Galactic Civilizations III Guide

Racial Abilities, all DLCs v3.9 for Galactic Civilizations III

Racial Abilities, all DLCs v3.9

Overview

Since I wanted detailed information about the racial abilities in GC3 for a long time and other people requested that as well, I invested some time and compiled this list. I gathered the information for this from in-game and from the AbilityDefs, MasterTechDefs and ImprovementDefs .xml files.I’ve put things that I’m not sure of in angle brackets, so if you have more precise information post it. Same with bugged items, I would like to put an appropriate note if that’s the case. Also, if you find mistakes, typos or missing stuff please tell me. I will then correct those items once I have time.Thanks to the following people who helped to complete the guide or provided valuable information (in no particular order):Dray PrescotjonninGwyrddurunifocRed EarthHoremvoreThunderINSANEcyborgCharlando

Adaptable

+ can colonize extreme worlds at game start
+ gets access to Ultimate Adaptability tech (prereq: Biosphere Perfection)

  • removes penalties from extreme worlds
  • extreme worlds receive +10% to Raw Production (bugged: all civilizations get this bonus upon researching Xeno Adaptation)

+ can build Precursor Archive improvement (Precursor Investigation)

  • Research +25%, Level: Research +1% per lvl, Adj: +3 to Research, costs 1 Promethion, one per player

Aeroponics

+ can build Aeroponic Farm improvement (Xeno Adaptation), can be built on any tile

  • Food +1, Level: Food +0.1 per lvl, Adj: +1 to Population

Ancient

+ receives 10 research points when surveying an anomaly
+ gets research from Precursor Artifacts (Approval, Culture, Economic and Manufacturing Relics also count as Research Relics; Research Relics do not get a bonus)
+ gets research from Ascension Crystals (flat bonus depending on level: L1 = 1, L2 = 3, L3 = 6, L4 = 10, L5 = 15)
+ gets access to Inherent Talent tech (prereq: Energy Field Sensors)

  • Accuracy +10%, Dodge +10%

+ can build Biosphere Manipulator improvement (Terraforming)

  • Terraforms any low quality tile, one per planet

+ gets access to Xeno Mysticism tech tree (prereq: Colonial Settlements)

  • Xeno Mysticism
    • Social Matrix improvement: All Construction +10%, Research +25%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet
  • Precursor Legacy
    • Arnorian Relic Study starbase improvement: Relic points +25%, Ascension points +25%, costs 1 Durantium
  • Precursor Relic Understanding
    • Precursor Observatory starbase improvement: Relic points +0.1, Ascension points +1
  • Precursor History >> Way of the Arnor: Research +10%, Influence +20%
  • Precursor History >> Way of the Dread Lords: Ship Construction +10%, Soldiering +25% <bugged: Soldiering bonus does not work>
  • Dark Energy Research
    • Dark Energy Lab improvement: All Construction +15%, Research +50%, Level: All Construction +1% / Research +1% per lvl, Adj: +1 to All Construction / Research, costs 1 Arnor Spice, one per planet (upgrades from Social Matrix)

+ gets access to Precursor Traditions tech line (prereq: Orbital Specialization)

  • Precursor Traditions: Ship Maintenance -10%, Ship Construction +10%, Capacity +10%
  • Precursor Specialization >> Healing Hulls: Tactical Repair +2
  • Precursor Specialization >> Intelligent Ships: Logistics requirement -20%
  • Precursor Specialization >> Organic Materials: Hitpoints +20%
  • Precursor Mysteries
    • Precursor Protection Field fleet support component: boosts the defenses of all ships in fleet (only those that the ship already has) by 25%, costs 1 Elerium / 1 Durantium / 1 Antimatter
  • Living Ships: Ship Maintenance -100%, Tactical Repair +5

Angry

+ starts with a (very bad) Small beam warship

Bureaucrats

+ starts with 10 additional Administration points
+ gets access to Coordination Temple tech line (prereq: Environmental Engineering)

  • Coordination Temple
    • Coordination Temple improvement: Adj: +2 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet
  • Labor Mission
    • Labor Mission improvement: Adj: +3 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Coordination Temple)
  • Labor Oracle
    • Labor Oracle improvement: Adj: +4 to Research / Approval / Population / All Construction / Influence / Tourism / Wealth, costs 1 Techapod, one per planet (upgrades from Labor Mission)

Certain

+ all planets get +2 Influence
+ receives 100 research points whenever it unlocks an Ideology trait
+ gets access to Defensive Meditation tech (prereq: Planetary Invasion)

  • Soldiering +5%, Planetary Defence +5%
  • Champions Temple improvement: Resistance +25%, Level: Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet

+ can build Precursor Souvenir Shop improvement (Interstellar Tourism)

  • Gross Income +10%, Tourism Income +2%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Arnor Spice, one per planet

+ cannot build Entertainment Center, Entertainment Network, Stadium or Mega Resort
+ instead can build the following improvements:

  • Healing Pools (Xeno Commerce)
    • Morale +1, Level: Morale +1 per lvl, Adj: +1 to Approval / Influence
  • Meditation Center (Xeno Entertainment)
    • Morale +2, Level: Morale +1 per lvl, Adj: +1 to Approval / Influence, costs 1 Arnor Spice (upgrades from Healing Pools)
  • Shrine of Tandis (Xeno Entertainment)
    • civ-wide Morale +3, Influence +25%, Tourism Income +3%, Level: Morale +1 / civ-wide Influence +1% per lvl, Adj: +1 to Approval / Influence / Tourism, costs 1 Arnor Spice, one per galaxy
  • Communion Shrine (Interstellar Trade)
    • Morale +3, Level: Morale +1 per lvl, Adj: +1 to Approval / Influence, costs 1 Arnor Spice (upgrades from Meditation Center)
  • Drathian Temple (Financial Sectors)
    • Morale +4, Level: Morale +1 per lvl, Adj: +2 to Approval / Influence, costs 1 Arnor Spice, one per planet
  • Shrine of the Mithrilar (Galactic Stock Market)
    • Morale +5, Influence +15%, Tourism +20%, Level: Morale +1 / Influence +10 per lvl, Adj: +1 to Approval / Influence / Tourism, costs 1 Arnor Spice, one per player

Chaotic

+ receives 2 random techs after reaching a new tech age, starting with Age of War

Colonizers

+ receives 1 Administration point when colonizing a planet

Conquerors

+ all planets get +1 Ship Construction
+ Soldiering +1.0
+ receives 2500 credits whenever it conquers a planet

Cybernetic

+ can train Mechanic citizen at game start

  • global pool only
  • Moves +1
  • no promotions

Determined

+ Ship Range +5

Devout

+ starts with 4 additional Administration points
+ starts with a Cleric citizen
+ whenever it unlocks an Ideology trait all planets receive 100 influence (bugged: they do not get Influence on trait unlock, neither one-time nor per turn)
+ gets access to Krynniac Conversion tech (prereq: Pilgrimage)

  • Tourism Income +25%, Influence +25%
  • can train Cleric citizen
    • +10% to Influence when in global pool
    • +30% to Influence and +1 to Influence per level when assigned to planet
    • no promotions

+ gets access to The Path tech line (prereq: Xeno Commerce)

  • The Path
    • Krynniac Temple improvement: Morale +2, Influence +20, Level: Morale +1 / Influence +1 per lvl, Adj: +1 to Approval / Influence
    • Krynniac Ministry improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1 per lvl, Tourism Income +1%, Adj: +3 to Approval / Influence / Tourism, one per player
  • The Calling
    • Krynniac Mission improvement: Morale +4, Influence +30, Level: Morale +1 / Influence +1 per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Temple)
  • The Order
    • Krynniac Order improvement: Morale +6, Influence +40, Level: Morale +1 / Influence +1 per lvl, Adj: +1 to Approval / Influence (upgrades from Krynniac Mission)
    • Krynniac Sanctuary improvement: Morale +25%, Influence +25%, Tourism Income +3%, Level: Morale +1 / Influence +1% per lvl, Adj: +4 to Approval / Influence / Tourism, one per galaxy
  • The Way
    • Krynniac Oracle improvement: Morale +25%, Influence +25%, Level: Morale +1 / Influence +1 per lvl, Adj: +2 to Approval / Influence, one per planet
  • The Krynniac Way >> The Way of Leadership: Influence +25%
  • The Krynniac Way >> The Way of Bliss: Morale +25%

+ gets access to Jihad tech line (prereq: Planetary Invasion)

  • Jihad: Beam / Kinetic / Missile attack +10%
  • Krynniac Jihad >> Shadow Warriors: Soldiering +25%
  • Krynniac Jihad >> Devout Defenders: Planetary Defense +25%
  • Krynniac Jihad >> Steadfast Faith: Rebellion Points +15
  • Divine Fleets
    • Divine Temple Module fleet support component: boosts the defenses of all ships in fleet by 50%, costs 1 Elerium / 1 Durantium / 1 Antimatter
  • Divine Mastery >> Undaunted Crews: Hitpoints +20%
  • Divine Mastery >> Righteous Strength: Armor Rating / Shield Strength / Point Defense +10%

+ gets access to The Path of Shadows tech line (prereq: Cultural Influence)

  • The Path of Shadows: Influence +10%
    • Shadow Temple improvement: Diplomacy +1.0, Adj: +2 to Approval / Influence, one per player
  • Shadow Enforcers: Morale +0.25
    • Enforcement Temple improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +3 to Wealth, one per planet
  • Shadow Trade: Trade Route Income +25%, Trade Licenses Max +2

Diplomatic

+ Diplomacy +1.0
+ gets access to Majesty tech (prereq: Eminence)

  • Diplomacy +1.0
  • allows assimilation treaties <do these exist?>

+ can build Galactic Council improvement (Universal Translator)

  • grants a Diplomat citizen, Influence +25, Level: Influence +1 per lvl, Adj: +4 to Influence, one per galaxy

Discreet

+ receives a random tier 1 mercenary upon discovering bazaar

Divine Guardian

+ starts with the Jeff, a powerful Medium warship

  • Research +25% to any planet ship is stationed at
  • Morale +25% to any planet ship is stationed at

+ can build Temple of Jeff improvement at game start

  • Morale +25%, Influence +25%, Adj: +1 to Influence, one per planet

Engineers

+ shipyard and asteroid mines decay reduced by 50%

Experienced

+ ships gain 25% more experience

Exterminators

+ gets access to Spore Weapon tech (prereq: War College)

  • Spore Module ship component: can genocide planets

+ can colonize Toxic worlds at game start with no penalty
+ cannot build Galactic Mainframe or Supply Depot
+ can build Temple of Despair improvement at game start

  • grants a Commander citizen, Influence +50, Sensor Power +128, Level: Sensor Power +4 per lvl, Adj: +3 to All Construction, +2 to Influence, one per galaxy

+ can build Work Camp improvement at game start

  • All Construction +1, Morale +1, Population Cap +1, Research +1, Level: All Construction +1 per lvl, Adj: +1 to All Construction / Research, cannot be built on capital worlds, one per planet

+ can build Inspiration Extractor improvement (Xeno Experimentation)

  • Research +0.25, Morale -0.3, Level: Research +1 per lvl, Adj: +1 to Research, cannot be built on capital worlds, one per planet

+ can build Monument of the Final War improvement (Defense Systems)

  • grants 5 Legions, Resistance +100%, malevolent ideology points +100, Level: Morale +0.25 per lvl, Adj: +1 to All Improvements, one per player

+ can build Eulogy of the Fallen improvement (Ministry of Alien Affairs)

  • Morale +3, malevolent ideology points +100, Level: Morale +0.25 per lvl, Adj: +1 to All Improvements, one per player

+ can build Grave of Lessers improvement (War College)

  • grants 5 Legions, Soldiering +0.25, malevolent ideology points +100, Level: Morale +0.25 per lvl, Adj: +1 to All Improvements, one per player

+ can build Shrine of A’Aghohl improvement (Cultural Domination)

  • Morale +20%, malevolent ideology points +100, Level: Morale +0.25 per lvl, Adj: +3 to All Improvements, one per player

+ can build Idol of Chains improvement (Advanced Construction)

  • Ship Construction +50%, malevolent ideology points +100, Level: Morale +0.25 per lvl, Adj: +1 to All Improvements, one per player

Federation

+ starts with Universal Translator and Interstellar Alliances techs

Heroic

+ starts with War College tech
+ Planetary Resistance +25%

Hopeful

+ Morale +1

Imperial

+ ships in own ZOC get +1 hitpoints per planet colonized

Intuitive

+ starts with 50 Research points
+ can build Data Center improvement at game start

  • Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research, one per planet

+ gets access to Xeno Anthropology tech line (prereq: Xeno Commerce)

  • Xeno Anthropology
    • Xeno Anthropology Center improvement: Diplomacy +0.1, Influence +0.1, Level: Influence +1% per lvl, Adj: +1 to Tourism / Influence / Wealth / Approval, one per planet
  • Anthropology Specialization >> Adaptive Anthropology: Diplomacy +1.0
  • Anthropology Specialization >> Educational Anthropology: Influence +10%
  • Anthropology Specialization >> Economic Anthropology: Gross Income +10%
  • Universal Outreach
    • Universal Outreach Center improvement: Diplomacy +0.1, Influence +0.2, Level: Influence +1% per lvl, Adj: +2 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Xeno Anthropology Center)
  • Future Studies
    • Future Studies Center improvement: Diplomacy +0.1, Influence +0.3, Level: Influence +1% per lvl, Adj: +3 to Tourism / Influence / Wealth / Approval, one per planet (upgrades from Universal Outreach Center)
  • Xeno Irrigation
    • Xeno Irrigation improvement: Food +15%, Level: Food +5% per lvl, Adj: +2 to Population, costs 1 Monsatium, one per planet (upgrades from Food Distribution)
    • Population Growth +10%

+ can build Biomass Resequencer improvement (Biomass Resequencing)

  • Food +25%, Level: Food +5% per lvl, Adj: +2 to Population, costs 1 Monsatium, one per planet (upgrades from Xeno Irrigation)

Inventive

+ starts with 1 Constructor ship
+ starts with Zero Gravity Construction tech

Knowledgeable

+ starts knowing the homeworld locations of all major and minor civilizations
+ gets access to Gravitonics tech line (prereq: Orbital Manufacturing)

  • Gravitonics: Capacity +10%
  • Gravitonic Specialization >> Offensive Gravitonics: Beam / Missile / Kinetic Weapon Mass -5%
  • Gravitonic Specialization >> Defensive Gravitonics: Shield System / Point Defense / Armor Mass -5%
  • Gravitonic Specialization >> System Gravitonics: Drive / Life Support / Sensor Mass -5%
  • Gravitonic Manipulation: Capacity +15%
  • Gravitonic Mastery: Capacity +20%

Mitosis

+ when colonizing a planet, receives 1 Administration point for each already existing colony in a 25 hex radius

Needy

+ Morale +2 for every civ that loves them (up to a maximum of +10)

Paranoid

+ planets, shipyards and starbases get 2 interceptor drones when defending
+ gets access to Molecular Fabrication tech line (prereq: Colonial Settlements)

  • Molecular Fabrication
    • Molecular Fabricator improvement: All Construction +5%, Research +5%, Level: All Construction +1% per lvl, Adj: +2 to All Construction / Research, one per planet
  • Molecular Specialization >> Molecular Manufacturing: Social Construction +5%
  • Molecular Specialization >> Molecular Farming: Food +5%
  • Molecular Specialization >> Molecular Computers: Research +5%
  • Industrial Replication
    • Industrial Replicator improvement: All Construction +10%, Research +10%, Level: All Construction +1% per lvl, Adj: +3 to All Construction / Research, costs 1 Promethion / 1 Durantium, one per planet (upgrades from Molecular Fabricator)

Prolific

+ gets 50% bonus population on colonization
+ Population Growth +50%

Ravenous

+ after winning a fleet battle, receives +1 Food for 25 turns

Resourceful

+ receives resources at game start: 2 Durantium, 2 Hyper Silicates

Scavengers

+ Scavenger’s Chance: after winning a battle each enemy ship has a 25% chance of being captured
+ gets access to Vicious tech (prereq: Planetary Invasion)

  • Soldiering +10%, Resistance +10%

+ gets access to Recovery tech line (prereq: Orbital Manufacturing)

  • Recovery: Scavenger’s Chance +10%, Mining +1.0, Strategic Repair +10%
  • Scavenging: Scavenger’s Chance +25%
  • Scavenging Specialization >> Research Scavenging: Research +15%
  • Scavenging Specialization >> Structural Scavenging: Hitpoints +15%
  • Scavenging Specialization >> Smart Scavenging: Strategic Repair +15%
  • Creative Recycling: Scavenger’s Chance +10%, All Construction +10%
  • Ultimate Scavengers: Scavenger’s Chance +25%

Slavers

+ receives 15 points of its predominant Ideology whenever it conquers a planet
+ can train Slave Master citizen at game start

  • no effect when in global pool
  • +25% to All Construction and +1% to All Construction per lvl when assigned to planet
  • no promotions

+ can build Garrison improvement (Fortification)

  • Resistance +50%, Level: Ship Construction +1% / Resistance +1% per lvl, Adj: +1 to Ship Construction, one per planet

+ gets access to Slaveling Recycling tech line (prereq: Habitat Improvement)

  • Slaveling Recycling
    • Slave Recycler improvement: Food +10%, Level: Food +1% per lvl, Adj: +2 to Population, one per planet
  • Protein Resequencing
    • Protein Resequencer improvement: Food +20%, Level: Food +1% per lvl, Adj: +3 to Population, one per planet (upgrades from Slave Recycler)

+ no access to Food Distribution, High Yield Crops, Biomass Resequencing, Bio Replication or Lossless Farming
+ cannot build Central Bank, Starport, Resupply Center, Engineering Center, Space Elevator, Supply Depot, Colonization Center, Factory, Xeno Factory, Mega Factory, Manufacturing Center or Industrial Sector
+ instead can build the following improvements:

  • Work Camp at game start
    • All Construction +2, Morale +1, Population Cap +1, Research +1 Level: All Construction +1 per lvl, Adj: +1 to All Construction, one per planet
  • Forced Labor Camp (Colonial Settlements)
    • All Construction +7.5%, Morale +0.2, Population Cap +0.1, Research +1, Level: All Construction +2.5% per lvl, Adj: +1 to All Construction
  • Slave Camp (Xeno Manufacturing)
    • All Construction +10%, Morale +0.2, Population Cap +0.2, Research +1, Level: All Construction +2.5% per lvl, Adj: +1 to All Construction (upgrades from Forced Labor Camp)
  • Slave Works (Xeno Industrialization)
    • All Construction +15%, Morale +0.2, Population Cap +0.3, Research +1, Level: All Construction +2.5% per lvl, Adj: +1 to All Construction, costs 1 Durantium (upgrades from Slave Camp)
  • Slave Pit (Xeno Industrialization)
    • All Construction +20%, Research +5%, Population Cap +0.5, Morale +1, Level: All Construction +2.5% / Research +1% / Food +1% per lvl, Adj: +1 to All Construction / Research / Wealth, costs 2 Durantium, one per planet
  • Devil’s Forge (Advanced Construction)
    • All Construction +20%, Morale +0.2, Population Cap +0.4, Research +1, Level: All Construction +2.5% per lvl, Adj: +1 to All Construction, costs 1 Durantium (upgrades from Slave Works)
  • Slave Mill (Advanced Construction)
    • All Construction +20%, Research +10%, Population Cap +0.6, Morale +1, Level: All Construction +2.5% / Research +1% / Food +1% per lvl, Adj: +1 to All Construction / Research / Wealth, costs 3 Durantium, one per planet (upgrades from Slave Pit)
  • Slave Factory (Industrial Expertise)
    • All Construction +20%, Research +10%, Population Cap +1, Morale +1, Level: All Construction +2.5% / Research +1% / Food +1% per lvl, Adj: +1 to All Construction / Research / Wealth, costs 5 Durantium, one per planet (upgrades from Slave Mill)

+ cannot build Xeno Research Laboratory, Research Institute, Research Center, Research Academy, Discovery Sphere or Technological Capital
+ instead can build the following improvements:

  • Research Chamber (Xeno Experimentation)
    • Research +7.5%, Level: Research +2.5% per lvl, Adj: +1 to Research
  • Research Stockade (Xeno Research)
    • Research +10%, Level: Research +2.5% per lvl, Adj: +1 to Research (upgrades from Research Chamber)
  • Research Motivator (Institutional Research)
    • Research +12.5%, Level: Research +2.5% per lvl, Adj: +1 to Research (upgrades from Research Stockade)
  • Research Extractor (Collaborative Experimentation)
    • Research +15%, Level: Research +2.5% per lvl, Adj: +1 to Research, costs 1 Promethion (upgrades from Research Motivator)
  • Research Amplifier (Research Matrix)
    • Research +20%, Level: Research +2.5% per lvl, Adj: +1 to Research, costs 1 Promethion (upgrades from Research Extractor)

+ cannot build Entertainment Center, Entertainment Network, Stadium, Mega Resort, Virtual Vacation or Entertainment Capital
+ instead can build the following improvements:

    Fighting Pit (Xeno Entertainment)

    • Morale +1, Level: Morale +0.5 per lvl, Adj: +1 to Approval / Influence

    Arena (Interstellar Trade)

    • Morale +2, Level: Morale +0.5 per lvl, Adj: +1 to Approval / Influence, costs 1 Epimetheus Pollen (upgrades from Fighting Pit)

    Slaughtertorium (Financial Sectors)

    • Morale +3, Level: Morale +0.5 per lvl, Adj: +1 to Approval / Influence, costs 1 Epimetheus Pollen (upgrades from Arena)

    Hunting Grounds (Galactic Stock Market)

    • Morale +4, Level: Morale +0.5 per lvl, Adj: +1 to Approval / Influence, costs 1 Epimetheus Pollen (upgrades from Slaughtertorium)

Sneaky

+ starts with Espionage tech
+ can train The Spider citizen at game start

  • +3% to Sensor Power when in global pool
  • +50 to Sensor Power and +1 to Sensor Power per level when assigned to planet
  • no promotions

Starfaring

+ ships and starbases are immune to nebula effects (still cannot build starbases in nebulae)
+ can build Hyperion Logistics System improvement (Interstellar Logistics)

  • Logistics per ship -1 to sponsored Shipyard, Level: Logistics +1 per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player

+ can build Hyperion Shrinker improvement (Zero Gravity Construction)

  • Capacity +10%, Level: Capacity +1% per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player

+ can build Hyperion Supply System improvement (Life Support)

  • Ship Range +10% to sponsored Shipyard, Level: Ship Range +5% to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player

+ can build Hyperion Shipyard improvement (Hull Strengthening)

  • Hitpoints +5 to sponsored Shipyard, Level: Hitpoints +1 to sponsored Shipyard per lvl, Adj: +1 to Ship Construction, costs 1 Durantium / 1 Helios Ore, one per player

Time Travelers

+ starts with Stellar Folding, Large Scale Construction and Eminence techs
+ suffers a noticeable research inflation penalty early game due to the 3 endgame techs
+ gets access to Dimensional Weapons tech line (prereq: War College)

  • Dimensional Weapons: Beam / Kinetic / Missile Attack +5%
  • Dimensional Shifting Weapons >> Beam Shifting: Beam Accuracy +10%
  • Dimensional Shifting Weapons >> Missile Shifting: Missile Accuracy +10%
  • Dimensional Shifting Weapons >> Kinetic Shifting: Kinetic Accuracy +10%

+ gets access to Dimensional Phasing tech line (prereq: War College)

  • Dimensional Phasing: Dodge +10%
  • Dimensional Defense Focus >> Shield Phasing: Shield Strength +10%
  • Dimensional Defense Focus >> Phased Point Defenses: Point Defense +10%
  • Dimensional Defense Focus >> Phased Armor: Armor Rating +10%

Traders

+ starts with 1 Freighter ship
+ Trade Licenses Max +5
+ can build Trade Post improvement (Interstellar Trade)

  • Trade Route Value +10%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet

+ can build Trade Center improvement (Galactic Trade)

  • Trade Route Value +25%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Post)

+ gets access to Galactic Facilitation tech line (prereq: Galactic Trade)

  • Galactic Facilitation: Trade Licenses Max +2
    • Customs Office improvement: Trade Route Value +50%, Level: Trade Route Value +5% per lvl, Adj: +1 to Wealth / Tourism, one per planet (upgrades from Trade Center)
    • Trading Hub starbase improvement: Trade Route Value +10%, costs 2 Promethion
  • Trade Masters: Trade Licenses Max +2
    • Galactic Bazaar improvement: civ-wide Trade Route Value +25%, Level: civ-wide Trade Route Value +1% per lvl, Adj: +2 to Wealth / Tourism, costs 1 Elerium / 1 Arnor Spice, one per galaxy
    • Trading Mecca starbase improvement: Trade Route Value +10%, costs 4 Promethion

+ gets access to Marketing tech line (prereq: Xeno Economics)

  • Marketing
    • Iridium Store improvement: Influence +10, Gross Income +15%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per planet
    • Galactic Showcase improvement: Influence +40, Gross Income +50%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +1 to Wealth / Influence, costs 1 Techapod, one per galaxy
  • Interstellar Commerce
    • Iridium Center improvement: Influence +20, Gross Income +20%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +2 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Store)
  • Marketing Masters
    • Iridium World improvement: Influence +30, Gross Income +25%, Level: Influence +1% / Gross Income +1% per lvl, Adj: +3 to Wealth / Influence, costs 1 Techapod, one per planet (upgrades from Iridium Center)

+ gets access to Acquisitions tech line (prereq: Planetary Invasion)

  • Acquisitions: Starbase Range +2, grants 1 Small warship (bugged: does not give warship, error in description)
  • Acquisition Specialization >> Weapons Quality: Beam / Kinetic / Missile Attack +5%
  • Acquisition Specialization >> Defense Quality: Shield Strength / Armor Rating / Point Defense +5%
  • Acquisition Specialization >> Ship Quality: Hitpoints +10%

Unrelenting

+ Invasions never cost credits
+ all planets get +1 Influence
+ gets access to Black Market tech (prereq: Xeno Economics)

  • Black Market improvement: Gross Income +25%, Level: Gross Income +1% per lvl, Adj: +2 to Wealth / Research / Social Construction, one per planet

Unshackled

+ +30% to ship damage, Dodge and Accuracy when fighting Synthetic fleets

Unwavering

+ Rebellion Points +20
+ gets access to Unbroken Spirit tech line (prereq: Planetary Invasion)

  • Unbroken Spirit: Hitpoints +15%
  • Defensive Discipline: Dodge +20%
  • Defensive Trance: Beam / Kinetic / Missile Damage Resistance +20%

Vigilant

+ Starbase Range +1
+ ships in any starbase’s ZOC are granted +1 to those attacks that they already have (stacks in overlapping starbase ZOCs)
+ all starbases start out with +1 to all attacks and +10 to all defenses (default is 1/1/1/1/1/1)
+ all starbases increase movement cost of other civ’s ships in their ZOC by 1
+ gets access to Interstellar Navigation tech line (prereq: Interstellar Travel)

  • Interstellar Navigation
    • Navigation Center improvement: Moves +1, Adj: +1 to Social Construction / Influence, costs 1 Techapod, one per galaxy
  • Navigation Network
    • Galactic Navigation Network improvement: Moves +1, Adj: +2 to Social Construction / Influence, costs 2 Techapod, one per galaxy
  • Navigational Expertise
    • Galactic Navigators Guild improvement: Moves +1, Adj: +3 to Social Construction / Influence, costs 4 Techapod, one per galaxy

+ gets access to Stellar Forge tech line (prereq: Orbital Manufacturing)

  • Stellar Forge
    • Stellar Forge improvement: Ship Construction +4, Hitpoints +10% to sponsored Shipyard, Ship Maintenance -10% to sponsored Shipyard, Level: Ship Construction +1 per lvl, Adj: +1 to Social Construction / Ship Construction / Research, costs 1 Xanthium, one per planet
  • Stellar Optimization >> Stellar Enhancement: Hitpoints +4
  • Stellar Optimization >> Stellar Fortification: Ship Maintenance -25%
  • Robust Hull Construction
    • Hull Integrity Generator ship component: increases ship repair speed <by how much?>, Hitpoints +10, costs 1 Durantium
    • Arcean Hull Reinforcement ship component: Hitpoints +15, costs 1 Durantium
  • Hull Repair Systems
    • Structural Enhancement Field fleet support component: grants Tactical Repair +1 to all ships in fleet, costs 1 Thulium
    • Repair Drones fleet support component: grants Tactical Repair +2.5 to all ships in fleet, costs 1 Thulium

+ gets access to Territorial Reinforcement tech line (prereq: War College)

  • Territorial Reinforcement
    • Starbase Fortification Module starbase improvement: Shield Strength / Armor Rating / Point Defense +5, costs 1 Elerium / 1 Antimatter / 1 Thulium
  • Reinforcement Optimization >> Starbase Reinforcement: all starbases get +50 Hitpoints
  • Reinforcement Optimization >> Starbase Guardians: all starbases get 2 interceptor drones
  • Starbase Fortification
    • Interstellar Defense Module starbase improvement: Move Cost -25% to own ships, Move Cost +25% to enemy ships in ZOC, costs 1 Durantium / 1 Elerium / 1 Thulium / 1 Promethion
  • Starbase Fortification Focus >> Starbase Battle Coordination: Beam / Kinetic / Missile Attack +20%
  • Starbase Fortification Focus >> Starbase Defense Coordination: Shield Strength / Armor Rating / Point Defense +20%
  • Zalon Defense System
    • Zalon Defense System fleet support component: increases the attack of all ships in fleet by 15%, reduces the defense of all enemy ships by 15%, can be put multiple times on a ship, costs 1 Elerium / 1 Durantium / 1 Antimatter
    • Zalon Defense System starbase improvement: increases the attack of all ships in starbase’s ZOC by 25%, reduces the defenses of all enemy ships in starbase’s ZOC by 25%, costs 2 Durantium / 2 Elerium / 2 Antimatter / 2 Thulium / 2 Promethion

+ gets access to Xeno Geology tech line (prereq: Biosphere Perfection)

  • Xeno Geology: Colony Maintenance -5%, Morale +1
  • Weather Control
    • Weather Control Center improvement: Raw Production +15%, Colony Maintenance -15%, Morale +15%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet
  • Weather Control Zenith
    • Weather Control Zenith improvement: Raw Production +30%, Colony Maintenance -30%, Morale +30%, Level: Morale +0.5 per lvl, Adj: +1 to All Construction / +2 to Research / Approval / Population / Influence / Tourism / Wealth, costs 5 Nanites, one per planet (upgrades from Weather Control Center)

War Profiteers

+ receives 200% bonus credits from trading with waring races

Warriors

+ Beam / Kinetic / Missile Range +10%
+ Beam / Kinetic / Missile Damage Resistance +10%
+ gets access to Temple of Valor tech (prereq: Planetary Invasion)

  • Temple of Valor improvement: Planetary Defense +25%, Resistance +25%, Level: < ?>, Adj: +2 to Social Construction / Influence / Ship Construction, costs 1 Xanthium Deposit, one per planet

Wealthy

+ starts with 1000 additional credits
+ all planets get +1 to Raw Production

Xenophobic

+ Social Production +200%
+ Research +200%
+ Ship Production -50%
+ Influence -95%
+ Population Growth +25%
+ can build Dream Conclave improvement (Cultural Influence)

  • Morale +10%, Influence +25%, Research +25%, Level: Morale +1 per lvl, Adj: +3 to Approval / Influence / Research, costs 5 Arnor Spice / 5 Promethion, one per player
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