Galactic Civilizations
Building/Project Guide
Copyright 2003
Wraith10 wraith_10_@hotmail.com
Version 1.1
===============================================================================
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===============================================================================
Purpose
-------
The purpose of this guide is to give a detailed account of all the projects you
can build in Gal Civ. Send in any information that you have that belongs in 
this FAQ.  Including corrections, additions, and observations. I know I can not
possibly have accounted for every detail and I'm counting on you to help make
this guide complete. Included are Military Projects, Social Projects, Wonders, 
Starbase Modules, Achievements, and Trade Goods. 
===============================================================================
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Let me know if you if you find any mistakes in the guide, or if you have
anything you want added or clarified. Please write "GalCiv FAQ" or something
like that in the subject line of your message or most likely it will be 
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likely happened and you can resubmit the tip.  Please do not ask for serial
numbers, or request technical support. For technical support try www.galciv.com
My Metaverse player is Wraith10 and my empire is Mid-Western Confederation. I
am not interested in switching empires at this time, please do not contact me 
about switching.
Questions, Comments, Corrections: wraith_10_@hotmail.com
===============================================================================
Version History
---------------
1.0 First Edition
1.1 Spell Checked and Submitted
===============================================================================
Contents
========
Section 1: The Basic Overview
        Section 1.1: The Kinds of Projects
        Section 2.2: Building Faster
Section 2: The Projects
        Section 2.1: Social Projects
        Section 2.2: Military Projects
        Section 2.3: Starbase Modules
        Section 2.4: Wonders
        Section 2.5: Trade Goods
        Section 2.6: Achievements

===============================================================================
Section 1: The Basic Overview
=============================
Section 1.1 The Kinds of Projects
---------------------------------
When you open the details screen for one of your planets you are presented with
two main categories to build things in; military and social. However despite 
only two categories there is a vast array of projects you can build. 

Social Projects: Ordinary social projects are permanent improvements to a city.
They improve economic, manufacturing, morale, planetary defence, planetary
quality, research, ship quality, or influence. Some social projects cost money
to maintain, while others do not. The amount it costs varies by improvement. 
The cost to build them also varies from one to the other. You can build one per
planet.

Military Projects: Military projects are units that you can move from place to
place. They do not have to have any attack rating to be a military unit. Even
things like freighters, colony ships, and constructors fall under this heading.
You can build all the units you like.

Starbase Modules: If you bring a constructor to an already existing starbase
you can build a module on it. Modules can improve attack, defense, hit points,
production, mining, trade, culture, repair, terror stars, etc. Each starbase
can only have one of each type of module. 

Wonders: Only one wonder can be built per galaxy. Wonders improve your economic
and influence stats. Some also have other benefits as well. Wonders are under 
the social side of the build lists.

Trade Goods: Only one civilization can invent each trade good. However you can 
"trade" the rights to them to another civilization as well. 

Achievements: One per civilization. Achievements vastly improve one or two
stats. Including manufacturing, economics, morale, influence, research, and
ship quality. 


Section 1.2 Building Faster
---------------------------
You can boost how fast you build things by which political party you choose at
the beginning. The federalists boost your industrial production. The 
progressives boost your social production. The industrialists boost your 
industrial production. 

When you choose your civilization abilities there are several options you can
use to boost your production. 
Military Production: Advanced (1 point) 10%
                     Gifted (2 points) 20%
                     Master (4 points) 30%
                     Ultra (6 points) 50%
Social Production:   Advanced (1 point) 10%
                     Gifted (2 points) 20%
                     Master (4 points) 30%
                     Ultra (6 points) 50%

Throughout the galaxy are anomalies that can be explored with a survey ship. 
You start the game with one survey ship and can build more as needed. Some
anomalies will give you a production boost.

On the tax screen you can raise the amount of money that goes toward military
and social spending.

There are occasionally random events that inform you production is temporarily
at a higher level than normal.

When you colonize a planet you are sometimes presented with three options. Once 
in a while one of the options will give you a production gain, this may or may 
not represent other penalties, and of course also affects your alignment. 

Some technologies also directly affect production: (10% Each)
Advanced Slavery
High Density Metals
Master Race (military production only)
Near Omnipotence (military production only)
Tri-strontium alloy

There are also improvements that benefit production.
Achievements: Hyperion Manufacturing Center (100)
              Manufacturing Capital (100)
              Omega Power Plant (50)
              Omega Quality Control (15)
Trade Goods:  Artificial Slaves (15 Social)
Social:       Anti-matter Power Plant (30)
              Fusion Power Plant (20)
              Manufacturing Center (25)
              Trade Center (15)

There are no wonders or military projects that affect production.

Starbase Modules:
Interstellar Distributor +5
Interstellar Distributor Mark II +10
Interstellar Distributor Mark III +15
Massive Scaling Center +25
Orbital Replicators +15
Phase I Factory +5
Phase II Factory +10
Phase III Factory +25
Smart Drones +10


===============================================================================
Section 2: The Projects
=============================
Section 2.1 Social Projects
---------------------------
Name: The name of the improvement to be built.
Tech: The tech you must research before it is available.
Cost: The production cost to build
Maintenance: The cost to maintain it once built.
Benefits: Benefits to Economic, Manufacturing, Morale, Planetary Defense,
        Planetary Quality, Prestige, Research, or Ship Quality
Total: The total of all the benefits. 

Name: Advanced Quality Control
Tech: Controlled Gravity
Cost: 500
Maintenance: 1
Benefits: 10% ship quality
Total: 10%

Name: Anti-matter Power Plant
Tech: Zero Gravity Manufacturing
Cost: 300
Maintenance: 1
Benefits: 5% Economic, 30% Manufacturing
Total: 35%

Name: Banking Center
Tech: Universal Translator
Cost: 50
Maintenance: 0
Benefits: 20% Economic
Total: 20%

Name: Cultural Exchange Center
Tech: Advanced Diplomacy
Cost: 200
Maintenance: 4
Benefits: 5% Economic, 5% Morale, 25% Influence
Total: 35%

Name: Economic Exchange
Tech: Advanced Trade
Cost: 400
Maintenance: 0
Benefits: 33% Economic, 5% Influence
Total: 38%

Name: Embassy
Tech: Diplomacy
Cost: 100
Maintenance: 0
Benefits: 5% Economic, 5% Morale, 25% Influence
Total: 20%

Name: Entertainment Network
Tech: None
Cost: 35
Maintenance: 2
Benefits: 20% Morale
Total: 20%

Name: Fusion Power Plant
Tech: Interstellar Refining
Cost: 50
Maintenance: 3
Benefits: 10% Economic, 20% Manufacturing
Total: 30%

Name: Galactic Research Center
Tech: Omni Computers
Cost: 400
Maintenance: 5
Benefits: 10% Influence, 45% Research
Total: 55%

Name: Habitat Improvement
Tech: Basic Environment Control
Cost: 50
Maintenance: 0
Benefits: 10% Planet Quality
Total: 10%

Name: Info Net
Tech: Terra Computers
Cost: 300
Maintenance: 4
Benefits: 5% Economic, 1% Influence, 10% Research
Total: 16%

Name: Manufacturing Center
Tech: Industrial Theory
Cost: 100
Maintenance: 1
Benefits: 25% Manufacturing
Total: 25%

Name: Medical Center
Tech: Medical Theory
Cost: 100
Maintenance: 2
Benefits: 5% Morale, 5% Research, 5% Ship Quality
Total: 15%

Name: Multimedia Center
Tech: Nano-Frequency Electronics
Cost: 200
Maintenance: 2
Benefits: 15% Morale
Total: 15%

Name: Neural Net
Tech: Ultra Computers
Cost: 500
Maintenance: 5
Benefits: 10% Economic, 25% Research
Total: 35%

Name: Omega Defense System
Tech: Avatar Technology
Cost: 800
Maintenance: 5
Benefits: 100% Defense
Total: 100%

Name: Orbital Hospital
Tech: Advanced DNA Research
Cost: 200
Maintenance: 3
Benefits: 10% Morale, 5% Prestige, 5% Research
Total: 20%

Name: Planetary Defense
Tech: Planetary Defense
Cost: 100
Maintenance: 4
Benefits: 5% Morale
Total: 5%

Name: Propaganda Center
Tech: Xeno Propaganda
Cost: 150
Maintenance: 4
Benefits: 5% Morale
Total: 5%

Name: Re-education Center
Tech: Xeno Brain Washing
Cost: 1000
Maintenance: 5
Benefits: 5% Morale
Total: 5%

Name: Research Center
Tech: Terra Computers
Cost: 100
Maintenance: 3
Benefits: 10% Influence, 33% Research
Total: 43%

Name: Research Lab
Tech: Zero Gravity Research
Cost: 40
Maintenance: 1
Benefits: 10% Influence, 25% Research
Total: 35%

Name: Secret Police
Tech: Thought Police
Cost: 100
Maintenance: 2
Benefits: 5% Morale
Total: 5%

Name: Shipyard
Tech: Phasers
Cost: 80
Maintenance: 1
Benefits: 15% Ship Quality
Total: 15%

Name: Soil Enhancement
Tech: None
Cost: 50
Maintenance: 0
Benefits: 10% Planet Quality
Total: 10%

Name: Spin Control
Tech: Cultural Conquest
Cost: 200
Maintenance: 5
Benefits: 5% Morale
Total: 5%

Name: Stadium
Tech: Extravaganza
Cost: 100
Maintenance: 2
Benefits: 5% Economic, 20% Morale
Total: 25%

Name: Star Ship Foundry
Tech: Large Scale Building
Cost: 400
Maintenance: 2
Benefits: 25% Ship Quality
Total: 35%

Name: Star System Defense
Tech: Ranger Technology
Cost: 300
Maintenance: 3
Benefits: 50% Planetary Defense
Total: 50%

Name: Stock Market
Tech: Interstellar Capitalism
Cost: 200
Maintenance: 1
Benefits: 25% Economic, 10% Morale, 5% Influence
Total: 40%

Name: Teleporters
Tech: Transporters
Cost: 200
Maintenance: 2
Benefits: 15% Economic, 25% Morale
Total: 40%

Name: Terraforming
Tech: Terraforming
Cost: 1000
Maintenance: 0
Benefits: 20% Planet Quality
Total: 20%

Name: Trade Center
Tech: The Better Way
Cost: 500
Maintenance: 0
Benefits: 15% Economic, 15% Manufacturing, 15% Morale, 15% Influence, 
          15% Research
Total: 75%

Name: Virtual Reality Center
Tech: 2D Phasing
Cost: 400
Maintenance: 5
Benefits: 20% Morale
Total: 20%

Name: Harmony Generator
Tech: 1D Phasing
Cost: 400
Maintenance: 2
Benefits: 20% Morale
Total: 20%

Name: Hyperion Shipyard
Tech: Overlord Technology
Cost: 1000
Maintenance: 5
Benefits: 50% Ship Quality
Total: 50%


Section 2.2 Military Projects
-----------------------------
Ship: The name of the ship.
Tech: The technology required to be able to build it. 
Cost: How much each ship costs.
Maint: How much it costs to maintain.
Abil: Special abilities of the ship.
Wep: Type of weapon.
HP: The number of hitpoints.
At: The base attack strength
Def: The base defense strength.
Sd: The base speed.
Rg: The base range.
SRg: The base sensor range.

Ship: Anti-Matter Missile
Tech: Dreadnought Technology
Cost: 300
Maint: 1
Abil: Missile
Wep: WPhasor
HP: 1
At: 100
Def: 1
Sd: 0
Rg: 0
SRg: 2

Ship: Avatar
Tech: Avatar Technology
Cost: 1000
Maint: 20
Abil: None
Wep: WPhasor
HP: 75
At: 14
Def: 10
Sd: 0
Rg: 0
SRg: 3

Ship: Battle Cruiser 
Tech: Turbo Phasers
Cost: 150
Maint: 5
Abil: Non
Wep: Laser
HP: 20
At: 5
Def: 3
Sd: 2
Rg: 2
SRg: 3

Ship: Battle Hammer
Tech: Defensive Phasers
Cost: 280
Maint: 8
Abil: None
Wep: Photon
HP: 40
At: 6
Def: 5
Sd: 0
Rg: 1
SRg: 3

Ship: BattleAxe
Tech: Shields
Cost: 120
Maint: 3
Abil: Attack
Wep: Phasor
HP: 30
At: 2
Def: 5
Sd: 0
Rg: 0
SRg: 3
Ship: Battleship

Tech: Battleship Technology
Cost: 400
Maint: 12
Abil: None
Wep: Photon
HP: 50
At: 9
Def: 4
Sd: 0
Rg: 0
SRg: 3

Ship: Colony Ship
Tech: None
Cost: 50
Maint: 0
Abil: Colonize 
Wep: None
HP: 10
At: 0
Def: 1
Sd: 2
Rg: 1
SRg: 3

Ship: Combat Transport
Tech: Battleship Technology
Cost: 120
Maint: 6
Abil: Troops - Max 5000 Million
Wep: Photon
HP: 60
At: 0
Def: 10
Sd: 0
Rg: 3
SRg: 3

Ship: Constructor
Tech: None
Cost: 200
Maint: 0
Abil: Starbase
Wep: None
HP: 100
At: 0
Def: 1
Sd: 1
Rg: 3
SRg: 5

Ship: Corvette
Tech: Corvette Technology
Cost: 50
Maint: 1
Abil: Attack
Wep: Photon
HP: 12
At: 3
Def: 2
Sd: 3
Rg: 2
SRg: 3

Ship: Defender
Tech: Deflectors
Cost: 55
Maint: 1
Abil: None
Wep: Phasor
HP: 25
At: 1
Def: 3
Sd: 0
Rg: 0
SRg: 3

Ship: Dreadnought
Tech: Dreadnought Technology
Cost: 500
Maint: 18
Abil: None
Wep: Photon
HP: 50
At: 12
Def: 8
Sd: 1
Rg: 0
SRg: 3

Ship: Excalibur
Tech: Excalibur Technology
Cost: 3000
Maint: 40
Abil: None
Wep: WPhasor
HP: 300
At: 80
Def: 20
Sd: 10
Rg: 4
SRg: 5

Ship: Freighter
Tech: Trade
Cost: 50
Maint: 0
Abil: Trade
Wep: None
HP: 1
At: 0
Def: 1
Sd: 1
Rg: 6
SRg: 4

Ship: Frigate
Tech: InterStellar Tactics
Cost: 200
Maint: 10
Abil: Attack
Wep: Photon
HP: 45
At: 5
Def: 4
Sd: 2
Rg: 2
SRg: 3

Ship: Overlord
Tech: Overlord Technology
Cost: 1800
Maint: 25
Abil: None
Wep: WPhasor
HP: 120
At: 20
Def: 12
Sd: 2
Rg: 1
SRg: 4

Ship: Phoenix
Tech: Cloaking
Cost: 200
Maint: 6
Abil: None
Wep: Laser
HP: 20
At: 12
Def: 1
Sd: 2
Rg: 2
SRg: 4

Ship: Ranger
Tech: Ranger Technology
Cost: 800
Maint: 20
Abil: Survey
Wep: Photon
HP: 60
At: 12
Def: 9
Sd: 3
Rg: 1
SRg: 5

Ship: Scout
Tech: None
Cost: 30
Maint: 1
Abil: None
Wep: None
HP: 1
At: 0
Def: 1
Sd: 3
Rg: 3
SRg: 5

Ship: Sensor Drone
Tech: Sensors
Cost: 30
Maint: 0
Abil: None
Wep: None
HP: 1
At: 0
Def: 1
Sd: 1
Rg: 5
SRg: 8

Ship: Star Fighter
Tech: Phasers
Cost: 50
Maint: 1
Abil: None
Wep: Laser
HP: 10
At: 3
Def: 1
Sd: 3
Rg: 2
SRg: 3

Ship: Star Hawk
Tech: Star Hawk Technology
Cost: 200
Maint: 0
Abil: Survey
Wep: Photon
HP: 60
At: 2
Def: 1
Sd: 2
Rg: 4
SRg: 5

Ship: Starbase
Tech: Built by Constructor
Cost: 10
Maint: 5
Abil: None
Wep: None
HP: 100
At: 0
Def: 3
Sd: 0
Rg: 0
SRg: 5

Ship: Survey Ship
Tech: None
Cost: 200
Maint: 0
Abil: Survey
Wep: Laser
HP: 40
At: 0
Def: 1
Sd: 2
Rg: 4
SRg: 5

Ship: Transport
Tech: Impulse Drive
Cost: 75
Maint: 2
Abil: Troops - Max 1000 Million
Wep: None
HP: 20
At: 0
Def: 4
Sd: 0
Rg: 1
SRg: 3


Section 2.3 Starbase Modules
----------------------------
Each module requires a constructor to be brought to an existing starbase in
order to be built. 

Module: Name of the module
Tech: The technology required before you can build it.
Req: The required module you must have already installed.
Ability: What improvement it offers.

Module: Advanced Defense
Tech: None
Req: Basic Defense
Ability: Starbase Defense +2

Module: Advanced Refinery
Tech: Large Scale Building
Req: Resource Refinery
Ability: Mining +7

Module: Advanced Shielding
Tech: Shields
Req: Deflector Shields
Ability: Starbase Defense +2

Module: Advanced Trading Post
Tech: Trade
Req: Basic Trading Post
Ability: Trade +15

Module: Avatar Killer
Tech: Avatar Technology
Req: Barriers
Ability: Starbase Defense +8

Module: Barriers
Tech: Battleship Technology
Req: Advanced Shielding
Ability: Starbase Defense +3

Module: Basic Defense
Tech: None
Req: None
Ability: Starbase Defense +5

Module: Basic Trading Post
Tech: Trade
Req: None
Ability: Trade +10

Module: Battle Stations
Tech: Space Militarization
Req: None
Ability: Attack Assist +1

Module: Battle Stations Mark II
Tech: Space Militarization
Req: Battle Stations Mark 
Ability: Attack Assist +2

Module: Battle Stations Mark III
Tech: Space Militarization
Req: Battle Stations Mark II
Ability: Attack Assist +3

Module: Cultural Maximization Center
Tech: Cultural Maximizing
Req: None
Ability: Culture +33

Module: Culture Palace
Tech: Cultural Maximizing
Req: Culture Palace Structure
Ability: Culture +50

Module: Culture Palace Base
Tech: Cultural Maximizing
Req: Culture Palace Framework
Ability: Culture +20

Module: Culture Palace Framework
Tech: Cultural Maximizing
Req: None
Ability: Culture +20

Module: Culture Palace Structure
Tech: Cultural Maximizing
Req: Culture Palace Base
Ability: Culture +30

Module: Deflector Shields
Tech: Shields
Req: Basic Defense
Ability: Starbase Defense +2

Module: Dread Drones
Tech: Nanobots
Req: Micro-Fighters
Ability: Attack Assi2t +2

Module: Extraction Center Zeta
Tech: 4D Phasing
Req: Nano-Rig Excavation
Ability: Mining +15

Module: Foreign Relations Center
Tech: Universal Translator
Req: None
Ability: Culture +10

Module: Franchise Headquarters
Tech: Cultural Focus
Req: Interstellar Consortium
Ability: Culture +30

Module: Fusion Cannons
Tech: Cold Fusion
Req: Stationary Turrets
Ability: Attack Assist +1

Module: Hyper Mining
Tech: Hyperspace
Req: None
Ability: Mining +8

Module: Interdiction Beam
Tech: Anti-matter
Req: None
Ability: Slow Enemies by 1

Module: Interstellar Consortium
Tech: Interstellar Business
Req: None
Ability: Culture +10

Module: Interstellar Distributor
Tech: Industrial Theory
Req: None
Ability: Production Assist +5

Module: Interstellar Distributor Mark II
Tech: Zero Gravity Manufacturing
Req: Interstellar Distributor
Ability: Production Assist +10

Module: Interstellar Distributor Mark III
Tech: Advanced Interstellar Manufacturing
Req: Interstellar Distributor Mark II
Ability: Production Assist +15

Module: Inverse Tractor Beam
Tech: Anti-matter
Req: None
Ability: Speed Assist +1

Module: Lightning Shield
Tech: Dreadnought Technology
Req: Barriers
Ability: Starbase Defense +6

Module: Massive Scaling Center
Tech: Artificial Satellites
Req: Phase III Factory
Ability: Production Assist +25

Module: Micro-Fighters
Tech: Nanobots
Req: Stationary Turrets
Ability: Attack Assist +2

Module: Mining Barracks
Tech: Cold Fusion
Req: None
Ability: Mining +3

Module: Mining Headquarters
Tech: Artificial Gravity
Req: Mining Barracks
Ability: Mining +6

Module: Nano-Rig Excavation
Tech: Nano Mining
Req: Mining Headquarters
Ability: Mining +10

Module: Orbital Replicators
Tech: Replication
Req: None
Ability: Production Assist +15

Module: Overlord Killer
Tech: Overlord Technology
Req: Barriers
Ability: Starbase Defense +12

Module: Overlord Killer Mark II
Tech: Overlord Technology
Req: Overlord Killer
Ability: Starbase Defense +24

Module: Party Palace
Tech: Cultural Conquest
Req: Culture Palace
Ability: Culture +100

Module: Phase I Factory
Tech: None
Req: None
Ability: Production Assist +5

Module: Phase II Factory
Tech: None
Req: Phase I Factory
Ability: Production Assist +10

Module: Phase III Factory
Tech: None
Req: Phase II Factory
Ability: Production Assist +25

Module: Protection Fields
Tech: Deflectors
Req: None
Ability: Defense Assist +1

Module: Repair Bay
Tech: None
Req: None
Ability: Repair Assist +1

Module: Resource Refinery
Tech: Interstellar Refining
Req: None
Ability: Mining +5 

Module: Satellite Waterpark
Tech: Controlled Gravity
Req: Shopping District
Ability: Culture +25

Module: Shopping District
Tech: Advanced Trade
Req: Foreign Relations Center
Ability: Culture +15

Module: Smart Drones
Tech: Drones
Req: None
Ability: Production Assist +10

Module: Stationary Turrets
Tech: Cold Fusion
Req: None
Ability: Attack Assist +1

Module: Stellar Wake
Tech: Advanced Engineering
Req: None
Ability: Speed Assist +1

Module: Terror Star
Tech: None
Req: Terror Star-Core
Ability: Terror Star +30

Module: Terror Star-Bridge
Tech: None
Req: Terror Star-Shell
Ability: Terror Star +20

Module: Terror Star-Core
Tech: None
Req: Terror-Star Bridge
Ability: Terror Star +35

Module: Terror Star-Shell
Tech: Terror Star
Req: None
Ability: Terror Star +15

Module: Trade Center
Tech: Trade
Req: Advanced Trading Post
Ability: Trade +25

Module: Ultra Mining
Tech: Large Scale Building
Req: Hyper Mining
Ability: Mining +9


Section 2.4 Wonders
-------------------
Wonder: The name of the wonder.
Tech: The tech required to build it.
Cost: The cost to build. 
Abilities: What abilities it provides.

Wonder: Eyes of the Universe
Tech: Sensors
Cost: 400
Abilities: Sensors +10

Wonder: Galactic Exhibition
Tech: Cultural Trade
Cost: 500
Abilities: Influence +40, Economic +30

Wonder: Galactic Monument
Tech: Star Federation
Cost: 400
Abilities: Influence +43, Economic +10

Wonder: Galactic Stock Exchange
Tech: Advanced Trade
Cost: 500
Abilities: Economics +50, Influence +25

Wonder: Historic Preserve
Tech: Artificial Satellites
Cost: 500
Abilities: Influence +60, Economics +10 

Wonder: Hyper Distribution Center
Tech: Cultural Conquest
Cost: 800
Abilities: Influence +233, Economics +10

Wonder: Life Force Power
Tech: The Dark Side
Cost: 1000
Abilities: Economics +35, Influence +10 

Wonder: Propaganda Machine
Tech: Xeno Propaganda
Cost: 600
Abilities: Influence +30, Economics +10

Wonder: Restaurant of Eternity
Tech: Interstellar Marketing
Cost: 600
Abilities: Influence +25, Economics +10

Wonder: The Terraformer
Tech: Evolution Control
Cost: 800
Abilities: Planet quality +10, Economics +10, Influence +10

Wonder: Tir-Quan Training
Tech: Genetic Mapping
Cost: 600
Abilities: Soldiering +25

Wonder: Trade Monument
Tech: Hyper Trade
Cost: 500
Abilities: Trade +20, Economics +10, Influence +10


Section 2.5 Trade Goods
-----------------------
Name: The name of the trade good.
Tech: The tech required before you can get it.
Cost: How much it costs to develop
Ability: The benefit it provides.

Name: Aphrodisiac
Tech: Basic Environment Control
Cost: 500
Ability: Population Growth +50

Name: Artificial Slaves
Tech: Advanced Slavery
Cost: 300
Ability: Social Production +15

Name: Diplomatic Translators
Tech: Diplomacy
Cost: 500
Ability: Diplomacy +40

Name: Frictionless Clothing
Tech: Nano-Metal Composition
Cost: 510
Ability: Morale +10

Name: Galactic Guide Book 
Tech: 4D Philosophy
Cost: 400
Ability: Influence +15

Name: Gravity Accelerators
Tech: Controlled Gravity
Cost: 500
Ability: Speed +20

Name: Harmony Crystals
Tech: Nanobots
Cost: 470
Ability: Morale +10

Name: Hyper Computers
Tech: Omni Computers
Cost: 540
Ability: Research +20

Name: Micro Repair Bots
Tech: Advanced Repair
Cost: 400
Ability: Repair +20

Name: Nano Recorders
Tech: Terra Computers
Cost: 500
Ability: Research +10

Name: Pain Amplifiers
Tech: Regeneration
Cost: 1000
Ability: Influence +20

Name: Regenerators
Tech: Regeneration
Cost: 500
Ability: Population Growth +50

Name: Tri-Strontium Steel
Tech: Nano-Metal Composition
Cost: 600
Ability: Hit Points +25

Name: Ultra Spices
Tech: Interstellar Business
Cost: 500
Ability: Morale +15

Name: Virtual Reality Modules
Tech: Brain Wave Mapping
Cost: 500
Ability: Morale +12


Section 2.6 Achievements
------------------------
Name: Name of improvement
Tech: The tech required to build it. 
Cost: The cost to build.
Abilities: The benefits.

Name: Economic Capital
Tech: Trade
Cost: 200
Abilities: Economic +100

Name: Hyperion Manufacturing Center
Tech: Hyperspace
Cost: 400
Abilities: Manufacturing +100

Name: Manufacturing Capital
Tech: Nano-Metal Composition
Cost: 200
Abilities: Economics +10, Manufacturing +100

Name: Omega Power Plant
Tech: 4D Phasing
Cost: 500
Abilities: Economy +50, Manufacturing +50

Name: Omega Quality Control
Tech: Artificial Planets
Cost: 1000
Abilities: Manufacturing +15, Ship Quality +33 

Name: Omega Research Center
Tech: Hyper Computers
Cost: 500
Abilities: Research +50

Name: Omega Shipyard
Tech: Artificial Satellites
Cost: 500
Abilities: Ship Quality +30

Name: Political Capital
Tech: Star Democracy
Cost: 150
Abilities: Morale +50, Influence +100 

Name: Technological Capital
Tech: Terra Computers
Cost: 200
Abilities: Research +100 



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Credits  
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General
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Strategy First: For making this game and providing excellent support for it
GameFAQS: For posting this guide
You: For reading this guide
Me: For writing this guide
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Content
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Strategy First/Metaverse Players: www.galciv.com
JavaScout: http://webpages.charter.net/trevorpowdrell/
Mid-Western Conference's players/site/forums: http://idle.thehueys.com/midwest/