Helpx.txt
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To update, copy everything below this sentence and replace your helpx.txt with it. You will also want conceptsx.txt for the full updated datalinks.
; ; Help ; ; <Begin of text> ; Expanded HELPX.TXT version 1.01 ; #CHASSISDESC0-8, #WEAPONDESC0-11, 14-21, 23, #HELPTERRALAND12, ; #HELPPROJ2-3, 8, 10, #UNITDESC8-10, 14-15, ; #HELPFAC10, 20, 27-29, 35, #REACTORDESC, #ABILDESC4-5 ; Rubin 2003 ; ; GooglyBoogly changes 2008 v1.0 - 1.2 ; #ABILDESC5 scramble for needlejets only, added air -50% vs ground penalty, air drop protection, clarified +100% bonus ability and added ground-sea combat quirk ; #ABILDESC9 prevents disengagement too ; #ABILDESC14 Trained upgrade discrepancy to high morale log ; #ABILDESC22 doesn't work if police are not allowed ; #ABILDESC24 added morale link, noted bonus non-native ; #ABILDESC26 noted cargo capture ; #ABILDESC20 can be used against other race without repercussions, only eco damage ; #CHASSISDESC1 added disengagement link ; #CHASSISDESC5 needlejet may only attack once per turn ; #HELPEFFECT4 +Def only if in base ; #HELPEFFECT0 Econ 3 gives +2 energy/base as well, econ 4 gives another +2/base So Econ3,4 actually = econ 4/5 ; #HELPEFFECT8 noted that PROBE only protects against subversion, not probe team attacks in general, also added rollover bug ; #HELPEFFECT9 Industry >+5 has no further bonus ; #HELPFAC2 noted bugged combat bonus ; #HELPFAC4,5 mentioned increases to 1, not by 1. Does not apply vs Psi Attacks ; #HELPFAC4 noted protection from pop loss due to last defender destroyed ; #HELPFAC8 network nodes can only study a single artifact ; #HELPFAC9 noted random event bonus, noted native repair ; #HELPFAC11 noted Rec Commons Prereq ; #HELPFAC13 noted clean limit, and stated forest boost ; #HELPFAC14 noted tree farm prereq, clean limit, and stated forest boost ; #HELPFAC16 noted fusion lab prereq ; #HELPFAC18 requires research hospital ; #HELPFAC20 mentioned robotic assembly plant prereq and added link to eco damage ; #HELPFAC24 hab complex gives +7 cap, ; #HELPFAC25 mentioned 127 pop cap ; #HELPFAC26 pressure dome doesn't stack with recycling tanks ; #HELPFAC28 naval yard Does not apply against Psi Attacks ; #HELPFAC29 mentioned drop pod protection, added drop pod link, Does not apply against Psi Attacks ; #HELPFAC31, 32 mentioned additional clean limit,added link to eco damage, prereq centauri preserve ; #HELPFAC69, noted Stockpile energy Bug ; #HELPPROJ2 added formers link ; #HELPPROJ7 when completed, immediately grows small bases to 3 ; #HELPPROJ8 treats fungus movement like natives, not roads (get bonus from normal tile-fungus, unlike road) ; #HELPPROJ10 helps sealurks too ; #HELPPROJ29 +50%mins/base, not +2 ; #HELPPROJ33 changed display order from: N E M to N M E to match game ; #HELPTERRALAND4 added forest defensive bonus, noted non-rocky expansion, noted increase road terraform time ; #HELPTERRALAND5 noted Centauri Empathy prereq for road fungus construction ; #HELPTERRALAND6 noted Centauri Psi prereq for mag tube fungus construction ; #HELPTERRALAND7 noted collateral damage prevention, and lack of self-destruction protection noted Centauro psi prereq for fungus ; #HELPTERRALAND8 noted Centauri Psi prereq for airbase fungus construction ; #HELPTERRALAND9 Fixed display glitch ; #HELPTERRALAND14 Any rivers flowing into a borehole will go down the hole. (DilithiumDad) ; #HELPTERRALAND15 adjacent rivers not allowed, bug report added (MoSe) ; #;MAKEFUNGUS noted that resource bonuses/improvements don't do anything in fungus (ex borehole) ; #;MINE noted nutrient reduction ; #HELPTERRASEA0 noted that kelp grows too, and can also drive out fungus ; #HELPTERRALAND9 updated sensor array to cover bonuses within and without territory ; #HELPTERRALAND12 updated condenser to list nutrient restriction lifting feature ; #HELPTERRALAND18 noted use for allowing base placement ; #UNITDESC1 noted terraform level under formers ability. Will always enter fungus -Credit: vyeh : <- Cannot find datalinks access for sea former info, added it to #UNITDESC1 - but Link DOES NOT WORK ; #UNITDESC4 noted that sea formers can raise/lower terrain too ; #UNITDESC5 facility and SP bonuses apply ; #UNITDESC6 noted ZOC immunity, only single unit or base added bug report ; #UNITDESC7 added risk of vanishing from pop-popping ; #UNITDESC8,9,10,14,15,17 noted native combat reduction early game ; #WEAPONDESC12,13 noted weapon info to match other weapons ; #WEAPONDESC14 noted attack factor ; #WEAPONDESC15 added "or air" ; #WEAPONDESC17 Colony module costs 1 pop too, disbanding option listed ; #WEAPONDESC20 module is clean, facility and SP bonuses apply ; #WEAPONDESC21 module is clean, noted ZOC immunity, only single unit or base ; ; GooglyBoogly changes 2008 v1.3 ; #;AQUIFER 15 spelling update aquifer, not aquifier ; #HELPTERRALAND5,6 listed terraform modifiers and added links ; #;RAISE 16, LOWER 17 Mentioned the altitude rule and added link ; #HELPFAC2 noted random event bonus and added link ; #HELPFAC7 noted random event bonus and added link ; #HELPFAC8 noted random event bonus and added link ; #HELPFAC17 added random event link ; #HELPFAC18 added random event link ; #HELPPROJ0 added random event link ; #HELPPROJ11 removed unnecessary technology link (was linked to adv eco engineering) ; #HELPPROJ14 added random event link ; #HELPPROJ26 added random event link ; #HELPFAC66 noted vulnerability to random event ; #HELPFAC67 noted vulnerability to random event ; #HELPFAC68 noted vulnerability to random event and offensive use ; #HELPTERRALAND14 unaffected by fungus ; #WEAPONDESC17 replaced city with base ; ; scient changes 2010/2011 ; #HELPEFFECT8 -> removed bug report (fixed) ; #ABILDESC4 -> removed bug report (fixed) ; #ABILDESC21 -> removed bug report (fixed) ; #CHASSISDESC5 -> removed new line which caused some of text to get cut off ; #ARMORDESC0-9 -> patched exe to allow for individual armor entries (0-8), add info from flavor.txt (0-9) ; #REACTORDESC1-4 -> patched exe to allow for individual reactor entires, add info from flavor.txt ; #ABILDESC0-22 -> add info from flavor.txt except for #ABILDESC12 (Polymorphic Encryption has no info) ; #UNITDESC4 -> patched exe so entry is displayed and can be linked to (no changes to help/x.txt) ; ; 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. ; Noted that Probe Teams and the Probe equipment module allows freeing of captured faction leaders. ; ; ete changes 2012 ; Fixing more spellings/grammar issues/standardization issues. ; Adding links (psi combat) ; Fixed planetary transit system instagrowth (I think). Bases without nutrients seem to not grow all the way to size 3. ; Added movement bonus to the cloudbase academy. ; ; In progress: ; Removed “you” and other direct references to the reader. ; ; Uploaded to wiki for edit history tracking, see http://alphacentauri2.info/mediawiki/index.php?title=Helpx.txt&action=history for changelog ; This version was last updated: {{REVISIONYEAR}} / {{REVISIONMONTH}} / {{REVISIONDAY}} ; ; <End of text> #HELPCATS Concepts Reactors Weapons Armor Chassis Facilities Social Abilities Tech Vehicles Projects Factions Citizens Terraform #HELPTECHS #xs 600 #caption Select Technology #HELPTECH #xs 440 #caption Technology: $STR0 ^$STR0 ^ #TECHHECK ^Formers can improve fungus squares. ^Fungus movement restrictions eased. ^Roads can be built in fungus squares. ^Units can be designed with two special abilities. ^Nutrient restrictions lifted; can produce 3+ nutrients/square. ^Mineral restrictions lifted; can produce 3+ minerals/square. ^Energy restrictions lifted; can produce 3+ energy/square. ^Secrets: First faction to discover gains free tech. ^Increases Probe Team base morale. ^Increases COMMERCE income from Treaties and Pacts. ^Entire planetary map is revealed. ^Genetic Warfare atrocity can be committed by probe teams. ^Increases ENERGY production in fungus squares. ^Increases MINERALS production in fungus squares. ^Increases NUTRIENT production in fungus squares. ^Units with drop pods may make orbital insertions. ^+1 Mineral bonus for all Mining Platforms. ^Economic Victory allowed. ^Diplomatic Victory allowed. ^Formers can execute the "$TERRAFORM0" order. #CITIZENHECK ^Commerce bonus for base. ^Production bonus for base. ^Psi Defense bonus for base. ^Morale bonus for base. ^Unit support bonus for base. ^Efficiency bonus for base. ^Aliens bonus for base. #HELPWEAPONS #xs 440 #caption Select Weapon Type #HELPWEAPON #xs 440 #caption Weapon: $STR0 ^ ^FIREPOWER: $NUM0 ^COST: $NUM1 ^ ^PREREQUISITE: $LINK<$STR2=$NUM2> #HELPWEAPON2 #xs 440 #caption Weapon: $STR0 ^ ^FIREPOWER: $NUM0 ^ ^PREREQUISITE: $LINK<$STR2=$NUM2> #HELPDEFENSES #xs 440 #caption Select Defense Type #HELPDEFENSE #xs 440 #caption Defense: $STR0 ^ ^STRENGTH: $NUM0 ^ ^PREREQUISITE: $LINK<$STR2=$NUM2> #HELPDEFENSE2 #xs 440 #caption Defense: $STR0 ^ ^STRENGTH: $STR1 ^ ^PREREQUISITE: $LINK<$STR2=$NUM2> #HELPREACTOR #xs 440 #caption Defense: $STR0 ^ ^POWER: $NUM0 ^PREREQUISITE: $LINK<$STR1=$NUM1> #HELPCHASSIS2 #xs 440 #caption Select Chassis Type #HELPCHASSIS #xs 440 #caption Chassis: $STR0 ^ ^MOVEMENT RATE: $STR1 $NUM0 ^ ^PREREQUISITE: $LINK<$STR2=$NUM3> #HELPCROPS #xs 440 #caption List of Crop Types #HELPFACS #xs 440 #caption Select Facility Type #HELPFAC #xs 440 #caption Base Facility: $STR0 ^ ^COST: $NUM0 ^MAINTENANCE: $NUM1 ^ ^PREREQUISITE: $LINK<$STR1=$NUM2> #HELPFACFREE #xs 440 #caption Base Facility: $STR0 ^ ^COST: $NUM0 ^MAINTENANCE: $NUM1 ^ ^PREQ: $LINK<$STR1=$NUM2> ^FREE TO NEW BASES: $LINK<$STR2=$NUM3> ^ #HELPPROJS #xs 440 #caption Select Secret Project #HELPPROJ #xs 440 #caption Secret Project: $STR0 ^ ^COST: $NUM0 ^ ^PREQ: $LINK<$STR1=$NUM2> ^ #HELPUNIT #xs 440 #caption Unit Type: $STR0 ^ATTACK: {$STR2} ^DEFENSE: {$STR3} ^MOVES: {$NUM1} ^COST: {$NUM0} ^ ^PREREQUISITE: $LINK<$STR1=$NUM2> #HELPUNITS #xs 400 #caption Select Unit Type #HELPABILS #xs 400 #caption Select Special Ability #HELPABIL #xs 440 #caption Special Unit Ability: $STR0 ^ ^ABILITY: $STR2 ^COST: $STR3 ^ ^PREQ: $LINK<$STR1=$NUM0> #HELPTERRAFORM #xs 440 #caption Terraforming: $STR0 ^ ^TURNS TO COMPLETE: $NUM1 $STR2 ^ ^PREREQUISITE: $LINK<$STR1=$NUM0> #; Headquarters #HELPFAC1 Administrative center of your colony. $LINK<+1 ENERGY=43>. No $LINK<inefficiency=25>. Enemy $LINK<probe teams=30006> may not attempt mind control here. #; Children's Creche #HELPFAC2 Base receives +2 on $LINK<GROWTH=130006> scale and +1 on $LINK<EFFICIENCY=130001> scale. ^ Reduces base's vulnerability to enemy mind control. ^ Prevents the riot $LINK<Random Event=55>, and instead increases base population. ^ The effects on the base square with regards to combat and morale are {Bugged}. See $LINK<Advanced Morale=10017> for more information. #; Recycling Tanks #HELPFAC3 Increases $LINK<NUTRIENT=41>, $LINK<MINERALS=42>, and $LINK<ENERGY=43> output of base square. #; Perimeter defense #HELPFAC4 Increases defense multiplier of base to one against ground attacks. ^This effectively increases defensive bonus by +75% ^(or +175% when combined with a $LINK<Tachyon Field=100005>). Defense bonus does not apply against $LINK<Psi Attacks=15>. ^ Also protects against population loss from the last defender destroyed. #; Tachyon field #HELPFAC5 Increases defense multiplier of base to one against all attacks. ^This effectively increases defensive bonus by +75% or +175% when combined with $LINK<Perimeter Defense=100004>, $LINK<Naval Yard=100028> or $LINK<Aerospace Complex=100029>. ^ Does not apply against $LINK<Psi Attacks=15>. #; Recreation Dome #HELPFAC6 Reduces number of $LINK<Drones=36> in base by two. #; Energy bank #HELPFAC7 Increases $LINK<ECONOMY=44> at base by 50%. ^ Prevents all mines in base radius being destroyed by a $LINK<Random Event=55>, and instead grants 50 $LINK<Credits=46>. #; Network Node #HELPFAC8 Increases $LINK<LABS=45> at base by 50%. ^ Base can study one $LINK<alien artifacts=30007>. ^ Prevents research overload $LINK<Random Event=55>, and instead grants a free technology. #; Biology Lab #HELPFAC9 $LINK<+2 labs=45> per turn. Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus. ^ Prevents the Planet Blight $LINK<random event=55> from causing all forests and farms within base squares to be destroyed. ^Instead, provides +1 nutrient per square for 10 years due to the discovery of a beneficial bacterium. ^ Native units repair quickly. #; Skunkworks #HELPFAC10 Eliminates additional cost to $LINK<prototype=23> new units at this base. {Skunkworks} Lifts the retooling penalty for mid-course production switching within category. #; Hologram Theatre #HELPFAC11 Reduces number of $LINK<Drones=36> by two, and increases $LINK<PSYCH=38> output of base by 50%. ^ Requires $LINK<Recreation Commons=100006>. #; Paradise Dome #HELPFAC12 Two extra $LINK<Talents=37> at this base. #; Tree Farm #HELPFAC13 Increases $LINK<PSYCH=38> output at base by 50% and $LINK<ECONOMY=44> at base by 50%. Increases $LINK<nutrient=41> output in $LINK<forest=90004> squares by 1. Eliminates at least half the $LINK<ecological damage=26> caused by terraforming ($LINK<farms=90000>, $LINK<mines=90002>, $LINK<roads=90005>, etc.) ^Increases clean minerals limit by 1. #; Hybrid Forest #HELPFAC14 Increases $LINK<NUTRIENT=41> and $LINK<ENERGY=43> output of $LINK<FOREST=90004> squares by 1. Increases $LINK<PSYCH=38> at base by 50% and $LINK<ECONOMY=44> at base by 50%, and, combined with $LINK<Tree Farm=100013>, eliminates the ecological damage caused by terraforming. ^Increases clean minerals limit by 1. ^Requires Tree Farm. Cumulative with Tree Farm. #; Fusion Lab #HELPFAC15 Increases $LINK<ECONOMY=44> at base by 50% and $LINK<LABS=45> at base by 50%. #; Quantum Lab #HELPFAC16 Increases $LINK<ECONOMY=44> at base by 50% and $LINK<LABS=45> at base by 50%. Cumulative with $LINK<Fusion Lab=100015>. ^Requires Fusion Lab. #; Research Hospital #HELPFAC17 Increases $LINK<PSYCH=38> at base by 25% and $LINK<LABS=45> at base by 50% and reduces number of $LINK<drones=36> by one. Reduces population loss caused by genetic warfare and other $LINK<disease outbreaks=55>. #; Nanohospital #HELPFAC18 Increases $LINK<PSYCH=38> at base by 25% and $LINK<LABS=45> at base by 50% and reduces number of $LINK<drones=36> by one. Reduces population loss caused by genetic warfare and other $LINK<disease outbreaks=55>. ^Cumulative with $LINK<Research Hospital=100017> requires Research Hospital. #; Robotic Assembly Plant #HELPFAC19 Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other facilities of this type. #; Nanoreplicator #HELPFAC20 Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other facilities of this type. ^Requires $LINK<Robotic Assembly Plant=100019>. ^Reduces effect of industry on Planet's $LINK<ecology=26>. #; Quantum Converter #HELPFAC21 Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other facilities of this type. #; Genejack Factory #HELPFAC22 Increases $LINK<MINERALS=42> output at base by 50%, but also increases the number of $LINK<Drones=36> at base by one and increases vulnerability to enemy mind control. Cumulative with all other facilities of this type. #; Punishment Sphere #HELPFAC23 Eliminates both $LINK<DRONES=36> and $LINK<TALENTS=37> at this base, and decreases vulnerability to enemy mind control, but reduces $LINK<LABS=45> output by 1/2. #; Hab Complex #HELPFAC24 Increases maximum population of a base by 7. #; Habitation Dome #HELPFAC25 Allows population of base to grow beyond size 14, to 127. Base must already have $LINK<Hab Complex=100024>. #; Pressure Dome #HELPFAC26 Allows base to survive submersion. Also counts as $LINK<Recycling Tanks=100003> for this base. ^ Bonus not cumulative with $LINK<Recycling Tanks=100003>. #; Command Center #HELPFAC27 Repairs damaged ground units quickly. Ground units built here receive two $LINK<morale=11> upgrades. ^ The maintenance is determined by the current level of $LINK<reactor technology=50001> researched. #; Naval Yard #HELPFAC28 Repairs damaged naval units quickly. Naval units built here receive two $LINK<morale=11> upgrades. ^ Increases defense multiplier of base to one against naval attacks. ^This effectively increases defensive bonus by +75% ^(or +175% when combined with a $LINK<Tachyon Field=100005>). ^ Defensive bonus does not apply against $LINK<Psi Attacks=15>. #; Aerospace Complex #HELPFAC29 Repairs damaged air units quickly. Air units built here receive two $LINK<morale=11> upgrades. Base must have an Aerospace complex before it can produce space-based improvements. ^ Increases defense multiplier of base to one against air attacks. ^This effectively increases defensive bonus by +75% ^(or +175% when combined with a $LINK<Tachyon Field=100005>). ^ Defensive bonus does not apply against $LINK<Psi Attacks=15>. ^ ^Prevents hostile $LINK<drop pods=8004> within a 2 square radius (5x5) of base #; Bioenhancement center #HELPFAC30 All military units built here receive two $LINK<morale=11> upgrades. Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus. #; Centauri Preserve #HELPFAC31 Reduces effect of industry on Planet's $LINK<ecology=26>. Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus. ^Increases clean minerals limit by 1. #; Temple of Planet #HELPFAC32 Reduces effect of industry on Planet's $LINK<ecology=26>. Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus. Cumulative with $LINK<Centauri Preserve=100031> requires Centauri Preserve. ^Increases clean minerals limit by 1. #; Psi Gate #HELPFAC33 Units can {teleport} between bases containing Psi Gates. #; Sky Hydroponics #HELPFAC65 Each Sky Hydroponics Lab increases the $LINK<NUTRIENT output=41> of every base by +1. Can only be produced by bases with $LINK<Aerospace Complexes=100029>. Nutrient increase is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base. #; Nessus Mining Station #HELPFAC66 Each Nessus Mining Station increases the $LINK<MINERALS output=42> of every base by +1. Can only be produced by bases with $LINK<Aerospace Complexes=100029>. Minerals bonus is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base. ^ Vulnerable to Asteroid Strike $LINK<random event=55>. #; Orbital Power Transmitter #HELPFAC67 Each Orbital Power Transmitter increases the $LINK<ENERGY output=43> of every base by +1. Can only be produced by bases with $LINK<Aerospace Complexes=100029>. Energy bonus is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base. ^ Vulnerable to Solar Flare/Storm $LINK<random event=55>. #; Orbital Defense Pod #HELPFAC68 Each undeployed Orbital Defense Pod has a 50% chance to prevent a $LINK<Planet Buster=60016>, $LINK<Fungal=60025>, or $LINK<Tectonic=60024> attack against any of your bases. Defense Pods may only deploy once per turn. ^When no undeployed Pods remain, a Planet Buster can only be stopped by sacrificing one of the already-deployed Pods. ^ Can be sacrificed with 50% chance to destroy a satellite of another faction ^ (Under Satellite Survey {F6} -> Orbital Attack View) ^ Vulnerable to Solar Flare/Storm $LINK<random event=55>. #; Stockpile Energy #HELPFAC69 All $LINK<MINERALS=42> produced at base are immediately converted to $LINK<ECONOMY=44> energy reserves (each 2 minerals makes 1 energy rounded up). ^ {BUG REPORT}: If a base completes construction of a facility or secret project and its build queue is empty, then for that turn the base will accumulate energy as if production had been set to {Stockpile Energy} in addition to accumulating the usual amount of minerals. ^ To {avoid} this add the production of a unit to the end of the build queue after each facility or secret project #; Human Genome Project #HELPPROJ0 One extra $LINK<Talent=37> at every base. ^ Protects all of your bases against the $LINK<Prometheus Virus=55> #; The Command Nexus #HELPPROJ1 Counts as a $LINK<Command Center=100027> at every one of your bases. #; The Weather Paradigm #HELPPROJ2 Increases terraforming speed by 50% for all tasks except for $LINK<Remove Fungus=90010>. Your $LINK<formers=30001> may build $LINK<Condensers=90012> and $LINK<Boreholes=90014>, and may $LINK<raise=90016>/$LINK<lower terrain=90017>, even if you have not yet discovered the appropriate technologies. ^ Additionally you may $LINK<Drill to aquifer=90015> and construct $LINK<Echelon Mirrors=90013>. #; The Merchant Exchange #HELPPROJ3 $LINK<+1 energy=43> in every square at this base except $LINK<Xenofungus=14> squares. #; The Empath Guild #HELPPROJ4 Allows you to contact any leader, and gives you an infiltrator in every faction. You get +50% votes in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>. #; The Citizens' Defense Force #HELPPROJ5 Counts as a $LINK<Perimeter Defense=100004> at every base. #; The Virtual World #HELPPROJ6 In addition to their normal effect, $LINK<Network Nodes=100008> count as $LINK<Hologram Theatres=100011> at each of your bases: reduce number of $LINK<Drones=36> by two and increase $LINK<PSYCH=38> output of base by 50%. #; The Planetary Transit System #HELPPROJ7 Any new bases you found begin at population size 3. One less $LINK<drone=36> at all bases of population 3 and under. ^ Upon completion, all of your bases that are less than size 3 and have sufficient nutrient income available will immediately grow to size 3. Size one bases will grow to size two whether or not nutrients are available. #; The Xenoempathy Dome #HELPPROJ8 All $LINK<Xenofungus=14> confers on all of your units the same movement benefits normally reserved for alien lifeforms. ^The rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or $LINK<plant fungus=90011> is doubled. ^Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus. ^ In addition your non-native units may heal completely in fungus. #; The Neural Amplifier #HELPPROJ9 +50% to $LINK<Psi Defense=15>. #; The Maritime Control Center #HELPPROJ10 Increases the movement rate of all naval units by two (including $LINK<Isles of the Deep=30009> and $LINK<Sealurks=30014>). ^Counts as a $LINK<Naval Yard=100028> at every one of your bases. #; The Planetary Datalinks #HELPPROJ11 You automatically discover any technology discovered by any three other $LINK<factions=150001>. #; The Supercollider #HELPPROJ12 $LINK<Research output=45> at this base is doubled. #; The Ascetic Virtues #HELPPROJ13 Increases the population limit of your bases by two, and increases your society's tolerance for use of police and military units ($LINK<+1 POLICE=130005>). #; The Longevity Vaccine #HELPPROJ14 Two less $LINK<Drones=36> at every base if your $LINK<society's economics=120005> are $LINK<planned=120008>. One less Drone at every base if economics are $LINK<simple=120006> or $LINK<green=120009>. $LINK<ECONOMY=44> increased by 50% at this base for $LINK<free market=120007> economies. ^ Protects all of your bases against the $LINK<Prometheus Virus=55> #; The Hunter-Seeker Algorithm #HELPPROJ15 Renders your units and bases completely immune to all $LINK<probe team=30006> actions, unless the team is equipped with the $LINK<Algorithmic Enhancement=80028> special ability. #; The Pholus Mutagen #HELPPROJ16 Reduces effect of industry on Planet's ecology at all of your bases. Additionally, the $LINK<Fungus=14> confers on all of your units the same combat benefits normally reserved for alien lifeforms. ^Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus. #; The Cyborg Factory #HELPPROJ17 Counts as a $LINK<Bioenhancement Center=100030> at every base. #; The Theory of Everything #HELPPROJ18 $LINK<LABS=45> output doubled at this base. #; The Dream Twister #HELPPROJ19 +50% to $LINK<Psi Attacks=15>. #; Universal Translator #HELPPROJ20 Two free $LINK<tech advances=140062> on completion. Any number of $LINK<Alien Artifacts=30007> can be cashed at this base. #; The Network Backbone #HELPPROJ21 $LINK<+1 research=45> at this base for every point of $LINK<Commerce=29> this base receives, and +1 research for every $LINK<Network Node=100008> in existence on Alpha Centauri, regardless of the player owning the Network Node. Eliminates the negative effects of $LINK<Cybernetic Society=120017>. #; The Nano Factory #HELPPROJ22 Units can be repaired quickly and completely even when not in base squares. The cost to $LINK<Upgrade units=10019> is reduced by 50%. #; The Living Refinery #HELPPROJ23 Decreases minerals required to support military units: $LINK<+2 SUPPORT=130002> on Social Engineering table. #; The Cloning Vats #HELPPROJ24 All of your bases enter a permanent state of Population Boom and will grow every turn provided $LINK<NUTRIENT=41> output is sufficient and $LINK<Hab facilities=100024> are adequate. ^The negative effects of the $LINK<Power=120012> and $LINK<Thought Control=120019> social engineering choices are eliminated. #; The Self-Aware Colony #HELPPROJ25 Energy maintenance cost for facilities is halved at all of your bases. If use of $LINK<police=130005> is allowed under the current social model, all of your bases are considered to have an extra police unit. #; Clinical Immortality #HELPPROJ26 One extra $LINK<Talent=37> at every base. Doubles your votes in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>. ^ Protects all of your bases against the $LINK<Prometheus Virus=55> #; The Space Elevator #HELPPROJ27 Doubles $LINK<ECONOMY=44> energy reserve production at this base, and doubles $LINK<MINERAL=42> production rate at all of your bases when producing Orbital improvements. Your units equipped with $LINK<drop pods=80004> may now make Orbital Insertions anywhere on the Planet. All $LINK<Aerospace Complex=100029> restrictions on Orbital improvements are waived. #; The Singularity Inductor #HELPPROJ28 Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the $LINK<ecological effects=26> of mineral production. #; The Bulk Matter Transmitter #HELPPROJ29 $LINK<+50% MINERALS=42> at every base (before facility multipliers are applied, and the multipliers are do not boost these extra minerals). #; The Telepathic Matrix #HELPPROJ30 $LINK<Drones=36> never $LINK<riot=9> at your bases. All of your $LINK<probe teams=30006> receive a $LINK<+2 morale=11> modifier. #; The Voice of Planet #HELPPROJ31 Begins the $LINK<Ascent to Transcendence=110102> sequence. Any faction can now begin the Ascent to Transcendence. Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus. #; The Ascent to Transcendence #HELPPROJ32 Completes the Transcendence sequence and ends the Human Era. The Ascent cannot be started until the $LINK<Voice of Planet=110101> is operational. #;POLITICS #HELPSOC0 The "Politics" social category allows you to choose your basic political system. ^ ^$LINK<Frontier=120001> ^$LINK<Police State=120002> ^$LINK<Democratic=120003> ^$LINK<Fundamentalist=120004> #;Frontier #HELPSOC00 Frontier politics represent the informal governing arrangements made in early colonies, before populations reach levels requiring more advanced forms of government. Frontier politics provides no bonuses or penalties. ^ ^Prerequisite: NONE #;Police State #HELPSOC01 Police States use oppression to keep their citizens in line, and allow their leaders great power over military decisions. But oppression of this type also decreases economic efficiency. ^ +2 POLICE +2 SUPPORT -2 EFFICIENCY ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Democratic #HELPSOC02 Democracies allow citizens to participate in government, and forgo oppression and the stability it confers in favor of growth and efficiency. But citizens remain suspicious of large military deployments, and civilian oversight creates large military bureaucracies, so military support costs increase. ^ +2 EFFICIENCY +2 GROWTH -2 SUPPORT ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Fundamentalist #HELPSOC03 Fundamentalist politics unite a society behind a strong, dogmatic religion. Evangelizing the populace can create loyal, even fanatical military forces, and tends to immunize citizens against (other forms of) brainwashing, but technological research tends to suffer under the continual assaults on intellectual integrity associated with such regimes. ^ +1 MORALE +2 PROBE -2 RESEARCH ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;ECONOMICS #HELPSOC1 The "Economics" social category allows you to control the way your economy is managed. ^ ^$LINK<Simple=120006> ^$LINK<Free Market=120007> ^$LINK<Planned=120008> ^$LINK<Green=120009> #;Simple #HELPSOC10 Simple Economics describes the informal, ad hoc economy which develops in the early years of planetfall, before more organized economic systems can be put in place. Simple Economics provides no special benefits or penalties. ^ ^Prerequisite: NONE #;Free Market #HELPSOC11 Free Market Economics turns market forces loose in your society. Unfettered market economics can produce great wealth quickly, but in the context of Planet's fragile emerging economies can also lead to extremes of pollution and ecological damage. Also, citizens rendered suddenly poor by the actions unscrupulous moguls may revolt against their energy-fattened masters. ^ +2 ECONOMY -3 PLANET -5 POLICE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Planned #HELPSOC12 A semi-market economy kept in check by fierce governmental regulation, Planned Economics promotes stable industrial and population growth, but sacrifices efficiency. ^ +2 GROWTH +1 INDUSTRY -2 EFFICIENCY ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Green #HELPSOC13 Green Economics strive to integrate sentient progress with the needs of the biosphere. Green economies use resources efficiently and tend to avoid the excesses of industrial development which could provoke Planet's native life, but population growth necessarily suffers for lack of space. ^ +2 PLANET +2 EFFICIENCY -2 GROWTH ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;VALUES #HELPSOC2 The "Values" social category allows you to set major priorities for your society. ^ ^$LINK<Survival=120011> ^$LINK<Power=120012> ^$LINK<Knowledge=120013> ^$LINK<Wealth=120014> #;Survival #HELPSOC20 Survival is of course the all-encompassing first priority of early human or $LINK<Progenitor=47> space colonies. "Survival" as a priority provides no special bonuses or penalties. ^ ^Prerequisite: NONE #;Power #HELPSOC21 Leaders seeking Power build strong, well-paid military forces to enforce their will. But Economic and industrial infrastructure may suffer from bloated "defense" budgets. ^ +2 MORALE +2 SUPPORT -2 INDUSTRY ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Knowledge #HELPSOC22 Leaders seeking Knowledge and intellectual enlightenment will pour resources into research and education. They will also tend to promote the free exchange of information, which increases efficiency but also carries greater security risks. ^ +2 RESEARCH +1 EFFICIENCY -2 PROBE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Wealth #HELPSOC23 Leaders seeking Wealth will concentrate on building economic and industrial infrastructure rapidly. They achieve rapid growth and development, with possible side effects being decadence and moral decay. ^ +1 INDUSTRY +1 ECONOMY -2 MORALE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;FUTURE SOCIETY #HELPSOC3 Future Societies show speculatively how society may evolve in the far future. ^ ^$LINK<None=120016> ^$LINK<Cybernetic=120017> ^$LINK<Eudaimonic=120018> ^$LINK<Thought Control=120019> #;None #HELPSOC30 "None", or no Future Society, simply means that your society has not yet evolved to a far future society. No bonuses or penalties apply. ^ ^Prerequisite: NONE #;Cybernetic #HELPSOC31 In the far future, citizens may turn many of the tasks of governing society over to artificially intelligent computers, increasing efficiency and freeing individuals for more creative tasks. But will workers displaced by computers sink into despair, poverty, and possible unrest? ^ +2 EFFICIENCY +2 PLANET +2 RESEARCH -3 POLICE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Eudiamonic #HELPSOC32 Perhaps the most pleasant to contemplate living in, this far future society takes its name from an ancient Greek word for fulfillment and happiness. Eudaimonic society encourages each citizen to achieve happiness through striving to fulfill completely his or her potential. Population, Economy, and Industry all experience healthy growth. Violence fades as society grows more tolerant and just, and even when this society's hand is forced it often shoots to subdue rather than to destroy. ^ +2 GROWTH +2 ECONOMY +2 INDUSTRY -2 MORALE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Thought Control #HELPSOC33 The ultimate in "Big Brother" methods, Thought Control effuses subtle neurochemical triggers into the atmosphere to render its population obedient, loyal, and resistant to outside ideas. But significant resources are required to maintain this level of control. ^ +2 POLICE +2 MORALE +2 PROBE -3 SUPPORT ^ ^Prerequisite: $LINK<$STR0=$NUM0> ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH #;ECONOMY #HELPEFFECT0 {ECONOMY} represents the raw strength of your society's economy. Increasing this value will increase your $LINK<energy=43> flow. ^ ^-3, -2 energy each base ^-2, -1 energy each base ^-1, -1 energy at HQ base ^ 0, Standard energy rates ^ 1, +1 energy each base ^ 2, +1 energy each square! ^ 3, +1 energy/sq; +2 energy/base +1 commerce rating!! ^ 4, +1 energy/sq; +4 energy/base; +2 commerce!!! ^ 5, +1 energy/sq; +4 energy/base; +3 commerce ^ 6, +1 energy/sq; +4 energy/base; +3 commerce #;EFFIC #HELPEFFECT1 {EFFICIENCY} represents your society's ability to function without waste and mismanagement. If this value falls too low, your bases will begin to lose $LINK<energy=43> to inefficiency. ^ ^-4, ECONOMIC PARALYSIS ^-3, Murderous inefficiency ^-2, Appalling inefficiency ^-1, Gross inefficiency ^ 0, High inefficiency ^ 1, Reasonable efficiency ^ 2, Commendable efficiency ^ 3, Exemplary efficiency! ^ 4, 4+, PARADIGM ECONOMY!! #;SUPPORT #HELPEFFECT2 {SUPPORT} affects the support costs of military units. The lower your score here, the more of your units you'll have to expend $LINK<minerals=42> to support. ^ ^-4, Each unit costs 2 to support; no free minerals for new base. ^-3, Each unit costs 1 to support; no free minerals for new base. ^-2, Support 1 unit free per base; no free minerals for new base. ^-1, Support 1 unit free per base ^ 0, Support 2 units free per base ^ 1, Support 3 units free per base ^ 2, Support 4 units free per base! ^ 3, Support 4 units OR up to base size for free!! #;TALENT -- NOTUSED!!! #HELPEFFECT3 #;MORALE #HELPEFFECT4 {MORALE} affects the training and determination of your military. A higher score here translates directly into $LINK<morale=11> upgrades for your units. ^ ^-4, -3 Morale; + modifiers halved ^-3, -2 Morale; + modifiers halved ^-2, -1 Morale; + modifiers halved ^-1, -1 Morale ^ 0, Normal Morale ^ 1, +1 Morale ^ 2, +1 Morale (+2 on defense in base) ^ 3, +2 Morale! (+3 on defense in base) ^ 4, +3 Morale!! #;POLICE #HELPEFFECT5 {POLICE} represents your society's tolerance for police control and restrictions on personal freedom. A high score allows you to use military units as police to suppress $LINK<drone riots=9>. A low score will cause increasing tension when your military units are away from home. Air Combat units (except those with the Air Superiority ability) count as away from territory even when within your territory. ^ ^-5, Two extra drones for each military unit away from territory ^-4, Extra drone for each military unit away from territory ^-3, Extra drone for each military unit away from territory after first ^-2, Cannot use military units as police. No nerve stapling. ^-1, One police unit allowed. No nerve stapling. ^ 0, Can use one military unit as police ^ 1, Can use up to 2 military units as police ^ 2, Can use up to 3 military units as police! ^ 3, 3 units as police. Police effect doubled!! #;GROWTH #HELPEFFECT6 {GROWTH} affects your population growth rate. The higher your score, the fewer $LINK<nutrients=41> your bases will need to grow. ^ ^-3, NEAR-ZERO POPULATION GROWTH ^-2, -20% growth rate ^-1, -10% growth rate ^ 0, Normal growth rate ^ 1, +10% growth rate ^ 2, +20% growth rate ^ 3, +30% growth rate ^ 4, +40% growth rate ^ 5, +50% growth rate! ^ 6, POPULATION BOOM!! #;PLANET #HELPEFFECT7 {PLANET} represents your society's sensitivity to the $LINK<ecology of Planet=26>. A low score indicates that ecological damage will occur more quickly. ^ ^-3, Wanton ecological disruption; -3 Fungus production ^-2, Rampant ecological disruption; -2 Fungus production ^-1, Increased ecological disruption; -1 Fungus production ^ 0, Normal ecological tension ^ 1, Ecological safeguards!; Can capture native life forms ^ 2, Ecological harmony!; Increased chance of native life form capture! ^ 3, Ecological wisdom!!; Maximum chance of native life form capture!! #;PROBE #HELPEFFECT8 {PROBE} affects your vulnerability (or strength) on security issues. A high score will help prevent enemy $LINK<probe team=30006> subversion attacks. ^ ^-2, -50% cost of enemy probe team actions; enemy success rate increased ^-1, -25% cost of enemy probe team actions; enemy success rate increased ^ 0, Normal security measures ^ 1, +1 probe team morale; +50% cost of enemy probe team actions ^ 2, +2 probe team morale; Doubles cost of enemy probe team actions! ^ 3, +3 probe team morale; Bases and units cannot be subverted by standard Probe Teams #;INDUSTRY #HELPEFFECT9 {INDUSTRY} represents your manufacturing strength. A high score reduces the number of $LINK<minerals=42> required to build units and facilities. ^ ^-3, Mineral costs increased by 30% ^-2, Mineral costs increased by 20% ^-1, Mineral costs increased by 10% ^ 0, Normal production rate ^ 1, Mineral costs decreased by 10% ^ 2, Mineral costs decreased by 20% ^ 3, Mineral costs decreased by 30%! ^ 4, Mineral costs decreased by 40%!! ^ 5, Mineral costs decreased by 50%!!! ^ 5+, Mineral costs decreased by 50%!!! #;RESEARCH #HELPEFFECT10 {RESEARCH} affects your $LINK<technological progress=45>. A higher score will increase the rate at which you make breakthroughs. ^ ^-5, Labs research slowed by 50% ^-4, Labs research slowed by 40% ^-3, Labs research slowed by 30% ^-2, Labs research slowed by 20% ^-1, Labs research slowed by 10% ^ 0, Normal research rate ^ 1, Labs research speeded by 10% ^ 2, Labs research speeded by 20% ^ 3, Labs research speeded by 30% ^ 4, Labs research speeded by 40% ^ 5, Labs research speeded by 50% #;FARM #HELPTERRALAND0 A {farm} increases the $LINK<nutrient production=41> of a square by +1. Farms cannot be built in $LINK<rocky squares=1>. #HELPTERRASEA0 A {kelp farm} increases the $LINK<nutrient production=41> of an ocean square by +2. Kelp farms can only be planted on shelf squares (Depth less than 1000m). ^ A Kelp farm will sometimes expand into adjacent squares, even driving out native $LINK<sea fungus=14> in the process. #;SOIL #HELPTERRALAND1 A {soil enricher} increases the $LINK<nutrient production=41> of a square by +1. Soil Enrichers can be built only in squares which already contain a $LINK<farm=90000>. #HELPTERRASEA1 no #;MINE #HELPTERRALAND2 A {mine} increases the $LINK<mineral output=42> of a square: ^$LINK<Flat squares=1>: +1 minerals ^$LINK<Rolling squares=1>: +1 minerals ^$LINK<Rocky squares=1>: +2 minerals (+3 if road) ^ ^A mine provides an additional +1 minerals in Minerals Resource squares. ^A mine reduces the nutrient output of a square by 1, but never below 1. #HELPTERRASEA2 A {mining platform} increases the $LINK<minerals output=42> of an ocean square by +1, or +2 if $LINK<Advanced Ecological Engineering=140062> has been discovered. ^A mining platforms can only be built in shelf squares (depth less than 1000m). ^A mine reduces the nutrient output of a square by 1, but never below 1. #;SOLAR #HELPTERRALAND3 A {solar collector} allows $LINK<energy=43> collection in a square. Sea level solar collectors will collect 1 energy per turn. Solar collectors at $LINK<higher altitudes=2> will collect an additional energy for each 1000m above sea level. #HELPTERRASEA3 A {tidal harness} allows $LINK<energy=43> collection in an ocean square. Squares with tidal harnesses produce 3 energy per turn. ^ Tidal harnesses can only be built in shelf squares (depth less than 1000m) #;FOREST #HELPTERRALAND4 {Forest} squares provide balanced but limited $LINK<nutrient=41>, $LINK<minerals=42>, and $LINK<energy=43> production. Forest square production is dramatically increased for bases containing a $LINK<Tree Farm=100013> and/or a $LINK<Hybrid Forest=100014>. ^ A Forest also provides a strong defensive bonus (+50%). ^ A Forest will sometimes expand into adjacent non-rocky squares, even driving out native $LINK<fungus=14> in the process. #HELPTERRASEA4 no #;ROAD #HELPTERRALAND5 {Roads} speed land unit movement. Land units moving along a road can move three times faster than normal. ^ Roads also increase $LINK<mine=90002> production in $LINK<rocky squares=1>. ^ Requires $LINK<Centauri Empathy=140058> to be constructed on $LINK<fungus=14>. ^ {Terraform Variation:} (Modifiers are Additive) ^+1 Rolling, +2 Rocky, +1 $LINK<River=90015>, +2 $LINK<Fungus=90011>, +2 $LINK<Forest=90004>. #HELPTERRASEA5 no #;TUBE #HELPTERRALAND6 {Mag Tubes} greatly speed land unit movement. Land units moving between Mag Tube squares do not expend {any} movement points. ^ Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<fungus=14>. ^ {Terraform Variation:} (Modifiers are Additive) ^+1 $LINK<Rolling=1>, +2 Rocky,+1 $LINK<River=90015>, +2 $LINK<Fungus=90011>, +2 $LINK<Forest=90004>. #HELPTERRASEA6 no #;BUNKER #HELPTERRALAND7 A {bunker} improves the defense value of its square. Units being attacked in bunkers have a 50% bonus in combat. ^ Protects against collateral damage. ^ However, A bunker does not protect against $LINK<self-destruction=10016>. ^ Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<fungus=14>. #HELPTERRASEA7 no #;AIRBASE #HELPTERRALAND8 An {airbase} allows friendly air units to land and refuel. ^ Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<fungus=14>. #HELPTERRASEA8 no #;SENSOR #HELPTERRALAND9 ^A {Sensor Array} watches surrounding territory for intruders. Sensor Arrays can see any enemy unit within two squares. ^ Data from Sensor Arrays also increases defense readiness: any unit in a land square within two squares of a friendly sensor array gains +25% to its defense. ^If a sensor array is not within any faction's territory, then: ^The sensor has no effect on the map (i.e., does not reveal fog of war, does not reveal AI units). However, the sensor confers a defensive bonus to any faction's unit within two squares. ^Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<fungus=14>. #HELPTERRASEA9 no #;FUNGUS #HELPTERRALAND10 Allows $LINK<fungus=14> to be removed from a square. #HELPTERRASEA10 Allows $LINK<sea fungus=14> to be removed from a square. #;MAKEFUNGUS #HELPTERRALAND11 Using xenoagricultural techniques, $LINK<fungus=14> can be cultivated. ^ Production from fungus squares increase with each $LINK<"Centauri"=140006> technology you discover. ^ Excluding $LINK<Thermal Boreholes=90014>, any bonus resources or improvements on {fungus} will not increase production. #HELPTERRASEA11 Using xenoagricultural techniques, $LINK<fungus=14> can be cultivated. ^ Production from fungus squares increase with each $LINK<"Centauri"=140006> technology you discover. ^ {Any} bonus resources or improvements on {fungus} will not increase production. #;CONDENSER 12 #HELPTERRALAND12 A {Condenser} increases the $LINK<rainfall=0> in its own and ALL SURROUNDING SQUARES. It also provides an additional {+50%} increase (rounded down) in $LINK<nutrient=41> output in its own square, cumulative with $LINK<farm=90000> bonuses. Use condensers to increase nutrient production drastically in dry areas. ^ A Condenser will also lift nutrient restriction even before the discovery of $LINK<Gene Splicing=140049> in its own square. ^ Condensers have a significant negative $LINK<ecological impact=26>. #HELPTERRASEA12 no #;MIRROR 13 #HELPTERRALAND13 An {Echelon Mirror} increases the solar $LINK<energy=43> collected by solar collectors in ALL SURROUNDING SQUARES by +1. It also counts as a $LINK<solar collector=90003> for the purposes of collecting in its own square, though it does not receive any additional bonus from other Echelon Mirrors. ^ Echelon Mirrors have a significant negative $LINK<ecological impact=26>. #HELPTERRASEA13 no #;BOREHOLE 14 #HELPTERRALAND14 A {Thermal Borehole} penetrates to Planet's mantle and provides significant mineral and energy bonuses. Borehole squares provide $LINK<+6 minerals=42> and $LINK<+6 energy=43>, but no $LINK<nutrients=41> in any situation. They are unaffected by $LINK<fungus=90014>. ^ Boreholes cannot be built adjacent to other boreholes, nor on slopes (adjacent to other squares of lower $LINK<altitude=2>). ^ Any rivers flowing into a borehole will go down the hole. ^ Boreholes have a significant negative $LINK<ecological impact=26>. #HELPTERRASEA14 no #;AQUIFER 15 #HELPTERRALAND15 {Drilling to an aquifer} creates a new river beginning in its square. ^ This operation is not allowed in squares adjacent to an existing river. ^ {Bug Report:} ^It is possible to create rivers in adjacent squares by performing the drill to aquifer operation in multiple squares at the same time. #HELPTERRASEA15 no #;RAISE 16 #HELPTERRALAND16 {Terraform Raise} increases the $LINK<altitude=2> of the current square by approximately 1000 meters. All nearby tiles will be adjusted to follow the $LINK<Altitude rule=10021>. #HELPTERRASEA16 {Terraform Raise} increases the $LINK<altitude=2> of the current square by approximately 1000 meters. All nearby tiles will be adjusted to follow the $LINK<Altitude rule=10021>. #;LOWER 17 #HELPTERRALAND17 {Terraform Lower} decreases the $LINK<altitude=2> of the current square by approximately 1000 meters. All nearby tiles will be adjusted to follow the $LINK<Altitude rule=10021>. #HELPTERRASEA17 {Terraform Lower} decreases the $LINK<altitude=2> of the current square by approximately 1000 meters. All nearby tiles will be adjusted to follow the $LINK<Altitude rule=10021>. #;LEVEL 18 #HELPTERRALAND18 {Terraform Level} decreases the $LINK<rockiness=1> level of a square. It can be used to turn rocky squares into rolling squares suitable for $LINK<farming=90000> or a base. #HELPTERRASEA18 no #;MAKEMONO 19 #HELPTERRALAND19 no #HELPTERRASEA19 no #UNITDESC0 A {Colony Pod} represents the manpower and resources necessary to build a new {base}. #UNITDESC1 Your Terraforming Engineers ("FORMERS") are crucial to your expedition's survival. Formers can plant $LINK<forests=90004> and$LINK<farms=90000>; ^build $LINK<roads=90005>, $LINK<mines=90002>, and $LINK<solar collectors=90003>; reduce $LINK<rockiness=90018>, ^and even $LINK<raise up=90016> or $LINK<tear down=90017> mountains. ^ Formers may also be added to a naval chassis to become $LINK<Sea Formers=30004> ^ Unlike some other units, if a former has at least one movement, it will always enter a $LINK<fungus=14> square. #UNITDESC2 A {Scout Patrol} can be used to explore the unknown regions of Planet. It can also be used to guard bases from attack by enemies and $LINK<mind worms=30008>, though it is not as powerful as later military units which can be developed. #UNITDESC3 {Transport Foils} are a useful early means of transportation between continents and oceans. Land units can be loaded onto Transport Foils and moved by sea. #UNITDESC4 {Sea Formers}, like their $LINK<land-bound cousins=30001>, are used to improve and reshape Planet. Sea Formers can plant $LINK<Kelp Farms=90020>, build $LINK<Mining Platforms=90022>, and construct $LINK<Tidal Harnesses=90023>. They can also $LINK<raise=90016> / $LINK<lower=90017> terrain. #UNITDESC5 {Crawlers} are useful for transporting resources. Supply Crawlers may: ^ * Produce $LINK<nutrients=41>, $LINK<minerals=42>, or $LINK<energy=43> from any square on the map and send the resources to its home base. Select the "Convoy" ('O') option on the Action Menu. ^ Convoy resources receive the benefits of facilities and secret projects in their home base that increase the resources collected. ^ * Disband themselves in a friendly base to yield their {full} current mineral value towards the construction of a $LINK<secret project=110071> or $LINK<unit prototype=23>. #UNITDESC6 {Probe Teams} can infiltrate and subvert enemy bases and units. They can also steal enemy research information energy credits, sabotage base facilities, assassinate key enemy personnel to slow research, free captured faction leaders from headquarters, and conduct genetic warfare. ^ Move a probe team up to an enemy base or single unit to engage its powers. ^ Probe teams can also defend your bases against their enemy counterparts. If a probe team is present in a square when an enemy probe team tries to enter, a combat is resolved between them. The probe team with the highest $LINK<morale=11> level usually wins. ^ Probe teams often receive morale increases when they complete missions successfully. The higher a probe team's morale level, the more likely it is to survive more risky missions. ^ Probe teams can ignore any $LINK<zone of control=34>. ^ {BUG Report} The rover chassis may be reverse-engineered from the default probe team design through the workshop before the discovery of $LINK<Doctrine: Mobility=140005>. #UNITDESC7 {Artifacts} (or {Library Nodule Artifact}, as they are known to the Progenitors) are mysterious and unexplained Progenitor devices sometimes discovered on Planet. If you can find an artifact and return it to one of your bases, you will have several options: (a) you can link it to a $LINK<Network Node=100008> if you have one, and receive a free technology breakthrough; (b) you can use it to speed the production of a $LINK<Secret Project=110071> or $LINK<Unit Prototype=23>; (c) you can save it to use later. ^ Artifacts can be captured from other players. A lone artifact can be captured by any player without diplomatic penalty. ^ Artifacts which are used to explore pods have a 50% chance of vanishing without a trace. #UNITDESC8 {Mind Worms} can appear suddenly, and are closely associated with $LINK<fungus=14>. ^ Mind Worms and other alien creatures can engage in $LINK<Psi Combat=15>, in which weapon and armor strengths are ignored, and the attacker is given a 3 to 2 advantage on land. $LINK<Morale=11> level is quite important in defending against Mind Worms and other alien units. ^ With proper breeding and bonding techniques, Mind Worms can also be bred in captivity and controlled by skilled brood trainers. These Mind Worm boils can be used to attack enemy units using Psi Combat, thus bypassing enemy advantages in weapon and armor technology. $LINK<Biology Labs=100009> and other facilities can increase the strength of captivity-bred Mind Worm boils. Like any native unit, players can also release Mind Worms into the wild, to harass and disrupt an enemy. ^ Native lifeforms stationed in xenofungus do not require $LINK<support=130002>. ^ Wild native lifeforms outside bases fight at reduced strength before 2115. ^Wild native lifeforms, when attacking bases, fight at reduced strength until 2150. #UNITDESC9 An aquatic vector of the $LINK<Mind Worms=30008>, the {Isle of the Deep} is closely associated with Mind Worms and $LINK<Sea Fungus=14>. The floating shell of an Isle of the Deep, formed by the secretions of the colony's individual members, is often used as a nesting place by Mind Worms, and can even float large land units. ^ Isles of the Deep and other alien creatures can engage in $LINK<Psi Combat=15>, in which weapon and armor strengths are ignored. $LINK<Morale=11> level is quite important in defending against Isles of the Deep and other alien units. ^ With proper breeding and bonding techniques, Isles of the Deep can also be bred in captivity and controlled by skilled brood trainers. These captive boils can be used to attack enemy naval units using Psi Combat. Depending on their size, they can also be used to transport land units. Like any native unit, players can also release Isles into the wild, to harass and disrupt an enemy. ^ Native lifeforms stationed in xenofungus do not require $LINK<support=130002>. ^ Wild native lifeforms outside bases fight at reduced strength before 2115. ^Wild native lifeforms, when attacking bases, fight at reduced strength until 2150. #UNITDESC10 Planet's fiercest avatars, the {Locusts of Chiron} are a ravenous winged variation the land-bound $LINK<Mind Worms=30008>. The appearance of Locusts signifies considerable distress on the part of the originating neural net $LINK<fungus=14>. ^ Like any native unit, players can also release Locusts into the wild, to harass and disrupt an enemy. ^ Native lifeforms stationed in xenofungus do not require $LINK<support=130002>. ^ Wild native lifeforms outside bases fight at reduced strength before 2115. ^Wild native lifeforms, when attacking bases, fight at reduced strength until 2150. #UNITDESC11 The U.N.S. Unity was stocked with many of these lightly armed {rovers}, intended for use in exploring Planet's landmasses. #UNITDESC12 A few of these extremely handy Choppers were stored aboard the U.N.S. Unity, and one or two may have survived the ship's crash on the surface. Although lightly armed and with limited fuel range, {Unity Choppers} are invaluable scouts and explorers. #UNITDESC13 These small, prefab {foils} were stored aboard the U.N.S. Unity, ready for use exploring Planet's seas. #CHASSISDESC0 {Infantry} units move slowly but are inexpensive and have important advantages in battle. Infantry units gain a +25% combat advantage when attacking enemy bases directly. ^ ^Domain: Land ^Speed: 8km\hr ^Modality: Manual\Tracked ^Dimensions: N\A ^Modifiers: +25% vs. base #CHASSISDESC1 Mobile {Speeder} units can move quickly across Planet's surface. Speeder units gain a +25% combat advantage when attacking in open terrain. They can also $LINK<disengage=33> from combat when surprised by slower enemy $LINK<infantry=40000>. ^ ^Domain: Land ^Speed: 102km\hr ^Modality: Wheeled ^Dimensions: 7.7x3.6x2.9m ^Modifiers: +25% in open #CHASSISDESC2 The ultimate in ground effect transportation, the {Hovertank} is never penalized for moving through difficult terrain--it never costs more than one move for a Hovertank to enter a square. Like $LINK<Speeder=40001> units, Hovertanks gain a +25% combat advantage when attacking in open terrain. ^ ^Domain: Land ^Speed: 227 km\hr ^Modality: Aircushion ^Dimensions: 6.9x3x3m ^Modifiers: +25% in open #CHASSISDESC3 {Foils} can be used to create effective sea transports and sea patrols. Foil transports are slower than other types of foils, so they have one less movement point per turn. ^ ^Domain: Sea ^Speed: 62 km\hr ^Modality: Airfoil ^Dimensions: 162x24.25x17.5m ^Modifiers: None #CHASSISDESC4 With sufficient industrial infrastructure, large {Cruiser} units can be produced. These larger vessels make formidable naval units as well as the most efficient transports. ^ ^Domain: Sea ^Speed: 115 km\hr ^Modality: Naval Keel ^Dimensions: 200x50.5x20m ^Modifiers: None #CHASSISDESC5 {Needlejets}, the signature aircraft of the 23rd century, appear in Planet's skies once Planet's growing industries begin producing high grade jet fuel in sufficient quantities. Powerful, but limited in range, Needlejets can be used to defend the skies, project air power, and explore Planet. ^Needlejets must return to a friendly base or airbase every other turn for refueling. ^Needlejets may only attack once per turn. ^ ^Domain: Air ^Speed: 766 km\hr ^Modality: Fixed-wing aircraft ^Dimensions: 18.6x12.5x4.4m ^Modifiers: Require refuel every 2 turns #CHASSISDESC6 {Copters}, with their maneuverability and ability to land temporarily in rough terrain, make formidable combat units. ^ Copters should return to a friendly base or airbase at the end of every turn for refueling. If it is unable to do so and must land temporarily in the field, it incurs 30% damage. ^ ^Domain: Air ^Speed: 523 km\hr ^Modality: Rotary ^Dimensions: 15.5x6x4m ^Modifiers: Range unaffected by fuel #CHASSISDESC7 {Gravships}, the juggernauts of the distant future, provide all the advantages of aircraft with none of the range limitations. Gravships can move swiftly over land and sea, and need never return to friendly bases for refueling. ^ ^Domain: Air ^Speed: 1021 km\hr ^Modality: Gravitron booster ^Dimensions: 22x8x6m ^Modifiers: Range unaffected by fuel #CHASSISDESC8 {Missiles} can be used to mount powerful $LINK<conventional payloads=60023>, $LINK<fungal payloads=60025>, $LINK<tectonic payloads=60024> or spectacular quasi-nuclear $LINK<Planet Busters=60016>. Missiles pack a powerful punch, but are of course eliminated when they attack. ^ ^Domain: Air ^Speed: 232.5 km\hr ^Modality: Assisted airflow ^Dimensions: 15.5x.5x.5m ^Modifiers: Destroyed on impact #WEAPONDESC0 {Hand Weapons} ^Weapon Mode: {Projectile} ^Ammo: 7.62mm U.N. standard ^Muzzle velocity: 1100 mps ^Rate of fire: Varies; max 120\min ^Max range: 550 m ^Target acquisition: Visual ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC1 {Laser} ^Weapon Mode: {Projectile} ^Active medium: Diode ^Type: Fiber-coupled ^Pulse duration: 5 nsec ^Wavelength: 193 nm ^Peak power: .84 gw ^Burn rate (1m steel): .76 sec ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC2 {Particle Impactor} ^Weapon Mode: {Projectile} ^Ammo: 10mm caseless Kinetic Energy ^Muzzle velocity: 2500 mps ^Rate of fire: 1100\min ^Max range: 2700 m ^Target acquisition: Optical ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC3 {Gatling Laser} ^Weapon Mode: {Energy} ^Active medium: Neodymium-glass ^Type: Conductively cooled stacked array ^Pulse duration: 2 nsec ^Wavelength: 107 nm ^Peak power: .96 gw ^Burn rate (1m steel): .52 sec ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC4 {Missile Launcher} ^Weapon Mode: {Missile} ^Ammo: Mk. 12(t) 'Sabre' missile ^Velocity: Mach 2.2 ^Rate of fire: 6\min ^Max range: 90 km ^Target acquisition: IR signature ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC5 {Chaos Gun} ^Weapon Mode: {Projectile} ^Ammo: 9mm caseless Field Disruptor ^Muzzle velocity: 3000 mps ^Rate of fire: 10\min ^Max range: 11 km ^Target acquisition: Field Differential ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC6 {Fusion Laser} ^Weapon Mode: {Energy} ^Active medium: Neodymium-YAG ^Type: Actively cooled stacked array ^Pulse duration: 15 nsec ^Wavelength: 573 nm ^Peak power: 2.4 gw ^Burn rate (1m steel): .14 sec ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC7 {Tachyon Bolt} ^Weapon Mode: {Energy} ^Active medium: Molecular hydrogen ^Type: Active liquid coolant ^Pulse duration: 1 usec ^Wavelength: 680 nm ^Peak power: 5 gw ^Burn rate (1m steel): .07 sec ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC8 {Plasma Shard} ^Weapon Mode: {Missile} ^Ammo: 15 mm Mass-energy shell ^Muzzle velocity: Varies; max 4000 mps ^Rate of fire: 160\min ^Max range: 16 km ^Target acquisition: Charged particle ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC9 {Quantum Laser} ^Weapon Mode: {Energy} ^Active medium: Temporal field distortion ^Type: Crystal diffusion ^Pulse duration: N\A ^Wavelength: .005 nm ^Peak power: Varies ^Burn rate (1m steel): N\A ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC10 {Graviton Gun} ^Weapon Mode: {Projectile} ^Ammo: 2mm 3-stage particle-accelerated ^Muzzle velocity: 9800 mps ^Rate of fire: 2000\min ^Max range: 1.4 km ^Target acquisition: Nanoremote ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC11 {Singularity Laser} ^Weapon Mode: {Energy} ^Active medium: Temporal boundary ^Type: Singularity induction ^Pulse duration: Relative ^Wavelength: .001 nm ^Peak power: N\A (approach inf.) ^Burn rate (1m steel): Relative ^ ^A unit's {weapon} strength determines its combat strength it attacks. ^The more powerful the weapon the stronger the attack. #WEAPONDESC15 {Psi Attack} ^Active medium: Patterned energy ^Type: Compelled dissociative ^Range: Line of sight ^Peak power: Inverse to distance ^Target acquisition: Psi lock ^ ^The {Psi Attack} weapon allows a conventional unit to make Psi attacks. Weapons and armor are ignored in $LINK<Psi Combat=15>, and the attacker receives a 3 to 2 advantage on land (1 to 1 at sea or air). #WEAPONDESC16 The quasi-nuclear {Planet Buster} is the future's ultimate atrocity. Planet Busters destroy everything within a radius equal to their $LINK<reactor=50001> size, often leaving immense craters. ^ Under the U.N. Charter, the use of Planet Busters is punishable by immediate expulsion from the $LINK<Planetary Council=27> and total military destruction. ^ ^Designation: Mk. 714 Plasma bomb ^Active kill radius: 2000 km ^Explosive force: 296 gt TNT ^Target acquisition: Charged particle #WEAPONDESC17 The {Colony Module} can be used to create custom $LINK<Colony Pods=30000>. Units with Colony Modules can build new bases. If a Colony Module is installed on a sea-going unit, bases can be constructed at sea. ^ A Colony Module also costs one population of the base it is built from in addition to the minerals listed. If this would cause a base to have 0 population, you are given the choice to disband the base or wait until it has reached 2 population. ^ Colony Modules can be added to an existing base to increase the base population by 1 using the Join Base command {B}. This operation can be used to increase the size of the base beyond the limits imposed by lack of $LINK<Hab Complexes=100024> and $LINK<Habitation Domes=100025>. ^ ^Complement: 1000+ ^Composition: Prefab plastic ^Hydroponics rating: indef. ^Armament: Sidearms only ^Armor: Passive (Applique) #WEAPONDESC18 The {Terraforming Unit} can be used to create custom $LINK<terraformers=30001>. ^ ^Crew: 367 ^Composition: Bonded steel\ceramic ^Armament: Sidearms only ^Armor: Passive (Applique) #WEAPONDESC19 The {Troop Transport} module allows a unit to transport other units by land, sea, or air, depending on the unit's chassis. ^ Only sea-going units can transport more than one unit at a time. A {Foil} can transport a number of units equal to twice its reactor value. A {Cruiser} can transport a number of units equal to four times its reactor value. ^ Transports can normally transport only ground units, but seagoing transports can be given the $LINK<Carrier Deck=80007> special ability to allow them to transport and refuel air units. ^ Additionally, air transports can only load and unload passengers in a base or airbase. However, choosing the unload transport {Shift+U} command will allow the passengers to unload while the air transport is in flight. ^ ^Capacity: 500 troops + support ^Composition: Hardened plasteel ^Hydroponics rating: ST ^Armor: Passive (Applique) #WEAPONDESC20 The {Supply Transport} module can be used to create custom supply units. Such units function much as $LINK<Supply Crawlers=30005>, and can: ^ * Produce nutrients, minerals, or energy from any square on the map and send the resources to its home base. Select the "Convoy" ('O') option on the Action Menu. ^ Convoy resources receive the benefits of facilities and secret projects in their home base that increase the resources collected. ^ * Disband themselves in a friendly base to yield their {full} mineral value towards the construction of a secret project or unit prototype. ^ Any unit with the Supply Transport module has no supply cost. The addition of the $LINK<Clean=80016> ability would be redundant. ^ ^Capacity: 2575 mt ^Composition: reinforced plasteel ^Armament: Sidearms only ^Armor: Passive (Applique) #WEAPONDESC21 The {Probe Team} module can be used to create custom probe teams. Such units function much as regular $LINK<Probe Teams=30006>. ^ Any unit with the Probe Team module has no supply cost. The addition of the $LINK<Clean=80016> ability would be redundant. ^ {Probe Teams} can infiltrate and subvert enemy bases and units. They can also steal enemy research information energy credits, sabotage base facilities, assassinate key enemy personnel to slow research, free captured faction leaders from headquarters, and conduct genetic warfare. ^ Move a probe team up to an enemy base or single unit to engage its powers. ^ Probe teams can ignore any $LINK<zone of control=34>. ^ Probe teams can also defend your bases against their enemy counterparts. If a probe team is present in a square when an enemy probe team tries to enter, a combat is resolved between them. The probe team with the highest $LINK<morale=11> level usually wins. ^ Probe teams often receive morale increases when they complete missions successfully. The higher a probe team's morale level, the more likely it is to survive more risky missions. ^ ^Complement: 16 ^Counterintel suite: ShieldSafe V 6.0 ^Armament: Cyberlinks\mind control ^Armor: Passive (Applique) #WEAPONDESC23 The {Conventional Payload} weapons package can be used to create conventional missiles. It can be used only with the $LINK<Missile=40008> chassis. ^ Conventional missiles attack at the following strengths: ^ ^Fission: {9} ^Fusion: {18} ^Quantum: {27} ^Singularity: {36} #ABILDESC0 The {Super Former} ability doubles the speed at which a unit performs normal terraforming functions. It can be used only with $LINK<terraforming units=30001>. ^ ^Desc: SmartSettler V2.0 s\w upgrade ^Effect: Terraform rate doubled ^Limits: Terraformer unit only ^Domain: All #ABILDESC1 {Deep Radar} allows a unit to spot enemies and terrain up to two squares away. ^ ^Desc: Mk. 45 Sensor array upgrade ^Effect: Sees 2 spaces ^Limits: None ^Domain: All #ABILDESC2 A {Cloaking Device} allows a unit to avoid detection by enemy units unless they actually attempt to enter the same square. Cloaked units may also ignore enemy $LINK<Zones of Control=34>--they may move freely between squares adjacent to enemy units. ^ ^Desc: Type IV Refraction\diffusion shield ^Effect: Invisible; Ignores ZOCs ^Limits: Not for use in Probe Teams ^Domain: Land #ABILDESC3 {Amphibious Pods} allow a ground unit to attack directly from a sea square when disembarking from a transport. Units with Amphibious Pods may also move and attack across the channels between Sea Bases and continents. ^ ^Desc: Hoverpod LCs ^Effect: Attacks from ships ^Limits: Combat units only ^Domain: Land #ABILDESC4 {Drop Pods} allow ground units to make air drops. A unit must begin its turn in a friendly base or airbase in order to make an airdrop. Airdrops may be made into any empty square within 8 squares (unless your faction has the technology necessary to make Orbital Insertions, in which case units may be dropped anywhere on the planet). ^ Drop Pod units may move after an airdrop, but if they attack a 50% combat penalty applies. ^ Airdropped units may take up to 30% damage (except when dropped into a friendly base), but will always survive the airdrop. ^ ^Desc: Aircushion LCs ^Effect: Can make airdrops ^Limits: None ^Domain: Land #ABILDESC5 The {Air Superiority} ability equips a unit with the missiles necessary to attack Needlejets in flight. Air units with Air Superiority gain a +100% combat advantage when attacking other air units in flight, but incur a -50% penalty if they attack ground or naval units. ^ Ground or Naval units with air superiority do not gain the 100% bonus vs air, but they do not get the 50% penalty vs other ground or naval units either. ^ Air-to-air combat is resolved by comparing attack factors--the armor value is ignored. ^ Note that even ground and naval units can be equipped with the SAM missiles necessary to confer this ability. ^ A ground unit equipped with Air Superiority can attack an adjacent Needlejet chassis at sea. A Naval unit equipped with Air Superiority can attack an adjacent Needlejet chassis on land. ^ A $LINK<needlejet=40005> unit with air superiority is able to {scramble} against an air attack or hostile $LINK<air drop=80004> within 2 a square radius. ^The interceptor needs to be stationed at a base or airbase. Use the skip turn ({space bar}) or hold command ({H}) to allow the interceptor to scramble. ^ ^Desc: Mk. 66 fire control sensor ^Effect: Attacks air units ^Limits: Combat units only ^Domain: All #ABILDESC6 A {Deep Pressure Hull} allows a sea unit to function as a submarine. Submarine units are difficult for enemies to detect. ^ ^Desc: Reinforced Silksteel chassis ^Effect: Operates underwater ^Limits: Combat units only ^Domain: Sea #ABILDESC7 A {Carrier Deck} allows a sea-going transport to carry and refuel air units. ^ ^Desc: Bonded alloy flight deck ^Effect: Mobile Airbase ^Limits: Not for use in Probe Teams ^Domain: Sea #ABILDESC8 The {AAA Tracking} ability increases a unit's defense against air and missile attacks by 100%. ^ ^Desc: Mk. 190 FUBR fire control system ^Effect: x2 vs. air attacks ^Limits: Not for use with Psi or air units ^Domain: Land, Sea #ABILDESC9 The {Comm Jammer} ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into confusion. A Comm Jammer confers a +50% defense bonus against ground units with more than one move ($LINK<Speeders=40001> and $LINK<Hovertanks=40002>). ^ When attacking, it also prevents the defender from $LINK<disengaging=33>. ^ ^Desc: Type IX ECTS EMP pulse generator ^Effect: +50% vs. fast units ^Limits: Combat, non-Psi units only ^Domain: Land #ABILDESC10 {Antigrav Struts} give a unit an extra move each turn, and allow all ground units, like $LINK<Hovertanks=40002>, to avoid movement penalties for difficult terrain. ^ Air units with Antigrav Struts gain moves equal to twice their reactor value (so an Antigrav air unit with a $LINK<Fusion reactor=50002> would gain 4 moves). ^ ^Desc: Gravitron repulsor pylons ^Effect: +1 movement rate ^Limits: None ^Domain: Land #ABILDESC11 The {Empath Song} ability confers a +50% attack bonus against units which employ a $LINK<Psi Defense=15>, such as $LINK<Mind Worms=30008> and other alien creatures. ^ ^Desc: Psi lock s\w upgrade ^Effect: +50% attack vs. Psi ^Limits: Non-psi combat units only ^Domain: All #ABILDESC13 {Fungicide Tanks} allows a terraformer unit to clear $LINK<Xenofungus=14> at twice the normal rate. Only $LINK<terraforming=30001> units can use this ability. ^ ^Desc: Boron defoliant system ^Effect: Clear fungus at double speed ^Limits: Terraformer units only ^Domain: All #ABILDESC14 The {High Morale} ability gives a unit a $LINK<+1 morale=11> upgrade when it is first created. ^ when you upgrade a trained design in the workshop to a design that is not trained, you lose the effect of the training in the units you are upgrading. If you do the same operation unit by unit on the board, the morale level is retained. On the other hand, if you workshop upgrade TO a trained design, the units so upgraded gain the benefit of the trained attribute. Doing this same operation unit by unit on the board DOES NOT gain a morale benefit. ^ ^Desc: Advanced Warfare Training ^Effect: Gains morale upgrade ^Limits: Combat units only ^Domain: All #ABILDESC15 {Heavy Artillery} units bombard their targets from a distance rather than attacking them directly. This unique ability allows them to fire at units up to two squares away, and to attack every unit in a square with one attack. ^ An artillery unit's only weakness is its inability to attack by any other means than $LINK<bombardment=35>. ^ Note that combat naval units have the intrinsic ability to conduct bombardment, but they may also attack directly against units in sea squares. ^ ^Desc: Reactor chamber upgrade ^Effect: Bombards; -50% armor & move ^Limits: Non-psi units only ^Domain: Land #ABILDESC16 Units with the {Clean Reactor} ability require no support from their home bases. ^ ^Desc: Reactor emission containment system ^Effect: Requires no support ^Limits: None ^Domain: All #ABILDESC17 The {Blink Displacer} ability allows a unit to ignore all base defenses ($LINK<Perimeter Defense=100004>, $LINK<Tachyon Field=100005>) when attacking. ^ ^Desc: Temporal distortion field ^Effect: Bypass base defenses ^Limits: Combat units only ^Domain: All #ABILDESC18 Units with the {Hypnotic Trance} ability are insulated from Psi attack, and thus receive a +50% defense bonus when attacked by units which employ $LINK<Psi Combat=15>, such as $LINK<Mind Worms=30008> and other alien creatures. ^ ^Desc: Psychic amplification module ^Effect: +50% defense vs. PSI ^Limits: Non-psi combat units only ^Domain: All #ABILDESC20 Faction leaders willing to commit atrocities can equip their combat units with {Nerve Gas Pods}. Units so equipped can employ these pods to gain a +50% attack bonus. If employed against a populated area, Nerve Gas Pods will cause significant civilian casualties. ^There is no diplomatic/economic penalty for using nerve gas against beings of another race (aliens/humans), however $LINK<ecological damage=26> will still occur. ^ ^Desc: Mk. 1 VX delivery system ^Effect: Can +50% offense (Atrocity) ^Limits: Non-psi combat units only ^Domain: Land, air #ABILDESC21 A {Repair Bay} allows transport units to repair the units they carry while in transit. ^ ^Desc: Modified Supply Transport module ^Effect: Repairs ground units on board ^Limits: Transport units only ^Domain: Air, sea #ABILDESC22 {Non-Lethal Methods} allow a unit to count double when used as Police units (each unit eliminates two $LINK<drones=36> rather than one). ^Ability does nothing if $LINK<POLICE=130005> rating does not allow police units ^ ^Desc: Stunjack cannon & training for police ^Effect: x2 Police powers ^Limits: Combat units only ^Domain: Land #ABILDESC12 {Polymorphic Encryption} doubles a unit's resistance to probe team subversion. #ARMORDESC0 A unit's {armor} strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^NO ARMOR ^Type: N\A ^Tensile strength: N\A ^Density: N\A ^Thickness: N\A #ARMORDESC1 A unit's {armor} strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^SYNTHMETAL ARMOR ^Type: Chobham (modified) ^Tensile strength: Base ^Density: 2.3 kg\l ^Thickness: 250mm #ARMORDESC2 A unit's {armor} strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^PLASMA STEEL ARMOR ^Type: Mass-energy composite ^Tensile strength: 5X base ^Density: 2.5 kg\l ^Thickness: 520mm #ARMORDESC3 A unit's {armor} strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^SILKSTEEL ARMOR ^Type: Bonded ^Tensile strength: 23X base ^Density: 2.5 kg\l ^Thickness: 520mm #ARMORDESC4 A unit's {armor} strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^PHOTON WALL ^Type: Refractive field ^Tensile strength: 46X base ^Density: N\A ^Thickness: 2m #ARMORDESC5 A unit's {armor} strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^PROBABILITY SHEATH ^Type: Phase adjustment ^Tensile strength: 97X base ^Density: N\A ^Thickness: N\A #ARMORDESC6 A unit's {armor} strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^NEUTRONIUM ARMOR ^Type: Kinetic diffusion ^Tensile strength: 198X base ^Density: 4kg\l ^Thickness: 755mm #ARMORDESC7 A unit's {armor} strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ANTIMATTER PLATE ^Type: Reactive ^Tensile strength: 560X base ^Density -4 kg\l ^Thickness: Var. #ARMORDESC8 A unit's {armor} strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^STASIS GENERATOR ^Type: Temporal field distortion ^Tensile strength: N\A ^Density: N\A ^Thickness: N\A #REACTORDESC1 A unit's {reactor} determines its {power}, the amount of damage the unit can absorb in combat before it is eliminated. A unit can absorb 10 points of damage for each power level of reactor. ^ More advanced reactor technology also tends to make complex units cheaper to build. ^ ^Rating: 32655 kw ^Throughput: 29377 kw ^Efficiency: 89.99% ^Discharge: 52 r ^Fuel source: U-235 #REACTORDESC2 A unit's {reactor} determines its {power}, the amount of damage the unit can absorb in combat before it is eliminated. A unit can absorb 10 points of damage for each power level of reactor. ^ More advanced reactor technology also tends to make complex units cheaper to build. ^ ^Rating: 68003 kw ^Throughput: 62821 kw ^Efficiency: 92.38% ^Discharge: 67 r ^Fuel source: Ionized deuterium #REACTORDESC3 A unit's {reactor} determines its {power}, the amount of damage the unit can absorb in combat before it is eliminated. A unit can absorb 10 points of damage for each power level of reactor. ^ More advanced reactor technology also tends to make complex units cheaper to build. ^ ^Rating: 147893 kw ^Throughput: 141977 kw ^Efficiency: 96.01% ^Discharge: 21 r ^Fuel source: Deuterium-tritium mix #REACTORDESC4 A unit's {reactor} determines its {power}, the amount of damage the unit can absorb in combat before it is eliminated. A unit can absorb 10 points of damage for each power level of reactor. ^ More advanced reactor technology also tends to make complex units cheaper to build. ^ ^Rating: >4000000 kw ^Throughput: Var ^Efficiency: Var ^Discharge: N\A ^Fuel source: Vizorium-5 ;Beginning of SMACX stuff #; Covert Ops Center #HELPFAC34 $LINK<Probe Team=30006> units built here receive two $LINK<morale=11> upgrades. Base also receives a +2 $LINK<PROBE=130008> rating. #; Brood Pit #HELPFAC35 Acts as a $LINK<Children's Creche=100002> for alien units, if there is not already one at the base. Decreases the cost of alien units built at the base by 25%. Negative $LINK<LIFECYCLE=130004> effects canceled in base square. Base also receives a $LINK<+2 POLICE=130005> rating. #; Aquafarm #HELPFAC36 All $LINK<Kelp Farms=90020> worked by base generate one extra $LINK<nutrient=41>. #; Subsea Trunkline #HELPFAC37 All $LINK<Mining Platforms=90022> worked by base generate one extra $LINK<mineral=42>. #; Thermocline Transducer #HELPFAC38 All $LINK<Tidal Harnesses=90023> worked by base generate one extra $LINK<energy=43>. #; Flechette Defense System #HELPFAC39 +50% defense against $LINK<conventional missiles=60023> for any units up to two squares away. Also, if you have no $LINK<Orbital Defense Pods=100068>, the system can shoot down a non-conventional missile ($LINK<Planet Busters=60016>, $LINK<Tectonic Missiles=60024>, and $LINK<Fungal Missiles=60025>) 50% of the time when used inside a two-square radius of the base. Both effects are cumulative; i.e., if there are two Flechette Systems within a two-square radius of a missile's target, then a missile has only a 25% chance of success. #; Subspace Generator #HELPFAC40 This is the main component of the Resonance Communicator used by $LINK<Progenitor=47> factions to broadcast Planet's location to their respective forces. Once a Progenitor faction constructs six Generators in bases of size 10 or higher, the Communicator calls a fleet of reinforcements, thereby ending human habitation on Planet with a $LINK<Progenitor Victory=10014>. #; Geosynchronous Survey Pod #HELPFAC41 This base's sighting radius increases to three squares. The pod also acts as a $LINK<sensor array=90009>, conferring a +25% defensive bonus. Geosynchronous Pods may be destroyed by $LINK<Orbital Defense Pods=100068> or $LINK<Probe Teams=30006>. #; The Manifold Harmonics #HELPPROJ33 Increases resources harvested from $LINK<monolith=12> and $LINK<fungus=14> squares depending on your overall $LINK<PLANET=130007> rating, as follows: ^ ^0 Planet: +1 $LINK<Energy=43> ^+1 Planet: +1 $LINK<Nutrient=41>, +1 Energy ^+2 Planet: +1 Nutrient, +1 $LINK<Mineral=42>, +1 Energy ^+3 Planet: +1 Nutrient, +1 Mineral, +2 Energy #; The Nethack Terminus #HELPPROJ34 +1 $LINK<morale=11> to all $LINK<Probe Teams=30006> built. -25% cost of probe team actions. All Probe teams with a $LINK<Fusion Reactor=50002> or higher have equivalent of $LINK<Algorithmic Enhancement=80028>. #; The Cloudbase Academy #HELPPROJ35 Free $LINK<Aerospace Complex=100029> in every base. Increases the movement rate of all air units by two. #; The Planetary Energy Grid #HELPPROJ36 Free $LINK<Energy Bank=100007> in every base. $LINK<Stockpile Energy=100069> produces 25% higher returns. #ABILDESC24 Units equipped with {Soporific Gas Pods} reduce enemy $LINK<morale=11> by 2 when attacking. ^This does not work against native lifeforms #ABILDESC25 Units equipped with a {Dissociative Wave} can counter special abilities that modify combat percentages. This nullifies specials such as the $LINK<Comm Jammer=80009> and $LINK<Hypnotic Trance=80018>. #ABILDESC26 Sea units equipped with a {Marine Detachment} can board and capture enemy ships that have been severely damaged. ^Any units being transported on a ship are captured too. #ABILDESC27 {Fuel Nanocells} add +2 to an air unit's fuel capacity. #ABILDESC28 $LINK<Probe Teams=30006> equipped with {Algorithmic Enhancement} perform covert operations with greater chances of success. Enhanced Probe Teams can also infiltrate bases and units regardless of social engineering choices or $LINK<The Hunter-Seeker Algorithm=110085> Secret Project, although they still have a high rate of failure. #UNITDESC14 {Sealurks} haunt the fungal patches and ocean depths of Planet's seas. As opposed to the less aggressive $LINK<Isles of the Deep=30009>, the Sealurks seek out and attack ocean and coastal bases. They may also lie in wait for easy prey, catching unwary ships that travel too close to $LINK<fungus=14>. When immobile, these creatures are extremely hard to detect until they begin their attack. ^ Sealurks can engage in $LINK<Psi Combat=15> when attacked, in which weapon and armor strengths are ignored. $LINK<Morale=11> level is quite important when attacking Sealurks. ^ With proper breeding and bonding techniques, Sealurks can also be bred in captivity and controlled by skilled brood trainers. Like any native unit, players can also release Sealurks into the wild, to harass and disrupt an enemy. ^ Native lifeforms stationed in xenofungus do not require $LINK<support=130002>. ^ Wild native lifeforms outside bases fight at reduced strength before 2115. ^Wild native lifeforms, when attacking bases, fight at reduced strength until 2150. #UNITDESC15 {Spore Launchers} can appear singly or in the company of $LINK<Mind Worms=30008>, and are closely associated with $LINK<fungus=14>. Spore Launchers tend to lurk on the outskirts of a settlement, expelling bursts of corrosive spores that can destroy man-made or Progenitor improvements from a range of two squares away. These spores are also effective against units. ^ Spore Launchers can engage in $LINK<Psi Combat=15> when attacked, in which weapon and armor strengths are ignored. $LINK<Morale=11> level is quite important when attacking Spore Launchers. ^ With proper breeding and bonding techniques, Spore Launchers can also be bred in captivity and controlled by skilled brood trainers. These captive boils can be used as artillery to attack enemy units or terrain improvements. Like any native unit, players can also release Spore Launchers into the wild, to harass and disrupt an enemy. ^ Native lifeforms stationed in xenofungus do not require $LINK<support=130002>. ^ Wild native lifeforms outside bases fight at reduced strength before 2115. ^Wild native lifeforms, when attacking bases, fight at reduced strength until 2150. #UNITDESC16 {Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=47> era on Planet. Several different types of Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent. ^ The Battle Ogre Mk1 possesses a $LINK<Resonance Laser=60012>, $LINK<Resonance 3 Armor=70011>, and a $LINK<Fission Reactor=50001>. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the $LINK<police=130005> powers of the Ogre. #UNITDESC17 {Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=47> era on Planet. Several different types of Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent. ^ The Battle Ogre Mk2 possesses a $LINK<Resonance Bolt=60013>, $LINK<Resonance 8 Armor=70013>, and a $LINK<Fusion Reactor=50002>. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the $LINK<police=130005> powers of the Ogre. The Progenitors also built the Mk2 Ogre with the $LINK<Dissociative Wave=80025> special ability. #UNITDESC18 {Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=47> era on Planet. Several different types of Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent. ^ The Battle Ogre Mk3 possesses a $LINK<String Disruptor=60014>, $LINK<Stasis Generator Armor=70008>, and a $LINK<Quantum Chamber=50003>. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the $LINK<police=130005> powers of the Ogre. The Progenitors also built the Ogre with the $LINK<Dissociative Wave=80025> special ability. #UNITDESC19 {Fungal Towers} act as a localized nervous system for $LINK<fungus=14> patches. These Towers are massive, jumbled tangles of Mind Worms, fungus, and other strange native life forms. Although the Towers cannot move or attack, they block movement through their terrain and exert a $LINK<zone of control=34> that can impede units in the area. ^ When attacked, the Fungal Towers engage in $LINK<Psi Combat=15>, in which weapon and armor strengths are ignored. $LINK<Morale=11> level is quite important when attacking Fungal Towers. When attacked, Fungal Towers receive a 50% bonus due to their ability to co-ordinate and direct native life forms in the area. ^ The size and power of Fungal Towers depends on the amount of fungus adjacent to the Tower. Towers can also generate fungus in nearby empty squares. ^ Wild native lifeforms outside bases fight at reduced strength before 2115. #UNITDESC20 The U.N.S. Unity contained a few of these lasers, intended for rudimentary mining operations. One or two might have survived the Unity's descent onto the surface of Planet. In the first few years following Planetfall, these can be used as weapons in a pinch. #WEAPONDESC12 The {Resonance Laser} functions both as a laser and a powerful disruptive force on local resonance fields. Its base attack factor is 6, and it receives a +25% bonus when engaging in a $LINK<Psi Attack=15>. ^ A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC13 The {Resonance Bolt} functions both as a $LINK<Tachyon Bolt=60007> and a powerful disruptive force on local resonance fields. Its base attack factor is 12, and it receives a +25% bonus when engaging in a $LINK<Psi Attack=15>. ^ A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC14 {String Disruptor} ^Built of a combination of temporal disruption and Progenitor resonance technology taken to its highest degree. Its base attack factor of 30 makes it the strongest weapon in the game. ^ A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC24 The {Tectonic Payload} weapons package can be used to create Tectonic Missiles. It can be used only with the $LINK<Missile=40008> chassis. ^ A Tectonic Missile detonation causes an earthquake that raises the target terrain by 1-4 level of altitude, depending on the $LINK<reactor=50001> type. A Fission reactor raises the terrain one level, a Singularity reactor up to four levels. Tectonic missiles are considered delivery platforms instead of combat units, and so may not target bases or units. #WEAPONDESC25 The {Fungal Payload} weapons package can be used to create Fungal Missiles. It can be used only with the $LINK<Missile=40008> chassis. ^ A Fungal Missile detonation destroys any improvements in the square. Additionally, the detonation covers 1-4 squares of terrain with fungus, depending on the $LINK<reactor=50001> type. A Fission reactor covers one square, a Singularity reactor four squares. The detonation may also trigger native life forms from dormant spores. Fungal Missiles are considered delivery platforms instead of combat units, and so may not target bases or units. #ARMORDESC9 {Psi Defense} armor confers the same defensive ability possessed by native units such as $LINK<Mind Worms=30008>. A unit equipped with Psi Defense engages in $LINK<Psi Combat=15> when attacked, in which weapon and armor strengths are ignored, and the attacker is given a 3 to 2 advantage on land. $LINK<Morale=11> level is quite important when attacking a unit equipped with Psi Defense. ^ ^Psi Defense ^Type: Pattern refraction ^Resistance: Proportional to distance ^Density: N\A ^Thickness: N\A #ARMORDESC10 {Pulse 3 armor} is a combined-defense system that gives the benefit of $LINK<Plasma Steel armor=70002> (D3) and confers a 25% defense bonus against ground units with more than one move ($LINK<Speeders=40001> and $LINK<Hovertanks=40002>). #ARMORDESC11 {Resonance 3 armor} combines the physical protection of $LINK<Plasma Steel armor=70002> (D3) with a psi shield that confers a +25% defense bonus when attacked by units which employ $LINK<Psi Combat=15>, such as $LINK<Mind Worms=30008> and other alien creatures. #ARMORDESC12 {Pulse 8 armor} is a combined-defense system that gives the benefit of $LINK<Neutronium Armor=70006> (D8) and confers a 25% defense bonus against ground units with more than one move ($LINK<Speeders=40001> and $LINK<Hovertanks=40002>). #ARMORDESC13 {Resonance 8 armor} combines the physical protection of $LINK<Neutronium Armor=70006> (D8) with a psi shield that confers a +25% defense bonus when attacked by units which employ $LINK<Psi Combat=15>, such as $LINK<Mind Worms=30008> and other alien creatures. # ; This line must remain at end of file