Galactic Civilizations FAQ

 The Galactic Civilizations Frequently Asked Questions (FAQ)  Document. 

 

By Mark Anderson 

Some editing by Brad Wardell (just an itty bitty tiny little bit). 

(Actually, if there is something that sounds real authoritative and 

 deals with some of the intricacies of OS/2 and GalCiv, it's Brad's 

 fau... handiwork.) 

 

This document can be freely distributed. 

 

Please Feel free to contribute to this document!   

My internet address is:  wombats@nmrfam.wisc.edu 

Send all your wishlists, cheats, questions, etc. to me! 

 

This document is broken into the following areas: 

 

 

[1]     The Game 

            1.1 Description 

            1.2 Hardware Requirements 

[2]     Frequently Asked Questions (Strategies and other hot tips) 

[3]     Cheats 

[4]     How the AI is done 

[5]     Data and Numbers (incomplete) 

            5.1 Technology Tree 

            5.2 Projects 

            5.3 Galactic Achievements 

            5.4 Technology and Ships 

[6]     Wishlist 

 

**************************************************************** 

 

THE GAME 

Chapter 1.1 

 

GalCiv is an interstellar strategy game that puts humanity in the 

position of getting a fresh start with chance to re-direct the 

path of humanity for good, evil or shades thereof.  The premise  

of the game has an interstellar colony ship from Earth jumping to 

some other galaxy via a freak wormhole.  This forms the core of 

humanity.  The new galaxy is already inhabited by one to five 

(player selectable) other space-faring races.  The 

"personalities" of the races can be determined randomly or they 

can be chosen by the player, but the range of variation is less 

if this is done. The human player (the actual "alien" in this 

setting) directs the research paths of humanity, the planetary 

construction and the ship building endeavors of the planets.  

More importantly, various "events" occur that require the player 

to make distinct choices between good, evil or neutral.  These 

choices can affect planetary production or budget levels, but 

they also affect how the various alien races interact with the 

human player.  The game is allows the player to win by either the 

classic, total conquest mode or a more cooperative mode of 

allying with all of the factions of the galaxy. 

 

One of the greatest appeals that the game has over other strategy   

games is that the multi-threaded, multi-tasking architecture of  

OS2 permits the use of real (whatever that means :) AI.  In play 

terms, it means that your opponents actually use better strategy 

at the harder play levels, rather than relying on various 

"cheats" to give them enough advantages to make the game a 

challenge.  The level of "smartness" is adjustable for each race 

in the game and varies from "brain-dead" to "incredible" in 6  

steps.  The smartness levels less than "genius" are actually 

handicapped.  Brad Wardell's discussion of this feature is 

detailed below. 

 

 

 

The game features economic and population growth models that take 

into account the level of taxation and the level of happiness of 

the people.  The level of happiness is related to the level of 

social amenities on the planet as well as the degree of freedom 

that is availible within the type of government.  The game 

designers admit to being influenced by "supply side" economics, 

so your strategies in the game should take this into account.  

The more democratic forms of government (Star Democracy and Star 

Federation) have a senate that has elections every decade.  Your 

level of popularity determines your level of support in the 

senate.  The senate has the power to reject declarations of war 

_or_ changes of governmental form.  They actually vote on these 

decisions and are not a rubber stamp for or against your 

decisions. 

 

Hardware Requirements 

Chapter 1.2 

SDS recommends at least a .... (i will look this up), about 14 MB 

hard disk free (plus the swap space requirement of about 12 MB, but 

remember that this is a SYSTEM swap space, not just for GalCiv), 8 MB 

of RAM and all the speed you can get.  (not that you need the speed  

to run GalCiv, it's just that it's more interesting to drive a Lotus 

than a Yugo.)  This is, more or less, the full installation with  

..avi files and sound. 

 

***************************************************************** 

************ STRATEGIES and OTHER HOT TIPS ********************** 

***************************************************************** 

Chapter 2 

 

How do I ???? 

   The on-line help files actually make some of this faq a bit 

   redundant.  Most of the button, menus, windows, etc. appear to 

   be nicely arranged in a hypertext file.  Since this is an OS/2 

   program, help is just another window you can consult during the 

   the game.  Play with it, it's informative.  This is not to say 

   that the help is complete.  It is missing some of the "Data 

   and Numbers" stuff I've outlined below, and has two large sections 

   wherein it explains that something goes in this spot. 

 

How do I find the best planets? 

   Scouts seem to be the best way of locating any planets of 

   worth.  Sometimes, if the geometry of the situation is 

   right, you might be able to predict where another race's  

   colony ship is headed and beat them to the spot.   

 

   John Martz suggests using 2 scouts to block another race from 

   colonizing a choice planet before you do.  This strategy works 

   until impulse when you need 3 scouts.  There are seldom any 

   planets left to colonize once you get Warp Drive. 

 

   Other than this, send your scouts out on an ever increasing  

   spiral and send out the colonists.  The scout can be sent on 

   a diagonal sweep through a quadrant to pick up >50% of the 

   area in one pass or send it on a U-shaped course to pick 

   up 100%.  The path of the "U" can be adjusted to have the 

   scout adjacent to the next target quadrant when it finishes. 

   Two scouts could be used to map a quadrant in one pass. 

 

 

 

How does the economic system function? 

   There are three factors that affect the economy directly. 

 

   1) the tax-n-spend icon [$]: This icon gives you access to two 

   sliders that control the taxation rate and the spending rate.  

   Each represents the percentage of the availible that you are 

   tapping into, be it taxable income or spending capacity.  Set 

   the % at 100 for taxes and you're taking all of the peoples' 

   money.  They will not like this.  Set the % at 100 for 

   spending, and you are spending at your maximum ability to 

   spend.  If you take in more money than you spend, it builds up 

   in a treasury.  Aside from overt taxation, your government 

   sponsors inter-galactic traders that give you a cut.  This 

   helps fund your ambitious goals of ....inter-species alliance 

   or galactic conquest.  It should be noted that Dean Iverson first 

   proposed a model similar to this one to Brad and company.  

   Continuing efforts on the part of Steve Lamb, one of the beta  

   testers, helped convince SDS to implement this model in the game. 

   This is a compliment to Dean and Steve since the previous one was 

   a bit...less flexible. 

         

   2) the allocation icon [three horizontal sliders]: This icon 

   gives you access to three slider that control the % of your 

   spending that is going into military projects (star ships, 

   including colony ships and freighters), social projects 

   (entertainment centers, antimatter plants) and research 

   (technology advancement). 

 

   3) the planets [planets]: Each planet can handle building one 

   project or one ship at a time.  If no planets are actually 

   building something, then you are not actually spending any 

   money and any reserve goes into your treasury. 

  

How do I allocate my funds? 

   Funding is divided between ships (military), research and 

   social spending (planetary construction).  In the early game, 

   I've tried pumping out the colony ships as fast as possible 

   with a 60/30/10 split on resources, plus setting my spending 

   level at 80% and keeping taxes at 28%.  Observations: it's not 

   a sure-fire plan.  I seem to spend too much time playing 

   "catch-up".  I need to catch-up in research, social spending 

   and despite the high spending on colony ships, planets.  I'm 

   now trying a more even split.  Any comments on this would be 

   appreciated. 

 

   A more successful approach that I have using lately was 

   suggested by John Martz.  Set the the resource sliders to a 

   25/50/25 split.  This game is driven by technology.  He with 

   the best tech wins, or at least has a good shot at winning.  

   Getting to Impulse as fast as you can is paramount.  Now, pump  

   out the colony ships and use you're hopefully superior movement 

   rate to compensate for your lack of omniscience.  On the  

   technology front, shoot for Universal Translator and then  

   Galactic Trade. 

 

How do I increase the population of my planets? 

   Make happy people.  Happy people do happy things, and one of 

   those things is to increase the planet's population.  One main 

   influence is taxation.  If the tax rate is too high, then the 

   population does not grow, and in fact, even decreases.  It is 

   not so much that you're taxing your people to death but that 

   instead of staying in your little settlement, they've joined 

   the Inter-stellar Posse Commitas.  A planet is a very big 

   place, and a few hundred thousand, spread out, would be real 

   hard to find.  However, be careful about lowering the tax rate 

   since the population gets even more unhappy about raising 

   taxes once they've been lowered than if you had kept them the 

   same. 

 

  

 

   Taxation aside, another method is to increase the moral of the   

   people through various social programs.  Planetary programs 

   have primarily three functions: increase moral, increase 

   production or other.  Most programs have mixed benefits but 

   some target one aspect in particular.  Example: Entertainment 

   Networks.  They do not help research or starship attacks, but 

   your people are much happier. 

 

   If your people are unhappy living where they are, ship them 

   somewhere else; off to war, for example.  I've been known to 

   stick them in orbit, waiting for the next war.  Reducing the 

   population of a planet is one way to make the remaining people 

   happy.  It's best not to speculate why.   

 

   Reduce pollution.  Polluted planets are unhappy planets.  

   Although Earth First! would not be a good name for unhappy 

   people in this situation, the projects your planets are 

   building may have to be put on hold to prevent widespread 

   revolt.  Consider building pollution abatement projects. 

 

   And lastly, reform your government.  The increased freedoms of 

   the Star Democracy and the Star Federation can generate 

   happier people.  However, if you already have low morale (40% 

   or less), going to these forms of government may actually 

   foster widespread revolt.  While I've not tested it 

   personally, I am under the impression that Imperial 

   Governments do not suffer revolts.  Or, at least, it has 

   to get a _whole_ lot worse than under the other two forms. 

 

A GENERAL NOTE!!!! 

   DON'T FORGET THE RESOURCE ALLOCATION BUTTONS!!! 

   The details window of the planet can let you fine tune the 

   amount of resources you spend on various aspects of your 

   planet.  You can vary the allocations between social projects 

   (the cornucopia), military projects (the open-end wrench), 

   research (the OS/2 terminal), and morale (the microphone). 

   Consider allocating resources at the local level instead of 

   doing it galactically with the sliders.  (thanks, John) 

 

Which research path should I select? 

   The beginning is easy.  Take General Cold Fusion, followed by 

   Impulse Drive, then Universal Translator and Galactic Trade. 

   Start your trading empire since money is the key!!!!!  Then, 

   pick up Galactic Diplomacy and race for Warp Drive (via  

   Antimatter) and Shields (via Deflectors).  Then, grab 

   Battle Tech I.  Above all, trade, trade, trade.  Tech and 

   goods.  However, don't trade Battle Tech unless it's with 

   an ally!  John Martz first articulated this strategy in 

   several of his posts to comp.sys.os2.games. Of course, there 

   are lots of ways to play the game, this is one that works for 

   many. 

 

What's the best way to conduct a war? 

   Aggressively!  Given the design of the game, being the  

   attacker is _the_ bonus.  What I mean by this, is that you 

   should _attack_ incoming, enemy vessels, rather than letting 

   them attack your systems and using the planetary defense bonus 

   as your protection.  Cover your home systems with one 

   (maybe 2) ships and have a fleet nearby to attack incoming, 

   enemy vessels.  It can also be handy to leave one planet 

   unguarded to act as a trap for enemy transports.  Some of the 

   personalities in the AI do not see ships sitting in space as a 

   vicious threat, which they are.  They only occasionally 

   attack them.  Beware of Draginol.  This military commander 

   was tweaked to counter this strategy and makes extensive use 

   of stealth cruisers. 

 

 

 

How do I make friends and influence enemies? 

   Trade.  Other routes of influence are the "secretly declare 

   war" option and the "destablize" option under the GIA. 

 

How do I select the best trade routes? 

   Rich planet to rich planet, I think.  I must admit to not 

   being very quantitative on this one, but that is what I think 

   I've been seeing.  Do note, that as your planets improve, 

   you will need to send out new freighters to take advantage 

   of your increased planet wealth.  New technology begets new 

   products for trade that in turn require new trade routes to 

   be established. 

 

How do I bargain with those dirtba.... the customers? 

        hmmm????   

   In general, there are three basic characteristics for the race 

   with whom you are attempting to bargain.  The first is their 

   "greed" level.  I guess this affects how quickly they are 

   satisfied with a deal.  The second characteristic is how 

   ethical they are.  I suspect this governs whether the initial 

   bid will be reasonable or not.  The last racial trait is 

   guillibility, which is easily tied to how tough it is to just 

   plain bargain with them.  As a note, your fifth bid is your 

   last bid.  If that bid is not accepted, you have lost the 

   deal. 

    

 

Which planets should be doing what construction? 

   Obvious suggestions: always opt to increase production on a 

   planet, but other than that, chose military projects for the 

   frontier planets and social/research projects for the interior 

   planets.  Beyond this, any planet I've colonized has built 

   "Soil Enhancement" followed by "Schools" and then 

   Entertainment Network".  All three are cheap to build. Schools 

   have no maintenance cost so that is why I include them.  The 

   choice of the Entertainment Network may be dubious.  It is  

   expensive to maintain. 

    

   John Martz suggested Schools then Soil Enhancement.  Since  

   a solid research program can be the key to this game, I concur 

   with this strategy, unless your tax rate is too high.  If the 

   the tax rate is high (40%+) then the morale of the inhabitants 

   may be too low.  Schools do not add enough morale, but a Soil 

   Enhancement project may. 

 

Aside from an Excaliber, are there really any better ships than a 

starfighter? 

   Yes, there are.  From reading the net posts, the most  

   commonly used ships for offense are War Hammers, Interceptors, 

   and Battle Ships.  Interceptors, with their superlative speed, 

   are good for scouting out what, if any, enemy ships are 

   approaching the area.  Use the interceptor as a lure to drag 

   the enemy ships away from the vulnerable system.  Interceptors 

   are just good enough to try and whomp the occasional 

   transport.  However, they will often take damage from these 

   attacks, so caution is advised.  War Hammers are 

   a poor man's battle ship.  Yes, they can take out a Battle 

   Ship now and then.  But, they will often take damage from such 

   an encounter.  The AI will usually not attack a ship at full 

   strength but seldom lets a wounded foe escape.  The Battle 

   Ship (and its off-spring) is the queen of the battle field.  

   Keep one or more handy near the home worlds for defense and 

   send the rest out on conquest.  Watch the damage they 

   accumulate.  If one takes too much, send it home for repairs.  

   They cost too much to try and rebuild from scratch.  In 

   addition, Battle Cruisers are a good ship when you can't build 

   War Hammers.  They are cheaper than Battle Axes, with a better 

   defense and higher speed.   

 

   For defense, the Defender, in orbit, is a good ship.  If you 

   opt to be a good player (or you manage to trade for it), the 

   Corvette is an excellent ship on defense.  In orbit, it can 

   take the occasional Battle Ship.  This is definitely worth it! 

 

   As for the other ships, one of the most important is the 

   transport.  Although I have yet to use this strategy, it would 

   seem that building some transports on a planet when it's not 

   doing any other projects is a good idea.  You can blast the 

   opposing star fleet to radioactive debris but you've done 

   nothing unless you can invade! 

 

   And for completeness, the colony ship is, of course, without 

   peer for being important!  Next, try the freighter.  Without 

   enough revenue from trade, your dreams of empire will most 

   likely come to naught.  I would suggest holding a few 

   freighters in reserve for the inevitable lose of a trade or 

   two during a conflict. 

 

 

 

I'm getting some crazy swapper growth. What did you guys do? Can't  

you write a simple video game? Where's my lawyer??? 

        Swapper growth was one of the most trying problems we had  

with GalCiv.  Because there are few large scale games (at the time  

of GalCiv, there are no others that we know of), many of OS/2's more  

obscure API calls were not well tested. As a result, tiny leaks in  

OS/2 never got caught.  Lucky for us, GalCiv uses those calls a lot  

and  those tiny leaks add up.  There are, however, some solutions to  

the problem (if you are getting it). 

        #1      Make sure you have GalCiv v1.01c or later. It works 

                around most of OS/2's leaks. 

        #2      MOST IMPORTANT: Set your swapper file size to default  

                to at least 8 megabytes. This can be done by going to  

                the config.sys and changing the second number in the 

                swapper path statment to 8092.  We do not know why  

                this works but in my experience, this completely  

                eliminates swapper growth. I theorize that once your  

                swapper starts to grow in OS/2 (particularly OS/2 3.0) 

                it will just grow and grow and grow.  By the way, this  

                advice applies to every OS/2 app, not just GalCiv. 

        #3      If you are still getting growth, try turning off the  

                sound and making sure Fastload (Windows) isn't activated. 

        #4      If none of the above work, contact IBM or SDS or AIMS. 

 

 

 

How to I invade other colonies? 

   You need to build Transports.  You obviously can't take over an  

   entire planet with a star fighter so you need troops.  When you build  

   a transport, you can put troops onto the ship and then take it to an  

   UNDEFENDED planet. 

 

 

I haven't bought GalCiv yet. What other games is it like? 

   It is most like Civilization with respect to the fact that you are trying  

   to create a civilization.  It is like Empire in terms of how you work  

   you strategy. Each ship is its own unit.  It also combines some elements of 

   Masters of Orion since you can win the game by forming a united galaxy  

   and diplomacy is a much more important aspect of the game than in  

   Civilization or Empire. 

 

 

I really like GalCiv but I miss the feature in Masters of Orion where I  

could design my own ships.  Is there any way to make GalCiv more like  

Masters of Orion? 

   On January 1, 1995, SDS will be releasing Shipyards for GalCiv which  

   will be an add on that lets you do just that. When Shipyards is  

   installed, a new button will appear on the icon bar that will let you  

   create new ships. Your opponents will also be able to build their own  

   ships. You can even choose how your ship will look like.  One added  

   feature is that you can "steal" ship designs from your opponents. 

 

 

Is it easier to win by being good or evil? Where's the payoff for being  

a good guy? 

   Being a nice guy has never meant that you get rewarded. It works  

   like this though, good guys are treated better by other nice  

   civilizations.  Being a bad guy offers a lot of short term benefits  

   but good civilizations will likely come after you while other evil  

   civilizations won't lift a finger to help you. There are about a  

   dozen technologies available only to good guys (there are also about  

   10 technologies only available to evil players too). 

 

I've been hearing a lot about GalCiv but where I live there are no stores  

that carry OS/2 software. How can I get GalCiv? 

   The best thing you can do is to try to get your store to carry it.  

   However, if that doesn't work, you can order it from numerous sources  

   including SDS.  SDS's number is (313)782-2248 (FAX: 313-782-9868). All  

   you need is a credit card (or you can order it COD). They'll need your  

   name, address, city, zip, credit card number and expiration date.  A  

   distributor called Micro Central will be the place to tell stores that  

   they can get it from. 

 

I don't have OS/2, just Windows 3.1.  Will there be a Windows 3.1 version  

of GalCiv? 

        No. 

 

 

 

How do I repair my ships? 

   Take them home.  A ship can only be repaired by placing it in 

   orbit about its home-WORLD, not system.  Also note that if a 

   ship is in orbit about it's homeworld and it takes damage, it 

   is not automatically repaired.  Take it out of orbit and back 

   in to repair the damage.  Shakedown cruise?  ((This may not be 

   true for the GA.  Let me know about this.)) 

    

What does it mean that this game has a configurable set-up? 

   For me, it means that I can move the quadrant map to the left 

   hand side of the screen, move the button bar to the middle and 

   over-draw the graphs and button bar with my star map.  If I 

   need the other two, I use the RMB to pop them up. 

 

 

***************************************************************** 

************ CHEATS and OTHER BLACK HOLES *********************** 

***************************************************************** 

Chapter 3 

 

There are at least two little "holes" in the game for 

unscrupulous players to exploit.  Or frustrated players.... 

Or those days you just wanna trash the galaxy and you don't care 

how you do it....Or.... 

 

1) "REAL" Warp Drive 

    If you move your ship out the corner of a border quadrant at 

the border, your ship will appear in the next quadrant in the 

same square you attempted to "leave".  This is obviously a way of 

moving REAL FAST  (done in a Dave Barry voice). 

 

2) Population Growth via "Shore Leave" 

   If you remove all the troops from a transport, leave and then 

return that ship to its homeworld, it will instantly gain another 

20,000 troops (20 legions).  Repeat as needed.  As a note, this 

is also a bug.  In the bug state, your transport full of legions 

gets "repaired" to the 20 level. 

 

3) Prescience 

   You can always save the game after it starts and then map out 

the universe.  It would probably be easiest to do a <print 

screen> and then annotate the print-out.  Then, restart. 

Since the AI doesn't cheat, you can be a true prophet and 

know exactly what is going to happen. 

 

***************************************************************** 

***************************************************************** 

The following is courtesy Brad Wardell of Stardock Systems,  Designer 

of GalCiv.  Brad hides at 22wardel@cs.wmich.edu.  I did some editing. 

 

The AI: 

 

The AI is split into two modules: SDSAI.DLL which is a general 

artificial intelligence engine that we'll be using in other 

products and GCAI.DLL which is specific to GalCiv. 

 

The key thing to remember about the AI in GalCiv is that it does 

not make a distinction between you and the computer players.  It 

uses the same code as the human players does for moving ships, 

building projects, etc.  It plays by the same rules except for a 

couple of important differences:  

 

#1  The Computer players are NOT currently allowed to purchase 

ships. We felt that it would make the game too difficult if the 

computer players were allowed to (like you can) just use their 

treasury and buy a ship every turn.  If people are able to beat 

the AI regularly on the higher levels then we may reconsider this 

but for now, this human advantage is in the GA. 

 

#2 Human players cannot send the AI nasty messages like the AI 

can to you.  This is obviously for entertainment value.  Human 

players also can't ask for help from friendly players in the form 

of "give us ships".  This may be  added in a v1.1 or something. 

 

#3 The computer players start out with a planet whereas you start 

out in a space ship.  This is for plot reasons.  Unlike the 

betas, in the GA you will have the possibility of having type 16 

planets in your starting quadrant (in the betas, you only got 

class 12 planets guaranteed). 

 

#4 The Aliens already know what color all the stars are in surrounding 

quadrants.. This is a huge advantage since yellow stars almost always have 

a nice planet in them.  This was put in for plot reasons (beta 1 testers 

complained that it didnt' make any sense for the AI not to have mapped 

out most of the galaxy (afterall, we earthlings have in our native galaxy 

over the milenium). 

 

 

Other than that, the AI follows the same rules.  If you find that 

the AI is doing something you deem unfair, email me with a bug 

report because that is what it would be, a bug.  The AI doesn't 

distinguish between you and other players for among other things, 

the possibility of adding modem/network play in later versions 

(should the game do well in the market). 

 

GC/AI: 

        The GCAI is what we could call the politicians.  IT 

decides when to go to war, how to talk to you, how to approach 

you in dealing with things.  It takes into account when dealing 

other playres (including you): 

        Their good/evil alignment. 

        Their relative military strength. 

        Trade agreements and how nice things went. 

        Their aggression level. 

        Their cooperation level 

        Their ethical level 

        Their greed level 

        Their insanity level* (the computer looks only at its 

                               own. It doesn't know the other 

                               players' insanity level) 

         

        (all of these they look at their own level and the other 

players). 

         

        * note, the AI may not KNOW all of these about a player, 

they go with what information they have available. 

 

        All of the above information is available to the human 

player either directly or from spying.  In fact, none of the 

above things require you to even spy on them, since you can find 

this information in the GIA window and under the 

espionage/military window under the GIA. 

 

 

Good guys tend to bond with other good guys.  They don't worry 

about how tough or powerful the other good guy is (in general).  

Keep in mind, only REALLY good guys will totally neglect your 

military or trade with them when deciding to be nice to you or 

someone else.  There are 20 shades of Good.....EVIL (You can 

select 5 differenet level of Good or evil for them but if you let 

it randomly choose, it will have a finer granularity). 

 

Really bad guys will look a bit more favorably on other really, 

really bad guys but they don't tend to bond as well as good guys 

do.  Bad guys may not declare war on each other but they will 

also not ally together quite as often.  Still though, the end 

result can be a game with Good vs. Evil if you select extremists. 

 

The down-right neutrals (shade 10 out of 20) only care about 

trade.  You want a Ferengi-type race, choose a neutral.  The 

EXACT neutral type has extra logic to make it a fence sitter. 

 

There's, of course, a lot more detail in this but I don't want to 

spoil the game too much ! 

 

 

SDS/AI: 

 

        The GCAI are the politicians, the SDSAI are the generals.   

The GA version of GalCiv has 5 different release level 

Personalities or Advisors.  You can imagine each personality 

being a separately programmed entity.  They share some common 

code for things such as dodging obstacles and finding undefended 

star systems that they know of, but most of what they do is 

unique.  This is important because if people say, "The AI was 

dumb, it chased my scout all over the place while I trashed the 

rest of them, heh heh", they really should say "Advisor N is 

dumb, they did ..." because the others may not (and do not) do 

things the same way..  Some Personalities go for having a large 

trading fleet, others will play vulture and will quit colonizing 

quickly and then build trasnports (gee, I bet none of you guys 

did something as low as that, eh?). 

 

     The Advisors Code names can be found by looking in the 

Espionage Window under "Military".   

The names are: 

              Sauronir 

              Denethor 

              Draginol 

              Mascrinthus 

              Calor 

 

        Not all of the personalities will use Terror Stars, for 

example, because of their destructive value.  People who die as a 

result of being killed on a transport (when you destroy a 

transport) or on a planet due to a terror star are now counted as 

part of the overall casaulty list. So if you get Terror Stars (or 

the AI uses them), you'll know how many troops (in legions: 1 

legion = 1k troops) have been destroyed. 

 

End submission by Mr. Wardell 

 

**************************************************************** 

*****************  WHERE IS THE xxxx?  ************************* 

**************************************************************** 

 

- autopilot on/off? 

  Under the floppy disk icon is the setup button.  This button 

pops up that function and other useful functions such as sound, 

avi, etc. 

 

- background process control? 

  Under the floppy disk icon is the setup button.  This button 

pops up that function and other useful functions such as sound, 

avi, etc. 

 

- place to reform my government? 

  Under the icon up from the floppy disk icon is the reform gov't 

button.  It's the "Reports" icon that looks like a sheet of 

paper. 

 

- the reports of how I am doing? 

  There are four types of "how am I doing" information.  All of 

this information resides under the "Reports Icon" (the sheet of 

paper).  The first option is the "Top Five Planets" listing.  One 

should strive at all times to keep this free of alien riff-raff.  

A second option is the "Demographics" listing.  This is a screen 

of statistics such as % of galactic population, absolute and % 

production values, etc.  A third option is the button that 

compares humanity to all of the other races in the game.  It's a 

relative scoring that shows how much you're pumping into R&D 

relative to your competitors.  The fourth option is the score 

button which also gives you a good/neutral/bad ranking. 

 

- listing of my ships? 

  The icon with the Earth over a triangle is the fleet icon.  

From here, you can click on a ship and then either pull up the 

ship display window (if it's in orbit) or it will plop you into 

the quadrant that the ship occuppies and highlight that ship. 

 

- place to find out how much damage my ship has taken? 

  There are 3 ways to find this out.  One, use the RMB to pull up 

the ship control menu.  Two, look at the strength number at the 

bottom of the screen.  Three, look at how many black smudges are 

smeared across the ship menu at the bottom of the screen.  The 

more smudges, the worse off the ship is. 

 

- that planet that was preparing to rebel? 

  Click on that planet in the GNN window when it appears.  You 

will then be flipped over to the planet menu to deal with the 

problem.  For getting to a planet in a more general way, use the 

icon with the planets on it to pull up an alphabetical listing of 

all of your planets. 

 

 

 

 

 

***************************************************************** 

TECHNOLOGY TREE  (or "Can I get Artificial Life if I can't Phase 

                      properly?") 

***************************************************************** 

Chapter 5.1 

**** under construction **** 

**** please bear with us *** 

 

Nano-Electronics  

     -> Nano-Frequencies -> Brainwave Mapping 

           -> Instant          -> Cure for Depression 

              Communications 

                 -> Star Federation 

     -> Nano-Metal Composition -> High Density Metals (destroyer) 

                                     -> Tri-Strontium Alloys 

                                          -> Large Scale Building (warhammer) 

 

Brainwave Mapping 

Large Scale Building 

     -> Terra Computers 

           -> Advanced AI's 

           -> Hyper-Computers 

                -> Interspecies Philosophy 

 

General Cold Fusion (small fighter) 

     -> Impulse (transport) 

           -> Anti-matter 

                 -> Warp Drive 

                       -> Hyperspace 

                             -> Hyperwarp (if a good race) 

 

Phasor (interceptor) 

     -> Turbo-phasor (battlecruiser) 

           -> Advanced Phasor (if a good race) (corvette) 

           -> Mega-phasor 

                 -> Antimatter Weapons 

 

Photon Weapons (star fighter) 

     -> Sensors (battle ax) 

 

Organic Manipulation 

     -> Genetic Mapping 

           -> Transporters 

 

Universal Translator 

     -> Galactic Trade (freighter) 

     -> Galactic Diplomacy 

           -> Alliances 

           -> Star Democracy 

 

and there's more... 

BIG NOTE!  missing the evil technologies!  there are lots of 

them, such as Galactic Collusion, Distruptors, Master Race, 

Thought Control, Clever Chip, and more! 

 

***************************************************************** 

PROJECTS - (or "Gee, we need 0-G porta-potties.  

                What does it do and how do we do it?) 

***************************************************************** 

Chapter 5.2 

 

 

The following is an alphabetized listing of the various projects 

that can be built on a planet if the technology is available.  

The project names were, in some cases, abbreviated to near 

obscurity.  I was attempting to get enough room on the right-hand 

side to put in the technology necessary to achieve the project.  

They didn't fit, so I duplicated the list and used full names. 

The various abbreviations for effects (first list) are as 

follows:  TI = Trade Increase;  Mor = Morale;  Ship A = Ship 

          Attack; Ship D = Ship Defense; Gnd Def = Ground 

          Defense;  Res = Research;  Env = Anti-pollution Effect; 

          Maint = Maintenance;  Cost = Cost in bc. 

 

It should be noted that since I usually play the good-guy role,  the 

projects here include many of the projects that only "nice guys"  can 

get to such as Advanced Hospitals.  In GalCiv, what technologies 

are available to you depends on whether you are good or evil. 

 

 

               Production  Ship  Gnd 

Project Name  |    TI Mor| A  D |Def|Res|Env|Maint|Cost| 

--------------|-----------------|---|---|---|-----|----| 

Adv Hospital  | 15 05 10 | -- --|-- | 05|   |  4  | 900|         

Adv Mil Trn   | 15 -- 10 | 35 --|60 | --|   |  0  |1100| 

Adv Poll Ctrl | 30 10 20 | -- --|-- | 01| 10|  3  |1500| 

Antimtr Plant | 83 33 50 | 02 --|-- | 02|   |  4  |1000| 

Cont Environ  | 30 30 -- | -- --|-- | --|   |  0  |2000| 

Currency Sys  | 25 15 10 | -- 01|-- | 01|   |  3  | 500| 

Defense Sys   | 06 01 05 | 10 15|45 | 01|   |  5  |1100| 

Entertain Net | 37 02 35 | -- --|-- | --|   |  4  | 100| 

Environ Ctrl  | 05 -- 05 | -- --|-- | --|  3|  2  | 500| 

Fusion PP     | 35 25 10 | 10 --|-- | 05|   |  3  | 500| 

Gal Curr Exc  | 72 20 52 | -- --|-- | --|   |  5  |1000| 

Gal Ent Ntwk  | 35 -- 35 | -- --|-- | --|   |  4  | 500| 

Gal Info Net  | 22 10 12 | -- --|-- | 30|   |  4  |1000| 

Gnd Defense   | 04 -- 04 | 03 03|50 | --|   |  3  | 200| 

Hydroponics   | 30 10 20 | -- --|-- | 10|   |  3  |1100| 

Im Poll Ctrl  | 15 05 10 | -- --|-- | --|  5|  5  |1000| 

Info Net      | 10 02 08 | -- --|-- | 10|   |  2  | 100| 

Int Security  | 06 01 05 | 02 08|-- | --|   |  1  | 300| 

Mil Academy   | 10 -- 10 | 15 05|50 | --|   |  2  | 380| 

Mutat Ctrl    | 40 10 30 | 01 01|-- | 02|   |  1  | 900| 

Multimedia    | 20 05 15 | -- --|-- | --|   |  4  | 800| 

Phasing PP    | 40 20 20 | -- --|-- | 20|   | 10  |1000| 

Planet Poll   | 10 -- 10 | -- --|-- | --|  3|  1  | 500| 

Schools       | 06 02 04 | -- --|-- | 15|   |  0  |  50| 

Soil Enhan    | 32 02 30 | -- --|-- | --|   |  2  |  50| 

Treat Ctr     | 17 05 12 | -- --|-- | --|   |  3  | 600| 

University    | 10 05 05 | 02 --|-- | 20|   |  2  | 200| 

Virt R Ctr    | 60 10 50 | -- --|-- | --|   |  5  | 900| 

 

Evil Projects - I have yet to map out evilness. 

Gal Collusion 

etc. 

.. 

.. 

 

Advanced Hospitals - Viral Elimination 

Advanced Military Training - Terror Star 

Advanced Pollution Control - Planetary Destruction 

Antimatter Plant - Antimatter Weapons  

Controlled Environment - Replication 

Currency System - Star Democracy   

Defense System - Planetary Defense 

Entertainment Network - (given) 

Environmental Controls - Nano Electronics 

Fusion Power Plant - General Cold Fusion 

Galactic Currency Exchange - 4D Phasing 

Galactic Entertainment Network - Star Democracy 

Galactic Info Net - Terra Computers   

Ground Defense - (given) 

Hydroponics - Organic Manipulation 

Improved Pollution Control - Planetary Destruction 

Info Net - Terra Computers 

Internal Security - Sensors 

Military Academy - Shields 

Mutation Control - Evolution Control 

Multimedia Center - 1D Phasing 

Phasing Power Plant - 3D Phasing 

Planetary Pollution Control - Artificial Planets 

Schools - (given) 

Soil Enhancement - (given) 

Treatment Center - Advanced Pain Treatment 

University - (given) 

Virtual Reality Center - 3D Phasing    

 

 

***************************************************************** 

GALACTIC ACHIEVEMENTS (or "Inter-stellar Merit Badges Made 

                           Easy!!) 

***************************************************************** 

Chapter 5.3 

 

  Cloaking Device - need: Cloaking 

                    cost: 2000 bc 

         expiration date: NONE! 

                   bonus: 30% ship attack, 1% defense 

            worth it????: yes, plus the big bonus of all ships   

                          that are built are now equiped with 

                          cloaking tech so they can't be tracked! 

    what if my neighbors  

              build one?: don't worry, every one has secrets. 

 

Controlled Wormhole - need: Spatial Rifts 

                      cost: 1400 bc 

           expiration date: ...forgot... 

                     bonus: +50% trade! and 10% research 

              worth it????: maybe...depends upon if you're racing 

                            for the tech that ends its useful 

                            life. 

      what if my neighbors  

                build one?: I don't know.               

 

        Crystalai - need: Advanced AI's 

                    cost: 4000 bc 

         expiration date: none 

                   bonus: adds +1 to all inhabitated planet class 

            worth it????: it's a LONG project!  But it is  

                          worth the increased population growth. 

    what if my neighbors  

              build one?: anyone can improve their homes through 

                          their local Planets-R-Us dealer! 

 

    Dinosaur Park Wonder: Replication 

                    cost: 2000 bc 

         expiration date: Artificial Planets 

                   bonus: +50% production 

            worth it????: if you're racing for Artificial 

                          Planets, then this is not the project 

                          for you. 

    what if my neighbors  

              build one?: sorry, only one per galaxy.  Copyright. 

 

     Deep Thought - need: Terra Computers 

                    cost: 2200 bc 

         expiration date: Omni Computers 

                   bonus: +40% research for _ALL_ planets. 

            worth it????: Definitely one of the Wonders for which 

                          to strive.  The 40% research boost is 

                          wonderful. (what? me? pun? nyah.) 

    what if my neighbors  

              build one?: The galaxy can only have one Deep 

                          Thought. 

 

    Eyes of the Universe: Sensors 

                    cost: 1000 bc 

         expiration date: none 

                   bonus: none 

            worth it????: in a huge universe, probably so, 

                          especially if you push straight for 

                          it and gain its use for colonization. 

                          Otherwise, it's of limited use 

    what if my neighbors  

              build one?: you're blind. 

 

 Galactic Stock Exchange: Star Democracy 

                    cost: 920 bc 

         expiration date: NONE! 

                   bonus: +50% trade 

            worth it????: Without a doubt!  The only drawback 

                          is the pollution it can create on a 

                          very productive planet.  Poor baby. 

    what if my neighbors  

              build one?: too late.  you lose.  start over. 

 

HyperSpace Project- need: Hyperspace       

                    cost: 1000 bc 

         expiration date: none 

                   bonus: none 

            worth it????: if you're at war, the +2 move can be 

                          a real nice advantage.  If you're foes 

                          have it, you are at a real 

                          disadvantage, so you'd better get 

                          building! 

    what if my neighbors  

              build one?: read the above carefully. 

 

 

    Life Creation - need: Artificial Life 

                    cost: 2600 bc 

         expiration date: oops! 

                   bonus: +25% morale, +30% research 

            worth it????: the morale and research bonuses are 

                          nice.  The project is a bit expensive 

                          but if you want to stay ahead...? 

    what if my neighbors  

              build one?: don't know that one either. 

 

 Nano Robot Wonder- need: Nano Electronics 

                    cost: 500 bc 

         expiration date: Terra Computers 

                   bonus: none 

            worth it????: sure, why not? not much more expensive 

                          than a fusion plant and gives more 

                          output.  But, if you're after those 

                          info nets in a big hurry, don't bother. 

    what if my neighbors  

              build one?: no problem, build your own! 

 

  Peace for a time- need: Interspecies Philosophy 

                    cost: ???? 

         expiration date: ???? 

                   bonus: ???? 

            worth it????: no clue.  I've never had a chance to   

                          build this project.  Wild speculation? 

                          It can only be built by alien races. 

                          That would be cool....in a way. 

    what if my neighbors  

              build one?: You're assuming you can. 

 

      Trison Ring - need: Large Scale Building (I'll say!) 

                    cost: 1200 bc 

         expiration date: none! ha, ha, ha, ha 

                   bonus: +40% trade, +1% defense, +10% research 

            worth it????: YES!  Just like the Galactic Stock 

                          Exchange, build it! 

    what if my neighbors  

              build one?: too late. 

 

 

  Tur-Ahn Training- need: Planetary Defense 

                    cost: 1100 bc 

         expiration date: Replication 

                   bonus: +40% attack, defense, +100% ground def. 

            worth it????: if you are at war, want to go to war, 

                          or fear being at war, don't hesitate. 

    what if my neighbors  

              build one?: hope they are your friends. 

 

    Utopia Colony - need: Utopia  

                    cost: 6000 bc (ouch!) 

         expiration date: there is one.... I think. 

                   bonus: +20% trade and morale 

                          +5% attack, defense and ground def. 

                          +20% research. 

            worth it????: it gives a lot of bonuses.  It costs 

                          a lot!  It comes very late in the game. 

                          More experience is definitely needed. 

    what if my neighbors  

              build one?: I hope everyone can have a utopia! 

 

There are other evil Wonders (Super Projects/Galactic  Achievements) you  

can build too but those are not mapped out here. 

 

********************************************************************* 

TECHNOLOGY AND SHIPS  (or "something clever goes here") 

********************************************************************* 

Chapter 5.4 

 

-i think i'm going to re-do this in the style of the project table above. 

 that would be more useful. 

 

 

Battleships <- Battle Tech I  <- Warp Drive  <- Antimatter 

                              <- Shields     <- Deflectors 

 

Battlecruisers <- Turbophasors  <- Phasors 

 

Battle Ax <- Sensors <- Photon Torpedoes 

 

Corvette <-  

Defender 

Destroyer <- High Density Metals   

                  <- Nano-metal Composition   

                           <- Nano Electronics 

 

Interceptor <- Phasors 

 

Small Fighter <- General Cold Fusion 

 

Star Fighter <- Photon Torpedoes 

 

War Hammer <- Large Scale Building 

 

 

***************************************************************** 

 

********************* Future Wishes ***************************** 

 

 

 

***************************************************************** 

Chapter 6.0 

 

Player Options (those changes affecting the player only) 

 

- let the player ask for aid from the other races (net) 

 

- the windows for fleet display and the planet display should be 

sortable on any of the columns in the display.  (i.e.- ship name, 

planet name, production, location, ship class, etc.) (net) 

 

- let the player choose the military advisors of the alien races. 

Go for the ultimate punishment of chosing the nasty AI for all 

the opponent races (or the opposite). (John Martz. The 

masochist!) 

 

- the naming of the star ships should allow for the place of 

origin to be displayed _without_ having to pop-up a window.  This 

is vital information!  (John Martz) 

 

- or, put a "Return to Base" button in the ship display window. 

  (John Martz) 

 

- there should be an increased number of options availible for 

the player under the GIA button.  These should include, but not 

be limited to, requests by the player for aid; requests for 

territory and/or money as a settlement for stopping a war (this 

should include lump sum and "leases"); mutual treaties (ie - in a 

2-on-1 war, you _and_ your ally would negotiate an end to the 

fighting); "giving" technology to another race; foreign aid to 

another race; treaties such as non-aggression pacts, warship size 

limitations, planetary colonization agreements, etc.; and any 

other options we can imagine!  (net) 

 

Alien Options (those changes affecting the other races only) 

 

- each race should have its own grammer.  It should not 

necessarily be tied to any given race all the time. (me) 

 

- more races for opponents with pretty pictures.  Obviously, this 

is a CD-ROM option given all the various resolutions that this 

game supports.  Maybe have the format for the pictures and their 

number known, so that anyone can edit a race. (me) 

 

Both (ah, obvious) 

 

- multi-ship movement such as escort, fleet movement, and have 

this reflect in the combat in some way.  A fleet of ten 

starfighters should be more of a force than ten individual 

starfighters.  Escorting ships should be attacked first, or maybe 

even get first attack?  (net) 

 

- projects should have variable affects on the different planet 

classes, possibly at different times in the planet's history. 

Examples: Entertainment Networks should be more effective on poor 

planets than better planets.  As the pollution level increases, 

the effectiveness of an Entertainment Network should get better, 

but not enough to offset the pollution losses.  (me) 

 

- mining outposts, or resource allocation outposts should be 

availible as either projects or military ventures.  These should 

be used to exploit other systems that don't have "habitable" 

planets.  They should increase production without pollution but 

should create more unhappiness at the home system.   (net) 

 

- espionage should give the alien trade route table as one of the 

possible outcomes.  From here, the player could use "destabilize" 

money to indirectly disrupt trade (a steady decline in income or 

maybe an abrupt ending of the route) or assign ships to play pirate 

on one or more trade routes.  Conversely, a player should be able 

to pull ships off the "line" to guard trade routes, either directly 

or maybe in a "Q"-ship role.  (me) 

 

Game Characteristics (changes that affect game play and 

environment more than any particular race characteristics.) 

 

- the planets list should be unique for each race and possibly 

modifiable by the player.  This would permit the player to 

customize his "own" race and pass it around for the delight of 

all. (me) 

 

- reduce the amount of "vacuum-effects".  What I mean by a 

vacuum-effect is the Trison Ring description.  In this 

description, it claims that the three planets were consumed in 

making the Ring.  If this is a real effect, then the Trison Ring 

should only be built in systems that have three or more planets 

of the type that can be used to build the Ring and the system 

display should remove those planets once the Ring is complete.  

In the best of all possible worlds, the system display should 

include a separate graphic for a Trison Ring. 

 

 

 

- the rebel planets need more personality.  It should be possible 

to negotiate with the rebels.  Possible results would be trade, 

non-aggression, chance to join the player's government.  (net) 

 

- related to the rebel planet personality is the idea that if 

enough planets go into rebellion in a particular race, than those 

planets can form a new, independent government with its own 

personality with a possible minor shift in the race personality.  

(me) 

 

- GIA espionage information needs to be expanded.  The current 

information, while interesting, is not all that useful.  If the 

above treaty suggestions are added, then better intelligence is 

necessary to check those treaties. 

  Examples of needed additions would be production/project/ 

population read-outs on individual planets; number of ships in  

the fleet and a listing of types of ships with maybe the addition  

of rough estimates of numbers (%s +/- 10?); estimates of planetary  

defense fleets; etc.  It should be possible to target a given  

planet to discover specific information about that planet.   

  It would also be good to tie the reports of racial standing with 

the other other races to only those races of which you have 

intelligence data. (net) 

 

- wars should have more effect on the population than just a draw 

on the economy.  There are two main paths this idea takes, one 

for democracies and one for totalitarian governments. However, in 

both governments, the longer the war, the stronger the needs and 

desires for peace. First, the democracy: if the democracy is at 

war with a neutral or good race, then the rising tide to stop the 

war should be much stronger.  Only evil governments should be the 

targets of sustained conflicts, and then only if the race has 

engaged in genocide should there exist strong enough support for 

a really sustained and nasty war to the bitter end.  This assumes 

the democracy is winning.  If it is losing, then the population 

should have some sort of siege mentality and be able to "tough it 

out". 

  If the government is totalitarian, then the population's will 

is much more ignorable, but there should be some chance for the 

creation of "rebels".  Recall that a planet in rebellion does not 

necessarily mean that the population of that planet has had a 

change of heart.  It most likely means that the local government 

has declared its independence from the central authority for its 

own needs.  (me) 

 

- to stay on the topic of war, I find it a bit disconcerting that 

it is so painless to go to war with a former ally.  Maybe it's just 

my altruistic viewpoint.  Consider that after making an alliance, 

fighting other races for decades (if not a century or so!), you just 

tell them, "You're not doing you're part" and then the alliance ends 

and you go about declaring war on them and then trashing them (that  

was the goal of that, wasn't it?).  Somehow, this seems akin to me of 

the US deciding to invade Canada or Great Britain in this day and age. 

Even ignoring the general moral/support hit the government would take 

for this action, the economic devastation alone would raise a hue and 

cry that would sink the leader attempting such a plan.  Remember,  

such an action would most likely come from someone playing the "good" 

path of the game.  I think that there should be some mechanism to 

make alliance breaking reflect more the _type_ of government the 

person is attempting to play.  (me, obviously) 

   

- not all technologies are equally good for all races.  Again, 

this follows the idea that good and evil races have different 

needs.  For a good race,  the building of Government Collusion 

should have a negative effect on citizen happiness.  The same 

should be true for evil race but for different technologies.  The 

Info Net is one example of a technology that should increase the 

chance that a planet goes into rebellion if the race is evil 

since this Net would allow the local cronies to be more able to 

band together, ignore the far-off central government and exploit 

the local resources.  (me) 

 

 

- there need to be some technologies that are present for the 

"neutral" races that would benefit their particular needs.  (net)   

 

- there need to be more options for government types. Suggestions  

  would be the space equivalent of a merchantile government  

  (obviously one for a neutral race). (net) 

  

(attributions: if the item was plucked off of the net and I 

cannot recall the source, I appended "net" to it.  Otherwise, 

the suggestion will have one or more names associated with it.  

Why all the bother?  I believe in giving credit where credit 

is due.  This game was programmed by real people (Brad, too) and 

has had lots of input from us, the beta group.  I think this 

tradition should continue!  I would also like to point out that 

all of the (me) attributions are due mainly to A LACK OF INPUT. 

....that's not too subtle, is it?) 

 


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