Galactic Civilizations III

Galactic Civilizations III

View Stats:
 This topic has been pinned, so it's probably important
[INFO] Racial Abilities, all DLCs v3.5
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.

It's not yet perfect. 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 (will be in there for sure) please tell me. I will then correct those items once I have time.


Adaptable
+ starts with Extreme Colonization tech
+ 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 +5%, Influence +5%
  • Precursor History >> Way of the Dread Lords: Ship Construction +5%, Soldiering +5%
  • 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 (probably) 25%, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter
  • Living Ships: 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 or Entertainment Network
+ 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


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%, mass 15, 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, mass 1
+ 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 HW, 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, 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


Federation
+ starts with Universal Translator and Interstellar Alliances techs


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


Hopeful
+ Morale +1


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
    • Fusion Power Plant improvement: All Construction +30%, Level: All Construction +2.5% per lvl, Adj: +3 to All Construction, costs 5 Antimatter, one per planet
    • 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 Quantum Power Plant improvement (Industrial Expertise)
  • All Construction +30%, Level: All Construction +2.5% per lvl, Adj: +4 to All Construction, costs 5 Durantium / 5 Elerium, one per planet (upgrades from Fusion Power Plant)
+ 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)
Last edited by starship_trooper; Mar 3 @ 8:17am
< >
Showing 1-15 of 103 comments
starship_trooper May 7, 2018 @ 4:35pm 
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%


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%


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
+ 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 Computer Core, 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 or Entertainment Network
+ instead can build Fighting Pit (Xeno Entertainment)
  • Morale +1, Level: Morale +0.5 per lvl, Adj: +1 to Approval / Influence


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 Trade Focus tech line (prereq: Galactic Trade)
  • Trade Focus >> Trade Tariffs: Trade Route Value +20% <bugged: not selectable>
  • Trade Focus >> Trade Route Focus: Trade Licenses Max +1
  • 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 +4000%, 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%
Last edited by starship_trooper; Mar 3 @ 7:50am
starship_trooper May 7, 2018 @ 4:35pm 
Vigilant
+ Starbase Range +1
+ ships in any starbase's ZOC are granted +1 to those attacks that they already have
+ all starbases start out with +1 to all attacks and +10 to all defenses (this is actually worse than other cultures, default is 6/8/6/5/5/5)
+ starbases decrease speed of enemy ships in their ZOC <which starbases and by how much?>
+ gets access to Interstellar Navigation tech line (prereq: Interstellar Specialization)
  • 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 Specialization)
  • 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: all ships Maintenance -25%
  • Robust Hull Construction
    • Hull Integrity Generator ship component: increases ship repair speed <by how much?>, Hitpoints +10, mass 1, costs 1 Durantium
    • Arcean Hull Reinforcement ship component: Hitpoints +15, mass 1, costs 1 Durantium
  • Hull Repair Systems
    • Structural Enhancement Field fleet support component: grants Tactical Repair +1 to all ships in fleet, mass 15, costs 1 Thulium
    • Repair Drones fleet support component: grants Tactical Repair +2.5 to all ships in fleet, mass 15, 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, mass 5, 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%, 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%, 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)


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
Last edited by starship_trooper; May 12, 2018 @ 6:52am
Dray Prescot May 7, 2018 @ 6:07pm 
THANK YOU for your (tremendous amount of) work.

There are a LOT of interesting choices to make. Some items have many things different, while some have only a few. I wonder if there is more detail to come for the ones that do not have many details. Many of these choices appear to have created for specific Races, but then made available to other custom Races as well.

Xenophobic may explain why the Iconians always seem to be very strong in Research Point production, with a lot fewer colonies. On the other Hand they will have trouble getting asteroids inside their Influence in order to mine them. They may also have problems keeping their colonies from being flipped by foreign Influence.

The Bureaucrats' special buildings look awesome, like having an Anti Matter Power Plant (not quite as good), that you can build on every World you own. Is there a Race that is normally Bureaucrat?

note regarding Knowledgeable: You know the locations of all Home Worlds for Minor Races as well as Major Races. The same for the Wonder that does the same thing (I think it is Eyes of the Universe). Not that knowing the locations of the Minor Races HWs does much for you. The Gravitonics Tech Branch is very nice for getting more stuff into your ships, i.e. make better warships out of the smaller size Hulls, as well as faster colony/construction ships.

Xenophobic: could be interesting for someone who wants to go for a Technology Victory, as well as be useful in getting to a very early good government.
Last edited by Dray Prescot; May 7, 2018 @ 6:56pm
jonnin May 7, 2018 @ 6:42pm 
The influence nerf to xeno is recent as of intrigue.
Dunno why it would stop planets, though. The production bonus lets you max a planet so fast that the military production slowness may as well not exist until really late game with the 1000+ point ships.

several of them are just plain bad. angry comes to mind.
starship_trooper May 7, 2018 @ 7:02pm 
Originally posted by Dray Prescot:
I wonder if there is more detail to come for the ones that do not have many details. Many of these choices appear to have created for specific Races, but then made available to other custom Races as well.

Yes, and it seems that those got all the love (Vigilant -> Arceans, Devout -> Krynn, Traders -> Iridium ...)

Originally posted by Dray Prescot:
Xenophobic may explain why the Iconians always seem to be very strong in Research Point production, with a lot fewer colonies. On the other Hand they will have trouble getting asteroids inside their Influence in order to mine them.

This never was a problem when I played Xeno though. 100% Approval alone gives 100% Influence Growth and fully compensates for the penalty.

Originally posted by Dray Prescot:
The Bureaucrats' special buildings look awesome, like having a Anti Matter Power Plant (not quite as good), that you can build on every World you own. Is there a Race that is normally Bureaucrat?

My thoughts exactly. Almost-AMPP on every planet for 3 Techapod Hive? Count me in!

Krynn are Bureaucrats.
starship_trooper May 7, 2018 @ 7:04pm 
Originally posted by jonnin:
several of them are just plain bad. angry comes to mind.

Yeah, Angry / Experienced / Hopeful / Sneaky ... it's just sad. Totally useless.
Squirrel Lord May 7, 2018 @ 8:37pm 
sticky +1
Gwyrddu May 7, 2018 @ 9:04pm 
Originally posted by starship_trooper:
- gets access to Black Market tech (prereq: Xeno Economics)
> <seems to not do anything?>

This is a bug. If you check the XML files, there is black market improvement that requires not only a black market tech, but also zealot (slavers) racial ability. So literally the only faction that will currently be able to build a black market is one with both slavers and unrelenting. Taking out the zealot line fixes it to how it should work. I already did it myself since I'm in processing of slowly modding the weaker abilities in my game into stuff that's more useful...

Also, the black market gives a 25% gross income bonus and +2 adjacency to wealth, research and manufacturing.

Someone should add all this great info to the Wiki, preferably the one with the white background that's not covered in ads.


Last edited by Gwyrddu; May 7, 2018 @ 9:05pm
starship_trooper May 8, 2018 @ 3:04am 
Originally posted by Dray Prescot:
note regarding Knowledgeable: You know the locations of all Home Worlds for Minor Races as well as Major Races.

Thank you, changed it.
starship_trooper May 8, 2018 @ 3:30am 
Originally posted by Gwyrddu:
This is a bug. If you check the XML files, there is black market improvement that requires not only a black market tech, but also zealot (slavers) racial ability. So literally the only faction that will currently be able to build a black market is one with both slavers and unrelenting.

Thank you, changed it to reflect that.
runifoc May 8, 2018 @ 3:46am 
Originally posted by starship_trooper:

Ancient
- receives 10 research points when surveying an anomaly
- gets research from Precursor Artifacts <which artifacts and how much research?>

All Precursor Artifacts provide a research bonus. Relics are listed by type under Research and provide the same bonus they provide their own improvements (e.g., a maxed out Culture Relic will provide a 36% bonus to both Culture and Research). Research Relics are not counted twice.

Ascension Crystals provide a flat bonus for Research as follows: level 1 = 1, level 2 = 3, level 3 = 6, level 4 = 10, and level 5 = 15.

Originally posted by starship_trooper:
  • Precursor Mysteries
    • Precursor Protection Field fleet support component: boosts all defenses on all ships in fleet <by how much?>, mass 15, costs 1 Elerium / 1 Durantium / 1 Antimatter
  • Living Ships: Maintenance -100%, Tactical Repair +5

Precursor Protection Field appears to provide a variable points increase for each defense that a ship already has. There is no increase if a defense is not present. A ship can equip with only one Precursor Protection Field module.
Last edited by runifoc; May 8, 2018 @ 5:09am
starship_trooper May 8, 2018 @ 7:10am 
Originally posted by runifoc:
All Precursor Artifacts provide a research bonus. Relics are listed by type under Research and provide the same bonus they provide their own improvements (e.g., a maxed out Culture Relic will provide a 36% bonus to both Culture and Research). Research Relics are not counted twice.

Ascension Crystals provide a flat bonus for Research as follows: level 1 = 1, level 2 = 3, level 3 = 6, level 4 = 10, and level 5 = 15.

Great, thx. This is exactly the kind of information that hardly anybody knows but that advanced players should be aware of if they want to maximize what they get from their racial abilities. Edited the OP.


Originally posted by runifoc:
Precursor Protection Field appears to provide a variable points increase for each defense that a ship already has. There is no increase if a defense is not present.

Do you think it gives a fixed percentage increase to defenses (e.g. +25%)?

Originally posted by runifoc:
A ship can equip with only one Precursor Protection Field module.

Yes, but AFAIK this applies to all fleet support components.
Last edited by starship_trooper; May 8, 2018 @ 7:14am
runifoc May 8, 2018 @ 8:22am 
Originally posted by starship_trooper:
Originally posted by runifoc:
Precursor Protection Field appears to provide a variable points increase for each defense that a ship already has. There is no increase if a defense is not present.

Do you think it gives a fixed percentage increase to defenses (e.g. +25%)?

Probably, since I haven't seen any increase for defense values smaller than 4. I have seen overall fleet increases of up to 25%; however, individual ship increases have ranged up to 40% which implies that its bonus may be applied to some other bonuses.

Originally posted by starship_trooper:
Originally posted by runifoc:
A ship can equip with only one Precursor Protection Field module.

Yes, but AFAIK this applies to all fleet support components.

True. I mentioned it because some readers might not know this.
Lots of interesting combinations here. Thanks for your hard work to gather this information!
Airmaster May 8, 2018 @ 9:39am 
STICKY
STICKY

Please PIN THIS!!!!!

Also this should be edited into the GalCiv3 wiki to update it.

Great job Trooper!
Last edited by Airmaster; May 8, 2018 @ 9:41am
< >
Showing 1-15 of 103 comments
Per page: 15 30 50