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Racial bonus

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Each of the games original and custom races have unique racial bonuses (also called racial abilities) that provide an advantage in a particular area. Each race gets 10 points to use towards their selection of abilities.


List of racial bonuses:

Contents

[edit] Courage Bonus

Bravery is respected throughout the galaxy. A race that is braver will have soldiers that fight better land battles.

  • Brave (+25%) cost: 1 pt.

[edit] Creativity Bonus

A race that is more creative will be more likely to make discoveries that aren't normally possible (i.e. get a tech immediately)

  • Highly Creative (+25%) cost: 1 pt.

[edit] Dread Lords and Dark Avatar

Creativity adds a small amount of flasks almost every turn. The amount scales with the cost of the tech.

[edit] Twilight of the Arnor

Creative now does exactly as the description says. Each turn, you have a small chance to automatically discover the tech that you are currently researching. Creative no longer adds flasks, as in Dread Lords. In addition, you must be expending a minimal amount of flasks in order to trigger the automatic discovery, so don't set your research to zero.

[edit] Defense Bonus

This ability will give a race's ships stronger defenses against enemy ships.

  • Advanced (+10%) cost: 1 pt.
  • Gifted (+20%) cost: 2 points
  • Master (+30%) cost: 3 points


Note
Usefull in DL, very usefull in DA up to version 1.6 with the new combat model, and until developers change it again. ;-)

[edit] Diplomacy Bonus

This bonus will allow you to trade better with other civilizations (this affects trades through the trade window, not trade through freighters).

  • Talented Diplomats (+5%) cost: 1 point
  • Skilled Diplomats (+10%) cost: 2 points
  • Master Diplomats (+20%) cost: 4 points
  • Expert Diplomats (+30%) cost: 5 points


Note
- Moderately useful in DA and DL, since good diplomacy can give a "+" in relations.
- Spend points here if you want to go the trade and diplomacy route, but in DA use Humans with their Super Diplomat racial trait.

[edit] Economics Bonus

Adds a bonus to your total tax revenue.

  • Advanced (+10%) cost: 2 points
  • Gifted (+20%) cost: 3 points
  • Master (+30%) cost: 4 points


Notes
- Always pick 30%. This way you get the most benefit for the amount of spent points.
- Very useful pick in DL. Essential in DA (In DA planets generate 20% less money).

[edit] Espionage Bonus

A race that has an espionage bonus will use many different tactics to get more information on their allies and enemies alike.

  • Advanced (+15%) cost: 1 pt.
  • Gifted (+30%) cost: 2 points


Notes
- Not of much use in DL, where one can get advanced espionage on an opponent for ~2000BC.
- Pointless in DA, where this attribute allows a player to spend x% MORE money, and spies very soon became PROHIBITIVELY expensive (several thousands BCs each).

[edit] Hitpoints Bonus

This ability gives your ships added hitpoints so that they are more durable in a ship combat.

  • Superior (+10%) cost: 1 point
  • Exceptional (+20%) cost: 2 points
  • Invincible (+30%) cost: 3 points


Note
Moderately useful.

[edit] Influence Bonus

This bonus grants a bonus to Influence generated by a civilization

  • Advanced (+5%) cost: 1 point
  • Gifted (+15%) cost: 2 points
  • Master (+25%) cost: 4 points
  • Commercial Giant (+30%) cost: 5 points


Note
Spend points here only if you plan to do a lot of planet-flipping (taking planets by influence).

[edit] Logistics Bonus

This bonus increases a race's logistics ability. This is not one of the abilities that can be manually added to a race. It is inherent to all playable major races (i.e. Humans).

[edit] Loyalty Bonus

A loyal population means that they are less likely to revolt due to certain circumstances (i.e. influence from other races, high taxes).

  • Mostly Loyal (+10%) cost: 1 point


Note
Useless. If loyality bonus would work, it would be next to impossible to take planets of Yor by influence. Since they can be as easily "flipped" as of other races, better forget it.

[edit] Luck Bonus

  • Exceptionally Lucky (+25%) cost: 1 point


Note
- In latest releases of DL it was somewhat nerfed (Lucky Rangers can be get only after 5 game years have passed), so bonus for DL is small.
- For DA it's very usefull, since it allows weapons to roll from 25%-of-max-attack to max-attack (a weapon with attack 4 can never roll 0 damage), effectively increasing damage done by 12.5 %.. See luck for details.

[edit] Military Production Bonus

This ability gives a bonus to a race's Military production over all it's holdings.

  • Advanced (+10%) cost: 1 point
  • Gifted (+20%) cost: 2 points
  • Master (+30%) cost: 3 points
  • Ultra (+50%) cost: 4 points


Note
Usefull in both DA and DL, since a half of the added production is free.

[edit] Miniaturization Bonus

This bonus increases a race's miniaturization ability. This is not one of the abilities that can be manually added to a race. It is inherent to certain major races.

[edit] Morale Bonus

This bonus gives a bonus to morale on all the players planets

  • Naturally Content (+10%) cost: 1 point
  • Naturally Happy (+15%) cost: 2 points
  • Naturally Joyous (+20%) cost: 3 points


Note
Very usefull in both DA and DL, since higher morale means higher taxes, or higher approval, that gives bonus to population growth. Both higher taxes and more population give more money.

[edit] Planet Quality Bonus

This racial bonus improves the Planet quality of your planets.

  • Green Thumb (+10%) cost: 3 points
  • Magical (+20%) cost: 8 points


Note
- It gives more green tiles on planets. However the bonus is always rounded down, so +10% bonus gives on planet class 10+ 1 new tile, on a class 20+ two, and zero on planets below class 10.
- This racial bonus appears to only affect your homeworld as of version DL v1.0D1
- Works in 1.11
- Slightly more usefull in DL where a planet gets TWO new terraforming tiles if it is class 15+, and 3 if it is class 25+. That effect is not present in DA.
- In Twilight of the Arnor, every planet gets a benefit from it the formulae being : (initialPlanetPQ * (1 + PQability / 100 )) rounded down, Terraforming is not impacted by the bonus

[edit] Population Growth Bonus

This bonus adds to your population growth.

  • Frisky (+10%) cost: 1 point
  • Very Frisky (+20%) cost: 2 points
  • Fruitful (+30%) cost: 3 points
  • Don't Ask (+70%) cost: 6 points


Notes
- In version 1.0X.009 and earlier, the population growth was capped at 200,000 per turn, making the bonus almost if not completely useless.
- In version 1.1 and onwards the bonus works correctly, but is applied BEFORE the morale bonus, meaning a bonus of +70% will not work as +140% at 100% morale.
- In DL there's a "killer" race with 70% growth and 30% econ bonus. Played properly it will yield at the end of the second year almost as much population as all other races together.
- in DA those bonuses to growth are smaller, and there are also two technologies that boost it, so it is rarely usefull to pick them. Better play a race with Super Breeder trait.

[edit] Range Bonus

Selecting this ability will allow a race to travel further away from its territory.

+1 to initial range (+10 sct) cost: 3 points


Notes
Not usefull, since a player can easily extend his range by colonizing planets or building starbases, and there's a hard-coded range limit of 7 sectors.

[edit] Repair Bonus

Adds a bonus to the speed in which a race's Ships Repair themselves

  • Gifted (+20%) cost: 1 point
  • Master (+40%) cost: 2 points


Notes
Unclear usefulness, but with regard to effects of Micro Repair Bots it could allow quick repair of combat-damaged ships in space instead on planets.

[edit] Research Bonus

This racial ability gives a bonus to all research generated

  • Advanced (+5%) cost: 1 point
  • Gifted (+10%) cost: 2 points
  • Master (+15%) cost: 3 points
  • Ultra (+20%) cost: 4 points

Note
Usefull in both DA and DL, since a half of the added research is free, and there are not much of research-increasing techs.

[edit] Sensors Bonus

  • Advanced (+1%) cost: 1 point
  • Gifted (+2%) cost: 2 points
  • Master (+4%) cost: 3 points


Notes
- The % here might not be an accurate reflection of the in-game mechanic. It is actually +1 parsec to sensor range instead of 1% bonus to the default sensor range.)
- As of version 1.0D1.008, the sensors bonus is limited to 15 pc so the game will still run on slower computers.
- Not much usefull in either DL or DA. All those bonuses are "lost" when a player hits the 15 parsecs sensor limit by building Eyes of the Universe.

[edit] Social Production Bonus

This bonus grants the civilization a flat bonus to their social production across all controlled worlds.

  • Advanced (+10%) cost: 1 point
  • Gifted (+20%) cost: 2 points
  • Master (+30%) cost: 3 points
  • Ultra (+50%) cost: 5 points


Note
Usefull in both DA and DL, since a half of the added production is free.
Social production was bugged in prior versions, but was corrected in version 1.0X.009

[edit] Soldiering Bonus

The soldiering bonus gives the race that selected this ability a proportionate bonus in the soldiering ability.

  • Hardy (+10%) cost: 1 pt.
  • Tough (+20%) cost: 2 points
  • Invincible (30%) cost: 3 points


Notes
Moderately usefull in DL and DA, since in both games the whole ground-combat tech branch is pretty cheap to research. However when ALL races have all ground-comabat techs, this added percent can give some edge.

[edit] Speed Bonus

A speed bonus allows ships built by that civilization to gain additional movement points every turn.

  • Extra 1 Parsec/turn (+1 pc) cost: 5 points
  • Extra 2 Parsecs/turn (+2 pc) cost: 8 points


Notes
- Not very usefull in DL (too expensive), where engines were small and cheap.
- Usefull in DA with nerfed engines, but still too expansive.
- Killer picks for a custom Super Breeder race, that uses tiny/small hulls for colony ships and constructors (8 points for speed +2, 4 for +30% econ, remaining 3 to whatever one wishes).

[edit] Trade Bonus

This bonus grants a bonus to the Trade revenue gained by freighters and trade routes

  • Gifted Traders (+10%) cost: 1 point
  • Superior Traders (+20%) cost: 3 points
  • Master Traders (+30%) cost: 5 points


Notes
- Uselfulness depends on the number of available planets - the more of them, the less usefull it is. In DA and DL trade usually generates 1000 - 2000 BC revenue, while one class 10 planet usually generates 200 - 400 BC. It is better to look at trade as a diplomatic tool with some financial benefit.
- There'a also another in-game nerf to trade revenue: it is halved when treasury surpasses 10,000 BC. However this seems to be gone in DA 1.6 beta5.

[edit] Trade Routes Bonus

This bonus allows additional trade routes to be created

  • Gifted Traders (+1%) cost: 3 points
  • Superior Traders (+2%) cost: 6 points
  • Master Traders (+3%) cost: 9 points


Notes
- +1% means +1 trade route in this case
- You still must research the technology 'Trade' in order to use any trade routes
- Limited usefulness in DA and DL. See Trade Bonus for explanation.
- There's also a hard-coded limit of 12 trade routes one civ can have. If you chose Neutral Alignment (with tech for 12 trade routes) and also pick those bonuses, you'll not be able to utilize them.

[edit] Weapons Bonus

Improves your ships' attack ratings for all three types of weapons.

  • Superior (+10%) cost: 1 point
  • Master (+20%) cost: 2 points


Notes
- As of 1.1, "True Warrior" (+50%) was removed from weapons and that Superior and Master were reduced by one-third.
- Usefull in both DL and DA. Very usefull for Super Warrior race trait in DA.

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