Abilities

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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. Starts the game with Star Federation, Stellar Folding, and Large Scale Construction.
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.