Galactic civilizations iii: crusade expansion pack

Содержание

New in Galactic Civilizations IV

Building on the strengths of the previous entry in the series, Galactic Civilizations IV includes the biggest changes we’ve ever made to the series. These new features include:

Leader Characters

We abstract game elements such as population, diplomats, leaders, generals, etc. with Leader characters. Each of these characters has their own set of attributes, strengths and weaknesses and relationship with the player. Leader characters give the player a lot more flexibility and agency in how they run their civilization.

Star Sectors

Galactic Civilizations IV introduces star sectors. Each sector is akin to a map in Galactic Civilizations III. Most of these sectors are similar to tiny to large GalCiv III maps that represented a section of the overall galaxy that the player was trying to conquer. Now, there can be anywhere from one to dozens of star sectors to explore.

A New Combat System

Previous GalCiv games resolved combat in a single turn regardless of the scale of forces. Now, once the forces get big enough, a turn of combat may not destroy all of a fleet, allowing players to alter tactics, retreat or call in reinforcements.

A New Invasion System

Depending on the population and defenses of the world, invasions no longer necessarily resolve in a single turn. This allows for more strategic choices for players as a player cannot simply sneak in and conquer a capital world in the middle of an enemy empire.

True Colonies

By default, planets aren’t managed at all. They simply provide resources (tech, minerals, wealth, food) to the nearest “core” world. Players can then decide if they want to manage a world by assigning a governor to it, which turns that colony into a core world. The governor doesn’t manage anything but instead provides a series of bonuses to the planet based on their character. Of course, have too many colonies feeding a core world and that governor may decide he or she doesn’t need you anymore and rebel.

Enhanced Multiplayer

Unlike in Galactic Civilizations III where multiplayer was simply a single player game with other people instead of AI controlling things, GalCiv IV’s multiplayer will include a robust set of features that make it possible to play a GalCiv IV game with multiple people in mind. This includes better support for co-op, as well as scenarios where the game could be won in less than an hour.

Story-Driven Missions

Rather than having a campaign, the sandbox game is instead getting story-driven missions. These are events and anomalies that generate a mission for the player which provides various benefits and challenges, as well as ensures that each game feels like its own epic story.

Deeper Research

Now, the number of technologies to choose from at a given time is limited to the top 5 (which can be upgraded to 7 later on).

During the early game, this won’t be any different than it was in previous games. But later, it requires the player to make some tough choices since every technology has an “innovation rating,” which determines how likely it will be picked as one of those 5 technologies.

Players can press an “inspire” button which will select a new group of 5 techs, but the cost for those techs goes up for each time the inspire button is pressed.

Mixed Populations

Because populations are now abstracted into leader characters (as in, instead of having a population of 5 on a planet you now have 5 citizen characters), it means that when you conquer a planet (or assimilate it, or trade for it, or simply get immigration) you can end up with alien characters on your worlds.

Different species have different strengths and weaknesses, as well as different levels of xenophobia (i.e. living on planets with other species) that allow players more control and flexibility and challenge for dealing with their worlds.

Ideology

Galactic Civilizations IV has a 4-axis system: Collectivist, Authoritarian, Individualist, and Libertarian. Player choices in the game will give them points in one of these 4 areas, allowing them to unlock new ideology perks that give them new features and bonuses (as well as penalties).

Chapter 6: Your first colony

  1. Your first colony, if it’s not Mars, will present you with a moral dilemma.   Each choice will give you ideological points which unlock abilities from the ideology tree.  This is where you decide what type of civilization you want to be.
  2. After you finish colonizing and setting up what you want to do on the planet, you will be asked to form a government (if you have Intrigue). Each government type has strengths and weaknesses, and most cannot be accessed early on.
  3. Your ideology choice will bring up the ideology trait screen.  Each choice makes future choices cost more. Choose carefully.

Name your new planet

Your first ideological choice

Ищите артефакты-предшественники и аномалии в Galactic Civilizations 3

Это может быть не так быстро очевидно, но поиск артефактов и аномалий может быть чрезвычайно полезным для любой цивилизации. Это относится даже не только к артефактам-предшественникам, но даже обычные аномалии, такие как капсулы, могут дать цивилизации небольшой импульс. Обычно они приносят небольшое количество кредитов, могут дать кораблю оружие или даже внести небольшой вклад в завершение исследования. Но независимо от того, что будет найдено, это не меняет того факта, что это по сути бесплатные ресурсы.

Эти аномалии можно найти по всей карте, и в начале игры, особенно эти небольшие запасы бесплатных ресурсов, могут иметь большое значение в продвижении цивилизации игрока вперед. Но даже в более поздних частях игры все еще можно найти аномалии. Даже когда другая цивилизация расширяет свои границы, они не всегда отправляют свои исследовательские корабли, чтобы посмотреть на них. Это означает, что для игрока вполне возможно, чтобы на него напал исследовательский корабль и просто собирал те бесплатные ресурсы, которые в противном случае принадлежали бы другой цивилизации. Вторжение может вызвать у кого-то раздражение, но некоторые расы могут подставить другую щеку в зависимости от ваших отношений с ними.

Однако большая прибыль обычно достигается за счет артефактов и реликвий. Эти конструкции происходят из своего рода предшественников расы, и как таковые часто могут открывать важные технологические, военные или производственные преимущества любой цивилизации, которая их использует. Они тоже разбросаны по карте, и другие цивилизации нередко заявляют о своих правах на них, даже если они технически не находятся на их территории. Каждая цивилизация хочет этих артефактов, поэтому было бы лучше, если бы игрок вырвал как можно больше, прежде чем другие цивилизации получат какие-либо идеи.

Chapter 2: Your first turn

  1. In the beginning, you have one ship — your Survey ship.  It is a special type of ship that can investigate anomalies (goodie huts). Left-click on it. Then click the «Command» button in the bottom left and choose survey.  That tells it to automatically go out and hunt for anomalies.
  2. At the bottom right, you will see the turn button.  It will probably say «Research».  Choose that and pick one of the 4 or so technologies.  Each one has a very different purpose and will unlock additional technologies to choose from.
  3. Now the turn button probably says Idle Colony, and will take you to Earth.  On the right side are a list of things you can build, and on the left side are a series of green tiles, which are places where you can build things.  Select a green tile you want to build something and then select the thing you want to build on it, and then press build. 
  4. When possible, rush build things. You are meant to have lots of money. Use it to control pacing.  If your home planet doesn’t start with something interesting, build a shipyard so you can start building ships.

Earth.

Players start with lots of money. Use it to rush build things.

Путь войны в Galactic Civilizations 3 нелегок

В основном это связано с неинтуитивным обучением в игре, но завоевание планеты может быть немного сложнее, чем ожидалось. Игроки не могут просто загрузить транспортный корабль и приблизиться к вражеской планете для быстрого вторжения, требуется некоторое предварительное планирование.

Или, по крайней мере, игрок должен обладать достаточной огневой мощью, чтобы разрушить любую защиту планеты. Это может включать в себя оборонительные звездные базы и линкоры, расположенные рядом с планетой. Только когда эта защита отключена, игрок может начать вторжение на враждебную планету.

Но для эффективной войны потребуются легионы, генералы и материалы для строительства наступательных космических кораблей

Все это потребляет ресурсы и, вероятно, привлечет внимание других цивилизаций, которым может не понравиться то, что игрок собирает армию. Так что имейте это в виду, прежде чем решите полностью разжечь войну в прохождении

При этом каждый игрок захочет иметь какой-то базовый флот. Даже если это только для борьбы с космическими пиратами, которые могут попытаться атаковать корабли игрока.

Каждый игрок должен иметь как минимум одного гражданина, обученного на генерала, одну военную академию для обучения солдат и 1 верфь и / или мир, посвященный строительству и ремонту военных кораблей. Как только этот базовый военный аппарат будет запущен и запущен, игрок сможет иметь несколько небольших флотилий. Эти флоты могут быть сформированы путем наложения кораблей друг на друга, и эта способность может стать чрезвычайно полезной, если игрок хочет убедиться, что его конвои или торговые суда всегда охраняются небольшим контингентом наступательных космических кораблей.

Galactic Civilizations III доступна на ПК.

Back into space

Either way though, the core game is extremely well-made. It’s not simply a question of rules and options but the general feel that made the series what it is, the biggest being that (with a combination of tech and wrapping, much like Alpha Centauri) playing against the AI has the feel of being up against opponents rather than simply algorithms that happen to have a face on top. Where so many 4X games, particularly space ones, are almost willfully cold, there’s a warmth to GalCiv that’s key to the fun of casual to at least mid-tier play.

Like past games, it does have a few irritations that only really strike mid-way through, such as finding out what’s actually wrong with a planet that looks like it should be performing far better, and otherwise tracking down some numbers in a pinch. By the time you’ve gone from a few systems to a bursting empire, there’s enough of them splashing around to drown in. Individual sections are very well laid out, with the Tech Tree especially making it easy to see what leads to what and what the benefits are, but the lack of a good centralised in-game Civpedia type resource does make looking things up harder than it should be.

The biggest omission from the last game—for now—is that political side has been stripped down. No elections, no governments, no spying. They’re due to return in a later expansion. The sting of that is helped by a few new arrivals though, such as ideologies. Where past games had a Good/Evil system, the civilisations this time are judged as Malevolent, Pragmatic, and Beneficial, with moral decisions providing points in each that can be cashed in for special perks. These range from basics, like a free colony ship or a top-quality planet, to galaxy-affecting boosts like any race who attacks your homeworld being automatically declared war on by everyone but their outright allies, and every planet or starbase within your Influence range joining your empire. Nobody ever said you can’t be both Benevolent and bastardly sneaky at the same time! Other new additions include pirate bases that become more of a problem the longer they’re left alone, a shift to space based ship construction, and new environmental dangers to deal with while exploring the map.

GalCiv is far more focused on the strategy side of conquest than the tactics of individual ship encounters. You don’t get any direct control over your ships at all, though you can watch the very pretty laser-beams and explosions from assorted cinematic angles if you choose. Instead, ships are given classes based on their load-out. A basic hull might be a Guardian, but slap life-support on it and it becomes a Support. Its role determines what it does and who it goes after in combat. How it actually looks though is almost entirely up to you. The design panel includes a huge selection of aesthetic items that can be scaled, moved, stuck onto hardpoints and even given some basic animation, all ‘free’. Ships can also be shared, with Steam Workshop support coming.

Whether new to the series or returning though, GalCiv 3 is easily the best recent 4X of this scale— the whole galaxy as campaign and sandbox. It’s hardly the most dramatic upgrade a game has ever had, but it’s both a more than solid update in the here and now and a great base for expansions and mods for the next few years.

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Ideologies[]

Benevolent

This ideology will generally improve Unrecognized icon name Research, Unrecognized icon name Morale, Unrecognized icon name Influence, and colonization.

Outreach Grants Unrecognized icon name Colony ship Grants class 10 planet Colonies start with +2 Unrecognized icon name Population Extra tile for each colony Grants class 16 planet
Affinity Unlocks Unrecognized icon name Elevation Foundation +50% Unrecognized icon name Morale on homeworld +5 Unrecognized icon name Morale on first five colonies +0.1 Unrecognized icon name Resistance +50% Unrecognized icon name Morale on all colonies
Prominence Unlocks Unrecognized icon name Missionary Center +50% Unrecognized icon name Influence Growth Culture flip all planets or starbases in our ZOC +1 Unrecognized icon name Influence Growth for starbases +25% Unrecognized icon name Influence Growth for all colonies
Enlightenment Grants 150 Unrecognized icon name Research +10% Unrecognized icon name Research Unlocks Unrecognized icon name Temple of Enlightenment Grants 300 Unrecognized icon name Research +5 Unrecognized icon name Research, grants 600 Unrecognized icon name Research

Pragmatic

This ideology will generally improve defense, Starbases, Trade, and Diplomacy.

Vigilant Unlocks Unrecognized icon name Preparedness Center Grants favored Enemy ships in our ZOC receive -25% Unrecognized icon name Ship Range, -25% Unrecognized icon name Sensor Power Grants a Unrecognized icon name Cutter, Unrecognized icon name Defender, and Unrecognized icon name Gunboat to all colonies +1 Unrecognized icon name Interceptor Fighters Cap in ZOC
Builder Grants 3 Unrecognized icon name Constructor -50% Shipyard Decay +2 Unrecognized icon name Starbase Range +0.1 Unrecognized icon name Mining Starbases have no maintenance cost
Traders +1 Unrecognized icon name Trade Licenses Max, grants a Unrecognized icon name Freighter +25% Unrecognized icon name Trade Route Value Unlocks luxury trade routes +1 Unrecognized icon name Trade Route Diplomacy +0.25 Unrecognized icon name Diplomatic Trade Value
Negotiator Immune to War for 50 turns +1 Unrecognized icon name Diplomacy Bonus Unrecognized icon name Arbitration Center Angers Others When in War Neutral factions declare war on invader of our homeworld

Malevolent

This ideology will generally improve offense, Unrecognized icon name Social Construction, Unrecognized icon name Ship Construction, and power projection.

Aggression Grants a Unrecognized icon name Frigate +10% Unrecognized icon name Morale upon first conquering a planet Grants 3 Unrecognized icon name Transport Unlocks Unrecognized icon name Advanced Transport Module Grants an Unrecognized icon name Overlord to every colony
Motivation Unlocks Unrecognized icon name Intimidation Center +10 Unrecognized icon name All Construction on homeworld +10% Unrecognized icon name Ship Construction on homeworld Unlocks Unrecognized icon name Death Furnace +20% Unrecognized icon name Raw Production
Greed +10% Unrecognized icon name Gross Income Extra tile on first five worlds Unlocks Unrecognized icon name Citadel of Revenue Unlocks slave trade routes Extra tile on every colony
Awe No Shared Borders Penalty +0.2 Unrecognized icon name Minors Diplomatic Trade Value -25% Unrecognized icon name Hit Points to enemy ships in ZOC Grants class 15 planet Grants Immune to Culture Flip

Нововведения[]

Галактические граждане

Вырастите вашу цивилизацию с помощью Галактических Граждан
Сформируйте ход судьбы вашей цивилизации с талантливыми личностями — гражданами. Выбирайте из около дюжины уникальных ролей (адмирал, инженер, знаменитость, первопроходец и др.), чтобы помочь процветанию ваших цивилизаций. Оставляйте ваших граждан в их родном мире или пошлите их на опасное межзвёздное путешествие с целью помочь колониям на новых мирах, которые вы покорили.

Вторжения

Вторгайтесь на вражеские планеты, пока защищаете собственные
Покорение мира — не самая простая задача. Обновлённая система вторжений в Crusade позволяет гражданам пройти подготовку в качестве солдат, чтобы захватывать миры. Стратегические и вызывающие, вторжения будут требовать аккуратное планирование, когда вы обучите ваши легионы и определите, какая ячейка будет атаковать первой. Будьте осторожны, а также не забывайте защищать собственные миры от ваших врагов!

Шпионаж

Обучите одарённых граждан искусству Шпионажа
Меньшие цивилизации могут не отставать от более крупных двойников, тренируя своих граждан искусству шпионажа. Шпионы могут красть технологии, циркулировать слухи для создания гражданских беспорядков, саботировать вражеские миры, или даже могут пойти так далеко, что убьют вражеских граждан для того, чтобы одержать преимущество над конкурентами.

Редактор цивилизации

Используйте Редактор Цивилизации, чтобы создать и поделиться уникальными творениями в Steam
Создайте пользовательскую фракцию с лидером, идеологией и навыками. Вы можете также настроить собственный галактический военный флот и создать уникальные реплики диалогов для вашей фракции для того, чтобы использовать их при контакте с друзьями или врагами. Редактор цивилизации встроен в Steam Workshop, так что вы сможете загрузить ваши творения для других пользователей ради удовольствия!

Новые расы и цивилизации

Возьмите на себя галактику с новыми расами и цивилизациями
Встречайте членов

Земного Сопротивления

, скрывающихся в недрах живого рока астероидов, как новая фракция

Улей Ониксов

, или посмотрите сверху вниз на другие примитивные расы, такие как кибернетические космические амёбы,

Слайн

…и многое, многое другое!

Кампания, основанная на истории

Люди нашли мощный «проклятый» артефакт в карманной вселенной и устали от своих попыток дипломатического упрёка. Поклявшись уничтожить дренджинов и всех других врагов, кто выступает против них, граждане Земли готовы выполнить свои угрозы и, возможно, предоставить Таланам осуществить пророчество.

…И БОЛЬШЕ!

Нанимайте множество новый наёмников, стройте собственные пользовательские базы, и, оставаясь на своих ногах, будьте готовы сделать важные выборы в ходе новых галактических событий и событий Совета Объединённых Планет. Наслаждайтесь новым пользовательским интерфейсом и исследуйте переработанную систему технологического древа, которая сейчас более доступна для моддеров.

Extreme worlds[]

Some planets are theoretically habitable but have extreme conditions that generally prevent colonization. Colonizing a planet with an extreme trait requires a special technology or ability. Even if a world can be colonized, it will generally have a 50% penalty to Unrecognized icon name Raw Production. More advanced technology or the right ability can negate that penalty or even provide bonuses. There are two tiers of extreme worlds with different unlocking patterns.

Tier 1 extreme worlds

Colonizing the first tier generally requires the Unrecognized icon name Extreme Colonization technology. A specific technology, depending on the trait, negates the penalty and adds minor bonuses. Every trait has a corresponding ability that enables colonization, converts the Unrecognized icon name Raw Production penalty to a 10% bonus and adds major bonuses, which take precedence over the minor bonuses. The Unrecognized icon name Xeno Adaptation technology and, except for corrosive and bacterial, the Adaptable ability have the same effect, except for enabling colonization.

Tier 2 extreme worlds

Colonizing the second tier requires the Unrecognized icon name Atmospheric Cleansing technology. A specific technology, depending on the trait, negates the penalty and adds minor bonuses. Every trait has a corresponding ability that converts the Unrecognized icon name Raw Production penalty to a 10% bonus and adds major bonuses, which take precedence over the minor bonuses. The Unrecognized icon name Ultimate Adaptability technology has the same effect.

Extreme worlds in Crusade

Planet Type Tier Minor bonus Minor bonus tech Major bonus Ability
Unrecognized icon name Aquatic World 1 +10% Unrecognized icon name Tourism Income, +10% Unrecognized icon name Morale Unrecognized icon name Aquatic World Mastery +25% Unrecognized icon name Tourism Income, +25% Unrecognized icon name Morale Amphibious
Unrecognized icon name Bacterial World 1 +10% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth Unrecognized icon name Atmospheric Cleansing +25% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth Synthetic Life
Unrecognized icon name Barren World 1 +10% Unrecognized icon name Ship Construction, +10% Unrecognized icon name Social Construction Unrecognized icon name Barren World Mastery +25% Unrecognized icon name Ship Construction, +25% Unrecognized icon name Social Construction Synthetic Life
Unrecognized icon name Frozen World 1 +10% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth Unrecognized icon name Frozen World Mastery +25% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth Silicon-based Life
Unrecognized icon name Corrosive World 1 +10% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth Unrecognized icon name Atmospheric Cleansing +25% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth Carbon-based
Unrecognized icon name Radioactive World 2 +25% Unrecognized icon name Social Construction Unrecognized icon name Radioactive World Mastery +25% Unrecognized icon name Social Construction Silicon-based Life
Unrecognized icon name Toxic World 2 +25% Unrecognized icon name Research Unrecognized icon name Toxic World Mastery +25% Unrecognized icon name Research Synthetic Life

Приоритет в первую очередь фундаментальным исследованиям в Galactic Civilizations 3

Когда игроки впервые смотрят на все доступные деревья исследований, они могут быть ошеломлены. Но пока игнорируйте все это и не сосредотачивайтесь слишком сильно на изучении одной ветви. Попрыгайте немного.

Проведите небольшое исследование в дереве вооруженных сил, чтобы, по крайней мере, иметь возможность построить базовый флот, немного подойти к управлению, чтобы извлечь максимальную пользу из начальных колоний и т. д.

Попытка немедленно специализироваться на одном типе исследований, скорее всего, будет позже в ущерб игроку, так как основные функции, такие как заключение договоров и шпионаж, разблокируются на ранних этапах этих других ветвей исследования. Игроки могут специализировать свои исследования по своему усмотрению, когда они прочно закрепятся в галактике.

Поскольку начало игры так сосредоточено на исследованиях и сборе ресурсов, настоятельно рекомендуется быстро перейти к вариантам исследования, которые позволяют получать бонусы от артефактов-предшественников или увеличивать производство колоний. У каждой расы есть свое собственное дерево исследований, несмотря на общие черты, поэтому обязательно внимательно оценивайте доступные варианты, чтобы добиться максимального прогресса.

Major Factions in the base game[]

Insignia Name Personality Abilities

Traits

Initial war endurance Initial resistance Initial influence Initial colony population AI behavior priorities Requirements
Military Growth Tech Diplomacy Expansion Wealth Influence Fortification
Terran Alliance NeutralExpansionistDiplomatic EngineersColonizers Productive (+1) Adventuresome (+1)Likeable (+1)Fast (+1)Organized (+1) 90 0.25 10 5 18 14 20 16 22 12 8 None
Drengin Empire MercilessAggressiveCruel ZealotsUnrelenting Productive (+1)Discontent (-1)Economical (+1)Militant (+2)Poor Traders (-2)Brutal (+2)Tough (+2) 150 0.25 10 5 22 16 18 8 20 10 12 14 None
Altarian Resistance BenevolentSpiritualXenophobic AncientUnwavering Clever (+2)Influential (+1)Content (+2)Fragile (-2)Fast (+1)Organized (+1) 85 0.25 10 5 18 10 22 8 14 12 20 16 None
Iridium Corporation NeutralGreedyTraderCultural EntrepreneursWealthy Productive (+1)Handy (+1)Economical (+2)Infertile (-2)Traders (+2)Adventuresome (+1) 80 0.25 10 5 16 20 18 12 10 22 14 8 None
Krynn Syndicate MercilessAggressiveExpansionistSpiritual BureaucratsProlific Productive (+1)Influential (+1)Content (+1)Militant (+1)Farmers (+1)Adventuresome (+1)Unlikeable (-1) 95 0.25 9 5 16 12 14 8 22 20 18 10 None
Yor Singularity MercilessAggressiveScientific SyntheticAdaptableUnwavering Productive (+2)Clever (+2)Economical (+2)Dense (+1)Poor Traders (-2) 100 0.8 8 5 22 16 20 8 14 18 10 12 None
Iconian Refuge BenevolentPeacefulCultural StarfaringParanoid Fertile (+1)Handy (+1)Farmers (+1)Craven (-1)Accurate (+2)Organized (+1) 100 0.25 10 5 16 12 22 20 10 14 8 18 None
Thalan Contingency NeutralScientificDiplomatic IntuitiveKnowledgeable Productive (+2)Infertile (-2)Militant (+1)Agile (+2)Resilient (+1)Unlikeable (-1)Organized (+2) 100 0.25 11 5 20 12 22 16 18 14 10 8 None
Snathi Revenge MercilessAggressiveCruelExpansionistOpportunisticXenophobic ScavengersUnrelenting Productive (+2)Handy (+2)Dense (+2)Militant (+2)Tough (-2)Resilient (+1)Likeable (-2) 120 0.5 10 3 20 8 12 20 14 10 6 Revenge of the Snathi DLC
Torian Regime

Benevolent

Amphibious

Discreet
Unwavering

Clever (+2)

0.5 10 5 18 20 22 14 10 12 8 16
Arcean Empire

Neutral

Warriors

Discontent (-1)

0.6 10 5 22 14 16 10 18 12 8 20

Features[]

  • Never the same game twice: Play in the ultimate sandbox where each game has a unique map, unique worlds, and new challenges to face.
  • Multiple paths to victory: Win through military conquest, cultural domination, technological ascension or political alliance.
  • Story-based campaign: Galactic Civilizations III includes a campaign that brings players up to date on the 20-year story arc behind the rise of humanity in the 23rd century.
  • Massive technology tree: Research a technology tree with immense breadth and depth. Player choices determine the capabilities of their civilization.
  • Custom ship design: Players can design their own ships with total control over how they function as well as how they look. Any ship you’ve ever imagined can be created or downloaded.

Habitable planet traits in Crusade[]

Planet traits are additional special bonuses a habitable planet may have.

Trait Class range Effect
Minimum Maximum Weight
Unrecognized icon name Active Core 4 10 100% +20% Unrecognized icon name All Construction-40% Unrecognized icon name Growth
Unrecognized icon name Bountiful 825 1426 95%5% +10% Unrecognized icon name Gross Income
Unrecognized icon name Bread Basket 8 16 100% +10% Unrecognized icon name Food+10% Unrecognized icon name Growth
Unrecognized icon name Desert Planet 4 10 100% +10% Unrecognized icon name All Construction-15% Unrecognized icon name Food
Unrecognized icon name Ghost World 625 1226 95%5% +10% Unrecognized icon name Research
Unrecognized icon name Low Gravity 8 14 100% +10% Unrecognized icon name All Construction+25% Unrecognized icon name Tourism Income
Unrecognized icon name Scenic World 8 14 100% +25% Unrecognized icon name Tourism Income+10% Unrecognized icon name Morale
Unrecognized icon name Serene 1025 1626 95%5% +10% Unrecognized icon name Influence Growth+10% Unrecognized icon name Morale
Unrecognized icon name Shrouded 8 16 100% 0.1 Unrecognized icon name Resistance-10% Unrecognized icon name Influence Growth
Unrecognized icon name Shielded 8 14 100% +10% Unrecognized icon name Research+0.1 Unrecognized icon name Resistance
Unrecognized icon name Thin Atmosphere 8 14 100% +10% Unrecognized icon name Food-15% Unrecognized icon name Growth
Unrecognized icon name Tidally Locked 8 14 100% +10% Unrecognized icon name All Construction+10% Unrecognized icon name Trade Route Value

Precursor relics[]

Precursor relics are studied by space stations equipped with an appropriate module. Each type of relic gives unique global bonuses. The quantity of the bonus depends on the starbase. Ancient factions additionally receive a Unrecognized icon name Research bonus from studying any type of relic except the Unrecognized icon name Research relic.

Relic types

Relic type Bonus type
Unrecognized icon name Culture Unrecognized icon name Influence Growth
Unrecognized icon name Economic Unrecognized icon name Gross Income
Unrecognized icon name Research Unrecognized icon name Research
Unrecognized icon name Manufacturing Unrecognized icon name All Construction
Unrecognized icon name Approval Unrecognized icon name Morale

Starbase modules

These modules enable study of precursor relics and/or ascension crystals. Upgrades do not replace their predecessor module, so bonuses are cumulative.

Module Bonus X% Unrecognized icon name Ascension Points Tech Upgrades from
Unrecognized icon name Xeno Archeology Lab +5 +1
Unrecognized icon name Ancient Studies Center +6 +2 Unrecognized icon name Xeno Archeology Unrecognized icon name Xeno Archeology Lab
Unrecognized icon name Xeno Archeology Institute +7 +3 Unrecognized icon name Precursor Studies Unrecognized icon name Ancient Studies Center
Unrecognized icon name Precursor Engineering Center +8 +4 Unrecognized icon name Precursor Exploitation Unrecognized icon name Xeno Archeology Institute
Unrecognized icon name Precursor Studies Center +10 +5 Unrecognized icon name Precursor Engineering Unrecognized icon name Precursor Engineering Center
Unrecognized icon name Arnorian Relic Study +25% +25% Unrecognized icon name Precursor Legacy
Unrecognized icon name Precursor Observatory +10 +1 Unrecognized icon name Precursor Relic Understanding

The Unrecognized icon name Arnorian Relic Study and Unrecognized icon name Precursor Observatory are only available to Ancient factions.