Reference Guide

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Since there is no decent steam guide about this game which contain info other than how to play and alt-tabbing making your game crash I decided to create a basic reference guide. I will copy info from the web (galciv wikia), official manual and add info from my own experience. I will post this guide while under construction so you can use some info even if it is half-baked and update it along the way. Feel free to correct or add info via comments or ask questions so I can post them under the faqs section. Each race has different abilities and you can choose your own if you design a custom race. The abilities include: Courage gives a bonus to the attack value of your ships when you’re fighting against an opponent who has a higher score than you. The degree of the advantage is based on how far ahead your opponent is. Creativity will lead to your race randomly discovering technologies from time to time. Defense improves your ship’s rating for all three types of defenses. Diplomacy adds to your diplomatic advantage when dealing with other civilizations. Economics adds a bonus to your tax revenue. Espionage adds to the effectiveness of your espionage spending. Hit Points adds to the hit points of all your ships. Influence adds a bonus to the production of Influence Points on each of your colonies. Loyalty reduces the amount of other civilizations influence applied to your colonies, thereby reducing the chance that they’ll rebel. Luck is a mysterious under-the-hood advantage that can help you at various points throughout the game. It can improve the chances of a critical hit in combat or reduce the odds of getting a negative random event. Military Production adds to the number of shields you produce on each colony, which are used to build ships. Morale adds to the morale rating for each of your colonies, making it less likely that you’ll suffer the effects of low morale. Planet Quality raises the base number of usable tiles available after you colonize a planet. Population Growth adds to the population growth rate on all of your planets. Range lets your ships stray farther from planets and Starbases. Repair allows ships to repair themselves faster than normal. Research increases the amount of research your colonies produce. Sensors extends the range your ships can see by a given number of parsecs (tiles on the map). Social Production adds to the number of “hammers” you produce on each colony, which are used to build projects. Soldiering gives you a bonus in ground combat. Speed adds to the number of parsecs your ships can move each turn. Trade increases the amount of money you receive from trade routes with other planets. Trade Routes increases the number of trade routes your civilization can maintain. Weapons improves your ship’s attack rating for all three types of weapons. Super Abilities Super Adapter (Iconian Refuge) Can colonize Aquatic and Toxic worlds at the beginning of the game. Note: Very useful in the early to midgame, as it allows you to grab planets that others can't, though you still need to research the advanced versions of the techs to make full use of the planets. The two techs themselves also make good trade fodder early in the colony rush. The trait's usefulness drops drastically as the colony rush winds down and you run out of empty planets to colonize, which also makes the AIs value them less and less as trade goods. Super Annihilator (Korath Clan) Can build a Spore ship, which turns defenseless colonies into toxic worlds owned by you. Can colonize Toxic worlds at the beginning of the game. Note: Using spore ships can put a huge strain on your economy as you take over planets with fully-intact infrastructures - and the associated production and maintenance costs - but almost zero population to provide taxes that offset those costs. Super Breeder (Torian Confederation) If planet approval is at 100%, it gets 800% bonus to population growth rate instead of 200%. Note: Possibly one of the best racial super abilities around, especially in larger maps. Keeping the bulk of your developing planets' approval at 100%, you can expand exponentially and very quickly. If used correctly, your planets can grow by up to 1.5 billion a turn, securing a strong economy for taxes much quickly. Super Diplomat (Terran Alliance) Secures much better deals through negotiation. According to some tool-tips, also receives bonuses to influence. Can talk to other civs each 4th turn instead each 8th. Super Dominator (Drengin Empire) Receives some free Super Dominator Corvette-class ships whenever the civ goes to war, with the number of ships being related to the civ's military score at the time. Can more easily extort money from other civs. Note: The ships are low-HP ships with a 3 mass-driver attack each. While extremely useful in early to mid-games, their lack of scalability relegates them to the role of harassment (taking out unguarded space stations) or to cannon-fodders at the later stages of the game. It is advised that the player should capitalize upon its initial advantage before they are outdated. Corvettes also take up maintenance fees, so a throng of them can strain the economy. Super Hive (Thalan Empire) Factories Cost divided by 4 and has greater ship range. Note: This gets new colonies on their feet quickly, but can put a huge strain on your economy due to this. Super Isolationist (Yor Collective) Can colonize barren worlds by default and foreign vessels cannot travel more than 3 parsec in Super Isolationist's sphere of influence. Note: This ability is not the one you see in military base (which slows down the foreign vessel's speed by X amount from the total highest amount). This ability slows the foreign vessels' speed and bring them down to 3 parsec per turn no matter what engine or how many engines they have placed on their ship. combine it with a military starbase, you can effectly slow down the enemy/foreign vessel to only 1 persec per turn. Super Manipulator (Drath Legion) Easily instigates wars between other races. Super Organizer (Altarian Resistance) When attacked, other races of a similar alignment will come to your aid, and you are rarely attacked by races of a similar alignment. Note: Unlike the AI, when the Altarians are attacked and your alignment is the same as theirs, you will be prompted to choose if you wish to intervene, thus it is solely a matter of choice. However, it is important to note that if you intervene, any pre-existing alliances with the warmongering faction (the aggressor) will be broken, earning you a diplomatic malus ("They do not trust us" x 2) for the rest of the game, which can severely hurt your diplomacy. Super Spy (Krynn Consulate) Starts with a spy and the ability to build Counter espionage centers. Also can set the Espionage slider to a higher value than anyone else. Super Trader (Dominion of Korx) Starts with all trade techs and receives additional income from trade. Note: Very useful in small to medium sized maps, or maybe even large maps, but this racial ability tends to weaken in larger maps due to the limited number of trade routes that can be installed. If used well and effectively, trade can yield you more than 1000 b.c.s a turn. However, be warned that your freighters can be destroyed in times of war. Super Warrior (Arcean Empire) Receives a first strike ability in ship-to-ship combat. Only applies during the first round of combat. Note: This is a MASSIVE bonus in combat, especially against enemies who pump attack while neglecting defense on their ships. The down side of this ability is that it only work if you attack during YOUR turn, which means if you get attacked after you press "end turn" buttom, you will not receive that bonus, thus making this ability a bit broken. Enter the colony management screen by double clicking a planet on the main map. Here you will see the planet's surface. A planet’s class determines the number of useable tiles available when it becomes a colony.

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GHub Platform · автор06.09.2026, 04:53:13

Since there is no decent steam guide about this game which contain info other than how to play and alt-tabbing making your game crash I decided to create a basic reference guide. I will copy info from the web (galciv wikia), official manual and add info from my own experience. I…

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