Untitled diff

Created Diff never expires
; Sid Meier's ALPHA CENTAURI
; Sid Meier's ALPHA CENTAURI
;
;
; BASIC CONCEPTS HELP
; BASIC CONCEPTS HELP
;
;
; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI explains various game concepts with this file
; Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
; <Begin of text>
; Expanded CONCEPTSX.TXT version 1.01
; #CONCEPT9, 10, 14, 26, 37, 40-43,
; #ADVCONCEPT2, 15
; Rubin 2003
;
; GooglyBoogly changes 2008 v1.0-1.2
; Renamed *Revised Eco-Formula entry to Ecology (Revised)
; #ADVCONCEPT4 noted game options affect on score (native and Iron Man) and renamed to Score,
; removed link from technology -> Was linked to Adv eco engineering - What the?!
; #ADVCONCEPT5 added link to MMI and noted its requirement for diplo win
; #ADVCONCEPT12 added pacifism drones section Credit: Petek
; #ADVCONCEPT13 added some typical values, -'ve efficiency ratings count as 0 for bureaucracy purposes.
; #ADVCONCEPT15 atrocities post-charter lifting have no effect
; #ADVCONCEPT16 Added Self-Destruct formulas
; #ADVCONCEPT17 Added advanced morale info Credit: Maniac
; #ADVCONCEPT18 added hurry cost entry Credit: MariOne
; #ADVCONCEPT19 added upgrade cost entry Credit: MariOne
; #ADVCONCEPT20 added Advanced Repair entry, included links to relevant facilities and SPs
; #CONCEPT1 Base cannot be constructed on a rocky tile
; #CONCEPT2 Removed reference to Geothermal Shallows, Uranium flats and energy resources
; - What have they got to do with altitude?!?!
; #CONCEPT12 Added 1/32 disappear chance. Combat units only morale upgrade no bases allowed, only a few improvements
; #CONCEPT13 noted hurry is 50mins and tech is random
; #CONCEPT14 explicitly stated defensive bonus =+50% , helper unit eases movement restriction, added Xenoempathy Dome link
; #CONCEPT15 1:1 for air combat too, noted PLANET modifier
; #CONCEPT17 added bug report for patrol
; #CONCEPT22 added advanced repair link and noted movement reduction, noted 20%, NOT 10% is min field damage
; #CONCEPT23 Added extra prototype build order info, prototypes count for equal or lower values too
; #CONCEPT26 added tree farm and hybrid forest to the list, added what red eco damage means
; #CONCEPT28 governor gets +1 energy to all bases
; #CONCEPT35 added lack of heal and terraforming bonus of bombardment, added terrain destruction info, mentioned Spore launchers
; #CONCEPT36 will result, not may
; #CONCEPT38 Noted the case when there are no spare citizens
; #CONCEPT39 listed vulnerability to changes in elevation
; #CONCEPT41-43 base squares have no restrictions
; #CONCEPT41 Added link to condensers and noted nutrient restriction lifting properties.
; #CONCEPT43 Tidal harnesses give energy too. Link added
; #CONCEPT52 Diplomatic relations entry added -lists order of might and mood (source: SMAC manual pg 129)
; #CONCEPT53 Added Base conquest entry (source: SMAC manual pg 104,105)
;
;
; GooglyBoogly changes 2008 v1.3
; #CONCEPT1 replaced city with base
; #CONCEPT2 reworded to make more sense
; #CONCEPT7 listed levels of integrity and noted effect of atrocities on integrity
; #CONCEPT12 repairing cannot cause a monolith to disappear
; #CONCEPT32 moved summary of might here from #CONCEPT52, added link to might formula
; #CONCEPT41 noted resource lifts restriction
; #CONCEPT42 noted resource lifts restriction
; #CONCEPT43 noted river bonus and resource restriction lifting, fixed broken link
; #CONCEPT54 added Unity Pod Entry
; #CONCEPT55 added random events entry
; #ADVCONCEPT7 added link to energy reserves
; #ADVCONCEPT11 added a link to basic might entry
; #ADVCONCEPT19 noted some cases where weapon/armor values do not reflect their costs and corrected the upgrade formula for hopefully! the final time.
; #ADVCONCEPT21 noted the altitude rule and linked to #CONCEPT2, #;RAISE and #;LOWER
; #ADVCONCEPT22 added Random Events (advanced) entry - describes the mechanics of how random events occur
; #ADVCONCEPT23 added Perihelion event entry here as it is not random.
; #ADVCONCEPT24 added Wild Natives and Fungus entry - probabilities credit: Kody
;
; scient changes 2010/2011
; #CONCEPT17 -> removed bug report (fixed)
; #CONCEPT39 -> revised display of vulnerability (less cluttered) and added reference to Nessus Canyon
;
; ete changes 2011
; Fixed a fairly large number of minor spelling, grammatical, spacing, and formatting errors across the datalinks.
; Standardized spellings to American.
; Standardized a few game-specific capitalizations.
; #CONCEPT9 Added non-Doctor psych producing specialists to the list of ways to prevent/stop drone riots
; #CONCEPT11 Changed Alien to Native alien to avoid possible confusion with the Progenitor.
; #CONCEPT51 rearranged tech requirements
; #CONCEPT1 Added Mine w/o road mineral yield for Rocky squares. Removed
; reference to Mineral Bonus squares with mines and Crater squares(unrelated to rockiness).
; #CONCEPT53 Corrected and explained which types of units may capture bases, added that capturing unit is fully healed.
; Concepts 41-43 Added resource boosts from landmarks.
; #CONCEPT8 Rewrote.
; Moved credits from datalinks entries to header comments.
; #ADVCONCEPT17 {CREDIT} Maniac: Treatise on Morale
; http://apolyton.net/forums/showthread.php?postid=4195589
;Credit to MariOne for #ADVCONCEPT18 and the formulae in #ADVCONCEPT19
; Credit to Kody for #ADVCONCEPT24 exploration odds
; #ADVCONCEPT15 {CREDIT}: Ned, Blake and Fitz
;
; ete changes 2012
; Fixed some spellings in the changelog.
; In progress:
; Removed "you" and other direct references to the reader.
; #ADVCONCEPT25 Added Atrocities (Advanced) thanks to chuft's testing
; Corrected random events entry (less than size four bases are not targeted, not size four or less)
;
; Guv’ner changes 2012
; "engnieering" to "engineering" in changelog
; planetwide" to "planet wide"
; "Noncommital" to "Noncommittal"
; "millenia" to "millennia"
; "UN" to "U.N." to maintain consistency throughout game text
;
;
; <End of text>
#TITLES
#TITLES
Rainfall
Altitude (Basic)
Rockiness
Altitude
Pact of Brotherhood
Treaty of Friendship
Blood Truce
Vendetta
Integrity
Atrocities
Atrocities
Drone Riots
Base Conquest
Golden Age
Morale
Monoliths
Artifacts
Fungus/Xenofungus
Psi Combat
Waypoints
Patrol
Explore (Governor)
Discover (Governor)
Build (Governor)
Build (Governor)
Commerce (Basic)
Conquer (Governor)
Conquer (Governor)
Council Proposals
Damage and Repair
Damage and Repair
Prototypes
Diplomatic Relations
Unit Cost (Basic)
Discover (Governor)
Inefficiency (Basic)
Ecology (Basic)
Planetary Council
Planetary Governor
Commerce (Basic)
Victory and Defeat
Territory/Borders
Might
Disengage
Disengage
Zone of Control
Drones (Basic)
Bombardment
Ecology (Basic)
Drones
Economy (Basic)
Talents
Psych
Landmarks
Council Proposals
Nutrients
Minerals
Energy
Energy
Economy
Energy Grid
Labs
Energy Reserves
Energy Reserves
Explore (Governor)
Fungus/Xenofungus
Golden Age
Inefficiency (Basic)
Integrity
Labs
Landmarks
Long Range Fire
Manifolds
Might (Basic)
Minerals
Monoliths
Morale (Basic)
Native life forms
Nutrients
Pact
Patrol
Planetary Council
Planetary Governor
Progenitors
Progenitors
Prototypes
Psi Combat
Psych
Rainfall
Random Events (Basic)
Resonance
Resonance
Manifolds
Rockiness
Energy Grid
Specialists
Specialists
Diplomatic Relations
Talents
Base Conquest
Territory/Borders
Treaty of Friendship
Truce
Unity Pods
Unity Pods
Random Events
Vendetta
Victory and Defeat
Waypoints
Zone of Control
#ADVTITLES
#ADVTITLES
Unit Cost (Advanced)
Altitude (Advanced)
Inefficiency (Advanced)
Bureaucracy
Ecology (Advanced)
Commerce (Advanced)
Commerce (Advanced)
Drones (Advanced)
Ecology (Advanced)
Hurry
Inefficiency (Advanced)
Might (Advanced)
Morale (Advanced)
Perihelion Event
Random Events (Advanced)
Retirement
Score
Score
Victory (Diplomatic)
Self Destruction
Unit Cost (Advanced)
Upgrade Cost
Victory (Conquest)
Victory (Conquest)
Victory (Transcendence)
Victory (Diplomatic)
Victory (Economic)
Victory (Economic)
Victory (Scenario)
Retirement
Might Formula
Drones (Advanced)
Bureaucracy
Victory (Progenitor)
Victory (Progenitor)
Ecology (Revised)
Victory (Scenario)
Self Destruction
Victory (Transcendence)
Morale (Advanced)
Hurry Cost
Upgrade Cost
Repair (Advanced)
Altitude (Advanced)
Random Events(Advanced)
Perihelion Event
Wild Natives and Fungus
Wild Natives and Fungus
#;Altitude (Basic)
#CONCEPT0
#CONCEPT0
The {Rainfall} level of a region usually determines the amount of $LINK<Nutrients=41> which can be produced. A region can be arid, moderate or rainy, producing 0, 1, or 2 nutrients respectively. A $LINK<farm=90000> increases the nutrient production by 1.
The {altitude} of a land square affects the amount of $LINK<Energy=14> that can be
produced by a $LINK<Solar collector=90003> or $LINK<Echelon Mirror=90013> with more energy
being produced at higher elevations.
^
^
In addition to coastal and tropical regions, the western (upwind) slopes of mountain ranges tend to be quite rainy, since warm moisture-laden air cools as it rises, and sheds its moisture as rainfall.
^$LINK<Heavy Artillery=80015> receives a bonus when attacking from a sufficiently
A player can take advantage of this phenomenon by raising hills to the east of their important bases. Conversely, areas east, or downwind of mountain ranges tend to be quite arid.
higher elevation then its target.
^
^
Ocean squares produce 1 nutrient unless they contain a $LINK<kelp farm=90020>, in which case they produce 3.
^Altitude can be affected by earthquakes, volcanic eruptions, terraforming,
as well as global warming and cooling.
^
^See also $LINK<Altitude (Advanced)=10000>.
#;Atrocities
#CONCEPT1
#CONCEPT1
The {Rockiness} of an area determines that region's $LINK<Mineral=42> production potential. Regions can be flat, rolling, or rocky.
Some actions are considered atrocities, committing them against other
{Flat} regions produce no minerals unless a $LINK<mine=90002> is build there, in which case they can produce one.
factions will permanently damage relations with them and make them more
{Rolling} regions produce a single mineral, which can be increased to two with a mine.
inclined to respond in kind (obliterating or nerve stapling bases within
Unimproved{Rocky} regions also produce 1, but produce 3 with a mine or 4 with a mine and road.
50 years of $LINK<capture=2> is considered an atrocity against the faction from
whom they were captured).
^
^
Rocky areas inhibit movement, costing twice the normal number of moves to enter. Units on them have a +50% defensive bonus in combat.
^If the $LINK<U.N. Charter=34>'s prohibitions on the use of atrocities are in place
there are other commercial and $LINK<ecological=12> repercussions{¹}:
^
^
A base may not be founded on a rocky square, terraform $LINK<LEVEL=90018> with a $LINK<Former=30001> first.
^^{Minor atrocities}
^$LINK<Nerve Stapling=11> and the use of {$LINK<Nerve Gas Pods=80020> against units outside of
bases} both incur $LINK<economic=4> sanctions of 10 years times the total number of
{Simple Atrocities} ever committed by that faction. If it is carried out
prior to that faction ever committing a Simple Atrocity then it will be
sufficiently shocking to also count as one itself.
^
^
Ocean squares produce minerals only if you build a $LINK<mining platform=90022>, in which case they produce 2.
^^{Simple Atrocities}
^$LINK<Genetic Warfare=60021>, using {Nerve Gas Pods against units in a base}, and
obliterating a base (unless within 50 turns of being most recently
captured from a $LINK<progenitor=36> faction) blemish $LINK<integrity=21> and incur sanctions
of 10 years times the total number of Simple Atrocities ever committed by
that faction.
^
^^{Major Atrocities}
^The use of $LINK<Planet Busters=60016> and each Simple Atrocity after the nineteenth
(at Transcend difficulty) causes a Major Atrocity and causes all factions
to declare vendetta regardless of existing diplomatic relations
(including factions in submissive pacts). The outrage generated will also
effect the fungus' neural matrix and generate ecological damage. Due to
the ecological damage progenitor factions will also declare war.
^
^If $LINK<sunspots are disrupting communications=41> most atrocities will only be
known to the victim and perpetrator and will have no other effects. Due
to the clear seismic signature, the use of Planet Busters can always be
detected.
^
^___
^{¹}For progenitor factions, only the use of Planet Busters is considered a
breach of the Charter.
#;Base Conquest
#CONCEPT2
#CONCEPT2
The {Altitude} of a region affects the amount of $LINK<Energy=43> which can be collected there from a $LINK<Solar Collector=90003>.
When the last combat/$LINK<transport=60019> unit defending a base (or non-combat if
Areas below 1000m above sea level produce 1 unit of energy.
no combat units present) is destroyed, the population is reduced by one
From 1000m to 1999m, areas produce 2 energy; 2000m-2999m areas produce 3 energy, and areas more than 3000m above sea level produce 4 energy.
(unless the base has a $LINK<Perimeter Defense=100004>) and it may be captured by
opposing factions or attacked by $LINK<native life forms=30>.
^
^
Ocean squares do not normally produce energy unless you build a $LINK<Tidal Harnesses=90023>, in which case they produce 3.
^Land bases may be captured by land combat units, while sea bases may be
captured by sea combat units or land combat units with $LINK<Amphibious Pods=80003>.
Air combat units which do not refuel ($LINK<Gravships=40007> and $LINK<Locusts of Chiron=30010>)
may capture any undefended base, but those which do refuel
($LINK<Needlejets=40005> and $LINK<Copters=40006>) may not capture bases.
^
^
See also $LINK<Altitude (Advanced)=10021>.
^A captured base passes into the control of the attacking faction. {Conquering a base} destroys a random number of the base's facilities (but not Secret Projects) and reduces the population of a base by one. The capturing unit is fully repaired (unless it is a $LINK<Battle Ogre=30016>).
#CONCEPT3
A {Pact of Brotherhood} (or {Pact of Sisterhood}) is the closest form of diplomatic relationship you can form with another faction. Pact Brothers may enter each other's territory freely, may stack with each other's units, and may enter each other's bases (and receive repairs there).
^
^
Pact Brothers are expected to defend one another from enemy attack. They receive {double} $LINK<commerce=29> between their bases, and are often willing to share technological research.
^When a human conquers a $LINK<Progenitor=36> base, or vice versa, the population of the base is reduced to one with half the population killed and the other half fleeing into adjacent squares in escape $LINK<colony pods=60017>.
^
^If a $LINK<wild native life form=10022> enters an undefended base, it destroys one random facility or devours one population then disappears.
^
^
A Pact can be terminated at any time (the right-click menu on the {Commlink} menu is one way to do it), but at the moment of termination all of your units will automatically be shipped home from your former Pact Brother's territory, and vice versa.
^If the base population is reduced to zero in combat or through capture, the base ceases to exist. Any Secret Projects within it are lost forever, to all factions.
#;Build (Governor)
#CONCEPT3
The 'Build' button on the Base Control Screen instructs the base Governor
to take over control of that base's production with an emphasis on
facilities, $LINK<formers=30001>, and peaceful growth.
#;Commerce (Basic)
#CONCEPT4
#CONCEPT4
A {Treaty of Friendship} is intended to secure a permanent and lasting friendship between two factions. Once you have signed a Treaty, you will receive $LINK<commerce=29> benefits with your new friends.
{Commerce} is energy generated from trade between two human factions
You may not, without diplomatic repercussions, enter the territory of a faction you have a Treaty with.
who have singed a $LINK<Treaty of Friendship=47> or a $LINK<Pact=32>.
^
^
A Treaty of Friendship terminates only if one faction attacks another or refuses a valid demand for withdrawal.
^Commerce is interrupted whenever a $LINK<Vendetta=50> occurs between two
factions, or when sanctions are applied against a faction which has
#CONCEPT5
committed an $LINK<Atrocity=1>.
{Blood Truce} marks an end to Vendetta between two factions. It a promise not to attack one another for a limited period of time.
After about 15-20 years, a Blood Truce will expire and the two factions will continue as Neutrals unless they again attack one another.
^
^
Technically, Blood Truce does not restrict factions from entering each other's territory, but doing so will increase tension and may lead to the truce being broken.
^Commerce is most beneficial to the faction which has discovered the most
{Economic} technologies{¹}. CEO Morgan gains additional bonuses here as
part of his faction power. The current $LINK<Planetary Governor=35> gains a
commerce benefit. Commerce rates by doing the following:
^ • Signing more Treaties
^ • Entering more Pacts (Pacts receive double commerce)
^ • Increasing the size and economy of bases
^ • Discovering more {Economic} technologies
^
^See also $LINK<Commerce (Advanced)=10002>.
^
^___
^{¹}Economic related technologies include $LINK<Industrial Economics=140045>,
$LINK<Industrial Automation=140046>, $LINK<Planetary Economics=140061>, $LINK<Industrial Nanorobotics=140072>,
$LINK<Sentient Econometrics=140074>, and $LINK<Environmental Economics=140059>.
#;Conquer (Governor)
#CONCEPT5
The 'Conquer' button on the 'Base Control Screen' instructs the base
Governor to take over control of that base's production with an emphasis
on {military} units for attack and defence as well as their associated
facilities, such as $LINK<Command Centers=100027>.
#;Council Proposals
#CONCEPT6
#CONCEPT6
{Vendetta} is a state of war between two factions. If you have pronounced Vendetta on a faction (or another faction has pronounced it against you), expect to be attacked.
Once a faction has discovered the appropriate technology, they can bring
the following proposals before the $LINK<Planetary Council=34>:
^ • {Salvage Unity Fusion Core}—+500 energy credits for each Council
member ($LINK<Orbital Spaceflight=140076>)
^ • {Global Trade Pact}—$LINK<commerce=4> rates doubled planet wide ($LINK<Planetary Economics=140061>)
^ • {Repeal Trade Pact}—commerce rates return to normal
^ • {Launch Solar Shade}—$LINK<global cooling=12>; sea levels fall ($LINK<Advanced Spaceflight=140066>)
^ • {Increase Solar Shade}—global cooling; sea levels drop
^ • {Melt Polar Caps}—global warming; sea levels rise ($LINK<Adv. Ecological Engineering=140062>)
^ • {Repeal U.N. Charter}—prohibition on the use of $LINK<atrocity=1>
lifted ($LINK<Advanced Military Algorithms=140018>)
^ • {Reinstate U.N. Charter}—prohibition on the use of atrocity
#;Damage and Repair
#CONCEPT7
#CONCEPT7
{Integrity} measures the current value of your word-of-honor as a faction leader.
{Damage}
If you keep your promises and do not betray your friends, your integrity will remain high.
^When a unit takes damage, the colored bar graph located just above
and to the left shows how badly it's been hurt. As the bar descends, it
also changes color from green to yellow to red. When the bar is
completely exhausted, the unit is destroyed.
^
^
Committing $LINK<Atrocities=8>, attacking factions you have pledged $LINK<Blood Truce=5> or signed $LINK<Treaties=4> with will rapidly lower your integrity rating, and other faction leaders will no longer be eager to make (or keep) agreements with you.
^As non-air units take damage, their movement rate declines (but
movement can never be reduced below one).
^
^
Note that there is no dishonor in attacking a sworn enemy with whom you have not pledged Blood Truce; only breaking an agreement or committing an atrocity can lower your Integrity.
^{Repairs}
^Visiting a $LINK<Monolith=28> instantly heals a unit to 100%.
^
^
^ Levels of {Integrity}: (Best to Worst)
Units repair damage by remaining undisturbed for a turn (to skip a unit's
turn, press 'Space Bar'). If they move or come under fire, they do not
repair that turn. A heavily damaged unit may require several turns to
completely heal.
^
^
^ Noble
^No unit may repair itself to more than 80% normal strength outside of a
^ Faithful
base unless a faction possesses $LINK<The Nano Factory=110022>, the units is a
^ Scrupulous
$LINK<native life form=30> in $LINK<fungus=18>, or the faction controls
^ Dependable
$LINK<The Xenoempathy Dome=110008> and the unit is in fungus. The Sentry ('L')
^ Ruthless
command can streamline the field repair process, requiring less
^ Treacherous
attention.
#CONCEPT8
{Atrocities} comprise a set of particularly heinous acts forbidden under the Unity mission's U.N. Charter, such as using Nerve Gas Pods, Planet Busters, obliterating bases, and Nerve Stapling drones. Committing them while the U.N. Charter is in place will cause other factions to impose sanctions which prevent $LINK<commerce=29> for a number of years (the length of sanctions depends on how many atrocities a player has previously committed).
^All factions will pronounce $LINK<Vendetta=6> on a faction which commits a Major Atrocity or a large number of Simple Atrocities, they will be expelled from the $LINK<Planetary Council=27>, and will cause increased $LINK<eco-damage=10015>.
Victims of atrocities do not tend to forgive those who committed them.
^
^
Simple atrocities committed between factions of different species (i.e., the $LINK<Progenitors=47> and humans) do not invoke the wrath of other faction leaders.
^When a unit is in a base, several facilities can repair an undisturbed
unit in one turn:
^ • $LINK<Command Center=100027>—land only
^ • $LINK<Naval Yard=100028>—sea only
^ • $LINK<Aerospace Complex=100029>—air only
^ • $LINK<Biology Lab=100009>—$LINK<Native life forms=30> only
^
^
For more information see $LINK<Atrocities (Advanced)=10025>.
^Units repair at least 10% of their damage each turn, modified as follows:
^ • +10% in $LINK<friendly territory=46>
#CONCEPT9
^ • +10% if air unit at $LINK<airbase=90008>
{Drone Riots} occur when the number of $LINK<Drones=36> at a base exceeds the number of $LINK<Talents=37>. During Riots, citizens will continue to feed themselves, but no production will take place and no surplus energy will be produced. To end the Drone Riots, you will have to restore the balance of Drones and Talents.
^ • +10% if land unit in $LINK<bunker=90007>
^ • +10% if in a base
^ • ×2 rate if a unit is on a $LINK<Troop Transport=60019> with a $LINK<Repair Bay=80021>
^ • +100% if the controlling faction owns the Nano Factory Secret Project
^ • +10% if in fungus and the unit is a native life form or the faction posses The Xenoempathy Dome.
^
^
Drone Riots can be prevented or ended by:
^None of the $LINK<Battle Ogres=30016> can not be repaired under any circumstance.
#;Diplomatic Relations
#CONCEPT8
{Diplomatic Relations} between factions depend upon a number of factors,
including social choices, proximity to $LINK<territory=46>, $LINK<Might=26>, previous relations,
and $LINK<Integrity=21>.
^
^
Building {psych-related facilities} or {secret projects} such as $LINK<Recreation Commons=100006> to reduce the number of Drones at a base
^Summary of Mood (Best to worst):
^
^ Magnanimous ({Submissive} is a special case of Magnanimous, encountered when the faction is hopelessly outmatched)
If your social engineering $LINK<POLICE=130005> rating is high enough, you can place military units in your base to serve as "police" and impose order
^ Solicitous
^
^ Cooperative
Converting workers to $LINK<Doctors=51> or other psych producing $LINK<Specialists=51> (Empath, Thinker, or Transcend) will increase the number of Talents, balancing out the drones.
^ Noncommittal
^
^ Ambivalent
If your base produces enough energy, increasing your energy allocation to {Psych} will increase the number of Talents at your base (one talent for every two points of Psych produced), thereby restoring balance.
^ Obstinate
^ Quarrelsome
^ Belligerent
^ Seething
#;Discover (Governor)
#CONCEPT9
The 'Discover' button on the 'Base Control Screen' instructs the base
Governor to take over control of that base's production with an emphasis
on $LINK<research=130010> facilities such as $LINK<Network Nodes=100008>, Secret Projects, $LINK<Probes=60021>,
and $LINK<prototypes=37>.
#;Disengage
#CONCEPT10
#CONCEPT10
A {Golden Age} occurs when a base has no $LINK<Drones=36>, and the number of $LINK<Talents=37> at least equals the number of regular Workers and $LINK<Specialists=51>.
A unit disengages when the following conditions are met:
^
^ • it incurs 50% damage (relative to what it started the combat with)
A Golden Age significantly increases a base's {growth} rate and {energy} production--equivalent of +1 $LINK<ECONOMY=130000> and +2 $LINK<GROWTH=130006> on the social engineering table.
^ • it is faster than its attacker (taking damage into account)
^ • it is not stacked with other units
^ • it did not attack on its last turn
^ • it is a combat unit
^ • Neither attacker nor defender is an air unit
^ • Attacker does not have the $LINK<Comm Jammer=80009> ability
^ • it does not have the 'Hold' order, and is not in a $LINK<Bunker=90007> or $LINK<Airbase=90008>
^ • A valid retreat square is available, which is not a $LINK<fungus=18> square
(unless the disengaging player controls $LINK<The Pholus Mutagen=110016>) and is not
adjacent to an enemy unit
#;Drones (Basic)
#CONCEPT11
#CONCEPT11
{Morale} reflects the training and experience of your military units. Morale levels range from Very Green to Green to Disciplined to Hardened, Veteran, Commando, and Elite.
{Drones} are discontented, undereducated citizens which appear as a result
A unit receives a {+12.5% combat bonus} for each morale level.
of population pressure and other social forces, Drones work like other
Morale plays a particularly important role in psi combat, and in combat between probe teams, since no weapon and armor values are considered in those cases.
base inhabitants.
^
^
New
^If a base has more Drones than $LINK<Talents=45>, a {Drone Riot} will result. A base will
units typically begin with {Green} morale, though this may be higher or lower depending on your social engineering $LINK<MORALE=130004> setting.
continue to feed itself, but no production will take place and no surplus
A new unit's morale can also be increased if a base has a $LINK<Command Center=100027> or other related {facility}.
energy will be produced. To end Drone Riots, the number of Drones needs
to be decreased and/or the number of Talents increased.
^
^
Native alien units such as Mind Worms have {life cycles} which correspond to morale levels.
^Building $LINK<Psych=39> related facilities or secret projects such as
Native alien units are not affected by Command Centers and military facilities, but their life cycle levels can be improved by building $LINK<Biology Labs=100009> and other similar facilities.
$LINK<Recreation Commons=100006> reduces the number of Drones as does turning workers into psych producing $LINK<Specialists=44>.
The {transport} capacity of an $LINK<Isle of the Deep=30009> is determined by its life cycle level: one unit for each level.
^
^
A unit victorious in combat will often receive a morale upgrade (the lower its morale level, the more likely an upgrade).
^If social engineering $LINK<Police=130005> rating is high enough, combat units can
convert Drones into normal workers.
^
^
{Elite} units receive a special bonus--an additional move each turn.
{Nerve Stapling} can also be used to quell drone riots.
^
^
A unit with a "+" sign after its morale possesses a combat bonus from its location in a base with a $LINK<Children's Creche=100002>.
^The first couple of times it is used on a base, Nerve Stapling is always
effective; the next six times it has a 50% chance of working and after
that the population of the base will have become immune to its effects.
^
^If the U.N. Charter is in place, Nerve stapling is considered an
$LINK<atrocity=1> and if used within 50 turns of the capture of a base will be
considered an atrocity against the faction from which it was captured.
^
^The $LINK<base Governor=3> can be instructed to manage {only} the population of a
base (using advanced settings on the 'Base Control Screen') and will
automatically minimise the number of Drones at a base.
#;Ecology (Basic)
#CONCEPT12
#CONCEPT12
{Monoliths} are mysterious and unexplained alien devices discovered on Planet.
As factions expand and build colonies on Planet, they begin to cause
A monolith will increase a combat unit's $LINK<morale=11> (or life cycle) one level, but an individual unit can receive only one monolith upgrade.
ecological damage which can antagonise the native $LINK<flora=18> and $LINK<fauna=10022> and
^({Hint:} Consider saving your upgrade for those hard-to-get promotions from Commando to Elite)
even cause the ice caps to melt raising sea levels.
^
^
A monolith will also completely repair any damaged unit; this can be done any number of times, even if a unit has already received a morale upgrade from a monolith.
^On the information display for each base (in the bottom left hand corner)
is an "Eco-damage" number. When this number is colored red it represents
a percentage chance, per turn, of fungus growth happening in that base's
production radius.
^
^
Monolith squares can also be tapped for resources, and will produce:
^Ecological damage can be caused at individual bases through $LINK<Mineral=27>
production and through terraforming.
^
^
$LINK<2 Nutrients=41>, $LINK<2 Minerals=42>, and $LINK<2 Energy=43> each turn.
^The more sea or land improvements built, the more the potential damage;
$LINK<Thermal Boreholes=90014>, $LINK<Echelon Mirrors=90013>, and $LINK<Condensers=90012> in particular. The
damage caused by terraforming can be ameliorated through the planting of
forests and eliminated completely through the building of both a
Tree Farm and a Hybrid Forest.
^
^
A Base cannot be founded on a monolith square.
^Once Planet has reacted to ecological damage and a faction has received
it's first warning of fungus growth, the building of any further {Tree
Farms}, {Hybrid Forests}, $LINK<Centauri Preserves=100031>, and
$LINK<Temples of Planet=100032>, will placate Planet and enable the production
of more minerals without damage. Planet only reacts to the construction
of these facilities, not to their destruction or loss through conquest.
^
^
^Only $LINK<roads=90005>/$LINK<mag tubes=90006>, $LINK<fungus=90011> or $LINK<rivers=90015> may be added to a monolith square
^$LINK<Atrocities=1> can reduce the amount of minerals that all bases can safely
produce, though Planet only reacts to the global stress of human factions
so $LINK<lifting the U.N. Charter's prohibition=6> on Atrocities also removes their
ecological affect.
^
^
A monolith, when used to upgrade has a 1/32 chance to disappear permanently
^$LINK<Nanoreplicators=100020> as well as $LINK<The Pholus Mutagen=110016> and $LINK<The Singularity Inductor=110028> all lessen the imapct of ecological damage.
#CONCEPT13
{Artifacts}
are mysterious and unexplained alien devices sometimes discovered on
Planet. If you can find an artifact and return it to one of your bases,
you will have several options:
^* link it to a $LINK<Network Node=100008> if the base has one, and receive a free random technology breakthrough
^* use it to speed the production of a $LINK<Secret Project=110102> or $LINK<Unit Prototype=23> by 50 minerals
^* save it to use later.
^
^
Artifacts can be captured from other players. A lone artifact can be captured by any player without diplomatic penalty.
^See also $LINK<Ecology (Advanced)=10004>.
#;Economy (Basic)
#CONCEPT13
$LINK<Energy=14> allocated to {Economy} is added (after applying bonuses from $LINK<Energy bank=14 Bank>, $LINK<Fusion Lab=100015>, $LINK<Hybrid Forest=100014>, $LINK<Quantum Lab=100016>, and $LINK<Tree Farm=100013>, which each generate 50% of the original energy allocated to economy at a base) to the $LINK<Energy Reserves=16>.
#;Energy
#CONCEPT14
#CONCEPT14
{Xenofungus}
Energy can be produced from map squares with rivers, $LINK<Solar Collectors=90003>
or {Fungus} is a form of plant life native to Alpha Centauri. It has a
and $LINK<echelon mirrors=90013>, $LINK<tidal harnesses=90022>, $LINK<Thermal Boreholes=90014>, $LINK<Monoliths=28>,
number of unusual properties which you may discover in the course of
$LINK<forests=90004>, energy bonuses, and the {Uranium Flats}, {Geothermal Shallows},
play. Some of the more obvious properties include:
{Pholus Ridge}, and {Mount Planet} $LINK<Landmarks=23>.
^
^
(1)
^Certain facilities ($LINK<Headquarters=100001>, $LINK<Recycling Tanks=100003>/$LINK<Pressure Dome=100026>,
Fungus impedes {movement}. Units may have difficulty entering Fungus
$LINK<Hybrid Forest=100014>, $LINK<Orbital Power Transmitter=100067>, and $LINK<Thermocline Transducer=100038>) can
squares. Increasing your $LINK<PLANET=130007> social engineering
increase the amount of energy produced by specific types of squares or the base square.
rating will alleviate this problem. Building the $LINK<Xenoempathy
Dome=110078> improves Fungus movement considerably.
^
^
If there is a unit in a fungus square, another unit with at least one movement will always be able to enter that square.
^Apart from energy bonuses and base squares, the amount of energy any
given square can produce is limited to two until the discovery of
$LINK<Environmental Economics=140059>.
^
^
(2)
^Human factions can also acquire energy to add to the output through
Fungus has a defensive (+50%) value when defending against other human
$LINK<commerce=4> with other human factions. $LINK<Progenitor=36> factions acquire additonal energy via the $LINK<Energy Grid=15>.
or $LINK<Progenitor=47> factions. Against native $LINK<Mind
Worms=30008>, however, Fungus has negative value.
^
^
(3)
^The energy output is divided between $LINK<economy=13>, $LINK<Psych=39> (happiness),
Fungus squares can be tapped for {resources}; the resource level
and $LINK<Labs=22> (research) according to a faction's social engineering settings.
provided by a fungus square is determined by the number of {Centauri
technologies} you have discovered. These are:
#;Energy Grid
#CONCEPT15
The $LINK<Progenitor=36> factions do not engage in $LINK<commerce=4>. Instead, they gain
$LINK<energy=14> from the {Energy Grid}. This is a harmonic field set up by the power
feeds of various technological devices; it manifests itself as +1 energy for
every two facilities built, and +2.5 energy (rounded down) for each Secret
Project completed.
^
^
^$LINK<+1 Nutrient=41> production in fungus:
^$LINK<Nerve Stapling=1> causes widespread disaffection among Progenitor
^$LINK<Centauri Ecology=140006> and $LINK<Centauri Psi=140063>.
populace, resulting in the shutdown of the Grid for a limited time and a
loss of income from that base.
#;Energy Reserves
#CONCEPT16
{Energy Reserves} represent energy stored as credits and accrue
depending on the amount of $LINK<Energy=14> allocated to $LINK<Economy=130000> by a faction's
social settings.
^
^
^$LINK<+1 Mineral=42> production in fungus:
^Energy reserves are used to pay the maintenance for facilities and can
^$LINK<Centauri
also be used to $LINK<hurry=10005> the building of new facilities, units, and Secret
Genetics=140074>,$LINK<Matter Transmission=140057> and
Projects; to purchase technologies, bases, and peace from other factions;
$LINK<Threshold of Transcendence=140056>.
to conduct $LINK<espionage=60021>; and to raise or lower terrain.
#;Explore (Governor)
#CONCEPT17
The 'Explore' button on the 'Base Control Screen' instructs the base
Governor to take over control of that base's production with an emphasis
on building $LINK<scouts=30002>, $LINK<colony pods=60017>, $LINK<transports=60019>, and sea units for scouting
oceans.
#;Fungus/Xenofungus
#CONCEPT18
Though there are many different species of plant life, the dominant form is
the crimson, fantastically shaped {xenofungus} (or {fungus}), which covers
vast tracts of the land. Its near cousin, sea fungus, is equally ubiquitous in
Planet's oceans and seas.
^
^
$LINK<+1 Energy=43> production in fungus:
^Fungus impedes {movement}, units may have difficulty entering fungus
^$LINK<Centauri Meditation=140047>, $LINK<Secrets of Alpha Centauri=140064>, $LINK<Temporal Mechanics=140028>.
squares. Increasing social engineering $LINK<Planet=130007> rating or possession of
$LINK<The Xenoempathy Dome=110008> can alleviate this problem. If there is a unit in a
fungus square, another unit with at least one movement will always be able to enter
that square.
^
^
Additionally, building $LINK<The Manifold Harmonics=110103> also increases resources from fungus squares.
^Fungus gives a +50% defensive value when defending against other
factions. Against $LINK<wild native life forms=10022> fungus has negative defensive
#CONCEPT15
value. Harvesting resources from fungus depends on the discovery and
Some
utilization of {Centauri} technologies:
units (usually alien creatures such as $LINK<Mind Worms=30008>)
^ +1 $LINK<Nutrient=31> each for $LINK<Centauri Ecology=140007> and $LINK<Centauri Psi=140063>
can engage in {PSI COMBAT}. In Psi Combat, weapon and armor strengths
^ +1 $LINK<Mineral=27> each for $LINK<Centauri Genetics=140073>, $LINK<Matter Transmission=140057>, and
are ignored, and the attacker is given a 3 to 2 advantage on land (1 to 1
$LINK<Threshold of Transcendence=140056>
for sea and air combat). $LINK<MORALE=130004> level becomes quite
^ +1 $LINK<Energy=14> each for $LINK<Centauri Meditation=140047>, $LINK<Secrets of Alpha Centauri=140064>, and
important in Psi Combat.
$LINK<Temporal Mechanics=140028>
^
$LINK<PLANET=130004> rating also effects attackers psi combat at +/- 10% per point.
#CONCEPT16
{Waypoints} can be set when giving a unit "go to" orders. One way to give a unit
"go to" orders is to click on it to activate it, then
hold down the {left mouse button and drag} a "movement arrow"
to where you want the unit to go. You can set waypoints by pressing the {SPACE BAR}
while the arrow is over a particular square. The unit will move to each of its
waypoints on its way to its final destination. You can also set waypoints while
giving a unit Patrol orders, in similar fashion.
#CONCEPT17
A unit can be told to {Patrol} by clicking on the unit to activate it,
then selecting the Patrol option from the Action menu. When the Patrol
cursor appears, hold down the left mouse button and drag a "patrol
arrow" to the area you wish the unit to patrol. The unit will commence
patrolling back and forth between its current location and the location
you have specified. It will "wake up" and request orders if it
encounters an enemy unit. You may set {waypoints} in a patrol by
pressing the {SPACE BAR} while you drag the patrol arrow.
#CONCEPT18
The Explore, Discover, Build, and Conquer buttons on the Base Control
Screen activate the {Governor} for that base. When the Governor is
activated, he will make decisions automatically based on his general
instructions. This function is useful for beginners and for players who
do not wish to micromanage their bases.
^
^
The {EXPLORE} button tells the Governor of a base to concentrate on finding
^Additionally, building $LINK<The Manifold Harmonics=110033> also increases resources
and occupying new territory. Bases set to explore will typically
from fungus squares.
concentrate on building $LINK<Scouts=30002>, $LINK<Colony
Pods=30000>, $LINK<Transports=30003>, and occasional
#;Golden Age
$LINK<Naval Units=40003> for scouting oceans. This button is
especially useful early in the game, when you need to expand quickly.
#CONCEPT19
#CONCEPT19
The Explore, Discover, Build, and Conquer buttons on the Base Control
A {Golden Age} occurs when a base has no $LINK<Drone=11>, and the number of
Screen activate the {Governor} for that base. When the Governor is
$LINK<Talents=45> at least equals the number of regular Workers and $LINK<Specialists=44>.
activated, he will make decisions automatically based on his general
instructions. This function is useful for beginners and for players who
do not wish to micromanage their bases.
^
^
The
^Base receives +1 to $LINK<Economy=130000> and +2 to $LINK<Growth=130006> ratings.
{DISCOVER} button on the Base Control Screen emphasizes scientific
discovery and technological breakthroughs. The Base Governor will
#;Inefficiency (Basic)
concentrate on building {Science Facilities} (such as $LINK<Network
Nodes=100008>), $LINK<Secret Projects=110102>, $LINK<Probe
Teams=30006>, and $LINK<Prototype Units=23>. This button is
especially effective with large, well-protected bases deep in your
interior.
#CONCEPT20
#CONCEPT20
The
As a faction grows and controls more bases, this growth will put a strain on
Explore, Discover, Build, and Conquer buttons on the Base Control
the economy. This strain shows up as {Inefficiency}, which can cause the
Screen activate the {Governor} for that base. When the Governor is
loss of $LINK<Energy=14> production within a base.
activated, he will make decisions automatically based on his general
instructions. This function is useful for beginners and for players who
do not wish to micromanage their bases.
^
^
The
^The farther a base is away from a faction's $LINK<Headquarters=100001> base, the more
{BUILD} button on the Base Control Screen mandates infrastructure and
inefficiency it will experience. This can be mitigated by social engineering
growth. The Base Governor will tend to build {Facilities} and
choices which increase $LINK<Efficiency=130001>. At individual bases, inefficiency can be
$LINK<Formers=30001>. Use this button at any time to have your
reduced by building a $LINK<Children's Crèche=100002>.
base concentrate on peaceful growth.
^
^See also $LINK<Inefficiency (Advanced)=10006>.
#;Integrity
#CONCEPT21
#CONCEPT21
The
{Integrity} measures the honesty of a faction. Committing $LINK<Atrocities=1>,
Explore, Discover, Build, and Conquer buttons on the Base Control
breaking $LINK<Truces=48>, $LINK<Treaties=47> or $LINK<Pacts=32> all lower a faction's integrity and make
Screen activate the {Governor} for that base. When the Governor is
other factions less likely to sign agreements or make deals with them.
activated, he will make decisions automatically based on his general
instructions. This function is useful for beginners and for players who
do not wish to micromanage their bases.
^
^
Use
^Levels of integrity (best to worst):
the {CONQUER} button on the Base Control Screen to build up your
^ Noble
military. In this mode your base will produce {military units} of all
^ Faithful
varieties, and their associated facilities, such as $LINK<Command
^ Scrupulous
Centers=100027>. Use this button whenever you need to attack or
^ Dependable
defend.
^ Ruthless
^ Treacherous
#;Labs
#CONCEPT22
#CONCEPT22
Units
$LINK<Energy=14> allocated to {Labs} is used to conduct scientific research.
which engage in combat may become {damaged}. Damage is indicated by a
colored bar along the left side of a unit's status icon: Green
represents light (or no) damage; Yellow and Red show increasing damage.
^
As non-air units take damage, their movement rate declines.
^(But movement can never be reduced below 1)
^
Damage
can be {repaired} if a unit skips its entire turn (SPACE BAR) at a
friendly base. A severely damaged unit may have to repeat this operation
for several turns.
^NOTE: Damage will not be repaired on any turn in which the unit is attacked or bombarded.
^
Units
can also conduct "field repair" (i.e. not at a base), but this process
is much slower and is only effective if the unit has sustained more than
20% damage.
^
^
See also $LINK<Repair (Advanced)=10020>.
^The more energy allocated to Labs, the quicker technological
breakthroughs are made.
#;Landmarks
#CONCEPT23
#CONCEPT23
You
Landmarks are giant natural wonders of Planet, the most important
may use the Design Workshop screen to create new unit types. Whenever
geophysical features of the world. Any of the following might be
you create a unit using a $LINK<weapon=60005>,
encountered:
$LINK<armor=70007>, or $LINK<chassis=40006> type which you
^ {Freshwater Sea}—the richest aquatic region on Planet provides +1
have never used before, you must {prototype} the unit.
$LINK<nutrient=31> per square{¹}
^ {Garland Crater}—some thousands of years ago, a massive object
crashed into Planet, leaving this vast crater. The rare and valuable
remnants of the original object remain in the crater, giving the squares
inside +1 $LINK<mineral=27> per square
^ {Geothermal Shallows}—a whole field of underwater geysers underlies
this coastal shelf, providing +1 $LINK<energy=14> per square
^ {Great Dunes}—the largest, most unforgiving desert on Planet it
provides no bonus resources and are a remarkably inhospitable place
^ {Monsoon Jungle}—this is an anomalous expanse of thick and
curiously earthlike vegetation. The rich soil yields +1 nutrient per
square
^ {Mount Planet}—this enormous volcano is active, but its slopes
provide +1 of both minerals and energy. The enormous crater at the top
fills a whole square with lava
^ {New Sargasso}—this is the largest naturally occurring growth of sea
fungus on Planet. It provides no special bonus
^ {Pholus Ridge}—the geothermal energy unleashed by the clash of two
of Planet's tectonic plates produces +1 energy per square
^ {Sunny Mesa}—this extensive highland is excellent for harvesting
energy
^ {The Ruins}—a vast and ancient ring of $LINK<monoliths=28> embedded in thick
$LINK<xenofungus=18>
^ {Uranium Flats}—this savanna is particularly rich in heavy elements
that provide +1 energy per square
^ {Nessus Canyon}—this vast canyon contains millennia of deposits
which confers +1 Mineral in each square
^ {The Borehole Cluster}—is a collection of three $LINK<thermal boreholes=90014>
been built. The technology needed to have built these cracks in
Planet's surface bespeak a powerful Alien technology
^ {Unity Wreckage}—the shattered hulk of the Unity, containing a
$LINK<Mining Laser=30020>, $LINK<Unity Scout Chopper=30012>, a comm beacon showing the starting
location of each human faction, and the Engine Core (worth bonus energy)
^ {Manifold Nexus}—control of this grants the controlling faction +1 $LINK<Planet=130007>. It is not certain what the Nexus is, but it appears to be the
central communications point for all six of the $LINK<Manifold=25> experiments.
In essence, it is a control tower for planetary intelligence.
$LINK<Progenitor=36> factions gain an additional +1 $LINK<Research=130010> rating
^ {Fossil Field Ridge}—a coral formation in the sea that grants +1 mineral per square
^
^
A
^{Vulnerability:} Most bonuses are removed if the landmark's $LINK<altitude=0> is changed by a 1000 m band.
prototype unit requires an extra {+50% Minerals} to build, though it
receives a bonus $LINK<+1 Morale=11> upgrade in compensation since
experimental weapons are often given to crack, well-trained troops.
^
^
Once you have prototyped a new unit, you may build that unit in the future at no additional cost.
^___
^{¹}Bonus is lost if the Sea becomes connected to the salt water ocean
#;Long Range Fire
#CONCEPT24
Naval units, land units with $LINK<Heavy Artillery=80015>, and $LINK<Spore Launchers=30015> can fire
up to two squares away by selecting 'Long Range Fire' from the 'Action'
menu. Selecting this command changes the cursor to a target symbol.
^
^
Building a prototype also counts as a for equal or lower-valued components.
^If there are enemy units in the target square those units are attacked, if
^Chassis prototypes only count for the same types of chassis: air, sea, land.
there are no enemy units, then enemy terrain enhancements are attacked.
If bombardment is attempted against a square containing square Naval units,
Heavy Artillery, or Spore Launchers or adjacent to one; an {Artillery
Duel} is initiated, with the attacking and defending units fighting
weapon-strength to weapon-strength. Armor values are not used for
Artillery Duels.
^
^
Build
^Between two land units or two naval units, artillery duels continue until
completion is done sequentially, in the base sequence as shown on that
one unit is destroyed between land and sea or against non-long range fire
unsorted display {f4}. Once you have completed your prototype, units
units they last only one round. Successfu
constructed later in the queue, even if built in that same turn do not
have to pay the prototype penalty.
#CONCEPT24
When
design