Difference between revisions of "The Maritime Control Center"

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(Adding Secret Projects)
 
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{{projectinfobox|cost=30|maintenance=0|preq=DocInit|effect=Naval Movement +2; Naval Bases|ai-fight=1|ai-mil=1|ai-tech=0|ai-infra=0|ai-colonize=0,}}
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{{projectinfobox|cost=30|maintenance=0|preq=DocInit|effect=Naval Movement +2; Naval Bases|ai-fight=1|ai-mil=1|ai-tech=0|ai-infra=0|ai-colonize=0}}
 
Increases the movement rate of all naval units by two (including [[Isles of the Deep]] and [[Sealurks]]). ^Counts as a [[Naval Yard]] at every one of your bases.  
 
Increases the movement rate of all naval units by two (including [[Isles of the Deep]] and [[Sealurks]]). ^Counts as a [[Naval Yard]] at every one of your bases.  
  
 
[[Category:Secret Projects]]
 
[[Category:Secret Projects]]

Revision as of 09:33, 14 February 2013

The Maritime Control Center
{{{logo}}}
Naval Movement +2; Naval Bases
Mineral rows 30
Maintenance 0
Requires Doctrine: Initiative
AI priorities
Fight: 1, Mil: 1, Tech: 0, Build: 0, Colonize: 0
{{{quote}}}

Increases the movement rate of all naval units by two (including Isles of the Deep and Sealurks). ^Counts as a Naval Yard at every one of your bases.