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Part 18
Galactic Civilizations II

Part 18

Explore ship modules like Battle Stations and military upgrades such as Protective Fields in Galactic Civilizations II, detailing costs and requirements.

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Explore ship modules like Battle Stations and military upgrades such as Protective Fields in Galactic Civilizations II, detailing costs and requirements.

Modules:

Offensive Modules:

  • Atlas Sling: Requires Singularity Driver tech and Battle Stations module. Size 2. Grants +7 Mass Driver Attack.
  • Devastation Beam: Requires Subspace Ripper tech (availability uncertain) and Battle Stations module. Size 2. Grants +7 Beam Attack.
  • Matter Detonators: Requires Blackhole Eruptor tech and Battle Stations module. Size 2. Grants +7 Missile Attack.
  • Subspace Blaster: Requires Starbase Fortification tech and Battle Stations module. Size 2. Grants +5 Beam Attack.
  • Ship Pounder: Requires Starbase Fortification tech and Battle Stations module. Size 2. Grants +5 Mass Driver Attack.
  • Star Javelin: Requires Starbase Fortification tech and Battle Stations module. Size 2. Grants +5 Missile Attack.
  • Subspace Blaster II: Requires Starbase Fortification Mark II tech. Size 2. Grants +10 Beam Attack.
  • Ship Pounder II: Requires Starbase Fortification Mark II tech. Size 2. Grants +10 Mass Driver Attack.
  • Star Javelin II: Requires Starbase Fortification Mark II tech. Size 2. Grants +10 Missile Attack.
  • Subspace Blaster III: Requires Starbase Fortification Mark III tech. Size 2. Grants +30 Beam Attack.
  • Ship Pounder III: Requires Starbase Fortification Mark III tech. Size 2. Grants +30 Mass Driver Attack.
  • Star Javelin III: Requires Starbase Fortification Mark III tech. Size 2. Grants +30 Missile Attack.

Defensive Modules:

  • Ray-Shielding: Requires Starbase Fortification tech and Battle Stations module. Size 2. Grants +5 Beam Defense.
  • Combat Armor: Requires Starbase Fortification tech and Battle Stations module. Size 2. Grants +5 Armor Defense.
  • Missile Defender: Requires Starbase Fortification tech and Battle Stations module. Size 2. Grants +5 Point Defense.
  • Ray-Shielding II: Requires Starbase Fortification Mark II tech and Ray-Shielding module. Size 2. Grants +10 Beam Defense.
  • Combat Armor II: Requires Starbase Fortification Mark II tech and Combat Armor module. Size 2. Grants +10 Armor Defense.
  • Missile Defender II: Requires Starbase Fortification Mark II tech and Missile Defender module. Size 2. Grants +10 Point Defense.
  • Ray-Shielding III: Requires Starbase Fortification Mark III tech and Ray-Shielding II module. Size 2. Grants +20 Beam Defense.
  • Combat Armor III: Requires Starbase Fortification Mark III tech and Combat Armor II module. Size 2. Grants +20 Armor Defense.
  • Missile Defender III: Requires Starbase Fortification Mark III tech and Missile Defender II module. Size 2. Grants +20 Point Defense.

Utility Modules:

  • Perimeter Scanners: Requires Sensors tech. Size 1. Grants +1 Sensor Range.
  • Sector Scanners: Requires Sensors II tech and Perimeter Scanners module. Size 1. Costs 100 bc. Grants +2 Sensor Range.
  • Sector Surveillance Scanners: Requires Sensors III tech and Sector Scanners module. Size 1. Costs 150 bc. Grants +3 Sensor Range.
  • Ultimate Surveillance Scanners: Requires Sensors IV tech and Sector Surveillance Scanners module. Size 1. Costs 200 bc. Grants +4 Sensor Range.

Base Modules:

  • Battle Stations: Requires Space Weapons tech. Size 2. Costs 200 bc. Grants +1 to mass driver, beam, and missile attacks.
  • Battle Stations Mark II: Requires Medium Scale Building tech and Battle Stations module. Size 2. Costs 100 bc. Grants +2 to mass driver, beam, and missile attacks, and +2 to armor, point defense, and shield defenses.
  • Battle Stations Mark III: Requires Large Scale Building tech and Battle Stations II module. Size 2. Costs 100 bc. Grants +4 to mass driver, beam, and missile attacks, and +4 to armor, point defense, and shield defenses.
  • Battle Stations Mark IV: Requires Massive Scale Building tech and Battle Stations II module. Size 2. Costs 200 bc. Grants +6 to mass driver, beam, and missile attacks, and +6 to armor, point defense, and shield defenses.

Military Section:

  • Protective Fields: Requires Starship Defenses tech. Size 1. Costs 100 bc. Grants +1 to shield, point defense, and armor of your ships. Note: Ship must have at least one defense type and be within starbase influence.
  • Stellar Wake: Requires Warp Drive tech. Size 1. Grants +1 to ship speed.
  • Inverse Tractor Beam: Requires Warp Drive IV tech. Size 1. Grants +1 to ship speed.
  • Interdiction Beam: Requires HyperWarp tech. Size 1. Grants -1 to enemy ship speed.
  • Fighter Drones: Requires Space Weapons tech and Battle Stations module. Size 2. Grants +1 to beam attack of your ships. Note: Ship must be equipped with beam-based weapons.
  • Omega Cannon: Requires Starbase Mobilization tech and Energy Grid module. Size 2. Costs 300 bc. Grants +1 to mass driver attack of your ships. Note: Ship must be equipped with mass driver-based weapons.
  • Missile Bloom: Requires Starbase Mobilization tech and Missile Defender module. Size 2. Costs 300 bc. Grants +1 to missile attack of your ships. Note: Ship must be equipped with missile-based weapons.
  • Beam Multiplier Field: Requires Starbase Mobilization tech and Beam interceptors module. Size 2. Costs 300 bc. Grants +1 to beam attack of your ships. .
  • Beam Multiplier Field III: Requires Starbase Projection tech and Beam Multiplier Field module. Size 2. Costs 400 bc. Grants +2 to beam attack of your ships. .
  • Omega Cannon III: Requires Starbase Projection tech and Omega Cannon module. Size 2. Costs 400 bc. Grants +2 to mass driver attack of your ships. Note: Ship must be equipped with mass driver-based weapons.
  • Missile Bloom III: Requires Starbase Projection tech and Missile Bloom module. Size 2. Costs 400 bc. Grants +2 to missile attack of your ships. Note: Ship must be equipped with missile-based weapons.

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