GALACTIC CIVILIZATION II -...

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Game publisher Stardock Table of Contents Section 1.0 - OVERVIEW...................................... 1 Section 2.0 - Communications Branch (Yellow Colour)..................................................................... 1 Section 2.1 GOVERNMENT Sub-Branch (YELLOW).................. 1 Section 2.2 DIPLOMACY Sub-Branch (YELLOW)...................... 2 Section 2.3 TRADE Sub-Branch (YELLOW)................................. 2 Section 2.4 ENTERTAINMENT Sub-Branch (YELLOW)............ 3 Section 2.5 CULTURE Sub-Branch (YELLOW)............................ 4 Section 2.6 ETHICS Sub-Branch (YELLOW)................................ 4 Section 3.0 - Propulsion Branch (LIGHT Blue).... 5 Section 3.1 Propulsion Technology Sub-Branch Table.................... 5 Section 4.0 - Engineering Branch (Orange, Pink, Green, BLUE).......................................................... 6 Section 4.1 LOGISTICS Sub-Branch (PINK)................................. 6 Section 4.2 LIFE SUPPORT Sub-Branch (GREEN)...................... 7 Section 4.3 HULLS Sub-Branch (GREEN).....................................7 Section 4.4 HULL HARDENING Sub-Branch (GREEN).............. 8 Section 4.5 PLANETARY Imp Sub-Branch (GREEN).................. 8 Section 4.6 PLANETARY Imp INDUSTRIAL THEORY Sub- Branch (GREEN)............................................................................. 8 Section 4.7 PLANETARY Imp ECONOMICS & TRADE Sub- Branch (GREEN)............................................................................. 9 Section 4.8 PLANETARY Imp FARMS Sub-Branch (LT BLUE).9 Section 4.9 PLANETARY Imp TERRAFORMING Sub-Branch (LT BLUE).................................................................................... 10 Section 4.10 RESEARCH SUB-BRANCH (BLUE)..................... 10 Section 4.11 RESEARCH COMPUTER SUB-BRANCH (BLUE).. 10 Section 4.12 MINIATURISATION Sub-Branch (BLUE)............ 11 Section 4.13 SENSORS Sub-Branch (BLUE)............................... 12 Section 5.0 - Galactic Warfare – SPACE WEAPONS Branch (Red)..................................... 12 Section 5.1 STARBASE WEAPON Sub-Branch.......................... 13 Section 5.2 BEAM WEAPON Sub-Branch................................... 13 Section 5.3 MASS DRIVER (GUN) WEAPONS......................... 15 Section 5.4 MISSILE WEAPONS.................................................17 Section 6.0 - Galactic Warfare – SPACE DEFENCE Branch (PURPLE)............................. 19 Section 6.1 DEFERNCE WEAPONS............................................19 Section 6.2 SHIELD DEFENCE................................................... 19 Section 6.3 ARMOUR DEFENCE................................................ 21 Section 6.4 MISSILE DEFENCE.................................................. 22 Section 7.0 - Galactic Warfare – PLANETARY Branch (RED)........................................................ 23 Section 7.1 PLANETARY DEFENCE WEAPONS Sub-Branch (RED)............................................................................................. 24 Section 7.2 PLANETARY ATTACK WEAPONS Sub-Branch (RED)............................................................................................. 24 Section 8.0 - Galactic Warfare – STARBASE Branch (RED)........................................................ 24 Section 8.1 STARBASE DEFENCE............................................. 25 SECTION 1.0 - OVERVIEW 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. They are grouped together by colour, listed in order of requirements. The AIValue tag of each of the technologies is included. I'm not certain what this does to the game but it seems reasonable to assume it influences not only how valuable the AI thinks a tech is in trade but also how likely it is to research it itself. 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 2.0 - COMMUNICATIONS BRANCH (YELLOW COLOUR ) This branch controls all influence, diplomacy, trade and morale technologies. I generally intermix these in my tech selections if I've just got 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. Technology 1 Unlocks Xeno Communications, C30, Dip5 - Universal Translator, C25, Dip5 (Speak with aliens) Embassy: C30, M1, Pres15 SB-I: foreign Relations Centre-, Cul7 Xeno Communications Cost : 30 Description : If we are going to speak to, communicate, trade, and negotiate with aliens, we need to start thinking about how they communicate. 1 Technologies listed in order of development order. Details : There's so much to understand, so much to ponder when dealing with alien beings. These sentient creatures may not be bipedal. Some may measure stature by how many eyeballs a creature has. Others may be thick skinned brutes, yet be easily offended. This path of research will put us on the path of being able to understand them, negotiate with them, trade with them, and even entice them with our culture. Requires : None Category : Diplomacy DiplomacyAbility : 5 Model : translator0 AIValue : 5 Notes: The start of the communication branch. Typically you start the game with this tech. Universal Translator Cost : 25 Description : Enables us to communicate with alien races, taking us down the path of diplomacy and government. Details : Different species have different modes of communication. The Universal Translator will translate the various blurps, beeps, and blunks into intelligent language for us to understand and so communicate back with them. Requires : Xeno Communications Category : Diplomacy DiplomacyAbility : 5 Model : translator0 AIValue : 10 Unlocks: Embassy (PI) foreign Relations Centre (SB) Notes: Usually the second tech I research in a game. It is required to talk with all other races in the game. SECTION 2.1 GOVERNMENT SUB-BRANCH (YELLOW) Technology 2 Unlocks Xeno Communications, C30, Dip5 - Universal Translator, C25, Dip5 (Speak with aliens) Embassy: C30, M1, Pres15 SB-I: foreign Relations Centre-, Cul7 Interstellar Governments, C200, Dip5 - Alliances, C300, Dip10 - Interstellar Republic, C800, Dip10, Cul5 (25% Econ/Ind/Res Bonus) - Star Democracy, C1500, Dip10, Cul5 (50% Econ/Ind/Res Bonus) SP: Political Capital, C150, Mor50, Pres25 Star Federation, C5000, Dip10, Cul5 (75% Econ/Ind/Res Bonus) GA: Galactic Monument, C400, Econ10, Pres33, inf10 Interstellar Governments Cost : 200 Description : Allows us to begin researching advanced types of governments. Details : Each culture has its own government system, and we want to research each government so we can learn and grow in our knowledge and understanding of other races. There can be no understanding between the different galactic species until we understand as much of each other's culture and society as possible. Plus we want to copy the good parts and use them to improve our own government... 2 Technologies listed in order of development order. GALACTIC CIVILIZATION II Dread Lords TECHNOLOGY TREE REFERENCE MANUAL 10. October 2009

Transcript of GALACTIC CIVILIZATION II -...

Game publisher Stardock

Table of ContentsSection 1.0 - OVERVIEW...................................... 1

Section 2.0 - Communications Branch (YellowColour)..................................................................... 1

Section 2.1 GOVERNMENT Sub-Branch (YELLOW).................. 1Section 2.2 DIPLOMACY Sub-Branch (YELLOW)...................... 2Section 2.3 TRADE Sub-Branch (YELLOW).................................2Section 2.4 ENTERTAINMENT Sub-Branch (YELLOW)............ 3Section 2.5 CULTURE Sub-Branch (YELLOW)............................4Section 2.6 ETHICS Sub-Branch (YELLOW)................................ 4

Section 3.0 - Propulsion Branch (LIGHT Blue)....5Section 3.1 Propulsion Technology Sub-Branch Table....................5

Section 4.0 - Engineering Branch (Orange, Pink,Green, BLUE).......................................................... 6

Section 4.1 LOGISTICS Sub-Branch (PINK)................................. 6Section 4.2 LIFE SUPPORT Sub-Branch (GREEN)...................... 7Section 4.3 HULLS Sub-Branch (GREEN).....................................7Section 4.4 HULL HARDENING Sub-Branch (GREEN).............. 8Section 4.5 PLANETARY Imp Sub-Branch (GREEN).................. 8Section 4.6 PLANETARY Imp INDUSTRIAL THEORY Sub-Branch (GREEN)............................................................................. 8Section 4.7 PLANETARY Imp ECONOMICS & TRADE Sub-Branch (GREEN)............................................................................. 9Section 4.8 PLANETARY Imp FARMS Sub-Branch (LT BLUE). 9Section 4.9 PLANETARY Imp TERRAFORMING Sub-Branch(LT BLUE).................................................................................... 10Section 4.10 RESEARCH SUB-BRANCH (BLUE).....................10Section 4.11 RESEARCH COMPUTER SUB-BRANCH (BLUE)..10Section 4.12 MINIATURISATION Sub-Branch (BLUE)............ 11Section 4.13 SENSORS Sub-Branch (BLUE)...............................12

Section 5.0 - Galactic Warfare – SPACEWEAPONS Branch (Red)..................................... 12

Section 5.1 STARBASE WEAPON Sub-Branch.......................... 13Section 5.2 BEAM WEAPON Sub-Branch................................... 13Section 5.3 MASS DRIVER (GUN) WEAPONS......................... 15Section 5.4 MISSILE WEAPONS.................................................17

Section 6.0 - Galactic Warfare – SPACEDEFENCE Branch (PURPLE)............................. 19

Section 6.1 DEFERNCE WEAPONS............................................19Section 6.2 SHIELD DEFENCE................................................... 19Section 6.3 ARMOUR DEFENCE................................................ 21Section 6.4 MISSILE DEFENCE..................................................22

Section 7.0 - Galactic Warfare – PLANETARYBranch (RED)........................................................ 23

Section 7.1 PLANETARY DEFENCE WEAPONS Sub-Branch(RED).............................................................................................24Section 7.2 PLANETARY ATTACK WEAPONS Sub-Branch(RED).............................................................................................24

Section 8.0 - Galactic Warfare – STARBASEBranch (RED)........................................................ 24

Section 8.1 STARBASE DEFENCE............................................. 25

SECTION 1.0 -OVERVIEW

There are over 200 different technologies to researchsplit into eight different categories. All informationshown here is taken from the TechTree.xml file in theGalcCiv2 data directory. They are grouped togetherby colour, listed in order of requirements.

The AIValue tag of each of the technologies isincluded. I'm not certain what this does to the gamebut it seems reasonable to assume it influences notonly how valuable the AI thinks a tech is in trade butalso how likely it is to research it itself.

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 2.0 -COMMUNICATIONSBRANCH (YELLOWCOLOUR ) This branch controls all influence, diplomacy, tradeand morale technologies. I generally intermix these inmy tech selections if I've just got a big upgrade thatgives me a new planetary building and I want to givemy planets time to build. Also this branch is veryimportant if you want to go for either a Culturalvictory or a Diplomatic victory.

Technology1 Unlocks

XenoCommunications,

C30, Dip5

-

Universal Translator,C25, Dip5 (Speak

with aliens)

Embassy: C30, M1, Pres15SB-I: foreign Relations Centre-,

Cul7

Xeno Communications Cost : 30 Description : If we are going to speak to,

communicate, trade, and negotiate with aliens,we need to start thinking about how theycommunicate.

1 Technologies listed in order of development order.

Details : There's so much to understand, so muchto ponder when dealing with alien beings. Thesesentient creatures may not be bipedal. Some maymeasure stature by how many eyeballs a creaturehas. Others may be thick skinned brutes, yet beeasily offended. This path of research will put uson the path of being able to understand them,negotiate with them, trade with them, and evenentice them with our culture.

Requires : None Category : Diplomacy DiplomacyAbility : 5 Model : translator0 AIValue : 5

Notes: The start of the communication branch.Typically you start the game with this tech.

Universal TranslatorCost : 25 Description : Enables us to communicate with alien

races, taking us down the path of diplomacy andgovernment.

Details : Different species have different modes ofcommunication. The Universal Translator willtranslate the various blurps, beeps, and blunksinto intelligent language for us to understand andso communicate back with them.

Requires : Xeno Communications Category : Diplomacy DiplomacyAbility : 5 Model : translator0 AIValue : 10

Unlocks: Embassy (PI)foreign Relations Centre (SB)

Notes: Usually the second tech I research in a game.It is required to talk with all other races in the game.

SECTION 2.1 GOVERNMENTSUB-BRANCH (YELLOW)

Technology2 Unlocks

XenoCommunications,

C30, Dip5

-

Universal Translator,C25, Dip5 (Speak

with aliens)

Embassy: C30, M1, Pres15SB-I: foreign Relations Centre-,

Cul7

InterstellarGovernments, C200,

Dip5

-

Alliances, C300,Dip10

-

Interstellar Republic,C800, Dip10, Cul5(25% Econ/Ind/Res

Bonus)

-

Star Democracy,C1500, Dip10, Cul5(50% Econ/Ind/Res

Bonus)

SP: Political Capital, C150,Mor50, Pres25

Star Federation,C5000, Dip10, Cul5(75% Econ/Ind/Res

Bonus)

GA: Galactic Monument, C400,Econ10, Pres33, inf10

Interstellar GovernmentsCost : 200 Description : Allows us to begin researching

advanced types of governments. Details : Each culture has its own government

system, and we want to research eachgovernment so we can learn and grow in ourknowledge and understanding of other races.There can be no understanding between thedifferent galactic species until we understand asmuch of each other's culture and society aspossible. Plus we want to copy the good partsand use them to improve our own government...

2 Technologies listed in order of development order.

GALACTICCIVILIZATION II

Dread LordsTECHNOLOGY TREE

REFERENCE MANUAL10. October 2009

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 2 10. October 2009

Requires : UniversalTranslator DiplomacyAbility : 5 Category : Government Model : stardemoc0 CultureAbility : 0 AIValue : 10

Notes: Must have tech in terms of advancing yourempire's form of government. The more advancedgovernments give bonuses to MP, SP, and RP.However you do have to watch your approval ratingmore closely at the higher government settings. Alsothe higher forms of government can override yourdecisions on going to war if your approval rating isnot high enough.

AlliancesCost : 300 Description : Enables you to negotiate alliances

with other civilisations. Details : It is better to gang up against others than

to be ganged up against. Since the earliest daysof reality television we have understood theimportance of alliances, and being able tonegotiate alliances properly will help us toremain a power in the galaxy.

Requires : InterGov Category : Diplomacy DiplomacyAbility : 10 Model : instantcom0 AIValue : 30

Notes: Must have tech if you are going for aDiplomatic Victory. Also the AI does not need thistech for you to offer an alliance. You only need toobtain a relationship status with them of *Close*.

Interstellar RepublicCost : 800 Description : Allows us to transform to an

interstellar republic. Details : With research completed on the

interstellar republic, our government can nowstart to involve its citizens in the decisionmaking process. By choosing to change to arepublic, citizens in our empire will, for the firsttime, get to vote on their ruling party, whetheror not to go to war, and what form ofgovernment they wish to belong to. So keepyour people happy and they will vote in yourfavour.

Requires : Alliances Category : Government DiplomacyAbility : 10 Model : stardemoc0 CultureAbility : 5 AIValue : 15

Notes: Keep in mind that once you research a higherform of government the game will hold an election.If your party does not win because your approvalrating is too low you will lose your party bonus.Also the winning parties bonus becomes negativesfor your empire. Needless to say you don't want tolose an election.

Star DemocracyCost : 1500 Description : Allows us to transform to a star

democracy. Details : Star Democracy ups the ante on the

importance of keeping our people happy. On theother hand, it also vastly increases oureconomic and industrial capacity as well.

Requires : StarRep Category : Government DiplomacyAbility : 10 Model : stardemoc0 CultureAbility : 5 AIValue : 15

Unlocks: Political Capital (SP)Notes: Same as above though you have to keep ahigher rating now.

Star FederationCost : 5000

Description : Allows us to transform to a starfederation.

Details : The ultimate form of interstellargovernment also requires a great deal of effortto maintain. People have very high expectationsof a central government when each planet hasso much independence. However, it also allowsfor far greater economic and industrial capacity.

Requires : StarDem Category : Government DiplomacyAbility : 10 Model : stardemoc0 CultureAbility : 5 AIValue : 10

Unlocks: Galactic Monument (GA)Notes: Same as above though you have to keep aneven higher rating now.

SECTION 2.2 DIPLOMACYSUB-BRANCH (YELLOW)

Technology3 Unlocks

XenoCommunications,

C30, Dip5

-

Universal Translator,C25, Dip5 (Speak

with aliens)

Embassy: C30, M1, Pres15SB-I: foreign Relations Centre-,

Cul7

Diplomatic Relations,C100, Dip10

TG: Diplomatic Translators,C500, Dip25

SB-I: Interstellar Embassy-1,Cul10

Advanced Diplomacy,C500, Dip10

Cultural Exchange Centre, C80,M1, Pres25

SB-I: Galactic Forum-, Cul15

Expert Diplomacy,C1000, Dip10 (Ships

in orbit appear 5Xstronger)

GA: Galactic Showcase, C1800,Dip25

SB-I: Supreme Forum-, Cul25

Majesty, C1500,Dip10

Total Majesty, C3000,Dip20

SP: Spin Control Centre, C400

Diplomatic RelationsCost : 100 Description : Enables us to set up embassies with

other civilisations. Details : The trick to having good relations with

alien species is to first avoid killing them. Thismay be harder than one might think as manyaliens are just incredibly disgusting. We havediscovered many handy tips such as this in ourresearch. Part of our strategy should be toexpand our cultural influence into the galaxy.We can now build embassies on our worldswhich will do just that.

Requires : UniversalTranslator Category : Diplomacy DiplomacyAbility : 10 Model : instantcom0 AIValue : 7

Unlocks: Diplomatic Translators (TG) Interstellar Embassy (SB)Notes: If you seem to be unable to get good deals fortrade from the AI try improving your diplomacyskill.

Advanced DiplomacyCost : 500 Description : Improves our ability to persuade

other races of our point of view.

3 Technologies listed in order of development order.

Details : Note to self: "Pull my finger" is not auniversal greeting. Gaffes such as this one canbe greatly reduced and, we hope, eliminatedentirely as our diplomacy becomes moreadvanced and our understanding of othercultures (rather humourless cultures, somewould say) increases.

Requires : Diplomatic Relations Category : Diplomacy DiplomacyAbility : 10 Model : instantcom0 AIValue : 3

Unlocks: Cultural Exchange Centre (PI) Galactic Forum (SB)Notes: If I'm going for a cultural win I try to get thistech ASAP.

Expert DiplomacyCost : 1000 Description : Make people like you. Details : Stories about intoxication don't win

friends and influence people. Except Drengin.Small details like this are really useful insuborning...uh...getting to know our galacticneighbours. Did you know the Drengin reallylike to sing campfire songs and hold hands?Okay, see, that's just the kind of thing we wantto avoid. They really don't like that stuff, so"Expert Diplomacy" is of paramountimportance.

Requires : Advanced Diplomacy Category : Diplomacy DiplomacyAbility : 10 Model : instantcom0 AIValue : 1

Unlocks: Galactic Showcase (GA) Supreme Forum (SB)Notes:

MajestyCost : 1500 Description : It's not enough for people to like us.

They must be in awe of us. Details : The art of making others bend to our will

without realising that they're doing so issomething that few have. In history, only thegreatest of kings, the most influential ofphilosophers, prominent religious figures, andcomputer game designers have held thisdistinction.

Requires : Expert Diplomacy Category : Diplomacy DiplomacyAbility : 10 Model : instantcom0 AIValue : 3

Notes:

Total MajestyCost : 3000 Description : Some people's gas really doesn't

stink. Details : Make a yes-man out of your staunchest

critics. The result of our greatest minds comingtogether to put forth a series of diplomatictechniques that ensure that other leaders thinkwe're just swell. It's the equivalent of being asuper-model, a rock-star and a famous actor allin one.

Requires : Majesty Category : Diplomacy DiplomacyAbility : 20 Model : instantcom0 AIValue : 5

Unlocks: Spin Control Centre (SP)Notes:

SECTION 2.3 TRADE SUB-BRANCH (YELLOW)

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 3 10. October 2009

Technology4 Unlocks

XenoCommunications,

C30, Dip5

-

Universal Translator,C25, Dip5 (Speak

with aliens)

Embassy: C30, M1, Pres15SB-I: foreign Relations Centre-,

Cul7

Diplomatic Relations,C100, Dip10

TG: Diplomatic Translators,C500, Dip25

SB-I: Interstellar Embassy-1,Cul10

Trade, C200, Dip10,Rts3, Trade10

Trade Modules, C60, Sz30SB-$: Trading Post, Trade10SP: Economic Capital, C200,

Econ50GA: Restaurant of Eternity,

C600, INf20

Advanced Trade,C400, Rts3, Trade10

SB-$: Advanced Trading Post-,Trade20

Master Trade,C1200, Rts3,

Trade10

GA: Galactic Privateer, C1500(Protects trade routs 5X)

GA: Galactic Bazaar, C900(Trade appear +50% better to

other races)SB-$: Trade Centre-, Trade30

TradeCost : 200 Description : Enables us to create trade routes

with other civilisations. Details : Where would the galaxy be if we were

unable to push our wares onto other species?We've pretty much maxed out the tolerance ourown population has for our products andservices. Thankfully, there's a whole universe ofunsuspecting...customers just waiting to buy ourstuff.

Now, we must build freighters and send them toother planets. Once our freighter has done that,a trade route is created. The number of traderoutes we can manage depends on our tradeability. Other technologies enable us to havemore trade routes.

Requires : Diplomatic Relations Category : Trade DiplomacyAbility : 10 TradeRoutesAbility : 3 TradeAbility : 10 Model : hypercom0 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 isconsidered the starting point for a trade route. So forthe most part you should build freighters at yourmost profitable planet. Then surround that planetwith economic star bases to maximise your traderevenue.

Advanced TradeCost : 400 Description : Enables us to support two more

trade routes. Details : What can we say? The citizens of the

galaxy yearn, nay, absolutely demand more ofour stuff. And thankfully, we are ready to servetheir every need. We can now create anothercouple trade routes in which we can send ourproducts to distant worlds in exchange for hardcurrency that may later be used to exterminatethem. It's a circle of life kind of thing.

Requires : Trade Category : Trade TradeRoutesAbility : 3 TradeAbility : 10

4 Technologies listed in order of development order.

AIValue : 10 Model : hypercom0

Unlocks: Galactic Stock Exchange (GA) Galactic Mall (SB)Notes:

Neutral ShippingCost : 400 Description : Adds an additional 3 trade routes to

our civilisation. Details : Those who have embraced the so-called

"path of light" aren't well trusted in terms ofintergalactic trade. Too preachy. And those whoembrace the dark are generally not liked enoughto get too easy a foothold in the intergalacticbazaars.

However, those who walk the balanced path tendto be trusted by all. As a result, we are able toadd three more trade routes.

Requires : Trade Category : Trade TradeRoutesAbility : 3 TradeAbility : 10 AIValue : 5 Model : hypercom0 Alignment : Neutral

Notes:

Master TradeCost : 1200 Description : Enables us to add more trade routes. Details : Remember that old Human joke about

having a bridge to sell? Well with Master Trade,we really can. The entire universe is ours tomarket to.

Requires : Advanced Trade Category : Trade TradeRoutesAbility : 3 TradeAbility : 10 AIValue : 5 Model : hypercom0

Unlocks: Galactic Privateer (GA)Galactic Bazaar (GA)Advanced Trading Post (SB)Trade Centre (SB)

Notes: The two galactic achievements that this techunlocks are very useful. If you are a war monger oran evil empire then the Galactic Privateer can helpyou keep your trade routes safe during your constantwarfare. The Galactic Bazaar is very useful if youlike to keep your economy going by tradingtechnologies and trade goods.

SECTION 2.4ENTERTAINMENT SUB-BRANCH (YELLOW)

Technology5 Unlocks

XenoCommunications,

C30, Dip5

-

Universal Translator,C25, Dip5 (Speak

with aliens)

Embassy: C30, M1, Pres15SB-I: foreign Relations Centre-,

Cul7

Xeno Entertainment,C500, Mor10

Multimedia Centre, C100, M2,Mor10

ExtremeEntertainment,C1000, Mor5

Extreme Stadium, C250, M2,Mor15

TG: Ultra Spices, C500, Mor15

Zero G SportsArenas, C2500, Mor5

Zero G Sports Arena, C300,M2, Mor30

TG: Gravity Accelerators, C500,Sp1 (Ships Movement +1)

5 Technologies listed in order of development order.

Technology Unlocks

Virtual RealityCentres, C4500,

Mor5

Virtual Reality Centre, C400,M2, Mor40

TG: Virtual Reality Modules,C500, Mor12

Xeno EntertainmentCost : 500 Description : Enables us to better understand other

civilisations and incorporate the best of theirculture into ours.

Details : By studying other civilisations we canbetter understand why we are better than themin every way and feel good in our superiority.

Requires : UniversalTranslator Category : Culture Model : instantcom0 MoraleAbility : 10 AIValue : 3

Unlocks: Multimedia Centre (PI)Notes: A good tech to get in the early stage of thegame. Pick it up if you start to have approvaldifficulties.

Extreme EntertainmentCost : 1000 Description : Enables us to build stadiums on our

colonies. Details : By focusing our efforts on learning about

the interests of other civilisations we have beenable to come up with all kinds of great newforms of public entertainment.

Requires : Xeno Entertainment Category : Culture MoraleAbility : 5 Model : event30 AIValue : 5

Unlocks: Extreme Stadium (PI) Ultra Spices (TG) Xeno Concert Hall (SB)Notes:

Zero G Sports ArenasCost : 2500 Description : Enables the construction of Zero-G

Sports Arenas. Details : There's nothing like sports in which

gravity is missing. Players must balance allkinds of new skills in order to effectively co-ordinate their strategy on the field. Our peopleseem to love watching the games, which is goodfor morale.

Requires : ExtremeEntertainment Category : Culture MoraleAbility : 5 Model : event30 AIValue : 5

Unlocks: Zero G Sports Arena (PI) Gravity Accelerators (TG)Notes: The Gravity Accelerators is one trade good Itry to secure for myself in all my games. Speed is amajor advantage to keeping the initiative and sincethis adds +1 to all your ships it is of high value inmy book.

Virtual Reality CentresCost : 4500 Description : Enables the construction of Virtual

Reality Centres. Details : Why "move around" just to "get stuff

done" when you can sit there and live in avirtual reality in which all your dreams cometrue? Getting stuff done is overrated. So isreality.

Requires : ZeroGSportsArena MoraleAbility : 5 Category : Culture Model : event30 AIValue : 5

Unlocks: Virtual Reality Centre (PI) Virtual Reality Modules (TG)Notes:

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 4 10. October 2009

SECTION 2.5 CULTURE SUB-BRANCH (YELLOW)

Technology6 Unlocks

XenoCommunications,

C30, Dip5

-

Universal Translator,C25, Dip5 (Speak

with aliens)

Embassy: C30, M1, Pres15SB-I: foreign Relations Centre-,

Cul7

Xeno Entertainment,C500, Mor10

Multimedia Centre, C100, M2,Mor10

Xeno Business,C400, Cul5

SB-I: Interstellar Consortium,Cul20

Cultural Domination,C800, Cuil5

SP: Re-education Centre, C600(Planet cannot be assimilated)SB-I: Franchise Centre, C500,

Cul25

HistoricalAssimilation, C1000,

Cul5

SB-I: Franchise Headquarters,Cul30

Xeno Cultural Trends,C1000, Cul5

TG: Frictionless Clothing, C510,Mor10

SB-I: Cultural MaximisationCentre, Cul40

Cultural Insurrection,C1200, Cul5

SB-I: Insurrection Coordinator,Cul60

Cultural Conquest,C1500, Cul10

SB-I: Cultural ConquestCentres, Cul100

Xeno BusinessCost : 400 Description : Enables the construction of starbase

modules and planetary improvements thatenhance our culture.

Details : The best way to make other cultures bendthemselves to your whims is to sell stuff to them.Once they're addicted to our clothes, our food,our entertainment and more, we've got them.Plus we get to make a tidy profit too.

Requires : Xeno Entertainment Category : Culture CultureAbility : 5 Model : instantcom0 AIValue : 3

Unlocks: Interstellar Consortium (SB)Notes:

Cultural DominationCost : 800 Description : Enables the construction of starbase

modules and planetary improvements thatenhance our culture.

Details : There is more than one way to conquer agalaxy. Weapons, ships, death, destruction aretried and true ways to be sure. But there isanother way - cultural seduction. We convince -influence - the citizens of other worlds todemand that they become part of ourcivilization.

Requires : Xeno Business Category : Culture CultureAbility : 5 Model : instantcom0 AIValue : 3

Unlocks: Re-education Center (SP) Franchise Center (SB)Notes:

Historical AssimilationCost : 1000 Description : Enables us to assimilate our culture

into the popular historical understanding of alienhistory.

6 Technologies listed in order of development order.

Details : Stage 1 of any relationship starts outwith the two parties believing they have "somuch in common." This is rarely true in realityas everyone knows the tale of the Drenginprincess and the Torian slave who fell in loveback on Toria Prime.

However, any real attempt to culturally dominateanother culture involves making them believethat their history has a lot in common withours.

Requires : Cultural Domination Category : Culture CultureAbility : 5 Model : instantcom0 AIValue : 3

Unlocks: Franchise Headquarters (SB)Notes:

Xeno Cultural TrendsCost : 1000 Description : Enables us to build

structures/modules that establish galacticcultural trends.

Details : It will be important for us to helpquickly translate any popular cultures thatoriginate in our civilization into ones thatflourish in other civilizations. Thus, we willset ourselves up as the center of cultural life.

Requires : Historical Assimilation Category : Culture CultureAbility : 5 Model : instantcom0 AIValue : 3

Unlocks: Frictionless Clothing (TG)Cultural Maximization Center (SB)

Notes:

Cultural InsurrectionCost : 1200 Description : Enables us to effectively pursue a

strategy of inciting aliens to rebel. Details : Once the citizens begin to feel like they

can no longer relate to their nativegovernments, we need to provide them withthe means to non-violently rebel against thosegovernments. In this way, we can pick offtheir civilization one planet at a time.

Requires : Xeno Cultural Trends Category : Culture CultureAbility : 5 Model : instantcom0 AIValue : 3

Unlocks: Insurrection Coordinator (SB)Notes:

Cultural ConquestCost : 1500 Description : Provides the ultimate tools

necessary to conquer another culture. Details : Why bother to conquer a culture

through brute force when it can be done somuch more expediently from the inside by itsown citizens? No muss, no fuss.

Requires : Cultural Insurrection Category : Culture CultureAbility : 10 Model : instantcom0 AIValue : 3

Unlocks: Hyper Distribution Center (GA) Cultural Conquest Center (SB)Notes:

SECTION 2.6 ETHICS SUB-BRANCH (YELLOW)

Technology7 Unlocks

XenoCommunications,

C30, Dip5

-

7 Technologies listed in order of development order.

Technology Unlocks

Universal Translator,C25, Dip5 (Speak

with aliens)

Embassy: C30, M1, Pres15SB-I: foreign Relations Centre-,

Cul7

Xeno Etics C1000,Dip5

TG: Harmony Crystals, C570,Mor20

Good and Evil,C1500, Dip10

(Choose ethical path)

SP: Secret Police Centre, C600,Mor20

EVIL OPTIONConcept of Malice,

C1500, Dip10

Propaganda Centre, C150, M4,Loyality10

SP: Artifical Slave Centre, C800,M3, Mil50

GA: No Mercy Invasion Centre,C1600, M5 (Free invasion

tactics)GS: Temple of Evil, C1600,

+0.25Trade, -0.40TradeGA: Mind Control Centre, C1000

(easier Cultural assimilation)

NEUTRAL OPTIONBalanced Vision,

C1500, Dip10

GA: Temple of neutrality,C1600, +-.25Tour, -0.40Tour

GOOD OPTIONConcept of

Righteousness,C1500, Dip10

GA: Temple of Righteousness,C1600, +0.25Trade, -0.40TradeGA: Empathic Tactical centre,

C3000, MilDef20GA: Hall of Empathy, C900 (2X

Surrender Chance)

Xeno EthicsCost : 1000 Description : Allows us to decide which ethical

philosophy we are going to fixate on. Details : With this technology we can now choose

which ethical path we are going to pursue.Throughout our journeys into the galaxy we haverun into various events that have caused us tomake difficult choices about ethical dilemmas.Those choices will help lead us towards the paththat our civilization undertakes.

Requires : UniversalTranslator Category : Culture DiplomacyAbility : 5 Model : instantcom0 AIValue : 10

Unlocks: Harmony Crystals (TG)Notes: This tech allows you to choose an ethicalalignment. I tend to wait on this tech until I've gotenough espionage on my rivals to determine whichway they maybe leaning. If you are going for aDiplomatic Victory it is easier to get them to allywith you if you are the same alignment.

Good and EvilCost : 1500 Description : Enables us to delve deeply into the

philosophies of good and evil. Details : The galaxy is slowly finding itself torn

between two basic philosophies which, forbrevity, we'll call "good" and "evil." Our goal isto learn the underlying philosophical roots thatdrive cultures towards one of these twodirections.

Requires : Xeno Ethics Category : Culture DiplomacyAbility : 10 Model : instantcom0 AIValue : 3

Unlocks: Secret Police Center (SP)Notes: Required if you'd like to get to the galacticwonder for whatever alignment you chose.

Concepts of MaliceCost : 1500 Alignment : Evil Description : Gives us the ability to construct the

Temple of Evil.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 5 10. October 2009

Details : With our knowledge of evil, we can nowconstruct the Temple of Evil, which will attractadherents of this philosophy from across thegalaxy along with their trade money.

And somehow, if they realized that our goal is toget their money, we think they'd understand evenif they did feel bound by their principles to killus and eat us.

Requires : Good and Evil Category : Culture DiplomacyAbility : 10 Model : instantcom0 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 evilwhy would anyone ever want to be good? :)

Balanced VisionCost : 1500 Alignment : Neutral Description : Gives us the ability to construct the

Temple of Neutrality. Details : The vile evil thugs and the self-righteous

avatars of the galaxy are not of interest to us. Wepursue a more balanced perspective of theuniverse. With this vision of a balance betweenthe light and the dark, we can build the Templeof Neutrality.

Requires : Good and Evil Category : Culture DiplomacyAbility : 10 Model : instantcom0 AIValue : 3

Unlocks: Temple of Balance (GA)Notes: Neutral in my opinion needs some work.There just isn't enough useful stuff for me torecommend it beyond choosing it if the majority ofempires in your game are already neutral and you aregoing for a Diplomatic Victory.

Concepts of RighteousnessCost : 1500 Alignment : Good Description : Gives us the ability to construct the

Temple of Righteousness. Details : Perhaps it's a little cynical, but now we

can build the Temple of Righteousness on one ofour worlds (assuming someone else doesn't beatus to it). Then we can gain a portion of anyrevenue from a civilization that adheres to thismoral philosophy.

While some might be offended at our attempt to"cash in" on the philosophy of benevolence andkindness, we would argue that we are merelyputting that money to a good cause - us!

Requires : Good and Evil Category : Culture DiplomacyAbility : 10 Model : instantcom0 AIValue : 3

Unlocks: Temple of Righteousness (GA) Empathic Tactical Center (GA) Hall of Empathy (GA)Notes:

SECTION 3.0 -PROPULSION BRANCH(LIGHT BLUE)"We like things that make us go" - PackledsST:TNG. Sorry couldn't resist :) But basically thatstatement is really all you need know about thepropulsion branch.

SECTION 3.1 PROPULSIONTECHNOLOGY SUB-BRANCH TABLE

Technology8 Unlocks

Hyperdrive, C50 Hyperdrive, C5, Sz6+10, Sp1

New PropulsionTechniques, C25

HyperDrive Plus, C6, Sz5+10,Sp1

Ion Drive, C50 Ion Drive, C7, Sz4+9, Sp1

Impulse Drive, C150,Spd10

Impulse Drive, C8, Sz7+8, Sp2

Impulse Drive Mk2,C150

Impulse Drive Mk2, C9, Sz5+7,Sp2

Impulse Drive Mk3,C300

Impulse Drive Mk3, C12,Sz4+6, Sp2

Warp Drive, C1000,Spd10

Warp Drive, C15, Sz6+6, Sp3.(SB-M: Stellar Wake,

SpAss+1)

Warp Drive II, C800 Warp Drive MkII, C17, Sz5+6,Sp3

Warp drive III, C900 Warp Drive MkIII, C18, Sz4+6,Sp3

Warp Drive IV,C1000

Warp Drive MkIV, C18, Sz3+6,Sp3

Warp Drive V,C1200

Warp Drive MkV, C10, Sz4+6,Sp4

HyperWarp, C4000,Spd10

HyperWarp Drive, C10, Sz3+5,Sp4.

(SB-M: Interdiction Beam. *-1enemy Speed)

HyperWarp II, C3000 HyperWarp Drive MkII, C10,Sz4+5, Sp5

HyperWarp III,C3200

HyperWarp Drive MkIII, C10,Sz5+5, Sp6

3.1.1 Propulsion TechnologyBranch DetailsHyperdrive

Cost : 50 Description : Allows ships to travel interstellar

space at a reasonable speed. Details : The problem with the existing system of

space travel - star gates - is that they are slow,bulky and immobile. A star gate is a city inspace. It exists solely to move ships from onestar gate to another located somewhere else.Travel is not instantaneous with a star gate. Aship travels effectively one adjusted-parsec(pc) per week (.165 light years per week). Forexample, the Human star system, Sol is 8pcaway from Alpha Centauri and hence wouldtake eight weeks to reach it.

Requires : None Model : impulse0 AIValue : 10

Notes: Most of the time this is one of your startingtechs.

New Propulsion TechniquesCost : 25 Description : Get in the fast lane for finding new

propulsion technologies to make your shipsfaster.

Details : We've got Hyperdrive, the greatcontribution to the galaxy made by theHumans. But Hyperdrive is pretty basic stuff.To go faster, we need to come up with otherways to go faster.

8 Technologies listed in order of development order.

There's basically two ways to increase how fast wetravel. The first way is to bend space more.That's basically all Hyperdrive does. Ships stillcannot move very fast in normal space; soHyperdrive used immense amounts of energy inorder to slightly warp space to make a 10 millionmile trip seem the same as taking a one lightyear trip. The second way to make ships travelfaster is to increase how fast they move innormal space. Bigger thrusters and what haveyou. We have some great ideas that, with somegood research grants, will allow us to come upwith much more advanced stuff.

Requires : HyperDrive Model : impulse0 Category : Propulsion AIValue : 25

Notes: This is normally one of the first techs Iresearch in the game. The road to better engines canopen up several useful strategies not only for combatbut just expanding your borders as well.

Ion DriveCost : 50 Description : Provide Ion Drive propulsion. Details : Ion Drive is the next step up from

Hyperdrive. It enables ships to travel slightlyfaster through normal space, and unlike otherattempted propulsion technologies, remainsstable when traveling through the warped spacecreated by the Hyperdrive.

Requires : NewPropulsion Model : impulse0 Category : Propulsion AIValue : 20

Notes: Unlocks the Ion Drive ship component. Seeship components for more info.

Impulse DriveCost : 150 Description : Provides Impulse Drive propulsion

system. Details : The more effective energy output and the

greatly reduced size of a cold fusion reactor hasallowed our scientists to increase theeffectiveness of the Micro Impulse Drive. Theeffective speed of a vessel the size of a colonyship has been doubled. Small ships have alsoreceived a speed boost, but not as great as acolony ship. The 'fold' in space, which dependson the mass of the ship along with nearby massconcentration, is doubled for a colony ship. Themain problem with this form of propulsion isstill the small steps of the Micro Impulse Drivethat are made to accomplish ship movement.

Requires : IonDrive Model : hyper320 SpeedAbility : 10 AIValue : 30 Category : Propulsion

Notes: Unlocks your first engine capable of morethen 1 parsec / week movement.

Impulse Drive Mark IICost : 200 Description : Improved propulsion system. Details : How fast our starships travel is based on

two factors. First, to what degree our propulsiontechnology can fold space. The second is howfast our ships can travel in normal space,particularly when moving through folded space.This advanced version of the Impulse Driveenables our ships to fold space slightly more,giving them a slightly greater overall speed.

Requires : ImpulseDrive Model : hyperspace0 AIValue : 12 Category : Propulsion

Impulse Drive Mark IIICost : 300 Description : Taking Impulse Drive technology to

the limit. We can get more power with less sizein our engines.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 6 10. October 2009

Details : Impulse Drive is tapped out in terms ofhow fast it can go. We have, however, had greatsuccess decreasing the size necessary to generatean impulse field. New engines will be smallerthan ever!

Requires : Impulse Drive Mark II Model : hyperspace0 AIValue : 12 Category : Propulsion

Warp DriveCost : 1000 Description : New type of propulsion provides +1

movement to all our units. Details : Vroooooooom! Warp drive is the latest in

intergalactic travel. While previous types ofpropulsion did indeed "warp" space, warp drivedoes it at a whole new level.

Requires : Impulse Drive Mark III Model : warpdrive0 SpeedAbility : 10 AIValue : 30 Category : Propulsion

Unlocks: Stellar Wake (SB)Warp Drive II

Cost : 800 Description : Improved warp drive propulsion

system. Details : Our scientists continue to shrink the space

needed to house the spacial warping equipmentnecessary to fold space for intergalactic travel.This new type of warp drive isn't faster, but itdoes use less space.

Requires : Warp Drive Model : warpdrive0 AIValue : 4 Category : Propulsion

Warp Drive IIICost : 900 Description : Enhanced warp-based propulsion

technology. Details : Field coil refinements have allowed us to

developer this Mark III Warp Drive system. Requires : Warp Drive II Model : warpdrive0 AIValue : 3 Category : Propulsion

Warp Drive IVCost : 1000 Description : Superior warp-based propulsion

technology. Details : Working off a bet, our lead scientist went

on a week long bender claiming he couldimprove the already fantastic Warp Drive. Whoknew? He did it!

Requires : Warp Drive III Model : warpdrive0 AIValue : 3 Category : Propulsion

Unlocks: Inverse Tractor Beam (SB)Warp Drive V

Cost : 1200 Description : Ultimate warp-based propulsion

system. Details : Ah, the Warp Drive. Perhaps our greatest

invention, allowing us to traverse the galaxy atunheard of speed. At least until something bettercomes along...

Requires : Warp Drive IV Model : warpdrive0 AIValue : 3 Category : Propulsion

HyperwarpCost : 4000 Description : A new form of propulsion that adds

an additional +1 to all unit movement.

Details : HyperWarp uses energy levels that aresimply frightening to comprehend. It is amuch more efficient method to warp space sothat even if the energy levels are the same asprevious drive technologies, space is warpedby a far greater extent. Space is warped bydefault by a magnitude that triples the originalHyperdrive ratio.

If we actually take advantage of the newHyperWarp system's capabilities for makinguse of greater amounts of energy, we could seeships that can move a dozen parsecs in asingle week.

Requires : Warp Drive V Model : hyper320 AIValue : 20 Category : Propulsion SpeedAbility : 10

Unlocks: Interdiction Beam (SB)Hyperwarp II

Cost : 3000 Description : Improved HyperWarp propulsion. Details : We continue to improve on HyperWarp

propulsion. It takes increasingly less energy tofold space just as much as previousgenerations.

Requires : HyperWarp Model : hyper320 AIValue : 3 Category : Propulsion

Hyperwarp IIICost : 3200 Description : Superior form of HyperWarp

propulsion system. Details : Who would have thought that

HyperWarp could get even better? We suredidn't, but here it is!

Requires : HyperWarp II Model : hyper320 AIValue : 3 Category : Propulsion

SECTION 4.0 -ENGINEERING BRANCH(ORANGE, PINK,GREEN, BLUE)All planetary buildings are contained in this branchalong with the upgrades. Also this branch controlsyour maximum hull size, ship range, and logistics.And for good measure the research branch is partof this too.

Technology9 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Miniing Centre : Min5)

Xeno EngineeringCost : 50 Description : Allows us to consider how we are

going to actually handle the construction ofcolonies and their support.

Details : Oh sure, let's just send a big old colonyship to some distant world with half a millionpeople on board stuffed into little containersand it'll be alright. Not likely. Even if wechoose nice worlds to colonize, half a millionpeople would quickly starve to death and dieoff before they can even think about how acolony would support itself in the short-term.That's where Xeno Engineering comes in. Wehave put together a small set of basictechnologies that will help a colony surviveand even prosper.

Category : Economics SocialProductionAbility : 10 Requires : None Model : event50

9 Technologies listed in order of development order.

AIValue : 5 Notes: The start of the engineering branch. Also it istypically a starting tech.

SECTION 4.1 LOGISTICSSUB-BRANCH (PINK)Logistics affects how many ships can form a singlefleet. As combat is fleet based and the combat systemis unstable (winner normally win big, loser lose big)winning each battle is very critical – thus logistics iscritical. The logistic value of each race is determinedin the race characteristics, the Terran player normallystarts with 6. This allows him to form fleets of 3 Tiny(3 * 2) or 2 Small (2 * 3) ships.

Besides these technologies the Hyperion LogisticsSystem can increase your logistics by 6.

Technology10 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

Basic Logistics C150,Log3

-

Enhanced LogisticsC800, Log6

-

Advanced LogisticsC2500, Log9

-

Expert LogisticsC3500, Log12

SP: Hyperion Logistics System,C800, Log6.

SP: Hyperion Re-Supply Centre,C500, Eng25

Ultimate LogisticsC5000, Log15

-

Basic LogisticsCost : 150 Description : Improves our overall logistics ability

which allows for more ships in fleets. Details : The ability to put more ships in our fleets

and support more starbases will give us a criticalstrategic advantage. There is power in numbers!Also it will prevent us from feeling too lonelyout in space.

LogisticsAbility : 3 Requires : Xeno Engineering Category : Logistics Model : coldfusion0 AIValue : 30

Notes: When you are ready to create Small ships withengines and life support (aka – offensive fleet ships)this technology is required. It allows you to createfleets of 3 Small ships (and 4 Tiny Ships), which iscritical if attacking a planet's defensive ship. This isalso good value for money and can come on boardvery early in the game.

Enhanced LogisticsCost : 800 Description : Bigger fleets, more starbases. Details : We are getting better at being able to

manage and re-supply groups of ships as well asstarbases. We can now support additional shipsin a fleet.

LogisticsAbility : 6 Requires : Basic Logistics Category : Logistics Model : controlgrav0 AIValue : 25

Notes: This allows you to create fleets of 5 SmallShips and more importantly Medium Ships. At alogistics total of 15 it allows you to create fleets of 3Medium ships. When you are ready to build Mediumships this should be available, although before this itmay not be too useful.

Advanced LogisticsCost : 2500

10 Technologies listed in order of development order.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 7 10. October 2009

Description : Even bigger fleets, even morestarbases.

Details : Management is like playing a strategygame. You have to think quickly and makeprecise moves or bad things happen. Ouradvanced logistics allow us to maintain evenmore fleets and starbases, proving that playingvideo games all day doesn't rot your brain.

LogisticsAbility : 9 Requires : Enhanced Logistics Category : Logistics Model : phase30 AIValue : 20

Notes: This tech can give you a logistics capacity of24. This allows you to create fleets of 4 Medium or 3Large Hulls – with some escorting Small/Tiny Hulls.Best to wait until you've researched Large Hulls.

Expert LogisticsCost : 3500 Description : Still bigger fleets, still more

starbases. Details : What can we really add here except to

say that there is great power in numbers. Thepower to overwhelm your enemies. The power tointimidate others into becoming allies.

LogisticsAbility : 12 Requires : Advanced Logistics Category : Logistics Model : controlgrav0 AIValue : 12

Unlocks: Hyperion Re-Supply Centre (SP) Hyperion Logistics System (SP)Notes: Logistics can grow to 36 with this. 7 xMedium, 5 x Large and 3 x Huge. This tech can waituntil you've researched the larger hull sizes. Inaddition the Hyperion Logistics System is a reallynice super project. Building it can give you amaximum of 42 logistic points – which can give youa real killer fleet.

Ultimate LogisticsCost : 5000 Description : Yes, bigger fleets. Yes, more

starbases. Details : We are like the popular coffee shop in

that we are now on every corner. Plus sincespace in curved, you could say it's all one bigcorner. We're everywhere. Get used to it.

LogisticsAbility : 15 Requires : Expert Logistics Category : Logistics Model : controlgrav0 AIValue : 10

Notes: The cost of this technology is so high itunlikely to ever be researched. .

SECTION 4.2 LIFE SUPPORTSUB-BRANCH (GREEN)Life Support is equipped to allow you ships to travelfurther from a friendly system. Very important forFreighters, but also important if you are launching aninvasion against a foe which is far away. Alsoimportant if you are in an isolated cluster of stars.

These technologies also allow you to build LifeSupport Modules.

Technology11 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

Basic Logistics C150,Log3

-

General Life Support,C50, Rng20

General Life Support, C3,Sz2+4, Rng8

11 Technologies listed in order of development order.

Technology Unlocks

Extended LifeSupport, C500,

Rng40

Extended Life Support, C4,Sz2+3, Rng10

Advanced LifeSupport, C2000,

Rng50

Advanced Support, C5, Sz2+2,Rng12

Ultimate LifeSupport, C4000,

Rng50

Ultra Support, C6, Sz2+2,Rng14

General Life SupportCost : 50 Description : Enables ships that aren't gigantic in

size to travel further. Details : Sure, colony ships can travel because

we have massive, inefficient systems on theirhulking frames to do that. But what aboutships that aren't gigantic? That's where basiclife support comes in: smaller ships now havethe ability to sustain life over longer travellingperiods.

Model : phase40 RangeAbility : 20 Requires : Basic Logistics Category : Range AIValue : 15

Notes: An essential tech to pick up early if youfind yourself starting in an isolated part of thegalaxy. Keep in mind that it will increase the rangeof your existing ship along with give you access tothe ship modules for extending range.

Extended Life SupportCost : 500 Description : Better life support systems for

ships. Details : Wouldn't things be grand if there were

better life support systems for the people onour ships? I swear, sometimes R and D can'tsee the forest for the trees.

Model : controlgrav0 AIValue : 21 RangeAbility : 40 Requires : Basic Life Support Category : Range

Notes: This technology is pricey, so not reallyessential unless you really need that additionalrange.

Advanced Life SupportCost : 2000 Description : Improved life support systems. Details : Our new and improved life support

systems now allow you to breathe air! That'sright folks, step right up and breathe in thebeauty of recycled air, complete with thatmetallic taint you've been looking for.

Model : phase40 AIValue : 10 RangeAbility : 50 Requires : Extended Life Support Category : Range

Notes: Really only need if you are stuck in a cornerof the galaxy on a Large or bigger map.

Ultra Life SupportCost : 4000 Description : Supports life. Details : Rejected marketing slogans for this

technology: "We support life. Do you? Wouldyou like to?" and "We don't discriminate. Wesupport life of all kinds." and "Buy this ordie!"

Model : controlgrav0 AIValue : 5 RangeAbility : 50 Requires : Advanced Life Support Category : Range

Note: Very expensive, better to place additional lifesupport modules on your ships than to bother withthis technology.

SECTION 4.3 HULLS SUB-BRANCH (GREEN)

Technology12 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

Basic Logistics C150,Log3

-

Advanced Hulls,C210

TR: Xinathium Hull Plating,C600, HP15

Medium ScaleBuilding, C800

Medium, C80, Sz38, S3, HP16,Sp1, Log4

(SB-A: Battle Stations Mark-II,C100, B2, M2, MD2)

Superior Hulls, C500 -

Large Scale Building,C2500

Large, C110, Sz55, S3, HP30,Sp1, Log6

Master Hull Building,C2000, HP15

SP: Hyperion Shipyard, C1000,Sp1 - * Inc speed of ships

created here.

Massive ScaleBuilding, C5000

Huge, C160, Sz80, S4, HP50,Log8

SB-A: Battle Stations Mark IV,C200, B6, M6, MD6

Advanced HullsCost : 210 Description : Allows us to begin researching larger

types of hull designs. Details : Advanced hulls puts us on the path to

construct larger sized hulls. Larger hulls meansmore powerful ships since they have more roomto fit advanced weaponry and other modules.

Requires : Basic Logistics Category : Hull Model : lrgbuilding0 AIValue : 35

Unlocks: Xinathium Hull Plating (TG)Notes: This is another trade good I always try tosecure for myself. That 15% isn't much on a smallship but when you get into the medium and largehulls it can really make a difference. Also since theAI values it pretty well it is a nice trade good to helpsmooth relations with when trying to get to that closestatus needed for an alliance.

Medium Scale BuildingCost : 800 Description : Allows us to begin construction of

medium hulled starships. Details : Being able to build larger ships that can

move through warped space is non-trivial. Onceyou move beyond small-sized ships, you arelooking at having to provide a sub-space field inorder for them to maintain hull integrity.

Medium-sized ships are a significant advancementin our ability to design vessels. We can fit a lotmore on a medium-sized ship and it can absorb agreat deal more damage.

Requires : Advanced Hulls Category : Hull Model : lrgbuilding0 AIValue : 40

Unlocks: Medium Hulls (SC) Battle Stations Mark II (SB)Notes: This is an important advance if you decide toengage in a war of aggression, or even for defence.As only 1 ship can ever defend your planet at a time,making sure its the largest and most powerful isimportant – Medium Hulls is required for this.

12 Technologies listed in order of development order.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 8 10. October 2009

Superior HullsCost : 500 Description : Allows us to begin researching even

larger types of hull designs. Details : This gateway technology gives us the

knowledge on how to be very very large hulls. Requires : Medium Scale Building Category : Hull Model : lrgbuilding0 AIValue : 15

Notes: If you want Large ships, you need to researchthis.

Large Scale BuildingCost : 2500 Description : Allows us to begin construction of

large hulled starships. Details : Large hulled ships are the latest

engineering masterpiece to come from ourscientists. A subspace field helps hold the shiptogether and they can really take a beating in afight.

Requires : Superior Hulls Category : Hull Model : lrgbuilding0 AIValue : 50

Unlocks: Large Hulls (SC) Battle Stations Mark III (SB)Notes: Large Hulls, in games using a small map thisis not required.

Master Hull BuildingCost : 2000 Description : Clears the way for massive hull

designs. Details : To go beyond large hulled ships we need

more than mere integrity fields to keep a shiptogether. This technology will allow us to do justthat.

Moreover, master hull building allows our existingships to take more damage.

Requires : Large Scale Building HitpointsAbility : 15 Category : Hull Model : lrgbuilding0 AIValue : 30

Unlocks: Hyperion Shipyard (SP)Notes:

Massive Scale BuildingCost : 4000 Description : Allows us to build huge hulled

starships. Details : Now we can build truly huge, truly

massive ships. Huge-hulled ships don't use sub-space fields anymore, they actually require a newtype of energy field called the Q-field. The Q-field warps the space about the ship when it'straveling in order to hold it together. It isfantastically complicated to explain but allowsfor true capital ships to be created.

Requires : Master Hull Building Category : Hull Model : lrgbuilding0 AIValue : 30

Unlocks: Huge Hulls (SC) Battle Stations Mark IV (SB)Notes: Huge Ships – its at least nice to design one ofthese besties before you get sick of the game.

SECTION 4.4 HULLHARDENING SUB-BRANCH(GREEN)

Technology13 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

13 Technologies listed in order of development order.

Technology Unlocks

Basic LogisticsC150, Log3

-

Advanced Hulls,C210

TR: Xinathium Hull Plating,C600, HP15

Medium ScaleBuilding, C800

Medium, C80, Sz38, S3,HP16, Sp1, Log4

(SB-A: Battle Stations Mark-II,C100, B2, M2, MD2)

Superior Hulls, C500 -

Large ScaleBuilding, C2500

Large, C110, Sz55, S3, HP30,Sp1, Log6

Master Hull Building,C2000, HP15

SP: Hyperion Shipyard,C1000, Sp1 - * Inc speed of

ships created here.

Reinforced HullDesign, C1000,

HP10

Hardened HullDesign, C2000,

HP10

Reinforced Hull DesignCost : 1000 Description : Increases the number of hit points

on our ships by 10% Details : We can take advantage of the new Q-

field theory in order to increase the overall hullpotential (HP - commonly called "hit points")of our ships.

HitpointsAbility : 10 Requires : Master Hull Building Category : Hull Model : lrgbuilding0 AIValue : 5

Notes: As I keep on harping on, the combat systemtends to be bloody if you are the loser. One way ofreducing the effects of being on the rought end of apineapple is to increase Hit points. If at adsiadvantage in wepons, if you can hold out longenough, you may win the battle. Although you willnot be in a good condiction immeditly afterwards.If you are winning a battle this is not so important.

Hardened Hull DesignCost : 2000 Description : Increases the number of hit points

on our ships by 10% Details : Taking things up further we can bring

Q-field theory up one final notch in order toimprove our ship quality.

HitpointsAbility : 10 Requires : Reinforced Hull Design Category : Hull Model : lrgbuilding0 AIValue : 5

Notes: Ditto above.

SECTION 4.5 PLANETARYIMP SUB-BRANCH (GREEN)

Technology14 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

PlanetaryImprovement, C100,Soc10, Mil10, Res10

-

Planetary ImprovementsCost : 100 Description : Enables us to build factories,

farms, and other industrial items on alienworlds.

14 Technologies listed in order of development order.

Details : Alien worlds provide new challenges tothe industrial and farming trades. Different soils,climates and gravities all have their effect onwhat and how we build. With this newtechnology we are better able to face thosechallenges.

Requires : Xeno Engineering Category : Manufacturing SocialProductionAbility : 10 MilitaryProductionAbility : 10 ResearchAbility : 10 Model : event10 AIValue : 15

Notes: This should be the second technology youshould research in a game. The +10 bonus to eachproduction stat is very useful. If you also researchXeno Economics you can rapidly develop youreconomy.

SECTION 4.6 PLANETARYIMP INDUSTRIAL THEORYSUB-BRANCH (GREEN)

Technology15 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

PlanetaryImprovement, C100,Soc10, Mil10, Res10

-

Xeno IndustrialTheory, C200, Soc10

Factory, C75, M2, Ind8SP: Mfg Capital, C250, Mfg50,

Econ10SB-$: Adv Starbase Factory,

PrdAss4SB-R: Mining Headquarters,

Min5

Xeno FactoryConstruction, C1000

Enhanced factory: C100, M3,Ind10

SB-$: Massive Scaling Centre-1,PrdAss4

SB-R: Resource Excavation,Min5

ManufacturingCentre, C2000

Manufacturing Centre, C150,M3, Ind12

SB-$: Interstellar Collectors-,PrdAss4

SB-R: Extraction Centre, Min5SB-R: Extraction Complex, Min5

Industrial Sector,C4000, Min12

Industrial Sector, C400, M5,Ind16

SB-$: Orbital Replicator-,PrdAss3

SB-R: Resource Sector, Min5

Xeno Industrial TheoryCost : 200 Description : Allows us to start researching

planetary improvements, improvements tologistics, and new types of hulls for our ships.

Details : We want to build things on planets:farms, banks, mines, factories, etc. No problemright? Just, you know, go build stuff. Not so fast!For the most part, key materials have to beshipped to build these things. It's not like colonyships are equipped with all the refining capacityneeded to just start building factories and labsand the like.

What we have researched here is more of alogistical battle plan on how to organize andtransport the needed materials to build a wholerange of planetary improvements.

15 Technologies listed in order of development order.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 9 10. October 2009

In addition, we will want to be able to improve ourlogistics. Better logistics means cheaperstarbases and bigger fleets. And as if that wasn'tenough to make this a terrific research path,industrial theory will lead us to bigger and bettertypes of hulls.

Category : Economics SocialProductionAbility : 10 Requires : PlanetaryImprovements Model : event50 AIValue : 5

Unlocks: Factory (PI) Manufacturing Capital (SP) Adv. Starbase Factory (SB) Mining Headquarters (SB)Notes: The +10 to social production very helpful,allowing you to build a little faster, withoutincreasing your social spending, then research this.

Xeno Factory ConstructionCost : 1000 Description : Allows us to construct factories on

alien worlds. Details : Now the aliens working in our factories

really will be aliens! You get it? Hah! Oh thewit!

Requires : XenoIndustrialTheory Category : Manufacturing Model : event50 AIValue : 10

Unlocks: Enhanced Factory (PI) Massive Scaling Centre (SB) Resource Excavation (SB)Notes: This allows you to build Enhanced factories,allowing you build those important ships quicker.(As long as you have the money to pay for it)

Manufacturing CentresCost : 2000 Description : The next-generation factory. Details : A more powerful factory. Now we can

produce and export more dog squeaky toys, orwhatever it is we do around here.

Requires : Xeno Factory Construction Category : Manufacturing Model : event70 AIValue : 10

Unlocks: Manufacturing Centre (PI) Interstellar Collectors (SB) Extraction Centre (SB) Extraction Complex (SB)Notes: You can now build factories which pump out12 MP's.. There are two starbase upgrades for yourecon and mining starbases in this tech.

Industrial SectorCost : 4000 Description : More, better factories! Details : More factories, less slave labor. Well, the

first part is true. Category : Manufacturing Requires : Manufacturing Centers Model : event50 AIValue : 5

Unlocks: Industrial Sector (PI) Orbital Replicators (SB) Resource Sector (SB)Notes: The final factory type.

SECTION 4.7 PLANETARYIMP ECONOMICS & TRADESUB-BRANCH (GREEN)

A critical factor in the game is the generation ofBC's, which is covered in the game under the termEconomy. 10 Billion people will generate 10 BC'sper week for each 10% of tax. The two ways ofincreasing BC's is to grow your population further,a course of action which is expensive and risky, orincreasing the amount of BC's you collect byboosting the economy. The technologies give youthe ability to build improvements which do that.

Technology16 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

PlanetaryImprovement, C100,Soc10, Mil10, Res10

-

Xeno Economics,C200, Econ10

Adv Market Centre, C40,Econ10

Xeno Trade Centres,C800

Trade Centre, C50, Econ15

Xeno BankConstruction, C1000,

Econ5

Banking Centre, C100, Econ20

Galactic StockExchanges, C2000

Stock Market, C120, M1,Econ25, Pres5

Xeno EconomicsCost : 200 Description : Allows us to begin researching

planetary improvements that enhance theeconomic conditions on our colonies.

Details : Improving our economic well-being onour home planet is something we are prettygood at. Running an interstellar economy is avery different thing. We have begun looking athow other cultures do it, deciding whichtactics work best and integrating those into oureconomic system.

Requires : PlanetaryImprovements Category : Economics EconomicsAbility : 10 Model : event30 AIValue : 10

Unlocks Adv. Market Centre (PI)Notes: A good tech to pick up in the early stages ofthe game. This is especially useful for planets witha high population. A planet with 10 Billion willgenerate 50 BC's for week if the tax is set at 50%.This improvement will allow you to build anAdvanced Market Centre, which boost this by10%, or by 5 BC's.

Xeno Trade CentresCost : 800 Description : Allows us to construct Trade

Centres on our colonies. Details : Trade Centres increase the economic

activity on our planets. In turn, our taxes fromthis economic activity will help provide uswith the capital necessary to build a bettersociety...or at least better defend it.

Requires : XenoEconomics Category : Economics Model : stardemoc0 AIValue : 3

Unlocks: Trade Centre (PI)

Notes: Good for planets with a big population. Aplanet with 10 Billion will generate 50 BC's forweek if the tax is set at 50%. This improvementwill allow you to build a Trade Centre, whichboost this by 15%, or by 8 BC's.

Xeno Bank ConstructionCost : 1000 Description : Allows us to build banks on alien

worlds.

16 Technologies listed in order of development order.

Details : Think it's trivial to build an interstellarbanking network where money from the homeworld is instantly available on alien worlds? Justdon't complain abut the ATM fees.

Category : Economics EconomicsAbility : 5 Requires : Xeno Trade Centers Model : morph0 AIValue : 5

Unlocks: Banking Centre (PI)Notes: Good for planets with a big population. Aplanet with 10 Billion will generate 50 BC's for weekif the tax is set at 50%. This improvement will allowyou to build a Banking Centre, which boost this by20%, or by 10 BC's.

Galactic Stock ExchangesCost : 2000 Description : Allows us to build stock exchanges

on our worlds. Details : It's not easy to build an interstellar stock

exchange, but we've got it down pat. We've gotthe whole insider trading, tax games, everythingall set up now.

Category : Economics Requires : Xeno Bank Construction Model : event50 AIValue : 5

Unlocks: Stock Market (PI)Notes: Good for planets with a big population. Aplanet with 10 Billion will generate 50 BC's for weekif the tax is set at 50%. This improvement will allowyou to build a Stock Market, which boost this by25%, or by 13 BC's.

SECTION 4.8 PLANETARYIMP FARMS SUB-BRANCH(LT BLUE)The key reasource which generats BC's is people.The more you have the more BC's you can generate.The trouble is that a lot of people will causeunhappiness, which is a critical problem if yourpopulatority drops to below 50%. This means youneed lots of buildings which increase hapiness, or asa last resort you need to keep tax very low. For eachFarm you need 2 quivalent technology Entertainmentimprovements.

Technology17 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

PlanetaryImprovement, C100,Soc10, Mil10, Res10

-

Xeno FarmConstruction, C200

Xeno Farming, C60, F4

Xeno FarmConstruction II,

C1000

Intensive Farming, C100, F6,M1

Xeno FarmConstruction III,

C4000

Advanced Farming, C120, F7,M2

Xeno Farm ConstructionCost : 200 Description : Allows us to build farms on alien

worlds. Details : Old McDonald had a farm...Eyey Eyey

O...And on his farm he had a Khzithak...EyeyEyey O... With aARHHFAHHAAAAAAAAARRRGIIIAAAHELP AAAUUU HELP! IT'S GNAWING OFFMY...

Requires : PlanetaryImprovements Category : Farming Model : event80

17 Technologies listed in order of development order.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 10 10. October 2009

AIValue : 20 Unlocks: Xeno Farming (PI)Notes: Increases population, hence BC's, but makesure you have Xeno Entertainment first.

Xeno Farm Construction IICost : 1000 Description : Allows us to build more advanced

farms on alien worlds. Details : More food means more people, which

means more people to tax. Requires : Xeno Farm Construction Category : Farming Model : event50 AIValue : 15

Unlocks Intensive Farming (PI)Notes: Increases population, hence BC's, but makesure you have Extreme Entertainment first. You mayneed Zero G Sports Arena's in some case.

Xeno Farm Construction IIICost : 4000 Description : Allows us to build even more

advanced farms on alien worlds. Details : High quality, plentiful food equals more

people and a broader tax base, plus highermorale.

Requires : Xeno Farm Construction II Category : Farming Model : event50 AIValue : 5

Unlocks: Advanced Farming (PI)Notes: Increases population, hence BC's, but makesure you have Virtual Reality Centres first.

SECTION 4.9 PLANETARYIMP TERRAFORMING SUB-BRANCH (LT BLUE)If you are unable to get your share of planets, theonly alternative is to improve the planets you havenow. This is done using these technologies.

Technology18 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

PlanetaryImprovement, C100,Soc10, Mil10, Res10

-

Soil Enhancement,C400

Soil Enhancement, C50, PQ10(Turns Yellow Tiles to useable)

Habitat Improvement,C1500

Habitat Improvement, C30,PQ10 (Turns Orange Tiles to

useable)TG: Aphrodisiac, C500,

PopGrow50

Terraforming, C3000 Terraforming, C50, PQ20 (TurnsRed Tiles to usable)

GA: Orbital Terraformer, C1200(Makes all usable tiles available)

Soil EnhancementCost : 400 Description : Allows us to take marginal lands and

make them productive. Details : The other civilization leaders said I was

daft to build a castle on a swamp, but I built it allthe same, just to show 'em. It sank into theswamp. So, I built a second one. That sank intothe swamp. So, I built a third one. That burneddown, fell over, then sank into the swamp, butthe fourth one...stayed up! So now you can dothe same! Good luck to ye!

Category : Terraforming Requires : PlanetaryImprovements Model : terraform0 AIValue : 25

18 Technologies listed in order of development order.

Unlocks: Soil Enhancement (PI)Notes: Turn all those yellow squares into useabletiles.

Habitat ImprovementCost : 1500 Description : Allows us to take poor lands and

make them productive. Details : Now we can drain swamps into deserts

and make it useful for farming. It works, weswear.

Category : Terraforming Requires : Soil Enhancement Model : terraform0 AIValue : 25

Unlocks: Habitat Improvement (PI) Aphrodisiac (TG)Notes: Turns orange squares into useable tiles.

TerraformingCost : 3000 Description : Allows us to take useless lands and

make them useful. Details : The Genesis effect er, we mean the

terraforming planetary improvement allows usto bring life, from lifelessness says Dr. CarolMarkus.

Category : Terraforming Requires : Habitat Improvement Model : terraform0

Unlocks: Terraforming (PI) Orbital Terraformer (GA)Notes: Allows you to use any remaining tiles thathaven't turned green from the previous twotechnologies.

SECTION 4.10 RESEARCHSUB-BRANCH (BLUE)

Technology19 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

Xeno Research, C20 Xeno Lab, C60, M2, Res8

Xeno ResearchCost : 20 Category : Pure Research Description : Takes us down the path of learning

new technologies that can be applied for basictheoretical research.

Details : Nobody likes these terms "xenoresearch," but it was the only term thateveryone could agree on. We have putourselves on a track in which we're no longermerely researching things for our home worldbut for an entire galactic civilization. Thesetechnologies are set apart in that they can beapplied to many different worlds,environments, and even different species ofsentient creature.

Requires : Xeno Engineering AIValue : 25 Model : nanometal0

Unlocks: Xeno Lab (PI)Notes: The start of the pure research branch.Typically a race starts with this tech.

SECTION 4.11 RESEARCHCOMPUTER SUB-BRANCH(BLUE)Development of new technologies requires RP's,which are created by Resaerch Centres and whichrequire BP's. Apart from the initial planetbuildings these are the only buildings which assistyou in researching. The buildings require thefollowing technologies to be available for building.

19 Technologies listed in order of development order.

Technology20 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

Xeno Research, C20 Xeno Lab, C60, M2, Res8

Research Centre,C600

Research Centres, C100, M2,Res10

Research Academies,C1000

Research Academy, C150, M3,Res12

Invention Matrix,C3000

Invention Matrix, C200, M4,Res16

Discovery Sphere,C6000

Discovery Sphere, C250, M4,Res18

GA: Omega Research Centre,C500, Res50

Deeper Knowledge,C3000

-

GalacticUnderstanding,

C6000

-

Near Omniscience,C12000

-

Beyond Mortality,C20000

-

Technological Victory,C40000

-

Research CentresCost : 600 Description : Allows us to build research centers

on our planets. Details : To research new technologies our

scientists must have places to work. We havediscovered a new type of research andengineering facility that should allow for muchmore efficient technology research. We shouldlook to build these on our planets at once.

Category : Pure Research Requires : XenoResearch Model : hypercom0 AIValue : 5

Unlocks: Research Centre (PI)Research Academies

Cost : 1000 Description : Allows us to build research

academies on our planets. Details : The Research Academy is a marvel unto

itself. Most people don't realize just how large interms of square miles these kinds of buildingsare. They're not simply a building, they are citiesunto themselves dedicated to research.Constructing these where possible will increasehow fast we can obtain new technologies.

Category : Pure Research Requires : Research Center Model : hypercom0 AIValue : 4

Unlocks: Research Academy (PI)Neutrality Learning Centre

Cost : 2000 Description : An incredible research facility for

civilizations who have embraced a balancedphilosophy.

Details : Those who focus too much on the light ordarkness miss out on a great many things. TheNeutrality Learning Center can be constructedon our worlds and are immensely powerfulresearch facilities.

Category : Pure Research Requires : Research Academy Model : hypercom0 AIValue : 5 Alignment : Neutral

Unlocks: Neutrality Learning Centre (PI)

20 Technologies listed in order of development order.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 11 10. October 2009

Invention MatrixCost : 3000 Description : Allows us to build an Invention

Matrix on our planets. Details : The Invention Matrix is a city-sized

research facility dedicated to unlocking thesecrets of the universe.

Category : Pure Research Requires : Research Academy Model : hypercom0 AIValue : 4

Unlocks: Invention Matrix (PI)Discovery Sphere

Cost : 6000 Description : Enables the construction of

Discovery Spheres on our worlds, along with thea new Omega-level super project.

Details : Oh yeah. We've got Discovery Spheres.When a researcher steps inside one of thesethings, it's as if the universe and all its wonder isinstantly available to that researcher. Theknowledge of the universe becomes an extensionof the intellect of the researcher in that field.

Category : Medical Requires : Invention Matrix Model : hypercom0

Unlocks: Discovery Sphere (PI) Omega Research Centre (GA)Notes: Unless you wish to go for a technologicalvictory, this ends this sub-branch.

Deeper KnowledgeCost : 3000 Description : Takes us down the path to a

technology victory. Details : Because knowledge is power! Category : Research Requires : Discovery Sphere Model : hypercom0 AIValue : 1

Notes: Only continue to research down this path ifyou are going for a Technological Victory.

Galactic UnderstandingCost : 6000 Description : Takes us along the path to a

technology victory. Details : We have taken the next step towards a

greater understanding of the galaxy. If wecontinue on this path, we may unlock the verysecrets of the universe itself and dominate all ofcreation.

Category : Research Requires : Deeper Knowledge Model : hypercom0 AIValue : 1

Notes: Only continue to research down this path ifyou are going for a Technological Victory.

Near OmniscienceCost : 12000 Description : Takes us further along the path to a

technology victory. Details : From our greater understanding of the

universe, we have become nearly prescient.Continuing along this path of research shallsurely lead to even greater abilities.

Category : Research Requires : Galactic Understanding Model : hypercom0 AIValue : 1

Notes: Only continue to research down this path ifyou are going for a Technological Victory.

Beyond MortalityCost : 20000 Description : Takes us down the path to

technology victory. Details : After thousands of years of wondering, we

have finally learned that death truly isn't the endof all things. This nearly divine understandingfrees us to make the next and greatestdiscovery...

Category : Research Requires : Near Omniscience Model : hypercom0 AIValue : 1

Notes: Only continue to research down this path ifyou are going for a Technological Victory.

Technology VictoryCost : 40000 Description : If we successfully research this, we

will know the very secrets of life and theuniverse itself.

Details : For reasons we don't understand, ourclocks have started blinking 42! Uponcompleting this technology we will have builta device that will turn mankind into a newform of being - a being of pure energy. Holdon tight...here...it...comes!

Category : Research Requires : Beyond Mortality Model : hypercom0 AIValue : 1

Notes: You win a technology victory with this.

SECTION 4.12MINIATURISATION SUB-BRANCH (BLUE)Miniaturisation allows you to fit more stuff ontoyour ships. As discussed in the combat section,this is critical in winning wars with yourneighbours.

Technology21 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Mining Centre : Min5)

Xeno Research, C20 Xeno Lab, C60, M2, Res8

AdvancedComputing, C100

SP: Technological capital,C400, Res100

SB-$: Smart Drones-1,PrdAss4

Basic Miniaturisation,C100, Mini10

-

EnhancedMiniaturisation,C500, Mini15

TG: MicroRepair Bots, C400,Repair20

AdvancedMiniaturisation,C1000, Mini15

-

Expertminiaturisation,C2500, Mini15

SP: Hyperion Shrinker, C800,Mini15

UltimateMiniaturisation,C5000, Mini20

-

SupremeMiniaturisation,C8000, Mini25

-

Advanced ComputingCost : 100 Description : Leads to technologies that require

intensive computing power. Details : We're a long way away from personal

computers now. Well, no, not really. But theimportant thing is that we have set up a seriesof labs across our civilization dedicated toresearching advanced computing technologieswhich can lead to all kinds of useful things.

Requires : XenoResearch Category : Miniaturization Model : instantcom0 AIValue : 10

Unlocks: Technological Capital (SP) Smart Drones (SB)

21 Technologies listed in order of development order.

Notes: Technological Capital should be placed onyour research planet as soon as possible.

Basic MiniaturizationCost : 100 Description : This allows us to make smaller

components which lets us put more on ships. Details : Sometimes smaller is better. At least,

that's what I keep being told. Category : Miniaturization MiniaturizationAbility : 10 Requires : Advanced Computing Model : nanometal0 AIValue : 20

Notes: Miniaturization does not affect the componentsize of your ships directly. It does increase theamount of space any given hull size has by thepercentage listed.

Enhanced MiniaturizationCost : 500 Description : This allows us to make even smaller

components which lets us put even more onships.

Details : A spokesperson for the HygerionTechnology Center had this to say on the newMiniaturization technology:

"Remember Miniaturization? It was pretty greatwasn't it? I mean, with the making things smallerand stuff and junk. Well, EnhancedMiniaturization is like, you know, way waybetter. The reason it's better is because it'senhanced. This is quite different from regularMiniaturization which is, as we all now know,not enhanced."

In related news, stock in Hygerion fell 25 pointstoday in heavy trading...

Category : Miniaturization MiniaturizationAbility : 15 Requires : Basic Miniaturization Model : nanometal0 AIValue : 26

Unlocks: Micro Repair Bots (TG)Notes: A useful advance to have when medium sizeships become available to you.

Advanced MiniaturizationCost : 1000 Description : This allows us to make still smaller

components which lets us put still more onships.

Details : Remember Enhanced Miniaturization?Well this is way better...you get the picture.

Category : Miniaturization MiniaturizationAbility : 15 Requires : Enhanced Miniaturization Model : nanometal0 AIValue : 25

Notes: While it is still a good idea to research thelarger hulls first you can't ignore the +40% to hullspace you get by the time you research this tech.

Expert MiniaturizationCost : 2500 Description : This allows us to make much smaller

components which lets us put much more onships.

Details : We finally have the budget to hireexperts, and now our miniaturization rokz0rs!W00t!

Category : Miniaturization MiniaturizationAbility : 15 Requires : Advanced Miniaturization Model : nanometal0 AIValue : 25

Unlocks: Hyperion Shrinker (SP)Ultimate Miniaturization

Cost : 5000 Description : This allows us to make size reduced

components which lets us put more on ships.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 12 10. October 2009

Details : This is as good as it gets. I mean, if itwere any smaller, they'd be innies instead outies.If we were any smaller, our components woulddisappear entirely.

Category : Miniaturization MiniaturizationAbility : 20 Requires : Expert Miniaturization Model : nanometal0 AIValue : 15

Notes: I still rarely research this because if you factorin the Hyperion Shrinker from the last tech youbasically bump hull sizes by one in terms ofcomponent sizes. This starts the diminishing returnson miniaturization. Also I think the AI feels the sameway since the value of this tech is 10 less thanprevious ones.

Supreme MiniaturizationCost : 8000 Description : This allows us to make the smallest

components possible which lets us put more onships.

Details : Remember how we said that the previous,incredible miniaturization technology was thebest? Well, we lied. We do that you know. Welie. There's always something better as long asyou're willing to keep paying us the big bucks.But really now, this is it. We tried thistechnology on a Kanzarian Wild Rider and he'sgone. I mean, he's really gone. We're talking,lawsuit. We've looked all over the floor andVarnders here thinks that he may have feltsomething squish under his foot. So, eventhough there may be better techs out there, we'regoing to be tied up for years in the legal systemdealing with this unpleasantness. But in themeantime, here you go.

Category : Miniaturization MiniaturizationAbility : 25 Requires : Ultimate Miniaturization Model : nanometal0 AIValue : 4

Notes: I'd go for a tech victory long before thisbecoming useful. And with an AI value of 4 itappears I'm not alone in my thoughts :).

SECTION 4.13 SENSORSSUB-BRANCH (BLUE)Sensors allow you to see more on the map, allowingyou to keep track of any enemy fleets.

Technology22 Unlocks

Xeno Engineering,C50, Soc:10.

(SB-R: Miniing Centre : Min5)

Xeno Research, C20 Xeno Lab, C60, M2, Res8

Stellar catography,C25

See Planets on Min-map

Sensors, C100 Survey Module, C45, Sz8+5,Rng2

Sensors MkII, C200 Sensors Mk II, C3, Sz2+8, Rng1

Sensors Mk III, C300 Sensors Mk III, C4, Sz2+5,Rng1

GA: Galactic Guide Book, C400(Survey modules=0, all ships

survey.)SB-A: Sector Surveillance

Scanner, C150, SRng3

Sensors My IV, C500 Sensors Mk IV, C6, Sz3+5,Rng2

GA: Eyes of the Universe, C500(Incr sensor range, see all ships

on minimap.)SB-A: Ultimate SurveillanceScanner, C200, Sz1, SRng4

22 Technologies listed in order of development order.

Stellar CartographyCost : 25 Description : Enables us to see planets on the

mini-map. Details : Our sensors allow us to see stars

throughout the galaxy, but not necessarilyplanets. Those planets that we think are highquality may show up slightly different on ourmini-map scanner now.

Category : Sensor Requires : XenoResearch AIValue : 1 Model : artificial planet0

Notes: All races except the Terrans start with thisability. It allows you to see the planets and stars onthe mini map.

SensorsCost : 100 Description : Provides a superior level of sensors

for our ships. Details : How far our ships can see into the

interstellar night is always of significantconcern. We want to have good sensor rangebut we don't want to use too much space for it.

Category : Sensor Requires : StellarCartography Model : sensors0 SensorsAbility : 1 AIValue : 1

Unlocks: Survey Module (SC) Perimeter Scanners (SB)Notes: With an AIValue of 1 its no wonder the AInever seems to research this branch. I also tend toby pass these technologies.

Sensors Mark IICost : 200 Description : Provides a superior level of sensors

for our ships. Details : With these enhanced sensors, we can

now see further into the galaxy than everbefore.

Category : Sensor Requires : StarScanner Model : sensors0 AIValue : 1

Unlocks: Nano Recorders (TG) (???) Sector Scanners (SB) (???)Notes: Galactic Guide Book is almost useless sinceunless you specifically go for it in the early stagesof the game all the anomalies are gone. NanoRecorders I know is listed but I'm not sure it iseven in the game.

Sensors Mark IIICost : 300 Category : Sensor Description : Provides a superior level of sensors

for our ships. Details : Technology is a good thing. It's allowed

us to further refine our sensor technology tothe point where we can almost see what'shappening in that person's house on the otherside of the galaxy...

Requires : StarScanner2 Model : sensors0 AIValue : 1

Unlocks: Sector Surveillance Scanners (SB)Galactic Guide Book (GA)

Notes:

Sensors Mark IVCost : 500 Category : Sensor Description : The ultimate in sensor technology

for our ships. Details : Our enemies won't be able to sneak up

on us any longer now that we can equip ourships with Mark IV sensors.

Requires : Sensor2 Model : sensors0 AIValue : 1

Unlocks: Eyes of the Universe (GA) Ultimate Surveillance Scanners (SB)Notes: The Eyes of the Universe galacticachievement is worth the 1100 total RP it takes to getto Sensor IV. During war it makes keeping tabs onthe AI ships a lot easier without risking anydefenseless scouts.

SECTION 5.0 - GALACTICWARFARE – SPACEWEAPONS BRANCH(RED)WAR!... can't live without it... pass the Phasor.

Technology23 Unlocks

Galactic warfare, C25,Mil10

-

Space Militarisation,C50, Mil10

-

Space Weapons,C150

Particle Beam, C25, Sz14+10,B1

SB-A: Battle Stations, C200, B1,M1, MD1

SB-A: Devastation Beam, B7SB-7: Fighter Drones, C300,

AttAssB1

Galactic WarfareCost : 25 Description : An international consortium on how

dangerous space really is. Details : Once we believed we were the only

intelligent life out there. Or well, maybe not theonly intelligent life but the only intelligent lifewe'd ever have to deal with. Then came the stargates, and while we knew there was intelligentlife out there that could potentially be considereddangerous or be conquered by us, it wasn't reallyfeasible.

Today at the international consortium, we haveconcluded the necessity of setting up a researchcenter to start pondering what to do aboutHyperdrive. The next step is space militarizationwhich will take us from theory to engineering.

Category : Military MilitaryProductionAbility : 10 Requires : None Model : event60 AIValue : 10

Notes: Typically a race starts with this technology.This should be an early technology for your toresearch..

Space MilitarizationCost : 50 Description : Starts us down the path of arming

and defending our ships. Details : Space is big. Really quite absolutely huge.

It's so big that one might argue that it has somesort of inferiority complex. It's as if it's justsaying, "Hey, look at me, I'm BIG!" Its bignessgives rise to all kinds of problems for us.

One of those problems is that it's big enough tocontain other intelligent life forms. We use theterm intelligent loosely, for no matter how bigthe universe is, there are other beings who willwant what you have. Unless we plan to hand itover, we will need to defend ourselves. Thiscomes in the form of putting things on our shipsthat keep them from being damaged, as well asputting things on them that will cause harm toour enemy's ships.

And so that is where space militarization comes in.Now we can go down the path to researchingweapons and defenses for our vessels.

23 Technologies listed in order of development order.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 13 10. October 2009

Category : Military Requires : Galactic Warfare MilitaryProductionAbility : 10 Model : phaser0 AIValue : 20

Notes: If you are going for military win then youwant to start your war machine early. However evena peaceful style shouldn't neglect weapons ordefenses for too long. The more aggressive AIs dolike to pick on the little kids.

Space WeaponsCost : 150 Description : Allows us to begin researching

weapons. Details : Space is not a friendly place. It's

unfriendly to the extreme. First, if you try to takea stroll around in it, you'll die. Which, needlessto say, could be considered rather rude. But evenif you manage to wade around in space inside ahollowed out piece of metal, you are bound torun into others, wading around in their pieces ofhollowed out metal, trying to kill you. To thatend, we have come up with some thoughts onweapons.

We've come up with three basic types of weapons.First, you've got mass drivers. Bullets are massdrivers. We've been using them for a long time.Cannons in space and all that. The second typeis missile technology. We know about missiles:explosive charges put on the end of some sort ofguided propulsion. Very good stuff. Lastly,there's beam weapons. Beam weapons we havesome idea of as well: Shoot streams of energyinto the enemy's ship and hope it blows it up.

So our next step is to focus on those three areasand start getting some weapons - for self-defenseof course.

Category : Military Requires : Space Militarization Model : event80 AIValue : 10

Unlocks: Battle Stations (SB) Fighter Drones (SB)

SECTION 5.1 STARBASEWEAPON SUB-BRANCH

Technology24 Unlocks

Galactic warfare, C25,Mil10

-

Space Militarisation,C50, Mil10

-

Space Weapons,C150

Particle Beam, C25, Sz14+10,B1

SB-A: Battle Stations, C200, B1,M1, MD1

SB-A: Devastation Beam, B7SB-7: Fighter Drones, C300,

AttAssB1

Starbase Defences,C500

SB-M:BeamIntercepter-',DefAssS2

SB-M:Energy Grid,DefAssA2SB-M:Missile

Defender,DefAssPD2

Starbase Mobilisation,C1500

SB-M:Beam MultiplierField,C300,AttAssB1

SB-M:OmegaCannon,C300,AttAssMD1

SB-M:MissileBloom,C300,AttAssM1

Starbase Projection,C2500

SB-M:Beam Multiplier FieldIII,C400,AttAssB2

SB-M:Omega CannonIII,C400,AttAssMD2SB-M:Missile BloomIII,C400,AttAssM2

24 Technologies listed in order of development order.

Technology Unlocks

Superior StarbaseDefense System,

C3500

SB-M:Beam Multiplier FieldIV,C500,AttAssB3

SB-M:Omega CannonIV,C500,AttAssMD4SB-M:Missile BloomIV,C400,AttAssM3

Starbase ConquestStrategy, C4500

SB-M:Beam Multiplier FieldV,C500,AttAssB4

SB-M:Omega CannonV,C500,AttAssMD5SB-M:Missile BloomV,C500,AttAssM4

Starbase DefensesCost : 500 Description : Equip starbases with modules to

help your ships. Details : Starbases can be bastions of interstellar

superiority if equipped to support your ships. Category : Starbase Requires : Space Weapons AIValue : 18 Model : artifsatellite0

Unlocks: Beam Interceptor (SB) Energy Grid (SB) Missile Defender (SB)Starbase Mobilization

Cost : 1500 Description : Equip starbases with more

advanced ship support systems. Details : Supporting ships in the area of a

starbase can help lead our forces to victory. Category : Starbase Requires : StarbaseMilitarization AIValue : 10 Model : artifsatellite0

Unlocks: Omega Cannon (SB) Missile Bloom (SB) Beam Multiplier Field (SB)Starbase Projection

Cost : 2500 Description : Equip starbases with very

powerful, lethal systems to support our ships. Details : In many cases, we can actually make

our ships more powerful than they couldpossibly be on their own by enhancing ourstarbases with immense equipment to amplifythe weapons and defenses of nearby ships.

Category : Starbase Requires : StarbaseMobilization AIValue : 3 Model : artifsatellite0

Unlocks: Beam Multiplier Field III (SB) Omega Cannon III (SB) Missile Bloom III (SB)Superior Starbase Defense Systems

Cost : 3500 Description : Equip starbases with modules that

can make even weak ships be galacticconquerors.

Details : The starbase can be a bastion of power.But Starbase domination takes that to a wholenew level as even relatively weak ships can bemade immensely powerful.

Category : Starbase Requires : StarbaseProjection Model : phaser0 AIValue : 5

Unlocks: Beam Multiplier Field IV (SB) Omega Cannon IV (SB) Missile Bloom IV (SB)Starbase Conquest Strategy

Cost : 4500 Description : Enables starbases to be the flagship

of your fleets.

Details : Starbases can't move, but they have alarge area of effect. The new miltary supportmodules that we've invented will allow our shipsto operate with immense power in those areas.

Category : Starbase Requires : StarbaseDomination Model : phaser0 AIValue : 3

Unlocks: Beam Multiplier Field V (SB) Omega Cannon V (SB) Missile Bloom V (SB)

SECTION 5.2 BEAM WEAPONSUB-BRANCH

Technology25 Unlocks

Galactic warfare, C25,Mil10

-

Space Militarisation,C50, Mil10

-

Space Weapons,C150

Particle Beam, C25, Sz14+10,B1

SB-A: Battle Stations, C200, B1,M1, MD1

SB-A: Devastation Beam, B7SB-7: Fighter Drones, C300,

AttAssB1

Beam WeaponTheory, C100

Particle Beam II, C25, Sz12+10,B1

Laser, C75 Laser, C25, Sz10+5, B1

Laser II, C200 Laser Mark II, C25, Sz8+5, B1

Laser III, C350 Laser Mark III, C25, Sz6+5, B1

Laser IV, C400 Laser Mark IV, C25, Sz5+5, B1

Laser V, C500 Laser Mark V, C25, Sz4+5, B1

Plasma Weapons,C1000

Plasma, C35, mSz8+5, B2

Plasma Weapons II,C700

Plasma II, C35, Sz6+5, B2

Plasma Weapons III,C800

Plasma III, C35, Sz5+5, B2

Phasors, C2000 Phasors, C40, Sz7+4, B3SM-M: Hyper-Phasors, C400,

AttAssB2

Phasors II, C1600 Phasors II, C40, Sz6+4, B3

Phasors III, C1800 Phasors III, C40, Sz5+4, B3

Psionic Beam26, C900 Psyonic Beam, C150, Sz8+4,B12

Phasors IV, C2000 Phasors IV, C45, Sz6+4, B4

Phasors V, C2100 Phasors V, C45, Sz5+4, B4

Phasors VI, C2200 Phasors VI, C50, Sz6+4, B5

Phasors VII, C2400 Phasors VII, C50, Sz5+4, B5

Disruptors, C4000 Disruptors, C55, Sz6+4, B7SB-M: Focused Disruptors,

C500, AttAssB4

Disruptors II, C3200 Disruptors II, C65, Sz5+4, B7

Disruptors III, C3200 Disruptors III, C70, Sz5+4, B8

Subspace Blaster,C6000

Subspace Blaster, C100, Sz6+4,B8

Subspace Annihilator,C5200

-

Doom Ray, C9000 Doom Ray, C150, Sz10+4, B22

25 Technologies listed in order of development order.

26 This is a sub-branch and no further technologies follow this.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 14 10. October 2009

Beam Weapon TheoryCost : 100 Description : Allows us to begin researching beam

weapons. Details : Since our initial contact with the Arceans,

we have mostly focused on missile and massdriver technologies. However, there are reportsthat the Drengin Empire has begun using beamweapons to carve through armor and pointdefenses, and we too must begin considering thistactic to remain militarily competitive.

Category : Beam Requires : Space Weapons Model : phase10 AIValue : 10

Notes: Unlocks the beam weapon branch of the shipweapons.

LaserCost : 75 Description : A very basic beam weapon. Details : Don't get your hopes up. Lasers are

actually not very effective weapons. They arebeam weapons which are useful in space whereships are firing great distances, but they aren'tvery powerful. Still, something is better thannothing.

The Laser series of weapons works through a seriesof weaponized mirror technology. Rushed intoservice in order to deal with the hostility of thegalaxy, the energy (i.e., light) is refracted fromthe mirrors into a single "beam." Our technologyin this area is currently quite limited as themirrors tend to burn out readily.

The challenge for us is to find better materials forthe mirrors so that more energy can be directedand combined. Since beam weapons areeffectively instantaneous, the other issue thatdetermines weapon effectiveness is the duration.Right now, lasers have a very short duration dueto the fragility of the mirrors used.

Category : Beam Requires : Beam Weapon theory Model : phaser0 AIValue : 10

Unlocks: Laser Equalizer (SB)Laser II

Cost : 200 Description : Lasers that use up less space on a

ship. Details : Lasers have a disadvantage against mass

drivers and missiles in that they aren't verypowerful and they're relatively expensive. But onthe bright side, they use less space than missilesand mass drivers which means you can put moreof them on your ship.

Category : Beam Requires : Laser Model : phaser0 AIValue : 10

Laser IIICost : 350 Description : More lasers. But now quite a bit

smaller. Details : The Mark III laser is substantially smaller

than previous generations allowing for more tobe placed on a ship.

Category : Beam Requires : Laser II Model : phaser0 AIValue : 8

Laser IVCost : 400 Description : Smaller and cheaper than previous

laser technologies. Details : The Mark IV laser is both smaller and

cheaper than previous laser technologies. Category : Beam Requires : Laser III Model : phaser0 AIValue : 8

Laser VCost : 500 Description : The finale for laser weapon

technologies... Details : The Mark V laser weapon is the

pinnacle of laser weapon technology. It issmaller, cheaper, and while not really thatimportant to most people, its housingassembly looks pretty darn cool. While lasersremain a fairly weak weapon, they open thedoor to other types of beam weapons such asthe Plasma series which is twice as powerful.

Category : Beam Requires : Laser IV Model : phaser0 AIValue : 8

Plasma WeaponsCost : 1000 Description : A new form of beam weapon. Details : Plasma is actually a different type of

matter. Matter exists in four states: solid,liquid, gas. Plasma is the fourth state. Butplasma weapons are not mass driver weapons,not in the way we're using them.

Early attempts at creating plasma weaponswould have certainly placed them into themass driver category. Plasma, unlike lasers,have significant mass. The damage fromplasma is from heat damage, not kineticenergy transferral.

The funny thing about our plasma weapons isthat they really are fancier lasers. The plasmais encased in an immensely powerful energyfield that ensures that the plasma is transferrednearly instantly (i.e., near light speed) to theintended target.

The laser field helps keep the plasma frombehaving like a gas. The net result is that aship hit with a plasma based weapon will firsthave its hull damaged or ruptured through theplasma and then by the energy field around itdamaging vital internal elements of the enemyship.

Category : Beam Requires : Laser V Model : phaser0 AIValue : 8

Notes: This is the beginning of the B2 weapons.Remember – the main factor is the Size divided bythe Beam value, not just the straight Beam value.In this case this development offer no benefit, butsubsequent technologies do.

Plasma Weapons IICost : 700 Description : Improved form of plasma weapon. Details : The biggest problem we've faced with

weaponizing plasma is that plasma is a phaseof matter and not energy. Making plasmabehave like an energy stream requiresimmense amounts of power to manage. Thatpower takes up a great deal of space.

The new generation of plasma weapons aren'tany more lethal, but they do take up lessspace, which in turn allows us to put more onour ships.

Category : Beam Requires : Plasma Weapons Model : phaser0 AIValue : 8

Plasma Weapon IIICost : 800 Description : Ultimate plasma beam weapon. Details : We've gotten into the diminishing

returns phase of plasma weapons. Simply put,plasma weapons are not ideal beam weaponsbecause they have some mass (but not enoughmass to make them good mass drivers).

This new form of plasma weapon uses up far lessenergy than previous generations and hence canbe placed onto our ships. Plasma Weapons IIIrepresents our state of the art in beam weapontechnology.

Category : Beam Requires : Plasma Weapons II Model : phaser0 AIValue : 8

PhasorsCost : 2000 Description : A new, powerful beam weapon

technology. Details : Phasors are a major break-thru in beam

weapon technology. They require a very specialcrystal not found on our world and that cannotbe manufactured (yet). By streaming energythrough the crystal, a particular type of visibleradition is directed as a beam towards a target.

The radiation itself contains only sub-atomicparticles that have a variety of effects(depeneding on how the energy is projectedthrough the crystal) when it comes into contactwith other materials.

Phasors are incredibly powerful, deadly beamweapons.

Category : Beam Requires : Plasma Weapons III Model : phaser0 AIValue : 8

Unlocks: Hyper-Phasors (SB)Notes: This is the beginning of the B3 weapons.Remember – the main factor is the Size divided bythe Beam value, not just the straight Beam value. Inthis case this development offer minimal benefit, butsubsequent technologies offer significnat efficiencybenefits.

Phasors IICost : 1600 Description : Enhanced beam weapon technology. Details : Phasor, which stands for Phased

Octanganel Refraction takes energy and sends itthrough a crystal. The crystals are somewhat rareand expensive to use. We have found thatphasors are incredible in terms of weapons forsoldiers and their use in space has been veryeffective.

Category : Beam Requires : Phasors Model : phaser0 AIValue : 8

Psyonic BeamCost : 900 Description : The Psionic Beam is a terrible

weapon - it's wonderful. It's expensive to use butdeadly.

Details : There's nothing like a beam of pulsatingdeath to keep the pitiful enemies of our greatpeople in line.

Category : Beam Requires : Phasors Model : phaser0 AIValue : 8 Alignment : Evil

Notes: This weapon is a killer. At B12 with a size of8, its efficincy is 1.5, compared with Phaser II at 0.5and Phaser III at 0.6. 3 times the hitting power ofnon-Psyonic Armed races. A very effective shortterm benefit for evil races. Only the Disrupter IIIoffers superior attacking power.

Phasors IIICost : 1800 Description : Improved phased-based beam

weapon technology. Details : We continue to find new ways to decrease

the size requirements of phasor-based weapons.This new generation of phasors is somewhatsmaller in size though no more lethal.

Category : Beam Requires : Phasors II

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 15 10. October 2009

Model : phaser0 AIValue : 8

Phasors IVCost : 2000 Description : Improved beam weapon technology. Details : Beam emitter advances have brought

about this newest generation of phasor. Category : Beam Requires : Phasors III Model : phaser0 AIValue : 8

Phasors VCost : 2100 Description : Enhanced beam weapon. Details : Phasors just keep getting better and

better, don't they? Category : Beam Requires : Phasors IV Model : phaser0 AIValue : 8

Phasors VICost : 2200 Description : Superior form of beam weapon

technology. Details : For the Mark VI phasor, we thought about

adding some nice rainbow colors, but decidedagainst it. It is a military weapon after all.

Category : Beam Requires : Phasors V Model : phaser0 AIValue : 8

Phasors VIICost : 2400 Description : Ultimate phased-based beam weapon

technology. Details : This is it. After six prior generations, the

Mark VII phasor is the ultimate in phased-beamtechnology.

Category : Beam Requires : Phasors VI Model : phaser0 AIValue : 8

DisruptorsCost : 4000 Description : New form of beam weapon

technology. Details : Disruptors are very similar to phasors in

most respects. We have been testing disruptorsfor ground-based combat for quite awhile andbecause they did not do as well as phasors, wedidn't pursue it very aggressively.

However, as a space based weapon, disruptors aresomewhat more effective than phasors. Phasorsare energy efficient. They are the weapon ofelegance. Disruptors are more of a brute forceweapon. In battles in space, brute force has anelegance of its own.

Category : Beam Requires : Phasors VII Model : phaser0 AIValue : 8

Unlocks: Focusted Disruptors (SB)Notes: This is the beginning of the B7 weapons.Remember – the main factor is the Size divided bythe Beam value, not just the straight Beam value. Inthis case this development offer reasonable benefit,but subsequent technologies are were your efficiencystarts to really grow.

Disruptors IICost : 3200 Description : Improved disruptor beam technology.Details : We continue to improve the disruptor

space-based beam weapon technology to use lessspace and be more efficient.

Category : Beam Requires : Disruptors Model : phaser0 AIValue : 8

Disruptors IIICost : 3500

Description : Superior disruptor beam weapontechnology.

Details : Disruptors seem as though they shoulddefy efficiency, and yet, here they are.

Category : Beam Requires : Disruptors II Model : phaser0 AIValue : 8

Notes: This is one of the best weapons, excelentefficiency which is only exceeded by the DoomRay.

Subspace BlasterCost : 6000 Description : New type of beam weapon. Details : Subspace Blasters are a beam weapon

of particular lethality. Unlike Phasors andDisruptors that require a special crystal that ismined in very secret locations, SubspaceBlasters rely on a new crystal engineered byour scientists. By making an idealized crystal,we have greater control over its damagingeffects.

Category : Beam Requires : Disruptors III Model : phaser0 AIValue : 8

Notes: The wepon represents a backward move interm of wepon efficiency and is a very high cost.Probabaly only of value if you want Doom Ray.

Subspace AnnihilatorCost : 5200 Description : New powerful beam weapon. Details : The Subspace Annihilator is the

Subspace Blaster but with a newly engineeredcrystal that can inflict massive beam weapondamage.

Category : Beam Requires : Subspace Blaster Model : phaser0 AIValue : 8

Notes:

Doom RayCost : 9000 Description : The ultimate beam weapon. Details : The Doom Ray is really several beam

weapons at once. If we were to watch a DoomRay hit an enemy ship in slow motion, youwould first see the initial phased-based beamconnection between the attacker and thedefender. The effect is to get the Doom Rayinto harmonic equality with the enemy ship.

Once harmonic equality has been reached, themain Doom Ray itself is fired which has theeffect of converting significant portions of theenemy ship into energy which creates a chainreaction across the ship. It is, literally, theultimate beam weapon technology.

Category : Beam Requires : Subspace Annihilator Model : phaser0 AIValue : 8

Notes: The end of the line.

SECTION 5.3 MASS DRIVER(GUN) WEAPONS

Technology27 Unlocks

Galactic warfare,C25, Mil10

-

Space Militarisation,C50, Mil10

-

27 Technologies listed in order of development order.

Technology Unlocks

Space Weapons,C150

Particle Beam, C25, Sz14+10,B1

SB-A: Battle Stations, C200, B1,M1, MD1

SB-A: Devastation Beam, B7SB-7: Fighter Drones, C300,

AttAssB1

Mass Driver Theory,C100

Space Cannon, C16, Sz16+5,MD1

MiniBalls, C75 Railgun, C18, Sz12+5, MD1SB-M: Sniper Turrets, C300,

AttAssMD1

MiniBalls II, C100 Railgun MkII, C19, Sz10+5,MD1

Mass Drivers, C500 Railgun MkIII, C22, Sz8+5, MD1

Mass Driver II, C800 Railgun MkIV, C22, Sz7+5, MD1

Mass Driver III,C1000

Railgun MkV, C22, Sz6+5, MD1

Singularity Driver,C1200

Singularity Driver, C28, Sz6+4,MD2

SB-A: Atlas Sling, MD7

Singularity driver II,C900

Singularity Driver II, C28, Sz7+4,MD2

Singularity Driver III,C800

Singularity Driver III, C28,Sz6+4, MD2

Singularity Driver IV,C1000

Singularity Driver IV, C28,Sz5+4, MD2

Nano Ripper, C150, Sz9+4,MD5

Graviton Driver,C2000

Graviton Driver, C33, Sz8+4,MD3

Graviton Driver II,C2400

Graviton Driver II, C33, Sz7+4,MD3

Graviton Driver III,C2500

Graviton Driver III, C33, Sz6+4,MD3

Psyonic Shredder28,C1000

Psyonic Shredder, C150,Sz9+4, MD10

Graviton Driver IV,C2600

Graviton Driver IV, C33, Sz5+4,MD3

SB-M: Graviton Sniper, C400,AttAssMD2

Quantum Driver,C4000

Quantum Driver, C37, Sz7+4,MD4

Quantum Driver II,C4200

Quantum Driver II, C37, Sz6+4,MD4

Quantum Driver III,C4400

Quantum Driver III, C37, Sz5+4,MD4

HD Spike Driver,C5000

HD Spike Driver, C37, Sz5+5,MD5

HD Spike Driver,C5200

HD Spike Driver II, C37, Sz4+4,MD5

HD Spike Driver III,C5300

HD Spike Driver III, C37, Sz3+4,MD5

HS Spke Driver IV,C5800

HD Spike Driver IV, C42, Sz4+4,MD6

Neutrino Bullets,C8000

Neutrino Bullets, C67, Sz6+4,MD9

SB-M: Neutrino Snipers, C500,AttAssMD4

Black Hole Gun,C8000

Black Hole Generator, C100,Sz6+4, MD16

Mass Driver TheoryCost : 100

28 This is a sub-branch and no further technologies follow this.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 16 10. October 2009

Description : Allows us to begin researching massdriver weapons.

Details : Mass drivers involve pushing high densityprojectiles (bullets) against our opponent'sarmor. We are now ready to move down thistrack.

Category : MD Requires : Space Weapons Model : antimatdrive0 AIValue : 10

Notes: Start of the gun branch of ship weapons.

MiniballsCost : 75 Description : Provides space-based railguns. Details : Railguns remain potent weapons. When

people think of mass drivers they think ofbullets. But that's really not the full story.

MiniBalls are the term civilians give to railgunsdue to the fact that the projectiles are so small.Conceptually simple, railguns use an electricmotor to accelerate conductive projectiles.Railguns have awesome piercing potential in alltheir forms. All mass driver weapons, at the endof the day, are merely forms of railguns.

MiniBalls make use of alumninum-basedprojectiles that are fired at a relatively low rate(5 to 10 rounds per minute). Despite this, againstships with little armor, this form of railgun canbe devastating.

Category : MD Requires : Mass Driver Theory Model : antimatdrive0 AIValue : 10

Unlocks: Sniper Turrets (SB)Miniballs II

Cost : 100 Description : A superior form of railgun. Details : It was thought that mass-drivers would

not be a weapon in interstellar warfare. A bullet,after all, travels at speeds measured by the speedof sound which, in space, is far too slow. Whatwasn't considered by many planners is that eventhough our opponents' ships travel fast, so doours. In battle, our ships can close in enough tomake use of their railguns with devastatingconsequences.

MiniBalls II, as they are so delicately called, isessentially identical to the first generationrailgun except that the electric motor used toaccelerate the projectile is significantly smaller,allowing us to fit more onto our ships.

Category : MD Requires : MiniBalls Model : antimatdrive0 AIValue : 10

Mass DriversCost : 500 Description : More potent, efficient railgun

weapon technology. Details : We have continued to refine our railgun

technology. The new mass driver technology hasallowed us to develop a new type of slug that hasless resistance than the previous alumnium-based technology. This has allowed us toincrease the rate of fire substantially whichallows them to do more damage. However, thishas been mostly offset by the fact that morerounds have to be stored on ships. The netimpact is that the new railgun uses a bit lessspace to achieve the same level of damage.

Ships that do not have armor will find that railgunsare a powerful weapon.

Category : MD Requires : MiniBalls II Model : antimatdrive0 AIValue : 8

Notes:

Mass Drivers IICost : 800

Description : Even more potent railgun weapontechnology.

Details : As long as you're sending us moneywe'll keep improving. The Mark II isessentially the same as the first generationexcept they use less space.

Category : MD Requires : Mass Drivers Model : antimatdrive0 AIValue : 8

Mass Drivers IIICost : 1000 Description : Latest generation of mass-driver

technology. Provides new railgun weapon. Details : These potent weapons take ever so

slightly less space than the previousgeneration. In the words of our researchcoordinator, "w00t."

The railgun continues to be surprisingly effectivein demonstrations. The new projectileprototype used during testing can pierce over75 meters of solid steel. Against ships thathave little or no serious armor this can beincredibly damaging.

Like previous generations, there continues to bethe situation where we take three stepsforward, two steps back. The new projectile,while more damaging per round, requires itsown 3 Terrawatt generator.

Category : MD Requires : Mass Drivers II Model : antimatdrive0 AIValue : 8

Singularity DriverCost : 1200 Description : A new form of mass driver attack. Details : Singularity drivers take massive

amounts of energy to create projectiles ofincredible density. They are quite lethal onenemy ships.

Like all mass-drivers, they are still effectively atype of railgun. For political reasons, we havehad to stop using the term "railgun" as manylaypeople think of projectile based weaponryas being primitive in an age of energyweapons and the like.

But make no mistake, in space, the ability to tossa high density, high speed projectile thatpierces most hulls on contact is worthinvestigating. The Singularity Driver is animpressive piece of engineering. While therate of fire has been lost from previousgenerations, the Singularity Driver maintains a20 to 30 rounds per minute ability with aprojectile that is surrounded by ionized heliumto form a bubble about the projectile. Theprojectile itself is heavily compressed in anionized energy field that enables it to domassive damage to enemy ships.

Category : MD Requires : Mass Drivers III Model : antimatdrive0 AIValue : 8

Unlocks: Atlas Sling (SB)Singularity Driver II

Cost : 900 Description : Improved, lethal mass driver attack

technology. Details : Singularity drivers take massive

amounts of energy to create projectiles ofincredible density. They are quite lethal onenemy ships.

Category : MD Requires : Singularity Driver Model : antimatdrive0 AIValue : 8

Singularity Driver IIICost : 800 Description : Advanced and very lethal mass

driver weapon that can rip enemy ships apart.

Details : Thanks to the miracle of science, we'vebeen able to shrink down the equipment requiredto make the Singularity Driver. The result is theability to mount more of them on our ships.

Category : MD Requires : Singularity Driver II Model : antimatdrive0 AIValue : 8

Singularity Driver IVCost : 1000 Description : The ultimate form of singularity

driver. Details : Others said it couldn't be done, but a few

extra billion proved them wrong with the MarkIV Singularity Driver.

Category : MD Requires : Singularity Driver III Model : antimatdrive0 AIValue : 8

Graviton DriverCost : 2000 Description : A new form of mass-driver attack. Details : Graviton drivers actually create a new,

unstable form of matter that would be right offthe periodic table. A graviton field is createdaround the projectile in order to keep the hyperdense structure intact. When it comes intocontact with the hull of another ship, the fieldcollapses and the matter returns to its normalstate.

The process of the matter changing back to itsnormal state causes immense amounts of kineticenergy to be unleashed.

Category : MD Requires : Singularity Driver IV Model : antimatdrive0 AIValue : 8

Graviton Driver IICost : 2400 Description : An improved mass driver attack

using graviton fields. Details : Improvements to the graviton field have

made this Mark II driver possible. Category : MD Requires : Graviton Driver Model : antimatdrive0 AIValue : 8

Graviton Driver IIICost : 2500 Description : A superior form of graviton field

based mass driver weapons. Details : Supercomputers have allowed us to tweak

the graviton field even further, giving us theMark III driver.

Category : MD Requires : Graviton Driver II Model : antimatdrive0 AIValue : 8

Graviton Driver IVCost : 2600 Description : Ultimate form of graviton-based

mass driver weaponry. Details : Thanks to economies of scale, and a

healthy research budget, we've perfected theGraviton Driver.

Category : MD Requires : Graviton Driver III Model : antimatdrive0 AIValue : 8

Unlocks: Graviton Snipers (SB)Psyonic Shredder

Cost : 1000 Description : A deadly though expensive weapon

system. Details : The Psionic Shredder is a particularly

nasty weapon system which suits ourdesires...perfectly...

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 17 10. October 2009

It is a mass driver that upon impacts emits apsionic pulse throughout the ship causing bothinternal structure and long-term damage to livingcell tissue. It is, arguably by the weak, a "terror"weapon, but it does the job nicely...

Category : MD Requires : Graviton Driver III Model : antimatdrive0 Alignment : Evil AIValue : 8

Quantum DriverCost : 4000 Description : A powerful new mass driver weapon.Details : Quantum drivers actually make use of our

knowledge of other dimensions. The Quantiumdriver creates a field that doesn't completelyexist in our dimension. When it strikes an enemyship, the field collapses and the mass that waspreviously in another dimension returns instantlycreating great amounts of damage.

Category : MD Requires : Graviton Driver IV Model : antimatdrive0

AIValue : 8 :

Quantum Driver IICost : 4200 Description : New form of mass driver. Details : Have you ever tried to contemplate extra

dimensions? It's enough to make your head spin!Thankfully all we need to know is that they helpmake our enemies go splat.

Category : MD Requires : Quantum Driver Model : antimatdrive0 AIValue : 8

Quantum Driver IIICost : 4400 Description : Ultimate Quantium Driver mass

driver weapon. Details : Analysis of the data from past use of the

Quantum Driver has allowed us to refine our useof the dimensional field. What this means is thatwe can now fit more of these weapons onto ourships since they take up less space.

Category : MD Requires : Quantum Driver II Model : antimatdrive0 AIValue : 8

HD Spike DriverCost : 5000 Description : High Density Spike Drivers - a new

form of mass driver weapon. Details : Spike Drivers have been theorized for a

long time but never thought to be practical. Theyrequire incredible amounts of energy in order tocreate. In essence, a Spike Driver is lot likesending a miniature dwarf star at an enemy.

Category : MD Requires : Quantum Driver III Model : antimatdrive0 AIValue : 8

HD Spike Driver IICost : 5200 Description : New form of spike driver weapon. Details : Thanks to advances in our power systems,

we've been able to reduce the size required forthe HD Spike Driver's generators.

Category : MD Requires : HD Spike Driver Model : antimatdrive0 AIValue : 8 :

HD Spike Driver IIICost : 5300 Description : Superior form of mass driver weapon

that causes great harm to enemy ships.

Details : At the press conference announcing ournew Mark III HD Spike Driver, severalmembers of the audience thought we weretalking about a new beverage. Apparently,they ended up in the wrong conference centerduring an all-night caffeine binge. In any case,this updated Spike Driver features more sizereductions.

Category : MD Requires : HD Spike Driver II Model : antimatdrive0 AIValue : 8

HD Spike Driver IVCost : 5800 Description : The ultimate Spike Driver weapon.Details : Shooting stars were once thought of as

ways to make wishes come true on old Earth.On Drengi, they were viewed as potential waysto blast people. Turns out the Drengin wereright, as the ultimate form of Spike Driverproves nicely.

Category : MD Requires : HD Spike Driver III Model : antimatdrive0 AIValue : 8

Neutrino BulletsCost : 8000 Description : The ultimate mass-driver

weaponry. Details : Neutrino bullets don't even exist. At

least, they don't exist in our space-timecontinuum. The weapon itself is not made ofneutrinos. Neutrinos are simply the evidencethat this new form of weapon even exists. Themass involved is so immense that the weaponsthemselves could not be stored in ourdimension on a ship, the mass would simplymake the energy requirements for the ship tomove too great.

Instead, the weapons are held in a special fieldthat exists outside our normal dimension.When fired, they make virtually no soundother than a weird "pluck" sound. When theycome into contact with another significantmass, the weapon reforms from anotherdimension causing lethal damage.

Category : MD Requires : HD Spike Driver IV Model : antimatdrive0 AIValue : 8

Unlocks: Neutrino Snipers (SB)Black Hole Gun

Cost : 8000 Description : Ultimate mass driver weapon. Details : We have previously experimented with

mass driver technologies that are effectivelylike sending tiny white dwarf stars at ourenemies. We have since discovered the BlackHole Gun. It fires projectiles that have anenergy field about them that is so powerfulthat it warps space slightly from its owngravity soon after being fired.

The black hole gun then rips apart enemy shipsonce it comes into contact with the enemyship.

Category : MD Requires : Neutrino Bullets Model : antimatdrive0 AIValue : 8

Notes: The end of the line.

SECTION 5.4 MISSILEWEAPONS

Technology29 Unlocks

Galactic Warfare,C25, Mil10

-

29 Technologies listed in order of development order.

Technology Unlocks

Space Militarisation,C50, Mil10

-

Space Weapons,C150

Particle Beam, C25, Sz14+10,B1

SB-A: Battle Stations, C200, B1,M1, MD1

SB-A: Devastation Beam, B7SB-7: Fighter Drones, C300,

AttAssB1

Missile WeaponTheory, C100

Sparrow,C16,Sz15+3,M1SB-M: Missile

Launchpads,C300,AttAssM1

Stinger, C150 Stinger, C50, Sz18+3, M2

Stinger II, C300 Stinger II, C50, Sz16+3, M2

Stinger III, C400 Stinger III, C51, Sz14+3, M2

Stinger IV, C800 Stinger IV, C51, Sz12+3, M2

Harpoon, C1200 Harpoon, C55, Sz11+3, M3

Harpoon II, C800 Harpoon II, C55, Sz10+3, M3

Harpoon III, C900 Harpoon III, C55, Sz9+3, M3

Psionic Missle30, C600 Psionic Missle, C100, Sz10+3,M6

Photonic Tordedo,C1600

Photonic Torpedo, C55,Sz10+2, M4

Photonic Torpedo II,C1200

Photonic Torpedo II, C55,Sz9+2, M4

SB-M:Sub-Space Warheads,C400, AttAssM2

Photon Torpedo,C2400

Photon Torpedo, C55, Sz9+2,M5

Photon Torpedo II,C2800

Photon Torpedo II, C55, Sz8+2,M5

Photon Torpedo III,C3000

Photon Torpedo III, C55, Sz9+2,M6

Anti-Matter Torpedo,C5000

Anti-Matter Torpedo, C55,Sz9+2, M7

Anti-Matter TorpedoII, C5200

Anti-Matter Torpedo II, C66,Sz9+2, M8

Anti-Matter TorpedoIII, C5400

Anti-Matter Torpedo III, C66,Sz8+2, M8

Quantum Torpedo,C6000

Quantum Torpedo, C80, Sz9+2,M9

Quantum Torpedo II,C6200

Quantum Torpedo II, C70,Sz9+2, M10

Quantum Torpedo III,C6800

Quantum Torpedo III, C70,Sz8+2, M10

Positronic Torpedo,C7000

Positronic Torpedo, C70, Sz9+2,M11

Positronic Torpedo II,C8000

Positronic Torpedo II, C70,Sz11+2, M15

Blackhole Eruptor,C9000

BlackholeEruptor, C160,Sz11+2, M25

SB-M:Blackhole Torpedo, C500,AttAssM4

SB-A:Matter Detinators-',M7

Missile Weapon TheoryCost : 100 Description : Allows us to begin researching

missile weapons. Details : Missiles differ from mass drivers in a

critical area - they contain explosive warheads.They do their damage not from the impact butfrom the energy they release that is stored as partof the missile.

30 This is a sub-branch and no further technologies follow this.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 18 10. October 2009

Category : Missile Requires : Space Weapons Model : photons0 AIValue : 10

Unlocks: Missile Launchpads (SB)Notes: Start of the missile ship weapons branch.

StingerCost : 150 Description : Missile weapon technology. Details : The continuing challenge with space-

based missile weapons has to do with speed.Missiles tend to cause damage because theynearly always hit exactly where you fire themdue to their guidance systems.

The Stinger missile is very expensive to constructbut does twice as much damage as any otherweapon class of a similar generation.

The Stinger missile project has been a verycontroversal project within the politicalcommunity. The idea of arming ships with high-yield warheads that could potentially be usedagainst cities has created a great deal ofresistance to the entire missile developmentproject.

One of the areas we have worked towards is tocreate warheads that are conventional in nature(i.e., non-nuclear, non-fusion based warheads).The Stinger, like all missile based systems, isvery good against ships without defense. Butmissiles are also relatively cheap to defendagainst. They can be blocked with chaff orinterfered with through electronic countermeasures (ECM). They can also be literally shotdown with point defenses.

So while the advantage of missiles is that theycause more damage than other weapons, thetechnologies to counter them tend to be cheap.However, against enemies with little defenseagainst missiles, the Stinger and we suspect itsdescendants will be quite lethal.

Category : Missile Requires : Missile Weapon Theory Model : photons0 AIValue : 10

Stinger IICost : 300 Description : Improved missile-based ship weapon.Details : Our scientists continue to find new ways

to make these marvelous missile weaponssmaller so that we can fit more onto our ships.

Category : Missile Requires : Stinger Model : photons0 AIValue : 10

Stinger IIICost : 400 Description : Enhanced missile weapon. Details : The Stinger III represents the latest

generational upgrade to the Stinger based anti-ship technology. The guidance system is stillradar-based, which is something we continue totry to work around.

However, the Stinger III's radar system is now localto the missile and requires no additional spaceon the ship. As a result, the Stinger III usessomewhat less space than its ancestors.

Category : Missile Requires : Stinger II Model : photons0 AIValue : 8

Stinger IVCost : 800 Description : Last generation of the Stinger-class

missile weapon system. Details : Refinements in the explosive material we

use gives us the ability to keep the sameexplosive yield while shrinking down the size ofthe missile itself.

Category : Missile Requires : Stinger III Model : photons0

AIValue : 8 Harpoon

Cost : 1200 Description : A new form of missile weapon. Details : Harpoon class missile weapons make

use of a new guidance system and improvedwarhead to do more damage to enemy ships.

The elimination of standard radar makes theHarpoon more effective against various kindsof countermeasures. The Harpoon alsoincreases its range to over 1700km (theStingers range was 1200km).

One of the biggest improvements in the Harpoonmissile is that its new warhead causes a greatdeal more damage thanks to a new type ofconventional explosive used.

Category : Missile Requires : Stinger IV Model : photons0 AIValue : 8

Harpoon IICost : 800 Description : Improved missile weapon

technology. Details : Harpoon class missile weapons make

use of a new guidance system and improvedwarhead to do more damage to enemy ships.

Category : Missile Requires : Harpoon Model : photons0 AIValue : 8

Harpoon IIICost : 900 Description : Advanced missile weapon

technology. Details : Much as we did for the Stinger missile

system at its pinnacle, we've managed toshrink down the mass of the explosivematerial used for the Harpoon missile, whilemaintaining its ability to blow our enemies up.

Category : Missile Requires : Harpoon II Model : photons0 AIValue : 8

Pysonic MissileCost : 600 Description : These vile weapons are cruel and

damaging. Details : Our civilization understands that in

war, there are no rules. Psionic weapons workby hitting the hull and putting out a psionicwavelength that damages the ship but causesthe crew debilitating agony that never goesaway. It doesn't necessarily kill, but they'llwish they were dead.

Category : Missile Requires : Harpoon III Alignment : Evil Model : photons0 AIValue : 8

Photonic TorpedoCost : 1600 Description : New missile weapon technology. Details : Photonic torpedoes solve much of the

problem of speed on previous missilegenerations. They act almost like bolts ofenergy but have a guided warhead within theenergy field. The result is a weapon that ismuch faster but just as accurate as previousgeneration missile weapons.

Category : Missile Requires : Harpoon III Model : photons0 AIValue : 8

Photonic Torpedo IICost : 1200 Description : Improved Photonic-based missile

technology. Details : By improving the guidance system,

we've come up with these refined PhotonicTorpedoes.

Category : Missile Requires : Photonic Torpedo Model : photons0 AIValue : 8

Unlocks: Sub-Space Warheads (SB)Photon Torpedo

Cost : 2400 Description : Next generation missile weapon. Details : Photon torpedoes are similar to Photonic

weapons except that they make use of a newenergy field to surround the warhead. The resultis that the warhead supports variable yields.

Category : Missile Requires : Photonic Torpedo II Model : photons0 AIValue : 8

Photon Torpedo IICost : 2800 Description : Superior photon-based missile

weapon. Details : We have decreased the size necessary to

generate the sub-space field about a photontorpedo. As a result, this missile weapon uses farless space.

Category : Missile Requires : Photon Torpedo Model : photons0 AIValue : 8

Photon Torpedo IIICost : 3000 Description : Ultimate Photon Torpedo weapon. Details : Last generation we managed to shrink the

sub-space field generator, for the Mark IIIPhoton Torpedo we've done the same for thewarhead.

Category : Missile Requires : Photon Torpedo II Model : photons0 AIValue : 8

Anti-Matter TorpedoCost : 5000 Description : Powerful missile weapon technology.Details : Anti-matter torpedoes take advantage of a

new type of warhead that mixes matter and anti-matter upon impact with an enemy ship, causinga great deal of damage.

Category : Missile Requires : Photon Torpedo III Model : photons0 AIValue : 8

Anti-Matter Torpedo IICost : 5200 Description : Improved missile weapon. Details : The largest component of the anti-matter

torpedo is the magnetic bottle system that keepsthe system intact before reaching its target. Byrefining this, we've been able to decrease thetotal size of the weapon.

Category : Missile Requires : Anti-Matter Torp Model : photons0 AIValue : 8

Anti-Matter Torpedo IIICost : 5400 Description : Improved missile weapon. Details : Further refinements to the torpedo have

allowed us to shrink the size of the anti-mattertorpedo even more.

Category : Missile Requires : Anti-Matter Torp II Model : photons0 AIValue : 8

Quantum TorpedoCost : 6000 Description : Lethal new missile weapon

technology.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 19 10. October 2009

Details : Quantum Torpedoes make use of sub-space itself for their damage. When a quantumtorpedo nears its target, it creates a micro-ripplein subspace which has the effect of turning anymatter in that ripple into energy - such as anenemy ship's hull.

Category : Missile Requires : Anti-Matter Torp III Model : photons0 AIValue : 8

Quantum Torpedo IICost : 6200 Description : Improved quantum-based missile

weapon. Details : Thanks to a better understanding of

quantum entanglement, we've managed toreduce the size of the Mark II Quantum Torpedo.

Category : Missile Requires : Quantum Torp Model : photons0 AIValue : 8

Quantum Torpedo IIICost : 6800 Description : Ultimate quantum-based weapon

technology. Details : "Margaritas all around!" - Last words of

the quantum research team before their workblew up in their faces. Luckily for us, the datawas stored in the mainframe, so we get to benefitfrom this ultimate Quantum Torpedo system.

Category : Missile Requires : Quantum Torp II Model : photons0 AIValue : 8

Positronic TorpedoCost : 7000 Description : Powerful missile weapon technology.Details : Positronic torpedoes work on the same

principle as Quantum torpedos except that theyconvert matter into energy in a larger area,making them particularly deadly.

Category : Missile Requires : Quantum Torp III Model : photons0 AIValue : 8

Positronic Torpedo IICost : 8000 Description : Improved positron-based missile

technology. Details : Positrons are the anti-matter version of

electrons. They are used in this case to helpcreate a ripple in subspace which tends to createa chain reaction on matter in the positiveuniverse. To make a long story short, they are apowerful missile weapon.

Category : Missile Requires : Positronic Torp Model : photons0 AIValue : 8

Blackhole EruptorCost : 9000 Description : Ultimate Missile weapon. Details : The Black Hole Eruptor is so powerful

that it's hard to really classify it as a particularweapon type. What makes it technically amissile is that it has a guidance system and thatits damage is not kinetic based (like a massdriver).

The Blackhole Eruptor is a missile weapon in thatwhen it reaches close proximity with its target,the weapon actually forms a temporary blackhole near the enemy ship. It is frighteninglypowerful as a weapon and must be used withextreme care.

Category : Missile Requires : Positronic Torp II Model : photons0 AIValue : 8

Unlocks: Matter Detonators (SB) Blackhole Torpedo (SB)Notes: The end of the line.

SECTION 6.0 -GALACTIC WARFARE –SPACE DEFENCEBRANCH (PURPLE)SECTION 6.1 DEFERNCEWEAPONS

Technology31 Unlocks

Starship Defenses,C50, Def10

Armor Plating, C3, Sz10+20,A1

SB-M:Protection Fields-', C100DefAssS1, DefAssA1,

DefAssPD1

Starship DefensesCost : 50 Description : Gives us access to technologies

that will help us put defenses on our ships. Details : Just waiting for us out in the

depths are space are hostile aliens armed withelectric death bent on wiping us out. Some saythat a good defense is a strong offense, butthose people aren't here right now are they?No. They're probably out there, trying to attackpeople only to realize that sometimes a gooddefense is actually a good defense. Equippingour ships with defensive technologies will helpthem survive the hostile environments of spaceand more importantly, lower the insurancecosts on our ships.

We've got three types of defenses in mind.You've got good old-fashioned armor. Youknow, like what knights used to wear butbetter. Various composite materials that weput on our ships that help us absorb damage,particularly from high-density attacks such asmass drivers. We've also theorized aboutenergy based defenses called shields. These"shields" would essentially act as an energyfield around our ships that absorb damage,particularly from energy based attacks such asbeam weapons. And lastly, there's pointdefense. Not a very good name is it? Pointdefense? Marketing is working on that. Iprefer to call it "Anti-Missile Defense" myselfbut whatever. Point defense is designed toshoot out small bits to knock out fragileweapons with explosive heads like missiles,and protect us from getting hit in the firstplace.

Now that we've thought of these wonderfuldefenses, we must start researching themindividually. Which is good! Well, good for usin the defense research community who needthe research grants.

Category : Military DefenseAbility : 10 Requires : Space Militarization Model : bistront0 AIValue : 15

Unlocks: Protective Fields (SB)Notes: Path to all of the ship defenses for research.

SECTION 6.2 SHIELDDEFENCEThese Defences counter BEAM weapons.

31 Technologies listed in order of development order.

Technology32 Unlocks

Starship Defences,C50, Def10

Armour Plating, C3, Sz10+20,A1

SB-M:Protection Fields-', C100DefAssS1, DefAssA1,

DefAssPD1

Shield DefenceTheory, C80

-

Deflectors, C90 Deflectors, C30, Sz9+4, S1

Enhanced Deflectors,C130

Enhanced Deflectors, C39,Sz8+4, S1

Advanced Deflectors,C300

Advanced Deflectors, C30,Sz6+4, S1

Superior Deflectors,C400

Superior Deflectors, C30,Sz4+4, S1

Shields, C500 Shields, C50, Sz6+3, S2

Shields II, C600 Shields II, C50, Sz5+3, S2

Shields III, C650 Shields III, C50, Sz4+3, S2

SubspaceRebounder33, C200,

Def5

Subspace Re-Bounder, C60,Sz6+, S5

Barriers, C1000 Barriers, C55, Sz3+3, S2

Barriers II, C900 Barriers II, C60, Sz4+3, S3

Barriers III, C1000 Barriers, C60, Sz3+3, S3

Dynamic Shielding34,C300, Def5

Dynamic Shields, C120, Sz4+6,S6

Force Fields, C1500 Force Fields, C80, Sz4+2, S4

Advanced ForceFields, C1500

Advanced Force Fields, C90,Sz5+2, S5

SB-A:Invulnerability Bloom-',S16

Superior Force Fields,C1500

Superior Force Fields, C90,Sz4+2, S5

Invulnerability ForceFields, C2000

Invulnerability Force Fields,C100, Sz4+2, S6

Invulnerability ForceFields II, C2000

Invulnerability Force Fields II,C100, Sz3+2, S6

UltimateInvulnerability, C2500

Ultimate Invulnerability, C140,Sz3+2, S9

Shield Defense TheoryCost : 80 Description : Allows us to begin researching

various types of shield defenses. Details : Shield defense is good. It keeps us from

getting hit with stuff. And junk. Look, marketinghas the day off and someone had to finish thedescription.

Category : Shields Requires : StarshipDefenses Model : sheilds0 AIValue : 4

Notes: Research shield defenses to counter ships withbeam weapons.

DeflectorsCost : 90 Description : Enables us to add deflectors to our

ships.

32 Technologies listed in order of development order.

33 This is a sub-branch and no further technologies follow this.

34 This is a sub-branch and no further technologies follow this.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 20 10. October 2009

Details : The development of high-powered energyweapons, like photons and phasers, hasgradually rendered physical missile devicesobsolete. A new method of protection has beendeveloped to prevent ships from being mauledby energy weapons. Deflectors useelectromagnetic energy to shift the path of theseenergy weapons by a few degrees, limiting thedamage they inflict.

Category : Shields Requires : Shield Defense Theory Model : sheilds0 AIValue : 15

Enhanced DeflectorsCost : 130 Description : Better deflectors. Details : These are better than the standard

deflectors in theory. In reality, they're not somuch better but rather more optimized. So theyprotect the same but they use slightly less space.Deflectors are a rather bulky technology.

Category : Shields Requires : Deflectors Model : sheilds0 AIValue : 4

Advanced DeflectorsCost : 300 Description : Deflectors that use less space. Details : The problem with deflectors, as a

technology, is that they're bulky. Deflectorssimply use a lot of space on a ship. They have toactually generate an energy field around the shipto absorb damage from beam weapons. Wecontinue to enhance our development techniquesand the result has been these advanceddeflectors.

Category : Shields Requires : EnhDeflectors Model : sheilds0 AIValue : 4

Superior DeflectorsCost : 400 Description : Will let us add Deflectors Mark IV to

our ships. Details : This is where deflectors top off. Simply

put, this is about as small as we can make them.The next step is to make them roughly the samesize but more powerful.

Category : Shields Requires : ADvDeflectors Model : sheilds0 AIValue : 4

ShieldsCost : 500 Description : Will enable us to add shield based

energy defenses to our ships. Details : While attending a retro-theme party based

on television shows from Earth's 20th century,Brakham Nordstrom was struck by the idea thatdeflector technology could be extended to blockdifferent types of energy more effectively. Withinverted tachyon pulses used in a steady stream,virtually all the output of energy weapons couldbe blocked, if only for a short period of time.This observation led to the formation of hiscompany, General Dynometrics, which won themajority of the next set of planetary defensecontracts. Unfortunately, the company wentbankrupt before any subsequent research couldbe completed.

Category : Shields Requires : Superior Defs Model : sheilds0 AIValue : 5

Shields IICost : 600 Description : More advanced shields use less space

while delivering the same level of protection.

Details : It's not very glorious working on aderivative project, but former Mitrosoftengineer Kamber Valeth says that he's used toit. Throughout the years, Kamber has workedon a wide variety of technologies that werederivative of other companies before cominghere to work on defense technologies. ShieldsMark II aren't so much better than Mark I, butuse slightly less space.

Category : Shields Requires : Shields Model : sheilds0 AIValue : 4 :

Shields IIICost : 650 Description : Mark III shields use even less

space than previous generations of shieldtechnology.

Details : Simply put, shields are pretty neat.They aren't terribly good in terms of savingspace. But they do protect against damagequite well, particularly from beam weapons.The Mark III shield unit uses substantially lessspace on a ship than previous generations,thus allowing for more important items to beplaced on board.

Category : Shields Requires : Shields II Model : sheilds0 AIValue : 4

Subspace RebounderCost : 200 Description : The Subspace Rebounder is

expensive but provides enhanced protection. Details : The Subpsace Rebounder was

found as a kind of fluke. While researchingShields III, one of our most brilliant scientists,who happens to be phsyically disabled, cameup with the idea of an energy field thatrebounds energy into a slightly different anglethat allows our shield technology to have toabsorb less of the blast.

In effect, it causes energy weapons to nearlymiss. It is more expensive, by far, because itstill requires the full cost of including shields,but it doesn't use any more space.

Category : Shields Requires : Shields III Model : sheilds0 Alignment : Good DefenseAbility : 5 AIValue : 4

BarriersCost : 1000 Description : Remember shields? These are even

better! Details : Barriers are similar to shields in that

they do create an energy field that dispersesbeam weapons. But barriers, unlike shieldsand deflectors before them, don't just deflect,they literally take some of that energy andmake it part of the shield effect. This makesthem far more effective.

Category : Shields Requires : Shields III Model : sheilds0 AIValue : 14

Barriers IICost : 900 Description : Better than Barriers I. Details : No really, this time we have got barriers

down pat. Category : Shields Requires : Barriers Model : sheilds0 AIValue : 4

Barriers IIICost : 1000 Description : The final Barrier-based shield

defense.

Details : We have maxed out the barriertechnology. However, our scientists theorize thatthey can now build force fields which are similarto barriers, except that they essentially block thebeam weapon energy coming in nearlycompletely...

Category : Shields Requires : Barriers II Model : sheilds0 AIValue : 4

Dynamic ShieldingCost : 300 Description : Moving shields into a concentrated

area where the beam weapon hits. Details : Dynamic shielding is considered by some

to be impractical because of the costs inimplementing it, but we want to make sure ourmilitary planners have this option. Dynamicshielding directs barriers to intersect beamweapons. It requires immensely powerfulcomputers to manage - hence the cost - butprovides superior defensive capability.

Category : Shields Requires : Barriers III Alignment : Good Model : sheilds0 DefenseAbility : 5 AIValue : 4

Force FieldsCost : 1500 Description : Directed shield defense technology. Details : Force fields are similar to shields in many

respects. However, unlike shields, force fieldsinvolve advanced computer technology to directthe full shield energy to protect the impact pointon the ship from the beam impact. It is likemaximizing one's shield protection at the verypoint where the beam attack is intersecting withthe ship.

Category : Shields Requires : Barriers III Model : sheilds0 AIValue : 14

Advanced Force FieldsCost : 1500 Description : Improved force field defense. Details : Advanced, by the very name, means

better than what we had before. Advanced forcefields involve a more sophisticated computer todetect the weapon intersection point and tightenthe field energy concentration at that point.

Category : Shields Requires : Force Fields Model : sheilds0 AIValue : 4

Unlocks: Invulnerability Bloom (SB)Superior Force Fields

Cost : 1500 Description : The ultimate force field protection. Details : This technology pinpoints a beam attack

and focuses all of our defense shieldingtechnology onto that quantum point to maximizeour defensive value.

Category : Shields Requires : Advanced Force Fields Model : sheilds0 AIValue : 4

Invulnerability FieldCost : 2000 Description : Provides nearly complete protection

against all but the most advanced attacks. Details : Step right up, here's some

"invulnerability" (trademark). Theinvulnerability field will provide nearly completedefense against all beam attacks. Only the mostadvanced beam attacks can pass through thenearly instant pin-point protection of aninvulnerability field. Against other types ofweapons, it still provides reasonable protection.

Category : Shields Requires : Superior Force Fields

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 21 10. October 2009

Model : sheilds0 AIValue : 4

Invulnerability Field IICost : 2000 Description : Enhanced energy protection against

beam weapons. Details : The roman numeral behind the name of

the technology isn't for nothing. It means it'seven better. Better as in, you know...look, wouldyou just sign here so we can get our researchgrant? We have ideas for an even better versionof this which we'llcall...um...super...um...ultimate...invulnerability.We can now protect our ships better than ever.

Category : Shields Requires : Invulnerability Field Model : sheilds0 AIValue : 4

Ultimate InvulnerabilityCost : 2500 Description : The most advanced beam protection

available. Details : This is it. We're done. If you can find a

better beam weapon protection system, you buyit, because this really is it. If you get shot, it's notour fault. It's because you didn't install thesystem correctly. I mean, this is really quiteimpressive. The angels sing when you enablethis system on our ships.

Category : Shields Requires : Invulnerability Field II Model : sheilds0 AIValue : 4

Notes: The end of the line

SECTION 6.3 ARMOURDEFENCEThese Defences counter MASS DRIVER (GUN)weapons.

Technology35 Unlocks

Starship Defences,C50, Def10

Armour Plating, C3, Sz10+20,A1

SB-M:Protection Fields-', C100DefAssS1, DefAssA1,

DefAssPD1

Armour Theory, C80 -

Titanium Armour, C80 Titanium Armour, C30, Sz6+4,A1

Titanium Armour II,C190

Titanium Armour II, C30, Sz5+4,A1

Titanium Armour III,C300

Titanium Armour III, C30,Sz4+4, A1

Duranthium Armour,C400

Duranthium Armour, C50,Sz7+3, A2

Duranthium Armour II,C400

Duranthium Armour II, C50,Sz6+3, A2

Duranthium ArmourIII, C500

Duranthium Armour III, C50,Sz5+3, A2

Sup Durant, C70, Sz5+3, A4

Tri-Strontium Armour,C600

Tri-Strontium Armour, C70,Sz7+3, A3

Amorian BattleArmour36, C500

Amorian Nattle Armour, C140,Sz4+4, A6

Enhanced Tri-Strontium Armour,

C600

Tri-Strontium Armour II, C70,Sz6+3, A3

Superior Tri-StrontiumArmour, C600

Tri-Strontium Armour III, C70,Sz5+3, A3

35 Technologies listed in order of development order.

36 This is a sub-branch and no further technologies follow this.

Technology Unlocks

Kanvium, C900 Kanvium, C80, Sz6+3, A4

Kanvium II, C1000 Kanvium II, C90, Sz5+3, A5

Kanvium III, C1000 Kanvium II, C100, Sz4+3, A5

Duralthene Armour,C1500

Duralthene Armour, C110,Sz6+2, A6

AdamantiumArmour, C1500

Adamantium Armour, C110,Sz6+2, A7

Adamantium ArmourII, C2000

Adamantium Armour II, C120,Sz5+2, A7

UltimateAdamantium

Armour, C2500

Ultimate Adamantium Armour,C120, Sz4+2, A7

Zero Point Armour,C2500

Zero-Point Armour, C140,Sz3+2, A10

SB-A:Overlord Armour-', A16

Armour TheoryCost : 80 Description : Allows us to begin researching

various types of armor. Details : Armor is good. Armor keeps us from

going "blooie" when someone shoots at us. Orthrows a rock at us. Or when we run into spacedebris, which can happen. Yep, all kinds ofbad things can happen out here in the cold,black depths of space. All alone. Except forthe other species who've decided they'd rathersee us dead. Yep. All kinds of hazards outhere. Is anyone else cold? Let's get some lightson, shall we? I want my mommy.

Category : Armor Requires : StarshipDefenses Model : controlgrav0 AIValue : 15

Notes: Research armor if you wish to counter shipsusing mass driver (Gun) based weapons.

Titanium ArmourCost : 80 Description : This armor technology will help

prevent damage from mini-balls and othermass driver technologies.

Details : Titanium armor is our first crack atputting up defenses against mass drivers. Massdrivers are basically space-based bullets.That's an oversimplification since mass driversare shot using a Hyperdrive assisted gun, sowe are talking very, very fast bullets.

The only defense we have come up with so far isgood old fashioned armor. Bullets go rightthrough shields with only a modest impact andanti-missile defenses can only slow massdrivers down a bit. Armor is our best betagainst the deadly mass driver weapons.

Category : Armor Requires : Armor Theory Model : bistront0 AIValue : 15

Titanium Armor IICost : 190 Description : Improved defense against mass-

driver weapons. Details : A further advance in mass-driver

defense has been found. This new armor willhelp absorb damage from enemy weapons. Ithas a lesser effect on beam or missileweapons.

Category : Armor Requires : Titanitum Armor Model : bistront0 AIValue : 5

Titanium Armor IIICost : 300 Description : The top of the line Titanium based

armor.

Details : The very best that titanium-based armorcan offer. Thanks to new compressiontechniques, we've managed to shrink this form ofarmor to the smallest size our universe willallow. Still not great against beam or missileweapons though.

Category : Armor Requires : Titanium Armor II Model : bistront0 AIValue : 4

DuranthiumCost : 400 Description : A new, superior type of armor against

mass drivers. Details : Duranthium is a new type of armor that is

made up of all kinds of composite metals andnon-metals to form a material that is neitherbrittle nor particularly giving. Duranthiumabsorbs much of the kinetic energy from mass-drivers which vastly decreases the amount ofdamage that a given mass driver can do.

Category : Armor Requires : Titanium Armor III Model : bistront0 AIValue : 4

Duranthium IICost : 400 Description : A superior form of duranthium. Details : This new type of armor improves the

ability of ships equipped with it to sustaindamage from mass-driver weapons.

Category : Armor Requires : Duranthium Model : bistront0 AIValue : 3

Duranthium IIICost : 500 Description : The ultimate form of duranthium. Details : We've perfected our manufacturing of

duranthium. This is the pinnacle of armordefense technology. At least for now...

Category : Armor Requires : Duranthium II Model : bistront0 AIValue : 15

Tri-StrontiumCost : 600 Description : A new type of material for defending

against mass-driver attacks. Details : Our scientists have grown concerned

about mass drivers that actually make use ofwarped space to enhance their damage. Tri-Strontium is a material so advanced it's a littlebit frightening.

As a material, it makes use of three different typesof strontium, a new type of composite material.When any of the three types of strontium isimpacted by a hyper-dense mass (like a massdriver weapon) at high velocity, the other twolayers vibrate at the molecular level to effectivelyrebound much of the force from the mass driver.

Category : Armor Requires : Duranthium III Model : bistront0 AIValue : 3

Arnorian Battle ArmorCost : 500 Description : Incredibly potent armor that is

expensive but provides excellent protectionagainst mass-drivers.

Details : The Arnor are long gone, but this oncevast interstellar empire has left some traces of itsexistence. We managed to find a vault on adistant moon that contained a vast amount of amaterial that looked like it was organic, but wasclearly a type of armor. We have managed coaxit in our lab to grow into a complete ship-scaleset of armor.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 22 10. October 2009

The armor is very expensive to create since theoriginal stock of it was so small. We also won'tbe able to improve upon it since we have verylittle concept on how organic armor works andaren't likely to figure it out any time soon.

Category : Armor Requires : Tri-Strontium Model : bistront0 AIValue : 3 HitpointsAbility : 5 Alignment : Good

Enhanced Tri-StrontiumCost : 600 Description : Better than just plain old Tri-

Strontium. Details : Now with a minty fresh scent! Category : Armor Requires : Tri-Strontium Model : bistront0 AIValue : 3

Superior Tri-StrontiumCost : 600 Description : More protection from mass-driver

weaponry. Details : This new type of armor improves the

ability of ships equipped with it to sustaindamage from mass-driver weapons.

Category : Armor Requires : Enhanced Tri-Strontium Model : bistront0 AIValue : 3

KanviumCost : 900 Description : Advanced armor against mass driver

weapons. Details : Kanvium replaces Tri-Strontium armor.

It's a whole new concept in armor technology.The way Kanvium works is that when a high

velocity mass impacts it, it actually causes achain reaction at the molecular level in whichthe material becomes almost fluid and distributesthe energy across the entire surface. When thatenergy is dissipated, the material returns to itsprevious state.

Category : Armor Requires : Superior Tri-Strontium Model : bistront0 AIValue : 3

Kanvium IICost : 1000 Description : We have learned to fabricate

Kanvium armor in such a way that it uses lessmass. We shall continue to do so.

Details : This new type of armor improves theability of ships equipped with it to sustaindamage from mass-driver weapons.

Category : Armor Requires : Kanvium Model : bistront0 AIValue : 3

Kanvium IIICost : 1000 Description : We have learned to fabricate

Kanvium armor in such a way that it uses evenless mass. We shall continue to do so.

Details : Kanvium's ultimate evolution. It takes lessspace than ever before, but can still accept thebeating we demand of it.

Category : Armor Requires : Kanvium II Model : bistront0 AIValue : 3

Duralthene ArmorCost : 1500 Description : A new, superior form of mass-driver

protection.

Details : Duralthene armor is our prototypeattempt to create a type of armor making useof a new element called Adamantium.Adamantium doesn't exist naturally. Rather, itis a derivative of an extremely rare elementfound occasionally in asteroids that have beenrecently struck by large comets.

Adamantium is the result of taking that rarematerial and subjecting it to an intense energyfield. The result is a material that actually isn'tcompletely in-sync with normal space.Duralthene armor is essentially taking the oldTri-Strontium alloy and coating it with traceamounts of this Adamantium material.

When a mass driver comes into contact with theAdamantium, the material of the mass driveris dissipated into the sub-dimensions of theAdamantium. It's difficult to explain but mostof the mass is instantly moved out of ournormal space and into a slightly out of syncdimension. The remaining material of themass driver weapon is then absorbed throughthe traditional Tri-Strontium alloy.

Category : Armor Requires : Kanvium III Model : bistront0 AIValue : 3

Adamantium ArmorCost : 1500 Description : The ultimate technology for

protecting against mass drivers. Details : Adamantium armor is our full effort to

create a material that isn't really all here.Adamantium armor, once formed, cannot bealtered. It takes frightening amounts of energyto create from its natural elements. Oncecreated, it holds onto its existence through anenergy field that cycles through severaldifferent dimensions.

When Adamantium armor is struck by massdriver weapons, most of that mass driver shotgets teleported (literally) into several differentdimensions. Only a fraction of the originalmass is left to expend its kinetic energyagainst our ships.

Category : Armor Requires : Duralthene Armor Model : bistront0 AIValue : 5

Adamantium Armor IICost : 2000 Description : Provides a new ship component

that increases the mass driver defense of shipsequipped with it.

Details : This new type of armor improves theability of ships equipped with it to sustaindamage from mass-driver weapons.

Category : Armor Requires : Adamantium Armor Model : bistront0 AIValue : 3

Ultimate Adamantium ArmorCost : 2500 Description : The final frontier for Adamantium

armor. Details : Ultimate Adamantium represents this

type of armor's ultimate evolution. From hereit's on to bigger and better things.

Category : Armor Requires : Adamantium II Model : bistront0 AIValue : 3

Zero-Point ArmorCost : 2500 Description : The final defense against mass-

driver weapons.

Details : Zero-Point armor doesn't exist. That is,once it is attached to a ship and then enabled, itis difficult to even detect that it exists usingnormal sensors. It is not a stealth material(unfortunately). Rather, it is almost likewrapping a black hole around a ship.

Zero-Point armor doesn't create a gravitation fieldby default. Instead, it creates a reversegravitational field based on reacting to force.The greater the force impact on the armor, themore reverse gravitational force is created. ZeroPoint armor has a nearly infinite potential forrefracting kinetic mass impacts. The net effect isthat when struck by mass driver weapons, theyliterally bounce off harmlessly.

Category : Armor Requires : Ultimate Adamantium Model : bistront0 AIValue : 5

Unlocks: Overload Armor (SB) Zero-Point Armor (SC)Notes: The end of the line.

SECTION 6.4 MISSILEDEFENCE

Technology37 Unlocks

Starship Defences,C50, Def10

Armour Plating, C3, Sz10+20,A1

SB-M:Protection Fields-', C100DefAssS1, DefAssA1,

DefAssPD1

Missile DefenceTheory, C80

-

Chaff, C60 Chaff, C30, Sz10+5, PD1

Smart Chaff, C60 Smart Chaff, C30, Sz8+5, PD1

ECM, C100 ECM, C40, Sz6+3, PD1

ECM II, C150 ECM II, C40, Sz5+3, PD1

ECM III, C250 ECM III, C40, Sz4+3, PD1

Telepathic Defence38,C300

Telepathic Defence, C70,Sz4+3, PD3

Point Defence, C300 Point Defence, C55, Sz5+3,PD2

Point Defence II,C400

Point Defence II, C55, Sz4+3,PD2

Point Defence III,C500

Point Defence II, C55, Sz3+3,PD2

PD Combo, C800 PB Combo, C70, Sz4+3, PD3

PD Combo II, C1000 PD Combo II, C70, Sz3+3, PD3

PD Combo III, C1000 PD Combo III, C80, Dz3+3, PD4

Droid Sentries, C1500 Droid Sentries, C90, Sz4+2,PD5

Droid Sentries II ,C1500

Droid Sentries II, C100, Sz4+2,PD6

Droid Sentries III ,C2000

Droid Sentries III, C100, Sz4+2,PD7

Aereon MissileDefence, C2500

Aereon Missile Defense, C140,Sz4+2, PD10

SB-A:Electro-Magnetic Surge-',PD16

TG:Hyper Computers, C540,Res20

6.4.1 MISSILE DEFENCETECHNOLOGY DETAILSMissile Defence Theory

Cost : 80

37 Technologies listed in order of development order.

38 This is a sub-branch and no further technologies follow this.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 23 10. October 2009

Description : Allows us to begin researchingvarious types of missile defenses.

Details : Missile defense is good. Nobody enjoystaking an explosive warhead up the ol' exhaustport. Helps keep down on funeral expenses too.

Category : PD Requires : StarshipDefenses Model : deflector0 AIValue : 4

Notes: Research missile defense theory to counterships with missile weapons.

ChaffCost : 60 Description : Knock out missile weapons with bits

of metal. Details : Sometimes the oldest technologies are the

best. Someone shoots a missile at you, and thebest defense is to shoot some metal out your gunhole to deflect the missile. By applying these toour ships, we will be able to defend againstmissile technology. However, against beam andmass driver attacks, it's not quite as useful.Simply put, mass drivers, don't really care aboutbits of metal.

Category : PD Requires : Missile Defense Theory Model : deflector0 AIValue : 15

Smart ChaffCost : 80 Description : Basic directed missile defense. Details : Smart Chaff isn't smart simply because it

got a 4-year degree before becoming yourdefensive mechanism. Don't get us wrong, it didgo to a 4-year university, but it was just a stateschool. What makes it smart is that it can directitself at the incoming missile, thus providingbetter protection against the missile whichallows it to use up a lot less space on our ship.

Category : PD Requires : Chaff Model : deflector0 AIValue : 4

ECMCost : 100 Description : Put missile weapons off course with

electronic counter measures (ECM). Details : ECM is our first attempt to try to avoid

being hurt by a missile by trying to interfere withits guidance. Obviously, ECM is nothing new interms of airborne aircraft. What makes this ECMdifferent is that they can interfere with missilestraveling at greater than light speed (at leastrelative to our ship).

Category : PD Requires : Smart Chaff Model : deflector0 AIValue : 4

ECM IICost : 150 Description : Put missile weapons further off-

course. Details : W00t. At least, that's what our scientists

are saying with the discovery of ECM II. It'sessentially the same as what we already hadexcept for one critical difference - it's slightlysmaller. And smaller, as we know, or shouldknow, is not necessarily a bad thing.

Category : PD Requires : ECM Model : deflector0 AIValue : 4

ECM IIICost : 250 Description : The ultimate electronic counter-

measure technology.

Details : ECM III will force missiles to go wildlyoff-course in many instances, thus providingus exquisite protection against missiles of asimilar generation. However, against mass-drivers and beam weapons it remainsrelatively ineffective.

Category : PD Requires : ECM II Model : deflector0 AIValue : 3

Telepathic DefenseCCost : 300 Description : Telepaths use their abilities to

target enemy missiles. Details : Telepaths are incredibly rare and don't

even exist in those vile civilizations whoembrace evil. Only those who are able to showmercy and kindness would have thistechnology. The reason? Because telepaths arenearly always physically handicapped andwould never survive in a society that doesn'tvalue charity to the less fortunate.

We have been lucky enough to find and train asignificant number of telepaths who are eagerto help us defend ourselves from the horrificnatures of our enemies.

Category : PD Requires : ECM III Model : deflector0 AIValue : 3 Alignment : Good DefenseAbility : 5

Point DefenseCost : 300 Description : Destroy missiles with smart mini-

blasters. Details : This new technology provides a new

anti-missile defense component that can beadded to our ships.

Category : PD Requires : ECM III Model : deflector0 AIValue : 3

Point Defense IICost : 400 Description : Improved micro-beam defense

against missiles. Details : An improvement to the original point

defense technology that continue to helpdefend our ships from missiles.

Category : PD Requires : Point Defense Model : deflector0 AIValue : 3

Point Defense IIICost : 500 Description : Improved micro-beam defense

against missiles. Details : This latest iteration of the point defense

system packs as many mini-blasters aspossible into a remarkably small space.

Category : PD Requires : Point Defense II Model : deflector0 AIValue : 5

PD ComboCost : 800 Description : Blast missiles with a combination

of ECM and Point Defense. Details : The PD Combo employs an electronic

system that guides enemy missiles into a paththat is easier to be taken out with our pointdefenses.

Category : PD Requires : Point Defense III Model : deflector0 AIValue : 3

PD Combo IICost : 1000 Description : Blast more missiles with a

combination of ECM and Point Defense.

Details : Improved production methods haveallowed us to shrink the size of our PD Combosystem, allowing us to fit more of them on ourships.

Category : PD Requires : PD Combo Model : deflector0 AIValue : 3

PD Combo IIICost : 1000 Description : Improved EC and point defense

technology that helps against missile attack onships.

Details : It's amazing what can be accomplishedwhen you chain programmers to their desks. Theresult is this refined PD Combo system.

Category : PD Requires : PD Combo II Model : deflector0 AIValue : 3

Droid SentriesCost : 1500 Description : Surround our ships with mini-droids

that sacrifice themselves to protect the ship. Details : A series of small droids that

independently track incoming missiles and shootthem down.

Category : PD Requires : PD Combo III Model : deflector0 AIValue : 3

Droid Sentries IICost : 1500 Description : Improved smart droids who attack

incoming missiles. Details : Improved programming has made these

little troopers shoot down missiles with greaterability.

Category : PD Requires : Droid Sentries Model : deflector0 AIValue : 3

Droid Sentries IIICost : 2000 Description : Superior smart droids that increase

the defense of equipped ships to missile attack. Details : To those droids about to die, we salute

you! Nobody can shoot down missiles like thesedroids.

Category : PD Requires : Droid Sentries II Model : deflector0 AIValue : 3

Aereon Missile DefenseCost : 2500 Description : The ultimate missile defense. Details : The Aereon Missile Defense is a

massively networked system to defend againstmissiles. New smart droid sentries surround ourships with new Hyper-Chaffe being thrown outby the droids, all guided by a new, advancedECM system.

Category : PD Requires : Droid Sentries III Model : deflector0 AIValue : 3

Unlocks: Hyper Computers (TG) Electro-Magnetic Surge (SB)Notes: The end of the line.

SECTION 7.0 - GALACTICWARFARE – PLANETARYBRANCH (RED)

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 24 10. October 2009

SECTION 7.1 PLANETARYDEFENCE WEAPONS SUB-BRANCH (RED)

Technology39 Unlocks

Galactic warfare, C25,Mil10

-

Space Militarisation,C50, Mil10

-

Planetary invasion,C900

Troop Modules, C40, Sz20,Cap500

Inv: Gas Warfare

Planetary Defence,C300, Sol10

Orbital Fleet manager, C50(planetary ships defend as

fleets)Planetary Defense, C200 (25%

planetary defense bonus)SP: Omega Defense System,

C800 (2X HP of planetarydefense ships)

Advanced PlanetaryDefense, C2000,

Sol10

SP: Hyperion Fleet Defense,C1000 (All planet ships defend

as 1 fleet)

Supreme PlanetaryDefense, C6000,

Sol10

Planetary InvasionCost : 900 Category : Invasion Requires : Space Militarization Description : Allows us to build troop transport

modules on our ships for invasions. Details : Honor, courage, bravery, integrity. None

of these things matter if you cannot get to thebattle. Now we can build transport modules ontoour ships!

AIValue : 18 Model : turbophaser0

Unlocks: Troop Module (SC) Traditional Warfare (IT) Gas Warfare (IT) Information Warfare (IT)Notes: Obviously you need to get this before you goto war. Also if you can get it before the AI then youcan take their planets but they are no threat to yours.

Planetary DefenseCost : 300 Category : Invasion Requires : Planetary Invasion Description : Provides backup support for

defending starships. Details : Now that we know how to invade other

worlds, we have come up with some ideas tohelp keep our own worlds from being conquered.For one thing, we can project a slight sub-spacefield about our ships that will increase theireffective hit points by a small amount.

But the biggest thing we can do is build an orbitalfleet manager. The orbital fleet manager willallow us to coordinate ships in orbit on the fly tomeet attackers. To the lay person, organizing afleet on the spot probably seems easy, but here'sthe thing - space is big. We discussed thispreviously. It's very big. Even our tiny planetsare very big compared to our ships. When a fleetof enemy ships comes out of hyperspace in orbitof our planets, it's very difficult to suddenlycoordinate a bunch of ships in orbit. The orbitalfleet manager will allow us to do this.

SoldieringAbility : 10 AIValue : 38 Model : turbophaser0

Unlocks: Orbital Fleet Manager (PI) Planetary Defense (PI) Omega Defense System (SP)

39 Technologies listed in order of development order.

Advanced Planetary DefenseCost : 2000 Category : Invasion Requires : Planetary Defense Description : Provides additional backup support

for defending starships. Details : Now that we know how to invade other

worlds, we have come up with some ideas tohelp keep our own worlds from beingconquered. For one thing, we can project aslight sub-space field about our ships that willincrease their effective hit points by a smallamount.

SoldieringAbility : 10 AIValue : 4 Model : turbophaser0

Unlocks: Hyperion Fleet Defense (SP)Supreme Planetary Defense

Cost : 6000 Category : Invasion Requires : Adv. Planetary Defense Description : Provides additional backup support

for defending starships. Details : Thanks to some trial runs, we've now

perfected the sub-space field around our ships,allowing them to last even longer when troublecomes knocking.

SoldieringAbility : 10 AIValue : 4 Model : turbophaser0

Notes: The end of the line.

SECTION 7.2 PLANETARYATTACK WEAPONS SUB-BRANCH (RED)

Technology40 Unlocks

Galactic warfare,C25, Mil10

-

Space Militarisation,C50, Mil10

-

Planetary invasion,C900

Troop Modules, C40, Sz20,Cap500

Inv: Gas Warfare

PlanetaryBombardment,

C600, Sol5

Inv: Mass Drivers

Tidal Disruption41,C600, Sol15

(This is a sub-branch and nofurther technologies follow this)

Space marines,C400, Sol15

GA: Tir-Quan Training, C600,Sol25

Advanced TroopMod, C500

Adv Troops Module, C70,Sz12, Cap1000

Shock Troop, C500,Sol15

Inv: Mini-Soldiers

Planetary BombardmentCost : 600 Category : Invasion Requires : Planetary Invasion Description : Allows our invasion transports to

bombard planets from space - softening themup for our troops.

Details : Sometimes you have to destroy theplanet to save it. At least, that's the currentthinking with this line of research. Here's theidea: We gain orbital control of the planet andthen simply drop small asteroids onto it. Theasteroids will destroy much of the planet'ssurface but it will make it easierto...well...conquer.

SoldieringAbility : 5 AIValue : 12

40 Technologies listed in order of development order.

41 This is a sub-branch and no further technologies follow this.

Model : turbophaser0 Unlocks: Mass Drivers (IT)Tidal Disruption

Cost : 600 Category : Invasion Requires : Planetary Bombardment Description : Rather than blowing everything up,

we drown them. SoldieringAbility : 15 Details : This option doesn't always work that well,

as not all planets have a lot of water on them.But we can drown out much of the resistance byaltering the tidal cycle of the planet from space.

AIValue : 4 Model : nanometal0

Unlocks: Tidal Disruptors (IT)Space Marines

Cost : 400 Category : Invasion Requires : Planetary Bombardment Description : Improves our soldiers on planets. Details : Send in the marines! SoldieringAbility : 15 AIValue : 12 Model : turbophaser0

Unlocks: Tir-Quan Training (TG) Core Detonation (IT)Advanced Troop Module

Cost : 500 Category : Invasion Requires : Space Marines Description : Allows for advanced troop modules

to be used on transport ships. Details : Advanced troop modules hold twice as

many troops in half the size. Not exactlycomfortable but it'll make the eventual pillagingand conquest more expedient.

AIValue : 25 Model : turbophaser0

Unlocks: Adv Troop Module (SC)Shock Troops

Cost : 500 Category : Invasion Requires : Advanced Troop Mods Description : Improves our soldiers on planets. Details : Our shock troops will provide the ultimate

shock and awe in our enemies. SoldieringAbility : 15 AIValue : 8 Model : turbophaser0

Unlocks: Mini-Soldiers (IT)

SECTION 8.0 - GALACTICWARFARE – STARBASEBRANCH (RED)

Technology42 Unlocks

Galactic Warfare,C25, Mil10

-

Space Militarisation,C50, Mil10

-

Space Weapons,C150

Particle Beam, C25, Sz14+10,B1

SB-A: Battle Stations, C200, B1,M1, MD1

SB-A: Devastation Beam, B7SB-7: Fighter Drones, C300,

AttAssB1

Starbase Defence,C500

SB-M: Beam Intercepter-',DefAssS2

SB-M: Energy Grid, DefAssA2SB-M: Missile Defender,

DefAssPD2

42 Technologies listed in order of development order.

Rev 2.0 Galactic Civilisation II – Technology Tree Reference Manual, PAGE 25 10. October 2009

Technology Unlocks

Starbase Mobilsation,C1500

SB-M: Beam Multiplier Field,C300, AttAssB1

SB-M: Omega Cannon, C300,AttAssMD1

SB-M: Missile Bloom, C300,AttAssM1

Starbase projection,C2500

SB-M: Beam Multiplier Field III,C400, AttAssB2

SB-M: Omega Cannon III, C400,AttAssMD2

SB-M: Missile Bloom III, C400,AttAssM2

Superior StarbaseDefence Systems,

C3500

SB-M: Beam Multiplier Field IV,C500, AttAssB3

SB-M: Omega Cannon IV,C500, AttAssMD4

SB-M: Missile Bloom IV, C400,AttAssM3

Starbase ConquestStratgey, C4500

SB-M: Beam Multiplier Field V,C500, AttAssB4

SB-M: Omega Cannon V, C500,AttAssMD5

SB-M: Missile Bloom V, C500,AttAssM4

SECTION 8.1 STARBASEDEFENCEStarbase Fortification

Cost : 400 Description : Weapons are useful for taking out

enemies. But we still need to fortify our armor,shield, and point defenses in order to preservethe strength of our starbases as measured in "hitpoints."

Details : When a starship attacks one of ourstarbases, the weapons of our starbase inflictdamage on our enemies. Our defensivefortifications are necessary to decrease thedamage those same enemies can do to ourstarbases.

Category : Starbase Requires : StarshipDefenses Model : bistront0 AIValue : 10

Unlocks: Ray-Shielding (SB) Combat Armor (SB) Missile Defender (SB) Subspace Blaster (SB) Ship Pounder (SB) Star Javelin (SB)Starbase Fortification Mark II

Cost : 1000 Description : Improved defensive systems to help

protect our starbases. Details : When the going gets tough, it's time to

make the starbase tougher. This next generationof fortification technology lets us do just that.

Category : Starbase Requires : Starbase Fortification Model : bistront0 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)Starbase Fortifications Mark III

Cost : 4000 Description : The ultimate in starbase fortification.Details : Only concerted and prolonged attacks by

our enemies will be able to destroy our starbaseswhich make use of this technology.

Category : Starbase Requires : Starbase Fortification Mark II Model : bistront0

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: