the other types of combat ships in its fleet have been destroyed, at which point the support ships will also start moving towards their primary target. Escorts and guardians will not move unless the ship they are defending has started moving forward as well.&lt;br /&gt;
&lt;br /&gt;
A ship will only stop advancing once it is even with the target ship, and will move further only if the target ship moves out of range.&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon is ready, the ship will fire on its primary target. If its chosen target is out of range, it will attack another nearby ship.  All weapons of similar type on the attacking ship will fire as one single attack.&lt;br /&gt;
Hits on a target that has a correlating defense (point defense for missiles, shields for beams, or armor for mass drivers) will do damage to the defense itself. Damage done to a ship’s defense is displayed in orange on the battle log. &lt;br /&gt;
&lt;br /&gt;
Hits on a target with no remaining defense of the appropriate type will instead do full attack damage to the ship’s hit points. Spacecraft (ships, starbases, and shipyards) that are reduced to zero hit points are permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
Combat continues until all of the ships from one side are destroyed. Retreating once a combat has been initiated is not an option.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Retreat ==&lt;br /&gt;
There is no retreating from combat for either the attacker or defender. Combat proceeds until one side or the other is annihilated.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Combat Viewer ==&lt;br /&gt;
The Combat Viewer shows your ships fighting against your enemy. Combat in the game is automated, so once you’ve chosen to engage you can either “auto resolve” the combat or watch it play out. Whichever you choose, it has no effect on the outcome of battle.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Starbase Support ==&lt;br /&gt;
Certain military starbases modules give powerful fleet-wide bonuses to any combat that takes place within their area of influence. It may be helpful to try and lure enemy fleets into the range of the Starbase before engaging in combat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Ship Repair ==&lt;br /&gt;
Damaged starships repair at a base rate of 1 hit point per turn, whether they move during the turn or not. Starships that end their turn in orbit around a planet repair at a base rate of 5 hit points per turn. Starships that end their turn in a shipyard repair at a base rate of 4 hit points per turn. Starships that end their turn in a starbase repair at a base rate of 6 hit points per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Certain technologies (for example Healing Hulls and Living Ships) and ship components (like Structural Enhancement Field or Repair Drones) enable tactical repair, which allows a ship to repair itself during battles.  This can be quite valuable, as a fleet can take damage during a battle yet emerge from it at full health.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The mix of ships in your fleet is incredibly important to its success in battle. Equipping support ships with appropriate modules, ensuring ship roles are handled well so you don&#039;t have vulnerable carriers engaging point-blank with enemy destroyers, and other similar tactics can multiply any force&#039;s capabilities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
One strategy that seems to work well is a mix of escorts and capital ships.  Design your own ships (and don&#039;t forget to manually assign the role if the game defaults to another) such that your escorts have high defenses and low attack, and your capitals have high attack and no defenses.  All enemy ships will attack your escorts first, wasting their firepower on their defenses, while your capitals are free to fire at the enemy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ground invasions &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ground invasions&#039;&#039;&#039; are the usual method of conquering enemy planets. Transport ships equip people from a friendly colony with appropriate gear and carry them across the void to an enemy world that has been cleared of space-based defenses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Invade (pre Crusade expansion) ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Research the Planetary Invasion technology.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Build Transport ships at a friendly shipyard and launch them a percentage of your population.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Transports onto an undefended enemy world.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose your invasion tactics.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Await the results of your attack.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Victory! ...assuming you brought a sufficient amount of your population to fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
== Invasion Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Invading&#039;&#039;&#039;: Transports bring “Soldiers” to a target planet. “Soldiering” modifies the amount of people you bring. So, a transport with 4 people with a 50% soldiering bonus is the equivalent of 6 Soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending&#039;&#039;&#039;: A planet&#039;s defense is determined by 3 things:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The population of a planet is divided by its class, so a class 10 planet with 20 population, ends up with 2 defending troops per tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Resistance is the % of that population that will fight. If the planet has a 50% resistance, then each tile will have 1 defender.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Planetary Defense is what percentage of the invading troops are killed immediately before landing on the planet surface. If 6 soldiers try to invade a planet with 50% planetary defense, half of them die immediately. 6 Invading Soldiers becomes 3.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Any invading troops that made it through the Planetary defense system land and take out one tile at a time. The casualty rate for both sides is dependent on what invasion methods and tactics are used. For this example, we will say the invader has a casualty rate of 50%, which is pretty high.&lt;br /&gt;
&lt;br /&gt;
Tile 1, 3 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 2, 2 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 3, 1 Invaders &amp;lt;= 1 Defender, Invader loses, invasion repulsed.&lt;br /&gt;
&lt;br /&gt;
This is a really simple example, but is more or less how it works. The strategy comes in with the invasion types, since these can modify Soldiering, Resistance, and Planetary Defense.&lt;br /&gt;
&lt;br /&gt;
Unlike in GC2, invasions do not kill everyone on a planet. Depending on the invasion type, the casualties can vary from light to genocidal. As each tile falls, a certain amount of defenders will survive. If the invader wins, they will become part of the planet&#039;s population after the invasion is over.&lt;br /&gt;
&lt;br /&gt;
Some invasion types are so horrific that they will do damage to the planet or destroy improvements. Sometimes, there are additional long term effects, often leaving the invaded planet with durational modifiers, like low approval for X number of turns.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Tactics ==&lt;br /&gt;
If you&#039;ve researched appropriate technology such as Biological Warfare, you can pay credits to enable special tactics during an invasion. Biological Warfare, for example, reduces the enemy&#039;s ability to resist your assault while simultaneously reducing the chance for existing improvements to be damaged during the invasion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tactic !! Cost (bc) !! Extra Effect !! Invader Casualty Rate !! Defender Casualty Rate !! Planet Damage !! Lingering Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conventional Warfare || 0 || None || Low || High || Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Bombardment || 500 || -50% Resistance || Low || Moderate  || Moderate  || -50% Approval for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Information Warfare || 4000 || -25% Resistance || Very Low || Low || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Biological Warfare || 500 || -50% Resistance || Low || Very High || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Tidal Disruption || 1500 || -75% Resistance || Unknown || High || Low || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| Core Detonation || 1000 || -95% Resistance || Very Low || Very High || Very High || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defensive Tactics ==&lt;br /&gt;
The ability to resist a ground invasion depends on planetary defenses, resistance, and soldiering ability.&lt;br /&gt;
Resistance determines the percentage of the planet&#039;s population that will try to defend the planet from an invasion. The rest of the population will suffer losses from the invading force, but they do not assist in repelling the invaders.&lt;br /&gt;
&lt;br /&gt;
== Legions and General Citizens ==&lt;br /&gt;
When you create a general citizen they add five legions to your global pool. These legions can be loaded onto a transport or stationed on individual planets for defense. Once you do this they can&#039;t be put back into the global pool.&lt;br /&gt;
&lt;br /&gt;
When you assign a general to a colony they will bring with them 5 defending legions, however these legions are NOT subtracted from the global pool. They will defend the planet the same as if you stationed them as a garrison but are not permanently assigned to that colony. If some die during a failed invasion those will be subtracted from the global pool. If you still have legions remaining then they will be able to defend the colony again without having to use the station garrison project to reinforce the colony. If you place generals on more than one planet, then each planet will get 5 defenders from the global pool, however since it isn&#039;t removing any legions from the global pool (unless they are killed), you can have the same 5 legions (or as many as you have if you have less than 5 in the pool) guard more than one planet. General citizens grant you free legions while also letting you defend more planets with fewer legions, allowing you to either have a large reserve for defense, or a bigger supply for invasions.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7508</id>
		<title>Combat and Invasions</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7508"/>
		<updated>2018-06-24T18:38:10Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders combat.jpg]]}}&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 Combat &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship combat&#039;&#039;&#039; takes place when a fleet attempts to enter a tile occupied by a fleet owned by a hostile power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
At the start of combat, each ship will target an enemy ship of a type based on their [[Ship_roles |role]]. If there are multiple enemy ships of the preferred type, the ship will choose one of them at random.&lt;br /&gt;
&lt;br /&gt;
Interceptor, assault, and capital ships will begin moving forward on the battlefield towards their primary target. Support ships will not move unless all of the other types of combat ships in its fleet have been destroyed, at which point the support ships will also start moving towards their primary target. Escorts and guardians will not move unless the ship they are defending has started moving forward as well.&lt;br /&gt;
&lt;br /&gt;
A ship will only stop advancing once it is even with the target ship, and will move further only if the target ship moves out of range.&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon is ready, the ship will fire on its primary target. If its chosen target is out of range, it will attack another nearby ship.  All weapons of similar type on the attacking ship will fire as one single attack.&lt;br /&gt;
Hits on a target that has a correlating defense (point defense for missiles, shields for beams, or armor for mass drivers) will do damage to the defense itself. Damage done to a ship’s defense is displayed in orange on the battle log. &lt;br /&gt;
&lt;br /&gt;
Hits on a target with no remaining defense of the appropriate type will instead do full attack damage to the ship’s hit points. Spacecraft (ships, starbases, and shipyards) that are reduced to zero hit points are permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
Combat continues until all of the ships from one side are destroyed. Retreating once a combat has been initiated is not an option.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Retreat ==&lt;br /&gt;
There is no retreating from combat for either the attacker or defender. Combat proceeds until one side or the other is annihilated.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Combat Viewer ==&lt;br /&gt;
The Combat Viewer shows your ships fighting against your enemy. Combat in the game is automated, so once you’ve chosen to engage you can either “auto resolve” the combat or watch it play out. Whichever you choose, it has no effect on the outcome of battle.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Starbase Support ==&lt;br /&gt;
Certain military starbases modules give powerful fleet-wide bonuses to any combat that takes place within their area of influence. It may be helpful to try and lure enemy fleets into the range of the Starbase before engaging in combat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Ship Repair ==&lt;br /&gt;
Damaged starships repair at a base rate of 1 hit point per turn, whether they move during the turn or not. Starships that end their turn in orbit around a planet repair at a base rate of 5 hit points per turn. Starships that end their turn in a shipyard repair at a base rate of 4 hit points per turn. Starships that end their turn in a starbase repair at a base rate of 6 hit points per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Certain technologies (for example Healing Hulls and Living Ships) enable tactical repair, which allows a ship to repair itself during battles.  This can be quite valuable, as a fleet can take damage during a battle yet emerge from it at full health.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The mix of ships in your fleet is incredibly important to its success in battle. Equipping support ships with appropriate modules, ensuring ship roles are handled well so you don&#039;t have vulnerable carriers engaging point-blank with enemy destroyers, and other similar tactics can multiply any force&#039;s capabilities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
One strategy that seems to work well is a mix of escorts and capital ships.  Design your own ships (and don&#039;t forget to manually assign the role if the game defaults to another) such that your escorts have high defenses and low attack, and your capitals have high attack and no defenses.  All enemy ships will attack your escorts first, wasting their firepower on their defenses, while your capitals are free to fire at the enemy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ground invasions &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ground invasions&#039;&#039;&#039; are the usual method of conquering enemy planets. Transport ships equip people from a friendly colony with appropriate gear and carry them across the void to an enemy world that has been cleared of space-based defenses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Invade (pre Crusade expansion) ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Research the Planetary Invasion technology.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Build Transport ships at a friendly shipyard and launch them a percentage of your population.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Transports onto an undefended enemy world.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose your invasion tactics.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Await the results of your attack.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Victory! ...assuming you brought a sufficient amount of your population to fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
== Invasion Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Invading&#039;&#039;&#039;: Transports bring “Soldiers” to a target planet. “Soldiering” modifies the amount of people you bring. So, a transport with 4 people with a 50% soldiering bonus is the equivalent of 6 Soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending&#039;&#039;&#039;: A planet&#039;s defense is determined by 3 things:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The population of a planet is divided by its class, so a class 10 planet with 20 population, ends up with 2 defending troops per tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Resistance is the % of that population that will fight. If the planet has a 50% resistance, then each tile will have 1 defender.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Planetary Defense is what percentage of the invading troops are killed immediately before landing on the planet surface. If 6 soldiers try to invade a planet with 50% planetary defense, half of them die immediately. 6 Invading Soldiers becomes 3.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Any invading troops that made it through the Planetary defense system land and take out one tile at a time. The casualty rate for both sides is dependent on what invasion methods and tactics are used. For this example, we will say the invader has a casualty rate of 50%, which is pretty high.&lt;br /&gt;
&lt;br /&gt;
Tile 1, 3 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 2, 2 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 3, 1 Invaders &amp;lt;= 1 Defender, Invader loses, invasion repulsed.&lt;br /&gt;
&lt;br /&gt;
This is a really simple example, but is more or less how it works. The strategy comes in with the invasion types, since these can modify Soldiering, Resistance, and Planetary Defense.&lt;br /&gt;
&lt;br /&gt;
Unlike in GC2, invasions do not kill everyone on a planet. Depending on the invasion type, the casualties can vary from light to genocidal. As each tile falls, a certain amount of defenders will survive. If the invader wins, they will become part of the planet&#039;s population after the invasion is over.&lt;br /&gt;
&lt;br /&gt;
Some invasion types are so horrific that they will do damage to the planet or destroy improvements. Sometimes, there are additional long term effects, often leaving the invaded planet with durational modifiers, like low approval for X number of turns.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Tactics ==&lt;br /&gt;
If you&#039;ve researched appropriate technology such as Biological Warfare, you can pay credits to enable special tactics during an invasion. Biological Warfare, for example, reduces the enemy&#039;s ability to resist your assault while simultaneously reducing the chance for existing improvements to be damaged during the invasion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tactic !! Cost (bc) !! Extra Effect !! Invader Casualty Rate !! Defender Casualty Rate !! Planet Damage !! Lingering Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conventional Warfare || 0 || None || Low || High || Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Bombardment || 500 || -50% Resistance || Low || Moderate  || Moderate  || -50% Approval for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Information Warfare || 4000 || -25% Resistance || Very Low || Low || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Biological Warfare || 500 || -50% Resistance || Low || Very High || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Tidal Disruption || 1500 || -75% Resistance || Unknown || High || Low || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| Core Detonation || 1000 || -95% Resistance || Very Low || Very High || Very High || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defensive Tactics ==&lt;br /&gt;
The ability to resist a ground invasion depends on planetary defenses, resistance, and soldiering ability.&lt;br /&gt;
Resistance determines the percentage of the planet&#039;s population that will try to defend the planet from an invasion. The rest of the population will suffer losses from the invading force, but they do not assist in repelling the invaders.&lt;br /&gt;
&lt;br /&gt;
== Legions and General Citizens ==&lt;br /&gt;
When you create a general citizen they add five legions to your global pool. These legions can be loaded onto a transport or stationed on individual planets for defense. Once you do this they can&#039;t be put back into the global pool.&lt;br /&gt;
&lt;br /&gt;
When you assign a general to a colony they will bring with them 5 defending legions, however these legions are NOT subtracted from the global pool. They will defend the planet the same as if you stationed them as a garrison but are not permanently assigned to that colony. If some die during a failed invasion those will be subtracted from the global pool. If you still have legions remaining then they will be able to defend the colony again without having to use the station garrison project to reinforce the colony. If you place generals on more than one planet, then each planet will get 5 defenders from the global pool, however since it isn&#039;t removing any legions from the global pool (unless they are killed), you can have the same 5 legions (or as many as you have if you have less than 5 in the pool) guard more than one planet. General citizens grant you free legions while also letting you defend more planets with fewer legions, allowing you to either have a large reserve for defense, or a bigger supply for invasions.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7507</id>
		<title>Combat and Invasions</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7507"/>
		<updated>2018-06-24T18:25:33Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Ship Repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders combat.jpg]]}}&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 Combat &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship combat&#039;&#039;&#039; takes place when a fleet attempts to enter a tile occupied by a fleet owned by a hostile power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
At the start of combat, each ship will target an enemy ship of a type based on their [[Ship_roles |role]]. If there are multiple enemy ships of the preferred type, the ship will choose one of them at random.&lt;br /&gt;
&lt;br /&gt;
Interceptor, assault, and capital ships will begin moving forward on the battlefield towards their primary target. Support ships will not move unless all of the other types of combat ships in its fleet have been destroyed, at which point the support ships will also start moving towards their primary target. Escorts and guardians will not move unless the ship they are defending has started moving forward as well.&lt;br /&gt;
&lt;br /&gt;
A ship will only stop advancing once it is even with the target ship, and will move further only if the target ship moves out of range.&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon is ready, the ship will fire on its primary target. If its chosen target is out of range, it will attack another nearby ship.  All weapons of similar type on the attacking ship will fire as one single attack.&lt;br /&gt;
Hits on a target that has a correlating defense (point defense for missiles, shields for beams, or armor for mass drivers) will do damage to the defense itself. Damage done to a ship’s defense is displayed in orange on the battle log. &lt;br /&gt;
&lt;br /&gt;
Hits on a target with no remaining defense of the appropriate type will instead do full attack damage to the ship’s hit points. Spacecraft (ships, starbases, and shipyards) that are reduced to zero hit points are permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
Combat continues until all of the ships from one side are destroyed. Retreating once a combat has been initiated is not an option.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Retreat ==&lt;br /&gt;
There is no retreating from combat for either the attacker or defender. Combat proceeds until one side or the other is annihilated.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Combat Viewer ==&lt;br /&gt;
The Combat Viewer shows your ships fighting against your enemy. Combat in the game is automated, so once you’ve chosen to engage you can either “auto resolve” the combat or watch it play out. Whichever you choose, it has no effect on the outcome of battle.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Starbase Support ==&lt;br /&gt;
Certain military starbases modules give powerful fleet-wide bonuses to any combat that takes place within their area of influence. It may be helpful to try and lure enemy fleets into the range of the Starbase before engaging in combat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Ship Repair ==&lt;br /&gt;
Damaged starships repair at a base rate of 1 hit point per turn, whether they move during the turn or not. Starships that end their turn in orbit around a planet repair at a base rate of 5 hit points per turn. Starships that end their turn in a shipyard repair at a base rate of 4 hit points per turn. Starships that end their turn in a starbase repair at a base rate of 6 hit points per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Certain technologies (for example Healing Hulls and Living Ships) enable tactical repair, which allows a ship to repair itself during battles.  This can be quite valuable, as a fleet can take damage during a battle yet emerge from it at full health.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The mix of ships in your fleet is incredibly important to its success in battle. Equipping support ships with appropriate modules, ensuring ship roles are handled well so you don&#039;t have vulnerable carriers engaging point-blank with enemy destroyers, and other similar tactics can multiply any force&#039;s capabilities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ground invasions &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ground invasions&#039;&#039;&#039; are the usual method of conquering enemy planets. Transport ships equip people from a friendly colony with appropriate gear and carry them across the void to an enemy world that has been cleared of space-based defenses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== How to Invade (pre Crusade expansion) ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Research the Planetary Invasion technology.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Build Transport ships at a friendly shipyard and launch them a percentage of your population.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Transports onto an undefended enemy world.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose your invasion tactics.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Await the results of your attack.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Victory! ...assuming you brought a sufficient amount of your population to fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
== Invasion Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Invading&#039;&#039;&#039;: Transports bring “Soldiers” to a target planet. “Soldiering” modifies the amount of people you bring. So, a transport with 4 people with a 50% soldiering bonus is the equivalent of 6 Soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending&#039;&#039;&#039;: A planet&#039;s defense is determined by 3 things:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The population of a planet is divided by its class, so a class 10 planet with 20 population, ends up with 2 defending troops per tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Resistance is the % of that population that will fight. If the planet has a 50% resistance, then each tile will have 1 defender.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Planetary Defense is what percentage of the invading troops are killed immediately before landing on the planet surface. If 6 soldiers try to invade a planet with 50% planetary defense, half of them die immediately. 6 Invading Soldiers becomes 3.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Any invading troops that made it through the Planetary defense system land and take out one tile at a time. The casualty rate for both sides is dependent on what invasion methods and tactics are used. For this example, we will say the invader has a casualty rate of 50%, which is pretty high.&lt;br /&gt;
&lt;br /&gt;
Tile 1, 3 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 2, 2 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 3, 1 Invaders &amp;lt;= 1 Defender, Invader loses, invasion repulsed.&lt;br /&gt;
&lt;br /&gt;
This is a really simple example, but is more or less how it works. The strategy comes in with the invasion types, since these can modify Soldiering, Resistance, and Planetary Defense.&lt;br /&gt;
&lt;br /&gt;
Unlike in GC2, invasions do not kill everyone on a planet. Depending on the invasion type, the casualties can vary from light to genocidal. As each tile falls, a certain amount of defenders will survive. If the invader wins, they will become part of the planet&#039;s population after the invasion is over.&lt;br /&gt;
&lt;br /&gt;
Some invasion types are so horrific that they will do damage to the planet or destroy improvements. Sometimes, there are additional long term effects, often leaving the invaded planet with durational modifiers, like low approval for X number of turns.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Tactics ==&lt;br /&gt;
If you&#039;ve researched appropriate technology such as Biological Warfare, you can pay credits to enable special tactics during an invasion. Biological Warfare, for example, reduces the enemy&#039;s ability to resist your assault while simultaneously reducing the chance for existing improvements to be damaged during the invasion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tactic !! Cost (bc) !! Extra Effect !! Invader Casualty Rate !! Defender Casualty Rate !! Planet Damage !! Lingering Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conventional Warfare || 0 || None || Low || High || Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Bombardment || 500 || -50% Resistance || Low || Moderate  || Moderate  || -50% Approval for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Information Warfare || 4000 || -25% Resistance || Very Low || Low || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Biological Warfare || 500 || -50% Resistance || Low || Very High || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Tidal Disruption || 1500 || -75% Resistance || Unknown || High || Low || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| Core Detonation || 1000 || -95% Resistance || Very Low || Very High || Very High || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defensive Tactics ==&lt;br /&gt;
The ability to resist a ground invasion depends on planetary defenses, resistance, and soldiering ability.&lt;br /&gt;
Resistance determines the percentage of the planet&#039;s population that will try to defend the planet from an invasion. The rest of the population will suffer losses from the invading force, but they do not assist in repelling the invaders.&lt;br /&gt;
&lt;br /&gt;
== Legions and General Citizens ==&lt;br /&gt;
When you create a general citizen they add five legions to your global pool. These legions can be loaded onto a transport or stationed on individual planets for defense. Once you do this they can&#039;t be put back into the global pool.&lt;br /&gt;
&lt;br /&gt;
When you assign a general to a colony they will bring with them 5 defending legions, however these legions are NOT subtracted from the global pool. They will defend the planet the same as if you stationed them as a garrison but are not permanently assigned to that colony. If some die during a failed invasion those will be subtracted from the global pool. If you still have legions remaining then they will be able to defend the colony again without having to use the station garrison project to reinforce the colony. If you place generals on more than one planet, then each planet will get 5 defenders from the global pool, however since it isn&#039;t removing any legions from the global pool (unless they are killed), you can have the same 5 legions (or as many as you have if you have less than 5 in the pool) guard more than one planet. General citizens grant you free legions while also letting you defend more planets with fewer legions, allowing you to either have a large reserve for defense, or a bigger supply for invasions.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7506</id>
		<title>Combat and Invasions</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7506"/>
		<updated>2018-06-24T18:25:09Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: /* Ship Repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders combat.jpg]]}}&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 Combat &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship combat&#039;&#039;&#039; takes place when a fleet attempts to enter a tile occupied by a fleet owned by a hostile power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
At the start of combat, each ship will target an enemy ship of a type based on their [[Ship_roles |role]]. If there are multiple enemy ships of the preferred type, the ship will choose one of them at random.&lt;br /&gt;
&lt;br /&gt;
Interceptor, assault, and capital ships will begin moving forward on the battlefield towards their primary target. Support ships will not move unless all of the other types of combat ships in its fleet have been destroyed, at which point the support ships will also start moving towards their primary target. Escorts and guardians will not move unless the ship they are defending has started moving forward as well.&lt;br /&gt;
&lt;br /&gt;
A ship will only stop advancing once it is even with the target ship, and will move further only if the target ship moves out of range.&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon is ready, the ship will fire on its primary target. If its chosen target is out of range, it will attack another nearby ship.  All weapons of similar type on the attacking ship will fire as one single attack.&lt;br /&gt;
Hits on a target that has a correlating defense (point defense for missiles, shields for beams, or armor for mass drivers) will do damage to the defense itself. Damage done to a ship’s defense is displayed in orange on the battle log. &lt;br /&gt;
&lt;br /&gt;
Hits on a target with no remaining defense of the appropriate type will instead do full attack damage to the ship’s hit points. Spacecraft (ships, starbases, and shipyards) that are reduced to zero hit points are permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
Combat continues until all of the ships from one side are destroyed. Retreating once a combat has been initiated is not an option.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Retreat ==&lt;br /&gt;
There is no retreating from combat for either the attacker or defender. Combat proceeds until one side or the other is annihilated.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Combat Viewer ==&lt;br /&gt;
The Combat Viewer shows your ships fighting against your enemy. Combat in the game is automated, so once you’ve chosen to engage you can either “auto resolve” the combat or watch it play out. Whichever you choose, it has no effect on the outcome of battle.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Starbase Support ==&lt;br /&gt;
Certain military starbases modules give powerful fleet-wide bonuses to any combat that takes place within their area of influence. It may be helpful to try and lure enemy fleets into the range of the Starbase before engaging in combat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Ship Repair ==&lt;br /&gt;
Damaged starships repair at a base rate of 1 hit point per turn, whether they move during the turn or not. Starships that end their turn in orbit around a planet repair at a base rate of 5 hit points per turn. Starships that end their turn in a shipyard repair at a base rate of 4 hit points per turn. Starships that end their turn in a starbase repair at a base rate of 6 hit points per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Certain technologies (for example Healing Hulls and Living Ships) enable tactical repair, which allows a ship to repair itself during battles.  This can be quite valuable, as a fleet can take damage during a battle yet emerge from it at full health.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The mix of ships in your fleet is incredibly important to its success in battle. Equipping support ships with appropriate modules, ensuring ship roles are handled well so you don&#039;t have vulnerable carriers engaging point-blank with enemy destroyers, and other similar tactics can multiply any force&#039;s capabilities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ground invasions &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ground invasions&#039;&#039;&#039; are the usual method of conquering enemy planets. Transport ships equip people from a friendly colony with appropriate gear and carry them across the void to an enemy world that has been cleared of space-based defenses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== How to Invade (pre Crusade expansion) ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Research the Planetary Invasion technology.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Build Transport ships at a friendly shipyard and launch them a percentage of your population.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Transports onto an undefended enemy world.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose your invasion tactics.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Await the results of your attack.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Victory! ...assuming you brought a sufficient amount of your population to fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
== Invasion Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Invading&#039;&#039;&#039;: Transports bring “Soldiers” to a target planet. “Soldiering” modifies the amount of people you bring. So, a transport with 4 people with a 50% soldiering bonus is the equivalent of 6 Soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending&#039;&#039;&#039;: A planet&#039;s defense is determined by 3 things:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The population of a planet is divided by its class, so a class 10 planet with 20 population, ends up with 2 defending troops per tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Resistance is the % of that population that will fight. If the planet has a 50% resistance, then each tile will have 1 defender.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Planetary Defense is what percentage of the invading troops are killed immediately before landing on the planet surface. If 6 soldiers try to invade a planet with 50% planetary defense, half of them die immediately. 6 Invading Soldiers becomes 3.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Any invading troops that made it through the Planetary defense system land and take out one tile at a time. The casualty rate for both sides is dependent on what invasion methods and tactics are used. For this example, we will say the invader has a casualty rate of 50%, which is pretty high.&lt;br /&gt;
&lt;br /&gt;
Tile 1, 3 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 2, 2 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 3, 1 Invaders &amp;lt;= 1 Defender, Invader loses, invasion repulsed.&lt;br /&gt;
&lt;br /&gt;
This is a really simple example, but is more or less how it works. The strategy comes in with the invasion types, since these can modify Soldiering, Resistance, and Planetary Defense.&lt;br /&gt;
&lt;br /&gt;
Unlike in GC2, invasions do not kill everyone on a planet. Depending on the invasion type, the casualties can vary from light to genocidal. As each tile falls, a certain amount of defenders will survive. If the invader wins, they will become part of the planet&#039;s population after the invasion is over.&lt;br /&gt;
&lt;br /&gt;
Some invasion types are so horrific that they will do damage to the planet or destroy improvements. Sometimes, there are additional long term effects, often leaving the invaded planet with durational modifiers, like low approval for X number of turns.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Tactics ==&lt;br /&gt;
If you&#039;ve researched appropriate technology such as Biological Warfare, you can pay credits to enable special tactics during an invasion. Biological Warfare, for example, reduces the enemy&#039;s ability to resist your assault while simultaneously reducing the chance for existing improvements to be damaged during the invasion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tactic !! Cost (bc) !! Extra Effect !! Invader Casualty Rate !! Defender Casualty Rate !! Planet Damage !! Lingering Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conventional Warfare || 0 || None || Low || High || Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Bombardment || 500 || -50% Resistance || Low || Moderate  || Moderate  || -50% Approval for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Information Warfare || 4000 || -25% Resistance || Very Low || Low || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Biological Warfare || 500 || -50% Resistance || Low || Very High || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Tidal Disruption || 1500 || -75% Resistance || Unknown || High || Low || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| Core Detonation || 1000 || -95% Resistance || Very Low || Very High || Very High || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defensive Tactics ==&lt;br /&gt;
The ability to resist a ground invasion depends on planetary defenses, resistance, and soldiering ability.&lt;br /&gt;
Resistance determines the percentage of the planet&#039;s population that will try to defend the planet from an invasion. The rest of the population will suffer losses from the invading force, but they do not assist in repelling the invaders.&lt;br /&gt;
&lt;br /&gt;
== Legions and General Citizens ==&lt;br /&gt;
When you create a general citizen they add five legions to your global pool. These legions can be loaded onto a transport or stationed on individual planets for defense. Once you do this they can&#039;t be put back into the global pool.&lt;br /&gt;
&lt;br /&gt;
When you assign a general to a colony they will bring with them 5 defending legions, however these legions are NOT subtracted from the global pool. They will defend the planet the same as if you stationed them as a garrison but are not permanently assigned to that colony. If some die during a failed invasion those will be subtracted from the global pool. If you still have legions remaining then they will be able to defend the colony again without having to use the station garrison project to reinforce the colony. If you place generals on more than one planet, then each planet will get 5 defenders from the global pool, however since it isn&#039;t removing any legions from the global pool (unless they are killed), you can have the same 5 legions (or as many as you have if you have less than 5 in the pool) guard more than one planet. General citizens grant you free legions while also letting you defend more planets with fewer legions, allowing you to either have a large reserve for defense, or a bigger supply for invasions.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Galactic_Resources&amp;diff=7504</id>
		<title>Galactic Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Galactic_Resources&amp;diff=7504"/>
		<updated>2018-06-24T04:21:02Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added explanation that certain resources are required for population growth for synthetic and silicon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Galactic resources&#039;&#039;&#039; are a type of [[Resources|resource]] found throughout the galaxy. They are mined by [[Starbases|space stations]] equipped with a mining module. Each resource allows you to build special, powerful components on&lt;br /&gt;
prototype ships or special, powerful social buildings on your colonies.  Synthetic (Yor) and silicon (Slyne) civilizations are especially dependent on resources, since synthetic civilizations require durantium and promethion to manufacture new population, and silicon civilizations require promethion to construct cities to support larger populations.&lt;br /&gt;
&lt;br /&gt;
==Types of galactic resources==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Icon&lt;br /&gt;
|Function&lt;br /&gt;
|Rarity&lt;br /&gt;
|Appearance&lt;br /&gt;
|-&lt;br /&gt;
|Durantium &lt;br /&gt;
|[[File:GC3 Icon Durantium.png|frameless]]|| Allows construction of prototype kinetic weapons, armor, and manufacturing buildings.&lt;br /&gt;
|The most common&lt;br /&gt;
|[[File:300px-Durantium appearance.jpg|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Elerium &lt;br /&gt;
|[[File:GC3 Icon Elerium.png|frameless]]||Allows construction of prototype beam weapons, shields and military buildings.&lt;br /&gt;
|The rarest&lt;br /&gt;
|[[File:300px-Elerium appearance.jpg|frameless|300x300px]]&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter &lt;br /&gt;
|[[File:GC3 Icon Antimatter.png|frameless]]|| Allows construction of prototype missile weapons, point defenses and Antimatter Power Plant.&lt;br /&gt;
|More common than Elerium, rarer than Promethion&lt;br /&gt;
|[[File:300px-Antimatter appearance.jpg|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Promethion &lt;br /&gt;
|[[File:GC3 Icon Promethion 32.png|frameless]]||Allows construction of prototype engines, life support systems and population growth buildings.&lt;br /&gt;
|Rarer than Thulium, more common than Antimatter&lt;br /&gt;
|[[File:300px-Promethion appearance.jpg|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Thulium &lt;br /&gt;
|[[File:GC3 Icon Thulium 32.png|frameless]]||Allows construction of prototype sensors and research buildings.&lt;br /&gt;
|Rarer that Durantium, more common than Promethion&lt;br /&gt;
|[[File:300px-Thulium appearance.jpg|frameless]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7503</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7503"/>
		<updated>2018-06-24T03:42:19Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: fix trait&amp;lt;-&amp;gt;ability terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders startingtips.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve started a new game of GalCiv3. Now what? This page will walk you through the various setup options available in the game. If you’re new to these types of games, it is probably best to start by playing the Tutorial. If you’re unfamiliar with the term, “Sandbox mode” refers to being able to freely play the game without a pre-set story or campaign to drive it. This mode is recommended only after having a chance to experience the basics of the game.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Race Selection&amp;lt;/h2&amp;gt;&lt;br /&gt;
The “Choose Civilization” screen begins your choice-making process. Each race has its own unique traits and abilities and can affect how you build your civilizations and interact with other races. To create your own custom race, select the button and head to the Customize Civilization screen. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
To customize your own race, you will have to create a Leader. You can choose from a gallery of available images for your race or upload graphics of your own. The Race Overview section allows you to enter your race’s name, ship call signs, Homeworld name, beginning star system,  a racial description, and logo. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the “traits and abilities” section, you can choose how to continue to specialize your race. You begin with five available points to spend on traits. If you spend points on lessening traits, you will be able to reserve additional points to add to other traits available to you. For racial abilities, you will have your choice of any two from a large list. These abilities don’t really have a built-in “downside” and can be very powerful.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The “Appearance” section offers an assortment of options to customize the “look” of your race; things like ship styles, colors and textures, and race colors and themes for the interface can all be changed in this section. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Lastly, the “Personality” section allows you to select your tech tree and modify how your race will behave when controlled by the game’s AI. This includes ideology, character traits, goals, and priorities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Galaxy Type&amp;lt;/h2&amp;gt;&lt;br /&gt;
When you start a new game, you will have several options for customizing your galaxy. There are options for size, victory conditions, and allies/enemies. Depending on how long you want your game to last, you may want to start with some of the smaller galaxy sizes before moving onto the bigger ones. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The Galaxy Options section allows you to fully customize the contents of your galaxy. Star Systems determine how frequently stars and planets will be generated on the map. When determining your Star Systems, you have several different options to consider.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Star Frequency:&amp;lt;/strong&amp;gt; This determines how often you will find stars, which may or may not lead to more habitable planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Planet Frequency:&amp;lt;/strong&amp;gt; “Planet” refers to all worlds in the galaxy, both habitable and uninhabitable. This control will allow you to choose the overall frequency of planets in your galaxy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Habitable Planet Frequency:&amp;lt;/strong&amp;gt; These are planets you can colonize and can be valuable resources. Careful though, if you set them to be very frequent, you may spend all of your time and resources trying to colonize and not have time for anything else!&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extreme Planet Frequency:&amp;lt;/strong&amp;gt; These are planets that can be colonized but require special techs to do so.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Resources include the various types of bonuses and advancements that can be discovered. Each of these include their own drop-down menus that will set how often they appear.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Asteroid Frequency:&amp;lt;/strong&amp;gt; Asteroids often contain strategic resources like Durantium that you can mine. They also impede movement.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Nebulae:&amp;lt;/strong&amp;gt; Interstellar terrain that have global effects on ships as they travel through space, and also contain Elerium, a rare strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Black Hole Frequency:&amp;lt;/strong&amp;gt; Black holes are scary, but for those undaunted by them you can mine the resulting Antimatter as a strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Resource Frequency:&amp;lt;/strong&amp;gt; Each Resource allows you to build special, powerful components on prototype ships. Resources are:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Durantium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Elerium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Antimatter&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Promethion&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Thulium&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Precursor Relic Frequency:&amp;lt;/strong&amp;gt; These are ancient artifacts that when studied provide civilization-wide bonuses.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Ascension Crystal Frequency:&amp;lt;/strong&amp;gt; These are a special type of precursor artifact that, when studied, can unlock the secrets of ascending to a higher plane.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Anomaly Frequency:&amp;lt;/strong&amp;gt; Anomalies are artifacts and other unknown items that when surveyed unlock special rewards, such as ships, money, bonuses and techs.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Game Settings&amp;lt;/h2&amp;gt;&lt;br /&gt;
In this section, you have several options to select so that you can create the kind of map that you’d most enjoy. The menu options here are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galaxy Difficulty:&amp;lt;/strong&amp;gt; The overall difficulty of the map, which includes pirates and all the races. However, you can override this individually per race by making other adjustments in your game options or in the way you set up your game.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Game Pacing:&amp;lt;/strong&amp;gt; Makes the game play faster or slower by modifying things like production.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Research Rate:&amp;lt;/strong&amp;gt; Makes researching cheaper or more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pirates:&amp;lt;/strong&amp;gt; Adjust this to determine how many (if any) pirate bases will exist on your map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;United Planets Frequency:&amp;lt;/strong&amp;gt; This setting lets you determine how often the United Planets (the galactic government) meets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galactic Events:&amp;lt;/strong&amp;gt; Galactic Events are game-changing incidents that can alter the way your empire grows.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Minor Races:&amp;lt;/strong&amp;gt; Determines how many minor races will be in the galaxy. Minor races are civilizations that cannot expand into the galaxy, but can be valuable trade partners or allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Disable Tech Trading:&amp;lt;/strong&amp;gt; Enable this option to remove the feature for trading technologies with other races.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Opponents&amp;lt;/h2&amp;gt;&lt;br /&gt;
You can choose a pre-set race or a custom saved race to play against. You may also choose as many opponents as you want and set the difficulty levels for each enemy individually. Please note that if you are playing on a smaller map, you may not want to fill it to the brim with a bunch of hostile opponents! They’ll be all up in your neighborhood before you know it…&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Playing a Game&amp;lt;/h2&amp;gt;&lt;br /&gt;
Now that your galaxy is set up the way you like it, you can begin your game. At first glance, if you’re unfamiliar with these types of games, it seems very intimidating and overwhelming. The next section will cover some of the other basic things you need to know as you start your adventure across the Galaxy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Game Menu Bar&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Victory&amp;lt;/h4&amp;gt;&lt;br /&gt;
This screen gives you feedback on how close you are to winning for any of the victory conditions you have set for your current game.&lt;br /&gt;
&amp;lt;h4&amp;gt;Govern&amp;lt;/h4&amp;gt;&lt;br /&gt;
A handy repository of information, this button contains several tabs on different aspects of your empire.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Economy:&amp;lt;/strong&amp;gt; Allocate your production spending and balance your space budget.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Colonies:&amp;lt;/strong&amp;gt; Provides an at-a-glance reference for all colonized worlds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Commands:&amp;lt;/strong&amp;gt; Give orders to your shipyards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Trade:&amp;lt;/strong&amp;gt; View and manage your trade routes with other civilizations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Stats &amp;amp; Graphs:&amp;lt;/strong&amp;gt; Chart your development through the course of your game, and compare your progress with your rivals.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Technology&amp;lt;/h3&amp;gt;&lt;br /&gt;
This button is dedicated to all things Research; your available technology projects, descriptions of what benefits and unlocks they provide, what you&#039;re currently researching, and the complete tech tree for your perusal.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Ideology&amp;lt;/h3&amp;gt;&lt;br /&gt;
Through the course of the game, random events will present you with choices to shape the ideology of your civilization. Based on your choices, you will be awarded points in one of three categories: Benevolent, Pragmatic, or Malevolent. These points can be spent on Ideological Traits in this tab. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Diplomacy&amp;lt;/h3&amp;gt;&lt;br /&gt;
Keep track of alliances, relationships and wars between races. Establish treaties with your allies or participate in galactic politics through the governing body of the United Planets.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Designer&amp;lt;/h3&amp;gt;&lt;br /&gt;
Play ship architect here. Improve existing ship designs or build your own from scratch. As you unlock better technology, your improved components will be available to attach to your ships here.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is a lot to learning this game and others like it, but I find the best method is just to explore! Below are some tips and some frequently asked questions from beginners (including myself!) to help get you started.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Starting Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I know what to research first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
It depends on what you are wanting to do in the end game. Consider your various types of victories (Ideaologic, Warfare, Diplomatic, etc.) and try to spec toward that. In order to communicate with other species you encounter, we suggest researching Universal Translator first.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What do I build first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Some planets have special hexes or attributes that give bonuses to certain types of buildings. Keep an eye out for those as you start to settle on your planet. Building structures of the same type adjacent to one another will also yield a lot of bonuses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What kind of ships do I start with?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
You start with a colony ship, a survey ship (this ship has weapons and should probably hang around near your colony ship as you explore!), a scout ship, and a shipyard (where you can build more ships!). Each race has different names for their ships, but their types are all the same.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is Ideology?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There are certain types of ruling styles that can give you bonuses and new options as you play through a game. You can be a Benevolent, Pragmatic, or Malevolent ruler. Each style has its own advantages and disadvantages. As you make choices based on these leadership styles, new bonuses will become available to you on your Ideology tree.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I mine?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to mine resources (Durantium, Thulium, Promethean, Iridium, etc.), you must build a starbase using a Constructor type ship that is capable of building starbases. Once a Starbase is built, there are several options for specialization “rings” -- choose “Mining Ring” in order to mine resources within a certain radius of your starbase.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What else can a Starbase do?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Starbases have several other uses. They can expand your range, bolster your defenses, or improve your offenses. Your tech tree can unlock more Starbase options.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is an anomaly and why do I care?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Anomalies can have lots of great secrets locked away. Sometimes it comes in the form of extra money (and who doesn’t need more money?) or certain new options for Ideology or Research. Point is, take your survey ships and check them out when you find them!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What does a planet’s class mean?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Planets range from Class 1 all the way through Class 20. Class 20 planets are the best, while Class 1 planets are not as good for colonizing. You can increase a planet&#039;s class by researching terraforming technologies and building terraforming improvements, each of which adds a buildable tile to the planet.  A planet&#039;s class is also a limit to the population that can live there.  For example, a class 16 planet has a maximum population of 16.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is raw production?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Raw production is the base for your planet&#039;s production.  Each unit of raw production yields +1 social production, +1 ship production, +1 research, and +1 gross income. You can see these listed on the planet window in the tooltips for each production area as &amp;quot;Base Value&amp;quot; for social and ship production, &amp;quot;Base Research&amp;quot; for research, and &amp;quot;Income&amp;quot; for income.  The largest contributor to raw production is normally population, because each unit of population adds one to raw production.  Other sources of raw production are asteroid mines (which yield +1 if close by, less if further away), improvements such as the Central Mine, colony capitals, certain technologies (like Enhanced Production), and precursor anomalies.  In addition, technologies like Interstellar Governance (and its follow on techs) and high approval add percentage multipliers to raw production.  The Wealthy ability also adds +1 to raw production.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7502</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7502"/>
		<updated>2018-06-23T22:46:13Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Add description of raw production.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders startingtips.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve started a new game of GalCiv3. Now what? This page will walk you through the various setup options available in the game. If you’re new to these types of games, it is probably best to start by playing the Tutorial. If you’re unfamiliar with the term, “Sandbox mode” refers to being able to freely play the game without a pre-set story or campaign to drive it. This mode is recommended only after having a chance to experience the basics of the game.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Race Selection&amp;lt;/h2&amp;gt;&lt;br /&gt;
The “Choose Civilization” screen begins your choice-making process. Each race has its own unique traits and abilities and can affect how you build your civilizations and interact with other races. To create your own custom race, select the button and head to the Customize Civilization screen. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
To customize your own race, you will have to create a Leader. You can choose from a gallery of available images for your race or upload graphics of your own. The Race Overview section allows you to enter your race’s name, ship call signs, Homeworld name, beginning star system,  a racial description, and logo. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the “traits and abilities” section, you can choose how to continue to specialize your race. You begin with five available points to spend on traits. If you spend points on lessening traits, you will be able to reserve additional points to add to other traits available to you. For racial abilities, you will have your choice of any two from a large list. These abilities don’t really have a built-in “downside” and can be very powerful.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The “Appearance” section offers an assortment of options to customize the “look” of your race; things like ship styles, colors and textures, and race colors and themes for the interface can all be changed in this section. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Lastly, the “Personality” section allows you to select your tech tree and modify how your race will behave when controlled by the game’s AI. This includes ideology, character traits, goals, and priorities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Galaxy Type&amp;lt;/h2&amp;gt;&lt;br /&gt;
When you start a new game, you will have several options for customizing your galaxy. There are options for size, victory conditions, and allies/enemies. Depending on how long you want your game to last, you may want to start with some of the smaller galaxy sizes before moving onto the bigger ones. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The Galaxy Options section allows you to fully customize the contents of your galaxy. Star Systems determine how frequently stars and planets will be generated on the map. When determining your Star Systems, you have several different options to consider.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Star Frequency:&amp;lt;/strong&amp;gt; This determines how often you will find stars, which may or may not lead to more habitable planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Planet Frequency:&amp;lt;/strong&amp;gt; “Planet” refers to all worlds in the galaxy, both habitable and uninhabitable. This control will allow you to choose the overall frequency of planets in your galaxy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Habitable Planet Frequency:&amp;lt;/strong&amp;gt; These are planets you can colonize and can be valuable resources. Careful though, if you set them to be very frequent, you may spend all of your time and resources trying to colonize and not have time for anything else!&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extreme Planet Frequency:&amp;lt;/strong&amp;gt; These are planets that can be colonized but require special techs to do so.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Resources include the various types of bonuses and advancements that can be discovered. Each of these include their own drop-down menus that will set how often they appear.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Asteroid Frequency:&amp;lt;/strong&amp;gt; Asteroids often contain strategic resources like Durantium that you can mine. They also impede movement.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Nebulae:&amp;lt;/strong&amp;gt; Interstellar terrain that have global effects on ships as they travel through space, and also contain Elerium, a rare strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Black Hole Frequency:&amp;lt;/strong&amp;gt; Black holes are scary, but for those undaunted by them you can mine the resulting Antimatter as a strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Resource Frequency:&amp;lt;/strong&amp;gt; Each Resource allows you to build special, powerful components on prototype ships. Resources are:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Durantium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Elerium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Antimatter&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Promethion&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Thulium&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Precursor Relic Frequency:&amp;lt;/strong&amp;gt; These are ancient artifacts that when studied provide civilization-wide bonuses.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Ascension Crystal Frequency:&amp;lt;/strong&amp;gt; These are a special type of precursor artifact that, when studied, can unlock the secrets of ascending to a higher plane.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Anomaly Frequency:&amp;lt;/strong&amp;gt; Anomalies are artifacts and other unknown items that when surveyed unlock special rewards, such as ships, money, bonuses and techs.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Game Settings&amp;lt;/h2&amp;gt;&lt;br /&gt;
In this section, you have several options to select so that you can create the kind of map that you’d most enjoy. The menu options here are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galaxy Difficulty:&amp;lt;/strong&amp;gt; The overall difficulty of the map, which includes pirates and all the races. However, you can override this individually per race by making other adjustments in your game options or in the way you set up your game.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Game Pacing:&amp;lt;/strong&amp;gt; Makes the game play faster or slower by modifying things like production.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Research Rate:&amp;lt;/strong&amp;gt; Makes researching cheaper or more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pirates:&amp;lt;/strong&amp;gt; Adjust this to determine how many (if any) pirate bases will exist on your map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;United Planets Frequency:&amp;lt;/strong&amp;gt; This setting lets you determine how often the United Planets (the galactic government) meets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galactic Events:&amp;lt;/strong&amp;gt; Galactic Events are game-changing incidents that can alter the way your empire grows.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Minor Races:&amp;lt;/strong&amp;gt; Determines how many minor races will be in the galaxy. Minor races are civilizations that cannot expand into the galaxy, but can be valuable trade partners or allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Disable Tech Trading:&amp;lt;/strong&amp;gt; Enable this option to remove the feature for trading technologies with other races.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Opponents&amp;lt;/h2&amp;gt;&lt;br /&gt;
You can choose a pre-set race or a custom saved race to play against. You may also choose as many opponents as you want and set the difficulty levels for each enemy individually. Please note that if you are playing on a smaller map, you may not want to fill it to the brim with a bunch of hostile opponents! They’ll be all up in your neighborhood before you know it…&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Playing a Game&amp;lt;/h2&amp;gt;&lt;br /&gt;
Now that your galaxy is set up the way you like it, you can begin your game. At first glance, if you’re unfamiliar with these types of games, it seems very intimidating and overwhelming. The next section will cover some of the other basic things you need to know as you start your adventure across the Galaxy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Game Menu Bar&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Victory&amp;lt;/h4&amp;gt;&lt;br /&gt;
This screen gives you feedback on how close you are to winning for any of the victory conditions you have set for your current game.&lt;br /&gt;
&amp;lt;h4&amp;gt;Govern&amp;lt;/h4&amp;gt;&lt;br /&gt;
A handy repository of information, this button contains several tabs on different aspects of your empire.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Economy:&amp;lt;/strong&amp;gt; Allocate your production spending and balance your space budget.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Colonies:&amp;lt;/strong&amp;gt; Provides an at-a-glance reference for all colonized worlds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Commands:&amp;lt;/strong&amp;gt; Give orders to your shipyards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Trade:&amp;lt;/strong&amp;gt; View and manage your trade routes with other civilizations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Stats &amp;amp; Graphs:&amp;lt;/strong&amp;gt; Chart your development through the course of your game, and compare your progress with your rivals.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Technology&amp;lt;/h3&amp;gt;&lt;br /&gt;
This button is dedicated to all things Research; your available technology projects, descriptions of what benefits and unlocks they provide, what you&#039;re currently researching, and the complete tech tree for your perusal.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Ideology&amp;lt;/h3&amp;gt;&lt;br /&gt;
Through the course of the game, random events will present you with choices to shape the ideology of your civilization. Based on your choices, you will be awarded points in one of three categories: Benevolent, Pragmatic, or Malevolent. These points can be spent on Ideological Traits in this tab. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Diplomacy&amp;lt;/h3&amp;gt;&lt;br /&gt;
Keep track of alliances, relationships and wars between races. Establish treaties with your allies or participate in galactic politics through the governing body of the United Planets.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Designer&amp;lt;/h3&amp;gt;&lt;br /&gt;
Play ship architect here. Improve existing ship designs or build your own from scratch. As you unlock better technology, your improved components will be available to attach to your ships here.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is a lot to learning this game and others like it, but I find the best method is just to explore! Below are some tips and some frequently asked questions from beginners (including myself!) to help get you started.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Starting Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I know what to research first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
It depends on what you are wanting to do in the end game. Consider your various types of victories (Ideaologic, Warfare, Diplomatic, etc.) and try to spec toward that. In order to communicate with other species you encounter, we suggest researching Universal Translator first.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What do I build first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Some planets have special hexes or attributes that give bonuses to certain types of buildings. Keep an eye out for those as you start to settle on your planet. Building structures of the same type adjacent to one another will also yield a lot of bonuses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What kind of ships do I start with?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
You start with a colony ship, a survey ship (this ship has weapons and should probably hang around near your colony ship as you explore!), a scout ship, and a shipyard (where you can build more ships!). Each race has different names for their ships, but their types are all the same.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is Ideology?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There are certain types of ruling styles that can give you bonuses and new options as you play through a game. You can be a Benevolent, Pragmatic, or Malevolent ruler. Each style has its own advantages and disadvantages. As you make choices based on these leadership styles, new bonuses will become available to you on your Ideology tree.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I mine?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to mine resources (Durantium, Thulium, Promethean, Iridium, etc.), you must build a starbase using a Constructor type ship that is capable of building starbases. Once a Starbase is built, there are several options for specialization “rings” -- choose “Mining Ring” in order to mine resources within a certain radius of your starbase.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What else can a Starbase do?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Starbases have several other uses. They can expand your range, bolster your defenses, or improve your offenses. Your tech tree can unlock more Starbase options.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is an anomaly and why do I care?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Anomalies can have lots of great secrets locked away. Sometimes it comes in the form of extra money (and who doesn’t need more money?) or certain new options for Ideology or Research. Point is, take your survey ships and check them out when you find them!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What does a planet’s class mean?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Planets range from Class 1 all the way through Class 20. Class 20 planets are the best, while Class 1 planets are not as good for colonizing. You can increase a planet&#039;s class by researching terraforming technologies and building terraforming improvements, each of which adds a buildable tile to the planet.  A planet&#039;s class is also a limit to the population that can live there.  For example, a class 16 planet has a maximum population of 16.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is raw production?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Raw production is the base for your planet&#039;s production.  Each unit of raw production yields +1 social production, +1 ship production, +1 research, and +1 gross income. You can see these listed on the planet window in the tooltips for each production area as &amp;quot;Base Value&amp;quot; for social and ship production, &amp;quot;Base Research&amp;quot; for research, and &amp;quot;Income&amp;quot; for income.  The largest contributor to raw production is normally population, because each unit of population adds one to raw production.  Other sources of raw production are asteroid mines (which yield +1 if close by, less if further away), improvements such as the Central Mine, colony capitals, certain technologies (like Enhanced Production), and precursor anomalies.  In addition, technologies like Interstellar Governance (and its follow on techs) and high approval add percentage multipliers to raw production.  The Wealthy trait also adds +1 to raw production.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7501</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Getting_Started&amp;diff=7501"/>
		<updated>2018-06-23T20:47:05Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Expanded explanation of planet class.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders startingtips.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve started a new game of GalCiv3. Now what? This page will walk you through the various setup options available in the game. If you’re new to these types of games, it is probably best to start by playing the Tutorial. If you’re unfamiliar with the term, “Sandbox mode” refers to being able to freely play the game without a pre-set story or campaign to drive it. This mode is recommended only after having a chance to experience the basics of the game.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Race Selection&amp;lt;/h2&amp;gt;&lt;br /&gt;
The “Choose Civilization” screen begins your choice-making process. Each race has its own unique traits and abilities and can affect how you build your civilizations and interact with other races. To create your own custom race, select the button and head to the Customize Civilization screen. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
To customize your own race, you will have to create a Leader. You can choose from a gallery of available images for your race or upload graphics of your own. The Race Overview section allows you to enter your race’s name, ship call signs, Homeworld name, beginning star system,  a racial description, and logo. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the “traits and abilities” section, you can choose how to continue to specialize your race. You begin with five available points to spend on traits. If you spend points on lessening traits, you will be able to reserve additional points to add to other traits available to you. For racial abilities, you will have your choice of any two from a large list. These abilities don’t really have a built-in “downside” and can be very powerful.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The “Appearance” section offers an assortment of options to customize the “look” of your race; things like ship styles, colors and textures, and race colors and themes for the interface can all be changed in this section. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Lastly, the “Personality” section allows you to select your tech tree and modify how your race will behave when controlled by the game’s AI. This includes ideology, character traits, goals, and priorities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Galaxy Type&amp;lt;/h2&amp;gt;&lt;br /&gt;
When you start a new game, you will have several options for customizing your galaxy. There are options for size, victory conditions, and allies/enemies. Depending on how long you want your game to last, you may want to start with some of the smaller galaxy sizes before moving onto the bigger ones. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The Galaxy Options section allows you to fully customize the contents of your galaxy. Star Systems determine how frequently stars and planets will be generated on the map. When determining your Star Systems, you have several different options to consider.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Star Frequency:&amp;lt;/strong&amp;gt; This determines how often you will find stars, which may or may not lead to more habitable planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Planet Frequency:&amp;lt;/strong&amp;gt; “Planet” refers to all worlds in the galaxy, both habitable and uninhabitable. This control will allow you to choose the overall frequency of planets in your galaxy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Habitable Planet Frequency:&amp;lt;/strong&amp;gt; These are planets you can colonize and can be valuable resources. Careful though, if you set them to be very frequent, you may spend all of your time and resources trying to colonize and not have time for anything else!&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extreme Planet Frequency:&amp;lt;/strong&amp;gt; These are planets that can be colonized but require special techs to do so.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Resources include the various types of bonuses and advancements that can be discovered. Each of these include their own drop-down menus that will set how often they appear.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Asteroid Frequency:&amp;lt;/strong&amp;gt; Asteroids often contain strategic resources like Durantium that you can mine. They also impede movement.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Nebulae:&amp;lt;/strong&amp;gt; Interstellar terrain that have global effects on ships as they travel through space, and also contain Elerium, a rare strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Black Hole Frequency:&amp;lt;/strong&amp;gt; Black holes are scary, but for those undaunted by them you can mine the resulting Antimatter as a strategic resource.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Resource Frequency:&amp;lt;/strong&amp;gt; Each Resource allows you to build special, powerful components on prototype ships. Resources are:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Durantium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Elerium&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Antimatter&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Promethion&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Thulium&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Precursor Relic Frequency:&amp;lt;/strong&amp;gt; These are ancient artifacts that when studied provide civilization-wide bonuses.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Ascension Crystal Frequency:&amp;lt;/strong&amp;gt; These are a special type of precursor artifact that, when studied, can unlock the secrets of ascending to a higher plane.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Anomaly Frequency:&amp;lt;/strong&amp;gt; Anomalies are artifacts and other unknown items that when surveyed unlock special rewards, such as ships, money, bonuses and techs.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Game Settings&amp;lt;/h2&amp;gt;&lt;br /&gt;
In this section, you have several options to select so that you can create the kind of map that you’d most enjoy. The menu options here are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galaxy Difficulty:&amp;lt;/strong&amp;gt; The overall difficulty of the map, which includes pirates and all the races. However, you can override this individually per race by making other adjustments in your game options or in the way you set up your game.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Game Pacing:&amp;lt;/strong&amp;gt; Makes the game play faster or slower by modifying things like production.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Research Rate:&amp;lt;/strong&amp;gt; Makes researching cheaper or more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pirates:&amp;lt;/strong&amp;gt; Adjust this to determine how many (if any) pirate bases will exist on your map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;United Planets Frequency:&amp;lt;/strong&amp;gt; This setting lets you determine how often the United Planets (the galactic government) meets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Galactic Events:&amp;lt;/strong&amp;gt; Galactic Events are game-changing incidents that can alter the way your empire grows.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Minor Races:&amp;lt;/strong&amp;gt; Determines how many minor races will be in the galaxy. Minor races are civilizations that cannot expand into the galaxy, but can be valuable trade partners or allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Disable Tech Trading:&amp;lt;/strong&amp;gt; Enable this option to remove the feature for trading technologies with other races.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Opponents&amp;lt;/h2&amp;gt;&lt;br /&gt;
You can choose a pre-set race or a custom saved race to play against. You may also choose as many opponents as you want and set the difficulty levels for each enemy individually. Please note that if you are playing on a smaller map, you may not want to fill it to the brim with a bunch of hostile opponents! They’ll be all up in your neighborhood before you know it…&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Playing a Game&amp;lt;/h2&amp;gt;&lt;br /&gt;
Now that your galaxy is set up the way you like it, you can begin your game. At first glance, if you’re unfamiliar with these types of games, it seems very intimidating and overwhelming. The next section will cover some of the other basic things you need to know as you start your adventure across the Galaxy.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Game Menu Bar&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Victory&amp;lt;/h4&amp;gt;&lt;br /&gt;
This screen gives you feedback on how close you are to winning for any of the victory conditions you have set for your current game.&lt;br /&gt;
&amp;lt;h4&amp;gt;Govern&amp;lt;/h4&amp;gt;&lt;br /&gt;
A handy repository of information, this button contains several tabs on different aspects of your empire.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Economy:&amp;lt;/strong&amp;gt; Allocate your production spending and balance your space budget.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Colonies:&amp;lt;/strong&amp;gt; Provides an at-a-glance reference for all colonized worlds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Commands:&amp;lt;/strong&amp;gt; Give orders to your shipyards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Trade:&amp;lt;/strong&amp;gt; View and manage your trade routes with other civilizations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Stats &amp;amp; Graphs:&amp;lt;/strong&amp;gt; Chart your development through the course of your game, and compare your progress with your rivals.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Technology&amp;lt;/h3&amp;gt;&lt;br /&gt;
This button is dedicated to all things Research; your available technology projects, descriptions of what benefits and unlocks they provide, what you&#039;re currently researching, and the complete tech tree for your perusal.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Ideology&amp;lt;/h3&amp;gt;&lt;br /&gt;
Through the course of the game, random events will present you with choices to shape the ideology of your civilization. Based on your choices, you will be awarded points in one of three categories: Benevolent, Pragmatic, or Malevolent. These points can be spent on Ideological Traits in this tab. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Diplomacy&amp;lt;/h3&amp;gt;&lt;br /&gt;
Keep track of alliances, relationships and wars between races. Establish treaties with your allies or participate in galactic politics through the governing body of the United Planets.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Designer&amp;lt;/h3&amp;gt;&lt;br /&gt;
Play ship architect here. Improve existing ship designs or build your own from scratch. As you unlock better technology, your improved components will be available to attach to your ships here.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is a lot to learning this game and others like it, but I find the best method is just to explore! Below are some tips and some frequently asked questions from beginners (including myself!) to help get you started.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Starting Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I know what to research first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
It depends on what you are wanting to do in the end game. Consider your various types of victories (Ideaologic, Warfare, Diplomatic, etc.) and try to spec toward that. In order to communicate with other species you encounter, we suggest researching Universal Translator first.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What do I build first?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Some planets have special hexes or attributes that give bonuses to certain types of buildings. Keep an eye out for those as you start to settle on your planet. Building structures of the same type adjacent to one another will also yield a lot of bonuses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What kind of ships do I start with?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
You start with a colony ship, a survey ship (this ship has weapons and should probably hang around near your colony ship as you explore!), a scout ship, and a shipyard (where you can build more ships!). Each race has different names for their ships, but their types are all the same.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is Ideology?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There are certain types of ruling styles that can give you bonuses and new options as you play through a game. You can be a Benevolent, Pragmatic, or Malevolent ruler. Each style has its own advantages and disadvantages. As you make choices based on these leadership styles, new bonuses will become available to you on your Ideology tree.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;How do I mine?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to mine resources (Durantium, Thulium, Promethean, Iridium, etc.), you must build a starbase using a Constructor type ship that is capable of building starbases. Once a Starbase is built, there are several options for specialization “rings” -- choose “Mining Ring” in order to mine resources within a certain radius of your starbase.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What else can a Starbase do?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Starbases have several other uses. They can expand your range, bolster your defenses, or improve your offenses. Your tech tree can unlock more Starbase options.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What is an anomaly and why do I care?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Anomalies can have lots of great secrets locked away. Sometimes it comes in the form of extra money (and who doesn’t need more money?) or certain new options for Ideology or Research. Point is, take your survey ships and check them out when you find them!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;What does a planet’s class mean?&amp;lt;/strong&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Planets range from Class 1 all the way through Class 20. Class 20 planets are the best, while Class 1 planets are not as good for colonizing. You can increase a planet&#039;s class by researching terraforming technologies and building terraforming improvements, each of which adds a buildable tile to the planet.  A planet&#039;s class is also a limit to the population that can live there.  For example, a class 16 planet has a maximum population of 16.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Tourism_and_Trade&amp;diff=7500</id>
		<title>Tourism and Trade</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Tourism_and_Trade&amp;diff=7500"/>
		<updated>2018-06-23T20:12:47Z</updated>

		<summary type="html">&lt;p&gt;KaraCherry7: Added a more detailed explanation of how tourism income works.&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; Trade &amp;lt;/h1&amp;gt;&lt;br /&gt;
Trade is one way to generate income for your empire. Trade occurs by creating trade routes between two planets.&lt;br /&gt;
&lt;br /&gt;
== Creating a trade route ==&lt;br /&gt;
To create a trade route, you must have a cargo ship and an available trade license. The cargo ship must travel to a planet controlled by another major or minor race. Once the trade route is established between the two planets, both planets are granted trade income each turn.&lt;br /&gt;
&lt;br /&gt;
Cargo modules can be built once Xeno Commerce has been researched. This allows you to build trade ships. You can also obtain a free trade ship (and one free trade license) from the Pragmatic Ideology tree.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Trade income ==&lt;br /&gt;
The trade income from each individual trade route can be viewed by going to the Govern Civilization screen and viewing the Trade tab. Trade routes that you have established will be listed on the top half of this screen, and trade routes initially created by another race will be listed on the bottom half of this screen.&lt;br /&gt;
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== Calculating the value of a trade route ==&lt;br /&gt;
The amount of income generated by a trade route varies based on multiple factors.&lt;br /&gt;
&lt;br /&gt;
First the base value of the trade route is determined utilizing:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The value of the planets which have the trade route (including luxury trade routes from pragmatic ideology), which is calculated as the sum of the population of the 2 planets that are trading.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The distance between the two trading planets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The age of the trade route. Age increases with time.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After that, several multipliers are applied:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The overall trade bonus of your empire (race traits, technology, ideology - pragmatic 3rd row, trade resources).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The buildings on your trade planet like Trade Capital (100% boost) or Trade Outpost. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The boosts from starbases, which affects planets that are in the zone of control with trade routes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Tourism &amp;lt;/h1&amp;gt;&lt;br /&gt;
Tourism is a feature of Galactic Civilizations III&#039;s economic model, which passively provides wealth to an empire every turn based on their cultural accomplishments.&lt;br /&gt;
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== Basic Features ==&lt;br /&gt;
Tourism is a method of earning wealth; it is an important source of income to keep your economy afloat. The idea is that factions earn tourism money by being attractive places for visitors who spend their credits locally. &lt;br /&gt;
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== Unlocking Tourism ==&lt;br /&gt;
Tourism becomes available when you unlock the Tourism technology (through research or trade). Once you have the technology, you immediately begin earning credits; you do not have construct any special buildings. The Tourism technology Interstellar Tourism, is found in the technology tree in the communications-&amp;gt;commerce branch and can be reached during the Age of Expansion. Since income is at a premium early in the game, researching tourism should be a priority.&lt;br /&gt;
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== Tourism Amount ==&lt;br /&gt;
The amount a faction receives depends on what fraction of the galaxy that faction controls. Thus, in a large galaxy with many opponents the initial return will be smaller than in a small galaxy with few opponents. As you expand to control more of the galaxy, your capacity for tourism income will increase. &lt;br /&gt;
&lt;br /&gt;
The contribution tourism makes to your income depends on the number of tiles (also called hexes or parsecs) within your zone of influence (ZOI).  If you can follow a path from any given tile to your capital planet where all tiles in that path are within your ZOI, then that tile is considered &amp;quot;connected&amp;quot; to your capital.  A planet&#039;s contribution to your tourism income is then a percentage (determined by improvements such as the Port of Call) multiplied by the sum of the number of tiles connected to your capital plus the total number of tiles in your ZOI.  Each connected tile thus counts twice, making it important to expand your capital&#039;s influence through improvements such as the Consulate.  Once a planet starts generating tourism, if you mouse over the Tourism Income line in the planet window you&#039;ll see a tooltip that shows the number of parsecs controlled and connected, and the income calculation.&lt;br /&gt;
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== Increasing Tourism ==&lt;br /&gt;
Tourism can be increased by constructing certain buildings. For example, once Tourism is researched, the Port of Call building is unlocked. Like all colony improvements, this building can be placed on planetary bonus tiles that increase tourism to achieve larger benefits, and can also benefit from adjacency bonuses. As you move deeper into the research tree, more buildings that give additional tourism bonuses become available.&lt;br /&gt;
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== Advantages of Tourism ==&lt;br /&gt;
Tourism has some different advantages for earning credits compared to trade. It doesn’t require the building of freighters and the necessity of sailing long distances and it is not subject to diplomatic issues. For example, if you don’t have an open borders arrangement, sailing a freighter through another faction&#039;s territory -- which is necessary to connect a trade route -- will involve a diplomatic problem with that faction. Also, unescorted and defenseless freighters are subject to pirate attacks. However, remember that you earn a diplomacy bonus for connected trade routes, which you cannot get through tourism. This should all factor into your strategy. &lt;br /&gt;
Tourism is an important source of income and should not be neglected. Gaining the tourism technology can often be a significant turning point at which your empire can more easily balance its budget, especially after a prolonged period of running &amp;quot;in the red&amp;quot; early in the game.&lt;/div&gt;</summary>
		<author><name>KaraCherry7</name></author>
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