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Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support. Please see the instructions page for reasons why this item might not work within Galactic Civilizations II: Ultimate Edition. This item will only be visible to you, admins, and anyone marked as a creator.

This item will only be visible in searches to you, your friends, and admins. A basic reference guide so you don't need to use alt-tab. This item has been added to your Favorites. Created by. Bou Offline. Guide Index. Civilizations Abilities.

Colony Management Screen. Difficulty level. Ethical Alignment. Galaxy setup. Keyboard Shortcuts. Main Map. Planetary Improvements Part 1.

Planetary Improvements part 2. Planetary invasion. Races Major. Races Minor. Racial Background part 1. Racial Background part 2. Racial Background part 3.

Racial background part 4. Racial Background part 5. Technology Tree Basics. The United Planets. Since there is no decent steam guide about this game which contain info other than how to play and alt-tabbing making your game crash I decided to create a basic reference guide. I will copy info from the web galciv wikia , official manual and add info from my own experience. I will post this guide while under construction so you can use some info even if it is half-baked and update it along the way.

Feel free to correct or add info via comments or ask questions so I can post them under the faqs section. Each race has different abilities and you can choose your own if you design a custom race. The degree of the advantage is based on how far ahead your opponent is. Creativity will lead to your race randomly discovering technologies from time to time. Diplomacy adds to your diplomatic advantage when dealing with other civilizations.

Economics adds a bonus to your tax revenue. Espionage adds to the effectiveness of your espionage spending. Hit Points adds to the hit points of all your ships. Influence adds a bonus to the production of Influence Points on each of your colonies. Luck is a mysterious under-the-hood advantage that can help you at various points throughout the game. It can improve the chances of a critical hit in combat or reduce the odds of getting a negative random event.

Military Production adds to the number of shields you produce on each colony, which are used to build ships. Planet Quality raises the base number of usable tiles available after you colonize a planet.

Population Growth adds to the population growth rate on all of your planets. Range lets your ships stray farther from planets and Starbases. Repair allows ships to repair themselves faster than normal. Research increases the amount of research your colonies produce. Sensors extends the range your ships can see by a given number of parsecs tiles on the map.

Soldiering gives you a bonus in ground combat. Speed adds to the number of parsecs your ships can move each turn. Trade increases the amount of money you receive from trade routes with other planets. Trade Routes increases the number of trade routes your civilization can maintain. Super Abilities. Enter the colony management screen by double clicking a planet on the main map. Here you will see the planet's surface.

Each tile can hold one project. Tiles with green borders are available for immediate building. Extra orange and red tiles will pop up when you have researched the remaining terraform tech levels. Every colony will have either a Civilization Capital project or an Initial Colony project using one of its tiles. Most projects are structures that generate Manufacturing Points mp , Technology Points tp , food, Influence Points ip , approval, or income.

Other projects have special functions. Bonus Tiles. The following data is from the dread lords version of the game instead of latest Twilight of the Arnor version, but it will give you a feel for how they're set up. Exact levels are not known. For everything below Intelligent, certain aspects of the AI will be turned off or toned down.

For instance, at lower levels, the AI will earn less tax revenue. You can also set your beginning relations with each race. This is just a general lower limit setting for all the AI intelligence but named differently. You may assign to less dominant races a higher difficulty level than the rest to give them a better chance of survival. AIs on higher levels masochistics and higher get significantly more "points" to spend in race creation and are not bound to the same point-spending rules the human player is e.

These bonuses vary to some degree in each game. Please note it's hard to distinguish invisible bonuses from AI abilities until a player gets first spying level on the AI, so updated numbers game version 1. Diplomacy is a key part of the game.

Players — both human and AI — may trade technology, starbases, ships, planets and trade goods unique improvements built by one race that provide a bonus to those obtaining them. Negotiation skill is an important factor which varies with inherent racial bonuses and research; Diplomatic ability can be increased by playing a race with diplomacy as a special ability, building improvements like Diplomatic Translators, or researching certain technologies.

Factors defining, contributing or boosting your economy will be summerized below. Note: Economics will only boost your tax revenue and does not affect your income from trade routes. Trade bonus will do exactly the opposite as Economics, thus having only effect on trade routes. Taxation which is determined by your population size and tax rate.

This is the primary means for gaining credits. Add farms to your planets to increase your population and thus the number of credits you get from taxation. Add morale buildings to your planets to increase the tax rate without making your people unhappy. Researching and enacting more financially efficient government types. Researching and building economic enhancing buildings such as the Market Center. Trading with other civilizations using freighters. An economic starbase with the appropriate modules added will increase the credits generated by trade routes passing through its influence.

Economic Treaties Tourism, which provides income based on your influence and total population of the galaxy. Influence starbases will raise tourism rates and thus your income from tourism.

By building or improving a mining starbase on a influence resource, thus increasing tourism. By building or improving a mining starbase on an economic resource. By building or improving a mining starbase on a morale resource to increase the tax rate without making your people unhappy.

Tribute from other civilizations, often a result of United Planets votes or simply threatening them. Some anomalies grant small amounts of credits or economic bonuses.


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Firing Squad. In the 23rd century the known galaxy is at war. The Terran Alliance and their coalition are fighting a desperate interstellar war with the evil Drengin Empire and their ruthless allies. Behind the scenes, the precursor civilization called the Dread Lords pulls the strings on both sides. As leader of a galactic civilization, it is up to you to ensure the triumph of your civilization. Fight wars, design star ships, research new technologies, negotiate treaties and build an empire that will stand the test of time in this award-winning turn-based strategy game. The second and final expansion pack to Galactic Civilizations II is now available.



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