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    FAQ/Strategy Guide by cyberj914

    Version: 1.1 | Updated: 04/28/06 | Printable Version | Search Guide | Bookmark Guide

    GALACTIC CIVILIZATIONS II DREAD LORDS FAQ
    Game publisher Stardock
    Website www.galciv2.com
    
    ================================Version History==============================
    1.00 - 18Mar06
      The beginning...
    
    1.01 - 24Mar06
      Fixed some wording mistakes.
      Updated the Technology Tree section in include starbase unlocks.
      Turned tech unlocks into a list rather then in the notes of the tech.
      Corrected a few naming mistakes where I listed the internal name rather
        then the diplay name for a required tech.
      Added the Espionage section to Game Concepts
    
    1.1 - 27Apr06
      Updated tech tree to reflect changes made in release 1.1 of the game.
      Added AIValue tag to tech listing.
      Updated planetary buildings to reflect changes made in release 1.1 of the
        game.
      Fixed my usage of *affect* for *effect*.  Thx to those that pointed this
        out :).
      Updated strategies section to take into account game changes from 1.1.
      Added brief section on the campaign.  May expand in the future.
      Added section 6.6 predefined races and bumped all subsequent sections
      Adjusted economic section based on new 1.1 rules
      Added section 6.9 influence
    
    =============================================================================
    
    ===============================Table of Contents=============================
    
    Section 1.0 - Getting Started
     1.1 - Sandbox Mode Game
     1.2 - Your First Turn
     1.3 - Expanding Your Empire
     1.4 - Winning The Game
     1.5 - Campaign
    Section 2.0 - Technology Tree
     2.1 - Communications Branch (Yellow)
     2.2 - Propulsion Branch (Light Blue)
     2.3 - Engineering Branch (Orange, Pink, Green, Blue)
     2.4 - Galactic Warfare Branch (Red, Purple)
    Section 3.0 - Planetary Buildings
     3.1 - Colony Buildings
     3.2 - Production Buildings
     3.3 - Research Buildings
     3.4 - Economic Buildings
     3.5 - Morale Buildings
     3.6 - Influence Buildings
     3.7 - Farming Buildings
     3.8 - Terraform
     3.9 - Defensive Buildings
     3.10 - Trade Goods
     3.11 - Super Projects
     3.12 - Galactic Achievements
    Section 4.0 - Starship Components
     4.1 - Defenses (Armor)
     4.2 - Defenses (Point Defense)
     4.3 - Defenses (Shields)
     4.4 - Weapons (Gun)
     4.5 - Weapons (Missile)
     4.6 - Weapons (Beam)
     4.7 - Engines
     4.8 - Modules
     4.9 - Hulls
    Section 5.0 - Starbases
     5.1 - Military Starbase
     5.2 - Economic Starbase
     5.3 - Influence Starbase
     5.4 - Mining Starbase
     5.5 - Starbase Components
     5.5.1 - All
     5.5.2 - Military
     5.5.3 - Economy
     5.5.4 - Influence
     5.5.5 - Mining
    Section 6.0 - Game Concepts
     6.1 - Planet Building
     6.2 - Planetary Invasion
     6.3 - Ship to Ship Combat
     6.4 - Economy
     6.5 - Custom Race
     6.6 - Predefined Races
     6.7 - Relationships
     6.8 - Espionage
     6.9 - Influence
    Section 7.0 - Basic Strategies
    Section 8.0 - Legal Stuff
    
    =============================================================================
    
    Section 1.0 - Getting Started
    
    Let me start off by saying that Galactic Civilizations II is one of the best
    if not the best 4x strategy game to be released in a very long time.  If you
    are a fan of Sci-Fi or of turn based strategy games this is certainly one to
    try out.  This guide will provide you with the basic understanding needed to
    start your empire building today.  As the guide evolves I will add more and
    more strategies along with the insights of other players.
    
    So you've unwrapped the game disc and loaded the game and asked yourself
    "Now what?".  First off make sure you are running the latest version of the
    game which at this point is version 1.1.  Stardock is not like any other
    developer out there right now.  They are actually committed to improving the
    game even after it's release.  For the record there have been four updates
    so far without counting all the betas for v1.1 and plenty more in the works
    to come.  Check their website often for any word on new versions.
    
    At the main menu you have three basic choices though two are similar.  You
    can start a New Game sometimes referred to as Sandbox Mode.  You can start
    a new Campaign which takes you through the story of the Dread Lords.  You
    can also start a Metaverse game which is the same as Sandbox Mode except
    the game doesn't allow the use of mods and your final score can be uploaded
    to Stardock's website for comparison to all the other Metaverse players.  For
    the purpose of this section we'll choose a new game in Sandbox Mode.
    
    Section 1.1 - Sandbox Mode Game
    
    Ok after clicking the New Game button you are presented with the universe
    setup information.  There are several things you can adjust on this screen.
    Depending on how long you want a game to take adjust the galaxy size.  This
    ranges from Tiny which is only 3x3 sectors up to Gigantic which is 16x16.
    If you want a game to last only a few hours go with anything under Medium.
    Anything above Medium can take several play sessions to complete.  As a
    matter of personal preference I tend to play on Huge maps.  That gives a fair
    amount of breathing room in the early go but doesn't take more then a couple
    of days to wrap up.
    
    Choosing a Scenario will alter the victory conditions and the rules for the
    game.  For this example just leave it set to Normal which turns on all
    victory conditions.
    
    The boxes at the bottom of the screen affect the make up of your game
    universe.  These settings allow you to alter the difficulty of the game apart
    from the AI intelligence that we'll get to later.  The easiest setting to
    play on is for everything to be set to Abundant.  Lower any of the options to
    reduce their overall number generated by the game.
    
    Star density controls how far apart stars are from one another.  This can
    cause the universe to be made up of tight clusters of stars or can scatter
    all the stars across the entire game map.
    
    Technology rate alters the overall cost of all the techs in the game.  This
    controls the pace of how rapidly you gain new techs in the game.  If you want
    to race through the vast tech tree quickly set the rate to Very Fast.
    
    **New in version 1.1**
    The game now includes options to turn off tech trading, to turn off minor
    races, and to turn on blind exploration which only reveals an empire's
    influence coverage on the mini map if you've explored that region of space.
    Also the game now allows you to set the above galaxy options to random so
    you won't know what you are playing on until the game actually starts.
    **********************
    
    The next screen allows you to choose one of the predefined races or create
    your own.  When you are first starting out I suggest using one of the
    predefined races.  As you become proficient at the game a custom race will
    allow you to tailor the game more to your preferred style of play.
    
    The next screen shows you an overview of your selected race's abilities,
    political party, color scheme and core ship design, and starting techs.  For
    now click Next.  I'll describe this in a later section.
    
    This last screen allows you to set the number of opponents and the overall
    difficulty of the game.  There are twelve different difficulty settings
    ranging from Cakewalk - Suicidal.  For your first game I would suggest 2-4
    opponents and Easy difficulty.  As you get proficient with the game concepts
    start to move up the difficulty scale and or increase the number of
    opponents you play against.  This game does a very good job of allowing the
    player to tailor the experience to his/her own skill levels.  I break down
    the difficulty settings later in the FAQ.
    
    **New in version 1.1**
    The game now gives you the option to randomly select your opponents and to
    randomize their intelligence setting.  So for instance you can tell the game
    to give you 5 opponents from the list that are all set to a base of Normal
    but are randomized internally.  This affects the AI by slightly altering what
    internal algorithms it has access to.  This is one of those *under the hood*
    sorts of things but it does add a bit of mystery to the AI personalities.
    **********************
    
    Section 1.2 - Your First Turn
    
    After dismissing the opening dialog box the game takes you to the technology
    screen.  This screen is divided into three sections in the default mode.  In
    the upper left area you see a list of all the available techs you can
    currently research along with the time in turns it will take in parenthesis.
    To the right of that selection list is a description of your currently
    selected tech along with the abilities, improvements, and future unlocks the
    tech gives you.  The lower section of the screen is a fully expanded list of
    all the techs in the game.
    
    Depending on the starting techs of your race the first couple of selections
    will change.  However for the most part your best first tech is going to be
    either New Propulsion Techniques or Universal Translator.  As with a lot of
    things in this type of game make your choice based on what will benefit your
    empire the most.  If you are in a remote area of the map you may want to get
    better engines for your colony ships.  If there are AIs nearby you may want
    to get Universal Translator so you can speak with them sooner.
    
    After choosing your starting tech to research the next screen takes you to
    the Planetary Management screen of your home world.  Here you can see all
    the buildings on the planet along with any special tiles.  Unless your home
    world starts out with some bonus tiles that would lend it well to either
    manufacturing or research I'd suggest that you start out with a balanced set
    of buildings.  I typically build the following on my home world:
    2 x Basic Factory
    2 x Xeno Lab
    1 x Basic Farm
    1 x Marketplace
    1 x Entertainment Center
    1 x Embassy (once unlocked)
    
    Also with 5000bc in the bank your first turn you may want to purchase your
    first factory just to give your home world a good start at producing more
    buildings and colony ships.
    
    After clicking Done on the planetary screen you finally see the main game
    screen.  Take a moment to familiarize yourself with the controls for moving
    the map around as well as zooming in and out.  Of note is once you zoom out
    past a certain point the game switches from the 3D world to a 2D Strategic
    View.  In the Strategic View you see icons to represent your ships and
    planets.  This can give you quick information about the items shown without
    having to hover the mouse over them.  Get used to switching into and out of
    strategic view.  You won't regret it.
    
    Ok so now you see two ships.  One is your flag ship and the other is your
    first colony ship.  If you are playing as any race other then the Terrans you
    start out with a tech called Stellar Cartography.  This allows you to see all
    the stars and planets on the minimap right from the start.  If you don't see
    any anomalies right away then send your flag ship off towards any cluster of
    stars nearby.  Along the way monitor the space that is uncovered looking for
    said anomalies and also floating space resources.
    
    Send your colony ship off in the general direction of the star clusters also.
    Do not waste your first ship on the Planet Quality (PQ) 4 planet in your
    starting system.  There is plenty of time for that one later.  Right now you
    are looking for at least a PQ8 or above so that you can get another planet 
    similar to your home world up and running.  To colonize a planet you find
    simply select the colony ship and then right click on the planet.
    
    Before you click the Turn button select your home world and purchase a new
    colony ship.  That's all for your first turn.  Your empire building days have
    begun.
    
    Section 1.3 - Expanding Your Empire
    
    Time for turn two through oh I don't know several hundred maybe.  There are
    many effective ways for expanding your influence over the galaxy.  Depending
    on your personal style of play some may appeal to you more then others.  For
    the purpose of this guide I'm going to talk in broad generalities here and go
    into more specifics in the section about strategies.
    
    Your first fifty to a hundred turns (depending on the map size you chose) are
    going to be what I call the Colonizing Phase of the game.  In this phase the
    most important thing to do is stay on top of your colonizing efforts.  Don't
    expand too fast but try to maintain a steady rate of expansion.  By this
    point you shouldn't need to rush build any more colony ships and shouldn't
    rush build any buildings beyond the first factory on your first few new
    colonies.  The reason for this is you are going to be in the red for quite a
    while and the starting 5000bc bank is what keeps you afloat during this
    period.
    
    **New for v1.1**
    The colony rush has been toned down in this release.  This occurred because
    Stardock changed how your population grows.  Basically if you reduce a
    planets population to only a couple of billion it will take a really long
    time to recover.  So it is vital that you temper your colony expansion with
    this in mind.  I've adjusted my early game strategy to include a few planets
    that I use to build colony ships instead of just my home world.  Something
    I probably should have done before but never bothered :).
    *****************
    
    If you find any anomalies that give you money by all means rush build
    something that will benefit you like a colony ship to grab that juicy PQ18
    planet you just found or a constructor to get the Research resource you
    found.  For the most part though your first few colonies should be to the
    point where they can produce a constructor every twenty turns or so and your
    home world producing a colony ship every fifteen or so.
    
    During this early go try to keep your citizens happy.  Happy citizens make
    you more citizens which pay more taxes.  If you feel you've got to crank up
    your tax level so high that your approval falls below 70% you expanded too
    fast.  If you can get your taxes to 49% and be in the black with an approval
    of around 78% then you are in pretty good shape.  I'll discuss more economic
    concepts later in the FAQ.
    
    As you expand try to avoid spreading yourself out with gaps in your
    influence.  This can happen when you've got a couple of star systems between
    your home world and a really nice set of planets.  After the first four or
    five colonies feel free to fill in your sphere of influence with some of the
    lesser PQ planets.  If you happen to have a strong cluster of planets leave
    the lesser ones for the AI to settle.  Because you have so many planets in
    the area to his one your chances of taking the planet over later via
    influence go way up thus saving you a colony ship.  However don't let the AI
    split your empire in half by colonizing several planets in one area.  This
    can lead to you losing your influence on those outlying systems.  Disaster to
    to say the least.
    
    Every time the research flag pops up make sure you chose something that will
    benefit your empire's immediate needs.  This can change from one game to the
    next so don't concern yourself too much with following an *ideal* research
    path.
    
    Once the Colonizing Phase ends you are now in the mid game phase.  This is
    by far the longest phase of the game.  All of your starting efforts are to
    set you up for this point.  By now you've made contact with some or all of
    the major races and probably one or two of the minor ones.  Start trying to
    trade technology with them.  Also start setting up trade routes to further
    expand your economy.  Depending on the AI you are playing against a few wars
    may break out during this time.  If you are a war monger then you probably
    started them :).
    
    Section 1.4 - Winning The Game
    
    There are four ways to win a game of GCII in the normal settings:
    
    Cultural Victory - Control 75% of the map assets along with having 75% of
    the map under your sphere of influence.  You cannot be at war if you wish
    to achieve this victory.
    
    Diplomatic Victory - Make an alliance of all remaining major races.  The most
    common way to get this victory is ally with who you can and wipe out the ones
    that don't want to see your way as better.
    
    Technology Victory - Probably the second most straight forward way to win.
    At the end of the blue techs is one called Technology Victory.  Research it
    and you win.
    
    Conquest Victory - This is the most straight forward way to win.  Wipe out
    everyone else.
    
    Section 1.5 - Campaign
    
    I've had several people request a walkthrough for the campaign.  I would do
    that but to be honest I find the campaign too restrictive.  Also I don't
    think that the campaign is a good place for new players to start.  Since the
    goal of this FAQ is to give a new player the knowledge needed to start to
    enjoy this game I haven't put any effort into a campaign walkthrough.
    
    When I say the campaign is too restrictive what I mean is that you are
    limited not only in what techs you can research but also in what objectives
    you may or may not want to achieve.  Another thing not to my liking is that
    everything you do in one scenario does not carry over into the next.  So you
    end up starting a bunch of little mini games from scratch as you play
    through.
    
    I'm not faulting Stardock for what they did.  It's just that a story driven
    campaign is not why I play 4x TBS games.  I like to *choose my own adventure*
    so to speak :).
    
    =============================================================================
    
    Section 2.0 - Technology Tree
    
    To say the tech tree in GC2 is big is a bit of an understatement.  There are
    over 200 different technologies to research split into eight different
    categories.  All information shown here is taken from the TechTree.xml file
    in the GalcCiv2 data directory.  I will group them together by color trying
    to list them in order of requirements.  Included is my opinion on how
    important a tech is in any given game circumstance.
    
    I added the AIValue tag to each of the techs.  I'm not 100% sure what this
    does to the game but I'm pretty sure it influences not only how valueable the
    AI thinks a tech is in trade but also how likely it is to research it itself.
    I'm sure there are hard coded modifiers to this value in each of the AIs to
    give them some variety.  But the knowledge if nothing else should answer the
    *why* on certain things in terms of what the AI does and does not research.
    
    Legend: RP - Research Points
            PI - Planetary Improvement
            SP - Super Project
            GA - Galactic Achievement
            SC - Ship Component
            SB - Starbase Component
            TG - Trade Good
            IT - Invasion Tactic
    
    Section 2.1 - Communications Branch (Yellow Color)
    
    This branch controls all influence, diplomacy, trade and morale technologies.
    I generally intermix these in my tech selections if I've just gotten a big
    upgrade that gives me a new planetary building and I want to give my planets
    time to build.  Also this branch is very important if you want to go for
    either a Cultural victory or a Diplomatic victory.
    
    Xeno Communications
    Cost: 30 RP
    Requires: None
    Ability: +5 to diplomacy
    AIValue: 5
    Notes:
    The start of the communication branch.  Typically you start the game with
    this tech.
    
    Universal Translator
    Cost: 25 RP
    Requires: Xeno Communications
    Ability: +5 to diplomacy
    AIValue: 10
    Unlocks: Embassy (PI)
             Foreign Relations Center (SB)
    Notes:
    Usually the second tech I research in a game.  It is required to talk with
    all other races in the game.
    
    Interstellar Governments
    Cost: 200 RP
    Requires: Universal Translator
    Ability: +5 to diplomacy
    AIValue: 10
    Notes:
    Must have tech in terms of advancing your empire's form of government.  The
    more advanced governments give bonuses to MP, SP, and RP.  However you do
    have to watch your approval rating more closely at the higher government
    settings.  Also the higher forms of government can override your decisions on
    going to war if your approval rating is not high enough.
    
    Alliances
    Cost: 300 RP
    Requires: Interstellar Governments
    Ability: +10 to diplomacy
    AIValue: 30
    Notes:
    Must have tech if you are going for a Diplomatic Victory.  Also the AI does
    not need this tech for you to offer an alliance.  You only need to obtain a
    relationship status with them of *Close*.
    
    Interstellar Republic
    Cost: 800 RP
    Requires: Alliances
    Ability: +10 to diplomacy; +5 to influence
    Bonus: +25 to SP, MP, RP
    AIValue: 15
    Notes:
    Keep in mind that once you research a higher form of government the game will
    hold an election.  If your party does not win because your approval rating
    is too low you will lose your party bonus.  Also the winning parties bonus
    becomes negatives for your empire.  Needless to say you don't want to lose
    an election.
    
    Star Democracy
    Cost: 1500 RP
    Requires: Interstellar Republic
    Ability: +10 to diplomacy; +5 to influence
    Bonus: +50 to SP, MP, RP
    AIValue: 15
    Unlocks: Political Captial (SP)
    Notes:
    Same as above though you have to keep a higher rating now.
    
    Star Federation
    Cost: 5000 RP
    Requires: Star Democracy
    Ability: +10 to diplomacy; +5 to influence
    Bonus: +75 to SP, MP, RP
    AIValue: 10
    Unlocks: Galctic Monument (GA)
    Notes:
    Same as above though you have to keep an even higher rating now.
    
    Diplomatic Relations
    Cost: 100 RP
    Requires: Universal Translator
    Ability: +10 to diplomacy
    AIValue: 7
    Unlocks: Diplomatic Translators (TG)
             Interstellar Embassy (SB)
    Notes:
    If you seem to be unable to get good deals for trade from the AI try
    improving your diplomacy skill.
    
    Advanced Diplomacy
    Cost: 400 RP
    Requires: Diplomatic Relations
    Ability: +10 to diplomacy
    AIValue: 3
    Unlocks: Cultural Exchange Center (PI)
             Galactic Forum (SB)
    Notes:
    If I'm going for a cultural win I try to get this tech ASAP.
    
    Expert Diplomacy
    Cost: 500 RP
    Requires: Advanced Diplomacy
    Ability: +10 to diplomacy
    AIValue: 1
    Unlocks: Galactic Showcase (GA)
             Supreme Forum (SB)
    Notes:
    
    Majesty
    Cost: 1000 RP
    Requires: Expert Diplomacy
    Ability: +10 to diplomacy
    AIValue: 3
    Notes:
    
    Total Majesty
    Cost: 1500 RP
    Requires: Majesty
    Ability: +20 to diplomacy
    AIValue: 5
    Unlocks: Spin Control Center (SP)
    Notes:
    
    Trade
    Cost: 200 RP
    Requires: Diplomatic Relations
    Ability: +10 to diplomacy; +3 to trade routes; +10 to trade
    AIValue: 25
    Unlocks: Economic Capital (SP)
             Restaurant of Eternity (GA)
             Trading Post (SB)
    Notes:
    This tech allows you to construct freighters.  The planet the freighter
    is constructed at is considered the starting point for a trade route.  So for
    the most part you should build freighters at your most profitable planet.
    Then surround that planet with economic star bases to maximize your trade
    revenue.
    
    Advanced Trade
    Cost: 400 RP
    Requires: Trade
    Ability: +3 to trade routes; +10 to trade
    AIValue: 10
    Unlocks: Galactic Stock Exchange (GA)
             Galactic Mall (SB)
    Notes:
    
    Neutral Shipping
    Cost: 400 RP
    Requires: Trade
    Ability: +3 to trade routes; +10 to trade
    Alignment: Neutral only
    AIValue: 5
    Notes:
    
    Master Trade
    Cost: 1200 RP
    Requires: Advanced Trade
    Ability: +3 to trade routes; +10 to trade
    AIValue: 5
    Unlocks: Galactic Privateer (GA)
             Galactic Bazaar (GA)
             Advanced Trading Post (SB)
             Trade Center (SB)
    Notes:
    The two galactic achievements that this tech unlocks are very useful.  If you
    are a war monger or an evil empire then the Galactic Privateer can help you
    keep your trade routes safe during your constant warfare.  The Galactic
    Bazaar is very useful if you like to keep your economy going by trading techs
    and trade goods.
    
    Xeno Entertainment
    Cost: 300 RP
    Requires: Universal Translator
    Ability: +10 to morale
    AIValue: 3
    Unlocks: Multimedia Center (PI)
    Notes:
    A good tech to get in the early stage of the game.  Pick it up if you start
    to have approval difficulties.
    
    Xeno Business
    Cost: 400 RP
    Requires: Xeno Entertainment
    Ability: +5 to influence
    AIValue: 3
    Unlocks: Interstellar Consortium (SB)
    Notes:
    
    Cultural Domination
    Cost: 800 RP
    Requires: Xeno Business
    Ability: +5 to influence
    AIValue: 3
    Unlocks: Re-education Center (SP)
             Franchise Center (SB)
    Notes:
    
    Historical Assimilation
    Cost: 1000 RP
    Requires: Cultural Domination
    Ability: +5 to influence
    AIValue: 3
    Unlocks: Franchise Headquarters (SB)
    Notes:
    
    Xeno Cultural Trends
    Cost: 1000 RP
    Requires: Historical Assimilation
    Ability: +5 to influence
    AIValue: 3
    Unlocks: Frictionless Clothing (TG)
             Cultural Maximization Center (SB)
    Notes:
    
    Cultural Insurrection
    Cost: 1200 RP
    Requires: Xeno Cultural Trends
    Ability: +5 to influence
    AIValue: 3
    Unlocks: Insurrection Coordinator (SB)
    Notes:
    
    Cultural Conquest
    Cost: 1500 RP
    Requires: Cultural Insurrection
    Ability: +10 to influence
    AIValue: 3
    Unlocks: Hyper Distribution Center (GA)
             Cultural Conquest Center (SB)
    Notes:
    
    Extreme Entertainment
    Cost: 800 RP
    Requires: Xeno Entertainment
    Ability: +5 to morale
    AIValue: 5
    Unlocks: Extreme Stadium (PI)
             Ultra Spices (TG)
             Xeno Concert Hall (SB)
    Notes:
    
    Zero G Sports Arenas
    Cost: 1500 RP
    Requires: Extreme Entertainment
    Ability: +5 to morale
    AIValue: 5
    Unlocks: Zero G Sports Arena (PI)
             Gravity Accelerators (TG)
    Notes:
    The Gravity Accelerators is one trade good I try to secure for myself in all
    my games.  Speed is a major advantage to keeping the initiative and since
    this adds +1 to all your ships it is of high value in my book.
    
    Virtual Reality Centers
    Cost: 2500 RP
    Requires: Zero G Sports Arena
    Ability: +5 to morale
    AIValue: 5
    Unlocks: Virtual Reality Center (PI)
             Virtual Reality Modules (TG)
    Notes:
    
    Xeno Ethics
    Cost: 1000 RP
    Requires: Universal Translator
    Ability: +5 to diplomacy
    AIValue: 10
    Unlocks: Harmony Crystals (TG)
    Notes:
    This tech allows you to choose an ethical alignment.  I tend to wait on this
    tech until I've got enough espionage on my rivals to determine which way
    they maybe leaning.  If you are going for a Diplomatic Victory it is easier
    to get them to ally with you if you are the same alignment.
    
    Good and Evil
    Cost: 1500 RP
    Requires: Xeno Ethics
    Ability: +10 to diplomacy
    AIValue: 3
    Unlocks: Secret Police Center (SP)
    Notes:
    Required if you'd like to get to the galactic wonder for whatever alignment
    you chose.
    
    Concepts of Malice
    Cost: 1500 RP
    Requires: Good and Evil
    Alignment: Evil only
    Ability: +10 to diplomacy
    AIValue: 3
    Unlocks: Temple of Malice (GA)
             Propaganda Center (PI)
             Artificial Slave Center (SP)
             No Mercy Invasion Center (GA)
             Mind Control Center (GA)
    Notes:
    With all the nifty things you get for being evil why would anyone ever want
    to be good? :)
    
    Balanced Vision
    Cost: 1500 RP
    Requires: Good and Evil
    Alignment: Neutral only
    Ability +10 to diplomacy
    AIValue: 3
    Unlocks: Temple of Balance (GA)
    Notes:
    Neutral in my opinion needs some work.  There just isn't enough useful stuff
    for me to recommend it beyond choosing it if the majority of empires in your
    game are already neutral and you are going for a Diplomatic Victory.
    
    Concepts of Righteousness
    Cost: 1500 RP
    Requires: Good and Evil
    Alignment: Good only
    Ability +10 to diplomacy
    AIValue: 3
    Unlocks: Temple of Righteousness (GA)
             Empathic Tactical Center (GA)
             Hall of Empathy (GA)
    Notes:
    
    Section 2.2 - Propulsion Branch (Light Blue)
    
    "We like things that make us go" - Packleds ST:TNG.  Sorry couldn't resist :)
    But basically that statement is really all you need know about the
    propulsion branch.
    
    Hyperdrive
    Cost: 50 RP
    Requires: None
    AIValue: 10
    Notes:
    Most of the time this is one of your starting techs.
    
    New Propulsion Techniques
    Cost: 25 RP
    Requires: Hyperdrive
    AIValue: 25
    Notes:
    This is normally one of the first techs I research in the game.  The road to
    better engines can open up several useful strategies not only for combat but
    just expanding your borders as well.
    
    Ion Drive
    Cost: 50 RP
    Requires: New Propulsion
    AIValue: 20
    Notes:
    Unlocks the Ion Drive ship component.  See ship components for more info.
    
    Impulse Drive
    Cost: 150 RP
    Requires: Ion Drive
    Ability: +10 to speed
    AIValue: 30
    Notes:
    Unlocks your first engine capable of more then 1 parsec / week movement.
    
    Impulse Drive Mark II
    Cost: 200 RP
    Requires: Impulse Drive
    AIValue: 12
    Notes:
    
    Impulse Drive Mark III
    Cost: 300 RP
    Requires: Impulse Drive Mark II
    AIValue: 12
    Notes:
    
    Warp Drive
    Cost: 1000 RP
    Requires: Impulse Drive Mark III
    AIValue: 30
    Unlocks: Stellar Wake (SB)
    Notes:
    
    Warp Drive II
    Cost: 800 RP
    Requires: Warp Drive
    AIValue: 4
    Notes:
    
    Warp Drive III
    Cost: 900 RP
    Requires: Warp Drive II
    AIValue: 3
    Notes:
    
    Warp Drive IV
    Cost: 1000 RP
    Requires: Warp Drive III
    AIValue: 3
    Unlocks: Inverse Tractor Beam (SB)
    Notes:
    
    Warp Drive V
    Cost: 1200 RP
    Requires: Warp Drive IV
    AIValue: 3
    Notes:
    
    Hyperwarp
    Cost: 4000 RP
    Requires: Warp Drive V
    AIValue: 20
    Unlocks: Interdiction Beam (SB)
    Notes:
    
    Hyperwarp II
    Cost: 3000 RP
    Requires: Hyperwarp
    AIValue: 3
    Notes:
    
    Hyperwarp III
    Cost: 3200 RP
    Requires: Hyperwarp II
    AIValue: 3
    Notes:
    
    Section 2.3 - Engineering Branch (Orange, Pink, Green, Blue)
    
    All planetary buildings are contained in this branch along with the upgrades.
    Also this branch controls your maximum hull size, ship range, and logistics.
    And for good measure the research branch is part of this too.
    
    Xeno Engineering
    Cost: 50 RP
    Requires: None
    Unlocks: Mining Center (SB)
    Ability: +10 to SP
    AIValue: 5
    Notes:
    The start of the engineering branch.  Also it is typically a starting tech.
    
    Basic Logistics
    Cost: 150 RP
    Requires: Xeno Engineering
    Ability: +4 to logistics
    AIValue: 30
    Notes:
    This is probably the fourth or fifth tech I research in the game.  The
    ability to put 3 small hull ships into a fleet in the beginning of the game
    is crucial if you end up in an early war.
    
    Enhanced Logistics
    Cost: 500 RP
    Requires: Basic Logistics
    Ability: +5 to logistics
    AIValue: 25
    Notes:
    This tech can normally wait until either a war breaks out or you've
    researched Medium hulls.
    
    Advanced Logistics
    Cost: 1500 RP
    Requires: Enhanced Logistics
    Ability: +6 to logistics
    AIValue: 20
    Notes:
    This tech can normally wait until you've researched Large Hulls.  In general
    however if you are in a war the more ships you can get into a fleet the
    better that fleet's chances are of winning any given engagement.
    
    Expert Logistics
    Cost: 2500 RP
    Requires: Advanced Logistics
    Ability: +7 to logistics
    AIValue: 12
    Unlocks: Hyperion Re-Supply Center (SP)
             Hyperion Logistics System (SP)
    Notes:
    Again this tech can wait until you've researched the larger hull sizes.  The
    Hyperion Logistics System is a really nice super project.  Building it as
    soon as you can really helps when war breaks out.
    
    Ultimate Logistics
    Cost: 4000 RP
    Requires: Expert Logistics
    Ability: +9 to logistics
    AIValue: 10
    Notes:
    Guess what.  This can wait and probably never get researched.
    
    General Life Support
    Cost: 50 RP
    Requires: Basic Logistics
    Ability: +20 to range
    AIValue: 15
    Notes:
    A good tech to pick up early if you find yourself starting in an isolated
    part of the galaxy.  Keep in mind that it will increase the range of your
    existing ship along with give you access to the ship modules for extending
    range.
    
    Extended Life Support
    Cost: 500 RP
    Requires: General Life Support
    Ability: +40 to range
    AIValue: 21
    Notes:
    A bit pricey but again if you need to eek a little more range out of your
    existing fleet it does help.
    
    Advanced Life Support
    Cost: 2000 RP
    Requires: Extended Life Support
    Ability: +50 to range
    AIValue: 10
    Notes:
    Really only need if you are stuck in a corner of the galaxy on a Large or
    bigger map.
    
    Ultra Life Support
    Cost: 4000 RP
    Requires: Advanced Life Support
    Ability: +50 to range
    AIValue: 5
    Note:
    Here's a tip... save the RP and put some life support modules on your ships
    instead of researching this.
    
    Advanced Hulls
    Cost: 210
    Requires: Basic Logistics
    AIValue: 35
    Unlocks: Xinathium Hull Plating (TG)
    Notes:
    This is another trade good I always try to secure for myself.  That 15% isn't
    much on a small ship but when you get into the medium and large hulls it can
    really make a difference.  Also since the AI values it pretty well it is a
    nice trade good to help smooth relations with when trying to get to that
    clost status needed for an alliance.
    
    Medium Scale Building
    Cost: 800 RP
    Requires: Advanced Hulls
    AIValue: 40
    Unlocks: Medium Hulls (SC)
             Battle Stations Mark II (SB)
    Notes:
    
    Superior Hulls
    Cost: 500 RP
    Requires: Medium Scale Building
    AIValue: 15
    Notes:
    
    Large Scale Building
    Cost: 2500 RP
    Requires: Superior Hulls
    AIValue: 50
    Unlocks: Large Hulls (SC)
             Battle Stations Mark III (SB)
    Notes:
    
    Master Hull Building
    Cost: 2000 RP
    Requires: Large Scale Building
    Ability: +15 to hit points
    AIValue: 30
    Unlocks: Hyperion Shipyard (SP)
    Notes:
    
    Massive Scale Building
    Cost: 4000 RP
    Requires: Master Hull Building
    AIValue: 30
    Unlocks: Huge Hulls (SC)
             Battle Stations Mark IV (SB)
    Notes:
    
    Reinforced Hull Design
    Cost: 1000 RP
    Requires: Master Hull Building
    AIValue: 5
    Ability: +10 to hit points
    Notes:
    Always nice to increase the hit point of all your ships.  If nothing else I
    use it to make my small/medium mixed fleets more viable against larger ships.
    
    Hardened Hull Design
    Cost: 2000
    Requires: Reinforced Hull Design
    Ability: +10 to hit points
    AIValue: 5
    Notes:
    See above :).
    
    Planetary Improvements
    Cost: 100 RP
    Requires: Xeno Engineering
    Ability: +10 to SP; +10 to MP; +10 to RP
    AIValue: 15
    Notes:
    This is normally the second tech I research in a game.  The +10 bonus to
    each production stat is a great help.  Also I now make a beeline to Xeno
    Economics to get a good jump start on my economy.
    
    Xeno Industrial Theory
    Cost: 200 RP
    Requires: Planetary Improvements
    Ability: +10 to SP
    AIValue: 5
    Unlocks: Factory (PI)
             Manufacturing Capital (SP)
             Adv. Starbase Factory (SB)
             Mining Headquarters (SB)
    Notes:
    The +10 to social production is also nice.  If you feel you need to crank out
    buildings a little faster and don't want to increase your social spending
    then research this.
    
    Xeno Factory Construction
    Cost: 1000 RP
    Requires: Xeno Industrial Theory
    AIValue: 10
    Unlocks: Enhanced Factory (PI)
             Massive Scaling Center (SB)
             Resource Excavation (SB)
    Notes:
    Bigger better factories.  Depending on where you are in the game this can be
    a blessing or a curse.
    
    Manufacturing Centers
    Cost: 2000 RP
    Requires: Xeno Factory Construction
    AIValue: 10
    Unlocks: Manufacturing Center (PI)
             Interstellar Collectors (SB)
             Extraction Center (SB)
             Extraction Complex (SB)
    Notes:
    More powerful factories.  Also don't forget that there are two starbase
    upgrades for your econ and mining starbases in this tech.  I sometimes forget
    to build the second :)
    
    Industrial Sector
    Cost: 4000 RP
    Requires: Manufacturing Centers
    AIValue: 5
    Unlocks: Industrial Sector (PI)
             Orbital Replicators (SB)
             Resource Sector (SB)
    Notes:
    My opinion of this tech has changed.  With the reduced cost in terms of
    research and the changes made to the economy starbase modules I do think this
    is now worth researching.
    
    Xeno Economics
    Cost: 100 RP
    Requires: Planetary Improvements
    Ability: +10 to economics
    AIValue: 10
    Unlocks Adv. Market Center (PI)
    Notes:
    A good tech to pick up in the early stages of the game after you've gotten
    your production base rolling.  Can help to push your economy into the black.
    
    Xeno Trade Centers
    Cost: 400 RP
    Requires: Xeno Economics
    AIValue: 3
    Unlocks: Trade Center (PI)
    Notes:
    
    Xeno Bank Construction
    Cost: 500 RP
    Requires: Xeno Trade Centers
    Ability: +5 to economics
    AIValue: 5
    Unlocks: Banking Center (PI)
    Notes:
    Can never have too many bcs.  And for only 500 RP this is a bargain compared
    to the other planetary improvements at the same level.
    
    Galactic Stock Exchanges
    Cost: 800 RP
    Requires: Xeno Bank Construction
    AIValue: 5
    Unlocks: Stock Market (PI)
    Notes:
    Again anything that improves bcs is a help.  800 RP is nothing at this point
    in the game typically.  So picking this up in the early mid game can be an
    asset.
    
    Xeno Farm Construction
    Cost: 200 RP
    Requires: Planetary Improvements
    AIValue: 20
    Unlocks: Xeno Farming (PI)
    Notes:
    Be wary of upgrading your farming capabilities.  Without proper planning you
    can push your planets approval into the tank with too many people too fast.
    In general improve your entertainment capabilities first.
    
    Xeno Farm Construction II
    Cost: 2000 RP
    Requires: Xeno Farm Construction
    AIValue: 15
    Unlocks Intensive Farming (PI)
    Notes:
    Same as with Xeno Farm I.
    
    Xeno Farm Construction III
    Cost: 4000 RP
    Requires: Xeno Farm Construction II
    AIValue: 5
    Unlocks: Advanced Farming (PI)
    Notes:
    I don't think I've ever bothered with this tech.  At least the 4000 RP price
    tag is much better then the 8k previous to v1.1.
    
    Soil Enhancement
    Cost: 400 RP
    Requires: Planetary Improvements
    AIValue: 25
    Unlocks: Soil Enhancement (PI)
    Notes:
    Turn all those yellow squares into useable tiles.  Can wait till the after
    the colonizing phase.
    
    Habitat Improvement
    Cost: 1500 RP
    Requires: Soil Enhancement
    AIValue: 25
    Unlocks: Habitat Improvement (PI)
             Aphrodisiac (TG)
    Notes:
    Turns orange squares into useable tiles.  Really not needed unless you have
    a lot of planets that have more then one of these color tiles.
    
    Terraforming
    Cost: 3000 RP
    Requires: Habitat Improvement
    AIValue: Not listed (typo maybe?)
    Unlocks: Terraforming (PI)
             Orbital Terraformer (GA)
    Notes:
    Allows you to use any remaining tiles that haven't turned green from the
    previous two techs.  It does not as the description implies allow you to use
    all tiles on a planet.  Shame they didn't add a tech to do that.  Maybe in
    a future update.
    
    Xeno Research
    Cost: 20 RP
    Requires: Xeno Engineering
    AIValue: 20
    Unlocks: Xeno Lab (PI)
    Notes:
    The start of the pure research branch.  Typically a race starts with this
    tech.
    
    Advanced Computing
    Cost: 100 RP
    Requires: Xeno Research
    AIValue: 10
    Unlocks: Technological Capital (SP)
             Smart Drones (SB)
    Notes:
    
    Basic Miniaturization
    Cost: 100 RP
    Requires: Advanced Computing
    AIValue: 20
    Ability: +10 to ship hull space
    Notes:
    Miniaturization does not affect the component size of your ships directly.
    It does increase the amount of space any given hull size has by the
    percentage listed.
    
    Enhanced Miniaturization
    Cost: 500 RP
    Requires: Basic Miniaturization
    Ability: +15 to ship hull space
    AIValue: 26
    Unlocks: Micro Repair Bots (TG)
    Notes:
    A nice advance to have just as medium size ships become available to you.
    
    Advanced Miniaturization
    Cost: 1000 RP
    Requires: Enhanced Miniaturization
    Ability: +15 to ship hull space
    AIValue: 25
    Notes:
    My opinion on this tech has changed given the research cost reduction.  While
    it is still a good idea to research the larger hulls first you can't ignore
    the +40% to hull space you get by the time you research this tech.
    
    Expert Miniaturization
    Cost: 2500 RP
    Requires: Advanced Miniaturization
    Ability: +15 to ship hull space
    AIValue: 25
    Unlocks: Hyperion Shrinker (SP)
    Notes:
    See above :).
    
    Ultimate Miniaturization
    Cost: 5000 RP
    Requires: Expert Miniaturization
    Ability: +20 to ship hull space
    AIValue: 15
    Notes:
    Umm... well not no now that it is only 5000 RP instead of 8400.  But I still
    rarely research this because if you factor in the Hyperion Shrinker from the
    last tech you basically bump hull sizes by one in terms of component sizes.
    This starts the diminishing returns on miniaturization.  Also I think the AI
    feels the same way since the value of this tech is 10 less than previous
    ones.
    
    Supreme Miniaturization
    Cost: 8000 RP
    Requires: Ultimate Miniaturization
    Ability: +25 to ship hull space
    AIValue: 4
    Notes:
    If it is unlikely for me to justify 5000 for the previous tech how likely do
    you think it would be fore me to justify 8000 for this one?  I'd go for a
    tech victory long before this becoming useful.  And with an AI value of 4 it
    appears I'm not alone in my thoughts :).
    
    Research Centers
    Cost: 200 RP
    Requires: Xeno Research
    AIValue: 5
    Unlocks: Research Center (PI)
    Notes:
    
    Research Academies
    Cost: 500 RP
    Requires: Research Centers
    AIValue: 4
    Unlocks: Research Academy (PI)
    Notes:
    
    Neutrality Learning Center
    Cost: 2000 RP
    Requires: Research Academies
    Alignment: Neutral
    AIValue: 5
    Unlocks: Neutrality Learning Center (PI)
    Notes:
    Neutral players rejoice this is finally fixed in v1.1 :)
    
    Invention Matrix
    Cost: 2000 RP
    Requires: Research Academies
    AIValue: 4
    Unlocks: Invention Matrix (PI)
    Notes:
    
    Discovery Sphere
    Cost: 6000 RP
    Requires: Invention Matrix
    AIValue: 4
    Unlocks: Discovery Sphere (PI)
             Omega Research Center (GA)
    Notes:
    
    Deeper Knowledge
    Cost: 3000 RP
    Requires: Discovery Sphere
    AIValue: 1
    Notes:
    Only continue to research down this path if you are going for a Technological
    Victory.  Didn't realize that the AI will most likely never try for a tech
    win :).
    
    Galactic Understanding
    Cost: 6000 RP
    Requires: Deeper Knowledge
    AIValue: 1
    Notes:
    Only continue to research down this path if you are going for a Technological
    Victory.
    
    Near Omniscience
    Cost: 12000 RP
    Requires: Galactic Understanding
    AIValue: 1
    Notes:
    Only continue to research down this path if you are going for a Technological
    Victory.
    
    Beyond Mortality
    Cost: 18000 RP
    Requires: Near Omniscience
    AIValue: 1
    Notes:
    Only continue to research down this path if you are going for a Technological
    Victory.
    
    Technology Victory
    Cost: 40000 RP
    Requires: Beyond Mortality
    AIValue: 1
    Notes:
    You win a technology victory.  Duh! :)
    
    Stellar Cartography
    Cost: 25 RP
    Requires: Xeno Research
    AIValue: 1
    Notes:
    All races except the Terrans start with this ability.  It allows you to see
    the planets and stars on the mini map.
    
    Sensors
    Cost: 100 RP
    Requires: Stellar Cartography
    Ability: +1 to sensor ability
    AIValue: 1
    Unlocks: Survey Module (SC)
             Perimeter Scanners (SB)
    Notes:
    Well with an AIValue of 1 no wonder the AI never seems to research this
    branch.
    
    Sensors Mark II
    Cost: 200 RP
    Requires: Sensors
    AIValue: 1
    Unlocks: Nano Recorders (TG)
             Galactic Guide Book (GA)
             Sector Scanners (SB)
    Notes:
    Galactic Guide Book is almost useless since unless you specifically go for it
    in the early stages of the game all the anomalies are gone.  Nano Recorders
    I know is listed but I'm not sure it is even in the game.
    
    Sensors Mark III
    Cost: 300 RP
    Requires: Sensors II
    AIValue: 1
    Unlocks: Sector Surveillance Scanners (SB)
    Notes:
    
    Sensors Mark IV
    Cost: 500 RP
    Requires: Sensors III
    AIValue: 1
    Unlocks: Eyes of the Universe (GA)
             Ultimate Surveillance Scanners (SB)
    Notes:
    The Eyes of the Universe galactic achievement is worth the 1100 total RP it
    takes to get to Sensor IV.  During war it makes keeping tabs on the AI ships
    a lot easier without risking any defenseless scouts.
    
    Section 2.4 - Galactic Warfare Branch (Red, Purple)
    
    WAR!... can't live without it... pass the Phasor.
    
    Galactic Warfare
    Cost: 25 RP
    Requires: None
    Ability: +10 to military production
    AIValue: 10
    Notes:
    Typically a race starts with this tech.  If not it should be in the top 5 of
    starting research projects.
    
    Space Militarization
    Cost: 50 RP
    Requires: Galactic Warfare
    Ability: +10 to military production
    AIValue: 20
    Notes:
    Obviously if you are going for a conquest win then you want to start your
    war machine early.  However even a peaceful style shouldn't neglect weapons
    or defenses for too long.  The more aggressive AIs do like to pick on the
    little kids.
    
    Space Weapons
    Cost: 150 RP
    Requires: Space Militarization
    AIValue: 10
    Unlocks: Battle Stations (SB)
             Fighter Drones (SB)
    Notes:
    
    Planetary Invasion
    Cost: 900 RP
    Requires: Space Militarization
    AIValue: 18
    Unlocks: Troop Module (SC)
             Traditional Warfare (IT)
             Gas Warfare (IT)
             Information Warfare (IT)
    Notes:
    Obviously you need to get this before you go to war.  Also if you can get it
    before the AI then you can take their planets but they are no threat to
    yours.
    
    Planetary Defense
    Cost: 300 RP
    Requires: Planetary Invasion
    Ability: +10 to soldiering
    AIValue: 38
    Unlocks: Orbital Fleet Manager (PI)
             Planetary Defense (PI)
             Omega Defense System (SP)
    Notes:
    
    Advanced Planetary Defense
    Cost: 2000 RP
    Requires: Planetary Defense
    Ability: +10 to soldiering
    AIValue: 4
    Unlocks: Hyperion Fleet Defense (SP)
    Notes:
    
    Supreme Planetary Defense
    Cost: 6000 RP
    Requires: Advanced Planetary Defense
    Ability: +10 to soldiering
    AIValue: 4
    Notes:
    
    Planetary Bombardment
    Cost: 600 RP
    Requires: Planetary Invasion
    Ability: +5 to soldiering
    AIValue: 12
    Unlocks: Mass Drivers (IT)
    Notes:
    
    Tidal Disruption
    Cost: 600 RP
    Requires: Planetary Bombardment
    Ability: +15 to soldiering
    AIValue: 4
    Unlocks: Tidal Disruptors (IT)
    Notes:
    
    Space Marines
    Cost: 400 RP
    Requires: Planetary Bombardment
    Ability: +15 to soldiering
    AIValue: 12
    Unlocks: Tir-Quan Training (TG)
             Core Detonation (IT)
    Notes:
    
    Advanced Troop Module
    Cost: 500 RP
    Requires: Space Marines
    AIValue: 25
    Unlocks: Adv Troop Module (SC)
    Notes:
    
    Shock Troops
    Cost: 500 RP
    Requires: Advanced Troop Module
    Ability: +15 to soldiering
    AIValue: 8
    Unlocks: Mini-Soldiers (IT)
    Notes:
    
    Starbase Defenses
    Cost: 500 RP
    Requires: Space Weapons
    AIValue: 18
    Unlocks: Beam Interceptor (SB)
             Energy Grid (SB)
             Missile Defender (SB)
    Notes:
    The path starting with this tech has gotten more expensive in an effort to
    curtail a rush tactic using military starbases.  Time play testing by us will
    let Stardock know if this is enough or if other measures need to be added.
    
    Starbase Mobilization
    Cost: 1500 RP
    Requires: Starbase Defenses
    AIValue: 10
    Unlocks: Omega Cannon (SB)
             Missile Bloom (SB)
             Beam Multiplier Field (SB)
    Notes:
    
    Starbase Projection
    Cost: 2500 RP
    Requires: Starbase Mobilization
    AIValue: 3
    Unlocks: Beam Multiplier Field III (SB)
             Omega Cannon III (SB)
             Missile Bloom III (SB)
    Notes:
    
    Superior Starbase Defense Systems
    Cost: 3500 RP
    Requires: Starbase Projection
    AIValue: 5
    Unlocks: Beam Multiplier Field IV (SB)
             Omega Cannon IV (SB)
             Missile Bloom IV (SB)
    Notes:
    
    Starbase Conquest Strategy
    Cost: 4500
    Requires: Superior Starbase Defense Systems
    AIValue: 5
    Unlocks: Beam Multiplier Field V (SB)
             Omega Cannon V (SB)
             Missile Bloom V (SB)
    Notes:
    
    Beam Weapon Theory
    Cost: 100 RP
    Requires: Space Weapons
    AIValue: 10
    Notes:
    Unlocks the beam weapon branch of the ship weapons.
    
    Laser
    Cost: 75 RP
    Requires: Beam Weapon Theory
    AIValue: 10
    Unlocks: Laser Equalizer (SB)
    Notes:
    
    Laser II
    Cost: 200 RP
    Requires: Laser
    AIValue: 10
    Notes:
    
    Laser III
    Cost: 350 RP
    Requires: Laser II
    AIValue: 8
    Notes:
    
    Laser IV
    Cost: 400 RP
    Requires: Laser III
    AIValue: 8
    Notes:
    
    Laser V
    Cost: 500 RP
    Requires: Laser IV
    AIValue: 8
    Notes:
    
    Plasma Weapons
    Cost: 1000 RP
    Requires: Laser V
    AIValue: 8
    Notes:
    
    Plasma Weapons II
    Cost: 700 RP
    Requires: Plasma Weapons
    AIValue: 8
    Notes:
    
    Plasma Weapon III
    Cost: 800 RP
    Requires: Plasma Weapons II
    AIValue: 8
    Notes:
    
    Phasors
    Cost: 2000 RP
    Requires: Plasma Weapons III
    AIValue: 8
    Unlocks: Hyper-Phasors (SB)
    Notes:
    
    Phasors II
    Cost: 1600 RP
    Requires: Phasors
    AIValue: 8
    Notes:
    
    Psyonic Beam
    Cost: 900 RP
    Requires: Phasors
    Alignment: Evil only
    AIValue: 8
    Notes:
    
    Phasors III
    Cost: 1800 RP
    Requires: Phasors II
    AIValue: 8
    Notes:
    
    Phasors IV
    Cost: 2000 RP
    Requires: Phasors III
    AIValue: 8
    Notes:
    
    Phasors V
    Cost: 2100 RP
    Requires: Phasors IV
    AIValue: 8
    Notes:
    
    Phasors VI
    Cost: 2200 RP
    Requires: Phasors V
    AIValue: 8
    Notes:
    
    Phasors VII
    Cost: 2400 RP
    Requires: Phasors VI
    AIValue: 8
    Notes:
    
    Disruptors
    Cost: 4000 RP
    Requires: Phasors VII
    AIValue: 8
    Unlocks: Focusted Disruptors (SB)
    Notes:
    
    Disruptors II
    Cost: 3200 RP
    Requires: Disruptors
    AIValue: 8
    Notes:
    
    Disruptors III
    Cost: 3500 RP
    Requires: Disruptors II
    AIValue: 8
    Notes:
    
    Subspace Blaster
    Cost: 6000 RP
    Requires: Disruptors III
    AIValue: 8
    Notes:
    
    Subspace Annihilator
    Cost: 5200 RP
    Requires: Subspace Blaster
    AIValue: 8
    Notes:
    
    Doom Ray
    Cost: 9000 RP
    Requires: Subspace Annihilator
    AIValue: 8
    Notes:
    
    Mass Driver Theory
    Cost: 100 RP
    Requires: Space Weapons
    AIValue: 10
    Notes:
    Start of the gun branch of ship weapons.
    
    Miniballs
    Cost: 75 RP
    Requires: Mass Driver Theory
    AIValue: 10
    Unlocks: Sniper Turrets (SB)
    Notes:
    
    Miniballs II
    Cost: 100 RP
    Requires: Miniballs
    AIValue: 10
    Notes
    
    Mass Drivers
    Cost: 500 RP
    Requires: Miniballs II
    AIValue: 8
    Notes:
    
    Mass Drivers II
    Cost: 800 RP
    Requires: Mass Drivers
    AIValue: 8
    Notes:
    
    Mass Drivers III
    Cost: 1000 RP
    Requires: Mass Drivers II
    AIValue: 8
    Notes:
    
    Singularity Driver
    Cost: 1200 RP
    Requires: Mass Drivers III
    AIValue: 8
    Unlocks: Atlas Sling (SB)
    Notes:
    
    Singularity Driver II
    Cost: 900 RP
    Requires: Singularity Driver
    AIValue: 8
    Notes:
    
    Singularity Driver III
    Cost: 800 RP
    Requires: Singularity Driver II
    AIValue: 8
    Notes:
    
    Singularity Driver IV
    Cost: 1000 RP
    Requires: Singularity Driver III
    AIValue: 8
    Notes:
    
    Graviton Driver
    Cost: 2000 RP
    Requires: Singularity Driver IV
    AIValue: 8
    Notes:
    
    Graviton Driver II
    Cost: 2400 RP
    Requires: Graviton Driver
    AIValue: 8
    Notes:
    
    Graviton Driver III
    Cost: 2500 RP
    Requires: Graviton Driver II
    AIValue: 8
    Notes:
    
    Graviton Driver IV
    Cost: 2600 RP
    Requires: Graviton Driver III
    AIValue: 8
    Unlocks: Graviton Snipers (SB)
    Notes:
    
    Psyonic Shredder
    Cost: 1000 RP
    Requires: Graviton Driver III
    Alignment: Evil only
    AIValue: 8
    Notes:
    
    Quantum Driver
    Cost: 4000 RP
    Requires: Graviton Driver IV
    AIValue: 8
    Notes:
    
    Quantum Driver II
    Cost: 4200 RP
    Requires: Quantum Driver
    AIValue: 8
    Notes:
    
    Quantum Driver III
    Cost: 4400 RP
    Requires: Quantum Driver II
    AIValue: 8
    Notes:
    
    HD Spike Driver
    Cost: 5000 RP
    Requires: Quantum Driver III
    AIValue: 8
    Notes:
    
    HD Spike Driver II
    Cost: 5200 RP
    Requires: HD Spike Driver
    AIValue: 8
    Notes:
    
    HD Spike Driver III
    Cost: 5300 RP
    Requires: HD Spike Driver II
    AIValue: 8
    Notes:
    
    HD Spike Driver IV
    Cost: 5800 RP
    Requires: HD Spike Driver III
    AIValue: 8
    Notes:
    
    Neutrino Bullets
    Cost: 8000 RP
    Requires: HD Spike Driver IV
    AIValue: 8
    Unlocks: Neutrino Snipers (SB)
    Notes:
    
    Black Hole Gun
    Cost: 8000 RP
    Requires: Neutrino Bullets
    AIValue: 8
    Notes:
    
    Missile Weapon Theory
    Cost: 100 RP
    Requires: Space Weapons
    AIValue: 10
    Unlocks: Missile Launchpads (SB)
    Notes:
    Start of the missile ship weapons branch.
    
    Stinger
    Cost: 150 RP
    Requires: Missile Weapon Theory
    AIValue: 10
    Notes:
    
    Stinger II
    Cost: 300 RP
    Requires: Stinger
    AIValue: 10
    Notes:
    
    Stinger III
    Cost: 400 RP
    Requires: Stinger II
    AIValue: 8
    Notes:
    
    Stinger IV
    Cost: 800 RP
    Requires: Stinger III
    AIValue: 8
    Notes:
    
    Harpoon
    Cost: 1200 RP
    Requires: Stinger IV
    AIValue: 8
    Notes:
    
    Harpoon II
    Cost: 800 RP
    Requires: Harpoon
    AIValue: 8
    Notes:
    
    Harpoon III
    Cost: 900 RP
    Requires: Harpoon II
    AIValue: 8
    Notes:
    
    Pysonic Missile
    Cost: 600 RP
    Requires: Harpoon III
    Alignment: Evil only
    AIValue: 8
    Notes:
    
    Photonic Torpedo
    Cost: 1600 RP
    Requires: Harpoon III
    AIValue: 8
    Notes:
    
    Photonic Torpedo II
    Cost: 1200 RP
    Requires: Photonic Torpedo
    AIValue: 8
    Unlocks: Sub-Space Warheads (SB)
    Notes:
    
    Photon Torpedo
    Cost: 2400 RP
    Requires: Photonic Torpedo II
    AIValue: 8
    Notes:
    
    Photon Torpedo II
    Cost: 2800 RP
    Requires: Photon Torpedo
    AIValue: 8
    Notes:
    
    Photon Torpedo III
    Cost: 3000 RP
    Requires: Photon Torpedo II
    AIValue: 8
    Notes:
    
    Anti-Matter Torpedo
    Cost: 5000 RP
    Requires: Photon Torpedo III
    AIValue: 8
    Notes:
    
    Anti-Matter Torpedo II
    Cost: 5200 RP
    Requires: Anti-Matter Torpedo
    AIValue: 8
    Notes:
    
    Anti-Matter Torpedo III
    Cost: 5400 RP
    Requires: Anti-Matter Torpedo II
    AIValue: 8
    Notes:
    
    Quantum Torpedo
    Cost: 6000 RP
    Requires: Anti-Matter Torpedo III
    AIValue: 8
    Notes:
    
    Quantum Torpedo II
    Cost: 6200 RP
    Requires: Quantum Torpedo
    AIValue: 8
    Notes:
    
    Quantum Torpedo III
    Cost: 6800 RP
    Requires: Quantum Torpedo II
    AIValue: 8
    Notes:
    
    Positronic Torpedo
    Cost: 7000 RP
    Requires: Quantum Torpedo III
    AIValue: 8
    Notes:
    
    Positronic Torpedo II
    Cost: 8000 RP
    Requires: Positronic Torpedo
    AIValue: 8
    Notes:
    
    Blackhole Eruptor
    Cost: 9000 RP
    Requires: Positronic Torpedo II
    AIValue: 8
    Unlocks: Matter Detonators (SB)
             Blackhole Torpedo (SB)
    Notes:
    
    Starship Defenses
    Cost: 50 RP
    Requires: Space Militarization
    Ability: +10 to defense
    AIValue: 15
    Unlocks: Protective Fields (SB)
    Notes:
    Path to all of the ship defenses for research.
    
    Armor Theory
    Cost: 80 RP
    Requires: Starship Defenses
    AIValue: 15
    Notes:
    Research armor if you wish to counter ships using mass driver based weapons.
    
    Titanium Armor
    Cost: 80 RP
    Requires: Armor Theory
    AIValue: 15
    Notes:
    
    Titanium Armor II
    Cost: 190 RP
    Requires: Titanium Armor
    AIValue: 5
    Notes:
    
    Titanium Armor III
    Cost: 300 RP
    Requires: Titanium Armor II
    AIValue: 4
    Notes:
    
    Duranthium
    Cost: 400 RP
    Requires: Titanium Armor III
    AIValue: 4
    Notes:
    
    Duranthium II
    Cost: 400 RP
    Requires: Duranthium
    AIValue: 3
    Notes:
    
    Duranthium III
    Cost: 500 RP
    Requires: Duranthium II
    AIValue: 15
    Notes:
    
    Tri-Strontium
    Cost: 600 RP
    Requires: Duranthium III
    AIValue: 3
    Notes:
    
    Arnorian Battle Armor
    Cost: 500 RP
    Requires: Tri-Strontium
    Alignment: Good only
    Ability: +5 to ship hit points
    AIValue: 3
    Notes:
    
    Enhanced Tri-Strontium
    Cost: 600 RP
    Requires: Tri-Strontium
    AIValue: 3
    Notes:
    
    Superior Tri-Strontium
    Cost: 600 RP
    Requires: Enhanced Tri-Strontium
    AIValue: 3
    Notes:
    
    Kanvium
    Cost: 900 RP
    Requires: Superior Tri-Strontium
    AIValue: 3
    Notes:
    
    Kanvium II
    Cost: 1000 RP
    Requires: Kanvium
    AIValue: 3
    Notes:
    
    Kanvium III
    Cost: 1000 RP
    Requires: Kanvium II
    AIValue: 3
    Notes:
    
    Duralthene Armor
    Cost: 1500 RP
    Requires: Kanvium III
    AIValue: 3
    Notes:
    
    Adamantium Armor
    Cost: 1500 RP
    Requires: Duralthene Armor
    AIValue: 5
    Notes:
    
    Adamantium Armor II
    Cost: 2000 RP
    Requires: Adamantium Armor
    AIValue: 3
    Notes:
    
    Ultimate Adamantium Armor
    Cost: 2500 RP
    Requires: Adamantium Armor II
    AIValue: 3
    Notes:
    
    Zero-Point Armor
    Cost: 2500 RP
    Requires: Ultimate Adamantium Armor
    AIValue: 5
    Unlocks: Overload Armor (SB)
             Zero-Point Armor (SC)
    Notes:
    
    Missile Defense Theory
    Cost: 80 RP
    Requires: Starship Defenses
    AIValue: 4
    Notes:
    Research missile defense theory to counter ships with missile weapons.
    
    Chaff
    Cost: 60 RP
    Requires: Missile Defense Theory
    AIVAlue: 15
    Notes:
    
    Smart Chaff
    Cost: 80 RP
    Requires: Chaff
    AIValue: 4
    Notes:
    
    ECM
    Cost: 100 RP
    Requires: Smart Chaff
    AIValue: 4
    Notes:
    
    ECM II
    Cost: 150 RP
    Requires: ECM
    AIValue: 4
    Notes:
    
    ECM III
    Cost: 250 RP
    Requires: ECM II
    AIValue: 3
    Notes:
    
    Telepathic Defense
    Cost: 300 RP
    Requires: ECM III
    Alignment: Good only
    Ability: +5 to defense
    AIValue: 3
    Notes:
    
    Point Defense
    Cost: 300 RP
    Requires: ECM III
    AIValue: 3
    Notes:
    
    Point Defense II
    Cost: 400 RP
    Requires: Point Defense
    AIValue: 3
    Notes:
    
    Point Defense III
    Cost: 500 RP
    Requires: Point Defense II
    AIValue: 5
    Notes:
    
    PD Combo
    Cost: 800 RP
    Requires: Point Defense III
    AIValue: 3
    Notes:
    
    PD Combo II
    Cost: 1000 RP
    Requires: PD Combo
    AIValue: 3
    Notes:
    
    PD Combo III
    Cost: 1000 RP
    Requires: PD Combo II
    AIValue: 3
    Notes:
    
    Droid Sentries
    Cost: 1500 RP
    Requires: PD Combo III
    AIValue: 3
    Notes:
    
    Droid Sentries II
    Cost: 1500 RP
    Requires: Droid Sentries
    AIValue: 3
    Notes:
    
    Droid Sentries III
    Cost: 2000 RP
    Requires: Droid Sentries II
    AIValue: 3
    Notes:
    
    Aereon Missile Defense
    Cost: 2500 RP
    Requires: Droid Sentries III
    AIValue: 3
    Unlocks: Hyper Computers (TG)
             Electro-Magnetic Surge (SB)
    Notes:
    
    Shield Defense Theory
    Cost: 80 RP
    Requires: Starship Defenses
    AIValue: 4
    Notes:
    Research shield defenses to counter ships with beam weapons.
    
    Deflectors
    Cost: 90 RP
    Requires: Shield Defense Theory
    AIValue: 15
    Notes:
    
    Enhanced Deflectors
    Cost: 130 RP
    Requires: Deflectors
    AIValue: 4
    Notes:
    
    Advanced Deflectors
    Cost: 300 RP
    Requires: Enhanced Deflectors
    AIValue: 4
    Notes:
    
    Superior Deflectors
    Cost: 400 RP
    Requires: Advanced Deflectors
    AIValue: 4
    Notes:
    
    Shields
    Cost: 500 RP
    Requires: Superior Deflectors
    AIValue: 5
    Notes:
    
    Shields II
    Cost: 600 RP
    Requires: Shields
    AIValue: 4
    Notes:
    
    Shields III
    Cost: 650 RP
    Requires: Shields II
    AIValue: 4
    Notes:
    
    Subspace Rebounder
    Cost: 200 RP
    Requires: Shields III
    Alignment: Good only
    Ability: +5 to defense
    AIValue: 4
    Notes:
    
    Barriers
    Cost: 1000 RP
    Requires: Shields III
    AIValue: 14
    Notes:
    
    Barriers II
    Cost: 900 RP
    Requires: Barriers
    AIValue: 4
    Notes:
    
    Barriers III
    Cost: 1000 RP
    Requires: Barriers II
    AIValue: 4
    Notes:
    
    Dynamic Shielding
    Cost: 300 RP
    Requires: Barriers III
    Alignment: Good only
    Ability: +5 to defense
    AIValue: 4
    Notes:
    
    Force Fields
    Cost: 1500 RP
    Requires: Barriers III
    AIValue: 14
    Notes:
    
    Advanced Force Fields
    Cost: 1500 RP
    Requires: Force Fields
    AIValue: 4
    Unlocks: Invulnerability Bloom (SB)
    Notes:
    
    Superior Force Fields
    Cost: 1500 RP
    Requires: Advanced Force Fields
    AIValue: 4
    Notes:
    
    Invulnerability Field
    Cost: 2000 RP
    Requires: Superior Force Fields
    AIValue: 4
    Notes:
    
    Invulnerability Field II
    Cost: 2000 RP
    Requires: Invulnerability Field
    AIValue: 4
    Notes:
    
    Ultimate Invulnerability
    Cost: 2500 RP
    Requires: Invulnerability Field II
    AIValue: 4
    Notes:
    
    Starbase Fortification
    Cost: 400 RP
    Requires: Starship Defenses
    AIValue: 10
    Unlocks: Ray-Shielding (SB)
             Combat Armor (SB)
             Missile Defender (SB)
             Subspace Blaster (SB)
             Ship Pounder (SB)
             Star Javelin (SB)
    Notes:
    
    Starbase Fortification Mark II
    Cost: 1000 RP
    Requires: Starbase Fortification Mark
    AIValue: 3
    Unlocks: Ray-Shielding II (SB)
             Combat Armor II (SB)
             Missile Defender II (SB)
             Subspace Blaster II (SB)
             Ship Pounder II (SB)
             Star Javelin II (SB)
    Notes:
    
    Starbase Fortifications Mark III
    Cost: 4000 RP
    Requires: Starbase Fortification Mark II
    AIValue: 3
    Unlocks: Ray-Shielding III (SB)
             Combat Armor III (SB)
             Missile Defender III (SB)
             Subspace Blaster III (SB)
             Ship Pounder III (SB)
             Star Javelin III (SB)
    Notes:
    
    =============================================================================
    
    Section 3.0 - Planetary Buildings
    
    This section describes all planetary buildings in the game.  All this info is
    from the PlanetImprovements.xml file in the GalCiv2 data folder.  I will
    group the buildings according what they affect in the game.  In general if
    a planet contains special bonus tiles make sure you build the proper building
    on it to receive the listed bonus.
    
    Section 3.1 - Colony Buildings
    
    These are auto buildings the game places.
    
    Initial Colony
    Cost: 0 (this is placed automatically when you colonize a planet)
    Morale Bonus: 5
    Maintenance: 12 bc
    Industry: 12
    Food: 5
    Research: 10
    Limit: 1 per planet
    Indestructible
    Notes:
    This is what your colony ship becomes after making planet fall.  As you can
    see from it's stats it does give your new planet some basic things.  Of note
    is the 12 bc per week maintenance cost.  This is what can cause financial
    trouble during the colonization phase if you expand too fast.
    
    Civilization Capital
    Cost: 0 (placed automatically on your home world)
    Morale Bonus: 0
    Influence Bonus: 25
    Maintenance: 0
    Industry: 24
    Food: 10
    Research: 24
    Limit: 1 per planet
    Indestructible
    Notes:
    As you can see your home world starts off with a good bit of industry and
    research.  This should allow you a good head start on developing your empire.
    
    Section 3.2 - Production Buildings
    
    If you want to build things then you've got to have production buildings.
    Anything that produces Industry impacts your military and social production.
    Depending on your spending levels these values can be the same or very
    different.  However you build the same buildings to increase both.
    
    Starport
    Cost: 20 SP
    Maintenance: 1 bc
    Limit: 1 per planet
    Notes:
    Can't build starships at a planet without one of these.  However not all
    planets need one.
    
    Basic Factory
    Cost: 50 SP
    Maintenance: 1
    Industry: 8
    Notes:
    The first thing I typically build on all new colonies.  Sometimes I rush
    build one depending on my current cash situation.  In v1.1 these now cost 1
    maintenance.
    
    Factory
    Cost: 75 SP
    Maintenance: 2
    Industry: 10
    Required Tech: Xeno Industrial Theory
    Upgrades: Basic Factory
    Notes:
    Better version of the factory.  A few of these and a planet can crank out
    most things in a reasonable time frame.  Keep in mind that in v1.1 they added
    a maintenance cost of 2 to this improvement.
    
    Enhanced Factory
    Cost: 100 SP
    Maintenance: 2
    Industry: 14
    Required Tech: Xeno Factory Construction
    Upgrades: Factory
    Notes:
    A slightly improved factory.
    
    Manufacturing Center
    Cost: 200 SP
    Maintenance: 2
    Industry: 16
    Required Tech: Manufacturing Centers
    Upgrades: Enhanced Factory
    Notes:
    Another balancing tweak they reduced the cost of this enh to pull it more in
    line with previous upgrades.
    
    Industrial Sector
    Cost: 400 SP
    Maintenance: 2
    Industry: 20
    Required Tech: Industrial Sector
    Upgrades: Manufacturing Center
    Notes:
    
    Section 3.3 - Research Buildings
    
    Generate RPs with these buildings.
    
    Basic Lab
    Cost: 40 SP
    Maintenance: 1
    Research: 6
    Notes:
    Increase the research production (RP) of your planet with these buildings.
    In v1.1 the maintenance has been increased from zero to one.  Keep that in
    mind as you build these in the early go.
    
    Xeno Lab
    Cost: 60 SP
    Maintenance: 2
    Research: 8
    Required Tech: Xeno Research
    Upgrades: Basic Lab
    Notes:
    Because the immediate upgrade to the basic lab requires 2 maintenance you may
    want to hold off on Xeno Research until your economy can afford the increased
    maintenance.
    
    Research Center
    Cost: 100 SP
    Maintenance: 2
    Research: 10
    Required Tech: Research Center
    Upgrades: Xeno Lab
    Notes:
    For 40 extra SP you gain 3 RPs.  You make the call.
    
    Research Academy
    Cost: 150 SP
    Maintenance: 3
    Research: 12
    Required Tech: Research Academy
    Upgrades: Research Center
    Notes:
    With v1.1 this building has been tweaked to be more in line with the set
    progression.
    
    Neutrality Learning Center
    Cost: 300 SP
    Mainenance: 4
    Research: 22
    Required Tech: Neutrality Learning Center
    Alignment: Neutral only
    Notes:
    v1.1 finally got this building in the game :).  And since it is the best of
    the research buildings makes going for a tech win as neutral a bit easier.
    
    Invention Matrix
    Cost: 200 SP
    Maintenance: 4
    Research: 16
    Required Tech: Invention Matrix
    Upgrades: Research Academy
    Notes:
    Again the cost of this building was reduced in v1.1.
    
    Discovery Sphere
    Cost: 250 SP
    Maintenance: 4
    Research: 18
    Required Tech: Discovery Sphere
    Upgrades: Invention Matrix
    Notes:
    See above.
    
    Section 3.4 - Economic Buildings
    
    Market Center
    Cost: 35 SP
    Economic Bonus: 10
    Maintenance: 0
    Notes:
    Because this building has zero maintenance it makes sense to build at least
    one provided a planet has space.  This increases your tax revenue by 10%.
    
    Adv. Market Center
    Cost: 60 SP
    Economic Bonus: 15
    Maintenance: 0
    Required Tech: Xeno Economics
    Upgrades: Market Center
    Notes:
    Another zero maintenance building.  If you have space build at least one.
    
    Trade Center
    Cost: 90 SP
    Economic Bonus: 20
    Maintenance: 0
    Required Tech: Xeno Trade Centers
    Upgrades: Adv. Market Centers
    Notes:
    Same as before.  Build at least one.
    
    Banking Center
    Cost: 250 SP
    Maintenance: 0
    Economic Bonus: 24
    Required Tech: Xeno Bank Construction
    Upgrades: Trade Center
    Notes:
    Hey guess what.  Zero maintenance.  Build one.  Also cost has changed in 1.1
    to be more in line with the rest of the buildings.
    
    Stock Market
    Cost: 150 SP
    Maintenance: 1
    Morale Bonus: 10
    Economic Bonus: 30
    Influence Bonus: 5
    Required Tech: Galactic Stock Exchange
    Upgrades: Banking Center
    Notes:
    Now wait just a minute.  Your telling me I get a morale bonus, an influence
    bonus and the economic bonus.  And it is only 1 maintenance now.  Sign me up!
    I'm not 100% sure if the cost is a typo on the devs part or not.  Seems odd
    that it is 100 cheaper then the bank.
    
    Section 3.5 - Morale Buildings
    
    Keep people happy.  Happy citizens happily pay taxes.  Make sure you keep it
    that way.  Or they will happily show you the door.
    
    Entertainment Network
    Cost: 55 SP
    Maintenance: 1
    Morale Bonus: 25
    Notes:
    Basic morale building.  Build these on tiles with a happiness bonus to get
    the bonus.
    
    Multimedia Center
    Cost: 100 SP
    Maintenance: 2
    Morale Bonus: 30
    Required Tech: Xeno Entertainment
    Upgrades: Entertainment Network
    Notes:
    The improved entertainment building.  Of note is the 2bc maintenance.  Keep
    it in mind as you grow your economy.
    
    Extreme Stadium
    Cost: 250 SP
    Maintenance: 2
    Morale Bonus: 45
    Required Tech: Extreme Entertainment
    Upgrades: Multimedia Center
    Notes:
    Another boost to morale for the same maintenance.  Can't go wrong with that.
    
    Zero G Sports Arena
    Cost: 300 SP
    Maintenance: 2
    Morale Bonus: 50
    Required Tech: Zero G Sports Arena
    Upgrades: Extreme Stadium
    Notes:
    Yet another boost for still 2bc maintenance.
    
    Virtual Reality Center
    Cost: 400 SP
    Maintenance: 2
    Morale Bonus: 60
    Required Tech: Virtual Reality Centers
    Upgrades: Zero G Sports Arena
    Notes:
    The top building for this set.  And still only 2bc.
    
    Section 3.6 - Influence Buildings
    
    Expand your influence in the galaxy by building these.
    
    Embassy
    Cost: 60 SP
    Influence Bonus: 15
    Maintenance: 1
    Required Tech: Universal Translator
    Notes:
    Build an embassy on any planet with a population over 5b.  Also if a planet
    is near or within an AIs influence build an embassy to combat the affects
    of the outside influence.
    
    Cultural Exchange Center
    Cost: 250 SP
    Influence Bonus 25
    Maintenance: 1
    Required Tech: Advanced Diplomacy
    Upgrades Embassy
    Notes:
    More bonus for same maintenance.
    
    Propaganda Center
    Cost: 150 SP
    Maintenance: 4
    Resistance Bonus: 10
    Required Tech: Concepts of Malice
    Notes:
    Helps to prevent an influence take over of the planet.
    
    Section 3.7 - Farming Buildings
    
    Old MacDonald had a... oh never mind.  Farms increase the population cap of
    a planet.  Keep in mind that under a PQ8 there is a population cap enforced
    by the game.  So no matter how many farms you manage to build it will never
    go beyond that.  Even the devs say not to bother building farms unless you
    can offset the population penalty to your planet's morale.  I tend to agree.
    
    Basic Farming
    Cost: 50 SP
    Maintenance: 0
    Food: 4
    Notes:
    More people equal more taxes.  However you must balance these people with
    entertainment or your approval for the planet will plummet quickly.  A good
    practice is to build two entertainment buildings for every farm you place.
    
    Xeno Farming
    Cost: 100 SP
    Maintenance: 0
    Food: 6
    Required Tech: Xeno Farm Construction
    Upgrades: Basic Faming
    Notes:
    As with all farming techs be careful when you upgrade them.  You've got to
    ensure you can keep your morale up with the increased population.
    
    Intensive Farming
    Cost: 120 SP
    Maintenance: 0
    Food: 8
    Required Tech: Xeno Farm Construction II
    Upgrades: Xeno Faming
    Notes:
    As with all farming techs be careful when you upgrade them.  You've got to
    ensure you can keep your morale up with the increased population.
    
    Advanced Farming
    Cost: 150 SP
    Maintenance: 0
    Food: 10
    Required Tech: Xeno Farm Construction III
    Upgrades: Intensive Farming
    
    Extended Farming
    Cost: 210 SP
    Maintenance: 0
    Food: 11
    Required Tech: Xeno Farm Construction IV
    Upgrades: Advanced Farming
    Notes:
    This building is in the file.  However there is no Xeno Farm Construction IV
    listed in the technology tree.
    
    Ultra Farming
    Cost: 250 SP
    Maintenance: 0
    Food: 12
    Required Tech: Xeno Farm Construction V
    Upgrades: Extended Farming
    Notes:
    As with Extended Farming this building is listed however the required tech is
    not in the technology tree.
    
    Section 3.8 - Terraform
    
    Reclaim those unusable squares.
    
    Soil Enhancement
    Cost: 50 SP
    PQ Bonus: 10
    Required Tech: Soil Enhancement
    Upgrades: Yellow tiles to green
    Notes:
    For the most part this is a worth while thing when a planet has exhausted all
    other tiles.
    
    Habitat Improvement
    Cost: 30 SP
    PQ Bonus: 10
    Required Tech: Habitat Improvement
    Upgrades: Orange tiles to green
    Notes:
    Same as with Soil Enhancement this is worth while if the planet has no more
    tiles to build on.
    
    Terraforming
    Cost: 50 SP
    PQ Bonus: 20
    Required Tech: Terraforming
    Upgrades: Red tiles to green
    Notes:
    More of the same.
    
    Section 3.9 - Defensive Buildings
    
    Make it very expensive for the other guy to take your planets.
    
    Orbital Fleet Manager
    Cost: 50 SP
    Maintenance: 0
    Limit: 1
    Required Tech: Planetary Defense
    Notes:
    When you build this improvement all ships in orbit around your planet will
    form a fleet up to your max logistics ability if it is attacked.  Suffice it
    to say this is a huge improvement over the one ship at a time approach.
    
    Planetary Defense
    Cost: 200 SP
    Maintenance: 1
    Planetary Defense Bonus: 25
    Required Tech: Planetary Defense
    Notes:
    Not sure if this increases your number of soldiers or improves your soldier
    ability.  Going to need to confirm what this affects.
    
    Section 3.10 - Trade Goods
    
    These not only benefit your empire but also can be very lucrative trade
    items.  Keep in mind that you may not want certain enemies to get their hands
    on the bonus so be wary of who you trade with.  Also it is possible to
    capture a trade good that another race built by taking the planet.  Just
    don't use any invasion tactic that has a chance of destroying a building.
    
    Xinathium Hull Plating
    Cost: 600 SP
    Maintenance: 0
    Effect: +15% to ship hit points
    Required Tech: Advanced Hulls
    Notes:
    A definite must for the war monger.  Everyone else should also try to build
    this if for no other reason then to keep it out of the AIs hands.
    
    Diplomatic Translators
    Cost: 500 SP
    Maintenance: 0
    Effect: +25% to diplomacy
    Required Tech: Diplomatic Relations
    Notes:
    Useful under a diplomatic strategy.  I rarely try to build this myself.
    
    Aphrodisiac
    Cost: 500 SP
    Maintenance: 0
    Effect: +50% to population growth rates
    Required Tech: Habitat Improvement
    Notes:
    With the population changes in v1.1 this trade good has gone up in value in
    my book.
    
    Harmony Crystals
    Cost: 570 SP
    Maintenance: 0
    Effect: +20% to morale
    Required Tech: Xeno Ethics
    Notes:
    
    Ultra Spices
    Cost: 500 SP
    Maintenance: 0
    Effect: +15% to morale
    Required Tech: Extreme Entertainment
    Notes:
    
    Virtual Reality Modules
    Cost: 500 SP
    Maintenance: 0
    Effect: +12% to morale
    Required Tech: Virtual Reality Centers
    Notes:
    
    Frictionless Clothing
    Cost: 510 SP
    Maintenance: 0
    Effect: +10% to approval rating ability
    Required Tech: Xeno Cultural Trends
    Notes:
    
    Nano Recorders
    Cost: 500 SP
    Maintenance: 0
    Effect: +10% to research ability
    Required Tech: Sensors II
    Notes:
    Not sure if I've ever seen this in the game.
    
    Hyper Computers
    Cost: 540 SP
    Maintenance: 0
    Ability: +20% to research ability.
    Required Tech: Aereon Missile Defense
    Notes:
    I personally think it is odd that this trade good is in the missile defense
    branch.  Seems it really would fit better in the research branch.  But I'm
    sure there was a reason for it I'm just not aware of :).
    
    Micro Repair Bots
    Cost: 400 SP
    Maintenance: 0
    Effect: +20% to ship repair rate
    Required Tech: Enhanced Miniaturization
    Notes:
    
    Tir-Quan Training
    Cost: 600 SP
    Maintenance: 0
    Effect: +25% to soldier ability
    Required Tech: Space Marines
    Notes:
    
    Gravity Accelerators
    Cost: 500 SP
    Maintenance: 0
    Effect: +1 to all ship movement
    Required Tech: Zero G Sports Arena
    Notes:
    +1 to all ship's movement.  Nuff said.
    
    Section 3.11 - Super Projects
    
    You are only allowed one of these super projects per empire.  However it is
    possible to capture the AIs building and keep it as your own for another
    bonus.
    
    Manufacturing Capital
    Cost: 250 SP
    Maintenance: 0
    Manufacturing Bonus: 50
    Economic Bonus: 10
    Required Tech: Xeno Industrial Theory
    Notes:
    Typically you'll want to build this on your most productive planet.  However
    there are times where you'll get more out of it by using it to upgrade one
    of your mid ranged production planets.  Use your best judgment of course
    but be sure to place this building as soon as you can.  Change in v1.1 this
    building costs half what it did and gives half the bonus :).
    
    Technological Capital
    Cost: 400 SP
    Maintenance: 0
    Research Bonus: 100
    Required Tech: Advanced Computing
    Notes:
    Place this planet on your highest RP planet and watch the techs roll in.
    Also in v1.1 the research bonuses are applied as is so no more under the hood
    reduction of 50%.
    
    Economic Capital
    Cost: 200 SP
    Maintenance: 0
    Economic Bonus: 50
    Required Tech: Trade
    Notes:
    As with all planetary super projects place this one where it will make the
    most impact.  Whatever planet is producing the most base bcs will get the
    most out of the bonus.
    
    Political Capital
    Cost: 150 SP
    Maintenance: 0
    Morale Bonus: 50
    Influence Bonus: 25
    Required Tech: Star Democracy
    Notes:
    I typically put this on whatever planet has the lowest approval rating.
    However if you are going for an influence victory you may want to place it
    where you can get the most out of the influence bonus.
    
    Spin Control Center
    Cost: 400 SP
    Maintenance: 0
    Might Multiplier: 5.0
    Required Tech: Total Majesty
    Notes:
    Build this on a planet with lots of big ships in orbit and your military
    rating will jump through the roof.
    
    Hyperion Fleet Defense
    Cost: 1000 SP
    Maintenance: 0
    Required Tech: Advanced Planetary Defense
    Notes:
    Now all ships in orbit around this planet will defend it regardless of your
    logistics ability.  Use this to help protect a really vital planet.
    
    Re-education Center
    Cost: 600 SP
    Maintenance: 0
    Required Tech: Cultural Domination
    Notes:
    The super project prevents the planet it is built on from ever being taken
    over by the influence of an AI.  Personally I don't find much use for this.
    
    Secret Police Center
    Cost: 600 SP
    Maintenance: 0
    Morale Bonus: 20
    Required Tech: Good and Evil
    Notes:
    For 600 SP there are better ways to improve the morale of a planet.
    
    Hyperion Shipyard
    Cost: 1000 SP
    Maintenance: 0
    Ship Speed Bonus: +1
    Required Tech: Master Hull Building
    Notes:
    This is nice improvement on the surface since it increases ship speed.
    However in practice because most of us put ships into fleets the +1 to some
    of the ships doesn't apply to the fleet.  That is unless of course you make
    a fleet of only ships from this single planet.
    
    Omega Defense System
    Cost: 800 SP
    Maintenance: 0
    Effect: Double hit points of ships in orbit of this planet
    Required Tech: Planetary Defense
    Notes:
    
    Hyperion Re-Supply Center
    Cost: 500 SP
    Maintenance: 0
    Effect: +25% to ship range
    Required Tech: Expert Logistics
    Notes:
    
    Artificial Slave Center
    Cost: 800 SP
    Maintenance: 3
    Effect: Increase MP by ?... File says AbilityFactor 0.5 whatever that is.
    Required Tech: Concepts of Malice
    Notes:
    Would be nice to have a better idea of what the increase is.
    
    Hyperion Shrinker
    Cost: 800 SP
    Maintenance: 0
    Effect: +15% to miniaturization
    Required Tech: Expert Miniaturization
    Notes:
    
    Hyperion Logistics System
    Cost: 800 SP
    Maintenance: 0
    Effect: +6 to logistics
    Required Tech: Expert Logistics
    Notes:
    +6 to logistics means larger fleets.  Larger fleets normally mean more
    battles won.  Definitely worth building.
    
    Section 3.12 - Galactic Achievements
    
    There can only be one of each of these for the entire galaxy.  So if you want
    it make sure you are the first with the tech and then put everything you can
    into building it.  If the AI builds it first you can still conquer his planet
    to get the benefit for yourself.
    
    Galactic Privateer
    Cost: 1500 SP
    Maintenance: 0
    Might Multiplier: 5.0
    Required Tech: Master Trade
    Notes:
    An enemy AI can no longer destroy your freighters.  Quite handy for a war
    monger to build.
    
    Omega Research Center
    Cost: 500 SP
    Maintenance: 0
    Research Bonus: 50
    Required Tech: Discovery Sphere
    Notes:
    If you are going for a Technology Victory make sure you grab this
    achievement.
    
    Galactic Showcase
    Cost: 1800 SP
    Maintenance: 0
    Ability: +25% to diplomacy
    Required Tech: Expert Diplomacy
    Notes:
    The brief says influence and the description says diplomacy.  Going to need
    to confirm which goes up when this is completed.
    
    Orbital Terraformer
    Cost: 1200 SP
    Required Tech: Terraforming
    Notes:
    Instantly makes all potentially useable tiles on all your planets green.  I
    guess if you bothered to research to Terraforming you might as well build
    this achievement.  Also same effect as having a neutral alignment.
    
    Galactic Guide Book
    Cost: 400 SP
    Maintenance: 0
    Required Tech: Sensors II
    Notes:
    Allows all ships to survey.  Honestly I've never built this nor have I ever
    seen the AI build it.  Seems like a waste since usually by the time I get
    around to researching Sensors Mark II I've already scouted most of the
    galaxy.
    
    Eyes of the Universe
    Cost: 500 SP
    Maintenance: 0
    Effect: All ships are visible on the mini map.  All ships and star base
    sensor range is increased to 15 pc.
    Required Tech: Sensors Mark IV
    Notes:
    I like getting this achievement before going to war.  Helps keep track of all
    enemy activity.  Also keep in mind that the game puts a cap on sensor range
    of 15.  This means that if you plan on building this GA don't bother putting
    a bunch of sensors on your ships.  They may increase the 15 pc cap in a
    future update.
    
    Galactic Stock Exchange
    Cost: 500 SP
    Maintenance: 0
    Economic Bonus: 25
    Influence Bonus: 25
    Required Tech: Advanced Trade
    Notes:
    
    Galactic Monument
    Cost: 400 SP
    Maintenance: 0
    Economic Bonus: 10
    Influence Bonus: 33
    Required Tech: Star Federation
    Notes:
    
    Restaurant of Eternity
    Cost: 600 SP
    Maintenance: 0
    Effect: +20% influence ability
    Required Tech: Trade
    Notes:
    
    Hyper Distribution Center
    Cost: 800 SP
    Maintenance: 0
    Economic Bonus: 10
    Influence Bonus: 200
    Effect: +33% to influence ability
    Required Tech: Cultural Conquest
    Notes:
    
    Galactic Bazaar
    Cost: 900 SP
    Maintenance: 0
    Effect: +50% to perceived value of trade items
    Required Tech: Master Trade
    Notes:
    
    No Mercy Invasion Center
    Cost: 1600 SP
    Maintenance: 5
    Effect: Eliminates the cost of the special planetary invasion tactics
    Required Tech: Concepts of Malice
    Notes:
    Very nice to have if you like using the special tactics a lot.
    
    Temple of Evil
    Cost: 1600 SP
    Maintenance: 0
    Effect: +25% to your trade
    Required Tech: Concepts of Malice
    Notes:
    I'm not 100% sure on that bonus.  The game file lists OwnerBonus as 0.25 and
    NonOwnerPenalty as 0.40.  This implies that you receive a 25% boost while
    others receive a 40% penalty.  Would need confirmation about this.
    
    Temple of Righteousness
    Cost: 1600 SP
    Maintenance: 0
    Effect: +25% to your trade
    Required Tech: Concepts of Righteousness
    Notes:
    See Temple of Evil.
    
    Temple of Neutrality
    Cost: 1600 SP
    Maintenance: 0
    Effect: +25% to your trade
    Required Tech: Balanced Vision
    Notes:
    See Temple of Evil.
    
    Empathic Tactical Center
    Cost: 3000 SP
    Maintenance: 0
    Effect: +20% to ship defense
    Required Tech: Concepts of Righteousness
    Notes:
    
    Mind Control Center
    Cost: 1000 SP
    Maintenance: 0
    Effect: Any AI planets ready to defect do so immediately.
    Required Tech: Concepts of Malice
    Notes:
    I think this GA is broken atm.  According to the file it lists an ability
    amount of 100 but does not list an AbilityType modifier.  My guess is that
    right now the game defaults to an economy bonus since that is what is listed
    when you select this building now.
    
    Hall of Empathy
    Cost: 900 SP
    Maintenance: 0
    Effect: Doubles the odds of an AI surrendering to you
    Required Tech: Concepts of Righteousness
    
    =============================================================================
    
    Section 4.0 - Starship Components
    
    This section contains all available ship hulls and components.  They are
    grouped by type and then sub class.  All information is taken from the
    GC2Types.xml file in the GalCiv2 data folder.
    
    Section 4.1 - Defenses (Armor)
    
    Protect your starships from gun type weapons with armor.
    
    Armor Plating
    Cost: 3 MP
    Size: 10
    SizeMod: 20
    Absorption: 1
    Required Tech: Starship Defenses
    
    Titanium Armor
    Cost: 30 MP
    Size: 6
    SizeMod: 5
    Absorption: 1
    Required Tech: Titanium Armor
    
    Titanium Armor II
    Cost: 30 MP
    Size: 5
    SizeMod: 4
    Absorption: 1
    Required Tech: Titanium Armor II
    
    Titanium Armor III
    Cost: 30 MP
    Size: 4
    SizeMod: 4
    Absorption: 1
    Required Tech: Titanium Armor III
    
    Duranthium Armor
    Cost: 50 MP
    Size: 7
    SizeMod: 3
    Absorption: 2
    Required Tech: Duranthium
    
    Duranthium Armor II
    Cost: 50 MP
    Size: 6
    SizeMod: 3
    Absorption: 2
    Required Tech: Duranthium II
    
    Duranthium Armor III
    Cost: 50 MP
    Size: 5
    SizeMod: 3
    Absorption: 2
    Required Tech: Duranthium III
    
    Superior Duranthium
    Cost: 70 MP
    Size: 5
    SizeMod: 3
    Absorption: 4
    Required Tech: Superior Duranthium
    
    Arnorian Battle Armor
    Cost: 140 MP
    Size: 4
    SizeMod: 4
    Absorption: 6
    Required Tech: Arnorian Battle Armor
    
    Tri-Strontium Armor
    Cost: 70 MP
    Size: 6
    SizeMod: 3
    Absorption: 3
    Required Tech: Tri-Strontium
    
    Tri-Strontium Armor II
    Cost: 70 MP
    Size: 6
    SizeMod: 3
    Absorption: 3
    Required Tech: Enhanced Tri-Strontium
    
    Tri-Strontium Armor III
    Cost: 70 MP
    Size: 5
    SizeMod: 3
    Absorption: 3
    Required Tech: Superior Tri-Strontium
    
    Kanvium
    Cost: 80 MP
    Size: 6
    SizeMod: 3
    Absorption: 4
    Required Tech: Kanvium
    
    Kanvium II
    Cost: 90 MP
    Size: 5
    SizeMod: 3
    Absorption: 5
    Required Tech: Kanvium II
    
    Kanvium III
    Cost: 100 MP
    Size: 4
    SizeMod: 3
    Absorption: 5
    Required Tech: Kanvium III
    
    Duralthene Armor
    Cost: 110 MP
    Size: 6
    SizeMod: 2
    Absorption: 6
    Required Tech: Duralthene Armor
    
    Admantium Armor (think this is a typo in the game file)
    Cost: 110 MP
    Size: 6
    SizeMod: 2
    Absorption: 7
    Required Tech: Adamantium Armor
    
    Admantium Armor II (think this is a typo in the game file)
    Cost: 120 MP
    Size: 5
    SizeMod: 2
    Absorption: 7
    Required Tech: Adamantium II
    
    Ultimate Adamantium
    Cost: 120 MP
    Size: 4
    SizeMod: 2
    Absorption: 7
    Required Tech: Ultimate Adamantium
    
    Zero-Point Armor
    Cost: 140 MP
    Size: 3
    SizeMod: 2
    Absorption: 10
    Required Tech: Zero-Point Armor
    
    Section 4.2 - Defenses (Point Defense)
    
    Protect your starships from missile based attacks with point defense.
    
    Chaff
    Cost: 30 MP
    Size: 10
    SizeMod: 5
    Absorption: 1
    Required Tech: Smart Chaff
    
    Smart Chaff
    Cost: 30 MP
    Size: 8
    SizeMod: 5
    Absorption: 1
    Required Tech: Smart Chaff
    
    ECM
    Cost: 40 MP
    Size: 6
    SizeMod: 3
    Absorption: 1
    Required Tech: ECM
    
    ECM II
    Cost: 40 MP
    Size: 5
    SizeMod: 3
    Absorption: 1
    Required Tech: ECM II
    
    ECM III
    Cost: 40 MP
    Size: 4
    SizeMod: 3
    Absorption: 1
    Required Tech: ECM III
    
    Telepathic Defense
    Cost: 70 MP
    Size: 4
    SizeMod: 3
    Absorption: 3
    Required Tech: Telepathic Defense
    
    Point Defense
    Cost: 55 MP
    Size: 5
    SizeMod: 3
    Absorption: 2
    Required Tech: Point Defense
    
    Point Defense II
    Cost: 55 MP
    Size: 4
    SizeMod: 3
    Absorption: 2
    Required Tech: Point Defense II
    
    Point Defense III
    Cost: 55 MP
    Size: 3
    SizeMod: 3
    Absorption: 2
    Required Tech: Point Defense III
    
    PD Combo
    Cost: 70 MP
    Size: 4
    SizeMod: 3
    Absorption: 3
    Required Tech: PD Combo
    
    PD Combo II
    Cost: 70 MP
    Size: 3
    SizeMod: 3
    Absorption: 3
    Required Tech: PD Combo II
    
    PD Combo II
    Cost: 80 MP
    Size: 3
    SizeMod: 3
    Absorption: 4
    Required Tech: PD Combo III
    
    Droid Sentries
    Cost: 90 MP
    Size: 3
    SizeMod: 2
    Absorption: 5
    Required Tech: Droid Sentries
    
    Droid Sentries II
    Cost: 100 MP
    Size: 4
    SizeMod: 2
    Absorption: 6
    Required Tech: Droid Sentries II
    
    Droid Sentries III
    Cost: 100 MP
    Size: 4
    SizeMod: 2
    Absorption: 6
    Required Tech: Droid Sentries III
    
    Aereon Missile Defense
    Cost: 140 MP
    Size: 4
    SizeMod: 2
    Absorption: 10
    Required Tech: Aereon Missile Defense
    
    Section 4.3 - Defenses (Shields)
    
    Protect your starships from beam weapon based attacks with shields.
    
    Deflectors
    Cost: 30 MP
    Size: 9
    SizeMod: 4
    Absorption: 1
    Required Tech: Deflectors
    
    Enhanced Deflectors
    Cost: 39 MP
    Size: 8
    SizeMod: 4
    Absorption: 1
    Required Tech: Enhanced Deflectors
    
    Advanced Deflectors
    Cost: 30 MP
    Size: 6
    SizeMod: 4
    Absorption: 1
    Required Tech: Advanced Deflectors
    
    Superior Deflectors
    Cost: 30 MP
    Size: 4
    SizeMod: 4
    Absorption: 1
    Required Tech: Superior Deflectors
    
    Shields
    Cost: 50 MP
    Size: 6
    SizeMod: 3
    Absorption: 2
    Required Tech: Shields
    
    Shields II
    Cost: 50 MP
    Size: 5
    SizeMod: 3
    Absorption: 2
    Required Tech: Shields II
    
    Shields III
    Cost: 50 MP
    Size: 4
    SizeMod: 3
    Absorption: 2
    Required Tech: Shields III
    
    Subspace Rebounder
    Cost: 60 MP
    Size: 6
    SizeMod: 4
    Absorption: 5
    Required Tech: Subspace Rebounder
    
    Barriers
    Cost: 55 MP
    Size: 3
    SizeMod: 3
    Absorption: 2
    Required Tech: Barriers
    
    Barriers II
    Cost: 60 MP
    Size: 4
    SizeMod: 3
    Absorption: 3
    Required Tech: Barriers II
    
    Barriers III
    Cost: 60 MP
    Size: 3
    SizeMod: 3
    Absorption: 3
    Required Tech: Barriers III
    
    Dynamic Shielding
    Cost: 90 MP
    Size: 5
    SizeMod: 3
    Absorption: 5
    Required Tech: Barriers IV
    
    Dynamic Shields
    Cost: 120 MP
    Size: 4
    SizeMod: 6
    Absorption: 6
    Required Tech: Dynamic Shielding
    
    Force Field
    Cost: 80 MP
    Size: 4
    SizeMod: 2
    Absorption: 4
    Required Tech: Force Fields
    
    Advanced Force Fields
    Cost: 90 MP
    Size: 5
    SizeMod: 2
    Absorption: 5
    Required Tech: Advanced Force Fields
    
    Superior Force Fields
    Cost: 90 MP
    Size: 4
    SizeMod: 2
    Absorption: 5
    Required Tech: Superior Force Fields
    
    Invulnerability Field
    Cost: 100 MP
    Size: 4
    SizeMod: 2
    Absorption: 6
    Required Tech: Invulnerability Field
    
    Invulnerability Field II
    Cost: 100 MP
    Size: 3
    SizeMod: 2
    Absorption: 6
    Required Tech: Invulnerability Field II
    
    Ultimate Invulnerability
    Cost: 140 MP
    Size: 3
    SizeMod: 2
    Absorption: 9
    Required Tech: Ultimate Invulnerability
    
    Section 4.4 - Weapons (Gun)
    
    Projectile based weapons.
    
    Space Cannon
    Cost: 16 MP
    Size: 16
    SizeMod: 5
    Damage: 1
    Required Tech: Mass Driver Theory
    
    Railgun
    Cost: 18 MP
    Size: 12
    SizeMod: 5
    Damage: 1
    Required Tech: Miniballs
    
    Railgun MK II
    Cost: 19 MP
    Size: 10
    SizeMod: 5
    Damage: 1
    Required Tech: Miniballs II
    
    Railgun MK III
    Cost: 22 MP
    Size: 8
    SizeMod: 5
    Damage: 1
    Required Tech: Mass Driver
    
    Railgun MK IV
    Cost: 22 MP
    Size: 7
    SizeMod: 5
    Damage: 1
    Required Tech: Mass Drivers II
    
    Railgun MK V
    Cost: 22 MP
    Size: 6
    SizeMod: 5
    Damage: 1
    Required Tech: Mass Drivers III
    
    Railgun MK VI
    Cost: 22 MP
    Size: 5
    SizeMod: 5
    Damage: 1
    Required Tech: Mass Drivers III
    
    Singularity Driver
    Cost: 28 MP
    Size: 8
    SizeMod: 4
    Damage: 2
    Required Tech: Singularity Driver
    
    Singularity Driver II
    Cost: 28 MP
    Size: 7
    SizeMod: 4
    Damage: 2
    Required Tech: Singularity Driver II
    
    Singularity Driver III
    Cost: 28 MP
    Size: 6
    SizeMod: 4
    Damage: 2
    Required Tech: Singularity Driver III
    
    Singularity Driver IV
    Cost: 28 MP
    Size: 5
    SizeMod: 4
    Damage: 2
    Required Tech: Singularity Driver IV
    
    Nano Ripper
    Cost: 150 MP
    Size: 9
    SizeMod: 4
    Damage: 5
    Required Tech: Singularity Driver IV
    Notes:
    v1.1 Nerfed! :)... still good weapon for where it appears in the tech tree.
    
    Graviton Driver
    Cost: 33 MP
    Size: 8
    SizeMod: 4
    Damage: 3
    Required Tech: Graviton Driver
    
    Graviton Driver II
    Cost: 33 MP
    Size: 7
    SizeMod: 4
    Damage: 3
    Required Tech: Graviton Driver II
    
    Graviton Driver III
    Cost: 33 MP
    Size: 6
    SizeMod: 4
    Damage: 3
    Required Tech: Graviton Driver III
    
    Graviton Driver IV
    Cost: 33 MP
    Size: 4
    SizeMod: 4
    Damage: 3
    Required Tech: Graviton Driver IV
    
    Psyonic Shredder
    Cost: 150 MP
    Size: 9
    SizeMod: 4
    Damage: 10
    Required Tech: Psyonic Shredder
    
    Quantum Driver
    Cost: 37 MP
    Size: 8
    SizeMod: 4
    Damage: 4
    Required Tech: Quantum Driver
    
    Quantum Driver II
    Cost: 37 MP
    Size: 7
    SizeMod: 4
    Damage: 4
    Required Tech: Quantum Driver II
    
    Quantum Driver III
    Cost: 37 MP
    Size: 6
    SizeMod: 4
    Damage: 4
    Required Tech: Quantum Driver III
    
    HD Spike Driver
    Cost: 37 MP
    Size: 5
    SizeMod: 4
    Damage: 4
    Required Tech: HD Spike Driver
    
    HD Spike Driver II
    Cost: 37 MP
    Size: 4
    SizeMod: 4
    Damage: 4
    Required Tech: HD Spike Driver II
    
    HD Spike Driver III
    Cost: 37 MP
    Size: 3
    SizeMod: 4
    Damage: 4
    Required Tech: HD Spike Driver III
    
    HD Spike Driver IV
    Cost: 42 MP
    Size: 4
    SizeMod: 4
    Damage: 5
    Required Tech: HD Spike Driver IV
    
    Neutrino Bullets
    Cost: 67 MP
    Size: 6
    SizeMod: 4
    Damage: 9
    Required Tech: Neutrino Bullets
    
    Black Hole Gun
    Cost: 100 MP
    Size: 6
    SizeMod: 4
    Damage: 16
    Required Tech: Black Hole Gun
    
    Section 4.5 - Weapons (Missile)
    
    Missile based weapons.
    
    Sparrow
    Cost: 16 MP
    Size: 15
    SizeMod: 3
    Damage: 1
    Required Tech: Missile Weapon Theory
    
    Stinger
    Cost: 50 MP
    Size: 18
    SizeMod: 3
    Damage: 2
    Required Tech: Stinger
    
    Stinger II
    Cost: 50 MP
    Size: 16
    SizeMod: 3
    Damage: 2
    Required Tech: Stinger II
    
    Stinger III
    Cost: 51 MP
    Size: 14
    SizeMod: 3
    Damage: 2
    Required Tech: Stinger III
    
    Stinger IV
    Cost: 51 MP
    Size: 12
    SizeMod: 3
    Damage: 2
    Required Tech: Stinger IV
    
    Harpoon
    Cost: 55 MP
    Size: 11
    SizeMod: 3
    Damage: 3
    Required Tech: Harpoon
    
    Harpoon II
    Cost: 55 MP
    Size: 10
    SizeMod: 3
    Damage: 3
    Required Tech: Harpoon II
    
    Harpoon III
    Cost: 55 MP
    Size: 9
    SizeMod: 3
    Damage: 3
    Required Tech: Harpoon III
    
    Psyonic Missile
    Cost: 100 MP
    Size: 10
    SizeMod: 3
    Damage: 6
    Required Tech: Psyonic Missile
    
    Photonic Torpedo
    Cost: 55 MP
    Size: 10
    SizeMod: 2
    Damage: 4
    Required Tech: Photonic Torpedo
    
    Photonic Torpedo II
    Cost: 55 MP
    Size: 9
    SizeMod: 2
    Damage: 4
    Required Tech: Photonic Torpedo II
    
    Photon Torpedo
    Cost: 55 MP
    Size: 9
    SizeMod: 2
    Damage: 5
    Required Tech: Photon Torpedo
    
    Photon Torpedo II
    Cost: 55 MP
    Size: 8
    SizeMod: 2
    Damage: 5
    Required Tech: Photon Torpedo II
    
    Photon Torpedo III
    Cost: 55 MP
    Size: 9
    SizeMod: 2
    Damage: 6
    Required Tech: Photon Torpedo III
    
    Anti-Matter Torpedo
    Cost: 55 MP
    Size: 9
    SizeMod: 2
    Damage: 7
    Required Tech: Anti-Matter Torpedo
    
    Anti-Matter Torpedo II
    Cost: 66 MP
    Size: 9
    SizeMod: 2
    Damage: 8
    Required Tech: Anti-Matter Torpedo II
    
    Anti-Matter Torpedo III
    Cost: 66 MP
    Size: 8
    SizeMod: 2
    Damage: 8
    Required Tech: Anti-Matter Torpedo III
    
    Quantum Torpedo
    Cost: 80 MP
    Size: 9
    SizeMod: 2
    Damage: 9
    Required Tech: Quantum Torpedo
    
    Quantum Torpedo II
    Cost: 70 MP
    Size: 9
    SizeMod: 2
    Damage: 10
    Required Tech: Quantum Torpedo II
    
    Quantum Torpedo III
    Cost: 70 MP
    Size: 8
    SizeMod: 2
    Damage: 10
    Required Tech: Quantum Torpedo III
    
    Positronic Torpedo
    Cost: 70 MP
    Size: 9
    SizeMod: 2
    Damage: 11
    Required Tech: Positronic Torpedo
    
    Positronic Torpedo II
    Cost: 70 MP
    Size: 11
    SizeMod: 2
    Damage: 15
    Required Tech: Positronic Torpedo II
    
    Black Hole Eruptor
    Cost: 160 MP
    Size: 11
    SizeMod: 2
    Damage: 25
    Required Tech: Blackhole Eruptor
    
    Section 4.6 - Weapons (Beam)
    
    Beam based weapons.
    
    Psyonic Beam
    Cost: 150 MP
    Size: 8
    SizeMod: 4
    Damage: 12
    Required Tech: Psyonic Beam
    
    Particle Beam
    Cost: 25 MP
    Size: 14
    SizeMod: 10
    Damage: 1
    Required Tech: Space Weapons
    
    Particle Beam II
    Cost: 25 MP
    Size: 12
    SizeMod: 10
    Damage: 1
    Required Tech: Beam Weapon Theory
    
    Laser
    Cost: 25 MP
    Size: 10
    SizeMod: 5
    Damage: 1
    Required Tech: Laser
    
    Laser Mark II
    Cost: 25 MP
    Size: 8
    SizeMod: 5
    Damage: 1
    Required Tech: Laser II
    
    Laser Mark III
    Cost: 25 MP
    Size: 6
    SizeMod: 5
    Damage: 1
    Required Tech: Laser III
    
    Laser Mark IV
    Cost: 25 MP
    Size: 5
    SizeMod: 5
    Damage: 1
    Required Tech: Laser IV
    
    Laser Mark V
    Cost: 25 MP
    Size: 4
    SizeMod: 5
    Damage: 1
    Required Tech: Laser V
    
    Plasma
    Cost: 35 MP
    Size: 8
    SizeMod: 5
    Damage: 2
    Required Tech: Plasma Weapons
    
    Plasma II
    Cost: 35 MP
    Size: 6
    SizeMod: 5
    Damage: 2
    Required Tech: Plasma Weapons II
    
    Plasma III
    Cost: 35 MP
    Size: 5
    SizeMod: 5
    Damage: 2
    Required Tech: Plasma Weapons III
    
    Phasors
    Cost: 40 MP
    Size: 7
    SizeMod: 4
    Damage: 3
    Required Tech: Phasors
    
    Phasors II
    Cost: 40 MP
    Size: 6
    SizeMod: 4
    Damage: 3
    Required Tech: Phasors II
    
    Phasors III
    Cost: 40 MP
    Size: 5
    SizeMod: 4
    Damage: 3
    Required Tech: Phasors III
    
    Phasors IV
    Cost: 45 MP
    Size: 7
    SizeMod: 4
    Damage: 4
    Required Tech: Phasors IV
    
    Phasors V
    Cost: 45 MP
    Size: 6
    SizeMod: 4
    Damage: 4
    Required Tech: Phasors V
    
    Phasors VI
    Cost: 50 MP
    Size: 7
    SizeMod: 4
    Damage: 5
    Required Tech: Phasors VI
    
    Phasors VII
    Cost: 50 MP
    Size: 6
    SizeMod: 4
    Damage: 5
    Required Tech: Phasors VII
    
    Subspace Blaster
    Cost: 60 MP
    Size: 6
    SizeMod: 4
    Damage: 6
    Required Tech: Subspace Blaster
    
    Disruptors
    Cost: 65 MP
    Size: 6
    SizeMod: 4
    Damage: 7
    Required Tech: Disruptors
    
    Disruptors II
    Cost: 65 MP
    Size: 5
    SizeMod: 4
    Damage: 7
    Required Tech: Disruptors II
    
    Disruptors III
    Cost: 70 MP
    Size: 5
    SizeMod: 4
    Damage: 8
    Required Tech: Disruptors III
    
    Door Ray
    Cost: 150 MP
    Size: 10
    SizeMod: 4
    Damage: 22
    Required Tech: Doom Ray
    
    Section 4.7 - Engines
    
    Make your ships go fast.
    
    HyperDrive
    Cost: 5 MP
    Size: 6
    SizeMod: 10
    Speed: 1
    Required Tech: HyperDrive
    
    HyperDrive Plus
    Cost: 6 MP
    Size: 5
    SizeMod: 10
    Speed: 1
    Required Tech: New Propulsion Theory
    
    Ion Drive
    Cost: 7 MP
    Size: 4
    SizeMod: 9
    Speed: 1
    Required Tech: Ion Drive
    
    Impulse Drive
    Cost: 8 MP
    Size: 7
    SizeMod: 8
    Speed: 2
    Required Tech: Impulse Drive
    
    Impulse Drive Mark II
    Cost: 9 MP
    Size: 5
    SizeMod: 7
    Speed: 2
    Required Tech: Impulse Drive Mark II
    
    Impulse Drive Mark III
    Cost: 12 MP
    Size: 4
    SizeMod: 6
    Speed: 2
    Required Tech: Impulse Drive Mark III
    
    Warp Drive
    Cost: 15 MP
    Size: 6
    SizeMod: 6
    Speed: 3
    Required Tech: Warp Drive
    
    Warp Drive Mk. II
    Cost: 17 MP
    Size: 5
    SizeMod: 6
    Speed: 3
    Required Tech: Warp Drive II
    
    Warp Drive Mk. III
    Cost: 18 MP
    Size: 4
    SizeMod: 6
    Speed: 3
    Required Tech: Warp Drive III
    
    Warp Drive Mk. IV
    Cost: 18 MP
    Size: 3
    SizeMod: 6
    Speed: 3
    Required Tech: Warp Drive IV
    
    Warp Drive Mk. V
    Cost: 10 MP
    Size: 4
    SizeMod: 6
    Speed: 4
    Required Tech: Warp Drive V
    
    Hyper Warp Drive
    Cost: 10 MP
    Size: 3
    SizeMod: 5
    Speed: 4
    Required Tech: Hyper Warp
    
    Hyper Warp Drive Mk. II
    Cost: 10 MP
    Size: 4
    SizeMod: 5
    Speed: 5
    Required Tech: Hyper Warp II
    
    Hyper Warp Drive Mk. III
    Cost: 10 MP
    Size: 5
    SizeMod: 5
    Speed: 6
    Required Tech: Hyper Warp III
    
    Section 4.8 - Modules
    
    Add special abilities to your ships.
    
    Survey Module
    Cost: 45 MP
    Size: 8
    SizeMod: 5
    Sensor Range: 2
    Required Tech: Sensors
    Notes:
    Gives your ship the ability to scan anomalies.  Useful to build an upgraded
    flag ship.
    
    Sensors
    Cost: 2 MP
    Size: 3
    SizeMod: 8
    Sensor Range: 1
    
    Sensors Mk. II
    Cost: 3 MP
    Size: 2
    SizeMod: 8
    Sensor Range: 1
    Required Tech: Sensors II
    
    Sensors Mk. III
    Cost: 4 MP
    Size: 2
    SizeMod: 5
    Sensor Range: 1
    Required Tech: Sensors III
    
    Sensors Mk. IV
    Cost: 6 MP
    Size: 3
    SizeMod: 5
    Sensor Range: 2
    Required Tech: Sensors IV
    
    Basic Support
    Cost: 2 MP
    Size: 2
    SizeMod: 5
    Range: 6
    
    General Support
    Cost: 3 MP
    Size: 2
    SizeMod: 4
    Range: 8
    Required Tech: Basic Life Support
    
    Extended Support
    Cost: 4 MP
    Size: 2
    SizeMod: 3
    Range: 10
    Required Tech: Extended Life Support
    
    Advanced Support
    Cost: 5 MP
    Size: 2
    SizeMod: 2
    Range: 12
    Required Tech: Advanced Life Support
    
    Ultra Support
    Cost: 6 MP
    Size: 2
    SizeMod: 2
    Range: 14
    Required Tech: Ultra Life Support
    
    Colony Module
    Cost: 35 MP
    Size: 25
    Capacity: 500
    Notes:
    Put this on a ship to allow it to colonize planets.  More then one allows
    you to carry more colonists to the new planet.
    
    Troops Module
    Cost: 40 MP
    Size: 20
    Capacity: 500
    Required Tech: Planetary Invasion
    Notes:
    Put this on a ship to allow it to carry troops to invade a planet.  More then
    one allows you to carry more troops at once.
    
    Adv Troops Module
    Cost: 70 MP
    Size: 12
    Capacity: 1000
    Required Tech: Advanced Troop Mods
    Notes:
    A nice upgrade to the troop module.
    
    Constructor Module
    Cost: 80
    Size: 35
    Notes:
    Only one allowed per ship.  Allows you to build new star bases and add 
    modules to existing ones.
    
    Trade Module
    Cost: 60 MP
    Size: 30
    Required Tech: Trade
    Notes:
    Allows you to build a freighter ship.  Useful if you wish to extend the range
    of the core design.  Only one per ship allowed.
    
    Section 4.9 - Hulls
    
    There are a few models for each hull type.  They do have the same stats so I
    will list only one of each size.
    
    Tiny Hull
    Cost: 35 MP
    Size: 16
    HP: 6
    Speed: 1
    Sensor Range: 2
    Logistics: 2
    Required Tech: Xeno Industrial Theory
    
    Small Hull
    Cost: 55 MP
    Size: 26
    HP: 10
    Speed: 1
    Sensor Range: 2
    Logistics: 3
    
    Medium Hull
    Cost: 80 MP
    Size: 38
    HP: 16
    Speed: 1
    Sensor Range: 3
    Logistics: 4
    Required Tech: Medium Scale Building
    
    Large Hull
    Cost: 110 MP
    Size: 55
    HP: 30
    Speed: 1
    Sensor Range: 3
    Logistics: 6
    Required Tech: Large Scale Building
    
    Huge Hull
    Cost: 160
    Size: 80
    HP: 50
    Speed: 1
    Sensor Range: 4
    Logistics: 8
    Required Tech: Massive Scale Building
    
    Cargo Hull
    Cost: 55
    Size: 55
    HP: 1
    Speed: 1
    Sensor Range: 3
    Logistics: 5
    
    =============================================================================
    
    Section 5.0 - Starbases
    
    Ah those floating platforms in space.  This section will describe not only
    the function of each of the starbase types but also list all components.
    Some components are specific to only a certain type of starbase while others
    can be placed on any starbase with an open module slot.
    
    To construct a starbase you must first build a Constructor ship either the
    core design or one of your own.  From there move the constructor to an open
    parsec of space and click the *Construct* button in the ship command section.
    You are limited to 4 total starbases in any given sector of space.  This is
    a rule change from previous versions.  The game will prompt you for what type
    you wish to build.  For mining starbases simply direct the constructor to
    intercept the space resource.  This will construct the starbase
    automatically.
    
    Also new to v1.1 the game now displays a circle around the constructor
    showing what the starbases sphere of influence will be if you were to build
    it in that square.  Very handy when you are trying to get the most coverage
    for your base.
    
    To upgrade your starbase after construction command a constructor to move to
    the base.  The game will ask you if you wish to upgrade the starbase.  If
    you click yes you will be given a list of modules that are available to add
    to the starbase.  Keep in mind that certain modules require other modules to
    be added to the starbase first.  Also there are United Planets laws that can
    restict the total number of modules you can add to a starbase.
    
    Another use of starbases is to increase your ship's range.  Since the max
    range of a ship is tied to its distance from a planet or starbase you can
    use these to get ships into enemy territory before you actually take any of
    their planets.  Very useful if you don't want to waste time taking a bunch of
    border worlds or if their really juicy worlds are further into their empire.
    
    Section 5.1 - Military Starbase
    
    This type of starbase is designed to help you augment your ships in every way
    possible.  You can improve their fire power.  You can improve their defenses
    even giving them defenses to weapon types you didn't research the tech for.
    You can increase their speed and even slow the enemy ships.  In short use
    military starbases to protect you vital star systems.
    
    All starbase offensive assist modules are only affective if the ship already
    has an attack of that kind.  Granted it can be just one but it can't be zero.
    Defense works a little different.  In order to benefit from the assist the
    ship must have at least one point of any type of defense.  The game then
    augments the defenses of the ship based on the level of module you put on it.
    When in battle the best defense for the weapon fired is used.  In this way
    you can have shields on a ship that previously only had armor on it.  Very
    handy if all of a sudden your mortal enemy switched to beam weapons to try
    to negate your armor technology.
    
    These should be a priority to destroy when you are waging war.  If your
    fleets are fast enough you can typically bypass any ships the AI is moving
    to intercept you.  Don't ever let the enemy catch you inside the influence of
    one of their military bases.  If they do you'll barely scratch them while
    they will annihilate you.
    
    If you need a little extra fire power with your invasion fleet build some
    constructors and take them along.  Then when you are about to start the fight
    quickly build and upgrade a military starbase.  Suddenly that heavily
    fortified area of all battleships will fall to your fleets of fighters.
    
    In short military starbases can give you a large advantage to help either
    widen a technology gap or close it if you are behind.
    
    Section 5.2 - Economic Starbase
    
    Economic starbases serve two purposes:
     - One to boost trade revenue from freighters
     - Two to boost the production of any planets within is sphere of influence
    
    The bonus from multiple starbases does stack.  Therefore you can really boost
    your production values with several positioned around a star system.  Keep in
    mind that you are allowed only 4 per sector but it is ok if the sphere of
    influence of the base overlaps a few sectors.
    
    To maximize the trade revenue from your freighter routes try to originate
    all of them from a single planet and then make sure all econ starbases around
    that planet have the trade boost modules.  There is enough room on a starbase
    for you to have both the trade and production modules on the same starbases.
    
    So build as many of these as you can.  Remember in the early part of the game
    your first few starbases are free to build aside from the Constructor you
    had to create.  Use those freebies to create a couple of economic starbases
    around multi planet systems.  Even the initial 3% upgrade can be of help to
    a starting planet.
    
    The bonuses to production have been reduced in v1.1.  So it now takes a few
    more starbases to get the same sort of bonus.  Still every bit does help and
    with the economy changes it's even better.  I'll discuss those later.
    
    Section 5.3 - Influence Starbase
    
    These starbases expand your influence in the galaxy.  The basic goal of this
    is to take over an enemy planet without firing a single shot.  In order for
    this to occur you need to produce on the planet 4 times the native
    influence.  With a high enough espionage rating you can see what the
    influence for a given planet is.  The number in parenthesis is what you are
    producing relative to the planet.
    
    You can also use these to protect your planets from the AI taking them in the
    same manner.
    
    These act as a multiplier for your influence in a a given area of space.
    Therefore if you want to flip some enemy planets build the base near those
    planets.  You don't need any of your planets in the area to generate the
    bonus influence.  Once fully upgraded you can increase your influence in the
    area by over 300%.
    
    The cost of the influence modules has also changed in v1.1.  Now you are only
    charged bc for the first one of a branch.  All subsequent upgrades are free
    provided they are in that branch.  The two branches are the diplomacy techs
    and the influence techs.
    
    Section 5.4 - Mining Starbase
    
    Find those little nuggets in space and mine the heck out of them.  You can
    get a huge boost to your military, research, moral, economy, or influence
    from these.  The components list shows each of the bonuses.
    
    Be sure you protect these well.  The AI loves to hunt these down and take
    them out with a constructor right behind the fleet to take it over on you if
    they win.  Be sure to use that tactic when you plan on taking one out
    for yourself.  Oh and not just your enemies.  I've had my allies run a
    constructor up to a resource I just sacrificed a fleet to take out.  And they
    didn't even thank me the ingrates.
    
    Section 5.5 - Starbase Components
    
    All information from this section is taken from the StarbaseModules.xml file
    contained in the data folder of the GalCiv2 folder.  This section is divided
    based on what type of starbase the component is allowed to be placed on.
    Required module means that you must have put that module on the starbase
    before this module will be available in the list.  All starbase modules do
    stack effects.
    
    Section 5.5.1 - All
    
    Overload Armor
    Required Tech: Zero-Point Armor
    Required Module: Battle Stations
    Size: 2
    Effect: +16 Armor
    
    Invulnerability Bloom
    Required Tech: Advanced Force Fields
    Required Module: Battle Stations
    Size: 2
    Effect: +16 Shields
    
    Electro-Magnetic Surge
    Required Tech: Aereon Missile Defense
    Required Module: Battle Stations
    Size: 2
    Effect: +16 Point Defense
    
    Atlas Sling
    Required Tech: Singularity Driver
    Required Module: Battle Stations
    Size: 2
    Effect: +7 Mass Driver Attack
    
    Devastation Beam
    Required Tech: Subspace Ripper (unknown tech... not sure it's in the game)
    Required Module: Battle Stations
    Size: 2
    Effect: +7 Beam Attack
    
    Matter Detonators
    Required Tech: Blackhole Eruptor
    Required Module: Battle Stations
    Size: 2
    Effect: +7 Missile Attack
    
    Battle Stations
    Required Tech: Space Weapons
    Size: 2
    Cost: 200 bc
    Effect: +1 to mass driver, beam, and missile attacks
    
    Battle Stations Mark II
    Required Tech: Medium Scale Building
    Required Module: Battle Stations
    Size: 2
    Cost: 100 bc
    Effect: +2 to mass driver, beam, and missile attacks
    Effect: +2 to armor, point defense, and shield defenses
    
    Battle Stations Mark III
    Required Tech: Large Scale Building
    Required Module: Battle Stations II
    Size: 2
    Cost: 100 bc
    Effect: +4 to mass driver, beam, and missile attacks
    Effect: +4 to armor, point defense, and shield defenses
    
    Battle Stations Mark IV
    Required Tech: Massive Scale Building
    Required Module: Battle Stations II
    Size: 2
    Cost: 200 bc
    Effect: +6 to mass driver, beam, and missile attacks
    Effect: +6 to armor, point defense, and shield defenses
    
    Ray-Shielding
    Required Tech: Starbase Fortification
    Required Module: Battle Stations
    Size: 2
    Effect: +5 to beam defense
    
    Combat Armor
    Required Tech: Starbase Fortification
    Required Module: Battle Stations
    Size: 2
    Effect: +5 to armor defense
    
    Missile Defender
    Required Tech: Starbase Fortification
    Required Module: Battle Stations
    Size: 2
    Effect: +5 to point defense
    
    Ray-Shielding II
    Required Tech: Starbase Fortification Mark II
    Required Module: Ray-Shielding
    Size: 2
    Effect: +10 to beam defense
    
    Combat Armor II
    Required Tech: Starbase Fortification Mark II
    Required Module: Combat Armor
    Size: 2
    Effect: +10 to armor defense
    
    Missile Defender II
    Required Tech: Starbase Fortification Mark II
    Required Module: Missile Defender
    Size: 2
    Effect: +10 to point defense
    
    Ray-Shielding III
    Required Tech: Starbase Fortification Mark III
    Required Module: Ray-Shielding II
    Size: 2
    Effect: +20 to beam defense
    
    Combat Armor III
    Required Tech: Starbase Fortification Mark III
    Required Module: Combat Armor
    Size: 2
    Effect: +20 to armor defense
    
    Missile Defender III
    Required Tech: Starbase Fortification Mark III
    Required Module: Missile Defender
    Size: 2
    Effect: +20 to point defense
    
    Subspace Blaster
    Required Tech: Starbase Fortification
    Required Module: Battle Stations
    Size: 2
    Effect: +5 to beam attack
    
    Ship Pounder
    Required Tech: Starbase Fortification
    Required Module: Battle Stations
    Size: 2
    Effect: +5 to mass driver attack
    
    Star Javelin
    Required Tech: Starbase Fortification
    Required Module: Battle Stations
    Size: 2
    Effect: +5 to missile attack
    
    Subspace Blaster II
    Required Tech: Starbase Fortification Mark II
    Size: 2
    Effect: +10 to beam attack
    
    Ship Pounder II
    Required Tech: Starbase Fortification Mark II
    Size: 2
    Effect: +10 to mass driver attack
    
    Star Javelin II
    Required Tech: Starbase Fortification Mark II
    Size: 2
    Effect: +10 to missile attack
    
    Subspace Blaster III
    Required Tech: Starbase Fortification Mark III
    Size: 2
    Effect: +30 to beam attack
    
    Ship Pounder III
    Required Tech: Starbase Fortification Mark III
    Size: 2
    Effect: +30 to mass driver attack
    
    Star Javelin III
    Required Tech: Starbase Fortification Mark III
    Size: 2
    Effect: +30 to missile attack
    
    Perimeter Scanners
    Required Tech: Sensors
    Size: 1
    Effect: +1 Sensor Range
    
    Sector Scanners
    Required Tech: Sensors II
    Required Module: Perimeter Scanners
    Size: 1
    Cost: 100 bc
    Effect: +2 Sensor Range
    
    Sector Surveillance Scanners
    Required Tech: Sensors III
    Required Module: Sector Scanners
    Size: 1
    Cost: 150 bc
    Effect: +3 Sensor Range
    
    Ultimate Surveillance Scanners
    Required Tech: Sensors IV
    Required Module: Sector Surveillance Scanners
    Size: 1
    Cost: 200 bc
    Effect: +4 Sensor Range
    
    Section 5.5.2 - Military
    
    Protective Fields
    Required Tech: Starship Defenses
    Size: 1
    Cost: 100 bc
    Effect: +1 to shield, point defense, and armor of your ships
    Notes:
    The ship must have at least one of any type of defense to benefit from this.
    Also the ship must be within the sphere of influence of the starbase.
    
    Stellar Wake
    Required Tech: Warp Drive
    Size: 1
    Effect: +1 to ship speed
    
    Inverse Tractor Beam
    Required Tech: Warp Drive IV
    Size: 1
    Effect: +1 to ship speed
    
    Interdiction Beam
    Required Tech: HyperWarp
    Size: 1
    Effect: -1 to enemy ship speed
    
    Fighter Drones
    Required Tech: Space Weapons
    Required Module: Battle Stations
    Size: 2
    Effect: +1 to beam attack of your ships.
    Notes:
    Ship must be equipped with beam based weapons to receive the bonus.
    
    Omega Cannon
    Cost: 300 bc
    Required Tech: Starbase Mobilization
    Required Module: Energy Grid
    Size: 2
    Effect: +1 to mass driver attack of your ships.
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Missile Bloom
    Cost: 300 bc
    Required Tech: Starbase Mobilization
    Required Module: Missile Defender
    Size: 2
    Effect: +1 to missile attack of your ships.
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Beam Multiplier Field
    Cost: 300 bc
    Required Tech: Starbase Mobilization
    Required Module: Beam interceptors
    Size: 2
    Effect: +1 to beam attack of your ships.
    Notes:
    Ship must be equipped with beam based weapons to receive the bonus.
    
    Beam Multiplier Field III
    Cost: 400 bc
    Required Tech: Starbase Projection
    Required Module: Beam Multiplier Field
    Size: 2
    Effect: +2 to beam attack of your ships.
    Notes:
    Ship must be equipped with beam based weapons to receive the bonus.
    
    Omega Cannon III
    Cost: 400 bc
    Required Tech: Starbase Projection
    Required Module: Omega Cannon
    Size: 2
    Effect: +2 to mass driver attack of your ships.
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Missile Bloom III
    Cost: 400 bc
    Required Tech: Starbase Projection
    Required Module: Missile Bloom
    Size: 2
    Effect: +2 to missile attack of your ships.
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Beam Multiplier Field IV
    Cost: 500 bc
    Required Tech: Superior Starbase Defense Systems
    Required Module: Beam Multiplier Field III
    Size: 2
    Effect: +3 to beam attack of your ships.
    Notes:
    Ship must be equipped with beam based weapons to receive the bonus.
    
    Omega Cannon IV
    Cost: 500 bc
    Required Tech: Superior Starbase Defense Systems
    Required Module: Omega Cannon III
    Size: 2
    Effect: +4 to mass driver attack of your ships.
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Missile Bloom IV
    Cost: 400 bc
    Required Tech: Superior Starbase Defense Systems
    Required Module: Missile Bloom III
    Size: 2
    Effect: +3 to missile attack of your ships.
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Beam Multiplier Field V
    Cost: 500 bc
    Required Tech: Starbase Conquest Strategy
    Required Module: Beam Multiplier Field IV
    Size: 2
    Effect: +4 to beam attack of your ships.
    Notes:
    Ship must be equipped with beam based weapons to receive the bonus.
    
    Omega Cannon V
    Cost: 500 bc
    Required Tech: Starbase Conquest Strategy
    Required Module: Omega Cannon IV
    Size: 2
    Effect: +5 to mass driver attack of your ships.
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Missile Bloom V
    Cost: 500 bc
    Required Tech: Starbase Conquest Strategy
    Required Module: Missile Bloom IV
    Size: 2
    Effect: +4 to missile attack of your ships.
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Sniper Turrets
    Cost: 300 bc
    Required Tech: MiniBalls
    Size: 2
    Effect: +1 to mass driver attack of your ships
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Laser Equalizer
    Cost: 300 bc
    Required Tech: Laser
    Size: 3
    Effect: +1 to beam attack of your ships
    Notes:
    Ship must be equipped with beam based weapons to receive the bonus.
    
    Missile Launchpads
    Cost: 300
    Required Tech: Missile Weapon Theory
    Size: 2
    Effect: +1 to missile attack of your ships
    Notes:
    Ship must be equipped with missile based weapons to receive the bonus.
    
    Graviton Snipers
    Cost: 400 bc
    Required Tech: Graviton Driver IV
    Required Module: Sniper Turrets
    Size: 2
    Effect: +2 to mass driver attack of your ships
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Hyper-Phasors
    Cost: 400 bc
    Required Tech: Phasors
    Required Module: Laser Equalizer
    Size: 2
    Effect: +2 to beam attack of your ships
    Notes:
    Ship must be equipped with beam based weapons to receive the bonus.
    
    Sub-Space Warheads
    Cost: 400 bc
    Required Tech: Photonic Torpedo II
    Required Module: Missile Launchpads
    Size: 2
    Effect: +2 to missile attack of your ships
    Notes:
    Ship must be equipped with missile based weapons to receive the bonus.
    
    Neutrino Snipers
    Cost: 500 bc
    Required Tech: Neutrino Bullets
    Required Module: Graviton Snipers
    Size: 2
    Effect: +4 to mass driver attack of your ships
    Notes:
    Ship must be equipped with mass driver based weapons to receive the bonus.
    
    Focused Disruptors
    Cost: 500 bc
    Required Tech: Disruptors
    Required Module: Hyper-Phasors
    Size: 2
    Effect: +4 to beam attack of your ships
    Notes:
    Ship must be equipped with beam based weapons to receive the bonus.
    
    Blackhole Torpedo
    Cost: 500 bc
    Required Tech: Blackhole Eruptor
    Required Module: Sub-Space Warheads
    Size: 2
    Effect: +4 to missile attack of your ships
    Notes:
    Ship must be equipped with missile based weapons to receive the bonus.
    
    Beam Interceptor
    Required Tech: Starbase Defenses
    Required Module: Battle Stations
    Size: 2
    Effect: +2 to beam defense of your ships.
    Notes:
    Ship must be equipped with a defense to receive the bonus.
    
    Energy Grid
    Required Tech: Starbase Defenses
    Size: 2
    Effect: +2 to armor defense of your ships.
    Notes:
    Ship must be equipped with a defense to receive the bonus.  I think it is
    a typo that this does not require battle stations.
    
    Missile Defender
    Required Tech: Starbase Defenses
    Size: 2
    Effect: +2 to missile defense of your ships.
    Notes:
    Ship must be equipped with a defense to receive the bonus.  I think it is a 
    typo that this does not require battle stations.
    
    Section 5.5.3 - Economy
    
    Starbase Factory
    Size: 1
    Effect: +3 to MP, SP, and RP
    
    Adv. Starbase Factory
    Required Tech: Xeno Industrial Theory
    Required Module: Starbase Factory
    Size: 1
    Effect: +4 to MP, SP, and RP
    
    Massive Scaling Center
    Required Tech: Xeno Factory Construction
    Required Module: Adv. Starbase Factory
    Size: 1
    Effect: +5 to MP, SP, and RP
    
    Smart Drones
    Required Tech: Advanced Computing
    Required Module: Massive Scaling Center
    Size: 1
    Effect: +6 to MP, SP, and RP
    
    Interstellar Collectors
    Required Tech: Manufacturing Centers
    Required Module: Smart Drones
    Size: 1
    Effect: +7 to MP, SP, and RP
    
    Orbital Replicators
    Required Tech: Industrial Sector
    Required Module: Interstellar Collectors
    Size: 1
    Effect: +8 to MP, SP, and RP
    
    Trading Post
    Required Tech: Trade
    Size: 1
    Effect: +10 to trade revenue
    
    Advanced Trading Post
    Required Tech: Advanced Trade
    Required Module: Trading Post
    Size: 1
    Effect: +20 to trade revenue
    
    Trade Center
    Required Tech: Master Trade
    Required Module: Advanced Trading Post
    Size: 1
    Effect: +30 to trade revenue
    
    Section 5.5.4 - Influence
    
    Diplomatic Outpost
    Cost: 500 bc
    Size: 1
    Effect: +5 influence
    
    Foreign Relations Center
    Required Tech: Universal Translator
    Required Module: Diplomatic Outpost
    Size: 1
    Effect: +7 influence
    
    Interstellar Embassy
    Required Tech: Diplomatic Relations
    Required Module: Foreign Relations Center
    Size: 1
    Effect: +10 influence
    
    Galactic Forum
    Required Tech: Advanced Diplomacy
    Required Module: Interstellar Embassy
    Size: 1
    Effect: +15 influence
    
    Supreme Forum
    Required Tech: Expert Diplomacy
    Required Module: Galactic Forum
    Size: 1
    Effect: +25 influence
    
    Interstellar Consortium
    Required Tech: Xeno Business
    Required Module: Interstellar Embassy
    Size: 1
    Effect: +20 influence
    
    Franchise Center
    Cost: 500 bc
    Required Tech: Cultural Domination
    Required Module: Interstellar Consortium
    Size: 2
    Effect: +25 influence
    
    Franchise Headquarters
    Required Tech: Historical Assimilation
    Required Module: Franchise Center
    Size: 2
    Effect: +30 influence
    
    Cultural Maximization Center
    Required Tech: Xeno Cultural Trends
    Required Module: Franchise Headquarters
    Size: 3
    Effect: +40 influence
    
    Insurrection Coordinator
    Required Tech: Cultural Insurrection
    Required Module: Cultural Maximization Center
    Size: 3
    Effect: +60 influence
    
    Cultural Conquest Center
    Required Tech: Cultural Conquest
    Required Module: Insurrection Coordinator
    Size: 3
    Effect: +100 influence
    
    Section 5.5.5 - Mining
    
    Mining Barracks
    Size: 1
    Effect: +2 to resource
    
    Mining Center
    Required Tech: Xeno Engineering
    Required Module: Mining Barracks
    Size: 1
    Effect: +3 to resource
    
    Mining Headquarters
    Required Tech: Xeno Industrial Theory
    Required Module: Mining Center
    Size: 1
    Effect: +4 to resource
    
    Resource Excavation
    Required Tech: Xeno Factory Construction
    Required Module: Mining Headquarters
    Size: 1
    Effect: +5 to resource
    
    Extraction Center
    Required Tech: Manufacturing Centers
    Required Module: Resource Excavation
    Size: 1
    Effect: +8 to resource
    
    Extraction Complex
    Required Tech: Manufacturing Centers
    Required Module: Extraction Center
    Size: 1
    Effect: +10 to resource
    
    Resource Sector
    Required Tech: Industrial Sector
    Required Module: Extraction Complex
    Size: 1
    Effect: +12 to resource
    
    =============================================================================
    
    Section 6.0 - Game Concepts
    
    Ok so now that you've seen all the internal guts of this game let's talk
    about how the game works with all those tables.  This section is mostly my
    opinion on what the observations I've made playing mean in terms of each of
    the various game systems.  This is by no means the authoritative work on
    these issues and I would certainly appreciate an other insights you may have
    regarding these ideas.
    
    You can think of this game in terms of sub systems.  Each one plays a role
    in the game universe.  In an ideal game you strive to both balance and
    maximize each of these sub systems.  This is one of the things Stardock did
    to make the AI as good as it is.  On any given turn it will optimize its
    entire empire.  While it is not impossible for you to do this it can be
    difficult without understanding what you are affecting.  I'll try to give
    you that knowledge here.
    
    Section 6.1 - Planet Building
    
    As with everything else in this game there are several approaches to
    improving your planets usefulness.  Your first instinct may be that every
    planet should have at least one of every type of building you have to build.
    It turns out that this can lead to most of your planets being under utilized.
    So here we will talk about specializing your planets.
    
    First let me say that you don't have to figure out what a planet will be to
    your empire when you colonize it.  Also what a planet is doing for you may
    change as you continue through the game.  Don't be afraid to examine all your
    planets once in a while to see if you've got some doing things that aren't
    in the best interest of your empire's goals at this moment.  Remember what I
    said about maximizing your potentials.
    
    Alright so let's say you've found a really nice PQ12+ planet.  Unless there
    are any manufacturing or research bonus tiles on the planet turn the majority
    of these you find into cash planets.  Not all mind you but a few in your
    empire can keep you in the black even while you are building massive fleets
    to show your current enemy that they should not have insulted your mother.
    
    To create a cash planet build one or two factories.  Then fill the rest of
    the planet with up to 2 farms and 4 entertainment buildings.  Beyond that
    add as many economic buildings as there is room.  Remember that you will
    want to adjust your buildings as you go up the tech tree.  But in general
    entertainment to farms should be a 2:1 ratio.  You can use the tool tip that
    pops up over the approval number for the planet to judge what you can change.
    A solid planet of this type can produce well over 100bc a turn with very
    little being used because there are no research buildings and only a couple
    of factories.  Try to place your Economic Capital on one of these worlds for
    an even larger boost.
    
    Turn any planet that happens to have a manufacturing bonus into well I'm sure
    you guessed: a factory world.  Keep in mind that a factory world is not all
    factories.  You'll want to leave open spaces for super projects, galactic
    achievements and trade goods.  I will caution you however into not building
    everything you can on a single planet because if the AI manages to take it
    from you then you are going to be hurting to say the least.
    
    To create a factory world simply place anywhere from 4 - 6 factories on the
    surface.  In v1.1 of the game unused social production is no longer wasted.
    It is transfered to military production on any turn that you do not build a
    planetary improvement.  If you aren't building a ship then the bcs go back
    into the treasury.  What this means is that you don't pay for production
    you do not use.  Also make sure that you always turn on "Focus" for these
    planets.  This maximizes your spending for the area you want to well focus
    on.  Never let these planets sit with nothing to build.
    
    Turn any planet that happens to have a research bonus into a research world.
    Unlike the factory world it is ok to fill the world with research buildings
    along with maybe one or two factories and one entertainment building.  Set
    these planets to focus on research and forget about them for the most part.
    You may want to adjust them to social focus any time you upgrade your
    research buildings just to get them done faster.  Just don't forget to go
    back to research focus once the upgrade is complete.
    
    Now your thinking "what if a planet has more then one bonus".  Well obviously
    you want to place the buildings that take advantage of the bonus on the tile.
    All except farming bonus unless you have the space to build equivalent number
    of entertainment of course.  Anyway I tend to turn these planets into my
    fillers.  They build the ships that my mainline factory worlds would
    overkill.  Also if I managed to trade or acquire another tech that has a good
    special with it I may get one of these to build it while my factory worlds
    focus on the one I really want.
    
    I will say the same thing about planets I say about a lot of the game.
    Always build to what your empire needs right now.  If you are in a dog fight
    on a small map the game really isn't going to last long enough for you to
    specialize too much beyond getting more ships.  Don't forget about the couple
    of defensive buildings either.  Then can make a difference if you've got an
    aggressive AI trying to wipe you out.
    
    Section 6.2 - Planetary Invasion
    
    An invasion is governed by a few things in the game.  However for the most
    part if all you understand is Soldiering Ability, Tech Rating, and Att vs Def
    value then you'll be ok.  In general you want your soldiering and tech rating
    to be higher then your opponent.  Research the invasion branch to increase
    your soldiering along with a few random events that occur.  Your tech rating
    has to do with your overall technology level in the game.
    
    The Attack vs Defense number can be thought of as a straight multiplier to
    your troops.  There are some other things involved but that simple
    explanation will get you by.  So if you invade a planet with 2000 troops and
    get a bonus of 10 for attack then you in effect have 20000 troops on the
    planet.
    
    In all simplicity you can think of invasion as just a war of attrition.
    When the other guy runs out of soldiers you win the planet.  Doesn't really
    matter how many troops it took you to take it.  Well I shouldn't say that
    because you had to build those ships but for the most part just keep sending
    troops in until you win.
    
    The information for the tactics is taken from the InvTactics.xml file in the
    GalCiv2 data folder.  I will include in my notes when I use each one and why.
    
    Traditional Warfare
    Notes:
    This is the default attack.  I use this one if I out number the planetary
    defenses or if my soldiering and tech rating are high enough compared to the
    enemy that my troops can take them without any additional advantage.  Very
    good thing to use if you want to try take the planet without losing any
    buildings or PQ rating.
    
    Mass Drivers
    Cost: 200 bc
    Required Tech: Planetary Bombardment
    Effect: +100 - +200 attack value
    Effect: -10 - -50 PQ
    Effect: -50 - -100 planetary buildings
    Notes:
    This attack is great if the enemy out numbers you by a large amount.  Also
    if you don't care about the PQ or building left after the attack you may
    use this to ensure you will win a close fight.  One useful tactic is to use
    this attack with a minimum of your troops trying to lose the encounter.  This
    prevents the negative affects and allows you to wipe out a significant
    portion of the defensive force.  Then you can use a less destructive attack
    to take over the planet with your next wave.
    
    Core Detonation
    Cost: 250 bc
    Required Tech: Space Marines
    Effect: 50 Luck
    Effect: +40 - +50 attack value
    Effect: -10 - -30 PQ
    Effect: -20 - -30 planetary buildings
    Notes:
    This is a good tactic to use if you need some bonus but Mass Drivers would
    be overkill.  Or if you are trying to limit the collateral damage you do to
    the planet.  Again the same tactic that works with Mass Drivers will work
    with this.
    
    Tidal Disruptors
    Cost: 200 bc
    Required Tech: Tidal Disruption
    Effect: 20 Luck
    Effect: +40 - +50 attack value
    Effect: -80 - -100 planetary buildings
    Notes:
    This is an excellent tactic to use if you wish to have an advantage but
    don't want to take the hit to the PQ of the planet.  Make sure you check the
    planet ahead of time to ensure there are no special buildings on it you may
    want to capture as this does tend to wipe most of them out.
    
    Mini-Soldiers
    Cost: 500 bc
    Required Tech: Shock Troops
    Effect: 60 Luck
    Effect: +40 - +70 attack value
    Effect: -5 - -10 planetary buildings
    Notes:
    This is my favorite tactic to use.  It gives a nice bonus while at the same
    time minimizing the damage you do to the planet.  There have been lots of
    occasions where I've used this and the planet comes through without losing
    any buildings.
    
    Gas Warfare
    Cost: 200 bc
    Required Tech: Planetary Invasion
    Effect: 20 Luck
    Effect: +15 - +30 attack value
    Effect: -5 - -20 PQ
    Notes:
    I don't think I've ever used this.  Normally I'd rather wipe out all the
    buildings rather then lose any PQ of the planet.
    
    Information Warfare
    Cost: 800 bc
    Effect: 80 Luck
    Effect: +20 - +40 of people will defect and fight for you
    Notes:
    This is a good tactic to tip a close fight to your favor.  However to be
    honest for the price you can probably just send in another wave of troopers.
    Also if the enemy's approval is really high there is no point in using this.
    
    Section 6.3 - Ship to Ship Combat
    
    Ship design is another part of this game where there is lots of room for
    style.  I will express my opinions here on what makes a good ship and it's
    up to you to decide what to follow.
    
    In general it can be said that you should build ships that meet the needs of
    your empire.  Now what in the world does that mean?  Well for the most part
    it means that if you need a longer range colony ship to reach planets out
    of reach of the core ship then your empire needs that ship.  If your fleets
    are being slaughtered because the enemy is using beam weapons and all you
    have are armor defenses then you may want to switch your defensive schemes.
    Same thing goes for your attacks.
    
    When building a warship always counter whatever your enemy is doing even if
    it means that you've got to use slightly less affective components because
    your research lagged in one area.  Now granted if you greatly out class the
    ships you are going up against it doesn't really matter what defenses they
    have.  However in a closely matched fight it can make all the difference in
    the world.
    
    This is my understanding of how combat works.  Attacking fleet always has the
    first volley.  Ensure most of the time you have this advantage and a lot of
    encounters will go your way.  However it's not enough to always attack first.
    You have to have ships that counter your opponents offensive and defensive
    abilities.  I'll talk more about this in a moment.  Ok back to combat the
    combat engine.
    
    For each weapon the attacker rolls from 0 to the max attack value.  If the
    defender has a defense the matches the attack it makes a roll from 0 to max
    defense.  If the attack roll is greater then the defense roll the defender
    loses the difference in hit points.  Then the attacker and defender roles are
    reversed.  This continues until one ship has zero hit points.
    
    Now if the defender's defenses do not match the attacker weapon then the
    defensive roll is based on the square root of the value.  So if you have a
    defense of 4 armor against a beam weapon the defense is actually 2.
    Otherwise the combat occurs as before.
    
    It gets much more complicated when you've got multiple types of weapons on
    a ship or multiple defenses.  To figure that out you add the attacks and
    defenses together taking into account when a square root may apply to the
    defense roll.  That then gives you the combined values for the roll.  The
    game displays this one result but will highlight what weapons or defenses
    were taken into account.
    
    So what does all that mean to ship design?  Well from my experience it shows
    that some defense is better then no defense at all.  Typically you have to
    sacrifice fire power to place that defense but overall you still come out
    ahead of the game.  And since any ship that survives combat can earn
    experience to increase its hit points it is in your best interest to try to
    keep ships around as long as you can.
    
    Fleet battle takes place as a series of individual battles.  However in a
    fleet situation the ships will target whatever they can take out the quickest
    followed by whatever poses the largest threat to the fleet.  The thing they
    can take out the quickest is any ship that might be wiped out in one volley
    without ever returning a shot.  So they will go after damaged ships first.
    
    Of course that is still not an absolute rule.  As I mentioned if your attack
    is a lot higher then the defense you'll knock out the ship no matter what.
    Also if you are the attacker and get in the first volley if you hit for more
    hit points the defender has you destroy them without them being able to
    retaliate.
    
    For me personally I do not mix weapon types on ships.  I will build different
    versions of the same ship to accomplish this and then put them into fleets
    together to take advantage of the different weapons.  Defenses however I try
    to place what I can to counter what the enemy is building.  The AI tends to
    mix weapons on it's larger ships.  So I mix my defenses accordingly.
    
    Hopefully this gives you enough understanding of the ship combat to make
    good decisions for what you need.  I'm sure I'll be expanding this section
    as Stardock tweaks the game.
    
    Section 6.4 - Economy
    
    I don't think there has been anything else in the game so far that has
    touched off as much debate as the in game economy.  I'm not going to comment
    on what I think is *right* or *wrong* here.  What I am going to do is provide
    you with my understanding of how this works and how to get it to work for
    you.  Stardock has said that they are not going to change the economy except
    maybe in terms of how certain information is displayed.  With that in mind
    we'll work with what we've got.
    
    You can think of your economy as two separate pieces:
     - Your Revenue
     - Your Spending
    
    Now your revenue is made up of taxes, trade, tribute from UP laws and
    tourism.  Your spending is the sum of your MP, SP, RP, ship maintenance,
    colony maintenance, espionage, and any UP laws that affect you like the war
    tax.  If your revenue is larger then your spending then your economy is
    positive and the bank number on the main screen is green.  If your spending
    is larger then your revenue then your economy negative and the bank number on
    the main screen is yellow.  So long as you have funds there is nothing wrong
    with having a negative balance.  Heck the US has been doing it for the past
    oh what 200 years.  But I digress
    
    To attempt to balance your revenue vs. spending is where the sliders on the
    economic screen come into play.  However they are not the only thing but
    we'll get to that in a moment.
    
    Alright the easiest one to see the effect of is the tax rate slider.  The
    higher this goes the more taxes you generate from your population base.  If
    you increase your population base you get more taxes for the same tax rate.
    Keep in mind that as you adjust your tax rate your approval rating will
    change accordingly.  There is also an additional penalty for every 10% so in
    general if you can it is better to be at say 39% then 40%.
    
    **New in v1.1**
    Your tax rate affects your morale slight less now.  So it should be easier to
    maintain a higher morale at the higher tax rates.
    ***************
    
    Trade revenue will fluctuate.  It is a function of the distance the freighter
    is from its home port.  The further away the more you make.  I'm not sure
    what the exact percentages are but I do know it won't go to zero when the
    freighter reaches the home port and begins to journey back to the destination
    planet.  You can also increase the trade revenue by placing trade modules on
    any starbase the freighter passes.
    
    Tourism is a function of your influence.  The larger your influence the more
    share of the galaxies tourism dollar you get.  This takes into account the
    total population of the galaxy along with your percentage of influence over
    it.
    
    Tribute is based on the particular UP law.  For instance there is a law that
    penalizes empires for having planets inside another empires border.  You are
    paid for that in tribute from the other empire.
    
    Now spending is where this starts to get hazy because there are several
    factors involved here.  I'll take them in order of easiest to see.  Espionage
    is simply the sum of what you are spending on each AI.  You adjust this in
    the relationship tab of the foreign policy screen.  Colony maintenance is the
    sum total of all the maintenance of all the buildings on your planets.  Ship
    maintenance is 2.5% of the original cost to build the ship summed up for all
    your ships.  And any penalties imposed by the United Planets are a function
    of whatever the rule is.
    
    Ok so that leaves MP, SP, and RP.  This is where a lot of the confusion for
    new players starts.  There are three factors to consider when coming up with
    these values.  The first is your allocated spending slider setting.  This
    tells the system how much of your overall production capacity you want to
    use.  Next is the individual spending sliders for each type.  This tells the
    system how much of your allocated spending you want to place into each of the
    three production types.  All three sliders must always add up to 100%.  The
    final piece of this puzzle is all the factories and research buildings you
    have built.  It takes 1bc to produce 1MP/SP/RP.  So a factory that produces
    8MP will cost you 8bc per turn it is running at 100% capacity.
    
    If you can get your head around this idea you can really take a hold of your
    economy.  By adjusting your allocated spending and the individual sliders
    there are times where you can "balance your budget" so to speak and stay in
    the black without changing your tax rate.  In general if you are in a time of
    peace then you might want to drop your military spending way down since you
    aren't building a bunch of war ships.  Same goes for when you are war.  You
    might want to boost your military spending and drop the other two to a
    minimal.
    
    In the long run all I can suggest is you move the sliders around and pay
    attention to what values change.  With enough tweaking you'll come to
    understand what is going on and then be able to make informed decisions about
    what to change when you are in need of cash.  Rest assured that I will update
    this section as Stardock tweaks the economy information.
    
    I've had people ask me what I do with the particular sliders.  Since my style
    of play tends towards the peaceful victory conditions I use the following
    guidelines.
    
    At the start of the game I increase my taxes to 39%.  I adjust the sliders
    for each of the three production types so that they read 30/30/40.  This
    stays this way for the first dozen or so turns just until I can get a few
    colonies under my control and my population starts to grow.  After I've
    built an entertainment building on each planet I start to increase my taxes
    to 49% while trying to keep my morale over 70%.  In doing this I also
    increase spending accordingly until I max out at 100%
    
    As the expansion of my empire starts to slow I again adjust my spending to
    20/30/50 or sometimes even 10/35/55 depending on if I need constructors or
    not.  Once I've got enough of a population base to maintain this sort of
    spending I don't need to adjust it again until I need to build ships for a
    war.  Of course like a lot of people I ignore my military except for a few
    token defenders until needed because I don't like to pay the ship
    maintainence costs in the early go.
    
    So if a war breaks out I may go 40/20/40.  Also I will buy any ships I can
    afford during this time.
    
    If done with the proper timing and with enough morale bonuses either racial
    or space resource you can easily maintain 95%+ morale and 49% taxes with
    100% spending.  I've even had games where I've found enough space morale
    resources that I was able to push my taxes up to 59% and still have 90% or
    higher morale.
    
    Section 6.5 - Custom Race
    
    If you are like me then the predefined races just don't cut it for you.  So
    we turn to custom races to get even more out of the game.  This game provides
    you with a large array of abilities to tweak to tailor your custom race to
    your particular style of play.  I am not going to list what each one does
    that information is in the manual.  However I will list the stats for each.
    This information is in the AbilityBonuses.xml file in the GalCiv2 data
    folder.  You have 10 points to spend on any combination of these traits.
    For the record my custom race is:
     - Economics: Gifted 20%
     - Morale: Naturally Happy 15%
     - Population Growth: Very Frisky 20%
     - Influence: Advanced 15%
     - Luck: 25%
    
    Economics
    Advanced: 10% Cost 2
    Gifted:   20% Cost 3
    Master:   30% Cost 4
    
    Weapons
    Superior: 15% Cost 1
    Master:   20% Cost 2
    
    Defense
    Advanced: 10% Cost 1
    Gifted:   20% Cost 2
    Master:   30% Cost 3
    
    Propulsion
    Extra 1 Parsecs/Month: 1 Cost 5 (wonder if this is supposed to be / wk)
    Extra 2 Parsecs/Month: 2 Cost 8
    
    Morale
    Naturally Content: 10% Cost 1
    Naturally Happy:   15% Cost 2
    Naturally Joyous:  20% Cost 3
    
    Population Growth
    Frisky:      10% Cost 1
    Very Frisky: 20% Cost 2
    Fruitful:    30% Cost 3
    Don't Ask:   70% Cost 6
    
    Social Production
    Advanced: 10% Cost 1
    Gifted:   20% Cost 2
    Master:   30% Cost 3
    Ultra:    50% Cost 5
    
    Military Production
    Advanced: 10% Cost 1
    Gifted:   20% Cost 2
    Master:   30% Cost 3
    Ultra:    50% Cost 4
    
    Research
    Advanced:  5% Cost 1
    Gifted:   10% Cost 2
    Master:   15% Cost 3
    Ultra:    20% Cost 4
    
    Influence
    Advanced:          5% Cost 1
    Gifted:           15% Cost 2
    Master:           25% Cost 4
    Commercial Giant: 30% Cost 5
    
    Repair
    Gifted: 20% Cost 1
    Master: 40% Cost 2
    
    Sensors
    Advanced: 1% Cost 1
    Gifted:   2% Cost 2
    Master:   4% Cost 3
    
    Espionage
    Advanced: 15% Cost 1
    Gifted:   30% Cost 2
    
    Soldiering
    Hardy:      10% Cost 1
    Tough:      20% Cost 2
    Invincible: 30% Cost 3
    
    Planet Quality
    Green Thumb: 10% Cost 3
    Magical:     20% Cost 8
    
    Trade
    Gifted Traders:   10% Cost 1
    Superior Traders: 20% Cost 3
    Master Traders:   30% Cost 5
    
    Trade Routes
    Gifted Traders:   1 Cost 3
    Superior Traders: 2 Cost 6
    Master Traders:   3 Cost 9
    
    Diplomacy
    Talented Diplomats:  5% Cost 1
    Skilled Diplomats:  10% Cost 2
    Master Diplomats:   20% Cost 4
    Expert Diplomats:   30% Cost 5
    
    Hit Points
    Superior:    10% Cost 1
    Exceptional: 20% Cost 2
    Invincible:  30% Cost 4
    
    Range
    +1 to Initial Range: 10sct Cost 3
    
    Luck
    Exceptionally Lucky: 25% Cost 1
    
    Courage
    Brave: 25% Cost 1
    
    Creativity
    Highly Creative: 25% Cost 1
    
    Loyalty
    Mostly Faithful: 10% Cost 1
    Devoted:         20% Cost 2
    
    Section 6.6 - Predefined Races
    
    This section lists the predefined races bonuses.  All information is taken
    from the RaceConfig.xmp file in the GalCiv 2 data folder.
    
    Terran Alliance
    Alignment: 50
    Research: 10
    Trade: 25
    Morale: 10
    Diplomacy: 25
    Hit Points: 10
    Trade Routes: 1
    Logistics: 6
    Starting Techs:
      Xeno Communications
      Hyper Drive
      Xeno Engineering
    
    Dregin Empire
    Alignment: 1
    Weapons: 20
    Morale: 25
    Military Production: 20
    Research: 10
    Hit Points: 10
    Soldiering: 20
    Logistics: 7
    Starting Techs:
      Galactic Warfare
      Hyper Drive
      Xeno Engineering
      Stellar Cartography
    
    Altarian Republic
    Alignment: 99
    Economics: 10
    Morale: 20
    Luck: 30
    Creativity: 30
    Logistics: 5
    Starting Techs:
      Xeno Communications
      Hyper Drive
      Xeno Engineering
      Stellar Cartography
    
    Acrean Empire
    Alignment: 50
    Morale: 20
    Social Production: 20
    Military Production: 20
    Hit Points: 10
    Soldiering: 10
    Logistics: 7
    Starting Techs:
      Galactic Warfare
      Hyper Drive
      Xeno Engineering
      Xeno Communications
      Xeno Economics
      Stellar Cartography
    
    Torian Confederation
    Alignment: 80
    Morale: 25
    Population Growth: 10
    Social Production: 20
    Trade: 10
    Sensors: 1
    Luck: 10
    Courage: 20
    Loyalty: 10
    Logistics: 6
    Starting Techs:
      Galactic Warfare
      Hyper Drive
      Xeno Engineering
      Xeno Industrial Theory
      Xeno Economics
      Stellar Cartography
    
    Yor Collective
    Alignment: 25
    Economics: 10
    Morale: 10
    Military Production: 20
    Soldiering: 20
    Loyalty: 100
    Logistics: 8
    Miniaturization: 25
    Starting Techs:
      Galactic Warfare
      Hyper Drive
      Xeno Engineering
      Xeno Industrial Theory
      Ion Drive
      Xeno Economics
      Stellar Cartography
    
    Dominion of Korx
    Alignment: 1
    Economics: 15
    Trade: 25
    Soldiering: 10
    Trade Routes: 3
    Courage: 10
    Logistics: 6
    Starting Techs:
      Galactic Warfare
      Hyper Drive
      Xeno Engineering
      Ion Drive
      Stellary Cartography
    
    Drath Legion
    Alignment: 75
    Economics: 10
    Defense: 50
    Military Production: 25
    Morale: 10
    Diplomacy: 25
    Espionage: 50
    Trade Routes: 1
    Loyalty: 10
    Logistics: 6
    Starting Techs:
      Galactic Warfare
      Hyper Drive
      Xeno Engineering
      Xeno Industrial Theory
      Ion Drive
      Stellar Cartography
    
    Thalan Empire
    Alignment: 50
    Population Growth: 20
    Social Production: 20
    Military Production: 20
    Research: 10
    Loyalty: 40
    Logistics: 6
    Miniaturization: 10
    Starting Techs:
      Hyper Drive
      Xeno Engineering
      Xeno Industrial Theory
      Space Militarization
      Xeno Economics
      Stellar Cartography
    
    Iconian Refuge
    Alignment: 90
    Economics: 10
    Research: 20
    Logistics: 7
    Starting Techs:
      Hyper Drive
      Xeno Engineering
      Starship Defenses
      Xeno Economics
      Armor Theory
      Stellar Cartography
    
    Section 6.7 - Relationships
    
    Here I'm going to discuss what you can do to try to get the AI to like you.
    Or conversely what you can do to annoy it.  Both are simple concepts so this
    should be short.
    
    To get it to like you you can:
     - Set up lots of trade routes with them.  The more trade revenue they get
       from you the more they like you.
     - Give them gifts of technology or bcs.  The AI places a value on every tech
       in the game so giving them something like Manufacturing Centers will earn
       you more good points then say Sensors.
     - Be the same ethical alignment as them.  This goes a long way towards
       helping you establish a Close relationship so you can ask for an alliance.
     - Help them out when they tell you a particular empire is beating them in a
       war.
    
    To get it to hate you you can:
     - Place lots of war ships or starbases near it's borders.
     - Reject any demands they may make of you.
     - If they are evil be good if they are good be evil.
     - And the top one... attack something of theirs.
    
    Section 6.8 - Espionage
    
    The current espionage system in GC2 is rather simple.  I believe in a future
    expansion Stardock will be expanding upon the system.  However for now let's
    look at the system as it stands.
    
    Espionage level gives you the ability to view a variety of information about
    the target empire.  With a high enough rating you can see what is on their
    ships, what are their abilities, what their economic situation is, what they
    are currently researching, what they have built on their planets, and what
    they have on starbases in terms of modules.
    
    To gather all this information goto the Relations tab of the Foriegn Policy
    screen.  When you highlight a particular race you will see a slider below
    the portrait of their leader.  This is how you adjust the amount you wish to
    spend in order to spy on them.  That amount then comes out of your budget
    every week.
    
    As you spend money on espionage you will start to get reports that inform you
    that you have reached a certain level of knowledge with regards to their
    empire.  To view this information goto the stats or report tabs on the
    Foriegn Policy screen.  This will fill you in on the newest information you
    can access about them.
    
    Once you reach an Advanced level of knowledge there is no need to continue to
    spend money spying on that particular empire.  Also keep in mind that it is
    better to spend a small amount over a long period then it is to spend a lot
    for a short period.  However I do believe the overall amount you have to
    spend is still the same.  At some point I may workout exactly what each level
    works out to in terms of cost.  That is if someone hasn't already listed it.
    
    Section 6.9 - Influence
    
    This is a measure of how much impact your society as a whole has on the
    galaxy.  With a high enough value you can start to take over other empire's
    planets without the need to send in troops.  Also if you can get 75% of the
    galaxy under your influence while controlling 75% of the assets on the map
    you win a Cultural Victory.
    
    There are a few ways to increase your influence over a given area.  The most
    obvious is if you have a planet in the region of space.  The population on
    that planet produces influence.  The larger the population the more base
    influence you produce.  You can increase the planetary influence by building
    an Embassy or Cultural Exchange Center on the planet.
    
    To extend your influence into areas where you may not have a planet to
    colonize you must build influence starbases.  These multiply your influece
    in their sphere of influence by the bonus the modules on the starbase
    provide.  No need for one of your planets.
    
    So lets say you've got a couple of colonies from another empire within your
    borders.  If you have at least a LOW espionage rating with the empire you
    can see what the influence that planet is producing and also what value above
    that you are producing.  If you achieve a value of 4.00+ then your influence
    will start to sway the population to revolt and join your empire.  Influence
    starbases that have these planets within their sphere of influence can help
    to really increase the likelyhood of them defecting.
    
    If another empire is threating on of your planets you can counter their
    influence in the same manner that you use to increase yours.  This is why
    there are times the AI will build a lot of farms and/or embassies on a
    planet.  It is trying to keep the planet from defecting.
    
    =============================================================================
    
    Section 7.0 - Basic Strategies
    
    In a game of this type there is not one sure fire way to victory.  There are
    a lot of things that can happen between turn two and turn five hundred.  So
    the best strategy is a flexible one.  That being said there are things you
    can do to try to come out on top.
    
     - Never start a war unless you are ready.  By this I mean make sure you've
       gotten all the intelligence you can about their planets and ships.  Build
       ships that counter theirs both offensively and defensively.  Identify all
       starbases and be sure they are priority targets.
    
     - Try to get your economy positive as soon as possible.  It's ok to run
       with a negative net for a while but if your funds dip much below
       500 bc you should start looking hard at getting some more money either
       through trade or balancing your budget.
     
     - Always colonize any PQ8+ planet you can find.  If you have the majority of
       planets in a given cluster it's ok to leave that PQ5 planet for the AI.
       And after it colonizes the planet chances are it will flip to you later
       anyway.
    
     - Attempt to maximize your economy starbase's sphere of influence.  The
       circle that represents this is 16pcs in diameter.  Use that number to try
       to center the starbase so the greatest number of planets fall within.
       Version 1.1 shows a circle that represents where this sphere will be
       before you commit to the building.
    
     - Always upgrade your starbases with the latest modules.  Keeping them up to
       date gives you the most bang for you buck.
    
     - Don't rush to upgrade your starships just because you've gotten a new toy.
       Unless it represents a significant leap in either attack or defense or you
       are at war and need every little bit it can wait.  Also sometimes it is
       better to decommission obsolete ships rather then upgrade them.  I do this
       a lot when thinning out my fleets after a major war.
    
     - Don't expand too fast in the early game.  This can lead to financial
       trouble as your economy can't support the maintenance of all those initial
       colony buildings.  Also expanding too fast can drain your planets
       population to the point where it will take it a very long time to recover
       further crippling your economy.
    
     - When attacking consider rush building some constructors to get a few
       military starbases up in the theater of war.  The ship assist modules can
       really boost your power and turn the tide of battle.
    
     - In general it is cheaper to build something then it is to buy it.  The
       exception to this is if you are a Neutral alignment.  You get a discount
       for buying ships.
    
     - Always post sentry ships with your best sensors on your borders.  The AI
       at the higher difficulties is notorious for sneaking ships into you blind
       spots.
    
     - Always try to keep a quick reaction fleet near any important planets or
       starbases to destroy any would be attackers before they can get into
       range.
    
     - Any planet you plan to defend with ships in orbit MUST have an Orbital
       Fleet Manager built.
    
     - Build fast ships.  Not only can you respond to any incursions by the AI
       fleets but you can get away from them too.
    
     - Try to maintain a balanced approach to your research.  If something is
       going to take more then 24 wks to get you might want to adjust your
       spending or build more research buildings to get it sooner.  Or for that
       matter it may be time to research the next tech that gives you an upgraded
       research building.
    
     - Always use the Focus check when you are building special planetary
       improvements.
    
     - Periodically scan through all your planets to make sure they are doing
       what you want.  This is especially important after a load since the game
       doesn't show you any messages about planet production at load.
    
     - Don't mix ships of different speed in a fleet.  The slow ones bring the
       fast ones down.  Defeats the point of having fast ships.
    
    Well that's all I can think of now.  I'll expand this section as I come up
    with new ideas or people submit ideas to me for inclusion.
    
    =============================================================================
    
    Section 8.0 - Legal Stuff
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    
    Contact: galciv2faq@hotmail.com
    Please keep any correspondence game related.  Any non game emails will be
    deleted and the sender blocked.
    
    Galactic Civilizations II Dread Lords is a registered trademark of
    Stardock, Inc.
    
    The website authorized to post this FAQ is GameFaqs.  Please let me know if
    you see it posted on any other site so I can contact them to get it removed.
    
    Copyright (c) 2006 Jason Bodine.  All rights reserved.
    
    =============================================================================
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