2 kb
5508 dls
April 21, 2006
Ancient Sparta’s citizens — warriors all — would train nearly continuously in “gymnasia” for battle when they weren’t actually at war. If you’ve a starfaring civilization of warriors in your game, these “Planetary Improvements” might add just the flavor you need.

*** REQUIRES v1.1 or later of Galactic Civilizations II ****

To install: Place the included file in your “My Documents\My Games\GalCiv2\Mods\Data\PlanetImprovements” directory.

Military Academy:
(Required Tech: Space Militarization)
Martial training for our youth increases a planet's defenses.
Limit: 1 per planet
+10 Planetary Defense

Militia Training Center:
(Required Tech: Planetary Defense)
An intensive military training center makes our citizens more effective soldiers and increases the planet's defenses.
Upgrades: Militia Training Center
Limit: 1 per planet
+15 Planetary Defense
+03 Soldiering
+05 Planetary Economy

Planetary Fortress:
(Required Tech: Supreme Planetary Defense)
An entrenched martial culture makes our citizens excellent soldiers and experts at guerilla warfare.
Upgrades: Militia Training Center
Limit: 1 per planet
+20 Planetary Defense
+05 Soldiering
+05 Planetary Economy


And also...

Public Information Center:
(Required Tech: Good and Evil)
[Replaces Secret Police for free -- Good civilizations wouldn't be "disappearing" people -- but is identical in effect.]
By debunking dissident ideas, this center will give a boost to the base approval rating of whatever planet it's built upon by 20%.
1 kb
2683 dls
April 15, 2006
The standard "Protection Fields" module grants +3 defense against any of the three weapons types to nearby ships. Additional standard modules require adding to each specific defense type one at time. The included modules allow continuing to add to all types simultaneously.
(Note that the AI will have access to these modules as well.)

*** REQUIRES v1.1 or later of Galactic Civilizations II ****

To install: Place the included file in your “My Documents\My Games\GalCiv2\Mods\Data\StarbaseModules” directory.

Protection Fields II:
(Requires: Protection Fields)
Defense Assist (All Categories) +3
Cost: 0

Protection Fields III:
(Requires: Protection Fields II)
Defense Assist (All Categories) +4
Cost: 0

Protection Fields IV:
(Requires: Protection Fields III, Starbase Fortification)
Defense Assist (All Categories) +6
Cost: 300

Protection Fields V:
(Requires: Protection Fields IV, Starbase Fortification Mark II)
Defense Assist (All Categories) +8
Cost: 300

Protection Fields VI:
(Requires: Protection Fields V, Starbase Fortification Mark III)
Defense Assist (All Categories) +10
Cost: 300
4 kb
6480 dls
April 15, 2006
Play with large ships or large ships and fleets available immediately. Includes four scenarios: two to play as human, the other two to play as the custom race.

Unzip the files to "\GalCiv2\Data\English\Scenarios" to use.
25 kb
4712 dls
April 15, 2006
Two new political parties: The Imperialists (think Cylons, Goa’uld) and The Isolationists (the Vulcans, the Asgard). I created these because I wanted a political party that could be militaristic without being evil (an idealized Roman Empire comes to mind) and of course I had to create its counterweight; contemplative civilizations that could protect themselves if need be.

**** REQUIRES v1.1 or later of Galactic Civilizations II ****

“The Imperialist Party believes that there are only two real choices, to either be predator or prey. Their entire focus is on conquest for the sake of their own survival. Choosing this party will give your civilization a 30% bonus to military production and a 20% bonus to espionage.”

“The Isolationists are strong believers in keeping to themselves. Disagreements and discord between civilizations are distractions from true progress. Choosing this party will increase your research and loyalty by 15% each.”
31 kb
9102 dls
April 6, 2006
Six ships in the style of Star Trek's* Klingon Empire in small, medium, large, and huge sizes. To use: extract the files into "My Documents\My Games\GalCiv2\ships", start a game, select the desired ship, click "Update", equip with desired components, and save with a different name. You may then make the unequipped ship "Obsolete" so as to not overwrite it for future use. A player can use these as any race.

**** REQUIRES v1.1 or later of Galactic Civilizations II ****

(NOTE: You might play the custom race as Klingons: Courage +25, Hit Points +10, Loyalty +10, Military Production +20, Morale +10, soldiering +30, Weapons +15.)

*Star Trek and all Star Trek related items are the property of Paramount Entertainment.
83 kb
5274 dls
March 24, 2006
Several versions of the emblem of Star Trek's* "Klingon Empire" with transparent backgrounds. Extract the zip into "My Documents\My Games\GalCiv2\Logos" to install.

*Star Trek and all Star Trek related items are the property of Paramount Entertainment.