Explore Galactic Civilizations II weapons like Disruptors III, engines, modules such as Survey Module, and hulls. Learn costs and requirements.
Weapons:
- Asors VII: Cost 50 MP, Size 6, SizeMod 4, Damage 5, Requires Phasors VII.
- Subspace Blaster: Cost 60 MP, Size 6, SizeMod 4, Damage 6, Requires Subspace Blaster.
- Disruptors: Cost 65 MP, Size 6, SizeMod 4, Damage 7, Requires Disruptors.
- Disruptors II: Cost 65 MP, Size 5, SizeMod 4, Damage 7, Requires Disruptors II.
- Disruptors III: Cost 70 MP, Size 5, SizeMod 4, Damage 8, Requires Disruptors III.
- Door Ray: Cost 150 MP, Size 10, SizeMod 4, Damage 22, Requires Doom Ray.
Engines:
- HyperDrive: Cost 5 MP, Size 6, SizeMod 10, Speed 1, Requires HyperDrive.
- HyperDrive Plus: Cost 6 MP, Size 5, SizeMod 10, Speed 1, Requires New Propulsion Theory.
- Ion Drive: Cost 7 MP, Size 4, SizeMod 9, Speed 1, Requires Ion Drive.
- Impulse Drive: Cost 8 MP, Size 7, SizeMod 8, Speed 2, Requires Impulse Drive.
- Impulse Drive Mark II: Cost 9 MP, Size 5, SizeMod 7, Speed 2, Requires Impulse Drive Mark II.
- Impulse Drive Mark III: Cost 12 MP, Size 4, SizeMod 6, Speed 2, Requires Impulse Drive Mark III.
- Warp Drive: Cost 15 MP, Size 6, SizeMod 6, Speed 3, Requires Warp Drive.
- Warp Drive Mk. II: Cost 17 MP, Size 5, SizeMod 6, Speed 3, Requires Warp Drive II.
- Warp Drive Mk. III: Cost 18 MP, Size 4, SizeMod 6, Speed 3, Requires Warp Drive III.
- Warp Drive Mk. IV: Cost 18 MP, Size 3, SizeMod 6, Speed 3, Requires Warp Drive IV.
- Warp Drive Mk. V: Cost 10 MP, Size 4, SizeMod 6, Speed 4, Requires Warp Drive V.
- Hyper Warp Drive: Cost 10 MP, Size 3, SizeMod 5, Speed 4, Requires Hyper Warp.
- Hyper Warp Drive Mk. II: Cost 10 MP, Size 4, SizeMod 5, Speed 5, Requires Hyper Warp II.
- Hyper Warp Drive Mk. III: Cost 10 MP, Size 5, SizeMod 5, Speed 6, Requires Hyper Warp III.
Modules:
- Survey Module: Cost 45 MP, Size 8, SizeMod 5, Sensor Range 2, Requires Sensors. Grants the ability to scan anomalies, useful for flagships.
- Sensors: Cost 2 MP, Size 3, SizeMod 8, Sensor Range 1.
- Sensors Mk. II: Cost 3 MP, Size 2, SizeMod 8, Sensor Range 1, Requires Sensors II.
- Sensors Mk. III: Cost 4 MP, Size 2, SizeMod 5, Sensor Range 1, Requires Sensors III.
- Sensors Mk. IV: Cost 6 MP, Size 3, SizeMod 5, Sensor Range 2, Requires Sensors IV.
- Basic Support: Cost 2 MP, Size 2, SizeMod 5, Range 6.
- General Support: Cost 3 MP, Size 2, SizeMod 4, Range 8, Requires Basic Life Support.
- Extended Support: Cost 4 MP, Size 2, SizeMod 3, Range 10, Requires Extended Life Support.
- Advanced Support: Cost 5 MP, Size 2, SizeMod 2, Range 12, Requires Advanced Life Support.
- Ultra Support: Cost 6 MP, Size 2, SizeMod 2, Range 14, Requires Ultra Life Support.
- Colony Module: Cost 35 MP, Size 25, Capacity 500. Allows colonization of planets; multiple modules increase carrying capacity.
- Troops Module: Cost 40 MP, Size 20, Capacity 500, Requires Planetary Invasion. Allows carrying troops for planet invasion; multiple modules increase carrying capacity.
- Adv Troops Module: Cost 70 MP, Size 12, Capacity 1000, Requires Advanced Troop Mods. An upgrade to the troop module.
- Constructor Module: Cost 80 MP, Size 35. Only one allowed per ship. Enables building new starbases and adding modules to existing ones.
- Trade Module: Cost 60 MP, Size 30, Requires Trade. Allows building a freighter ship; only one per ship allowed.
Hulls:
- Tiny Hull: Cost 35 MP, Size 16, HP 6, Speed 1, Sensor Range 2, Logistics 2, Requires 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, Requires Medium Scale Building.
- Large Hull: Cost 110 MP, Size 55, HP 30, Speed 1, Sensor Range 3, Logistics 6, Requires Large Scale Building.
- Huge Hull: Cost 160 MP, Size 80, HP 50, Speed 1, Sensor Range 4, Logistics 8, Requires Massive Scale Building.
- Cargo Hull: Cost 55 MP, Size 55, HP 1, Speed 1, Sensor Range 3, Logistics 5.
Starbases:
To construct a starbase, you must first build a Constructor ship. Move this ship to an open parsec and click the 'Construct' button. You are limited to 4 starbases per sector. For mining starbases, direct the constructor to intercept space resources. A circle around the constructor shows the starbase's sphere of influence. To upgrade a starbase, command a constructor to move to it and select 'upgrade'. Modules can be added, but some require prerequisite modules, and United Planets laws may restrict the total number of modules.
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