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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