Galactic Civilizations III

Galactic Civilizations III

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GC3 Retribution Guide to Citizens
By andmarglo89
This guide will take a look at how to manage citizens and what effect each citizen type has to your civilization.
   
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Introduction
In this guide we will take a look at what role Galactic Citizens play in GC3 .This guide will assumes that you at least own the Crusade expansion. Below I briefly outlined what is covered in each section of the guide.

Citizen Overview
In this section of the guide we will look at how galactic citizens work and how to manage them.
Citizen Roles Part 1
In this section of the guide we will take a closer look at the following citizen roles: Administrators, Workers, Scientists, Entrepreneurs, and Engineers.
Citizen Roles Part 2
In this section of the guide we will take a closer look at the following citizen roles: Leaders, Celebrities, Farmers, and Generals.
Spy Citizen Role
In this section of the guide we will take a look at how Espionage works and what spies can do.
Diplomat Citizen Role
In this section of the guide we will take a look at the role of diplomats and how they can improve your relations with other civilizations.
Commander Citizen Role
This section of the guide will take a look at commanders and look at what each type of promoted commander does.
Civilization Specific Citizen Role
In this section of the guide we will take a look at all the citizen roles only available to civilization's with specific civilization abilities.
How Citizens are Acquired
This section of the guide will go over different ways that citizens can be gained.
Citizen Overview
Citizens are used to specialize your civilization in a particular direction. The focus of this guide will be how Citizens impact your game and how citizens can be acquired. First we will look at the Citizens tab.

Under the Citizens tab there are four other tabs (Train, Transfer, Espionage and Summary). First, we will look at the Train tap. The Train tap shows you untrained citizens and the roles they can be trained in.


1.These are roles that your citizens can train to specialize in. More roles will become available as the game progress.
2. This represents the number of available citizens you can train.
3. This represents the number of weeks till you gain another citizen to train.
4. This part of the screen shows details about what the citizen does when they specialize in the selected role.
5. This button will assign the selected role to an available citizen.

A citizen can only specialize in a role that's available to you at that time. To access more citizen roles you must research the technology associated with that role. Later in the game there will be other ways to generate citizens with shipyard missions, planetary projects and some technologies give you a free citizen.

*You don't have to assign a role to a citizen immediately, you can collect a pool of citizens to use later.

Citizens can be transferred to your colonies from three different management screens. The first place you can manage your citizen transfers is in the Citizen transfer screen.


1. This part of the screen displays information about the citizen selected such as: Where there stationed, what level the citizen is, and what bonus the citizen provides.
2. Rename will allow you to give your citizens a new name if you want to change it.
3.This part of the screen will allow you to look at your citizens and whether they are working for the goverment or are on a colony.
4.Allows you to transfer the selected citizen to the selected colony.
5.This list shows all your colonies and view how many citizens are on each colony. You can sort your colonies based on distance, colony and the number of citizens.
6. This part of the screen displays information about the selected planet.
7. This button will take you to the colony management screen of the selected colony.

The second place citizens can also be transferred to your colonies from the Civilization screen under the colony tab.

The third place citizens can also be transferred from to a colony in the colony management screen.

Be careful when you transfer a citizen to one of your colonies as they will be transported in an unarmed ship which can be destroyed by pirates and enemy civilizations.






















In the Espionage tap is used to manage your spies. Spies can be used to gather information on other civilizations, steal technologies and sabotage their improvements. The Espionage tap will only become available when you gain your first spy citizen. See the section on the Spy citizen type to get more information about how Espionage works.


1.This part of the screen show a list of the civilizations you have met including your own civilization. You can assign spies here to monitor other civilizations.
2. This displays the spies you have working directly for the goverment. These spies will actively slow down other civilizations attempts to steal your technology.
3. This display shows the civilization you have selected and what colonies you know they have and under surveillance details your spies have found out about the selected civilization.
4.Go to colony will take you to the planetary screen of the selected enemy planet. Where you can view information about the target civilization and place your spies to sabotage their improvements.
5. Speak to will take you to the diplomacy screen of the selected civilization. Report will take you to the diplomacy overview and give you detailed information of the diplomatic status of that civilization with your own civilization.

The last part in the Citizen screen is the summary tap. Here you will see an overview about what each of your citizens are doing. We will be covering the citizen promotion screen in the next section.

1. These are citizen working directly for the goverment.
2.These citizens are on one of your colonies. If that colony is captured, your enemy will get any citizens stationed on that colony.
3.These are citizens that aren’t working directly in the goverment or stationed on one of your colonies. The dispatched citizens are often your diplomats and your spies.
4. This display shows basic information about the selected citizen. Rename will allow you to change the citizen’s name. Promote citizen will give the citizen some type of upgrade or perform some type of action.
5. These citizens are your ship commanders which are assigned to a fleet.


Before we finish the Citizen Overview we should take a quick look at how to promote citizens.


1. The arrows at the top of the screen allows you to scroll through your citizens in the Citizen Promotion screen.
2. This part if the screen displays basic information about the selected citizen.
3.This part of the screen lists all the available promotion that are available to the selected citizen and what resources and if a specific dominate ideology is required for that promotion to be selected.
4.The Promote button will promote the selected citizen with the selected promotion. A promotion often gives your civilization a one-time boost at the expense of your citizen.
5.The back button will take you back to the main citizen screen.
Citizen Roles Part 1
Most of the effects each citizen applies will be displayed in the following format:
Civilization Ability Required: Displays if a specific Civilization ability is required for the citizen type to be unlocked.
Technology Required: Displays if a technology is required to unlock the type of citizen and what Technology age the citizen is unlocked at.
Civilization-wide effect: This effect applies to all your colonies.
Planetary Effect: The citizen provides a buff to the colony that your citizen is stationed on. Many citizens will slowly level up and increase their planetary buff over time.
Brief Citizen Description
Citizen Promotion: In this section I will briefly show the promotions available to this citizen type and what is required for the promotion and what the promotion does.








Technology Required: None (Available at the beginning of the game)
Civilization-wide effect: +5 Administrator Points
Administrators give you more administrator points that are required to build certain types of ships such as colony ships, survey ships (used to get spaces anomalies), constructors (used to build star bases) and stellar architects (used to construct hyper gates).
Administrator Promotions:

Minister
Resource Cost: 10 Promethion, 1 Epimetheus Pollen
A minister provides an additional 5 administrator points to your global pool. The administrator is killed.

Mobster
Resource Cost: 10 Promethion, 1 Artocarpus Viriles
A mobster eliminates colony maintenance on a selected colony. If an Administrator is promoted to a mobster, the administrator points your administrator gave you are lost (5 administrator points).








Technology Required: None (Available at the beginning of the game)
Civilization wide Effect: +3% Social Construction to all colonies
Planetary Effect: +30% Social Production to the planet that the worker is stationed on and +1% per level.
Workers are used to increase your social construction (planetary construction) of your civilization. These citizens are best placed on colonies where costly planetary projects are going to be done in the late game.
Worker Promotions:

Worker Crunch Time
Resources Required: 10 Promethion, 1 Aurorus Arboretum
Dominate Ideology: Pragmatic
Worker Crunch Time finishes Construction on the current project on a colony.

Worker Recall
Resource Cost: 10 Promethion
Worker Recall places the Worker back in global citizen pool.

Worker Forced Labor
Resource Cost: 20 Promethion
Dominate Ideology: Malevolent
Worker Faced Labour instantly gives the selected colony 1000 Social Construction. The worker is killed after this action.

Worker Overtime
Resource Cost: 20 Promethion, 1 Epimetheus Pollen
This promotion increases social construction on all your colonies by 25% for 10 turns. The Worker is killed after performing this action.









Technology Required: None (Available at the beginning of the game)
Civilization-wide Effect: +3% Research to all colonies
Planetary Effect: +30% Research to the planet that the Scientist is stationed on and +1% per level.
Scientists are best placed on the colony that is specialized for research.
Scientist Promotions:

Epiphany:
Resource Cost: 20 Promethion, 2 Arnor Spice
Epiphany instantly finishes research on the current researched technology and the scientist gives +1% Research on the planet they are stationed on.

Coerced Invention
Resource Cost: 10 Promethion, 1 Helios Ore
Dominate Ideology: Malevolent
Coerced Invention instantly gain 1000 Research. The scientist is killed.

Scientist Recall
Resource Cost: 10 Promethion
The scientist leaves the colony and will apply a +3% research civilization-wide effect.








Technology Required: Xeno Commerce (Age of Expansion)
Civilization-wide Effect: +3% Gross Income to all colonies
Planetary Effect: +30% Gross Income to the planet that the Scientist is stationed on +1% per level.
An Entrepreneur is best used when placed on a colony focused directly on increasing Gross Income.
Entrepreneur Promotions:

Mogul
Resource Cost: 10 Promethion, 1 Artocarpus Viriles
Instantly gain 5000 Wealth and the Entrepreneur is kill (retired).








Technology Required: Xero Gravity Construction (Age of War)
Civilization-wide Effect: +3% Ship Construction to all colonies
Planetary Effect: +30% Ship Construction to the planet that the Engineer is stationed on and +1% per level.
Engineers are best placed on a colony specialized in ship production.
*Civilizations with the Inventive ability are able to train Engineers at the start of the game because they start with Xeno Gravity Construction.

Engineer Promotions:
Engineer Forced Labor
Resource Cost: 20 Promethion
Dominate Ideology: Malevolent
Instantly gain 1000 ship construction. The engineer is killed.

Engineer Crunch Time
Resource Cost: 20 Promethion, 1 Precursor Nanites
Instantly finishes the current shipyard project the engineer’s planet is sponsoring. The engineer is killed.

Engineer Recall
Resource Cost: 20 Promethion
Citizen Effect: The engineer is returned the global citizen pool.
Citizen Roles Part 2








Technology Required: Interstellar Governance (Age of Expansion)
Leaders allows you to adjust the focus of your civilization on the instantly much like the production wheel in Galactic Civilizations 3 vanilla. However leaders are much less powerful than the production wheel but are more flexible. Below are the different options that you can focus your leaders on and what technology are required to unlock each focus.

Administration Focus: +1 Administration Point

Social Construction Focus: +6% Social Construction

Research Focus: +6% Research

Approval Focus: +6% Morale per leader (Requires the Xeno Entertainment technology.)

Ship Construction Focus: +6% ship construction (Requires the technology Zero Gravity Construction technology.)

Wealth Focus: +6% Gross Income (Requires the Xeno Commerce technology.)

Influence Focus: +6% Influence Growth (Requires the Diplomacy technology.)

Farming Focus: +6% Food Production (Requires Xeno Agricultural Adaptation technology.)

Resistance Focus: +6% Resistance (Requires Planetary Invasion technology.)

Fleet Focus: +6% Hit points to your fleets (Requires War College technology.)

Espionage Focus: +6% Security level (Requires the Espionage technology.)








Technology Required: Xeno Entertainment (Age of Expansion)
Civilization-wide Effect: +3% Morale to all colonies
Planetary Effect: +30% Morale on the planet that the Celebrity is stationed on and +1% per level.
Celebrity Promotions available:
Celebrities are used to improve your civilization’s morale.

Galactic Tour
Resource Cost: 10 Promethion, 5 Harmony Crystals
+10% Influence on all your colony. The celebrity is killed.








Technology Required: Xeno Agricultural Adaptation
Lifeform Restriction: Carbon and Aquatic based life only.
Civilization-wide Effect: +3% Food to all colonies
Planetary Effect: +30% Food to the planet that the Farmer is stationed on and +1% per level.
Farmer can improve your civilization’s food production.
Farmer Promotions available:

Bumper Crop
Resource Cost: 50 Promethion
+10% Food Production to all your colonies. The Farmer is killed.








Technology Required: Militarization (Age of Expansion)
Civilization-wide Effect: +3% Resistance to all colonies if in the global pool.
Planetary Effect: +30% Resistance to the planet that the general is stationed on.
Generals increase the defenses of your planets by increasing the resistance of each planet and gives 5 legions.
General Promotions available:

Supreme General
Resources Required: 10 Promethion, 1 Helios Ore
A Supreme General gives +30% Resistance to the planet, or +3% Resistance to all colonies. A Supreme General adds an additional 5 legions regards of where they are stationed.
Spy Citizen Role








Technology Required: Espionage (Age of War)
A spy working for the goverment will increase your civilization’s security level by 10%. The higher your security level, the longer it takes for other civilization to steal your technology.
*Civilizations that start with the Sneaky ability start the game with Espionage and immediately have access to the spy citizen role.
1. In this part of the screen you can assign up to 4 spies. These spies will increase Espionage level of the civilization your targeting.
2. This eye icon represents the number of spies you have placed on the colonies of the target civilization.
3. This displays the level of espionage your civilization has on the target civilization.
4. The Surveillance tap displays the surveillance information that your spies have gotten from this civilization.
5. This tap will display the known colonies of this civilization and will allow you to place your spies on this civilization’s colonies to sabotage improvements.


There are 5 levels of Espionage when you place a 1 to 4 spies on a civilization your Espionage progress increases by one point each turn for each spy placed on the target civilization.

None- You haven’t spied long enough to reveal any new information about the target civilization. Only the civilization’s Mood toward your civilization and your Espionage level are shown. You required 5 Espionage points to get to the next level.

Low- At the low espionage level the target civilization's total population and how many colonies they have along with all the information from the previous Espionage levels are displayed. You required 5 Espionage points to progress to the next level.

Medium- At the medium espionage level the target civilization’s income per turn and how many trade routes the target civilization has along with all the information from the previous Espionage levels are displayed. You required 10 Espionage points to progress to the next level.

High-At the medium espionage level the target civilization’s total number of ships and what the target civilization's primary enemy is displayed along with all the information from the previous Espionage levels. You required 30 Espionage points to progress to the next level.

Ultra-At the ultra espionage level the target civilization’s Espionage level against you is displayed along with all the information from the previous Espionage levels. At this level you will gain Espionage points up to 100. The higher the Espionage points the higher the chance that you can steal a technology a random technology from the target civilization that you don’t have. Your Espionage points are reset to zero after you steal a technology and you began to accumulate more espionage points again.

Your civilization must have a minimum of low Espionage level on the target civilization to place spies on the target civilization's colonies. Spies that are place on the target civilization’s colony must be placed on one of their improvements. A spy will reduce the level bonus of the building by 5 plus 1 for each level.
Spy Promotions available:

Infiltrator
Resources Required: 10 Promethion, 1 Arnor Spice
Steal a technology from the target civilization and the Infiltrator is killed upon use. This option can only be performed if your spy is stationed on a rival civilization’s planet. The spy is killed once this option is performed.
Diplomat Citizen Role








Technology Required: Diplomacy (Age of Expansion)
Civilization-wide Effect: +3% Influence on all colonies if in the global pool,
Planetary Effect: +30% Influence on the planet that the Diplomat is stationed on and +1% per level.
Diplomats are mainly used to improve your relations with another civilization and improve the influence of a planet specialized in spreading your cultural influence.



You can assign up to 4 diplomats can be assigned to a target civilization to improve their diplomatic opinion of you. Each diplomat assigned to a target civilization increases their diplomatic opinion of you by +1 (The exact value of this diplomatic modifier isn't visible on the diplomacy screen). Diplomats are twice as effective with civilizations that have the diplomatic trait.
Commander Citizen Role








Technology Required: War College (Age of Expansion)
Civilization-wide Effect: When not assigned to a ship a commander provides +3% hit points to all fleets.
Effect to assigned Fleet: +25% Logistics, +50% Hitpoints, doubles the moves of the fleet
Commanders are used to boost the combative ability of your fleets.
*When upgraded, a commander will loss all the abilities they previously had.
* A fleet can only have one commander on it.
*Civilizations with the Heroic ability starts the game with the War Collage technology and the ability to train commanders.

























Commander Promotions available:

Admiral
Resources Required: 10 Promethion, 1 Xanthium Deposit
Admirals provide +25% to all Weapon types and +25% to Weapon Defenses to all ships in the fleet. An admiral’s flagship also has 10-missile strength on it.


















Navigator
Resources Required: 10 Promethion, 1 Precursor Nanites
Dominate Ideology: Benevolent
The commander’ s ship is converted into a medium survey ship with powerful weapons and an unlimited ship range.























Invader
Resource Cost: 10 Promethion, 1 Xanthium Deposit
Dominate Ideology: Malevolent
Transforms the ship commander’s ship into a transport ship.



























Privateer
Resource Cost: 5 Promethion, 1 Snuggler Colony
The commander ‘s flagship is converted in a powerful ship that can attack the other civilization’s ships, starbases, shipyards without declaring war in that civilization.


























Exterminator
Resource Cost: 10 Promethion, 1 Artocarpus Viriles
Dominate Ideology: Malevolent
The commander’s ship is turned into an Exterminator ship and will automatically conquer a planet from an enemy civilization. However, it will come at the cost of killing all the population on the planet and turning the planet into a Toxic World making it less productive. This can be quite useful against a planet with a strong defense and you don’t want to waste your legions invading the planet.





















As you can see I this example the Mu’Kay’s home world was turned into a toxic wasteland by an Exterminator ship.
Civilization Specific Citizen Roles
These citizen roles only are availiable to Civilizations with specific abilities.








Civilization Ability Required: Sneaky
Technology Required: None
Civilization-wide Effect: +3% Sensor power to all colonies.
Planetary Effect: Planetary Sensor power +50 and +1 per level
The Spider increases the sensor range of your colonies.








Civilization Ability Required: Slavers
Technology Required: None
Planetary Effect: + 25% All Construction and +1% per level.
Slave Masters provide a construction bonus to both your ship construction and your planetary construction.








Civilization Ability Required: Cybernetic
Technology Required: None
Civilization-wide Effect: +1 ship move to ships and +1% Research
The Mechanic increases the moves the your ships and provides a small research bonus.








Civilization Ability Required: Devout
Technology Required: Krynn Conversion (Age of Ascension)
Civilization-wide Effect: +10% Planetary Influence Growth
Planetary Effect: +30% Planetary Influence Growth and +1 Influence Growth per level
You start with one Cleric at the start of the game but must get Krynn Conversion in order to get more Clerics.

How Citizens are Acquired
Technologies that Unlock Free Citizens

Technologies that gives a free leader citizen:








Interstellar Governance (Age of Expansion)
Galactic Governance (Age of War)
Technocracy (Age of Ascension)
Star Federation (Age of Ascension)

Technologies that give a free diplomat citizen:








Diplomacy (Age of Expansion)

Technologies that give a free Entrepreneur citizen:








Xeno Economics (Age of Expansion)

Technologies that give a free Celebrity citizen:








Cultural Influence (Age of Expansion)

Improvements that Unlocks a Free Citizen

Galactic Intelligence Agency
Technology Required: Espionage (Age of War)
Construction Cost: 240
Resource Cost: 1 Epimetheus Pollen

Grants a Spy once the Galactic Intelligence Agency is constructed.

Strategic Command
Technology Required: Militarization
Construction Cost: 150
Resource Cost: 1 Helios Ore

Grants a General once the Strategic Command is constructed.

Galactic Council
Civilization Ability Required: Diplomatic
Technology Required: Translator
Construction Cost: 90

Grants a Diplomat once the Galactic Council is constructed.

Temple of Despair
Civilization Ability Required: Exterminator
Technology Required: None
Construction Cost: 75

Grants a Commander once the Temple of Despair is constructed.

Shipyard Missions that acquire a free citizen.

Recruiter
Technology Required: Stellar Emigration (Age of War)
Ship Construction Cost:1000
Resource Cost: 50 Durantium, 5 Arnor Spice, 5 Harmony Crystals, 5 Snuggler Colony

Grants you an untrained citizen once the shipyard project is completed.

Planetary Projects the give you Citizens

Train Diplomat
Building Required: Diplomatic Corp.
Technology Required: Diplomacy (Age of Expansion) is required to unlock the Diplomatic Corp.
Social Construction Cost: 750
Resource Cost: 5 Snuggler Colony








Grants a Diplomat once the project is complete.

Train Celebrity
Building Required: Cultural Beacon
Technology Required: Cultural Domination (Age of Ascension) is required to unlock the Cultural Beacon.
Social Construction Cost: 750
Resources Cost: 5 Aurorus Arboretum








Grants a Celebrity once the project is complete.

Recruit Entrepreneur
Building Required: Restaurant of Eternity
Technology Required: Pilgrimage (Age of Ascension) is required to unlock the Restaurant of Eternity
Social Construction Cost: 1500
Resource Cost: 5 Harmony Crystals








Grants an Entrepreneur once the project is complete.

Recruit Spy
Building Required: None
Technology Required: Espionage (Age of War)
Social Construction Cost: 1000
Resource Cost: 5 Artocarpus Viriles








Grants a Spy once the project is complete.

Recruit Scientist
Building Required: Discovery Sphere
Technology Required: Research Matrix (Age of Ascension) is required to unlock the Discovery Sphere
Social Construction Cost: 1000
Resource Cost: 5 Precursor Nanites








Grants a Scientist once the project is complete.

Recruit Citizen
Building Required: None
Technology Required: Star Federation (Age of Ascension)
Social Construction Cost: 2500
Resource Cost: 25 Promethion, 1 Epimetheus Pollen, 1 Techapod Hive