; #CONCEPT7 listed levels of integrity and noted effect of atrocities on integrity
; #CONCEPT12 repairing cannot cause a monolith to disappear
; #CONCEPT32 moved summary of might here from #CONCEPT52, added link to might formula
; #CONCEPT41 noted resource lifts restriction
; #CONCEPT42 noted resource lifts restriction
; #CONCEPT43 noted river bonus and resource restriction lifting, fixed broken link
; #CONCEPT54 added Unity Pod Entry
; #CONCEPT55 added random events entry
; #ADVCONCEPT7 added link to energy reserves
; #ADVCONCEPT11 added a link to basic might entry
; #ADVCONCEPT19 noted some cases where weapon/armour values do not reflect their costs and corrected the upgrade formula for hopefully! the final time.
; #ADVCONCEPT21 noted the altitude rule and linked to #CONCEPT2, #;RAISE and #;LOWER
; #ADVCONCEPT22 added Random Events (advanced) entry<72>describes the mechanics of how random events occur
; #ADVCONCEPT23 added Perihelion event entry here as it is not random.
; #ADVCONCEPT24 added Wild Natives and Fungus entry<72>probabilities credit: Kody
;
; scient changes 2010/2011
; #CONCEPT17 -> removed bug report (fixed)
; #CONCEPT39 -> revised display of vulnerability (less cluttered) and added reference to Nessus Canyon
^$LINK<Centauri Genetics=140074>,$LINK<Matter Transmission=140057> and $LINK<Threshold of Transcendence=140056>.
^
$LINK<+1 Energy=43> production in fungus:
^$LINK<Centauri Meditation=140047>,$LINK<Secrets of Alpha Centauri=140064>,$LINK<Temporal Mechanics=140028>.
^
Additionally, building $LINK<The Manifold Harmonics=110103> also increases resources from fungus squares.
#CONCEPT15
Some units (usually alien creatures such as $LINK<Mind Worms=30008>) can engage in
{PSI COMBAT}. In Psi Combat, weapon and armor strengths are ignored, and
the attacker is given a 3 to 2 advantage on land (1 to 1 for sea and air combat).
$LINK<MORALE=130004> level becomes quite important in Psi Combat.
^
$LINK<PLANET=130004> rating also effects attackers psi combat at +/- 10% per point.
#CONCEPT16
{Waypoints} can be set when giving a unit <20>go to<74> orders. One way to give a unit
<EFBFBD>go to<74> orders is to click on it to activate it, then
hold down the {left mouse button and drag} a <20>movement arrow<6F>
to where you want the unit to go. You can set waypoints by pressing the {SPACE BAR}
while the arrow is over a particular square. The unit will move to each of its
waypoints on its way to its final destination. You can also set waypoints while
giving a unit Patrol orders, in similar fashion.
#CONCEPT17
A unit can be told to {Patrol} by clicking on the unit to activate it, then selecting
the Patrol option from the Action menu. When the Patrol cursor appears, hold down the
left mouse button and drag a <20>patrol arrow<6F> to the area you wish the unit to patrol.
The unit will commence patrolling back and forth between its current location and the
location you have specified. It will <20>wake up<75> and request orders if it encounters
an enemy unit. You may set {waypoints} in a patrol by pressing the {SPACE BAR} while
you drag the patrol arrow.
#CONCEPT18
The Explore, Discover, Build, and Conquer buttons on the Base
Control Screen activate the {Governor} for that base. When the
Governor is activated, he will make decisions automatically
based on his general instructions. This function is useful
for beginners and for players who do not wish to micromanage
their bases.
^
The {EXPLORE} button tells the Governor of a base to concentrate on
finding and occupying new territory. Bases set to explore
will typically concentrate on building $LINK<Scouts=30002>, $LINK<Colony Pods=30000>,
$LINK<Transports=30003>, and occasional $LINK<Naval Units=40003> for scouting oceans.
This button is especially useful early in the game, when
you need to expand quickly.
#CONCEPT19
The Explore, Discover, Build, and Conquer buttons on the Base
Control Screen activate the {Governor} for that base. When the
Governor is activated, he will make decisions automatically
based on his general instructions. This function is useful
for beginners and for players who do not wish to micromanage
their bases.
^
The {DISCOVER} button on the Base Control Screen emphasizes scientific discovery and
technological breakthroughs. The Base Governor will concentrate on
building {Science Facilities} (such as $LINK<Network Nodes=100008>), $LINK<Secret
Projects=110102>, $LINK<Probe Teams=30006>, and $LINK<Prototype Units=23>. This button
is especially effective with large, well-protected bases deep
in your interior.
#CONCEPT20
The Explore, Discover, Build, and Conquer buttons on the Base
Control Screen activate the {Governor} for that base. When the
Governor is activated, he will make decisions automatically
based on his general instructions. This function is useful
for beginners and for players who do not wish to micromanage
their bases.
^
The {BUILD} button on the Base Control Screen mandates infrastructure and growth.
The Base Governor will tend to build {Facilities} and $LINK<Formers=30001>.
Use this button at
any time to have your base concentrate on peaceful growth.
#CONCEPT21
The Explore, Discover, Build, and Conquer buttons on the Base
Control Screen activate the {Governor} for that base. When the
Governor is activated, he will make decisions automatically
based on his general instructions. This function is useful
for beginners and for players who do not wish to micromanage
their bases.
^
Use the {CONQUER} button on the Base Control Screen to build up your military.
In this mode
your base will produce {military units} of all varieties,
and their associated facilities, such as $LINK<Command Centers=100027>.
Use this button whenever you need to attack or defend.
#CONCEPT22
Units which engage in combat may become {damaged}. Damage is indicated by
a colored bar along the left side of a unit<69>s status icon: Green represents
light (or no) damage; Yellow and Red show increasing damage.
^
As non-air units take damage, their movement rate declines.
^(But movement can never be reduced below 1)
^
Damage can be {repaired} if a unit skips its entire turn (SPACE BAR) at
a friendly base. A severely damaged unit may have to repeat this
operation for several turns.
^NOTE: Damage will not be repaired on any
turn in which the unit is attacked or bombarded.
^
Units can also conduct <20>field repair<69> (i.e. not at a base), but this
process is much slower and is only effective if the unit has sustained
more than 20% damage.
^
See also $LINK<Repair (Advanced).=10020>
#CONCEPT23
You may use the Design Workshop screen to create new unit types.
Whenever you create a unit using a $LINK<weapon=60005>, $LINK<armor=70007>,
or $LINK<chassis=40006>
type which you have never used before, you must {prototype} the
unit.
^
A prototype unit requires an extra {+50% Minerals} to build, though
it receives a bonus $LINK<+1 Morale=11> upgrade in compensation since
experimental weapons are often given to crack, well-trained troops.
^
Once you have prototyped a new unit, you may build that unit in the
future at no additional cost.
^
Building a prototype also counts as a for equal or lower-valued components.
^Chassis prototypes only count for the same types of chassis: air, sea, land.
^
Build completion is done sequentially, in the base sequence as shown on that unsorted display {f4}.
Once you have completed your prototype, units constructed later in the queue, even if built in that same turn do not have to pay the prototype penalty.
#CONCEPT24
When designing new units, bear in mind that units strong in
three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>)
will be vastly more
expensive than units strong in only two areas (or one).
^
For example, a 4-3-2 unit normally costs 70 minerals to build,
whereas a 4-1-2 unit costs only 30 and a 4-3-1 unit costs 40.
So you can have two units for the price of one, not to mention
the +25% base-attack bonus which the 4-3-1 $LINK<infantry=40000> unit will
receive.
#CONCEPT25
As your colony grows and you claim more territory and build more
bases, this growth will put a strain on your economy. This strain
shows up as {inefficiency}, which can cause you to lose some of your
$LINK<energy=43> production each turn.
^
The farther a base is away from your $LINK<Headquarters=100001> base, the more
inefficiency it will experience.
^
Inefficiency can be mitigated at all of your bases by making
social engineering choices which increase your $LINK<EFFICIENCY=130001> value.
$LINK<Democratic=120003> politics and $LINK<Green=120009> economics each increase efficiency.
^
Inefficiency can be mitigated at a particular base by building a
$LINK<Children<65>s Creche=100002> there.
#CONCEPT26
As humans or $LINK<Progenitors=47> expand and build colonies on Planet, they inevitably begin
to cause ecological damage. Ecological damage can provoke the native
life forms and cause other unexpected effects.
^
The red ecological damage number represents a percentage chance, per turn, of an ecological accident happening in the base<73>s territory.
^
The more $LINK<mines=90002>, $LINK<solar collectors=90003>, $LINK<roads=90005>,
and $LINK<farms=90000> (but not $LINK<forests=90004>,
which actually help the ecology) you build, the more the potential
damage. $LINK<Boreholes,=90014> $LINK<Mirrors,=90013> and $LINK<Condensers=90012> cause even greater damage. You can
reduce or eliminate this type of damage by building $LINK<Tree Farm=100013>
and $LINK<Hybrid Forest=100014> facilities.
^
As your industrial output (minerals) increases, ecological damage
will also take place. This effect can be reduced by building the
$LINK<Centauri Preserve=100031>, $LINK<Temple of Planet=100032>,
and $LINK<Nanoreplicator=100020> or a $LINK<Tree Farm=100013>/$LINK<Hybrid Forest=100014>
facilities.
^
Ecological damage reducing facilities only reduce ecological damage if built [after]
your first eco-damage report.
#CONCEPT27
Once you have obtained commlink frequencies for all factions, you can
convene the {Planetary Council} to vote on planetary policies, including
election of a $LINK<Planetary Governor=28>.
^
In elections for Planetary Governor (and $LINK<Supreme Leader=10005>), each faction
casts votes equal to the total size of all its bases. This total may
be modified by faction powers and $LINK<Secret Projects=110102>. Only the leader of
one of the two factions with the highest vote totals may stand for
election as Governor or Supreme Leader.
^
On votes to set planetary policies, each faction receives one vote.
In these votes, the current Planetary Governor has veto power, which
can be overridden only by unanimous vote of all remaining factions.
#CONCEPT28
The {Planetary Governor} holds an Executive Veto in all votes on Planetary
Policy. The Governor also receives {+1 Energy} in $LINK<commerce=29> transactions
with other friendly factions at each base, from the
increased commerce created by global agencies. The planetary bureaucracy
provides the Governor with an infiltrator in every other faction.
^
The Governor also gets $LINK<+1 Energy=43> in all of his bases
#CONCEPT29
{Commerce} is bonus energy generated from trade between two friendly
factions. Whenever you sign a $LINK<Treaty=4> or $LINK<Pact=3> with another faction,
your bases will automatically begin to accrue commerce (and this
benefit extends to your partner faction as well).
^
Commerce is interrupted whenever a $LINK<Vendetta=6> occurs between two
factions, or when sanctions are applied against a faction which has
committed an $LINK<atrocity=8>. Think of Commerce as a reward for peaceful
behavior.
^
Between two factions, commerce is more beneficial to the faction
which has discovered the most $LINK<Economic technologies=140045>. CEO Morgan
gains additional bonuses here as part of his faction power. Commerce
also tends to benefit the current $LINK<Planetary Governor=28>.
^
^You can increase your commerce rates by doing the following:
^* Sign more Treaties.
^* Sign more Pacts (Pacts receive double commerce).
^* Increase the size and economy of your bases (<28>it takes energy to make energy<67>).
^* Discover more economic-related technologies
^
Economic related technologies include $LINK<Industrial Economics=140045>, $LINK<Industrial
$LINK<Sentient Econometrics=140075>, and $LINK<Environmental Economics=140059>.
#CONCEPT30
There are five principal ways to win the game:
^
^$LINK<Transcendence Victory=10007>
^$LINK<Conquest Victory=10006>
^$LINK<Progenitor Victory=10014>
^$LINK<Diplomatic Victory=10005>
^$LINK<Economic Victory=10008>
^$LINK<Scenario Victory=10009>
^
For detailed scoring information, see $LINK<Scoring=10004>.
^
For information on retirement and mandatory retirement, see
$LINK<Retirement=10010>.
#CONCEPT31
Your {territory} consists of all land nearer to one of your land bases
on the same continent than to anyone else<73>s. Your territorial waters
consist of all sea areas nearer to one of your sea bases (in the same
ocean) than to anyone else<73>s. Territory may move and shift during
the course of the game as bases are built, conquered, and destroyed.
^
Other faction leaders may take offense if you move units into their
territory, particularly if you have signed a $LINK<Treaty of Friendship=4>.
^
Territory never extends more than 7 squares from a land base, or
3 from a sea base.
#CONCEPT32
Your $LINK<Might=10011> is a measure of your overall standing in comparison to
other factions. It ranges from <20>Unsurpassed<65> (first place), to
<EFBFBD>Feeble<EFBFBD> (seventh place).
^
{Might} is based on a holistic evaluation of your faction, and includes
population, $LINK<technology=140080>, $LINK<secret projects=110102>, and military strength.
^
The {Faction Dominance} graphs on the information display track
might.
^
^ Summary of {Might}: (Strongest to weakest)
^
^ Unsurpassed
^ Potent
^ Formidable
^ Sufficient
^ Wanting
^ Anemic
^ Feeble
^
See also: $LINK<Might Formula=10011>
#CONCEPT33
Fast units, such as Speeders and Hovertanks, can sometimes
{disengage} when surprised by slower enemy units. A unit disengages
when the following conditions are met:
^
^* Unit incurs 50% damage, relative to what it started the combat with.
^* Unit is faster than its attacker, taking damage into account.
^* Unit is alone in its square.
^* Unit did not attack on its last turn.
^* Unit is a combat unit (non-combat units may never disengage).
^* Neither attacker nor defender is an air unit.
^* Attacker does not have the $LINK<Comm Jammer=80009> ability.
^* Unit does not have the HOLD order, and is not in a $LINK<bunker=90007>
or $LINK<airbase=90008>.
^* A valid retreat square is available, which is not a $LINK<fungus=14> square (unless
$LINK<Pholus Mutagen=110086>) and is not adjacent to an enemy unit.
#CONCEPT34
Every unit exerts a {Zone of Control} into every adjacent
square (but units in sea squares do not exert zones of control into land
squares, nor vice versa).
^
Land units may not normally move between two squares in an enemy
zone of control, with the following exceptions:
^* Units may freely move into and out of bases.
^* Units may freely attack any adjacent unit.
^* Units may freely enter squares already containing friendly units.
^* $LINK<Probe teams=30006> and units with the $LINK<Cloaking ability=80002>
may ignore this rule.
^
Air and Sea units exert zones of control, but are not affected by
them.
#CONCEPT35
Naval units, land units with the $LINK<Heavy Artillery=80015> ability and $LINK<Spore Launchers=30015>
may conduct {Bombardment} by selecting the Long Range Fire option from
the Action menu.
^
Bombardment has the advantage of potentially damaging every enemy unit
in a particular square and the disadvantage that land units can never
be reduced below 50% damage by bombardment.
^
If a unit is bombarded it will not heal for the turn, it will also cancel a former<65>s terraforming
^
If bombardment is attempted against a square containing an enemy
naval or artillery unit, the bombardment is cancelled and an
{Artillery Duel} is initiated, with the attacking and defending
artillery (or naval) units fighting attack-vs-attack strength. Armor
values are ignored for Artillery Duels.
^
Bombardment may also be used to destroy square improvements ($LINK<Xenofungus=14> cannot be destroyed by bombardment)
#CONCEPT36
{Drones} are discontented, undereducated citizens which
appear as a result of population pressure and other social forces.
Drones work like other citizens, but if a base has more Drones than
$LINK<Talents=37>, a $LINK<Drone Riot=9> will result.
#CONCEPT37
{Talents} are prosperous, highly educated citizens, your intellectual
elite. Talents are created as the result of favorable social conditions
and the diversion of energy to $LINK<Psych=38>. As long as a base has at least
as many Talents as $LINK<Drones=36>, no $LINK<Drone Riot=9> will occur.
#CONCEPT38
Energy diverted to {Psych} is used to improve the quality of life
your citizens experience. Every two units of energy diverted to Psych
will convert a normal citizen into an additional {Talent} in that base.
^
If no are no normal citizens then every two units of Psych will turn one
$LINK<Drone=36> into a normal citizen.
#CONCEPT39
Certain major {Landmarks} on Planet's surface convey special bonuses:
^
^{Garland Crater} confers $LINK<+1 Mineral=42> in interior squares.
^{Mount Planet} confers $LINK<+1 Mineral=42> and $LINK<+1 Energy=43> in each square around the mouth.
^{Uranium Flats} confers $LINK<+1 Energy=43> in each square.
^{Geothermal Shallows} confers $LINK<+1 Energy=43> in each square.
^{Pholus Ridge} confers $LINK<+1 Energy=43> in each square.
^{Monsoon Jungle} confers $LINK<+1 Nutrient=41> in each square.
^{Freshwater Sea} confers $LINK<+1 Nutrient=41> in each square.
^{Fossil Field Ridge} confers $LINK<+1 Mineral=42> in each square.
^{Manifold Nexus} confers a $LINK<+1 PLANET=130007> rating when inside a faction's borders. $LINK<Progenitor=47> factions gain an additional $LINK<+1 RESEARCH=130010> rating.
^{Nessus Canyon} confers $LINK<+1 Mineral=42> in each square.
^
{Vulnerablity:} Bonus is removed if square changes elevation to a different 1000m band. All landmarks are affected except for {Freshwater Sea}.
^
Other landmarks have no effect beyond the standard effects of
the terrain which they represent.
#CONCEPT40
The following proposals can be brought before the Planetary Council, once
appropriate technology is obtained:
^
^Upon discovery of $LINK<Orbital Spaceflight=140077>:
^{Salvage Unity Fusion Core}: +500 energy for each faction.
^
^Upon discovery of $LINK<Planetary Economics=140061>:
The Council also elects the $LINK<Planetary Governor=28> by a majority
vote of population, and by a 3/4
vote by population can elect a Supreme Leader, conferring a
$LINK<Diplomatic Victory=10005> (available upon discovery of
$LINK<Mind/Machine Interface=140041>).
#CONCEPT41
{Nutrients} are produced in squares with sufficient $LINK<Rainfall=0>, sometimes
supplemented by the addition of $LINK<Farms=90000> and similar enhancements.
^
Every citizen at a base must <20>eat<61> two Nutrients per turn to survive.
^
Surplus nutrients are stored. When sufficient surplus nutrients have
been accumulated, a base will grow, producing a new citizen.
^
Special {Nutrient Resource} squares produce two extra nutrients, and
lift nutrient restrictions for that square.
^
$LINK<Monsoon Jungle=39> squares produce a single extra nutrient.
^
Base squares have no restrictions
^
^$LINK<Condensers=90012> lift nutrient restrictions on the square they are built.
^
The discovery of $LINK<Gene Splicing=140049> lifts all nutrient restrictions.
#CONCEPT42
{Minerals} are produced in squares with sufficient $LINK<Rockiness=1>, sometimes
supplemented by the addition of $LINK<Mines=90002> and similar enhancements.
^
Once a base has exceeded its free $LINK<SUPPORT=130002> level, any additional
units (military or non-combat) consume one Mineral per turn of support.
^
Surplus minerals are applied to production of $LINK<facilities=100029>,
units, and $LINK<secret projects=110102> which a base
is creating. When sufficient minerals are accumulated, the facility or unit is built.
^
Special {Mineral Resource} squares produce two additional minerals, and
lift mineral restrictions for that square.
^
Base squares have no restrictions
^
The discovery of $LINK<Ecological Engineering=140060> lifts all mineral restrictions.
#CONCEPT43
{Energy} is produced in squares with $LINK<Solar Collectors=90003>, particularly
those at high $LINK<Altitudes=2>.
^
A river will also increase energy output by +1
^Ocean shelf squares can produce energy with a $LINK<Tidal Harnesses=90023>
^
Depending on the Energy Allocation which you have made on the Social
Engineering screen, all the energy you produce is divided among three
priorities: $LINK<Economy=44>, $LINK<Labs=45>, and $LINK<Psych=38>.
Some of the energy a base
produces may also be lost to $LINK<Inefficiency=25>.
^
Special {Energy Resource} squares produce two extra energy, and
lift energy restrictions for that square.
^
Base squares have no restrictions
^
The discovery of $LINK<Environmental Economics=140059> lifts all energy restrictions.
^
See also $LINK<Commerce (Advanced)=10003>
#CONCEPT44
$LINK<Energy=43> allocated to your {Economy} is added, as energy credits,
to your $LINK<Energy Reserves=46>, which function as your treasury for monetary
transactions.
#CONCEPT45
$LINK<Energy=43> allocated to {Labs} is used to conduct scientific research.
The more energy you allocate to Labs, the quicker you will make technological
breakthroughs.
#CONCEPT46
Your {Energy Reserves} represent stored energy. Your reserves function
as your treasury for monetary transactions.
^
Your energy reserves increase depending on the amount of $LINK<Energy=43>
you allocate to $LINK<Economy=44> on the Social Engineering screen.
#CONCEPT51
{Specialists} are citizens with special tasks generating $LINK<Economy=44>,
$LINK<Psych=38> and $LINK<Labs=45>.
^
^{Doctor}: +2 Psych
^
^{Technician}: +3 Economy
^
^{Librarian}: +3 Labs
(available upon discovery of $LINK<Planetary Networks=140032>)
^
^{Empath}: +2 Economy, +2 Psych
^(available upon discovery of $LINK<Centauri Meditation=140047>)
^
^{Engineer}: +3 Economy, +2 Labs
(available upon discovery of $LINK<Fusion Power=140010>)
^
^{Thinker}: +1 Psych, +3 Labs
^(available upon discovery of $LINK<Mind/Machine interface=140041>)
^
^{Transcend}: +2 Economy, +2 Psych, +4 Labs
^(available upon discovery of $LINK<Secrets of alpha Centauri=140064>)
^
^The more advanced specialists may make other specialists obsolete.
#CONCEPT52
{Diplomatic Relations} with other factions depend upon a number of factors,
including your social choices, proximity to territory, $LINK<military power=32>, previous relations
and $LINK<Integrity=7>.
^
^ Summary of {Mood}: (Best to worst)
^
^ Submissive*
^ Magnanimous
^ Solicitous
^ Cooperative
^ Noncommittal
^ Ambivalent
^ Obstinate
^ Quarrelsome
^ Belligerent
^ Seething
^
*Submissive is a special case of Magnanimous,
^ encountered when the faction is hopelessly overmatched.
#CONCEPT53
If the last combat unit defending a base (or non-combat if no combat units are present)
is defeated, then population of a base is reduced by one (unless a $LINK<Perimeter defense=100004> is present and all non-combat units are destroyed too.
^
If there are no units defending a base, it can
be entered by any combat unit. This causes the base to pass into the
control of the attacking faction. {Conquering a base} destroys a random
number of the base<73>s facilities (but never a secret project) and reduces the
population of a base by one.
^(This will cause a base to be completely destroyed if it is of size 1)
^
If a wild native lifeform enters an undefended base, it destroys one random facility, or
{Robot Power Pod:} Creates 1-5 $LINK<Solar Collectors=90003>
^
Unit Section: ALL the units generated from pods are independent
^ (No $LINK<Support=130002> cost)
^
{Supply Pod:} Free $LINK<Unity Rover=30011> or $LINK<Unity Foil.=30013>
^If Synthetic Fossil Fuels have been discovered, you have a chance of discovering a $LINK<Unity Chopper.=30012>
^
Not a pod: Free $LINK<Battle Ogre -mkI=30016>, $LINK<mkII=30017> or $LINK<mkIII=30018>.
^The more advanced Battle Ogres can only spawn later in the game, and are more likely to be found on larger maps
^
Not a Pod: - Free $LINK<Alien artifact=30007>
^Movement of the artifact is 0 when discovered.
^
{Dimensional Rift} Creates a copy of the investigating unit
^$LINK<Monolith=12> status is not copied and is set to unvisited.
^
{Xenofungal Bloom:} Makes some fungus and (usually) spawns natives
^ Can spawn fungus in adjacent land/sea tiles.
^ Never occurs if within base radius
^
{Native infestation}:/{Swallowed whole}
^Spawns some natives: Swallowed whole spawns $LINK<Isle of the Deep=30009>
^Sea Pod: -1 movement, $LINK<Isle of the Deep=30009> always has native lifeform cargo
^Never occurs if pod is adjacent to base.
^
{Earthquake:} Raises terrain 2000-3000m
^Raised flat tiles can become rocky, adjacent terrain is raised to follow the $LINK<Altitude Rule.=10021>
^ Only occurs on land pods
#CONCEPT55
Every turn a random event can occur. For detailed information about the mechanics behind random events
see $LINK<Random Events(Advanced)=10022>.
^
Some events depend upon the presence of a base facility these are listed below:
^
$LINK<Childrens Creche=100002> event (extra drone for 5 years if no creche, otherwise pop boosted to that base<73>s current ability to handle based on current food production)
^
$LINK<Network Node=100008> event (if none, then lose all accumulated research credits in an overload, otherwise free tech)
^
$LINK<Energy bank=100007> event (if none, then all mines in base radius destroyed; if one, then +50 $LINK<Credits=46>)
^
$LINK<Biology Lab=100009> event (planet blight if no lab, +1 nut in all base radius squares for 10 years if a lab)
Planetblight Notes: Affects Pop/2 radius from infected bases, infection can spread to adjacent bases within range
Effect: destroys all $LINK<farms=90000> and $LINK<forests=90004> within base radius
^
{Prometheus Virus} (if a $LINK<Research Hospital=100017> or $LINK<Nanohospital=100018> at that base, or if faction owns a *medical* Secret Project
^$LINK<Human Genome Project=110070>, $LINK<Longevity Vaccine=110084> or $LINK<Clinical Immortality=110096>, nothing happens.
Otherwise, 1/2 base population is killed. Radius of effect equals half base<73>s population, and can spread to adjacent bases
^
^
There is one event that depends upon your energy reserves
^
{Energy Market Boom/Crash} (if have more than 1000 credits, lose 3/4 if more than 500 but less than 1000, and in 4th place or lower, reserves double)
^
^
Many events modify resource output at a base for 10 years
^
{Bumper crops} (+1 nutrient per square for 10 years in that base)
^
{Famine} (-1 nutrient per square for 10 years in that base)
^
{Haze and Clouds} (-1 energy per square for 10 years in that base)
^
{Heat wave} (+1 energy per square for 10 years in that base)
^
{Industrial Boom} (+1 mineral per square for 10 years in that base)
^
{Industrial Collapse }(-1 mineral per square for 10 years in that base)
^
Energy, Mineral or Nutrient resources may be modified:
^
{Discovered new resource} Creates a resource on a square
^
{Resource peters out} Removes a resource on a square
^
Some events destroy nearby improvements of a type:
^
{Hail Storms} (all $LINK<Solar Collectors=90003> in base radius destroyed)
^
{Sea Beetles} (all $LINK<Kelp Farms=90020> in base radius destroyed)
^
{Tidal Wave} (all $LINK<Mining Platforms=90022> in base radius destroyed)
^
^
The {Volcano Event} depends upon how close the base is to a volcano.
^If there is one nearby it {Erupts}, otherwise one is {Created}
^
{New Volcano Created} - Creates a volcano like the Mt Planet $LINK<Landmark=39>.
^Note: Volcano tiles are identical to those of Mt Planet (+1 energy and +1mineral)
^
{Volcano erupts} - All terrain enhancements in volcano radius destroyed.
^<5E>Dust clouds will reduce global energy production for next ten years<72>
Gives -1 energy output for all factions in all squares.
^
^
{Sunspots}: No direct communication allowed between factions .
^Factions will not learn of minor atrocities committed against another faction.
^Minor atrocities do not count for Eco-damage purposes.
^Cannot call planetary council.
^
Some events are very rare, they only occur 20% of the time
^80% of the time nothing happens.
^
{Asteroid Strikes base} Base is destroyed<65>never happens to a $LINK<HQ=100001>.
^Only if faction is in top three
^<5E>Dust clouds will reduce global energy production for next ten years<72>
Gives -1 energy output for all factions in all squares.
^
{Asteroid strikes Nessus Prime:} $LINK<Mining Stations=100066> of all factions destroyed
^
{Solar Storm/Flare}:
^All $LINK<Orbital Power Transmitters=100067> and $LINK<Defense Pods=100068> destroyed
^But {triple energy} from all squares next turn)
^
Note that $LINK<Perihelion=10023> is not a random event, but occurs every game
#ADVCONCEPT0
When designing new units, bear in mind that units strong in
three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>)
will be vastly more
expensive than units strong in only two areas (or one).
The basic cost formula, to which there are several modifiers, is:
^ Units within a base are {immune} to self-destruct damage
^ Armour of defender, current hp of self-destructor have no effect
#ADVCONCEPT17
^{Battle Upgrades.} *(SE) =Social Engineering
^When a unit wins a battle, there is a certain chance this unit will receive a {morale} upgrade of one level.
The probability of such a battle upgrade seems to differ depending on the current morale of the unit.
An educated guess as to the odds of an upgrade are listed as follows:
^
100% for very green* and green units (CONFIRMED)
^50% for disciplined units
^1/3 for hardened units
^25% for veteran units
^20% for commando units
^
*Special situation for very green units. Under -3 & -4 $LINK<SE MORALE=130004> newly built units in bases without any morale enhancing facilities will at first not receive any morale upgrades from battle. This is probably because the game takes into account virtual morale levels under Very Green.
For example under <20>3 SE Morale units receive minus 2 morale levels, which basically makes new trained units Very VERY Green. Therefore they first need to win two battles to become green.
Likewise under -4 SE Morale units will only upgrade to green after winning their third battle
^
$LINK<Drone Riots=9>
^A unit homed to a base under drone riots gets a (-) morale modifier.
^The effects of this modifier differ depending upon SE MORALE setting: (This is a {Bug})
^-3 SE Morale: Units homed to a crecheless base get a 25% combat bonus. Units homed to a creche base get a 12.5% bonus.
^-2 or -1 SE Morale: Units homed to a crecheless base get a 12.5% attack bonus. Units homed to a creche base get no bonus.
^0 SE Morale: No effect
^1 or >1 SE Morale: -12.5% combat bonus (as expected)
^
$LINK<Children<65>s Creche=100002>
A Children<65>s Creche (CC) has a two effects on morale.
On the one side it gives a morale bonus to units, built in a base with a CC, of a faction running a negative SE Morale. This bonus counts on every location.
On the other side a Children<65>s Creche gives a battle bonus to units on the base square of a base with a CC. This is (supposed to be) represented in the form of (+)<29>s. Unfortunately the (+)<29>s are in some cases a bad indication of the actual battle modifiers given.
^(Both of these effects are {Bugged})
^
For any unit built in a base with Children<65>s Creche, regardless of location:
0 SE Morale or higher: no difference.
^-3 to -1 SE Morale: +1 morale level
^-4 SE Morale: +2 morale levels
^
For units on a base square, with the base having a Children<65>s Creche:
^When the unit is defending:
^
0 SE Morale or higher: +12.5% (+) battle bonus
^-1 & -2 SE Morale or higher: +25% (++) battle bonus
^-3 SE Morale: +37.5% (+++) battle bonus
^-4 SE Morale: +50% (++++) battle bonus
^
The total defense bonus (the sum of the morale level bonus and the (+) boni) is capped off at +50%.
^
When the unit is attacking:
^
+4 SE Morale: -37% battle penalty
^+3 SE Morale: -25% battle penalty
^+2 SE Morale: -12.5% battle penalty
^+1 SE Morale: no difference
^0 SE Morale: +12.5% battle bonus
^-1 SE Morale: +25% battle bonus
^-2 SE Morale: +25% battle bonus
^-3 SE Morale: +37.5% battle bonus
^-4 SE Morale: +50% battle bonus
^
For attacks from a children<65>s creche base there is {no limit at all} for the battle bonus.
^This could potentially give a +100% attacking Combat bonus to an elite unit under -4SE Morale
^- The $LINK<Air Superiority=80005> special ability (If Aircraft chassis).
^- $LINK<Heavy Artillery=80015> special ability.
^- Equipment (Between any module or weapon & vice-versa).
^Also Note: Weapon or armor costs may not be downgraded.
^However, reactor type can be downgraded.
^
The cost is NOT related to $LINK<INDUSTRY=130009> setting, you alway pay 10ec for each row you new unit costs.
^It is not related to the number of special abilities on the new design or the old.
^
Credit: MariOne for the formulae.
#ADVCONCEPT20
Units $LINK<repair=22> at least 10% of their damage each turn, additively increased as follows:
^
^ +10% if in friendly territory.
^ +10% if in a base.
^ +10% if air unit in $LINK<Airbase.=90008>
^ +10% if land unit in $LINK<Bunker.=90007>
^ +10% if in $LINK<fungus.=90011>*
^Note: Units may only heal to 80% unless they are in a base.
^*Fungus bonus for natives only, unless you control
^$LINK<The Xenoempathy Dome.=110078>
^
Some facilities can fully repair units over one turn:
^
^ $LINK<Command Center=100027> - Land only.
^ $LINK<Naval Yard=100028> - Naval only.
^ $LINK<Aerospace Complex=100028> - Air only.
^ $LINK<Biology Lab=100009> - Native only.
^
$LINK<The Nano Factory=110092> allows the controller to heal units to 100% over one turn anywhere on Planet.
^
Visiting a $LINK<Monolith=12> instantly heals to 100%
^
Any of the Battle Ogres, $LINK<MkI=30016>, $LINK<MkII=30017> and $LINK<MkIII=30018> may not be repaired under any circumstance.
^
For more information see: $LINK<Damage and Repair.=22>
#ADVCONCEPT21
The {maximum $LINK<altitude=2> difference} between any two {adjacent} squares is
one 1000m band.
^
For example a square at 1000-1999m may be adjacent to any square between 1-2999m.
^
If one square changes altitude through terraforming ALL other squares will
be instantly adjusted to preserve this rule.
^
If global warming/cooling would cause a square to violate this rule, that square will instantly be
adjusted by $LINK<raising=90016> or $LINK<lowering=90017> it by 1000m to preserve the altitude rule.
^
This can cause a square to be <20>washed<65> of improvements, units or even a base.
It can also cause a <20>raised<65> tile to actually lose altitude or a <20>lowered<65> one to gain altitude.
#ADVCONCEPT22
The Mechanics of how $LINK<random events=55> occur is described below:
^Firstly, random events must be enabled (by default they are on)
^
No Random Event occurs before Turn {75 <20> (DIFF x 10)} where Citizen is 0 DIFF and Transcend is 5
^
Each turn the game randomly picks a number between 1 and 100 (If no base exist, in built sequencing numbering order, there is no event)
^
If the base is size 4 or less, or it is the only base of it<69>s faction, or it is already under a random event time line (e.g. minerals boom for 10 years) <20> then there is no event
^
Some random events chosen will naturally have no effect, so no event is shown that turn (e.g. Asteroid strikes Nessus Prime<6D>no effect if there are no $LINK<Mining Stations=100066>)
^
If a really good event would occur while that faction is in the top 3 in $LINK<Might=32> (or a bad one while in the bottom 3 of Might) there is no event.
#ADVCONCEPT23
{Perihelion} is a standard $LINK<event=55> that occurs regularly and strengthens {Planet}
^
Wild native lifeforms +1 Lifecycle
^Increased $LINK<Eco Damage=10015>
^
Each Perihelion lasts for 20 years.
It first occurs at 2190, and every 80 years after that.
#ADVCONCEPT24
There is a small chance whenever a land or sea unit is moved into an unoccupied $LINK<fungus=14> square
that is not adjacent to a $LINK<Sensor Array=90009> or base that the fungus will <20>spawn<77> a {wild native lifeform}.
^This can be used to <20>Hunt for natives<65> by repeatedly entering unoccupied fungus tiles.
^Sensor arrays can be defensively placed to prevent an unwanted <20>discovery<72>.
^
^When attacking wild lifeforms some special bonuses apply:
^
^If successful the <20>husks<6B> can be harvested for their planetpearls at a bonus of 10ec per $LINK<Life Cycle=11> level (starting at 10 for hatchling)
^Any psi damage received will be spread (at 100%) to all of the same type of native in the tile
^Destroying any one native kills all of the rest too (and gives appropriate planetpearl bonuses)
^$LINK<locusts of chirion=30010> are a special case to the above two rules, and each one must be damaged separately
^
^Some wild lifeforms may be captured if your faction possesses a positive $LINK<PLANET=130007> rating, if you
control too many natives of any type (regardless of how they were acquired) you will be unable to capture
any more until either you lose control of some or you increase your PLANET rating further.
^
^Some approximate values for the odds to discover a native unit per square are given below:
^ Normal land fungus = 1/3
^ Fungus + river = 1/9
^ Fungus + $LINK<road=90005> = 1/27
^ Fungus within one square of sensor radius, base radius = 0
^ Fungus + $LINK<Mag Tube = 90006> = 0
^It is thought that Sea fungus squares have lower odds than land fungus
^
^Note that natives and a faction with the $LINK<Xenoempathy dome=110078> treat use fungus road odds.
^
^Native lifeforms do not suffer from {hasty} penalties.
^Wild native lifeforms will not usually attack natives owned by $LINK<factions=150001>.