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    Building/Project Guide by Wraith10x

    Version: 1,1 | Updated: 08/11/03 | Search Guide | Bookmark Guide

    Galactic Civilizations
    Building/Project Guide
    Copyright 2003
    Wraith10 wraith_10_@hotmail.com
    Version 1.1
    ===============================================================================
    Distribution Info
    -----------------
    You may use this FAQ for yourself personally, make copies for your friends, or
    host it on web pages provided NO MONEY is made off this FAQ.  If you choose to 
    post it in a public domain (webpage) please send me an email detailing the
    webpage location it will be posted on. I reserve the right to ask for the 
    removal of this FAQ from any page deemed offensive. Anyone displaying my guide
    must credit me for it and not alter it in any way. You are responsible for 
    getting the latest version from gamefaqs periodically.
    ===============================================================================
    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. 
    ===============================================================================
    Contact Me
    ----------
    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 
    deleted as junk mail.  If you do not receive a reply within 2 weeks this 
    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 
    
    
    
    ==============================================================================
    Credits  
    =======
    General
    -------
    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
    -------
    Content
    -------
    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/
    

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