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Part 10
Galactic Civilizations II

Part 10

Galactic Civilizations II Part 10 covers defensive technologies like PD Combo and Shield Defense Theory, and planetary buildings like Starports.

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Galactic Civilizations II Part 10 covers defensive technologies like PD Combo and Shield Defense Theory, and planetary buildings like Starports.

PD Combo

  • Cost: 800 RP
  • Requires: Point Defense III
  • AIValue: 3

PD Combo II

  • Cost: 1000 RP
  • Requires: PD Combo
  • AIValue: 3

PD Combo III

  • Cost: 1000 RP
  • Requires: PD Combo II
  • AIValue: 3

Droid Sentries

  • Cost: 1500 RP
  • Requires: PD Combo III
  • AIValue: 3

Droid Sentries II

  • Cost: 1500 RP
  • Requires: Droid Sentries
  • AIValue: 3

Droid Sentries III

  • Cost: 2000 RP
  • Requires: Droid Sentries II
  • AIValue: 3

Aereon Missile Defense

  • Cost: 2500 RP
  • Requires: Droid Sentries III
  • AIValue: 3
  • Unlocks: Hyper Computers (TG), Electro-Magnetic Surge (SB)

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

Enhanced Deflectors

  • Cost: 130 RP
  • Requires: Deflectors
  • AIValue: 4

Advanced Deflectors

  • Cost: 300 RP
  • Requires: Enhanced Deflectors
  • AIValue: 4

Superior Deflectors

  • Cost: 400 RP
  • Requires: Advanced Deflectors
  • AIValue: 4

Shields

  • Cost: 500 RP
  • Requires: Superior Deflectors
  • AIValue: 5

Shields II

  • Cost: 600 RP
  • Requires: Shields
  • AIValue: 4

Shields III

  • Cost: 650 RP
  • Requires: Shields II
  • AIValue: 4

Subspace Rebounder

  • Cost: 200 RP
  • Requires: Shields III
  • Alignment: Good only
  • Ability: +5 to defense
  • AIValue: 4

Barriers

  • Cost: 1000 RP
  • Requires: Shields III
  • AIValue: 14

Barriers II

  • Cost: 900 RP
  • Requires: Barriers
  • AIValue: 4

Barriers III

  • Cost: 1000 RP
  • Requires: Barriers II
  • AIValue: 4

Dynamic Shielding

  • Cost: 300 RP
  • Requires: Barriers III
  • Alignment: Good only
  • Ability: +5 to defense
  • AIValue: 4

Force Fields

  • Cost: 1500 RP
  • Requires: Barriers III
  • AIValue: 14

Advanced Force Fields

  • Cost: 1500 RP
  • Requires: Force Fields
  • AIValue: 4
  • Unlocks: Invulnerability Bloom (SB)

Superior Force Fields

  • Cost: 1500 RP
  • Requires: Advanced Force Fields
  • AIValue: 4

Invulnerability Field

  • Cost: 2000 RP
  • Requires: Superior Force Fields
  • AIValue: 4

Invulnerability Field II

  • Cost: 2000 RP
  • Requires: Invulnerability Field
  • AIValue: 4

Ultimate Invulnerability

  • Cost: 2500 RP
  • Requires: Invulnerability Field II
  • AIValue: 4

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)

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)

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)

Planetary Buildings in Galactic Civilizations II

This section describes all planetary buildings in Galactic Civilizations II. All this info is from the PlanetImprovements.xml file in the GalCiv2 data folder. Buildings are grouped by what they affect in the game. If a planet contains special bonus tiles, make sure you build the proper building on it to receive the listed bonus.

Colony Buildings

These are auto-buildings the game places.

Initial Colony

  • Cost: 0 (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. It gives your new planet some basic stats. Of note is the 12 bc per week maintenance cost, which 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: Your home world starts off with a good bit of industry and research, allowing a good head start on developing your empire.

Production Buildings

If you want to build things, 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: You can't build starships at a planet without one of these, but not all planets need one.

Basic Factory

  • Cost: 50 SP
  • Maintenance: 1
  • Industry: 8
  • Notes: The first thing typically built on all new colonies. Sometimes rushed depending on the 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: A better version of the factory. A few of these and a planet can crank out most things in a reasonable time frame. In v1.1, a maintenance cost of 2 was added 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: Balancing tweak reduced the cost of this enhancement 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

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