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Part 4
Galactic Civilizations II

Part 4

Explore Galactic Civilizations II Communications Branch technologies for diplomacy, trade, and influence, including costs and requirements like Universal Translator.

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Explore Galactic Civilizations II Communications Branch technologies for diplomacy, trade, and influence, including costs and requirements like Universal Translator.

Walkthrough
  1. 1
    Xeno Communications: Costs 30 RP. Provides +5 to diplomacy. This is typically the starting technology.
  2. 2
    Universal Translator: Costs 25 RP. Requires Xeno Communications. Provides +5 to diplomacy. Unlocks Embassy (PI) and Foreign Relations Center (SB). This is usually the second tech researched and is required to communicate with all other races.
  3. 3
    Interstellar Governments: Costs 200 RP. Requires Universal Translator. Provides +5 to diplomacy. Essential for advancing your empire's form of government, with higher tiers offering bonuses to Manufacturing Points (MP), Super Projects (SP), and Research Points (RP), but requiring closer attention to approval rating and potentially overriding war decisions.
  4. 4
    Alliances: Costs 300 RP. Requires Interstellar Governments. Provides +10 to diplomacy. A must-have for a Diplomatic Victory. Alliances can be offered once a relationship status of *Close* is achieved with another AI, even if they haven't researched this tech.
  5. 5
    Interstellar Republic: Costs 800 RP. Requires Alliances. Provides +10 to diplomacy and +5 to influence. Offers a bonus of +25 to SP, MP, and RP. Researching a higher form of government triggers an election; losing it due to low approval can result in negative bonuses.
  6. 6
    Star Democracy: Costs 1500 RP. Requires Interstellar Republic. . Offers a bonus of +50 to SP, MP, and RP. Requires a higher approval rating than Interstellar Republic. Unlocks Political Captial (SP).
  7. 7
    Star Federation: Costs 5000 RP. Requires Star Democracy. . Offers a bonus of +75 to SP, MP, and RP. Requires an even higher approval rating. Unlocks Galctic Monument (GA).
  8. 8
    Diplomatic Relations: Costs 100 RP. Requires Universal Translator. Provides +10 to diplomacy. Unlocks Diplomatic Translators (TG) and Interstellar Embassy (SB). Improving diplomacy can help secure better trade deals.
  9. 9
    Advanced Diplomacy: Costs 400 RP. Requires Diplomatic Relations. Provides +10 to diplomacy. Unlocks Cultural Exchange Center (PI) and Galactic Forum (SB). Prioritize this tech if aiming for a cultural win.
  10. 10
    Expert Diplomacy: Costs 500 RP. Requires Advanced Diplomacy. Provides +10 to diplomacy. Unlocks Galactic Showcase (GA) and Supreme Forum (SB).
  11. 11
    Majesty: Costs 1000 RP. Requires Expert Diplomacy. Provides +10 to diplomacy.
  12. 12
    Total Majesty: Costs 1500 RP. Requires Majesty. Provides +20 to diplomacy. Unlocks Spin Control Center (SP).
  13. 13
    Trade: Costs 200 RP. Requires Diplomatic Relations. Provides +10 to diplomacy, +3 to trade routes, and +10 to trade. Unlocks Economic Capital (SP), Restaurant of Eternity (GA), and Trading Post (SB). This tech enables the construction of freighters, which are essential for establishing trade routes from their construction planet.
  14. 14
    Advanced Trade: Costs 400 RP. Requires Trade. Provides +3 to trade routes and +10 to trade. Unlocks Galactic Stock Exchange (GA) and Galactic Mall (SB).
  15. 15
    Neutral Shipping: Costs 400 RP. Requires Trade. . This tech is only available for Neutral alignments.
  16. 16
    Master Trade: Costs 1200 RP. Requires Advanced Trade. . Unlocks Galactic Privateer (GA), Galactic Bazaar (GA), Advanced Trading Post (SB), and Trade Center (SB). Galactic Privateer aids in protecting trade routes during warfare, while Galactic Bazaar is useful for economies reliant on trading techs and trade goods.
  17. 17
    Xeno Entertainment: Costs 300 RP. Requires Universal Translator. Provides +10 to morale. A good early-game tech to address approval difficulties. Unlocks Multimedia Center (PI).
  18. 18
    Xeno Business: Costs 400 RP. Requires Xeno Entertainment. Provides +5 to influence. Unlocks Interstellar Consortium (SB).
  19. 19
    Cultural Domination: Costs 800 RP. Requires Xeno Business. Provides +5 to influence. Unlocks Re-education Center (SP) and Franchise Center (SB).
  20. 20
    Historical Assimilation: Costs 1000 RP. Requires Cultural Domination. Provides +5 to influence. Unlocks Franchise Headquarters (SB).
  21. 21
    Xeno Cultural Trends: Costs 1000 RP. Requires Historical Assimilation. Provides +5 to influence.
Tips
  • Intermix Communications Branch technologies with planetary building to allow planets time to construct improvements.
  • Prioritize Universal Translator as the second research to enable communication with all other races.
  • For a Diplomatic Victory, Alliances is a critical technology.
  • If facing trade deal difficulties, improving diplomacy via Diplomatic Relations can be beneficial.
  • If aiming for a cultural win, Advanced Diplomacy should be researched as soon as possible.
  • For war-like or evil empires, Galactic Privateer (unlocked by Master Trade) helps secure trade routes.
  • Galactic Bazaar (unlocked by Master Trade) is useful for economies that rely on trading technologies and trade goods.
  • Xeno Entertainment is a good early-game choice if approval ratings are becoming an issue.

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