Difference between revisions of "Faction Economy"

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By pressing several of the function keys from almost anywhere, screens giving information on a faction can be obtained.  From these screens one can view useful information on one's own faction and any faction one has infiltrator information on.  Towards the bottom of each screen are shortcuts to any other of these screens and two reports form any available faction.  The function keys 'F2' through 'F8' access these screens.  These screens provide useful information for making decisions and some allow orders to be given to many things at once.
+
By pressing several of the function keys from almost anywhere, screens giving information on a faction can be obtained.  From these screens one can view useful information on one's own faction and any faction one has [[Covert Ops|infiltrator]] information on.  Towards the bottom of each screen are shortcuts to any other of these screens and reports form any available faction.  The function keys 'F2' through 'F8' access these screens.  These screens provide useful information for making decisions and some allow orders to be given to many things at once.
  
 
==Technology==
 
==Technology==
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The technology screen lists the technology being researched (with [[Rules|Blind Research]] this only shows what value the technology is designated) at the top and the time until it is discovered at the current level of research being generated as well as a bar showing what portion of the technology has already been researched.  The middle of the screen shows a highlighted technology as well as its pre and post requisites.  This can be used to navigate the game's technology tree.  At the bottom left screen giving an option between a list of technologies known to the faction (any technology known to the faction being observed that your faction does not have is marked with an asterisk) or the research output of that faction's bases.  The middle is some information on the progress towards the currently being researched technology and at the bottom right are bars showing that faction's tech progress.
 
The technology screen lists the technology being researched (with [[Rules|Blind Research]] this only shows what value the technology is designated) at the top and the time until it is discovered at the current level of research being generated as well as a bar showing what portion of the technology has already been researched.  The middle of the screen shows a highlighted technology as well as its pre and post requisites.  This can be used to navigate the game's technology tree.  At the bottom left screen giving an option between a list of technologies known to the faction (any technology known to the faction being observed that your faction does not have is marked with an asterisk) or the research output of that faction's bases.  The middle is some information on the progress towards the currently being researched technology and at the bottom right are bars showing that faction's tech progress.
  
Factors determine how attractive a technology is.  In the table this is given as a [[wikipedia:Tuple|4-tuple]] with the numbers corresponding to Conquer, Discover, Build, and Explore.  The AI uses these values along with the priorities for these concepts in determining which technology to research if [[Rules|Blind Research]] is turned off.  If [[Rules|Blind Research]] is turned on, these values influence which technology will be chosen given the faction's research priorities with some amount of randomness.  These values also influence the value of a technology when engaged in [[Diplomacy|tech trading]].  A technology is known as by the area of the highest value at a level depending where it is on the tech tree.
+
Factors determine how attractive a technology is.  In the table this is given as a [[wikipedia:Tuple|4-tuple]] with the numbers corresponding to Conquer, Discover, Build, and Explore.  The AI uses these values along with the priorities for these concepts in determining which technology to research if [[Rules|Blind Research]] is turned off.  If [[Rules|Blind Research]] is turned on, these values influence which technology will be chosen given the faction's research priorities with some amount of randomness.  These values also influence the value of a technology when engaged in [[Diplomacy|tech trading]].  A technology is known as by the area of the highest value at a level depending where it is on the tech tree.  A faction can change research priorities or goals by pressing 'Shift+R' from the main screen.
  
 
{| class="wikitable"
 
{| class="wikitable"
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===Commerce===
 
===Commerce===
  
Any factions that have a [[Diplomacy|treaty]] or [[Diplomacy|pact]] with a faction engage in [[Commerce (Advanced)|commerce]] assuming that neither faction is under economic sanctions for having committed atrocities while the UN Charter is in effect.  Each faction has a commerce rating.  This rating is initially 0 and can be increased by technologies, [[Social Engineering#Economy|economy rating]], and inherent faction bonuses.  There is a game wide commerce rating which is the sum of all techs increasing commerce level discovered by all factions.
+
Any factions that have a [[Diplomacy|treaty]] or [[Diplomacy|pact]] with a faction engage in [[Commerce (Advanced)|commerce]] assuming that neither faction is under economic sanctions for having committed atrocities while the UN Charter is in effect.  Each faction has a commerce rating.  This rating is initially 0 and can be increased by technologies, [[Social Engineering#Economy|economy rating]], and inherent faction bonuses.
  
Bases between the two factions are paired off in terms of [[Base#Energy|energy]] income (the highest such bases from each faction, the next highest and so on) and these bases engage in commerce.  Each base earns a certainty amount of energy from commerce.  This energy is immediately added to the economy output of the base.  The base level is found by adding the economic output of the two bases and dividing by 8 and rounding up.  This number is doubled if the Global Trade Pact is in effect and multiplied by one more than the faction's commerce rating and divided by one more than the game wide commerce rating.  This number is than halved if the factions have a treaty (as opposed to a pact) and rounded down.  One is added if the faction leader is the planetary governor.  Note that commerce cannot be negative and two factions need not earn the same amount of commerce in each base pair.
+
Bases between the two factions are paired off in terms of [[Base#Energy|energy]] income (the highest such bases from each faction, the next highest and so on) and these base pairs engage in commerce.  Each base earns a certain amount of energy from commerce.  This energy is added to the energy output from each base prior to being distributed amongst the [[Social Engineering#Faction Budget|faction priorities]].  The base level is found by adding the total amount of energy collected by the two bases and dividing by 8 and rounding up.  This number is doubled if the Global Trade Pact is in effect and multiplied by one more than the faction's commerce rating and divided by 6.  This number is than halved if the factions have a treaty (as opposed to a pact) and rounded down.  One is added if the faction leader is the planetary governor.  Note that commerce cannot be negative and two factions need not earn the same amount of commerce in each base pair.
  
 
==Bases==
 
==Bases==
  
Description
+
'F4' brings up a screen to get information on and manage all bases in a faction.  The main screen gives a list of bases in the faction and information on each base.  The information displayed is chosen by the three buttons at the top of this screen.  The production readout lists what each base is producing, the number of turns to completion at the current pace, and the number of minerals invested and required given current [[Social Engineering#Industry|Industry]] ratings.  The citizen readout lists each base's citizens.  The garrison readout lists the units in each base's square.  A base name is white if the base is in a golden age, red if in a drone riot, and blue otherwise.
 +
 
 +
Single or multiple bases can be highlighted and individual bases can be zoomed into (advancing the the base screen for that base) from this screen.  In the lower left there are two possible screens.  One gives options for changing governor settings at all highlighted bases.  The other lists which base is preforming the best in certain areas.  These are listed bellow.  At the lower right there is a map showing where the highlighted base is with respect to other bases and faction land territory.
 +
 
 +
*Best minerals: is the base producing the most minerals after production bonuses and before unit support.
 +
*Best nutrients: is the base producing the most nutrients before citizen consumption.
 +
*Best energy: is the base contributing the most energy towards economy.
 +
*Best lab: is the base contributing the most energy towards labs.
 +
*Best Psych: is the base contributing the most energy towards psych.
 +
*Best Population: is the base with the most number of citizens.
 +
*Best Garrison: is the base with the most number of units in its base square.
 +
*Best Infrastructure: is the base with the most number of base facilities.
  
 
==Secret Projects==
 
==Secret Projects==
  
Description
+
'F5' brings up the [[Base#Secret Projects|secret project]] summary screen.  This lists all secret projects completed and under construction by any faction regardless of contact or infiltration.  For each project completed or under construction it lists the name of the project, its symbol, the base it is located at, and the faction controlling the base.  It is color designated by the owning faction to allow for easier reading of which faction has what secret projects.
 +
 
 +
Each time a secret project is started, canceled, changed, on turn away from completion, or completed a notification (under default settings) is given to each player.  Using these notification and this screen one can keep tabs on secret projects and get information on which secret projects to build and which to avoid.  Secret projects are the least secret thing in Alpha Centauri.
  
 
==Satellites==
 
==Satellites==
  
Description
+
'F6' brings up the satellite control screen.  There are two views.  Satellite Summary gives a list of which faction has which off word facilities in use in the form of a table and some general information on satellites.  Orbital Attack View gives options for using [[Orbital Defense Pod]]s against other faction space targets.  This screen cannot be accessed until your faction has discovered [[Orbital Spaceflight]].
  
 
==Units==
 
==Units==
  
Description
+
'F7' bring up the unit management screen.  The main screen lists each type of unit under production or ever controlled by the selected faction.  For each unit it also lists the number of individual units of that type that are active, in production, or lost for any reason by that faction.  One ore more unit types can be selected.  The lower left gives a summary of all units controlled by the faction broken down by type (land, sea, air, and non combat) and total.  The three succeeding numbers are the number for that type that are active, in production, and lost by that faction.  Clicking on one of these options (land, sea, air, and non combat) restricts the unit view to units of that type.  These categories are mutually exclusive.  The lower right has commands that can be given to all units selected.  Select all selects all of a faction's units that are currently filtered for, automate units sets all selected units to fully automated, and cancel orders cancels orders.
  
 
==Score==
 
==Score==
  
Description
+
'F8' brings up the [[Score|score]] summary screen for each faction.  Scores are likely to be low before a faction wins the game.  The screen lists each category for which a faction has points and the points for that category.  It also lists a total.  A faction scores points for the fallowing:
 +
 
 +
*1 point of each citizen in a faction, 1 point for each citizen of a faction a faction has a pact with if either faction wins an economic or diplomatic victory, .5 points for each citizens of other factions for a faction that has won a diplomatic or economic victory, and 1 point for each citizen of a faction that has surrendered to the selected faction.
 +
*1 point for each energy earned through [[#Commerce]] at all bases.
 +
*1 point for each normal [[#Technology]] discovered and 10 points for each [[Transcendent Thought]] advance.
 +
*25 points for each secret project completed.
 +
*2000 minus two times the number of years elapsed if a transcendence or progenitor victory is achieved, 1000 minus two times the number of years elapsed if a conquest victory is achieved, and 1200 minus two times the number of years elapsed if any other type of victory is achieved.  Scenarios can have their own victory conditions and their own point awards.
 +
 
 +
If the iron man rule was in effect for the game, the score is doubled.  The score is increased or decreased by 25% is abundant or rare lifeform rules were in effect for the game respectively.

Latest revision as of 10:52, 24 August 2015

By pressing several of the function keys from almost anywhere, screens giving information on a faction can be obtained. From these screens one can view useful information on one's own faction and any faction one has infiltrator information on. Towards the bottom of each screen are shortcuts to any other of these screens and reports form any available faction. The function keys 'F2' through 'F8' access these screens. These screens provide useful information for making decisions and some allow orders to be given to many things at once.

Contents

Technology

'F2' brings up the technology screen. Each faction is always researching a technology which has a particular value. At the beginning of each turn, the computer goes through a factions bases in sequence and adds the tech contribution of each base multiplied by the faction's Research rating. Once enough research has added up to this value, the technology is discovered.

Each technology (except one) allows something new for the faction. This can be something that allows new Units to be built like a new weapon, a new Base Facility or Secret Project, a new Social Engineering choice, new Terraforming improvements, or something else. The benefit can be implemented immediately (by prototyping units or using formers to build the new improvement, for example) but some other action is required gain the benefits of a technological breakthrough. Each technology requires up to two previous technologies to be discovered before it can be researched and most are requirements of at-least one other technology.

The technology screen lists the technology being researched (with Blind Research this only shows what value the technology is designated) at the top and the time until it is discovered at the current level of research being generated as well as a bar showing what portion of the technology has already been researched. The middle of the screen shows a highlighted technology as well as its pre and post requisites. This can be used to navigate the game's technology tree. At the bottom left screen giving an option between a list of technologies known to the faction (any technology known to the faction being observed that your faction does not have is marked with an asterisk) or the research output of that faction's bases. The middle is some information on the progress towards the currently being researched technology and at the bottom right are bars showing that faction's tech progress.

Factors determine how attractive a technology is. In the table this is given as a 4-tuple with the numbers corresponding to Conquer, Discover, Build, and Explore. The AI uses these values along with the priorities for these concepts in determining which technology to research if Blind Research is turned off. If Blind Research is turned on, these values influence which technology will be chosen given the faction's research priorities with some amount of randomness. These values also influence the value of a technology when engaged in tech trading. A technology is known as by the area of the highest value at a level depending where it is on the tech tree. A faction can change research priorities or goals by pressing 'Shift+R' from the main screen.

List of Technologies
Num Name Prerequisites Postrequisites Benifits C,D,B,E
C1 Applied Physics •None Optical Computers
High Energy Chemistry
Nonlinear Mathematics
Laser 4,2,1,0
B1 Industrial Base •None Industrial Economics
Superconductor
High Energy Chemistry
Polymorphic Software
Recycling Tanks
The Human Genome Project
2,1,3,0
D1 Biogenetics •None Gene Splicing
Secrets of the Human Brain
Synthmetal Armor
The Merchant Exchange
•Increases defense against Genetic Warfare
0,3,2,2
D1 Information Networks •None Planetary Networks
Polymorphic Software
Nonlinear Mathematics
Network Node 0,3,2,1
B1 Social Psych •None Secrets of the Human Brain
Doctrine: Loyalty
Ethical Calculus
Recreation Commons 0,1,3,2
E1 Doctrine: Mobility •None Doctrine: Loyalty
Doctrine: Flexibility
Speeder
Command Center
2,0,0,3
E1 Centauri Ecology •None Ecological Engineering
Field Modulation
Centauri Empathy
Terraforming Unit
The Weather Paradigm
•Xenofungus squares produce +1 nutrient
0,1,2,3
E1 Progenitor Psych •None Adaptive Economics
Field Modulation
Aquafarm
•Allows diplomacy with progenitor factions.
0,2,3,4
C2 Nonlinear Mathematics Applied Physics
Information Networks
Superstring Theory Particle Impactor 4,3,0,0
C2 High Energy Chemistry Industrial Base
Applied Physics
Synthetic Fossil Fuels
Advanced Subatomic Theory
Plasma Steel Armor
Nerve Gas Pods
3,1,2,0
D2 Secrets of the Human Brain Social Psych
Biogenetics
Centauri Empathy
Neural Grafting
Hypnotic Trance
Fundamentalist
•First faction to discover also gets another technology immediately.
1,5,0,3
D2 Polymorphic Software Industrial Base
Information Networks
Adaptive Doctrine
Optical Computers
Advanced Subatomic Theory
Heavy Artillery
•Improves Probe Team morale.
2,3,1,0
D2 Planetary Networks Information Networks Cyberethics
Industrial Automation
Probe Module
Hologram Theatre
The Virtual World
Librarian
Planned
0,4,3,1
B2 Industrial Economics Industrial Base Environmental Economics
Adaptive Economics
Industrial Automation
Energy Bank
Free Market
•+1 Commerce Rating
0,0,5,2
E2 Ethical Calculus Social Psych Intellectual Integrity
Gene Splicing
Children’s Crèche
Democratic
0,1,3,3
C2 Doctrine: Loyalty Doctrine: Mobility
Social Psych
Intellectual Integrity Perimeter Defense
The Command Nexus
Police State
3,0,2,2
E2 Doctrine: Flexibility Doctrine: Mobility Doctrine: Initiative
Adaptive Doctrine
Doctrine: Air Power
Foil
Troop Transport
Pressure Dome
2,0,1,4
C2 Field Modulation Progenitor Psych
Centauri Ecology
Bioadaptive Resonance Resonance 3 Armor 4,2,0,2
D3 Optical Computers Applied Physics
Polymorphic Software
Superconductor
Advanced Military Algorithms
•None 2,4,1,0
C3 Adaptive Doctrine Polymorphic Software
Doctrine: Flexibility
Advanced Military Algorithms Pulse 3 Armor
Marine Detachment
5,2,0,0
D3 Advanced Subatomic Theory High Energy Chemistry
Polymorphic Software
Silksteel Alloys
Applied Relativity
Comm Jammer
Skunkworks
2,3,2,0
B3 Gene Splicing Biogenetics
Ethical Calculus
Bio-Engineering
Ecological Engineering
Synthetic Fossil Fuels
Research Hospital
•Increases defense against Genetic Warfare
•Removes the 3 per square cap on nutrient production.
0,2,4,3
B3 Industrial Automation Industrial Economics
Planetary Networks
Silksteel Alloys
Doctrine: Initiative
Neural Grafting
Industrial Nanorobotics
Supply Transport
Hab Complex
The Planetary Transit System
Wealth
•+1 Commerce Rating
0,1,4,3
E3 Intellectual Integrity Ethical Calculus
Doctrine: Loyalty
Planetary Economics
Cyberethics
High Morale
Non-Lethal Methods
The Citizens’ Defense Force
0,1,3,4
E3 Centauri Empathy Secrets of the Human Brain
Centauri Ecology
Bioadaptive Resonance
Centauri Meditation
Empath Song
Mind Worms
Biology Lab
The Empath Guild
Green
•Allows roads to be built in squares containing xenofungus
0,1,0,6
B3 Adaptive Economics Progenitor Psych
Industrial Economics
Planetary Economics Thermocline Transducer
The Planetary Energy Grid
0,1,5,2
C4 Superconductor Optical Computers
Industrial Base
Applied Relativity
Fusion Power
Gatling Laser 4,2,0,0
B4 Silksteel Alloys Advanced Subatomic Theory
Industrial Automation
Photon/Wave Mechanics
Monopole Magnets
Silksteel Armor 3,0,4,2
E4 Synthetic Fossil Fuels High Energy Chemistry
Gene Splicing
Doctrine: Air Power
Organic Superlubricant
Missile Launcher
Fungicide Tanks
1,0,2,4
C4 Neural Grafting Secrets of the Human Brain
Industrial Automation
Bio-Engineering
Mind/Machine Interface
Bioenhancement Center
The Neural Amplifier
Units can be built with 2 special abilities.
3,1,1,1
C4 Advanced Military Algorithms Adaptive Doctrine
Optical Computers
Pre-Sentient Algorithms
Retroviral Engineering
Bunker
Deep Radar
AAA Tracking
Punishment Sphere
Power
Repeal/Reinstate UN Charter
3,0,1,2
B4 Cyberethics Planetary Networks
Intellectual Integrity
Pre-Sentient Algorithms
Superstring Theory
The Planetary Datalinks
Knowledge
1,3,4,0
E4 Doctrine: Initiative Doctrine: Flexibility
Industrial Automation
Homo Superior
Nanometallurgy
Cruiser
Amphibious Pods
Naval Yard
The Maritime Control Center
2,0,0,4
E4 Ecological Engineering Centauri Ecology
Gene Splicing
Centauri Meditation
Environmental Economics
Plant Fungus
Condenser
Echelon Mirror
Aquifer
0,0,3,4
C4 Bioadaptive Resonance Field Modulation
Centauri Empathy
Sentient Resonance Resonance Laser
Soporific Gas Pods
Spore Launcher
5,2,0,0
C5 Superstring Theory Nonlinear Mathematics
Cyberethics
Monopole Magnets Chaos Gun 3,2,0,1
D5 Applied Relativity Superconductor
Advanced Subatomic Theory
Photon/Wave Mechanics
Unified Field Theory
The Supercollider 1,3,2,0
D5 Pre-Sentient Algorithms Advanced Military Algorithms
Cyberethics
Fusion Power
Orbital Spaceflight
Probability Mechanics
Polymorphic Encryption
Covert Ops Center
The Hunter-Seeker Algorithm
•Improves Probe Team Morale
2,4,3,2
B5 Bio-Engineering Gene Splicing
Neural Grafting
Retroviral Engineering Clean Reactor
The Longevity Vaccine
•Increases defense against Genetic Warfare
0,2,3,2
E5 Doctrine: Air Power Synthetic Fossil Fuels
Doctrine: Flexibility
Orbital Spaceflight
Mind/Machine Interface
Airbase
Needlejet
Air Superiority
Aerospace Complex
3,0,3,4
B5 Environmental Economics Industrial Economics
Ecological Engineering
Adv. Ecological Engineering Raise Land
Lower Land
Tree Farm
•+1 Commerce
0,0,4,3
E5 Centauri Meditation Ecological Engineering
Centauri Empathy
Centauri Genetics Isle of the Deep
Centauri Preserve
The Xenoempathy Dome
Empath
•Xenofungus squares produce +1 energy
0,0,2,4
B5 Planetary Economics Adaptive Economics
Intellectual Integrity
Sentient Econometrics
Quantum Power
Hybrid Forest
Subsea Trunkline
The Ascetic Virtues
Enact/Repeal Global Trade Pact
•Enables economic victory
0,0,4,3
B6 Monopole Magnets Superstring Theory
Silksteel Alloys
Nanominiaturization
Unified Field Theory
Mag Tube 1,1,5,0
C6 Photon/Wave Mechanics Applied Relativity
Silksteel Alloys
Probability Mechanics Photon Wall 3,2,2,0
D6 Fusion Power Pre-Sentient Algorithms
Superconductor
Organic Superlubricant
Adv. Ecological Engineering
Fusion Reactor
Fusion Lab
Engineer
3,4,3,1
D6 Orbital Spaceflight Doctrine: Air Power
Pre-Sentient Algorithms
N-Space Compression
Advanced Spaceflight
Missile
Planet Buster
Conventional Payload
Sky Hydroponics Lab
Salvage Unity Fusion Core
0,4,3,3
C6 Retroviral Engineering Bio-Engineering
Advanced Military Algorithms
Centauri Genetics
Biomachinery
Genejack Factory
•Allows Genetic Warfare
•Increases defense against Genetic Warfare
4,2,0,2
C6 Mind/Machine Interface Doctrine: Air Power
Neural Grafting
Biomachinery
Digital Sentience
Graviton Theory
Copter
Drop Pods
The Cyborg Factory
The Cloudbase Academy
Thinker
•Enables diplomatic victory
4,2,0,2
C7 Unified Field Theory Monopole Magnets
Applied Relativity
Secrets of Creation
Frictionless Surfaces
Tachyon Bolt
The Theory of Everything
4,3,0,1
B7 Probability Mechanics Photon/Wave Mechanics
Pre-Sentient Algorithms
Nanometallurgy Probability Sheath
Tachyon Field
1,1,3,2
C7 Organic Superlubricant Fusion Power
Synthetic Fossil Fuels
Advanced Spaceflight
Nanominiaturization
Fusion Laser 3,1,2,0
B7 Biomachinery Mind/Machine Interface
Retroviral Engineering
Homo Superior
N-Space Compression
The Cloning Vats
•Increases defense against Genetic Warfare
3,1,4,1
B7 Adv. Ecological Engineering Fusion Power
Environmental Economics
Centauri Psi Soil Enricher
Super Former
Melt Polar Caps
0,0,4,2
E7 Centauri Genetics Centauri Meditation
Retroviral Engineering
Centauri Psi Locusts of Chiron
Brood Pit
The Pholus Mutagen
•Xenofungus squares produce +1 minerals
0,2,0,5
E8 Nanometallurgy Probability Mechanics
Doctrine: Initiative
Matter Compression
Quantum Machinery
Deep Pressure Hull
Carrier Deck
Repair Bay
1,1,0,3
B8 Nanominiaturization Monopole Magnets
Organic Superlubricant
Industrial Nanorobotics
Matter Compression
Hovertank
Algorithmic Enhancement
1,0,4,3
D8 Advanced Spaceflight Orbital Spaceflight
Organic Superlubricant
Super Tensile Solids Plasma Shard
Orbital Power Transmitter
The Living Refinery
Launch/Increase Solar Shade
2,4,2,3
C8 N-Space Compression Orbital Spaceflight
Biomachinery
Self-Aware Machines Tectonic Payload
Fungal Payload
Flechette Defense System
Geosynchronous Survey Pod
4,0,2,0
E8 Homo Superior Biomachinery
Doctrine: Initiative
The Will to Power Nanohospital
The Universal Translator
3,2,1,4
E8 Centauri Psi Centauri Genetics
Adv. Ecological Engineering
Secrets of Alpha Centauri
Sentient Resonance
The Will to Power
Psi Attack
Dissociative Wave
Sealurk
•Xenofungus squares produce +1 nutrients
0,1,1,6
C9 Matter Compression Nanometallurgy
Nanominiaturization
Super Tensile Solids Neutronium Armor
Fuel Nanocells
3,1,2,0
B9 Industrial Nanorobotics Nanominiaturization
Industrial Automation
Digital Sentience
Frictionless Surfaces
Robotic Assembly Plant
The Nano Factory
•+1 Commerce
3,1,8,1
E9 The Will to Power Homo Superior
Centauri Psi
Secrets of Creation
Eudaimonia
The Dream Twister
Thought Control
0,3,1,4
C9 Sentient Resonance Bioadaptive Resonance
Centauri Psi
Secrets of the Manifolds Resonance Bolt
Resonance 8 Armor
5,2,0,0
D10 Frictionless Surfaces Unified Field Theory
Industrial Nanorobotics
Quantum Power Cloaking Device 1,3,2,0
D10 Digital Sentience Industrial Nanorobotics
Mind/Machine Interface
Sentient Econometrics
Self-Aware Machines
Applied Gravitonics
The Network Backbone
Cybernetic
•Improves Probe Team Morale
0,4,3,2
D10 Secrets of Creation Unified Field Theory
The Will to Power
Singularity Mechanics •First faction to discover also gets another technology immediately. 1,4,1,0
D11 Quantum Power Frictionless Surfaces
Planetary Economics
Quantum Machinery Quantum Chamber
Quantum Lab
3,4,3,0
D11 Self-Aware Machines N-Space Compression
Digital Sentience
Matter Editation
Singularity Mechanics
Nessus Mining Station
Orbital Defense Pod
The Self-Aware Colony
The Nethack Terminus
•Increase Probe Team Morale
0,4,3,3
E11 Sentient Econometrics Planetary Economics
Digital Sentience
Eudaimonia
Secrets of Alpha Centauri
Paradise Garden
•+1 Commerce
1,1,3,4
B12 Quantum Machinery Quantum Power
Nanometallurgy
Graviton Theory Quantum Laser
Quantum Converter
3,1,4,0
D12 Singularity Mechanics Secrets of Creation
Self-Aware Machines
Controlled Singularity Singularity Engine
Subspace Generator
1,4,3,0
B12 Matter Editation Self-Aware Machines
Super Tensile Solids
Matter Transmission Antimatter Plate
Nanoreplicator
Clinical Immortality
•Increases defense against Genetic Warfare
1,2,3,1
E12 Eudaimonia Sentient Econometrics
The Will to Power
Temporal Mechanics Psi Defense
The Telepathic Matrix
Eudaimonic
0,0,3,4
D12 Secrets of Alpha Centauri Centauri Psi
Sentient Econometrics
Secrets of the Manifolds
Matter Transmission
Temple of Planet
Transcend
•Xenofungus squares produce +1 energy
•Reveals Map
•First faction to discover also gets another technology immediately.
0,4,0,2
E13 Graviton Theory Quantum Machinery
Mind/Machine Interface
Applied Gravitonics Gravship
Antigrav Struts
3,1,0,3
B13 Matter Transmission Matter Editation
Secrets of Alpha Centauri
Temporal Mechanics Blink Displacer
Psi Gate
The Bulk Matter Transmitter
•Xenofungus squares produce +1 minerals
1,0,3,2
D13 Secrets of the Manifolds Sentient Resonance
Secrets of Alpha Centauri
String Resonance
Threshold of Transcendence
The Manifold Harmonics
•First faction to discover also gets another technology immediately.
0,5,4,2
E14 Applied Gravitonics Graviton Theory
Digital Sentience
Controlled Singularity Graviton Gun 3,1,0,4
B14 Temporal Mechanics Eudaimonia
Matter Transmission
Threshold of Transcendence Stasis Generator
•Xenofungus squares produce +1 energy
0,1,3,2
C15 Controlled Singularity Singularity Mechanics
Applied Gravitonics
Transcendent Thought
String Resonance
Singularity Laser
The Singularity Inductor
4,1,2,0
E15 Threshold of Transcendence Secrets of the Manifolds
Temporal Mechanics
Transcendent Thought The Voice of Planet
The Ascent to Transcendence
0,1,3,4
C16 String Resonance Secrets of the Manifolds
Controlled Singularity
•None String Disruptor 8,0,0,0
D16+ Transcendent Thought Threshold of Transcendence
Controlled Singularity
Transcendent Thought •Provides Points 0,2,0,0

Energy

'F3' brings up the energy screen where the faction budget can be found. Energy is collected by bases and energy gets spent on maintenance of facilities and energy can be spent or earned with loans between factions that are negotiated during diplomacy. This screen shows a summery and details of this taxation and spending.

The left hand side of the main screen shows a summary of the faction's budget. At the top is the total number of collected energy credits the faction has currently available to spend. This can be spent in a variety of ways including hurrying production, upgrading units, probe team actions, and diplomacy. Below that is the total income from all of a faction's bases, the total maintenance spent on facilities at those bases, and the net income or lose from loans with other factions. Below these is a list of loan status fallowed by a net income from all of these sources.

At the lower left of this screen is a list of all basses in a faction followed by the income generated by that base, the maintenance cost of the facilities at that base, and the net contribution of the base (the income minus the maintenance). At the right of the main screen is a list of all facilities at the base highlighted in the lower left, the maintenance cost for each, and the total maintenance expended at the base. At the lower right is a list of all base facilities in a faction, the number of each (each individual base has one or zero of each) and the total maintenance costs for all facilities of this type.

This screen provides valuable information for managing facilities in a faction. A leader can get information on which facilities are providing large energy drains and which bases are money makers and which are financial liabilities. The leader can thus make better informed decisions about how to manage individual bases and what facilities are worth the costs. This can help a faction leader maintain the desired level of energy credits and income. Leaders can also keep tabs on the financial and economic health of allies, neutral factions, and enemies the faction has infiltration information on. The facility list can also provide information on the technological level, infrastructure development, and priorities of other factions.

Commerce

Any factions that have a treaty or pact with a faction engage in commerce assuming that neither faction is under economic sanctions for having committed atrocities while the UN Charter is in effect. Each faction has a commerce rating. This rating is initially 0 and can be increased by technologies, economy rating, and inherent faction bonuses.

Bases between the two factions are paired off in terms of energy income (the highest such bases from each faction, the next highest and so on) and these base pairs engage in commerce. Each base earns a certain amount of energy from commerce. This energy is added to the energy output from each base prior to being distributed amongst the faction priorities. The base level is found by adding the total amount of energy collected by the two bases and dividing by 8 and rounding up. This number is doubled if the Global Trade Pact is in effect and multiplied by one more than the faction's commerce rating and divided by 6. This number is than halved if the factions have a treaty (as opposed to a pact) and rounded down. One is added if the faction leader is the planetary governor. Note that commerce cannot be negative and two factions need not earn the same amount of commerce in each base pair.

Bases

'F4' brings up a screen to get information on and manage all bases in a faction. The main screen gives a list of bases in the faction and information on each base. The information displayed is chosen by the three buttons at the top of this screen. The production readout lists what each base is producing, the number of turns to completion at the current pace, and the number of minerals invested and required given current Industry ratings. The citizen readout lists each base's citizens. The garrison readout lists the units in each base's square. A base name is white if the base is in a golden age, red if in a drone riot, and blue otherwise.

Single or multiple bases can be highlighted and individual bases can be zoomed into (advancing the the base screen for that base) from this screen. In the lower left there are two possible screens. One gives options for changing governor settings at all highlighted bases. The other lists which base is preforming the best in certain areas. These are listed bellow. At the lower right there is a map showing where the highlighted base is with respect to other bases and faction land territory.

  • Best minerals: is the base producing the most minerals after production bonuses and before unit support.
  • Best nutrients: is the base producing the most nutrients before citizen consumption.
  • Best energy: is the base contributing the most energy towards economy.
  • Best lab: is the base contributing the most energy towards labs.
  • Best Psych: is the base contributing the most energy towards psych.
  • Best Population: is the base with the most number of citizens.
  • Best Garrison: is the base with the most number of units in its base square.
  • Best Infrastructure: is the base with the most number of base facilities.

Secret Projects

'F5' brings up the secret project summary screen. This lists all secret projects completed and under construction by any faction regardless of contact or infiltration. For each project completed or under construction it lists the name of the project, its symbol, the base it is located at, and the faction controlling the base. It is color designated by the owning faction to allow for easier reading of which faction has what secret projects.

Each time a secret project is started, canceled, changed, on turn away from completion, or completed a notification (under default settings) is given to each player. Using these notification and this screen one can keep tabs on secret projects and get information on which secret projects to build and which to avoid. Secret projects are the least secret thing in Alpha Centauri.

Satellites

'F6' brings up the satellite control screen. There are two views. Satellite Summary gives a list of which faction has which off word facilities in use in the form of a table and some general information on satellites. Orbital Attack View gives options for using Orbital Defense Pods against other faction space targets. This screen cannot be accessed until your faction has discovered Orbital Spaceflight.

Units

'F7' bring up the unit management screen. The main screen lists each type of unit under production or ever controlled by the selected faction. For each unit it also lists the number of individual units of that type that are active, in production, or lost for any reason by that faction. One ore more unit types can be selected. The lower left gives a summary of all units controlled by the faction broken down by type (land, sea, air, and non combat) and total. The three succeeding numbers are the number for that type that are active, in production, and lost by that faction. Clicking on one of these options (land, sea, air, and non combat) restricts the unit view to units of that type. These categories are mutually exclusive. The lower right has commands that can be given to all units selected. Select all selects all of a faction's units that are currently filtered for, automate units sets all selected units to fully automated, and cancel orders cancels orders.

Score

'F8' brings up the score summary screen for each faction. Scores are likely to be low before a faction wins the game. The screen lists each category for which a faction has points and the points for that category. It also lists a total. A faction scores points for the fallowing:

  • 1 point of each citizen in a faction, 1 point for each citizen of a faction a faction has a pact with if either faction wins an economic or diplomatic victory, .5 points for each citizens of other factions for a faction that has won a diplomatic or economic victory, and 1 point for each citizen of a faction that has surrendered to the selected faction.
  • 1 point for each energy earned through #Commerce at all bases.
  • 1 point for each normal #Technology discovered and 10 points for each Transcendent Thought advance.
  • 25 points for each secret project completed.
  • 2000 minus two times the number of years elapsed if a transcendence or progenitor victory is achieved, 1000 minus two times the number of years elapsed if a conquest victory is achieved, and 1200 minus two times the number of years elapsed if any other type of victory is achieved. Scenarios can have their own victory conditions and their own point awards.

If the iron man rule was in effect for the game, the score is doubled. The score is increased or decreased by 25% is abundant or rare lifeform rules were in effect for the game respectively.