Base

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Bases are the cornerstone of your faction in Alpha Centauri. These manufacture your units, collect your energy for your economy and research, provide votes for supreme leader, and provide some defensive assistance. If playing with Do Or Die, taking all of a faction's basses results in game over for that faction. It is through your bases that everything your faction does gets implemented. Conquering a base has important effects.

Contents

Base Screen Overview

Most base management is done through the Base screen. This can be accessed by right clicking on a base and clicking on "Goto Base Screen." At the top are #Governor Settings. Down the left side are the nutrient tanks for #Growth, the commerce that your base is doing, and a box containing the mission year, your faction's energy reserves, and this base's Eco Damage. The right side contains a list of #Base Facilities and #Secret Projects this base has produced. In the center is a screen where you can see this base's #Resource Production, #Support map, or #psych effects. Bellow this map are details of this base's #Budget.

At the bottom left is information on and controlls for this base's Base Production. In the middle bottom is the name of this base, the #Citizens of the base and the list of Units occupying the base square. At the bottom right is a list of units supported by this base. By clicking the arrows next to the base name, one can jump to the base screen of other bases in your faction.

Citizens

At the bottom of the base screen is a list of citizens that live in the base. Each citizen is listed as an icon and has particular effects. There are various ways to lower the number of drones at a base or increase the number or talents.

  • Workers: are rendered yellow and are the working class of a base. These citizens can #work a square in the base's grid and contribute no special benefits or penalties.
  • Talents: are rendered blue and are the citizens of your base who for one reason or another have an abundance of leisure. These citizens can #work a square in the base's grid. Having more of these citizens than drones prevents a drone riot and having most of the citizens (including specialists) of a base these citizens and having no drones produces a golden age at the base.
  • Drones: are rendered red and are downtrodden citizens (for one reason or another). If there are any of these at a base, it prevents a golden age at the base and if there are more of these than talents in a base, the base experiences a drone riot. There are multiple ways for drones to be created:
    • Dependent on Difficulty every new citizen after a certain number at a base is initially rendered as a drone.
    • Dependent on Difficulty and a faction's Efficiency rating, once a faction controls a certain number of basses, each new base controlled adds a drone randomly at one base.
    • As a result of conquering a base, that base will have additional drones for the next 50 years. The number of extra drones is mminimum of either 5 minus 1/10 times the number of years since the conquest or the sum of base size and difficulty level minus 2 all over 4 and rounded up. <math>\min \left ( \left \{ \left ( 5 - 1 \over 10 \right ) * t , \frac {BaseSize + Difficulty - 2} {4} \rihgt \} \right )</math>.
    • For pacifism resulting form a low Police rating.

In addition to these citizens, you can create Specialists at your bases. These citizens no not work base squares and thus don't contribute to nutrients, minerals, or pre-budget base energy. This means that they need other citizens to feed them and they won't help the base build things. What they do is that they is they add energy at this base to the different energy allocations at the end of the #budget. When there are not base squares a citizen can work, any new citizen must be a specialist. They do impact the calculation for whether a base is in a golden age. Because of this, a golden age is imposable a base that has more than 40 population even if it has 20 talents and 21 transcendi.

To create a specialist, left click on a citizen and assign it to a particular specialty. To change a citizen's specialty or to turn it into a worker, do the same. Any citizen can be a specialist and turning all citizens into specialists can prevent any of them from being drones but could cause a crash in base production, mass starvation, and stranding units (causing them to disband).

There are several specialists who become more special with advancing technology. Once a specialist replaces a particular specialists the more ordinary specialist is no longer available.

Psych

Psych is a measure of how devoted a base is to making its citizens happy. A base that invests in psych should have few to no drones and several to many talents. Through different processes a base's energy, nutrient, or mineral output can be invested in psych. Energy can be spent on psych by a faction's factionwide budget, nutrients can be spent to support psych generating specialists, and minerals can create #Base Facilities, #Secret Projects, and Police units.

By clicking on the "psych" tab on the base screen one can view the psych effects on the citizens of the base. These effects are calculated in a specific order and is given bellow.

  1. First the base calculated its base citizenry. The non specialists start as workers and are changed into drones and talents per the above descriptions. The total population in a base (including specialists) are included in this calculation and faction effects come last.
  2. Second the base changes workers into talents based on this base's #psych spending. The final spending from the #budget and the input from specialists is included here. 2 energy spent on psych changes a worker into a talent. If there are no more wokers than 2 energy spent on psych changes a drone into a worker (with 4 changing a drone into a talent).
  3. Third the base includes the effects of #Base Facilities. These mostly change drones into workers but they can also change citizens into talents or drones depending on the facility.
  4. Fourth the base includes the effects of Police. Ordinarily one or more combat units (up to the maximum allowed for your faction) acts as police with each police unit turning one drone into a worker. A high police rating can see a police unit turning another drone into a worker, and Non-Lethal Methods can turn another drone into a worker.
  5. Fifth the base includes the effects of #Secret Projects. These effects are the same factionwide and not limited to a particular base.
  6. Sixth the base includes the effects of pacifism from low Police ratings and having combat units outside your faction's territory.

The result after these calculations are the base's population composition. Specialists are not effected.

Drone Riots

If a base has more Drones than Talents then it will be in a state of a Drone Riot. While a base is experiencing a drone riot, the workers still work base squares but all #Minerals after supporting units are lost and #Energy not going towards psych is also lost. This means that the base ceases to produce anything and does not contribute towards your energy reserves or towards psych. The base is maintaining things as they are but not progressing.

If a drone riot continues, the riot can destroy #Base Facilities. This can destroy facilities that will make the riot worse (e.g. the rec. commons) by increasing the difference between drones and talents meaning greater chances of destroyed facilities or defection and making it more difficult to restore order. A base that is rioting for long enough can defect to a rival faction. The faction that is chosen is likely to be the Drones or one whose leader has a poor impression of you. This defection can happen after one turn. Drone riots do not destroy secret projects.

There are a few ways to handle a riot. One can increase the policing in a base. One can increase psych spending either factionwide or by turning citizens into specialists. One can commit an atrocity such as destroying a base. One can change production to a facility that shows negative time to complete on the Base Production grid that can help quell the riot (eg. the rec. commons) or to a colony pod to reduce population. One can build or gain control of a [[Secret Project

Long term base facilities should be built, police should be added, or factionwide effects should be changed to make a drone riot harder to happen at this base.

The The Telepathic Matrix prevents drone riots at all basses belonging to the controlling faction no matter the difference between the number of drones and talents at a base and ends any riots that are currently ongoing.

Golden Age

If a base has no drones, at-least half of its population are talents, and has a base population of at-least 3, it is in a golden age. Golden ages are determined base by base and while unlikely, it is possible for a faction to have 1/3 of its bases in a golden age and 1/3 in drone riots. While a base is in a golden age, that particular base is considered to have the social effects of +2 growth and +1 economy over what your faction would otherwise provide for that base.

Resource Production

Your workers, talents, and drones work base squares. There are twenty squares surrounding a base which can be worked by these workers. A worker that works one of these squares collects nutrients, energy, and minerals from the square dependent on the underlying terrain, Terraforming and technology. The square the base is in also provides resources and never has anyone work it. Faction benefits, social engendering, base facilities, and secret projects determine the productivity of this base square.

The squares workers at a base can work are called that base's grid and are visible when one clicks the "resouce" tab in the base screen. It is possible for the base rid of two bases to overlap. If a worker at another (or this) base is working a square, no other worker from any base can work the same square. Squares worked by a worker at this base show the number of nutrients, minerals, and energy that worker is generating. Drones, Workers, and Talents all collect resources with equal efficiency.

Everything that is collected goes into the #Base Budget

Base Budget

The base budget is given bellow the map. These two screens shows how all of the nutrients, minerals, and energy collected by a base's workers and at the base square are allocated and spent. These amounts can be changes and adjusted by moving workers around for different #Resource Production and changes in your faction's Social Engineering.

Nutrients

There are no nutrients lost during collection and distribution though each citizen (no matter the #type) eats two nutrients each turn. Any surplus is added to the base's nutrient tanks and any deficit is subtracted from the nutrient tanks effecting #Growth.

Minerals

There are no minerals lost during collecting and distribution though units may require support depending on the number of units call this base home and your faction's Social Engineering. The surplus is added to base production and any deficit results in supported units being disbanded. Base facilities increasing mineral production do so before the minerals are taken to support units.

Energy

Energy is lost during collection. The amount lost called loss to Inefficiency and is impacted by this base's distance from the faction headquarters and the faction's Efficiency rating. The amount of energy lost to inefficiency is given by Inefficiency = (Energy × Distance ÷ (64 - (4 - Efficiency) × 8)) or <math> \frac {Energy*Distance} {64 - 8 \left ( 4 - Efficiency \right ) } </math>. If a faction headquarters does not exist, Distance=16.

The ratios are given in this table. A base can never lose more to inefficiency than it collects in energy and there is never any inefficiency at a faction headquarters (regardless of any other effect).

Inefficiency Table
Efficiency Rating Percent Lost to Inefficiency
4 Distance/64
3 Distance/56
2 Distance/48
1 Distance/40
0 Distance/32
-1 Distance/24
-2 Distance/16
-3 Distance/8
-4 100%

The energy accumulated after inefficiency is taken into account is allocated to economy, labs, and psych according to your faction's social engineering. Bonuses given by #Base Facilities and some #Secret Projects then take effect. These bonuses stack additively. For example two 50% bonuses to economy count as one 100% to economy and not a 125% bonus. Economy and Labs spending is covered in Faction Economy which economy enlarging your energy reserves and labs progressing in research. #Psych spending contributes to the well being of this base's citizens and is covered above.

You base's facilities (for the most part) require maintenance. At the beginning of a turn, each base in turn contributes its economy spending to the faction energy reserves and then reduces the faction energy reserves to cover maintenance at facilities. When a base is doing this calculation and there are insufficient energy reserves to cover the base's maintenance, energy reserves are depleted to zero (but not negative) and the computer moves on to the next base. All base facilities provide their benefit however. In this way, an economy surplus at one base can cover an economy surplus at another.

Growth

The nutrient tanks in the upper left determine population growth. The surplus or deficit of #nutrient production gets added to or subtracted from the nutrient tanks. When the nutrient tanks are full a new citizen is produced (who immediately needs to eat. If, for example, population grew with one nutrient and the new citizen cannot produce new nutrients, it is not created and the nutrient tanks are emptied) and when nutrient tanks are empty and there is a nutrient deficit (whenever the tanks would go negative) a citizen is destroyed leaving the nutrient tanks empty for the next turn.

Population at a base cannot change by more than one from turn to turn. The number of columns is 10 + your factions Growth rating and the number of rows is 1 + the base's current population (the population the base will be at after growth). The exception is if a faction has a -3 growth rating. The base has nutrient tanks as if it had a -2 growth rating (12 columns) and the mechanics work the same except that if population growth were to occur everything happens the same except the base population number doesn't change.

A base that has built a Children’s Crèche is considered to belong to a faction that has a growth rating of 2 gator than what it is. If a faction is at a -3 rating, the base grows normally with 11 columns. If a faction has a -3 rating (but would have lower if allowed) then it grows normally with 12 columns or it stays at a -3 raiting. If a faction has a growth rating of 4 or more than it is in a population boom. For all other situations the base grows normally with 2 fewer columns in its nutrient tanks.

A faction (or base) that has a +6 Growth rating or controls The Cloning Vats is considered to be in a population boom. During a population boom, if a base produces a nutrient surplus of at-least 2, it adds one population. Bases with a growth rating of +6 have nutrient tanks of 5 columns (used to store food for leaner times). A base still does not grow by more than 1 population each turn.

Support

A unit normally requires a unit of minerals to support. This value can be modified by the clean reactor ability or by a faction's social engineering. The that is designated a units home base pays this mineral meaning that base has less than one mineral available for manufacturing. Pictures of the units supported by a base are at the bottom right of the base screen and clicking on a unit's picture activated that unit. A map of where all the units supported is available by clicking on the "support" tab. Orders can be given to a unit to change its home base to the one it is currently in.

Base Production

In the bottom left there is the base production controls. Any #Minerals collected that don't go to support units go towards this production. Units, #Base Facilities, #Secret Projects, and Stockpiling Energy can be produced. At the top of this box is an image of the thing being produced. In the middle is the mineral progress for the current production. At the bottom is the number of turns until the current production is finished.

The number of columns in the production for a thing is 10 minus the faction's Social Engineering#Industry rating and the number of rows is determined by what is being built. Unit costs are here while #Base Facility and Secret Project costs are bellow. While Stockpiling Energy, the number of minerals going towards production is divided by 2 and rounded up. This amount gets added to your faction's energy reserves.

At the start of a turn the computer goes through each base and progresses production. If production finished, the Unit of Facility is completed and the base moves on to the next item in the queue, what the governor decides, a repeat of the item it finished, or stockpile energy. The computer prioritizes this choice in that order. If less than one row of minerals is left after production, all of these minerals are applied to the new item under production. If more than one row of minerals is left after production, the new item under production has one row of minerals applied to it and half of what minerals above one row are left over. On Citizen or Specialist Difficulty, all of the minerals left over are applied to the next thing under production.

To the right of this box are the queue list, change, and hurry controls. Clicking hurry allows you to finished an item sooner. The hurry cost is different for different for different items and making a partial payment is possible. The costs are given in the table bellow. Hurrying an item won't immediately finish it but if all minerals are purchased for an item it will be produced at the start of the next turn. A partial payment gives the number of minerals to produce an item in proportion to the payment made to the cost to complete the item. These rules mean that it can be advantageous to make the smallest partial payment so that the item can be produced in one turn rather than completing it.

The minerals cited in this table are the number of minerals needed to complete the item.

Hurry Costs
Item Cost to make a full payment. Adjustments
Unit 2 times the number of minerals plus the number of minerals squared divided by 20. Rounded down
Base Facility 2 times the number of minerals Doubled if less than 10 minerals already filled
Secret Project 4 times the number of minerals Doubled if less that 4 mineral rows already filled.

One can change the object being produced. On Citizen and Specialist Difficulty no minerals are lost from changing production but on higher difficulty, half of the minerals more than the first row of production are lost. This can hit twice if one changed what a governor starts to produce after another item has finished production. Switching from a Secret Project does not lose minerals. Clicking on change brings up the production screen for the base. The screen is arranged in a grid with the units at the top, base facilities in the middle, and secret projects at the bottom. The number of turns listed are the number of turns until the base finished that item given the current mineral investment (without considering the losses from switching). Clicking on an item switches production to that item. If you want to build a unit that is not available click on "workshop" to bring up the Design Workshop.

Clicking on the "queue" button brings up the queue controls. This brings up the base's production grid which is the same as if one were to change production except the turns are the number of turns to finish the production from 0 minerals at the base's current mineral production. Clicking on "workshop" brings up the Design Workshop, "delete" removes the currently selected item from the queue list, "replace" replaces the currently selected item in queue list with the currently selected item in the production grid, "insert" puts the currently selected item in the production grid in the currently selected slot in the queue list moving all items currently in the queue list in the currently selected position and bellow down, "cancel" leaves the queue list reverting it to what it was when you clicked on the "queue button," and "ok" leave the queue list as it currently stands.

Eco Damage

Mineral production and terrifying in a base's grid increase a base's "Eco Damage." The higher a base's eco damage the more likely it will cause fungus to grow during the aliens turn and the greater chance this growth releases multiple native lifeforms. The sum total of all eco damage at all basses contributes to a total number for the planet. Once this number surpasses a certain number, the sea level will start to rise. The game will inform you of how much higher the sea level will be in 20 years given the current impact. During this 20 years there will be occasions where all land tiles have a number subtracted from their altitude possibly turning land tiles into water tiles. Ocean tiles will also become deeper during these events. These events can destroy land bases that don't have a Pressure Dome. Volcanoes can also randomly erupt on Planet basses on this sum total of eco damage.

The eco damage at a base is complicated to calculate and one should note that the description given in the datalinks is incomplete. Generally speaking the more terraforming exists in a base's grid and the more minerals are being produced at a base, the more eco damage occurs and the more forest and fundus squars in a base's grid, the less eco damage occurs. There are #Base Facilities and #Secret Projects that decrease eco damage (as well as some that indirectly increase it).

For specifically there are a number of factors that impact eco damage:

  • Atrocities: The number of atrocities your faction has (ever) committed while the UN charter is in effect not counting nerve stapling and fungal payloads.
  • Mitigators: The number of the following at this base: Centauri Preserve, Temple of Planet, Nanoreplicator plus the number of the following a faction controls: Pholus Mutagen, Singularity Inductor
  • Minerals: Total minerals produced by this base (after mineral bonuses) minus the number of minerals this base receives from space
  • Terraforming: (for all squares in a base's grid). 2 times the number of worked improvements )excepting kelp farms), plus 1 times the number of unworked improvements, plus 8 times the number of boreholes, plus 6 times the number of echelon mirrors, plus 4 times the number of condensers, plus 1 if the base is a sea base, minus the number of forests. This number is divided by 8, divided again by 2 if the base has a tree farm, and set to 0 if the base has a hybrid forest.
  • Bonus: The base number is 16. Each fungal bloom that occurs in your faction and each Tree Farm, Hybrid Forest, Centauri Preserve, and Temple of Planet produced by your faction after its first fungal bloom increases this number by 1.
  • Intermediate: If Teraforming is non-negative, the lower of Teraforming and Bonus, and otherwise 0.
  • Clean: Bonus - Intermediate
  • Factor: Teraforming - Intermediate + (Minerals - Clean +5*Atrocities)/(1+Mitigators) and rounded to an integer towards 0.
  • Perihelion: 2 if active and otherwise 1.
  • Techs: The number of techs known to the faction
  • Life: 1 for a planet with rare life, 2 for normal life, and 3 for abundant life (the maps of "Planet" are 2)
  • Difficulty: 5 for Thinker or Transcend and 3 otherwise
  • Planet: The factions Planet rating minus 3 or 1 whichever is greater

The eco damage at a base is Factor, times Perihelion, times Techs, times Life, times Difficulty, time Planet, and divided by 300. It is rounded up to 0 if negative.

Governor Settings

There are several governor settings available. If the governor is active and managed population, the governor will assign citizens to work squares or become specialists each turn before their contributions impact the rest of the base functions. If the governor controls production, the governor will select something new to build upon the completion of production if there is nothing in the queue. Otherwise the production will revert to building the same thing or Stockpile Energy if that is imposable. The other settings from the governor menu are self explanatory. When a base is built it inherits the governor settings of the base the colony pod building the base had as its home base.

It is possible to influence the choices the governor makes with the four area buttons on either side of the governor button.

  • Explore: The governor focuses on growing your faction's population by building colony pods and facilities to help this base grow
  • Discover: The governor focuses on advancing your faction's research by building labs enhancing base facilities. It also has a penchant for building probe units and secret projects.
  • Build: The governor focuses of building infrastructure through building base facilities and former units.
  • Conquer: The governor focuses on building military units and sometimes builds a militarily useful base facility.

Combat Effects

There are a number of effects affecting Units involved with units in the base square or attacking the base square.

  • Units with at-least one movement point can always enter a friendly base.
  • Infantry gain a +25% combat advantage when attacking a base.
  • Land units gain a +25% combat advantage when defending a base.
  • Sea units gain a -50% combat advantage when defednding a land base.
  • Base Facilities (Perimeter Defense, Tachyon field, Naval Yard, Aerospace Complex, Children's Creche, Brood Pit) further modify combat (see bellow).

Base Facilities

Base facilities and things at a base that impact how it operates. Each base can only have one and they cannot travel between bases. Satellites are built as base facilities and have factionwide impacts but there is no limit to the number of satellites that can be built. To see a summary of the satellites all factions have built, press the "F6" key from nearly anywhere. Facilities that are free based on faction ability are given to each base built and conquered during the course of the game. These facilities can be scraped or destroyed through the various mechanisms and if so they need to be rebuilt as normal. Bases given facilities on a faction ability do not pay maintenance for those facilities.

Facilities can be destroyed through mindworm attack, base conquest, #Drone Riots, or scrapping them. When a base is conquered, half of its facilities are destroyed. These are randomly chosen. One can scrap a base facility by clicking on the facility and choosing to scrap from the dialog box. A scraped facility no longer provides its benefits (or detriments) but no longer requires maintenance and gives a sum of energy credits when scraped. No more than one base facility may be scraped at a particular base each turn. Facilities given through #Secret Projects cannot be scrapped but those built prior to the secret project providing the facility can be.

Base Facilities Table
Facility Type Prerequisite Cost (in rows) Maintenance Effect Notes
Recycling Tanks General Biogenetics 4 0 •Increases the nutrient, minerals, and energy production at this square by 1. •Cannot be built at a base with a Preasure Dome.
Recreation Commons Psych Social Psych 4 1 •Reduces the number of drones at this base by 2. •Allows a Hologram Theatre to be built at this base.
Command Center Combat Doctrine: Mobility 4 Dependent on Difficulty •Land units resting here a turn repair to 100% of their possible hit points.
•Land units built here receive a +2 increase to morale upon completion.
Headquarters General None 5 0 •No inefficiency at this base regardless of other effects.
•+1 energy in the base square.
•Cannot be mind controlled.
•Any faction can have a maximum of one headquarters.
•Building a headquarters in one base destroys the headquarters at another base upon completion.
•Cannot be scrapped.
Perimeter Defense Combat Doctrine: Loyalty 5 0 •Increases combat bonus against air attacks for units in this base to +100% (replaces the normal combat modifier for a base).
•Prevents population loss if the last unit defending this base is destroyed.
•Combat bonus does not apply to psi attacks.
•This facility stacks with the Tachyon Field to provide a +200% combat modifier (replaces the normal combat modifier for a base).
•Allows a Tachyon Field to be built at this base.
Children’s Crèche Basic Ethical Calculus 5 1 •Base is considered to have a +2 to the faction's Growth rating.
•Base is considered to have a +1 to the faction's Efficiency rating.
•If the faction's Morale rating is less than 1, native lifeforms defending this base consider the rating to be 1.
•Prevents the random chance Citizen's Protest event from occurring increasing Drone activity by 1 for 5 years.
•Allows the random chance Major Population Surge event to happen expanding base by 1 population.
Biology Lab Science and Ecology Centauri Empathy 6 1 •+2 labs per turn.
•Native lifeforms bread here gain a +1 lifecycle bonus upon completion.
•Native lifeforms resting here a turn repair to 100% of their possible hit points.
•Prevents the random chance Planet Blight event from occurring destroying all farms and forests in this base's grid.
•Allows the random chance beneficial bacterium event to happen granting +1 Nutrient in all squares.
Skunkworks Combat Advanced Subatomic Theory 6 1 •Removes the minerals penalty from prototypes built here. •Prototype units still gain the +1 Morale bonus they normally get.
•This is not available on Citizen or Specialist Difficulty or for the Spartans.
Hologram Theatre Psych Planetary Networks 6 3 •2 fewer drones at this base.
•+50% bonus to psych at this base.
•Requires a Recreation Commons at this base before building.
Pressure Dome General Doctrine: Flexibility 8 0 •Allows a base to survive underwater.
•Increases the nutrient, minerals, and energy production at this square by 1.
•Ocean bases start with this facility.
•Destroys a recycling tanks at the base it is built at and prevents its construction.
Thermocline Transducer Ocean Adaptive Economics 8 0 •Tidal harnesses worked by this base's citizens produce one extra energy.
Network Node Labs Information Networks 8 1 •Provides a 50% bonus to labs at this base.
•This base can convert one alien artifact into a technological advance.
&Changes the effect of the Network Overload event from destroying all progress in research to completing all progress in research.
•These also count as a hologram theatre (with 1 maintenance) for the faction that controls The Virtual World.
Energy Bank Economy Industrial Economics 8 1 •Increases the energy production at this base by half of what is lost to inefficiency.
•Changes the effects of the Power Surge event from destroying all mines in the base's radius to giving 50 energy credits directly to the faction.
Aquafarm Ocean Progenitor Psych 8 1 •Kelp farms worked by this base's citizens produce one extra nutrient.
Aerospace Complex Combat Doctrine: Air Power 8 2 •Increases combat bonus against air attacks for units in this base to +100% (replaces the normal combat modifier for a base).
•Air units resting here a turn repair to 100% of their possible hit points.
•Air units built here receive a +2 increase to morale upon completion.
•Barring a faction's control of The Space Elevator this facility is needed to produce satellites.
•Barring a faction's control of The Space Elevator this facility is needed avoid having the satellite delivered resources reduced by half.
•This facility stacks with the Tachyon Field to provide a +200% combat modifier (replaces the normal combat modifier for a base).
Hab Complex General Industrial Automation 8 2 •Increases the population limit of this base by 7. •Allows a Habitation Dome to be built at this base.
Naval Yard Combat Doctrine: Initiative 8 2 •Increases combat bonus against sea attacks for units in this base to +100% (replaces the normal combat modifier for a base).
•Sea units resting here a turn repair to 100% of their possible hit points.
•Sea units built here receive a +2 increase to morale upon completion.
•Combat bonus does not apply to psi attacks.
•This facility stacks with the Tachyon Field to provide a +200% combat modifier (replaces the normal combat modifier for a base).
Brood Pit Ecology Centauri Genetics 8 2 •Base is considered to have a +2 to the faction's Police rating.
•Native lifeforms cost 25% less to breed at this base.
•If the faction's Morale rating is less than 1, native lifeforms defending this base consider the rating to be 1.
Bioenhancement Center Combat Neural Grafting 10 2 •Any non-native combat units built here receive a +2 Morale upgrade upon completion.
•Any native lifeforms bred here receive a +1 lifecycle bonus upon maturity.
•These bonuses stack with other facilities.
Centauri Preserve Ecological Neural Grafting 10 2 •Reduces the Eco Damage at this base and perhaps others.
•Native lifeforms bread here gain a +1 lifecycle bonus upon completion.
•See #Eco Damage.
•Allows a Temple of Planet to be built at this base.
Covert Ops Center Probe Pre-Sentient Algorithms 10 2 •Base is considered to have a +2 to the faction's Probe rating.
•Any probe unit built here receive a +2 Morale upgrade upon completion.
Genejack Factory Factory Pre-Sentient Algorithms 10 2 •Increases base's mineral output by 50%.
•Increases the number of drones at this base by 1.
•Increases this Base's vulnerability to mind control.
•Allows a Nanorplicator to be built at this base.
Punishment Sphere Psych Advanced Military Algorithms 10 2 •Turns all talents and drones into workers at this base.
•Reduces this base's labs output by 50%.
•Reduces this Base's vulnerability to mind control.
Psi Gate General Matter Transmission 10 2 •Allows Psi gates to be used for transport. •A unit can move from a base with a psi gate to another base with a psi gate only if neither psi gate has been so used this turn.
Sky Hydroponics Lab Satellite Orbital Spaceflight 12 0 •Provides 1 nutrient to each base belonging to the faction that builds it each turn. •This benefit is halved for bases lacking an aerospace complex for a faction that does not control The Space Elevator
•Requires either an Aerospace Complex at this Base or for faction control of The Space Elevator before building.
Orbital Power Transmitter Satellite Advanced Spaceflight 12 0 •Provides 1 energy to each base belonging to the faction that builds it each turn. •This benefit is halved for bases lacking an aerospace complex for a faction that does not control The Space Elevator
•Requires either an Aerospace Complex at this Base or for faction control of The Space Elevator before building.
Nessus Mining Station Satellite Self-Aware Machines 12 0 •Provides 1 mineral to each base belonging to the faction that builds it each turn. •This benefit is halved for bases lacking an aerospace complex for a faction that does not control The Space Elevator
•Requires either an Aerospace Complex at this Base or for faction control of The Space Elevator before building.
Orbital Defense Pod Satellite Self-Aware Machines 12 0 •Has a 50% of destroying a Planet Buster, Tectonic Missile, or Fungal Missile before it can activate.
•If all Defense Pods belonging to a faction have made such an attempt this turn, one of these can be sacrificed for a 100% chance of destroying a Planet Buster, Tectonic Missile, or Fungal Missile before it can activate.
•Can be sacrificed for a 50% chance of destroying another factions satellite.
•Requires either an Aerospace Complex at this Base or for faction control of The Space Elevator before building.
Tachyon Field Combat Probability Mechanics 12 2 •Increases combat modifier to +100% or +200% for attacks from all domains dependent on weather the other defensive facility for that domain has been built. •Combat bonus does not apply to psi attacks.
•Requires a Perimeter Defense at this base before building.
Flechette Defense System Combat N-Space Compression 12 2 •+25% combat modifier from any unit defending against a conventional missile in this base's grid.
•Has a 50% chance of destroying Planet Busters, Tectonic, and Fungal missiles before they activate within this base's grid.
Multiple Flechette Defense Systems defending a square stack these bonuses (eg. two Flechette Defense Systems defending a square have a 75% chance of destroying a Planet Buster or give a unit a +50% combat modifier).
Tree Farm Economy Environmental Economics 12 3 •Increases the energy production at this base by half of what is lost to inefficiency.
•Provides a 50% bonus to psych at this base.
•Increase nutrient and energy collected in forest squares by 1.
•Could reduce eco damage at all bases.
•See #Eco Damage.
•Allows a Hybrid Forest to be built at this base.
Research Hospital Labs Gene Splicing 12 3 •Provides a 50% bonus to labs at this base.
•Provides a 25% bonus to psych at this base.
•Reduces the number of drones at this base by 1.
•Reduces population lost caused by genetic warfare.
•Prevents the outbreak of the Prometheus Virus at this base of the virus spreading to or through this base.
•Allows a Nanohospital to be built at this base.
Fusion Lab Economy and Labs Fusion Power 12 3 •Increases the energy production at this base by half of what is lost to inefficiency.
•Provides a +50% bonus to labs at this base.
•Allows a Quantum Lab to be built at this base.
Subsea Trunkline Ocean Planetary Economics 12 4 •Mining Platforms worked by this base's citizens produce one extra mineral.
Paradise Garden Psych Fusion Power 12 4 •Increases the number of talents at this base by 2.
Habitation Dome General Super Tensile Solids 16 4 •Increases the population limit of this base to 127. •Requires a Hab Complex at this base before building.
Geosynchronous Survey Pod General N-Space Compression 16 4 •Increases this base's line of sight to a radius of 3.
•Provides a sensor to the base square giving a +25% combat bonus on top of other bonuses if there is no sensor bonus already.
•Counts as a satellite but only one can be built per base.
•Only provides benefits to the base that built it.
•Can be destroyed by both Probe Teams and Orbital Defense Pods.
Temple of Planet Ecological Secrets of Alpha Centauri 20 3 •Reduces the Eco Damage at this base and perhaps others.
•Native lifeforms bread here gain a +1 lifecycle bonus upon completion.
•See #Eco Damage.
•Requires a Centauri Preserve at this base before building.
Robotic Assembly Plant Factory Industrial Nanorobotics 20 4 •Increases the minerals output of this base by 50%. •Allows a Robotic Assembly Plant or a Nanoreplicator to be built at this base.
Quantum Converter Factory Quantum Machinery 20 5 •Increases the minerals output of this base by 50%. •Requires a Robotic Assembly Plant at this base before building.
Hybrid Forest Economy Planetary Economics 24 4 •Increases the energy production at this base by half of what is lost to inefficiency.
•Provides a 50% bonus to psych at this base.
•Increase nutrient and energy collected in forest squares by 1.
•Could reduce eco damage at all bases.
•See #Eco Damage.
•Requires a Tree Farm at this base before building.
Nanohospital Labs Homo Superior 24 4 •Provides a 50% bonus to labs at this base.
•Provides a 25% bonus to psych at this base.
•Reduces the number of drones at this base by 1.
•Reduces population lost caused by genetic warfare.
•Prevents the outbreak of the Prometheus Virus at this base of the virus spreading to or through this base.
•Requires a Research Hospital at this base before building.
Quantum Lab Economy and Labs Quantum Power 24 4 •Increases the energy production at this base by half of what is lost to inefficiency.
•Provides a +50% bonus to labs at this base.
•Requires a Fusion Lab at this base before building.
Nanoreplicator Factory Matter Editation 32 6 •Increases mineral output by 50% at this base.
•These increased minerals do not count towards ecological damage.
•Reduces eco damage at this base.
•See #Eco Damage.
•Requires a Robotic Assembly Plant or a Genejack Factory at this base before building.
Subspace Generator General Singularity Mechanics 60 5 •6 of these built at bases with a population of at-least 10 grants victory. •Can only be built of Progenitor factions.

Secret Projects

Secret Projects are impressive facilities. Only one of each can ever be built on Planet in each game and they usually have factionwide and significant benefits. They tend to be more expensive than facilities though they are built in the same way. If a secret project is ever destroyed (which can only happen if the base that built it is destroyed), it can no longer be built by any faction in the game. When conquering a base with a secret project, your faction gains immediate benefit of the project.

When a faction is building a secret project, such information is known to all players even if there is no communication possible between them. Switching production from a secret project does not lose minerals. A summary of the secret projects build and under construction is available by pressing the "F5" button from almost anywhere. Often building a particular project is a race between multiple faction with the first one to complete it gaining its benefits. The losing factions often switch to other secret projects if they can meaning a losing faction could get the biggest benefit.

Base facilities are sometimes given by secret projects. When this happens, each base has a maintenance free version of the facility that cannot be scraped. An facilities of this type built prior to the base being given it by the secret project (either built before secret project completion or by conquest) still have the original facility. These two facilities only provide one benefit but the original facility still takes up maintenance. This original facility can be scrapped to ease the maintenance burden of your faction and to provide a onetime deposit of energy credits. The original facility can also be left for the event if your faction loses control of the relevant secret project, the base still has the benefit of the facility.

Base Facilities Table
Project Prerequisite Cost (in rows) Effect
The Empath Guild Centauri Empathy 20 •Provides the comlink frequency for all factions.
•Prevents infiltrator information on all factions.
•Doubles the faction's votes for Planetary Governor and Supreme Leader.
The Human Genome Project Biogenetics 20 •Increase the number of talents at all bases by 1.
•Prevents outbreaks of the Prometheus Virus.
The Merchant Exchange Industrial Base 20 •Increase the energy collected in every square of this base's grid by 1 excepting xenofungus squares.
The Weather Paradigm Centauri Ecology 20 •Halves the time (rounded up) for formers to preform any action except remove fungus.
•The controlling faction's formers can drill to aquifers, build boreholes, echelon mirrors, condensers, and raise or lower terrain regardless of technology.
The Command Nexus Doctrine: Loyalty 20 •Counts as a Command Center at all bases.
The Cloudbase Academy Mind/Machine Interface 30 •Counts as an Aerospace Complex at all bases.
•Increase the movement points of all air units by 2.
The Hunter-Seeker Algorithm Pre-Sentient Algorithms 30 •Renders a factions units and bases immune to Covert Ops excepting from probe teams with the Algorithmic Enhancement ability.
The Virtual World Planetary Networks 30 •Each Network Node also counts as a Hologram Theatre while keeping its maintenance at 1.
The Maritime Control Center Doctrine: Initiative 30 •Counts as an Naval Yard at all bases.
•Increase the movement points of all sea units by 2.
The Citizens’ Defense Force Intellectual Integrity 30 •Counts as a Perimeter Defense at all bases.
The Longevity Vaccine Bio-Engineering 30 •Decreases the number of drones at all bases by 2 for factions running Planned economics.
•Decreases the number of drones at all bases by 1 for factions running Simple or Green economics.
•Increases Economy at this base by 50% for factions running Free Market economics.
•Prevents outbreaks of the Prometheus Virus.
The Planetary Energy Grid Adaptive Economics 30 •Counts as an Energy Bank at all bases.
•Stockpiling energy increases energy provided by 25%.
The Supercollider Applied Relativity 30 •Increases labs at this base by 100%.
The Xenoempathy Dome Centauri Meditation 43 •The controlling faction's units treat xenofungus squares as if they were roads.
•The rate at which the controlling faction's formers plant or remove fungus is halved.
•Any native lifeform bread after completion get a gain an increase in lifecycle of 1 when built.
The Ascetic Virtues Planetary Economics 30 •Increase the population limit of all bases by 2.
•Increases faction Police rating by 1.
The Neural Amplifier Neural Grafting 30 •Provides all units with a +50% bonus to all psi combat when defending.
The Planetary Transit System Industrial Automation 30 •All new bases start with a population of 3.
•The number of drones at all basses with a population of 3 or fewer is reduced by 1.
The Planetary Datalinks Cyberethics 30 •Any technological breakthrough known to 3 factions is discovered by the controlling faction if not yet known.
The Network Backbone Digital Sentience 40 •+1 labs for every point of commerce this base recieves.
•+1 labs for every network node in existence on Planet.
•The negative effects of the Cybernetic society module are eliminated.
The Universal Translator Homo Superior 40 •2 free Technological Advances upon completion.
•A network node at this base and convert any number of alien artifacts into technological advances.
The Theory of Everything Unified Field Theory 40 •Increases labs at this base by 100%.
The Cyborg Factory Mind/Machine Interface 40 •Counts as a Bioenhancement Center at all bases.
The Living Refinery Advanced Spaceflight 40 •Increases faction Support rating by 2.
The Dream Twister The Will to Power 40 •Provides all units with a +50% bonus to all psi combat when attacking.
The Nano Factory Industrial Nanorobotics 40 •Any unit resting a turn anywhere is healed to 100% of its maximum number of hit points.
•Unit upgrade costs are reduced to half.
The Nethack Terminus Self-Aware Machines 40 •Any probe units built after completion get a gain an increase in morale of 1 when built.
•Probe team action cost reduced by 25%.
•Any probe team with a reactor rating of at-least 2 is considered to have the Algorithmic Enhancement ability.
The Pholus Mutagen Centauri Genetics 40 •Reduces eco damage at all bases.
•Any native lifeform bread after completion get a gain an increase in lifecycle of 1 when built.
The Space Elevator Super Tensile Solids 50 •Increases economy at this base by 100%
•Doubles mineral production at any base building a satellite without having the additional minerals contribute to eco damage.
•.Bases can build satellites without having an Aerospace Complex.
•Units with Drop Pods can make Orbital Incursions.
The Self-Aware Colony Self-Aware Machines 50 •Maintenance costs are halved at all bases
•All bases are considered to have 1 unit for police purposes is allowed given the factions Police rating.
Clinical Immortality Matter Editation 50 •Increase the number of talents at all bases by 2.
•Doubles the faction's votes for Planetary Governor and Supreme Leader.
•Prevents outbreaks of the Prometheus Virus.
The Manifold Harmonics Secrets of the Manifolds 50 •Increase the number of resources collected from fungal squares and monoliths dependent on the faction's Planet rating.
•+1 energy for a Planet rating of 0.
•+1 nutrients and energy for a Planet rating of 1.
•+1 nutrients, minerals, and energy for a Planet rating of 2.
•+1 nutrients and minerals and +2 energy for a Planet rating of 3.
The Cloning Vats Biomachinery 50 •All bases are considered to be in a population boom.
•The negative effects of the Power and Thought Control society modules are eliminated.
The Voice of Planet Threshold of Transcendence 60 •Any native lifeform bread after completion get a gain an increase in lifecycle of 1 when built.
•Allows any faction to build The Ascent to Transcendence.
The Telepathic Matrix Eudaimonia 60 •The controlling faction no longer experiences drone riots regardless of citizen composition.
•All probe teams have a morale increase of 2.
The Singularity Inductor Controlled Singularity 60 •Counts as a Quantum Converter at all bases.
•Reduces eco damage at all bases.
The Bulk Matter Transmitter Matter Transmission 60 •Increase mineral production at all bases by 50%.
The Ascent to Transcendence Threshold of Transcendence 200 •Grants victory to the faction that builds it.
•Requires the Voice of Planet to be built by anyone.
•Can only be built by Earthling factions.