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Article #176

The Galactic Civilizations 2 Frequently Asked Questions (FAQ)

#176
From: felix eng
Date: Wed, 31 Jan 1996 00:00
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The Galactic Civilizations 2 Frequently Asked Questions (FAQ) 
Document.  January 16, 1996

THE SHORT FORM 

By Mark Anderson

Please Feel free to contribute to this document!  
My internet address is:  wombats@nmrfam.wisc.edu

Send in all your wishlists, cheats, questions, etc.!

=================================================================
Copyright and Distrubition - type Notice

This document can be freely distributed as long as you
give credit where credit is due.  Please carry forward
any attributions from work done by those mentioned in
this document.

The following may or may not be mentioned, but if they are,
they are copyrights of the appropriate companies.  I may have
missed one or two.  Sorry.

Galactic Civilizations, Drengin, Drengin Empire, Yor, Altarians,
and Torian Confederation are trademarks of Stardock Systems, Inc.
SDS is the abbreviation for Stardock Systems, Inc.

OS/2, REXX, MMPM/2 and IBM are trademarks of IBM Corporation.

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

This document is broken into the following areas:

not too damn much... sorry, i'm in a rush to complete
preparations for some stuff and time conflicts prevent
me from making a more solid faq.  consult faq for ver. 1
of galciv and that can handle many aspects of the game.

what is here?  the tech tree has been updated, and that's
about it :(  i will amend this as soon as i can.

****************************************************************
Minor comments on the game:
GC2 changes some minor aspects of GC1, but makes some very major
improvements also.  Eye-candy: the surface graphics (fractal
renderings) of the planet surfaces are GREAT!  Slow at 24-bit,
but hey, thats 24-bits.  The 256-color stuff looks pretty good,
too, at least it does on my machine.  The sound library covers
both 16 and 8 bit sound.  My sound card does not like me much
these days, so I've not heard much of the sound.  Limited
planetary governors have been added.  Some new techs have been
added.

And RANGE!  The fact that you can play in a galaxy with ranges on
the ships changes the strategy alot.  I was suffering burn-out,
but the ship range option changes the flavor of the game so much
that it is almost totally different.  Enough comments.

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

TECHNOLOGY TREE  (or "Can I get Artificial Life if I can't Phase  
                    properly?")
*****************************************************************
Chapter 5.1

There is no easy way to draw it out.  If someone comes up with
one despite my negative attitude, I would dearly love to
incorporate it.
notes: () are reserved for ships that go with the tech.
       [] are reserved for good/evil designations
       {} are reserved for a tech that is needed by a tech for
          its development.  Star Fed needs both Instant
          Communications and Star Democracy, but it wasn't
          obvious to me how to link them, so {}.

NEW TECHS (affecting ranges, mainly)
Enhanced Reliability, Adv. Reliability, Deep Space Philosophy,
D.S. Survival, Mind Ripping

Nano-Electronics 
     -> Nano-Frequencies -> Brainwave Mapping -> Thought Police 
                                                  [evil]
           -> Instant          -> Cure for Depression
              Communications       -> Adv. Pain Treatment [good]
               {Phasors}
                 -> Star Federation {Star Democracy}
     -> Nano-Metal Composition 
            -> High Density Metals (destroyer) 
                  -> Tri-Strontium Alloys       
                          -> Large Scale Building (battle hammer)
            -> Enhanced Reliability
                 -> Advanced Reliability 
     -> Universal Translator

Brainwave Mapping
Large Scale Building
     -> Terra Computers
           -> Advanced Surveillance [evil]
           -> Advanced AI's
           -> Hyper-Computers
                -> Interspecies Philosophy [good]
           -> Omni Computers
                -> Brainwave Weapons [evil] (tormentor)

Large Scale Building
  -> Artificial Satellites
      -> Artificial Planets
          -> Terror Star {Solar Destruction} (terror star)
              -> Star Creation 
                 -> Ctrld Wormholes

General Cold Fusion (small fighter)
     -> Impulse (transport)
           -> Anti-matter
                 -> Warp Drive
                       -> Battleship Tech I  {Shields}      
                                             (battleship)
                       -> 4D Phasing {3D Phasing}
                       -> Hyperspace
                             -> Hyperwarp [good]
                             -> Antimatter Weapons
                                   -> Planetary Cleansing [evil]
                                   -> Planetary Dest.
                                         {Terraforming} 
                                        -> Solar Destruction
     -> Photon Weapons

Phasor (interceptor)
     -> Advanced Phasor [good](corvette)
     -> Turbo-phasor (battlecruiser)
           -> Mega-phasor
     -> Instant Communications
         -> Star Federation {Star Democracy}
         -> 1D Phasing
             -> 2D Phasing
                 -> 3D Phasing {Controlled Gravity} (phasing
                                                       dread)
                     -> Spatial Rifts
                     -> 4D Phasing {Warp Drive}
     -> Deflectors 
                 
General Cold Fusion
     -> Photon Weapons (star fighter)
          -> Sensors (war hawke)
               -> Shields {Deflectors}
                    -> Planetary Defense
                         -> Cloaking (stealth cruiser)

Warp Drive
Shields
  -> Battleship Tech I
      -> Disruptors [evil] (phoenix)
      -> Battleship Tech II {Transportors} (dreadnaught)
          -> Battleship Tech III {Cloaking} (ranger)
              -> Battleship Tech IV {Replication} (avatar)
                  -> Battleship Tech V {Star Creation}
                                      (excaliber)

Cold Fusion
   -> Organic Manipulation
       -> Genetic Mapping
           -> Master Race [evil]
           -> Virus Elimination [good]
           -> Molecular Medicine
               -> Regeneration [good]
               -> Transporters {Warp Drive}
                  -> Deep Space Survival
                   -> Replication
                       -> Artificial Life
                           -> Terraforming
                               -> Utopian Society [good]
                               -> Evolution Control
                                   -> Unnatural Selection [evil]
Nano-Electronics
     -> Universal Translator
          -> Galactic Trade (freighter)
               -> Galactic Collusion [evil]
          -> Galactic Diplomacy
               -> Alliances
               -> Star Democracy
                    -> Star Federation {Instant Communications}
               -> Network Culture {Instant Communications}
                    -> Deep Space Philosophy
                    -> Mind Ripping 

The Big Finale:
Once you get to the bottom of several of these tech 'limbs',
things begin to simplify _alot_, and not much happens in
terms of new projects and ships.  To get Near Omniscience,
you need all of the above trees to be completed, and that's the
only thing left for new projects - the Battlestar.

pretty linear chain -> Final Frontier
                          -> Domination [evil]
                          -> Galactic Peace

This should help those lacking the Strategy Guide but really 
wanting the Tech Tree.  I admit to being a bit fuzzy on some
bits, but you should be able to get what you want without any
profound confusion.  Any suggestions are welcome.  

One suggestion so far: Chris McCarthy has suggested this layout.
Notes: [good/evil], * Super Projects or Achievements, & Shipyards
       "Purpose" is used to give a snapshot of what the tech does
       in addition to projects, ships, but only if it has such a
       function.
PLEASE NOTE:  THIS SECTION IS INCOMPLETE!
it still has the Shipyards comments, and i'm missing some
good/evil and projects/ships information.

Advanced AI's
Prerequisite: Terra Computers
Projects: Crystallai *

Advanced Reliability
Prerequisite: Enhanced Reliability
Purpose: +1 Quadrant range to ships

Alliances
Prerequisite: Galactic Diplomacy
Purpose: Permits player to form declared alliances with other
         races.

Anti-matter
Prerequisite: Impulse
Allows: Warp Drive

Antimatter Weapons
Prerequisite: Hyperspace
Allows: Planetary Cleansing [evil], Planetary Destruction
Ships/Shipyard: Plasma Torpedo &

Artificial Life
Prerequisite: Replication
Allows: Terraforming
Projects: Life Creation *

Artificial Planets
Prerequisite: Artificial Satellites
Allows: Terror Star
Projects: Planetary Pollution Control
Purpose: Kills Dinosaur Park

Artificial Satellites
Prerequisite: Large Scale Building
Allows: Artificial Planets

Battleship Tech I
Prerequisite: Warp Drive and Shields
Allows: Battleship Tech II, Disruptors [evil]
Ships/Shipyard: Battleship, Duranthium &, Telaninithe &

Battleship Tech II (Dreadnaught Tech)
Prerequisite: Battleship Tech I and Transporters
Allows: Battleship Tech III
Ships/Shipyard: Dreadnaught, Andrium &

Battleship Tech III (Ranger Tech)
Prerequisite: Battleship Tech III and Cloaking
Allows: Battleship Tech IV
Ships/Shipyard: Paladin, Ranger, Xanthium &

Battleship Tech IV (Avatar Tech)
Prerequisite: Battleship Tech III and Replication
Allows: Battleship Tech V
Ships/Shipyard: Avatar, Tri-Xithium &

Battleship Tech V (Excaliber Tech)
Prerequisite: Battleship Tech IV and Star Creation
Ships/Shipyard: Excaliber, Quad-Xithium &

Brainwave Mapping
Prerequisite: Nano-Frequencies
Allows: Cure for Depression, Thought Police [evil]

Cloaking
Prerequisite: Shields, Sensors
Allows: Battleship Tech III
Ships/Shipyard: Stealth Cruiser
Projects: Cloaking Device *

Controlled Gravity
Prerequisite: none
Allows: 3D Phasing

Controlled Wormholes
Prerequisite: Star Creation
Purpose: Kills Utopia Colony

Cure for Depression
Prerequisite: Brainwave Mapping
Allows: Advanced Pain Treatment [good]

Deep Space Philosophy [good???]
Prerequisite: Network Culture
Purpose: +1 quadrant range for ships

Deep Space Survival
Prerequisite: Transporters
Projects: Ship Range Improvement (i think)

Deflectors
Prerequisite: Phasors
Allows: Shields
Ships/Shipyard: Deflectors &

Drones
Prerequisite: 
Allows:
Ships/Shipyard: Fighter Drone, Terror Drone

Enhanced Reliability
Prerequisite: Nano Metal Composition
Allows: Advanced Reliability
Projects: Orion Quality Mark *
Purpose: +1 quadrant range to ships

Evolution Control
Prerequisite: Terraforming
Allows: Unnatural Selection [evil]
Projects: Mutation Control

Galactic Diplomacy
Prerequisite: Universal Translator
Allows: Alliances, Star Democracy, Network Culture
Ships/Shipyard: Defender
Purpose: Permits you to use GIA and to trade techs with other
         races.

Galactic Trade
Prerequisite: Universal Translator
Allows: Galactic Collusion
Ships/Shipyard: Freighter

General Cold Fusion
Prerequisite: none
Allows: Impulse, Photon Weapons
Ships/Shipyard: Small Fighter
Projects: Fusion Power Plant

Genetic Mapping
Prerequisite: Organic Manipulation
Allows: Master Race [evil], Molecular Medicine, Virus
        Elimination [good]

High Density Metals
Prerequisite: Nano-Metal Composition
Allows: Tri-strontium Alloys
Ships/Shipyard: Destroyer

Hyper-Computers
Prerequisite: Terra-Computers
Allows: Interspecies Philosophy [good]
Projects: Galactic Info Net

Hyperspace
Prerequisite: Warp Drive 
Allows: Antimatter Weapons, Hyperwarp [good]
Ships/Shipyard: Hyperspace Drive &
Projects: Antimatter Plant, Hyperspace Project*
Purpose: adds two to ship speed

Impulse
Prerequisite: General Cold Fusion
Allows: Anti-Matter
Ships/Shipyard: Transport, Impulse Drive &, Ion Drive &
Purpose: adds one to ship speed

Instant Communications
Prerequisite: Phasors and Nano-Frequencies
Allows: Star Federation and 1D Phasing

Large Scale Building
Prerequisite: Tri-Strontium Alloys
Allows: Artificial Satellites, Terra Computers
Ships/Shipyard: Battle Hammer, 
Projects: Trison Ring

Mega-phasor
Prerequisite: Turbo-Phasor
Ships/Shipyard: Mega-Phasor &

Mind Ripping [evil]
Prerequisite: Network Culture
Purpose: don't know, haven't had a chance to be evil yet

Molecular Medicine
Prerequisite: Genetic Mapping
Allows: Regeneration [good], Transporters

Nano-Electronics
Prerequisite: none
Allows: Nano-Frequencies, Nano-Metal Composition, Universal
        Translator
Projects: Environmental Controls, Nano Robot Wonder

Nano-Frequencies
Prerequisite: Nano-Electronics
Allows: Brainwave Mapping, Instant Communications

Nano-Metal Composition
Prerequisite: Nano-Electronics
Allows: High Density Metals, Enhanced Reliability

Network Culture
Prerequisite: Diplomacy
Allows: Mind Ripping [evil], Deep Space Philosophy
Projects: Human Network Center

Omni Computers
Prerequisite:
Allows: Kills Deep Thought
Projects: Research Centers

Organic Manipulation
Prerequisite: General Cold Fusion
Allows: Genetic Mapping
Projects: Hydroponics

Phasor
Prerequisite: none
Allows: Advanced Phasor [good], Turbo-Phasor, Instant
        Communications
Ships/Shipyard: Enforcer, Phasor &

Photon Weapons
Prerequisite: none
Allows: Sensors
Ships/Shipyard: Star Fighter, Photon Torpedo &

Planetary Defense
Prerequisite: Shields
Allows: Cloaking
Ships/Shipyard:
Projects: Defense System, Tur-Ahn Training *

Planetary Destruction
Prerequisite: Antimatter Weapons and Terraforming 
Allows: Solar Destruction

Replication
Prerequisite: Molecular Medicine
Allows: Artificial Life
Projects: Controlled Environment, Dinosaur Park *
Purpose: Kills Tur-Ahn Training

Sensors
Prerequisite: Photon Weapons
Allows: Sensors
Ships/Shipyard: War Hawke
Projects: Eyes of the Universe *, Internal Security
Purpose: Extends sensor range of ships.  May be a bit buggy
         in displaying all regions.  This is a point of net 
         debate.

Shields
Prerequisite: Deflectors and Sensors
Allows: Planetary Defense
Ships/Shipyard: Shields &
Projects: Military Academy

Solar Destruction
* synomym for Star Destruction

Spatial Rifts
Prerequisite: 3D Phasing
Projects: Controlled Wormhole

Star Creation
Prerequisite: Terror Star
Allows: Controlled Wormholes

Star Democracy
Prerequisite: Galactic Diplomacy
Allows: Star Federation
Projects: Currency System, Galactic Entertainment Network
          Galactic Stock Exchange *
Purpose: Permit change to Star Democracy as a government type.

Star Destruction
Prerequisite: Planetary Destruction
Projects: Advanced Pollution Control

Star Federation
Prerequisite: Instant Communications and Star Democracy
Purpose: Permit change to Star Federation as a government type.

Terra Computers
Prerequisite:
Allows: Kills Nano-Robot Wonder
Projects: Deep Thought *, Info Net

Terraforming
Prerequisite: Artificial Life
Allows: Evolution Control, Utopian Society [good]
Purpose: Makes it easier to colonize the class <9 planets.

Terror Star
Prerequisite: Artifical Planets and Star Destruction
Allows: Star Creation
Ships/Shipyard: Terror Star
Projects: Advanced Military Training

Transporters
Prerequisite: Molecular Medicine and Warp Drive
Allows: Replication, Battle Tech II

Tri-Strontium Alloys
Prerequisite: High Density Metals
Ships/Shipyard: Tri-Strontium &
Allows: Large Scale Building

Turbo-phasor
Prerequisite: Phasor
Allows: Mega-Phasor
Ships/Shipyard: Battle Cruiser, Turbo Phasor &

Universal Translator
Prerequisite: none
Allows: Galactic Trade, Galactic Diplomacy
Purpose: The other races will no longer spout garbage at you.

Warp Drive
Prerequisite: Anti-Matter
Allows: Battleship Tech I, Hyperspace, 4D Phasing
Ships/Shipyard: Warp Drive &, Trans Warp Drive &
Purpose: adds two to ship speed

1D Phasing
Prerequisite: Instant Communications
Allows: 2D Phasing
Projects: Multimedia Center

2D Phasing
Prerequisite: 1D Phasing
Allows: 3D Phasing

3D Phasing
Prerequisite: 2D Phasing and Controlled Gravity
Allows: Spatial Rifts and 4D Phasing
Ships/Shipyard: Phasing Dread
Projects: Phasing Power Plant, Virtual Reality Center

4D Phasing
Prerequisite: 3D Phasing and Warp Drive
Ships/Shipyard: Phase Warp &, Barriers &
Projects: Galactic Currency Exchange


Good
Advanced Pain Treatment
Prerequisite: Cure for Depression
Projects: Treatment Center

Advanced Phasor
Prerequisite: Phasor
Ships/Shipyard: Corvette, Advanced Phasor &

Hyperwarp
Prerequisite: Hyperspace
Ships/Shipyard: Hyperwarp &
Purpose: adds two to ship speed

Regeneration
Prerequisite: Molecular Medicine
Projects:

Utopian Society
Prerequisite: Terraforming
Projects: Utopia Colony *

Virus Elimination
Prerequisite: Genetic Mapping
Projects: Advanced Hospitals


Evil
Advanced Surveillance
Prerequisite: Terra Computers
Projects: Computer Surveillance

Brainwave Weapons
Prerequisite: Omni Computers 
Ships/Shipyard: Tormentor

Disruptors
Prerequisite: Battleship Tech I
Ships/Shipyard: Phoenix, Disruptor &

Galactic Collusion
Prerequisite: Galactic Trade
Projects: Collusion Management

Master Race
Prerequisite: Genetic Mapping
Projects: Elite Ground Forces

Planetary Cleansing
Prerequisite: Antimatter Weapons

Thought Police
Prerequisite: Brainwave Mapping
Projects: Secret Police

Unnatural Selection
Prerequisite: Evolution Control


*****************************************************************
PROJECTS - (or "Gee, we need 0-G porta-potties. 
                What does it do and how do we do it?)
*****************************************************************
Chapter 5.2.1  The BIG List

NOTE: there was at least one change to the GC1 lists - Currency
System was replaced with the cheaper and just as good Credit
Currency.  They may be other changes I've missed!

The following is an alphabetized listing of the various projects
that can be built on a planet if the technology is available. 
The project names were, in some cases, abbreviated to near
obscurity.  I was attempting to get enough room on the right-hand
side to put in the technology necessary to achieve the project. 
They didn't fit, so I duplicated the list and used full names.
The various abbreviations for effects (first list) are as
follows:  TI = Trade Increase;  Mor = Morale;  Ship A = Ship      
          Attack; Ship D = Ship Defense; Gnd Def = Ground
          Defense;  Res = Research;  Env = Anti-pollution Effect; 
          Maint = Maintenance;  Cost = Cost in bc.

               Production  Ship  Gnd
Project Name  |    TI Mor| A  D |Def|Res|Env|Maint|Cost|
--------------|-----------------|---|---|---|-----|----|
Adv Hospital  | 15 05 10 | -- --|-- | 05|   |  4  | 900| [good] 
Adv Mil Trn   | 15 -- 10 | 35 --|60 | --|   |  0  |1100| 
Adv Poll Ctrl | 30 10 20 | -- --|-- | 01| 10|  3  |1500|
Antimtr Plant | 83 33 50 | 02 --|-- | 02|   |  4  |1000|
Collusion Mgm | 20 20 -- | -- --|-- | --|   |  1  | 600| [evil]
Comp Surveill | 21 01 20 | -- --|-- | 02|   |  6  |1200| [evil]
Cont Environ  | 30 30 -- | -- --|-- | --|   |  0  |2000|
Credit Curr.  | 25 15 10 | -- 01|-- | 01|   |  3  | 200|
Defense Sys   | 06 01 05 | 10 15|45 | 01|   |  5  |1100|
Elite Gnd For | -- -- -- | 05 05|55 | --|   |  5  | 500| [evil]
Entertain Net | 37 02 35 | -- --|-- | --|   |  4  | 100|
Environ Ctrl  | 05 -- 05 | -- --|-- | --|  3|  2  | 500|
Fusion PP     | 35 25 10 | 10 --|-- | 05|   |  3  | 500|
Gal Curr Exc  | 72 20 52 | -- --|-- | --|   |  5  |1000|
Gal Ent Ntwk  | 35 -- 35 | -- --|-- | --|   |  4  | 500|
Gal Info Net  | 22 10 12 | -- --|-- | 30|   |  4  |1000|
Gnd Defense   | 04 -- 04 | 03 03|50 | --|   |  3  | 200|
Human Net Ctr | 55 10 45 | -- --|-- | --|   |  3  | 600|
Hydroponics   | 30 10 20 | -- --|-- | 10|   |  3  |1100|
Im Poll Ctrl  | 15 05 10 | -- --|-- | --|  5|  5  |1000|
Info Net      | 10 02 08 | -- --|-- | 10|   |  2  | 100|
Int Security  | 06 01 05 | 02 08|-- | --|   |  1  | 300|
Mil Academy   | 10 -- 10 | 15 05|50 | --|   |  2  | 380|
Mutat Ctrl    | 40 10 30 | 01 01|-- | 02|   |  1  | 900|
Multimedia    | 20 05 15 | -- --|-- | --|   |  4  | 800|
Phasing PP    | 40 20 20 | -- --|-- | 20|   | 10  |1000|
Planet Poll   | 10 -- 10 | -- --|-- | --|  3|  1  | 500|
Research Ctr  | 01 01 -- | -- --|-- | 18|   |  3  | 900|
Schools       | 06 02 04 | -- --|-- | 15|   |  0  |  50|
Ship Rng Imp  | 55 10 45 | -- --|-- | --|   |  3  | 600|
Soil Enhan    | 32 02 30 | -- --|-- | --|   |  2  |  50|
Thought Police| 25 -- 25 | -- --|30 | --|   |  5  | 700| [evil]
Treat Ctr     | 17 05 12 | -- --|-- | --|   |  3  | 600| [good]
University    | 10 05 05 | 02 --|-- | 20|   |  2  | 200|
Virt R Ctr    | 60 10 50 | -- --|-- | --|   |  5  | 900|

Advanced Hospitals - Viral Elimination [good]
Advanced Military Training - Terror Star
Advanced Pollution Control - Star Destruction
Antimatter Plant - Hyperspace 
Computer Surveil. - Adv. Surveillance [evil]
Collusion Management - Galactic Collusion [evil]
Controlled Environment - Replication
Credit Currency - Star Democracy  
Defense System - Planetary Defense
Elite Ground Forces - Master Race [evil]
Entertainment Network - (given)
Environmental Controls - Nano Electronics
Fusion Power Plant - General Cold Fusion
Galactic Currency Exchange - 4D Phasing
Galactic Entertainment Network - Star Democracy
Galactic Info Net - Hyper Computers  
Ground Defense - (given)
Human Network Center - Network Culture
Hydroponics - Organic Manipulation
Improved Pollution Control - Planetary Destruction
Info Net - Terra Computers
Internal Security - Sensors
Military Academy - Shields
Mutation Control - Evolution Control
Multimedia Center - 1D Phasing
Phasing Power Plant - 3D Phasing
Planetary Pollution Control - Artificial Planets
Research Center - Omni Computers
Secret Police - Thought Police [evil]
Schools - (given)
Ship Range Improvement - Deep Space Survival, i think
Soil Enhancement - (given)
Treatment Center - Advanced Pain Treatment [good]
University - (given)
Virtual Reality Center - 3D Phasing   


5.2.2 Project Comparisons - level 1

This was contributed by Dave Chaloux

There has been talk by various people around here of developing
planets in different ways. For example, you might develop some
planets to concentrate on research. Using the info in the FAQ, I
created the following table that tries to show how much benefit
you get from the various improvements per 100bc spent. You will
note that there are a few key improvements that are MUCH better
than average.  Note that research is the sum of research benefits
+ production.  This may not be the right formula as I maybe
should have multiplied. I really can't tell without seeing the
code which is right.  Either way, it wouldn't affect the order
given very much. I could add in evil improvements if I had the
data for it. This should help you decide what to build first.

(i have one comment to add to this, and that being the
 maintenance costs of a project should also factor into the
 analysis is some way.  as an example, Controlled Environment
 has a 0 maint.  even though it costs 2000, over a long game,
 it becomes a very cheap investment because of this.  why harp
 on the maint. costs?  easy, in a long game, they are your
 major expense, be it either from planet projects or ships.)

================================================================
Production:            Trade:                Morale:

Soil Enhance  64.0   Fusion PP       5.0   Soil Enhance   60.0
Entertain Net 37.0   Soil Enhance    4.0   Entertain Net  35.0
Schools       12.0   Schools         4.0   Schools         8.0
Info Net      10.0   Antimtr Plant   3.33  Info Net        8.0
Antimtr Plant  8.3   Currency Sys    3.0   Gal Ent Ntwk    7.0
Gal Curr Exc   7.2   University      2.5   Virt R Cntr     5.56
Fusion PP      7.0   Entertain Net   2.0   Gal Curr Exc    5.2
Gal Ent Ntwk   7.0   Info Net        2.0   Antimtr Plant   5.0
Virt R Cntr    6.67  Gal Curr Exc    2.0   Mutat Ctrl      3.33
Currency Sys   5.0   Phasing PP      2.0   Mil Academy     2.63
University     5.0   Cont Environ    1.5   University      2.5
Mutat Ctrl     4.44  Virt R Cntr     1.11  Fusion PP       2.0
Phasing PP     4.0   Mutat Ctrl      1.11  Currency Sys    2.0
Treat Cntr     2.83  Gal Info Net    1.0   Phasing PP      2.0
Hydroponics    2.73  Hydroponics     0.91  Treat Cntr      2.0
Mil Academy    2.63  Treat Cntr      0.83  Gnd Defence     2.0
Multimedia     2.5   Adv Poll Ctrl   0.67  Planet Poll     2.0
Gal Info Net   2.2   Multimedia      0.63  Multimedia      1.88
Adv Poll Ctrl  2.0   Adv Hospital    0.56  Hydroponics     1.82
Gnd Defence    2.0   Im Poll Ctrl    0.5   Int Security    1.67
Int Security   2.0   Int Security    0.33  Adv Poll Ctrl   1.33
Planet Poll    2.0   Defence Sys     0.09  Gal Info Net    1.2
Adv Hospitals  1.67                        Adv Hospitals   1.11
Cont Enviro    1.5                         Environ Ctrl    1.0
Im Poll Cont   1.5                         Im Poll Ctrl    1.0
Adv Mil Trn    1.36                        Adv Mil Trn     0.91
Environ Ctrl   1.0                         Defence Sys     0.46
Defence Sys    0.55    


Research:  
(Production + Research)   (just Research)***

Soil Enhance   64.0       Schools       30.00
Schools        42.0       Info Net      10.00
Entertain Net  35.0       University    10.00
Info Net       20.0       Gal Info Net   3.00
University     15.0       Research Ctr   2.00
Antimtr Plant   8.5       Phasing PP     2.00
Fusion PP       8.0       Fusion PP      1.00 
Gal Curr Exc    7.2       Hydroponics    0.91
Gal Ent Ntwk    7.0       Adv Hospital   0.45
Virt R Cntr     6.67      Mutat Ctrl     0.22
Phasing PP      6.0       Antimtr Plant  0.20
Currency Sys    5.2       Currency Sys   0.20
Gal Info Net    5.2       Defense Sys    0.09
Mutat Ctrl      4.67      Adv Poll Ctrl  0.67
Hydroponics     3.64
Treat Cntr      2.83
Mil Academy     2.63
Multimedia      2.5
Adv Hospitals   2.22
Adv Poll Ctrl   2.07
Research Ctr    2.0
Gnd Defence     2.0
Int Security    2.0
Planet Poll     2.0
Cont Environ    1.5
Im Poll Ctrl    1.5
Adv Mil Trn     1.36
Environ Ctrl    1.0
Defence Sys     0.64

***- the (just Research) section is pretty much fluff since
     the production bonus _does_ play a heavy role in the amount
     of research "bulbs" generated.  Blame me for it though, not
     Dave.


*****************************************************************
GALACTIC ACHIEVEMENTS (or "Inter-stellar Merit Badges Made        
                       Easy!!)
*****************************************************************
Chapter 5.3.1

A general note on these descriptions: they do _not_ include any 
definitive strategy hints.  The "worth it" and "what if my 
neighbors build one" notes are quick and dirty hints but should
not be used to make a real stratigic plan.  The game is probably
too new for any suggestions on _the_ best achievements or _the_
ones to avoid or restart, etc.  Occasionally, I did say something
to that effect, but that was only if you absolutely had to have
that achievement to make your game.


  Cloaking Device - need: Cloaking
                    cost: 2000 bc
         expiration date: NONE!
                   bonus: 30% ship attack, 1% defense
            worth it????: yes, plus the big bonus of all ships
                          that are built are now equiped with
some
                          level cloaking tech that limits their
                          ability to be tracked.
    what if my neighbors 
              build one?: don't worry, every one has secrets.
 
Controlled Wormhole - need: Spatial Rifts
                      cost: 1400 bc
           expiration date: once a wormhole, always a wormhole
                     bonus: +50% trade! and 10% research
              worth it????: nice trade bonus, sort of a late game
                            Gal Stock Xchng!   
      what if my neighbors 
                build one?: the creation of more than one
wormhole
                            per galaxy would cause a fatal,
galactic
                            leak.  And you thought swapper.dat
got too
                            big before!           

        Crystalai - need: Advanced AI's
                    cost: 4000 bc
         expiration date: none
                   bonus: adds +1 to all inhabitated planet class 
            worth it????: it's a LONG project!  But it is
                          worth the increased population growth.
                          One thought, you might delay finishing
                          this one until after you've settled all
                          the planets you wanted to settle using
                          the Terraforming tech.
    what if my neighbors 
              build one?: anyone can improve their homes through
                          their local Planets-R-Us dealer!

     Deep Thought - need: Terra Computers
                    cost: 2200 bc
         expiration date: Omni Computers
                   bonus: +40% research for _ALL_ planets.
            worth it????: Definitely one of the Wonders for which
                          to strive.  The 40% research boost is  
                          wonderful. (what? me? pun? nyah.)
    what if my neighbors 
              build one?: The galaxy can only have one Deep  
                          Thought. 

    Dinosaur Park Wonder: Replication
                    cost: 2000 bc
         expiration date: Artificial Planets
                   bonus: +50% production
            worth it????: if you're racing for Artificial
                          Planets, then this is not the project 
                          for you.
    what if my neighbors 
              build one?: sorry, only one per galaxy.  Copyright. 

    Eyes of the Universe: Sensors
                    cost: 1000 bc
         expiration date: none
                   bonus: none
            worth it????: in a large/huge universe, probably so,
                          especially if you push straight for
                          it and gain its use for colonization.
                          Otherwise, it's of limited use.
    what if my neighbors 
              build one?: you're blind.

 Galactic Stock Exchange: Star Democracy
                    cost: 920 bc
         expiration date: NONE!
                   bonus: +50% trade
            worth it????: Without a doubt!  The only drawback 
                          is the pollution it can create on a 
                          very productive planet.  Poor baby. 
    what if my neighbors 
              build one?: too late.  you lose.  start over.
 
HyperSpace Project- need: Hyperspace      
                    cost: 1000 bc
         expiration date: none
                   bonus: none
            worth it????: if you're at war, the +2 move can be 
                          a real nice advantage.  If you're foes 
                          have it, you are at a real
                          disadvantage, so you'd better get 
                          building!
    what if my neighbors 
              build one?: read the above carefully.


    Life Creation - need: Artificial Life
                    cost: 2600 bc
         expiration date: none
                   bonus: +25% morale, +30% research
            worth it????: the morale and research bonuses are 
                          nice.  The project is a bit expensive 
                          but if you want to stay ahead...? 
    what if my neighbors 
              build one?: don't know that one either.

 Nano Robot Wonder- need: Nano Electronics
                    cost: 600 bc
         expiration date: Terra Computers
                   bonus: oops
            worth it????: sure, why not? not much more expensive 
                          than a fusion plant and gives more 
                          output.  But, if you're after those 
                          info nets in a big hurry, don't bother. 
    what if my neighbors 
              build one?: no problem, build your own!

Orion Quality Mark- need: Enhanced Reliability
                    cost: 6000 (yikes!)
         expiration date: none
                   bonus: 5% in all stats. do not know if it  
                          affects _all_ systems.  seems
                          reasonable given cost :(  Also gives
                          +1 range to ships
            worth it????: no real clue.  a +1 range over your foe...
    what if my neighbors
              build one?: don't know yet

  Peace for a time- need: Interspecies Philosophy (a Good tech)
                    cost: 1000
         expiration date: until you declare war?  they get mad 
                          you again?
                   bonus: lots of little ones, plus PEACE!
            worth it????: good question.  It's not that
                 expensive.
                          It could save your butt if you're in
                          a big, multi-front war.  It does give
                          a full range of planet bonuses.
    what if my neighbors 
              build one?: no.

      Trison Ring - need: Large Scale Building (I'll say!) 
                    cost: 1200 bc
         expiration date: none! ha, ha, ha, ha
                   bonus: +40% trade, +1% defense, +10% research 
            worth it????: YES!  Just like the Galactic Stock 
                          Exchange, build it!
    what if my neighbors 
              build one?: too late.

  Tur-Ahn Training- need: Planetary Defense
                    cost: 1100 bc
         expiration date: Replication
                   bonus: +40% attack, defense, +100% ground def. 
           worth it????: if you are at war, want to go to war, 
                         or fear being at war, don't hesitate. 
    what if my neighbors 
              build one?: hope they are your friends.

    Utopia Colony - need: Utopia 
                    cost: 6000 bc (ouch!)
         expiration date: Controlled Wormholes
                   bonus: +20% trade and morale
                          +5% attack, defense and ground def. 
                          +20% research.
            worth it????: it gives a lot of bonuses.  It costs 
                          a lot!  It comes very late in the game. 
                          More experience is definitely needed.   
 what if my neighbors 
              build one?: You will need a visa...or an excaliber. 


               Production  Ship  Gnd
Wonder Name   |    TI Mor| A  D |Def|Res|Cost|  Dies?
--------------|-----------------|---|---|----|-----------------
Cloaking Dev  | -- -- -- | 30 01|-- | --|2000| never
Ctrld Wormhole| 52 50 02 | -- --|-- | 10|1400| never
Crystallai    | -- -- -- | -- --|-- | --|4000| never
Deep Thought  | -- -- -- | -- --|-- | 40|2200| Omni Computers
Dinosaur Park | 50 50 -- | -- --|-- | --|2000| Artificial Planets
Eyes OT Univ. | -- -- -- | -- --|-- | --|1000| never
Gal Stock Xchg| 50 50 -- | -- --|-- | --| 920| never
Hyperspace Pr.| -- -- -- | -- --|-- | --|1000| never
Life Creation | 25 -- 25 | -- --|-- | 30|2600| never
Nano Robots   | 40 40 -- | -- --|-- | --| 600| Terra Computers
Orion Q.M.    | 10 05 05 | 05 05|05 | 05|6000| never
Peace for a...| 10 05 05 | -- 02|02 | 02|1000| confused on this
Trison Ring   | 40 40 -- | -- 01|01 | 10|1200| never
Tur Ahn Train | -- -- -- | 40 40|100| --|1000| Replication
Utopia Colony | 40 20 20 | 05 05| 05| 20|6000| Controlled
                         Wormholes

Orion Q.M. numbers may not be totally correct.  It was 5%
but I'm not sure if it was 5% for both moral _and_ trade or
only for production.

*****************************************************************
**** TECHNOLOGY AND SHIPS  (or "something clever goes here")
*****************************************************************
**** Chapter 5.4


Name            | A  D  S  V  M  Cost | Technology
________________|_____________________|_________________________
Avatar          | 20 11 45  3 20  800 | Avatar Tech
Battle Cruiser  |  5  3  8  2  2  150 | Turbo Phasors
Battle Hammer   |  9  3 12  2  2  220 | Large Scale Building
Battle Ship     | 12  6 20  2 10  600 | Battle Tech I
Battlestar      | 50 50 50 20  1  100 | Near Omniscience
Colony Ship +   |  0  2 50  1  0   35 | {given}
Corvette        |  3  6  6  2  3  100 | Advanced Phasors [good]
Defender        |  2  4  5  1  1   50 | Galactic Diplomacy
Destroyer       |  5  2  5  3  4  135 | High Density Metals
Dreadnaught     | 14  7 20  2 12  650 | Battle Tech II
Excaliber       | 30 20 60 20 12  600 | Excaliber Tech
Fighter Drone   |  1  1  1  1  1   20 | Drones
Freightor ++    |  0  1 10  1  2   80 | Galactic Trade
Enforcer        |  3  3  5  5  2   55 | Phasors
Paladin         | 16 10 40  3 18  700 | Ranger Tech 
Phasing Dread **| 10  1 12  2  4  130 | 3D Phasing
Phoenix         | 12  1  6  2  2  100 | Disruptors [evil]
Ranger          | 15 10 30  3 14  700 | Ranger Technology
Scout           |  0  0  0  5  1   18 | {given}
Sensor Bouy++++ |  0  0  0  1  0   10 | {given}
Small Fighter   |  1  1  1  1  0   25 | General Cold Fusion 
Star Fighter    |  3  1  6  3  1   30 | Photon Torpedos
Stealth Cruiser*|  9  1  4  2  3  100 | Cloaking
Terror Drone    |  4  0 10  1  5  100 | Drones
Terror Star *** | 10 10 20  0 250  5k | Terror Star
Tormentor       | 20  1 10  0  4  150 | Brainwave Weapons [evil]
Transport +++   |  0  1 20  1  1   60 | Impulse Drive
War Hawke       |  8  2  6  1  2  180 | Sensors

A - attack factor.  A ship with a 0 attack should not win a 
    conflict if it is the aggressor.
D - defense factor.  A non-zero defense means that a ship could
    survive an attack and the attacker could be destroyed when 
    attacking.
S - strength.  More or less, how big, massive, strong, etc. the
    ship is.  Note that colony ships and transports have a
    variable strength to reflect their varying size.  In combat,
    a high strength can sometimes "overcome" a superior A and D.
V - velocity.  Because I already used S for strength.  Base speed
    to which improvements in movement technology are added.
    Note, you don't have to rebuild the ship to get the improved 
    speed.  The new designs are faxed to the ship and implemented
    immediately. 
M - maintenance.  How much it costs to keep that ship functional.
    Maintenance costs are not optional.  The only way not to pay
    the money is to decommission the ship. 
Cost - What it costs to build it in the first place.
Technology - What you have to know to build that type of ship. 

* Stealth Cruiser - This ship "cloaks".  Basically, this means
                    that it cannot be tracked once it is spotted.
** Phasing Dread - Same as Stealth Cruiser, I believe.  I really 
                   need to check on this one.
*** Terror Star - Terror Stars are unique among the combat ships 
                  in that they _eat_ star systems.  Great for
                  that wiping out that pesky outpost that is not
                  worth gaining control of but is a nuisance
                  none-the-less.  Also good for really cutting
                  into the enemy's capabilities in a big way.
                  Note, Terror Stars are very vulnerable to
                  attack and make lousy ship-ship attackers.  Use
                  them to simplify the star map, not whomp an
                  incoming star fleet. 

+ Colony Ship - Base strength is 50.  This represents not only
                the size of the ship, but the number of colonists
                on-board. More colonists can be added if a larger
                starting population for the colony is desired. 
                Note that each time you build a colony ship, it
                requires 20k colonists from the home planet.  The
                additional 30k are a freeby (busy, busy).
++ Freighter - Nothing fancy, this is just the ship you must have
               to set up a trade route.  It contains "goods" and
               once you establish a trade route, the ship is no
               longer under your control.  Loss of the trade
               route for any reason does not make the ship
               reappear.
+++ Transport - Base strength is 20.  This represents not only
                the size of the ship, but the number of soldiers
                on-board.  More soldiers can be added if a larger
                starting population for the colony is desired. 
                Note that initial 20k soldiers are "free", they
                don't subtract from the colony's population. 
++++ Sensor Bouy - Sentry flag is not cleared when the other
                   races' ships pass within sensor range.
Technical Details
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From: englf@singnet.com.sg (felix eng)
Subject: The Galactic Civilizations 2 Frequently Asked Questions (FAQ)
Date: 1996/01/31
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