posted 02-27-99 06:05 PM ET
Now I don't know why they omitted this from the manual :-)
Hope it's helpful!------------------------------------
### Economy
This rating represents the strength of
your overall economy. A high number
will increase the flow of energy.
Rating
Effect
-3
-2 energy each base
-2
-1 energy each base
-1
-1 energy at headquarters base
0
Standard energy rates
1
+1 energy each base
2
+1 energy each square
3
+1 energy each square
+1 commerce rating
4
+1 energy/sq
+2 energy/base
+2 commerce
5
+1 energy/sq
+4 energy/base
+3 commerce
### Efficiency
This rating represents
your society's ability to
operate without waste
and mismanagement.
The lower the number,
the more susceptible you
are to losing energy
because of inefficiency.
Rating
Effect
-4
Economic paralysis
-3
Murderous inefficiency
-2
Appalling inefficiency
-1
Gross inefficiency
0
High inefficiency
1
Reasonable efficiency
2
Commendable efficiency
3
Exemplary efficiency
4
Paradigm economy
### Support
This rating represents the support cost
of your military units. The lower the
number, the more minerals you must
spend to support your units.
Rating
Effect
-4
Each unit costs 2 to support; no free
minerals for new base
-3
Each unit costs 1 to support; no free
minerals for new base
-2
Support 1 unit free per base; no free
minerals for new base
-1
Support 1 unit free per base
0
Support 2 units free per base
1
Support 3 units free per base
2
Support 4 units free per base
3
Support 4 units or up to base size for
free
### Morale
This number affects the training of your
military. The higher the number, the
more upgrades you'll receive when
building military units.
Rating
Effect
-4
-3 morale; + modifiers halved
-3
-2 morale; + modifiers halved
-2
-1 morale; + modifiers halved
-1
-1 morale
0
Normal morale
1
+1 morale
2
+1 morale (+2 on defense)
3
+2 morale (+3 on defense)
4
+3 morale
### Police
Represents your society's tolerance for
police control. The higher the number,
the more military units you can use to
suppress drone riots. A low number will
increase tension when military units
leave a city.
Rating
Effect
-5
Two extra drones for each military
unit away from base
-4
Extra drone for each military unit
away from base
-3
Extra drone if more than one military
unit away from base
-2
Cannot use military units as police;
no nerve stapling
-1
One police unit allowed
no nerve stapling
0
Can use one military unit as police
1
Can use up to two military units as
police
2
Can use up to three military units as
police
3
Three units as police; police effect
doubled
### Growth
Represents your population growth rate.
The higher the score, the few nutrients
your bases will be required to grow.
Rating
Effect
-3
Zero population growth
-2
-20 percent growth rate
-1
-10 percent growth rate
0
Normal growth rate
1
+10 percent growth rate
2
+20 percent growth rate
3
+30 percent growth rate
4
+40 percent growth rate
5
+50 percent growth rate
6
Population boom
### Planet
A low number in planet
indicates that ecological
damage will occur more
rapidly.
Rating
Effect
-3
Wanton ecological disruption
-3 fungus production
-2
Rampant ecological disruption
-2 fungus production
-1
Increased ecological disruption
-1 fungus production
0
Normal ecological tension
1
Ecological safeguards
mind worm capture 25 percent
2
Ecological harmony
mind worm capture 50 percent
3
Ecological wisdom
mind worm capture 75 percent
### Probe
This number affects your vulnerability
against enemy probe team attacks.
Rating
Effect
-2
-50 percent cost of enemy probe team
actions; enemy success rate increased
-1
-25 percent cost of enemy probe team
actions; enemy success rate increased
0
Normal security measures
1
+1 probe team morale; +50 percent
cost of enemy probe team actions
2
+2 probe team morale; doubles cost of
enemy probe team actions
3
+3 probe team morale; bases and
units cannot be subverted
### Industry
Indicates your manufacturing power. A
high number reduces the amount of
minerals required to build units and
facilities.
Rating
Effect
-3
Mineral costs increased by 30
percent
-2
Mineral costs increased by 20
percent
-1
Mineral costs increased by 10
percent
0
Normal production rate
1
Mineral costs decreased by 10
percent
2
Mineral costs decreased by 20
percent
3
Mineral costs decreased by 30
percent
4
Mineral costs decreased by 40
percent
5
Mineral costs decreased by 50
percent
### Research
Indicates your technological research
ability. A high number will increase the
rate at which you research new
discoveries.
Rating
Effect
-5
Labs research slowed by 50
percent
-4
Labs research slowed by 40
percent
-3
Labs research slowed by 30
percent
-2
Labs research slowed by 20
percent
-1
Labs research slowed by 10
percent
0
Normal research rate
1
Labs research speeded by 10
percent
2
Labs research speeded by 20
percent
3
Labs research speeded by 30
percent
4
Labs research speeded by 40
percent
5
Labs research speeded by 50
percent
### Economy
+ Positive Modifiers
Factions:
* Morgan Industries: +1
Social Models:
* Free market economics: +2
* Eudaimonic future society: +2
* Wealth values: +1
Secret Projects:
* The Longevity Vaccine (with free
market economics): +50 percent at
base
* The Merchant Exchange: +1 energy
per square at base
Base Facilities:
* Energy bank: +50 percent at base
* Fusion lab: +50 percent at base
* Hybrid forest: +50 percent at base
* Orbital power transmitter: +1
energy at each base
* Quantum lab: +50 percent at base
* Recycling tanks: +1 energy per
base square
* Stockpile energy: 2 minerals
converted into 1 energy
* Tree farm: +50 percent at base
- Negative Modifiers
Factions:
* Human Hive: -2
### Efficiency
+ Positive Modifiers
Factions:
* Gaia's Stepdaughters: +2
Social Models:
* Democratic politics: +2
* Green economics: +2
* Knowledge values: +1
* Cybernetic future society: +2
Base Facilities:
* Children's creche: +2 at base
* Headquarters: Eliminates
inefficiency at base
- Negative Modifiers
Factions:
* Peacekeeping Forces: -1
Social Models:
* Police state politics: -2
* Planned economics: -2
### Support
+ Positive Modifiers
Factions:
* The Lord's Believers: +2
Social Models:
* Police state politics: +2
* Power values: +2
Secret Projects:
* The Cloning Vats: +3 if using
thought control
* The Living Refinery: +2
- Negative Modifiers
Factions:
* Morgan Industries: -1
Social Models:
* Democratic politics: -2
* Thought control future society: -3
### Morale
+ Positive Modifiers
Factions:
* Spartan Federation: +2
Social Models:
* Fundamentalist politics: +1
* Power values: +2
* Thought control future society: +2
Secret Projects:
* The Command Nexus: +2 per
ground unit built
* The Cyborg Factory: +2 per military
unit built
* The Telepathic Matrix: +2 per
probe team built
* The Maritime Control Center: +2
per naval unit built
Base Facilities:
* Aerospace complex: +2 per air unit
built at base
* Bioenhancement center: +2 per
military unit built at base
* Children's creche: +1 per unit in
base square
* Command center: +2 per ground
unit built at base
* Naval yard: +2 per naval unit built
at base
- Negative Modifiers
Factions:
* Gaia's Stepdaughters: -1
Social Model:
* Wealth values: -2
* Eudaimonic future society: -2
### Police
+ Positive Modifiers
Factions:
* Spartan Federation: +1
Social Models:
* Police state politics: +2
* Thought control future society: +2
Secret Projects:
* The Ascetic Virtues: +1
* The Network Backbone: +3 if using
### Cybernetic
- Negative Modifiers
Factions:
* Gaia's Stepdaughters: -1
Social Models:
* Free market economics: -5
* Cybernetic future society: -3
### Growth
+ Positive Modifiers
Factions:
* The Human Hive: +1
Social Models:
* Democratic politics: +2
* Planned economics: +2
* Eudaimonic future society: +2
Secret Projects:
* The Cloning Vats: +base growth
per turn
Base Facilities:
* Children's creche: +2 at base
* Sky hydroponics lab: +1 nutrient at
each base
- Negative Modifiers:
Social Models:
* Green economics: -2
### Planet
+ Positive Modifiers
Factions:
* Gaia's Stepdaughters: +1
Social Models:
* Green economics: +2
* Cybernetic future society: +2
Secret Projects:
* The Pholus Mutagen: Reduces
industry effect on planet
Base Facilities:
* Centauri Preserve: Reduces
industry effect on planet at base
* Temple of Planet: Reduces
industry effect on planet at base
- Negative Modifiers
Factions
* The Lord's Believers: -1
Social Models:
* Free market economics: -3
### Probe
+ Positive Modifiers
Factions:
* The Lord's Believers: +1
Social Models:
* Fundamentalist politics: +2
* Thought control future society: +2
Technology Advances:
* Planetary networks: Allows probe
teams
Secret Projects:
* The Telepathic Matrix: +2 morale
for probe teams
* The Hunter-Seeker Algorithm:
Defense against probe infiltration
- Negative Modifiers
Factions:
* University of Planet: -2
Social Models:
* Knowledge: -2
### Industry
+ Positive Modifiers
Factions:
* The Human Hive: +1
Social Models:
* Planned economics: +1
* Wealth values: +1
* Eudaimonic future society: +2
Secret Projects:
* The Bulk Matter Transmitter: +2
minerals per base
* The Cloning Vats: +2 if using
power model
* The Singularity Inductor: +50
percent minerals at each base
Base Facilities:
* Genejack factory: +50 percent
minerals at base
* Nanoreplicator: +50 percent
minerals at base
* Nessus mining station: +1 mineral
at each base
* Quantum converter: +50 percent
minerals at base
* Robotic assembly plant: +50
percent mineral at base
- Negative Modifiers
Factions:
* The Spartan Federation: -1
Social Models:
* Power values: -2
### Research
+ Positive Modifiers
Factions:
* University of Planet: +2
Social Models:
* Knowledge values: +2
* Cybernetic future society: +2
Secret Projects:
* The Network Backbone: +1 per
network node in game and +1 for each
commerce point
* The Planetary Datalinks: Receive
any technology possessed by three
other factions
* The Supercollider: +100 percent at
base
* The Theory of Everything: +100
percent at base
* The Universal Translator: Two free
technology advances
Base Facilities:
* Biology lab: +2 at base per turn
* Fusion lab: +50 percent at base
* Network node: +50 percent at base
* Nanohospital: +50 percent at base
* Quantum lab: +50 percent at base
* Research hospital: +50 percent at
base
- Negative Modifiers
Factions:
* The Lord's Believers: -2
Social Models:
* Fundamentalist politics: -2
Base Facilities:
* Punishment sphere: -50 percent at
base