chrsmithdemos / open-ig

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[Traits] More traits #871

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Remote control (+2): Rockets and bombs are +50% more likely to hit a target 
with an ECM.

Master spying (+3): Spies gain experience twice as fast [IG2 DLC]

Secret service (+3): Your empire becomes practically unspyable, e.g., 90% of 
enemy spy activities will fail. The chances you gain a double agent is doubled. 
[IG2 DLC]

Attractive empire (+2): Revolting alien colonies are +75% more likely join your 
empire instead of others or the pirates. The morale threshold to leave your 
empire is reduced by 50%. Occupied enemy planets gain +5 morale.

Bunk bed (+2): Your civilization has long discovered that having a bunk bed 
increases the space utilization of their homes. Housing buildings gain +33% 
capacity.

Level 2 civilization (+5): You start with research available up to level 2 
tech. If Pre-hyperdrive is also selected, you'll still need to research 
hyperdrives.

Level 3 civilization (+8): You start with research available up to level 3 
tech. If Pre-hyperdrive is also selected, you'll still need to research 
hyperdrives.

Level 4 civilization (+11): You start with research available up to level 4 
tech. If Pre-hyperdrive is also selected, you'll still need to research 
hyperdrives.

Level 5 civilization (+14): You start with research available up to level 5 
tech. If Pre-hyperdrive is also selected, you'll still need to research 
hyperdrives.

Unique flagship (+6): You start with a Thorin flagship fully equipped with the 
best technologies. For non-human races, you start with 3 of the best battleship 
deployed and fully armed. However, equipment technologies are not made 
available.

Food for thought (+2): Your civilization eats healthy food, which translates to 
+33% more food/population coverage.

Happy nation (+3): Your civilization receives a +15 morale. Affects only 
planets where your race lives.

Scavengers (+3): You gain some money for each destroyed units, but only if you 
win the battle. 2.5% of the production cost of the destroyed unit, to be 
precise.

Guerilla nation (+2): If you lose a colony, their inhabitans will always fight 
the new owners, -10 morale.

I was attacked by one (+3): If you battle a race with superior technology, 
there is a 5% chance you get some nice tips for technologies they have but you 
not. The remaining research time of that technology is halved.

Original issue reported on code.google.com by akarn...@gmail.com on 30 Jul 2014 at 11:22