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What is Galactic Civilizations[]

Galactic Civilizations is a 4x Turn based strategy game created by Stardock, with the third release to the series having recently come out. The game contains a custom race function that allows players to create their own unique factions. Using this feature I have decide to create mine and other players factions in sporewiki fiction for the game. The process is described below.

Overview[]

  • Faction's Name
  • Short Version of your Faction's Name
  • Ship Callsign
  • Name of your faction's leader
  • Name of your faction's homeworld
  • Short description of your faction.
  • Description of your faction's teacher.
  • Description of the interior of your faction's spaceships (or provide a PNG of the background you want)
  • PNG of your faction's flag or other significant symbol
  • PNG of your faction's leader

Start Up Screen Description[]

  • Race Motto
  • Description of faction in more detail.
  • Description of your faction's strengths and weaknesses

Traits and Abilities of Your Civilizations[]

  • Traits - Are innate properties of the race, that helps determine what they are skilled at or weak with. They cost trait points, you start with a total of five. Making your faction good at a trait costs either 1 point for level +1 of a trait and two for +2 of a trait. Making them bad at a trait gives you extra trait points to use, 1 extra for -1 trait and 2 extra for -2 traits. You can only improve your observant, fast, and organized traits if you wish(they are marked in red on this).
    • Productive group - Modifies how quickly improvements are built on your planets
    • Clever group - Modifies how quickly research is done
    • Influential group - Modifies how quickly borders are expanded
    • Economical group - Modifies how quickly credits are gained
    • Content group - Modifies your Empires Goods and Services
    • Fertile group - Modifies how quickly your planets population grows
    • Handy group - Modifies all types of maintenance substantially
    • Dense group - Modifies the amount of Mass your ships can carry
    • Militant group - Modifies the rate Shipyards produce ships
    • Popular group - Modifies the amount of credits made from Tourism
    • Traders group - Modifies the amount of credits earned from Trade Routes
    • Farmers group - Modifies the amount of people your planets can support
    • Brutal group - Modifies the success of Planetary Invasions
    • Courageous group - Modifies the ability to resist Planetary Invasions
    • Tough group - Modifies the durability of your ships
    • Accurate group - Modifies the Accuracy of your ships when attacking
    • Agile group - Modifies the Range of all your Ships
    • Resilient group - Modifies how quickly your ships are repaired after battle
    • Adventuresome group - Modifies the Range of all your Ships
    • Likeable group - Modifies other players attitude toward you
    • Observant group - Modifies the visible range around your ships
    • Fast group - Modifies how far your ships can travel each turn
    • Organized group - Modifies how many ships you can have in a fleet
  • Race Type - Choose One
    • Carbon Based - Requires farms in order to grow.
    • Synthetic - Fabricate their populations in special factories.
    • Aquatic - Can colonize water planets early in the game with no penalty.
    • Silicon Based - Harvest minerals to grow their population.
  • Staring Ships - Choose One
    • Survey Ship - Explores anomalies
    • Colony Ship - Colonizes planets
    • Two Constructors - Constructs starbases
    • Three Scouts - Explores
    • Two Furies - Small warships.
  • Abilities - Abilities represent the culture of the race giving benefits, you are allowed two of these.
    • Adaptable - Can colonize aquatic, frozen and barren worlds.
    • Ancient - Gets Research from Precursor Artifacts, receives access to precursor technologies.
    • Angry - Their just very angry, starts with a military vessel.
    • Bureaucrats - Starts with extra administrators.
    • Certain - Believes their philosophy should universal, increased influence, special planet improvements.
    • Colonizers - First improvement on all new colonies is free.
    • Conquers - Legions start twice as good as anyone else's.
    • Cybernetic - Gives access to powerful technology and improvements for races not afraid to interface with superior technologies.
    • Determined - Ships get +5 tiles of range.
    • Devout - Starts with a cleric, access to jihad technologies
    • Diplomatic - Can build a galactic council, gains access to tourism technologies, gets diplomatic bonuses.
    • Discreet - Receives a free random tier one mercenary every game.
    • Engineers - Shipyard production decays at half of the normal rate.
    • Heroic - Starts with war colledge, bonuses to legions defending a planet.
    • Hopeful - Believes any civilization capable of space teavel must be a potential friend, higher moral on planets.
    • Intuitive - Starts with free Research
    • Inventive - Starts with engineering citizen type and a constructor.
    • Knowledgeable - Starts knowing the location of other homeworlds
    • Paranoid - Free drones defend planets, shipyards and starbases
    • Prolific - Planets start with 50% more population then what was brought on the colony ship, population grows faster.
    • Resourceful - Starts with useful resources.
    • Scavagers - Have a 25% chance of capturing ships from vanquished foes.
    • Slavers - Gain access to slaving technologies and an ideology point every time you conquer a planet.
    • Sneaky - Starts with espionage technologies.
    • Starfaring - All starbases get the first module free. All ships are immune to Nebula effects.
    • Time Travelers - Traveled back to this time frome the future, great tech, no infrastructure.
    • Traders - Starts with a freighter, access to special trade related improvements, access to acquisition technologies.
    • Unrelenting - Invasions never cost credits
    • Unwavering - Colonies are much harder to Culture flip.
    • Vigilant - Starbases have a larger area of effect, enemy ships are slowed and player ships gain attack bonuses while in the area of a starbase.
    • Warriors - Ingnore 10% of damage done to their ships, all weapons have 10% longer range.
    • Wealthy - Starts with tourism enabled and with extra credit
    • Xenophobic - Not interested in expanding. Wants to built a small, secure empire/

Appearance[]

  • Faction's two main colors.
  • Faction's ship's two main colors
  • Basic description of faction's ships.
  • Basic descriptions of faction's starbases.
  • Basic description of your faction's shipyards
  • NOTE: I will not be able to match these exactly, I will do my best.

Personality[]

  • Ideology - Your races moral alignment, gives certain benefits as well as deciding behavior when the AI is playing your race.
    • Benevolent
    • Pragmatic
    • Malevolent
  • Personality - Does not effect you much, rather it effects how the AI plays your race. Note: Best to stick with only three of these to avoid contradicting personality traits.
    • Aggressive - More likely to take extreme action in response to diplomatic slights.
    • Peaceful - More likely to select a moderate response to diplomatic slights, and emphasizes things in common to promote harmony.
    • Cruel - Tendency to pick on weaker players, and cares less about cultural animosit
    • Expansionist - Prioritizes opportunities to expand their empire.
    • Greedy - Prioritizes opportunity to increase their treasury by any means.
    • Opportunistic - Values chance to come out ahead in any situation.
    • Scientific - Prioritizes technology research and trade.
    • Diplomatic - Prioritizes effectiveness in diplomatic communication.
    • Cultural - Values things that increase their influence in the galaxy.
    • Spiritual - Places increased importance on ideological choices.
    • Trader - Seeks opportunities for peaceful trade.
    • Xenophobic - More distrustful of all factions.
  • Priorities - Once again, decides your races behavior when the AI is playing. Decides what its priories are in a list from 1st order of importance to 9th. Each priority occupies a place on the list.
    • Military
    • Expansion
    • Tech
    • Logistics
    • Growth
    • Diplomacy
    • Wealth
    • Influence
    • Fortification

Conversations and Greetings[]

(what your faction says when speaking to others)

  • First Contact
    • When initiating to first contact
    • When responding to first contact.
  • Declare War
    • When initiating a declaration of war.
    • When responding to a declaration of war.
  • Request Peace
    • When initiating a request for peace.
    • When responding to a request for peace.
    • End of conversation.
  • Warn Military Build Up
    • When initiating a warning of military build up.
    • When responding to a warning of military build up.
    • End of conversation.
  • Help Friendly Player
    • When initiating an offer for help.
    • When responding to an offer for help.
    • End of conversation.

Finished Projects[]

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