Civ Traits: Difference between revisions

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(Created page with "{{SectionTemplate |h=h2 |title=Civilization Traits |content=600px<br> Civilization Traits are a set of modifiers that can be applied to a Civilization in supplement to their main Civilization Abilities to further shape their playstyle. Traits differ from Abilities in being smaller in scope, and are generally restricted as numerical modifiers to the various statistics and resources available to the Civilization, with a few notable exceptions that give...")
 
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{{SectionTemplate
<h3>Civilization Traits</h3>
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[[File:Traits.png|500px|thumb|right|Civilization Traits]]Civilization Traits are a set of modifiers that can be applied to a Civilization in supplement to their main Civilization Abilities to further shape their playstyle. Traits differ from Abilities in being smaller in scope, and are generally restricted as numerical modifiers to the various statistics and resources available to the Civilization, with a few notable exceptions that give access to technologies or Improvements.
|content=[[File:Traits.png|600px]]<br>


Civilization Traits are a set of modifiers that can be applied to a Civilization in supplement to their main Civilization Abilities to further shape their playstyle. Traits differ from Abilities in being smaller in scope, and are generally restricted as numerical modifiers to the various statistics and resources available to the Civilization, with a few notable exceptions that give access to technologies or Improvements.  
Traits can be positive or negative and each has a points value attached, ranging from -2 to +2 points. A Civilization may pick 3 points worth of Traits, in any combination, and taking some negative Traits will allow taking more than three Traits in total at the expense of some negative modifiers.


Traits can be positive or negative and each has a points value attached, ranging from -2 to 2 points. A Civilization may pick 3 points worth of Traits, in any combination, and taking some negative Traits will allow taking more than three Traits in total at the expense of some negative modifiers.
{{:GalCiv4:Civ_Traits_Table}}
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{{SectionTemplate
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* Clever/Foolish - Modifies Research.
* Militant/Passive - Modifies starting Control.
* Explorers - Modifies Ship Range.
* Brutal/Gentle - Modifies Soldiering.
* Miners - Raw Production +50%, increases output from Asteroid Mining.
* Urbanites - Population Cap +25% and gives access to city building technologies.
* Rich/Poor - Modifies Gross Income.
* Influential/Forgettable - Modifies Influence Growth.
* Fast - Increases Ship Moves.
* Courageous/Craven - Modifies the ability to resist invasions (Resistance).
* Bureaucrats - Control per month +1, makes additional organizational technologies available.
* Intimidating/Meek - Modifies Intimidation.
* Productive/Unproductive - Modifies Production.
* Likeable/Unlikeable  - Modifies Diplomacy Bonus.
* Veteran - Modifies Experience Bonus.
* Deceptive/Bad Liar - Modifies Deception.
* Farmers - Food +25% and makes advanced farming technologies available.
* Persuasive/Unconvincing - Modifies Persuasion.
}}

Latest revision as of 19:01, 13 March 2024

Civilization Traits


Civilization Traits

Civilization Traits are a set of modifiers that can be applied to a Civilization in supplement to their main Civilization Abilities to further shape their playstyle. Traits differ from Abilities in being smaller in scope, and are generally restricted as numerical modifiers to the various statistics and resources available to the Civilization, with a few notable exceptions that give access to technologies or Improvements.

Traits can be positive or negative and each has a points value attached, ranging from -2 to +2 points. A Civilization may pick 3 points worth of Traits, in any combination, and taking some negative Traits will allow taking more than three Traits in total at the expense of some negative modifiers.

Name Description Effects
 Likeable -2: Unlikeable Modifies other players' attitude toward you
  • -3  Diplomacy Bonus
 Rich -2: Poor Modifies how quickly credits are gained
  • Colony gets -30%  Gross Income
 Farmer +1: Farmers Makes advanced farming technologies available.
 Rich +1: Rich Modifies how quickly credits are gained
  • Colony gets +10%  Gross Income
 Productive -1: Unproductive Modifies how quickly improvements are built on your planets
  • Colony gets -15%  Manufacturing
 Persuasive -1: Unconvincing Modifies your chance to use Persuasion in events and diplomacy
  • -10 Persuasion
 Persuasive -2: Unconvincing Modifies your chance to use Persuasion in events and diplomacy
  • -25 Persuasion
 Courageous +1: Courageous Modifies the ability to resist Invasions
  • Colony gets +20%  Planetary Defenses
 Influential +1: Influential Modifies how quickly borders are expanded
  • Colony gets +10%  Influence Growth
 Productive +1: Productive Modifies how quickly improvements are built on your planets
  • Colony gets +10%  Manufacturing
 Fast +2: Fast Modifies how far your ships can travel each turn
  • Ship gets +2  Moves
 Fast +1: Fast Modifies how far your ships can travel each turn
  • Ship gets +1  Moves
 Intimidating -1: Meek Modifies your chance to use Intimidation in events and diplomacy
  • -10 Intimidation
 Clever +1: Clever Modifies how quickly technologies are learned
  • Colony gets +10%  Research
 Courageous +2: Courageous Modifies the ability to resist Cultural Influence effects
  • Colony gets +30%  Planetary Defenses
 Explorer +2: Explorers Modifies how far your ships can travel from your borders
  • Ship gets +4  Ship Range
  • Ship gets +4  Sensor Range
 Likeable -1: Unlikeable Modifies other players' attitude toward you
  • -1.5  Diplomacy Bonus
 Intimidating -2: Meek Modifies your chance to use Intimidation in events and diplomacy
  • -25 Intimidation
 Influential +2: Influential Modifies how quickly borders are expanded
  • Colony gets +15%  Influence Growth
 Militant -1: Passive Decreases your starting Control
  • -10  Control
 Persuasive +1: Persuasive Modifies your chance to use Persuasion in events and diplomacy
  • +30 Persuasion
 Productive +2: Productive Modifies how quickly improvements are built on your planets
  • Colony gets +15%  Manufacturing
 Deceptive -2: Bad Liar Modifies your chance to use Deception in events and diplomacy
  • -25 Deception
 Bureaucrat +1: Bureaucrats Makes additional organizational technologies available
  • +1  Control Per Month
 Deceptive +2: Deceptive Modifies your chance to use Deception in events and diplomacy
  • +25 Deception
 Disable Repair This civilization does not repair normally.
  • Ship gets +1 Disable Repair
 Urbanite +1: Urbanites Has access to more advanced city building technologies
 Explorer +1: Explorers Modifies how far your ships can travel from your borders
  • Ship gets +2  Ship Range
  • Ship gets +2  Sensor Range
 Courageous -2: Craven Modifies the ability to resist Invasions
  • Colony gets -0.3  Resistance
 Explorer -1: Explorers Modifies how far your ships can travel from your borders
  • Ship gets -1  Ship Range
 Persuasive +2: Persuasive Modifies your chance to use Persuasion in events and diplomacy
  • +50 Persuasion
 Brutal -2: Gentle Modifies the success of Planetary Invasions
  • -0.3  Soldiering
 Clever -2: Foolish Modifies how quickly technologies are learned
  • Colony gets -30%  Research
  • Blocks  Cosmic Eye Executive Order
 Veteran -1: Veteran Modifies how quickly your ships gain experience
  • -0.2 Experience Bonus
 Militant -2: Passive Decreases your starting Control
  • -20  Control
 Rich -1: Poor Modifies how quickly credits are gained
  • Colony gets -15%  Gross Income
 Clever +2: Clever Modifies how quickly technologies are learned
  • Colony gets +15%  Research
 Intimidating +2: Intimidating Modifies your chance to use Intimidation in events and diplomacy
  • +50 Intimidation
 Deceptive +1: Deceptive Modifies your chance to use Deception in events and diplomacy
  • +10 Deception
 Veteran +2: Veteran Modifies how quickly your ships gain experience
  • +1.0 Experience Bonus
 Productive -2: Unproductive Modifies how quickly improvements are built on your planets
  • Colony gets -30%  Manufacturing
 Courageous -1: Craven Modifies the ability to resist Invasions
  • Colony gets -0.15  Resistance
 Brutal +2: Brutal Modifies the success of Planetary Invasions
  • +0.4  Soldiering
 Veteran +1: Veteran Modifies how quickly your ships gain experience
  • +0.75 Experience Bonus
 Likeable +1: Likeable Modifies other players' attitude toward you
  • +2  Diplomacy Bonus
 Likeable +2: Likeable Modifies other players' attitude toward you
  • +3  Diplomacy Bonus
 Deceptive -1: Bad Liar Modifies your chance to use Deception in events and diplomacy
  • -10 Deception
 Intimidating +1: Intimidating Modifies your chance to use Intimidation in events and diplomacy
  • +30 Intimidation
 Influential -2: Forgettable Modifies how quickly borders are expanded
  • Colony gets -30%  Influence Growth
 Veteran -2: Veteran Modifies how quickly your ships gain experience
  • -0.4 Experience Bonus
 Influential -1: Forgettable Modifies how quickly borders are expanded
  • Colony gets -15%  Influence Growth
 Miners +1: Miners Increases output from asteroid mining.
 Militant +2: Militant Increases your starting Control
  • +50  Control
 Brutal -1: Gentle Modifies the success of Planetary Invasions
  • -0.15  Soldiering
 Explorer -2: Explorers Modifies how far your ships can travel from your borders
  • Ship gets -2  Ship Range
 Militant +1: Militant Increases your starting Control
  • +30  Control
 Brutal +1: Brutal Modifies the success of Planetary Invasions
  • +0.3  Soldiering
 Rich +2: Rich Modifies how quickly credits are gained
  • Colony gets +15%  Gross Income
 Clever -1: Foolish Modifies how quickly technologies are learned
  • Colony gets -15%  Research