Difference between revisions of "The Maritime Control Center"

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{{projectinfobox|cost=30|maintenance=0|preq=DocInit|effect=Naval Movement +2; Naval Bases|ai-fight=1|ai-mil=1|ai-tech=0|ai-infra=0|ai-colonize=0,}}
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{{projectinfobox|logo=[[File:The Maritime Control Center.png|215px]]|cost=30|maintenance=0|preq=DocInit|effect=Naval Movement +2; Naval Bases|ai-fight=1|ai-mil=1|ai-tech=0|ai-infra=0|ai-colonize=0|quote=It is altogether fitting that we who have sailed the deeps of<br />
Increases the movement rate of all naval units by two (including [[Isles of the Deep]] and [[Sealurks]]). ^Counts as a [[Naval Yard]] at every one of your bases.  
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space now return again to the sea. This is in many ways a water<br />
 
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planet, and it can be ruled from the waves. With sea power, rugged<br />
[[Category:Secret Projects]]
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terrain can be bypassed and enemy strongholds isolated. Once<br />
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naval superiority is achieved, Planet is ours for the taking.<br />
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<br />
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:::—Colonel Corazon Santiago,<br />
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::: “Planet: A Survivalist’s Guide”}}
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Increases the movement rate of all naval units by two (including [[Isles of the Deep]] and [[Sealurk]]s). Counts as a [[Naval Yard]] at every one of your bases.

Latest revision as of 05:33, 26 April 2013

The Maritime Control Center
The Maritime Control Center.png
Naval Movement +2; Naval Bases
Mineral rows 30
Maintenance 0
Requires Doctrine: Initiative
AI priorities
Fight: 1, Mil: 1, Tech: 0, Build: 0, Colonize: 0
It is altogether fitting that we who have sailed the deeps of

space now return again to the sea. This is in many ways a water
planet, and it can be ruled from the waves. With sea power, rugged
terrain can be bypassed and enemy strongholds isolated. Once
naval superiority is achieved, Planet is ours for the taking.

—Colonel Corazon Santiago,
“Planet: A Survivalist’s Guide”

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