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Part 11
Galactic Civilizations II

Part 11

Galactic Civilizations II building guide covering research, economic, morale, influence, and farming structures. Learn costs, maintenance, and bonuses.

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Galactic Civilizations II building guide covering research, economic, morale, influence, and farming structures. Learn costs, maintenance, and bonuses.

Research Buildings:

Basic Lab

  • Cost: 40 SP
  • Maintenance: 1
  • Research: 6
  • Notes: Increases planet research production. Maintenance was increased from zero to one in v1.1.

Xeno Lab

  • Cost: 60 SP
  • Maintenance: 2
  • Research: 8
  • Required Tech: Xeno Research
  • Upgrades: Basic Lab
  • Notes: Requires 2 maintenance, consider economy before building.

Research Center

  • Cost: 100 SP
  • Maintenance: 2
  • Research: 10
  • Required Tech: Research Center
  • Upgrades: Xeno Lab
  • Notes: Provides 3 RPs for 40 extra SP.

Research Academy

  • Cost: 150 SP
  • Maintenance: 3
  • Research: 12
  • Required Tech: Research Academy
  • Upgrades: Research Center
  • Notes: Tweaked in v1.1 for better progression.

Neutrality Learning Center

  • Cost: 300 SP
  • Maintenance: 4
  • Research: 22
  • Required Tech: Neutrality Learning Center
  • Alignment: Neutral only
  • Notes: Added in v1.1, best research building for neutral alignment, aids tech wins.

Invention Matrix

  • Cost: 200 SP
  • Maintenance: 4
  • Research: 16
  • Required Tech: Invention Matrix
  • Upgrades: Research Academy
  • Notes: Cost reduced in v1.1.

Discovery Sphere

  • Cost: 250 SP
  • Maintenance: 4
  • Research: 18
  • Required Tech: Discovery Sphere
  • Upgrades: Invention Matrix
  • Notes: Cost reduced in v1.1.

Economic Buildings:

Market Center

  • Cost: 35 SP
  • Economic Bonus: 10
  • Maintenance: 0
  • Notes: Zero maintenance, increases tax revenue by 10%. Recommended if planet has space.

Adv. Market Center

  • Cost: 60 SP
  • Economic Bonus: 15
  • Maintenance: 0
  • Required Tech: Xeno Economics
  • Upgrades: Market Center
  • Notes: Zero maintenance. Recommended if planet has space.

Trade Center

  • Cost: 90 SP
  • Economic Bonus: 20
  • Maintenance: 0
  • Required Tech: Xeno Trade Centers
  • Upgrades: Adv. Market Centers
  • Notes: Zero maintenance. Recommended to build at least one.

Banking Center

  • Cost: 250 SP
  • Maintenance: 0
  • Economic Bonus: 24
  • Required Tech: Xeno Bank Construction
  • Upgrades: Trade Center
  • Notes: Zero maintenance. Cost adjusted in v1.1.

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: Offers morale, influence, and economic bonuses for only 1 maintenance. Cost may be a typo as it's 100 SP cheaper than the Banking Center.

Morale Buildings:

Entertainment Network

  • Cost: 55 SP
  • Maintenance: 1
  • Morale Bonus: 25
  • Notes: Basic morale building. Build on tiles with a happiness bonus.

Multimedia Center

  • Cost: 100 SP
  • Maintenance: 2
  • Morale Bonus: 30
  • Required Tech: Xeno Entertainment
  • Upgrades: Entertainment Network
  • Notes: Improved entertainment building with 2 maintenance.

Extreme Stadium

  • Cost: 250 SP
  • Maintenance: 2
  • Morale Bonus: 45
  • Required Tech: Extreme Entertainment
  • Upgrades: Multimedia Center
  • Notes: Boosts morale for the same 2 maintenance.

Zero G Sports Arena

  • Cost: 300 SP
  • Maintenance: 2
  • Morale Bonus: 50
  • Required Tech: Zero G Sports Arena
  • Upgrades: Extreme Stadium
  • Notes: Further morale boost for still 2 maintenance.

Virtual Reality Center

  • Cost: 400 SP
  • Maintenance: 2
  • Morale Bonus: 60
  • Required Tech: Virtual Reality Centers
  • Upgrades: Zero G Sports Arena
  • Notes: Top-tier building for this set, still only 2 maintenance.

Influence Buildings:

Embassy

  • Cost: 60 SP
  • Influence Bonus: 15
  • Maintenance: 1
  • Required Tech: Universal Translator
  • Notes: Build on planets with population over 5 billion or near AI influence to combat its effects.

Cultural Exchange Center

  • Cost: 250 SP
  • Influence Bonus: 25
  • Maintenance: 1
  • Required Tech: Advanced Diplomacy
  • Upgrades: Embassy
  • Notes: Increased bonus for the same maintenance.

Propaganda Center

  • Cost: 150 SP
  • Maintenance: 4
  • Resistance Bonus: 10
  • Required Tech: Concepts of Malice
  • Notes: Helps prevent influence takeovers of a planet.

Farming Buildings:

Farms increase a planet's population cap. A population cap enforced under PQ8 limits farm effectiveness. Avoid building farms unless you can offset the population penalty to planet morale.

Basic Farming

  • Cost: 50 SP
  • Maintenance: 0
  • Food: 4
  • Notes: More people mean more taxes, but balance with entertainment to prevent morale plummeting. Recommended: two entertainment buildings per farm.

Xeno Farming

  • Cost: 100 SP
  • Maintenance: 0
  • Food: 6
  • Required Tech: Xeno Farm Construction
  • Upgrades: Basic Farming
  • Notes: Be careful when upgrading; ensure morale can keep up with increased population.

Intensive Farming

  • Cost: 120 SP
  • Maintenance: 0
  • Food: 8
  • Required Tech: Xeno Farm Construction II
  • Upgrades: Xeno Farming
  • Notes: Be careful when upgrading; ensure morale can keep up with increased population.

Advanced Farming

  • Cost: 150 SP
  • Maintenance: 0
  • Food: 10
  • Required Tech: Xeno Far

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