Galactic Civilizations 2 Guide: War

Written by:  • Edited by: Eric Stallsworth
Published Jan 17, 2009
• Related Guides: Strategy Games

War is always a part of Galactic Civilizations 2, even for races who choose a peaceful path. When your enemies arrive at your borders, brandishing warships and growling about tributes, you need to know what how to defeat them. While some may be swayed by diplomacy, there will come a time for war.

War! What Is It Good For?

Military accomplishments have always been a driving force behind victory in turn-based strategy games. Galactic Civilizations II is no different. Even if you're a relatively peaceful player, you'll need to have a strong military to back up your pacifists goals. The AI in Galactic Civilizations II is not lazy, and will quickly move to overcome any player who fails to keep a fleet that could at least stand a chance of victory. Military ships will also be needed during various random events, which can cause hostile factions to suddenly appear.

More than anything however, war is the easiest way to expand. Using influence and even trying to bribe enemy empires out of planets can slowly overtake your enemy. Certainly, there are reasons to pursue influence and diplomacy as strategic goals. When it comes to simply subtracting enemy worlds and resources from their ownership and adding them to your own however, war is the most straightforward solution. Because of this, you'll likely be involved in a few major wars during the course of any campaign.

Prey On The Weak

It is nearly certain that you'll be declaring war on an enemy civilization during any campaign. You very nearly have to. If you don't attack the weaker civilizations, your can bet that the AI will. The early stages of the game often begin to look like vultures hovering over corpses, as the civilizations with the weakest starts are gobbled up by their militarily stronger foes.

Don't hesitate to get in on the action, but make sure you go in with a plan. Early wars should ideally consist of short, decisive actions against nearby, weak civilizations. You'll want to have as much firepower available as close as possible to the war-front, and you'll want to make sure that you have enough troop transports that you can capitalize on any hole put into enemy defenses. It does you no good to take out enemy ships if you can't take over the planets, because they'll simply build more.

The ideal early war will probably last no more than twenty turns before the enemy surrenders, and you should position your forces so that - upon the declaration of war - you can take several planets within the first five turns. The basic strategy is to load up your main battleships on the future front-line, and then - when you're ready - drive as far into the territory of the enemy as possible. Sometimes they'll catch this and declare war before you reach your target, but most times you'll be able to perform a surprise attack. Focus on the enemy strongholds - mostly worlds with a rating of over 8. The home planet - if in reach - is a must-have prize. Once you decapitate your enemy by taking his best planets, you may not even need to challenge the smaller ones. The influence you gain from the better planets may force the smaller ones into revolt, resulting in a quick, clean victory.

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