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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

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

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

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
  • Gets Research from Precursor Artifacts
  • Access to Xeno Mysticism, Precursor History and Dark Energy Research technologies
Angry
  • Start with a military vessel
Bureaucrats
Certain
  • +2 Influence
  • Defensive Meditation Tech
  • Planets receive 100 research every time an ideological trait is unlocked
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
Determined
  • Ships get +5 tiles of range
Devout
  • Start with a Cleric (influence growth citizen)
  • Access to Path tech tree (The Path, The Calling, The Order, The Way, The Krynniac Way techs; focus on morale and influence improvements)
  • Access to Jihad tech tree (Jihad, Krynniac Jihad, Divine Fleets, Divine Mastery techs; improve fleet damage/defense)
  • Culture grows every time they add to their ideology
Diplomatic
  • Can build Diplomatic Council
  • Starts with diplomatic bonus with all races
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
  • Starts with free Research (250 research)
  • Xeno Anthropology tech tree (Xeno Anthropology, Anthropology Specialization, Universal Outreach, Future Studies techs; unlocks planetary unique improving diplomacy and influence as well as boosting adjacent tourism/influence/wealth/approval improvements)
Inventive
  • Starts with Engineering citizen
  • Starts with Constructor ship
Knowledgeable
  • Starts knowing the location of other homeworlds
  • Gravitonic tech tree (Gravitonics, Gravitonic Specialization, Gravitonic Manipulation, Gravitonic Mastery techs; focus on increased hull capacity and weight reduction)
Paranoid
  • Free drones defend planets, shipyards, and starbases
  • Molecular Fabrication technology tree (Molecular Fabrication, Molecular Specialization, Industrial Replication techs; unlocks planetary unique improving research and construction, as well as boosting adjacent construction/research/population improvements)
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.
  • Recovery technology tree (Recovery, Scavenging, Scavenging Specialization, Creative Recycling, Ultimate Scavengers techs); increased scavenging chance, mining, ship construction, repair
  • Vicious tech; soldering, resistence
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
  • Dimensional Techs:
    • Dimensional Weapons (+5% Attack), Dimensional Shifting Weapons (+10% Accuracy for specific weapon type)
    • Dimensional Phasing (+10% Jamming), Dimensional Defense Focus (+10% to specific defense type)
  • Starting techs:
Traders
  • Start with Freighter
  • trade improvements?
  • Acquisitions tree:
    • Acquisitions (+2 Starbase Range)
    • Acquisition Specialization (+5% Attack or +5% Defense or +10% Hit Points)
  • Marketing tree:
    • Marketing (unlocks Iridium Store, Galactic Showcase)
    • Interstellar Commerce (unlocks Iridium Center)
    • Marketing Masters (unlocks Iridium World)
      • Iridium buildings are planet unique and grant +0.x influence, x% Gross Income and increases level of adjacent Wealth/Influence improvements
      • Galactic Showcase is a galaxy unique and grants +50% Influence, +50% Gross Income and and increases level of adjacent Wealth/Influence improvements
  • Receives 5 additional trade licenses
Unrelenting
  • Invasions never cost credits
  • Planets generate +1 Influence per turn
Unwavering
  • Colonies are much harder to Culture flip
  • Access to the Unbroken Spirit tech tree:
    • Unbroken Spirit (+15% Hit Points)
    • Defensive Discipline (+20% Jamming)
    • Defensive Trance (+20% Damage Resistance)
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)
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