Difference between revisions of "CYOE5 Trait"

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''All Research facilities provide +15 RP per turn(incl. Orbital Habitat, Homeworld Station)'' }}{{#ifeq: {{{trait|}}} | Marine Focus | Maybe life on your planet is tough or perhaps you have the most rigorous training regime since ancient Sparta, or perhaps it’s your augmentative technology for your troops. Whatever the case your ground forces are peerless, if you are invading a planet, boarding a ship or repelling borders, the enemy is in for a fight they’re not soon going to forget. Mechanically this improves your infantries effectiveness by 25% and gives you the opportunity to potentially capture ships before they can self destruct.
 
''All Research facilities provide +15 RP per turn(incl. Orbital Habitat, Homeworld Station)'' }}{{#ifeq: {{{trait|}}} | Marine Focus | Maybe life on your planet is tough or perhaps you have the most rigorous training regime since ancient Sparta, or perhaps it’s your augmentative technology for your troops. Whatever the case your ground forces are peerless, if you are invading a planet, boarding a ship or repelling borders, the enemy is in for a fight they’re not soon going to forget. Mechanically this improves your infantries effectiveness by 25% and gives you the opportunity to potentially capture ships before they can self destruct.
  
''Troop effectiveness increased by 25%
+
''Troop effectiveness increased by 25%<br />May attempt to capture ships before self destruct.'' }}{{#ifeq: {{{trait|}}} | Salvage Discipline | To your people, there’s no point wasting material, not even from something like a battle, that debris needs clearing away! You are the people to do it. Any battle you take part in that your side wins, you will salvage 10% of the PP worth of all ships destroyed and you gain 15 PP extra from Production Stations working in Technological Graveyards(stacks with Production Focus). Note: If the enemy however self destructs, you gain no PP as self destruction deliberately destroys any useful salvage parts.
May attempt to capture ships before self destruct.'' }}{{#ifeq: {{{trait|}}} | Salvage Discipline | To your people, there’s no point wasting material, not even from something like a battle, that debris needs clearing away! You are the people to do it. Any battle you take part in that your side wins, you will salvage 10% of the PP worth of all ships destroyed and you gain 15 PP extra from Production Stations working in Technological Graveyards(stacks with Production Focus). Note: If the enemy however self destructs, you gain no PP as self destruction deliberately destroys any useful salvage parts.
 
  
''Production Stations in Tecnological Graveyards provide +15 PP.
+
''Production Stations in Tecnological Graveyards provide +15 PP.<br />Space victory provides 10% pp salvage of all ships destroyed. (Excluding Self Destruct)'' }}{{#ifeq: {{{trait|}}} | Colonisation Initiative | The founding colony ship of your empire was either very thorough in its initial survey, very patent in finding a home, or was incredibly lucky. Whatever the case may be, you start off with one additional class 0 planet in your home system.
Space victory provides 10% pp salvage of all ships destroyed. (Excluding Self Destruct)'' }}{{#ifeq: {{{trait|}}} | Colonisation Initiative | The founding colony ship of your empire was either very thorough in its initial survey, very patent in finding a home, or was incredibly lucky. Whatever the case may be, you start off with one additional class 0 planet in your home system.
 
  
 
''+1 Class 0 in home system.'' }}{{#ifeq: {{{trait|}}} | Ancient | Your empire is older than living memory, with pillars of science beyond imagining. You start with 3 tier I, 2 tier II military & economic techs instead of 2 tier I and 1 tier II tech. Incompatible with Historians, Young and Wide Research Base.
 
''+1 Class 0 in home system.'' }}{{#ifeq: {{{trait|}}} | Ancient | Your empire is older than living memory, with pillars of science beyond imagining. You start with 3 tier I, 2 tier II military & economic techs instead of 2 tier I and 1 tier II tech. Incompatible with Historians, Young and Wide Research Base.
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''+1 Class 0 in system adjacent to home.'' }}{{#ifeq: {{{trait|}}} | Garden of Kadesh | Your civilization lurks in the dark places of the galaxy, building its strength where others see only navigational hazards. Each nebula you come across may be treated as though it were a Class H planet (Though bought with the Turn 0 Exception prices not with a Colony Ship), though one that cannot be raised above Class 2, this may be captured by other empires, but only those with this trait can upgrade it (So if an empire without this trait captures your Class 1h Nebula they cannot upgrade it to class 2h).
 
''+1 Class 0 in system adjacent to home.'' }}{{#ifeq: {{{trait|}}} | Garden of Kadesh | Your civilization lurks in the dark places of the galaxy, building its strength where others see only navigational hazards. Each nebula you come across may be treated as though it were a Class H planet (Though bought with the Turn 0 Exception prices not with a Colony Ship), though one that cannot be raised above Class 2, this may be captured by other empires, but only those with this trait can upgrade it (So if an empire without this trait captures your Class 1h Nebula they cannot upgrade it to class 2h).
  
''May colonize and upgrade nebula.
+
''May colonize and upgrade nebula.<br />Cost to colonize 600 PP.<br />Nebula act as Class H planets up to max of H2.'' }}{{#ifeq: {{{trait|}}} | Backwater Navigation | Open space? Try clouded space. Whether it be advanced senors, EMP resistant hulls, or because you've grown up in hazardous space, navigational hazards hold little threat to you, indeed you are able to use the harsher galactic environments to your advantage. Your ships gain combat bonuses when using the terrain in Nebulae, Magnetic Fields, Technological Graveyards, Asteroid fields, and Black Holes.
Cost to colonize 600 PP.
 
Nebula act as Class H planets up to max of H2.'' }}{{#ifeq: {{{trait|}}} | Backwater Navigation | Open space? Try clouded space. Whether it be advanced senors, EMP resistant hulls, or because you've grown up in hazardous space, navigational hazards hold little threat to you, indeed you are able to use the harsher galactic environments to your advantage. Your ships gain combat bonuses when using the terrain in Nebulae, Magnetic Fields, Technological Graveyards, Asteroid fields, and Black Holes.
 
  
 
''Combat bonuses in rough space.'' }}{{#ifeq: {{{trait|}}} | Station Defenses | Production Stations and Research Stations are armed with stationary guns the strength of 1x CL-3 for Small stations, 1x CL-4 for Medium Stations, and 1x CL-5 for Large Stations. Additionally, they possess 3x F-wings at all levels of development.
 
''Combat bonuses in rough space.'' }}{{#ifeq: {{{trait|}}} | Station Defenses | Production Stations and Research Stations are armed with stationary guns the strength of 1x CL-3 for Small stations, 1x CL-4 for Medium Stations, and 1x CL-5 for Large Stations. Additionally, they possess 3x F-wings at all levels of development.
  
''All Production and Research stations carry 3x F-Wings.
+
''All Production and Research stations carry 3x F-Wings.<br />Station sizes armed with fire-power equivalent to:<br />Small = CL3<br />Medium = CL4<br />Large = CL5'' }}{{#ifeq: {{{trait|}}} | No Civilians | Nobody is a civilian in your empire. Everyone pulls together, everyone knows how to handle a weapon, and nobody is left out of a fight. All ships with the Non-combatant tag have it removed. This also allows Transports to use the Boarding Technology. Additionally, your stations are harder to capture.
Station sizes armed with fire-power equivalent to:
 
Small = CL3
 
Medium = CL4
 
Large = CL5'' }}{{#ifeq: {{{trait|}}} | No Civilians | Nobody is a civilian in your empire. Everyone pulls together, everyone knows how to handle a weapon, and nobody is left out of a fight. All ships with the Non-combatant tag have it removed. This also allows Transports to use the Boarding Technology. Additionally, your stations are harder to capture.
 
  
''No ships with non-combatant tag.
+
''No ships with non-combatant tag.<br />Transports may use Boarding technology.<br />Stations harder to capture.'' }}{{#ifeq: {{{trait|}}} | Elite Training | Whether through augmentation, rigid training or unprecedented patriotism, your naval personnel are of paramount quality. All ships you control gain a bonus to Training.
Transports may use Boarding technology.
 
Stations harder to capture.'' }}{{#ifeq: {{{trait|}}} | Elite Training | Whether through augmentation, rigid training or unprecedented patriotism, your naval personnel are of paramount quality. All ships you control gain a bonus to Training.
 
  
 
''All ships gain bonus to training.'' }}{{#ifeq: {{{trait|}}} | Economically Capable | Your civilization understands the keystones of a successful economy, and are highly adept at putting them into practice. You have a natural bonus to Stability.
 
''All ships gain bonus to training.'' }}{{#ifeq: {{{trait|}}} | Economically Capable | Your civilization understands the keystones of a successful economy, and are highly adept at putting them into practice. You have a natural bonus to Stability.
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''Convoy raids gather 75% of resources.'' }}{{#ifeq: {{{trait|}}} | Mining Prowess | From a naturally corporate approach, pragmatism, or some trace of essential pacifism, your larger warships are equipped with mining and processing equipment. Warships of CL4 hull and larger all produce 5 PP per turn in systems with Asteroid Fields/Belts, and 5 RP per turn in systems with Nebulae/Magnetic Fields. Note that a supply chain or transports must be available to take advantage of this, the ships themselves cannot store the resources. The income from Mining Prowess is not affected by Production/Research Focus or Reduction, or by Titanic/Mass Produced ships.
 
''Convoy raids gather 75% of resources.'' }}{{#ifeq: {{{trait|}}} | Mining Prowess | From a naturally corporate approach, pragmatism, or some trace of essential pacifism, your larger warships are equipped with mining and processing equipment. Warships of CL4 hull and larger all produce 5 PP per turn in systems with Asteroid Fields/Belts, and 5 RP per turn in systems with Nebulae/Magnetic Fields. Note that a supply chain or transports must be available to take advantage of this, the ships themselves cannot store the resources. The income from Mining Prowess is not affected by Production/Research Focus or Reduction, or by Titanic/Mass Produced ships.
  
''Warships of CL4+ provide PP or RP production.
+
''Warships of CL4+ provide PP or RP production.<br />+5 PP per turn in Asteroid Belts and Fields.<br />+5 RP per turn in Nebulae and Magnetic Fields.<br />Must have supply chain.<br />Not affected by Titanic/Mass Produced or by other traits.'' }}{{#ifeq: {{{trait|}}} | Production Reduction | Perhaps they’re lazy, perhaps your machinery is just not efficient or your designs just take longer to build, whatever the case your production facilities just can’t match those of other empires. All your production facilities (including planets) produce 15 less Production Points at the end of the turn.
+5 PP per turn in Asteroid Belts and Fields.
 
+5 RP per turn in Nebulae and Magnetic Fields.
 
Must have supply chain.
 
Not affected by Titanic/Mass Produced or by other traits.'' }}{{#ifeq: {{{trait|}}} | Production Reduction | Perhaps they’re lazy, perhaps your machinery is just not efficient or your designs just take longer to build, whatever the case your production facilities just can’t match those of other empires. All your production facilities (including planets) produce 15 less Production Points at the end of the turn.
 
  
 
''All facilities provide -15 PP per round.'' }}{{#ifeq: {{{trait|}}} | Research Reduction | Due to oppression by the ruling class, your people favor athletics and the military over academics. Whatever the reason every one of your research facilities (including planets) produces 15 less Research Points.
 
''All facilities provide -15 PP per round.'' }}{{#ifeq: {{{trait|}}} | Research Reduction | Due to oppression by the ruling class, your people favor athletics and the military over academics. Whatever the reason every one of your research facilities (including planets) produces 15 less Research Points.
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''Troops are 25% less effective.'' }}{{#ifeq: {{{trait|}}} | No Colonization Initiative | Your people have a very special place in the universe, in that you have no home. For whatever reason your colony ship was unable to find a planet or perhaps it was lost in a calamity and all that is left is space stations and ships. You begin play with zero class 0 planets in your home system. May not be taken with It Will Do.
 
''Troops are 25% less effective.'' }}{{#ifeq: {{{trait|}}} | No Colonization Initiative | Your people have a very special place in the universe, in that you have no home. For whatever reason your colony ship was unable to find a planet or perhaps it was lost in a calamity and all that is left is space stations and ships. You begin play with zero class 0 planets in your home system. May not be taken with It Will Do.
  
''No Class 0 planets in home system.
+
''No Class 0 planets in home system.<br />May not take It Will Do.'' }}{{#ifeq: {{{trait|}}} | Young | Your empire suffered from a Dark Age - or perhaps you simply kept going along the wrong tracks with its research. Regardless of the reason, you start with only 1 tier I military and economic tech instead of 2, and you have no tier II techs. This means you will also need to research the Tier 2 Pathway technologies. Incompatible with Historians, Ancient and Wide Research Base.
May not take It Will Do.'' }}{{#ifeq: {{{trait|}}} | Young | Your empire suffered from a Dark Age - or perhaps you simply kept going along the wrong tracks with its research. Regardless of the reason, you start with only 1 tier I military and economic tech instead of 2, and you have no tier II techs. This means you will also need to research the Tier 2 Pathway technologies. Incompatible with Historians, Ancient and Wide Research Base.
 
  
''Starts with 1x T1 Domestic and 1x T1 Military technologies.
+
''Starts with 1x T1 Domestic and 1x T1 Military technologies.<br />Needs to research T2 pathway technologies to research T2 technologies.<br />May not take Historians, Ancient or Wide Research Base'' }}{{#ifeq: {{{trait|}}} | Slow & Steady | Inefficient engine design, shortages of exotic fuel, or merely no desire to rush around the galaxy means that your ships lack the speed to match other empires. While this does not affect their combat performance, it means that your ships can move one less jump per turn (one jump per round normally, or two with Advanced Propulsion tech), and only BR class ships can take the Run Blockade option unless the blockading ships also have this trait.
Needs to research T2 pathway technologies to research T2 technologies.
 
May not take Historians, Ancient or Wide Research Base'' }}{{#ifeq: {{{trait|}}} | Slow & Steady | Inefficient engine design, shortages of exotic fuel, or merely no desire to rush around the galaxy means that your ships lack the speed to match other empires. While this does not affect their combat performance, it means that your ships can move one less jump per turn (one jump per round normally, or two with Advanced Propulsion tech), and only BR class ships can take the Run Blockade option unless the blockading ships also have this trait.
 
  
''Ships only make one jump per round as standard.
+
''Ships only make one jump per round as standard.<br />Only Blockade Runners may run blockades unless other side also has this trait.''}}{{#ifeq: {{{trait|}}} | Nomadic | Your people never stay in one place for long, and any planets you claim are subject to massive mining operations instead of colonization. Your ships are more home to your people than any world, and any stations often double their duties with providing living space for your wandering people. Your planets do not come with any of the defenses that planets usually come with and require half the troop capacity to capture.
Only Blockade Runners may run blockades unless other side also has this trait.''}}{{#ifeq: {{{trait|}}} | Nomadic | Your people never stay in one place for long, and any planets you claim are subject to massive mining operations instead of colonization. Your ships are more home to your people than any world, and any stations often double their duties with providing living space for your wandering people. Your planets do not come with any of the defenses that planets usually come with and require half the troop capacity to capture.
 
  
''Planets do not come with standard defenses.
+
''Planets do not come with standard defenses.<br />Planets have half troop capacity of standard.'' }}{{#ifeq: {{{trait|}}} | It Will Do | Your colony ship arrived in the system to find less than hoped, more than feared. Your home system has no class 0 planets, only a class H. May not be taken with No Colonization Initiative.
Planets have half troop capacity of standard.'' }}{{#ifeq: {{{trait|}}} | It Will Do | Your colony ship arrived in the system to find less than hoped, more than feared. Your home system has no class 0 planets, only a class H. May not be taken with No Colonization Initiative.
 
  
 
''Starts with no Class 0 planet. Starts with 1 Class H planet.
 
''Starts with no Class 0 planet. Starts with 1 Class H planet.
 
May not take No Colonization Initiative.'' }}{{#ifeq: {{{trait|}}} | Alien Resources | Your economy is based entirely upon synthetic materials, and the gases and minerals in asteroid belts and nebulae are of no use. You gain no benefit from asteroid, technological graveyard, rare and nebula resource bonuses. May not be taken with Mining Prowess.
 
May not take No Colonization Initiative.'' }}{{#ifeq: {{{trait|}}} | Alien Resources | Your economy is based entirely upon synthetic materials, and the gases and minerals in asteroid belts and nebulae are of no use. You gain no benefit from asteroid, technological graveyard, rare and nebula resource bonuses. May not be taken with Mining Prowess.
  
''No benefit from terrain resource bonuses.
+
''No benefit from terrain resource bonuses.<br />May not take Mining Prowess.'' }}{{#ifeq: {{{trait|}}} | Rapid Training | Crew aren't as important as the ships, right? If the ships are good, they'll figure it out. All ships you control have a penalty to their Training.
May not take Mining Prowess.'' }}{{#ifeq: {{{trait|}}} | Rapid Training | Crew aren't as important as the ships, right? If the ships are good, they'll figure it out. All ships you control have a penalty to their Training.
 
  
 
''Penalty to Training.'' }}{{#ifeq: {{{trait|}}} | Economically Incapable | While you can get the resources mined and processed, the people paid and everything running, it's all by the skin of your teeth. If something goes wrong, it could all crash down around your ears. You have a natural penalty to Stability.
 
''Penalty to Training.'' }}{{#ifeq: {{{trait|}}} | Economically Incapable | While you can get the resources mined and processed, the people paid and everything running, it's all by the skin of your teeth. If something goes wrong, it could all crash down around your ears. You have a natural penalty to Stability.
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''Starts with 1 Class H extra.'' }}{{#ifeq: {{{trait|}}} | The Flotilla | Your people are born, live and die in space. To them, planets are just a resource to be exploited, not a place to call home. You start the game with Mobile Homeworld, Mobile Production Base, Mobile Research Ship and Colony ship tech in addition to chosen starting techs. While undeployed, they produce their normal income. While deployed, they produce twice the normal income. Additionally, class 4 and beyond ships in systems with an asteroid field/belt or technological graveyard produce an additional 5 PP. This bonus stacks with Mining Prowess. The downside is that you can not build any stations aside for defense stations with a colonized planet. NOTE: Mobile Research/Production/Homeworld ships still count towards your station limit with this trait, as such you cannot gain income from more than 20 ships in the same system, in addition other traits which influence income are added after the doubling when deployed.
 
''Starts with 1 Class H extra.'' }}{{#ifeq: {{{trait|}}} | The Flotilla | Your people are born, live and die in space. To them, planets are just a resource to be exploited, not a place to call home. You start the game with Mobile Homeworld, Mobile Production Base, Mobile Research Ship and Colony ship tech in addition to chosen starting techs. While undeployed, they produce their normal income. While deployed, they produce twice the normal income. Additionally, class 4 and beyond ships in systems with an asteroid field/belt or technological graveyard produce an additional 5 PP. This bonus stacks with Mining Prowess. The downside is that you can not build any stations aside for defense stations with a colonized planet. NOTE: Mobile Research/Production/Homeworld ships still count towards your station limit with this trait, as such you cannot gain income from more than 20 ships in the same system, in addition other traits which influence income are added after the doubling when deployed.
  
''Starts with Mobile Homeworld, Mobile Production Base, Mobile Research Ship and Colony Ship technologies.
+
''Starts with Mobile Homeworld, Mobile Production Base, Mobile Research Ship and Colony Ship technologies.<br />Domestic ships produce standard income while undeployed. Double income while deployed.<br />CL4+ ships in Asteroid Belts, Fields or Technological Graveyards produce +5pp per round.<br />May not build stations other than Defense Stations. Defense Stations require a habitable world in the same system.<br />MPBs, MRBs and Homeworld ships count towards station limit.<br />May not take Spacebound.'' }}{{#ifeq: {{{trait|}}} | Spacebound | Perhaps you have adapted to life on starships and have no desire to tread the surface of a planet, or perhaps you are an alien species native to the void of space. Whatever the reason, planets are all hostile to you, and you cannot make use of them. You cannot colonize or attempt to capture any planets, though you can bombard them as normal. As an adaption, you start out with Orbital Habitats and Homeworld Station technology among your chosen starting techs and stations cost 5% PP less to build. You may not take this trait with The Flotilla or Nomadic.
Domestic ships produce standard income while undeployed. Double income while deployed.
 
CL4+ ships in Asteroid Belts, Fields or Technological Graveyards produce +5pp per round.
 
May not build stations other than Defense Stations. Defense Stations require a habitable world in the same system.
 
MPBs, MRBs and Homeworld ships count towards station limit.
 
May not take Spacebound.'' }}{{#ifeq: {{{trait|}}} | Spacebound | Perhaps you have adapted to life on starships and have no desire to tread the surface of a planet, or perhaps you are an alien species native to the void of space. Whatever the reason, planets are all hostile to you, and you cannot make use of them. You cannot colonize or attempt to capture any planets, though you can bombard them as normal. As an adaption, you start out with Orbital Habitats and Homeworld Station technology among your chosen starting techs and stations cost 5% PP less to build. You may not take this trait with The Flotilla or Nomadic.
 
  
''May not colonize planets.
+
''May not colonize planets.<br />Starts with Orbital Habitat and Homeworld Station technologies.<br />Stations cost 5% less PP to build.<br />May not take The Flotilla or Nomadic.'' }}{{#ifeq: {{{trait|}}} | Incompatible | Whether it is because your facilities are organic rather than technological, or made entirely of pure energy, your empire is totally incompatible with all others. Ships, stations and planets you own cannot be used by other players, and you cannot use theirs. Likewise, you can not trade or capture assets. Upon capture, planets lose all Class Levels and no PP is gained. Note: If taken with Alien Resources, you gain an extra 15 PP from Production Stations and MPBs.
Starts with Orbital Habitat and Homeworld Station technologies.
 
Stations cost 5% less PP to build.
 
May not take The Flotilla or Nomadic.'' }}{{#ifeq: {{{trait|}}} | Incompatible | Whether it is because your facilities are organic rather than technological, or made entirely of pure energy, your empire is totally incompatible with all others. Ships, stations and planets you own cannot be used by other players, and you cannot use theirs. Likewise, you can not trade or capture assets. Upon capture, planets lose all Class Levels and no PP is gained. Note: If taken with Alien Resources, you gain an extra 15 PP from Production Stations and MPBs.
 
  
''Player assets may not be used by other players.
+
''Player assets may not be used by other players.<br />May not capture or trade.<br />Captured planets lose all Class Levels.<br />+15 PP per turn from Production Stations and MPBs if taken with Alien Resources.'' }}{{#ifeq: {{{trait|}}} | No Standard Ships | Your empire believes in extravagance and thus refuses to produce any Standard quality ships, but you can build Mass Produced and Titanic craft.
May not capture or trade.
 
Captured planets lose all Class Levels.
 
+15 PP per turn from Production Stations and MPBs if taken with Alien Resources.'' }}{{#ifeq: {{{trait|}}} | No Standard Ships | Your empire believes in extravagance and thus refuses to produce any Standard quality ships, but you can build Mass Produced and Titanic craft.
 
  
''May not produce Standard craft.
+
''May not produce Standard craft.<br />May produce both Mass Produced and Titanic craft.''}}{{#ifeq: {{{trait|}}} | Totalitarian | Your rigid control over every aspect of your empire gives a bonus to Stability. However, you have a penalty to Happiness. This stacks with other traits.
May produce both Mass Produced and Titanic craft.''}}{{#ifeq: {{{trait|}}} | Totalitarian | Your rigid control over every aspect of your empire gives a bonus to Stability. However, you have a penalty to Happiness. This stacks with other traits.
 
  
''Bonus to Stability.
+
''Bonus to Stability.<br />Penalty to Happiness.''}}{{#ifeq: {{{trait|}}} | Democracy | Everyone has a say, and everyone is listened to. Your Happiness is higher as a result, as your people feel that they are responsible for all that occurs, but the incessant arguments and debates results in a penalty to Stability. This stacks with other traits.
Penalty to Happiness.''}}{{#ifeq: {{{trait|}}} | Democracy | Everyone has a say, and everyone is listened to. Your Happiness is higher as a result, as your people feel that they are responsible for all that occurs, but the incessant arguments and debates results in a penalty to Stability. This stacks with other traits.
 
  
''Bonus to Happiness.
+
''Bonus to Happiness.<br />Penalty to Stability.'' }}{{#ifeq: {{{trait|}}} | Hive-mind | The minds of your people are connected to one another, and thus you have a natural bonus to Happiness and Stability. The downside is that everything takes longer because you are literally one mind spanning many bodies. Thus research takes 1 round extra to complete.
Penalty to Stability.'' }}{{#ifeq: {{{trait|}}} | Hive-mind | The minds of your people are connected to one another, and thus you have a natural bonus to Happiness and Stability. The downside is that everything takes longer because you are literally one mind spanning many bodies. Thus research takes 1 round extra to complete.
 
  
''Bonus to Happiness and Stability.
+
''Bonus to Happiness and Stability.<br />Research takes +1 round.''}}{{#ifeq: {{{trait|}}} | Menace | You may not form alliances or trade with other players, may not bribe pirates, and in general may not do anything not directly related to your own empire. However, you start with 1 extra tier II technology to start with, have a bonus to Stability and Happiness, and have significant bonuses to your ships. SUBJECT TO ADMIN APPROVAL. You may only take this trait if you gain permission.
Research takes +1 round.''}}{{#ifeq: {{{trait|}}} | Menace | You may not form alliances or trade with other players, may not bribe pirates, and in general may not do anything not directly related to your own empire. However, you start with 1 extra tier II technology to start with, have a bonus to Stability and Happiness, and have significant bonuses to your ships. SUBJECT TO ADMIN APPROVAL. You may only take this trait if you gain permission.
 
  
''Bonus to Stability and Happiness.
+
''Bonus to Stability and Happiness.<br />Bonuses to Ships.<br />Start with +1 TII technology.'' }}{{#ifeq: {{{trait|}}} | Hero and Nemesis | You start out with a ‘hero’ ship. This is an expensive and extremely capable vessel, which can be either economic or military in focus, the details of which can be discussed with the administrator. The hero is also extremely lucky, able to escape from all but the most dire of situations. However, you have a nemesis that will do their best to make life hard for you. SUBJECT TO ADMIN APPROVAL. You may only take this trait if you gain permission.}}{{#ifeq: {{{trait|}}} | Galactic Hunter | Your empire is intent on the eradication of a specific target specie, who have hid themselves somewhere in the Milkyway. You gain combat bonuses against them and any who ally with them, but if your empire goes too long without confronting them, your people become restless and their morale starts to waver, resulting in a penalty to Stability and Happiness. SUBJECT TO ADMIN APPROVAL. You may only take this trait if you gain permission.}}{{#ifeq: {{{trait|}}} | Historians | Your race does not learn for itself, but from old teachings, holy artefacts and long-forgotten relics. You cannot gain RP in any way, and cannot reverse engineer or trade technology. However, you have a preset, randomized research path that is always in progress, but you have no knowledge of what is being researched at the time. You may pause this to do artefact research, which comes free of charge but takes the usual time. You cannot isolate advanced technology, it is placed in your tech tree. You have no Technological Nature. SUBJECT TO ADMIN APPROVAL. You may only take this trait if you gain permission.
Bonuses to Ships.
 
Start with +1 TII technology.'' }}{{#ifeq: {{{trait|}}} | Hero and Nemesis | You start out with a ‘hero’ ship. This is an expensive and extremely capable vessel, which can be either economic or military in focus, the details of which can be discussed with the administrator. The hero is also extremely lucky, able to escape from all but the most dire of situations. However, you have a nemesis that will do their best to make life hard for you. SUBJECT TO ADMIN APPROVAL. You may only take this trait if you gain permission.}}{{#ifeq: {{{trait|}}} | Galactic Hunter | Your empire is intent on the eradication of a specific target specie, who have hid themselves somewhere in the Milkyway. You gain combat bonuses against them and any who ally with them, but if your empire goes too long without confronting them, your people become restless and their morale starts to waver, resulting in a penalty to Stability and Happiness. SUBJECT TO ADMIN APPROVAL. You may only take this trait if you gain permission.}}{{#ifeq: {{{trait|}}} | Historians | Your race does not learn for itself, but from old teachings, holy artefacts and long-forgotten relics. You cannot gain RP in any way, and cannot reverse engineer or trade technology. However, you have a preset, randomized research path that is always in progress, but you have no knowledge of what is being researched at the time. You may pause this to do artefact research, which comes free of charge but takes the usual time. You cannot isolate advanced technology, it is placed in your tech tree. You have no Technological Nature. SUBJECT TO ADMIN APPROVAL. You may only take this trait if you gain permission.
 
  
''May not gain RP.
+
''May not gain RP.<br />May not conduct research.<br />Gains technologies based upon a random path.<br />No technological nature.''}}
May not conduct research.
 
Gains technologies based upon a random path.
 
No technological nature.''}}
 

Revision as of 19:44, 18 January 2011