Civ Abilities

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Civilization Abilities

Civilization Abilities
Civilization Abilities

Civilization Abilities are a set of two characteristics that grant the Civilization a powerful bonus or ability and provide some extra flavour to their gameplay style. Alongside Civilization Traits, Citizens and Cultural Focus, Civilization Abilities serve to differentiate the different in-game factions from one another. Civilization Abilities have a wide range of bonuses to grant: from useful starting resources and various modifiers to resource generation, through making unique technologies available for research, to special powers unique to that Ability that can be activated by the player to influence the game at a critical moment. Core Civilizations have their Abilities pre-set, although they can be changed in the Customize your Civilization screen before the game starts, which allows each Civilization to be played in a wide variety of ways. Players can select two Abilities for Custom Civilizations made with the AlienGPT system too.

Ability Description
Adaptable Can colonize extreme worlds, grants Extreme Colonization tech.
Ancient Gets Research from Precursor Artifacts and Anomalies, starts with an additional Policy Slot.
Archaeologist Whenever Artifact charges are earned, an additional charge is gained.
Bureaucrats Starts with +50 Control and access to coordination technologies.
Cartographer Starts knowing the location of other homeworlds. They also receive three charges of the Dimensional Mirror power which reveals a portion of space, and they gain a cultural charge each time a Culture Trait is earned.
Certain Believes their philosophy should be universal, increased (+2) Influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
Craftsmen +50% income from Trade Routes, Egalitarian Cultural Awareness increases by 1, Nihilism Cultural Awareness increases by 1, +5 Persuasion.
Crime Lord Starts allied with the Pirates. Also grants access to the Look the Other Way Policy, Improvements unlocked by increasing Crime and Executive Orders to claim Pirate fleets and worlds. Nihilism Cultural Awareness increases by 5, +10 Deception.
Cybernetic Gives access to more powerful technologies and Improvements for races who are not afraid to interface with advanced technologies.
Devout Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology. Grants +1 Divine Empath on Homeworld, Unlocks Krynniac Temple Planetary Improvement, +100 Influence Growth to all our worlds.
Empathy Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
Engineers Colony and asteroid production decays at half of the normal rate. -15% Supply Attrition to all our worlds.
Experienced All Ships receive 25% more Experience Points from battles.
Exterminators Transport ships are replaced with planet killing Spore Ships. -3 Influence Growth to all our worlds, +15 Intimidation.
Fertile Start with 2 additional workers and population grows 25% faster. Grants +2 Citizens on Homeworld.
Genocidal Massive advantage in conquering planets due to not caring in the least about collateral damage. -1 Diplomacy Bonus, -25% Influence Growth to all our worlds, +15% Soldiering, Nihilism Cultural Awareness increases by 10, +15 Deception, +15 Intimidation, -5 Persuasion.
Hive Mind Ships in your territory gain additional Hit Points per colony controlled.
Hopeful Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets. +10% Approval, +5 Persuasion.
Inspired An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
Intuitive Starts with access to Xeno Anthropology technologies and a free Culture trait. +5 Deception, +10 Culture Points.
Loyal Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship. +5 Persuasion.
Nocturnal Developed to work in cycles, each lasting 15 months. Season of Waking: Manufacturing and Growth are boosted. Season of Dreaming: Research and Influence are boosted.
Paranoid Ships receive +25% Hit Points and Attach when they are within their borders.
Proliferation When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points. -2 Intelligence, -1 Diligence, -1 Resolve.
Promethion Born Ships have double the normal Hit Points but don’t heal normally. Unlocks Prometheus Stone Extractor Planetary Improvement. +5 Promethion.
Radiated Can Colonize Radioactive Worlds. Gains the Abhorrent Infection Executive Order after several months. Egalitarianism Cultural Awareness increases by 1, Progressivism Cultural Awareness increases by 1, Grants Radioactive World Mastery tech.
Raiders -50% Manufacturing and -50% Income on all worlds. Gain +100 Credits and +20 Manufacturing for winning battles. Gain +500 Credits and +200 Manufacturing for conquering planets. +100 Treasury. +5 Intimidation. Grants the Armed Shuttles tech.
Ravenous Receives 1000 Credits and +10% Approval for 25 months after conquering a planet. It also grants the ability to consume aliens and spawn new Festron Citizens.
Resilient Ships are immune to nebula and have access to special Hyperion improvements.
Resourceful Starts with some useful Resources. +2 Hyper Silicates, +2 Durantium
Scout Fleet Begins with a colony ship and three probes. -100 Control.
Slavers Gain the ability to enslave your Citizens, reducing their Approval, production and Food consumption. But they never protest. Gain access to Slaving technologies. Totalitarianism Cultural Awareness increases by 5. Nihilism Cultural Awareness increases by 5.
Starfaring +25% Ship Range. Starts with the ability to detect and travel on Subspace Streams. Grants Subspace Streaming Tech.
Telepathy Can use telepathic Executive Orders to place thoughts in the minds of all Citizens on a planet, for good or evil.
Traders Starts with a freighter, has a significant boost to Persuasion and receives 3 free Trade Licenses. +10 Persuasion.
Unrelenting +10 Control. Planets generate +1 more Influence per month.
Unwavering Colonies are much harder to Culture flit, and access to the Unbroken Spirit technologies. +200 Rebellion Points, +5 Intimidation, +5 Persuasion.
Vigilant Starbases have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus while in the area of any Starbase. Makes available techs that increase movement speed.
Voyagers +2 Ship Sensor Range, +1 Ship Moves.
War Profiteers Receives 200% bonus from Trade Routes established with warring races.
Warriors Ignore 10% of all damage done to their ships. All weapons do 10% more damage. +10 Intimidation.
Watcher Grants the Cosmic Eye Executive Order. The Cosmic Eye can reveal a part of the galaxy and grants additional research or a new technology when used on another player’s planet. +5 Sensor Range from Plants, +1 Sensor Range for Ships and Starbases. Totalitarianism Cultural Awareness increases by 1. +5 Deception.
Wealthy Starts with 2000 more credits and the Universal Translator technology. Receives access to the Interstellar Banking technologies.
Xenophobic +50% Research, -75% Influence and -3 Diplomacy. Traditionalism Cultural Awareness increases by 5, -5 Deception, -5 Intimidation, -5 Persuasion.