Citizens GC4

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Revision as of 16:51, 14 December 2023 by Kerri405848 (talk | contribs) (Created page with "{{SectionTemplate |h=h2 |title=Citizens |content=500px<br> Citizens represent the general population in a Civilization and are divided by species. Each Citizen has its own name and statistics. A proportion of each Citizen’s statistic values act as a modifier to a Core World’s Planetary Output and thus contribute to your empire’s overall resource production. Statistics: * Intelligence - affects Research production. * Social Skills - modifie...")
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{{SectionTemplate |h=h2 |title=Citizens |content=
Citizens represent the general population in a Civilization and are divided by species. Each Citizen has its own name and statistics. A proportion of each Citizen’s statistic values act as a modifier to a Core World’s Planetary Output and thus contribute to your empire’s overall resource production.

Statistics:

  • Intelligence - affects Research production.
  • Social Skills - modifies Wealth generation.
  • Diligence - used in Manufacturing and Farming.
  • Resolve - contributes to a Core World’s Planetary Defense
  • Expectations - modifies the Approval of the Citizen.


Citizen Reproduction:

The player will start with some Citizens of their chosen species at the start of the game, and depending on the Civilization’s choice of Biology, will reproduce according to the Biology type’s requirements at the rate set by the planet’s Growth level.

  • Carbon-based and Aquatic Citizens will require a positive Food value to grow. Falling to 0 or less Food will prevent any further reproduction, halt Growth and cause an Approval penalty due to starvation.
  • Silicon Based Citizens need no Food to grow, but suffer a slow Growth rate which is gradually improved by stockpiling Promethium.
  • Synthetic Citizens are built by the player on a Core World, and require Durantium as a resource to do so.
  • Ammonia-based Citizens require Food but experience a significant boost in Growth in heavily polluted environments.


Contribution towards Planetary Output:

A proportion of a Citizen’s statistics are applied as a product to modify the Planetary Input of a Core World to create its Planetary Output values. When a Citizen is specialized towards a specific Job, such as a Worker, then it will contribute more of its specialization statistic to that particular output. In this case, the Worker will increase Manufacturing, but contribute less towards the other four Planetary Outputs.


Citizen Traits:

Citizens can possess and gain their own Traits, much like Leaders, either through virtue of their species or through in-game Events, Ideological Trait choices and so on.


Colony Ships and Transports:

Citizens can be loaded onto both Colony Ships and Transports, for colonizing unoccupied planets and invading the worlds of your enemies respectively. Both Ship types can be used to ferry Citizens from one friendly planet to another.


Ideology:

Citizens can follow an Ideology, and in doing so are eligible for any benefits available from Ideological Traits that affect Citizens of that particular Ideology. For example, the Individualism Ideological Trait “Privacy” grants all Individualist Citizens a 25% Approval bonus.


Resistance:

The Resolve of your Citizens contributes towards a Core World or Colony’s Resistance, and the greater the Resistance, the more difficult it will be for enemy invasion fleets to conquer the world, or for the Influence of a rival Civilization to “culture flip” the world away from your control and over to them instead.