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.
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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.
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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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