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Part 19
Galactic Civilizations II

Part 19

Explore Galactic Civilizations II ship modules like Beam Multiplier Field V and Omega Cannon V, plus economy and influence structures.

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Explore Galactic Civilizations II ship modules like Beam Multiplier Field V and Omega Cannon V, plus economy and influence structures.

Ship Modules:

Beam Multiplier Field IV

  • Cost: 500 bc
  • Required Tech: Superior Starbase Defense Systems
  • Required Module: Beam Multiplier Field III
  • Size: 2
  • Effect: +3 to beam attack of your ships.
  • Notes: Ship must be equipped with beam based weapons to receive the bonus.

Omega Cannon IV

  • Cost: 500 bc
  • Required Tech: Superior Starbase Defense Systems
  • Required Module: Omega Cannon III
  • Size: 2
  • Effect: +4 to mass driver attack of your ships.
  • Notes: Ship must be equipped with mass driver based weapons to receive the bonus.

Missile Bloom IV

  • Cost: 400 bc
  • Required Tech: Superior Starbase Defense Systems
  • Required Module: Missile Bloom III
  • Size: 2
  • Effect: +3 to missile attack of your ships.
  • Notes: Ship must be equipped with mass driver based weapons to receive the bonus.

Beam Multiplier Field V

  • Cost: 500 bc
  • Required Tech: Starbase Conquest Strategy
  • Required Module: Beam Multiplier Field IV
  • Size: 2
  • Effect: +4 to beam attack of your ships.
  • Notes: Ship must be equipped with beam based weapons to receive the bonus.

Omega Cannon V

  • Cost: 500 bc
  • Required Tech: Starbase Conquest Strategy
  • Required Module: Omega Cannon IV
  • Size: 2
  • Effect: +5 to mass driver attack of your ships.
  • Notes: Ship must be equipped with mass driver based weapons to receive the bonus.

Missile Bloom V

  • Cost: 500 bc
  • Required Tech: Starbase Conquest Strategy
  • Required Module: Missile Bloom IV
  • Size: 2
  • Effect: +4 to missile attack of your ships.
  • Notes: Ship must be equipped with mass driver based weapons to receive the bonus.

Sniper Turrets

  • Cost: 300 bc
  • Required Tech: MiniBalls
  • Size: 2
  • Effect: +1 to mass driver attack of your ships
  • Notes: Ship must be equipped with mass driver based weapons to receive the bonus.

Laser Equalizer

  • Cost: 300 bc
  • Required Tech: Laser
  • Size: 3
  • Effect: +1 to beam attack of your ships
  • Notes: Ship must be equipped with beam based weapons to receive the bonus.

Missile Launchpads

  • Cost: 300 bc
  • Required Tech: Missile Weapon Theory
  • Size: 2
  • Effect: +1 to missile attack of your ships
  • Notes: Ship must be equipped with missile based weapons to receive the bonus.

Graviton Snipers

  • Cost: 400 bc
  • Required Tech: Graviton Driver IV
  • Required Module: Sniper Turrets
  • Size: 2
  • Effect: +2 to mass driver attack of your ships
  • Notes: Ship must be equipped with mass driver based weapons to receive the bonus.

Hyper-Phasors

  • Cost: 400 bc
  • Required Tech: Phasors
  • Required Module: Laser Equalizer
  • Size: 2
  • Effect: +2 to beam attack of your ships
  • Notes: Ship must be equipped with beam based weapons to receive the bonus.

Sub-Space Warheads

  • Cost: 400 bc
  • Required Tech: Photonic Torpedo II
  • Required Module: Missile Launchpads
  • Size: 2
  • Effect: +2 to missile attack of your ships
  • Notes: Ship must be equipped with missile based weapons to receive the bonus.

Neutrino Snipers

  • Cost: 500 bc
  • Required Tech: Neutrino Bullets
  • Required Module: Graviton Snipers
  • Size: 2
  • Effect: +4 to mass driver attack of your ships
  • Notes: Ship must be equipped with mass driver based weapons to receive the bonus.

Focused Disruptors

  • Cost: 500 bc
  • Required Tech: Disruptors
  • Required Module: Hyper-Phasors
  • Size: 2
  • Effect: +4 to beam attack of your ships
  • Notes: Ship must be equipped with beam based weapons to receive the bonus.

Blackhole Torpedo

  • Cost: 500 bc
  • Required Tech: Blackhole Eruptor
  • Required Module: Sub-Space Warheads
  • Size: 2
  • Effect: +4 to missile attack of your ships
  • Notes: Ship must be equipped with missile based weapons to receive the bonus.

Beam Interceptor

  • Required Tech: Starbase Defenses
  • Required Module: Battle Stations
  • Size: 2
  • Effect: +2 to beam defense of your ships.
  • Notes: Ship must be equipped with a defense to receive the bonus.

Energy Grid

  • Required Tech: Starbase Defenses
  • Size: 2
  • Effect: +2 to armor defense of your ships.
  • Notes: Ship must be equipped with a defense to receive the bonus.

Missile Defender

  • Required Tech: Starbase Defenses
  • Size: 2
  • Effect: +2 to missile defense of your ships.
  • Notes: Ship must be equipped with a defense to receive the bonus.

Economy Structures:

Starbase Factory

  • Size: 1
  • Effect: +3 to MP, SP, and RP

Adv. Starbase Factory

  • Required Tech: Xeno Industrial Theory
  • Required Module: Starbase Factory
  • Size: 1
  • Effect: +4 to MP, SP, and RP

Massive Scaling Center

  • Required Tech: Xeno Factory Construction
  • Required Module: Adv. Starbase Factory
  • Size: 1
  • Effect: +5 to MP, SP, and RP

Smart Drones

  • Required Tech: Advanced Computing
  • Required Module: Massive Scaling Center
  • Size: 1
  • Effect: +6 to MP, SP, and RP

Interstellar Collectors

  • Required Tech: Manufacturing Centers
  • Required Module: Smart Drones
  • Size: 1
  • Effect: +7 to MP, SP, and RP

Orbital Replicators

  • Required Tech: Industrial Sector
  • Required Module: Interstellar Collectors
  • Size: 1
  • Effect: +8 to MP, SP, and RP

Trading Post

  • Required Tech: Trade
  • Size: 1
  • Effect: +10 to trade revenue

Advanced Trading Post

  • Required Tech: Advanced Trade
  • Required Module: Trading Post
  • Size: 1
  • Effect: +20 to trade revenue

Trade Center

  • Required Tech: Master Trade
  • Required Module: Advanced Trading Post
  • Size: 1
  • Effect: +30 to trade revenue

Influence Structures:

Diplomatic Outpost

  • Cost: 500 bc
  • Size: 1
  • Effect: +5 influence

Foreign Relations Center

  • Required Tech: Universal Translator
  • Required Module: Diplomatic Outpost
  • Size: 1
  • Effect: +7 influence

Interstellar Embassy

  • Required Tech: Diplomatic Relations
  • Required Module: Foreign Relations Center
  • Size: 1
  • Effect: +10 influence

Galactic Forum

  • Required Tech: Advanced Diplomacy
  • Required Module: Interstellar Embassy
  • Size: 1
  • Effect: +15 influence

Supreme Forum

  • Required Tech: Expert Diplomacy
  • Required Module: Galactic Forum
  • Size: 1
  • Effect: +25 influence

Interstellar Consortium

  • Required Tech: Xeno Business
  • Required Module: Interstellar Embassy
  • Size: 1
  • Effect: +20 influence

Franchise Center

  • Cost: 500 bc
  • Required Tech: Cultural Domination
  • Required Module: Interstellar Consortium
  • Size: 2
  • Effect: +25 influence

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