Explore Galactic Civilizations II technology branches: cultural, propulsion, and engineering. Learn costs, requirements, and unlocks like Gravity Accelerators.
Walkthrough
- 1Cultural Branch: This branch focuses on influence, diplomacy, and morale. Technologies include 'Xeno Cultural Trends' (Cost: 3 RP, Unlocks: Frictionless Clothing (TG), Cultural Maximization Center (SB)), 'Cultural Insurrection' (Cost: 1200 RP, Requires: Xeno Cultural Trends, Ability: +5 to influence, Unlocks: Insurrection Coordinator (SB)), 'Cultural Conquest' (Cost: 1500 RP, Requires: Cultural Insurrection, Ability: +10 to influence, Unlocks: Hyper Distribution Center (GA), Cultural Conquest Center (SB)), 'Extreme Entertainment' (Cost: 800 RP, Requires: Xeno Entertainment, Ability: +5 to morale, Unlocks: Extreme Stadium (PI), Ultra Spices (TG), Xeno Concert Hall (SB)), 'Zero G Sports Arenas' (Cost: 1500 RP, Requires: Extreme Entertainment, Ability: +5 to morale, Unlocks: Zero G Sports Arena (PI), Gravity Accelerators (TG)), and 'Virtual Reality Centers' (Cost: 2500 RP, Requires: Zero G Sports Arena, Ability: +5 to morale, Unlocks: Virtual Reality Center (PI), Virtual Reality Modules (TG)).
- 2Ethics Sub-branch: Within the Cultural branch, ethics play a key role. 'Xeno Ethics' (Cost: 1000 RP, Requires: Universal Translator, Ability: +5 to diplomacy, Unlocks: Harmony Crystals (TG)) allows ethical alignment choice. 'Good and Evil' (Cost: 1500 RP, Requires: Xeno Ethics, Ability: +10 to diplomacy, Unlocks: Secret Police Center (SP)) is required for alignment-specific galactic wonders. 'Concepts of Malice' (Cost: 1500 RP, Requires: Good and Evil, Alignment: Evil only, Ability: +10 to diplomacy, Unlocks: Temple of Malice (GA), Propaganda Center (PI), Artificial Slave Center (SP), No Mercy Invasion Center (GA), Mind Control Center (GA)) is for evil alignments. 'Balanced Vision' (Cost: 1500 RP, Requires: Good and Evil, Alignment: Neutral only, Ability: +10 to diplomacy, Unlocks: Temple of Balance (GA)) is for neutral alignments. 'Concepts of Righteousness' (Cost: 1500 RP, Requires: Good and Evil, Alignment: Good only, Ability: +10 to diplomacy, Unlocks: Temple of Righteousness (GA), Empathic Tactical Center (GA), Hall of Empathy (GA)) is for good alignments.
- 3Propulsion Branch: This branch focuses on ship speed and movement. Key technologies include 'Hyperdrive' (Cost: 50 RP, Requires: None), 'New Propulsion Techniques' (Cost: 25 RP, Requires: Hyperdrive), 'Ion Drive' (Cost: 50 RP, Requires: New Propulsion), 'Impulse Drive' (Cost: 150 RP, Requires: Ion Drive, Ability: +10 to speed, Unlocks: your first engine capable of more than 1 parsec/week movement), 'Impulse Drive Mark II' (Cost: 200 RP, Requires: Impulse Drive), 'Impulse Drive Mark III' (Cost: 300 RP, Requires: Impulse Drive Mark II), 'Warp Drive' (Cost: 1000 RP, Requires: Impulse Drive Mark III, Unlocks: Stellar Wake (SB)), 'Warp Drive II' (Cost: 800 RP, Requires: Warp Drive), 'Warp Drive III' (Cost: 900 RP, Requires: Warp Drive II), 'Warp Drive IV' (Cost: 1000 RP, Requires: Warp Drive III, Unlocks: Inverse Tractor Beam (SB)), 'Warp Drive V' (Cost: 1200 RP, Requires: Warp Drive IV), 'Hyperwarp' (Cost: 4000 RP, Requires: Warp Drive V, Unlocks: Interdiction Beam (SB)), 'Hyperwarp II' (Cost: 3000 RP, Requires: Hyperwarp), and 'Hyperwarp III' (Cost: 3200 RP, Requires: Hyperwarp II).
- 4Engineering Branch: This branch covers planetary buildings, hull size, ship range, logistics, and research. Technologies include 'Xeno Engineering' (Cost: 50 RP, Unlocks: Mining Center (SB), Ability: +10 to SP), 'Basic Logistics' (Cost: 150 RP, Requires: Xeno Engineering, Ability: +4 to logistics), 'Enhanced Logistics' (Cost: 500 RP, Requires: Basic Logistics, Ability: +5 to logistics), 'Advanced Logistics' (Cost: 1500 RP, Requires: Enhanced Logistics, Ability: +6 to logistics), and 'Expert Logistics' (Cost: 2500 RP, Requires: Advanced Logistics, Ability: +7 to logistics, Unlocks: Hyperion Re-Supply Center (SP), Hyperion Logistics System).
Tips
- The Gravity Accelerators trade good is highly valuable for increasing ship speed and maintaining initiative.
- Consider researching 'Xeno Ethics' after establishing sufficient espionage to gauge rival alignments, especially if pursuing a Diplomatic Victory.
- 'New Propulsion Techniques' is often one of the first techs to research for strategic expansion and combat options.
- 'Basic Logistics' is crucial for early game wars, allowing fleets of 3 small hull ships.
- 'Enhanced Logistics' can be delayed until a war breaks out or Medium hulls are researched.
- 'Advanced Logistics' can generally wait until Large Hulls are researched, but more ships in a fleet improve combat chances.
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