Galactic Civilizations Building/Project Guide Copyright 2003 Wraith10 wraith_10_@hotmail.com Version 1.1 =============================================================================== Distribution Info ----------------- You may use this FAQ for yourself personally, make copies for your friends, or host it on web pages provided NO MONEY is made off this FAQ. If you choose to post it in a public domain (webpage) please send me an email detailing the webpage location it will be posted on. I reserve the right to ask for the removal of this FAQ from any page deemed offensive. Anyone displaying my guide must credit me for it and not alter it in any way. You are responsible for getting the latest version from gamefaqs periodically. =============================================================================== Purpose ------- The purpose of this guide is to give a detailed account of all the projects you can build in Gal Civ. Send in any information that you have that belongs in this FAQ. Including corrections, additions, and observations. I know I can not possibly have accounted for every detail and I'm counting on you to help make this guide complete. Included are Military Projects, Social Projects, Wonders, Starbase Modules, Achievements, and Trade Goods. =============================================================================== Contact Me ---------- Let me know if you if you find any mistakes in the guide, or if you have anything you want added or clarified. Please write "GalCiv FAQ" or something like that in the subject line of your message or most likely it will be deleted as junk mail. If you do not receive a reply within 2 weeks this likely happened and you can resubmit the tip. Please do not ask for serial numbers, or request technical support. For technical support try www.galciv.com My Metaverse player is Wraith10 and my empire is Mid-Western Confederation. I am not interested in switching empires at this time, please do not contact me about switching. Questions, Comments, Corrections: wraith_10_@hotmail.com =============================================================================== Version History --------------- 1.0 First Edition 1.1 Spell Checked and Submitted =============================================================================== Contents ======== Section 1: The Basic Overview Section 1.1: The Kinds of Projects Section 2.2: Building Faster Section 2: The Projects Section 2.1: Social Projects Section 2.2: Military Projects Section 2.3: Starbase Modules Section 2.4: Wonders Section 2.5: Trade Goods Section 2.6: Achievements =============================================================================== Section 1: The Basic Overview ============================= Section 1.1 The Kinds of Projects --------------------------------- When you open the details screen for one of your planets you are presented with two main categories to build things in; military and social. However despite only two categories there is a vast array of projects you can build. Social Projects: Ordinary social projects are permanent improvements to a city. They improve economic, manufacturing, morale, planetary defence, planetary quality, research, ship quality, or influence. Some social projects cost money to maintain, while others do not. The amount it costs varies by improvement. The cost to build them also varies from one to the other. You can build one per planet. Military Projects: Military projects are units that you can move from place to place. They do not have to have any attack rating to be a military unit. Even things like freighters, colony ships, and constructors fall under this heading. You can build all the units you like. Starbase Modules: If you bring a constructor to an already existing starbase you can build a module on it. Modules can improve attack, defense, hit points, production, mining, trade, culture, repair, terror stars, etc. Each starbase can only have one of each type of module. Wonders: Only one wonder can be built per galaxy. Wonders improve your economic and influence stats. Some also have other benefits as well. Wonders are under the social side of the build lists. Trade Goods: Only one civilization can invent each trade good. However you can "trade" the rights to them to another civilization as well. Achievements: One per civilization. Achievements vastly improve one or two stats. Including manufacturing, economics, morale, influence, research, and ship quality. Section 1.2 Building Faster --------------------------- You can boost how fast you build things by which political party you choose at the beginning. The federalists boost your industrial production. The progressives boost your social production. The industrialists boost your industrial production. When you choose your civilization abilities there are several options you can use to boost your production. Military Production: Advanced (1 point) 10% Gifted (2 points) 20% Master (4 points) 30% Ultra (6 points) 50% Social Production: Advanced (1 point) 10% Gifted (2 points) 20% Master (4 points) 30% Ultra (6 points) 50% Throughout the galaxy are anomalies that can be explored with a survey ship. You start the game with one survey ship and can build more as needed. Some anomalies will give you a production boost. On the tax screen you can raise the amount of money that goes toward military and social spending. There are occasionally random events that inform you production is temporarily at a higher level than normal. When you colonize a planet you are sometimes presented with three options. Once in a while one of the options will give you a production gain, this may or may not represent other penalties, and of course also affects your alignment. Some technologies also directly affect production: (10% Each) Advanced Slavery High Density Metals Master Race (military production only) Near Omnipotence (military production only) Tri-strontium alloy There are also improvements that benefit production. Achievements: Hyperion Manufacturing Center (100) Manufacturing Capital (100) Omega Power Plant (50) Omega Quality Control (15) Trade Goods: Artificial Slaves (15 Social) Social: Anti-matter Power Plant (30) Fusion Power Plant (20) Manufacturing Center (25) Trade Center (15) There are no wonders or military projects that affect production. Starbase Modules: Interstellar Distributor +5 Interstellar Distributor Mark II +10 Interstellar Distributor Mark III +15 Massive Scaling Center +25 Orbital Replicators +15 Phase I Factory +5 Phase II Factory +10 Phase III Factory +25 Smart Drones +10 =============================================================================== Section 2: The Projects ============================= Section 2.1 Social Projects --------------------------- Name: The name of the improvement to be built. Tech: The tech you must research before it is available. Cost: The production cost to build Maintenance: The cost to maintain it once built. Benefits: Benefits to Economic, Manufacturing, Morale, Planetary Defense, Planetary Quality, Prestige, Research, or Ship Quality Total: The total of all the benefits. Name: Advanced Quality Control Tech: Controlled Gravity Cost: 500 Maintenance: 1 Benefits: 10% ship quality Total: 10% Name: Anti-matter Power Plant Tech: Zero Gravity Manufacturing Cost: 300 Maintenance: 1 Benefits: 5% Economic, 30% Manufacturing Total: 35% Name: Banking Center Tech: Universal Translator Cost: 50 Maintenance: 0 Benefits: 20% Economic Total: 20% Name: Cultural Exchange Center Tech: Advanced Diplomacy Cost: 200 Maintenance: 4 Benefits: 5% Economic, 5% Morale, 25% Influence Total: 35% Name: Economic Exchange Tech: Advanced Trade Cost: 400 Maintenance: 0 Benefits: 33% Economic, 5% Influence Total: 38% Name: Embassy Tech: Diplomacy Cost: 100 Maintenance: 0 Benefits: 5% Economic, 5% Morale, 25% Influence Total: 20% Name: Entertainment Network Tech: None Cost: 35 Maintenance: 2 Benefits: 20% Morale Total: 20% Name: Fusion Power Plant Tech: Interstellar Refining Cost: 50 Maintenance: 3 Benefits: 10% Economic, 20% Manufacturing Total: 30% Name: Galactic Research Center Tech: Omni Computers Cost: 400 Maintenance: 5 Benefits: 10% Influence, 45% Research Total: 55% Name: Habitat Improvement Tech: Basic Environment Control Cost: 50 Maintenance: 0 Benefits: 10% Planet Quality Total: 10% Name: Info Net Tech: Terra Computers Cost: 300 Maintenance: 4 Benefits: 5% Economic, 1% Influence, 10% Research Total: 16% Name: Manufacturing Center Tech: Industrial Theory Cost: 100 Maintenance: 1 Benefits: 25% Manufacturing Total: 25% Name: Medical Center Tech: Medical Theory Cost: 100 Maintenance: 2 Benefits: 5% Morale, 5% Research, 5% Ship Quality Total: 15% Name: Multimedia Center Tech: Nano-Frequency Electronics Cost: 200 Maintenance: 2 Benefits: 15% Morale Total: 15% Name: Neural Net Tech: Ultra Computers Cost: 500 Maintenance: 5 Benefits: 10% Economic, 25% Research Total: 35% Name: Omega Defense System Tech: Avatar Technology Cost: 800 Maintenance: 5 Benefits: 100% Defense Total: 100% Name: Orbital Hospital Tech: Advanced DNA Research Cost: 200 Maintenance: 3 Benefits: 10% Morale, 5% Prestige, 5% Research Total: 20% Name: Planetary Defense Tech: Planetary Defense Cost: 100 Maintenance: 4 Benefits: 5% Morale Total: 5% Name: Propaganda Center Tech: Xeno Propaganda Cost: 150 Maintenance: 4 Benefits: 5% Morale Total: 5% Name: Re-education Center Tech: Xeno Brain Washing Cost: 1000 Maintenance: 5 Benefits: 5% Morale Total: 5% Name: Research Center Tech: Terra Computers Cost: 100 Maintenance: 3 Benefits: 10% Influence, 33% Research Total: 43% Name: Research Lab Tech: Zero Gravity Research Cost: 40 Maintenance: 1 Benefits: 10% Influence, 25% Research Total: 35% Name: Secret Police Tech: Thought Police Cost: 100 Maintenance: 2 Benefits: 5% Morale Total: 5% Name: Shipyard Tech: Phasers Cost: 80 Maintenance: 1 Benefits: 15% Ship Quality Total: 15% Name: Soil Enhancement Tech: None Cost: 50 Maintenance: 0 Benefits: 10% Planet Quality Total: 10% Name: Spin Control Tech: Cultural Conquest Cost: 200 Maintenance: 5 Benefits: 5% Morale Total: 5% Name: Stadium Tech: Extravaganza Cost: 100 Maintenance: 2 Benefits: 5% Economic, 20% Morale Total: 25% Name: Star Ship Foundry Tech: Large Scale Building Cost: 400 Maintenance: 2 Benefits: 25% Ship Quality Total: 35% Name: Star System Defense Tech: Ranger Technology Cost: 300 Maintenance: 3 Benefits: 50% Planetary Defense Total: 50% Name: Stock Market Tech: Interstellar Capitalism Cost: 200 Maintenance: 1 Benefits: 25% Economic, 10% Morale, 5% Influence Total: 40% Name: Teleporters Tech: Transporters Cost: 200 Maintenance: 2 Benefits: 15% Economic, 25% Morale Total: 40% Name: Terraforming Tech: Terraforming Cost: 1000 Maintenance: 0 Benefits: 20% Planet Quality Total: 20% Name: Trade Center Tech: The Better Way Cost: 500 Maintenance: 0 Benefits: 15% Economic, 15% Manufacturing, 15% Morale, 15% Influence, 15% Research Total: 75% Name: Virtual Reality Center Tech: 2D Phasing Cost: 400 Maintenance: 5 Benefits: 20% Morale Total: 20% Name: Harmony Generator Tech: 1D Phasing Cost: 400 Maintenance: 2 Benefits: 20% Morale Total: 20% Name: Hyperion Shipyard Tech: Overlord Technology Cost: 1000 Maintenance: 5 Benefits: 50% Ship Quality Total: 50% Section 2.2 Military Projects ----------------------------- Ship: The name of the ship. Tech: The technology required to be able to build it. Cost: How much each ship costs. Maint: How much it costs to maintain. Abil: Special abilities of the ship. Wep: Type of weapon. HP: The number of hitpoints. At: The base attack strength Def: The base defense strength. Sd: The base speed. Rg: The base range. SRg: The base sensor range. Ship: Anti-Matter Missile Tech: Dreadnought Technology Cost: 300 Maint: 1 Abil: Missile Wep: WPhasor HP: 1 At: 100 Def: 1 Sd: 0 Rg: 0 SRg: 2 Ship: Avatar Tech: Avatar Technology Cost: 1000 Maint: 20 Abil: None Wep: WPhasor HP: 75 At: 14 Def: 10 Sd: 0 Rg: 0 SRg: 3 Ship: Battle Cruiser Tech: Turbo Phasers Cost: 150 Maint: 5 Abil: Non Wep: Laser HP: 20 At: 5 Def: 3 Sd: 2 Rg: 2 SRg: 3 Ship: Battle Hammer Tech: Defensive Phasers Cost: 280 Maint: 8 Abil: None Wep: Photon HP: 40 At: 6 Def: 5 Sd: 0 Rg: 1 SRg: 3 Ship: BattleAxe Tech: Shields Cost: 120 Maint: 3 Abil: Attack Wep: Phasor HP: 30 At: 2 Def: 5 Sd: 0 Rg: 0 SRg: 3 Ship: Battleship Tech: Battleship Technology Cost: 400 Maint: 12 Abil: None Wep: Photon HP: 50 At: 9 Def: 4 Sd: 0 Rg: 0 SRg: 3 Ship: Colony Ship Tech: None Cost: 50 Maint: 0 Abil: Colonize Wep: None HP: 10 At: 0 Def: 1 Sd: 2 Rg: 1 SRg: 3 Ship: Combat Transport Tech: Battleship Technology Cost: 120 Maint: 6 Abil: Troops - Max 5000 Million Wep: Photon HP: 60 At: 0 Def: 10 Sd: 0 Rg: 3 SRg: 3 Ship: Constructor Tech: None Cost: 200 Maint: 0 Abil: Starbase Wep: None HP: 100 At: 0 Def: 1 Sd: 1 Rg: 3 SRg: 5 Ship: Corvette Tech: Corvette Technology Cost: 50 Maint: 1 Abil: Attack Wep: Photon HP: 12 At: 3 Def: 2 Sd: 3 Rg: 2 SRg: 3 Ship: Defender Tech: Deflectors Cost: 55 Maint: 1 Abil: None Wep: Phasor HP: 25 At: 1 Def: 3 Sd: 0 Rg: 0 SRg: 3 Ship: Dreadnought Tech: Dreadnought Technology Cost: 500 Maint: 18 Abil: None Wep: Photon HP: 50 At: 12 Def: 8 Sd: 1 Rg: 0 SRg: 3 Ship: Excalibur Tech: Excalibur Technology Cost: 3000 Maint: 40 Abil: None Wep: WPhasor HP: 300 At: 80 Def: 20 Sd: 10 Rg: 4 SRg: 5 Ship: Freighter Tech: Trade Cost: 50 Maint: 0 Abil: Trade Wep: None HP: 1 At: 0 Def: 1 Sd: 1 Rg: 6 SRg: 4 Ship: Frigate Tech: InterStellar Tactics Cost: 200 Maint: 10 Abil: Attack Wep: Photon HP: 45 At: 5 Def: 4 Sd: 2 Rg: 2 SRg: 3 Ship: Overlord Tech: Overlord Technology Cost: 1800 Maint: 25 Abil: None Wep: WPhasor HP: 120 At: 20 Def: 12 Sd: 2 Rg: 1 SRg: 4 Ship: Phoenix Tech: Cloaking Cost: 200 Maint: 6 Abil: None Wep: Laser HP: 20 At: 12 Def: 1 Sd: 2 Rg: 2 SRg: 4 Ship: Ranger Tech: Ranger Technology Cost: 800 Maint: 20 Abil: Survey Wep: Photon HP: 60 At: 12 Def: 9 Sd: 3 Rg: 1 SRg: 5 Ship: Scout Tech: None Cost: 30 Maint: 1 Abil: None Wep: None HP: 1 At: 0 Def: 1 Sd: 3 Rg: 3 SRg: 5 Ship: Sensor Drone Tech: Sensors Cost: 30 Maint: 0 Abil: None Wep: None HP: 1 At: 0 Def: 1 Sd: 1 Rg: 5 SRg: 8 Ship: Star Fighter Tech: Phasers Cost: 50 Maint: 1 Abil: None Wep: Laser HP: 10 At: 3 Def: 1 Sd: 3 Rg: 2 SRg: 3 Ship: Star Hawk Tech: Star Hawk Technology Cost: 200 Maint: 0 Abil: Survey Wep: Photon HP: 60 At: 2 Def: 1 Sd: 2 Rg: 4 SRg: 5 Ship: Starbase Tech: Built by Constructor Cost: 10 Maint: 5 Abil: None Wep: None HP: 100 At: 0 Def: 3 Sd: 0 Rg: 0 SRg: 5 Ship: Survey Ship Tech: None Cost: 200 Maint: 0 Abil: Survey Wep: Laser HP: 40 At: 0 Def: 1 Sd: 2 Rg: 4 SRg: 5 Ship: Transport Tech: Impulse Drive Cost: 75 Maint: 2 Abil: Troops - Max 1000 Million Wep: None HP: 20 At: 0 Def: 4 Sd: 0 Rg: 1 SRg: 3 Section 2.3 Starbase Modules ---------------------------- Each module requires a constructor to be brought to an existing starbase in order to be built. Module: Name of the module Tech: The technology required before you can build it. Req: The required module you must have already installed. Ability: What improvement it offers. Module: Advanced Defense Tech: None Req: Basic Defense Ability: Starbase Defense +2 Module: Advanced Refinery Tech: Large Scale Building Req: Resource Refinery Ability: Mining +7 Module: Advanced Shielding Tech: Shields Req: Deflector Shields Ability: Starbase Defense +2 Module: Advanced Trading Post Tech: Trade Req: Basic Trading Post Ability: Trade +15 Module: Avatar Killer Tech: Avatar Technology Req: Barriers Ability: Starbase Defense +8 Module: Barriers Tech: Battleship Technology Req: Advanced Shielding Ability: Starbase Defense +3 Module: Basic Defense Tech: None Req: None Ability: Starbase Defense +5 Module: Basic Trading Post Tech: Trade Req: None Ability: Trade +10 Module: Battle Stations Tech: Space Militarization Req: None Ability: Attack Assist +1 Module: Battle Stations Mark II Tech: Space Militarization Req: Battle Stations Mark Ability: Attack Assist +2 Module: Battle Stations Mark III Tech: Space Militarization Req: Battle Stations Mark II Ability: Attack Assist +3 Module: Cultural Maximization Center Tech: Cultural Maximizing Req: None Ability: Culture +33 Module: Culture Palace Tech: Cultural Maximizing Req: Culture Palace Structure Ability: Culture +50 Module: Culture Palace Base Tech: Cultural Maximizing Req: Culture Palace Framework Ability: Culture +20 Module: Culture Palace Framework Tech: Cultural Maximizing Req: None Ability: Culture +20 Module: Culture Palace Structure Tech: Cultural Maximizing Req: Culture Palace Base Ability: Culture +30 Module: Deflector Shields Tech: Shields Req: Basic Defense Ability: Starbase Defense +2 Module: Dread Drones Tech: Nanobots Req: Micro-Fighters Ability: Attack Assi2t +2 Module: Extraction Center Zeta Tech: 4D Phasing Req: Nano-Rig Excavation Ability: Mining +15 Module: Foreign Relations Center Tech: Universal Translator Req: None Ability: Culture +10 Module: Franchise Headquarters Tech: Cultural Focus Req: Interstellar Consortium Ability: Culture +30 Module: Fusion Cannons Tech: Cold Fusion Req: Stationary Turrets Ability: Attack Assist +1 Module: Hyper Mining Tech: Hyperspace Req: None Ability: Mining +8 Module: Interdiction Beam Tech: Anti-matter Req: None Ability: Slow Enemies by 1 Module: Interstellar Consortium Tech: Interstellar Business Req: None Ability: Culture +10 Module: Interstellar Distributor Tech: Industrial Theory Req: None Ability: Production Assist +5 Module: Interstellar Distributor Mark II Tech: Zero Gravity Manufacturing Req: Interstellar Distributor Ability: Production Assist +10 Module: Interstellar Distributor Mark III Tech: Advanced Interstellar Manufacturing Req: Interstellar Distributor Mark II Ability: Production Assist +15 Module: Inverse Tractor Beam Tech: Anti-matter Req: None Ability: Speed Assist +1 Module: Lightning Shield Tech: Dreadnought Technology Req: Barriers Ability: Starbase Defense +6 Module: Massive Scaling Center Tech: Artificial Satellites Req: Phase III Factory Ability: Production Assist +25 Module: Micro-Fighters Tech: Nanobots Req: Stationary Turrets Ability: Attack Assist +2 Module: Mining Barracks Tech: Cold Fusion Req: None Ability: Mining +3 Module: Mining Headquarters Tech: Artificial Gravity Req: Mining Barracks Ability: Mining +6 Module: Nano-Rig Excavation Tech: Nano Mining Req: Mining Headquarters Ability: Mining +10 Module: Orbital Replicators Tech: Replication Req: None Ability: Production Assist +15 Module: Overlord Killer Tech: Overlord Technology Req: Barriers Ability: Starbase Defense +12 Module: Overlord Killer Mark II Tech: Overlord Technology Req: Overlord Killer Ability: Starbase Defense +24 Module: Party Palace Tech: Cultural Conquest Req: Culture Palace Ability: Culture +100 Module: Phase I Factory Tech: None Req: None Ability: Production Assist +5 Module: Phase II Factory Tech: None Req: Phase I Factory Ability: Production Assist +10 Module: Phase III Factory Tech: None Req: Phase II Factory Ability: Production Assist +25 Module: Protection Fields Tech: Deflectors Req: None Ability: Defense Assist +1 Module: Repair Bay Tech: None Req: None Ability: Repair Assist +1 Module: Resource Refinery Tech: Interstellar Refining Req: None Ability: Mining +5 Module: Satellite Waterpark Tech: Controlled Gravity Req: Shopping District Ability: Culture +25 Module: Shopping District Tech: Advanced Trade Req: Foreign Relations Center Ability: Culture +15 Module: Smart Drones Tech: Drones Req: None Ability: Production Assist +10 Module: Stationary Turrets Tech: Cold Fusion Req: None Ability: Attack Assist +1 Module: Stellar Wake Tech: Advanced Engineering Req: None Ability: Speed Assist +1 Module: Terror Star Tech: None Req: Terror Star-Core Ability: Terror Star +30 Module: Terror Star-Bridge Tech: None Req: Terror Star-Shell Ability: Terror Star +20 Module: Terror Star-Core Tech: None Req: Terror-Star Bridge Ability: Terror Star +35 Module: Terror Star-Shell Tech: Terror Star Req: None Ability: Terror Star +15 Module: Trade Center Tech: Trade Req: Advanced Trading Post Ability: Trade +25 Module: Ultra Mining Tech: Large Scale Building Req: Hyper Mining Ability: Mining +9 Section 2.4 Wonders ------------------- Wonder: The name of the wonder. Tech: The tech required to build it. Cost: The cost to build. Abilities: What abilities it provides. Wonder: Eyes of the Universe Tech: Sensors Cost: 400 Abilities: Sensors +10 Wonder: Galactic Exhibition Tech: Cultural Trade Cost: 500 Abilities: Influence +40, Economic +30 Wonder: Galactic Monument Tech: Star Federation Cost: 400 Abilities: Influence +43, Economic +10 Wonder: Galactic Stock Exchange Tech: Advanced Trade Cost: 500 Abilities: Economics +50, Influence +25 Wonder: Historic Preserve Tech: Artificial Satellites Cost: 500 Abilities: Influence +60, Economics +10 Wonder: Hyper Distribution Center Tech: Cultural Conquest Cost: 800 Abilities: Influence +233, Economics +10 Wonder: Life Force Power Tech: The Dark Side Cost: 1000 Abilities: Economics +35, Influence +10 Wonder: Propaganda Machine Tech: Xeno Propaganda Cost: 600 Abilities: Influence +30, Economics +10 Wonder: Restaurant of Eternity Tech: Interstellar Marketing Cost: 600 Abilities: Influence +25, Economics +10 Wonder: The Terraformer Tech: Evolution Control Cost: 800 Abilities: Planet quality +10, Economics +10, Influence +10 Wonder: Tir-Quan Training Tech: Genetic Mapping Cost: 600 Abilities: Soldiering +25 Wonder: Trade Monument Tech: Hyper Trade Cost: 500 Abilities: Trade +20, Economics +10, Influence +10 Section 2.5 Trade Goods ----------------------- Name: The name of the trade good. Tech: The tech required before you can get it. Cost: How much it costs to develop Ability: The benefit it provides. Name: Aphrodisiac Tech: Basic Environment Control Cost: 500 Ability: Population Growth +50 Name: Artificial Slaves Tech: Advanced Slavery Cost: 300 Ability: Social Production +15 Name: Diplomatic Translators Tech: Diplomacy Cost: 500 Ability: Diplomacy +40 Name: Frictionless Clothing Tech: Nano-Metal Composition Cost: 510 Ability: Morale +10 Name: Galactic Guide Book Tech: 4D Philosophy Cost: 400 Ability: Influence +15 Name: Gravity Accelerators Tech: Controlled Gravity Cost: 500 Ability: Speed +20 Name: Harmony Crystals Tech: Nanobots Cost: 470 Ability: Morale +10 Name: Hyper Computers Tech: Omni Computers Cost: 540 Ability: Research +20 Name: Micro Repair Bots Tech: Advanced Repair Cost: 400 Ability: Repair +20 Name: Nano Recorders Tech: Terra Computers Cost: 500 Ability: Research +10 Name: Pain Amplifiers Tech: Regeneration Cost: 1000 Ability: Influence +20 Name: Regenerators Tech: Regeneration Cost: 500 Ability: Population Growth +50 Name: Tri-Strontium Steel Tech: Nano-Metal Composition Cost: 600 Ability: Hit Points +25 Name: Ultra Spices Tech: Interstellar Business Cost: 500 Ability: Morale +15 Name: Virtual Reality Modules Tech: Brain Wave Mapping Cost: 500 Ability: Morale +12 Section 2.6 Achievements ------------------------ Name: Name of improvement Tech: The tech required to build it. Cost: The cost to build. Abilities: The benefits. Name: Economic Capital Tech: Trade Cost: 200 Abilities: Economic +100 Name: Hyperion Manufacturing Center Tech: Hyperspace Cost: 400 Abilities: Manufacturing +100 Name: Manufacturing Capital Tech: Nano-Metal Composition Cost: 200 Abilities: Economics +10, Manufacturing +100 Name: Omega Power Plant Tech: 4D Phasing Cost: 500 Abilities: Economy +50, Manufacturing +50 Name: Omega Quality Control Tech: Artificial Planets Cost: 1000 Abilities: Manufacturing +15, Ship Quality +33 Name: Omega Research Center Tech: Hyper Computers Cost: 500 Abilities: Research +50 Name: Omega Shipyard Tech: Artificial Satellites Cost: 500 Abilities: Ship Quality +30 Name: Political Capital Tech: Star Democracy Cost: 150 Abilities: Morale +50, Influence +100 Name: Technological Capital Tech: Terra Computers Cost: 200 Abilities: Research +100 ============================================================================== Credits ======= General ------- Strategy First: For making this game and providing excellent support for it GameFAQS: For posting this guide You: For reading this guide Me: For writing this guide ------- Content ------- Strategy First/Metaverse Players: www.galciv.com JavaScout: http://webpages.charter.net/trevorpowdrell/ Mid-Western Conference's players/site/forums: http://idle.thehueys.com/midwest/