Question:
does anyone play galactic civilizations 2?
phxem
2006-06-22 12:16:09 UTC
if so, im having a hard time killing dread lords...there ships have a high missle rating and i cant find what research path to take to create a ship defense against missles. what do i need to do?
Three answers:
ai_nacco_2000
2006-06-28 22:57:02 UTC
GALACTIC CIVILIZATIONS II DREAD LORDS FAQ

Game publisher Stardock

Website www.galciv2.com



================================Version History==============================

1.00 - 18Mar06

The beginning...



1.01 - 24Mar06

Fixed some wording mistakes.

Updated the Technology Tree section in include starbase unlocks.

Turned tech unlocks into a list rather then in the notes of the tech.

Corrected a few naming mistakes where I listed the internal name rather

then the diplay name for a required tech.

Added the Espionage section to Game Concepts



1.1 - 27Apr06

Updated tech tree to reflect changes made in release 1.1 of the game.

Added AIValue tag to tech listing.

Updated planetary buildings to reflect changes made in release 1.1 of the

game.

Fixed my usage of *affect* for *effect*. Thx to those that pointed this

out :).

Updated strategies section to take into account game changes from 1.1.

Added brief section on the campaign. May expand in the future.

Added section 6.6 predefined races and bumped all subsequent sections

Adjusted economic section based on new 1.1 rules

Added section 6.9 influence



=============================================================================



===============================Table of Contents=============================



Section 1.0 - Getting Started

1.1 - Sandbox Mode Game

1.2 - Your First Turn

1.3 - Expanding Your Empire

1.4 - Winning The Game

1.5 - Campaign

Section 2.0 - Technology Tree

2.1 - Communications Branch (Yellow)

2.2 - Propulsion Branch (Light Blue)

2.3 - Engineering Branch (Orange, Pink, Green, Blue)

2.4 - Galactic Warfare Branch (Red, Purple)

Section 3.0 - Planetary Buildings

3.1 - Colony Buildings

3.2 - Production Buildings

3.3 - Research Buildings

3.4 - Economic Buildings

3.5 - Morale Buildings

3.6 - Influence Buildings

3.7 - Farming Buildings

3.8 - Terraform

3.9 - Defensive Buildings

3.10 - Trade Goods

3.11 - Super Projects

3.12 - Galactic Achievements

Section 4.0 - Starship Components

4.1 - Defenses (Armor)

4.2 - Defenses (Point Defense)

4.3 - Defenses (Shields)

4.4 - Weapons (Gun)

4.5 - Weapons (Missile)

4.6 - Weapons (Beam)

4.7 - Engines

4.8 - Modules

4.9 - Hulls

Section 5.0 - Starbases

5.1 - Military Starbase

5.2 - Economic Starbase

5.3 - Influence Starbase

5.4 - Mining Starbase

5.5 - Starbase Components

5.5.1 - All

5.5.2 - Military

5.5.3 - Economy

5.5.4 - Influence

5.5.5 - Mining

Section 6.0 - Game Concepts

6.1 - Planet Building

6.2 - Planetary Invasion

6.3 - Ship to Ship Combat

6.4 - Economy

6.5 - Custom Race

6.6 - Predefined Races

6.7 - Relationships

6.8 - Espionage

6.9 - Influence

Section 7.0 - Basic Strategies

Section 8.0 - Legal Stuff



=============================================================================



Section 1.0 - Getting Started



Let me start off by saying that Galactic Civilizations II is one of the best

if not the best 4x strategy game to be released in a very long time. If you

are a fan of Sci-Fi or of turn based strategy games this is certainly one to

try out. This guide will provide you with the basic understanding needed to

start your empire building today. As the guide evolves I will add more and

more strategies along with the insights of other players.



So you've unwrapped the game disc and loaded the game and asked yourself

"Now what?". First off make sure you are running the latest version of the

game which at this point is version 1.1. Stardock is not like any other

developer out there right now. They are actually committed to improving the

game even after it's release. For the record there have been four updates

so far without counting all the betas for v1.1 and plenty more in the works

to come. Check their website often for any word on new versions.



At the main menu you have three basic choices though two are similar. You

can start a New Game sometimes referred to as Sandbox Mode. You can start

a new Campaign which takes you through the story of the Dread Lords. You

can also start a Metaverse game which is the same as Sandbox Mode except

the game doesn't allow the use of mods and your final score can be uploaded

to Stardock's website for comparison to all the other Metaverse players. For

the purpose of this section we'll choose a new game in Sandbox Mode.



Section 1.1 - Sandbox Mode Game



Ok after clicking the New Game button you are presented with the universe

setup information. There are several things you can adjust on this screen.

Depending on how long you want a game to take adjust the galaxy size. This

ranges from Tiny which is only 3x3 sectors up to Gigantic which is 16x16.

If you want a game to last only a few hours go with anything under Medium.

Anything above Medium can take several play sessions to complete. As a

matter of personal preference I tend to play on Huge maps. That gives a fair

amount of breathing room in the early go but doesn't take more then a couple

of days to wrap up.



Choosing a Scenario will alter the victory conditions and the rules for the

game. For this example just leave it set to Normal which turns on all

victory conditions.



The boxes at the bottom of the screen affect the make up of your game

universe. These settings allow you to alter the difficulty of the game apart

from the AI intelligence that we'll get to later. The easiest setting to

play on is for everything to be set to Abundant. Lower any of the options to

reduce their overall number generated by the game.



Star density controls how far apart stars are from one another. This can

cause the universe to be made up of tight clusters of stars or can scatter

all the stars across the entire game map.



Technology rate alters the overall cost of all the techs in the game. This

controls the pace of how rapidly you gain new techs in the game. If you want

to race through the vast tech tree quickly set the rate to Very Fast.



**New in version 1.1**

The game now includes options to turn off tech trading, to turn off minor

races, and to turn on blind exploration which only reveals an empire's

influence coverage on the mini map if you've explored that region of space.

Also the game now allows you to set the above galaxy options to random so

you won't know what you are playing on until the game actually starts.

**********************



The next screen allows you to choose one of the predefined races or create

your own. When you are first starting out I suggest using one of the

predefined races. As you become proficient at the game a custom race will

allow you to tailor the game more to your preferred style of play.



The next screen shows you an overview of your selected race's abilities,

political party, color scheme and core ship design, and starting techs. For

now click Next. I'll describe this in a later section.



This last screen allows you to set the number of opponents and the overall

difficulty of the game. There are twelve different difficulty settings

ranging from Cakewalk - Suicidal. For your first game I would suggest 2-4

opponents and Easy difficulty. As you get proficient with the game concepts

start to move up the difficulty scale and or increase the number of

opponents you play against. This game does a very good job of allowing the

player to tailor the experience to his/her own skill levels. I break down

the difficulty settings later in the FAQ.



**New in version 1.1**

The game now gives you the option to randomly select your opponents and to

randomize their intelligence setting. So for instance you can tell the game

to give you 5 opponents from the list that are all set to a base of Normal

but are randomized internally. This affects the AI by slightly altering what

internal algorithms it has access to. This is one of those *under the hood*

sorts of things but it does add a bit of mystery to the AI personalities.

**********************



Section 1.2 - Your First Turn



After dismissing the opening dialog box the game takes you to the technology

screen. This screen is divided into three sections in the default mode. In

the upper left area you see a list of all the available techs you can

currently research along with the time in turns it will take in parenthesis.

To the right of that selection list is a description of your currently

selected tech along with the abilities, improvements, and future unlocks the

tech gives you. The lower section of the screen is a fully expanded list of

all the techs in the game.



Depending on the starting techs of your race the first couple of selections

will change. However for the most part your best first tech is going to be

either New Propulsion Techniques or Universal Translator. As with a lot of

things in this type of game make your choice based on what will benefit your

empire the most. If you are in a remote area of the map you may want to get

better engines for your colony ships. If there are AIs nearby you may want

to get Universal Translator so you can speak with them sooner.



After choosing your starting tech to research the next screen takes you to

the Planetary Management screen of your home world. Here you can see all

the buildings on the planet along with any special tiles. Unless your home

world starts out with some bonus tiles that would lend it well to either

manufacturing or research I'd suggest that you start out with a balanced set

of buildings. I typically build the following on my home world:

2 x Basic Factory

2 x Xeno Lab

1 x Basic Farm

1 x Marketplace

1 x Entertainment Center

1 x Embassy (once unlocked)



Also with 5000bc in the bank your first turn you may want to purchase your

first factory just to give your home world a good start at producing more

buildings and colony ships.



After clicking Done on the planetary screen you finally see the main game

screen. Take a moment to familiarize yourself with the controls for moving

the map around as well as zooming in and out. Of note is once you zoom out

past a certain point the game switches from the 3D world to a 2D Strategic

View. In the Strategic View you see icons to represent your ships and

planets. This can give you quick information about the items shown without

having to hover the mouse over them. Get used to switching into and out of

strategic view. You won't regret it.



Ok so now you see two ships. One is your flag ship and the other is your

first colony ship. If you are playing as any race other then the Terrans you

start out with a tech called Stellar Cartography. This allows you to see all

the stars and planets on the minimap right from the start. If you don't see

any anomalies right away then send your flag ship off towards any cluster of

stars nearby. Along the way monitor the space that is uncovered looking for

said anomalies and also floating space resources.



Send your colony ship off in the general direction of the star clusters also.

Do not waste your first ship on the Planet Quality (PQ) 4 planet in your

starting system. There is plenty of time for that one later. Right now you

are looking for at least a PQ8 or above so that you can get another planet

similar to your home world up and running. To colonize a planet you find

simply select the colony ship and then right click on the planet.



Before you click the Turn button select your home world and purchase a new

colony ship. That's all for your first turn. Your empire building days have

begun.



Section 1.3 - Expanding Your Empire



Time for turn two through oh I don't know several hundred maybe. There are

many effective ways for expanding your influence over the galaxy. Depending

on your personal style of play some may appeal to you more then others. For

the purpose of this guide I'm going to talk in broad generalities here and go

into more specifics in the section about strategies.



Your first fifty to a hundred turns (depending on the map size you chose) are

going to be what I call the Colonizing Phase of the game. In this phase the

most important thing to do is stay on top of your colonizing efforts. Don't

expand too fast but try to maintain a steady rate of expansion. By this

point you shouldn't need to rush build any more colony ships and shouldn't

rush build any buildings beyond the first factory on your first few new

colonies. The reason for this is you are going to be in the red for quite a

while and the starting 5000bc bank is what keeps you afloat during this

period.



**New for v1.1**

The colony rush has been toned down in this release. This occurred because

Stardock changed how your population grows. Basically if you reduce a

planets population to only a couple of billion it will take a really long

time to recover. So it is vital that you temper your colony expansion with

this in mind. I've adjusted my early game strategy to include a few planets

that I use to build colony ships instead of just my home world. Something

I probably should have done before but never bothered :).

*****************



If you find any anomalies that give you money by all means rush build

something that will benefit you like a colony ship to grab that juicy PQ18

planet you just found or a constructor to get the Research resource you

found. For the most part though your first few colonies should be to the

point where they can produce a constructor every twenty turns or so and your

home world producing a colony ship every fifteen or so.



During this early go try to keep your citizens happy. Happy citizens make

you more citizens which pay more taxes. If you feel you've got to crank up

your tax level so high that your approval falls below 70% you expanded too

fast. If you can get your taxes to 49% and be in the black with an approval

of around 78% then you are in pretty good shape. I'll discuss more economic

concepts later in the FAQ.



As you expand try to avoid spreading yourself out with gaps in your

influence. This can happen when you've got a couple of star systems between

your home world and a really nice set of planets. After the first four or

five colonies feel free to fill in your sphere of influence with some of the

lesser PQ planets. If you happen to have a strong cluster of planets leave

the lesser ones for the AI to settle. Because you have so many planets in

the area to his one your chances of taking the planet over later via

influence go way up thus saving you a colony ship. However don't let the AI

split your empire in half by colonizing several planets in one area. This

can lead to you losing your influence on those outlying systems. Disaster to

to say the least.



Every time the research flag pops up make sure you chose something that will

benefit your empire's immediate needs. This can change from one game to the

next so don't concern yourself too much with following an *ideal* research

path.



Once the Colonizing Phase ends you are now in the mid game phase. This is

by far the longest phase of the game. All of your starting efforts are to

set you up for this point. By now you've made contact with some or all of

the major races and probably one or two of the minor ones. Start trying to

trade technology with them. Also start setting up trade routes to further

expand your economy. Depending on the AI you are playing against a few wars

may break out during this time. If you are a war monger then you probably

started them :).



Section 1.4 - Winning The Game



There are four ways to win a game of GCII in the normal settings:



Cultural Victory - Control 75% of the map assets along with having 75% of

the map under your sphere of influence. You cannot be at war if you wish

to achieve this victory.



Diplomatic Victory - Make an alliance of all remaining major races. The most

common way to get this victory is ally with who you can and wipe out the ones

that don't want to see your way as better.



Technology Victory - Probably the second most straight forward way to win.

At the end of the blue techs is one called Technology Victory. Research it

and you win.



Conquest Victory - This is the most straight forward way to win. Wipe out

everyone else.



Section 1.5 - Campaign



I've had several people request a walkthrough for the campaign. I would do

that but to be honest I find the campaign too restrictive. Also I don't

think that the campaign is a good place for new players to start. Since the

goal of this FAQ is to give a new player the knowledge needed to start to

enjoy this game I haven't put any effort into a campaign walkthrough.



When I say the campaign is too restrictive what I mean is that you are

limited not only in what techs you can research but also in what objectives

you may or may not want to achieve. Another thing not to my liking is that

everything you do in one scenario does not carry over into the next. So you

end up starting a bunch of little mini games from scratch as you play

through.



I'm not faulting Stardock for what they did. It's just that a story driven

campaign is not why I play 4x TBS games. I like to *choose my own adventure*

so to speak :).



=============================================================================



Section 2.0 - Technology Tree



To say the tech tree in GC2 is big is a bit of an understatement. There are

over 200 different technologies to research split into eight different

categories. All information shown here is taken from the TechTree.xml file

in the GalcCiv2 data directory. I will group them together by color trying

to list them in order of requirements. Included is my opinion on how

important a tech is in any given game circumstance.



I added the AIValue tag to each of the techs. I'm not 100% sure what this

does to the game but I'm pretty sure it influences not only how valueable the

AI thinks a tech is in trade but also how likely it is to research it itself.

I'm sure there are hard coded modifiers to this value in each of the AIs to

give them some variety. But the knowledge if nothing else should answer the

*why* on certain things in terms of what the AI does and does not research.



Legend: RP - Research Points

PI - Planetary Improvement

SP - Super Project

GA - Galactic Achievement

SC - Ship Component

SB - Starbase Component

TG - Trade Good

IT - Invasion Tactic



Section 2.1 - Communications Branch (Yellow Color)



This branch controls all influence, diplomacy, trade and morale technologies.

I generally intermix these in my tech selections if I've just gotten a big

upgrade that gives me a new planetary building and I want to give my planets

time to build. Also this branch is very important if you want to go for

either a Cultural victory or a Diplomatic victory.



Xeno Communications

Cost: 30 RP

Requires: None

Ability: +5 to diplomacy

AIValue: 5

Notes:

The start of the communication branch. Typically you start the game with

this tech.



Universal Translator

Cost: 25 RP

Requires: Xeno Communications

Ability: +5 to diplomacy

AIValue: 10

Unlocks: Embassy (PI)

Foreign Relations Center (SB)

Notes:

Usually the second tech I research in a game. It is required to talk with

all other races in the game.



Interstellar Governments

Cost: 200 RP

Requires: Universal Translator

Ability: +5 to diplomacy

AIValue: 10

Notes:

Must have tech in terms of advancing your empire's form of government. The

more advanced governments give bonuses to MP, SP, and RP. However you do

have to watch your approval rating more closely at the higher government

settings. Also the higher forms of government can override your decisions on

going to war if your approval rating is not high enough.



Alliances

Cost: 300 RP

Requires: Interstellar Governments

Ability: +10 to diplomacy

AIValue: 30

Notes:

Must have tech if you are going for a Diplomatic Victory. Also the AI does

not need this tech for you to offer an alliance. You only need to obtain a

relationship status with them of *Close*.



Interstellar Republic

Cost: 800 RP

Requires: Alliances

Ability: +10 to diplomacy; +5 to influence

Bonus: +25 to SP, MP, RP

AIValue: 15

Notes:

Keep in mind that once you research a higher form of government the game will

hold an election. If your party does not win because your approval rating

is too low you will lose your party bonus. Also the winning parties bonus

becomes negatives for your empire. Needless to say you don't want to lose

an election.



Star Democracy

Cost: 1500 RP

Requires: Interstellar Republic

Ability: +10 to diplomacy; +5 to influence

Bonus: +50 to SP, MP, RP

AIValue: 15

Unlocks: Political Captial (SP)

Notes:

Same as above though you have to keep a higher rating now.



Star Federation

Cost: 5000 RP

Requires: Star Democracy

Ability: +10 to diplomacy; +5 to influence

Bonus: +75 to SP, MP, RP

AIValue: 10

Unlocks: Galctic Monument (GA)

Notes:

Same as above though you have to keep an even higher rating now.



Diplomatic Relations

Cost: 100 RP

Requires: Universal Translator

Ability: +10 to diplomacy

AIValue: 7

Unlocks: Diplomatic Translators (TG)

Interstellar Embassy (SB)

Notes:

If you seem to be unable to get good deals for trade from the AI try

improving your diplomacy skill.



Advanced Diplomacy

Cost: 400 RP

Requires: Diplomatic Relations

Ability: +10 to diplomacy

AIValue: 3

Unlocks: Cultural Exchange Center (PI)

Galactic Forum (SB)

Notes:

If I'm going for a cultural win I try to get this tech ASAP.



Expert Diplomacy

Cost: 500 RP

Requires: Advanced Diplomacy

Ability: +10 to diplomacy

AIValue: 1

Unlocks: Galactic Showcase (GA)

Supreme Forum (SB)

Notes:



Majesty

Cost: 1000 RP

Requires: Expert Diplomacy

Ability: +10 to diplomacy

AIValue: 3

Notes:



Total Majesty

Cost: 1500 RP

Requires: Majesty

Ability: +20 to diplomacy

AIValue: 5

Unlocks: Spin Control Center (SP)

Notes:



Trade

Cost: 200 RP

Requires: Diplomatic Relations

Ability: +10 to diplomacy; +3 to trade routes; +10 to trade

AIValue: 25

Unlocks: Economic Capital (SP)

Restaurant of Eternity (GA)

Trading Post (SB)

Notes:

This tech allows you to construct freighters. The planet the freighter

is constructed at is considered the starting point for a trade route. So for

the most part you should build freighters at your most profitable planet.

Then surround that planet with economic star bases to maximize your trade

revenue.



Advanced Trade

Cost: 400 RP

Requires: Trade

Ability: +3 to trade routes; +10 to trade

AIValue: 10

Unlocks: Galactic Stock Exchange (GA)

Galactic Mall (SB)

Notes:



Neutral Shipping

Cost: 400 RP

Requires: Trade

Ability: +3 to trade routes; +10 to trade

Alignment: Neutral only

AIValue: 5

Notes:



Master Trade

Cost: 1200 RP

Requires: Advanced Trade

Ability: +3 to trade routes; +10 to trade

AIValue: 5

Unlocks: Galactic Privateer (GA)

Galactic Bazaar (GA)

Advanced Trading Post (SB)

Trade Center (SB)

Notes:

The two galactic achievements that this tech unlocks are very useful. If you

are a war monger or an evil empire then the Galactic Privateer can help you

keep your trade routes safe during your constant warfare. The Galactic

Bazaar is very useful if you like to keep your economy going by trading techs

and trade goods.



Xeno Entertainment

Cost: 300 RP

Requires: Universal Translator

Ability: +10 to morale

AIValue: 3

Unlocks: Multimedia Center (PI)

Notes:

A good tech to get in the early stage of the game. Pick it up if you start

to have approval difficulties.



Xeno Business

Cost: 400 RP

Requires: Xeno Entertainment

Ability: +5 to influence

AIValue: 3

Unlocks: Interstellar Consortium (SB)

Notes:



Cultural Domination

Cost: 800 RP

Requires: Xeno Business

Ability: +5 to influence

AIValue: 3

Unlocks: Re-education Center (SP)

Franchise Center (SB)

Notes:



Historical Assimilation

Cost: 1000 RP

Requires: Cultural Domination

Ability: +5 to influence

AIValue: 3

Unlocks: Franchise Headquarters (SB)

Notes:



Xeno Cultural Trends

Cost: 1000 RP

Requires: Historical Assimilation

Ability: +5 to influence

AIValue: 3

Unlocks: Frictionless Clothing (TG)

Cultural Maximization Center (SB)

Notes:



Cultural Insurrection

Cost: 1200 RP

Requires: Xeno Cultural Trends

Ability: +5 to influence

AIValue: 3

Unlocks: Insurrection Coordinator (SB)

Notes:



Cultural Conquest

Cost: 1500 RP

Requires: Cultural Insurrection

Ability: +10 to influence

AIValue: 3

Unlocks: Hyper Distribution Center (GA)

Cultural Conquest Center (SB)

Notes:



Extreme Entertainment

Cost: 800 RP

Requires: Xeno Entertainment

Ability: +5 to morale

AIValue: 5

Unlocks: Extreme Stadium (PI)

Ultra Spices (TG)

Xeno Concert Hall (SB)

Notes:



Zero G Sports Arenas

Cost: 1500 RP

Requires: Extreme Entertainment

Ability: +5 to morale

AIValue: 5

Unlocks: Zero G Sports Arena (PI)

Gravity Accelerators (TG)

Notes:

The Gravity Accelerators is one trade good I try to secure for myself in all

my games. Speed is a major advantage to keeping the initiative and since

this adds +1 to all your ships it is of high value in my book.



Virtual Reality Centers

Cost: 2500 RP

Requires: Zero G Sports Arena

Ability: +5 to morale

AIValue: 5

Unlocks: Virtual Reality Center (PI)

Virtual Reality Modules (TG)

Notes:



Xeno Ethics

Cost: 1000 RP

Requires: Universal Translator

Ability: +5 to diplomacy

AIValue: 10

Unlocks: Harmony Crystals (TG)

Notes:

This tech allows you to choose an ethical alignment. I tend to wait on this

tech until I've got enough espionage on my rivals to determine which way

they maybe leaning. If you are going for a Diplomatic Victory it is easier

to get them to ally with you if you are the same alignment.



Good and Evil

Cost: 1500 RP

Requires: Xeno Ethics

Ability: +10 to diplomacy

AIValue: 3

Unlocks: Secret Police Center (SP)

Notes:

Required if you'd like to get to the galactic wonder for whatever alignment

you chose.



Concepts of Malice

Cost: 1500 RP

Requires: Good and Evil

Alignment: Evil only

Ability: +10 to diplomacy

AIValue: 3

Unlocks: Temple of Malice (GA)

Propaganda Center (PI)

Artificial Slave Center (SP)

No Mercy Invasion Center (GA)

Mind Control Center (GA)

Notes:

With all the nifty things you get for being evil why would anyone ever want

to be good? :)



Balanced Vision

Cost: 1500 RP

Requires: Good and Evil

Alignment: Neutral only

Ability +10 to diplomacy

AIValue: 3

Unlocks: Temple of Balance (GA)

Notes:

Neutral in my opinion needs some work. There just isn't enough useful stuff

for me to recommend it beyond choosing it if the majority of empires in your

game are already neutral and you are going for a Diplomatic Victory.



Concepts of Righteousness

Cost: 1500 RP

Requires: Good and Evil

Alignment: Good only

Ability +10 to diplomacy

AIValue: 3

Unlocks: Temple of Righteousness (GA)

Empathic Tactical Center (GA)

Hall of Empathy (GA)

Notes:



Section 2.2 - Propulsion Branch (Light Blue)



"We like things that make us go" - Packleds ST:TNG. Sorry couldn't resist :)

But basically that statement is really all you need know about the

propulsion branch.



Hyperdrive

Cost: 50 RP

Requires: None

AIValue: 10

Notes:

Most of the time this is one of your starting techs.



New Propulsion Techniques

Cost: 25 RP

Requires: Hyperdrive

AIValue: 25

Notes:

This is normally one of the first techs I research in the game. The road to

better engines can open up several useful strategies not only for combat but

just expanding your borders as well.



Ion Drive

Cost: 50 RP

Requires: New Propulsion

AIValue: 20

Notes:

Unlocks the Ion Drive ship component. See ship components for more info.



Impulse Drive

Cost: 150 RP

Requires: Ion Drive

Ability: +10 to speed

AIValue: 30

Notes:

Unlocks your first engine capable of more then 1 parsec / week movement.



Impulse Drive Mark II

Cost: 200 RP

Requires: Impulse Drive

AIValue: 12

Notes:



Impulse Drive Mark III

Cost: 300 RP

Requires: Impulse Drive Mark II

AIValue: 12

Notes:



Warp Drive

Cost: 1000 RP

Requires: Impulse Drive Mark III

AIValue: 30

Unlocks: Stellar Wake (SB)

Notes:



Warp Drive II

Cost: 800 RP

Requires: Warp Drive

AIValue: 4

Notes:



Warp Drive III

Cost: 900 RP

Requires: Warp Drive II

AIValue: 3

Notes:



Warp Drive IV

Cost: 1000 RP

Requires: Warp Drive III

AIValue: 3

Unlocks: Inverse Tractor Beam (SB)

Notes:



Warp Drive V

Cost: 1200 RP

Requires: Warp Drive IV

AIValue: 3

Notes:



Hyperwarp

Cost: 4000 RP

Requires: Warp Drive V

AIValue: 20

Unlocks: Interdiction Beam (SB)

Notes:



Hyperwarp II

Cost: 3000 RP

Requires: Hyperwarp

AIValue: 3

Notes:



Hyperwarp III

Cost: 3200 RP

Requires: Hyperwarp II

AIValue: 3

Notes:



Section 2.3 - Engineering Branch (Orange, Pink, Green, Blue)



All planetary buildings are contained in this branch along with the upgrades.

Also this branch controls your maximum hull size, ship range, and logistics.

And for good measure the research branch is part of this too.



Xeno Engineering

Cost: 50 RP

Requires: None

Unlocks: Mining Center (SB)

Ability: +10 to SP

AIValue: 5

Notes:

The start of the engineering branch. Also it is typically a starting tech.



Basic Logistics

Cost: 150 RP

Requires: Xeno Engineering

Ability: +4 to logistics

AIValue: 30

Notes:

This is probably the fourth or fifth tech I research in the game. The

ability to put 3 small hull ships into a fleet in the beginning of the game

is crucial if you end up in an early war.



Enhanced Logistics

Cost: 500 RP

Requires: Basic Logistics

Ability: +5 to logistics

AIValue: 25

Notes:

This tech can normally wait until either a war breaks out or you've

researched Medium hulls.



Advanced Logistics

Cost: 1500 RP

Requires: Enhanced Logistics

Ability: +6 to logistics

AIValue: 20

Notes:

This tech can normally wait until you've researched Large Hulls. In general

however if you are in a war the more ships you can get into a fleet the

better that fleet's chances are of winning any given engagement.



Expert Logistics

Cost: 2500 RP

Requires: Advanced Logistics

Ability: +7 to logistics

AIValue: 12

Unlocks: Hyperion Re-Supply Center (SP)

Hyperion Logistics System (SP)

Notes:

Again this tech can wait until you've researched the larger hull sizes. The

Hyperion Logistics System is a really nice super project. Building it as

soon as you can really helps when war breaks out.



Ultimate Logistics

Cost: 4000 RP

Requires: Expert Logistics

Ability: +9 to logistics

AIValue: 10

Notes:

Guess what. This can wait and probably never get researched.



General Life Support

Cost: 50 RP

Requires: Basic Logistics

Ability: +20 to range

AIValue: 15

Notes:

A good tech to pick up early if you find yourself starting in an isolated

part of the galaxy. Keep in mind that it will increase the range of your

existing ship along with give you access to the ship modules for extending

range.



Extended Life Support

Cost: 500 RP

Requires: General Life Support

Ability: +40 to range

AIValue: 21

Notes:

A bit pricey but again if you need to eek a little more range out of your

existing fleet it does help.



Advanced Life Support

Cost: 2000 RP

Requires: Extended Life Support

Ability: +50 to range

AIValue: 10

Notes:

Really only need if you are stuck in a corner of the galaxy on a Large or

bigger map.



Ultra Life Support

Cost: 4000 RP

Requires: Advanced Life Support

Ability: +50 to range

AIValue: 5

Note:

Here's a tip... save the RP and put some life support modules on your ships

instead of researching this.



Advanced Hulls

Cost: 210

Requires: Basic Logistics

AIValue: 35

Unlocks: Xinathium Hull Plating (TG)

Notes:

This is another trade good I always try to secure for myself. That 15% isn't

much on a small ship but when you get into the medium and large hulls it can

really make a difference. Also since the AI values it pretty well it is a

nice trade good to help smooth relations with when trying to get to that

clost status needed for an alliance.



Medium Scale Building

Cost: 800 RP

Requires: Advanced Hulls

AIValue: 40

Unlocks: Medium Hulls (SC)

Battle Stations Mark II (SB)

Notes:



Superior Hulls

Cost: 500 RP

Requires: Medium Scale Building

AIValue: 15

Notes:



Large Scale Building

Cost: 2500 RP

Requires: Superior Hulls

AIValue: 50

Unlocks: Large Hulls (SC)

Battle Stations Mark III (SB)

Notes:



Master Hull Building

Cost: 2000 RP

Requires: Large Scale Building

Ability: +15 to hit points

AIValue: 30

Unlocks: Hyperion Shipyard (SP)

Notes:



Massive Scale Building

Cost: 4000 RP

Requires: Master Hull Building

AIValue: 30

Unlocks: Huge Hulls (SC)

Battle Stations Mark IV (SB)

Notes:



Reinforced Hull Design

Cost: 1000 RP

Requires: Master Hull Building

AIValue: 5

Ability: +10 to hit points

Notes:

Always nice to increase the hit point of all your ships. If nothing else I

use it to make my small/medium mixed fleets more viable against larger ships.



Hardened Hull Design

Cost: 2000

Requires: Reinforced Hull Design

Ability: +10 to hit points

AIValue: 5

Notes:

See above :).



Planetary Improvements

Cost: 100 RP

Requires: Xeno Engineering

Ability: +10 to SP; +10 to MP; +10 to RP

AIValue: 15

Notes:

This is normally the second tech I research in a game. The +10 bonus to

each production stat is a great help. Also I now make a beeline to Xeno

Economics to get a good jump start on my economy.



Xeno Industrial Theory

Cost: 200 RP

Requires: Planetary Improvements

Ability: +10 to SP

AIValue: 5

Unlocks: Factory (PI)

Manufacturing Capital (SP)

Adv. Starbase Factory (SB)

Mining Headquarters (SB)

Notes:

The +10 to social production is also nice. If you feel you need to crank out

buildings a little faster and don't want to increase your social spending

then research this.



Xeno Factory Construction

Cost: 1000 RP

Requires: Xeno Industrial Theory

AIValue: 10

Unlocks: Enhanced Factory (PI)

Massive Scaling Center (SB)

Resource Excavation (SB)

Notes:

Bigger better factories. Depending on where you are in the game this can be

a blessing or a curse.



Manufacturing Centers

Cost: 2000 RP

Requires: Xeno Factory Construction

AIValue: 10

Unlocks: Manufacturing Center (PI)

Interstellar Collectors (SB)

Extraction Center (SB)

Extraction Complex (SB)

Notes:

More powerful factories. Also don't forget that there are two starbase

upgrades for your econ and mining starbases in this tech. I sometimes forget

to build the second :)



Industrial Sector

Cost: 4000 RP

Requires: Manufacturing Centers

AIValue: 5

Unlocks: Industrial Sector (PI)

Orbital Replicators (SB)

Resource Sector (SB)

Notes:

My opinion of this tech has changed. With the reduced cost in terms of

research and the changes made to the economy starbase modules I do think this

is now worth researching.



Xeno Economics

Cost: 100 RP

Requires: Planetary Improvements

Ability: +10 to economics

AIValue: 10

Unlocks Adv. Market Center (PI)

Notes:

A good tech to pick up in the early stages of the game after you've gotten

your production base rolling. Can help to push your economy into the black.



Xeno Trade Centers

Cost: 400 RP

Requires: Xeno Economics

AIValue: 3

Unlocks: Trade Center (PI)

Notes:



Xeno Bank Construction

Cost: 500 RP

Requires: Xeno Trade Centers

Ability: +5 to economics

AIValue: 5

Unlocks: Banking Center (PI)

Notes:

Can never have too many bcs. And for only 500 RP this is a bargain compared

to the other planetary improvements at the same level.



Galactic Stock Exchanges

Cost: 800 RP

Requires: Xeno Bank Construction

AIValue: 5

Unlocks: Stock Market (PI)

Notes:

Again anything that improves bcs is a help. 800 RP is nothing at this point

in the game typically. So picking this up in the early mid game can be an

asset.



Xeno Farm Construction

Cost: 200 RP

Requires: Planetary Improvements

AIValue: 20

Unlocks: Xeno Farming (PI)

Notes:

Be wary of upgrading your farming capabilities. Without proper planning you

can push your planets approval into the tank with too many people too fast.

In general improve your entertainment capabilities first.



Xeno Farm Construction II

Cost: 2000 RP

Requires: Xeno Farm Construction

AIValue: 15

Unlocks Intensive Farming (PI)

Notes:

Same as with Xeno Farm I.



Xeno Farm Construction III

Cost: 4000 RP

Requires: Xeno Farm Construction II

AIValue: 5

Unlocks: Advanced Farming (PI)

Notes:

I don't think I've ever bothered with this tech. At least the 4000 RP price

tag is much better then the 8k previous to v1.1.



Soil Enhancement

Cost: 400 RP

Requires: Planetary Improvements

AIValue: 25

Unlocks: Soil Enhancement (PI)

Notes:

Turn all those yellow squares into useable tiles. Can wait till the after

the colonizing phase.



Habitat Improvement

Cost: 1500 RP

Requires: Soil Enhancement

AIValue: 25

Unlocks: Habitat Improvement (PI)

Aphrodisiac (TG)

Notes:

Turns orange squares into useable tiles. Really not needed unless you have

a lot of planets that have more then one of these color tiles.



Terraforming

Cost: 3000 RP

Requires: Habitat Improvement

AIValue: Not listed (typo maybe?)

Unlocks: Terraforming (PI)

Orbital Terraformer (GA)

Notes:

Allows you to use any remaining tiles that haven't turned green from the

previous two techs. It does not as the description implies allow you to use

all tiles on a planet. Shame they didn't add a tech to do that. Maybe in

a future update.



Xeno Research

Cost: 20 RP

Requires: Xeno Engineering

AIValue: 20

Unlocks: Xeno Lab (PI)

Notes:

The start of the pure research branch. Typically a race starts with this

tech.



Advanced Computing

Cost: 100 RP

Requires: Xeno Research

AIValue: 10

Unlocks: Technological Capital (SP)

Smart Drones (SB)

Notes:



Basic Miniaturization

Cost: 100 RP

Requires: Advanced Computing

AIValue: 20

Ability: +10 to ship hull space

Notes:

Miniaturization does not affect the component size of your ships directly.

It does increase the amount of space any given hull size has by the

percentage listed.



Enhanced Miniaturization

Cost: 500 RP

Requires: Basic Miniaturization

Ability: +15 to ship hull space

AIValue: 26

Unlocks: Micro Repair Bots (TG)

Notes:

A nice advance to have just as medium size ships become available to you.



Advanced Miniaturization

Cost: 1000 RP

Requires: Enhanced Miniaturization

Ability: +15 to ship hull space

AIValue: 25

Notes:

My opinion on this tech has changed given the research cost reduction. While

it is still a good idea to research the larger hulls first you can't ignore

the +40% to hull space you get by the time you research this tech.



Expert Miniaturization

Cost: 2500 RP

Requires: Advanced Miniaturization

Ability: +15 to ship hull space

AIValue: 25

Unlocks: Hyperion Shrinker (SP)

Notes:

See above :).



Ultimate Miniaturization

Cost: 5000 RP

Requires: Expert Miniaturization

Ability: +20 to ship hull space

AIValue: 15

Notes:

Umm... well not no now that it is only 5000 RP instead of 8400. But I still

rarely research this because if you factor in the Hyperion Shrinker from the

last tech you basically bump hull sizes by one in terms of component sizes.

This starts the diminishing returns on miniaturization. Also I think the AI

feels the same way since the value of this tech is 10 less than previous

ones.



Supreme Miniaturization

Cost: 8000 RP

Requires: Ultimate Miniaturization

Ability: +25 to ship hull space

AIValue: 4

Notes:

If it is unlikely for me to justify 5000 for the previous tech how likely do

you think it would be fore me to justify 8000 for this one? I'd go for a

tech victory long before this becoming useful. And with an AI value of 4 it

appears I'm not alone in my thoughts :).



Research Centers

Cost: 200 RP

Requires: Xeno Research

AIValue: 5

Unlocks: Research Center (PI)

Notes:



Research Academies

Cost: 500 RP

Requires: Research Centers

AIValue: 4

Unlocks: Research Academy (PI)

Notes:



Neutrality Learning Center

Cost: 2000 RP

Requires: Research Academies

Alignment: Neutral

AIValue: 5

Unlocks: Neutrality Learning Center (PI)

Notes:

Neutral players rejoice this is finally fixed in v1.1 :)



Invention Matrix

Cost: 2000 RP

Requires: Research Academies

AIValue: 4

Unlocks: Invention Matrix (PI)

Notes:



Discovery Sphere

Cost: 6000 RP

Requires: Invention Matrix

AIValue: 4

Unlocks: Discovery Sphere (PI)

Omega Research Center (GA)

Notes:



Deeper Knowledge

Cost: 3000 RP

Requires: Discovery Sphere

AIValue: 1

Notes:

Only continue to research down this path if you are going for a Technological

Victory. Didn't realize that the AI will most likely never try for a tech

win :).



Galactic Understanding

Cost: 6000 RP

Requires: Deeper Knowledge

AIValue: 1

Notes:

Only continue to research down this path if you are going for a Technological

Victory.



Near Omniscience

Cost: 12000 RP

Requires: Galactic Understanding

AIValue: 1

Notes:

Only continue to research down this path if you are going for a Technological

Victory.



Beyond Mortality

Cost: 18000 RP

Requires: Near Omniscience

AIValue: 1

Notes:

Only continue to research down this path if you are going for a Technological

Victory.



Technology Victory

Cost: 40000 RP

Requires: Beyond Mortality

AIValue: 1

Notes:

You win a technology victory. Duh! :)



Stellar Cartography

Cost: 25 RP

Requires: Xeno Research

AIValue: 1

Notes:

All races except the Terrans start with this ability. It allows you to see

the planets and stars on the mini map.



Sensors

Cost: 100 RP

Requires: Stellar Cartography

Ability: +1 to sensor ability

AIValue: 1

Unlocks: Survey Module (SC)

Perimeter Scanners (SB)

Notes:

Well with an AIValue of 1 no wonder the AI never seems to research this

branch.



Sensors Mark II

Cost: 200 RP

Requires: Sensors

AIValue: 1

Unlocks: Nano Recorders (TG)

Galactic Guide Book (GA)

Sector Scanners (SB)

Notes:

Galactic Guide Book is almost useless since unless you specifically go for it

in the early stages of the game all the anomalies are gone. Nano Recorders

I know is listed but I'm not sure it is even in the game.



Sensors Mark III

Cost: 300 RP

Requires: Sensors II

AIValue: 1

Unlocks: Sector Surveillance Scanners (SB)

Notes:



Sensors Mark IV

Cost: 500 RP

Requires: Sensors III

AIValue: 1

Unlocks: Eyes of the Universe (GA)

Ultimate Surveillance Scanners (SB)

Notes:

The Eyes of the Universe galactic achievement is worth the 1100 total RP it

takes to get to Sensor IV. During war it makes keeping tabs on the AI ships

a lot easier without risking any defenseless scouts.



Section 2.4 - Galactic Warfare Branch (Red, Purple)



WAR!... can't live without it... pass the Phasor.



Galactic Warfare

Cost: 25 RP

Requires: None

Ability: +10 to military production

AIValue: 10

Notes:

Typically a race starts with this tech. If not it should be in the top 5 of

starting research projects.



Space Militarization

Cost: 50 RP

Requires: Galactic Warfare

Ability: +10 to military production

AIValue: 20

Notes:

Obviously if you are going for a conquest win then you want to start your

war machine early. However even a peaceful style shouldn't neglect weapons

or defenses for too long. The more aggressive AIs do like to pick on the

little kids.



Space Weapons

Cost: 150 RP

Requires: Space Militarization

AIValue: 10

Unlocks: Battle Stations (SB)

Fighter Drones (SB)

Notes:



Planetary Invasion

Cost: 900 RP

Requires: Space Militarization

AIValue: 18

Unlocks: Troop Module (SC)

Traditional Warfare (IT)

Gas Warfare (IT)

Information Warfare (IT)

Notes:

Obviously you need to get this before you go to war. Also if you can get it

before the AI then you can take their planets but they are no threat to

yours.



Planetary Defense

Cost: 300 RP

Requires: Planetary Invasion

Ability: +10 to soldiering

AIValue: 38

Unlocks: Orbital Fleet Manager (PI)

Planetary Defense (PI)

Omega Defense System (SP)

Notes:



Advanced Planetary Defense

Cost: 2000 RP

Requires: Planetary Defense

Ability: +10 to soldiering

AIValue: 4

Unlocks: Hyperion Fleet Defense (SP)

Notes:



Supreme Planetary Defense

Cost: 6000 RP

Requires: Advanced Planetary Defense

Ability: +10 to soldiering

AIValue: 4

Notes:



Planetary Bombardment

Cost: 600 RP

Requires: Planetary Invasion

Ability: +5 to soldiering

AIValue: 12

Unlocks: Mass Drivers (IT)

Notes:



Tidal Disruption

Cost: 600 RP

Requires: Planetary Bombardment

Ability: +15 to soldiering

AIValue: 4

Unlocks: Tidal Disruptors (IT)

Notes:



Space Marines

Cost: 400 RP

Requires: Planetary Bombardment

Ability: +15 to soldiering

AIValue: 12

Unlocks: Tir-Quan Training (TG)

Core Detonation (IT)

Notes:



Advanced Troop Module

Cost: 500 RP

Requires: Space Marines

AIValue: 25

Unlocks: Adv Troop Module (SC)

Notes:



Shock Troops

Cost: 500 RP

Requires: Advanced Troop Module

Ability: +15 to soldiering

AIValue: 8

Unlocks: Mini-Soldiers (IT)

Notes:



Starbase Defenses

Cost: 500 RP

Requires: Space Weapons

AIValue: 18

Unlocks: Beam Interceptor (SB)

Energy Grid (SB)

Missile Defender (SB)

Notes:

The path starting with this tech has gotten more expensive in an effort to

curtail a rush tactic using military starbases. Time play testing by us will

let Stardock know if this is enough or if other measures need to be added.



Starbase Mobilization

Cost: 1500 RP

Requires: Starbase Defenses

AIValue: 10

Unlocks: Omega Cannon (SB)

Missile Bloom (SB)

Beam Multiplier Field (SB)

Notes:



Starbase Projection

Cost: 2500 RP

Requires: Starbase Mobilization

AIValue: 3

Unlocks: Beam Multiplier Field III (SB)

Omega Cannon III (SB)

Missile Bloom III (SB)

Notes:



Superior Starbase Defense Systems

Cost: 3500 RP

Requires: Starbase Projection

AIValue: 5

Unlocks: Beam Multiplier Field IV (SB)

Omega Cannon IV (SB)

Missile Bloom IV (SB)

Notes:



Starbase Conquest Strategy

Cost: 4500

Requires: Superior Starbase Defense Systems

AIValue: 5

Unlocks: Beam Multiplier Field V (SB)

Omega Cannon V (SB)

Missile Bloom V (SB)

Notes:



Beam Weapon Theory

Cost: 100 RP

Requires: Space Weapons

AIValue: 10

Notes:

Unlocks the beam weapon branch of the ship weapons.



Laser

Cost: 75 RP

Requires: Beam Weapon Theory

AIValue: 10

Unlocks: Laser Equalizer (SB)

Notes:



Laser II

Cost: 200 RP

Requires: Laser

AIValue: 10

Notes:



Laser III

Cost: 350 RP

Requires: Laser II

AIValue: 8

Notes:



Laser IV

Cost: 400 RP

Requires: Laser III

AIValue: 8

Notes:



Laser V

Cost: 500 RP

Requires: Laser IV

AIValue: 8

Notes:



Plasma Weapons

Cost: 1000 RP

Requires: Laser V

AIValue: 8

Notes:



Plasma Weapons II

Cost: 700 RP

Requires: Plasma Weapons

AIValue: 8

Notes:



Plasma Weapon III

Cost: 800 RP

Requires: Plasma Weapons II

AIValue: 8

Notes:



Phasors

Cost: 2000 RP

Requires: Plasma Weapons III

AIValue: 8

Unlocks: Hyper-Phasors (SB)

Notes:



Phasors II

Cost: 1600 RP

Requires: Phasors

AIValue: 8

Notes:



Psyonic Beam

Cost: 900 RP

Requires: Phasors

Alignment: Evil only

AIValue: 8

Notes:



Phasors III

Cost: 1800 RP

Requires: Phasors II

AIValue: 8

Notes:



Phasors IV

Cost: 2000 RP

Requires: Phasors III

AIValue: 8

Notes:



Phasors V

Cost: 2100 RP

Requires: Phasors IV

AIValue: 8

Notes:



Phasors VI

Cost: 2200 RP

Requires: Phasors V

AIValue: 8

Notes:



Phasors VII

Cost: 2400 RP

Requires: Phasors VI

AIValue: 8

Notes:



Disruptors

Cost: 4000 RP

Requires: Phasors VII

AIValue: 8

Unlocks: Focusted Disruptors (SB)

Notes:



Disruptors II

Cost: 3200 RP

Requires: Disruptors

AIValue: 8

Notes:



Disruptors III

Cost: 3500 RP

Requires: Disruptors II

AIValue: 8

Notes:



Subspace Blaster

Cost: 6000 RP

Requires: Disruptors III

AIValue: 8

Notes:



Subspace Annihilator

Cost: 5200 RP

Requires: Subspace Blaster

AIValue: 8

Notes:



Doom Ray

Cost: 9000 RP

Requires: Subspace Annihilator

AIValue: 8

Notes:



Mass Driver Theory

Cost: 100 RP

Requires: Space Weapons

AIValue: 10

Notes:

Start of the gun branch of ship weapons.



Miniballs

Cost: 75 RP

Requires: Mass Driver Theory

AIValue: 10

Unlocks: Sniper Turrets (SB)

Notes:



Miniballs II

Cost: 100 RP

Requires: Miniballs

AIValue: 10

Notes



Mass Drivers

Cost: 500 RP

Requires: Miniballs II

AIValue: 8

Notes:



Mass Drivers II

Cost: 800 RP

Requires: Mass Drivers

AIValue: 8

Notes:



Mass Drivers III

Cost: 1000 RP

Requires: Mass Drivers II

AIValue: 8

Notes:



Singularity Driver

Cost: 1200 RP

Requires: Mass Drivers III

AIValue: 8

Unlocks: Atlas Sling (SB)

Notes:



Singularity Driver II

Cost: 900 RP

Requires: Singularity Driver

AIValue: 8

Notes:



Singularity Driver III

Cost: 800 RP

Requires: Singularity Driver II

AIValue: 8

Notes:



Singularity Driver IV

Cost: 1000 RP

Requires: Singularity Driver III

AIValue: 8

Notes:



Graviton Driver

Cost: 2000 RP

Requires: Singularity Driver IV

AIValue: 8

Notes:



Graviton Driver II

Cost: 2400 RP

Requires: Graviton Driver

AIValue: 8

Notes:



Graviton Driver III

Cost: 2500 RP

Requires: Graviton Driver II

AIValue: 8

Notes:



Graviton Driver IV

Cost: 2600 RP

Requires: Graviton Driver III

AIValue: 8

Unlocks: Graviton Snipers (SB)

Notes:



Psyonic Shredder

Cost: 1000 RP

Requires: Graviton Driver III

Alignment: Evil only

AIValue: 8

Notes:



Quantum Driver

Cost: 4000 RP

Requires: Graviton Driver IV

AIValue: 8

Notes:



Quantum Driver II

Cost: 4200 RP

Requires: Quantum Driver

AIValue: 8

Notes:



Quantum Driver III

Cost: 4400 RP

Requires: Quantum Driver II

AIValue: 8

Notes:



HD Spike Driver

Cost: 5000 RP

Requires: Quantum Driver III

AIValue: 8

Notes:



HD Spike Driver II

Cost: 5200 RP

Requires: HD Spike Driver

AIValue: 8

Notes:



HD Spike Driver III

Cost: 5300 RP

Requires: HD Spike Driver II

AIValue: 8

Notes:



HD Spike Driver IV

Cost: 5800 RP

Requires: HD Spike Driver III

AIValue: 8

Notes:



Neutrino Bullets

Cost: 8000 RP

Requires: HD Spike Driver IV

AIValue: 8

Unlocks: Neutrino Snipers (SB)

Notes:



Black Hole Gun

Cost: 8000 RP

Requires: Neutrino Bullets

AIValue: 8

Notes:



Missile Weapon Theory

Cost: 100 RP

Requires: Space Weapons

AIValue: 10

Unlocks: Missile Launchpads (SB)

Notes:

Start of the missile ship weapons branch.



Stinger

Cost: 150 RP

Requires: Missile Weapon Theory

AIValue: 10

Notes:



Stinger II

Cost: 300 RP

Requires: Stinger

AIValue: 10

Notes:



Stinger III

Cost: 400 RP

Requires: Stinger II

AIValue: 8

Notes:



Stinger IV

Cost: 800 RP

Requires: Stinger III

AIValue: 8

Notes:



Harpoon

Cost: 1200 RP

Requires: Stinger IV

AIValue: 8

Notes:



Harpoon II

Cost: 800 RP

Requires: Harpoon

AIValue: 8

Notes:



Harpoon III

Cost: 900 RP

Requires: Harpoon II

AIValue: 8

Notes:



Pysonic Missile

Cost: 600 RP

Requires: Harpoon III

Alignment: Evil only

AIValue: 8

Notes:



Photonic Torpedo

Cost: 1600 RP

Requires: Harpoon III

AIValue: 8

Notes:



Photonic Torpedo II

Cost: 1200 RP

Requires: Photonic Torpedo

AIValue: 8

Unlocks: Sub-Space Warheads (SB)

Notes:



Photon Torpedo

Cost: 2400 RP

Requires: Photonic Torpedo II

AIValue: 8

Notes:



Photon Torpedo II

Cost: 2800 RP

Requires: Photon Torpedo

AIValue: 8

Notes:



Photon Torpedo III

Cost: 3000 RP

Requires: Photon Torpedo II

AIValue: 8

Notes:



Anti-Matter Torpedo

Cost: 5000 RP

Requires: Photon Torpedo III

AIValue: 8

Notes:



Anti-Matter Torpedo II

Cost: 5200 RP

Requires: Anti-Matter Torpedo

AIValue: 8

Notes:



Anti-Matter Torpedo III

Cost: 5400 RP

Requires: Anti-Matter Torpedo II

AIValue: 8

Notes:



Quantum Torpedo

Cost: 6000 RP

Requires: Anti-Matter Torpedo III

AIValue: 8

Notes:



Quantum Torpedo II

Cost: 6200 RP

Requires: Quantum Torpedo

AIValue: 8

Notes:



Quantum Torpedo III

Cost: 6800 RP

Requires: Quantum Torpedo II

AIValue: 8

Notes:



Positronic Torpedo

Cost: 7000 RP

Requires: Quantum Torpedo III

AIValue: 8

Notes:



Positronic Torpedo II

Cost: 8000 RP

Requires: Positronic Torpedo

AIValue: 8

Notes:



Blackhole Eruptor

Cost: 9000 RP

Requires: Positronic Torpedo II

AIValue: 8

Unlocks: Matter Detonators (SB)

Blackhole Torpedo (SB)

Notes:



Starship Defenses

Cost: 50 RP

Requires: Space Militarization

Ability: +10 to defense

AIValue: 15

Unlocks: Protective Fields (SB)

Notes:

Path to all of the ship defenses for research.



Armor Theory

Cost: 80 RP

Requires: Starship Defenses

AIValue: 15

Notes:

Research armor if you wish to counter ships using mass driver based weapons.



Titanium Armor

Cost: 80 RP

Requires: Armor Theory

AIValue: 15

Notes:



Titanium Armor II

Cost: 190 RP

Requires: Titanium Armor

AIValue: 5

Notes:



Titanium Armor III

Cost: 300 RP

Requires: Titanium Armor II

AIValue: 4

Notes:



Duranthium

Cost: 400 RP

Requires: Titanium Armor III

AIValue: 4

Notes:



Duranthium II

Cost: 400 RP

Requires: Duranthium

AIValue: 3

Notes:



Duranthium III

Cost: 500 RP

Requires: Duranthium II

AIValue: 15

Notes:



Tri-Strontium

Cost: 600 RP

Requires: Duranthium III

AIValue: 3

Notes:



Arnorian Battle Armor

Cost: 500 RP

Requires: Tri-Strontium

Alignment: Good only

Ability: +5 to ship hit points

AIValue: 3

Notes:



Enhanced Tri-Strontium

Cost: 600 RP

Requires: Tri-Strontium

AIValue: 3

Notes:



Superior Tri-Strontium

Cost: 600 RP

Requires: Enhanced Tri-Strontium

AIValue: 3

Notes:



Kanvium

Cost: 900 RP

Requires: Superior Tri-Strontium

AIValue: 3

Notes:



Kanvium II

Cost: 1000 RP

Requires: Kanvium

AIValue: 3

Notes:



Kanvium III

Cost: 1000 RP

Requires: Kanvium II

AIValue: 3

Notes:



Duralthene Armor

Cost: 1500 RP

Requires: Kanvium III

AIValue: 3

Notes:



Adamantium Armor

Cost: 1500 RP

Requires: Duralthene Armor

AIValue: 5

Notes:



Adamantium Armor II

Cost: 2000 RP

Requires: Adamantium Armor

AIValue: 3

Notes:



Ultimate Adamantium Armor

Cost: 2500 RP

Requires: Adamantium Armor II

AIValue: 3

Notes:



Zero-Point Armor

Cost: 2500 RP

Requires: Ultimate Adamantium Armor

AIValue: 5

Unlocks: Overload Armor (SB)

Zero-Point Armor (SC)

Notes:



Missile Defense Theory

Cost: 80 RP

Requires: Starship Defenses

AIValue: 4

Notes:

Research missile defense theory to counter ships with missile weapons.



Chaff

Cost: 60 RP

Requires: Missile Defense Theory

AIVAlue: 15

Notes:



Smart Chaff

Cost: 80 RP

Requires: Chaff

AIValue: 4

Notes:



ECM

Cost: 100 RP

Requires: Smart Chaff

AIValue: 4

Notes:



ECM II

Cost: 150 RP

Requires: ECM

AIValue: 4

Notes:



ECM III

Cost: 250 RP

Requires: ECM II

AIValue: 3

Notes:



Telepathic Defense

Cost: 300 RP

Requires: ECM III

Alignment: Good only

Ability: +5 to defense

AIValue: 3

Notes:



Point Defense

Cost: 300 RP

Requires: ECM III

AIValue: 3

Notes:



Point Defense II

Cost: 400 RP

Requires: Point Defense

AIValue: 3

Notes:



Point Defense III

Cost: 500 RP

Requires: Point Defense II

AIValue: 5

Notes:



PD Combo

Cost: 800 RP

Requires: Point Defense III

AIValue: 3

Notes:



PD Combo II

Cost: 1000 RP

Requires: PD Combo

AIValue: 3

Notes:



PD Combo III

Cost: 1000 RP

Requires: PD Combo II

AIValue: 3

Notes:



Droid Sentries

Cost: 1500 RP

Requires: PD Combo III

AIValue: 3

Notes:



Droid Sentries II

Cost: 1500 RP

Requires: Droid Sentries

AIValue: 3

Notes:



Droid Sentries III

Cost: 2000 RP

Requires: Droid Sentries II

AIValue: 3

Notes:



Aereon Missile Defense

Cost: 2500 RP

Requires: Droid Sentries III

AIValue: 3

Unlocks: Hyper Computers (TG)

Electro-Magnetic Surge (SB)

Notes:



Shield Defense Theory

Cost: 80 RP

Requires: Starship Defenses

AIValue: 4

Notes:

Research shield defenses to counter ships with beam weapons.



Deflectors

Cost: 90 RP

Requires: Shield Defense Theory

AIValue: 15

Notes:



Enhanced Deflectors

Cost: 130 RP

Requires: Deflectors

AIValue: 4

Notes:



Advanced Deflectors

Cost: 300 RP

Requires: Enhanced Deflectors

AIValue: 4

Notes:



Superior Deflectors

Cost: 400 RP

Requires: Advanced Deflectors

AIValue: 4

Notes:



Shields

Cost: 500 RP

Requires: Superior Deflectors

AIValue: 5

Notes:



Shields II

Cost: 600 RP

Requires: Shields

AIValue: 4

Notes:



Shields III

Cost: 650 RP

Requires: Shields II

AIValue: 4

Notes:



Subspace Rebounder

Cost: 200 RP

Requires: Shields III

Alignment: Good only

Ability: +5 to defense

AIValue: 4

Notes:



Barriers

Cost: 1000 RP

Requires: Shields III

AIValue: 14

Notes:



Barriers II

Cost: 900 RP

Requires: Barriers

AIValue: 4

Notes:



Barriers III

Cost: 1000 RP

Requires: Barriers II

AIValue: 4

Notes:



Dynamic Shielding

Cost: 300 RP

Requires: Barriers III

Alignment: Good only

Ability: +5 to defense

AIValue: 4

Notes:



Force Fields

Cost: 1500 RP

Requires: Barriers III

AIValue: 14

Notes:



Advanced Force Fields

Cost: 1500 RP

Requires: Force Fields

AIValue: 4

Unlocks: Invulnerability Bloom (SB)

Notes:



Superior Force Fields

Cost: 1500 RP

Requires: Advanced Force Fields

AIValue: 4

Notes:



Invulnerability Field

Cost: 2000 RP

Requires: Superior Force Fields

AIValue: 4

Notes:



Invulnerability Field II

Cost: 2000 RP

Requires: Invulnerability Field

AIValue: 4

Notes:



Ultimate Invulnerability

Cost: 2500 RP

Requires: Invulnerability Field II

AIValue: 4

Notes:



Starbase Fortification

Cost: 400 RP

Requires: Starship Defenses

AIValue: 10

Unlocks: Ray-Shielding (SB)

Combat Armor (SB)

Missile Defender (SB)

Subspace Blaster (SB)

Ship Pounder (SB)

Star Javelin (SB)

Notes:



Starbase Fortification Mark II

Cost: 1000 RP

Requires: Starbase Fortification Mark

AIValue: 3

Unlocks: Ray-Shielding II (SB)

Combat Armor II (SB)

Missile Defender II (SB)

Subspace Blaster II (SB)

Ship Pounder II (SB)

Star Javelin II (SB)

Notes:



Starbase Fortifications Mark III

Cost: 4000 RP

Requires: Starbase Fortification Mark II

AIValue: 3

Unlocks: Ray-Shielding III (SB)

Combat Armor III (SB)

Missile Defender III (SB)

Subspace Blaster III (SB)

Ship Pounder III (SB)

Star Javelin III (SB)

Notes:



=============================================================================



Section 3.0 - Planetary Buildings



This section describes all planetary buildings in the game. All this info is

from the PlanetImprovements.xml file in the GalCiv2 data folder. I will

group the buildings according what they affect in the game. In general if

a planet contains special bonus tiles make sure you build the proper building

on it to receive the listed bonus.



Section 3.1 - Colony Buildings



These are auto buildings the game places.



Initial Colony

Cost: 0 (this is placed automatically when you colonize a planet)

Morale Bonus: 5

Maintenance: 12 bc

Industry: 12

Food: 5

Research: 10

Limit: 1 per planet

Indestructible

Notes:

This is what your colony ship becomes after making planet fall. As you can

see from it's stats it does give your new planet some basic things. Of note

is the 12 bc per week maintenance cost. This is what can cause financial

trouble during the colonization phase if you expand too fast.



Civilization Capital

Cost: 0 (placed automatically on your home world)

Morale Bonus: 0

Influence Bonus: 25

Maintenance: 0

Industry: 24

Food: 10

Research: 24

Limit: 1 per planet

Indestructible

Notes:

As you can see your home world starts off with a good bit of industry and

research. This should allow you a good head start on developing your empire.



Section 3.2 - Production Buildings



If you want to build things then you've got to have production buildings.

Anything that produces Industry impacts your military and social production.

Depending on your spending levels these values can be the same or very

different. However you build the same buildings to increase both.



Starport

Cost: 20 SP

Maintenance: 1 bc

Limit: 1 per planet

Notes:

Can't build starships at a planet without one of these. However not all

planets need one.



Basic Factory

Cost: 50 SP

Maintenance: 1

Industry: 8

Notes:

The first thing I typically build on all new colonies. Sometimes I rush

build one depending on my current cash situation. In v1.1 these now cost 1

maintenance.



Factory

Cost: 75 SP

Maintenance: 2

Industry: 10

Required Tech: Xeno Industrial Theory

Upgrades: Basic Factory

Notes:

Better version of the factory. A few of these and a planet can crank out

most things in a reasonable time frame. Keep in mind that in v1.1 they added

a maintenance cost of 2 to this improvement.



Enhanced Factory

Cost: 100 SP

Maintenance: 2

Industry: 14

Required Tech: Xeno Factory Construction

Upgrades: Factory

Notes:

A slightly improved factory.



Manufacturing Center

Cost: 200 SP

Maintenance: 2

Industry: 16

Required Tech: Manufacturing Centers

Upgrades: Enhanced Factory

Notes:

Another balancing tweak they reduced the cost of this enh to pull it more in

line with previous upgrades.



Industrial Sector

Cost: 400 SP

Maintenance: 2

Industry: 20

Required Tech: Industrial Sector

Upgrades: Manufacturing Center

Notes:



Section 3.3 - Research Buildings



Generate RPs with these buildings.



Basic Lab

Cost: 40 SP

Maintenance: 1

Research: 6

Notes:

Increase the research production (RP) of your planet with these buildings.

In v1.1 the maintenance has been increased from zero to one. Keep that in

mind as you build these in the early go.



Xeno Lab

Cost: 60 SP

Maintenance: 2

Research: 8

Required Tech: Xeno Research

Upgrades: Basic Lab

Notes:

Because the immediate upgrade to the basic lab requires 2 maintenance you may

want to hold off on Xeno Research until your economy can afford the increased

maintenance.



Research Center

Cost: 100 SP

Maintenance: 2

Research: 10

Required Tech: Research Center

Upgrades: Xeno Lab

Notes:

For 40 extra SP you gain 3 RPs. You make the call.



Research Academy

Cost: 150 SP

Maintenance: 3

Research: 12

Required Tech: Research Academy

Upgrades: Research Center

Notes:

With v1.1 this building has been tweaked to be more in line with the set

progression.



Neutrality Learning Center

Cost: 300 SP

Mainenance: 4

Research: 22

Required Tech: Neutrality Learning Center

Alignment: Neutral only

Notes:

v1.1 finally got this building in the game :). And since it is the best of

the research buildings makes going for a tech win as neutral a bit easier.



Invention Matrix

Cost: 200 SP

Maintenance: 4

Research: 16

Required Tech: Invention Matrix

Upgrades: Research Academy

Notes:

Again the cost of this building was reduced in v1.1.



Discovery Sphere

Cost: 250 SP

Maintenance: 4

Research: 18

Required Tech: Discovery Sphere

Upgrades: Invention Matrix

Notes:

See above.



Section 3.4 - Economic Buildings



Market Center

Cost: 35 SP

Economic Bonus: 10

Maintenance: 0

Notes:

Because this building has zero maintenance it makes sense to build at least

one provided a planet has space. This increases your tax revenue by 10%.



Adv. Market Center

Cost: 60 SP

Economic Bonus: 15

Maintenance: 0

Required Tech: Xeno Economics

Upgrades: Market Center

Notes:

Another zero maintenance building. If you have space build at least one.



Trade Center

Cost: 90 SP

Economic Bonus: 20

Maintenance: 0

Required Tech: Xeno Trade Centers

Upgrades: Adv. Market Centers

Notes:

Same as before. Build at least one.



Banking Center

Cost: 250 SP

Maintenance: 0

Economic Bonus: 24

Required Tech: Xeno Bank Construction

Upgrades: Trade Center

Notes:

Hey guess what. Zero maintenance. Build one. Also cost has changed in 1.1

to be more in line with the rest of the buildings.



Stock Market

Cost: 150 SP

Maintenance: 1

Morale Bonus: 10

Economic Bonus: 30

Influence Bonus: 5

Required Tech: Galactic Stock Exchange

Upgrades: Banking Center

Notes:

Now wait just a minute. Your telling me I get a morale bonus, an influence

bonus and the economic bonus. And it is only 1 maintenance now. Sign me up!

I'm not 100% sure if the cost is a typo on the devs part or not. Seems odd

that it is 100 cheaper then the bank.



Section 3.5 - Morale Buildings



Keep people happy. Happy citizens happily pay taxes. Make sure you keep it

that way. Or they will happily show you the door.



Entertainment Network

Cost: 55 SP

Maintenance: 1

Morale Bonus: 25

Notes:

Basic morale building. Build these on tiles with a happiness bonus to get

the bonus.



Multimedia Center

Cost: 100 SP

Maintenance: 2

Morale Bonus: 30

Required Tech: Xeno Entertainment

Upgrades: Entertainment Network

Notes:

The improved entertainment building. Of note is the 2bc maintenance. Keep

it in mind as you grow your economy.



Extreme Stadium

Cost: 250 SP

Maintenance: 2

Morale Bonus: 45

Required Tech: Extreme Entertainment

Upgrades: Multimedia Center

Notes:

Another boost to morale for the same maintenance. Can't go wrong with that.



Zero G Sports Arena

Cost: 300 SP

Maintenance: 2

Morale Bonus: 50

Required Tech: Zero G Sports Arena

Upgrades: Extreme Stadium

Notes:

Yet another boost for still 2bc maintenance.



Virtual Reality Center

Cost: 400 SP

Maintenance: 2

Morale Bonus: 60

Required Tech: Virtual Reality Centers

Upgrades: Zero G Sports Arena

Notes:

The top building for this set. And still only 2bc.



Section 3.6 - Influence Buildings



Expand your influence in the galaxy by building these.



Embassy

Cost: 60 SP

Influence Bonus: 15

Maintenance: 1

Required Tech: Universal Translator

Notes:

Build an embassy on any planet with a population over 5b. Also if a planet

is near or within an AIs influence build an embassy to combat the affects

of the outside influence.



Cultural Exchange Center

Cost: 250 SP

Influence Bonus 25

Maintenance: 1

Required Tech: Advanced Diplomacy

Upgrades Embassy

Notes:

More bonus for same maintenance.



Propaganda Center

Cost: 150 SP

Maintenance: 4

Resistance Bonus: 10

Required Tech: Concepts of Malice

Notes:

Helps to prevent an influence take over of the planet.



Section 3.7 - Farming Buildings



Old MacDonald had a... oh never mind. Farms increase the population cap of

a planet. Keep in mind that under a PQ8 there is a population cap enforced

by the game. So no matter how many farms you manage to build it will never

go beyond that. Even the devs say not to bother building farms unless you

can offset the population penalty to your planet's morale. I tend to agree.



Basic Farming

Cost: 50 SP

Maintenance: 0

Food: 4

Notes:

More people equal more taxes. However you must balance these people with

entertainment or your approval for the planet will plummet quickly. A good

practice is to build two entertainment buildings for every farm you place.



Xeno Farming

Cost: 100 SP

Maintenance: 0

Food: 6

Required Tech: Xeno Farm Construction

Upgrades: Basic Faming

Notes:

As with all farming techs be careful when you upgrade them. You've got to

ensure you can keep your morale up with the increased population.



Intensive Farming

Cost: 120 SP

Maintenance: 0

Food: 8

Required Tech: Xeno Farm Construction II

Upgrades: Xeno Faming

Notes:

As with all farming techs be careful when you upgrade them. You've got to

ensure you can keep your morale up with the increased population.



Advanced Farming

Cost: 150 SP

Maintenance: 0

Food: 10

Required Tech: Xeno Farm Construction III

Upgrades: Intensive Farming



Extended Farming

Cost: 210 SP

Maintenance: 0

Food: 11

Required Tech: Xeno Farm Construction IV

Upgrades: Advanced Farming

Notes:

This building is in the file. However there is no Xeno Farm Construction IV

listed in the technology tree.



Ultra Farming

Cost: 250 SP

Maintenance: 0

Food: 12

Required Tech: Xeno Farm Construction V

Upgrades: Extended Farming

Notes:

As with Extended Farming this building is listed however the required tech is

not in the technology tree.



Section 3.8 - Terraform



Reclaim those unusable squares.



Soil Enhancement

Cost: 50 SP

PQ Bonus: 10

Required Tech: Soil Enhancement

Upgrades: Yellow tiles to green

Notes:

For the most part this is a worth while thing when a planet has exhausted all

other tiles.



Habitat Improvement

Cost: 30 SP

PQ Bonus: 10

Required Tech: Habitat Improvement

Upgrades: Orange tiles to green

Notes:

Same as with Soil Enhancement this is worth while if the planet has no more

tiles to build on.



Terraforming

Cost: 50 SP

PQ Bonus: 20

Required Tech: Terraforming

Upgrades: Red tiles to green

Notes:

More of the same.



Section 3.9 - Defensive Buildings



Make it very expensive for the other guy to take your planets.



Orbital Fleet Manager

Cost: 50 SP

Maintenance: 0

Limit: 1

Required Tech: Planetary Defense

Notes:

When you build this improvement all ships in orbit around your planet will

form a fleet up to your max logistics ability if it is attacked. Suffice it

to say this is a huge improvement over the one ship at a time approach.



Planetary Defense

Cost: 200 SP

Maintenance: 1

Planetary Defense Bonus: 25

Required Tech: Planetary Defense

Notes:

Not sure if this increases your number of soldiers or improves your soldier

ability. Going to need to confirm what this affects.



Section 3.10 - Trade Goods



These not only benefit your empire but also can be very lucrative trade

items. Keep in mind that you may not want certain enemies to get their hands

on the bonus so be wary of who you trade with. Also it is possible to

capture a trade good that another race built by taking the planet. Just

don't use any invasion tactic that has a chance of destroying a building.



Xinathium Hull Plating

Cost: 600 SP

Maintenance: 0

Effect: +15% to ship hit points

Required Tech: Advanced Hulls

Notes:

A definite must for the war monger. Everyone else should also try to build

this if for no other reason then to keep it out of the AIs hands.



Diplomatic Translators

Cost: 500 SP

Maintenance: 0

Effect: +25% to diplomacy

Required Tech: Diplomatic Relations

Notes:

Useful under a diplomatic strategy. I rarely try to build this myself.



Aphrodisiac

Cost: 500 SP

Maintenance: 0

Effect: +50% to population growth rates

Required Tech: Habitat Improvement

Notes:

With the population changes in v1.1 this trade good has gone up in value in

my book.



Harmony Crystals

Cost: 570 SP

Maintenance: 0

Effect: +20% to morale

Required Tech: Xeno Ethics

Notes:



Ultra Spices

Cost: 500 SP

Maintenance: 0

Effect: +15% to morale

Required Tech: Extreme Entertainment

Notes:



Virtual Reality Modules

Cost: 500 SP

Maintenance: 0

Effect: +12% to morale

Required Tech: Virtual Reality Centers

Notes:



Frictionless Clothing

Cost: 510 SP

Maintenance: 0

Effect: +10% to approval rating ability

Required Tech: Xeno Cultural Trends

Notes:



Nano Recorders

Cost: 500 SP

Maintenance: 0

Effect: +10% to research ability

Required Tech: Sensors II

Notes:

Not sure if I've ever seen this in the game.



Hyper Computers

Cost: 540 SP

Maintenance: 0

Ability: +20% to research ability.

Required Tech: Aereon Missile Defense

Notes:

I personally think it is odd that this trade good is in the missile defense

branch. Seems it really would fit better in the research branch. But I'm

sure there was a reason for it I'm just not aware of :).



Micro Repair Bots

Cost: 400 SP

Maintenance: 0

Effect: +20% to ship repair rate

Required Tech: Enhanced Miniaturization

Notes:



Tir-Quan Training

Cost: 600 SP

Maintenance: 0

Effect: +25% to soldier ability

Required Tech: Space Marines

Notes:



Gravity Accelerators

Cost: 500 SP

Maintenance: 0

Effect: +1 to all ship movement

Required Tech: Zero G Sports Arena

Notes:

+1 to all ship's movement. Nuff said.



Section 3.11 - Super Projects



You are only allowed one of these super projects per empire. However it is

possible to capture the AIs building and keep it as your own for another

bonus.



Manufacturing Capital

Cost: 250 SP

Maintenance: 0

Manufacturing Bonus: 50

Economic Bonus: 10

Required Tech: Xeno Industrial Theory

Notes:

Typically you'll want to build this on your most productive planet. However

there are times where you'll get more out of it by using it to upgrade one

of your mid ranged production planets. Use your best judgment of course

but be sure to place this building as soon as you can. Change in v1.1 this

building costs half what it did and gives half the bonus :).



Technological Capital

Cost: 400 SP

Maintenance: 0

Research Bonus: 100

Required Tech: Advanced Computing

Notes:

Place this planet on your highest RP planet and watch the techs roll in.

Also in v1.1 the research bonuses are applied as is so no more under the hood

reduction of 50%.



Economic Capital

Cost: 200 SP

Maintenance: 0

Economic Bonus: 50

Required Tech: Trade

Notes:

As with all planetary super projects place this one where it will make the

most impact. Whatever planet is producing the most base bcs will get the

most out of the bonus.



Political Capital

Cost: 150 SP

Maintenance: 0

Morale Bonus: 50

Influence Bonus: 25

Required Tech: Star Democracy

Notes:

I typically put this on whatever planet has the lowest approval rating.

However if you are going for an influence victory you may want to place it

where you can get the most out of the influence bonus.



Spin Control Center

Cost: 400 SP

Maintenance: 0

Might Multiplier: 5.0

Required Tech: Total Majesty

Notes:

Build this on a planet with lots of big ships in orbit and your military

rating will jump through the roof.



Hyperion Fleet Defense

Cost: 1000 SP

Maintenance: 0

Required Tech: Advanced Planetary Defense

Notes:

Now all ships in orbit around this planet will defend it regardless of your

logistics ability. Use this to help protect a really vital planet.



Re-education Center

Cost: 600 SP

Maintenance: 0

Required Tech: Cultural Domination

Notes:

The super project prevents the planet it is built on from ever being taken

over by the influence of an AI. Personally I don't find much use for this.



Secret Police Center

Cost: 600 SP

Maintenance: 0

Morale Bonus: 20

Required Tech: Good and Evil

Notes:

For 600 SP there are better ways to improve the morale of a planet.



Hyperion Shipyard

Cost: 1000 SP

Maintenance: 0

Ship Speed Bonus: +1

Required Tech: Master Hull Building

Notes:

This is nice improvement on the surface since it increases ship speed.

However in practice because most of us put ships into fleets the +1 to some

of the ships doesn't apply to the fleet. That is unless of course you make

a fleet of only ships from this single planet.



Omega Defense System

Cost: 800 SP

Maintenance: 0

Effect: Double hit points of ships in orbit of this planet

Required Tech: Planetary Defense

Notes:



Hyperion Re-Supply Center

Cost: 500 SP

Maintenance: 0

Effect: +25% to ship range

Required Tech: Expert Logistics

Notes:



Artificial Slave Center

Cost: 800 SP

Maintenance: 3

Effect: Increase MP by ?... File says AbilityFactor 0.5 whatever that is.

Required Tech: Concepts of Malice

Notes:

Would be nice to have a better idea of what the increase is.



Hyperion Shrinker

Cost: 800 SP

Maintenance: 0

Effect: +15% to miniaturization

Required Tech: Expert Miniaturization

Notes:



Hyperion Logistics System

Cost: 800 SP

Maintenance: 0

Effect: +6 to logistics

Required Tech: Expert Logistics

Notes:

+6 to logistics means larger fleets. Larger fleets normally mean more

battles won. Definitely worth building.



Section 3.12 - Galactic Achievements



There can only be one of each of these for the entire galaxy. So if you want

it make sure you are the first with the tech and then put everything you can

into building it. If the AI builds it first you can still conquer his planet

to get the benefit for yourself.



Galactic Privateer

Cost: 1500 SP

Maintenance: 0

Might Multiplier: 5.0

Required Tech: Master Trade

Notes:

An enemy AI can no longer destroy your freighters. Quite handy for a war

monger to build.



Omega Research Center

Cost: 500 SP

Maintenance: 0

Research Bonus: 50

Required Tech: Discovery Sphere

Notes:

If you are going for a Technology Victory make sure you grab this

achievement.



Galactic Showcase

Cost: 1800 SP

Maintenance: 0

Ability: +25% to diplomacy

Required Tech: Expert Diplomacy

Notes:

The brief says influence and the description says diplomacy. Going to need

to confirm which goes up when this is completed.



Orbital Terraformer

Cost: 1200 SP

Required Tech: Terraforming

Notes:

Instantly makes all potentially useable tiles on all your planets green. I

guess if you bothered to research to Terraforming you might as well build

this achievement. Also same effect as having a neutral alignment.



Galactic Guide Book

Cost: 400 SP

Maintenance: 0

Required Tech: Sensors II

Notes:

Allows all ships to survey. Honestly I've never built this nor have I ever

seen the AI build it. Seems like a waste since usually by the time I get

around to researching Sensors Mark II I've already scouted most of the

galaxy.



Eyes of the Universe

Cost: 500 SP

Maintenance: 0

Effect: All ships are visible on the mini map. All ships and star base

sensor range is increased to 15 pc.

Required Tech: Sensors Mark IV

Notes:

I like getting this achievement before going to war. Helps keep track of all

enemy activity. Also keep in mind that the game puts a cap on sensor range

of 15. This means that if you plan on building this GA don't bother putting

a bunch of sensors on your ships. They may increase the 15 pc cap in a

future update.



Galactic Stock Exchange

Cost: 500 SP

Maintenance: 0

Economic Bonus: 25

Influence Bonus: 25

Required Tech: Advanced Trade

Notes:



Galactic Monument

Cost: 400 SP

Maintenance: 0

Economic Bonus: 10

Influence Bonus: 33

Required Tech: Star Federation

Notes:



Restaurant of Eternity

Cost: 600 SP

Maintenance: 0

Effect: +20% influence ability

Required Tech: Trade

Notes:



Hyper Distribution Center

Cost: 800 SP

Maintenance: 0

Economic Bonus: 10

Influence Bonus: 200

Effect: +33% to influence ability

Required Tech: Cultural Conquest

Notes:



Galactic Bazaar

Cost: 900 SP

Maintenance: 0

Effect: +50% to perceived value of trade items

Required Tech: Master Trade

Notes:



No Mercy Invasion Center

Cost: 1600 SP

Maintenance: 5

Effect: Eliminates the cost of the special planetary invasion tactics

Required Tech: Concepts of Malice

Notes:

Very nice to have if you like using the special tactics a lot.



Temple of Evil

Cost: 1600 SP

Maintenance: 0

Effect: +25% to your trade

Required Tech: Concepts of Malice

Notes:

I'm not 100% sure on that bonus. The game file lists OwnerBonus as 0.25 and

NonOwnerPenalty as 0.40. This implies that you receive a 25% boost while

others receive a 40% penalty. Would need confirmation about this.



Temple of Righteousness

Cost: 1600 SP

Maintenance: 0

Effect: +25% to your trade

Required Tech: Concepts of Righteousness

Notes:

See Temple of Evil.



Temple of Neutrality

Cost: 1600 SP

Maintenance: 0

Effect: +25% to your trade

Required Tech: Balanced Vision

Notes:

See Temple of Evil.



Empathic Tactical Center

Cost: 3000 SP

Maintenance: 0

Effect: +20% to ship defense

Required Tech: Concepts of Righteousness

Notes:



Mind Control Center

Cost: 1000 SP

Maintenance: 0

Effect: Any AI planets ready to defect do so immediately.

Required Tech: Concepts of Malice

Notes:

I think this GA is broken atm. According to the file it lists an ability

amount of 100 but does not list an AbilityType modifier. My guess is that

right now the game defaults to an economy bonus since that is what is listed

when you select this building now.



Hall of Empathy

Cost: 900 SP

Maintenance: 0

Effect: Doubles the odds of an AI surrendering to you

Required Tech: Concepts of Righteousness



=============================================================================



Section 4.0 - Starship Components



This section contains all available ship hulls and components. They are

grouped by type and then sub class. All information is taken from the

GC2Types.xml file in the GalCiv2 data folder.



Section 4.1 - Defenses (Armor)



Protect your starships from gun type weapons with armor.



Armor Plating

Cost: 3 MP

Size: 10

SizeMod: 20

Absorption: 1

Required Tech: Starship Defenses



Titanium Armor

Cost: 30 MP

Size: 6

SizeMod: 5

Absorption: 1

Required Tech: Titanium Armor



Titanium Armor II

Cost: 30 MP

Size: 5

SizeMod: 4

Absorption: 1

Required Tech: Titanium Armor II



Titanium Armor III

Cost: 30 MP

Size: 4

SizeMod: 4

Absorption: 1

Required Tech: Titanium Armor III



Duranthium Armor

Cost: 50 MP

Size: 7

SizeMod: 3

Absorption: 2

Required Tech: Duranthium



Duranthium Armor II

Cost: 50 MP

Size: 6

SizeMod: 3

Absorption: 2

Required Tech: Duranthium II



Duranthium Armor III

Cost: 50 MP

Size: 5

SizeMod: 3

Absorption: 2

Required Tech: Duranthium III



Superior Duranthium

Cost: 70 MP

Size: 5

SizeMod: 3

Absorption: 4

Required Tech: Superior Duranthium



Arnorian Battle Armor

Cost: 140 MP

Size: 4

SizeMod: 4

Absorption: 6

Required Tech: Arnorian Battle Armor



Tri-Strontium Armor

Cost: 70 MP

Size: 6

SizeMod: 3

Absorption: 3

Required Tech: Tri-Strontium



Tri-Strontium Armor II

Cost: 70 MP

Size: 6

SizeMod: 3

Absorption: 3

Required Tech: Enhanced Tri-Strontium



Tri-Strontium Armor III

Cost: 70 MP

Size: 5

SizeMod: 3

Absorption: 3

Required Tech: Superior Tri-Strontium



Kanvium

Cost: 80 MP

Size: 6

SizeMod: 3

Absorption: 4

Required Tech: Kanvium



Kanvium II

Cost: 90 MP

Size: 5

SizeMod: 3

Absorption: 5

Required Tech: Kanvium II



Kanvium III

Cost: 100 MP

Size: 4

SizeMod: 3

Absorption: 5

Required Tech: Kanvium III



Duralthene Armor

Cost: 110 MP

Size: 6

SizeMod: 2

Absorption: 6

Required Tech: Duralthene Armor



Admantium Armor (think this is a typo in the game file)

Cost: 110 MP

Size: 6

SizeMod: 2

Absorption: 7

Required Tech: Adamantium Armor



Admantium Armor II (think this is a typo in the game file)

Cost: 120 MP

Size: 5

SizeMod: 2

Absorption: 7

Required Tech: Adamantium II



Ultimate Adamantium

Cost: 120 MP

Size: 4

SizeMod: 2

Absorption: 7

Required Tech: Ultimate Adamantium



Zero-Point Armor

Cost: 140 MP

Size: 3

SizeMod: 2

Absorption: 10

Required Tech: Zero-Point Armor



Section 4.2 - Defenses (Point Defense)



Protect your starships from missile based attacks with point defense.



Chaff

Cost: 30 MP

Size: 10

SizeMod: 5

Absorption: 1

Required Tech: Smart Chaff



Smart Chaff

Cost: 30 MP

Size: 8

SizeMod: 5

Absorption: 1

Required Tech: Smart Chaff



ECM

Cost: 40 MP

Size: 6

SizeMod: 3

Absorption: 1

Required Tech: ECM



ECM II

Cost: 40 MP

Size: 5

SizeMod: 3

Absorption: 1

Required Tech: ECM II



ECM III

Cost: 40 MP

Size: 4

SizeMod: 3

Absorption: 1

Required Tech: ECM III



Telepathic Defense

Cost: 70 MP

Size: 4

SizeMod: 3

Absorption: 3

Required Tech: Telepathic Defense



Point Defense

Cost: 55 MP

Size: 5

SizeMod: 3

Absorption: 2

Required Tech: Point Defense



Point Defense II

Cost: 55 MP

Size: 4

SizeMod: 3

Absorption: 2

Required Tech: Point Defense II



Point Defense III

Cost: 55 MP

Size: 3

SizeMod: 3

Absorption: 2

Required Tech: Point Defense III



PD Combo

Cost: 70 MP

Size: 4

SizeMod: 3

Absorption: 3

Required Tech: PD Combo



PD Combo II

Cost: 70 MP

Size: 3

SizeMod: 3

Absorption: 3

Required Tech: PD Combo II



PD Combo II

Cost: 80 MP

Size: 3

SizeMod: 3

Absorption: 4

Required Tech: PD Combo III



Droid Sentries

Cost: 90 MP

Size: 3

SizeMod: 2

Absorption: 5

Required Tech: Droid Sentries



Droid Sentries II

Cost: 100 MP

Size: 4

SizeMod: 2

Absorption: 6

Required Tech: Droid Sentries II



Droid Sentries III

Cost: 100 MP

Size: 4

SizeMod: 2

Absorption: 6

Required Tech: Droid Sentries III



Aereon Missile Defense

Cost: 140 MP

Size: 4

SizeMod: 2

Absorption: 10

Required Tech: Aereon Missile Defense



Section 4.3 - Defenses (Shields)



Protect your starships from beam weapon based attacks with shields.



Deflectors

Cost: 30 MP

Size: 9

SizeMod: 4

Absorption: 1

Required Tech: Deflectors



Enhanced Deflectors

Cost: 39 MP

Size: 8

SizeMod: 4

Absorption: 1

Required Tech: Enhanced Deflectors



Advanced Deflectors

Cost: 30 MP

Size: 6

SizeMod: 4

Absorption: 1

Required Tech: Advanced Deflectors



Superior Deflectors

Cost: 30 MP

Size: 4

SizeMod: 4

Absorption: 1

Required Tech: Superior Deflectors



Shields

Cost: 50 MP

Size: 6

SizeMod: 3

Absorption: 2

Required Tech: Shields



Shields II

Cost: 50 MP

Size: 5

SizeMod: 3

Absorption: 2

Required Tech: Shields II



Shields III

Cost: 50 MP

Size: 4

SizeMod: 3

Absorption: 2

Required Tech: Shields III



Subspace Rebounder

Cost: 60 MP

Size: 6

SizeMod: 4

Absorption: 5

Required Tech: Subspace Rebounder



Barriers

Cost: 55 MP

Size: 3

SizeMod: 3

Absorption: 2

Required Tech: Barriers



Barriers II

Cost: 60 MP

Size: 4

SizeMod: 3

Absorption: 3

Required Tech: Barriers II



Barriers III

Cost: 60 MP

Size: 3

SizeMod: 3

Absorption: 3

Required Tech: Barriers III



Dynamic Shielding

Cost: 90 MP

Size: 5

SizeMod: 3

Absorption: 5

Required Tech: Barriers IV



Dynamic Shields

Cost: 120 MP

Size: 4

SizeMod: 6

Absorption: 6

Required Tech: Dynamic Shielding



Force Field

Cost: 80 MP

Size: 4

SizeMod: 2

Absorption: 4

Required Tech: Force Fields



Advanced Force Fields

Cost: 90 MP

Size: 5

SizeMod: 2

Absorption: 5

Required Tech: Advanced Force Fields



Superior Force Fields

Cost: 90 MP

Size: 4

SizeMod: 2

Absorption: 5

Required Tech: Superior Force Fields



Invulnerability Field

Cost: 100 MP

Size: 4

SizeMod: 2

Absorption: 6

Required Tech: Invulnerability Field



Invulnerability Field II

Cost: 100 MP

Size: 3

SizeMod: 2

Absorption: 6

Required Tech: Invulnerability Field II



Ultimate Invulnerability

Cost: 140 MP

Size: 3

SizeMod: 2

Absorption: 9

Required Tech: Ultimate Invulnerability



Section 4.4 - Weapons (Gun)



Projectile based weapons.



Space Cannon

Cost: 16 MP

Size: 16

SizeMod: 5

Damage: 1

Required Tech: Mass Driver Theory



Railgun

Cost: 18 MP

Size: 12

SizeMod: 5

Damage: 1

Required Tech: Miniballs



Railgun MK II

Cost: 19 MP

Size: 10

SizeMod: 5

Damage: 1

Required Tech: Miniballs II



Railgun MK III

Cost: 22 MP

Size: 8

SizeMod: 5

Damage: 1

Required Tech: Mass Driver



Railgun MK IV

Cost: 22 MP

Size: 7

SizeMod: 5

Damage: 1

Required Tech: Mass Drivers II



Railgun MK V

Cost: 22 MP

Size: 6

SizeMod: 5

Damage: 1

Required Tech: Mass Drivers III



Railgun MK VI

Cost: 22 MP

Size: 5

SizeMod: 5

Damage: 1

Required Tech: Mass Drivers III



Singularity Driver

Cost: 28 MP

Size: 8

SizeMod: 4

Damage: 2

Required Tech: Singularity Driver



Singularity Driver II

Cost: 28 MP

Size: 7

SizeMod: 4

Damage: 2

Required Tech: Singularity Driver II



Singularity Driver III

Cost: 28 MP

Size: 6

SizeMod: 4

Damage: 2

Required Tech: Singularity Driver III



Singularity Driver IV

Cost: 28 MP

Size: 5

SizeMod: 4

Damage: 2

Required Tech: Singularity Driver IV



Nano Ripper

Cost: 150 MP

Size: 9

SizeMod: 4

Damage: 5

Required Tech: Singularity Driver IV

Notes:

v1.1 Nerfed! :)... still good weapon for where it appears in the tech tree.



Graviton Driver

Cost: 33 MP

Size: 8

SizeMod: 4

Damage: 3

Required Tech: Graviton Driver



Graviton Driver II

Cost: 33 MP

Size: 7

SizeMod: 4

Damage: 3

Required Tech: Graviton Driver II



Graviton Driver III

Cost: 33 MP

Size: 6

SizeMod: 4

Damage: 3

Required Tech: Graviton Driver III



Graviton Driver IV

Cost: 33 MP

Size: 4

SizeMod: 4

Damage: 3

Required Tech: Graviton Driver IV



Psyonic Shredder

Cost: 150 MP

Size: 9

SizeMod: 4

Damage: 10

Required Tech: Psyonic Shredder



Quantum Driver

Cost: 37 MP

Size: 8

SizeMod: 4

Damage: 4

Required Tech: Quantum Driver



Quantum Driver II

Cost: 37 MP

Size: 7

SizeMod: 4

Damage: 4

Required Tech: Quantum Driver II



Quantum Driver III

Cost: 37 MP

Size: 6

SizeMod: 4

Damage: 4

Required Tech: Quantum Driver III



HD Spike Driver

Cost: 37 MP

Size: 5

SizeMod: 4

Damage: 4

Required Tech: HD Spike Driver



HD Spike Driver II

Cost: 37 MP

Size: 4

SizeMod: 4

Damage: 4

Required Tech: HD Spike Driver II



HD Spike Driver III

Cost: 37 MP

Size: 3

SizeMod: 4

Damage: 4

Required Tech: HD Spike Driver III



HD Spike Driver IV

Cost: 42 MP

Size: 4

SizeMod: 4

Damage: 5

Required Tech: HD Spike Driver IV



Neutrino Bullets

Cost: 67 MP

Size: 6

SizeMod: 4

Damage: 9

Required Tech: Neutrino Bullets



Black Hole Gun

Cost: 100 MP

Size: 6

SizeMod: 4

Damage: 16

Required Tech: Black Hole Gun



Section 4.5 - Weapons (Missile)



Missile based weapons.



Sparrow

Cost: 16 MP

Size: 15

SizeMod: 3

Damage: 1

Required Tech: Missile Weapon Theory



Stinger

Cost: 50 MP

Size: 18

SizeMod: 3

Damage: 2

Required Tech: Stinger



Stinger II

Cost: 50 MP

Size: 16

SizeMod: 3

Damage: 2

Required Tech: Stinger II



Stinger III

Cost: 51 MP

Size: 14

SizeMod: 3

Damage: 2

Required Tech: Stinger III



Stinger IV

Cost: 51 MP

Size: 12

SizeMod: 3

Damage: 2

Required Tech: Stinger IV



Harpoon

Cost: 55 MP

Size: 11

SizeMod: 3

Damage: 3

Required Tech: Harpoon



Harpoon II

Cost: 55 MP

Size: 10

SizeMod: 3

Damage: 3

Required Tech: Harpoon II



Harpoon III

Cost: 55 MP

Size: 9

SizeMod: 3

Damage: 3

Required Tech: Harpoon III



Psyonic Missile

Cost: 100 MP

Size: 10

SizeMod: 3

Damage: 6

Required Tech: Psyonic Missile



Photonic Torpedo

Cost: 55 MP

Size: 10

SizeMod: 2

Damage: 4

Required Tech: Photonic Torpedo



Photonic Torpedo II

Cost: 55 MP

Size: 9

SizeMod: 2

Damage: 4

Required Tech: Photonic Torpedo II



Photon Torpedo

Cost: 55 MP

Size: 9

SizeMod: 2

Damage: 5

Required Tech: Photon Torpedo



Photon Torpedo II

Cost: 55 MP

Size: 8

SizeMod: 2

Damage: 5

Required Tech: Photon Torpedo II



Photon Torpedo III

Cost: 55 MP

Size: 9

SizeMod: 2

Damage: 6

Required Tech: Photon Torpedo III



Anti-Matter Torpedo

Cost: 55 MP

Size: 9

SizeMod: 2

Damage: 7

Required Tech: Anti-Matter Torpedo



Anti-Matter Torpedo II

Cost: 66 MP

Size: 9

SizeMod: 2

Damage: 8

Required Tech: Anti-Matter Torpedo II



Anti-Matter Torpedo III

Cost: 66 MP

Size: 8

SizeMod: 2

Damage: 8

Required Tech: Anti-Matter Torpedo III



Quantum Torpedo

Cost: 80 MP

Size: 9

SizeMod: 2

Damage: 9

Required Tech: Quantum Torpedo



Quantum Torpedo II

Cost: 70 MP

Size: 9

SizeMod: 2

Damage: 10

Required Tech: Quantum Torpedo II



Quantum Torpedo III

Cost: 70 MP

Size: 8

SizeMod: 2

Damage: 10

Required Tech: Quantum Torpedo III



Positronic Torpedo

Cost: 70 MP

Size: 9

SizeMod: 2

Damage: 11

Required Tech: Positronic Torpedo



Positronic Torpedo II

Cost: 70 MP

Size: 11

SizeMod: 2

Damage: 15

Required Tech: Positronic Torpedo II



Black Hole Eruptor

Cost: 160 MP

Size: 11

SizeMod: 2

Damage: 25

Required Tech: Blackhole Eruptor



Section 4.6 - Weapons (Beam)



Beam based weapons.



Psyonic Beam

Cost: 150 MP

Size: 8

SizeMod: 4

Damage: 12

Required Tech: Psyonic Beam



Particle Beam

Cost: 25 MP

Size: 14

SizeMod: 10

Damage: 1

Required Tech: Space Weapons



Particle Beam II

Cost: 25 MP

Size: 12

SizeMod: 10

Damage: 1

Required Tech: Beam Weapon Theory



Laser

Cost: 25 MP

Size: 10

SizeMod: 5

Damage: 1

Required Tech: Laser



Laser Mark II

Cost: 25 MP

Size: 8

SizeMod: 5

Damage: 1

Required Tech: Laser II



Laser Mark III

Cost: 25 MP

Size: 6

SizeMod: 5

Damage: 1

Required Tech: Laser III



Laser Mark IV

Cost: 25 MP

Size: 5

SizeMod: 5

Damage: 1

Required Tech: Laser IV



Laser Mark V

Cost: 25 MP

Size: 4

SizeMod: 5

Damage: 1

Required Tech: Laser V



Plasma

Cost: 35 MP

Size: 8

SizeMod: 5

Damage: 2

Required Tech: Plasma Weapons



Plasma II

Cost: 35 MP

Size: 6

SizeMod: 5

Damage: 2

Required Tech: Plasma Weapons II



Plasma III

Cost: 35 MP

Size: 5

SizeMod: 5

Damage: 2

Required Tech: Plasma Weapons III



Phasors

Cost: 40 MP

Size: 7

SizeMod: 4

Damage: 3

Required Tech: Phasors



Phasors II

Cost: 40 MP

Size: 6

SizeMod: 4

Damage: 3

Required Tech: Phasors II



Phasors III

Cost: 40 MP

Size: 5

SizeMod: 4

Damage: 3

Required Tech: Phasors III



Phasors IV

Cost: 45 MP

Size: 7

SizeMod: 4

Damage: 4

Required Tech: Phasors IV



Phasors V

Cost: 45 MP

Size: 6

SizeMod: 4

Damage: 4

Required Tech: Phasors V



Phasors VI

Cost: 50 MP

Size: 7

SizeMod: 4

Damage: 5

Required Tech: Phasors VI



Phasors VII

Cost: 50 MP

Size: 6

SizeMod: 4

Damage: 5

Required Tech: Phasors VII



Subspace Blaster

Cost: 60 MP

Size: 6

SizeMod: 4

Damage: 6

Required Tech: Subspace Blaster



Disruptors

Cost: 65 MP

Size: 6

SizeMod: 4

Damage: 7

Required Tech: Disruptors



Disruptors II

Cost: 65 MP

Size: 5

SizeMod: 4

Damage: 7

Required Tech: Disruptors II



Disruptors III

Cost: 70 MP

Size: 5

SizeMod: 4

Damage: 8

Required Tech: Disruptors III



Door Ray

Cost: 150 MP

Size: 10

SizeMod: 4

Damage: 22

Required Tech: Doom Ray



Section 4.7 - Engines



Make your ships go fast.



HyperDrive

Cost: 5 MP

Size: 6

SizeMod: 10

Speed: 1

Required Tech: HyperDrive



HyperDrive Plus

Cost: 6 MP

Size: 5

SizeMod: 10

Speed: 1

Required Tech: New Propulsion Theory



Ion Drive

Cost: 7 MP

Size: 4

SizeMod: 9

Speed: 1

Required Tech: Ion Drive



Impulse Drive

Cost: 8 MP

Size: 7

SizeMod: 8

Speed: 2

Required Tech: Impulse Drive



Impulse Drive Mark II

Cost: 9 MP

Size: 5

SizeMod: 7

Speed: 2

Required Tech: Impulse Drive Mark II



Impulse Drive Mark III

Cost: 12 MP

Size: 4

SizeMod: 6

Speed: 2

Required Tech: Impulse Drive Mark III



Warp Drive

Cost: 15 MP

Size: 6

SizeMod: 6

Speed: 3

Required Tech: Warp Drive



Warp Drive Mk. II

Cost: 17 MP

Size: 5

SizeMod: 6

Speed: 3

Required Tech: Warp Drive II



Warp Drive Mk. III

Cost: 18 MP

Size: 4

SizeMod: 6

Speed: 3

Required Tech: Warp Drive III



Warp Drive Mk. IV

Cost: 18 MP

Size: 3

SizeMod: 6

Speed: 3

Required Tech: Warp Drive IV



Warp Drive Mk. V

Cost: 10 MP

Size: 4

SizeMod: 6

Speed: 4

Required Tech: Warp Drive V



Hyper Warp Drive

Cost: 10 MP

Size: 3

SizeMod: 5

Speed: 4

Required Tech: Hyper Warp



Hyper Warp Drive Mk. II

Cost: 10 MP

Size: 4

SizeMod: 5

Speed: 5

Required Tech: Hyper Warp II



Hyper Warp Drive Mk. III

Cost: 10 MP

Size: 5

SizeMod: 5

Speed: 6

Required Tech: Hyper Warp III



Section 4.8 - Modules



Add special abilities to your ships.



Survey Module

Cost: 45 MP

Size: 8

SizeMod: 5

Sensor Range: 2

Required Tech: Sensors

Notes:

Gives your ship the ability to scan anomalies. Useful to build an upgraded

flag ship.



Sensors

Cost: 2 MP

Size: 3

SizeMod: 8

Sensor Range: 1



Sensors Mk. II

Cost: 3 MP

Size: 2

SizeMod: 8

Sensor Range: 1

Required Tech: Sensors II



Sensors Mk. III

Cost: 4 MP

Size: 2

SizeMod: 5

Sensor Range: 1

Required Tech: Sensors III



Sensors Mk. IV

Cost: 6 MP

Size: 3

SizeMod: 5

Sensor Range: 2

Required Tech: Sensors IV



Basic Support

Cost: 2 MP

Size: 2

SizeMod: 5

Range: 6



General Support

Cost: 3 MP

Size: 2

SizeMod: 4

Range: 8

Required Tech: Basic Life Support



Extended Support

Cost: 4 MP

Size: 2

SizeMod: 3

Range: 10

Required Tech: Extended Life Support



Advanced Support

Cost: 5 MP

Size: 2

SizeMod: 2

Range: 12

Required Tech: Advanced Life Support



Ultra Support

Cost: 6 MP

Size: 2

SizeMod: 2

Range: 14

Required Tech: Ultra Life Support



Colony Module

Cost: 35 MP

Size: 25

Capacity: 500

Notes:

Put this on a ship to allow it to colonize planets. More then one allows

you to carry more colonists to the new planet.



Troops Module

Cost: 40 MP

Size: 20

Capacity: 500

Required Tech: Planetary Invasion

Notes:

Put this on a ship to allow it to carry troops to invade a planet. More then

one allows you to carry more troops at once.



Adv Troops Module

Cost: 70 MP

Size: 12

Capacity: 1000

Required Tech: Advanced Troop Mods

Notes:

A nice upgrade to the troop module.



Constructor Module

Cost: 80

Size: 35

Notes:

Only one allowed per ship. Allows you to build new star bases and add

modules to existing ones.



Trade Module

Cost: 60 MP

Size: 30

Required Tech: Trade

Notes:

Allows you to build a freighter ship. Useful if you wish to extend the range

of the core design. Only one per ship allowed.



Section 4.9 - Hulls



There are a few models for each hull type. They do have the same stats so I

will list only one of each size.



Tiny Hull

Cost: 35 MP

Size: 16

HP: 6

Speed: 1

Sensor Range: 2

Logistics: 2

Required Tech: Xeno Industrial Theory



Small Hull

Cost: 55 MP

Size: 26

HP: 10

Speed: 1

Sensor Range: 2

Logistics: 3



Medium Hull

Cost: 80 MP

Size: 38

HP: 16

Speed: 1

Sensor Range: 3

Logistics: 4

Required Tech: Medium Scale Building



Large Hull

Cost: 110 MP

Size: 55

HP: 30

Speed: 1

Sensor Range: 3

Logistics: 6

Required Tech: Large Scale Building



Huge Hull

Cost: 160

Size: 80

HP: 50

Speed: 1

Sensor Range: 4

Logistics: 8

Required Tech: Massive Scale Building



Cargo Hull

Cost: 55

Size: 55

HP: 1

Speed: 1

Sensor Range: 3

Logistics: 5



=============================================================================



Section 5.0 - Starbases



Ah those floating platforms in space. This section will describe not only

the function of each of the starbase types but also list all components.

Some components are specific to only a certain type of starbase while others

can be placed on any starbase with an open module slot.



To construct a starbase you must first build a Constructor ship either the

core design or one of your own. From there move the constructor to an open

parsec of space and click the *Construct* button in the ship command section.

You are limited to 4 total starbases in any given sector of space. This is

a rule change from previous versions. The game will prompt you for what type

you wish to build. For mining starbases simply direct the constructor to

intercept the space resource. This will construct the starbase

automatically.



Also new to v1.1 the game now displays a circle around the constructor

showing what the starbases sphere of influence will be if you were to build

it in that square. Very handy when you are trying to get the most coverage

for your base.



To upgrade your starbase after construction command a constructor to move to

the base. The game will ask you if you wish to upgrade the starbase. If

you click yes you will be given a list of modules that are available to add

to the starbase. Keep in mind that certain modules require other modules to

be added to the starbase first. Also there are United Planets laws that can

restict the total number of modules you can add to a starbase.



Another use of starbases is to increase your ship's range. Since the max

range of a ship is tied to its distance from a planet or starbase you can

use these to get ships into enemy territory before you actually take any of

their planets. Very useful if you don't want to waste time taking a bunch of

border worlds or if their really juicy worlds are further into their empire.



Section 5.1 - Military Starbase



This type of starbase is designed to help you augment your ships in every way

possible. You can improve their fire power. You can improve their defenses

even giving them defenses to weapon types you didn't research the tech for.

You can increase their speed and even slow the enemy ships. In short use

military starbases to protect you vital star systems.



All starbase offensive assist modules are only affective if the ship already

has an attack of that kind. Granted it can be just one but it can't be zero.

Defense works a little different. In order to benefit from the assist the

ship must have at least one point of any type of defense. The game then

augments the defenses of the ship based on the level of module you put on it.

When in battle the best defense for the weapon fired is used. In this way

you can have shields on a ship that previously only had armor on it. Very

handy if all of a sudden your mortal enemy switched to beam weapons to try

to negate your armor technology.



These should be a priority to destroy when you are waging war. If your

fleets are fast enough you can typically bypass any ships the AI is moving

to intercept you. Don't ever let the enemy catch you inside the influence of

one of their military bases. If they do you'll barely scratch them while

they will annihilate you.



If you need a little extra fire power with your invasion fleet build some

constructors and take them along. Then when you are about to start the fight

quickly build and upgrade a military starbase. Suddenly that heavily

fortified area of all battleships will fall to your fleets of fighters.



In short military starbases can give you a large advantage to help either

widen a technology gap or close it if you are behind.



Section 5.2 - Economic Starbase



Economic starbases serve two purposes:

- One to boost trade revenue from freighters

- Two to boost the production of any planets within is sphere of influence



The bonus from multiple starbases does stack. Therefore you can really boost

your production values with several positioned around a star system. Keep in

mind that you are allowed only 4 per sector but it is ok if the sphere of

influence of the base overlaps a few sectors.



To maximize the trade revenue from your freighter routes try to originate

all of them from a single planet and then make sure all econ starbases around

that planet have the trade boost modules. There is enough room on a starbase

for you to have both the trade and production modules on the same starbases.



So build as many of these as you can. Remember in the early part of the game

your first few starbases are free to build aside from the Constructor you

had to create. Use those freebies to create a couple of economic starbases

around multi planet systems. Even the initial 3% upgrade can be of help to

a starting planet.



The bonuses to production have been reduced in v1.1. So it now takes a few

more starbases to get the same sort of bonus. Still every bit does help and

with the economy changes it's even better. I'll discuss those later.



Section 5.3 - Influence Starbase



These starbases expand your influence in the galaxy. The basic goal of this

is to take over an enemy planet without firing a single shot. In order for

this to occur you need to produce on the planet 4 times the native

influence. With a high enough espionage rating you can see what the

influence for a given planet is. The number in parenthesis is what you are

producing relative to the planet.



You can also use these to protect your planets from the AI taking them in the

same manner.



These act as a multiplier for your influence in a a given area of space.

Therefore if you want to flip some enemy planets build the base near those

planets. You don't need any of your planets in the area to generate the

bonus influence. Once fully upgraded you can increase your influence in the

area by over 300%.



The cost of the influence modules has also changed in v1.1. Now you are only

charged bc for the first one of a branch. All subsequent upgrades are free

provided they are in that branch. The two branches are the diplomacy techs

and the influence techs.



Section 5.4 - Mining Starbase



Find those little nuggets in space and mine the heck out of them. You can

get a huge boost to your military, research, moral, economy, or influence

from these. The components list shows each of the bonuses.



Be sure you protect these well. The AI loves to hunt these down and take

them out with a constructor right behind the fleet to take it over on you if

they win. Be sure to use that tactic when you plan on taking one out

for yourself. Oh and not just your enemies. I've had my allies run a

constructor up to a resource I just sacrificed a fleet to take out. And they

didn't even thank me the ingrates.



Section 5.5 - Starbase Components



All information from this section is taken from the StarbaseModules.xml file

contained in the data folder of the GalCiv2 folder. This section is divided

based on what type of starbase the component is allowed to be placed on.

Required module means that you must have put that module on the starbase

before this module will be available in the list. All starbase modules do

stack effects.



Section 5.5.1 - All



Overload Armor

Required Tech: Zero-Point Armor

Required Module: Battle Stations

Size: 2

Effect: +16 Armor



Invulnerability Bloom

Required Tech: Advanced Force Fields

Required Module: Battle Stations

Size: 2

Effect: +16 Shields



Electro-Magnetic Surge

Required Tech: Aereon Missile Defense

Required Module: Battle Stations

Size: 2

Effect: +16 Point Defense



Atlas Sling

Required Tech: Singularity Driver

Required Module: Battle Stations

Size: 2

Effect: +7 Mass Driver Attack



Devastation Beam

Required Tech: Subspace Ripper (unknown tech... not sure it's in the game)

Required Module: Battle Stations

Size: 2

Effect: +7 Beam Attack



Matter Detonators

Required Tech: Blackhole Eruptor

Required Module: Battle Stations

Size: 2

Effect: +7 Missile Attack



Battle Stations

Required Tech: Space Weapons

Size: 2

Cost: 200 bc

Effect: +1 to mass driver, beam, and missile attacks



Battle Stations Mark II

Required Tech: Medium Scale Building

Required Module: Battle Stations

Size: 2

Cost: 100 bc

Effect: +2 to mass driver, beam, and missile attacks

Effect: +2 to armor, point defense, and shield defenses



Battle Stations Mark III

Required Tech: Large Scale Building

Required Module: Battle Stations II

Size: 2

Cost: 100 bc

Effect: +4 to mass driver, beam, and missile attacks

Effect: +4 to armor, point defense, and shield defenses



Battle Stations Mark IV

Required Tech: Massive Scale Building

Required Module: Battle Stations II

Size: 2

Cost: 200 bc

Effect: +6 to mass driver, beam, and missile attacks

Effect: +6 to armor, point defense, and shield defenses



Ray-Shielding

Required Tech: Starbase Fortification

Required Module: Battle Stations

Size: 2

Effect: +5 to beam defense



Combat Armor

Required Tech: Starbase Fortification

Required Module: Battle Stations

Size: 2

Effect: +5 to armor defense



Missile Defender

Required Tech: Starbase Fortification

Required Module: Battle Stations

Size: 2

Effect: +5 to point defense



Ray-Shielding II

Required Tech: Starbase Fortification Mark II

Required Module: Ray-Shielding

Size: 2

Effect: +10 to beam defense



Combat Armor II

Required Tech: Starbase Fortification Mark II

Required Module: Combat Armor

Size: 2

Effect: +10 to armor defense



Missile Defender II

Required Tech: Starbase Fortification Mark II

Required Module: Missile Defender

Size: 2

Effect: +10 to point defense



Ray-Shielding III

Required Tech: Starbase Fortification Mark III

Required Module: Ray-Shielding II

Size: 2

Effect: +20 to beam defense



Combat Armor III

Required Tech: Starbase Fortification Mark III

Required Module: Combat Armor

Size: 2

Effect: +20 to armor defense



Missile Defender III

Required Tech: Starbase Fortification Mark III

Required Module: Missile Defender

Size: 2

Effect: +20 to point defense



Subspace Blaster

Required Tech: Starbase Fortification

Required Module: Battle Stations

Size: 2

Effect: +5 to beam attack



Ship Pounder

Required Tech: Starbase Fortification

Required Module: Battle Stations

Size: 2

Effect: +5 to mass driver attack



Star Javelin

Required Tech: Starbase Fortification

Required Module: Battle Stations

Size: 2

Effect: +5 to missile attack



Subspace Blaster II

Required Tech: Starbase Fortification Mark II

Size: 2

Effect: +10 to beam attack



Ship Pounder II

Required Tech: Starbase Fortification Mark II

Size: 2

Effect: +10 to mass driver attack



Star Javelin II

Required Tech: Starbase Fortification Mark II

Size: 2

Effect: +10 to missile attack



Subspace Blaster III

Required Tech: Starbase Fortification Mark III

Size: 2

Effect: +30 to beam attack



Ship Pounder III

Required Tech: Starbase Fortification Mark III

Size: 2

Effect: +30 to mass driver attack



Star Javelin III

Required Tech: Starbase Fortification Mark III

Size: 2

Effect: +30 to missile attack



Perimeter Scanners

Required Tech: Sensors

Size: 1

Effect: +1 Sensor Range



Sector Scanners

Required Tech: Sensors II

Required Module: Perimeter Scanners

Size: 1

Cost: 100 bc

Effect: +2 Sensor Range



Sector Surveillance Scanners

Required Tech: Sensors III

Required Module: Sector Scanners

Size: 1

Cost: 150 bc

Effect: +3 Sensor Range



Ultimate Surveillance Scanners

Required Tech: Sensors IV

Required Module: Sector Surveillance Scanners

Size: 1

Cost: 200 bc

Effect: +4 Sensor Range



Section 5.5.2 - Military



Protective Fields

Required Tech: Starship Defenses

Size: 1

Cost: 100 bc

Effect: +1 to shield, point defense, and armor of your ships

Notes:

The ship must have at least one of any type of defense to benefit from this.

Also the ship must be within the sphere of influence of the starbase.



Stellar Wake

Required Tech: Warp Drive

Size: 1

Effect: +1 to ship speed



Inverse Tractor Beam

Required Tech: Warp Drive IV

Size: 1

Effect: +1 to ship speed



Interdiction Beam

Required Tech: HyperWarp

Size: 1

Effect: -1 to enemy ship speed



Fighter Drones

Required Tech: Space Weapons

Required Module: Battle Stations

Size: 2

Effect: +1 to beam attack of your ships.

Notes:

Ship must be equipped with beam based weapons to receive the bonus.



Omega Cannon

Cost: 300 bc

Required Tech: Starbase Mobilization

Required Module: Energy Grid

Size: 2

Effect: +1 to mass driver attack of your ships.

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Missile Bloom

Cost: 300 bc

Required Tech: Starbase Mobilization

Required Module: Missile Defender

Size: 2

Effect: +1 to missile attack of your ships.

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Beam Multiplier Field

Cost: 300 bc

Required Tech: Starbase Mobilization

Required Module: Beam interceptors

Size: 2

Effect: +1 to beam attack of your ships.

Notes:

Ship must be equipped with beam based weapons to receive the bonus.



Beam Multiplier Field III

Cost: 400 bc

Required Tech: Starbase Projection

Required Module: Beam Multiplier Field

Size: 2

Effect: +2 to beam attack of your ships.

Notes:

Ship must be equipped with beam based weapons to receive the bonus.



Omega Cannon III

Cost: 400 bc

Required Tech: Starbase Projection

Required Module: Omega Cannon

Size: 2

Effect: +2 to mass driver attack of your ships.

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Missile Bloom III

Cost: 400 bc

Required Tech: Starbase Projection

Required Module: Missile Bloom

Size: 2

Effect: +2 to missile attack of your ships.

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Beam Multiplier Field IV

Cost: 500 bc

Required Tech: Superior Starbase Defense Systems

Required Module: Beam Multiplier Field III

Size: 2

Effect: +3 to beam attack of your ships.

Notes:

Ship must be equipped with beam based weapons to receive the bonus.



Omega Cannon IV

Cost: 500 bc

Required Tech: Superior Starbase Defense Systems

Required Module: Omega Cannon III

Size: 2

Effect: +4 to mass driver attack of your ships.

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Missile Bloom IV

Cost: 400 bc

Required Tech: Superior Starbase Defense Systems

Required Module: Missile Bloom III

Size: 2

Effect: +3 to missile attack of your ships.

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Beam Multiplier Field V

Cost: 500 bc

Required Tech: Starbase Conquest Strategy

Required Module: Beam Multiplier Field IV

Size: 2

Effect: +4 to beam attack of your ships.

Notes:

Ship must be equipped with beam based weapons to receive the bonus.



Omega Cannon V

Cost: 500 bc

Required Tech: Starbase Conquest Strategy

Required Module: Omega Cannon IV

Size: 2

Effect: +5 to mass driver attack of your ships.

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Missile Bloom V

Cost: 500 bc

Required Tech: Starbase Conquest Strategy

Required Module: Missile Bloom IV

Size: 2

Effect: +4 to missile attack of your ships.

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Sniper Turrets

Cost: 300 bc

Required Tech: MiniBalls

Size: 2

Effect: +1 to mass driver attack of your ships

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Laser Equalizer

Cost: 300 bc

Required Tech: Laser

Size: 3

Effect: +1 to beam attack of your ships

Notes:

Ship must be equipped with beam based weapons to receive the bonus.



Missile Launchpads

Cost: 300

Required Tech: Missile Weapon Theory

Size: 2

Effect: +1 to missile attack of your ships

Notes:

Ship must be equipped with missile based weapons to receive the bonus.



Graviton Snipers

Cost: 400 bc

Required Tech: Graviton Driver IV

Required Module: Sniper Turrets

Size: 2

Effect: +2 to mass driver attack of your ships

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Hyper-Phasors

Cost: 400 bc

Required Tech: Phasors

Required Module: Laser Equalizer

Size: 2

Effect: +2 to beam attack of your ships

Notes:

Ship must be equipped with beam based weapons to receive the bonus.



Sub-Space Warheads

Cost: 400 bc

Required Tech: Photonic Torpedo II

Required Module: Missile Launchpads

Size: 2

Effect: +2 to missile attack of your ships

Notes:

Ship must be equipped with missile based weapons to receive the bonus.



Neutrino Snipers

Cost: 500 bc

Required Tech: Neutrino Bullets

Required Module: Graviton Snipers

Size: 2

Effect: +4 to mass driver attack of your ships

Notes:

Ship must be equipped with mass driver based weapons to receive the bonus.



Focused Disruptors

Cost: 500 bc

Required Tech: Disruptors

Required Module: Hyper-Phasors

Size: 2

Effect: +4 to beam attack of your ships

Notes:

Ship must be equipped with beam based weapons to receive the bonus.



Blackhole Torpedo

Cost: 500 bc

Required Tech: Blackhole Eruptor

Required Module: Sub-Space Warheads

Size: 2

Effect: +4 to missile attack of your ships

Notes:

Ship must be equipped with missile based weapons to receive the bonus.



Beam Interceptor

Required Tech: Starbase Defenses

Required Module: Battle Stations

Size: 2

Effect: +2 to beam defense of your ships.

Notes:

Ship must be equipped with a defense to receive the bonus.



Energy Grid

Required Tech: Starbase Defenses

Size: 2

Effect: +2 to armor defense of your ships.

Notes:

Ship must be equipped with a defense to receive the bonus. I think it is

a typo that this does not require battle stations.



Missile Defender

Required Tech: Starbase Defenses

Size: 2

Effect: +2 to missile defense of your ships.

Notes:

Ship must be equipped with a defense to receive the bonus. I think it is a

typo that this does not require battle stations.



Section 5.5.3 - Economy



Starbase Factory

Size: 1

Effect: +3 to MP, SP, and RP



Adv. Starbase Factory

Required Tech: Xeno Industrial Theory

Required Module: Starbase Factory

Size: 1

Effect: +4 to MP, SP, and RP



Massive Scaling Center

Required Tech: Xeno Factory Construction

Required Module: Adv. Starbase Factory

Size: 1

Effect: +5 to MP, SP, and RP



Smart Drones

Required Tech: Advanced Computing

Required Module: Massive Scaling Center

Size: 1

Effect: +6 to MP, SP, and RP



Interstellar Collectors

Required Tech: Manufacturing Centers

Required Module: Smart Drones

Size: 1

Effect: +7 to MP, SP, and RP



Orbital Replicators

Required Tech: Industrial Sector

Required Module: Interstellar Collectors

Size: 1

Effect: +8 to MP, SP, and RP



Trading Post

Required Tech: Trade

Size: 1

Effect: +10 to trade revenue



Advanced Trading Post

Required Tech: Advanced Trade

Required Module: Trading Post

Size: 1

Effect: +20 to trade revenue



Trade Center

Required Tech: Master Trade

Required Module: Advanced Trading Post

Size: 1

Effect: +30 to trade revenue



Section 5.5.4 - Influence



Diplomatic Outpost

Cost: 500 bc

Size: 1

Effect: +5 influence



Foreign Relations Center

Required Tech: Universal Translator

Required Module: Diplomatic Outpost

Size: 1

Effect: +7 influence



Interstellar Embassy

Required Tech: Diplomatic Relations

Required Module: Foreign Relations Center

Size: 1

Effect: +10 influence



Galactic Forum

Required Tech: Advanced Diplomacy

Required Module: Interstellar Embassy

Size: 1

Effect: +15 influence



Supreme Forum

Required Tech: Expert Diplomacy

Required Module: Galactic Forum

Size: 1

Effect: +25 influence



Interstellar Consortium

Required Tech: Xeno Business

Required Module: Interstellar Embassy

Size: 1

Effect: +20 influence



Franchise Center

Cost: 500 bc

Required Tech: Cultural Domination

Required Module: Interstellar Consortium

Size: 2

Effect: +25 influence



Franchise Headquarters

Required Tech: Historical Assimilation

Required Module: Franchise Center

Size: 2

Effect: +30 influence



Cultural Maximization Center

Required Tech: Xeno Cultural Trends

Required Module: Franchise Headquarters

Size: 3

Effect: +40 influence



Insurrection Coordinator

Required Tech: Cultural Insurrection

Required Module: Cultural Maximization Center

Size: 3

Effect: +60 influence



Cultural Conquest Center

Required Tech: Cultural Conquest

Required Module: Insurrection Coordinator

Size: 3

Effect: +100 influence



Section 5.5.5 - Mining



Mining Barracks

Size: 1

Effect: +2 to resource



Mining Center

Required Tech: Xeno Engineering

Required Module: Mining Barracks

Size: 1

Effect: +3 to resource



Mining Headquarters

Required Tech: Xeno Industrial Theory

Required Module: Mining Center

Size: 1

Effect: +4 to resource



Resource Excavation

Required Tech: Xeno Factory Construction

Required Module: Mining Headquarters

Size: 1

Effect: +5 to resource



Extraction Center

Required Tech: Manufacturing Centers

Required Module: Resource Excavation

Size: 1

Effect: +8 to resource



Extraction Complex

Required Tech: Manufacturing Centers

Required Module: Extraction Center

Size: 1

Effect: +10 to resource



Resource Sector

Required Tech: Industrial Sector

Required Module: Extraction Complex

Size: 1

Effect: +12 to resource



=============================================================================



Section 6.0 - Game Concepts



Ok so now that you've seen all the internal guts of this game let's talk

about how the game works with all those tables. This section is mostly my

opinion on what the observations I've made playing mean in terms of each of

the various game systems. This is by no means the authoritative work on

these issues and I would certainly appreciate an other insights you may have

regarding these ideas.



You can think of this game in terms of sub systems. Each one plays a role

in the game universe. In an ideal game you strive to both balance and

maximize each of these sub systems. This is one of the things Stardock did

to make the AI as good as it is. On any given turn it will optimize its

entire empire. While it is not impossible for you to do this it can be

difficult without understanding what you are affecting. I'll try to give

you that knowledge here.



Section 6.1 - Planet Building



As with everything else in this game there are several approaches to

improving your planets usefulness. Your first instinct may be that every

planet should have at least one of every type of building you have to build.

It turns out that this can lead to most of your planets being under utilized.

So here we will talk about specializing your planets.



First let me say that you don't have to figure out what a planet will be to

your empire when you colonize it. Also what a planet is doing for you may

change as you continue through the game. Don't be afraid to examine all your

planets once in a while to see if you've got some doing things that aren't

in the best interest of your empire's goals at this moment. Remember what I

said about maximizing your potentials.



Alright so let's say you've found a really nice PQ12+ planet. Unless there

are any manufacturing or research bonus tiles on the planet turn the majority

of these you find into cash planets. Not all mind you but a few in your

empire can keep you in the black even while you are building massive fleets

to show your current enemy that they should not have insulted your mother.



To create a cash planet build one or two factories. Then fill the rest of

the planet with up to 2 farms and 4 entertainment buildings. Beyond that

add as many economic buildings as there is room. Remember that you will

want to adjust your buildings as you go up the tech tree. But in general

entertainment to farms should be a 2:1 ratio. You can use the tool tip that

pops up over the approval number for the planet to judge what you can change.

A solid planet of this type can produce well over 100bc a turn with very

little being used because there are no research buildings and only a couple

of factories. Try to place your Economic Capital on one of these worlds for

an even larger boost.



Turn any planet that happens to have a manufacturing bonus into well I'm sure

you guessed: a factory world. Keep in mind that a factory world is not all

factories. You'll want to leave open spaces for super projects, galactic

achievements and trade goods. I will caution you however into not building

everything you can on a single planet because if the AI manages to take it

from you then you are going to be hurting to say the least.



To create a factory world simply place anywhere from 4 - 6 factories on the

surface. In v1.1 of the game unused social production is no longer wasted.

It is transfered to military production on any turn that you do not build a

planetary improvement. If you aren't building a ship then the bcs go back

into the treasury. What this means is that you don't pay for production

you do not use. Also make sure that you always turn on "Focus" for these

planets. This maximizes your spending for the area you want to well focus

on. Never let these planets sit with nothing to build.



Turn any planet that happens to have a research bonus into a research world.

Unlike the factory world it is ok to fill the world with research buildings

along with maybe one or two factories and one entertainment building. Set

these planets to focus on research and forget about them for the most part.

You may want to adjust them to social focus any time you upgrade your

research buildings just to get them done faster. Just don't forget to go

back to research focus once the upgrade is complete.



Now your thinking "what if a planet has more then one bonus". Well obviously

you want to place the buildings that take advantage of the bonus on the tile.

All except farming bonus unless you have the space to build equivalent number

of entertainment of course. Anyway I tend to turn these planets into my

fillers. They build the ships that my mainline factory worlds would

overkill. Also if I managed to trade or acquire another tech that has a good

special with it I may get one of these to build it while my factory worlds

focus on the one I really want.



I will say the same thing about planets I say about a lot of the game.

Always build to what your empire needs right now. If you are in a dog fight

on a small map the game really isn't going to last long enough for you to

specialize too much beyond getting more ships. Don't forget about the couple

of defensive buildings either. Then can make a difference if you've got an

aggressive AI trying to wipe you out.



Section 6.2 - Planetary Invasion



An invasion is governed by a few things in the game. However for the most

part if all you understand is Soldiering Ability, Tech Rating, and Att vs Def

value then you'll be ok. In general you want your soldiering and tech rating

to be higher then your opponent. Research the invasion branch to increase

your soldiering along with a few random events that occur. Your tech rating

has to do with your overall technology level in the game.



The Attack vs Defense number can be thought of as a straight multiplier to

your troops. There are some other things involved but that simple

explanation will get you by. So if you invade a planet with 2000 troops and

get a bonus of 10 for attack then you in effect have 20000 troops on the

planet.



In all simplicity you can think of invasion as just a war of attrition.

When the other guy runs out of soldiers you win the planet. Doesn't really

matter how many troops it took you to take it. Well I shouldn't say that

because you had to build those ships but for the most part just keep sending

troops in until you win.



The information for the tactics is taken from the InvTactics.xml file in the

GalCiv2 data folder. I will include in my notes when I use each one and why.



Traditional Warfare

Notes:

This is the default attack. I use this one if I out number the planetary

defenses or if my soldiering and tech rating are high enough compared to the

enemy that my troops can take them without any additional advantage. Very

good thing to use if you want to try take the planet without losing any

buildings or PQ rating.



Mass Drivers

Cost: 200 bc

Required Tech: Planetary Bombardment

Effect: +100 - +200 attack value

Effect: -10 - -50 PQ

Effect: -50 - -100 planetary buildings

Notes:

This attack is great if the enemy out numbers you by a large amount. Also

if you don't care about the PQ or building left after the attack you may

use this to ensure you will win a close fight. One useful tactic is to use

this attack with a minimum of your troops trying to lose the encounter. This

prevents the negative affects and allows you to wipe out a significant

portion of the defensive force. Then you can use a less destructive attack

to take over the planet with your next wave.



Core Detonation

Cost: 250 bc

Required Tech: Space Marines

Effect: 50 Luck

Effect: +40 - +50 attack value

Effect: -10 - -30 PQ

Effect: -20 - -30 planetary buildings

Notes:

This is a good tactic to use if you need some bonus but Mass Drivers would

be overkill. Or if you are trying to limit the collateral damage you do to

the planet. Again the same tactic that works with Mass Drivers will work

with this.



Tidal Disruptors

Cost: 200 bc

Required Tech: Tidal Disruption

Effect: 20 Luck

Effect: +40 - +50 attack value

Effect: -80 - -100 planetary buildings

Notes:

This is an excellent tactic to use if you wish to have an advantage but

don't want to take the hit to the PQ of the planet. Make sure you check the

planet ahead of time to ensure there are no special buildings on it you may

want to capture as this does tend to wipe most of them out.



Mini-Soldiers

Cost: 500 bc

Required Tech: Shock Troops

Effect: 60 Luck

Effect: +40 - +70 attack value

Effect: -5 - -10 planetary buildings

Notes:

This is my favorite tactic to use. It gives a nice bonus while at the same

time minimizing the damage you do to the planet. There have been lots of

occasions where I've used this and the planet comes through without losing

any buildings.



Gas Warfare

Cost: 200 bc

Required Tech: Planetary Invasion

Effect: 20 Luck

Effect: +15 - +30 attack value

Effect: -5 - -20 PQ

Notes:

I don't think I've ever used this. Normally I'd rather wipe out all the

buildings rather then lose any PQ of the planet.



Information Warfare

Cost: 800 bc

Effect: 80 Luck

Effect: +20 - +40 of people will defect and fight for you

Notes:

This is a good tactic to tip a close fight to your favor. However to be

honest for the price you can probably just send in another wave of troopers.

Also if the enemy's approval is really high there is no point in using this.



Section 6.3 - Ship to Ship Combat



Ship design is another part of this game where there is lots of room for

style. I will express my opinions here on what makes a good ship and it's

up to you to decide what to follow.



In general it can be said that you should build ships that meet the needs of

your empire. Now what in the world does that mean? Well for the most part

it means that if you need a longer range colony ship to reach planets out

of reach of the core ship then your empire needs that ship. If your fleets

are being slaughtered because the enemy is using beam weapons and all you

have are armor defenses then you may want to switch your defensive schemes.

Same thing goes for your attacks.



When building a warship always counter whatever your enemy is doing even if

it means that you've got to use slightly less affective components because

your research lagged in one area. Now granted if you greatly out class the

ships you are going up against it doesn't really matter what defenses they

have. However in a closely matched fight it can make all the difference in

the world.



This is my understanding of how combat works. Attacking fleet always has the

first volley. Ensure most of the time you have this advantage and a lot of

encounters will go your way. However it's not enough to always attack first.

You have to have ships that counter your opponents offensive and defensive

abilities. I'll talk more about this in a moment. Ok back to combat the

combat engine.



For each weapon the attacker rolls from 0 to the max attack value. If the

defender has a defense the matches the attack it makes a roll from 0 to max

defense. If the attack roll is greater then the defense roll the defender

loses the difference in hit points. Then the attacker and defender roles are

reversed. This continues until one ship has zero hit points.



Now if the defender's defenses do not match the attacker weapon then the

defensive roll is based on the square root of the value. So if you have a

defense of 4 armor against a beam weapon the defense is actually 2.

Otherwise the combat occurs as before.



It gets much more complicated when you've got multiple types of weapons on

a ship or multiple defenses. To figure that out you add the attacks and

defenses together taking into account when a square root may apply to the

defense roll. That then gives you the combined values for the roll. The

game displays this one result but will highlight what weapons or defenses

were taken into account.



So what does all that mean to ship design? Well from my experience it shows

that some defense is better then no defense at all. Typically you have to

sacrifice fire power to place that defense but overall you still come out

ahead of the game. And since any ship that survives combat can earn

experience to increase its hit points it is in your best interest to try to

keep ships around as long as you can.



Fleet battle takes place as a series of individual battles. However in a

fleet situation the ships will target whatever they can take out the quickest

followed by whatever poses the largest threat to the fleet. The thing they

can take out the quickest is any ship that might be wiped out in one volley

without ever returning a shot. So they will go after damaged ships first.



Of course that is still not an absolute rule. As I mentioned if your attack

is a lot higher then the defense you'll knock out the ship no matter what.

Also if you are the attacker and get in the first volley if you hit for more

hit points the defender has you destroy them without them being able to

retaliate.



For me personally I do not mix weapon types on ships. I will build different

versions of the same ship to accomplish this and then put them into fleets

together to take advantage of the different weapons. Defenses however I try

to place what I can to counter what the enemy is building. The AI tends to

mix weapons on it's larger ships. So I mix my defenses accordingly.



Hopefully this gives you enough understanding of the ship combat to make

good decisions for what you need. I'm sure I'll be expanding this section

as Stardock tweaks the game.



Section 6.4 - Economy



I don't think there has been anything else in the game so far that has

touched off as much debate as the in game economy. I'm not going to comment

on what I think is *right* or *wrong* here. What I am going to do is provide

you with my understanding of how this works and how to get it to work for

you. Stardock has said that they are not going to change the economy except

maybe in terms of how certain information is displayed. With that in mind

we'll work with what we've got.



You can think of your economy as two separate pieces:

- Your Revenue

- Your Spending



Now your revenue is made up of taxes, trade, tribute from UP laws and

tourism. Your spending is the sum of your MP, SP, RP, ship maintenance,

colony maintenance, espionage, and any UP laws that affect you like the war

tax. If your revenue is larger then your spending then your economy is

positive and the bank number on the main screen is green. If your spending

is larger then your revenue then your economy negative and the bank number on

the main screen is yellow. So long as you have funds there is nothing wrong

with having a negative balance. Heck the US has been doing it for the past

oh what 200 years. But I digress



To attempt to balance your revenue vs. spending is where the sliders on the

economic screen come into play. However they are not the only thing but

we'll get to that in a moment.



Alright the easiest one to see the effect of is the tax rate slider. The

higher this goes the more taxes you generate from your population base. If

you increase your population base you get more taxes for the same tax rate.

Keep in mind that as you adjust your tax rate your approval rating will

change accordingly. There is also an additional penalty for every 10% so in

general if you can it is better to be at say 39% then 40%.



**New in v1.1**

Your tax rate affects your morale slight less now. So it should be easier to

maintain a higher morale at the higher tax rates.

***************



Trade revenue will fluctuate. It is a function of the distance the freighter

is from its home port. The further away the more you make. I'm not sure

what the exact percentages are but I do know it won't go to zero when the

freighter reaches the home port and begins to journey back to the destination

planet. You can also increase the trade revenue by placing trade modules on

any starbase the freighter passes.



Tourism is a function of your influence. The larger your influence the more

share of the galaxies tourism dollar you get. This takes into account the

total population of the galaxy along with your percentage of influence over

it.



Tribute is based on the particular UP law. For instance there is a law that

penalizes empires for having planets inside another empires border. You are

paid for that in tribute from the other empire.



Now spending is where this starts to get hazy because there are several

factors involved here. I'll take them in order of easiest to see. Espionage

is simply the sum of what you are spending on each AI. You adjust this in

the relationship tab of the foreign policy screen. Colony maintenance is the

sum total of all the maintenance of all the buildings on your planets. Ship

maintenance is 2.5% of the original cost to build the ship summed up for all

your ships. And any penalties imposed by the United Planets are a function

of whatever the rule is.



Ok so that leaves MP, SP, and RP. This is where a lot of the confusion for

new players starts. There are three factors to consider when coming up with

these values. The first is your allocated spending slider setting. This

tells the system how much of your overall production capacity you want to

use. Next is the individual spending sliders for each type. This tells the

system how much of your allocated spending you want to place into each of the

three production types. All three sliders must always add up to 100%. The

final piece of this puzzle is all the factories and research buildings you

have built. It takes 1bc to produce 1MP/SP/RP. So a factory that produces

8MP will cost you 8bc per turn it is running at 100% capacity.



If you can get your head around this idea you can really take a hold of your

economy. By adjusting your allocated spending and the individual sliders

there are times where you can "balance your budget" so to speak and stay in

the black without changing your tax rate. In general if you are in a time of

peace then you might want to drop your military spending way down since you

aren't building a bunch of war ships. Same goes for when you are war. You

might want to boost your military spending and drop the other two to a

minimal.



In the long run all I can suggest is you move the sliders around and pay

attention to what values change. With enough tweaking you'll come to

understand what is going on and then be able to make informed decisions about

what to change when you are in need of cash. Rest assured that I will update

this section as Stardock tweaks the economy information.



I've had people ask me what I do with the particular sliders. Since my style

of play tends towards the peaceful victory conditions I use the following

guidelines.



At the start of the game I increase my taxes to 39%. I adjust the sliders

for each of the three production types so that they read 30/30/40. This

stays this way for the first dozen or so turns just until I can get a few

colonies under my control and my population starts to grow. After I've

built an entertainment building on each planet I start to increase my taxes

to 49% while trying to keep my morale over 70%. In doing this I also

increase spending accordingly until I max out at 100%



As the expansion of my empire starts to slow I again adjust my spending to

20/30/50 or sometimes even 10/35/55 depending on if I need constructors or

not. Once I've got enough of a population base to maintain this sort of

spending I don't need to adjust it again until I need to build ships for a

war. Of course like a lot of people I ignore my military except for a few

token defenders until needed because I don't like to pay the ship

maintainence costs in the early go.



So if a war breaks out I may go 40/20/40. Also I will buy any ships I can

afford during this time.



If done with the proper timing and with enough morale bonuses either racial

or space resource you can easily maintain 95%+ morale and 49% taxes with

100% spending. I've even had games where I've found enough space morale

resources that I was able to push my taxes up to 59% and still have 90% or

higher morale.



Section 6.5 - Custom Race



If you are like me then the predefined races just don't cut it for you. So

we turn to custom races to get even more out of the game. This game provides

you with a large array of abilities to tweak to tailor your custom race to

your particular style of play. I am not going to list what each one does

that information is in the manual. However I will list the stats for each.

This information is in the AbilityBonuses.xml file in the GalCiv2 data

folder. You have 10 points to spend on any combination of these traits.

For the record my custom race is:

- Economics: Gifted 20%

- Morale: Naturally Happy 15%

- Population Growth: Very Frisky 20%

- Influence: Advanced 15%

- Luck: 25%



Economics

Advanced: 10% Cost 2

Gifted: 20% Cost 3

Master: 30% Cost 4



Weapons

Superior: 15% Cost 1

Master: 20% Cost 2



Defense

Advanced: 10% Cost 1

Gifted: 20% Cost 2

Master: 30% Cost 3



Propulsion

Extra 1 Parsecs/Month: 1 Cost 5 (wonder if this is supposed to be / wk)

Extra 2 Parsecs/Month: 2 Cost 8



Morale

Naturally Content: 10% Cost 1

Naturally Happy: 15% Cost 2

Naturally Joyous: 20% Cost 3



Population Growth

Frisky: 10% Cost 1

Very Frisky: 20% Cost 2

Fruitful: 30% Cost 3

Don't Ask: 70% Cost 6



Social Production

Advanced: 10% Cost 1

Gifted: 20% Cost 2

Master: 30% Cost 3

Ultra: 50% Cost 5



Military Production

Advanced: 10% Cost 1

Gifted: 20% Cost 2

Master: 30% Cost 3

Ultra: 50% Cost 4



Research

Advanced: 5% Cost 1

Gifted: 10% Cost 2

Master: 15% Cost 3

Ultra: 20% Cost 4



Influence

Advanced: 5% Cost 1

Gifted: 15% Cost 2

Master: 25% Cost 4

Commercial Giant: 30% Cost 5



Repair

Gifted: 20% Cost 1

Master: 40% Cost 2



Sensors

Advanced: 1% Cost 1

Gifted: 2% Cost 2

Master: 4% Cost 3



Espionage

Advanced: 15% Cost 1

Gifted: 30% Cost 2



Soldiering

Hardy: 10% Cost 1

Tough: 20% Cost 2

Invincible: 30% Cost 3



Planet Quality

Green Thumb: 10% Cost 3

Magical: 20% Cost 8



Trade

Gifted Traders: 10% Cost 1

Superior Traders: 20% Cost 3

Master Traders: 30% Cost 5



Trade Routes

Gifted Traders: 1 Cost 3

Superior Traders: 2 Cost 6

Master Traders: 3 Cost 9



Diplomacy

Talented Diplomats: 5% Cost 1

Skilled Diplomats: 10% Cost 2

Master Diplomats: 20% Cost 4

Expert Diplomats: 30% Cost 5



Hit Points

Superior: 10% Cost 1

Exceptional: 20% Cost 2

Invincible: 30% Cost 4



Range

+1 to Initial Range: 10sct Cost 3



Luck

Exceptionally Lucky: 25% Cost 1



Courage

Brave: 25% Cost 1



Creativity

Highly Creative: 25% Cost 1



Loyalty

Mostly Faithful: 10% Cost 1

Devoted: 20% Cost 2



Section 6.6 - Predefined Races



This section lists the predefined races bonuses. All information is taken

from the RaceConfig.xmp file in the GalCiv 2 data folder.



Terran Alliance

Alignment: 50

Research: 10

Trade: 25

Morale: 10

Diplomacy: 25

Hit Points: 10

Trade Routes: 1

Logistics: 6

Starting Techs:

Xeno Communications

Hyper Drive

Xeno Engineering



Dregin Empire

Alignment: 1

Weapons: 20

Morale: 25

Military Production: 20

Research: 10

Hit Points: 10

Soldiering: 20

Logistics: 7

Starting Techs:

Galactic Warfare

Hyper Drive

Xeno Engineering

Stellar Cartography



Altarian Republic

Alignment: 99

Economics: 10

Morale: 20

Luck: 30

Creativity: 30

Logistics: 5

Starting Techs:

Xeno Communications

Hyper Drive

Xeno Engineering

Stellar Cartography



Acrean Empire

Alignment: 50

Morale: 20

Social Production: 20

Military Production: 20

Hit Points: 10

Soldiering: 10

Logistics: 7

Starting Techs:

Galactic Warfare

Hyper Drive

Xeno Engineering

Xeno Communications

Xeno Economics

Stellar Cartography



Torian Confederation

Alignment: 80

Morale: 25

Population Growth: 10

Social Production: 20

Trade: 10

Sensors: 1

Luck: 10

Courage: 20

Loyalty: 10

Logistics: 6

Starting Techs:

Galactic Warfare

Hyper Drive

Xeno Engineering

Xeno Industrial Theory

Xeno Economics

Stellar Cartography



Yor Collective

Alignment: 25

Economics: 10

Morale: 10

Military Production: 20

Soldiering: 20

Loyalty: 100

Logistics: 8

Miniaturization: 25

Starting Techs:

Galactic Warfare

Hyper Drive

Xeno Engineering

Xeno Industrial Theory

Ion Drive

Xeno Economics

Stellar Cartography



Dominion of Korx

Alignment: 1

Economics: 15

Trade: 25

Soldiering: 10

Trade Routes: 3

Courage: 10

Logistics: 6

Starting Techs:

Galactic Warfare

Hyper Drive

Xeno Engineering

Ion Drive

Stellary Cartography



Drath Legion

Alignment: 75

Economics: 10

Defense: 50

Military Production: 25

Morale: 10

Diplomacy: 25

Espionage: 50

Trade Routes: 1

Loyalty: 10

Logistics: 6

Starting Techs:

Galactic Warfare

Hyper Drive

Xeno Engineering

Xeno Industrial Theory

Ion Drive

Stellar Cartography



Thalan Empire

Alignment: 50

Population Growth: 20

Social Production: 20

Military Production: 20

Research: 10

Loyalty: 40

Logistics: 6

Miniaturization: 10

Starting Techs:

Hyper Drive

Xeno Engineering

Xeno Industrial Theory

Space Militarization

Xeno Economics

Stellar Cartography



Iconian Refuge

Alignment: 90

Economics: 10

Research: 20

Logistics: 7

Starting Techs:

Hyper Drive

Xeno Engineering

Starship Defenses

Xeno Economics

Armor Theory

Stellar Cartography



Section 6.7 - Relationships



Here I'm going to discuss what you can do to try to get the AI to like you.

Or conversely what you can do to annoy it. Both are simple concepts so this

should be short.



To get it to like you you can:

- Set up lots of trade routes with them. The more trade revenue they get

from you the more they like you.

- Give them gifts of technology or bcs. The AI places a value on every tech

in the game so giving them something like Manufacturing Centers will earn

you more good points then say Sensors.

- Be the same ethical alignment as them. This goes a long way towards

helping you establish a Close relationship so you can ask for an alliance.

- Help them out when they tell you a particular empire is beating them in a

war.



To get it to hate you you can:

- Place lots of war ships or starbases near it's borders.

- Reject any demands they may make of you.

- If they are evil be good if they are good be evil.

- And the top one... attack something of theirs.



Section 6.8 - Espionage



The current espionage system in GC2 is rather simple. I believe in a future

expansion Stardock will be expanding upon the system. However for now let's

look at the system as it stands.



Espionage level gives you the ability to view a variety of information about

the target empire. With a high enough rating you can see what is on their

ships, what are their abilities, what their economic situation is, what they

are currently researching, what they have built on their planets, and what

they have on starbases in terms of modules.



To gather all this information goto the Relations tab of the Foriegn Policy

screen. When you highlight a particular race you will see a slider below

the portrait of their leader. This is how you adjust the amount you wish to

spend in order to spy on them. That amount then comes out of your budget

every week.



As you spend money on espionage you will start to get reports that inform you

that you have reached a certain level of knowledge with regards to their

empire. To view this information goto the stats or report tabs on the

Foriegn Policy screen. This will fill you in on the newest information you

can access about them.



Once you reach an Advanced level of knowledge there is no need to continue to

spend money spying on that particular empire. Also keep in mind that it is

better to spend a small amount over a long period then it is to spend a lot

for a short period. However I do believe the overall amount you have to

spend is still the same. At some point I may workout exactly what each level

works out to in terms of cost. That is if someone hasn't already listed it.



Section 6.9 - Influence



This is a measure of how much impact your society as a whole has on the

galaxy. With a high enough value you can start to take over other empire's

planets without the need to send in troops. Also if you can get 75% of the

galaxy under your influence while controlling 75% of the assets on the map

you win a Cultural Victory.



There are a few ways to increase your influence over a given area. The most

obvious is if you have a planet in the region of space. The population on

that planet produces influence. The larger the population the more base

influence you produce. You can increase the planetary influence by building

an Embassy or Cultural Exchange Center on the planet.



To extend your influence into areas where you may not have a planet to

colonize you must build influence starbases. These multiply your influece

in their sphere of influence by the bonus the modules on the starbase

provide. No need for one of your planets.



So lets say you've got a couple of colonies from another empire within your

borders. If you have at least a LOW espionage rating with the empire you

can see what the influence that planet is producing and also what value above

that you are producing. If you achieve a value of 4.00+ then your influence

will start to sway the population to revolt and join your empire. Influence

starbases that have these planets within their sphere of influence can help

to really increase the likelyhood of them defecting.



If another empire is threating on of your planets you can counter their

influence in the same manner that you use to increase yours. This is why

there are times the AI will build a lot of farms and/or embassies on a

planet. It is trying to keep the planet from defecting.



=============================================================================



Section 7.0 - Basic Strategies



In a game of this type there is not one sure fire way to victory. There are

a lot of things that can happen between turn two and turn five hundred. So

the best strategy is a flexible one. That being said there are things you

can do to try to come out on top.



- Never start a war unless you are ready. By this I mean make sure you've

gotten all the intelligence you can about their planets and ships. Build

ships that counter theirs both offensively and defensively. Identify all

starbases and be sure they are priority targets.



- Try to get your economy positive as soon as possible. It's ok to run

with a negative net for a while but if your funds dip much below

500 bc you should start looking hard at getting some more money either

through trade or balancing your budget.



- Always colonize any PQ8+ planet you can find. If you have the majority of

planets in a given cluster it's ok to leave that PQ5 planet for the AI.

And after it colonizes the planet chances are it will flip to you later

anyway.



- Attempt to maximize your economy starbase's sphere of influence. The

circle that represents this is 16pcs in diameter. Use that number to try

to center the starbase so the greatest number of planets fall within.

Version 1.1 shows a circle that represents where this sphere will be

before you commit to the building.



- Always upgrade your starbases with the latest modules. Keeping them up to

date gives you the most bang for you buck.



- Don't rush to upgrade your starships just because you've gotten a new toy.

Unless it represents a significant leap in either attack or defense or you

are at war and need every little bit it can wait. Also sometimes it is

better to decommission obsolete ships rather then upgrade them. I do this

a lot when thinning out my fleets after a major war.



- Don't expand too fast in the early game. This can lead to financial

trouble as your economy can't support the maintenance of all those initial

colony buildings. Also expanding too fast can drain your planets

population to the point where it will take it a very long time to recover

further crippling your economy.



- When attacking consider rush building some constructors to get a few

military starbases up in the theater of war. The ship assist modules can

really boost your power and turn the tide of battle.



- In general it is cheaper to build something then it is to buy it. The

exception to this is if you are a Neutral alignment. You get a discount

for buying ships.



- Always post sentry ships with your best sensors on your borders. The AI

at the higher difficulties is notorious for sneaking ships into you blind

spots.



- Always try to keep a quick reaction fleet near any important planets or

starbases to destroy any would be attackers before they can get into

range.



- Any planet you plan to defend with ships in orbit MUST have an Orbital

Fleet Manager built.



- Build fast ships. Not only can you respond to any incursions by the AI

fleets but you can get away from them too.



- Try to maintain a balanced approach to your research. If something is

going to take more then 24 wks to get you might want to adjust your

spending or build more research buildings to get it sooner. Or for that

matter it may be time to research the next tech that gives you an upgraded

research building.



- Always use the Focus check when you are building special planetary

improvements.



- Periodically scan through all your planets to make sure they are doing

what you want. This is especially important after a load since the game

doesn't show you any messages about planet production at load.



- Don't mix ships of different speed in a fleet. The slow ones bring the

fast ones down. Defeats the point of having fast ships.



Well that's all I can think of now. I'll expand this section as I come up

with new ideas or people submit ideas to me for inclusion.



=============================================================================



Section 8.0 - Legal Stuff



This may be not be reproduced under any circumstances except for personal,

private use. It may not be placed on any web site or otherwise distributed

publicly without advance written permission. Use of this guide on any other

web site or as a part of any public display is strictly prohibited, and a

violation of copyright.



Contact: galciv2faq@hotmail.com

Please keep any correspondence game related. Any non game emails will be

deleted and the sender blocked.



Galactic Civilizations II Dread Lords is a registered trademark of

Stardock, Inc.



The website authorized to post this FAQ is GameFaqs. Please let me know if

you see it posted on any other site so I can contact them to get it removed.



Copyright (c) 2006 Jason Bodine. All rights reserved.



=============================================================================

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2016-03-15 19:52:47 UTC
I'd verify the graphics requirements are met for the game. If they are, verify that you have the latest video drivers for you video card. If you have those, it could be a memory problem. If you have two sticks of ram, try removing one. This will decrease performance, but if the game doesn't restart your PC, you'll know what the problem was.
2014-12-18 18:16:38 UTC
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This content was originally posted on Y! Answers, a Q&A website that shut down in 2021.
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