Galactic Civilizations - Instruction.pdf
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Galactic Civilizations
Table of Contents
Installation and Requirements
3
Introduction
3
Our story so far…
3
Starting a new game
4
The Main Game Interface
8
Your Civilization in Action
13
Combat
18
Starbases
19
Star System View
21
The Planet View
22
The Planet List
23
The Fleet List
24
Domestic Policy
24
Setting Foreign Policy
29
Diplomacy
31
Setting Technology Policy
31
Events & Ethics
32
Influence
32
The United Planets
34
The Metaverse
34
Basic Walkthrough
35
Reference
37
Technology Tree
38
Planet Classes
39
Social Project Improvements
40
Getting Support
40
Credits
41
Technical Support
44
License agreement and limited warranty
45
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Galactic Civilizations
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Galactic Civilizations
Installation and Requirements
Galactic Civilizations requires a Pentium III level computer running at 600 MHz or higher. We recommend a 1 GHz
Pentium III level computer or better for optimal performance.
Galactic Civilizations requires approximately 500 megabytes of hard disk space for all multimedia features to be
installed.
It requires a display capable of supporting at least 1024x768x16 bit color. You can download additional updates
to the game including new events, ships, and technologies from
http://www.galciv.com
.
Introduction
Galactic Civilizations is a strategy game in which you take the helm of human civilization in the year 2178. It is
a time of great change for humanity as a new technology, known as “hyper-drive”, has allowed civilizations to
travel great distances in a short amount of time. This means that countless planets are now open to coloniza-
tion and exploration. However, humans are not alone in the galaxy, several other space faring civilizations are
doing the same thing. It is up to you to decide how humanity will interact with these other civilizations.
Victory in Galactic Civilizations means survival and success for the human civilization. This can be done
in one of several ways:
• Conquest:
If you conquer all of the alien civilizations, you win.
• Political Victory:
If you and your alien allies are able to conquer all opposition you win.
• Technology Victory:
If humanity can research enough technology that it transcends to the next level of exis-
tence, you win.
• Cultural Victory
: If you dominate 7/8th of the sectors culturally, you win via cultural domination.
Our story so far…
The year is 2178, but our story really begins 50 years earlier. For this is when humans first came into contact with
an alien civilization. The faint signals of an Arcean probe were picked up on sensors in Australia. It didn’t take
long for a very basic level of contact to begin between Earth and Arcea. It was the beginning of our interstellar
education.
For thousands of years, several interstellar civilizations have been sending probes throughout the galaxy.
Transportation between different outposts was conducted through star-gates. These star-gates were immense
structures that were obscenely expensive to use and maintain. As a result, the civilizations actually have had very
limited contact with one another (and none with humans, obviously).
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Galactic Civilizations
Once human scientists understood the concept of stargates and how they worked, they set on a course to try
to improve to them. About a decade before the start of the game, these scientists introduce to the galaxy a new
technology called “hyper-drive”.
Humans by the 23rd century had concluded that any civilization capable of interstellar travel must certainly have
long since grown out of their violent militaristic stage and one of the leading scientists involved with the project
shared the design of “hyper-drive” with all five of the major alien civilizations. Almost instantly, communication
with the other civilizations came to a halt.
After months of silence, the government of United Earth came to the conclusion that “hyper-drive” would allow
the colonization of the galaxy and what was likely to occur was a race to claim star systems that contained
inhabitable planets. It was decided that Earth must not fall behind and the design for a colony ship developed.
This brings us to 2178, the beginning of the era known as “Galactic Civilizations”. The first colony ship has been
created along with a survey ship to explore the numerous anomalies throughout the galaxy.
Now the race is on to find and colonize unclaimed star systems with good planets (class 15 or better), find and
claim galactic resources (by building constructors that can then build starbasess on them), and ensure that human-
ity can survive in a potentially hostile galaxy.
Starting a new game
Upon loading Galactic Civilizations you are presented with 3 options: Start a New civilization, Restore Last
Civilization, and Load Saved Civilization. Loading a saved one will allow you to choose a previously saved game.
Restoring will bring back the most recent auto-save available.
When choosing a new game, Galactic Civilizations will ask you to create your civilization:
Designing a Civilization
On this screen, you can decide what kind of civilization you would like to have. Humanity is yours to mold. You
can name your civilization anything you want.
You can select your political party from this screen. Political parties give your civilization advantages in specif-
ic areas. However, they are only good when your political party is in control of your Galactic Senate. The initial
government type, Imperial, ensures you will always have control of the senate at the beginning but as more
advanced forms of government come into play, control of the senate becomes more difficult.
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Galactic Civilizations
The political parties available are:
Federalists
The federalists are big believers in having the government be somewhat distributed. They tend to be fairly expert in
financial matters internally. Choosing this party will give your civilization a 20% boost in tax revenue and a 10%
boost in industrial production.
Pacifists
The pacifists are strong believers in peace. Any civilization capable of interstellar travel must be peaceful.
Disagreements andwarfare between civilizations is due to misunderstanding. Choosing this party will give your
civilization a 30% bonus to your influence and 30% bonus to your diplomacy ability. However, it will lower your
military production rate by 20%.
War Party
The war party sees the alien races for what they are, vermin that must be controlled. The best defense is a good
offense. The human race has a manifest destiny to control the entire galaxy. Choosing this party will give your
civilization a 30% bonus to starship weapons, double the number of hit points your starships receive and a 10%
bonus to the quality of your soldiers.
Progressive
The progressive party sees things in terms of social progress. The galaxy is probably too big to be conquered
with crude weapons and ships. The future belongs to the civilization that creates the most powerful society as
a whole and abides by intergalactic laws. This party gets a 50% bonus to social project manufacturing.
Mercantile
The Mercantilists understand the true power of “hyper-drive” – trade. It is through trade that the galaxy will be
united under human guidance. Exporting goods and culture to other civilizations will make them more depend-
ent and human prosperity for their own success. The Mercantilists receive a 30% bonus to trade via freighters
and the value of human trade goods is increased by 30%. As an extra bonus, they enjoy a 10% bonus to espi-
onage.
Populists
The populists are the party of the people. They care. They really do. They believe in focusing on the needs and
fears of the people and as a result, they bring a 30% increase to morale and increase your influence by 10%. They
also highly encourage humans to be fruitful and multiply which gives a 10% boost to population growth.
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