Galactic Civilizations IV has 18 major factions to choose from, and several of these have already appeared in past games in the series. Although the races have a few similarities, certain key facets such as abilities, traits, and cultures lead to more variety. Here’s our Galactic Civilizations IV guide to help you with the major factions, civilizations, and races that you can choose during your campaign.
Note: We’ll have a Galactic Civilizations IV guides and features hub soon, so stay tuned.
Galactic Civilizations IV – Major factions and civilizations guide
Abilities – All 18 races in Galactic Civilizations IV start with one Colony Ship and one Survey Ship. However, there are perks related to the faction or its citizens that will make their playstyles fairly unique.
Ideology – The chosen perk here will affect how quickly a civilization will earn or unlock Ideologies in a campaign.
Biology – The biology of a race determines colonization opportunities and citizen growth. Here are some examples:
- Carbon-based – Uses water and hydrocarbons as the basis of chemistry; requires food to grow.
- Aquatic – Has unique Aquatic techs; can colonize Oceanic worlds with no penalties.
- Silicon-based – Made from rocks or minerals; have no need for food; slow growth unless they have access to Promethion.
- Synthetic – Robotic lifeforms that don’t require food; can operate in a variety of environments; can fabricate/manufacture its citizens.
Galactic Civilizations IV – Major factions breakdown
Faction | Ability 1 | Ability 2 | Citizen Perk | Ideology | Biology |
Terran Alliance | Explorers – +25% ship range. | Inspired – Additional leader is available for recruitment; -25% leader recruitment cost. | Lower expectations, making it easier to gain approval and increase overal happiness. | Innovation | Carbon-based |
Terran Resistance | Resourceful – Starts with some useful resources. | Unrelenting – +10 Control; +1 Influence per turn from planets. | Lower expectations, making it easier to gain approval and increase overal happiness. | Creativity | Carbon-based |
Festron Hunt | Ravenous – Receives 1,000 credits and +10% approval for 25 turns after conquering a planet; can consume aliens to spawn a Festron citizen. | Unrelenting – +10 Control; +1 Influence per turn from planets. | Large approval bonus from Aquatic worlds; slight penalty on non-Aquatic worlds; regularly kill other species they share a world with. | Pragmatism | Aquatic |
Navigators | Archaeologist – Whenever artifact charges are earned, you gain an additional charge. | Starfaring – +50% ship range; can detect and travel on Subspace Streams at the start. | High intelligence to make them valuable scientists for research. | Innovation | Carbon-based |
Mimot Brotherhood | Fertile – +2 additional workers and +25% population growth. | Proliferation – Whenever you construct a ship, another duplicate is constructed; all ships have -25% HP. | Above average growth rate; can quickly consume all food on a planet. | Cooperation | Carbon-based |
Xeloxi | Warriors – Ignore 10% of damage done to ships; +10% weapon range. | Crimelord – Start allied with Pirates; has the “Look the Other Way” Policy; unlock improvements via increased crime. | All Xeloxi citizens generate crime. | Secrecy | Carbon-based |
Arcean Republic | Loyal – +10 loyalty for leaders; -25% leader recruitment cost. | Vigilant – Increased area-of-effect for Starbases; Starbase AoE slows down enemy ships and increases attack bonus of player ships. | Citizens are unlikely to be ideological; soldiers gain additional approval and are never pacifists. | Tradition | Carbon-based |
Drengin Empire | Slavers – Can enslave citizens (lowers approval, production, and food consumption); slaves can’t protest; access to Slaving technologies. | Unrelenting – +10 Control; +1 Influence per turn from planets. | High resistance and aptitude to be strong soldiers; no approval penalty when living on undefended worlds. | Authority | Carbon-based |
Altarian Republic | Ancient – Gain research from Precursor Artifacts and anomalies; start with an extra Policy slot. | Empathy – Increased diplomacy and reduced crime. | Citizens gain high approval if their ideology matches their empire’s or governor’s, and a penalty if it’s the opposite; can become Divine Empaths. | Compassion | Carbon-based |
Yor Singularity | Adaptable – Can colonize extreme worlds. | Unwavering – Colonies are harder to culture flip; access to “Unbroken Spirit” technologies. | Citizens are manufactured; no approval penalty from pollution, overcrowding, or population capacity. | Creativity | Synthetic |
Torian Regime | Fertile – +2 additional workers and +25% population growth. | Unwavering – Colonies are harder to culture flip; access to “Unbroken Spirit” technologies. | Large approval bonus from Aquatic worlds; slight penalty on non-Aquatic worlds; unhappiness when sharing worlds with Drengin citizens. | Creativity | Aquatic |
Manti Cluster | Paranoid – Free drones defend planets, shipyards, and starbases; +25% HP for ships inside your borders. | Warriors – Ignore 10% of damage done to ships; +10% weapon range. | Large approval bonus from Aquatic worlds; slight penalty on non-Aquatic worlds. | Transparency | Aquatic |
Krynn Syndicate | Devout – Start with a Cleric citizen and a Krynniac Temple in your homeworld; culture grows each time you add to your Ideology. | Bureaucrats – Start with 50 Control and access to Coordination technologies. | Citizens can be any species in the galaxy. | Harmony | Carbon-based |
Iconian Refuge | Xenophobic – +50% research, -75% influence, and -3 diplomacy. | Paranoid – Free drones defend planets, shipyards, and starbases; +25% HP for ships inside your borders. | Citizens are passive and will not protest; significant approval penalty when sharing a world with Yor Singularity citizens. | Secrecy | Carbon-based |
Drath Freehold | War Profiteers – +200% bonus from trade routes established with warring races. | Ancient – Gain research from Precursor Artifacts and anomalies; start with an extra Policy slot. | Approval bonus based on the credits in your treasury (i.e., cash). | Opportunity | Carbon-based |
Corporate Sector | Traders – Starts with a Freighter; significant boost to persuasion; has +3 trade licenses. | Wealthy – Starts with 2,000 credits and the Universal Translator technology. | Citizens have high Social stats, making them ideal Traders; approval bonus based on the credits in your treasury. | Opportunity | Carbon-based |
Onyx Hive | Promethion – Ships have double the HP but don’t heal normally. | Experienced – Ships gain +25% XP from battles. | Growth based on Promethion – sedentary or infertile if there’s a low amount and prolific when there’s a lot of the material. | Tradition | Silicon-based |
Baratak Grove | Intuitive – Starts with access to Xeno Anthropology techs and a free Culture trait. | Spores – Can deploy spores to a dead world to restore life; the ability gains another charge whenever you obtain a new Culture trait. | Decrease to happiness and health if citizens are on a polluted planet. | Equality | Carbon-based |
Civilization Traits
Next up are the traits for each major faction in Galactic Civilizations IV. Based on a limited number of points, you can assign an effect’s threshold from these options (i.e., from -2 to +2):
- Clever – Research speed.
- Productive – Manufacturing speed.
- Influential – Spread of borders.
- Explorers – Distance that ships can travel from your borders.
- Veteran – XP gain for ships.
- Courageous – Resistance to invasions.
- Intimidation – Increased chance to use intimidation options during events or via diplomacy.
- Rich – How quickly credits are gained.
- Militant – Determines starting Control.
- Likable – The attitude of other factions.
- Fast – Distance that ships can travel each turn.
- Brutal – Success of planetary invasions.
- Deception – Increased chance to use deception options during events or via diplomacy.
- Persuasive – Increased chance to use persuasion options during events or via diplomacy.
Custom civilizations
Although there are some fan-favorite major factions in Galactic Civilizations IV, you can still make your own. In fact, some races from the previous games do appear with their own leader image and background.
Simply click on the “Create Civilization” button and check the available picks. You may also click on the ellipsis buttons to open a selection list/drop-down list. From there, you can choose the race’s ideology, biology, traits, and abilities.
Galactic Civilizations IV is available via the Epic Games Store.
Published: Apr 27, 2022 08:45 am