Difference between revisions of "Conceptsx.txt"
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− | + | Please leave an edit reason when editing this page, and be sure to check your facts. Check it on your own text files (go through the entries) after every significant edit (e.g. adding a new item) to make sure it does not cause a crash. Current status: Unknown if crashes. [[Datalinks syntax|Syntax reference]] (includes linking info). | |
− | + | ||
− | ; Sid Meier's ALPHA CENTAURI | + | To update, copy everything below this sentence and replace your conceptsx.txt with it. You will also want [[helpx.txt]] for the full updated datalinks. |
+ | |||
+ | <pre>; Sid Meier's ALPHA CENTAURI | ||
; | ; | ||
; BASIC CONCEPTS HELP | ; BASIC CONCEPTS HELP | ||
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; this file. We recommend you make a backup copy of the original. | ; this file. We recommend you make a backup copy of the original. | ||
; | ; | ||
+ | ; <Begin of text> | ||
+ | ; Expanded CONCEPTSX.TXT version 1.01 | ||
+ | ; #CONCEPT9, 10, 14, 26, 37, 40-43, | ||
+ | ; #ADVCONCEPT2, 15 | ||
+ | ; Rubin 2003 | ||
+ | ; | ||
+ | ; GooglyBoogly changes 2008 v1.0-1.2 | ||
+ | ; Renamed *Revised Eco-Formula entry to Ecology (Revised) | ||
+ | ; #ADVCONCEPT4 noted game options affect on score (native and Iron Man) and renamed to Score, | ||
+ | ; removed link from technology -> Was linked to Adv eco engineering - What the?! | ||
+ | ; #ADVCONCEPT5 added link to MMI and noted its requirement for diplo win | ||
+ | ; #ADVCONCEPT12 added pacifism drones section Credit: Petek | ||
+ | ; #ADVCONCEPT13 added some typical values, -'ve efficiency ratings count as 0 for bureaucracy purposes. | ||
+ | ; #ADVCONCEPT15 atrocities post-charter lifting have no effect | ||
+ | ; #ADVCONCEPT16 Added Self-Destruct formulas | ||
+ | ; #ADVCONCEPT17 Added advanced morale info Credit: Maniac | ||
+ | ; #ADVCONCEPT18 added hurry cost entry Credit: MariOne | ||
+ | ; #ADVCONCEPT19 added upgrade cost entry Credit: MariOne | ||
+ | ; #ADVCONCEPT20 added Advanced Repair entry, included links to relevant facilities and SPs | ||
+ | ; #CONCEPT1 Base cannot be constructed on a rocky tile | ||
+ | ; #CONCEPT2 Removed reference to Geothermal Shallows, Uranium flats and energy resources | ||
+ | ; - What have they got to do with altitude?!?! | ||
+ | ; #CONCEPT12 Added 1/32 disappear chance. Combat units only morale upgrade no bases allowed, only a few improvements | ||
+ | ; #CONCEPT13 noted hurry is 50mins and tech is random | ||
+ | ; #CONCEPT14 explicitly stated defensive bonus =+50% , helper unit eases movement restriction, added Xenoempathy Dome link | ||
+ | ; #CONCEPT15 1:1 for air combat too, noted PLANET modifier | ||
+ | ; #CONCEPT17 added bug report for patrol | ||
+ | ; #CONCEPT22 added advanced repair link and noted movement reduction, noted 20%, NOT 10% is min field damage | ||
+ | ; #CONCEPT23 Added extra prototype build order info, prototypes count for equal or lower values too | ||
+ | ; #CONCEPT26 added tree farm and hybrid forest to the list, added what red eco damage means | ||
+ | ; #CONCEPT28 governor gets +1 energy to all bases | ||
+ | ; #CONCEPT35 added lack of heal and terraforming bonus of bombardment, added terrain destruction info, mentioned Spore launchers | ||
+ | ; #CONCEPT36 will result, not may | ||
+ | ; #CONCEPT38 Noted the case when there are no spare citizens | ||
+ | ; #CONCEPT39 listed vulnerability to changes in elevation | ||
+ | ; #CONCEPT41-43 base squares have no restrictions | ||
+ | ; #CONCEPT41 Added link to condensers and noted nutrient restriction lifting properties. | ||
+ | ; #CONCEPT43 Tidal harnesses give energy too. Link added | ||
+ | ; #CONCEPT52 Diplomatic relations entry added -lists order of might and mood (source: SMAC manual pg 129) | ||
+ | ; #CONCEPT53 Added Base conquest entry (source: SMAC manual pg 104,105) | ||
+ | ; | ||
+ | ; | ||
+ | ; GooglyBoogly changes 2008 v1.3 | ||
+ | ; #CONCEPT1 replaced city with base | ||
+ | ; #CONCEPT2 reworded to make more sense | ||
+ | ; #CONCEPT7 listed levels of integrity and noted effect of atrocities on integrity | ||
+ | ; #CONCEPT12 repairing cannot cause a monolith to disappear | ||
+ | ; #CONCEPT32 moved summary of might here from #CONCEPT52, added link to might formula | ||
+ | ; #CONCEPT41 noted resource lifts restriction | ||
+ | ; #CONCEPT42 noted resource lifts restriction | ||
+ | ; #CONCEPT43 noted river bonus and resource restriction lifting, fixed broken link | ||
+ | ; #CONCEPT54 added Unity Pod Entry | ||
+ | ; #CONCEPT55 added random events entry | ||
+ | ; #ADVCONCEPT7 added link to energy reserves | ||
+ | ; #ADVCONCEPT11 added a link to basic might entry | ||
+ | ; #ADVCONCEPT19 noted some cases where weapon/armor values do not reflect their costs and corrected the upgrade formula for hopefully! the final time. | ||
+ | ; #ADVCONCEPT21 noted the altitude rule and linked to #CONCEPT2, #;RAISE and #;LOWER | ||
+ | ; #ADVCONCEPT22 added Random Events (advanced) entry - describes the mechanics of how random events occur | ||
+ | ; #ADVCONCEPT23 added Perihelion event entry here as it is not random. | ||
+ | ; #ADVCONCEPT24 added Wild Natives and Fungus entry - probabilities credit: Kody | ||
+ | ; | ||
+ | ; scient changes 2010/2011 | ||
+ | ; #CONCEPT17 -> removed bug report (fixed) | ||
+ | ; #CONCEPT39 -> revised display of vulnerability (less cluttered) and added reference to Nessus Canyon | ||
+ | ; | ||
+ | ; ete changes 2011 | ||
+ | ; Fixed a fairly large number of minor spelling, grammatical, spacing, and formatting errors across the datalinks. | ||
+ | ; Standardized spellings to American. | ||
+ | ; Standardized a few game-specific capitalizations. | ||
+ | ; #CONCEPT9 Added non-Doctor psych producing specialists to the list of ways to prevent/stop drone riots | ||
+ | ; #CONCEPT11 Changed Alien to Native alien to avoid possible confusion with the Progenitor. | ||
+ | ; #CONCEPT51 rearranged tech requirements | ||
+ | ; #CONCEPT1 Added Mine w/o road mineral yield for Rocky squares. Removed | ||
+ | ; reference to Mineral Bonus squares with mines and Crater squares(unrelated to rockiness). | ||
+ | ; #CONCEPT53 Corrected and explained which types of units may capture bases, added that capturing unit is fully healed. | ||
+ | ; Concepts 41-43 Added resource boosts from landmarks. | ||
+ | ; #CONCEPT8 Rewrote. | ||
+ | ; Moved credits from datalinks entries to header comments. | ||
+ | ; #ADVCONCEPT17 {CREDIT} Maniac: Treatise on Morale | ||
+ | ; http://apolyton.net/forums/showthread.php?postid=4195589 | ||
+ | ;Credit to MariOne for #ADVCONCEPT18 and the formulae in #ADVCONCEPT19 | ||
+ | ; Credit to Kody for #ADVCONCEPT24 exploration odds | ||
+ | ; #ADVCONCEPT15 {CREDIT}: Ned, Blake and Fitz | ||
+ | ; | ||
+ | ; ete changes 2012 | ||
+ | ; Fixed some spellings in the changelog. | ||
+ | ; In progress: | ||
+ | ; Removed "you" and other direct references to the reader. | ||
+ | ; #ADVCONCEPT25 Added Atrocities (Advanced) thanks to chuft's testing | ||
+ | ; Corrected random events entry (less than size four bases are not targeted, not size four or less) | ||
+ | ; | ||
+ | ; Guv’ner changes 2012 | ||
+ | ; "engnieering" to "engineering" in changelog | ||
+ | ; planetwide" to "planet wide" | ||
+ | ; "Noncommital" to "Noncommittal" | ||
+ | ; "millenia" to "millennia" | ||
+ | ; "UN" to "U.N." to maintain consistency throughout game text | ||
+ | ; | ||
+ | ; Uploaded to wiki for edit history tracking, see http://alphacentauri2.info/mediawiki/index.php?title=Conceptsx.txt&action=history for changelog | ||
+ | ; This version was last updated: {{REVISIONYEAR}} / {{REVISIONMONTH}} / {{REVISIONDAY}} | ||
+ | ; | ||
+ | ; <End of text> | ||
#TITLES | #TITLES | ||
Line 52: | Line 156: | ||
Talents | Talents | ||
Psych | Psych | ||
− | Landmarks | + | Landmarks |
Council Proposals | Council Proposals | ||
Nutrients | Nutrients | ||
Line 64: | Line 168: | ||
Manifolds | Manifolds | ||
Energy Grid | Energy Grid | ||
+ | Specialists | ||
+ | Diplomatic Relations | ||
+ | Base Conquest | ||
+ | Unity Pods | ||
+ | Random Events | ||
#ADVTITLES | #ADVTITLES | ||
Line 70: | Line 179: | ||
Ecology (Advanced) | Ecology (Advanced) | ||
Commerce (Advanced) | Commerce (Advanced) | ||
− | + | Score | |
Victory (Diplomatic) | Victory (Diplomatic) | ||
Victory (Conquest) | Victory (Conquest) | ||
Line 81: | Line 190: | ||
Bureaucracy | Bureaucracy | ||
Victory (Progenitor) | Victory (Progenitor) | ||
+ | Ecology (Revised) | ||
+ | Self Destruction | ||
+ | Morale (Advanced) | ||
+ | Hurry Cost | ||
+ | Upgrade Cost | ||
+ | Repair (Advanced) | ||
+ | Altitude (Advanced) | ||
+ | Random Events(Advanced) | ||
+ | Perihelion Event | ||
+ | Wild Natives and Fungus | ||
#CONCEPT0 | #CONCEPT0 | ||
− | The {Rainfall} level of a region determines the amount of $LINK<Nutrients=41> which | + | The {Rainfall} level of a region usually determines the amount of $LINK<Nutrients=41> which can be produced. A region can be arid, moderate or rainy, producing 0, 1, or 2 nutrients respectively. A $LINK<farm=90000> increases the nutrient production by 1. |
− | can be produced. A region can be arid, moderate or rainy, producing 0, 1, or 2 | + | |
− | nutrients respectively. A $LINK<farm=90000> increases the nutrient production by 1. | + | |
^ | ^ | ||
− | In addition to coastal and tropical regions, the western (upwind) slopes of mountain ranges | + | In addition to coastal and tropical regions, the western (upwind) slopes of mountain ranges tend to be quite rainy, since warm moisture-laden air cools as it rises, and sheds its moisture as rainfall. |
− | tend to be quite rainy, since warm moisture-laden air cools as it rises, and sheds | + | A player can take advantage of this phenomenon by raising hills to the east of their important bases. Conversely, areas east, or downwind of mountain ranges tend to be quite arid. |
− | its moisture as rainfall. | + | |
− | hills to the east of | + | |
− | mountain ranges tend to be quite arid. | + | |
^ | ^ | ||
− | Ocean squares produce 1 nutrient unless | + | Ocean squares produce 1 nutrient unless they contain a $LINK<kelp farm=90020>, in which case they produce 3. |
− | in which case they produce 3 | + | |
− | + | ||
− | + | ||
− | + | ||
#CONCEPT1 | #CONCEPT1 | ||
− | The {Rockiness} of an area determines that region's $LINK<Mineral=42> production potential. | + | The {Rockiness} of an area determines that region's $LINK<Mineral=42> production potential. Regions can be flat, rolling, or rocky. |
− | Regions can be flat, rolling, or rocky. {Flat} regions produce no minerals unless | + | {Flat} regions produce no minerals unless a $LINK<mine=90002> is build there, in which case they can produce one. |
− | a $LINK<mine=90002> is build there, in which case they can produce one. {Rolling} regions | + | {Rolling} regions produce a single mineral, which can be increased to two with a mine. |
− | produce a single mineral, which can be increased to two with a mine. Unimproved {Rocky} | + | Unimproved{Rocky} regions also produce 1, but produce 3 with a mine or 4 with a mine and road. |
− | regions also produce 1, but | + | |
^ | ^ | ||
− | Rocky areas inhibit movement, costing twice the normal number of moves to enter. | + | Rocky areas inhibit movement, costing twice the normal number of moves to enter. Units on them have a +50% defensive bonus in combat. |
− | + | ||
^ | ^ | ||
− | + | A base may not be founded on a rocky square, terraform $LINK<LEVEL=90018> with a $LINK<Former=30001> first. | |
− | + | ||
^ | ^ | ||
− | + | Ocean squares produce minerals only if you build a $LINK<mining platform=90022>, in which case they produce 2. | |
− | + | ||
− | + | ||
#CONCEPT2 | #CONCEPT2 | ||
− | The {Altitude} of a region affects the amount of $LINK<Energy=43> which can be collected | + | The {Altitude} of a region affects the amount of $LINK<Energy=43> which can be collected there from a $LINK<Solar Collector=90003>. |
− | there | + | Areas below 1000m above sea level produce 1 unit of energy. |
− | 1000m above sea level produce 1 unit of energy. From 1000m to | + | From 1000m to 1999m, areas produce 2 energy; 2000m-2999m areas produce 3 energy, and areas more than 3000m above sea level produce 4 energy. |
− | produce 2 energy; 2000m- | + | |
− | above sea level produce 4 energy. | + | |
^ | ^ | ||
− | Ocean squares do not produce energy unless you build a $LINK< | + | Ocean squares do not normally produce energy unless you build a $LINK<Tidal Harnesses=90023>, in which case they produce 3. |
− | case they produce 3. | + | |
^ | ^ | ||
− | + | See also $LINK<Altitude (Advanced)=10021>. | |
− | + | ||
− | + | ||
#CONCEPT3 | #CONCEPT3 | ||
− | A {Pact of Brotherhood} (or {Pact of Sisterhood}) is the closest form of diplomatic | + | A {Pact of Brotherhood} (or {Pact of Sisterhood}) is the closest form of diplomatic relationship you can form with another faction. Pact Brothers may enter each other's territory freely, may stack with each other's units, and may enter each other's bases (and receive repairs there). |
− | relationship you can form with another faction. Pact Brothers may enter each other's | + | |
− | territory freely, may stack with each other's units, and may enter each other's | + | |
− | bases (and receive repairs there). | + | |
^ | ^ | ||
− | Pact Brothers are expected to defend one another from enemy attack. They receive | + | Pact Brothers are expected to defend one another from enemy attack. They receive {double} $LINK<commerce=29> between their bases, and are often willing to share technological research. |
− | {double} $LINK<commerce=29> between their bases, and are often willing to share technological | + | |
− | research. | + | |
^ | ^ | ||
− | A Pact can be terminated at any time (the right-click menu on the {Commlink} menu | + | A Pact can be terminated at any time (the right-click menu on the {Commlink} menu is one way to do it), but at the moment of termination all of your units will automatically be shipped home from your former Pact Brother's territory, and vice versa. |
− | is one way to do it), but at the moment of termination all of your units will | + | |
− | automatically be shipped home from your former Pact Brother's territory, and vice | + | |
− | versa. | + | |
#CONCEPT4 | #CONCEPT4 | ||
− | A {Treaty of Friendship} is intended to secure a permanent and lasting friendship | + | A {Treaty of Friendship} is intended to secure a permanent and lasting friendship between two factions. Once you have signed a Treaty, you will receive $LINK<commerce=29> benefits with your new friends. |
− | between two factions. Once you have signed a Treaty, you will receive $LINK<commerce=29> | + | You may not, without diplomatic repercussions, enter the territory of a faction you have a Treaty with. |
− | benefits with your new friends. You may not, without diplomatic repercussions, | + | |
− | enter the territory of a faction you have a Treaty with. | + | |
^ | ^ | ||
− | A Treaty of Friendship terminates only if one faction attacks another or | + | A Treaty of Friendship terminates only if one faction attacks another or refuses a valid demand for withdrawal. |
− | refuses a valid demand for withdrawal. | + | |
#CONCEPT5 | #CONCEPT5 | ||
− | {Blood Truce} marks an end to Vendetta between two factions. It a promise not to | + | {Blood Truce} marks an end to Vendetta between two factions. It a promise not to attack one another for a limited period of time. |
− | attack one another for a limited period of time. After about 15-20 years, a Blood | + | After about 15-20 years, a Blood Truce will expire and the two factions will continue as Neutrals unless they again attack one another. |
− | Truce will expire and the two factions will continue as Neutrals unless they again | + | |
− | attack one another. | + | |
^ | ^ | ||
− | Technically, Blood Truce does not restrict | + | Technically, Blood Truce does not restrict factions from entering each other's territory, but doing so will increase tension and may lead to the truce being broken. |
− | territory, but | + | |
#CONCEPT6 | #CONCEPT6 | ||
− | {Vendetta} is a state of war between two factions. If you have pronounced Vendetta | + | {Vendetta} is a state of war between two factions. If you have pronounced Vendetta on a faction (or another faction has pronounced it against you), expect to be attacked. |
− | on a faction (or another faction has pronounced it against you), expect to be | + | |
− | attacked. | + | |
#CONCEPT7 | #CONCEPT7 | ||
{Integrity} measures the current value of your word-of-honor as a faction leader. | {Integrity} measures the current value of your word-of-honor as a faction leader. | ||
− | If you keep your promises and do not betray your friends, your integrity will remain | + | If you keep your promises and do not betray your friends, your integrity will remain high. |
− | high | + | |
− | + | ||
− | + | ||
− | + | ||
^ | ^ | ||
− | Note that there is no dishonor in attacking a sworn enemy with whom you have not | + | Committing $LINK<Atrocities=8>, attacking factions you have pledged $LINK<Blood Truce=5> or signed $LINK<Treaties=4> with will rapidly lower your integrity rating, and other faction leaders will no longer be eager to make (or keep) agreements with you. |
− | pledged Blood Truce; only breaking an agreement can lower your Integrity. | + | ^ |
+ | Note that there is no dishonor in attacking a sworn enemy with whom you have not pledged Blood Truce; only breaking an agreement or committing an atrocity can lower your Integrity. | ||
+ | ^ | ||
+ | ^ Levels of {Integrity}: (Best to Worst) | ||
+ | ^ | ||
+ | ^ Noble | ||
+ | ^ Faithful | ||
+ | ^ Scrupulous | ||
+ | ^ Dependable | ||
+ | ^ Ruthless | ||
+ | ^ Treacherous | ||
#CONCEPT8 | #CONCEPT8 | ||
− | {Atrocities} comprise a set of particularly heinous acts forbidden under the | + | {Atrocities} comprise a set of particularly heinous acts forbidden under the Unity mission's U.N. Charter, such as using Nerve Gas Pods, Planet Busters, obliterating bases, and Nerve Stapling drones. Committing them while the U.N. Charter is in place will cause other factions to impose sanctions which prevent $LINK<commerce=29> for a number of years (the length of sanctions depends on how many atrocities a player has previously committed). |
− | Unity mission's U.N. Charter | + | ^All factions will pronounce $LINK<Vendetta=6> on a faction which commits a Major Atrocity or a large number of Simple Atrocities, they will be expelled from the $LINK<Planetary Council=27>, and will cause increased $LINK<eco-damage=10015>. |
− | + | Victims of atrocities do not tend to forgive those who committed them. | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
^ | ^ | ||
− | + | Simple atrocities committed between factions of different species (i.e., the $LINK<Progenitors=47> and humans) do not invoke the wrath of other faction leaders. | |
− | $LINK< | + | |
− | + | ||
^ | ^ | ||
− | + | For more information see $LINK<Atrocities (Advanced)=10025>. | |
− | + | ||
#CONCEPT9 | #CONCEPT9 | ||
− | {Drone Riots} occur when the number of $LINK<Drones=36> at a base exceeds the number of | + | {Drone Riots} occur when the number of $LINK<Drones=36> at a base exceeds the number of $LINK<Talents=37>. During Riots, citizens will continue to feed themselves, but no production will take place and no surplus energy will be produced. To end the Drone Riots, you will have to restore the balance of Drones and Talents. |
− | $LINK<Talents=37>. During Riots, citizens will continue to feed themselves, but no production | + | |
− | will take place and no surplus energy will be produced. To end the Drone Riots, you | + | |
− | will have to restore the balance of Drones and Talents. | + | |
^ | ^ | ||
− | Drone Riots can be prevented | + | Drone Riots can be prevented or ended by: |
− | {psych-related facilities} such as $LINK<Recreation Commons=100006> | + | ^ |
− | Drones at a base | + | Building {psych-related facilities} or {secret projects} such as $LINK<Recreation Commons=100006> to reduce the number of Drones at a base |
− | can place military units in your base to serve as "police" and impose order | + | ^ |
− | + | If your social engineering $LINK<POLICE=130005> rating is high enough, you can place military units in your base to serve as "police" and impose order | |
− | out the drones. | + | ^ |
− | + | Converting workers to $LINK<Doctors=51> or other psych producing $LINK<Specialists=51> (Empath, Thinker, or Transcend) will increase the number of Talents, balancing out the drones. | |
− | increase the number of | + | ^ |
− | Talents at your base (one talent for every two points of Psych produced), thereby | + | If your base produces enough energy, increasing your energy allocation to {Psych} will increase the number of Talents at your base (one talent for every two points of Psych produced), thereby restoring balance. |
− | restoring balance. | + | |
#CONCEPT10 | #CONCEPT10 | ||
− | A {Golden Age} occurs when a base has no $LINK<Drones=36>, and | + | A {Golden Age} occurs when a base has no $LINK<Drones=36>, and the number of $LINK<Talents=37> at least equals the number of regular Workers and $LINK<Specialists=51>. |
− | the number of $LINK<Talents=37> at least | + | |
− | equals the number of regular Workers and Specialists. | + | |
^ | ^ | ||
− | A Golden Age significantly increases a base's {growth} rate and {energy} production-- | + | A Golden Age significantly increases a base's {growth} rate and {energy} production--equivalent of +1 $LINK<ECONOMY=130000> and +2 $LINK<GROWTH=130006> on the social engineering table. |
− | equivalent of +1 $LINK<ECONOMY=130000> and +2 $LINK<GROWTH=130006> on the social | + | |
− | engineering table. | + | |
#CONCEPT11 | #CONCEPT11 | ||
− | {Morale} reflects the training and experience of your military units. Morale levels | + | {Morale} reflects the training and experience of your military units. Morale levels range from Very Green to Green to Disciplined to Hardened, Veteran, Commando, and Elite. |
− | range from Very Green to Green to Disciplined to Hardened, Veteran, Commando, and | + | A unit receives a {+12.5% combat bonus} for each morale level. |
− | Elite. A unit receives a {+12.5% combat bonus} for each morale level. Morale plays | + | Morale plays a particularly important role in psi combat, and in combat between probe teams, since no weapon and armor values are considered in those cases. |
− | a particularly important role in psi combat, and in combat between probe teams, | + | |
− | since no weapon and armor values are considered in those cases. | + | |
^ | ^ | ||
− | New units typically begin with {Green} morale, though this may be higher or lower | + | New |
− | depending on your social engineering $LINK<MORALE=130004> setting. A new unit's morale can also | + | units typically begin with {Green} morale, though this may be higher or lower depending on your social engineering $LINK<MORALE=130004> setting. |
− | be increased if a base has a $LINK<Command Center=100027> or other related {facility}. | + | A new unit's morale can also be increased if a base has a $LINK<Command Center=100027> or other related {facility}. |
^ | ^ | ||
− | + | Native alien units such as Mind Worms have {life cycles} which correspond to morale levels. | |
− | levels. | + | Native alien units are not affected by Command Centers and military facilities, but their life cycle levels can be improved by building $LINK<Biology Labs=100009> and other similar facilities. |
− | but their life cycle levels can be improved by building $LINK<Biology Labs=100009> and other | + | The {transport} capacity of an $LINK<Isle of the Deep=30009> is determined by its life cycle level: one unit for each level. |
− | similar facilities. The {transport} capacity of an $LINK<Isle of the Deep=30009> is determined | + | |
− | by its life cycle level: one unit for each level. | + | |
^ | ^ | ||
− | A unit victorious in combat will often receive a morale upgrade (the lower its | + | A unit victorious in combat will often receive a morale upgrade (the lower its morale level, the more likely an upgrade). |
− | morale level, the more likely an upgrade). | + | |
^ | ^ | ||
{Elite} units receive a special bonus--an additional move each turn. | {Elite} units receive a special bonus--an additional move each turn. | ||
^ | ^ | ||
− | A unit with a "+" sign after its morale possesses a combat bonus from its location in a base with a | + | A unit with a "+" sign after its morale possesses a combat bonus from its location in a base with a $LINK<Children's Creche=100002>. |
− | $LINK<Children's Creche=100002>. | + | |
#CONCEPT12 | #CONCEPT12 | ||
{Monoliths} are mysterious and unexplained alien devices discovered on Planet. | {Monoliths} are mysterious and unexplained alien devices discovered on Planet. | ||
− | A monolith will increase a unit's $LINK<morale=11> (or life cycle) one level, but an individual | + | A monolith will increase a combat unit's $LINK<morale=11> (or life cycle) one level, but an individual unit can receive only one monolith upgrade. |
− | unit can receive only one monolith upgrade ( | + | ^({Hint:} Consider saving your upgrade for those hard-to-get promotions from Commando to Elite) |
− | those hard-to-get promotions from Commando to Elite) | + | |
^ | ^ | ||
− | A monolith will also completely repair any damaged unit; this can be done any | + | A monolith will also completely repair any damaged unit; this can be done any number of times, even if a unit has already received a morale upgrade from a monolith. |
− | number of times, even if a unit has already received a morale upgrade from a | + | ^ |
− | monolith. | + | Monolith squares can also be tapped for resources, and will produce: |
^ | ^ | ||
− | |||
$LINK<2 Nutrients=41>, $LINK<2 Minerals=42>, and $LINK<2 Energy=43> each turn. | $LINK<2 Nutrients=41>, $LINK<2 Minerals=42>, and $LINK<2 Energy=43> each turn. | ||
+ | ^ | ||
+ | A Base cannot be founded on a monolith square. | ||
+ | ^ | ||
+ | ^Only $LINK<roads=90005>/$LINK<mag tubes=90006>, $LINK<fungus=90011> or $LINK<rivers=90015> may be added to a monolith square | ||
+ | ^ | ||
+ | A monolith, when used to upgrade has a 1/32 chance to disappear permanently | ||
#CONCEPT13 | #CONCEPT13 | ||
− | {Artifacts} are mysterious and unexplained alien devices sometimes discovered | + | {Artifacts} |
− | + | are mysterious and unexplained alien devices sometimes discovered on | |
− | will have several options: | + | Planet. If you can find an artifact and return it to one of your bases, |
− | one, and receive a free technology breakthrough | + | you will have several options: |
− | production of a $LINK<Secret Project=110102> or Unit Prototype | + | ^* link it to a $LINK<Network Node=100008> if the base has one, and receive a free random technology breakthrough |
− | later. | + | ^* use it to speed the production of a $LINK<Secret Project=110102> or $LINK<Unit Prototype=23> by 50 minerals |
+ | ^* save it to use later. | ||
^ | ^ | ||
− | Artifacts can be captured from other players. A lone artifact can be captured by | + | Artifacts can be captured from other players. A lone artifact can be captured by any player without diplomatic penalty. |
− | any player without diplomatic penalty. | + | |
#CONCEPT14 | #CONCEPT14 | ||
− | {Xenofungus} or {Fungus} is a form of plant life native to Alpha Centauri. It | + | {Xenofungus} |
− | has a number of unusual properties which you may discover in the course of play. | + | or {Fungus} is a form of plant life native to Alpha Centauri. It has a |
− | Some of the more obvious properties include: | + | number of unusual properties which you may discover in the course of |
+ | play. Some of the more obvious properties include: | ||
^ | ^ | ||
− | (1) Fungus impedes {movement}. Units may have difficulty entering Fungus squares. | + | (1) |
− | Increasing your $LINK<PLANET=130007> social engineering rating will alleviate this problem. Building | + | Fungus impedes {movement}. Units may have difficulty entering Fungus |
− | the Xenoempathy Dome improves Fungus movement considerably. | + | squares. Increasing your $LINK<PLANET=130007> social engineering |
+ | rating will alleviate this problem. Building the $LINK<Xenoempathy | ||
+ | Dome=110078> improves Fungus movement considerably. | ||
^ | ^ | ||
− | + | If there is a unit in a fungus square, another unit with at least one movement will always be able to enter that square. | |
− | + | ||
− | + | ||
^ | ^ | ||
− | (3) Fungus squares can be tapped for {resources}; the resource level provided by a | + | (2) |
− | fungus square is determined by the number of $LINK<Centauri | + | Fungus has a defensive (+50%) value when defending against other human |
− | + | or $LINK<Progenitor=47> factions. Against native $LINK<Mind | |
+ | Worms=30008>, however, Fungus has negative value. | ||
+ | ^ | ||
+ | (3) | ||
+ | Fungus squares can be tapped for {resources}; the resource level | ||
+ | provided by a fungus square is determined by the number of {Centauri | ||
+ | technologies} you have discovered. These are: | ||
+ | ^ | ||
+ | ^$LINK<+1 Nutrient=41> production in fungus: | ||
+ | ^$LINK<Centauri Ecology=140006> and $LINK<Centauri Psi=140063>. | ||
+ | ^ | ||
+ | ^$LINK<+1 Mineral=42> production in fungus: | ||
+ | ^$LINK<Centauri | ||
+ | Genetics=140074>,$LINK<Matter Transmission=140057> and | ||
+ | $LINK<Threshold of Transcendence=140056>. | ||
+ | ^ | ||
+ | $LINK<+1 Energy=43> production in fungus: | ||
+ | ^$LINK<Centauri Meditation=140047>, $LINK<Secrets of Alpha Centauri=140064>, $LINK<Temporal Mechanics=140028>. | ||
+ | ^ | ||
+ | Additionally, building $LINK<The Manifold Harmonics=110103> also increases resources from fungus squares. | ||
#CONCEPT15 | #CONCEPT15 | ||
− | Some units (usually alien creatures such as $LINK<Mind Worms=30008>) can engage in | + | Some |
− | {PSI COMBAT}. In Psi Combat, weapon and armor strengths are ignored, and | + | units (usually alien creatures such as $LINK<Mind Worms=30008>) |
− | the attacker is given a 3 to 2 advantage on land (1 to 1 for sea combat). | + | can engage in {PSI COMBAT}. In Psi Combat, weapon and armor strengths |
− | $LINK<MORALE=130004> level becomes quite important in Psi Combat. | + | are ignored, and the attacker is given a 3 to 2 advantage on land (1 to 1 |
+ | for sea and air combat). $LINK<MORALE=130004> level becomes quite | ||
+ | important in Psi Combat. | ||
+ | ^ | ||
+ | $LINK<PLANET=130004> rating also effects attackers psi combat at +/- 10% per point. | ||
+ | |||
#CONCEPT16 | #CONCEPT16 | ||
Line 304: | Line 399: | ||
waypoints on its way to its final destination. You can also set waypoints while | waypoints on its way to its final destination. You can also set waypoints while | ||
giving a unit Patrol orders, in similar fashion. | giving a unit Patrol orders, in similar fashion. | ||
+ | |||
#CONCEPT17 | #CONCEPT17 | ||
− | A unit can be told to {Patrol} by clicking on the unit to activate it, then selecting | + | A unit can be told to {Patrol} by clicking on the unit to activate it, |
− | the Patrol option from the Action menu. When the Patrol cursor appears, hold down the | + | then selecting the Patrol option from the Action menu. When the Patrol |
− | left mouse button and drag a "patrol arrow" to the area you wish the unit to patrol. | + | cursor appears, hold down the left mouse button and drag a "patrol |
− | The unit will commence patrolling back and forth between its current location and the | + | arrow" to the area you wish the unit to patrol. The unit will commence |
− | location you have specified. It will "wake up" and request orders if it | + | patrolling back and forth between its current location and the location |
− | an enemy unit. You may set {waypoints} in a patrol by pressing the {SPACE BAR} while | + | you have specified. It will "wake up" and request orders if it |
− | you drag the patrol arrow. | + | encounters an enemy unit. You may set {waypoints} in a patrol by |
+ | pressing the {SPACE BAR} while you drag the patrol arrow. | ||
#CONCEPT18 | #CONCEPT18 | ||
− | The Explore, Discover, Build, and Conquer buttons on the Base | + | The Explore, Discover, Build, and Conquer buttons on the Base Control |
− | Control Screen activate the {Governor} for that base. When the | + | Screen activate the {Governor} for that base. When the Governor is |
− | Governor is activated, he will make decisions automatically | + | activated, he will make decisions automatically based on his general |
− | based on his general instructions. This function is useful | + | instructions. This function is useful for beginners and for players who |
− | for beginners and for players who do not wish to micromanage | + | do not wish to micromanage their bases. |
− | their bases. | + | |
^ | ^ | ||
− | The {EXPLORE} button tells the Governor of a base to concentrate on | + | The {EXPLORE} button tells the Governor of a base to concentrate on finding |
− | finding and occupying new territory. Bases set to explore | + | and occupying new territory. Bases set to explore will typically |
− | will typically concentrate on building $LINK<Scouts=30002>, $LINK<Colony Pods=30000>, | + | concentrate on building $LINK<Scouts=30002>, $LINK<Colony |
− | $LINK<Transports=30003>, and occasional $LINK<Naval Units=40003> for scouting oceans. | + | Pods=30000>, $LINK<Transports=30003>, and occasional |
− | This button is especially useful early in the game, when | + | $LINK<Naval Units=40003> for scouting oceans. This button is |
− | you need to expand quickly. | + | especially useful early in the game, when you need to expand quickly. |
#CONCEPT19 | #CONCEPT19 | ||
− | The Explore, Discover, Build, and Conquer buttons on the Base | + | The Explore, Discover, Build, and Conquer buttons on the Base Control |
− | Control Screen activate the {Governor} for that base. When the | + | Screen activate the {Governor} for that base. When the Governor is |
− | Governor is activated, he will make decisions automatically | + | activated, he will make decisions automatically based on his general |
− | based on his general instructions. This function is useful | + | instructions. This function is useful for beginners and for players who |
− | for beginners and for players who do not wish to micromanage | + | do not wish to micromanage their bases. |
− | their bases. | + | |
^ | ^ | ||
− | The {DISCOVER} button on the Base Control Screen emphasizes scientific discovery and | + | The |
− | technological breakthroughs. The Base Governor will concentrate on | + | {DISCOVER} button on the Base Control Screen emphasizes scientific |
− | building {Science Facilities} (such as $LINK<Network Nodes=100008>), $LINK<Secret | + | discovery and technological breakthroughs. The Base Governor will |
− | Projects=110102>, $LINK<Probe Teams=30006>, and $LINK<Prototype Units=23>. This button | + | concentrate on building {Science Facilities} (such as $LINK<Network |
− | is especially effective with large, well-protected bases deep | + | Nodes=100008>), $LINK<Secret Projects=110102>, $LINK<Probe |
− | in your interior. | + | Teams=30006>, and $LINK<Prototype Units=23>. This button is |
+ | especially effective with large, well-protected bases deep in your | ||
+ | interior. | ||
#CONCEPT20 | #CONCEPT20 | ||
− | The Explore, Discover, Build, and Conquer buttons on the Base | + | The |
− | Control Screen activate the {Governor} for that base. When the | + | Explore, Discover, Build, and Conquer buttons on the Base Control |
− | Governor is activated, he will make decisions automatically | + | Screen activate the {Governor} for that base. When the Governor is |
− | based on his general instructions. This function is useful | + | activated, he will make decisions automatically based on his general |
− | for beginners and for players who do not wish to micromanage | + | instructions. This function is useful for beginners and for players who |
− | their bases. | + | do not wish to micromanage their bases. |
^ | ^ | ||
− | The {BUILD} button on the Base Control Screen mandates infrastructure and growth. | + | The |
− | The Base Governor will tend to build {Facilities} and $LINK<Formers=30001>. | + | {BUILD} button on the Base Control Screen mandates infrastructure and |
− | Use this button at | + | growth. The Base Governor will tend to build {Facilities} and |
− | any time to have your base concentrate on peaceful growth. | + | $LINK<Formers=30001>. Use this button at any time to have your |
+ | base concentrate on peaceful growth. | ||
#CONCEPT21 | #CONCEPT21 | ||
− | The Explore, Discover, Build, and Conquer buttons on the Base | + | The |
− | Control Screen activate the {Governor} for that base. When the | + | Explore, Discover, Build, and Conquer buttons on the Base Control |
− | Governor is activated, he will make decisions automatically | + | Screen activate the {Governor} for that base. When the Governor is |
− | based on his general instructions. This function is useful | + | activated, he will make decisions automatically based on his general |
− | for beginners and for players who do not wish to micromanage | + | instructions. This function is useful for beginners and for players who |
− | their bases. | + | do not wish to micromanage their bases. |
^ | ^ | ||
− | Use the {CONQUER} button on the Base Control Screen to build up your military. | + | Use |
− | In this mode | + | the {CONQUER} button on the Base Control Screen to build up your |
− | your base will produce {military units} of all varieties, | + | military. In this mode your base will produce {military units} of all |
− | and their associated facilities, such as $LINK<Command Centers=100027>. | + | varieties, and their associated facilities, such as $LINK<Command |
− | Use this button whenever you need to attack or defend. | + | Centers=100027>. Use this button whenever you need to attack or |
+ | defend. | ||
#CONCEPT22 | #CONCEPT22 | ||
− | Units which engage in combat may become damaged. Damage is indicated by | + | Units |
− | a colored bar along the left side of a unit's status icon: Green | + | which engage in combat may become {damaged}. Damage is indicated by a |
− | light (or no) damage; Yellow and Red show increasing damage. | + | colored bar along the left side of a unit's status icon: Green |
+ | represents light (or no) damage; Yellow and Red show increasing damage. | ||
^ | ^ | ||
− | + | As non-air units take damage, their movement rate declines. | |
− | + | ^(But movement can never be reduced below 1) | |
− | + | ||
− | + | ||
^ | ^ | ||
− | Units can also conduct "field repair" (i.e. not at a base), but this | + | Damage |
− | process is much slower and is only effective if the unit has sustained | + | can be {repaired} if a unit skips its entire turn (SPACE BAR) at a |
− | more than | + | friendly base. A severely damaged unit may have to repeat this operation |
+ | for several turns. | ||
+ | ^NOTE: Damage will not be repaired on any turn in which the unit is attacked or bombarded. | ||
+ | ^ | ||
+ | Units | ||
+ | can also conduct "field repair" (i.e. not at a base), but this process | ||
+ | is much slower and is only effective if the unit has sustained more than | ||
+ | 20% damage. | ||
+ | ^ | ||
+ | See also $LINK<Repair (Advanced)=10020>. | ||
#CONCEPT23 | #CONCEPT23 | ||
− | You may use the Design Workshop screen to create new unit types. | + | You |
− | Whenever you create a unit using a $LINK<weapon=60005>, $LINK<armor=70007>, | + | may use the Design Workshop screen to create new unit types. Whenever |
− | or $LINK<chassis=40006> | + | you create a unit using a $LINK<weapon=60005>, |
− | type which you have never used before, you must {prototype} the | + | $LINK<armor=70007>, or $LINK<chassis=40006> type which you |
− | unit. | + | have never used before, you must {prototype} the unit. |
^ | ^ | ||
− | A prototype unit requires an extra {+50% Minerals} to build, though | + | A |
− | it receives a bonus $LINK<+1 Morale=11> upgrade in compensation since | + | prototype unit requires an extra {+50% Minerals} to build, though it |
+ | receives a bonus $LINK<+1 Morale=11> upgrade in compensation since | ||
experimental weapons are often given to crack, well-trained troops. | experimental weapons are often given to crack, well-trained troops. | ||
^ | ^ | ||
− | Once you have prototyped a new unit, you may build that unit in the | + | Once you have prototyped a new unit, you may build that unit in the future at no additional cost. |
− | future at no additional cost. | + | ^ |
+ | Building a prototype also counts as a for equal or lower-valued components. | ||
+ | ^Chassis prototypes only count for the same types of chassis: air, sea, land. | ||
+ | ^ | ||
+ | Build | ||
+ | completion is done sequentially, in the base sequence as shown on that | ||
+ | unsorted display {f4}. Once you have completed your prototype, units | ||
+ | constructed later in the queue, even if built in that same turn do not | ||
+ | have to pay the prototype penalty. | ||
#CONCEPT24 | #CONCEPT24 | ||
− | When designing new units, bear in mind that units strong in | + | When |
− | three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>) | + | designing new units, bear in mind that units strong in three areas |
− | will be vastly more | + | ($LINK<weapon=60005>, $LINK<armor=70007>, |
− | expensive than units strong in only two areas (or one). | + | $LINK<chassis=40006>) will be vastly more expensive than units |
+ | strong in only two areas (or one). | ||
^ | ^ | ||
− | For example, a 4-3-2 unit normally costs 70 minerals to build, | + | For |
− | whereas a 4-1-2 unit costs only 30 and a 4-3-1 unit costs 40. | + | example, a 4-3-2 unit normally costs 70 minerals to build, whereas a |
− | So you can have two units for the price of one, not to mention | + | 4-1-2 unit costs only 30 and a 4-3-1 unit costs 40. So you can have two |
− | the +25% base-attack bonus which the 4-3-1 $LINK<infantry=40000> unit will | + | units for the price of one, not to mention the +25% base-attack bonus |
− | receive. | + | which the 4-3-1 $LINK<infantry=40000> unit will receive. |
#CONCEPT25 | #CONCEPT25 | ||
− | As your colony grows and you claim more territory and build more | + | As |
− | bases, this growth will put a strain on your economy. This strain | + | your colony grows and you claim more territory and build more bases, |
− | shows up as {inefficiency}, which can cause you to lose some of your | + | this growth will put a strain on your economy. This strain shows up as |
+ | {inefficiency}, which can cause you to lose some of your | ||
$LINK<energy=43> production each turn. | $LINK<energy=43> production each turn. | ||
^ | ^ | ||
− | The farther a base is away from your $LINK<Headquarters=100001> base, the more | + | The farther a base is away from your $LINK<Headquarters=100001> base, the more inefficiency it will experience. |
− | inefficiency it will experience. | + | |
^ | ^ | ||
− | Inefficiency can be mitigated at all of your bases by making | + | Inefficiency |
− | social engineering choices which increase your $LINK<EFFICIENCY=130001> value. | + | can be mitigated at all of your bases by making social engineering |
− | $LINK<Democratic=120003> politics and $LINK<Green=120009> economics each increase efficiency. | + | choices which increase your $LINK<EFFICIENCY=130001> value. |
+ | $LINK<Democratic=120003> politics and $LINK<Green=120009> | ||
+ | economics each increase efficiency. | ||
^ | ^ | ||
− | Inefficiency can be mitigated at a particular base by building a | + | Inefficiency can be mitigated at a particular base by building a $LINK<Children's Creche=100002> there. |
− | $LINK<Children's Creche=100002> there. | + | |
#CONCEPT26 | #CONCEPT26 | ||
− | As humans or $LINK<Progenitors=47> expand and build colonies on Planet, they inevitably begin | + | As |
− | to cause ecological damage. Ecological damage can provoke the native | + | humans or $LINK<Progenitors=47> expand and build colonies on |
− | life forms and cause other unexpected effects. | + | Planet, they inevitably begin to cause ecological damage. Ecological |
+ | damage can provoke the native life forms and cause other unexpected | ||
+ | effects. | ||
^ | ^ | ||
− | The | + | The |
− | + | red ecological damage number represents a percentage chance, per turn, | |
− | + | of an ecological accident happening in the base's territory. | |
− | damage | + | |
− | + | ||
− | + | ||
^ | ^ | ||
− | As your industrial output (minerals) increases, ecological damage | + | The |
− | will also take place. This effect can be reduced by building the | + | more $LINK<mines=90002>, $LINK<solar collectors=90003>, |
− | $LINK<Centauri Preserve=100031>, $LINK<Temple of Planet=100032>, | + | $LINK<roads=90005>, and $LINK<farms=90000> (but not |
− | and $LINK<Nanoreplicator=100020> | + | $LINK<forests=90004>, which actually help the ecology) you build, |
+ | the more the potential damage. $LINK<Boreholes,=90014> | ||
+ | $LINK<Mirrors,=90013> and $LINK<Condensers=90012> cause even | ||
+ | greater damage. You can reduce or eliminate this type of damage by | ||
+ | building $LINK<Tree Farm=100013> and $LINK<Hybrid | ||
+ | Forest=100014> facilities. | ||
+ | ^ | ||
+ | As | ||
+ | your industrial output (minerals) increases, ecological damage will | ||
+ | also take place. This effect can be reduced by building the | ||
+ | $LINK<Centauri Preserve=100031>, $LINK<Temple of | ||
+ | Planet=100032>, and $LINK<Nanoreplicator=100020> or a $LINK<Tree Farm=100013>/$LINK<Hybrid Forest=100014> | ||
facilities. | facilities. | ||
+ | ^ | ||
+ | Ecological damage reducing facilities only reduce ecological damage if built [after] your first eco-damage report. | ||
#CONCEPT27 | #CONCEPT27 | ||
− | Once you have obtained commlink frequencies for all factions, you can | + | Once |
+ | you have obtained commlink frequencies for all factions, you can | ||
convene the {Planetary Council} to vote on planetary policies, including | convene the {Planetary Council} to vote on planetary policies, including | ||
election of a $LINK<Planetary Governor=28>. | election of a $LINK<Planetary Governor=28>. | ||
^ | ^ | ||
− | In elections for Planetary Governor (and $LINK<Supreme Leader=10005>), each faction | + | In |
− | casts votes equal to the total size of all its bases. This total may | + | elections for Planetary Governor (and $LINK<Supreme |
− | be modified by faction powers and $LINK<Secret Projects=110102>. Only the leader of | + | Leader=10005>), each faction casts votes equal to the total size of |
− | one of the two factions with the highest vote totals may stand for | + | all its bases. This total may be modified by faction powers and |
− | election as Governor or Supreme Leader. | + | $LINK<Secret Projects=110102>. Only the leader of one of the two |
+ | factions with the highest vote totals may stand for election as Governor | ||
+ | or Supreme Leader. | ||
^ | ^ | ||
− | On votes to set planetary policies, each faction receives one vote. | + | On |
− | In these votes, the current Planetary Governor has veto power, which | + | votes to set planetary policies, each faction receives one vote. In |
− | can be overridden only by unanimous vote of all remaining factions. | + | these votes, the current Planetary Governor has veto power, which can be |
+ | overridden only by unanimous vote of all remaining factions. | ||
#CONCEPT28 | #CONCEPT28 | ||
− | The {Planetary Governor} holds an Executive Veto in all votes on Planetary | + | The |
− | Policy. The Governor also receives {+1 Energy} in $LINK<commerce=29> transactions | + | {Planetary Governor} holds an Executive Veto in all votes on Planetary |
− | with other friendly factions at each base, from the | + | Policy. The Governor also receives {+1 Energy} in |
− | increased commerce created by global agencies. The planetary bureaucracy | + | $LINK<commerce=29> transactions with other friendly factions at |
− | provides the Governor with an infiltrator in every other faction. | + | each base, from the increased commerce created by global agencies. The |
+ | planetary bureaucracy provides the Governor with an infiltrator in every | ||
+ | other faction. | ||
+ | ^ | ||
+ | The Governor also gets $LINK<+1 Energy=43> in all of his bases | ||
#CONCEPT29 | #CONCEPT29 | ||
− | {Commerce} is bonus energy generated from trade between two friendly | + | {Commerce} |
− | factions. Whenever you sign a $LINK<Treaty=4> or $LINK<Pact=3> with another faction, | + | is bonus energy generated from trade between two friendly factions. |
− | your bases will automatically begin to accrue commerce (and this | + | Whenever you sign a $LINK<Treaty=4> or $LINK<Pact=3> with |
− | benefit extends to your partner faction as well). | + | another faction, your bases will automatically begin to accrue commerce |
+ | (and this benefit extends to your partner faction as well). | ||
^ | ^ | ||
− | Commerce is interrupted whenever a $LINK<Vendetta=6> occurs between two | + | Commerce |
+ | is interrupted whenever a $LINK<Vendetta=6> occurs between two | ||
factions, or when sanctions are applied against a faction which has | factions, or when sanctions are applied against a faction which has | ||
− | committed an $LINK<atrocity=8>. Think of Commerce as a reward for | + | committed an $LINK<atrocity=8>. Think of Commerce as a reward for |
− | behavior. | + | peaceful behavior. |
^ | ^ | ||
− | Between two factions, commerce is more beneficial to the faction | + | Between |
− | which has discovered the most $LINK<Economic technologies=140045>. CEO | + | two factions, commerce is more beneficial to the faction which has |
− | gains additional bonuses here as part of his faction power. | + | discovered the most $LINK<Economic technologies=140045>. CEO |
− | also tends to benefit the current $LINK<Planetary Governor=28>. | + | Morgan gains additional bonuses here as part of his faction power. |
+ | Commerce also tends to benefit the current $LINK<Planetary | ||
+ | Governor=28>. | ||
^ | ^ | ||
^You can increase your commerce rates by doing the following: | ^You can increase your commerce rates by doing the following: | ||
Line 489: | Line 632: | ||
^* Discover more economic-related technologies | ^* Discover more economic-related technologies | ||
^ | ^ | ||
− | Economic related technologies include $LINK<Industrial Economics=140045>, $LINK<Industrial | + | Economic |
− | Automation=140046>, $LINK<Planetary Economics=140061>, $LINK<Industrial Nanorobotics=140073>, | + | related technologies include $LINK<Industrial Economics=140045>, |
− | $LINK<Sentient Econometrics=140075>, and $LINK<Environmental Economics=140059>. | + | $LINK<Industrial Automation=140046>, $LINK<Planetary |
+ | Economics=140061>, $LINK<Industrial Nanorobotics=140073>, | ||
+ | $LINK<Sentient Econometrics=140075>, and $LINK<Environmental | ||
+ | Economics=140059>. | ||
#CONCEPT30 | #CONCEPT30 | ||
Line 505: | Line 651: | ||
For detailed scoring information, see $LINK<Scoring=10004>. | For detailed scoring information, see $LINK<Scoring=10004>. | ||
^ | ^ | ||
− | For information on retirement and mandatory retirement, see | + | For information on retirement and mandatory retirement, see $LINK<Retirement=10010>. |
− | $LINK<Retirement=10010>. | + | |
#CONCEPT31 | #CONCEPT31 | ||
− | Your {territory} consists of all land nearer to one of your land bases | + | Your |
− | on the same continent than to anyone else's. Your territorial waters | + | {territory} consists of all land nearer to one of your land bases on |
+ | the same continent than to anyone else's. Your territorial waters | ||
consist of all sea areas nearer to one of your sea bases (in the same | consist of all sea areas nearer to one of your sea bases (in the same | ||
− | ocean) than to anyone else's. Territory may move and shift during | + | ocean) than to anyone else's. Territory may move and shift during the |
− | the course of the game as bases are built, conquered, and destroyed. | + | course of the game as bases are built, conquered, and destroyed. |
^ | ^ | ||
− | Other faction leaders may take offense if you move units into their | + | Other |
− | territory, particularly if you have signed a $LINK<Treaty of Friendship=4>. | + | faction leaders may take offense if you move units into their |
+ | territory, particularly if you have signed a $LINK<Treaty of | ||
+ | Friendship=4>. | ||
^ | ^ | ||
Territory never extends more than 7 squares from a land base, or | Territory never extends more than 7 squares from a land base, or | ||
Line 522: | Line 670: | ||
#CONCEPT32 | #CONCEPT32 | ||
− | Your | + | Your |
− | other factions. It ranges from "Unsurpassed" (first place), to | + | $LINK<Might=10011> is a measure of your overall standing in |
− | "Feeble" (seventh place). | + | comparison to other factions. It ranges from "Unsurpassed" (first |
+ | place), to "Feeble" (seventh place). | ||
^ | ^ | ||
− | Might is based on a holistic evaluation of your faction, and includes | + | {Might} |
− | population, $LINK<technology=140080>, $LINK<secret projects=110102>, and military strength. | + | is based on a holistic evaluation of your faction, and includes |
+ | population, $LINK<technology=140080>, $LINK<secret | ||
+ | projects=110102>, and military strength. | ||
^ | ^ | ||
− | The {Faction Dominance} graphs on the information display track | + | The {Faction Dominance} graphs on the information display track might. |
− | might. | + | ^ |
+ | ^ Summary of {Might}: (Strongest to weakest) | ||
+ | ^ | ||
+ | ^ Unsurpassed | ||
+ | ^ Potent | ||
+ | ^ Formidable | ||
+ | ^ Sufficient | ||
+ | ^ Wanting | ||
+ | ^ Anemic | ||
+ | ^ Feeble | ||
+ | ^ | ||
+ | See also: $LINK<Might Formula=10011> | ||
#CONCEPT33 | #CONCEPT33 | ||
− | Fast units, such as Speeders and Hovertanks, can sometimes | + | Fast |
− | {disengage} when surprised by slower enemy units. A unit disengages | + | units, such as Speeders and Hovertanks, can sometimes {disengage} when |
− | when the following conditions are met: | + | surprised by slower enemy units. A unit disengages when the following |
+ | conditions are met: | ||
^ | ^ | ||
^* Unit incurs 50% damage, relative to what it started the combat with. | ^* Unit incurs 50% damage, relative to what it started the combat with. | ||
Line 544: | Line 707: | ||
^* Neither attacker nor defender is an air unit. | ^* Neither attacker nor defender is an air unit. | ||
^* Attacker does not have the $LINK<Comm Jammer=80009> ability. | ^* Attacker does not have the $LINK<Comm Jammer=80009> ability. | ||
− | ^* Unit does not have the HOLD order, and is not in a $LINK<bunker=90007> | + | ^* Unit does not have the HOLD order, and is not in a $LINK<bunker=90007> or $LINK<airbase=90008>. |
− | or $LINK<airbase=90008>. | + | ^* |
− | ^* A valid retreat square is | + | A valid retreat square is available, which is not a |
− | $LINK<Pholus Mutagen=110086>) and is not adjacent to an enemy unit. | + | $LINK<fungus=14> square (unless the disengaging player controls |
+ | the $LINK<Pholus Mutagen=110086>) and is not adjacent to an enemy | ||
+ | unit. | ||
#CONCEPT34 | #CONCEPT34 | ||
− | Every unit exerts a {Zone of Control} into every adjacent | + | Every |
− | square (but units in sea squares do not exert zones of control into land | + | unit exerts a {Zone of Control} into every adjacent square (but units |
− | squares, nor vice versa). | + | in sea squares do not exert zones of control into land squares, nor vice |
+ | versa). | ||
^ | ^ | ||
− | Land units may not normally move between two squares in an enemy | + | Land units may not normally move between two squares in an enemy zone of control, with the following exceptions: |
− | zone of control, with the following exceptions: | + | |
^* Units may freely move into and out of bases. | ^* Units may freely move into and out of bases. | ||
^* Units may freely attack any adjacent unit. | ^* Units may freely attack any adjacent unit. | ||
^* Units may freely enter squares already containing friendly units. | ^* Units may freely enter squares already containing friendly units. | ||
− | ^* $LINK<Probe teams=30006> and units with the $LINK<Cloaking ability=80002> | + | ^* $LINK<Probe teams=30006> and units with the $LINK<Cloaking ability=80002> may ignore this rule. |
− | may ignore this rule. | + | |
^ | ^ | ||
− | Air and Sea units exert zones of control, but are not affected by | + | Air and Sea units exert zones of control, but are not affected by them. |
− | them. | + | |
#CONCEPT35 | #CONCEPT35 | ||
− | Naval units, | + | Naval |
− | conduct {Bombardment} by selecting the Long Range Fire option from | + | units, land units with the $LINK<Heavy Artillery=80015> ability |
− | the Action menu. | + | and $LINK<Spore Launchers=30015> may conduct {Bombardment} by |
+ | selecting the Long Range Fire option from the Action menu. | ||
^ | ^ | ||
− | Bombardment has the advantage of potentially damaging every enemy unit | + | Bombardment |
− | in a particular square and the disadvantage that land units can never | + | has the advantage of potentially damaging every enemy unit in a |
− | be reduced below 50% damage by bombardment. | + | particular square and the disadvantage that land units can never be |
+ | reduced below 50% damage by bombardment. | ||
^ | ^ | ||
− | If bombardment is attempted against a square containing an enemy | + | If a unit is bombarded it will not heal for the turn, it will also cancel a former's terraforming |
− | naval or artillery unit, the bombardment is | + | ^ |
− | {Artillery Duel} is initiated, with the attacking and defending | + | If |
− | artillery (or naval) units fighting attack-vs-attack strength. Armor | + | bombardment is attempted against a square containing an enemy naval or |
− | values are ignored for Artillery Duels. | + | artillery unit, the bombardment is canceled and an {Artillery Duel} is |
+ | initiated, with the attacking and defending artillery (or naval) units | ||
+ | fighting attack-vs-attack strength. Armor values are ignored for | ||
+ | Artillery Duels. | ||
+ | ^ | ||
+ | Bombardment may also be used to destroy square improvements ($LINK<Xenofungus=14> cannot be destroyed by bombardment) | ||
#CONCEPT36 | #CONCEPT36 | ||
− | {Drones} are discontented, undereducated citizens which | + | {Drones} |
− | appear as a result of population pressure and other social forces. | + | are discontented, undereducated citizens which appear as a result of |
− | Drones work like other citizens, but if a base has more Drones than | + | population pressure and other social forces. Drones work like other |
− | $LINK<Talents=37>, a $LINK<Drone Riot=9> | + | citizens, but if a base has more Drones than $LINK<Talents=37>, a |
+ | $LINK<Drone Riot=9> will result. | ||
#CONCEPT37 | #CONCEPT37 | ||
− | {Talents} are prosperous, highly educated citizens, your intellectual | + | {Talents} |
− | elite. Talents are created as the result of favorable social conditions | + | are prosperous, highly educated citizens, your intellectual elite. |
− | and the diversion of energy to $LINK<Psych=38>. As long as a base has at | + | Talents are created as the result of favorable social conditions and the |
− | as many Talents as $LINK<Drones=36>, no $LINK<Drone Riot=9> will occur. | + | diversion of energy to $LINK<Psych=38>. As long as a base has at |
+ | least as many Talents as $LINK<Drones=36>, no $LINK<Drone | ||
+ | Riot=9> will occur. | ||
#CONCEPT38 | #CONCEPT38 | ||
− | Energy diverted to {Psych} is used to improve the quality of life | + | Energy |
− | your citizens experience. Every two units of energy diverted to Psych | + | diverted to {Psych} is used to improve the quality of life your |
− | will | + | citizens experience. Every two units of energy diverted to Psych will |
+ | convert a normal citizen into an additional {Talent} in that base. | ||
+ | ^ | ||
+ | If no are no normal citizens then every two units of Psych will turn one $LINK<Drone=36> into a normal citizen. | ||
#CONCEPT39 | #CONCEPT39 | ||
Line 602: | Line 778: | ||
^{Garland Crater} confers $LINK<+1 Mineral=42> in interior squares. | ^{Garland Crater} confers $LINK<+1 Mineral=42> in interior squares. | ||
^{Mount Planet} confers $LINK<+1 Mineral=42> and $LINK<+1 Energy=43> in each square around the mouth. | ^{Mount Planet} confers $LINK<+1 Mineral=42> and $LINK<+1 Energy=43> in each square around the mouth. | ||
− | ^{Uranium Flats} | + | ^{Uranium Flats} confers $LINK<+1 Energy=43> in each square. |
− | ^{Geothermal Shallows} | + | ^{Geothermal Shallows} confers $LINK<+1 Energy=43> in each square. |
^{Pholus Ridge} confers $LINK<+1 Energy=43> in each square. | ^{Pholus Ridge} confers $LINK<+1 Energy=43> in each square. | ||
^{Monsoon Jungle} confers $LINK<+1 Nutrient=41> in each square. | ^{Monsoon Jungle} confers $LINK<+1 Nutrient=41> in each square. | ||
^{Freshwater Sea} confers $LINK<+1 Nutrient=41> in each square. | ^{Freshwater Sea} confers $LINK<+1 Nutrient=41> in each square. | ||
^{Fossil Field Ridge} confers $LINK<+1 Mineral=42> in each square. | ^{Fossil Field Ridge} confers $LINK<+1 Mineral=42> in each square. | ||
− | ^{Manifold Nexus} confers a $LINK<+1 PLANET=130007> rating when inside a faction's borders. $LINK<Progenitor=47> factions gain an additional $LINK<+1 RESEARCH=130010> rating. | + | ^{Manifold |
+ | Nexus} confers a $LINK<+1 PLANET=130007> rating when inside a | ||
+ | faction's borders. $LINK<Progenitor=47> factions gain an | ||
+ | additional $LINK<+1 RESEARCH=130010> rating. | ||
+ | ^{Nessus Canyon} confers $LINK<+1 Mineral=42> in each square. | ||
^ | ^ | ||
− | Other landmarks have no effect beyond the standard effects of | + | {Vulnerability:} |
− | the terrain which they represent. | + | Bonus is removed if square changes elevation to a different 1000m |
+ | band. | ||
+ | All landmarks are affected except for {Freshwater Sea}. | ||
+ | ^ | ||
+ | Other landmarks have no effect beyond the standard effects of the terrain which they represent. | ||
#CONCEPT40 | #CONCEPT40 | ||
− | The following proposals can be brought before the Planetary Council, once | + | The following proposals can be brought before the Planetary Council, once appropriate technology is obtained: |
− | appropriate technology is obtained: | + | |
^ | ^ | ||
− | ^{Salvage Unity Fusion Core}: +500 energy for each faction | + | ^Upon discovery of $LINK<Orbital Spaceflight=140077>: |
− | ^{Global Trade Pact}: Commerce rates doubled | + | ^{Salvage Unity Fusion Core}: +500 energy for each faction. |
+ | ^ | ||
+ | ^Upon discovery of $LINK<Planetary Economics=140061>: | ||
+ | ^{Global Trade Pact}: Commerce rates doubled planet wide. | ||
^{Repeal Trade Pact}: Commerce rates return to normal. | ^{Repeal Trade Pact}: Commerce rates return to normal. | ||
+ | ^ | ||
+ | ^Upon discovery of $LINK<Advanced Spaceflight=140066>: | ||
^{Launch Solar Shade}: Global cooling; sea levels fall. | ^{Launch Solar Shade}: Global cooling; sea levels fall. | ||
+ | ^{Increase Solar Shade}: Global cooling; sea levels drop. | ||
+ | ^ | ||
+ | ^Upon discovery of $LINK<Adv. Ecological Engineering=140062>: | ||
^{Melt Polar Caps}: Global warming; sea levels rise. | ^{Melt Polar Caps}: Global warming; sea levels rise. | ||
+ | ^ | ||
+ | ^Upon discovery of $LINK<Adv. Military Algorithms=140017>: | ||
^{Repeal U.N. Charter}: Atrocity prohibitions lifted. | ^{Repeal U.N. Charter}: Atrocity prohibitions lifted. | ||
+ | ^{Reinstate U.N. Charter}: Atrocity prohibitions return. | ||
^ | ^ | ||
− | The Council also elects the $LINK<Planetary Governor=28> by a | + | The |
− | vote of population, and by a 3/4 | + | Council also elects the $LINK<Planetary Governor=28> by a |
− | vote by population can | + | majority vote of population, and by a 3/4 vote by population can anoint a |
− | $LINK<Diplomatic Victory=10005>. | + | Supreme Leader, conferring a $LINK<Diplomatic Victory=10005> |
+ | (available upon discovery of $LINK<Mind/Machine | ||
+ | Interface=140041>). | ||
#CONCEPT41 | #CONCEPT41 | ||
− | {Nutrients} are produced in squares with sufficient $LINK<Rainfall=0>, | + | {Nutrients} |
− | supplemented by the addition of $LINK<Farms=90000> and similar enhancements. | + | are produced in squares with sufficient $LINK<Rainfall=0>, |
+ | sometimes supplemented by the addition of $LINK<Farms=90000> and | ||
+ | similar enhancements. | ||
^ | ^ | ||
Every citizen at a base must "eat" two Nutrients per turn to survive. | Every citizen at a base must "eat" two Nutrients per turn to survive. | ||
^ | ^ | ||
− | Surplus nutrients are stored. When sufficient surplus nutrients have | + | Surplus |
− | been accumulated, a base will grow, producing a new citizen. | + | nutrients are stored. When sufficient surplus nutrients have been |
+ | accumulated, a base will grow, producing a new citizen. | ||
+ | ^ | ||
+ | Special | ||
+ | {Nutrient Resource} squares produce two extra nutrients, and lift | ||
+ | nutrient restrictions for that square. $LINK<Monsoon Jungle=39> | ||
+ | and $LINK<Freshwater Sea=39> squares produce one extra nutrient. | ||
+ | ^ | ||
+ | Base squares have no restrictions. | ||
+ | ^ | ||
+ | ^$LINK<Condensers=90012> lift nutrient restrictions on the square they are built. | ||
+ | ^ | ||
+ | The discovery of $LINK<Gene Splicing=140049> lifts all nutrient restrictions. | ||
#CONCEPT42 | #CONCEPT42 | ||
− | {Minerals} are produced in squares with sufficient $LINK<Rockiness=1>, | + | {Minerals} |
− | supplemented by the addition of $LINK<Mines=90002> and similar enhancements. | + | are produced in squares with sufficient $LINK<Rockiness=1>, |
+ | sometimes supplemented by the addition of $LINK<Mines=90002> and | ||
+ | similar enhancements. | ||
+ | ^ | ||
+ | Once | ||
+ | a base has exceeded its free $LINK<SUPPORT=130002> level, any | ||
+ | additional units (military or non-combat) consume one Mineral per turn | ||
+ | of support. | ||
+ | ^ | ||
+ | Surplus | ||
+ | minerals are applied to production of $LINK<facilities=100029>, | ||
+ | units, and $LINK<secret projects=110102> which a base is creating. | ||
+ | When sufficient minerals are accumulated, the facility or unit is | ||
+ | built. | ||
+ | ^ | ||
+ | Special | ||
+ | {Mineral Resource} squares produce two additional minerals, and lift | ||
+ | mineral restrictions for that square. Various $LINK<landmarks=39> | ||
+ | produce one more mineral per square; {Garland Crater's} interior | ||
+ | squares, squares around {Mount Planet's} mouth, as well as the {Fossil | ||
+ | Field Ridge} and {Nessus Canyon}. | ||
^ | ^ | ||
− | + | Base squares have no restrictions | |
− | + | ||
^ | ^ | ||
− | + | The discovery of $LINK<Ecological Engineering=140060> lifts all mineral restrictions. | |
− | + | ||
− | + | ||
− | + | ||
#CONCEPT43 | #CONCEPT43 | ||
− | {Energy} is produced in squares with $LINK<Solar Collectors=90003>, particularly | + | {Energy} is produced in squares with $LINK<Solar Collectors=90003>, particularly those at high $LINK<Altitudes=2>. |
− | those at high $LINK<Altitudes=2>. | + | |
^ | ^ | ||
− | Depending on the Energy Allocation which you have made on the Social | + | A river will also increase energy output by +1 |
− | Engineering screen, all the energy you produce is divided among three | + | ^Ocean shelf squares can produce energy with a $LINK<Tidal Harnesses=90023> |
− | priorities: $LINK<Economy=44>, $LINK<Labs=45>, and $LINK<Psych=38>. | + | ^ |
− | Some of the energy a base | + | Depending |
− | produces may also be lost to $LINK<Inefficiency=25>. | + | on the Energy Allocation which you have made on the Social Engineering |
+ | screen, all the energy you produce is divided among three priorities: | ||
+ | $LINK<Economy=44>, $LINK<Labs=45>, and | ||
+ | $LINK<Psych=38>. Some of the energy a base produces may also be | ||
+ | lost to $LINK<Inefficiency=25>. | ||
+ | ^ | ||
+ | Special | ||
+ | {Energy Resource} squares produce two extra energy, and lift energy | ||
+ | restrictions for that square. Various $LINK<landmarks=39> produce | ||
+ | one more energy per square; {Uranium Flats}, {Geothermal Shallows}, | ||
+ | {Pholus Ridge}, and squares around {Mount Planet's} mouth. | ||
+ | ^ | ||
+ | Base squares have no restrictions | ||
+ | ^ | ||
+ | The discovery of $LINK<Environmental Economics=140059> lifts all energy restrictions. | ||
+ | ^ | ||
+ | See also $LINK<Commerce (Advanced)=10003> | ||
#CONCEPT44 | #CONCEPT44 | ||
− | $LINK<Energy=43> allocated to your {Economy} is added, as energy credits, | + | $LINK<Energy=43> |
− | to your $LINK<Energy Reserves=46>, which function as your treasury for | + | allocated to your {Economy} is added, as energy credits, to your |
− | transactions. | + | $LINK<Energy Reserves=46>, which function as your treasury for |
+ | monetary transactions. | ||
#CONCEPT45 | #CONCEPT45 | ||
− | $LINK<Energy=43> allocated to {Labs} is used to conduct scientific research. | + | $LINK<Energy=43> |
− | The more energy you allocate to Labs, the quicker you will make technological | + | allocated to {Labs} is used to conduct scientific research. The more |
+ | energy you allocate to Labs, the quicker you will make technological | ||
breakthroughs. | breakthroughs. | ||
#CONCEPT46 | #CONCEPT46 | ||
− | Your {Energy Reserves} represent stored energy. Your reserves function | + | Your {Energy Reserves} represent stored energy. Your reserves function as your treasury for monetary transactions. |
− | as your treasury for monetary transactions. | + | |
^ | ^ | ||
− | Your energy reserves increase depending on the amount of $LINK<Energy=43> | + | Your |
− | you allocate to $LINK<Economy=44> on the Social Engineering screen. | + | energy reserves increase depending on the amount of |
+ | $LINK<Energy=43> you allocate to $LINK<Economy=44> on the | ||
+ | Social Engineering screen. | ||
+ | |||
+ | #CONCEPT51 | ||
+ | {Specialists} | ||
+ | are citizens with special tasks generating $LINK<Economy=44>, | ||
+ | $LINK<Psych=38> and $LINK<Labs=45>. | ||
+ | ^ | ||
+ | ^{Doctor}: +2 Psych | ||
+ | ^ | ||
+ | ^{Technician}: +3 Economy | ||
+ | ^ | ||
+ | ^{Librarian}: +3 Labs, requires $LINK<Planetary Networks=140032> | ||
+ | ^ | ||
+ | ^{Empath}: +2 Economy, +2 Psych, requires $LINK<Centauri Meditation=140047> | ||
+ | ^ | ||
+ | ^{Engineer}: +3 Economy, +2 Labs, requires $LINK<Fusion Power=140010> | ||
+ | ^ | ||
+ | ^{Thinker}: +1 Psych, +3 Labs, requires $LINK<Mind/Machine interface=140041> | ||
+ | ^ | ||
+ | ^{Transcend}: +2 Economy, +2 Psych, +4 Labs, requires $LINK<Secrets of alpha Centauri=140064> | ||
+ | ^ | ||
+ | ^The more advanced specialists may make other specialists obsolete. | ||
+ | |||
+ | #CONCEPT52 | ||
+ | {Diplomatic | ||
+ | Relations} with other factions depend upon a number of factors, | ||
+ | including your social choices, proximity to territory, $LINK<military | ||
+ | power=32>, previous relations | ||
+ | and $LINK<Integrity=7>. | ||
+ | ^ | ||
+ | ^ Summary of {Mood}: (Best to worst) | ||
+ | ^ | ||
+ | ^ Submissive* | ||
+ | ^ Magnanimous | ||
+ | ^ Solicitous | ||
+ | ^ Cooperative | ||
+ | ^ Noncommittal | ||
+ | ^ Ambivalent | ||
+ | ^ Obstinate | ||
+ | ^ Quarrelsome | ||
+ | ^ Belligerent | ||
+ | ^ Seething | ||
+ | ^ | ||
+ | ^ *Submissive is | ||
+ | a special case of Magnanimous, encountered when the faction is hopelessly outmatched. | ||
+ | |||
+ | #CONCEPT53 | ||
+ | If | ||
+ | the last combat unit defending a base (or non-combat if no combat units | ||
+ | are present) is defeated, then all non-combat units are destroyed and, | ||
+ | unless a $LINK<Perimeter defense=100004> is present, the | ||
+ | population of a base is reduced by one. | ||
+ | ^When | ||
+ | there are no defenders a base may be captured by opposing factions or | ||
+ | attacked by native lifeforms. Land bases may be captured by land combat | ||
+ | units, while sea bases may be captured by sea combat units or land | ||
+ | combat units with the Amphibious Pods ability. Air combat units which do | ||
+ | not refuel (Gravships and Locusts of Chrion) may capture any undefended | ||
+ | base, but those which do refuel (Needlejets and 'Copters) may not | ||
+ | capture bases. A captured base passes into the control of the attacking | ||
+ | faction. {Conquering a base} destroys a random number of the base's | ||
+ | facilities (but never a secret project) and reduces the population of a | ||
+ | base by one (if total population is one then the base is destroyed). The | ||
+ | capturing unit is fully repaired (unless it is a Battle Ogre). | ||
+ | ^ | ||
+ | If a wild native lifeform enters an undefended base, it destroys one random facility, or devours one population then disappears. | ||
+ | |||
+ | #CONCEPT54 | ||
+ | Unity Pods provide random effects for the first faction that visits them. | ||
+ | ^The of possible results are listed below are no particular order. | ||
+ | ^ | ||
+ | ^ | ||
+ | {Survey Pod:} Creates a Nutrient, Mineral or Energy resource on the tile | ||
+ | ^Resources are discovered only in non-fungus, non-sea tiles. | ||
+ | ^The | ||
+ | overall chance discovering a new resource is 50% (if possible). There | ||
+ | is an additional 50% chance of producing another result as well. | ||
+ | ^ | ||
+ | $LINK<Monolith:=12> Creates a {Monolith} on the tile - Never occurs on sea tiles | ||
+ | ^If found on fungus, removes fungus from beneath the tile | ||
+ | ^ | ||
+ | {Resupply Pod:} Free 25-200 $LINK<Energy Credits=46>. | ||
+ | ^Bigger totals more likely at sea and later in the game. | ||
+ | ^ | ||
+ | {Cartographer/Sonar Pod}: Reveals all land/sea tiles within {5} squares. | ||
+ | ^ | ||
+ | {Materials pod:} | ||
+ | Completes production of item at nearest base | ||
+ | ^Never | ||
+ | spawns when nearest item is a Secret Project. If hurried item is | ||
+ | changed, bonus production is completely lost (no 50% reduction) | ||
+ | ^ | ||
+ | {Dimensional Gate} (Land)/ {Tidal Wave} (Sea): | ||
+ | ^- Unit exploring is teleported to a random (sea-sea or land-land) square. Movement reset to maximum | ||
+ | ^ | ||
+ | {Technology Data Pod:} | ||
+ | Free Technology | ||
+ | ^Only level 1 technologies may be discovered in this way | ||
+ | ^ | ||
+ | {Commlink Data Pod:} Free commlink for a random faction. | ||
+ | ^ | ||
+ | {Hydrology Pod:} Taps an underground river, just like $LINK<Drill to aquifer=90015>. | ||
+ | ^ | ||
+ | {Hydroponics Pod:} Plants 1-5+ $LINK<Forests=90004> nearby. Replaces Fungus | ||
+ | ^ | ||
+ | {Sea Farming Pod:} Plants 1-7 $LINK<Kelp Farms=90020> nearby. Replaces Fungus | ||
+ | ^ | ||
+ | {Robot Agricultural Pod:} Creates 1-7 $LINK<Farms=90000> nearby | ||
+ | ^ | ||
+ | {Robot Mining Pod:} Creates 1-3+ $LINK<Mines=90002> (with $LINK<roads=90005>) nearby | ||
+ | ^ | ||
+ | {Robot Power Pod:} Creates 1-5 $LINK<Solar Collectors=90003> | ||
+ | ^ | ||
+ | Unit Section: ALL the units generated from pods are independent | ||
+ | ^ (No $LINK<Support=130002> cost) | ||
+ | ^ | ||
+ | {Supply Pod:} | ||
+ | Free $LINK<Unity Rover=30011> or $LINK<Unity Foil=30013>. | ||
+ | ^If Synthetic Fossil Fuels have been discovered, you have a chance of discovering a $LINK<Unity Chopper=30012>. | ||
+ | ^ | ||
+ | Not a pod: | ||
+ | Free $LINK<Battle Ogre -mkI=30016>, $LINK<mkII=30017> or $LINK<mkIII=30018>. | ||
+ | ^The more advanced Battle Ogres can only spawn later in the game, and are more likely to be found on larger maps | ||
+ | ^ | ||
+ | Not a Pod: - Free $LINK<Alien artifact=30007> | ||
+ | ^Movement of the artifact is 0 when discovered. | ||
+ | ^ | ||
+ | {Dimensional Rift} | ||
+ | Creates a copy of the investigating unit | ||
+ | ^$LINK<Monolith=12> status is not copied and is set to unvisited. | ||
+ | ^ | ||
+ | {Xenofungal Bloom:} Makes some fungus and (usually) spawns natives | ||
+ | ^ Can spawn fungus in adjacent land/sea tiles. | ||
+ | ^ Never occurs if within base radius | ||
+ | ^ | ||
+ | {Native infestation}:/{Swallowed whole} | ||
+ | ^Spawns some natives: Swallowed whole spawns $LINK<Isle of the Deep=30009> | ||
+ | ^Sea Pod: -1 movement, $LINK<Isle of the Deep=30009> always has native lifeform cargo | ||
+ | ^Never occurs if pod is adjacent to base. | ||
+ | ^ | ||
+ | {Earthquake:} Raises terrain 2000-3000m | ||
+ | ^Raised flat tiles can become rocky, adjacent terrain is raised to follow the $LINK<Altitude Rule=10021>. | ||
+ | ^ Only occurs on land pods | ||
+ | |||
+ | #CONCEPT55 | ||
+ | Every turn a random event can occur. For detailed information about the mechanics behind random events see $LINK<Random Events (Advanced)=10022>. | ||
+ | ^ | ||
+ | Some events depend upon the presence of a base facility these are listed below: | ||
+ | ^ | ||
+ | $LINK<Children's Creche=100002> event (extra drone for 5 years if no creche, otherwise pop boosted to that base's current ability to handle based on current food production) | ||
+ | ^ | ||
+ | $LINK<Network Node=100008> event (if none, then lose all accumulated research credits in an overload, otherwise free tech) | ||
+ | ^ | ||
+ | $LINK<Energy Bank=100007> event (if none, then all mines in base radius destroyed; if one, then +50 $LINK<Credits=46>) | ||
+ | ^ | ||
+ | $LINK<Biology Lab=100009> event (planet blight if no lab, +1 nut in all base radius squares for 10 years if a lab) | ||
+ | Planetblight Notes: Affects Pop/2 radius from infected bases, infection can spread to adjacent bases within range | ||
+ | Effect: destroys all $LINK<farms=90000> and $LINK<forests=90004> within base radius | ||
+ | ^ | ||
+ | {Prometheus Virus} (if a $LINK<Research Hospital=100017> or $LINK<Nanohospital=100018> at that base, or if faction owns | ||
+ | a medical Secret Project ($LINK<Human Genome Project=110070>, $LINK<Longevity Vaccine=110084> or $LINK<Clinical Immortality=110096>) nothing happens. | ||
+ | Otherwise, 1/2 base population is killed. Radius of effect equals half base's population, and can spread to adjacent bases | ||
+ | ^ | ||
+ | ^ | ||
+ | There is one event that depends upon your energy reserves: | ||
+ | ^ | ||
+ | {Energy Market Boom/Crash} (if have more than 1000 credits, lose 3/4 if more than 500 but less than 1000, and in 4th place or lower, reserves double) | ||
+ | ^ | ||
+ | ^ | ||
+ | Many events modify resource output at a base for 10 years | ||
+ | ^ | ||
+ | {Bumper crops} (+1 nutrient per square for 10 years in that base) | ||
+ | ^ | ||
+ | {Famine} (-1 nutrient per square for 10 years in that base) | ||
+ | ^ | ||
+ | {Haze and Clouds} (-1 energy per square for 10 years in that base) | ||
+ | ^ | ||
+ | {Heat wave} (+1 energy per square for 10 years in that base) | ||
+ | ^ | ||
+ | {Industrial Boom} (+1 mineral per square for 10 years in that base) | ||
+ | ^ | ||
+ | {Industrial Collapse }(-1 mineral per square for 10 years in that base) | ||
+ | ^ | ||
+ | $LINK<eEnergy=46>, Mineral or Nutrient resources may be modified: | ||
+ | ^ | ||
+ | {Discovered new resource} Creates a resource on a square | ||
+ | ^ | ||
+ | {Resource peters out} Removes a resource on a square | ||
+ | ^ | ||
+ | Some events destroy nearby improvements of a type: | ||
+ | ^ | ||
+ | {Hail Storms} (all $LINK<Solar Collectors=90003> in base radius destroyed) | ||
+ | ^ | ||
+ | {Sea Beetles} (all $LINK<Kelp Farms=90020> in base radius destroyed) | ||
+ | ^ | ||
+ | {Tidal Wave} (all $LINK<Mining Platforms=90022> in base radius destroyed) | ||
+ | ^ | ||
+ | ^ | ||
+ | The {Volcano Event} depends upon how close the base is to a volcano. | ||
+ | ^If there is one nearby it {Erupts}, otherwise one is {Created} | ||
+ | ^ | ||
+ | {New Volcano Created} - Creates a volcano like the Mt Planet $LINK<Landmark=39>. | ||
+ | ^Note: Volcano tiles are identical to those of Mt Planet (+1 energy and +1 mineral) | ||
+ | ^ | ||
+ | {Volcano erupts} - All terrain enhancements in volcano radius destroyed. | ||
+ | ^"Dust clouds will reduce global energy production for next ten years" | ||
+ | Gives -1 energy output for all factions in all squares. | ||
+ | ^ | ||
+ | ^ | ||
+ | {Sunspots}: No direct communication allowed between factions for 20 years. | ||
+ | ^Factions will not learn of minor atrocities committed against another faction. | ||
+ | ^Minor atrocities do not count for eco-damage purposes. | ||
+ | ^Cannot call planetary council. | ||
+ | ^ | ||
+ | Some events are very rare, they only occur 20% of the time (if selected 80% of the time nothing happens). | ||
+ | ^ | ||
+ | {Asteroid Strikes base} Base is destroyed - never happens to a $LINK<HQ=100001> (but may destroy HQ if targeting a nearby base). | ||
+ | ^Only if faction is in top three. | ||
+ | ^"Dust clouds will reduce global energy production for next ten years" - Gives -1 energy output for all factions in all squares. | ||
+ | ^ | ||
+ | {Asteroid strikes Nessus Prime:} $LINK<Mining Stations=100066> of all factions destroyed. | ||
+ | ^ | ||
+ | {Solar Storm/Flare}: | ||
+ | ^All $LINK<Orbital Power Transmitters=100067> and $LINK<Defense Pods=100068> destroyed, but {triple energy} from all squares next turn). | ||
+ | ^ | ||
+ | Note that $LINK<Perihelion=10023> is not a random event, but occurs every game. | ||
#ADVCONCEPT0 | #ADVCONCEPT0 | ||
− | When designing new units, bear in mind that units strong in | + | When designing new units, bear in mind that units strong in three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>) will be vastly more expensive than units strong in only two areas (or one). |
− | three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>) | + | |
− | will be vastly more | + | |
− | expensive than units strong in only two areas (or one). | + | |
The basic cost formula, to which there are several modifiers, is: | The basic cost formula, to which there are several modifiers, is: | ||
^ | ^ | ||
Line 697: | Line 1,163: | ||
^* Cost +10 minerals if Land unit's Weapon, Armor, Speed all greater than 1. | ^* Cost +10 minerals if Land unit's Weapon, Armor, Speed all greater than 1. | ||
^* Minimum cost (Reactor*2 - Reactor/2)*10 unless all values are 1. | ^* Minimum cost (Reactor*2 - Reactor/2)*10 unless all values are 1. | ||
− | |||
#ADVCONCEPT1 | #ADVCONCEPT1 | ||
Line 714: | Line 1,179: | ||
#ADVCONCEPT2 | #ADVCONCEPT2 | ||
The ecological damage formula is complex: | The ecological damage formula is complex: | ||
− | ^(1) For each base total the number of $LINK<Mines=90002>, $LINK<Solar | + | ^(1) |
− | Collectors=90003>, $LINK<Farms=90000>, | + | For each base total the number of $LINK<Mines=90002>, |
− | $LINK<Soil Enrichers=90001>, $LINK<Roads=90005>, $LINK<Mag Tubes=90006>, | + | $LINK<Solar Collectors=90003>, $LINK<Farms=90000>, |
− | $LINK<Condensers,=90012> $LINK<Mirrors | + | $LINK<Soil Enrichers=90001>, $LINK<Roads=90005>, |
− | and $LINK<Boreholes=90014>. Items | + | $LINK<Mag Tubes=90006>, $LINK<Condensers,=90012> |
+ | $LINK<Mirrors=90013>, and $LINK<Boreholes=90014>. Items | ||
in squares which are actually being worked count double. | in squares which are actually being worked count double. | ||
− | ^(2) Add an extra +8 for each Borehole, +6 for each Mirror, and +4 for each Condenser. | + | ^(2) Add an extra +8 for each Borehole, +6 for each Mirror, |
− | ^(3) | + | and +4 for each Condenser. |
− | ^(4) Halve if base has $LINK<Tree Farm=100013>, and Eliminate if also has | + | ^(3) Subtract 1 for each $LINK<Forest=90004>. |
− | $LINK<Hybrid Forest=100014>. | + | ^(4) Halve if base has $LINK<Tree Farm=100013>, and |
− | ^(5) Divide this value by 8, and reduce by up to 16 plus # of | + | Eliminate if also has $LINK<Hybrid Forest=100014>. |
− | damages. Set this number aside. | + | ^(5) Divide this value by 8, and reduce by up to 16 plus # of |
− | ^(6) Take the number of minerals produced this turn (but not from Orbit) | + | previous damages. Set this number aside. |
− | ^(7) If result from 5 was reduced by less than 16+#, reduce result 6 | + | ^(6) Take the number of minerals produced this turn (but not |
− | by remaining amount. | + | from Orbit) |
− | ^(8) Divide minerals by 1 plus # of $LINK<Centauri Preserve=100031>, | + | ^(7) If result from 5 was reduced by less than 16+#, reduce |
+ | result 6 by remaining amount. | ||
+ | ^(8) | ||
+ | Divide minerals by 1 plus # of $LINK<Centauri Preserve=100031>, | ||
$LINK<Temple of Planet=100032>, | $LINK<Temple of Planet=100032>, | ||
$LINK<Nanoreplicator=100020>. | $LINK<Nanoreplicator=100020>. | ||
− | ^(9) Sum the values of (5) and (8), and add +5 for each major $LINK<atrocity=8>. | + | ^(9) Sum the values of (5) and (8), and add +5 for each |
− | ^(10) If Alpha Prime is at perihelion (20 years out of every 80), double | + | major $LINK<atrocity=8>. |
− | your value. | + | ^(10) If Alpha Prime is at perihelion (20 years out of every |
+ | 80), double your value. | ||
^ | ^ | ||
− | ^Ecology% = (ValueFromStep10) * Difficulty * Technologies * (3-PLANET) * LIFE / 300 | + | ^Ecology% = (ValueFromStep10) * Difficulty * Technologies |
+ | * (3-PLANET) * LIFE / 300 | ||
^ | ^ | ||
^Difficulty = Normally 3, but 5 on two highest two difficulty levels. | ^Difficulty = Normally 3, but 5 on two highest two difficulty levels. | ||
Line 742: | Line 1,213: | ||
^PLANET = Social Engineering $LINK<PLANET=130007> value | ^PLANET = Social Engineering $LINK<PLANET=130007> value | ||
^LIFE = Native life level (1-3) from Custom Start | ^LIFE = Native life level (1-3) from Custom Start | ||
+ | ^ | ||
+ | ^See also $LINK<Ecology (Revised)=10015>. | ||
#ADVCONCEPT3 | #ADVCONCEPT3 | ||
− | Commerce is computed base by base between factions with $LINK<Treaties=4> and | + | Commerce is computed base by base between factions with |
− | $LINK<Pacts=3>, as follows: | + | $LINK<Treaties=4> and $LINK<Pacts=3>, as follows: |
^ | ^ | ||
− | ^(1) First, all bases for each faction are ranked from top to bottom by Energy output. | + | ^(1) First, all bases for each faction are ranked from top to bottom |
− | ^(2) Bases are paired off from top to bottom. If one faction has extra bases, these are ignored. | + | by Energy output. |
− | ^(3) For each pair of bases, sum the combined economic output and divide by 8, rounding up. | + | ^(2) Bases are paired off from top to bottom. If one faction has extra |
+ | bases, these are ignored. | ||
+ | ^(3) For each pair of bases, sum the combined economic output and | ||
+ | divide by 8, rounding up. | ||
^(4) Double this value if a Global Trade Pact is in effect. | ^(4) Double this value if a Global Trade Pact is in effect. | ||
^(5) Now, for each individual base, the commerce formula is as follows: | ^(5) Now, for each individual base, the commerce formula is as follows: | ||
^ (ValueFromStep4) * (CommerceTech+1) / (TotalCommerceTech+1) | ^ (ValueFromStep4) * (CommerceTech+1) / (TotalCommerceTech+1) | ||
− | ^(6) CommerceTech is the total # of economic technologies discovered, | + | ^(6) CommerceTech is the total # of economic technologies discovered, |
− | faction & social bonuses. | + | plus faction & social bonuses. |
^(7) TotalCommerceTech is the total # of economic technologies in the game. | ^(7) TotalCommerceTech is the total # of economic technologies in the game. | ||
^(8) Now, using the value from step 5, divide by 2 if no Pact (e.g. only a Treaty) | ^(8) Now, using the value from step 5, divide by 2 if no Pact (e.g. only a Treaty) | ||
Line 761: | Line 1,237: | ||
#ADVCONCEPT4 | #ADVCONCEPT4 | ||
− | Your Alpha Centauri Score is computed as follows: | + | Your {Alpha Centauri Score} is computed as follows: |
^ | ^ | ||
^(1) 1 point for each citizen of each base. | ^(1) 1 point for each citizen of each base. | ||
− | ^(2) If you have won a $LINK<Diplomatic=10005> or $LINK<Economic=10008> victory, score: | + | ^(2) If you have won a $LINK<Diplomatic=10005> or |
+ | $LINK<Economic=10008> victory, score: | ||
^ (a) 1 point for each citizen of a $LINK<Pact Brother's=3> base. | ^ (a) 1 point for each citizen of a $LINK<Pact Brother's=3> base. | ||
^ (b) 1/2 point for each citizen of any other faction's base. | ^ (b) 1/2 point for each citizen of any other faction's base. | ||
^(3) 1 point for each citizen of a surrendered base. | ^(3) 1 point for each citizen of a surrendered base. | ||
^(4) 1 point for each unit of $LINK<commerce=29> your bases are receiving. | ^(4) 1 point for each unit of $LINK<commerce=29> your bases are receiving. | ||
− | ^(5) 1 point for each | + | ^(5) 1 point for each technology discovered. |
^(6) 10 points for each $LINK<Transcendent Thought=140088> advance. | ^(6) 10 points for each $LINK<Transcendent Thought=140088> advance. | ||
^(7) 25 points for each $LINK<Secret Project=110102>. | ^(7) 25 points for each $LINK<Secret Project=110102>. | ||
^(8) A $LINK<Victory=30> bonus if you have won the game. | ^(8) A $LINK<Victory=30> bonus if you have won the game. | ||
+ | ^ | ||
+ | ^The following depend upon game settings: | ||
+ | ^(9) Native Life Settings (-25% if rare, +25% if abundant) | ||
+ | ^(10) Iron Man (+100% if on) | ||
#ADVCONCEPT5 | #ADVCONCEPT5 | ||
− | You may win the game diplomatically by convincing enough faction | + | You |
− | leaders to unite behind you as Supreme Leader of Planet. A 3/4 vote | + | may win the game diplomatically by convincing enough faction leaders to |
− | of the $LINK<Planetary Council=27> is required to secure such election. | + | unite behind you as Supreme Leader of Planet. A 3/4 vote of the |
− | Only the leader of one of the two factions with the highest vote totals | + | $LINK<Planetary Council=27> and the knowledge of |
− | may stand for election as $LINK<Governor=28> or Supreme Leader. | + | $LINK<Mind/Machine Interface=140041> is required to secure such |
+ | election. Only the leader of one of the two factions with the highest | ||
+ | vote totals may stand for election as $LINK<Governor=28> or | ||
+ | Supreme Leader. | ||
^ | ^ | ||
− | When a Supreme Leader is elected, a faction leader may choose to defy the | + | When |
− | of the Council and refuse to submit. In this case, the Supreme | + | a Supreme Leader is elected, a faction leader may choose to defy the |
− | must, with the help of loyal factions, conquer all defiant | + | will of the Council and refuse to submit. In this case, the Supreme |
− | to achieve a Conquest victory. Because of the military power | + | Leader must, with the help of loyal factions, conquer all defiant |
− | required to secure election as Supreme Leader, defying the will of the | + | factions to achieve a Conquest victory. Because of the military power |
− | Council is generally fairly suicidal. Other factions will | + | usually required to secure election as Supreme Leader, defying the will |
− | usually only take this course if you have committed atrocities | + | of the Council is generally fairly suicidal. Other factions will |
− | them or grossly and repeatedly betrayed them. | + | therefore usually only take this course if you have committed atrocities |
+ | against them or grossly and repeatedly betrayed them. | ||
^ | ^ | ||
− | If you win a Diplomatic Victory, you are awarded 1200 points minus | + | If |
− | 2 for every game turn elapsed. If Cooperative Victory is enabled and | + | you win a Diplomatic Victory, you are awarded 1200 points minus 2 for |
− | your $LINK<Pact Brother or Sister=3> is elected Supreme Leader, you are | + | every game turn elapsed. If Cooperative Victory is enabled and your |
− | half this total. | + | $LINK<Pact Brother or Sister=3> is elected Supreme Leader, you are |
+ | awarded half this total. | ||
^ | ^ | ||
− | No leader can win a diplomatic victory so long as any Progenitor faction remains | + | No leader can win a diplomatic victory so long as any Progenitor |
− | unconquered. | + | faction remains unconquered. |
#ADVCONCEPT6 | #ADVCONCEPT6 | ||
− | You may win the game by conquest if you eliminate all remaining | + | You |
− | factions. Factions which surrender and "swear a pact to serve you" | + | may win the game by conquest if you eliminate all remaining factions. |
− | count as eliminated for this purpose. If Cooperative Victory is | + | Factions which surrender and "swear a pact to serve you" count as |
− | enabled, you need not eliminate any faction with whom you have signed a | + | eliminated for this purpose. If Cooperative Victory is enabled, you need |
− | $LINK<Pact of Brotherhood=3>, though aside from surrendered AI factions | + | not eliminate any faction with whom you have signed a $LINK<Pact of |
− | no more than three factions may "win together" in this fashion. | + | Brotherhood=3>, though aside from surrendered AI factions no more |
+ | than three factions may "win together" in this fashion. | ||
^ | ^ | ||
− | For winning by Conquest, you are awarded 1000 points minus 2 for | + | For |
− | every game turn elapsed. If Cooperative Victory is enabled and more | + | winning by Conquest, you are awarded 1000 points minus 2 for every game |
− | than one faction survives the game, the points are split between them | + | turn elapsed. If Cooperative Victory is enabled and more than one |
− | based on relative population. | + | faction survives the game, the points are split between them based on |
+ | relative population. | ||
#ADVCONCEPT7 | #ADVCONCEPT7 | ||
− | The highest form of victory is the Ascent to Transcendence, the next | + | The |
− | step in the evolution of sentient life. In order to ascend, you must complete | + | highest form of victory is the Ascent to Transcendence, the next step |
− | the secret project $LINK<Ascent to Transcendence=110102>, which can be started only | + | in the evolution of sentient life. In order to ascend, you must complete |
− | after one faction has completed the $LINK<Voice of Planet=110101> project. | + | the secret project $LINK<Ascent to Transcendence=110102>, which |
+ | can be started only after one faction has completed the $LINK<Voice | ||
+ | of Planet=110101> project. | ||
^ | ^ | ||
− | Players who ascend to transcendence are awarded 2000 points minus | + | Players |
− | 2 for every game turn elapsed. If cooperative victory is enabled, | + | who ascend to transcendence are awarded 2000 points minus 2 for every |
− | all $LINK<Pact Brothers and Sisters=3> participate in the win, and points | + | game turn elapsed. If cooperative victory is enabled, all $LINK<Pact |
− | are split between all winning factions based on relative population. | + | Brothers and Sisters=3> participate in the win, and points are split |
+ | between all winning factions based on relative population. | ||
#ADVCONCEPT8 | #ADVCONCEPT8 | ||
− | You may win an Economic Victory by cornering the Global Energy Market. | + | You |
− | You must have discovered $LINK<Planetary Economics=140061> in order to pursue such | + | may win an Economic Victory by cornering the Global Energy Market. You |
− | a plan. | + | must have discovered $LINK<Planetary Economics=140061> in order to |
+ | pursue such a plan. | ||
^ | ^ | ||
− | Cornering the Global Energy Market will require a sum of | + | Cornering |
− | roughly equal to the cost to "mind control" every remaining base on | + | the Global Energy Market will require a sum of $LINK<Energy |
− | Planet. When you are ready to make such an attempt, select "Corner | + | Credits=46> roughly equal to the cost to "mind control" every |
− | Global Energy Market" from the HQ Menu. | + | remaining base on Planet. When you are ready to make such an attempt, |
+ | select "Corner Global Energy Market" from the HQ Menu. | ||
^ | ^ | ||
− | When a faction attempts to corner the Global Energy Market, all other | + | When |
+ | a faction attempts to corner the Global Energy Market, all other | ||
factions will be given an allotted period of time in which they can | factions will be given an allotted period of time in which they can | ||
− | capture or destroy the cornering faction's $LINK<Headquarters=100001> and thereby | + | capture or destroy the cornering faction's |
− | foil the plan. | + | $LINK<Headquarters=100001> and thereby foil the plan. |
^ | ^ | ||
− | For Economic Victory, you are awarded 1200 points minus 2 for | + | For |
− | every game turn elapsed. If Cooperative Victory is enabled, $LINK<Pact Brothers | + | Economic Victory, you are awarded 1200 points minus 2 for every game |
+ | turn elapsed. If Cooperative Victory is enabled, $LINK<Pact Brothers | ||
and Sisters=3> of the winning faction receive half the bonus points. | and Sisters=3> of the winning faction receive half the bonus points. | ||
#ADVCONCEPT9 | #ADVCONCEPT9 | ||
− | You win a Scenario Victory if you successfully complete the goals | + | You |
− | of a Scenario. Your score will depend on the specific scenario rules. | + | win a Scenario Victory if you successfully complete the goals of a |
+ | Scenario. Your score will depend on the specific scenario rules. | ||
^ | ^ | ||
You cannot win a Scenario Victory if you are playing a standard game. | You cannot win a Scenario Victory if you are playing a standard game. | ||
#ADVCONCEPT10 | #ADVCONCEPT10 | ||
− | You may retire as faction leader at any time by selecting "Retire" | + | You |
− | from the Game Menu. This ends the game and computes your $LINK<Alpha Centauri | + | may retire as faction leader at any time by selecting "Retire" from the |
+ | Game Menu. This ends the game and computes your $LINK<Alpha Centauri | ||
Score=10004>. | Score=10004>. | ||
^ | ^ | ||
− | You must also retire if you reach the mandatory retirement year for | + | You |
− | your game or scenario. In standard games, the mandatory retirement | + | must also retire if you reach the mandatory retirement year for your |
− | year is M.Y. 2600 for Citizen, Specialist, and Talent levels, and | + | game or scenario. In standard games, the mandatory retirement year is |
− | M.Y. 2500 for Librarian, Thinker, and Transcend levels. | + | M.Y. 2600 for Citizen, Specialist, and Talent levels, and M.Y. 2500 for |
+ | Librarian, Thinker, and Transcend levels. | ||
^ | ^ | ||
You will be warned 20 years before you reach mandatory retirement. | You will be warned 20 years before you reach mandatory retirement. | ||
#ADVCONCEPT11 | #ADVCONCEPT11 | ||
− | The formula used to compute a faction's | + | The formula used to compute a faction's $LINK<Might=32> is as follows: |
^ | ^ | ||
− | ^4 | + | ^4 |
− | ^4 | + | points for each point of population |
− | ^?? points for each $LINK<Tech=140062> (sum of Explore, Discover, Build, Conquer values) | + | ^4 |
+ | points for each $LINK<Transcendent Thought=140088> | ||
+ | ^?? points for each $LINK<Tech=140062> (sum of Explore, Discover, | ||
+ | Build, Conquer values) | ||
^10 points for each $LINK<Secret Project=110102> | ^10 points for each $LINK<Secret Project=110102> | ||
^ | ^ | ||
Line 871: | Line 1,372: | ||
^For each planet buster, add Cost/10 (MineralRows) | ^For each planet buster, add Cost/10 (MineralRows) | ||
^For combat units, add Cost/10 in ratio of weapon strength to best | ^For combat units, add Cost/10 in ratio of weapon strength to best | ||
− | ^ | + | ^ weapon of any unit currently in the game. |
^ | ^ | ||
^So a 2-1-2 unit is only worth half value if "4" weapons are the best available. | ^So a 2-1-2 unit is only worth half value if "4" weapons are the best available. | ||
#ADVCONCEPT12 | #ADVCONCEPT12 | ||
− | Several factors contribute to the number of $LINK<drones=36> found at a | + | Several |
− | before $LINK<police=130005>, $LINK<facilities=100029>, $LINK<psych=38>, | + | factors contribute to the number of $LINK<drones=36> found at a |
− | and $LINK<secret projects=110102> are taken into account: | + | base before $LINK<police=130005>, $LINK<facilities=100029>, |
+ | $LINK<psych=38>, and $LINK<secret projects=110102> are taken | ||
+ | into account: | ||
^ | ^ | ||
− | (1) Difficulty Level: at the lowest difficulty level, every citizen | + | (1) |
− | after the first six is a drone. For each increase in difficulty level, | + | Difficulty Level: at the lowest difficulty level, every citizen after |
− | an additional drone is added, so at the highest level every citizen | + | the first six is a drone. For each increase in difficulty level, an |
− | after the first one is a drone. | + | additional drone is added, so at the highest level every citizen after |
+ | the first one is a drone. | ||
^ | ^ | ||
− | (2) Bureaucracy: depending on your $LINK<EFFICIENCY=130001> and your | + | (2) |
− | level, you will receive additional drones when your {number of bases} | + | Bureaucracy: depending on your $LINK<EFFICIENCY=130001> and your |
− | exceeds a certain number. See $LINK<BUREAUCRACY=10013>. | + | difficulty level, you will receive additional drones when your {number |
+ | of bases} exceeds a certain number. See $LINK<BUREAUCRACY=10013>. | ||
^ | ^ | ||
− | (3) Disloyal Citizenry: for approximately 50 turns after you capture | + | (3) |
− | an enemy base, you will receive extra drones while you assimilate the | + | Disloyal Citizenry: for approximately 50 turns after you capture an |
− | enemy citizens. The basic rate is 5 drones minus one for each 10 | + | enemy base, you will receive extra drones while you assimilate the enemy |
− | turns elapsed, but the number may never exceed: | + | citizens. The basic rate is 5 drones minus one for each 10 turns |
+ | elapsed, but the number may never exceed: | ||
^^(BaseSize + Difficulty - 2)/4 | ^^(BaseSize + Difficulty - 2)/4 | ||
^ | ^ | ||
− | (4) Faction Power: Some factions receive additional drones or talents. | + | (4) |
− | For instance, the University receives an extra drone for every 4 citizens | + | Faction Power: Some factions receive additional drones or talents. For |
− | (rounded down), while the Peacekeepers receive an extra $LINK<Talent=37> for every | + | instance, the University receives an extra drone for every 4 citizens |
− | 4 citizens, rounded up. | + | (rounded down), while the Peacekeepers receive an extra |
+ | $LINK<Talent=37> for every 4 citizens, rounded up. | ||
+ | ^ | ||
+ | (5) | ||
+ | $LINK<POLICE=130005>: If your Social Engineering POLICE rating | ||
+ | for a base is at -3 or less, drones will be created for each supported | ||
+ | military unit away from territory OR aircraft-based chassis without the | ||
+ | $LINK<Air Superiority=80005> ability (location does not matter). | ||
+ | However these drones may not be quelled directly through the use of | ||
+ | $LINK<PSYCH=38>, nor drone-reducing facilities (excluding a | ||
+ | $LINK<Punishment Sphere=100023>). Only $LINK<Talents=37>, or | ||
+ | a secret project may prevent a drone riot from pacifism. | ||
#ADVCONCEPT13 | #ADVCONCEPT13 | ||
− | {Bureaucracy} is the addition of extra Drones because a faction has | + | {Bureaucracy} |
− | exceeded a certain number of bases. The bureaucracy formula works | + | is the addition of extra Drones because a faction has exceeded a |
− | as follows: | + | certain number of bases. The bureaucracy formula works as follows: |
^ | ^ | ||
− | + | BaseLimit = (8 - Difficulty) * (4 + Efficiency) * MapRoot / 2 | |
^ | ^ | ||
− | + | Where: | |
^Difficulty = Player's difficulty level (0 - 5) | ^Difficulty = Player's difficulty level (0 - 5) | ||
− | ^Efficiency = Social Engineering $LINK<Efficiency=130001> rating. | + | ^Efficiency = Social Engineering $LINK<Efficiency=130001> rating. |
+ | ^(Negative efficiency ratings are treated as 0 for bureaucracy purposes) | ||
+ | ^ | ||
^MapRoot = Sq. Root of # Map Squares / Sq. Root of 3200. | ^MapRoot = Sq. Root of # Map Squares / Sq. Root of 3200. | ||
^ | ^ | ||
− | For each base a faction builds in excess of this number, one additional | + | ^Note: BaseLimit is unaffected by $LINK<Children's Creche=100002>. |
+ | ^ | ||
+ | {COMMON MAPROOTS} | ||
+ | Tiny = 0.6, Small = 0.8, Standard = 1, Large ~ 1.1, Huge 1.6 | ||
+ | ^For each base a faction builds in excess of this number, one additional | ||
drone will appear at some base somewhere in the colony. | drone will appear at some base somewhere in the colony. | ||
+ | ^Efficiency Defaults, for Efficiency = 0 | ||
+ | ^Librarian, standard 10 bases, Transcend 6 bases | ||
+ | ^Librarian, huge 16 bases, Transcend, 9 bases | ||
#CONCEPT47 | #CONCEPT47 | ||
− | The {Progenitors} are a highly advanced race of starfaring creatures, whose | + | The |
− | sophistication is evident in the $LINK<artifacts=13> and $LINK<monoliths=12> they left behind on Planet. | + | {Progenitors} are a highly advanced race of starfaring creatures, whose |
− | Research into these structures, or direct contact with the Progenitors should they return, can | + | technological sophistication is evident in the |
− | yield new technologies, weapons, and base facilities. | + | $LINK<artifacts=13> and $LINK<monoliths=12> they left behind |
+ | on Planet. Research into these structures, or direct contact with the | ||
+ | Progenitors should they return, can yield new technologies, weapons, and | ||
+ | base facilities. | ||
^ | ^ | ||
− | In recent | + | In |
− | Caretakers=150006> and the $LINK<Manifold Usurpers=150007>. These factions conflict over | + | recent millennia, the Progenitors have split into two warring camps: the |
− | the uses of the $LINK<Manifolds=49>, which include Planet. The Caretakers wish to | + | $LINK<Manifold Caretakers=150006> and the $LINK<Manifold |
− | the Manifolds in their original, pristine state, while the Usurpers wish to initiate and | + | Usurpers=150007>. These factions conflict over the uses of the |
− | control an $LINK<Ascent to Transcendence=10007>. If either faction is successful in their | + | $LINK<Manifolds=49>, which include Planet. The Caretakers wish to |
− | quest, it most likely means an end to humanity's presence on Planet. | + | leave the Manifolds in their original, pristine state, while the |
+ | Usurpers wish to initiate and control an $LINK<Ascent to | ||
+ | Transcendence=10007>. If either faction is successful in their quest, | ||
+ | it most likely means an end to humanity's presence on Planet. | ||
#CONCEPT48 | #CONCEPT48 | ||
− | The $LINK<Progenitors=47> have evolved complex biological systems that can sense fields | + | The |
− | imperceptible to humans, including at least electrical and magnetic fields. The collective | + | $LINK<Progenitors=47> have evolved complex biological systems |
− | term for this sensitivity is {resonance}, and permeates all Progenitor communication, art, | + | that can sense fields imperceptible to humans, including at least |
− | and culture. The sensitivity also confers valuable combat bonuses to Progenitor forces. | + | electrical and magnetic fields. The collective term for this sensitivity |
− | With a great deal of training and mechanical aid, humans can learn to sense and | + | is {resonance}, and permeates all Progenitor communication, art, and |
− | utilize this resonance as well. | + | culture. The sensitivity also confers valuable combat bonuses to |
+ | Progenitor forces. With a great deal of training and mechanical aid, | ||
+ | humans can learn to sense and utilize this resonance as well. | ||
#CONCEPT49 | #CONCEPT49 | ||
− | Eons ago, the ancient $LINK<Progenitors=47> constructed six Planetary {Manifolds}, which they | + | Eons |
− | intended as massive experiments into sentience on a gigantic scale. One of the Manifolds, | + | ago, the ancient $LINK<Progenitors=47> constructed six Planetary |
− | in the Tau Ceti system, achieved an early sentience, gaining the ability to project | + | {Manifolds}, which they intended as massive experiments into sentience |
− | + | on a gigantic scale. One of the Manifolds, in the Tau Ceti system, | |
− | numerous star systems and plunged Progenitor culture into a dark age from which it has not | + | achieved an early sentience, gaining the ability to project undreamed-of |
− | fully recovered. In the ensuing | + | power across the galaxy. The "Flowering", as this event was called, |
− | Six Manifolds were lost. | + | engulfed numerous star systems and plunged Progenitor culture into a |
+ | dark age from which it has not fully recovered. In the ensuing millennia of | ||
+ | chaos and fragmentation, the locations of the Six Manifolds were lost. | ||
#CONCEPT50 | #CONCEPT50 | ||
− | $LINK<Progenitor=47> factions do not engage in $LINK<commerce=29> with humans. However, | + | $LINK<Progenitor=47> |
− | their experience with recycling does provide them with an {Energy Grid} at each base. Each | + | factions do not engage in $LINK<commerce=29> with humans. |
− | Progenitor base facility is connected to this grid; every two base facilities generate | + | However, their experience with recycling does provide them with an |
− | one energy added to the base total, rounded up. Every two $LINK<Secret Projects=110102> | + | {Energy Grid} at each base. Each Progenitor base facility is connected |
− | five energy added to the base total. | + | to this grid; every two base facilities generate one energy added to the |
+ | base total, rounded up. Every two $LINK<Secret Projects=110102> | ||
+ | generate five energy added to the base total. | ||
^ | ^ | ||
− | $LINK<Nerve Stapling=8> causes widespread disaffection among Progenitor citizens, | + | $LINK<Nerve |
− | resulting in the shutdown of the Grid for a limited time. | + | Stapling=8> causes widespread disaffection among Progenitor |
+ | citizens, resulting in the shutdown of the Grid for a limited time. | ||
+ | |||
#ADVCONCEPT14 | #ADVCONCEPT14 | ||
− | The two $LINK<Progenitor=47> factions can achieve victory by calling in reinforcements from | + | The |
− | their respective homeworlds. To broadcast the hidden location of the $LINK<Manifold=49> to | + | two $LINK<Progenitor=47> factions can achieve victory by calling |
− | their leaders offworld, either Progenitor faction can construct a {Resonance Communicator}. | + | in reinforcements from their respective homeworlds. To broadcast the |
− | The Communicator consists of six $LINK<Subspace Generators=100040>, which must be built in bases of size | + | hidden location of the $LINK<Manifold=49> to their leaders |
− | ten or greater. | + | offworld, either Progenitor faction can construct a {Resonance |
+ | Communicator}. The Communicator consists of six $LINK<Subspace | ||
+ | Generators=100040>, which must be built in bases of size ten or | ||
+ | greater. | ||
+ | ^ | ||
+ | Players | ||
+ | who build the Resonance Communicator are awarded 2000 points minus 2 | ||
+ | for every game turn elapsed. No cooperative victory is possible for this | ||
+ | victory condition; if either Progenitor faction succeeds in the | ||
+ | completion of such a Communicator, it heralds the end of human | ||
+ | habitation on Planet. | ||
+ | |||
+ | #ADVCONCEPT15 | ||
+ | {The Revised Eco-Formula}: | ||
+ | ^Each | ||
+ | time you 'build' (not acquire) a $LINK<Tree Farm=100013>, a | ||
+ | $LINK<Hybrid Forest=100014>, a $LINK<Centauri | ||
+ | Preserve=100031> or a $LINK<Temple of Planet=100032>, the | ||
+ | number of minerals you can produce before {eco-damage} begins at all | ||
+ | increases by one. The effect is not limited to the base in which you | ||
+ | build the facility. It applies for every base in your faction! | ||
+ | ^ | ||
+ | ^The | ||
+ | effect is {permanent}. You can sell these facilities, have them | ||
+ | captured, destroyed etc., but the number of '{clean minerals}' each of | ||
+ | your bases can produce never goes down. You can even rebuild the | ||
+ | facilities you just sold and the number of 'clean minerals' still | ||
+ | increases. | ||
+ | ^ | ||
+ | ^The | ||
+ | effect only begins after your faction (not others) experiences its | ||
+ | first fungal bloom. Neither the number of techs, the | ||
+ | $LINK<PLANET=130007> rating nor the construction of | ||
+ | $LINK<Nanoreplicators=100020>, $LINK<the Pholus | ||
+ | Mutagen=110086> or $LINK<the Singularity Inductor=110098> have | ||
+ | any effect on the number of 'clean minerals'. Instead, these affect the | ||
+ | degree of eco-damage when present. However, eco-damage is not present at | ||
+ | all until the combination of terraforming damage and mineral production | ||
+ | in a base exceeds the 'clean mineral' limit of a faction. Eco-damage | ||
+ | increases from this point for each mineral produced over the limit. | ||
+ | ^ | ||
+ | ^$LINK<Atrocities=8> usually reduce the 'clean mineral' limit. | ||
+ | ^ | ||
+ | ^{Eco-Damage} = (DamageFactor * Perihelion * Techs * Life * Difficulty * Planet) / 300 | ||
+ | ^{Planet} = PLANET Social Engineering -3, to a minimum of 1. | ||
+ | ^{Difficulty} = 3 on Librarian and lower, 5 on Thinker and Transcend | ||
+ | ^{Life} = 1, 2 or 3 for Rare, Normal or Abundant native life | ||
+ | ^{Techs} = # of techs discovered by your faction | ||
+ | ^{Perihelion} = 1 or 2 depending on whether Alpha Centauri is in perihelion | ||
+ | ^ | ||
+ | ^{DamageFactor} = Int ((Terraforming - Cleanmins1) + ((Minerals - Cleanmins2 + 5 * Atrocities) / (1 + Goodfacs))) | ||
+ | ^{Terraforming} | ||
+ | = ((2*# worked (not crawled) improvements other than kelp farms) + (# | ||
+ | of unworked improvements) + 8 * Boreholes + 6 * Echelon Mirrors + 4 * | ||
+ | Condensers +1 if a Seabase - # of Forests) / 8 | ||
+ | ^Divide by 2 for presence of a Tree Farm and reduce to 0 for presence of a Hybrid Forest. | ||
+ | ^ | ||
+ | ^$LINK<Improvements=90006> | ||
+ | include Roads, Mag Tubes, Farms, Mines, Solar Collectors, Soil | ||
+ | Enrichers, Boreholes, Echelon Mirrors, Kelp Farms, Tidal Harnesses, | ||
+ | Offshore Platforms and Condensers. | ||
+ | ^{Cleanmins} | ||
+ | = 16 + # Fungal Blooms + # Tree Farms, Hybrid Forests, Centauri | ||
+ | Preserves and Temples of Planet constructed by your faction since the | ||
+ | first Fungal Bloom. | ||
+ | ^{Cleanmins1} = Cleanmins or Terraforming, whichever is less. If Terraforming is negative, Cleanmins1 = 0. | ||
+ | ^{Cleanmins2} = Cleanmins - Cleanmins1. | ||
+ | ^ | ||
+ | ^{Minerals} | ||
+ | = Total minerals produced by this base after multiplying by facilities - | ||
+ | total minerals received by this base from orbit. | ||
+ | ^ | ||
+ | ^{Goodfacs} | ||
+ | = 1 each for the presence of Centauri Preserve, Temple of Planet and | ||
+ | Nanoreplicator in this base, + 1 each for possessing the Pholus Mutagen | ||
+ | and Singularity Inductor. | ||
+ | ^ | ||
+ | ^{Atrocities} | ||
+ | = Number of Major Atrocities committed by your faction. These include | ||
+ | the use of $LINK<Planet Busters=60016> or $LINK<Tectonic | ||
+ | Missiles=60024>, but do not include the use of $LINK<Fungal | ||
+ | Payloads=60025>. Any atrocities after lifting the U.N.-charter do not | ||
+ | count. | ||
+ | |||
+ | #ADVCONCEPT16 | ||
+ | {Self-Destruction damage} is dealt to all enemy units in surrounding squares. | ||
+ | ^ {a 3x3 grid centered at the unit} | ||
+ | ^ | ||
+ | Self-Destruct damage = FLOOR[weapon*reactor class/2] | ||
+ | ^ Damage is limited to 1/2 *{reactor} value | ||
+ | ^ (i.e weapon >10 deal no additional damage) | ||
+ | ^ Non-Combat modules have a weapon value of 1 | ||
+ | ^ Units within a base are {immune} to self-destruct damage | ||
+ | ^ Armour of defender, current hp of self-destructor have no effect | ||
+ | |||
+ | #ADVCONCEPT17 | ||
+ | ^{Battle Upgrades.} *(SE) =Social Engineering | ||
+ | ^When | ||
+ | a unit wins a battle, there is a certain chance this unit will receive a | ||
+ | {morale} upgrade of one level. The probability of such a battle upgrade | ||
+ | seems to differ depending on the current morale of the unit. An | ||
+ | educated guess as to the odds of an upgrade are listed as follows: | ||
+ | ^ | ||
+ | 100% for very green* and green units (CONFIRMED) | ||
+ | ^50% for disciplined units | ||
+ | ^1/3 for hardened units | ||
+ | ^25% for veteran units | ||
+ | ^20% for commando units | ||
+ | ^ | ||
+ | *Special | ||
+ | situation for very green units. Under -3 & -4 $LINK<SE | ||
+ | MORALE=130004> newly built units in bases without any morale | ||
+ | enhancing facilities will at first not receive any morale upgrades from | ||
+ | battle. This is probably because the game takes into account virtual | ||
+ | morale levels under Very Green. For example under –3 SE Morale units | ||
+ | receive minus 2 morale levels, which basically makes new trained units | ||
+ | Very VERY Green. Therefore they first need to win two battles to become | ||
+ | green. Likewise under -4 SE Morale units will only upgrade to green | ||
+ | after winning their third battle | ||
+ | ^ | ||
+ | $LINK<Drone Riots=9> | ||
+ | ^A unit homed to a base under drone riots gets a (-) morale modifier. | ||
+ | ^The effects of this modifier differ depending upon SE MORALE setting: (This is a {Bug}) | ||
+ | ^-3 SE Morale: Units homed to a crecheless base get a 25% combat bonus. | ||
+ | Units homed to a creche base get a 12.5% bonus. | ||
+ | ^-2 or -1 SE Morale: Units homed to a crecheless base get a 12.5% attack bonus. | ||
+ | Units homed to a creche base get no bonus. | ||
+ | ^0 SE Morale: No effect | ||
+ | ^1 or >1 SE Morale: | ||
+ | -12.5% combat bonus (as expected) | ||
+ | ^ | ||
+ | $LINK<Children's Creche=100002> | ||
+ | A | ||
+ | Children’s Creche (CC) has a two effects on morale. On the one side it | ||
+ | gives a morale bonus to units, built in a base with a CC, of a faction | ||
+ | running a negative SE Morale. This bonus counts on every location. On | ||
+ | the other side a Children’s Creche gives a battle bonus to units on the | ||
+ | base square of a base with a CC. This is (supposed to be) represented in | ||
+ | the form of (+)’s. Unfortunately the (+)’s are in some cases a bad | ||
+ | indication of the actual battle modifiers given. | ||
+ | ^(Both of these effects are {Bugged}) | ||
+ | ^ | ||
+ | For any unit built in a base with Children’s Creche, regardless of location: | ||
+ | 0 SE Morale or higher: no difference. | ||
+ | ^-3 to -1 SE Morale: +1 morale level | ||
+ | ^-4 SE Morale: +2 morale levels | ||
+ | ^ | ||
+ | For units on a base square, with the base having a Children’s Creche: | ||
+ | ^When the unit is defending: | ||
+ | ^ | ||
+ | 0 SE Morale or higher: +12.5% (+) battle bonus | ||
+ | ^-1 & -2 SE Morale or higher: +25% (++) battle bonus | ||
+ | ^-3 SE Morale: +37.5% (+++) battle bonus | ||
+ | ^-4 SE Morale: +50% (++++) battle bonus | ||
+ | ^ | ||
+ | The total defense bonus (the sum of the morale level bonus and the (+) bonuses) is capped off at +50%. | ||
+ | ^ | ||
+ | When the unit is attacking: | ||
+ | ^ | ||
+ | +4 SE Morale: -37% battle penalty | ||
+ | ^+3 SE Morale: -25% battle penalty | ||
+ | ^+2 SE Morale: -12.5% battle penalty | ||
+ | ^+1 SE Morale: no difference | ||
+ | ^0 SE Morale: +12.5% battle bonus | ||
+ | ^-1 SE Morale: +25% battle bonus | ||
+ | ^-2 SE Morale: +25% battle bonus | ||
+ | ^-3 SE Morale: +37.5% battle bonus | ||
+ | ^-4 SE Morale: +50% battle bonus | ||
+ | ^ | ||
+ | For attacks from a Children's Creche base there is {no limit at all} for the battle bonus. | ||
+ | ^This could potentially give a +100% attacking Combat bonus to an elite unit under -4SE Morale | ||
+ | |||
+ | #ADVCONCEPT18 | ||
+ | {Base Facility} Hurry Cost = 2 * M | ||
+ | ^Doubled if the number of minerals in the production box is less than 10. | ||
+ | ^ | ||
+ | {Secret Project} Hurry Cost = 4 * M | ||
+ | ^Doubled if the number of minerals in the production box is less than 4 {mineral rows.} | ||
+ | ^ | ||
+ | {Unit} Full Hurry Cost = ROUND DOWN(M * (2 + M / 20) ) | ||
+ | ^{Partial} Hurry Cost = ROUND UP(Hurried Minerals * Full Hurry Cost/M) | ||
+ | ^Doubled if the number of minerals in the production box is less than 10. | ||
+ | ^ | ||
+ | {M}: Number of Minerals needed to complete the item. | ||
+ | ^{mineral row}: One mineral row = 10 * $LINK<INDUSTRY modifier=130009> minerals | ||
+ | |||
+ | #ADVCONCEPT19 | ||
+ | Obsolete | ||
+ | units may be upgraded to keep track with newer designs while retaining | ||
+ | their $LINK<morale=11>. However, upgrading will cost you | ||
+ | $LINK<energy=46>. | ||
+ | ^If | ||
+ | all units of a design are upgraded via the design workshop no movement | ||
+ | points are lost for any of them, however if any unit is individually | ||
+ | upgraded it requires that the unit has not used any movement points for | ||
+ | the turn, then the upgrade will use all movement of the unit. | ||
+ | ^ | ||
+ | {Upgrade Cost} = (WeaponRise + ArmorRise + NewRowsCost) * 10 | ||
+ | ^Cost is halved and rounded down to the nearest multiple of 10 | ||
+ | ^if you control $LINK<The Nano Factory=110092> secret project. | ||
+ | ^ | ||
+ | ^{NewRowsCost}: Number of $LINK<Mineral=42> 'rows' required . | ||
+ | ^ (one row = 10 minerals at 0 $LINK<INDUSTRY=130009>.) | ||
+ | ^{WeaponRise}: Change in weapon cost if raised, otherwise 0. | ||
+ | ^{ArmorRise}: Change in armor cost if raised, otherwise 0. | ||
+ | ^ | ||
+ | The costs of all weapons and armors where applicable, is equal to their strength except for those listed below: | ||
+ | ^$LINK<String Disruptor=60014> - 30, costs 40 (+10) | ||
+ | ^$LINK<Resonance Bolt=60013> - 12r, costs 16 (+4) | ||
+ | ^$LINK<Pulse 8 Armor=70012> - 8p, costs 11 (+3) | ||
+ | ^$LINK<Resonance 8 Armor=70013> - 8r, costs 11 (+3) | ||
+ | ^$LINK<Resonance Laser=60012> - 6r, costs 8 (+2) | ||
+ | ^$LINK<Pulse 3 Armor=70010> - 3p, costs 5 (+2) | ||
+ | ^$LINK<Resonance 3 Armor=70011> - 3r, costs 5 (+2) | ||
+ | ^ | ||
+ | When upgrading the following cannot be changed: | ||
+ | ^- Chassis. | ||
+ | ^- The $LINK<Air Superiority=80005> special ability (If Aircraft chassis). | ||
+ | ^- $LINK<Heavy Artillery=80015> special ability. | ||
+ | ^- Equipment (Between any module or weapon & vice-versa). | ||
+ | ^Also Note: Weapon or armor costs may not be downgraded. | ||
+ | ^However, reactor type can be downgraded. | ||
+ | ^ | ||
+ | The cost is NOT related to $LINK<INDUSTRY=130009> setting, you alway pay 10ec for each row you new unit costs. | ||
+ | ^It is not related to the number of special abilities on the new design or the old. | ||
+ | |||
+ | #ADVCONCEPT20 | ||
+ | Units $LINK<repair=22> at least 10% of their damage each turn, additively increased as follows: | ||
+ | ^ | ||
+ | ^ +10% if in friendly territory. | ||
+ | ^ +10% if in a base. | ||
+ | ^ +10% if air unit in $LINK<Airbase=90008>. | ||
+ | ^ +10% if land unit in $LINK<Bunker=90007>. | ||
+ | ^ +10% if in $LINK<fungus=90011>.* | ||
+ | ^Note: Units may only heal to 80% unless they are in a base. | ||
+ | ^*Fungus bonus for natives only, unless you control | ||
+ | ^$LINK<The Xenoempathy Dome=110078>. | ||
+ | ^ | ||
+ | Some facilities can fully repair units over one turn: | ||
+ | ^ | ||
+ | ^ $LINK<Command Center=100027> - Land only. | ||
+ | ^ $LINK<Naval Yard=100028> - Naval only. | ||
+ | ^ $LINK<Aerospace Complex=100028> - Air only. | ||
+ | ^ $LINK<Biology Lab=100009> - Native only. | ||
+ | ^ | ||
+ | $LINK<The Nano Factory=110092> allows the controller to heal units to 100% over one turn anywhere on Planet. | ||
+ | ^ | ||
+ | Visiting a $LINK<Monolith=12> instantly heals to 100% | ||
+ | ^ | ||
+ | Any | ||
+ | of the Battle Ogres, $LINK<MkI=30016>, $LINK<MkII=30017> | ||
+ | and $LINK<MkIII=30018> may not be repaired under any circumstance. | ||
+ | ^ | ||
+ | For more information see: $LINK<Damage and Repair=22>. | ||
+ | |||
+ | #ADVCONCEPT21 | ||
+ | The {maximum $LINK<altitude=2> difference} between any two {adjacent} squares is one 1000m band. | ||
+ | ^ | ||
+ | For example a square at 1000-1999m may be adjacent to any square between 1-2999m. | ||
+ | ^ | ||
+ | If one square changes altitude through terraforming ALL other squares will be instantly adjusted to preserve this rule. | ||
+ | ^ | ||
+ | If | ||
+ | global warming/cooling would cause a square to violate this rule, that | ||
+ | square will instantly be adjusted by $LINK<raising=90016> or | ||
+ | $LINK<lowering=90017> it by 1000m to preserve the altitude rule. | ||
+ | ^ | ||
+ | This | ||
+ | can cause a square to be 'washed' of improvements, units or even a | ||
+ | base. It can also cause a 'raised' tile to actually lose altitude or a | ||
+ | 'lowered' one to gain altitude. | ||
+ | |||
+ | #ADVCONCEPT22 | ||
+ | The Mechanics of how $LINK<random events=55> occur is described below: | ||
+ | ^Firstly, random events must be enabled (by default they are on) | ||
+ | ^ | ||
+ | No Random Event occurs before Turn {75 – (DIFF x 10)} where Citizen is 0 DIFF and Transcend is 5 | ||
+ | ^ | ||
+ | Each | ||
+ | turn the game randomly picks a number between 1 and 100 (If no base | ||
+ | exists– in built sequencing numbering order – there is no event) | ||
+ | ^ | ||
+ | If | ||
+ | the base is less than size 4, or it is the only base of it's faction, or | ||
+ | it is already under a random event time line (e.g. minerals boom for 10 | ||
+ | years) – then there is no event | ||
+ | ^ | ||
+ | Some | ||
+ | random events chosen will naturally have no effect, so no event is | ||
+ | shown that turn (e.g. Asteroid strikes Nessus Prime - no effect if there | ||
+ | are no $LINK<Mining Stations=100066>) | ||
+ | ^ | ||
+ | If | ||
+ | a really good event would occur while that faction is in the top 3 in | ||
+ | $LINK<Might=32> (or a bad one while in the bottom 3 of Might) | ||
+ | there is no event. | ||
+ | |||
+ | #ADVCONCEPT23 | ||
+ | {Perihelion} | ||
+ | is a standard $LINK<event=55> that occurs regularly and | ||
+ | strengthens {Planet} by giving wild native lifeforms +1 Lifecycle and | ||
+ | doubling $LINK<eco-damage=10015> causing more native attacks. | ||
+ | ^ | ||
+ | Each Perihelion lasts for 20 years. It first occurs at 2190, and every 80 years after that. | ||
+ | |||
+ | #ADVCONCEPT24 | ||
+ | There | ||
+ | is a small chance whenever a land or sea unit is moved into an | ||
+ | unoccupied $LINK<fungus=14> square that is not adjacent to a | ||
+ | $LINK<Sensor Array=90009> or base that the fungus will 'spawn' a | ||
+ | {wild native lifeform}. | ||
+ | ^This can be used to "Hunt for natives" by repeatedly entering unoccupied fungus tiles. | ||
+ | ^Sensor arrays can be defensively placed to prevent an unwanted 'discovery'. | ||
+ | ^ | ||
+ | ^When attacking wild lifeforms some special bonuses apply: | ||
+ | ^ | ||
+ | ^If | ||
+ | successful the 'husks' can be harvested for their planetpearls at a | ||
+ | bonus of 10ec per $LINK<Life Cycle=11> level (starting at 10 for | ||
+ | hatchling) | ||
+ | ^Any psi damage received will be spread (at 100%) to all of the same type of native in the tile | ||
+ | ^Destroying any one native kills all of the rest too (and gives appropriate planetpearl bonuses) | ||
+ | ^$LINK<locusts of chirion=30010> are a special case to the above two rules, and each one must be damaged separately | ||
+ | ^ | ||
+ | ^Some | ||
+ | wild lifeforms may be captured if your faction possess a positive | ||
+ | $LINK<PLANET=130007> rating, if you control too many natives of | ||
+ | any type (regardless of how they were acquired) you will be unable to | ||
+ | capture any more until either you lose control of some or you increase | ||
+ | your PLANET rating further. | ||
+ | ^ | ||
+ | ^Some approximate values for the odds to discover a native unit per square are given below: | ||
+ | ^ Normal land fungus = 1/3 | ||
+ | ^ | ||
+ | Fungus + river = 1/9 | ||
+ | ^ | ||
+ | Fungus + $LINK<road=90005> = 1/27 | ||
+ | ^ | ||
+ | Fungus within one square of sensor radius, base radius = 0 | ||
+ | ^ Fungus + $LINK<Mag Tube = 90006> = 0 | ||
+ | ^It is thought that Sea fungus squares have lower odds than land fungus | ||
+ | ^ | ||
+ | ^Note that natives and a faction with the $LINK<Xenoempathy dome=110078> treat use fungus road odds. | ||
^ | ^ | ||
− | + | ^Native lifeforms do not suffer from {hasty} penalties. | |
− | + | ^Wild native lifeforms will not usually attack natives owned by $LINK<factions=150001>. | |
− | + | ||
− | + | ||
− | # ; This line must remain at end of file | + | # ; This line must remain at end of file</pre> |
− | </ | + | [[Category:Text files]] |
− | [[Category: | + |
Latest revision as of 08:29, 13 March 2013
Please leave an edit reason when editing this page, and be sure to check your facts. Check it on your own text files (go through the entries) after every significant edit (e.g. adding a new item) to make sure it does not cause a crash. Current status: Unknown if crashes. Syntax reference (includes linking info).
To update, copy everything below this sentence and replace your conceptsx.txt with it. You will also want helpx.txt for the full updated datalinks.
; Sid Meier's ALPHA CENTAURI ; ; BASIC CONCEPTS HELP ; ; Copyright (c) 1997, 1998 by Firaxis Games, Inc. ; ; ALPHA CENTAURI explains various game concepts with this file ; Feel free, at your own risk, to experiment with editing ; this file. We recommend you make a backup copy of the original. ; ; <Begin of text> ; Expanded CONCEPTSX.TXT version 1.01 ; #CONCEPT9, 10, 14, 26, 37, 40-43, ; #ADVCONCEPT2, 15 ; Rubin 2003 ; ; GooglyBoogly changes 2008 v1.0-1.2 ; Renamed *Revised Eco-Formula entry to Ecology (Revised) ; #ADVCONCEPT4 noted game options affect on score (native and Iron Man) and renamed to Score, ; removed link from technology -> Was linked to Adv eco engineering - What the?! ; #ADVCONCEPT5 added link to MMI and noted its requirement for diplo win ; #ADVCONCEPT12 added pacifism drones section Credit: Petek ; #ADVCONCEPT13 added some typical values, -'ve efficiency ratings count as 0 for bureaucracy purposes. ; #ADVCONCEPT15 atrocities post-charter lifting have no effect ; #ADVCONCEPT16 Added Self-Destruct formulas ; #ADVCONCEPT17 Added advanced morale info Credit: Maniac ; #ADVCONCEPT18 added hurry cost entry Credit: MariOne ; #ADVCONCEPT19 added upgrade cost entry Credit: MariOne ; #ADVCONCEPT20 added Advanced Repair entry, included links to relevant facilities and SPs ; #CONCEPT1 Base cannot be constructed on a rocky tile ; #CONCEPT2 Removed reference to Geothermal Shallows, Uranium flats and energy resources ; - What have they got to do with altitude?!?! ; #CONCEPT12 Added 1/32 disappear chance. Combat units only morale upgrade no bases allowed, only a few improvements ; #CONCEPT13 noted hurry is 50mins and tech is random ; #CONCEPT14 explicitly stated defensive bonus =+50% , helper unit eases movement restriction, added Xenoempathy Dome link ; #CONCEPT15 1:1 for air combat too, noted PLANET modifier ; #CONCEPT17 added bug report for patrol ; #CONCEPT22 added advanced repair link and noted movement reduction, noted 20%, NOT 10% is min field damage ; #CONCEPT23 Added extra prototype build order info, prototypes count for equal or lower values too ; #CONCEPT26 added tree farm and hybrid forest to the list, added what red eco damage means ; #CONCEPT28 governor gets +1 energy to all bases ; #CONCEPT35 added lack of heal and terraforming bonus of bombardment, added terrain destruction info, mentioned Spore launchers ; #CONCEPT36 will result, not may ; #CONCEPT38 Noted the case when there are no spare citizens ; #CONCEPT39 listed vulnerability to changes in elevation ; #CONCEPT41-43 base squares have no restrictions ; #CONCEPT41 Added link to condensers and noted nutrient restriction lifting properties. ; #CONCEPT43 Tidal harnesses give energy too. Link added ; #CONCEPT52 Diplomatic relations entry added -lists order of might and mood (source: SMAC manual pg 129) ; #CONCEPT53 Added Base conquest entry (source: SMAC manual pg 104,105) ; ; ; GooglyBoogly changes 2008 v1.3 ; #CONCEPT1 replaced city with base ; #CONCEPT2 reworded to make more sense ; #CONCEPT7 listed levels of integrity and noted effect of atrocities on integrity ; #CONCEPT12 repairing cannot cause a monolith to disappear ; #CONCEPT32 moved summary of might here from #CONCEPT52, added link to might formula ; #CONCEPT41 noted resource lifts restriction ; #CONCEPT42 noted resource lifts restriction ; #CONCEPT43 noted river bonus and resource restriction lifting, fixed broken link ; #CONCEPT54 added Unity Pod Entry ; #CONCEPT55 added random events entry ; #ADVCONCEPT7 added link to energy reserves ; #ADVCONCEPT11 added a link to basic might entry ; #ADVCONCEPT19 noted some cases where weapon/armor values do not reflect their costs and corrected the upgrade formula for hopefully! the final time. ; #ADVCONCEPT21 noted the altitude rule and linked to #CONCEPT2, #;RAISE and #;LOWER ; #ADVCONCEPT22 added Random Events (advanced) entry - describes the mechanics of how random events occur ; #ADVCONCEPT23 added Perihelion event entry here as it is not random. ; #ADVCONCEPT24 added Wild Natives and Fungus entry - probabilities credit: Kody ; ; scient changes 2010/2011 ; #CONCEPT17 -> removed bug report (fixed) ; #CONCEPT39 -> revised display of vulnerability (less cluttered) and added reference to Nessus Canyon ; ; ete changes 2011 ; Fixed a fairly large number of minor spelling, grammatical, spacing, and formatting errors across the datalinks. ; Standardized spellings to American. ; Standardized a few game-specific capitalizations. ; #CONCEPT9 Added non-Doctor psych producing specialists to the list of ways to prevent/stop drone riots ; #CONCEPT11 Changed Alien to Native alien to avoid possible confusion with the Progenitor. ; #CONCEPT51 rearranged tech requirements ; #CONCEPT1 Added Mine w/o road mineral yield for Rocky squares. Removed ; reference to Mineral Bonus squares with mines and Crater squares(unrelated to rockiness). ; #CONCEPT53 Corrected and explained which types of units may capture bases, added that capturing unit is fully healed. ; Concepts 41-43 Added resource boosts from landmarks. ; #CONCEPT8 Rewrote. ; Moved credits from datalinks entries to header comments. ; #ADVCONCEPT17 {CREDIT} Maniac: Treatise on Morale ; http://apolyton.net/forums/showthread.php?postid=4195589 ;Credit to MariOne for #ADVCONCEPT18 and the formulae in #ADVCONCEPT19 ; Credit to Kody for #ADVCONCEPT24 exploration odds ; #ADVCONCEPT15 {CREDIT}: Ned, Blake and Fitz ; ; ete changes 2012 ; Fixed some spellings in the changelog. ; In progress: ; Removed "you" and other direct references to the reader. ; #ADVCONCEPT25 Added Atrocities (Advanced) thanks to chuft's testing ; Corrected random events entry (less than size four bases are not targeted, not size four or less) ; ; Guv’ner changes 2012 ; "engnieering" to "engineering" in changelog ; planetwide" to "planet wide" ; "Noncommital" to "Noncommittal" ; "millenia" to "millennia" ; "UN" to "U.N." to maintain consistency throughout game text ; ; Uploaded to wiki for edit history tracking, see http://alphacentauri2.info/mediawiki/index.php?title=Conceptsx.txt&action=history for changelog ; This version was last updated: {{REVISIONYEAR}} / {{REVISIONMONTH}} / {{REVISIONDAY}} ; ; <End of text> #TITLES Rainfall Rockiness Altitude Pact of Brotherhood Treaty of Friendship Blood Truce Vendetta Integrity Atrocities Drone Riots Golden Age Morale Monoliths Artifacts Fungus/Xenofungus Psi Combat Waypoints Patrol Explore (Governor) Discover (Governor) Build (Governor) Conquer (Governor) Damage and Repair Prototypes Unit Cost (Basic) Inefficiency (Basic) Ecology (Basic) Planetary Council Planetary Governor Commerce (Basic) Victory and Defeat Territory/Borders Might Disengage Zone of Control Bombardment Drones Talents Psych Landmarks Council Proposals Nutrients Minerals Energy Economy Labs Energy Reserves Progenitors Resonance Manifolds Energy Grid Specialists Diplomatic Relations Base Conquest Unity Pods Random Events #ADVTITLES Unit Cost (Advanced) Inefficiency (Advanced) Ecology (Advanced) Commerce (Advanced) Score Victory (Diplomatic) Victory (Conquest) Victory (Transcendence) Victory (Economic) Victory (Scenario) Retirement Might Formula Drones (Advanced) Bureaucracy Victory (Progenitor) Ecology (Revised) Self Destruction Morale (Advanced) Hurry Cost Upgrade Cost Repair (Advanced) Altitude (Advanced) Random Events(Advanced) Perihelion Event Wild Natives and Fungus #CONCEPT0 The {Rainfall} level of a region usually determines the amount of $LINK<Nutrients=41> which can be produced. A region can be arid, moderate or rainy, producing 0, 1, or 2 nutrients respectively. A $LINK<farm=90000> increases the nutrient production by 1. ^ In addition to coastal and tropical regions, the western (upwind) slopes of mountain ranges tend to be quite rainy, since warm moisture-laden air cools as it rises, and sheds its moisture as rainfall. A player can take advantage of this phenomenon by raising hills to the east of their important bases. Conversely, areas east, or downwind of mountain ranges tend to be quite arid. ^ Ocean squares produce 1 nutrient unless they contain a $LINK<kelp farm=90020>, in which case they produce 3. #CONCEPT1 The {Rockiness} of an area determines that region's $LINK<Mineral=42> production potential. Regions can be flat, rolling, or rocky. {Flat} regions produce no minerals unless a $LINK<mine=90002> is build there, in which case they can produce one. {Rolling} regions produce a single mineral, which can be increased to two with a mine. Unimproved{Rocky} regions also produce 1, but produce 3 with a mine or 4 with a mine and road. ^ Rocky areas inhibit movement, costing twice the normal number of moves to enter. Units on them have a +50% defensive bonus in combat. ^ A base may not be founded on a rocky square, terraform $LINK<LEVEL=90018> with a $LINK<Former=30001> first. ^ Ocean squares produce minerals only if you build a $LINK<mining platform=90022>, in which case they produce 2. #CONCEPT2 The {Altitude} of a region affects the amount of $LINK<Energy=43> which can be collected there from a $LINK<Solar Collector=90003>. Areas below 1000m above sea level produce 1 unit of energy. From 1000m to 1999m, areas produce 2 energy; 2000m-2999m areas produce 3 energy, and areas more than 3000m above sea level produce 4 energy. ^ Ocean squares do not normally produce energy unless you build a $LINK<Tidal Harnesses=90023>, in which case they produce 3. ^ See also $LINK<Altitude (Advanced)=10021>. #CONCEPT3 A {Pact of Brotherhood} (or {Pact of Sisterhood}) is the closest form of diplomatic relationship you can form with another faction. Pact Brothers may enter each other's territory freely, may stack with each other's units, and may enter each other's bases (and receive repairs there). ^ Pact Brothers are expected to defend one another from enemy attack. They receive {double} $LINK<commerce=29> between their bases, and are often willing to share technological research. ^ A Pact can be terminated at any time (the right-click menu on the {Commlink} menu is one way to do it), but at the moment of termination all of your units will automatically be shipped home from your former Pact Brother's territory, and vice versa. #CONCEPT4 A {Treaty of Friendship} is intended to secure a permanent and lasting friendship between two factions. Once you have signed a Treaty, you will receive $LINK<commerce=29> benefits with your new friends. You may not, without diplomatic repercussions, enter the territory of a faction you have a Treaty with. ^ A Treaty of Friendship terminates only if one faction attacks another or refuses a valid demand for withdrawal. #CONCEPT5 {Blood Truce} marks an end to Vendetta between two factions. It a promise not to attack one another for a limited period of time. After about 15-20 years, a Blood Truce will expire and the two factions will continue as Neutrals unless they again attack one another. ^ Technically, Blood Truce does not restrict factions from entering each other's territory, but doing so will increase tension and may lead to the truce being broken. #CONCEPT6 {Vendetta} is a state of war between two factions. If you have pronounced Vendetta on a faction (or another faction has pronounced it against you), expect to be attacked. #CONCEPT7 {Integrity} measures the current value of your word-of-honor as a faction leader. If you keep your promises and do not betray your friends, your integrity will remain high. ^ Committing $LINK<Atrocities=8>, attacking factions you have pledged $LINK<Blood Truce=5> or signed $LINK<Treaties=4> with will rapidly lower your integrity rating, and other faction leaders will no longer be eager to make (or keep) agreements with you. ^ Note that there is no dishonor in attacking a sworn enemy with whom you have not pledged Blood Truce; only breaking an agreement or committing an atrocity can lower your Integrity. ^ ^ Levels of {Integrity}: (Best to Worst) ^ ^ Noble ^ Faithful ^ Scrupulous ^ Dependable ^ Ruthless ^ Treacherous #CONCEPT8 {Atrocities} comprise a set of particularly heinous acts forbidden under the Unity mission's U.N. Charter, such as using Nerve Gas Pods, Planet Busters, obliterating bases, and Nerve Stapling drones. Committing them while the U.N. Charter is in place will cause other factions to impose sanctions which prevent $LINK<commerce=29> for a number of years (the length of sanctions depends on how many atrocities a player has previously committed). ^All factions will pronounce $LINK<Vendetta=6> on a faction which commits a Major Atrocity or a large number of Simple Atrocities, they will be expelled from the $LINK<Planetary Council=27>, and will cause increased $LINK<eco-damage=10015>. Victims of atrocities do not tend to forgive those who committed them. ^ Simple atrocities committed between factions of different species (i.e., the $LINK<Progenitors=47> and humans) do not invoke the wrath of other faction leaders. ^ For more information see $LINK<Atrocities (Advanced)=10025>. #CONCEPT9 {Drone Riots} occur when the number of $LINK<Drones=36> at a base exceeds the number of $LINK<Talents=37>. During Riots, citizens will continue to feed themselves, but no production will take place and no surplus energy will be produced. To end the Drone Riots, you will have to restore the balance of Drones and Talents. ^ Drone Riots can be prevented or ended by: ^ Building {psych-related facilities} or {secret projects} such as $LINK<Recreation Commons=100006> to reduce the number of Drones at a base ^ If your social engineering $LINK<POLICE=130005> rating is high enough, you can place military units in your base to serve as "police" and impose order ^ Converting workers to $LINK<Doctors=51> or other psych producing $LINK<Specialists=51> (Empath, Thinker, or Transcend) will increase the number of Talents, balancing out the drones. ^ If your base produces enough energy, increasing your energy allocation to {Psych} will increase the number of Talents at your base (one talent for every two points of Psych produced), thereby restoring balance. #CONCEPT10 A {Golden Age} occurs when a base has no $LINK<Drones=36>, and the number of $LINK<Talents=37> at least equals the number of regular Workers and $LINK<Specialists=51>. ^ A Golden Age significantly increases a base's {growth} rate and {energy} production--equivalent of +1 $LINK<ECONOMY=130000> and +2 $LINK<GROWTH=130006> on the social engineering table. #CONCEPT11 {Morale} reflects the training and experience of your military units. Morale levels range from Very Green to Green to Disciplined to Hardened, Veteran, Commando, and Elite. A unit receives a {+12.5% combat bonus} for each morale level. Morale plays a particularly important role in psi combat, and in combat between probe teams, since no weapon and armor values are considered in those cases. ^ New units typically begin with {Green} morale, though this may be higher or lower depending on your social engineering $LINK<MORALE=130004> setting. A new unit's morale can also be increased if a base has a $LINK<Command Center=100027> or other related {facility}. ^ Native alien units such as Mind Worms have {life cycles} which correspond to morale levels. Native alien units are not affected by Command Centers and military facilities, but their life cycle levels can be improved by building $LINK<Biology Labs=100009> and other similar facilities. The {transport} capacity of an $LINK<Isle of the Deep=30009> is determined by its life cycle level: one unit for each level. ^ A unit victorious in combat will often receive a morale upgrade (the lower its morale level, the more likely an upgrade). ^ {Elite} units receive a special bonus--an additional move each turn. ^ A unit with a "+" sign after its morale possesses a combat bonus from its location in a base with a $LINK<Children's Creche=100002>. #CONCEPT12 {Monoliths} are mysterious and unexplained alien devices discovered on Planet. A monolith will increase a combat unit's $LINK<morale=11> (or life cycle) one level, but an individual unit can receive only one monolith upgrade. ^({Hint:} Consider saving your upgrade for those hard-to-get promotions from Commando to Elite) ^ A monolith will also completely repair any damaged unit; this can be done any number of times, even if a unit has already received a morale upgrade from a monolith. ^ Monolith squares can also be tapped for resources, and will produce: ^ $LINK<2 Nutrients=41>, $LINK<2 Minerals=42>, and $LINK<2 Energy=43> each turn. ^ A Base cannot be founded on a monolith square. ^ ^Only $LINK<roads=90005>/$LINK<mag tubes=90006>, $LINK<fungus=90011> or $LINK<rivers=90015> may be added to a monolith square ^ A monolith, when used to upgrade has a 1/32 chance to disappear permanently #CONCEPT13 {Artifacts} are mysterious and unexplained alien devices sometimes discovered on Planet. If you can find an artifact and return it to one of your bases, you will have several options: ^* link it to a $LINK<Network Node=100008> if the base has one, and receive a free random technology breakthrough ^* use it to speed the production of a $LINK<Secret Project=110102> or $LINK<Unit Prototype=23> by 50 minerals ^* save it to use later. ^ Artifacts can be captured from other players. A lone artifact can be captured by any player without diplomatic penalty. #CONCEPT14 {Xenofungus} or {Fungus} is a form of plant life native to Alpha Centauri. It has a number of unusual properties which you may discover in the course of play. Some of the more obvious properties include: ^ (1) Fungus impedes {movement}. Units may have difficulty entering Fungus squares. Increasing your $LINK<PLANET=130007> social engineering rating will alleviate this problem. Building the $LINK<Xenoempathy Dome=110078> improves Fungus movement considerably. ^ If there is a unit in a fungus square, another unit with at least one movement will always be able to enter that square. ^ (2) Fungus has a defensive (+50%) value when defending against other human or $LINK<Progenitor=47> factions. Against native $LINK<Mind Worms=30008>, however, Fungus has negative value. ^ (3) Fungus squares can be tapped for {resources}; the resource level provided by a fungus square is determined by the number of {Centauri technologies} you have discovered. These are: ^ ^$LINK<+1 Nutrient=41> production in fungus: ^$LINK<Centauri Ecology=140006> and $LINK<Centauri Psi=140063>. ^ ^$LINK<+1 Mineral=42> production in fungus: ^$LINK<Centauri Genetics=140074>,$LINK<Matter Transmission=140057> and $LINK<Threshold of Transcendence=140056>. ^ $LINK<+1 Energy=43> production in fungus: ^$LINK<Centauri Meditation=140047>, $LINK<Secrets of Alpha Centauri=140064>, $LINK<Temporal Mechanics=140028>. ^ Additionally, building $LINK<The Manifold Harmonics=110103> also increases resources from fungus squares. #CONCEPT15 Some units (usually alien creatures such as $LINK<Mind Worms=30008>) can engage in {PSI COMBAT}. In Psi Combat, weapon and armor strengths are ignored, and the attacker is given a 3 to 2 advantage on land (1 to 1 for sea and air combat). $LINK<MORALE=130004> level becomes quite important in Psi Combat. ^ $LINK<PLANET=130004> rating also effects attackers psi combat at +/- 10% per point. #CONCEPT16 {Waypoints} can be set when giving a unit "go to" orders. One way to give a unit "go to" orders is to click on it to activate it, then hold down the {left mouse button and drag} a "movement arrow" to where you want the unit to go. You can set waypoints by pressing the {SPACE BAR} while the arrow is over a particular square. The unit will move to each of its waypoints on its way to its final destination. You can also set waypoints while giving a unit Patrol orders, in similar fashion. #CONCEPT17 A unit can be told to {Patrol} by clicking on the unit to activate it, then selecting the Patrol option from the Action menu. When the Patrol cursor appears, hold down the left mouse button and drag a "patrol arrow" to the area you wish the unit to patrol. The unit will commence patrolling back and forth between its current location and the location you have specified. It will "wake up" and request orders if it encounters an enemy unit. You may set {waypoints} in a patrol by pressing the {SPACE BAR} while you drag the patrol arrow. #CONCEPT18 The Explore, Discover, Build, and Conquer buttons on the Base Control Screen activate the {Governor} for that base. When the Governor is activated, he will make decisions automatically based on his general instructions. This function is useful for beginners and for players who do not wish to micromanage their bases. ^ The {EXPLORE} button tells the Governor of a base to concentrate on finding and occupying new territory. Bases set to explore will typically concentrate on building $LINK<Scouts=30002>, $LINK<Colony Pods=30000>, $LINK<Transports=30003>, and occasional $LINK<Naval Units=40003> for scouting oceans. This button is especially useful early in the game, when you need to expand quickly. #CONCEPT19 The Explore, Discover, Build, and Conquer buttons on the Base Control Screen activate the {Governor} for that base. When the Governor is activated, he will make decisions automatically based on his general instructions. This function is useful for beginners and for players who do not wish to micromanage their bases. ^ The {DISCOVER} button on the Base Control Screen emphasizes scientific discovery and technological breakthroughs. The Base Governor will concentrate on building {Science Facilities} (such as $LINK<Network Nodes=100008>), $LINK<Secret Projects=110102>, $LINK<Probe Teams=30006>, and $LINK<Prototype Units=23>. This button is especially effective with large, well-protected bases deep in your interior. #CONCEPT20 The Explore, Discover, Build, and Conquer buttons on the Base Control Screen activate the {Governor} for that base. When the Governor is activated, he will make decisions automatically based on his general instructions. This function is useful for beginners and for players who do not wish to micromanage their bases. ^ The {BUILD} button on the Base Control Screen mandates infrastructure and growth. The Base Governor will tend to build {Facilities} and $LINK<Formers=30001>. Use this button at any time to have your base concentrate on peaceful growth. #CONCEPT21 The Explore, Discover, Build, and Conquer buttons on the Base Control Screen activate the {Governor} for that base. When the Governor is activated, he will make decisions automatically based on his general instructions. This function is useful for beginners and for players who do not wish to micromanage their bases. ^ Use the {CONQUER} button on the Base Control Screen to build up your military. In this mode your base will produce {military units} of all varieties, and their associated facilities, such as $LINK<Command Centers=100027>. Use this button whenever you need to attack or defend. #CONCEPT22 Units which engage in combat may become {damaged}. Damage is indicated by a colored bar along the left side of a unit's status icon: Green represents light (or no) damage; Yellow and Red show increasing damage. ^ As non-air units take damage, their movement rate declines. ^(But movement can never be reduced below 1) ^ Damage can be {repaired} if a unit skips its entire turn (SPACE BAR) at a friendly base. A severely damaged unit may have to repeat this operation for several turns. ^NOTE: Damage will not be repaired on any turn in which the unit is attacked or bombarded. ^ Units can also conduct "field repair" (i.e. not at a base), but this process is much slower and is only effective if the unit has sustained more than 20% damage. ^ See also $LINK<Repair (Advanced)=10020>. #CONCEPT23 You may use the Design Workshop screen to create new unit types. Whenever you create a unit using a $LINK<weapon=60005>, $LINK<armor=70007>, or $LINK<chassis=40006> type which you have never used before, you must {prototype} the unit. ^ A prototype unit requires an extra {+50% Minerals} to build, though it receives a bonus $LINK<+1 Morale=11> upgrade in compensation since experimental weapons are often given to crack, well-trained troops. ^ Once you have prototyped a new unit, you may build that unit in the future at no additional cost. ^ Building a prototype also counts as a for equal or lower-valued components. ^Chassis prototypes only count for the same types of chassis: air, sea, land. ^ Build completion is done sequentially, in the base sequence as shown on that unsorted display {f4}. Once you have completed your prototype, units constructed later in the queue, even if built in that same turn do not have to pay the prototype penalty. #CONCEPT24 When designing new units, bear in mind that units strong in three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>) will be vastly more expensive than units strong in only two areas (or one). ^ For example, a 4-3-2 unit normally costs 70 minerals to build, whereas a 4-1-2 unit costs only 30 and a 4-3-1 unit costs 40. So you can have two units for the price of one, not to mention the +25% base-attack bonus which the 4-3-1 $LINK<infantry=40000> unit will receive. #CONCEPT25 As your colony grows and you claim more territory and build more bases, this growth will put a strain on your economy. This strain shows up as {inefficiency}, which can cause you to lose some of your $LINK<energy=43> production each turn. ^ The farther a base is away from your $LINK<Headquarters=100001> base, the more inefficiency it will experience. ^ Inefficiency can be mitigated at all of your bases by making social engineering choices which increase your $LINK<EFFICIENCY=130001> value. $LINK<Democratic=120003> politics and $LINK<Green=120009> economics each increase efficiency. ^ Inefficiency can be mitigated at a particular base by building a $LINK<Children's Creche=100002> there. #CONCEPT26 As humans or $LINK<Progenitors=47> expand and build colonies on Planet, they inevitably begin to cause ecological damage. Ecological damage can provoke the native life forms and cause other unexpected effects. ^ The red ecological damage number represents a percentage chance, per turn, of an ecological accident happening in the base's territory. ^ The more $LINK<mines=90002>, $LINK<solar collectors=90003>, $LINK<roads=90005>, and $LINK<farms=90000> (but not $LINK<forests=90004>, which actually help the ecology) you build, the more the potential damage. $LINK<Boreholes,=90014> $LINK<Mirrors,=90013> and $LINK<Condensers=90012> cause even greater damage. You can reduce or eliminate this type of damage by building $LINK<Tree Farm=100013> and $LINK<Hybrid Forest=100014> facilities. ^ As your industrial output (minerals) increases, ecological damage will also take place. This effect can be reduced by building the $LINK<Centauri Preserve=100031>, $LINK<Temple of Planet=100032>, and $LINK<Nanoreplicator=100020> or a $LINK<Tree Farm=100013>/$LINK<Hybrid Forest=100014> facilities. ^ Ecological damage reducing facilities only reduce ecological damage if built [after] your first eco-damage report. #CONCEPT27 Once you have obtained commlink frequencies for all factions, you can convene the {Planetary Council} to vote on planetary policies, including election of a $LINK<Planetary Governor=28>. ^ In elections for Planetary Governor (and $LINK<Supreme Leader=10005>), each faction casts votes equal to the total size of all its bases. This total may be modified by faction powers and $LINK<Secret Projects=110102>. Only the leader of one of the two factions with the highest vote totals may stand for election as Governor or Supreme Leader. ^ On votes to set planetary policies, each faction receives one vote. In these votes, the current Planetary Governor has veto power, which can be overridden only by unanimous vote of all remaining factions. #CONCEPT28 The {Planetary Governor} holds an Executive Veto in all votes on Planetary Policy. The Governor also receives {+1 Energy} in $LINK<commerce=29> transactions with other friendly factions at each base, from the increased commerce created by global agencies. The planetary bureaucracy provides the Governor with an infiltrator in every other faction. ^ The Governor also gets $LINK<+1 Energy=43> in all of his bases #CONCEPT29 {Commerce} is bonus energy generated from trade between two friendly factions. Whenever you sign a $LINK<Treaty=4> or $LINK<Pact=3> with another faction, your bases will automatically begin to accrue commerce (and this benefit extends to your partner faction as well). ^ Commerce is interrupted whenever a $LINK<Vendetta=6> occurs between two factions, or when sanctions are applied against a faction which has committed an $LINK<atrocity=8>. Think of Commerce as a reward for peaceful behavior. ^ Between two factions, commerce is more beneficial to the faction which has discovered the most $LINK<Economic technologies=140045>. CEO Morgan gains additional bonuses here as part of his faction power. Commerce also tends to benefit the current $LINK<Planetary Governor=28>. ^ ^You can increase your commerce rates by doing the following: ^* Sign more Treaties. ^* Sign more Pacts (Pacts receive double commerce). ^* Increase the size and economy of your bases ("it takes energy to make energy"). ^* Discover more economic-related technologies ^ Economic related technologies include $LINK<Industrial Economics=140045>, $LINK<Industrial Automation=140046>, $LINK<Planetary Economics=140061>, $LINK<Industrial Nanorobotics=140073>, $LINK<Sentient Econometrics=140075>, and $LINK<Environmental Economics=140059>. #CONCEPT30 There are five principal ways to win the game: ^ ^$LINK<Transcendence Victory=10007> ^$LINK<Conquest Victory=10006> ^$LINK<Progenitor Victory=10014> ^$LINK<Diplomatic Victory=10005> ^$LINK<Economic Victory=10008> ^$LINK<Scenario Victory=10009> ^ For detailed scoring information, see $LINK<Scoring=10004>. ^ For information on retirement and mandatory retirement, see $LINK<Retirement=10010>. #CONCEPT31 Your {territory} consists of all land nearer to one of your land bases on the same continent than to anyone else's. Your territorial waters consist of all sea areas nearer to one of your sea bases (in the same ocean) than to anyone else's. Territory may move and shift during the course of the game as bases are built, conquered, and destroyed. ^ Other faction leaders may take offense if you move units into their territory, particularly if you have signed a $LINK<Treaty of Friendship=4>. ^ Territory never extends more than 7 squares from a land base, or 3 from a sea base. #CONCEPT32 Your $LINK<Might=10011> is a measure of your overall standing in comparison to other factions. It ranges from "Unsurpassed" (first place), to "Feeble" (seventh place). ^ {Might} is based on a holistic evaluation of your faction, and includes population, $LINK<technology=140080>, $LINK<secret projects=110102>, and military strength. ^ The {Faction Dominance} graphs on the information display track might. ^ ^ Summary of {Might}: (Strongest to weakest) ^ ^ Unsurpassed ^ Potent ^ Formidable ^ Sufficient ^ Wanting ^ Anemic ^ Feeble ^ See also: $LINK<Might Formula=10011> #CONCEPT33 Fast units, such as Speeders and Hovertanks, can sometimes {disengage} when surprised by slower enemy units. A unit disengages when the following conditions are met: ^ ^* Unit incurs 50% damage, relative to what it started the combat with. ^* Unit is faster than its attacker, taking damage into account. ^* Unit is alone in its square. ^* Unit did not attack on its last turn. ^* Unit is a combat unit (non-combat units may never disengage). ^* Neither attacker nor defender is an air unit. ^* Attacker does not have the $LINK<Comm Jammer=80009> ability. ^* Unit does not have the HOLD order, and is not in a $LINK<bunker=90007> or $LINK<airbase=90008>. ^* A valid retreat square is available, which is not a $LINK<fungus=14> square (unless the disengaging player controls the $LINK<Pholus Mutagen=110086>) and is not adjacent to an enemy unit. #CONCEPT34 Every unit exerts a {Zone of Control} into every adjacent square (but units in sea squares do not exert zones of control into land squares, nor vice versa). ^ Land units may not normally move between two squares in an enemy zone of control, with the following exceptions: ^* Units may freely move into and out of bases. ^* Units may freely attack any adjacent unit. ^* Units may freely enter squares already containing friendly units. ^* $LINK<Probe teams=30006> and units with the $LINK<Cloaking ability=80002> may ignore this rule. ^ Air and Sea units exert zones of control, but are not affected by them. #CONCEPT35 Naval units, land units with the $LINK<Heavy Artillery=80015> ability and $LINK<Spore Launchers=30015> may conduct {Bombardment} by selecting the Long Range Fire option from the Action menu. ^ Bombardment has the advantage of potentially damaging every enemy unit in a particular square and the disadvantage that land units can never be reduced below 50% damage by bombardment. ^ If a unit is bombarded it will not heal for the turn, it will also cancel a former's terraforming ^ If bombardment is attempted against a square containing an enemy naval or artillery unit, the bombardment is canceled and an {Artillery Duel} is initiated, with the attacking and defending artillery (or naval) units fighting attack-vs-attack strength. Armor values are ignored for Artillery Duels. ^ Bombardment may also be used to destroy square improvements ($LINK<Xenofungus=14> cannot be destroyed by bombardment) #CONCEPT36 {Drones} are discontented, undereducated citizens which appear as a result of population pressure and other social forces. Drones work like other citizens, but if a base has more Drones than $LINK<Talents=37>, a $LINK<Drone Riot=9> will result. #CONCEPT37 {Talents} are prosperous, highly educated citizens, your intellectual elite. Talents are created as the result of favorable social conditions and the diversion of energy to $LINK<Psych=38>. As long as a base has at least as many Talents as $LINK<Drones=36>, no $LINK<Drone Riot=9> will occur. #CONCEPT38 Energy diverted to {Psych} is used to improve the quality of life your citizens experience. Every two units of energy diverted to Psych will convert a normal citizen into an additional {Talent} in that base. ^ If no are no normal citizens then every two units of Psych will turn one $LINK<Drone=36> into a normal citizen. #CONCEPT39 Certain major {Landmarks} on Planet's surface convey special bonuses: ^ ^{Garland Crater} confers $LINK<+1 Mineral=42> in interior squares. ^{Mount Planet} confers $LINK<+1 Mineral=42> and $LINK<+1 Energy=43> in each square around the mouth. ^{Uranium Flats} confers $LINK<+1 Energy=43> in each square. ^{Geothermal Shallows} confers $LINK<+1 Energy=43> in each square. ^{Pholus Ridge} confers $LINK<+1 Energy=43> in each square. ^{Monsoon Jungle} confers $LINK<+1 Nutrient=41> in each square. ^{Freshwater Sea} confers $LINK<+1 Nutrient=41> in each square. ^{Fossil Field Ridge} confers $LINK<+1 Mineral=42> in each square. ^{Manifold Nexus} confers a $LINK<+1 PLANET=130007> rating when inside a faction's borders. $LINK<Progenitor=47> factions gain an additional $LINK<+1 RESEARCH=130010> rating. ^{Nessus Canyon} confers $LINK<+1 Mineral=42> in each square. ^ {Vulnerability:} Bonus is removed if square changes elevation to a different 1000m band. All landmarks are affected except for {Freshwater Sea}. ^ Other landmarks have no effect beyond the standard effects of the terrain which they represent. #CONCEPT40 The following proposals can be brought before the Planetary Council, once appropriate technology is obtained: ^ ^Upon discovery of $LINK<Orbital Spaceflight=140077>: ^{Salvage Unity Fusion Core}: +500 energy for each faction. ^ ^Upon discovery of $LINK<Planetary Economics=140061>: ^{Global Trade Pact}: Commerce rates doubled planet wide. ^{Repeal Trade Pact}: Commerce rates return to normal. ^ ^Upon discovery of $LINK<Advanced Spaceflight=140066>: ^{Launch Solar Shade}: Global cooling; sea levels fall. ^{Increase Solar Shade}: Global cooling; sea levels drop. ^ ^Upon discovery of $LINK<Adv. Ecological Engineering=140062>: ^{Melt Polar Caps}: Global warming; sea levels rise. ^ ^Upon discovery of $LINK<Adv. Military Algorithms=140017>: ^{Repeal U.N. Charter}: Atrocity prohibitions lifted. ^{Reinstate U.N. Charter}: Atrocity prohibitions return. ^ The Council also elects the $LINK<Planetary Governor=28> by a majority vote of population, and by a 3/4 vote by population can anoint a Supreme Leader, conferring a $LINK<Diplomatic Victory=10005> (available upon discovery of $LINK<Mind/Machine Interface=140041>). #CONCEPT41 {Nutrients} are produced in squares with sufficient $LINK<Rainfall=0>, sometimes supplemented by the addition of $LINK<Farms=90000> and similar enhancements. ^ Every citizen at a base must "eat" two Nutrients per turn to survive. ^ Surplus nutrients are stored. When sufficient surplus nutrients have been accumulated, a base will grow, producing a new citizen. ^ Special {Nutrient Resource} squares produce two extra nutrients, and lift nutrient restrictions for that square. $LINK<Monsoon Jungle=39> and $LINK<Freshwater Sea=39> squares produce one extra nutrient. ^ Base squares have no restrictions. ^ ^$LINK<Condensers=90012> lift nutrient restrictions on the square they are built. ^ The discovery of $LINK<Gene Splicing=140049> lifts all nutrient restrictions. #CONCEPT42 {Minerals} are produced in squares with sufficient $LINK<Rockiness=1>, sometimes supplemented by the addition of $LINK<Mines=90002> and similar enhancements. ^ Once a base has exceeded its free $LINK<SUPPORT=130002> level, any additional units (military or non-combat) consume one Mineral per turn of support. ^ Surplus minerals are applied to production of $LINK<facilities=100029>, units, and $LINK<secret projects=110102> which a base is creating. When sufficient minerals are accumulated, the facility or unit is built. ^ Special {Mineral Resource} squares produce two additional minerals, and lift mineral restrictions for that square. Various $LINK<landmarks=39> produce one more mineral per square; {Garland Crater's} interior squares, squares around {Mount Planet's} mouth, as well as the {Fossil Field Ridge} and {Nessus Canyon}. ^ Base squares have no restrictions ^ The discovery of $LINK<Ecological Engineering=140060> lifts all mineral restrictions. #CONCEPT43 {Energy} is produced in squares with $LINK<Solar Collectors=90003>, particularly those at high $LINK<Altitudes=2>. ^ A river will also increase energy output by +1 ^Ocean shelf squares can produce energy with a $LINK<Tidal Harnesses=90023> ^ Depending on the Energy Allocation which you have made on the Social Engineering screen, all the energy you produce is divided among three priorities: $LINK<Economy=44>, $LINK<Labs=45>, and $LINK<Psych=38>. Some of the energy a base produces may also be lost to $LINK<Inefficiency=25>. ^ Special {Energy Resource} squares produce two extra energy, and lift energy restrictions for that square. Various $LINK<landmarks=39> produce one more energy per square; {Uranium Flats}, {Geothermal Shallows}, {Pholus Ridge}, and squares around {Mount Planet's} mouth. ^ Base squares have no restrictions ^ The discovery of $LINK<Environmental Economics=140059> lifts all energy restrictions. ^ See also $LINK<Commerce (Advanced)=10003> #CONCEPT44 $LINK<Energy=43> allocated to your {Economy} is added, as energy credits, to your $LINK<Energy Reserves=46>, which function as your treasury for monetary transactions. #CONCEPT45 $LINK<Energy=43> allocated to {Labs} is used to conduct scientific research. The more energy you allocate to Labs, the quicker you will make technological breakthroughs. #CONCEPT46 Your {Energy Reserves} represent stored energy. Your reserves function as your treasury for monetary transactions. ^ Your energy reserves increase depending on the amount of $LINK<Energy=43> you allocate to $LINK<Economy=44> on the Social Engineering screen. #CONCEPT51 {Specialists} are citizens with special tasks generating $LINK<Economy=44>, $LINK<Psych=38> and $LINK<Labs=45>. ^ ^{Doctor}: +2 Psych ^ ^{Technician}: +3 Economy ^ ^{Librarian}: +3 Labs, requires $LINK<Planetary Networks=140032> ^ ^{Empath}: +2 Economy, +2 Psych, requires $LINK<Centauri Meditation=140047> ^ ^{Engineer}: +3 Economy, +2 Labs, requires $LINK<Fusion Power=140010> ^ ^{Thinker}: +1 Psych, +3 Labs, requires $LINK<Mind/Machine interface=140041> ^ ^{Transcend}: +2 Economy, +2 Psych, +4 Labs, requires $LINK<Secrets of alpha Centauri=140064> ^ ^The more advanced specialists may make other specialists obsolete. #CONCEPT52 {Diplomatic Relations} with other factions depend upon a number of factors, including your social choices, proximity to territory, $LINK<military power=32>, previous relations and $LINK<Integrity=7>. ^ ^ Summary of {Mood}: (Best to worst) ^ ^ Submissive* ^ Magnanimous ^ Solicitous ^ Cooperative ^ Noncommittal ^ Ambivalent ^ Obstinate ^ Quarrelsome ^ Belligerent ^ Seething ^ ^ *Submissive is a special case of Magnanimous, encountered when the faction is hopelessly outmatched. #CONCEPT53 If the last combat unit defending a base (or non-combat if no combat units are present) is defeated, then all non-combat units are destroyed and, unless a $LINK<Perimeter defense=100004> is present, the population of a base is reduced by one. ^When there are no defenders a base may be captured by opposing factions or attacked by native lifeforms. Land bases may be captured by land combat units, while sea bases may be captured by sea combat units or land combat units with the Amphibious Pods ability. Air combat units which do not refuel (Gravships and Locusts of Chrion) may capture any undefended base, but those which do refuel (Needlejets and 'Copters) may not capture bases. A captured base passes into the control of the attacking faction. {Conquering a base} destroys a random number of the base's facilities (but never a secret project) and reduces the population of a base by one (if total population is one then the base is destroyed). The capturing unit is fully repaired (unless it is a Battle Ogre). ^ If a wild native lifeform enters an undefended base, it destroys one random facility, or devours one population then disappears. #CONCEPT54 Unity Pods provide random effects for the first faction that visits them. ^The of possible results are listed below are no particular order. ^ ^ {Survey Pod:} Creates a Nutrient, Mineral or Energy resource on the tile ^Resources are discovered only in non-fungus, non-sea tiles. ^The overall chance discovering a new resource is 50% (if possible). There is an additional 50% chance of producing another result as well. ^ $LINK<Monolith:=12> Creates a {Monolith} on the tile - Never occurs on sea tiles ^If found on fungus, removes fungus from beneath the tile ^ {Resupply Pod:} Free 25-200 $LINK<Energy Credits=46>. ^Bigger totals more likely at sea and later in the game. ^ {Cartographer/Sonar Pod}: Reveals all land/sea tiles within {5} squares. ^ {Materials pod:} Completes production of item at nearest base ^Never spawns when nearest item is a Secret Project. If hurried item is changed, bonus production is completely lost (no 50% reduction) ^ {Dimensional Gate} (Land)/ {Tidal Wave} (Sea): ^- Unit exploring is teleported to a random (sea-sea or land-land) square. Movement reset to maximum ^ {Technology Data Pod:} Free Technology ^Only level 1 technologies may be discovered in this way ^ {Commlink Data Pod:} Free commlink for a random faction. ^ {Hydrology Pod:} Taps an underground river, just like $LINK<Drill to aquifer=90015>. ^ {Hydroponics Pod:} Plants 1-5+ $LINK<Forests=90004> nearby. Replaces Fungus ^ {Sea Farming Pod:} Plants 1-7 $LINK<Kelp Farms=90020> nearby. Replaces Fungus ^ {Robot Agricultural Pod:} Creates 1-7 $LINK<Farms=90000> nearby ^ {Robot Mining Pod:} Creates 1-3+ $LINK<Mines=90002> (with $LINK<roads=90005>) nearby ^ {Robot Power Pod:} Creates 1-5 $LINK<Solar Collectors=90003> ^ Unit Section: ALL the units generated from pods are independent ^ (No $LINK<Support=130002> cost) ^ {Supply Pod:} Free $LINK<Unity Rover=30011> or $LINK<Unity Foil=30013>. ^If Synthetic Fossil Fuels have been discovered, you have a chance of discovering a $LINK<Unity Chopper=30012>. ^ Not a pod: Free $LINK<Battle Ogre -mkI=30016>, $LINK<mkII=30017> or $LINK<mkIII=30018>. ^The more advanced Battle Ogres can only spawn later in the game, and are more likely to be found on larger maps ^ Not a Pod: - Free $LINK<Alien artifact=30007> ^Movement of the artifact is 0 when discovered. ^ {Dimensional Rift} Creates a copy of the investigating unit ^$LINK<Monolith=12> status is not copied and is set to unvisited. ^ {Xenofungal Bloom:} Makes some fungus and (usually) spawns natives ^ Can spawn fungus in adjacent land/sea tiles. ^ Never occurs if within base radius ^ {Native infestation}:/{Swallowed whole} ^Spawns some natives: Swallowed whole spawns $LINK<Isle of the Deep=30009> ^Sea Pod: -1 movement, $LINK<Isle of the Deep=30009> always has native lifeform cargo ^Never occurs if pod is adjacent to base. ^ {Earthquake:} Raises terrain 2000-3000m ^Raised flat tiles can become rocky, adjacent terrain is raised to follow the $LINK<Altitude Rule=10021>. ^ Only occurs on land pods #CONCEPT55 Every turn a random event can occur. For detailed information about the mechanics behind random events see $LINK<Random Events (Advanced)=10022>. ^ Some events depend upon the presence of a base facility these are listed below: ^ $LINK<Children's Creche=100002> event (extra drone for 5 years if no creche, otherwise pop boosted to that base's current ability to handle based on current food production) ^ $LINK<Network Node=100008> event (if none, then lose all accumulated research credits in an overload, otherwise free tech) ^ $LINK<Energy Bank=100007> event (if none, then all mines in base radius destroyed; if one, then +50 $LINK<Credits=46>) ^ $LINK<Biology Lab=100009> event (planet blight if no lab, +1 nut in all base radius squares for 10 years if a lab) Planetblight Notes: Affects Pop/2 radius from infected bases, infection can spread to adjacent bases within range Effect: destroys all $LINK<farms=90000> and $LINK<forests=90004> within base radius ^ {Prometheus Virus} (if a $LINK<Research Hospital=100017> or $LINK<Nanohospital=100018> at that base, or if faction owns a medical Secret Project ($LINK<Human Genome Project=110070>, $LINK<Longevity Vaccine=110084> or $LINK<Clinical Immortality=110096>) nothing happens. Otherwise, 1/2 base population is killed. Radius of effect equals half base's population, and can spread to adjacent bases ^ ^ There is one event that depends upon your energy reserves: ^ {Energy Market Boom/Crash} (if have more than 1000 credits, lose 3/4 if more than 500 but less than 1000, and in 4th place or lower, reserves double) ^ ^ Many events modify resource output at a base for 10 years ^ {Bumper crops} (+1 nutrient per square for 10 years in that base) ^ {Famine} (-1 nutrient per square for 10 years in that base) ^ {Haze and Clouds} (-1 energy per square for 10 years in that base) ^ {Heat wave} (+1 energy per square for 10 years in that base) ^ {Industrial Boom} (+1 mineral per square for 10 years in that base) ^ {Industrial Collapse }(-1 mineral per square for 10 years in that base) ^ $LINK<eEnergy=46>, Mineral or Nutrient resources may be modified: ^ {Discovered new resource} Creates a resource on a square ^ {Resource peters out} Removes a resource on a square ^ Some events destroy nearby improvements of a type: ^ {Hail Storms} (all $LINK<Solar Collectors=90003> in base radius destroyed) ^ {Sea Beetles} (all $LINK<Kelp Farms=90020> in base radius destroyed) ^ {Tidal Wave} (all $LINK<Mining Platforms=90022> in base radius destroyed) ^ ^ The {Volcano Event} depends upon how close the base is to a volcano. ^If there is one nearby it {Erupts}, otherwise one is {Created} ^ {New Volcano Created} - Creates a volcano like the Mt Planet $LINK<Landmark=39>. ^Note: Volcano tiles are identical to those of Mt Planet (+1 energy and +1 mineral) ^ {Volcano erupts} - All terrain enhancements in volcano radius destroyed. ^"Dust clouds will reduce global energy production for next ten years" Gives -1 energy output for all factions in all squares. ^ ^ {Sunspots}: No direct communication allowed between factions for 20 years. ^Factions will not learn of minor atrocities committed against another faction. ^Minor atrocities do not count for eco-damage purposes. ^Cannot call planetary council. ^ Some events are very rare, they only occur 20% of the time (if selected 80% of the time nothing happens). ^ {Asteroid Strikes base} Base is destroyed - never happens to a $LINK<HQ=100001> (but may destroy HQ if targeting a nearby base). ^Only if faction is in top three. ^"Dust clouds will reduce global energy production for next ten years" - Gives -1 energy output for all factions in all squares. ^ {Asteroid strikes Nessus Prime:} $LINK<Mining Stations=100066> of all factions destroyed. ^ {Solar Storm/Flare}: ^All $LINK<Orbital Power Transmitters=100067> and $LINK<Defense Pods=100068> destroyed, but {triple energy} from all squares next turn). ^ Note that $LINK<Perihelion=10023> is not a random event, but occurs every game. #ADVCONCEPT0 When designing new units, bear in mind that units strong in three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>) will be vastly more expensive than units strong in only two areas (or one). The basic cost formula, to which there are several modifiers, is: ^ ^Cost = Weapon * (Armor + Speed) * 10 / (2 ^ (Reactor + 1)) ^ ^* Weapon value never less than 1/2 Armor value. ^* Non-combat units substitute "Equipment Cost" for Weapon value. ^* Cost is halved for units with Speed 1. ^* Cost is halved for sea units, and Armor is discounted 50%. ^* Cost quartered for combat air units. ^* Armor cost doubled for air units. ^* Cost +25% for each unit of $LINK<Special Ability=80008> cost. ^* Cost +10 minerals if both Weapon and Armor greater than 1. ^* Cost +10 minerals if Land unit's Weapon, Armor, Speed all greater than 1. ^* Minimum cost (Reactor*2 - Reactor/2)*10 unless all values are 1. #ADVCONCEPT1 The formula used to compute the energy lost to {Inefficiency} by a base is: ^ ^Inefficiency = (Energy * Distance / (64 - ((4 - Efficiency) * 8)) ^ ^Energy | Amount of energy produced by base this turn. ^Distance | Distance from $LINK<Headquarters=100001> base (16 if no HQ). ^Efficiency | Social Engineering $LINK<EFFICIENCY=130001> (+2 if $LINK<Children's Creche=100002>) ^ ^* If denominator reaches zero, ALL energy is lost to inefficiency. #ADVCONCEPT2 The ecological damage formula is complex: ^(1) For each base total the number of $LINK<Mines=90002>, $LINK<Solar Collectors=90003>, $LINK<Farms=90000>, $LINK<Soil Enrichers=90001>, $LINK<Roads=90005>, $LINK<Mag Tubes=90006>, $LINK<Condensers,=90012> $LINK<Mirrors=90013>, and $LINK<Boreholes=90014>. Items in squares which are actually being worked count double. ^(2) Add an extra +8 for each Borehole, +6 for each Mirror, and +4 for each Condenser. ^(3) Subtract 1 for each $LINK<Forest=90004>. ^(4) Halve if base has $LINK<Tree Farm=100013>, and Eliminate if also has $LINK<Hybrid Forest=100014>. ^(5) Divide this value by 8, and reduce by up to 16 plus # of previous damages. Set this number aside. ^(6) Take the number of minerals produced this turn (but not from Orbit) ^(7) If result from 5 was reduced by less than 16+#, reduce result 6 by remaining amount. ^(8) Divide minerals by 1 plus # of $LINK<Centauri Preserve=100031>, $LINK<Temple of Planet=100032>, $LINK<Nanoreplicator=100020>. ^(9) Sum the values of (5) and (8), and add +5 for each major $LINK<atrocity=8>. ^(10) If Alpha Prime is at perihelion (20 years out of every 80), double your value. ^ ^Ecology% = (ValueFromStep10) * Difficulty * Technologies * (3-PLANET) * LIFE / 300 ^ ^Difficulty = Normally 3, but 5 on two highest two difficulty levels. ^Technologies = Number of $LINK<technologies=140080> discovered ^PLANET = Social Engineering $LINK<PLANET=130007> value ^LIFE = Native life level (1-3) from Custom Start ^ ^See also $LINK<Ecology (Revised)=10015>. #ADVCONCEPT3 Commerce is computed base by base between factions with $LINK<Treaties=4> and $LINK<Pacts=3>, as follows: ^ ^(1) First, all bases for each faction are ranked from top to bottom by Energy output. ^(2) Bases are paired off from top to bottom. If one faction has extra bases, these are ignored. ^(3) For each pair of bases, sum the combined economic output and divide by 8, rounding up. ^(4) Double this value if a Global Trade Pact is in effect. ^(5) Now, for each individual base, the commerce formula is as follows: ^ (ValueFromStep4) * (CommerceTech+1) / (TotalCommerceTech+1) ^(6) CommerceTech is the total # of economic technologies discovered, plus faction & social bonuses. ^(7) TotalCommerceTech is the total # of economic technologies in the game. ^(8) Now, using the value from step 5, divide by 2 if no Pact (e.g. only a Treaty) ^(9) Add +1 if you are $LINK<Planetary Governor=28>. ^(10) Reduce to zero if sanctions are in effect against either faction. #ADVCONCEPT4 Your {Alpha Centauri Score} is computed as follows: ^ ^(1) 1 point for each citizen of each base. ^(2) If you have won a $LINK<Diplomatic=10005> or $LINK<Economic=10008> victory, score: ^ (a) 1 point for each citizen of a $LINK<Pact Brother's=3> base. ^ (b) 1/2 point for each citizen of any other faction's base. ^(3) 1 point for each citizen of a surrendered base. ^(4) 1 point for each unit of $LINK<commerce=29> your bases are receiving. ^(5) 1 point for each technology discovered. ^(6) 10 points for each $LINK<Transcendent Thought=140088> advance. ^(7) 25 points for each $LINK<Secret Project=110102>. ^(8) A $LINK<Victory=30> bonus if you have won the game. ^ ^The following depend upon game settings: ^(9) Native Life Settings (-25% if rare, +25% if abundant) ^(10) Iron Man (+100% if on) #ADVCONCEPT5 You may win the game diplomatically by convincing enough faction leaders to unite behind you as Supreme Leader of Planet. A 3/4 vote of the $LINK<Planetary Council=27> and the knowledge of $LINK<Mind/Machine Interface=140041> is required to secure such election. Only the leader of one of the two factions with the highest vote totals may stand for election as $LINK<Governor=28> or Supreme Leader. ^ When a Supreme Leader is elected, a faction leader may choose to defy the will of the Council and refuse to submit. In this case, the Supreme Leader must, with the help of loyal factions, conquer all defiant factions to achieve a Conquest victory. Because of the military power usually required to secure election as Supreme Leader, defying the will of the Council is generally fairly suicidal. Other factions will therefore usually only take this course if you have committed atrocities against them or grossly and repeatedly betrayed them. ^ If you win a Diplomatic Victory, you are awarded 1200 points minus 2 for every game turn elapsed. If Cooperative Victory is enabled and your $LINK<Pact Brother or Sister=3> is elected Supreme Leader, you are awarded half this total. ^ No leader can win a diplomatic victory so long as any Progenitor faction remains unconquered. #ADVCONCEPT6 You may win the game by conquest if you eliminate all remaining factions. Factions which surrender and "swear a pact to serve you" count as eliminated for this purpose. If Cooperative Victory is enabled, you need not eliminate any faction with whom you have signed a $LINK<Pact of Brotherhood=3>, though aside from surrendered AI factions no more than three factions may "win together" in this fashion. ^ For winning by Conquest, you are awarded 1000 points minus 2 for every game turn elapsed. If Cooperative Victory is enabled and more than one faction survives the game, the points are split between them based on relative population. #ADVCONCEPT7 The highest form of victory is the Ascent to Transcendence, the next step in the evolution of sentient life. In order to ascend, you must complete the secret project $LINK<Ascent to Transcendence=110102>, which can be started only after one faction has completed the $LINK<Voice of Planet=110101> project. ^ Players who ascend to transcendence are awarded 2000 points minus 2 for every game turn elapsed. If cooperative victory is enabled, all $LINK<Pact Brothers and Sisters=3> participate in the win, and points are split between all winning factions based on relative population. #ADVCONCEPT8 You may win an Economic Victory by cornering the Global Energy Market. You must have discovered $LINK<Planetary Economics=140061> in order to pursue such a plan. ^ Cornering the Global Energy Market will require a sum of $LINK<Energy Credits=46> roughly equal to the cost to "mind control" every remaining base on Planet. When you are ready to make such an attempt, select "Corner Global Energy Market" from the HQ Menu. ^ When a faction attempts to corner the Global Energy Market, all other factions will be given an allotted period of time in which they can capture or destroy the cornering faction's $LINK<Headquarters=100001> and thereby foil the plan. ^ For Economic Victory, you are awarded 1200 points minus 2 for every game turn elapsed. If Cooperative Victory is enabled, $LINK<Pact Brothers and Sisters=3> of the winning faction receive half the bonus points. #ADVCONCEPT9 You win a Scenario Victory if you successfully complete the goals of a Scenario. Your score will depend on the specific scenario rules. ^ You cannot win a Scenario Victory if you are playing a standard game. #ADVCONCEPT10 You may retire as faction leader at any time by selecting "Retire" from the Game Menu. This ends the game and computes your $LINK<Alpha Centauri Score=10004>. ^ You must also retire if you reach the mandatory retirement year for your game or scenario. In standard games, the mandatory retirement year is M.Y. 2600 for Citizen, Specialist, and Talent levels, and M.Y. 2500 for Librarian, Thinker, and Transcend levels. ^ You will be warned 20 years before you reach mandatory retirement. #ADVCONCEPT11 The formula used to compute a faction's $LINK<Might=32> is as follows: ^ ^4 points for each point of population ^4 points for each $LINK<Transcendent Thought=140088> ^?? points for each $LINK<Tech=140062> (sum of Explore, Discover, Build, Conquer values) ^10 points for each $LINK<Secret Project=110102> ^ ^For each non-combat unit, add Cost/40 (technically MineralRows/4) ^For each psi unit, add Cost/20 (MineralRows/2) ^For each planet buster, add Cost/10 (MineralRows) ^For combat units, add Cost/10 in ratio of weapon strength to best ^ weapon of any unit currently in the game. ^ ^So a 2-1-2 unit is only worth half value if "4" weapons are the best available. #ADVCONCEPT12 Several factors contribute to the number of $LINK<drones=36> found at a base before $LINK<police=130005>, $LINK<facilities=100029>, $LINK<psych=38>, and $LINK<secret projects=110102> are taken into account: ^ (1) Difficulty Level: at the lowest difficulty level, every citizen after the first six is a drone. For each increase in difficulty level, an additional drone is added, so at the highest level every citizen after the first one is a drone. ^ (2) Bureaucracy: depending on your $LINK<EFFICIENCY=130001> and your difficulty level, you will receive additional drones when your {number of bases} exceeds a certain number. See $LINK<BUREAUCRACY=10013>. ^ (3) Disloyal Citizenry: for approximately 50 turns after you capture an enemy base, you will receive extra drones while you assimilate the enemy citizens. The basic rate is 5 drones minus one for each 10 turns elapsed, but the number may never exceed: ^^(BaseSize + Difficulty - 2)/4 ^ (4) Faction Power: Some factions receive additional drones or talents. For instance, the University receives an extra drone for every 4 citizens (rounded down), while the Peacekeepers receive an extra $LINK<Talent=37> for every 4 citizens, rounded up. ^ (5) $LINK<POLICE=130005>: If your Social Engineering POLICE rating for a base is at -3 or less, drones will be created for each supported military unit away from territory OR aircraft-based chassis without the $LINK<Air Superiority=80005> ability (location does not matter). However these drones may not be quelled directly through the use of $LINK<PSYCH=38>, nor drone-reducing facilities (excluding a $LINK<Punishment Sphere=100023>). Only $LINK<Talents=37>, or a secret project may prevent a drone riot from pacifism. #ADVCONCEPT13 {Bureaucracy} is the addition of extra Drones because a faction has exceeded a certain number of bases. The bureaucracy formula works as follows: ^ BaseLimit = (8 - Difficulty) * (4 + Efficiency) * MapRoot / 2 ^ Where: ^Difficulty = Player's difficulty level (0 - 5) ^Efficiency = Social Engineering $LINK<Efficiency=130001> rating. ^(Negative efficiency ratings are treated as 0 for bureaucracy purposes) ^ ^MapRoot = Sq. Root of # Map Squares / Sq. Root of 3200. ^ ^Note: BaseLimit is unaffected by $LINK<Children's Creche=100002>. ^ {COMMON MAPROOTS} Tiny = 0.6, Small = 0.8, Standard = 1, Large ~ 1.1, Huge 1.6 ^For each base a faction builds in excess of this number, one additional drone will appear at some base somewhere in the colony. ^Efficiency Defaults, for Efficiency = 0 ^Librarian, standard 10 bases, Transcend 6 bases ^Librarian, huge 16 bases, Transcend, 9 bases #CONCEPT47 The {Progenitors} are a highly advanced race of starfaring creatures, whose technological sophistication is evident in the $LINK<artifacts=13> and $LINK<monoliths=12> they left behind on Planet. Research into these structures, or direct contact with the Progenitors should they return, can yield new technologies, weapons, and base facilities. ^ In recent millennia, the Progenitors have split into two warring camps: the $LINK<Manifold Caretakers=150006> and the $LINK<Manifold Usurpers=150007>. These factions conflict over the uses of the $LINK<Manifolds=49>, which include Planet. The Caretakers wish to leave the Manifolds in their original, pristine state, while the Usurpers wish to initiate and control an $LINK<Ascent to Transcendence=10007>. If either faction is successful in their quest, it most likely means an end to humanity's presence on Planet. #CONCEPT48 The $LINK<Progenitors=47> have evolved complex biological systems that can sense fields imperceptible to humans, including at least electrical and magnetic fields. The collective term for this sensitivity is {resonance}, and permeates all Progenitor communication, art, and culture. The sensitivity also confers valuable combat bonuses to Progenitor forces. With a great deal of training and mechanical aid, humans can learn to sense and utilize this resonance as well. #CONCEPT49 Eons ago, the ancient $LINK<Progenitors=47> constructed six Planetary {Manifolds}, which they intended as massive experiments into sentience on a gigantic scale. One of the Manifolds, in the Tau Ceti system, achieved an early sentience, gaining the ability to project undreamed-of power across the galaxy. The "Flowering", as this event was called, engulfed numerous star systems and plunged Progenitor culture into a dark age from which it has not fully recovered. In the ensuing millennia of chaos and fragmentation, the locations of the Six Manifolds were lost. #CONCEPT50 $LINK<Progenitor=47> factions do not engage in $LINK<commerce=29> with humans. However, their experience with recycling does provide them with an {Energy Grid} at each base. Each Progenitor base facility is connected to this grid; every two base facilities generate one energy added to the base total, rounded up. Every two $LINK<Secret Projects=110102> generate five energy added to the base total. ^ $LINK<Nerve Stapling=8> causes widespread disaffection among Progenitor citizens, resulting in the shutdown of the Grid for a limited time. #ADVCONCEPT14 The two $LINK<Progenitor=47> factions can achieve victory by calling in reinforcements from their respective homeworlds. To broadcast the hidden location of the $LINK<Manifold=49> to their leaders offworld, either Progenitor faction can construct a {Resonance Communicator}. The Communicator consists of six $LINK<Subspace Generators=100040>, which must be built in bases of size ten or greater. ^ Players who build the Resonance Communicator are awarded 2000 points minus 2 for every game turn elapsed. No cooperative victory is possible for this victory condition; if either Progenitor faction succeeds in the completion of such a Communicator, it heralds the end of human habitation on Planet. #ADVCONCEPT15 {The Revised Eco-Formula}: ^Each time you 'build' (not acquire) a $LINK<Tree Farm=100013>, a $LINK<Hybrid Forest=100014>, a $LINK<Centauri Preserve=100031> or a $LINK<Temple of Planet=100032>, the number of minerals you can produce before {eco-damage} begins at all increases by one. The effect is not limited to the base in which you build the facility. It applies for every base in your faction! ^ ^The effect is {permanent}. You can sell these facilities, have them captured, destroyed etc., but the number of '{clean minerals}' each of your bases can produce never goes down. You can even rebuild the facilities you just sold and the number of 'clean minerals' still increases. ^ ^The effect only begins after your faction (not others) experiences its first fungal bloom. Neither the number of techs, the $LINK<PLANET=130007> rating nor the construction of $LINK<Nanoreplicators=100020>, $LINK<the Pholus Mutagen=110086> or $LINK<the Singularity Inductor=110098> have any effect on the number of 'clean minerals'. Instead, these affect the degree of eco-damage when present. However, eco-damage is not present at all until the combination of terraforming damage and mineral production in a base exceeds the 'clean mineral' limit of a faction. Eco-damage increases from this point for each mineral produced over the limit. ^ ^$LINK<Atrocities=8> usually reduce the 'clean mineral' limit. ^ ^{Eco-Damage} = (DamageFactor * Perihelion * Techs * Life * Difficulty * Planet) / 300 ^{Planet} = PLANET Social Engineering -3, to a minimum of 1. ^{Difficulty} = 3 on Librarian and lower, 5 on Thinker and Transcend ^{Life} = 1, 2 or 3 for Rare, Normal or Abundant native life ^{Techs} = # of techs discovered by your faction ^{Perihelion} = 1 or 2 depending on whether Alpha Centauri is in perihelion ^ ^{DamageFactor} = Int ((Terraforming - Cleanmins1) + ((Minerals - Cleanmins2 + 5 * Atrocities) / (1 + Goodfacs))) ^{Terraforming} = ((2*# worked (not crawled) improvements other than kelp farms) + (# of unworked improvements) + 8 * Boreholes + 6 * Echelon Mirrors + 4 * Condensers +1 if a Seabase - # of Forests) / 8 ^Divide by 2 for presence of a Tree Farm and reduce to 0 for presence of a Hybrid Forest. ^ ^$LINK<Improvements=90006> include Roads, Mag Tubes, Farms, Mines, Solar Collectors, Soil Enrichers, Boreholes, Echelon Mirrors, Kelp Farms, Tidal Harnesses, Offshore Platforms and Condensers. ^{Cleanmins} = 16 + # Fungal Blooms + # Tree Farms, Hybrid Forests, Centauri Preserves and Temples of Planet constructed by your faction since the first Fungal Bloom. ^{Cleanmins1} = Cleanmins or Terraforming, whichever is less. If Terraforming is negative, Cleanmins1 = 0. ^{Cleanmins2} = Cleanmins - Cleanmins1. ^ ^{Minerals} = Total minerals produced by this base after multiplying by facilities - total minerals received by this base from orbit. ^ ^{Goodfacs} = 1 each for the presence of Centauri Preserve, Temple of Planet and Nanoreplicator in this base, + 1 each for possessing the Pholus Mutagen and Singularity Inductor. ^ ^{Atrocities} = Number of Major Atrocities committed by your faction. These include the use of $LINK<Planet Busters=60016> or $LINK<Tectonic Missiles=60024>, but do not include the use of $LINK<Fungal Payloads=60025>. Any atrocities after lifting the U.N.-charter do not count. #ADVCONCEPT16 {Self-Destruction damage} is dealt to all enemy units in surrounding squares. ^ {a 3x3 grid centered at the unit} ^ Self-Destruct damage = FLOOR[weapon*reactor class/2] ^ Damage is limited to 1/2 *{reactor} value ^ (i.e weapon >10 deal no additional damage) ^ Non-Combat modules have a weapon value of 1 ^ Units within a base are {immune} to self-destruct damage ^ Armour of defender, current hp of self-destructor have no effect #ADVCONCEPT17 ^{Battle Upgrades.} *(SE) =Social Engineering ^When a unit wins a battle, there is a certain chance this unit will receive a {morale} upgrade of one level. The probability of such a battle upgrade seems to differ depending on the current morale of the unit. An educated guess as to the odds of an upgrade are listed as follows: ^ 100% for very green* and green units (CONFIRMED) ^50% for disciplined units ^1/3 for hardened units ^25% for veteran units ^20% for commando units ^ *Special situation for very green units. Under -3 & -4 $LINK<SE MORALE=130004> newly built units in bases without any morale enhancing facilities will at first not receive any morale upgrades from battle. This is probably because the game takes into account virtual morale levels under Very Green. For example under –3 SE Morale units receive minus 2 morale levels, which basically makes new trained units Very VERY Green. Therefore they first need to win two battles to become green. Likewise under -4 SE Morale units will only upgrade to green after winning their third battle ^ $LINK<Drone Riots=9> ^A unit homed to a base under drone riots gets a (-) morale modifier. ^The effects of this modifier differ depending upon SE MORALE setting: (This is a {Bug}) ^-3 SE Morale: Units homed to a crecheless base get a 25% combat bonus. Units homed to a creche base get a 12.5% bonus. ^-2 or -1 SE Morale: Units homed to a crecheless base get a 12.5% attack bonus. Units homed to a creche base get no bonus. ^0 SE Morale: No effect ^1 or >1 SE Morale: -12.5% combat bonus (as expected) ^ $LINK<Children's Creche=100002> A Children’s Creche (CC) has a two effects on morale. On the one side it gives a morale bonus to units, built in a base with a CC, of a faction running a negative SE Morale. This bonus counts on every location. On the other side a Children’s Creche gives a battle bonus to units on the base square of a base with a CC. This is (supposed to be) represented in the form of (+)’s. Unfortunately the (+)’s are in some cases a bad indication of the actual battle modifiers given. ^(Both of these effects are {Bugged}) ^ For any unit built in a base with Children’s Creche, regardless of location: 0 SE Morale or higher: no difference. ^-3 to -1 SE Morale: +1 morale level ^-4 SE Morale: +2 morale levels ^ For units on a base square, with the base having a Children’s Creche: ^When the unit is defending: ^ 0 SE Morale or higher: +12.5% (+) battle bonus ^-1 & -2 SE Morale or higher: +25% (++) battle bonus ^-3 SE Morale: +37.5% (+++) battle bonus ^-4 SE Morale: +50% (++++) battle bonus ^ The total defense bonus (the sum of the morale level bonus and the (+) bonuses) is capped off at +50%. ^ When the unit is attacking: ^ +4 SE Morale: -37% battle penalty ^+3 SE Morale: -25% battle penalty ^+2 SE Morale: -12.5% battle penalty ^+1 SE Morale: no difference ^0 SE Morale: +12.5% battle bonus ^-1 SE Morale: +25% battle bonus ^-2 SE Morale: +25% battle bonus ^-3 SE Morale: +37.5% battle bonus ^-4 SE Morale: +50% battle bonus ^ For attacks from a Children's Creche base there is {no limit at all} for the battle bonus. ^This could potentially give a +100% attacking Combat bonus to an elite unit under -4SE Morale #ADVCONCEPT18 {Base Facility} Hurry Cost = 2 * M ^Doubled if the number of minerals in the production box is less than 10. ^ {Secret Project} Hurry Cost = 4 * M ^Doubled if the number of minerals in the production box is less than 4 {mineral rows.} ^ {Unit} Full Hurry Cost = ROUND DOWN(M * (2 + M / 20) ) ^{Partial} Hurry Cost = ROUND UP(Hurried Minerals * Full Hurry Cost/M) ^Doubled if the number of minerals in the production box is less than 10. ^ {M}: Number of Minerals needed to complete the item. ^{mineral row}: One mineral row = 10 * $LINK<INDUSTRY modifier=130009> minerals #ADVCONCEPT19 Obsolete units may be upgraded to keep track with newer designs while retaining their $LINK<morale=11>. However, upgrading will cost you $LINK<energy=46>. ^If all units of a design are upgraded via the design workshop no movement points are lost for any of them, however if any unit is individually upgraded it requires that the unit has not used any movement points for the turn, then the upgrade will use all movement of the unit. ^ {Upgrade Cost} = (WeaponRise + ArmorRise + NewRowsCost) * 10 ^Cost is halved and rounded down to the nearest multiple of 10 ^if you control $LINK<The Nano Factory=110092> secret project. ^ ^{NewRowsCost}: Number of $LINK<Mineral=42> 'rows' required . ^ (one row = 10 minerals at 0 $LINK<INDUSTRY=130009>.) ^{WeaponRise}: Change in weapon cost if raised, otherwise 0. ^{ArmorRise}: Change in armor cost if raised, otherwise 0. ^ The costs of all weapons and armors where applicable, is equal to their strength except for those listed below: ^$LINK<String Disruptor=60014> - 30, costs 40 (+10) ^$LINK<Resonance Bolt=60013> - 12r, costs 16 (+4) ^$LINK<Pulse 8 Armor=70012> - 8p, costs 11 (+3) ^$LINK<Resonance 8 Armor=70013> - 8r, costs 11 (+3) ^$LINK<Resonance Laser=60012> - 6r, costs 8 (+2) ^$LINK<Pulse 3 Armor=70010> - 3p, costs 5 (+2) ^$LINK<Resonance 3 Armor=70011> - 3r, costs 5 (+2) ^ When upgrading the following cannot be changed: ^- Chassis. ^- The $LINK<Air Superiority=80005> special ability (If Aircraft chassis). ^- $LINK<Heavy Artillery=80015> special ability. ^- Equipment (Between any module or weapon & vice-versa). ^Also Note: Weapon or armor costs may not be downgraded. ^However, reactor type can be downgraded. ^ The cost is NOT related to $LINK<INDUSTRY=130009> setting, you alway pay 10ec for each row you new unit costs. ^It is not related to the number of special abilities on the new design or the old. #ADVCONCEPT20 Units $LINK<repair=22> at least 10% of their damage each turn, additively increased as follows: ^ ^ +10% if in friendly territory. ^ +10% if in a base. ^ +10% if air unit in $LINK<Airbase=90008>. ^ +10% if land unit in $LINK<Bunker=90007>. ^ +10% if in $LINK<fungus=90011>.* ^Note: Units may only heal to 80% unless they are in a base. ^*Fungus bonus for natives only, unless you control ^$LINK<The Xenoempathy Dome=110078>. ^ Some facilities can fully repair units over one turn: ^ ^ $LINK<Command Center=100027> - Land only. ^ $LINK<Naval Yard=100028> - Naval only. ^ $LINK<Aerospace Complex=100028> - Air only. ^ $LINK<Biology Lab=100009> - Native only. ^ $LINK<The Nano Factory=110092> allows the controller to heal units to 100% over one turn anywhere on Planet. ^ Visiting a $LINK<Monolith=12> instantly heals to 100% ^ Any of the Battle Ogres, $LINK<MkI=30016>, $LINK<MkII=30017> and $LINK<MkIII=30018> may not be repaired under any circumstance. ^ For more information see: $LINK<Damage and Repair=22>. #ADVCONCEPT21 The {maximum $LINK<altitude=2> difference} between any two {adjacent} squares is one 1000m band. ^ For example a square at 1000-1999m may be adjacent to any square between 1-2999m. ^ If one square changes altitude through terraforming ALL other squares will be instantly adjusted to preserve this rule. ^ If global warming/cooling would cause a square to violate this rule, that square will instantly be adjusted by $LINK<raising=90016> or $LINK<lowering=90017> it by 1000m to preserve the altitude rule. ^ This can cause a square to be 'washed' of improvements, units or even a base. It can also cause a 'raised' tile to actually lose altitude or a 'lowered' one to gain altitude. #ADVCONCEPT22 The Mechanics of how $LINK<random events=55> occur is described below: ^Firstly, random events must be enabled (by default they are on) ^ No Random Event occurs before Turn {75 – (DIFF x 10)} where Citizen is 0 DIFF and Transcend is 5 ^ Each turn the game randomly picks a number between 1 and 100 (If no base exists– in built sequencing numbering order – there is no event) ^ If the base is less than size 4, or it is the only base of it's faction, or it is already under a random event time line (e.g. minerals boom for 10 years) – then there is no event ^ Some random events chosen will naturally have no effect, so no event is shown that turn (e.g. Asteroid strikes Nessus Prime - no effect if there are no $LINK<Mining Stations=100066>) ^ If a really good event would occur while that faction is in the top 3 in $LINK<Might=32> (or a bad one while in the bottom 3 of Might) there is no event. #ADVCONCEPT23 {Perihelion} is a standard $LINK<event=55> that occurs regularly and strengthens {Planet} by giving wild native lifeforms +1 Lifecycle and doubling $LINK<eco-damage=10015> causing more native attacks. ^ Each Perihelion lasts for 20 years. It first occurs at 2190, and every 80 years after that. #ADVCONCEPT24 There is a small chance whenever a land or sea unit is moved into an unoccupied $LINK<fungus=14> square that is not adjacent to a $LINK<Sensor Array=90009> or base that the fungus will 'spawn' a {wild native lifeform}. ^This can be used to "Hunt for natives" by repeatedly entering unoccupied fungus tiles. ^Sensor arrays can be defensively placed to prevent an unwanted 'discovery'. ^ ^When attacking wild lifeforms some special bonuses apply: ^ ^If successful the 'husks' can be harvested for their planetpearls at a bonus of 10ec per $LINK<Life Cycle=11> level (starting at 10 for hatchling) ^Any psi damage received will be spread (at 100%) to all of the same type of native in the tile ^Destroying any one native kills all of the rest too (and gives appropriate planetpearl bonuses) ^$LINK<locusts of chirion=30010> are a special case to the above two rules, and each one must be damaged separately ^ ^Some wild lifeforms may be captured if your faction possess a positive $LINK<PLANET=130007> rating, if you control too many natives of any type (regardless of how they were acquired) you will be unable to capture any more until either you lose control of some or you increase your PLANET rating further. ^ ^Some approximate values for the odds to discover a native unit per square are given below: ^ Normal land fungus = 1/3 ^ Fungus + river = 1/9 ^ Fungus + $LINK<road=90005> = 1/27 ^ Fungus within one square of sensor radius, base radius = 0 ^ Fungus + $LINK<Mag Tube = 90006> = 0 ^It is thought that Sea fungus squares have lower odds than land fungus ^ ^Note that natives and a faction with the $LINK<Xenoempathy dome=110078> treat use fungus road odds. ^ ^Native lifeforms do not suffer from {hasty} penalties. ^Wild native lifeforms will not usually attack natives owned by $LINK<factions=150001>. # ; This line must remain at end of file