Beginners' Getting-Started Strategy Guide
for Sid Meier's Alpha Centauri / Alien Crossfire
(Page
Beta: check back for serious
edits/updates soon)
This is a short
guide on what to do
on the first several turns. It is
designed to help a new player get used to the game. It is
recommended to
try the tutorials first and then to try a few games and see how you
do.
This will give some suggestions but because of the nature of the game,
you will
have to adapt what you do to what you find.
This guide
isn’t supposed to detail
a good strategy but rather one that will help a new player learn the
game. The goal of the strategy given in the guide is to teach
a player
how to use the interface competently without teaching every aspect and
trick and
to get the player set up to survive well into the midgame.
The target
audience is a player that has tried a game or two and didn’t know what
in
Planet they should do.
Before setting
up the game rules and
the planet set up are important
Victory
conditions: These will
not affect the play at the start of the game (at-least for new players)
Do or
Die: Turning this off
will help you if you lose all of your bases but it will make it hard to
completely wipe out an enemy faction by conquest. If you are
trying to learn
the game it might be good to turn this off.
Look
First: This allows you to
decide where your first base will be. The locations the game
picks when
this is checked off aren’t bad and you would have to do some exploring
to find
a better spot. This guide assumes that it is turned
off. It is
usually better to get off to a quick start with a base even if it’s not
optimally located.
Tech Stagnation
& Spoils of
War: This is up to your preference. Stagnation and
spoils helps
players who are more warlike while turning this off helps those who are
researchers. This will affect the early game but not soon
enough for this
guide.
Blind
Research: This changes
the nature of the game is significant and subtle ways. What
one you play
will be up to your preference and may take some experimentation to
figure out
what that is. Blind Research is simpler than directed
research and if
playing Alien Crossfire and against an alien faction, using directed
research
takes away an advantage of the aliens.
Intense
Rivalry: It is
recommended that when learning the game to turn this off.
Unity
Survey: This will give
you an idea of the height of the land (which is important) and where
the coasts
are (which is very important) but not what is on a square of terrain
before
exploring it. Having the Unity Survey (turning the “No Unity
Survey” rule
off) will help speed up exploration and early settlement.
Unity
Scattering: This adds to
some randomness in the game and provides some more flavor.
Exploration is
more fruitful with scattering (though it is also fruitful without
scattering).
Bell
Curve: Random events
shouldn’t occur during the time frame of this guide.
Time
Warp: If this rule is
turned on then this guide is obsolete.
Iron
Man: This option should
fit how you play games. Even if you will turn on Iron Man
eventually you
might consider having this off until you learn the game.
Randomize
Factions (personalities
and agendas): You can play this and get a more different game
each time
but you will miss out on some of the common culture and experience of
the game
You can set up
your own planet that
will be procedurally (randomly) generated based on inputs or you can
use a map
of planet (normal or huge). The map of planet is a good and
balanced
map. You might get a balanced map from generating your own or
you might
not. It would be easier just to use the map of planet and the
huge map
will give you both more room to work with (perhaps too much once you
learn the
game) and give you more time to work with (on average) before having to
worry
about other factions.
Planet
Size: The larger the
planet the more room each faction has to work with (essentially
unlimited on
huge and you might not get more than one base without conducting war on
tiny)
and the larger the planet the longer on average it will take to find
another
faction, have your borders meet another factions borders (might not
happen on
huge without war), and find all seven factions through exploration
Ocean
Coverage: At 40% almost
all land will be connected. Naval units lose most of their
importance and
coastal bases and sea bases will be limited in how much ocean they can
colonize. Waging war is considerably easier in this
mode. At 60%
there will likely (but not guaranteed) be at-least two factions sharing
a
continent size landmass and at-least one faction separated from these
by
ocean. It will probably be possible to reach all the
continents and
islands by ocean though there could be two continents stretching from
pole to
pole separating the planet into two disconnected oceans (particularly
on
smaller planet sizes). At 80% it is almost guaranteed to be
able to reach
any landmass by ocean and for all water to be connected. It
is likely
(especially on larger planets) that each faction will have its own
small
continent or large island (or when unlucky a small island) to initially
settle. Factions will likely have to use a navy to meet one
another. Navies are useful and colonizing the ocean can reap
large
dividends especially for the first faction to do so. The
pirates (an
Alien Crossfire faction) have a large advantage here.
Erosive
forces: Stronger
erosive forces favor population growth over industry while weaker
erosive
forces favor industry over population growth. This difference
is more
important the earlier in the game and decrease over time.
This effects
the game in subtle ways but will not effect this guide. It
may be best to
avoid strong erosive forces until one is comfortable in the early game
(basses
are quicker to produce things and it will be longer before one has to
deal with
managing a large base population)
Native
lifeforms: With the
exception of the Gains or the Cult of Planet (an original and Alien
Crossfire
faction respectively) fewer alien lifeforms makes life
easier. The Gains
have benefits and detriments from more alien life while the Cult
benefits
noticeably more [I believe]. Important is with the exception
of those two
factions more native life harms all players (though
unequally). When
learning it might be best to avoid abundant life. Also the
more life the
higher your score will be
Cloud
Cover: The more it rains
the more people there will be on Planet. Dense cloud cover
helps those
players who build a lot of bases (which this guide will instruct you to
do) and
players that aren’t the Morganites. Sparse cloud cover is a
less
forgiving game where the consequences for mistakes or playing
sub-optimally are
larger. It may be best to use Average while learning.
Difficulty has
several effects and
it would be best to play Citizen or Specialist when learning.
What is left is
to choose a
faction. The Alien Crossfire factions are more nuanced and
specialized
then the original seven factions. It is easier to learn the
game when
only playing with the classic factions in the game. Below is
a brief
summary of each of these seven. Pick a faction that either
you think you
will play better than the others or has a personality that you like.
Gaians:
A nature loving
faction. It can use native life better than any other of the
classic factions,
starts with the ability to terraform, and can have a strong economy if
allowed
to develop. Its conventional military is poor without a lot
of
infrastructure to support it. If one can avoid an early
fight, one can
play this faction pretty much how one wants and can be a good learning
faction.
Hive:
Think an amalgamation of
the societies that have called themselves communist on earth.
It is an
economically focused faction with an excellent industrial capability
but not a
lot of energy (which is used as cash). It can easily have the
largest
army on planet. It can be played well as a conqueror or it
could shift
its focus into building a huge infrastructure. It will
struggle to
maintain its budget much less produce a surplus which can limit its
great
strengths.
University:
This faction is
focused on research. Unless this factions has trouble getting
off the
ground or another faction takes off as the far leader, this faction
will have
the quickest research in the game. It requires skill to play
though as
their basses are hard to manage. It’s military while not
large will
likely have the best equipment in the middle game. This is
somewhat of a
specialty faction and not recommended for players first learning the
game. It can be good to play to learn about game concepts in
more detail
once one gets the hang of the game.
Morgans:
Think the communist
nations’ critique of capitalist nations. With the same
caveats with the
University, this faction is usually the richest in the game.
It has
excellent generation of energy (money), research, and industry for
producing
infrastructure. It has trouble producing a military
however. This
faction is nuanced to play and is not recommended for those learning
the game
as it will be very difficult to go on the offensive with a conventional
military and at some point another faction will declare war on you.
Spartans:
The prototypical
military faction. They have the best military units in the
game (though
if the factions stay relatively balanced the Hive has a larger army and
the
Believers have are better on the offense and weaker on the
defense). If
you like to wage war then any of these three factions is right for
you.
One can project several different personalities on the Spartans
including fascist,
military junta, oppressed people fighting for their existence (like the
19th
century Florida Seminoles), or their namesakes: ancient Sparta (the
actual
ancient Sparta, none of that 300
nonsense). This is a good learning faction for players who
want to wage
war.
Believers:
Christian
fundamentalists. They have abysmal research but are excellent
at
war. When at war try to attack with this faction as they get
a combat
bonus when attacking but not defending. They really on either
spoils of
war (stealing tech when conquering a base if rules allow) or probe
teams to
maintain research parity. Because these are more nuanced ways
to advance
technologically, they are not recommended for beginners. If
allowed to
build up they can be quite difficult to conquer even if they are a
generation
or two behind your own troops.
Peacekeepers:
The intensely
average faction. This faction’s personality is probably what
would have
happened if the Unity mission had actually stayed unified… whatever
that
is. The Peacekeepers have no glaring weakness and a couple of
strengths:
their basses are easier to manage and they can have larger
basses. Their
only real weakness is the lack of any significant strength that the
other
factions have. They can be played however a player wants to
play them
(which can be good if none of the other factions match a player’s play
style)
or can be played to adapt to how the game is going. This is
also a good
faction to learn the game with as one can focus on the core game
mechanics and
one doesn’t have to worry as much about base management.
Once you chose
a faction you can
change the name and gender of the leader and then it’s time to descend
to
Planet.
If you don’t
have flexible start,
you have a base, a scout patrol, and maybe a colony pod depending on
your
difficulty. If you have look first enabled, you can start
exploration
with your units while looking for your preferred spot to initially
settle.
The main screen
is a window of
Planet in the vicinity of your base. You can scroll the map
by moving
your mouse to the edge of the screen or holding the shift and using the
arrow
keys. IMPORTANT:
Make sure
to hold shift if you want to scroll otherwise you might move a unit.
The interface and information is on the bottom of the screen.
On the bottom
left is the button for
the main menu. There are a wide variety of options here you
should
explore. This is also needed to give units commands beyond
the basic
commands without knowing the hotkeys. Pressing “ESC” from the
main screen
will bring up an option to exit without saving.
Bellow the menu
button is
information on your unit. To the right on top is information
on the
terrain square while to the right is one or two info boxes telling you
useful
information. Bellow these is a long rectangular box that
lists all of the
units that are in the current square. This has left and right
scroll
buttons for when you have so many units they are not all visible at the
same
time. To the far right on the bottom is a map of planet and
you can
scroll by clicking on the map.
Above the map
is the commlink
button. This button lets you call the other
factions. When other
factions call you, you are notified in a pop-up dialog box and you can
usually
decide to take a call or ignore. The other faction leaders
have the same
options. In order to call a faction, left click on the
commlink and then
left click on the faction. If you right click on a leader
then you have
the additional options of seeing a faction’s profile (what information
you know
about a faction) or demanding a faction withdraw from your
territory. If
a faction actually has units in your territory they will usually either
withdraw them immediately or declare war.
There is also
the option to call for
a Planetary Council meeting. The Planetary Council is outside
of the
scope of this guide except to say that it can be called only once a
player has
contact with all extant factions. The game will let you know
both when a
faction is eliminated and when you have the ability to call the council.
Right click on
a square that isn’t
your base and isn’t black and click on “move curser to here.”
This tells
you information about the selected square. It lists the
amount of rain,
flatness, and elevation of the square as well as any terrain
improvements in
the square. The above factors determine the nutrient,
mineral, and energy
production of the square as well as other characteristics.
The only
improvement you are likely to see is a river and/or xenofungus.
Click on the
base.
This brings up
the base
screen. At the top of this screen is the governor
options. Click
the red central governor button and make sure all of the options are on
except
for “fully automate.” As you learn you can tweak your
governor settings
to your preferences. Do not click on any of the yellow
buttons for now.
Bellow that is
a map of your base’s
zone. These are squares that citizens in your base can
work. The
base square and one other square will have three numbers representing
how many
nutrients, minerals, and energy the square is producing.
Bellow this are
options to for
“Resource” (the one that’s selected), “Support,” and “Psych.”
The other
two won’t tell you much right now but check back later with a large
base that
has produced several units. Support shows a map where the
units that base
has produced (or more accurately, supports which is a concept beyond
this
guide) is and Psych shows a breakdown on why your citizens are what
they are.
Bellow these
are the total nutrient,
mineral, and energy budget of the base. The amount gathered
by workers is
the first number and the second number is the amount consumed by the
base minus
any bonuses received. The last number is the net gain or loss.
Bellow this is the energy budget. Most base facilities have a
maintenance
cost which is the base’s energy consumption. Any surplus
produced by the
base is distributed based on your societies social engineering (not
covered in
this guide) and modified by base facilities (the bonus).
Energy to
economy builds up your faction’s energy reserves (cash), energy to labs
does
your research, and energy to psych helps keep a base running or running
better.
A base can run an energy deficit by using more in maintenance then it
is
contributing to economy. The sum of all the surpluses (and
deficits) of
all your bases determines your factions energy surplus. In
effect you
could have some bases helping to power other bases. Also,
apparently in
the future, humans have learned how to store energy conveniently and
without
loss. Energy reserves are used to buy upgrades to units,
speed up
production, buy off other faction leaders, conduct covert opps, and
other nice
things. Don’t worry about any of that for now except to know
that the
governor might spend some of your money to speed up
production. Labs and
psych are explained later.
To the left top is your bases nutrient tanks. Each citizen
eats two
nutrients per turn. Any surplus goes into the nutrient
tanks. When
the tanks are full you get another citizen which also has to eat but
can also
work a square to bring in resources. If your citizens are
eating more
than they are producing then the nutrient tanks are drown
down. When the
tanks reach zero, a citizen dies and
the tanks remain empty.
Bellow the nutrient tanks is the base’s commerce summary.
Commerce is not
covered in this guide. Bellow this is general information of
the mission
year, the energy reserves for your factions, and the ecological damage
of your
base. Most terraforming improvements and mineral production
increase
ecological damage while some terraforming improvements and base
facilities
decrease ecological damage. There are also several faction
wide effects
which affect this number. When it is zero, you have nothing
to worry
about, but when it’s positive, then the native life might attack your
base. This isn’t covered in this guide as you are not likely
to have
ecological damage towards the beginning of a game.
To the right of the map is the base facility list. As your
base builds
facilities, they are listed here. If you’re playing as the
Hive, you have
a perimeter defense listed here, if you’re playing as the University,
you have
a network node listed here, and otherwise there isn’t
anything. Most base
facilities cost a certain amount of energy each turn in
maintenance. You
can right click on a base facility that gives you the option to scrap
it.
Scraping a base facility gives you a certain number of credits and
stops the
maintenance as well as making you lose the facility along with its
benefit. There is no way to turn off the base facility (stop
getting the
benefits for not paying the maintenance) without scraping it.
At the bottom left is the production queue. What is shown
(either the
unit picture or a symbol for the base facility) is what is currently
being
produced and how much of it is finished. A white square is
finished
production and the blue squares is unfished production. The
highlighted
blue squares are production that will be finished this turn and is
equal to
your mineral balance. Bellow this is the time it will take to
finish production.
To the right are the queue and two buttons bellow. By
pressing “change”
you can change what is currently being produced. This brings
up a list of
all of the units and facilities you ban build spread out in grid
form.
First are your combat and non-combat units. Then comes a list
of base
facilities. Each base can only build one of these and they
stay with the
base. Then comes the option to stockpile energy. If
this is chosen,
your base won’t produce anything but it will contribute more to your
energy
reserves each turn it is active with the amount of energy added based
on your
base’s mineral production. After this comes secret
projects. All of
these are colored gray and they provide benefits to your faction, have
no
maintenance, only one (of each project) can ever be built on Planet,
and cost a
lot of minerals to build. If you click on one of these
squares the base’s
production will change to that. If you click on cancel the
base’s
production will stay the same. At talent difficulty or
higher, you will
lose some but not all of the production you’ve invested so far if you
change
production.
Bellow the “change” button there is the “hurry” button.
Pressing this
will give you the option to spend a certain amount of energy in order
to finish
the production in question this turn. Even secret projects
can be
hurried. Do not hurry now. Above these buttons is
the production
queue. You can use this to tell your base to produce
something after its
current production is finished. This can be used to keep
track of
important products that you need to produce or need to produce in a
specific
order or to avoid losing production at higher difficulty
levels. Once
you’ve made some technological breakthroughs, play around in the queue
list to
learn how it works. By pressing cancel, you don’t save your
changes made
and if you need to get rid of something from the queue list you can
click
remove from the queue menu.
At the top middle of the bottom, there is the base name.
There are also
arrows to the left and right. When you have more than one
base, this is a
quick way to cycle through your basses. Bellow this
are your
citizens and below this is the list of the units that are in the
base.
This is the same as from the main interface.
You have one citizen at present. If you’re are playing the
Peacekeepers,
this citizen is blue and otherwise it is yellow. Blue
citizens are called
talents, yellow citizens are balled workers, and red citizens are
called
drones. If at any point you have more drones then citizens,
your base is
in a drone riot. The base deals with nutrients as normal and
it maintains
its base facilities and units but it does not progress on production or
contribute energy to your reserves or to your research. If
drone riots persist,
they can destroy base facilities or defect to an opposing
faction. Drone
riots never destroy secret projects.
The type of citizens you have is determined by factionwide effects,
base
facilities, and psych effects. After your base reaches a
certain number of
citizens (determined by difficulty) each new citizen is a drone unless
altered
by one of the above effects. Before this population limit
each new
citizen is a worker unless altered by one of the above
effects. A
breakdown of most effects is shown in the Psych view. Later
on in this
guide will be an example of how to manage for drones.
To the far right there is a button to have your citizens
nerve-stapled.
Doing so prevents drone riots for ten turns but is viewed as an
atrocity and
will hurt your diplomatic standing, economy, and ecological
management.
It can quickly end a drone riot and provide some protection but there
are
usually better ways to manage drones. You can click on any
citizen to
turn that citizen into a specialist. Specialists are not
covered by this
guide.
At the far right bottom there is a list of units that consider this
base their
home base. Right now it’s empty but it won’t stay that way
for
long. These units will have zero, one, or two blue shields to
their lower
left. The number of shields is the number of minerals
required to support
that unit. The sum total of all of these shields is the
base’s support
budget and it must spend this much in minerals each turn reducing the
amount of
minerals that can be spent on production. If the mineral
deficit is ever
negative the game will disband one of the base’s units until the budget
is
balanced. Unlike the energy budget and like the nutrient
budget, a
surplus at one base cannot cover a deficit at another. Unlike
the energy
and nutrient budget there is no (straightforward) way to store minerals.
Generally speaking, either almost all units require two minerals to
support or
each unit above a specific number (for example, two) requires one
mineral to
support. This number is determined by a variety of factors
that this
guide doesn’t go into. Just remember that once minerals pop
up on a unit,
almost all additional units produced at a base will require one mineral
per
turn to support. You can change which base supports a unit by
moving that
specific unit to the base you want supporting it and click on “set home
base”
from the action menu of the main menu.
If you are playing on either citizen of specialist difficulty, change
production to a colony pod. If you are playing on a more
advanced
difficulty look at the time it will take to finish a colony pod and
compare
that to the time until base growth (these numbers are at the bottom of
the
colony pod entry in the build menu and the nutrient tanks
respectively).
At higher difficulty levels, each colony pod produced reduces the
population of
a base by one. That said, if a base is at one population and
has finished
a colony pod it won’t actually build it until the base is at population
two
wasting several turns of production. If you’re not building a
colony pod,
build another scout patrol. Exit the base screen.
You will now move the scout patrol. Before you ever move a
unit make sure
that the unit you want to move is the one that is active. It
(or the
marker to the above left of it) will be blinking. Right click
on the base
square and click move “curser to here”. Right click on the
scout patrol
and click “activate unit.” You have now made sure that the
scout patrol
is active.
You can move the scout patrol by using the numeric keypad on your
keyboard (the
unit will attempt to move in that direction, you can’t move a land unit
into
water without a transport and some terrain may not work) or they arrow
keys
(but then you can only move in 4 directions and not 8). You
can also
right click on an adjacent square and select “move unit to
here”. If you
want to move the scout patrol long distances, you can right click on a
distant
square and select “move unit to here.” Don’t do this now as
when
exploring you want to move one space at a time.
The symbol at
the top right of your
unit is in the color of your faction (helping you determine which unit
is
whose) and the symbols represent the unit’s experience. The
experience
ranges from very green to elite and you will quickly learn what symbol
means
what but the more nodes are attached to the square, the more
experienced the
unit is. The more combat a unit survives, the more
experienced it will be
and the better it will be in combat.
The scout patrol as an attack value of 1, a defense value of 1, and a
movement
value of one and is thus labeled 1-1-1. A unit with and tack
value of 3,
a defense value of 2, and a movement value of 1 will be labeled
3-2-1.
There can be modifiers to these values, for example:
8e-<4>-6^2 sea, that
this guide won’t address. Most non-experience information
about a unit
can be derived from this label but the name can also tell about the
unit.
To move from one square to any of the eight surrounding squares
generally takes
one point of movement. A land unit cannot usually move to sea
and a sea
unit cannot usually move to land. It takes two points of
movement to move
into rocky square (you can check by its image and until your recognize
it by
right clicking on the square). Your 1-1-1 scout patrol can
move into a
rocky square but a 1-1-2 scout rover would spend both of its movement
points to
move there. Generally the 1-1-2 rover could move two squares
but not if
the first
square is a rocky
square. The 1-1-2 rover (as well as the 1-1-1 scout patrol)
can always
move into a rocky square. Later when there are forests, they
operate the
same way for movement.
Rivers and later on also roads cost 1/3 a movement point.
This means that
a 1-1-1 scout patrol can move three squares if they are all along a
river or
road. An important thing to remember about rivers is the 1/3
cost only
maters when moving along the course of a river. If a river
makes a turn
and your fallow the turn by moving sideways twice you spend 2/3 of a
movement
point versus the 1 movement point if you traveled to the same square
diagonally. This movement cost supersedes the terrain
movement cost (i.e.
it takes 1/3 of a movement point to move along a road into a rocky
square). In order for this bonus to have an effect the unit
has to start
and end its movement (moving from one square to another and not from
the
beginning or end of its turn) on a road or river. Moving from
a road to a
river doesn’t give this benefit unless the river already has a road.
If there are any pink squares in view, these squares are covered by
xenofungus. Xenofungus is a form of “plant” life that makes
its habitat
all over planet and in every biome. It creates neural
pathways which
means that planet itself can think though not very
sophisticatedly.
Entering xenofungus costs 3 movement points. A 1-1-1 scout
patrol or
1-1-2 scout rover with one movement point left has a one in three
chance to
enter a fungus square if it tries. If it succeeds, the
movement happens
at the unit has moved for this turn. If it fails, the
movement does not
happen and the unit has moved for this turn. A 1-1-2 scout
rover with
both moves lest has a 2/3 chance to enter a fungus square.
The road or
river movement overrides this and entering a rocky xenofungus square
costs
3. It is always possible at one movement point or more to
enter one of
your bases or a square containing any other of your units.
There is also a chance that when trying to enter a fungus square, a
mind worm
boil or spore launcher (if playing Alien Crossfire) will be generated
instead. The unit can make another move with the same number
of movement
points left that it had when it made the attempt to enter the square
and can
retreat, attack, or hold ground.
Combat is initiated by trying to move a unit into a square with a
hostile
unit. Between conventional human units combat works as
fallows.
Each unit has a number of hit points (for most early game units this is
capped
at 10). The attacker compares its attack value against a
defender’s
defense value. For example a 6-1-1 attacking a 1-4-1 has a
ratio of 6 to
4. Each unit receives modifiers due to its experience, due to
terrain,
due to unit abilities, or due to game difficulty. For example
if the
1-4-1 was in a forest the ratio would be 6-6. One of the two
units wins each
round of combat with the chances given by the ratio (at a 6-4 ratio the
attacker has a 60% of winning a round and the defender a 40%
chance). If
a unit loses a round it loses a hit point. Once it reaches
zero it
dies. If two stacks of units (a stack is when there is more
than one unit
on a single square), fight the attacker choses which unit will fight
and the
computer choses the defending unit with the greatest chance of winning
the
fight. If the defender loses and is not in a base, all units
in the stack
lose hit points. Not moving a unit heals 10% (of its maximum
possible hit
points) per turn or 20% if in a base. It can only heal to 80%
when
healing outside of a base.
Mind worm boils (and most alien life other than the fungus) attack and
defend
using what is called “psi combat.” Psi combat works the same
except that
on land the attacker has unmodified strength of 3 and the defender
unmodified
strength of 2 (it is 1-1 on sea or in the air). In psi combat
the
experience modifiers play a huge role but until later on in the game it
is
always advantageous to attack when compared with defending.
The Gains,
when attacking native life with either a conventional unit or a mind
worm boil,
have a 25% chance of capturing it. If captured the Gains,
without damage
to the capturing unit, gain control of the boil which is supported by
the same
base that supported to unit doing the capturing. Other
factions can gain
this ability (and change the chances of success) later on in the
game.
Mind worm boils treat xenofungus like its roads.
Sometimes native life will be generated without trying to enter
xenofungus. In the sea, there are isles of the deep and (if
playing Alien
Crossfire) lurkers. Isles of the deep are like mind worm
boils except
they also act as transports (a land unit moves onto a transport and
stays on it
while the transport moves along water) and when generated by the
environment
usually carries one or two boils of the same experience. It
will launch
its boils onto land. Lurkers do not carry boils but can
attack coastal
bases. In the air there are locusts of chiron that are flying
mind worm
boils. They don’t generally appear in the early
game. There are
also fungal towers (in Alien Crossfire) but they don’t move and they
don’t
attack you so don’t worry about them for now. Just don’t try
to enter a
fungal tower square.
If you attack and kill a native life form, generally all native life
forms on
the same square are killed and you receive a number of energy credits
depending
on the number of lifeforms killed and their experience. It
can actually
make you a not insignificant amount of money to deliberately try and
generate
mindworm boils and killing them (by moving a high experience unit
through the
fungus for example).
If a mindworm boil enters an unguarded base, it reduces its population
by one
and destroys a base facility (not a secret project). That
means that if a
base was at one population, it is destroyed. This can destroy
secret
projects.
At the beginning xenofungus is annoying because it is hard to travel
through
and it can spawn hostile creatures. The exception is for the
Gains who
should try and capture a mind worm boil to vastly speed up their
exploration. Xenofungus in the sea appears blue (but with a
rough texture
as opposed to the smooth texture of clear water), costs three to enter
but sea
units can always enter a sea fungus square, and is called sea fungus.
Scattered around planet are saucer shaped “unity pods.” By
entering a
square with a unity pod the pod will be opened and can contain
something good
like energy credits or a 1-1-2 unity rover, nothing (the pod is empty),
or
something bad like spawning one or more mind worm boils. On
average unity
pods are worth the risk and even going out of ones way to open
it. I
would not open a unity pod with a colony pod if I can help it.
Sometimes a unity pod reveals a monolith. These are terrain
features that
produce a nice (for the early game) 2 nutrients, 2 minerals, and 2
energy while
benefit combat units that investigate a monolith. To
investigate a
monolith move a combat unit (your scout patrols count) to the
monolith.
You will be given the option to investigate. If you chose not
to then you
can continue your turn like normal. If you investigate the
unit will gain
one level of experience (usable only once per unit) and all damage will
be
immediately healed. Investigating a monolith ends a
turn. A
particular monolith can only be investigated a certain number of times
before
disappearing.
Sometimes a
unity pod reveals an
artifact. Artifacts are valuable units but completely
vulnerable.
Any unit that attacks it will capture or destroy it. If an
artifact is
brought to a base with a network node you will receive a free
technology.
Each network node can only use one artifact this way. If
you’re playing
the University bring it to the nearest base and it will work.
Otherwise
bring an artifact to a base with a network node, or bring it to a base
and wait
until you build a network node at one of your bases.
When traveling back to a base from where it is found, you’ll want to be
careful. You either want to escort it with the unit that
found it or try
and avoid native life as much as possible including
xenofungus. To escort
the artifact, move one unit first and then move the other unit to the
same
square. If the first unit fails to enter a xenofungus square
then don’t
attempt the move with the other. Once you can reach a base
while staying
clear of xenofungus squares (for maximum security don’t even stop next
to one)
you can send the artifact back to its base by right clicking on the
base and
selecting “move to here,” or by pressing “g” on your keyboard and
selecting the
base you want from the menu that appears.
Start exploring
with your scout
patrol keeping all of this in mind. Try to go for unity pods
and try to
reveal the black area. Make sure to move square by square
when
exploring. Only set to travel more than one turn when
crossing territory
that you have already explored (for example you’ve reached a coast and
want to
explore in the other direction). You can either explore to
reveal area
close to your base (on a uniform featureless landmass, exploring in
concentric
circles) or explore in one direction. The former will let you
chose the
best sites to set up new bases while the later will speed up the time
for you
to find the other factions.
If you want a
unit not to move a
turn and stay in the same place (for example to heal), you have three
options. You can press “SPACEBAR”: the unit will stay in
place and
consider itself moved for the turn and it will request orders next
turn.
You can press “H”: the unit will stay in place until you order it to do
something else or it is attacked. You can press “L”: the unit
will stay
in place until you order it to do something else, it heals as much as
it can in
that square (for example up to 80% outside of base), or a unit
belonging not to
you moves next to it. Any unit holding (“H”) or sentry (“L”)
can be
activated at any time and use its remaining movement points (or all of
them if
holding or guarding from the beginning of the turn).
When all units
set to move or have
no orders have moved then the turn is over and the computer will tell
you this
audibly and by flashing the “end turn” button in the lower right of the
main
interface. You can still change orders for units, move some
units that
had orders to stay still, or change things in your bases.
When you’re
satisfied you can click on “end turn” or press “ENTER” and then all the
other
factions and the native life will now move in order.
At the start of
your turn the
computer will run through each base and calculate population growth,
mineral
production, and energy usage. If something important happens
(you can
change preferences for what you consider important) then it will pause
the game
and notify you with a pop-up. You have the option of zooming
to base
control (the base screen) to make changes or proceeding to the next
base.
If nothing important happens, the computer doesn’t inform
you. Examples
of important things are the completion of its production and a drone
riot.
The first time
you are likely to
receive this message is for your base finishing its colony pod (or
scout
patrol). It might be if a mind worm boil is spotted near your
base.
Once you’ve finished your first unit, you now have two units to move
each
turn. In order to make use of a colony pod, you move it to
the square you
want to build your new base and press “B.” You have the
option of naming
your base or using the default name given (from a list). You
have a new
base that can be controlled similarly to the first one.
If you don’t
feel like you can chose
the best spot for a new base, you can have the computer do it for
you.
When the colony pod is finished, press “SHIFT+A” and set the unit to
automate. This can be done with any unit and the computer
will move the
unit based on what it thinks is best. Keep in mind that, with
colony pods
and formers, the computer doesn’t take good enough precautions with
respect to
native life which usually destroys such units. When learning
it is okay
to have colony pods and formers set to automate so you can see what the
computer does with them until you learn enough to pick out base sites
and
terraforming for yourself.
If you built a
scout patrol first
you can either have it explore or guard the base. Guarding a
base is good
because at some point it will probably come under mindworm attack and
in the
early game, one unit in a base is usually enough to defeat the
mindworms that
attack. Press “L” to have the unit guard the base and when a
mindwrom
boil gets next to the base the unit will “wake” and ask you for an
order.
In the early game it is usually better to attack the mindworm rather
than have
it attack you so attack it. The computer could use units set
to automate
as garrison units but won’t use them to attack these mindworms so just
set “L.”
You will
eventually want a garrison
unit in each of your bases (remember armor doesn’t matter to Planet’s
defenses
but it does matter to other factions) and at-least three units
exploring.
If you built a scout patrol you have a choice to make. That
said the
second thing you should build would be the thing you didn’t
build. If you
built a colony pod first, now build a scout patrol and if you built a
scout
patrol, now build a colony pod. Continue exploring with your
one or two
scout patrols.
At this point,
you now have
decisions to make about what to build. Since you have the
governor active
(new bases take the governor settings from the base that supported the
colony
pod that built it), it will make suggestions. It can be okay
to watch
what the governor does and go along with it to see a particular
strategy but
don’t be afraid to overrule the governor. Just change
production or use
the build queue.
New bases will
generally build the
“best” available garrison unit which isn’t always the best for a given
situation. If other factions are far away a scout patrol does
just as
well against native life as a more expensive and better armored
garrison and
you best garrison unit right now will likely be obsolete by the time an
enemy
army is at your base. If other factions are already bordering
you, you
will probably want to build a garrison unit that has the best armor
available.
When deciding
what the build you can
build a combat unit, a colony pod, a former, or a base
facility. Right
now combat units are good for exploring and for garrisons.
Quick units
are good for exploration while infantry are good for
garrisons. Colony
pods are good for expansion and formers are good for terraforming.
When you
discover “Cenauri ecology,”
you can build formers and it should be a priority. Formers
construct
things like roads, farms, solar panels, forests, and sensors in the
squares of
your territory. Each terrain improvement has an effect and
most of them
increase the amount of nutrients, minerals, and/or energy a worker
working a
square produces. If you don’t know how to use them then just
set them to
automate (“shift+a”) and watch what the computer does. At
some point you
can read about terraforming strategy and manage them
yourself. One
important thing to remember is that forests proliferate on their
own.
Each turn, each forest has a chance of spreading to a nearby unimproved
square
(farms block the spread of forests for example) even replacing
xenofungus.
You will want at-least one former for each base you poses.
Base facilities
are expensive.
They generally take more minerals to build then units and they usually
have
annual energy costs to operate. The energy bank, for example,
increases
economy by 50% at the base it’s built and has a maintenance cost of
1. If
you are running 50% economy in social preferences (which you are by
default)
and your base collects 4 energy, it’s contributing a base of 2 towards
economy
which the energy bank increases to 3 for a +1 advantage which is the
same as
its maintenance. The energy bank is just breaking
even. Building an
energy bank before your base is contributing more then 2 (at base
level) to
economy doesn’t make sense and that production could be spent building
another
colony pod or former.
The exception
to the above rule is
the recycling tanks. Recycling tanks have no maintenance and
contribute 1
each of nutrients, minerals, and energy. You will eventually
need to
build other facilities at a base in order to advance in the game but
the
recycling tanks makes sense at every base no matter how poor, low
populated,
desolate, or unsophisticated it is. Generally, recycling
tanks will be
the first base facility you build faction-wide and the first base
facility you
build and every single one of your land bases (sea bases get a free
pressure
dome which is essential for them and doubles as recycling tanks.).
Another
exception is for recreation
commons. Remember the drone problem talked about
above? There are
facilities that can turn drones into workers. One of these is
the rec.
commons. This is an early game facility. The
Believers start out
being able to build it and all factions will have the ability to build
it
before too long. Once built two drones (if present) will be
turned into
workers. If any base is at size 6 (on citizen, earlier for
other
difficulties) and you are not the Peacekeepers, build a rec. commons as
soon as
is convenient. If a base grows to size 7 (smaller on
difficulties harder
then citizen) and you haven’t it will experience a drone riot if there
is no
police unit in the base. If you’re building a lot of basses,
these can
start earlier. Once a base is at size 7, look at the Psych
view in the
base view. At the top you will see a line of workers labeled
“unmodified”
with a drone at the end and bellow that you will see a line of workers
labeled
“facilities” without that drone signifying that that base has a
facility that
is turning that drone into a worker.
Another way to
deal with drone riots
is to use police. Combat units count as police and
garrisoning one in a
base might work as police. If a unit works as police it
changes one or
two drones into workers similarly to the recreation commons.
The number
of units a faction can use as police and their effectiveness varies in
ways not
discussed in this guide. Another way to deal with drones is
through psych
spending. For every two psych spending a bass does, it
changes a worker
to a talent (or a drone into a worker if there are no workers left in a
base)
and as long as the number of talents is greater than the number of
drones the
base does not riot.
The factions
that do well in the
early game, for the most part, build a lot of basses and do a lot of
terraforming. In general, factions that don’t expand OR don’t
terraform fall hopelessly
behind. Until you have a large faction you want to always
have colony
pods (multiple) active and building new bases. Large is
dependent on
planet size, the landmass available to you, and the proximity to other
factions. It isn’t unwise to build more colony pods if basses
can still
fit on your home continent.
Priorities when
deciding what to
build at a base at the beginning of a game (assuming some distance from
the
other factions) are garrison, recycling tanks, formers, colony pods,
and
explorers. This is not necessarily in that order and not
necessarily at
the same base. You don’t want a base ungarrisoned for long
but you could
move a unit built at an older base into a newer base, set the units
home base
to the base it will be guarding (optional but recommended), and set the
unit to
sentry “L”.
One way to
manage is to just do what
the governor recommends. An usually better way to manage it
is always
insure that you have 2 to 4 (or more) colony pods active or in
production
depending on the directions you have to colonize in, a garrison troop
in every
base, a recycling center at every base, at-least one former for every
base, and
3 to 5 explorers and to prioritize it in this order. There
are other
strategies. Some players build colony pods up to almost one
or more per
every base without worrying about garrisons until they fill their home
continent while others escort each of their colony pods with the future
base’s
garrison. Others build formers before recycling tanks or
build two or
more formers per base. Once you’ve achieved this then you can
start
thinking about what type of game you want to play and start producing
for that.
At five turns
in the computer will
ask you for your research priority. If you have undirected
research
setting to explore is a good option. This focuses on
technologies that
promote population growth and faction expansion. The conquer
priority
promotes technologies aimed at offensive or defensive warfare, the
build priority
promotes technologies focused on infrastructure (base management and
terraforming), economic (energy production), and industrial (mineral
production) development, and the discover priority promotes
technologies that
promote further technological research. If you have directed
research
“Centauri ecology,” is a must. Also useful are biogenetics
for the
recycling tanks, social psych for the recreation commons, doctrine
mobility for
the speeders (land unit with two movement points) and doctrine
flexibility (requires
one knows doctrine mobility) for the ability to enter the
water. Also of
note is “secrets of the human brain,” which requires knowledge of both
biogenetics and social psych and gives the first faction to discover it
a free
tech.
Scientific
advancement in the game
works like this. Each advancement costs a number of research
points. Each base adds its lab energy output (modified by
other factors
not discussed in this guide) to the total number of research points
accumulated. Once the cost is reached a faction gets that
discovery (the
surplus holds over) and a new research goal is chosen either by the
player or
the computer depending on that game’s rules. Each
breakthrough allows a
faction new unit weapons (or utilities), armor, chasies, reactor, or
abilities,
bass facilities, secret projects, terraforming actions, unit actions,
or social
preference choices (one technology, optical computers, is a stepping
stone in
that it doesn’t have any effects other than unlocking other
advancements). In order for an advancement to pay off those
benefits must
be used (by building units with the new and better, weapon for
example).
Each advancement also completely or partially unlicks another
advancement to be
researched. The tech tree is found in the datalinks (press
“F1” in game)
or on multiple places online.
Once the basic
technologies have
been researched, what to research next depends on the situation and
play
style. A player expecting warfare (either as the aggressor or
the
defender) will want industrial base and high energy chemistry for
defense as
well as applied physics and nonlinear mathematics for
offense. Those
looking to build a wealthy or productive and isolated faction will want
to
research information networks, industrial base, industrial economics,
and
ethical calculus. If you’re unfamiliar with the game look at
the tech
tree and figure out what will help you have fun or use undirected
research. Going for technologies that give you access to
desired social
engineering is also a good choice.
At some point
you will run into
another faction. As soon as one of your units or bases
becomes adjacent
to another factions units or basses you exchange com(munication)
frequencies. Com frequencies can also be optioned through
other factions,
through unity pods, or through a secret project. Once in
contact you can
talk with the other faction leader.
If the other
faction leader doesn’t
like you then the initial contact may just be a warning to stay out of
the way
or they might threaten you. If they’re right next door you
should
probably give into the threat though you can usually take the option to
negotiate down. If they’re far away they usually
won’t fallow through on their threat if you don’t
give in.
If the other
faction leader doesn’t
care about you then they will likely offer to trade
technologies. It is
almost always a good idea to trade (as two players benefit while five
do not)
but you can try to choose the less advanced of the two options the
computer
gives you. If they like you, after you’ve exhausted all of
the technology
on one side or the other then they’ll offer a treaty. You
should take the
treaty. They might offer to sell you or to purchase a comm
frequency for
a faction that you or they haven’t met yet. It’s usually a
good deal to
sell and a good deal to buy if you think the other faction will trade
techs (or
maybe can get you to the council).
Your faction’s
borders emanate seven
squares (as a circle would draw it, not a square) from your land bases
and
three from your sea bases. Land bases only extend to land
that is
connected by land to your base. If two faction’s territory
would overlap,
the boundry line goes down the middle of the base’s (equal distant) as
the crow
flies. A faction’s border is designated by a dashed line in
that factions
color and you see the borders of factions you have the comm frequency
for. This can sometimes help you know where an undiscovered
faction is if
you think your border is close to your base without an opposing border.
Factions do not
like it if your units
are in their territory. The exception is if you are a “pact
sibling” of
another faction (which is an alliance). This can be say a
former building
forests within the other factions territory and they still won’t like
it.
They will demand that you withdraw and if your refuse enough times they
will
declare war on you. Some factions will give you the same
curtesy and some
will not. You can demand a faction withdraw from your borders
but you
risk having them declare war.
What do you do
once your faction is
off and running? You’re expanding and terraforming and you’re
ready to
devote your basses for something else now. This depends on
the situation
you’re in and what game you want to play. The further hostile
factions
are from you the more choices you have. The closer other
factions are to
you the more you have to be prepared for an invasion.
Building secret
projects is usually
a good choice in well defended (interior) bases. The bases
with the
largest mineral productions are the best as it is a race against the
other
factions. You can be building more than one at a
time. It is also
possible to switch from one project to another without
penalty. This
means that if you will research a technology that has a secret project
you want
you can start a duplicate of a project you are already building and
switch one
of these bases to the new project once discovered. The
computer can
switch as well and will usually switch to a new project if it loses the
race
for a particular project so be careful. You always know if a
faction is
building one or more projects and what it’s building. Getting
secret
projects is always good but not if it means that you cannot build the
military
units to repel an invasion. If you have a lot of bases this
shouldn’t be
a problem.
If you share a
border with the Hive,
Spartans, or Believers then it is very likely that you will go to war
with them
at some point. Try and have the technology, units, and
infrastructure to
go to war on your terms. This might mean giving into their
demands until
you are in good position to fight back. Most likely war will
come at some
point.
If you share a
border with any of
the other four then it is merely likely that you will go to war with
them. The same as above applies but it might be possible to
placate them
enough to avoid war. It is also possible to choose their
preferred social
engineering preference and stay friends or maybe become allies.
If you don’t
share a land border
with anyone you might be able to exist without going to war.
This is
still not something to expect but even if you do go to war you might
last a
long time before you actually fight.
Keeping these
in mind, if you want
to go for a conquest victory, pick the enemy you have the biggest
advantage
over, develop your faction to exploit that advantage, and attack (there
is no
diplomatic way to merely declare war) when you think you can capture
all of
their bases with deliberate speed. Repeat.
If you’re going
for any other type
of victory you need to improve your economy and industry. If
you’re going
for the diplomatic or economic victory, it might be best to knock off
(or have
other, friendlier factions knock them off) large hostile factions
anyways. If you’re going for the transcend victory you want
to make sure your
research is superior to other factions and have at-least one or two
bases that
are producing minerals out the wazoo.
If you’re going
for survival and not
for a victory, you just have to make sure that any faction that attacks
you
will pay dearly for each square taken. A compact faction,
with good
defensive structures (perimeter defenses then children’s crèches then
aerospace
complexes, then others like command centers), multiple high armor
troops at
every base, and enough mobile offensive units to at-least harass the
enemy
would work. (Keep in mind that according to the official
story, when a
faction reaches transcendence all factions this faction is hostile to,
disappear). Also keep in mind that if you get two generations
or more
behind technologically it will become increasingly harder to survive.
Also remember
that an unbalanced
faction will have trouble. Even for a faction focused on
military will
find building a network node at a base already producing 6 energy to
labs at
base to be very valuable and unless the base needs
to produce something else right now,
worth the investment. A military that falls behind in
technology or
outgrows its industrial base loses much of its usefulness. A
faction
focused on the economy while neglecting its military risks finding
itself under
the boot of a more militant faction despite its technological and
economic
superiority. Also remember that doing research is nice but
your faction
won’t get many benefits without building the things the research helps
to
build.
There are
numerous other strategies
and playstyles for how to handle the game in any situation at any stage
of the
game. This is far from the only way to play from the starting
gate.
Plenty of players can beat even experienced players without building a
second
base at any point during the game for example. This guide
isn’t designed
to give you a good strategy but merely a competent one that will let
you
explore what they game has to offer… so explore! both by moving units
into the
black and figuring out what you can go with the game at this point.