Civ Abilities: Difference between revisions

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|content=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.
|content=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.


List of Civilization Abilities:
{| class="wikitable"
 
! Ability
* Adaptable - Can colonize extreme worlds, grants Extreme Colonization tech.
! Description
* 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.
| Adaptable
* Bureaucrats - Starts with +50 Control and access to coordination technologies.
| Can colonize extreme worlds, grants Extreme Colonization tech.
* 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.
| Ancient
* Craftsmen - +50% income from Trade Routes, Egalitarian Cultural Awareness increases by 1, Nihilism Cultural Awareness increases by 1, +5 Persuasion.
| Gets Research from Precursor Artifacts and Anomalies, starts with an additional Policy Slot.
* 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.
| Archaeologist
* 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.
| 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.
...
|}
* Influence Growth to all our worlds.
* Empathy - Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
* 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.
* Engineers - Colony and asteroid production decays at half of the normal rate. -15% Supply Attrition to all our worlds.

Revision as of 20:27, 21 December 2023

Civilization Abilities


Civilization Abilities are a set of two characteristics that grant the Civilization a (usually) 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.



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.

Civilization Ability List

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.

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