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Seems like this is the Switzerland...

Each empire has the chance to have a special trait. These traits give empires certain advantages and disadvantages.

Sometimes, empires are born with double traits. All traits affect the empire and quite often these empires beat other empires that don't have any traits.

List of the Empire Specials[]

Icon Description
MilTrait
"Militant: Gains combat bonuses, but receives research penalty" Ships are better in combat. Able to build Terror Ships.
DefTrait
"Defensive: Gains defense bonus, and more likely to make peace" +50 points towards relationships. Able to build Gun boats.
StaTrait
"Stable: Unlikely to change political state"
XplTrait
"Explosive: Combat bonuses early, but grows weaker as it ages"
DipTrait
"Diplomatic: More likely to make peace, and other relations bonuses"
FanTrait
"Fanatical: No research, but military bonus, and automatically transcends after some time"
HorTrait
"Horde: Really agressive expansive, but will not develop their stars" Doesn't build ships (Except Flag Ship in Emperor Mode)
CulTrait
"Cult: Expands only through direct missionary work" Cult empires create mind control pods in large amounts to take over stars.
AggTrait
"Aggressive: Gains attack bonus, but receives a research penalty" Much faster passive expansion. Gets -30 points towards relations.
SciTrait
"Scientific: Gains research bonus" Empires with this trait can build Science Ships.
UnsTrait
"Unstable: More likely to change political state" Able to build Ruptors.
SloTrait
"Slow starter: Combat penalties early, but gradually becomes normal"
XenTrait
"Xenophobic: Unable to enter any treaties with other empires" -500 diplomacy score with all other empires.
RecTrait
"Reclusive: Prefers to stay out of the limelight, but good at defense and research"
CapTrait
"Capitalist: Great at managing and building wealth"
IndTrait
"Industrial: Builds more (and bigger) ships, develops faster" Able to build Motherships.
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