

Warriors – Ignores 10% of all damage to their ships. War Profiteers – Receives a 200% bonus from trade routes established with warring factions. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. Also grants access to the Unbroken Spirit Technologies. Unwavering – Colonies are much harder to Culture flip. Planets generate +1 more Influence per turn. Unrelenting – Starts the game with +10 Control. Resilient – Ships are immune to nebula and have access to special Hyperion improvements.

Each time a new Culture trait is gained another charge is earned. Spores – Starts with the ability to deploy Spores to a dead world to restore life. Slavers – Gain the ability to enslave your citizens, reducing their approval, production, and food consumption. Also grants access to the Look the Other Way Policy and improvements unlocked by increased Crime. Promethion – Ships have double the normal Hit Points but they don’t heal normally.Ĭrimelord – Starts allied with the pirates. Resourceful – Starts with some basic useful Resources. But whenever you construct a ship, two ships are constructed instead. Proliferation – Hit Points across all ships are reduced by 25%. īureaucrats – Starts with 50 Control and access coordination technologies.įertile – Starts with 2 additional workers and your population grows 25% faster. Ships within your borders also have their Hit Points increased by 25%.
#Galactic civilizations 3 console commands trait points free#
Paranoid – Free drones defend shipyards, planets, and starbases. Intuitive – Stats with access to Xeno Anthropology technologies and a free Culture point. Loyal – Leaders have +10 Loyalty and cost 25% less to recruit. Inspired – An additional leader is available for recruitment and leaders cost 25% fewer resources to recruit. Hopeful – Believes any civilization capable of space travel must be a potential friend. Hive Mind – Ships within your territory gain additional Hit Points based on per colony controlled. Starfaring – The ship range has been increased by 50%, and it now has the ability to detect and travel through Subspace Streams. Įxperienced – Battles grant 25% more Experience Points to all ships. Traders – Starts with a freighter and receives 3 free trade licenses as well as a significant boost to Persuasion. Culture grows every time they add to their technology.Įmpathy – Increases Diplomacy and reduces crime.Īrchaeologist – When an Artifact charge is earned, an additional charge is gained.Įngineers – Colony and asteroid production decay at half the normal rate. In addition, the civilization gains the ability to consume aliens and produce new Festron Citizens.Ĭybernetic – Gives access to more powerful technologies and improvements for factions who are not afraid to interfere with superior technologies.ĭevout – Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Ravenous – After conquering a planet, Ravenous receives 1,000 credits and 10% Approval for 25 turns. Additionally, every time a Culture Trait is unlocked, you will receive 30 bonus Research. They also receive three charges of the Dimensional Mirror power, which allows them to reveal a portion of space, and they get an extra charge every time a Culture Trait is earned.Ĭertain – Believes their philosophy should be universal, increase (+2) influence, and special planet improvements. Ĭartographer – Starts knowing the location of other homeworlds. The following is a list of all the Abilities available in the game:Īncient – Gets research from Precursor Artifacts and anomalies.

Abilities are like traits but there is no point system.
