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Part 23
Galactic Civilizations II

Part 23

A guide to Galactic Civilizations II's racial abilities. Learn about empire-wide bonuses like Economics, Weapons, Speed, and more, and how they impact your game.

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A guide to Galactic Civilizations II's racial abilities. Learn about empire-wide bonuses like Economics, Weapons, Speed, and more, and how they impact your game.

Alright, let's dive into the nitty-gritty of your empire's core strengths in Galactic Civilizations II. This section covers what the game calls 'Racial Abilities,' but think of them as your empire's inherent traits that affect pretty much everything you do. There are about 30 of these, and they can give you a boost or, watch out, even a penalty if you're not careful! These abilities are separate from the improvements you build on planets or the techs you research, so keep that in mind. They're the foundational stuff that shapes your entire civilization. Here's a quick rundown of what each ability does: * **0 - Economics:** Boosts how much money your colonies generate. More money means more stuff! * **1 - Weapons:** Makes your ships hit harder. Essential for when diplomacy fails. * **2 - Defense:** Improves your defensive capabilities. Good for when you want to say 'no thank you' to invaders. * **3 - Speed:** Gives your ships more moves each turn. Faster ships mean faster exploration and faster responses. * **4 - Morale:** Increases your population's happiness, leading to a higher approval rating. Happy citizens are productive citizens. * **5 - Population Growth:** Speeds up how quickly your population expands. More people means more workers and soldiers. * **6 - Social Production:** Makes your planetary improvements build faster. Get those upgrades up and running quicker! * **7 - Military Production:** Speeds up ship construction. When you need a fleet, you need it yesterday. * **8 - Research:** Accelerates your tech research. The faster you get new tech, the further ahead you'll be. * **9 - Influence:** Increases your cultural sway. This helps with votes in the United Planets and can even make enemy planets flip to your side. * **10 - Trade:** Boosts your income from trade routes. More trade, more profit. * **11 - Diplomacy:** Affects your relationships with other civilizations. Better diplomacy can smooth over disputes and improve trade deals. * **12 - Hit Points:** Increases the health of your ships. Tougher ships survive longer. * **13 - Repair:** Makes your ships repair faster. Get your fleet back in fighting shape sooner. * **14 - Sensors:** Extends the visibility range around your ships and planets. Know what's out there before it knows you're there. * **15 - Espionage:** Makes your spying efforts more effective. Gather intel or sabotage your rivals. * **16 - Soldiering:** Boosts your soldiers during planetary invasions. Crucial for taking planets by force. * **17 - Interest Rates:** Helps you when purchasing improvements or ships. This can make big investments a bit more manageable. * **18 - Planet Quality:** If high enough, this can increase the class of all the planets you colonize. Better planets mean better development. * **19 - Trade Routes:** Determines how many trade routes you can establish. More routes mean more income. * **20 - Crime:** This one is currently unused. No worries here. * **21 - Cabinet:** Also unused at the moment. * **22 - Range:** Increases the travel distance for your ships from starbases and planets. Explore further! * **23 - Luck:** Increases the chance of positive random events. Who doesn't like a bit of good fortune? * **24 - Courage:** Helps your ships perform better in battle. A morale boost for your fleet. * **25 - Creativity:** Increases the odds of randomly researching a new technology. A nice little surprise boost to your research. * **26 - Government:** Another unused ability for now. * **27 - Loyalty:** Makes your citizens less likely to revolt or flip to another culture. Keep your empire stable. * **28 - Logistics:** Determines the maximum number of ships allowed in a fleet. Manage your fleet sizes effectively. * **29 - Miniaturization:** Reduces the size of ship components and increases hull size. Allows for more efficient ship designs. * **30 - Home Planet Quality:** Makes your starting colony planet a higher class. A strong start is always good! Keep these abilities in mind when you're choosing your race or developing your empire. They can really shape your strategy!

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