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Abilities

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Abilities are distinct from traits in that they represent the culture of a given race, rather than any innate characteristics.

Base Game[edit | edit source]

Name Description Requirements
Adaptable Can colonize tier 1 extreme worlds
Amphibious Can colonize water worlds early game, with no penalty. Can terraform 1 extra water tile each tech age. Mercenaries Expansion
Ancient Gets Research from Precursor Artifacts
Coercive Planets can adjust their planetary Production manually.
Colonizers First improvement on all new colonies is free.
Discreet Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar. Mercenaries Expansion
Engineers Shipyard production decays at half of the normal rate.
Entrepreneurs Trade Routes give Approval bonuses to both parties and 2 extra Trade Routes
Intuitive Starts with free Research (250 research)
Knowledgeable Starts knowing the location of other homeworlds
Paranoid Free drones defend planets, shipyards and starbases
Prolific Planets start with 100% more population than is brought on the Colony ship
Scavengers Have a 25% chance capturing the ships of your vanquished foes. Revenge of the Snathi DLC
Starfaring All starbases get the first module free. All ships are immune to Nebula
Synthetic Disables Food and natural Growth. Instead an Assembly project is used to produce Citizens.
Unrelenting Invasions never cost credits
Unwavering Colonies are much harder to Culture flip
Vigilant Starbase have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. Mercenaries Expansion
Warriors Ignore 10% of all damage done to their ships. All weapons have 10% longer range. Mercenaries Expansion
Wealthy Starts with tourism enabled and with extra credits (+2500bc)
Zealots Get an Ideology point each time you invade a planet (15 points to dominant Ideology)

Removed[edit | edit source]

The following abilities were removed for the final release but still remain within the game's code.

  • Patriotic (Immune to the large empire Approval penalty)

Expansions & DLC[edit | edit source]

List of abilities with all DLC and expansions activated

Name Description Requirements
Adaptable
  • Can colonize aquatic, frozen and barren worlds
  • Access to the Precursor Archive player wonder.
Ancient
Angry
  • Start with a military vessel
Bureaucrats
Certain
Colonizers
  • Colony ships refund their Administrator, when colonizing a new world
Conquerors
  • Legions start twice as good as anyone else's
  • Receives 2,500bc upon conquering a planet
Cybernetic
  • Gives Access to more powerful technologies and improvements for races who are not afraid to interface with superior technologies.
Determined
  • Ships get +5 tiles of range
Devout
Diplomatic
Discreet
  • Receives a free random tier 1 mercenary every game, when they first encounter the Bazaar.
Mercenaries Expansion
Engineers
  • Shipyard production decays at half of the normal rate.
Experienced
  • All ships receive 25% more Experience points from battle
Heroic
  • Start with War College technology
  • Bonuses to legions defending planets
Hopeful
  • Higher Morale on planets (+1 Morale)
Intuitive
Inventive
  • Starts with Engineering citizen
  • Starts with Constructor ship
Knowledgeable
Paranoid
Prolific
  • Planets start with 50% more population than is brought on the Colony ship
  • Population grows much faster (+0.2 Growth)
Resourceful
Scavengers Have a 25% chance capturing the ships of your vanquished foes. Revenge of the Snathi DLC
Slavers
  • Access to slaver tech
    • Starts with Work Camp instead of Space Elevator
    • Replaces factory line with slave related improvements; grant +x Morale and +x Population Cap/+x% Research in addition to construction
    • Adds Slave Recycler; grants +% Food
    • Replaces Stadium line with slave related improvements; grant higher morale and boosting adjacent influence/approval improvements
  • Earn additional Ideology points each time you conquer a world
Sneaky
Starfaring
Time Travelers
Traders
Unrelenting
  • Invasions never cost credits
  • Planets generate +1 Influence per turn
Unwavering
Vigilant
  • Starbase have larger Areas of Effect
  • Enemy ships are slowed while in the area of any starbase
  • Player ships gain an attack bonus while in the area of any starbase
Mercenaries Expansion
Warriors
  • Ignore 10% of all damage done to their ships
  • All weapons have 10% longer range.
Mercenaries Expansion
Wealthy
  • Starts with 1000 more credits
  • Planets start with an extra production point
Xenophobic
  • Research +200%
  • Social Construction +200%
  • Military Construction -50%
  • Dream Conclave (10% Morale on all planets, 25% Influence and +25% Research on the planet it's build on as well as +3 level of adjacent Approval/Influence/Research improvements)