Civ Traits: Difference between revisions

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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.
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{| class="wikitable"
|h=h2
! style="background-color: #1C4D8B; color: white;" | Trait!! style="background-color: #1C4D8B; color: white;" | Description
|title=Civilization Trait List
|-
|content=
| '''Clever/Foolish''' || Modifies Research.
* Clever/Foolish - Modifies Research.
|-
* Militant/Passive - Modifies starting Control.
| '''Militant/Passive''' || Modifies starting Control.
* Explorers - Modifies Ship Range.
|-
* Brutal/Gentle - Modifies Soldiering.
| '''Explorers''' || Modifies Ship Range.
* Miners - Raw Production +50%, increases output from Asteroid Mining.
|-
* Urbanites - Population Cap +25% and gives access to city building technologies.
| '''Brutal/Gentle''' || Modifies Soldiering.
* Rich/Poor - Modifies Gross Income.
|-
* Influential/Forgettable - Modifies Influence Growth.
| '''Miners''' || Raw Production +50%, increases output from Asteroid Mining.
* Fast - Increases Ship Moves.
|-
* Courageous/Craven - Modifies the ability to resist invasions (Resistance).
| '''Urbanites''' || Population Cap +25% and gives access to city building technologies.
* Bureaucrats - Control per month +1, makes additional organizational technologies available.
|-
* Intimidating/Meek - Modifies Intimidation.
| '''Rich/Poor''' || Modifies Gross Income.
* Productive/Unproductive - Modifies Production.
|-
* Likeable/Unlikeable - Modifies Diplomacy Bonus.
| '''Influential/Forgettable''' || Modifies Influence Growth.
* Veteran - Modifies Experience Bonus.
|-
* Deceptive/Bad Liar - Modifies Deception.
| '''Fast''' || Increases Ship Moves.
* Farmers - Food +25% and makes advanced farming technologies available.
|-
* Persuasive/Unconvincing - Modifies Persuasion.
| '''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.
|}

Revision as of 22:06, 21 December 2023

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.

Trait Description
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.