Hope this helps
(Original post by Kryo - edited)• [Terrans] Super Diplomat: Is able to secure much better deals through negotiation than other civilizations.
• [Drengins] Super Dominator: When going to war, they receive a group of Corvette class ships. The number they receive is based on their military power.
• [Altarians] Super Organizer: When attacked, other civilizations of a similar ethical alignment will often come to their aid if they have good relations. Moreover, other civilizations of a similar alignment will rarely go to war against them.
• [Arceans] Super Warrior: When in battles, they get the first strike ability. That is, their ships attack first and if their opponent survives, only then do they return fire.
• [Torians] Super Breeder: If their approval is 100%, their population increases at four times the normal rate.
• [Yor] Super Isolationist: Can colonize barren worlds and no foreign ship can travel more than 3 spaces per turn in their area of influence.
• [Korx] Super Trader: Gets all the trade techs at the start of the game and gets twice as much from trade.
• [Drath] Super Manipulator: Is very good at getting other races to go to war with each other.
• [Thalans] Super Hive: Starts out with a significant range bonus and all factories build times are reduced by 2/3 (this applies to the factories only and not subsequent other builds).
• [Iconians] Super Adapter: Starts out with aquatic and toxic world technologies.
• [Korath] Super Annihilator: Can build a spore ship which, when used on a defenceless colony, will eliminate all population and turn it into a toxic world of the same class controlled by them.
• [Krynn] Super Spy: Gets an agent to start with and can build a Counter-Espionage Center on planets that prevents spies from being put on the planet and provides a morale boost.
These bonuses are hardcoded into the game as far as i am aware.
D
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