SMACX-unofficial-patch/##current patch files/EN/SMACX/helpx.txt

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;
; Help
;
#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 limits lifted; can produce 3+ nutrients per square.
^Mineral limits lifted; can produce 3+ minerals per square.
^Energy limits lifted; can produce 3+ energy per 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 probes.
^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
{Headquarters} are the central government and administration of a faction
and provide essential coordination among bases. Inefficiency results
from increasing distance from a Headquarters, so it<69>s usually good to
maintain the Headquarters near the center of a faction<6F>s territory.
Produces +1 $LINK<Energy=14> output on base square.
^
^No $LINK<Inefficiency=20> at this base.
^
^Enemy $$LINK<probes=60021> cannot attempt mind control here.
#; Children<65>s Cr<43>che
#HELPFAC2
Base receives +2 to $LINK<Growth=130006> rating and +1 to $LINK<Efficiency=130001> rating.
^
^Reduces a base<73>s vulnerability to enemy $LINK<mind control=60021>.
^
^All units are determined to protect {Children<65>s Cr<43>ches}. If the social
engineering $LINK<Morale=130004> settings for a faction are <20>0<EFBFBD> or less, they will be
treated as <20>+1<> for [all] units defending at, or attacking from,
this base.
^
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^Base may experience [Major population surge] until base<73>s population limit reached (based on current food production and
facilities), if there is no cr<63>che there will be a [Citizens Protest] (extra drone for five years.
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#; Recycling Tanks
#HELPFAC3
Produces +1 $LINK<nutrients=31>, $LINK<minerals=27>, and $LINK<energy=14> output on base square.
#; Perimeter Defense
#HELPFAC4
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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=38>. Also
prevents population loss if the last defender is destroyed.
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#; Tachyon Field
#HELPFAC5
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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=38>.
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^
^Can only be constructed in a base which already has a $LINK<Perimeter Defense=100004>.
#; Recreation Commons
#HELPFAC6
Reduces number of $LINK<Drones=11> in base by two.
#; Energy Bank
#HELPFAC7
Produces the same amount of $LINK<energy=14> as 50% of the energy at base less that lost to <Inefficiency=20>.
^
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^Can absorb a [Power surge] which would destroy all mines in base radius and instead add 50 energy credits to the
$LINK<Energy Reserves=16>.
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#; Network Node
#HELPFAC8
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Increases $LINK<Labs=22> at base by 50%. Base can study one $LINK<Alien Artifacts=30007>. Prevents [Network overload] (lose
all accumulated research) and enables [Major research breakthrough] (free tech).
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#; Biology Lab
#HELPFAC9
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Repairs $LINK<Native life forms=30> quickly. +2 $LINK<Labs=22> per turn. Any Native life forms bred at this base gains a +1
lifecycle bonus.
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^
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^Enables researchers to prevent $LINK<PlanetBlight=41> from destroying all forests and farms within base<73>s production
radius and enables them to discover a beneficial bacterium that provides +1 $LINK<Nutrients=31> per square for 10 years.
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#; Skunkworks
#HELPFAC10
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Eliminates additional cost to $LINK<prototyping=37> new units at this base. {Skunkworks} lifts the retooling penalty for
production switching within category (unit, facility, secret project).
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^
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^Not available at {Citizen} and {Specialist} difficulty levels or to factions with the free prototype bonus like the
[Spartan Federation] as no prototype costs apply in these circumstances.
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#; Hologram Theatre
#HELPFAC11
Reduces number of $LINK<Drones=11> by two, and increases $LINK<Psych=39> output of base by 50%.
^
^Can only be constructed in a base which already has a $LINK<Recreation Commons=100006>.
#; Paradise Garden
#HELPFAC12
Two extra $LINK<Talents=45> at this base.
#; Tree Farm
#HELPFAC13
Increases $LINK<Psych=38> output at base by 50% and
$LINK<energy=16> at base by 50%.
Increases $LINK<nutrient=41> output in $LINK<forest=90004> squares by 1.
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Eliminates at least half the $LINK<ecological damage=26> caused by terraforming ($LINK<farms=90000>, $LINK<mines=90002>,
$LINK<roads=90005>, etc.)
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^
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^If constructed after a faction<6F>s first report of $LINK<fungus=18> growth, the amount of $LINK<minerals=27> that can be
produced by any of that faction<6F>s bases before causing ecological damage will be increased by one. This effect is permanent
even if the facility is destroyed or the base lost.
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#; Hybrid Forest
#HELPFAC14
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Increases $LINK<Psych=39> output at base by 50% and produces the same amount of $LINK<energy=16> as 50% of the energy at
base less that lost to inefficiency. Increases $LINK<nutrient=31> and energy output in $LINK<Forest=90004> squares by one.
Eliminates at least half the $LINK<ecological damage=10004> caused by terraforming ($LINK<Farms=90000>, $LINK<Mines=90002>,
$LINK<Roads=90005>, etc.).
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^
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^If constructed after a faction<6F>s first report of $LINK<fungus=18> growth, the amount of $LINK<minerals=27> that can be
produced by any of that faction<6F>s bases before causing ecological damage will be increased by one. This effect is permanent
even if the facility is destroyed or the base lost.
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^
^Can only be constructed in a base which already has a $LINK<Tree Farm=100013>.
#; Fusion Lab
#HELPFAC15
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Produces the same amount of $LINK<energy=16> as 50% of the energy at base less that lost to inefficiency and increases
$LINK<Labs=22> at base by 50%.
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#; Quantum Lab
#HELPFAC16
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Produces the same amount of $LINK<energy=16> as 50% of the energy at base less that lost to inefficiency and increases
$LINK<Labs=22> at base by 50%.
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^
^Can only be constructed in a base which already has a $LINK<Fusion Lab=100015>.
#; Research Hospital
#HELPFAC17
Increases $LINK<Psych=39> at base by 25% and $LINK<Labs=22> by 50%. Reduces the number of $LINK<Drones=11> by one.
^
^Reduces population loss caused by $LINK<genetic warfare=60021> and prevents other, natural, $LINK<disease outbreaks=41>.
#; Nanohospital
#HELPFAC18
Increases $LINK<Psych=39> at base by 25% and $LINK<Labs=22> by 50%. Reduces the number of $LINK<Drone=11> by one.
^
^Reduces population loss caused by $LINK<genetic warfare=60021> and prevents other, natural, $LINK<disease outbreaks=41>.
^
^Can only be constructed in a base which already has a $LINK<Research Hospital=100017>.
#; Robotic Assembly Plant
#HELPFAC19
Increases $LINK<Minerals=27> output at base by 50%.
#; Nanoreplicator
#HELPFAC20
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Increases $LINK<Minerals=27> output at base by 50%. The {Nanoreplicator} reduces the impact of industry on Planet<65>s
$LINK<Ecology=12> and the minerals it produces [do not] contribute to ecological damage.
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^
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^Can only be constructed in a base which already has a $LINK<Robotic Assembly Plant=100019> or a $LINK<Genejack
Factory=100022>.
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#; Quantum Converter
#HELPFAC21
Increases $LINK<Minerals=27> output at base by 50%.
^
^Can only be constructed in a base which already has a $LINK<Robotic Assembly Plant=100019>.
#; Genejack Factory
#HELPFAC22
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Increases $LINK<Minerals=27> output at base by 50% but increases the number of $LINK<Drone=11> at base by one and increases
vulnerability to enemy $LINK<mind control=60021>.
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#; Punishment Sphere
#HELPFAC23
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Eliminates both $LINK<Drone=11> and $LINK<Talents=45> at this base, and decreases vulnerability to enemy $LINK<mind
control=60021> but reduces $LINK<Labs=22> output by half.
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#; Hab Complex
#HELPFAC24
Increases maximum population of a base by seven.
#; Habitation Dome
#HELPFAC25
Increases population limit to 127. Can only be constructed in a base which already has a $LINK<Hab Complex=100024>.
#; Pressure Dome
#HELPFAC26
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Allows base to survive submersion. Also counts as $LINK<Recycling Tanks=100003> for this base. Bonus resources are not
cumulative with $LINK<Recycling Tanks=100003>.
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#; Command Center
#HELPFAC27
Repairs damaged ground units quickly. Ground units built here receive two $LINK<morale=29> upgrades.
^
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^The maintenance cost is determined by the current level of reactor technology, $LINK<fission plants=50001> cost one,
$LINK<fusion reactors=50002> two and $LINK<quantum chambers=50003> and $LINK<singularity engines=50004> cost three.
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#; Naval Yard
#HELPFAC28
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Repairs damaged naval units quickly. Naval units built here receive two $LINK<morale=29> 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=38>.
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#; Aerospace Complex
#HELPFAC29
Repairs damaged air units quickly. Air units built here receive two $LINK<morale=29>
upgrades.
^
^Base must have an Aerospace complex before it can produce space-based improvements.
^
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^Defensive bonus against air attacks +75% (or +175% when combined with a $LINK<Tachyon Field=100005>). Defensive bonus does
not apply against $LINK<Psi Attacks=38>. Prevents hostile $LINK<Drop pods=80004> within two squares.
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#; Bioenhancement Center
#HELPFAC30
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All military units built here receive two $LINK<morale=29> upgrades. Any $LINK<native lifeforms=30> bred at this base gain
a +1 lifecycle bonus.
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#; Centauri Preserve
#HELPFAC31
Reduces effect of industry on Planet<65>s $LINK<ecological=12>. Any $LINK<Native life forms=30>
bred at this base gain a +1 lifecycle bonus.
^
^If constructed after a faction<6F>s first report of $LINK<fungus=18> growth, the
amount of $LINK<minerals=27> that can be produced by any of that faction<6F>s bases
before causing ecological damage will be increased by one. This effect is
permanent even if the facility is destroyed or the base lost.
#; Temple of Planet
#HELPFAC32
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Reduces effect of industry on Planet<65>s $LINK<ecological=12>. Any $LINK<Native life forms=30> bred at this base gain a +1
lifecycle bonus.
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^
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^If constructed after a faction<6F>s first report of $LINK<fungus=18> growth, the amount of $LINK<minerals=27> that can be
produced by any of that faction<6F>s bases before causing ecological damage will be increased by one. This effect is permanent
even if the facility is destroyed or the base lost.
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^
^Can only be constructed in a base which already has a $LINK<Centauri Preserve=100031>.
#; Psi Gate
#HELPFAC33
Units can [teleport] between bases containing Psi Gates.
#; Covert Ops Center
#HELPFAC34
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These training centers for spies emphasize data retrieval and cryptology, though assassination techniques are rumored to be
taught.
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$LINK<Probe=30006> units built here receive two $LINK<morale=11> upgrades. Base also receives a +2 $LINK<Probe=130008>
rating.
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#; Brood Pit
#HELPFAC35
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The {Brood Pit} is a place where $LINK<Native life forms=30> can be grown with relative ease. It also doubles as a
punishment area.
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^
^Decreases the cost of Native life forms bred at this base by 25%. Base receives +2 to $LINK<Police=130005> rating.
^
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^In the absence of a $LINK<Children<65>s Cr<43>che=100002> to defend, Native life forms can be expected to protect a {Brood Pit}
in the same manner.
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#; Aquafarm
#HELPFAC36
All $LINK<Kelp Farms=90020> worked by base generate one extra $LINK<nutrient=41>.
^
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^The {Aquafarm} is a Progenitor concept, harnessing tidal movements to aerate the kelp, and predictive technology to take
advantage of tidal surges and warm currents.
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#; Subsea Trunkline
#HELPFAC37
All $LINK<Mining Platforms=90022> worked by base generate one extra $LINK<mineral=42>.
^
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^The {Subsea Trunkline} is a method of melting down ore from the sea-bottom into a liquid that can be transported (using
the coolness of the ocean to keep the trunkline itself from melting) to the processing plants
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#; Thermocline Transducer
#HELPFAC38
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The Transducer takes advantage of the thermocline, the area of the ocean where the cold layer and hot layer meet, to
generate electrical energy based on temperature differential.
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^
^All $LINK<Tidal Harnesses=90023> worked by base generate one extra $LINK<energy=43>.
#; Flechette Defense System
#HELPFAC39
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^The {Flechette Defense System} utilizes a flechette delivery system combined with alien resonance waves, to cheaply knock
down incoming missiles. +50% defense against conventional missiles for any units up to two squares away.
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^
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^In the absence of $LINK<Orbital Defense Pods=100068>, the system can shoot down $LINK<Planet Busters=60016>,
$LINK<Tectonic=60024>, and $LINK<Fungal=60025> missiles 50% of the time within two-squares of the base.
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^
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^Both effects are cumulative; if there are two {Flechette Defense Systems} within a two-square radius of a missile<6C>s
target, then a missile has only a 25% chance of success.
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#; Subspace Generator
#HELPFAC40
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This is the main component of the $LINK<Resonance=42> Communicator used by $LINK<Progenitor=47> factions to broadcast
Planet<EFBFBD>s location to their respective forces.
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^
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^Once a Progenitor faction constructs six {Subspace 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>.
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#; Geosynchronous Survey Pod
#HELPFAC41
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The Survey Pod locks into geosynchronous orbit with the base, and provides up-to-the-minute survey data regarding the
surrounding terrain. This base<73>s sighting radius increases to three squares. The pod also acts as a $LINK<sensor
array=90009> on the base central square, conferring a +25% defensive bonus.
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^
^{Geosynchronous Pods} may be destroyed by $LINK<Orbital Defense Pods=100068> or $LINK<Probes=60021>.
^
The launch of a faction<6F>s first satellite enables them to map all unexplored parts of Planet.
Can only be launched from a base which already has an $LINK<Aerospace Complex=100029> or by a faction that controls
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$LINK<The Space Elevator=110027>.
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#; Sky Hydroponics
#HELPFAC65
Launch a hydroponics satellite into orbit around Planet.
^
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^The nutrients bonus is halved for bases without $LINK<Aerospace Complexes=100029>. A base can utilize one Hydroponics for
each unit of population.
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^
^{Sky Hydroponics Labs} can be destroyed by other factions using $LINK<Orbital Defense Pods=100068>.
^
^The launch of a faction<6F>s first satellite enables them to map all unexplored parts of Planet.
^
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^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK<The Space
Elevator=110027>.
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#; Nessus Mining Station
#HELPFAC66
Launch a mining satellite into orbit around Planet<65>s first Moon, [Nessus].
^
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^The minerals bonus is halved for bases without $LINK<Aerospace Complexes=100029>. A base can utilize one Mining Station
for each unit of population.
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^
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^Mining stations can be destroyed by an $LINK<asteroid strike=41> or by other factions using $LINK<Orbital Defense
Pods=100068>.
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^
^The launch of a faction<6F>s first satellite enables them to map all unexplored parts of Planet.
^
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^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK<The Space
Elevator=110027>.
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#; Orbital Power Transmitter
#HELPFAC67
Launch a satellite into orbit around Planet to utilize space-based solar power.
^
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^The energy bonus is halved for bases without $LINK<Aerospace Complexes=100029>. A base can utilize one Power Transmitter
for each unit of population.
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^
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^Power Transmitters can be destroyed by $LINK<Solar Storms on Alpha Prime=41> or by other factions using $LINK<Orbital
Defense Pods=100068>.
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^
The launch of a faction<6F>s first satellite enables them to map all unexplored parts of Planet.
Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK<The Space
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Elevator=110027>.
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#; Orbital Defense Pod
#HELPFAC68
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An {Orbital Defense Pod} has a 50% chance to shoot down a $LINK<Planet Buster=60016>, $LINK<Fungal=60025>, or
$LINK<Tectonic=60024> missile attack against any of a faction<6F>s bases. Defense Pods may only deploy against a missile once
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per turn.
^
When no undeployed Pods remain, a missile can only be stopped by self-destructing a Pod.
^
Can be sacrificed with 50% chance to destroy a satellite of another faction
(Under Satellite Survey <20>F6<46> -> <20>Orbital Attack View<65>).
Can be destroyed by $LINK<Major Solar Storm on Alpha Prime=41>.
^
Can only be launched from a base which already has an
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$LINK<Aerospace Complex=100029> or by a faction that controls $LINK<The Space Elevator=110027>.
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#; Stockpile Energy
#HELPFAC69
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This causes the base to immediately sell off every excess $LINK<Minerals=27> it produces in exchange for energy credits,
which are then deposited in the $LINK<Energy Reserves=14> (each two minerals makes one energy rounded up).
2019-08-01 12:33:14 +02:00
#; The Human Genome Project
#HELPPROJ0
One extra $LINK<Talent=45> at every base. Protects all of your bases against the $LINK<Prometheus Virus=41>.
#; The Command Nexus
#HELPPROJ1
Counts as a $LINK<Command Center=100027> at every base.
#; The Weather Paradigm
#HELPPROJ2
2019-08-01 14:30:19 +02:00
Increases terraforming speed by 50% for all tasks except for $LINK<Remove Fungus=90010>. Your $LINK<Formers=30001> may
build $LINK<Condensers=90012>, $LINK<Boreholes=90014>, and $LINK<Echelon Mirrors=90013>, and may
$LINK<Raise=90016>/$LINK<Lower=90017> terrain or $LINK<Drill to aquifer=90015> even if the appropriate technologies have
not yet been discovered.
2019-08-01 12:33:14 +02:00
#; The Merchant Exchange
#HELPPROJ3
+1 $LINK<Energy=14> in every square at this base except $LINK<Xenofungus=18> squares.
#; The Empath Guild
#HELPPROJ4
2019-08-01 14:30:19 +02:00
Allows contact with, and an infiltrator in, every faction. +50% votes in elections for $LINK<Planetary Governor=35> and
$LINK<Supreme Leader=10017>.
2019-08-01 12:33:14 +02:00
#; The Citizens<6E> Defense Force
#HELPPROJ5
Counts as a $LINK<Perimeter Defense=100004> at every base.
#; The Virtual World
#HELPPROJ6
2019-08-01 14:30:19 +02:00
In addition to their normal effect, $LINK<Network Nodes=100008> count as $LINK<Hologram Theatres=100011> at every base:
reduces number of $LINK<Drones=11> by two and increases $LINK<Psych=39> output of base by 50%.
2019-08-01 12:33:14 +02:00
#; The Planetary Transit System
#HELPPROJ7
Any new bases begin at population size three.
^
^One less $LINK<Drone=11> at all bases of population three and under.
^
2019-08-01 14:30:19 +02:00
^Upon completion, all bases that are less than size three and have sufficient $LINK<nutrient=31> income available will
immediately grow to size three. Size one bases will grow to size two whether or not nutrients are available.
2019-08-01 12:33:14 +02:00
#; The Xenoempathy Dome
#HELPPROJ8
2019-08-01 14:30:19 +02:00
All $LINK<xenofungus=18> confers on all units the same movement benefits normally reserved for $LINK<native life forms=30>
and non-native units may heal completely in fungus.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^The rate at which $LINK<terraforming units=60018> remove and plant fungus is doubled. Any native life forms bred gain a +1
lifecycle bonus.
2019-08-01 12:33:14 +02:00
#; The Neural Amplifier
#HELPPROJ9
+50% to $LINK<Psi Defense=70009>.
#; The Maritime Control Center
#HELPPROJ10
Increases the movement rate of all sea units by two (including $LINK<Isles of the Deep=30009> and $LINK<Sealurks=30014>).
^
^Counts as a $LINK<Naval Yard=100028> at every base.
#; The Planetary Datalinks
#HELPPROJ11
Automatically discover any technology discovered by at least three other factions.
#; The Supercollider
#HELPPROJ12
$LINK<Research=22> output at this base is doubled.
#; The Ascetic Virtues
#HELPPROJ13
2019-08-01 14:30:19 +02:00
Increases the population limit of your bases by two, and increases your society<74>s tolerance for use of police and military
units (+1 $LINK<Police=130005>).
2019-08-01 12:33:14 +02:00
#; The Longevity Vaccine
#HELPPROJ14
2019-08-01 14:30:19 +02:00
Two less $LINK<Drone=11> at every base if a $LINK<society<74>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=130000> increased by 50% at this
base for $LINK<Free market=120007> economies.
2019-08-01 12:33:14 +02:00
^
^Protects all bases against the $LINK<Prometheus Virus=41>.
#; The Hunter-Seeker Algorithm
#HELPPROJ15
2019-08-01 14:30:19 +02:00
Renders units and bases immune to all $LINK<probe=60021> actions, unless the unit is equipped with the $LINK<Algorithmic
Enhancement=80028> special ability.
2019-08-01 12:33:14 +02:00
#; The Pholus Mutagen
#HELPPROJ16
Reduces the effect of industry on Planet<65>s $LINK<ecology=12> at all bases.
^
2019-08-01 14:30:19 +02:00
^All units receive the same defensive bonus on fungus as $LINK<Native life forms=30> receive. Any Native life forms bred
gains a +1 lifecycle bonus.
2019-08-01 12:33:14 +02:00
#; The Cyborg Factory
#HELPPROJ17
Counts as a $LINK<Bioenhancement center=100030> at every base.
#; The Theory of Everything
#HELPPROJ18
$LINK<Labs=22> output doubled at this base.
#; The Dream Twister
#HELPPROJ19
+50% to $LINK<Psi Attacks=38>.
#; The Universal Translator
#HELPPROJ20
Two free tech advances on completion. Any number of $LINK<Alien Artifacts=30007> can be linked at this base.
#; The Network Backbone
#HELPPROJ21
2019-08-01 14:30:19 +02:00
+1 $LINK<Research=130010> at this base for every point of $LINK<Commerce=4> this base receives, and +1 research for every
$LINK<Network Node=100008> in existence on Alpha Centauri, regardless of which player owns the Network Node.
2019-08-01 12:33:14 +02:00
^
^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=10015> is reduced by 50%.
#; The Living Refinery
#HELPPROJ23
Decreases minerals required to support military units: +2 $LINK<Support=130002> on the Social Engineering table.
#; The Cloning Vats
#HELPPROJ24
2019-08-01 14:30:19 +02:00
All of a faction<6F>s bases enter a permanent state of [Population Boom] and will grow every turn whilst the
$LINK<Nutrient=31> supply is sufficient and up to the maximum population<6F>.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^The negative effects of the $LINK<Power=120012> and $LINK<Thought Control=120019> social engineering choices are
eliminated.
2019-08-01 12:33:14 +02:00
^
^___
2019-08-01 14:30:19 +02:00
^<5E>The maximum population for an individual base can be increased through the construction of a $LINK<Hab Complex=100024>,
$LINK<The Ascetic Virtues=110013>, and then even further by constructing a $LINK<Habitation Dome=100025>.
2019-08-01 12:33:14 +02:00
#; The Self-Aware Colony
#HELPPROJ25
$LINK<Energy=14> maintenance cost for facilities halved at all bases.
^
^For the purposes of $LINK<Police=130005>, counts as though every base has one additional combat unit.
#; Clinical Immortality
#HELPPROJ26
One extra $LINK<Talent=45> at every base.
^
^Doubles votes in elections for $LINK<Planetary Governor=35> and $LINK<Supreme Leader=10017>.
^
^Protects all bases against the $LINK<Prometheus Virus=41>.
#; The Space Elevator
#HELPPROJ27
2019-08-01 14:30:19 +02:00
Doubles $LINK<Economy=130000> energy production at this base, and doubles $LINK<Minerals=27> production rate at all bases
whilst they are producing satellites. The minerals it produces do not contribute to $LINK<ecological damage=12>.
2019-08-01 12:33:14 +02:00
^
^Units equipped with $LINK<drop pods=80004> may now make Orbital Insertions [anywhere] on the Planet.
^
2019-08-01 14:30:19 +02:00
^Enables [all] bases to fully exploit and to construct satellites regardless of whether they have $LINK<Aerospace
Complexes=100029>.
2019-08-01 12:33:14 +02:00
#; The Singularity Inductor
#HELPPROJ28
2019-08-01 14:30:19 +02:00
Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the $LINK<ecological effects=10004> of mineral
production.
2019-08-01 12:33:14 +02:00
#; The Bulk Matter Transmitter
#HELPPROJ29
2019-08-01 14:30:19 +02:00
+50% $LINK<Minerals=27> at every base (before facility multipliers are applied, and the multipliers do not boost these
extra minerals).
2019-08-01 12:33:14 +02:00
#; The Telepathic Matrix
#HELPPROJ30
$LINK<Drone=11> [never riot] at all bases.
^
^All $LINK<probes=60021> receive a +2 $LINK<Morale=29> modifier.
#; The Voice of Planet
#HELPPROJ31
Begins the $LINK<Ascent to Transcendence=110032> sequence. Any faction can now begin the Ascent to Transcendence.
^
^Any $LINK<Native life forms=30> bred gain a +1 lifecycle bonus.
#; The Ascent to Transcendence
#HELPPROJ32
2019-08-01 14:30:19 +02:00
Completes the Transcendence sequence and ends the [Human Era]. The Ascent cannot be started until the $LINK<Voice of
Planet=110031> is operational.
2019-08-01 12:33:14 +02:00
#; The Manifold Harmonics
#HELPPROJ33
2019-08-01 14:30:19 +02:00
A grand-scale building/temple harnessing a tiny fraction of the power of the $LINK<Six Manifolds=25>, bringing the owners
into closer communication with the native life forms.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Increases resources harvested from $LINK<Monoliths=28> and $LINK<Fungus=18> squares depending on overall
$LINK<Planet=130007> rating, as follows:
2019-08-01 12:33:14 +02:00
^ 0 Planet = +1 $LINK<Energy=14>
^ +1 Planet = +1 $LINK<Nutrient=31>, +1 Energy
^ +2 Planet = +1 Nutrient, +1 $LINK<Mineral=27>, +1 Energy
^ +3 Planet = +1 Nutrient, +1 Mineral, +2 Energy
#; The Nethack Terminus
#HELPPROJ34
2019-08-01 14:30:19 +02:00
The Terminus is a central databank/server complex tied into the planetary network of research and meteorological computers,
mimicking their functions while extracting data covertly.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^+1 $LINK<Morale=130004> to all $LINK<Probes=60021> built. -25% to the cost of probe actions. All Probes with a
$LINK<Fusion reactor=50002> or higher have free $LINK<Algorithmic Enhancement=80028>.
2019-08-01 12:33:14 +02:00
#; The Cloudbase Academy
#HELPPROJ35
2019-08-01 14:30:19 +02:00
A central location where pilots can come for training in special weapons and tactics. A pilot must first distinguish
themselves in school or combat before entering the prestigious academy.
2019-08-01 12:33:14 +02:00
^
^Free $LINK<Aerospace Complex=100029> in every base. Increases the movement rate of all air units by two.
#; The Planetary Energy Grid
#HELPPROJ36
2019-08-01 14:30:19 +02:00
The Grid is really nothing more than a giant energy plant tied into the global banking network; it takes advantage of
market fluctuations to buy or sell futures at an immediate profit.
2019-08-01 12:33:14 +02:00
^
^Free $LINK<Energy bank=14 Bank> in every base.
^
^$LINK<Stockpile Energy=100069> produces 25% higher returns.
#;Politics
#HELPSOC0
The {Politics} social category determines the 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.
^
^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.
^
^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.
^
^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.
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Economics
#HELPSOC1
The {Economics} social category controls the way an 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.
^
^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<65>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.
^
^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.
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Green
#HELPSOC13
{Green} economics strives 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<EFBFBD>s $LINK<native life=10022>, but population growth necessarily suffers for lack
of space.
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;VALUES
#HELPSOC2
The {Values} social category sets major priorities for a 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=36> colonies.
^
^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 (these negative effects are eliminated by
control of $LINK<The Cloning Vats=110024>).
^
^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.
^
^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.
^
^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 a society has not yet
evolved to a far future society.
^
^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? (These negative effects are eliminated by control of
$LINK<The Network Backbone=110021>.)
^
^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<74>s hand is forced it often shoots to subdue rather than to
destroy.
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Thought Control
#HELPSOC33
The ultimate in <20>Big Brother<65> 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 (these negative
effects are eliminated by control of $LINK<The Cloning Vats=110024>).
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Economy
#HELPEFFECT0
{Economy} represents the raw strength of a society<74>s economy:
^ -3 = -2 $LINK<energy=14> each base
^ -2 = -1 energy each base
^ -1 = -1 energy at $LINK<Headquarters=100001>
^ 0 = Standard energy rates
^ +1 = +1 energy each base
^ +2 = +1 energy each square!
^ +3 = +1 energy/sq; +2 energy/base +1 $LINK<commerce=4> 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
#;Efficiency
#HELPEFFECT1
{Efficiency} determines how much energy a society loses 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 = [Paradigm Economy!!]
#;Support
#HELPEFFECT2
{Support} affects the $LINK<Minerals=27> support costs of units:
^ -4 = Each unit costs 2 to support; no free $LINK<minerals=27> 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!!
#;Morale
#HELPEFFECT4
{Morale} affects the training and determination of combat units, a higher
score here translates directly into $LINK<morale=29> upgrades for newly built 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 when in base)
^ +3 = +2 Morale! (+3 on defense when in base)
^ +4 = +3 Morale!!
#;Police
#HELPEFFECT5
{Police} represents a society<74>s tolerance for police control and
restrictions on personal freedom. A high score allows combat units to be
used as police to pacify unhappy $LINK<Drone=11>. A low score will cause
increasing unhappiness when combat units are away from home (non-$LINK<Air Superiority=80005>
air combat units have the same effect as units away
from home):
^ -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 $LINK<nerve stapling=1>
^ -1 = One police unit allowed. No nerve stapling.
^ 0 = Can use one military unit as police
^ +1 = Can use up to two military units as police
^ +2 = Can use up to three military units as police!
^ +3 = Three units as police. [Police effect doubled!!]
#;Growth
#HELPEFFECT6
{Growth} affects population growth rate. The higher the score, the fewer
$LINK<Nutrients=31> bases need in order 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 a society<74>s sensitivity to Planet<65>s $LINK<ecology=12>. A low
score indicates that ecological damage will occur more quickly:
^ -3 = Wanton ecological disruption; -3 $LINK<Fungus=18> production
^ -2 = Rampant ecological disruption; -2 Fungus production
^ -1 = Increased ecological disruption; -1 Fungus production
^ 0 = Normal ecological tension
^ +1 = Ecological safeguards!; Can capture $LINK<Native life forms=10022>
^ +2 = Ecological harmony!; Increased chance of native life form capture!
^ +3 = Ecological wisdom!!; [Maximum] chance of native life form capture!!
#;Probe
#HELPEFFECT8
{Probe} affects defense against enemy $LINK<Probe=60021> action:
^ -2 = -50% cost of enemy probe actions; enemy success rate increased
^ -1 = -25% cost of enemy probe actions; enemy success rate increased
^ 0 = Normal security measures
^ +1 = +1 probe morale; +50% cost of enemy probe actions
^ +2 = +2 probe morale; [Doubles] cost of enemy probe actions!
^ +3 = +3 probe morale; [immune] to all $LINK<probe=60021> actions, unless the
unit is equipped with the $LINK<Algorithmic Enhancement=80028> special ability
#;Industry
#HELPEFFECT9
{Industry} represents manufacturing strength. A high score reduces the
number of $LINK<Minerals=27> 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%!!!
#;Research
#HELPEFFECT10
{Research} affects the rate of technological progress:
^ -5 = $LINK<Labs=22> 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=31> production of a square by +1.
^
^Farms cannot be built in $LINK<rocky=43> squares.
#;Soil Enricher
#HELPTERRALAND1
A {Soil Enricher} increases the $LINK<Nutrient production=31> of a square by one.
^
^Soil Enrichers can be built only in squares which already contain a
$LINK<Farm=90000>.
#;Mine
#HELPTERRALAND2
A {Mine} increases the $LINK<Mineral=27> output of a square:
^ <20> Flat, +1
^ <20> Rolling squares, +1
^ <20> Rocky squares, +2 (+3 if road)
^ <20> Minerals Resource, +1
^ <20> $LINK<Volcano=23>, +2 (+4 if road)
^ <20> Crater, +1 (+2 if road)
^
^A mine reduces the nutrient output of a square by one, but never below
one.
#;Solar Collector
#HELPTERRALAND3
A {solar collector} produces $LINK<Energy=14>. The amount of energy produced depends
on the $LINK<altitude=10000> of the square and can be increased by the adjacent
construction of an $LINK<Echelon Mirror=90013>.
^
^Solar collectors require eight turns to construct in rocky squares.
#;Forest
#HELPTERRALAND4
2019-08-01 14:30:19 +02:00
{Forest} squares provide one $LINK<Nutrient=31>, two $LINK<Minerals=27>, and one $LINK<Energy=14>. Forest square production
can be improved by constructing $LINK<Tree Farms=100013> and $LINK<Hybrid Forests=100014>.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Forests provide a 50% defensive bonus and will sometimes expand into adjacent non-rocky squares, even driving out
$LINK<Fungus=18>.
2019-08-01 12:33:14 +02:00
#;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=43>.
^
^Terraform variation on construction time (modifiers are additive):
^ +1 Rolling
^ +2 Rocky
^ +1 $LINK<River=90015>
^ +2 $LINK<Fungus=18><3E>, $LINK<Forest=90004>
2019-08-01 12:33:14 +02:00
^<5E>Requires $LINK<Centauri Empathy=140058> to be constructed on $LINK<Fungus=18>.
#;Mag Tube
#HELPTERRALAND6
2019-08-01 14:30:19 +02:00
{Mag Tubes} greatly speed land unit movement. Land units moving between Mag Tube squares do not expend [any] movement
points.
2019-08-01 12:33:14 +02:00
^
^Terraform variation on construction time (modifiers are additive):
^ +1 $LINK<Rolling=43>
^ +2 Rocky
^ +1 $LINK<River=90015>
^ +2 $LINK<Fungus=18><3E>, $LINK<Forest=90004>
2019-08-01 12:33:14 +02:00
^<5E>Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<Fungus=18>.
#;Bunker
#HELPTERRALAND7
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A {bunker} improves the defense value of its square. Units in bunkers have a 50% bonus in combat and do not suffer
collateral damage if another unit in the same square is destroyed, however, a bunker does not protect against an adjacent
unit<EFBFBD>s $LINK<Self Destruction=10013>.
2019-08-01 12:33:14 +02:00
^
^Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<Fungus=18>.
#;AIRBASE
#HELPTERRALAND8
A $LINK<terraforming unit=60018> can construct an {Airbase} which allows air units to land and refuel.
^
^Requires $LINK<Centauri Psi=140063> to construct on $LINK<Fungus=18>.
#;Sensor Array
#HELPTERRALAND9
2019-08-01 14:30:19 +02:00
{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.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^The ownership of a sensor array is determined by a faction<6F>s $LINK<borders=46>. If borders move it may come under control
of a new faction. If a Sensor Array is not within any faction<6F>s territory, the sensor confers a defensive bonus to any
faction<EFBFBD>s unit within two squares.
2019-08-01 12:33:14 +02:00
^
^Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<Fungus=18>.
#;Remove Fungus
#HELPTERRALAND10
2019-08-01 14:30:19 +02:00
<p>A $LINK<terraforming unit=60018> can exterminate all the $LINK<xenofungus=18> in the square.</p> <p>For a faction that
controls $LINK<The Xenoempathy Dome=110008>, the time taken to exterminate fungus is halved.</p>
2019-08-01 12:33:14 +02:00
#;Plant Fungus
#HELPTERRALAND11
2019-08-01 14:30:19 +02:00
$LINK<Terraforming units=60018> can {plant $LINK<fungus=18>} which destroys enhancements other than $LINK<roads=90005>,
$LINK<mag tubes=90006> and $LINK<thermal boreholes=90014>.
2019-08-01 12:33:14 +02:00
^
^For a faction that controls $LINK<The Xenoempathy Dome=110008>, the time taken to plant fungus is halved.
^
2019-08-01 14:30:19 +02:00
^Using xenoagricultural techniques, $LINK<Fungus=18> can be cultivated. Production from fungus squares increase with each
[Centauri] technology discovered. Excluding Thermal Boreholes, any bonus resources or improvements on fungus will [not]
increase production.
2019-08-01 12:33:14 +02:00
#;Condensor
#HELPTERRALAND12
2019-08-01 14:30:19 +02:00
$LINK<Terraforming units=60018> can construct {Condensers} which increases the $LINK<Rainfall=40> in its own and [all]
surrounding squares. It also provides an additional {+50%} increase (rounded down) in $LINK<Nutrient=31> output in its own
square, cumulative with $LINK<Farm=90000> bonuses.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^A Condenser will also lift nutrient production limits in its own square before the discovery of $LINK<Gene
Splicing=140049>.
2019-08-01 12:33:14 +02:00
^
^Condensers have a significant negative $LINK<Ecological impact=10004>.
#;Echelon Mirror
#HELPTERRALAND13
2019-08-01 14:30:19 +02:00
An {Echelon Mirror} can be constructed by a $LINK<terraforming unit=60018> and acts as a $LINK<Solar collector=90003>
whilst also increasing the solar $LINK<Energy=14> collected by {solar collectors} in [all] surrounding squares by +1.
2019-08-01 12:33:14 +02:00
^
^Echelon Mirrors have a significant negative $LINK<ecological impact=10004>.
#;Thermal Borehole
#HELPTERRALAND14
2019-08-01 14:30:19 +02:00
A {Thermal Borehole} penetrates to Planet<65>s mantle and provides significant minerals and energy. Borehole squares provide
+6 $LINK<Minerals=27> and +6 $LINK<Energy=14>, but no $LINK<Nutrients=31>. They are unaffected by $LINK<Fungus=18>.
2019-08-01 12:33:14 +02:00
^
^Boreholes cannot be built adjacent to other boreholes, nor on $LINK<sloping=10000> squares.
^
^Rivers passing through the same square will flow into the borehole and back underground.
^
^Boreholes have a significant negative $LINK<Ecological impact=10004>.
#;Aquifer
#HELPTERRALAND15
2019-08-01 14:30:19 +02:00
Drill to {Aquifer} taps an underground source of water to create a new river beginning from the same square. it is not
possible adjacent to an existing river.
2019-08-01 12:33:14 +02:00
#;Raise Land
2019-08-01 14:30:19 +02:00
{Terraform Raise} increases the $LINK<altitude=0> of the current square by approximately 1000 m. All nearby tiles will be
adjusted to $LINK<slope terrain=10000>.
2019-08-01 12:33:14 +02:00
#;Lower Land
#HELPTERRALAND17
2019-08-01 14:30:19 +02:00
{Terraform Lower} decreases the $LINK<altitude=0> of the current square by approximately 1000 m. All nearby tiles will be
adjusted to $LINK<slope terrain=10000>.
2019-08-01 12:33:14 +02:00
#;Level Terrain
#HELPTERRALAND18
2019-08-01 14:30:19 +02:00
$LINK<Terraforming Units=60018> can use {Level Terrain} to decreases the $LINK<Rockiness=43> of a square. It can be used to
turn rocky squares into rolling squares and rolling squares into flat squares.
2019-08-01 12:33:14 +02:00
#;Kelp Farm
#HELPTERRASEA0
2019-08-01 14:30:19 +02:00
A {Kelp Farm} can be planted by a $LINK<terraforming unit=60018> or $LINK<unity pod=49> and increases the $LINK<Nutrient
production=31> of an ocean square by +2.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Kelp farms can be planted on ocean shelf squares (depth less than 1000 m). Aquatic factions such as the [Nautilus Pirates]
can, with the discovery of $LINK<Adv. Ecological Engineering=140062>, plant Kelp Farms on ocean and ocean trench squares.
2019-08-01 12:33:14 +02:00
^
^A Kelp farm will sometimes expand into adjacent squares, even driving out native $LINK<Sea Fungus=18> in the process.
#HELPTERRASEA2
2019-08-01 14:30:19 +02:00
A {Mining Platform} can be constructed by a $LINK<terraforming unit=60018> and increases the $LINK<Minerals=27> output of
an ocean square by +1, or by +2 if $LINK<Adv. Ecological Engineering=140062> has been discovered.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^A mining platforms can only be built on ocean shelf squares (depth less than 1000 m). Aquatic factions such as the
Nautilus Pirates can, with the discovery of [Adv. Ecological Engineering], construct Mining Platforms on ocean and ocean
trench squares.
2019-08-01 12:33:14 +02:00
^
^A mine reduces the nutrient output of a square by one, but never below one.
#HELPTERRASEA3
2019-08-01 14:30:19 +02:00
A {Tidal Harness} can be constructed by $LINK<terraforming units=60018> and can allows $LINK<Energy=14> collection in an
ocean square. Squares with tidal harnesses produce +3 energy per turn.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Tidal harnesses can only be built in ocean shelf squares (depth less than 1000 m). Aquatic factions such as the [Nautilus
Pirates] can, with the discovery of $LINK<Adv. Ecological Engineering=140062>, construct tidal harnesses on ocean and ocean
trench squares.
2019-08-01 12:33:14 +02:00
#HELPTERRASEA10
A $LINK<terraforming unit=60018> can exterminate all the $LINK<xenofungus=18> in the square.
^
^For a faction that controls $LINK<The Xenoempathy Dome=110008>, the time taken to exterminate fungus is halved.
#HELPTERRASEA11
$LINK<Terraforming units=60018> can {plant sea $LINK<fungus=18>} which destroys existing enhancements.
^
^For a faction that controls $LINK<The Xenoempathy Dome=110008>, the time taken to plant fungus is halved.
^
2019-08-01 14:30:19 +02:00
^Using xenoagricultural techniques, $LINK<Fungus=18> can be cultivated. Production from fungus squares increase with each
[Centauri] technology discovered. Any bonus resources will [not] increase production.
2019-08-01 12:33:14 +02:00
#HELPTERRASEA16
2019-08-01 14:30:19 +02:00
{Raise Sea Floor} decreases the depth of the current square by approximately 1000 m. All nearby tiles will be adjusted to
$LINK<slope terrain=10000>.
2019-08-01 12:33:14 +02:00
#HELPTERRASEA17
2019-08-01 14:30:19 +02:00
{Terraform Lower} increases the depth of the current square by approximately 1000 m. All nearby tiles will be adjusted to
$LINK<slope terrain=10000>.
2019-08-01 12:33:14 +02:00
#;Colony Pod
#UNITDESC0
A {Colony Pod} represents the manpower and resources necessary to build a new {base}.
#;Formers
#UNITDESC1
{Formers} are $LINK<terraforming units=60018> that can be used to improve and reshape Planet.
^
2019-08-01 14:30:19 +02:00
^Formers can plant $LINK<Forests=90004> and $LINK<Farms=90000>; build $LINK<Roads=90005> and $LINK<mag tubes=90006>,
$LINK<Mines=90002>, $LINK<Solar Collectors=90003>, $LINK<Thermal Boreholes=90014>, $LINK<Echelon Mirrors=90013>,
$LINK<Condensers=90012>, $LINK<airbases=90008>, $LINK<bunkers=90007>, and $LINK<sensor arrays=90009>; reduce
$LINK<Rockiness=43>, $LINK<drill to aquifers=90015> to create new rivers; $LINK<remove=90010> and $LINK<plant
fungus=90011>; and even $LINK<Raise=90016> or $LINK<Lower=90017> terrain.
2019-08-01 12:33:14 +02:00
^
^Unlike some other units, if a former has at least one movement, it will always enter a $LINK<fungus=18> square.
#;Scout Patrol
#UNITDESC2
A {Scout Patrol} is a basic infantry unit.
#;Transport Foil
#UNITDESC3
2019-08-01 14:30:19 +02:00
{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.
2019-08-01 12:33:14 +02:00
#;Sea Formers
#UNITDESC4
{Sea Formers}, are $LINK<terraforming units=60018> that can be used to improve and reshape Planet.
^
2019-08-01 14:30:19 +02:00
^Sea Formers can plant $LINK<Kelp Farms=90020>, build $LINK<Mining Platforms=90021>, and construct $LINK<Tidal
Harnesses=90022>; $LINK<remove=90023> or $LINK<plant=90024> sea fungus; and even $LINK<Raise=90016> or $LINK<Lower=90017>
terrain.
2019-08-01 12:33:14 +02:00
#;Supply Crawler
#UNITDESC5
A {Supply Crawler} is a basic $LINK<supply transport=60020> unit.
#;Probe Team
#UNITDESC6
A {Probe Team} is a basic $LINK<probe module=60021> unit.
#;Alien Artifact
#UNITDESC7
2019-08-01 14:30:19 +02:00
Library Nodule Artifacts (or Alien Artifacts as they are known to human factions) are $LINK<Progenitor=36> devices that
appear on the map as $LINK<unity pods=49> until a players unit moves onto the same square.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Once discovered, Alien Artifacts have one movement point and behave as non-combatant units. If they are used to explore a
unity pod they have a 50% chance of vanishing. They can be captured by other factions without $LINK<diplomatic penalty=8>
if they are not in a stack with other non-alien artifact units. They are attacked and destroyed by $LINK<wild native
lifeforms=10022>, $LINK<needlejets=40005>, and $LINK<copters=40006>.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Artifacts can be moved to bases that have a $LINK<network node=100008> facility or $LINK<The Universal Translator=110020>
secret project and linked to it to provide a random technological breakthrough. Each network node can only link to one
alien artifact<63>. They can also be use it to speed the production of a Secret Project or unit $LINK<prototype=37> by 50
minerals. On rare occasions, linking an Alien Artefact to a Network Node results in an overload destroying both unit and
facility. Linked Network Nodes cannot be scrapped for money, only destroyed.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Using the goto (<28>G<EFBFBD>) command on an Alien Artifact will indicate which bases (including those of pact partners) have
Network Nodes and whether they are already linked to an Artifact.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^If an Alien Artifact is in a base, holding or on sentry mode, it will activate if a secret project or prototype is
commenced or if a network node or The Universal Translator is completed prompting a player that they can use the artifact.
2019-08-01 12:33:14 +02:00
^
^___
2019-08-01 14:30:19 +02:00
^<5E>When playing the game at 800 <20> 600 screen resolution, Network Nodes that are linked to Alien Artifacts will have
<EFBFBD>(Linked)<29> displayed after them on the base control screen. At higher resolutions this text is not visible due to the font
size.
2019-08-01 12:33:14 +02:00
#;Mind Worms
#UNITDESC8
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The dominant $LINK<native life form=30> of Planet is the {mind worm}, a horrid-looking little parasitic carnivore about 10
cm long. A single mind worm is a dangerous pest, able to burrow into a human brain and devour it, while the victim succumbs
to violent delusions or dangerous fantasies, or lives out his deepest terrors.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Far worse than a single worm, mind worms are known to form vast mobile colonies, called <20>boils<6C>, which can overwhelm a
military unit or a whole human base.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^With proper breeding and bonding techniques, Mind Worms can also be bred in captivity and controlled by skilled brood
trainers.
2019-08-01 12:33:14 +02:00
#;Isle of the Deep
#UNITDESC9
2019-08-01 14:30:19 +02:00
An aquatic vector of the $LINK<Mind Worms=30008> $LINK<native life form=30>, the {Isle of the Deep} is closely associated
with $LINK<Sea Fungus=18>. Spending their early life underwater, in maturity they surface as a floating shell formed by the
secretions of the colony<6E>s individual members. They are often used as a nesting place by Mind Worms and $LINK<Spore
Launchers=30015> and can even float large land units much like a $LINK<troop transport=60019>. The transport capacity is
determined by the life cycle level: one unit for each level.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^With proper breeding and bonding techniques, Isles of the Deep can be bred in captivity and controlled by skilled brood
trainers.
2019-08-01 12:33:14 +02:00
#;Locusts of Chiron
#UNITDESC10
2019-08-01 14:30:19 +02:00
Locusts of Chiron are rare $LINK<Native life forms=30>, and <20>wild<6C> locusts are rarely seen outside of periods of unusual
mind worm activity. Periodically, a pre-boil mass of $LINK<mind worms=30008> in a $LINK<xenofungal=18> bloom spontaneously,
and for unknown reason, metamorphoses so that they all grow wings, whereupon the worms take off as a boil-swarm.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Though they cannot be captured in the wild, with proper breeding and bonding techniques, they can be bred in captivity and
controlled by skilled brood trainers.
2019-08-01 12:33:14 +02:00
#;Unity Rover
#UNITDESC11
2019-08-01 14:30:19 +02:00
The U.N.S. Unity was stocked with many of these lightly armed {Unity Rovers}, intended for use in exploring Planet<65>s
landmasses.
2019-08-01 12:33:14 +02:00
#;Unity Scout Chopper
#UNITDESC12
2019-08-01 14:30:19 +02:00
A few of these extremely handy Choppers were stored aboard the U.N.S. Unity, and one or two may have survived the ship<69>s
crash on the surface. Although lightly armed and with limited fuel range, {Unity Choppers} are invaluable scouts and
explorers.
2019-08-01 12:33:14 +02:00
#;Unity Foil
#UNITDESC13
These small, prefab $LINK<foils=40003> were stored aboard the U.N.S. Unity, ready for use exploring Planet<65>s seas.
#;Sealurks
#UNITDESC14
2019-08-01 14:30:19 +02:00
{Sealurks} are an aquatic $LINK<native life form=30> that haunt the fungal patches and ocean depths of Planet<65>s seas. They
travel underwater and can attack bases and units on the coast.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^With proper breeding and bonding techniques, Sealurks can also be bred in captivity and controlled by skilled brood
trainers.
2019-08-01 12:33:14 +02:00
#;Spore Launcher
#UNITDESC15
2019-08-01 14:30:19 +02:00
{Spore Launchers} are $LINK<native life forms=30> that can appear singly or in the company of $LINK<Mind Worms=30008>, and
are closely associated with $LINK<Fungus=18>. 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.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^Spore Launchers are aggressive and highly territorial and will attack other nearby spore launchers. When defending
territory, tame Spore Launchers may also engage in artillery duels with units of their own faction.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^With proper breeding and bonding techniques, Spore Launchers can also be bred in captivity and controlled by skilled brood
trainers.
2019-08-01 12:33:14 +02:00
#;Battle Ogre MK1
#UNITDESC16
2019-08-01 14:30:19 +02:00
{Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=36> 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.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^The {Battle Ogre MK1} possesses a $LINK<Resonance Laser=60012>, $LINK<Resonance 3 Armor=70011>, and a $LINK<Fission
Plant=50001>. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the
$LINK<Police=130005> powers of the Ogre.
2019-08-01 12:33:14 +02:00
#;Battle Ogre MK2
#UNITDESC17
2019-08-01 14:30:19 +02:00
{Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=36> 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.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^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.
2019-08-01 12:33:14 +02:00
#;Battle Ogre MK3
#UNITDESC18
2019-08-01 14:30:19 +02:00
{Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=36> 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.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^The {Battle Ogre MK3} possesses a $LINK<String Disruptor=60014>, $LINK<Stasis Generator=70008> armor, 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.
2019-08-01 12:33:14 +02:00
#;Fungal Tower
#UNITDESC19
2019-08-01 14:30:19 +02:00
{Fungal Towers} are $LINK<native life forms=30> that act as a localized nervous system for $LINK<Fungus=18> 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=53> that can impede units in
the area.
2019-08-01 12:33:14 +02:00
^
2019-08-01 14:30:19 +02:00
^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.
2019-08-01 12:33:14 +02:00
#;Unity Mining Laser
#UNITDESC20
2019-08-01 14:30:19 +02:00
The {U.N.S. Unity} contained a few of these lasers, intended for rudimentary mining operations. One or two might have
survived the Unity<74>s descent onto the surface of Planet. These can be used as weapons.
2019-08-01 12:33:14 +02:00
#;Infantry
#CHASSISDESC0
2019-08-01 14:30:19 +02:00
{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.
2019-08-01 12:33:14 +02:00
^
^ Speed: 8 km/h
^ Modality: Manual/Tracked
^ Dimensions: N/A
^ Modifiers: +25% vs. base
#;Speeder
#CHASSISDESC1
2019-08-01 14:30:19 +02:00
Mobile {Speeder} units can move quickly across Planet<65>s surface. Speeder units gain a +25% combat advantage when attacking
in open terrain. They can also $LINK<Disengage=10> from combat when surprised by slower enemy $LINK<Infantry=40000>.
2019-08-01 12:33:14 +02:00
^
^ Speed: 102 km/h
^ Modality: Wheeled
^ Dimensions: 7.7 <20> 3.6 <20> 2.9 m
#;Hovertank
#CHASSISDESC2
2019-08-01 14:30:19 +02:00
The ultimate in ground effect transportation, the {Hovertank} is never penalized for moving through difficult terrain<69>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.
2019-08-01 12:33:14 +02:00
^
^ Speed: 227 km/h
^ Modality: Aircushion
^ Dimensions: 6.9 <20> 3 <20> 3 m
^ Modifiers: +25% in open
#;Foil
#CHASSISDESC3
2019-08-01 14:30:19 +02:00
{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.
2019-08-01 12:33:14 +02:00
^
^ Speed: 62 km/h
^ Modality: Airfoil
^ Dimensions: 162 <20> 24.25 <20> 17.5 m
^ Modifiers: None
#;Cruiser
#CHASSISDESC4
2019-08-01 14:30:19 +02:00
With sufficient industrial infrastructure, large {Cruiser} units can be produced. These larger vessels make formidable
naval units as well as the most efficient transports.
2019-08-01 12:33:14 +02:00
^
^ Speed: 115 km/h
^ Modality: Naval Keel
^ Dimensions: 200 <20> 50.5 <20> 20 m
#;Needlejet
#CHASSISDESC5
2019-08-01 14:30:19 +02:00
{Needlejets}, the signature aircraft of the 23rd century, appear in Planet<65>s skies once Planet<65>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.
2019-08-01 12:33:14 +02:00
^
^ Domain: Air
^ Speed: 766 km/h
^ Modality: Fixed-wing aircraft
^ Dimensions: 18.6 <20> 12.5 <20> 4.4 m
^ Modifiers: Require refuel every two turns
#;Copter
#CHASSISDESC6
2019-08-01 14:30:19 +02:00
{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% $LINK<damage==7>.
2019-08-01 12:33:14 +02:00
^
^ Speed: 523 km/h
^ Modality: Rotary
^ Dimensions: 15.5 <20> 6 <20> 4 m
^ Modifiers: Range unaffected by fuel
#;Gravship
#CHASSISDESC7
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{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.
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^
^ Domain: Air
^ Speed: 1021 km/h
^ Modality: Gravitron booster
^ Dimensions: 22 <20> 8 <20> 6 m
^ Modifiers: Range unaffected by fuel
#;Missile
#CHASSISDESC8
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{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.
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^
^ Domain: Air
^ Speed: 232.5 km/h
^ Modality: Assisted airflow
^ Dimensions: 15.5 <20> .5 <20> .5 m
^ Modifiers: Destroyed on impact
#;Hand Weapons
#WEAPONDESC0
A unit<69>s weapon strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Ammo: 7.62 mm U.N. standard
^ Muzzle velocity: 1100 mps
^ Rate of fire: Varies; max 120/min
^ Max range: 550 m
^ Target acquisition: Visual
#;Laser
#WEAPONDESC1
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Active medium: Diode
^ Type: Fiber-coupled
^ Pulse duration: 5 nsec
^ Wavelength: 193 nm
^ Peak power: .84 GW
^ Burn rate (1 m steel): .76 sec
#;Particle Impactor
#WEAPONDESC2
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Ammo: 10 mm caseless Kinetic Energy
^ Muzzle velocity: 2500 mps
^ Rate of fire: 1100/min
^ Max range: 2700 m
^ Target acquisition: Optical
#;Gatling Laser
#WEAPONDESC3
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ 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 (1 m steel): .52 sec
#;Missile Launcher
#WEAPONDESC4
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Missile}
^ Ammo: Mk. 12(t) <20>Sabre<72> missile
^ Velocity: Mach 2.2
^ Rate of fire: 6/min
^ Max range: 90 km
^ Target acquisition: IR signature
#;Chaos Gun
#WEAPONDESC5
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Ammo: 9 mm caseless Field Disruptor
^ Muzzle velocity: 3000 mps
^ Rate of fire: 10/min
^ Max range: 11 km
^ Target acquisition: Field Differential
#;Fusion Laser
#WEAPONDESC6
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ 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 (1 m steel): .14 sec
#;Tachyon Bolt
#WEAPONDESC7
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Energy}
^ Active medium: Molecular hydrogen
^ Type: Active liquid coolant
^ Pulse duration: 1 usec
^ Wavelength: 680 nm
^ Peak power: 5 GW
^ Burn rate (1 m steel): .07 sec
#;Plasma Shard
#WEAPONDESC8
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ 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
#;Quantum Laser
#WEAPONDESC9
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Energy}
^ Active medium: Temporal field distortion
^ Type: Crystal diffusion
^ Pulse duration: N/A
^ Wavelength: .005 nm
^ Peak power: Varies
^ Burn rate (1 m steel): N/A
#;Graviton Gun
#WEAPONDESC10
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Projectile}
^ Ammo: 2 mm 3-stage particle-accelerated
^ Muzzle velocity: 9800 mps
^ Rate of fire: 2000/min
^ Max range: 1.4 km
^ Target acquisition: Nanoremote
#;Singularity Laser
#WEAPONDESC11
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^ Weapon Mode: {Energy}
^ Active medium: Temporal boundary
^ Type: Singularity induction
^ Pulse duration: Relative
^ Wavelength: .001 nm
^ Peak power: N/A (approach inf.)
^ Burn rate (1 m steel): Relative
#;Resonance Laser
#WEAPONDESC12
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The {Resonance Laser} is a laser with additional $LINK<resonance=42> technology attached to the wave form; it receives a
+25% bonus when engaging in a $LINK<Psi Attack=60015>
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^
^A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
#;Resonance Bolt
#WEAPONDESC13
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The {Resonance Bolt} is a $LINK<Tachyon Bolt=60007> with additional $LINK<resonance=42> technology attached to the wave
form; it receives a +25% bonus when engaging in a $LINK<Psi Attack=60015>
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^
^A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
#;String Disruptor
#WEAPONDESC14
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The {String Disruptor} is built of a combination of temporal disruption and $LINK<Progenitor=36> $LINK<Resonance=42>
technology taken to its highest degree and is the strongest weapon in the game.
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^
^A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
#;Psi Attack
#WEAPONDESC15
The {Psi Attack} weapon allows a $LINK<non-native life form=30> to attack conventional units using $LINK<Psi combat=38>.
^
^ Active medium: Patterned energy
^ Type: Compelled dissociative
^ Range: Line of sight
^ Peak power: Inverse to distance
^ Target acquisition: Psi lock
#;Planet Buster
#WEAPONDESC16
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The quasi-nuclear {Planet Buster} is the future<72>s ultimate $LINK<atrocity=1>. Planet Busters destroy everything within a
radius equal to their reactor size, often leaving immense craters.
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^
^ Designation: Mk. 714 Plasma bomb
^ Active kill radius: 2000 km
^ Explosive force: 296 Gt TNT
^ Target acquisition: Charged particle
#;Colony Module
#WEAPONDESC17
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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 zero
population, the choice is given to disband the base or wait until it has reached two population. Colony Modules can be
added to an existing base to increase the base population by one using the <20>Join Base<73> command <20>B<EFBFBD>. 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>.
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^
^This module can be added to all chassis except $LINK<missile=40008>.
^
^ Complement: 1000+
^ Composition: Prefab plastic
^ Hydroponics rating: indefinite
^ Armament: Sidearms only
#;Terraforming Unit
#WEAPONDESC18
Units with the {Terraforming Unit} module can be used to improve and shape the terrain of Planet.
^
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^This module can be added to the $LINK<infantry=40000>, $LINK<speeder=40001>, $LINK<hovertank=40002>, $LINK<foil=40003>,
$LINK<cruiser=40004>, and $LINK<gravship=40007> chassis.
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^
^ Crew: 367
^ Composition: Bonded steel/ceramic
^ Armament: Sidearms only
#;Troop Transport
#WEAPONDESC19
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The {Troop Transport} module allows a unit to transport other units. It reduces the movement of land and sea units by one
and air units by 50%+1.
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^
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^Only sea-going units can transport more than one unit at a time. A $LINK<foil=40003> can transport a number of units equal
to twice its reactor value. A $LINK<cruiser=40004> can transport a number of units equal to four times its reactor value.
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^
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^Transports can normally transport only ground units, but sea-going transports can be given the $LINK<Carrier Deck=80007>
special ability to allow them to transport and refuel air units.
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^
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^Air transports can only load passengers in a base or airbase. Choosing the <20>Unload Transport<72> (<28>Shift+U<>) command from the
action menu will allow the passengers to unload while the air transport is in flight.
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^
^ Capacity: 500 troops + support
^ Composition: Hardened plasteel
^ Hydroponics rating: ST
#;Supply Transport
#WEAPONDESC20
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The {Supply Transport} module can be used to create $LINK<units=30005> that harvest or transport $LINK<nutrients=31>, or
$LINK<minerals=27>, or $LINK<energy=14>. Any unit with the Supply Transport module has no $LINK<support=130002> cost.
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^
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^Selecting the <20>Convoy<6F> (<28>O<EFBFBD>) option on the <20>Action Menu<6E> brings up a menu from which can be selected the resources to
convoy:
^ <20> if a supply transport is placed in a friendly base then it delivers available resources from its home base to the
one where it is currently located
^ <20> if a supply transport is outside a base, it delivers available resources from the square it occupies to its home
base each turn
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^
^The unit cannot deliver resources from a square already being worked by a base<73>s citizens.
^
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^Convoy resources receive the benefits of facilities and secret projects in their home base that increase the resources
collected.
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^
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^Supply transports disbanded in friendly bases yield their {full} mineral value towards the construction of a secret
project or $LINK<prototypes=37>.
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^
^This module can be added to all chassis except $LINK<missile=40008>.
^
^ Capacity: 2575 mt
^ Composition: reinforced plasteel
^ Armament: Sidearms only
#;Probe Module
#WEAPONDESC21
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The {Probe Module} can be used to create $LINK<units=30006> able to engage in espionage. Any unit with the Probe module has
no supply cost.
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^
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^Probes can infiltrate and subvert enemy bases and units. They can 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 (with the discovery of $LINK<Retroviral Engineering=140075>). Move a probe up to
an enemy base or single unit to engage its powers.
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^
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^Probes can ignore any $LINK<Zone of control=53>. Probe can also defend your bases against their enemy counterparts. If a
probe is present in a square when an enemy probe tries to enter, a combat is resolved between them. The probe with the
highest $LINK<Morale=130004> level usually wins. Probes often receive morale increases when they complete missions
successfully. The higher a probe<62>s morale level, the more likely it is to survive more risky missions.
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^
^Both $LINK<Comm Jammer=80009> and $LINK<Hypnotic Trance=80018> can be added to units with Probe Module for no cost.
^
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^This module can be added to the $LINK<infantry=40000>, $LINK<speeder=40001>, $LINK<hovertank=40002>, $LINK<foil=40003>,
and $LINK<cruiser=40004> chassis.
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^
^ Complement: 16
^ Counterintel suite: ShieldSafe V 6.0
^ Armament: Cyberlinks/mind control
#;Conventional Payload
#WEAPONDESC23
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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:
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^ $LINK<Fission Plant=50001> = 9
^ $LINK<Fusion Reactor=50002> = 18
^ $LINK<Quantum Chamber=50003> = 27
^ $LINK<Singularity Engine=50004> = 36
#;Tectonic Payload
#WEAPONDESC24
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The {Tectonic Payload} weapons package can be used to create Tectonic Missiles. It can be used only with the
$LINK<Missile=40008> chassis.
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^
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^A Tectonic Missile detonation causes an earthquake that raises the target terrain by one to four levels of
$LINK<altitude=0>, depending on the reactor type. A $LINK<Fission Plant=50001> raises the terrain one level, a
$LINK<Singularity Engine=50004> up to four levels. Tectonic missiles are considered delivery platforms instead of combat
units, and so may not target bases or units.
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^
^To target a square, move the missile to the desired target (cannot be a sea square) and press the <20>I<EFBFBD> key.
#;Fungal Payload
#WEAPONDESC25
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The {Fungal Payload} weapons package can be used to create Fungal Missiles. It can be used only with the
$LINK<Missile=40008> chassis.
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^
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^A Fungal Missile detonation destroys any improvements in the square. Additionally, the detonation covers one to four
squares of terrain with $LINK<fungus=18>, depending on the reactor type. A $LINK<Fission Plant=50001> covers one square, a
$LINK<Singularity Engine=50004> four squares. The detonation may also trigger $LINK<native life forms=30> from dormant
spores. Fungal Missiles are considered delivery platforms instead of combat units, and so may not target bases or units.
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^
^To target a square, move the missile to the desired target (cannot be a sea-square) and press the <20>I<EFBFBD> key.
#;Super Former
#ABILDESC0
{SmartSettler V2.0 software upgrade}
^
^Can be used only with $LINK<terraforming units=60018>.
#;Deep Radar
#ABILDESC1
{Mk. 45 Sensor array upgrade}
#;Cloaking Device
#ABILDESC2
{Type IV Refraction/diffusion shield}
^
^A {Cloaking Device} allows a unit to avoid detection by enemy units unless they actually attempt to enter the same square.
#;Amphibious Pods
#ABILDESC3
{Hoverpod LCs}
^
^Units with {Amphibious Pods} may also move and attack across the channels between sea bases and continents.
#;Drop Pods
#ABILDESC4
{Aircushion LCs}
^
^A unit must begin its turn in a friendly base or $LINK<airbase==90008> in order to make an airdrop.
^
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^Airdrops may be made within eight squares. With the discovery of $LINK<Graviton Theory=140022> or the construction of
$LINK<The Space Elevator=110027>, units with Drop Pods can make orbital insertions anywhere on Planet.
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^
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^Non-combat units lose all movement after an air drop or orbital insertion. Combat units may move after an airdrop, but if
they attack, a 50% combat penalty applies. Airdropped units may take up to 30% $LINK<damage=7> (except when dropped into a
friendly base), but will always survive the airdrop.
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#;Air Superiority
#ABILDESC5
{Mk. 66 fire control sensor}
^
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^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.
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^
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^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.
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^
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^Air-to-air combat is resolved by comparing attack factors<72>the armor value is ignored. 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.
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^
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^A $LINK<Needlejet=40005> unit with air superiority is able to {scramble} against an air attack or hostile $LINK<air
drop=80004> within a two square radius. The interceptor needs to be stationed at a base or airbase. Use the skip turn
(<28>Space bar<61>}) or hold command (<28>H<EFBFBD>) to allow the interceptor to scramble.
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#;Deep Pressure Hull
#ABILDESC6
{Reinforced Silksteel chassis}
^
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^A {Deep Pressure Hull} allows a sea unit to move underwater making it difficult for enemies to detect, unless the attempt
to enter the same square.
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#;Carrier Deck
#ABILDESC7
{Bonded alloy flight deck}
^
^A {Carrier Deck} allows a sea-going transport to carry and refuel air units.
#;AAA Tracking
#ABILDESC8
{Mk. 190 FUBR fire control system}
#;Comm Jammer
#ABILDESC9
{Type IX ECTS EMP pulse generator}
^
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^The {Comm Jammer} ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into
confusion.
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^
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^Free to add to units with $LINK<Probe Module=60021>. When attacking, it also prevents the defender from
$LINK<disengaging=10>.
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#;Antigrav Struts
#ABILDESC10
{Gravitron repulsor pylons}
^
^Allows all ground units to, like $LINK<hovertanks=40002>, avoid movement penalties for difficult terrain.
#;Empath Song
#ABILDESC11
{Psi lock software upgrade}
#;Polymorphic Encryption
#ABILDESC12
#;Fungicide Tanks
#ABILDESC13
{Boron defoliant system}
^
^Only available for $LINK<terraforming=60018> units.
#;High Moral
#ABILDESC14
{Advanced Warfare Training}
#;Heavy Artillery
#ABILDESC15
{Reactor chamber upgrade}
^
^An artillery unit is only able to attack by Long Range Fire. Only available for land units.
#;Clean Reactor
#ABILDESC16
{Reactor emission containment system}
#;Blink Displacer
#ABILDESC17
{Temporal distortion field}
#;Hypnotic Trance
#ABILDESC18
{Psychic amplification module}
^
^Free to add to $LINK<Probes=60021>.
#;Nerve Gas Pods
#ABILDESC20
{Mk. 1 VX delivery system}
^
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^Can only be used against non-$LINK<Native life forms=30>. When used against units inside a base, if combat is successful,
50% of the bases<65> population will be killed. If the population of the base is one, it will be destroyed.
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#;Repair Bay
#ABILDESC21
{Modified Supply Transport module}
^
^Can only be used with $LINK<troop transports=60019>.
#ABILDESC22
{Stunjack cannon & training for police}
#;Soporific Gas Pods
#ABILDESC24
Employs a combination of standard sleep-inducing gas and a soothing wave-form/broad band resonance.
^
^Ineffective against $LINK<Native life forms=30>.
#;Dissociative Wave
#ABILDESC25
Enemy units get no combat bonuses from their own special abilities when
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attacking a unit equipped with this high-energy field that temporarily disrupts delicate electronic equipment. The unit
equipped with dissociative waves can tune its own special equipment to <20>ignore<72> this field. The field generator is bulky
and hard to manipulate during mobile engagements, rendering it ineffective as an attack weapon.
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#;Marine Detachment
#ABILDESC26
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Ship equipped with this ability can capture an enemy ship 50% of the time, if the defender is reduced to 30% or less combat
strength without being destroyed in the process. Marine squads are trained in the art of ship capture, which involves fast
moving and a knowledge of where to strike the enemy vessel to cripple its command structure and avoid self-destruct
mechanisms.
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^
^Any units being $LINK<transported=60019> on a ship are also captured.
#;Fuel Nanocells
#ABILDESC27
#;Algorithmic Enhancement
#ABILDESC28
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Enhanced Probes can also infiltrate bases and units regardless of social engineering choices or $LINK<The Hunter-Seeker
Algorithm=110015> Secret Project, although they still have a high probability of failure.
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^
^$LINK<The Nethack Terminus=110034> grants the equivalent to all of a faction<6F>s probes.
#;No Armor
#ARMORDESC0
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: N/A
^ Tensile strength: N/A
^ Density: N/A
^ Thickness: N/A
#;Synthmetal Armor
#ARMORDESC1
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Chobham (modified)
^ Tensile strength: Base
^ Density: 2.3 kg/l
^ Thickness: 250 mm
#;Plasma Steel Armor
#ARMORDESC2
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Mass-energy composite
^ Tensile strength: 5 <20> base
^ Density: 2.5 kg/l
^ Thickness: 520 mm
#;Silksteel Armor
#ARMORDESC3
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Bonded
^ Tensile strength: 23 <20> base
^ Density: 2.5 kg/l
^ Thickness: 520 mm
#;Photon Wall
#ARMORDESC4
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Refractive field
^ Tensile strength: 46 <20> base
^ Density: N/A
^ Thickness: 2 m
#;Probability Sheath
#ARMORDESC5
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Phase adjustment
^ Tensile strength: 97 <20> base
^ Density: N/A
^ Thickness: N/A
#;Neutronium Armor
#ARMORDESC6
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Kinetic diffusion
^ Tensile strength: 198 <20> base
^ Density: 4 kg/l
^ Thickness: 755 mm
#;Antimatter Plate
#ARMORDESC7
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Reactive
^ Tensile strength: 560 <20> base
^ Density -4 kg/l
^ Thickness: Var.
#;Stasis Generator
#ARMORDESC8
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^ Type: Temporal field distortion
^ Tensile strength: N/A
^ Density: N/A
^ Thickness: N/A
#;Psi Defense
#ARMORDESC9
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{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=38> when attacked.
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^
^ Type: Pattern refraction
^ Resistance: Proportional to distance
^ Density: N/A
^ Thickness: N/A
#;Pulse 3 Armor
#ARMORDESC10
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{Pulse 3 armor} is a combined-defense system that gives the benefit of $LINK<Plasma Steel armor=70002> and sends out
continuous streams of random ECM <20>white noise<73> to foul communications of mobile units which confers a 25% defense bonus
against $LINK<Speeders=40001> and $LINK<Hovertanks=40002>.
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#;Resonance 3 Armor
#ARMORDESC11
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{Resonance 3 armor} combines the physical protection of $LINK<Plasma Steel armor=70002> with $LINK<Progenitor=36>
$LINK<Resonance=42> technology that confers a +25% defense bonus when attacked by units which employ $LINK<Psi combat=38>,
such as $LINK<Native life forms=30>.
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#;Pulse 8 Armor
#ARMORDESC12
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{Pulse 8 armor} is a combined-defense system that gives the benefit of $LINK<Neutronium Armor=70006> and sends out
continuous streams of random ECM <20>white noise<73> to foul communications of mobile units which confers a 25% defense bonus
against $LINK<Speeders=40001> and $LINK<Hovertanks=40002>.
2019-08-01 12:33:14 +02:00
#;Resonance 8 Armor
#ARMORDESC13
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{Resonance 8 armor} combines the physical protection of $LINK<Neutronium Armor=70006> with $LINK<Progenitor=36>
$LINK<Resonance=42> technology that confers a +25% defense bonus when attacked by units which employ $LINK<Psi combat=38>,
such as $LINK<Native life forms=30>.
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#;Fission Plant
#REACTORDESC1
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A unit<69>s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
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^
^ Rating: 32655 kW
^ Throughput: 29377 kW
^ Efficiency: 89.99%
^ Discharge: 52 r
^ Fuel source: U-235
#;Fusion Reactor
#REACTORDESC2
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A unit<69>s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
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^
^ Rating: 68003 kW
^ Throughput: 62821 kW
^ Efficiency: 92.38%
^ Discharge: 67 r
^ Fuel source: Ionized deuterium
#;Quantum Chamber
#REACTORDESC3
2019-08-01 14:30:19 +02:00
A unit<69>s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
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^
^ Rating: 147893 kW
^ Throughput: 141977 kW
^ Efficiency: 96.01%
^ Discharge: 21 r
^ Fuel source: Deuterium-tritium mix
#;Singularity Engine
#REACTORDESC4
2019-08-01 14:30:19 +02:00
A unit<69>s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
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^
^ Rating: >4000000 kW
^ Throughput: Var
^ Efficiency: Var
^ Discharge: N/A
^ Fuel source: Vizorium-5
# ; This line must remain at end of file