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conceptsx.txt
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1842 lines (1753 loc) · 77.1 KB
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; Sid Meier's ALPHA CENTAURI
;
; BASIC CONCEPTS HELP
;
; Copyright (c) 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
Rainfall
Rockiness
Altitude
Pact of Brotherhood
Treaty of Friendship
Blood Truce
Vendetta
Integrity
Atrocities
Drone Riots
Golden Age
Morale
Monoliths
Artifacts
Fungus/Xenofungus
Psi Combat
Waypoints
Patrol
Explore (Governor)
Discover (Governor)
Build (Governor)
Conquer (Governor)
Damage and Repair
Prototypes
Unit Cost (Basic)
Inefficiency (Basic)
Ecology (Basic)
Planetary Council
Planetary Governor
Commerce (Basic)
Victory and Defeat
Territory/Borders
Might
Disengage
Zone of Control
Bombardment
Drones
Talents
Psych
Landmarks
Council Proposals
Nutrients
Minerals
Energy
Economy
Labs
Energy Reserves
Progenitors
Resonance
Manifolds
Energy Grid
Specialists
Diplomatic Relations
Base Conquest
Unity Pods
Random Events
#ADVTITLES
Unit Cost (Advanced)
Inefficiency (Advanced)
Ecology (Advanced)
Commerce (Advanced)
Score
Victory (Diplomatic)
Victory (Conquest)
Victory (Transcendence)
Victory (Economic)
Victory (Scenario)
Retirement
Might Formula
Drones (Advanced)
Bureaucracy
Victory (Progenitor)
Ecology (Revised)
Self Destruction
Morale (Advanced)
Hurry Cost
Upgrade Cost
Repair (Advanced)
Altitude (Advanced)
Random Events(Advanced)
Perihelion Event
Wild Natives and Fungus
#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.
^
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.
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.
^
Ocean squares produce 1 nutrient unless they contain a $LINK<kelp farm=90020>, in which case they produce 3.
#CONCEPT1
The {Rockiness} of an area determines that region's $LINK<Mineral=42> production potential. Regions can be flat, rolling, or rocky.
{Flat} regions produce no minerals unless a $LINK<mine=90002> is build there, in which case they can produce one.
{Rolling} regions produce a single mineral, which can be increased to two with a mine.
Unimproved{Rocky} regions also produce 1, but produce 3 with a mine or 4 with a mine and road.
^
Rocky areas inhibit movement, costing twice the normal number of moves to enter. Units on them have a +50% defensive bonus in combat.
^
A base may not be founded on a rocky square, terraform $LINK<LEVEL=90018> with a $LINK<Former=30001> first.
^
Ocean squares produce minerals only if you build a $LINK<mining platform=90022>, in which case they produce 2.
#CONCEPT2
The {Altitude} of a region affects the amount of $LINK<Energy=43> which can be collected there from a $LINK<Solar Collector=90003>.
Areas below 1000m above sea level produce 1 unit of energy.
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.
^
Ocean squares do not normally produce energy unless you build a $LINK<Tidal Harnesses=90023>, in which case they produce 3.
^
See also $LINK<Altitude (Advanced)=10021>.
#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.
^
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.
#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.
You may not, without diplomatic repercussions, enter the territory of a faction you have a Treaty with.
^
A Treaty of Friendship terminates only if one faction attacks another or refuses a valid demand for withdrawal.
#CONCEPT5
{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.
#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.
#CONCEPT7
{Integrity} measures the current value of your word-of-honor as a faction leader.
If you keep your promises and do not betray your friends, your integrity will remain high.
^
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.
^
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.
^
^ Levels of {Integrity}: (Best to Worst)
^
^ Noble
^ Faithful
^ Scrupulous
^ Dependable
^ Ruthless
^ Treacherous
#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.
^
For more information see $LINK<Atrocities (Advanced)=10025>.
#CONCEPT9
{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.
^
Drone Riots can be prevented or ended by:
^
Building {psych-related facilities} or {secret projects} such as $LINK<Recreation Commons=100006> to reduce the number of Drones at a base
^
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
^
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.
^
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.
#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 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.
#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.
A unit receives a {+12.5% combat bonus} for each morale level.
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.
^
New
units typically begin with {Green} morale, though this may be higher or lower depending on your social engineering $LINK<MORALE=130004> setting.
A new unit's morale can also be increased if a base has a $LINK<Command Center=100027> or other related {facility}.
^
Native alien units such as Mind Worms have {life cycles} which correspond to morale levels.
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.
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).
^
{Elite} units receive a special bonus--an additional move each turn.
^
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>.
#CONCEPT12
{Monoliths} are mysterious and unexplained alien devices discovered on Planet.
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.
^({Hint:} Consider saving your upgrade for those hard-to-get promotions from Commando to Elite)
^
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.
^
Monolith squares can also be tapped for resources, and will produce:
^
$LINK<2 Nutrients=41>, $LINK<2 Minerals=42>, and $LINK<2 Energy=43> each turn.
^
A Base cannot be founded on a monolith square.
^
^Only $LINK<roads=90005>/$LINK<mag tubes=90006>, $LINK<fungus=90011> or $LINK<rivers=90015> may be added to a monolith square
^
A monolith, when used to upgrade has a 1/32 chance to disappear permanently
#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.
#CONCEPT14
{Xenofungus}
or {Fungus} is a form of plant life native to Alpha Centauri. It has a
number of unusual properties which you may discover in the course of
play. Some of the more obvious properties include:
^
(1)
Fungus impedes {movement}. Units may have difficulty entering Fungus
squares. Increasing your $LINK<PLANET=130007> social engineering
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.
^
(2)
Fungus has a defensive (+50%) value when defending against other human
or $LINK<Progenitor=47> factions. Against native $LINK<Mind
Worms=30008>, however, Fungus has negative value.
^
(3)
Fungus squares can be tapped for {resources}; the resource level
provided by a fungus square is determined by the number of {Centauri
technologies} you have discovered. These are:
^
^$LINK<+1 Nutrient=41> production in fungus:
^$LINK<Centauri Ecology=140006> and $LINK<Centauri Psi=140063>.
^
^$LINK<+1 Mineral=42> production in fungus:
^$LINK<Centauri
Genetics=140074>,$LINK<Matter Transmission=140057> and
$LINK<Threshold of Transcendence=140056>.
^
$LINK<+1 Energy=43> production in fungus:
^$LINK<Centauri Meditation=140047>, $LINK<Secrets of Alpha Centauri=140064>, $LINK<Temporal Mechanics=140028>.
^
Additionally, building $LINK<The Manifold Harmonics=110103> also increases resources from fungus squares.
#CONCEPT15
Some
units (usually alien creatures such as $LINK<Mind Worms=30008>)
can engage in {PSI COMBAT}. In Psi Combat, weapon and armor strengths
are ignored, and the attacker is given a 3 to 2 advantage on land (1 to 1
for sea and air combat). $LINK<MORALE=130004> level becomes quite
important in Psi Combat.
^
$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
and occupying new territory. Bases set to explore will typically
concentrate on building $LINK<Scouts=30002>, $LINK<Colony
Pods=30000>, $LINK<Transports=30003>, and occasional
$LINK<Naval Units=40003> for scouting oceans. This button is
especially useful early in the game, when you need to expand quickly.
#CONCEPT19
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
{DISCOVER} button on the Base Control Screen emphasizes scientific
discovery and technological breakthroughs. The Base Governor will
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
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
{BUILD} button on the Base Control Screen mandates infrastructure and
growth. The Base Governor will tend to build {Facilities} and
$LINK<Formers=30001>. Use this button at any time to have your
base concentrate on peaceful growth.
#CONCEPT21
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.
^
Use
the {CONQUER} button on the Base Control Screen to build up your
military. In this mode your base will produce {military units} of all
varieties, and their associated facilities, such as $LINK<Command
Centers=100027>. Use this button whenever you need to attack or
defend.
#CONCEPT22
Units
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>.
#CONCEPT23
You
may use the Design Workshop screen to create new unit types. Whenever
you create a unit using a $LINK<weapon=60005>,
$LINK<armor=70007>, or $LINK<chassis=40006> type which you
have never used before, you must {prototype} the unit.
^
A
prototype unit requires an extra {+50% Minerals} to build, though it
receives a bonus $LINK<+1 Morale=11> upgrade in compensation since
experimental weapons are often given to crack, well-trained troops.
^
Once you have prototyped a new unit, you may build that unit in the future at no additional cost.
^
Building a prototype also counts as a for equal or lower-valued components.
^Chassis prototypes only count for the same types of chassis: air, sea, land.
^
Build
completion is done sequentially, in the base sequence as shown on that
unsorted display {f4}. Once you have completed your prototype, units
constructed later in the queue, even if built in that same turn do not
have to pay the prototype penalty.
#CONCEPT24
When
designing new units, bear in mind that units strong in three areas
($LINK<weapon=60005>, $LINK<armor=70007>,
$LINK<chassis=40006>) will be vastly more expensive than units
strong in only two areas (or one).
^
For
example, a 4-3-2 unit normally costs 70 minerals to build, whereas a
4-1-2 unit costs only 30 and a 4-3-1 unit costs 40. So you can have two
units for the price of one, not to mention the +25% base-attack bonus
which the 4-3-1 $LINK<infantry=40000> unit will receive.
#CONCEPT25
As
your colony grows and you claim more territory and build more bases,
this growth will put a strain on your economy. This strain shows up as
{inefficiency}, which can cause you to lose some of your
$LINK<energy=43> production each turn.
^
The farther a base is away from your $LINK<Headquarters=100001> base, the more inefficiency it will experience.
^
Inefficiency
can be mitigated at all of your bases by making social engineering
choices which increase your $LINK<EFFICIENCY=130001> value.
$LINK<Democratic=120003> politics and $LINK<Green=120009>
economics each increase efficiency.
^
Inefficiency can be mitigated at a particular base by building a $LINK<Children's Creche=100002> there.
#CONCEPT26
As
humans or $LINK<Progenitors=47> expand and build colonies on
Planet, they inevitably begin to cause ecological damage. Ecological
damage can provoke the native life forms and cause other unexpected
effects.
^
The
red ecological damage number represents a percentage chance, per turn,
of an ecological accident happening in the base's territory.
^
The
more $LINK<mines=90002>, $LINK<solar collectors=90003>,
$LINK<roads=90005>, and $LINK<farms=90000> (but not
$LINK<forests=90004>, which actually help the ecology) you build,
the more the potential damage. $LINK<Boreholes,=90014>
$LINK<Mirrors,=90013> and $LINK<Condensers=90012> cause even
greater damage. You can reduce or eliminate this type of damage by
building $LINK<Tree Farm=100013> and $LINK<Hybrid
Forest=100014> facilities.
^
As
your industrial output (minerals) increases, ecological damage will
also take place. This effect can be reduced by building the
$LINK<Centauri Preserve=100031>, $LINK<Temple of
Planet=100032>, and $LINK<Nanoreplicator=100020> or a $LINK<Tree Farm=100013>/$LINK<Hybrid Forest=100014>
facilities.
^
Ecological damage reducing facilities only reduce ecological damage if built [after] your first eco-damage report.
#CONCEPT27
Once
you have obtained commlink frequencies for all factions, you can
convene the {Planetary Council} to vote on planetary policies, including
election of a $LINK<Planetary Governor=28>.
^
In
elections for Planetary Governor (and $LINK<Supreme
Leader=10005>), each faction casts votes equal to the total size of
all its bases. This total may be modified by faction powers and
$LINK<Secret Projects=110102>. Only the leader of one of the two
factions with the highest vote totals may stand for election as Governor
or Supreme Leader.
^
On
votes to set planetary policies, each faction receives one vote. In
these votes, the current Planetary Governor has veto power, which can be
overridden only by unanimous vote of all remaining factions.
#CONCEPT28
The
{Planetary Governor} holds an Executive Veto in all votes on Planetary
Policy. The Governor also receives {+1 Energy} in
$LINK<commerce=29> transactions with other friendly factions at
each base, from the increased commerce created by global agencies. The
planetary bureaucracy provides the Governor with an infiltrator in every
other faction.
^
The Governor also gets $LINK<+1 Energy=43> in all of his bases
#CONCEPT29
{Commerce}
is bonus energy generated from trade between two friendly factions.
Whenever you sign a $LINK<Treaty=4> or $LINK<Pact=3> with
another faction, your bases will automatically begin to accrue commerce
(and this benefit extends to your partner faction as well).
^
Commerce
is interrupted whenever a $LINK<Vendetta=6> occurs between two
factions, or when sanctions are applied against a faction which has
committed an $LINK<atrocity=8>. Think of Commerce as a reward for
peaceful behavior.
^
Between
two factions, commerce is more beneficial to the faction which has
discovered the most $LINK<Economic technologies=140045>. CEO
Morgan gains additional bonuses here as part of his faction power.
Commerce also tends to benefit the current $LINK<Planetary
Governor=28>.
^
^You can increase your commerce rates by doing the following:
^* Sign more Treaties.
^* Sign more Pacts (Pacts receive double commerce).
^* Increase the size and economy of your bases ("it takes energy to make energy").
^* Discover more economic-related technologies
^
Economic
related technologies include $LINK<Industrial Economics=140045>,
$LINK<Industrial Automation=140046>, $LINK<Planetary
Economics=140061>, $LINK<Industrial Nanorobotics=140073>,
$LINK<Sentient Econometrics=140075>, and $LINK<Environmental
Economics=140059>.
#CONCEPT30
There are five principal ways to win the game:
^
^$LINK<Transcendence Victory=10007>
^$LINK<Conquest Victory=10006>
^$LINK<Progenitor Victory=10014>
^$LINK<Diplomatic Victory=10005>
^$LINK<Economic Victory=10008>
^$LINK<Scenario Victory=10009>
^
For detailed scoring information, see $LINK<Scoring=10004>.
^
For information on retirement and mandatory retirement, see $LINK<Retirement=10010>.
#CONCEPT31
Your
{territory} consists of all land nearer to one of your land bases on
the same continent than to anyone else's. Your territorial waters
consist of all sea areas nearer to one of your sea bases (in the same
ocean) than to anyone else's. Territory may move and shift during the
course of the game as bases are built, conquered, and destroyed.
^
Other
faction leaders may take offense if you move units into their
territory, particularly if you have signed a $LINK<Treaty of
Friendship=4>.
^
Territory never extends more than 7 squares from a land base, or
3 from a sea base.
#CONCEPT32
Your
$LINK<Might=10011> is a measure of your overall standing in
comparison to other factions. It ranges from "Unsurpassed" (first
place), to "Feeble" (seventh place).
^
{Might}
is based on a holistic evaluation of your faction, and includes
population, $LINK<technology=140080>, $LINK<secret
projects=110102>, and military strength.
^
The {Faction Dominance} graphs on the information display track might.
^
^ Summary of {Might}: (Strongest to weakest)
^
^ Unsurpassed
^ Potent
^ Formidable
^ Sufficient
^ Wanting
^ Anemic
^ Feeble
^
See also: $LINK<Might Formula=10011>
#CONCEPT33
Fast
units, such as Speeders and Hovertanks, can sometimes {disengage} when
surprised by slower enemy units. A unit disengages when the following
conditions are met:
^
^* Unit incurs 50% damage, relative to what it started the combat with.
^* Unit is faster than its attacker, taking damage into account.
^* Unit is alone in its square.
^* Unit did not attack on its last turn.
^* Unit is a combat unit (non-combat units may never disengage).
^* Neither attacker nor defender is an air unit.
^* Attacker does not have the $LINK<Comm Jammer=80009> ability.
^* Unit 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=14> square (unless the disengaging player controls
the $LINK<Pholus Mutagen=110086>) and is not adjacent to an enemy
unit.
#CONCEPT34
Every
unit exerts a {Zone of Control} into every adjacent square (but units
in sea squares do not exert zones of control into land squares, nor vice
versa).
^
Land units may not normally move between two squares in an enemy zone of control, with the following exceptions:
^* Units may freely move into and out of bases.
^* Units may freely attack any adjacent unit.
^* Units may freely enter squares already containing friendly units.
^* $LINK<Probe teams=30006> and units with the $LINK<Cloaking ability=80002> may ignore this rule.
^
Air and Sea units exert zones of control, but are not affected by them.
#CONCEPT35
Naval
units, land units with the $LINK<Heavy Artillery=80015> ability
and $LINK<Spore Launchers=30015> may conduct {Bombardment} by
selecting the Long Range Fire option from the Action menu.
^
Bombardment
has the advantage of potentially damaging every enemy unit in a
particular square and the disadvantage that land units can never be
reduced below 50% damage by bombardment.
^
If a unit is bombarded it will not heal for the turn, it will also cancel a former's terraforming
^
If
bombardment is attempted against a square containing an enemy naval or
artillery unit, the bombardment is canceled and an {Artillery Duel} is
initiated, with the attacking and defending artillery (or naval) units
fighting attack-vs-attack strength. Armor values are ignored for
Artillery Duels.
^
Bombardment may also be used to destroy square improvements ($LINK<Xenofungus=14> cannot be destroyed by bombardment)
#CONCEPT36
{Drones}
are discontented, undereducated citizens which appear as a result of
population pressure and other social forces. Drones work like other
citizens, but if a base has more Drones than $LINK<Talents=37>, a
$LINK<Drone Riot=9> will result.
#CONCEPT37
{Talents}
are prosperous, highly educated citizens, your intellectual elite.
Talents are created as the result of favorable social conditions and the
diversion of energy to $LINK<Psych=38>. As long as a base has at
least as many Talents as $LINK<Drones=36>, no $LINK<Drone
Riot=9> will occur.
#CONCEPT38
Energy
diverted to {Psych} is used to improve the quality of life your
citizens experience. Every two units of energy diverted to Psych will
convert a normal citizen into an additional {Talent} in that base.
^
If no are no normal citizens then every two units of Psych will turn one $LINK<Drone=36> into a normal citizen.
#CONCEPT39
Certain major {Landmarks} on Planet's surface convey special bonuses:
^
^{Garland Crater} confers $LINK<+1 Mineral=42> in interior squares.
^{Mount Planet} confers $LINK<+1 Mineral=42> and $LINK<+1 Energy=43> in each square around the mouth.
^{Uranium Flats} confers $LINK<+1 Energy=43> in each square.
^{Geothermal Shallows} confers $LINK<+1 Energy=43> in each square.
^{Pholus Ridge} confers $LINK<+1 Energy=43> in each square.
^{Monsoon Jungle} confers $LINK<+1 Nutrient=41> in each square.
^{Freshwater Sea} confers $LINK<+1 Nutrient=41> in each square.
^{Fossil Field Ridge} confers $LINK<+1 Mineral=42> in each square.
^{Manifold
Nexus} confers a $LINK<+1 PLANET=130007> rating when inside a
faction's borders. $LINK<Progenitor=47> factions gain an
additional $LINK<+1 RESEARCH=130010> rating.
^{Nessus Canyon} confers $LINK<+1 Mineral=42> in each square.
^
{Vulnerability:}
Bonus is removed if square changes elevation to a different 1000m
band.
All landmarks are affected except for {Freshwater Sea}.
^
Other landmarks have no effect beyond the standard effects of the terrain which they represent.
#CONCEPT40
The following proposals can be brought before the Planetary Council, once appropriate technology is obtained:
^
^Upon discovery of $LINK<Orbital Spaceflight=140077>:
^{Salvage Unity Fusion Core}: +500 energy for each faction.
^
^Upon discovery of $LINK<Planetary Economics=140061>:
^{Global Trade Pact}: Commerce rates doubled planet wide.
^{Repeal Trade Pact}: Commerce rates return to normal.
^
^Upon discovery of $LINK<Advanced Spaceflight=140066>:
^{Launch Solar Shade}: Global cooling; sea levels fall.
^{Increase Solar Shade}: Global cooling; sea levels drop.
^
^Upon discovery of $LINK<Adv. Ecological Engineering=140062>:
^{Melt Polar Caps}: Global warming; sea levels rise.
^
^Upon discovery of $LINK<Adv. Military Algorithms=140017>:
^{Repeal U.N. Charter}: Atrocity prohibitions lifted.
^{Reinstate U.N. Charter}: Atrocity prohibitions return.
^
The
Council also elects the $LINK<Planetary Governor=28> by a
majority vote of population, and by a 3/4 vote by population can anoint a
Supreme Leader, conferring a $LINK<Diplomatic Victory=10005>
(available upon discovery of $LINK<Mind/Machine
Interface=140041>).
#CONCEPT41
{Nutrients}
are produced in squares with sufficient $LINK<Rainfall=0>,
sometimes supplemented by the addition of $LINK<Farms=90000> and
similar enhancements.
^
Every citizen at a base must "eat" two Nutrients per turn to survive.
^
Surplus
nutrients are stored. When sufficient surplus nutrients have been
accumulated, a base will grow, producing a new citizen.
^
Special
{Nutrient Resource} squares produce two extra nutrients, and lift
nutrient restrictions for that square. $LINK<Monsoon Jungle=39>
and $LINK<Freshwater Sea=39> squares produce one extra nutrient.
^
Base squares have no restrictions.
^
^$LINK<Condensers=90012> lift nutrient restrictions on the square they are built.
^
The discovery of $LINK<Gene Splicing=140049> lifts all nutrient restrictions.
#CONCEPT42
{Minerals}
are produced in squares with sufficient $LINK<Rockiness=1>,
sometimes supplemented by the addition of $LINK<Mines=90002> and
similar enhancements.
^
Once
a base has exceeded its free $LINK<SUPPORT=130002> level, any
additional units (military or non-combat) consume one Mineral per turn
of support.
^
Surplus
minerals are applied to production of $LINK<facilities=100029>,
units, and $LINK<secret projects=110102> which a base is creating.
When sufficient minerals are accumulated, the facility or unit is
built.
^
Special
{Mineral Resource} squares produce two additional minerals, and lift
mineral restrictions for that square. Various $LINK<landmarks=39>
produce one more mineral per square; {Garland Crater's} interior
squares, squares around {Mount Planet's} mouth, as well as the {Fossil
Field Ridge} and {Nessus Canyon}.
^
Base squares have no restrictions
^
The discovery of $LINK<Ecological Engineering=140060> lifts all mineral restrictions.
#CONCEPT43
{Energy} is produced in squares with $LINK<Solar Collectors=90003>, particularly those at high $LINK<Altitudes=2>.
^
A river will also increase energy output by +1
^Ocean shelf squares can produce energy with a $LINK<Tidal Harnesses=90023>
^
Depending
on the Energy Allocation which you have made on the Social Engineering
screen, all the energy you produce is divided among three priorities:
$LINK<Economy=44>, $LINK<Labs=45>, and
$LINK<Psych=38>. Some of the energy a base produces may also be
lost to $LINK<Inefficiency=25>.
^
Special
{Energy Resource} squares produce two extra energy, and lift energy
restrictions for that square. Various $LINK<landmarks=39> produce
one more energy per square; {Uranium Flats}, {Geothermal Shallows},
{Pholus Ridge}, and squares around {Mount Planet's} mouth.
^
Base squares have no restrictions
^
The discovery of $LINK<Environmental Economics=140059> lifts all energy restrictions.
^
See also $LINK<Commerce (Advanced)=10003>
#CONCEPT44
$LINK<Energy=43>
allocated to your {Economy} is added, as energy credits, to your
$LINK<Energy Reserves=46>, which function as your treasury for
monetary transactions.
#CONCEPT45
$LINK<Energy=43>
allocated to {Labs} is used to conduct scientific research. The more
energy you allocate to Labs, the quicker you will make technological
breakthroughs.
#CONCEPT46
Your {Energy Reserves} represent stored energy. Your reserves function as your treasury for monetary transactions.
^
Your
energy reserves increase depending on the amount of
$LINK<Energy=43> you allocate to $LINK<Economy=44> on the
Social Engineering screen.
#CONCEPT51
{Specialists}
are citizens with special tasks generating $LINK<Economy=44>,
$LINK<Psych=38> and $LINK<Labs=45>.
^
^{Doctor}: +2 Psych
^
^{Technician}: +3 Economy
^
^{Librarian}: +3 Labs, requires $LINK<Planetary Networks=140032>
^
^{Empath}: +2 Economy, +2 Psych, requires $LINK<Centauri Meditation=140047>
^
^{Engineer}: +3 Economy, +2 Labs, requires $LINK<Fusion Power=140010>
^
^{Thinker}: +1 Psych, +3 Labs, requires $LINK<Mind/Machine interface=140041>
^
^{Transcend}: +2 Economy, +2 Psych, +4 Labs, requires $LINK<Secrets of alpha Centauri=140064>
^
^The more advanced specialists may make other specialists obsolete.
#CONCEPT52
{Diplomatic
Relations} with other factions depend upon a number of factors,
including your social choices, proximity to territory, $LINK<military
power=32>, previous relations
and $LINK<Integrity=7>.
^
^ Summary of {Mood}: (Best to worst)
^
^ Submissive*
^ Magnanimous
^ Solicitous
^ Cooperative
^ Noncommittal
^ Ambivalent
^ Obstinate
^ Quarrelsome
^ Belligerent
^ Seething
^
^ *Submissive is
a special case of Magnanimous, encountered when the faction is hopelessly outmatched.
#CONCEPT53
If
the last combat unit defending a base (or non-combat if no combat units
are present) is defeated, then all non-combat units are destroyed and,
unless a $LINK<Perimeter defense=100004> is present, the
population of a base is reduced by one.
^When
there are no defenders a base may be captured by opposing factions or
attacked by native lifeforms. Land bases may be captured by land combat
units, while sea bases may be captured by sea combat units or land
combat units with the Amphibious Pods ability. Air combat units which do
not refuel (Gravships and Locusts of Chrion) may capture any undefended
base, but those which do refuel (Needlejets and 'Copters) may not
capture bases. A captured base passes into the control of the attacking
faction. {Conquering a base} destroys a random number of the base's
facilities (but never a secret project) and reduces the population of a
base by one (if total population is one then the base is destroyed). The
capturing unit is fully repaired (unless it is a Battle Ogre).
^
If a wild native lifeform enters an undefended base, it destroys one random facility, or devours one population then disappears.
#CONCEPT54
Unity Pods provide random effects for the first faction that visits them.
^The of possible results are listed below are no particular order.
^
^
{Survey Pod:} Creates a Nutrient, Mineral or Energy resource on the tile
^Resources are discovered only in non-fungus, non-sea tiles.
^The
overall chance discovering a new resource is 50% (if possible). There
is an additional 50% chance of producing another result as well.
^
$LINK<Monolith:=12> Creates a {Monolith} on the tile - Never occurs on sea tiles
^If found on fungus, removes fungus from beneath the tile
^
{Resupply Pod:} Free 25-200 $LINK<Energy Credits=46>.
^Bigger totals more likely at sea and later in the game.
^
{Cartographer/Sonar Pod}: Reveals all land/sea tiles within {5} squares.
^
{Materials pod:}