Abilities
Abilities are distinct from 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.
Galactiv Civilizations III Abilities
| Name | Description | Requirements |
|---|---|---|
| Adaptable | Can colonize tier 1 extreme worlds. | |
| Amphibious | Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Converted to a Race Type in Crusade. | Mercenaries expansion |
| Ancient | Gets Research from Precursor Artifacts. | |
| Coercive | Planets can adjust their planetary Production manually. | |
| Colonizers | First improvement on all new colonies is free. | |
| Discreet | Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. | Mercenaries expansion |
| Engineers | Shipyard production decays at half of the normal rate. | |
| Entrepreneurs | Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes | |
| Intuitive | Starts with free Research (250 research) | |
| Knowledgeable | Starts knowing the location of other homeworlds | |
| Paranoid | Free drones defend planets, shipyards and starbases | |
| Prolific | Planets start with 100% more population than is brought on the Colony ship | |
| Scavengers | Have a 25% chance capturing the ships of your vanquished foes. | Revenge of the Snathi DLC |
| Starfaring | All starbases get the first module free. All ships are immune to Nebula | |
| Synthetic | Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens. Converted to a Race Type in Crusade. | |
| Unrelenting | Invasions never cost credits | |
| Unwavering | Colonies are much harder to Culture flip | |
| Vigilant | Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. | Mercenaries expansion |
| Warriors | Ignore 10% of all damage done to their ships. All weapons have 10% longer range. | Mercenaries expansion |
| Wealthy | Starts with tourism enabled and with extra credits (+2500bc) | |
| Zealots | Get an Ideology point each time you invade a planet (15 points to dominant Ideology) |
Crusade Abilities
Crusade changed, replaced, and added many abilities in the game.
| Name | Description |
|---|---|
| Adaptable | Can colonize Aquatic, Frozen, and Barren worlds. |
| Amphibious | Converted to a Race Type. |
| Ancient | Gets Research from Precursor Artifacts. Recieves access to Precursor technologies. |
| Angry | They're just very angry. Start with a military vessel. |
| Bureaucrats | Starts game with extra Administrators. |
| Certain | Believes their philosophy should be universal. Has increased influence and special planet improvements. |
| Colonizers | First improvement on all new colonies is free. |
| Coercive | Removed; production sliders have been replaced by Citizens. |
| Conquerors | Legions start at twice as good as everyone else's. |
| Cybernetic | Gives access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies. |
| Determined | Ships get +5 tiles of range. |
| Discreet | Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. |
| Engineers | Shipyard and asteroid production decays at half of the normal rate. |
| Experienced | All ships recieve 25% more experience points from battles. |
| Entrepreneurs | Replaced by Traders. |
| Heroic | Starts with War College technology, bonuses to legions defending planets. |
| Hopeful | Believes any civilization capable of space travel must be a potential friend. Higher morale on planets. |
| Intuitive | Starts with free Research (250 research). |
| Inventive | Starts with an Engineer citizen and a Constructor ship. |
| Knowledgeable | Starts knowing the location of other homeworlds. |
| Paranoid | Free drones defend planets, shipyards and starbases. |
| Prolific | Planets start with 50% more population than is brought on the Colony ship. Population grows much faster. |
| Resourceful | Starts with some useful resources. |
| Scavengers | Have a 25% chance capturing the ships of your vanquished foes. |
| Slavers | Gain access to slaving technologies and earn additional Idealogy points each time you conquer a world. |
| Sneaky | Starts with Espionage technology. |
| Starfaring | Ships immune to nebula and has access to special Hyperion improvements. |
| Synthetic | Converted to a Race Type. |
| Time Travelers | Traveled back to this time from the future. Great tech, no infrastructure. |
| Traders | Starts with freighter, access to special trade related improvements, access to Acquisition technologies. |
| Unrelenting | Invasions never cost credits. |
| Unwavering | Colonies are much harder to Culture flip. |
| Vigilant | Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. |
| Warriors | Ignore 10% of all damage done to their ships. All weapons have 10% longer range. |
| Wealthy | Starts with 1000 more credits. Planets start with an extra production point. |
| Xenophobic | Not interested in expanding. Wants to build a small, secure empire. |