Civilization Traits
These traits define the nature of the Civilization, and it effects research times, the types of technology that can be easily researched and how a particular civilization acts and performs.
Warmonger- This civilization is highly militarized and tends to be aggressive in actions, it benefits from being always combat ready, and tend to have larger military forces. In attacks they can strike first in an invasion(Defenses that would shoot at them upon arrival are ignored) first turn. However in actions with other races besides war, they suffer penalties, because of reputation, though may be more successful in using fear.
Imperialist- Receives Bonuses in naval construction or military construction(Choice must be made, and bonuses in establishing colonies on already populated worlds. Only receive minor Trade bonuses, only within area of influence. They suffer in relations with non-imperialist civilizations, they can also suffer from societal unrest in colonies. Usually have smaller military. Are not compatible with Peace-Keepers.
Scientist- Receive bonuses in terms of research, however not in all areas. Scientist trait is directly affected by other trait choices. It may only be tied to one trait though. Example, Scientist Warmonger gives bonus to military based Research only, Imperialist gives bonuses to Naval based Research, etc. The Negative is the fact that it does not give research bonuses across the board.
Explorer- Receives bonuses related to travel, gets an initial boost to attaining FTL travel. For the dice rolls related to discovery in a system, they may elect for either a Re-roll or moving the roll one option up or down. They also have some bonuses related to establishing colonies, on worlds without a population. Tend to suffer in production of Warships, while receiving bonuses in production of exploratory vessels.
Peace-Keepers - The good guys (Sorta), they are willing to go out and help in other conflicts, for the sake of peace. They get bonuses in interaction, and military or naval construction. They can suffer from a degrading reputation as they tend to get involved even when unwanted, however always get bonuses with a faction they help, usually in trade and economics. They are incompatible with Imperialists.
Theocratic- Stronger Moral and society based on a Religious doctrine. They have bonuses when attempting to convert another society to their religion, so get culture bonuses. Can be Militarized or Peaceful, if militarized it gets military research bonuses but suffers in its reputation, if Peaceful get bonuses in interactions and civilian research. Suffers in relations with Secular Civilizations.
Corporate- Bonuses economically, and trade. Depending on the type of corporation, they may choose an area of expertise, but only one, which the receive a bonus in. Suffers in reputation, especially with Communists. Bonuses with Capitalists.
Communist - Receives bonuses to construction across all types, especially War Production. Trade suffers, as does Economy, unless with another Communist Society. Reputation is lower with all races that have capitalist functions.
Capitalist - Bonuses in Trade, gets research bonuses regarding War, suffers in production unrelated to war. Capitalists tend to have better relations with others of the same economic type. Suffer in relations with Communists. Tend to suffer Economically as they turn into a services economy, very hard to maintain a production economy.
Updated Trait List, I could use some more recomendations.
Also the bonuses will be set percentages, that will be added or subtracted from the normal per page Research on everything related to the bonus. Large Bonuses will be 5%, while smaller ones will be 2.5%
Standard Research will be 10% every other Page, only the First page may be used to list what one will be researching in, it will start at zero. Next page after applying bonuses and negatives, the percentage for each research and construction will be listed. It will use the same style of research from Empires, except with limits on how much can be researched or built at one time.