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Part 21
Galactic Civilizations II

Part 21

Learn the intricacies of planetary invasion in Galactic Civilizations II, including soldiering ability, tech rating, attack vs. defense, and various invasion tactics like Mass Drivers and Core Detonation.

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Learn the intricacies of planetary invasion in Galactic Civilizations II, including soldiering ability, tech rating, attack vs. defense, and various invasion tactics like Mass Drivers and Core Detonation.

This section covers planetary invasion and ship-to-ship combat in Galactic Civilizations II. Effective invasion relies on understanding Soldiering Ability, Tech Rating, and Attack vs. Defense values. Ship design should adapt to your empire's needs and counter enemy strategies.

Planetary Invasion:

Invasion success hinges on having a higher Soldiering Ability and Tech Rating than your opponent. Your Tech Rating is your overall technology level. The Attack vs. Defense value acts as a multiplier for your troops; for example, 2000 troops with a +10 attack bonus effectively become 20,000 troops.

Invasion is largely a war of attrition; you win when the opponent runs out of soldiers. The following invasion tactics are detailed:

Traditional Warfare

Notes: Default attack. Use when outnumbering defenses or when your soldiering/tech ratings are significantly higher. Good for taking planets without damaging buildings or PQ rating.

Mass Drivers

Cost: 200 bc

Required Tech: Planetary Bombardment

Effect: +100 - +200 attack value, -10 - -50 PQ, -50 - -100 planetary buildings

Notes: Effective when heavily outnumbered or when PQ/buildings are not a concern. A tactic is to use this with minimal troops to lose the encounter, preserving troops and reducing negative effects, then follow up with a less destructive attack.

Core Detonation

Cost: 250 bc

Required Tech: Space Marines

Effect: 50 Luck, +40 - +50 attack value, -10 - -30 PQ, -20 - -30 planetary buildings

Notes: Useful for a bonus when Mass Drivers would be overkill, or to limit collateral damage. The same tactic of using minimal troops to trigger a loss can be applied.

Tidal Disruptors

Cost: 200 bc

Required Tech: Tidal Disruption

Effect: 20 Luck, +40 - +50 attack value, -80 - -100 planetary buildings

Notes: Provides an advantage without significantly impacting PQ. Be cautious of destroying special buildings you might want to capture.

Mini-Soldiers

Cost: 500 bc

Required Tech: Shock Troops

Effect: 60 Luck, +40 - +70 attack value, -5 - -10 planetary buildings

Notes: A favored tactic for its significant bonus and minimal damage to planetary buildings, often preserving them entirely.

Gas Warfare

Cost: 200 bc

Required Tech: Planetary Invasion

Effect: 20 Luck, +15 - +30 attack value, -5 - -20 PQ

Notes: Rarely used, as it's generally preferable to avoid PQ loss and potential building destruction.

Information Warfare

Cost: 800 bc

Effect: 80 Luck, +20 - +40 of people will defect and fight for you

Notes: Can tip close fights but is expensive. Sending another wave of troops is often more cost-effective. Ineffective if enemy approval is very high.

Ship to Ship Combat:

Ship design should align with your empire's current needs. For example, build specialized colony ships for distant planets or adjust defenses to counter enemy weapon types (e.g., switching from armor to shields against beam weapons).

In closely matched fights, counter enemy strategies even if it means using slightly less optimal components due to research limitations. The attacking fleet always gets the first volley, so ensure you maintain this advantage.

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