1442 lines
50 KiB
Plaintext
1442 lines
50 KiB
Plaintext
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;
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; Sid Meier<65>s ALPHA CENTAURI
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;
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; Tutorial dialog boxes
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;
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; Copyright <20> 1997, 1998 by Firaxis Games, Inc.
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;
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#LANDFALL
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#xs 300
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#button TOUR
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Your colony pod has crash landed on Alpha Centauri; its stores have
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been used to found your first base, $BASENAME0. You can use the $UNITNAME1
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unit which is now active to explore the surrounding area. It can
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also be used for defense if necessary.
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^
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If this is your first time playing Alpha Centauri and you would like
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a tour of the interface, click the {TOUR} button.
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#DIRECTIONS
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Northeast
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East (i.e. Right)
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Southeast
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South (i.e. Down)
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Southwest
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West (i.e. Left)
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Northwest
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North (i.e. Up)
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#TOUR1
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#xs 300
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A unit<69>s status box blinks when it is ready to move. Use this {$UNITNAME0} to
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explore.
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#TOUR1A
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#xs 300
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A unit<69>s status box blinks when it is ready to move. Use this {$UNITNAME0} to
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explore.
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#TOUR1B
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#xs 400
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When it is your turn, your game pieces, called <20>units<74>, will blink their status box
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to let you know that you can move them. When no status boxes are blinking,
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a cursor will flash instead; in this case, you can switch back to
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moving pieces by pressing the <20>V<EFBFBD> key (don<6F>t do it now, wait until
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the tour is complete).
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#TOUR2
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#xs 300
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You can use the <20>arrow keys<79> or the mouse to move units.
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The <20>Spacebar<61> tells a unit to stay where it is for now.
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#TOUROCEAN
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#xs 300
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Only naval and air units can enter ocean squares.
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#TOUROCEAN2
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#xs 300
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Your $UNITTYPE0 unit can explore the ocean and transport
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your ground units to other continents.
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#TOURFUNGUS
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#xs 300
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{Xenofungus} is a form of plant life native to Alpha Centauri. For
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now, think of it as a dangerous obstacle.
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#TOURMAP
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#xs 300
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Planet<EFBFBD>s three primary resources are {NUTRIENTS}, {MINERALS}, and {ENERGY}.
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To produce these resources, you will wish to find squares with,
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respectively, {RAINFALL}, {ROCKINESS}, and high {ALTITUDE}.
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#TOURRAIN
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#xs 300
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The more <20>green<65> in a square, the higher the {rainfall}. Rainy squares
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produce the most {NUTRIENTS}. {Nutrients} feed your colonists and help
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your settlement to grow.
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#TOURRAINWET
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#xs 300
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This green and {RAINY} square is excellent for growing NUTRIENT crops.
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#TOURRAINMOD
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#xs 300
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This square receives {MODERATE RAINFALL}, as indicated by the modest
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amounts of green, and will support crops. Planting a farm here
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will improve {NUTRIENT} production considerably.
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#TOURRAINDRY
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#xs 300
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This dry, {ARID} terrain (no green) will not produce nutrients
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without considerable terraforming or forestation. Remember, when
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you want to grow crops, look for {green} squares.
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#TOURRAINDRY2
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#xs 300
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All of the squares nearby are {ARID}, as indicated by the absence
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of green patches. Nutrient production in arid squares is poor, so
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you will need to plant {FARMS} or {FORESTS} quickly.
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#TOURALT
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#xs 300
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These two squares lie at different {ALTITUDES}. The higher a square,
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the more {ENERGY} it will produce if you build a solar collector.
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As a rule of thumb, each 1000 meters of altitude increases your
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ENERGY yield by one.
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#TOURTWOFOOD
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#xs 300
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This would be a good place to plant a farm. FARMS increase the
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{NUTRIENTS} which can be produced in a square.
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#TOURTWOROCK
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#xs 300
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This square is quite {ROCKY}, and is excellent for producing {MINERALS}.
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Your bases need minerals to build new units and facilities. Crops do not
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grow well in rocky squares.
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#TOURONEROCK
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#xs 300
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This square is {ROLLING} terrain (some rocks), and will produce
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some {MINERALS}.
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#TOURFLAT
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#xs 300
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This square is {FLAT} (no rocks), and will not produce any
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{MINERALS} unless you build a {MINE} or plant a {FOREST}.
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#TOURFOREST
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#xs 400
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In each square, your Formers can build {FARMS}, which improve
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{nutrient} production, {MINES}, which improve {mineral} production,
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and {SOLAR COLLECTORS}, which improve {energy} production. They
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can also plant {FORESTS} for balanced resource production and build
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{ROADS} to speed movement.
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#TOURREVIEW
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#xs 440
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A quick review of basic resource production:
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^{NUTRIENTS} are best produced in {WET} areas (Plant {FARMS}).
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^{MINERALS} are best produced in {ROCKY} areas (Build {MINES}).
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^{ENERGY} is best produced in {HIGH} areas (Build {SOLAR COLLECTORS}).
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^{FORESTS} produce a fixed amount of all resource types.
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Finally, if an area is very rocky, nutrient production is penalized.
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#TOURADVANCED
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#xs 440
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Advanced players may be interested in these later options:
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^{CONDENSERS} increase rainfall in every surrounding square.
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^{BOREHOLES} provide massive quantities of MINERALS and ENERGY.
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^{AQUIFERS} release underground rivers.
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^{MAG TUBES} vastly increase movement rates.
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^{SOIL ENRICHERS} further improve farm output.
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^{LEVEL TERRAIN} decreases rockiness.
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^{RAISE/LOWER TERRAIN} can change continents and affect weather patterns.
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#TOURFORMDONE
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#xs 440
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So, to wrap up our tour of terraforming functions, we<77>ll suggest
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that you begin planting farms and forests in squares near your
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base (move your Formers to those squares, then press the <20>F<EFBFBD> or
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<EFBFBD>Shift+F<> key). We<57>ll give you more hints as you go along.
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^
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If you wish to take this tour again, select <20>Terraforming Tour<75> from
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the <20>Help<6C> menu.
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#TOURSCAN
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#xs 300
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The {Planetary Scan} shows a zoomed out view of the planet which you
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can use to find your way around.
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#TOURMENU
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#xs 300
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The {Main Menu} is summoned by clicking this button; it works much
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like your Windows START button.
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^
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Advanced players may wish to switch to <20>Detailed Menus<75> from the
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game menu.
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#TOURCOMMLINK
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#xs 300
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The {Commlink} button allows you to contact other factions; you can
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click on the name of any faction you<6F>ve met to open negotiations.
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In a multiplayer game this window also shows the chat status and
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current turn clock.
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#TOURUNITSINFO
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#xs 300
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The {Unit Window} shows you which unit you are moving right now, or
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which unit you currently have selected.
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#TOURTERRAININFO
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#xs 300
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The {Terrain Window} details the terrain at your current location.
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The rainier (greener) an area is, the more NUTRIENTS it produces. The
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rockier an area, the more MINERALS it makes; and the higher an area, the
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more ENERGY can be produced.
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#TOURSTACKINFO
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#xs 300
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The {Stack Window} allows you to see all of the units in the current
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square. Click on any unit here to select it. Note that a unit<69>s
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<EFBFBD>stats<EFBFBD> e.g. 1-1-1 indicate its {weapon,} {armor,} and {moves.}
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Better units have higher values.
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#TOURMESSAGEINFO
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#xs 300
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The {Message Window} provides useful data of many types throughout
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the game. You can click here to cycle through the different displays,
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or to hold on a display which you wish to study in detail.
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#TOURBUTTONINFO
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#xs 300
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The {Info Button} causes the Message Window to cycle through
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general information.
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#TOURBUTTONMESSAGE
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#xs 300
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The {Message Button} causes the Message Window to list events
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which have occurred at your bases recently (such as new items
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built, drone riots, etc). You can click on listed items to zoom
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to the affected base.
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#TOURWORLDINFO
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#xs 300
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The {World Window} shows an overhead map of the whole planet. You
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may click anywhere on the map to cause the view to zoom to that
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location.
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#TOURDATEINFO
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#xs 300
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The current date and your energy reserves are shown here.
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#TOURBUTTONTURN
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#xs 300
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You can click the {Turn Button} to proceed to the next turn. Normally
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the game will proceed to the next turn automatically once you<6F>ve moved
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all of your units. This button is more important in multiplayer games.
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#TOURINFO
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#xs 300
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The {Data Readout} displays valuable information about your current
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situation. You can click in the data readout to cycle through the
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displays manually.
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#TOURSTAT
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#xs 300
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The {Mission Status} display lists the contents of the active square
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on the main map; here is where you<6F>ll find details on units, bases,
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and terrain in the current square.
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#TOUROVER
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#xs 440
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So, your first job is to use your Scout Patrol to explore the
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area around your base.
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^
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If you wish to take this tour again, select <20>Interface Tour<75> from
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the <20>Help<6C> menu.
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#BASECONTROL
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#xs 400
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#button TOUR
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The {Base Control Screen} allows you to control the production
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and economic growth of your base, $BASENAME0. Click the {TOUR}
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button for more details.
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#TOUR1GOVERNOR
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#xs 400
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We<EFBFBD>ll begin the Base tour by introducing you to the {Governor}.
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The Governor is a valuable assistant who can help you control
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the activities of your base. Whether beginner or expert, you will
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find the Governor can help you get your bases up and running quickly.
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To use the Governor, simply tell him whether this base should
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{Explore, Discover, Build,} or {Conquer.}
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#TOUR1EXPLORE
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#xs 400
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The {EXPLORE} button tells the Governor to concentrate on
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finding and occupying new territory. Bases set to explore
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will typically concentrate on building {Scouts,} {Colony Pods,}
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{Transports,} and occasional {Naval Units} for scouting oceans.
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This button is especially useful early in the game, when
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you need to expand quickly.
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#TOUR1DISCOVER
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#xs 400
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The {DISCOVER} button emphasizes scientific discovery and
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technological breakthroughs. The Governor will concentrate on
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building {Science Facilities} (such as Network Nodes), {Secret
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Projects,} {Probe Teams,} and {Prototype Units.} This button
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is especially effective with large, well-protected bases deep
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in your interior.
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#TOUR1BUILD
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#xs 400
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The {BUILD} button mandates infrastructure and growth. The Governor
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will tend to build {Facilities} and {Formers}. Use this button at
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any time to have your base concentrate on peaceful growth.
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#TOUR1CONQUER
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#xs 440
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Use the {CONQUER} button to build up your military. In this mode
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your base will produce {military units} of all varieties,
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and their associated facilities, such as {Command Centers.}
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Use this button whenever you need to attack or defend.
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#TOUR1GOVERNOR2
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#xs 440
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You now have enough information to get started; if you wish, click
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the {End Tour} button and begin playing. Or, keep reading to learn
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how you can manage a base yourself.
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^
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We<EFBFBD>ll begin with the {GOVERNOR} button proper, which can be used to
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turn the Governor off and on. Note that clicking on the Explore,
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Discover, Build, or Conquer button automatically turns the Governor
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on.
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#TOUR1ADVANCED
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The {ADVANCED GOVERNOR} button brings up a dialog box which allows
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you to customize your Governor. For instance, you could tell your Governor
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to build {only} facilities.
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#TOUR1CAPTION
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#xs 300
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The {Information Box} shows the name of the base.
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#TOUR1ECO
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#xs 300
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For convenience, the date and your current {Energy Reserves} shown
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here. If your base has grown large enough to pose a danger to the
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local environment, the {Ecological Damage} indicator shows the
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percentage chance of intervention by Planet.
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#TOUR1POP
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#xs 300
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The {Population Bar} shows you the citizens of $BASENAME0<45>each
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<EFBFBD>person<EFBFBD> represents about 1,000 colonists. Most of your citizens
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will be grey {Workers}, capable of producing standard resources.
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Later, you may elevate some citizens to become {Specialists} (Doctors,
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Technicians, Librarians, etc).
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#TOUR1POP2
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#xs 300
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Good social conditions in your colony may cause some Workers to become
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green {Talents}. Poor social conditions and overcrowding will
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turn them into red {Drones}. Whenever your base has more
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drones than talents, there will be a {Drone Riot}. To correct
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this problem, build a psych-related base facility such as a
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{Recreation Dome}, convert some citizens into {Doctors}, or increase
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your energy allocation to {Psych}.
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#TOUR1STAPLE
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#xs 300
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The {Nerve Staple} button is a particularly draconian means of
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controlling drone riots. If you Nerve Staple your citizens, they will
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cease rioting for at least {ten turns}. Do this only in an emergency,
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however, because Nerve Stapling is considered an {atrocity}.
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#TOUR1PRODUCTION
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#xs 300
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The {Production Box} shows what the base is currently making. Bases
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can produce new units or build facilities to improve the base
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itself. Your base uses {minerals} to produce things. When all of the
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mineral icons in the box light up, your new unit or facility will be
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ready.
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#TOUR1QUEUE
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#xs 300
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The {Build Queue} shows what this base will build next, after it
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finished its current production.
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#TOUR1CHANGE
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#xs 300
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Click on the {Change Button} to set new production orders for your
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base.
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#TOUR1HURRY
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#xs 300
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Use the {Hurry Button} if you need to finish something fast. You can
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spend your {Energy Reserves} to complete production quickly, but it
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can get expensive.
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#TOUR1GARRISON
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#xs 400
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The {Garrison Box} shows you what units are currently present at this
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base<EFBFBD>try to keep at least one military unit in each base to guard
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it from unexpected attack. You may click on any unit to activate it,
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or right-click for additional options.
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#TOUR1SUPPORTED
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#xs 400
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|||
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The {Forces Supported Box} shows the units which this base has
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produced (and which it therefore must {support}). These units are
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not necessarily present at the base right now<6F>you can use the
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{SUPPORT} button to find out where they are.
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#TOUR1FACILITIES
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#xs 400
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|||
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The {Facilities Box} shows any {facilities} you have built at this
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base. Facilities increase the potential of your base (for instance,
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|||
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a Network Node increases your labs output), but most facilities
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|||
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require a small amount of energy each turn for {maintenance}. If you
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|||
|
no longer want one of your facilities, you can click on it to
|
|||
|
{scrap and recycle} it.
|
|||
|
|
|||
|
#TOUR1COMMERCE
|
|||
|
#xs 400
|
|||
|
The {Commerce Box} shows your trade with other human factions. If you sign
|
|||
|
a {Treaty} or {Pact} with another human faction, your base will automatically
|
|||
|
begin commerce with your new friends, resulting in {extra energy} for
|
|||
|
your base. Commerce rates are affected
|
|||
|
by (1) the size of the bases involved, (2) the number of economic
|
|||
|
techs you have discovered, and (3) whether you have a Treaty or
|
|||
|
Pact (with a Pact you gain double commerce).
|
|||
|
|
|||
|
#TOUR1NUTRIENTS
|
|||
|
#xs 400
|
|||
|
The {Nutrients Box} shows your base<73>s potential for {growth}. As your
|
|||
|
base produces {nutrients,} they are collected here; when all of the
|
|||
|
nutrient boxes light up, your base will increase in population.
|
|||
|
|
|||
|
#TOUR1AREA
|
|||
|
#xs 400
|
|||
|
The {Base Map} shows the region around your base. Any square in this
|
|||
|
region can be farmed, mined, or otherwise improved by your citizens
|
|||
|
in order to produce {nutrients}, {minerals}, and {energy}, which are
|
|||
|
the basic economic units of the game. Squares in use are marked with
|
|||
|
icons showing the quantity of each resource they are producing.
|
|||
|
^
|
|||
|
You can utilize one square on this map for each {Worker} you have
|
|||
|
at this base (you can also always utilize the base square itself).
|
|||
|
You can drag Workers from square to square, or drag them into the
|
|||
|
{Population Bar} to elevate them to {specialists.}
|
|||
|
^
|
|||
|
You cannot utilize unexplored squares, squares utilized by other
|
|||
|
nearby bases, or squares occupied by enemy units.
|
|||
|
|
|||
|
#TOUR1NUT
|
|||
|
#xs 400
|
|||
|
The {Nutrient Bar} shows your current nutrient production. Nutrients
|
|||
|
feed your citizens and help your colony to grow. Each citizen needs
|
|||
|
$NUM0 nutrients each turn to live; this {consumption} is shown on the left side
|
|||
|
of the bar. Any {surplus} nutrient production is shown on the right
|
|||
|
side of the bar. The surplus, if any, is stored each turn for possible
|
|||
|
future use and {population growth}. Any items appearing in red
|
|||
|
represent a {shortfall} and can lead to {starvation.}
|
|||
|
^
|
|||
|
If you need to improve nutrient production, move citizens on the area
|
|||
|
map to squares which produce more nutrients. Send your {Former}
|
|||
|
units (on the main map) to build {Farms} in these squares.
|
|||
|
|
|||
|
#TOUR1MIN
|
|||
|
#xs 400
|
|||
|
The {Minerals Bar} shows your current mineral production. Depending
|
|||
|
on the number of military units you have built (and your social
|
|||
|
engineering settings), you may have to expend some minerals each turn
|
|||
|
to {support} existing units. This is shown at the left of the bar.
|
|||
|
Any {surplus} minerals are shown at the right of the bar; they are
|
|||
|
applied to your current {production}. Any items appearing in red
|
|||
|
constitute a support {shortfall} and can lead to the elimination of
|
|||
|
unsupported military units.
|
|||
|
^
|
|||
|
If your base needs more minerals, send your {Former} units to build
|
|||
|
more {Mines.}
|
|||
|
|
|||
|
#TOUR1ENERGY
|
|||
|
#xs 400
|
|||
|
The {Energy Bar} diagrams the current energy output of $BASENAME0.
|
|||
|
Any red tiles represent energy lost to {Inefficiency}.
|
|||
|
Inefficiency increases when your social engineering choices are
|
|||
|
inadequate to the needs of a large colony and population. If you are
|
|||
|
losing a lot of energy to inefficiency, consider building a
|
|||
|
{Children<65>s Creche} to increase efficiency or switching to a more
|
|||
|
economically efficient social model (Democratic or Green, for
|
|||
|
instance).
|
|||
|
^
|
|||
|
If your base needs more energy, send your {Former} units to build
|
|||
|
more {Solar Collectors.}
|
|||
|
|
|||
|
#TOUR1ALLOC
|
|||
|
#xs 400
|
|||
|
The {Energy Allocation Chart} shows how your energy output is being
|
|||
|
allocated amongst your three priorities: {Economy,} {Labs,}
|
|||
|
and {Psych.}
|
|||
|
^
|
|||
|
You can reallocate your energy at any time by selecting
|
|||
|
{Social Engineering} from the HQ Menu.
|
|||
|
|
|||
|
#TOUR1ALLOC2
|
|||
|
#xs 400
|
|||
|
The {Energy Allocation Button} allows you to see how your energy
|
|||
|
output is being allocated among your three priorities: {Economy,}
|
|||
|
{Labs,} and {Psych.}
|
|||
|
^
|
|||
|
You can reallocated your energy at any time by selecting
|
|||
|
{Social Engineering} from the HQ Menu.
|
|||
|
|
|||
|
#TOUR1ECON
|
|||
|
#xs 400
|
|||
|
Energy allocated to {economy} is used to
|
|||
|
increase your {energy reserves}, which you can later spend to
|
|||
|
hurry production, bribe neighbors, and maintain base facilities.
|
|||
|
|
|||
|
#TOUR1PSYCH
|
|||
|
#xs 400
|
|||
|
Energy allocated to {psych} is used to improve the quality of life
|
|||
|
for your citizens. Every two units of energy spent here stimulates
|
|||
|
one worker to become a {Talent}. Spending here will help to prevent
|
|||
|
{drone riots}.
|
|||
|
|
|||
|
#TOUR1LABS
|
|||
|
#xs 400
|
|||
|
Energy allocated to {labs} is used for scientific research; the
|
|||
|
more you spend here the faster you will discover new technologies.
|
|||
|
|
|||
|
#TOUR1SUPPORTBUTTON
|
|||
|
#xs 300
|
|||
|
The {Support Button} switches the Base Map to a broad view which
|
|||
|
shows where the units produced by (and therefore supported by) this
|
|||
|
base have moved. The large colored icon represents your base; smaller
|
|||
|
icons represent this base<73>s units.
|
|||
|
|
|||
|
#TOUR1PSYCHBUTTON
|
|||
|
#xs 300
|
|||
|
The {Psych Button} switches the Base Map to a psych profile. The
|
|||
|
information here may help you to alleviate poor living conditions
|
|||
|
and prevent {drone riots}.
|
|||
|
|
|||
|
#TOUR1RESOURCEBUTTON
|
|||
|
#xs 300
|
|||
|
The {Resource Button} returns the Base Map to the standard
|
|||
|
resource view; this is the view you will generally find most
|
|||
|
helpful in managing your base.
|
|||
|
|
|||
|
#TOUR1PREV
|
|||
|
#xs 300
|
|||
|
When you have more than one base, the {Previous Base Button} zooms
|
|||
|
to the base just before this one in alphabetical order.
|
|||
|
|
|||
|
#TOUR1NEXT
|
|||
|
#xs 300
|
|||
|
Similarly, the {Next Base Button} zooms to the base just after this
|
|||
|
one in alphabetical order.
|
|||
|
|
|||
|
#TOUR1RENAME
|
|||
|
#xs 300
|
|||
|
The {Rename Button} allows you to rename your base. Renaming a base
|
|||
|
you<EFBFBD>ve captured from another player may goad him to anger.
|
|||
|
|
|||
|
#TOUR1OK
|
|||
|
#xs 300
|
|||
|
Finally, the {OK Button} allows you to close the Base Control Screen
|
|||
|
when you are done with it. You can also press the ENTER key
|
|||
|
to close the window.
|
|||
|
^
|
|||
|
This tour contains many details that you may wish to review later.
|
|||
|
You can take this tour again at any time by selecting {Base Tour}
|
|||
|
from the Help Menu.
|
|||
|
|
|||
|
#DESWIN
|
|||
|
#xs 400
|
|||
|
#button TOUR
|
|||
|
On the {Design Workshop Screen}, you create new units with which
|
|||
|
to explore and conquer Planet. You assign each unit type a weapon,
|
|||
|
armor, chassis, reactor, and perhaps a special ability or two. You
|
|||
|
are then free to begin building those units at any of your bases.
|
|||
|
^
|
|||
|
If you would like a more detailed tour of this screen, click the
|
|||
|
{TOUR} button
|
|||
|
|
|||
|
#DESTOURCHAS
|
|||
|
#xs 400
|
|||
|
The {Chassis} determines the number of {moves} a unit gets each
|
|||
|
turn. You can also choose a {land,} {sea,} or {air} chassis. Certain
|
|||
|
chassis gain special combat bonuses; for instance the Infantry chassis
|
|||
|
type is especially good for attacking enemy bases.
|
|||
|
|
|||
|
#DESTOURWEAP
|
|||
|
#xs 400
|
|||
|
Assigning your unit a {Weapon} allows it to attack enemy units. The
|
|||
|
higher the attack value the more likely your chances for success (but
|
|||
|
the more costly the unit will be to build). You can also choose
|
|||
|
{Equipment} modules to create units for noncombat roles.
|
|||
|
|
|||
|
#DESTOURARM
|
|||
|
#xs 400
|
|||
|
{Armor} protects your unit from attack. The thicker the better.
|
|||
|
|
|||
|
#DESTOURREACTOR
|
|||
|
#xs 400
|
|||
|
A {Reactor} provides power to your unit. You should usually select
|
|||
|
the biggest reactor allowed by your technology level, since this
|
|||
|
not only makes your unit harder to kill, it often lowers the cost.
|
|||
|
|
|||
|
#DESTOURABILITY
|
|||
|
#xs 400
|
|||
|
When your technology allows, you may add {special abilities}
|
|||
|
such as Drop Pods or Antigravity Struts to create units for
|
|||
|
specialty missions.
|
|||
|
|
|||
|
#DESTOURCOST
|
|||
|
#xs 400
|
|||
|
The {cost} shows the number of minerals which will be required to
|
|||
|
build your new unit. Unless you are playing the Spartans, the first
|
|||
|
unit of a new type will incur the {prototype cost,} representing the
|
|||
|
difficulty of developing new designs.
|
|||
|
|
|||
|
#DESTOURSTATS
|
|||
|
#xs 400
|
|||
|
Your unit<69>s {<7B>stats<74>} are summarized here. The first number represents
|
|||
|
weapon strength, or offensive capability. The middle number indicates
|
|||
|
armor thickness, or defensive capability. The final number shows the
|
|||
|
number of moves. If you have selected a reactor with a value greater
|
|||
|
than 1, it will be shown at the end after a star (*).
|
|||
|
|
|||
|
#DESTOURBAR
|
|||
|
#xs 400
|
|||
|
Basic unit types and unit types which you have designed will appear
|
|||
|
here. You may click on any unit type to examine or edit it.
|
|||
|
|
|||
|
#DESTOURARROWS
|
|||
|
#xs 400
|
|||
|
These arrow buttons allow you to scroll through your unit types.
|
|||
|
|
|||
|
#DESTOURPRESETS
|
|||
|
#xs 400
|
|||
|
The {Preset} buttons allow you to design certain styles of unit
|
|||
|
quickly. Click on any button and the Workshop will propose a design
|
|||
|
of that type.
|
|||
|
|
|||
|
#DESTOURDONE
|
|||
|
#xs 400
|
|||
|
When you have designed a new unit, or made changes to an old design,
|
|||
|
use the {Done} button to confirm your changes and close the design
|
|||
|
workshop.
|
|||
|
|
|||
|
#DESTOURAPPLY
|
|||
|
#xs 400
|
|||
|
The {Apply} button can be used to confirm your changes without closing
|
|||
|
the design workshop; you are then free to create or examine other
|
|||
|
unit types.
|
|||
|
|
|||
|
#DESTOURRENAME
|
|||
|
#xs 400
|
|||
|
The {Rename} button allows you to name your unit types.
|
|||
|
|
|||
|
#DESTOUROBS
|
|||
|
#xs 400
|
|||
|
The {Obsolete} button can be used to mark a unit type as obsolete and
|
|||
|
no longer necessary. Obsolete unit types will not show up as production
|
|||
|
choices, so they won<6F>t clutter up your production menus, but any existing
|
|||
|
units of an obsolete type will continue to function until you upgrade
|
|||
|
them or they are destroyed or disbanded. You can also use this button
|
|||
|
to return a previously obsolete type to service.
|
|||
|
|
|||
|
#DESTOURUPGRADE
|
|||
|
#xs 400
|
|||
|
The {Upgrade} button upgrades all units of your currently selected
|
|||
|
type to a better type. The Design Workshop will check to see if you
|
|||
|
have a better type available and if so will offer you an upgrade.
|
|||
|
You must prototype a new unit type before you can upgrade to it.
|
|||
|
|
|||
|
#DESTOURRETIRE
|
|||
|
#xs 400
|
|||
|
The {Retire} button retires a unit type from service entirely. Any
|
|||
|
remaining units of that type are disbanded, and the design is deleted
|
|||
|
from your units list (its <20>slot<6F> becomes empty).
|
|||
|
|
|||
|
#DESTOURCANCEL
|
|||
|
#xs 400
|
|||
|
Finally, the {Cancel} button allows you to leave the Design Workshop
|
|||
|
without making any further changes. If you wish to take this tour
|
|||
|
again, you may do so at any time by selecting <20>Design Workshop Tour<75>
|
|||
|
from the Help Menu.
|
|||
|
|
|||
|
#SOCWIN
|
|||
|
#xs 400
|
|||
|
#button TOUR
|
|||
|
On the {Social Engineering Screen} you expound your vision of
|
|||
|
future utopia. The choices you make here have wide-ranging effects
|
|||
|
during the game. You can design your society to have great strength
|
|||
|
in a particular area<65>but beware of the weaknesses you may create.
|
|||
|
^
|
|||
|
If you would like a more detailed tour of this screen, click
|
|||
|
the {TOUR} button.
|
|||
|
|
|||
|
#SOCTOURMAIN
|
|||
|
#xs 400
|
|||
|
In the {Engineering Box} you make the value choices that will shape
|
|||
|
your society. Your choices fall into four categories: {Politics,}
|
|||
|
{Economics,} {Values,} and {Future Society.} At the beginning of
|
|||
|
the game you have few options; as your researchers make new
|
|||
|
breakthroughs in society-related technologies, your options will
|
|||
|
grow. You can click on any button in the box to make that society
|
|||
|
choice for your colony.
|
|||
|
|
|||
|
#SOCTOURFACTION
|
|||
|
#xs 300
|
|||
|
Your {Faction Bonuses} and {Penalties} are shown here. These represent
|
|||
|
the inherent strengths and weaknesses of your faction, and will stay
|
|||
|
with you throughout the game.
|
|||
|
|
|||
|
#SOCTOUROVERVIEW
|
|||
|
#xs 300
|
|||
|
The {Social Effects Box} shows the effects resulting from choices
|
|||
|
you have made.
|
|||
|
|
|||
|
#SOCTOUREFFECTS
|
|||
|
#xs 300
|
|||
|
The {Society Box} tallies the net social effect in each broad category.
|
|||
|
You can click on any of the buttons here to see the society choices
|
|||
|
which maximize the selected setting.
|
|||
|
|
|||
|
#SOCTOUR0
|
|||
|
#xs 300
|
|||
|
{ECONOMY} shows the raw strength of your society<74>s economy.
|
|||
|
Increasing this value will increase your energy flow.
|
|||
|
|
|||
|
#SOCTOUR1
|
|||
|
#xs 300
|
|||
|
{EFFICIENCY} represents your society<74>s ability to function without
|
|||
|
waste and mismanagement. If this value falls too low, your bases
|
|||
|
will begin to lose energy to inefficiency.
|
|||
|
|
|||
|
#SOCTOUR2
|
|||
|
#xs 300
|
|||
|
{SUPPORT} affects the support costs of military units. The lower
|
|||
|
your score here, the more of your units you<6F>ll have to expend minerals to
|
|||
|
support.
|
|||
|
|
|||
|
#SOCTOUR3
|
|||
|
#xs 300
|
|||
|
{MORALE} affects the training and determination of your military.
|
|||
|
A higher score here translates directly into morale upgrades for your
|
|||
|
units.
|
|||
|
|
|||
|
#SOCTOUR4
|
|||
|
#xs 300
|
|||
|
{POLICE} shows your society<74>s tolerance for police control and
|
|||
|
restrictions on personal freedom. A high score allows you to use
|
|||
|
military units as police to suppress drone riots. A low score will
|
|||
|
cause increasing tension when your military units are away from home.
|
|||
|
|
|||
|
#SOCTOUR5
|
|||
|
#xs 300
|
|||
|
{GROWTH} affects your population growth rate. The higher your score,
|
|||
|
the fewer nutrients your bases will need to grow.
|
|||
|
|
|||
|
#SOCTOUR6
|
|||
|
#xs 300
|
|||
|
{PLANET} shows your society<74>s sensitivity to the ecology of Planet.
|
|||
|
A low score indicates that ecological damage will occur more quickly.
|
|||
|
|
|||
|
#SOCTOUR7
|
|||
|
#xs 300
|
|||
|
{PROBE} affects your vulnerability (or strength) on security issues.
|
|||
|
A high score will help prevent enemy probe team attacks.
|
|||
|
|
|||
|
#SOCTOUR8
|
|||
|
#xs 300
|
|||
|
{INDUSTRY} shows your manufacturing strength. A high score reduces the
|
|||
|
number of minerals required to build units and facilities.
|
|||
|
|
|||
|
#SOCTOUR9
|
|||
|
#xs 300
|
|||
|
{RESEARCH} affects your technological progress. A higher score will
|
|||
|
increase the rate at which you make breakthroughs.
|
|||
|
|
|||
|
#SOCTOURECON
|
|||
|
#xs 400
|
|||
|
The {Economy Bar} allows you to determine the percentage of your
|
|||
|
energy flow which will be devoted to your economy, increasing your
|
|||
|
{energy reserves}. Click the left or right arrows to adjust this
|
|||
|
value.
|
|||
|
|
|||
|
#SOCTOURPSYCH
|
|||
|
#xs 400
|
|||
|
The {Psych Bar} allows you to divert a percentage of your energy
|
|||
|
flow to increasing the quality of life for your citizens. Energy
|
|||
|
spent here will help to increase the number of {Talents} in your
|
|||
|
society, thereby preventing {Drone Riots.}
|
|||
|
|
|||
|
#SOCTOURLABS
|
|||
|
#xs 400
|
|||
|
The {Labs Bar} controls the percentage of your energy flow directed
|
|||
|
toward research. Although you can increase your breakthrough rate
|
|||
|
by raising this value, it is important to note that your efficiency is
|
|||
|
highest when your {Labs} and {Economy} percentages are equal. When
|
|||
|
these two settings differ, your inefficiency will increase; the rate
|
|||
|
will depend on your {EFFICIENCY} score.
|
|||
|
|
|||
|
#SOCTOURINFO
|
|||
|
#xs 400
|
|||
|
The {Info Box} shows additional results of your social choices.
|
|||
|
Your technological {Breakthrough Rate} and your per-turn {Energy
|
|||
|
Income} are shown here. If your {Labs} and {Economy} settings are
|
|||
|
unequal, any resulting inefficiency will show up here. Also, if you
|
|||
|
attempt to change your society<74>s values too rapidly, there may be
|
|||
|
an {Upheaval Cost}, which will likewise be displayed here.
|
|||
|
|
|||
|
#SOCTOURCANCEL
|
|||
|
#xs 400
|
|||
|
The {Cancel Button} restores the society settings you had before you
|
|||
|
came to the screen, and exits.
|
|||
|
|
|||
|
#SOCTOURRESET
|
|||
|
#xs 400
|
|||
|
The {Reset Button} restores the society settings you had before you
|
|||
|
came to the screen, but does not exit the screen.
|
|||
|
|
|||
|
#SOCTOUROK
|
|||
|
#xs 400
|
|||
|
Finally, the {OK Button} exits the screen, making the changes to your
|
|||
|
society which you specified.
|
|||
|
^
|
|||
|
You may take this tour again at any time by selecting
|
|||
|
{Social Engineering Tour} from the Help menu.
|
|||
|
|
|||
|
#DRONERIOTS
|
|||
|
#xs 400
|
|||
|
#button DETAILS
|
|||
|
$BASENAME0 is experiencing {drone riots}, which hurt productivity.
|
|||
|
The simplest way to end drone riots is to turn on your {Governor},
|
|||
|
which will take the proper steps to suppress them.
|
|||
|
Click the DETAILS button for more information.
|
|||
|
|
|||
|
#DRONETOUR1
|
|||
|
#xs 400
|
|||
|
{Drone Riots} occur when the number of red {Drones} at a base exceeds the
|
|||
|
number of green {Talents}. Other citizens, such as {Workers} and
|
|||
|
{Specialists} do not directly affect riots. Drones appear as the
|
|||
|
result of population pressure and cramped living conditions.
|
|||
|
We will show you several means of controlling drone riots.
|
|||
|
|
|||
|
#DRONETOUR2
|
|||
|
#xs 400
|
|||
|
One direct method of controlling drone riots is to use military units
|
|||
|
as {police}. Military units will automatically function as police if
|
|||
|
you move them into your base. The number of police units you will be
|
|||
|
able to use depends on your society<74>s tolerance for police, as
|
|||
|
represented by your {POLICE} rating on the Social Engineering screen.
|
|||
|
By changing your society to a {Police State}, for instance, you will
|
|||
|
enable more military units to work as police and suppress riots.
|
|||
|
|
|||
|
#DRONETOUR3
|
|||
|
#xs 400
|
|||
|
One particularly draconian means of controlling drone riots is to
|
|||
|
{nerve staple} your citizens. Nerve stapling will prevent drone riots
|
|||
|
for at least ten turns, but it is considered an atrocity.
|
|||
|
|
|||
|
#DRONETOUR4
|
|||
|
#xs 400
|
|||
|
A more humanitarian way to prevent drone riots is to build {facilities}
|
|||
|
which alleviate cramped and depressing living conditions. For instance,
|
|||
|
a {Recreation Commons} will satisfy the complaints of up to two
|
|||
|
Drones, turning them into regular Workers. Building facilities is
|
|||
|
an excellent long-term solution to drone problems.
|
|||
|
|
|||
|
#DRONETOUR5
|
|||
|
#xs 400
|
|||
|
Creating {Doctors} (or later, {Telepaths} and {Transcendi}) is
|
|||
|
another, albeit short-term solution to the problem. Doctors, by
|
|||
|
increasing your {Psych} output, will create more Talents to balance
|
|||
|
the Drones. To change a citizen into a Doctor, click on him here
|
|||
|
in the population bar.
|
|||
|
|
|||
|
#DRONETOUR6
|
|||
|
#xs 400
|
|||
|
If you have many large bases producing a great deal of energy, you
|
|||
|
can divert some of your energy to {Psych}, which will improve your
|
|||
|
citizens<EFBFBD> quality of life. Every two units of energy diverted to
|
|||
|
Psych turns one of your Workers into a Talent. To divert a percentage
|
|||
|
of your energy production to Psych, go to the Social Engineering
|
|||
|
screen by selecting it from the HQ menu on the main display.
|
|||
|
|
|||
|
#DRONETOUR7
|
|||
|
#xs 400
|
|||
|
You can use the {Psych} button to see the effects of Police,
|
|||
|
facilities, psych, and Secret Projects.
|
|||
|
|
|||
|
#LOWNUTRIENT
|
|||
|
#xs 400
|
|||
|
$BASENAME0 is not producing enough {nutrients} to feed its citizens!
|
|||
|
Click on the center (base) square of the Base Map to reallocate some
|
|||
|
of your specialists as Workers.
|
|||
|
|
|||
|
#NEWTERRAFORMER
|
|||
|
#xs 400
|
|||
|
#button TOUR
|
|||
|
$BASENAME0 has just built a $UNITNAME1 unit, which represents
|
|||
|
the Terraforming Engineers crucial to your expedition<6F>s survival.
|
|||
|
Formers can plant forests and farms; build roads, mines, and
|
|||
|
solar collectors; and later even raise up or tear down mountains.
|
|||
|
^
|
|||
|
Press SHIFT+A to automate these Formers and have them begin improving
|
|||
|
your colony automatically. Or, if you would like to learn how to
|
|||
|
begin terraforming yourself, click the {TOUR} button.
|
|||
|
|
|||
|
#TERRAFORMER
|
|||
|
#xs 320
|
|||
|
Your Terraforming Engineers (<28>FORMERS<52>) are crucial to your
|
|||
|
expedition<EFBFBD>s survival. Formers can plant forests and farms;
|
|||
|
build roads, mines, and solar collectors; and even raise up
|
|||
|
or tear down mountains.
|
|||
|
|
|||
|
#TERRAFARM
|
|||
|
#xs 400
|
|||
|
#button Don<6F>t Show Again
|
|||
|
This square could produce additional nutrients if it had a Farm.
|
|||
|
Nutrients will help $BASENAME0 to grow and thrive. To build a
|
|||
|
Farm here, press the <20>F<EFBFBD> key.
|
|||
|
|
|||
|
#TERRASURVEY2
|
|||
|
#xs 300
|
|||
|
This survey shows the best squares for planting crops. Squares with
|
|||
|
many icons are the most suitable. Use this screen as a guide for
|
|||
|
sending your Formers on planting expeditions.
|
|||
|
To turn this view off, simply click anywhere on the map.
|
|||
|
|
|||
|
#TERRAROAD
|
|||
|
#xs 400
|
|||
|
#button Don<6F>t Show Again
|
|||
|
Formers can also build roads, which speed movement. To
|
|||
|
build a road here, press the <20>R<EFBFBD> key or select <20>Construct Road<61>
|
|||
|
from the Orders Menu.
|
|||
|
|
|||
|
#TERRARAISE
|
|||
|
#xs 400
|
|||
|
#button Don<6F>t Show Again
|
|||
|
The solar collector in this square would collect more
|
|||
|
energy if the square were higher. Your Formers will
|
|||
|
raise the altitude of this square if you press the <20>]]<5D>
|
|||
|
key or select <20>Terraform Up<55> from the Orders Menu.
|
|||
|
|
|||
|
##TERRARAISE2
|
|||
|
##xs 300
|
|||
|
##button Don<6F>t Show Again
|
|||
|
#$BASENAME0 isn<73>t producing very much energy. To increase its
|
|||
|
#energy output, you must build solar collectors on nearby high altitude
|
|||
|
#squares. Since $BASENAME0 doesn<73>t have many high altitude squares,
|
|||
|
#you may wish to raise the level of this square by pressing
|
|||
|
#the <20>]]<5D> key or selecting <20>Terraform Up<55> from the Orders Menu.
|
|||
|
|
|||
|
#TERRAMINE
|
|||
|
#xs 400
|
|||
|
#button Don<6F>t Show Again
|
|||
|
To produce new Formers and Military Units, your colony
|
|||
|
needs to accumulate minerals. Press the <20>M<EFBFBD> key to build
|
|||
|
a mine, which will improve mineral production here.
|
|||
|
|
|||
|
#TERRASOLAR
|
|||
|
#xs 400
|
|||
|
#button Don<6F>t Show Again
|
|||
|
Solar Collectors trap {energy} for your colony, which helps
|
|||
|
your economy and speeds scientific research. Press <20>S<EFBFBD> to build
|
|||
|
a solar collector here.
|
|||
|
|
|||
|
#TERRAFOREST
|
|||
|
#xs 300
|
|||
|
#button Don<6F>t Show Again
|
|||
|
Planting {forests} is an excellent way of increasing resources.
|
|||
|
Forests squares provide a limited supply of nutrients, minerals,
|
|||
|
and energy in any square; this well-rounded resource output can
|
|||
|
be quite useful, especially in squares which are less suitable
|
|||
|
for traditional production.
|
|||
|
|
|||
|
#TERRASENSOR
|
|||
|
#xs 300
|
|||
|
#button Don<6F>t Show Again
|
|||
|
{Sensors} detect mind worms and enemy units within two spaces.
|
|||
|
Even better, they provide a +25% defensive bonus to any of your
|
|||
|
land units within two spaces. Press <20>O<EFBFBD> to build a Sensor
|
|||
|
here.
|
|||
|
|
|||
|
#NEWUNIT
|
|||
|
#xs 400
|
|||
|
$BASENAME0 has just produced a new $UNITNAME1 unit.
|
|||
|
Units can be used to explore the planet, attack enemies, and defend
|
|||
|
your colony.
|
|||
|
|
|||
|
#FASTUNIT
|
|||
|
#xs 400
|
|||
|
This fast $UNITTYPE0 ($UNITSTATS1) unit gets to move twice each turn
|
|||
|
unless it enters a rocky or fungus square (note that its move value,
|
|||
|
the third number, is two).
|
|||
|
Mobile units receive combat bonuses when
|
|||
|
attacking in open terrain, and can often disengage from a stronger but
|
|||
|
slower enemy.
|
|||
|
|
|||
|
#BIGUNIT
|
|||
|
#xs 400
|
|||
|
This more heavily-armed $UNITTYPE0 unit ($UNITSTATS1) will prove useful
|
|||
|
for attacking enemies and defending your territory. Note its high
|
|||
|
{weapon} value (the first number).
|
|||
|
Infantry units are particularly good at attacking enemy bases,
|
|||
|
gaining a +25% attack modifier when they do so.
|
|||
|
|
|||
|
#ARTYUNIT
|
|||
|
#xs 400
|
|||
|
This $UNITTYPE0 unit can fire at enemies up to two spaces away. Select
|
|||
|
<EFBFBD>Long Range Fire<72> from the Action Menu when you wish to shoot.
|
|||
|
|
|||
|
#NEWSHIP
|
|||
|
#xs 400
|
|||
|
Use foils and other {ships} to explore Planet<65>s seas, guard your
|
|||
|
bases from naval attack, and transport ground units from continent
|
|||
|
to continent.
|
|||
|
|
|||
|
#NEWAIR
|
|||
|
#xs 400
|
|||
|
{Air} units can move quickly over both land and sea,
|
|||
|
but they must occasionally return to base for {fuel.}
|
|||
|
|
|||
|
#DEFENDIT
|
|||
|
#xs 400
|
|||
|
#button Don<6F>t Show Again
|
|||
|
Perhaps this $UNITTYPE1 unit should <20>stay home<6D> to {defend} $BASENAME0
|
|||
|
from potential danger. Press the <20>H<EFBFBD> key to tell it to <20>HOLD<4C> here.
|
|||
|
|
|||
|
#DEFENDIT2
|
|||
|
#xs 400
|
|||
|
#button Don<6F>t Show Again
|
|||
|
This $UNITTYPE1 ($UNITSTATS2) unit would make an excellent garrison
|
|||
|
unit. Note that its {armor} (middle #) is strong, and its weapon
|
|||
|
(first #) is weak. Perhaps it should <20>stay home<6D> to {defend}
|
|||
|
$BASENAME0 from potential danger. Press the <20>H<EFBFBD> key to tell it
|
|||
|
to <20>HOLD<4C> here.
|
|||
|
|
|||
|
#ENEMYBASE
|
|||
|
#xs 400
|
|||
|
This base, $BASENAME0, belongs to another player, $TITLE1 $NAME2 of
|
|||
|
the $FACTION3. You can attack an enemy base by attempting to move
|
|||
|
into it.
|
|||
|
|
|||
|
#ENEMYVEH
|
|||
|
#xs 400
|
|||
|
This unit belongs to another player, $TITLE1 $NAME2 of the $FACTION3.
|
|||
|
Other factions can be useful allies or dangerous enemies. You can
|
|||
|
attack an enemy unit by attempting to move into its square.
|
|||
|
|
|||
|
#ENEMYTERR
|
|||
|
#xs 400
|
|||
|
This colored line marks the boundary of another faction leader<65>s
|
|||
|
{territory}<7D>$TITLE1 $NAME2 of the $FACTION3. Faction leaders may
|
|||
|
become angry if you enter their territory.
|
|||
|
|
|||
|
|
|||
|
#NEWUNITS
|
|||
|
#xs 400
|
|||
|
#caption Some General Hints
|
|||
|
Units with thick {armor} and high defensive ratings are useful for
|
|||
|
defending important areas; use the <20>H<EFBFBD> or <20>Hold<6C> command to entrench
|
|||
|
them in your your bases.
|
|||
|
^
|
|||
|
Fast-moving {Speeder} units are excellent for exploration and mobile
|
|||
|
attack. Use them to explore the planet and search for enemies.
|
|||
|
^
|
|||
|
Should you decide to attack an enemy, design a unit with a powerful
|
|||
|
{weapon} and perhaps good armor or a high movement rate.
|
|||
|
^
|
|||
|
{Colony Pods} allow your colony to spread by building
|
|||
|
new bases. The more bases you build, the faster your colony will grow.
|
|||
|
^
|
|||
|
{Former} units will speed the process of building farms
|
|||
|
and roads as well as other infrastructure. Don<6F>t neglect to build
|
|||
|
Formers once your colony begins to expand.
|
|||
|
|
|||
|
#NEWCOLONIST
|
|||
|
#xs 400
|
|||
|
#button Don<6F>t Show Again
|
|||
|
$BASENAME0 has produced a new {Colony Pod}, which represents the equipment
|
|||
|
and manpower to found a new base! Move it to an appropriate spot, such as
|
|||
|
the one indicated by the second line, then press the <20>B<EFBFBD> key to construct
|
|||
|
a base.
|
|||
|
|
|||
|
#BUILDHERE
|
|||
|
#xs 400
|
|||
|
#button Don<6F>t Show Again
|
|||
|
Because of its proximity to fertile land and other resources, this
|
|||
|
would be an excellent location to build a {base.} To build
|
|||
|
a base here, press the <20>B<EFBFBD> key or select <20>Construct Base<73> from the
|
|||
|
Orders Menu.
|
|||
|
|
|||
|
#FUNGUSAMUNGUS
|
|||
|
#xs 300
|
|||
|
{Xenofungus} is a plant form native to Planet, and you
|
|||
|
will find it growing wild in many areas of the planet. Earth plants
|
|||
|
cannot grow in squares containing fungus unless you clear the fungus
|
|||
|
first.
|
|||
|
|
|||
|
#FUNGUSSEA
|
|||
|
#xs 300
|
|||
|
Sea fungus slows the movement of surface ships.
|
|||
|
|
|||
|
#TECHNOLOGY
|
|||
|
#xs 400
|
|||
|
#caption About Research
|
|||
|
{Energy} powers your research {labs} and helps your researchers discover
|
|||
|
and exploit new {technologies}. You guide their research by controlling
|
|||
|
the fields in which they study.
|
|||
|
|
|||
|
#TERRAFORM
|
|||
|
#xs 400
|
|||
|
Events which cause {mountains} to be raised or torn down (earthquakes,
|
|||
|
the actions of Former units, etc.) can also cause {climactic
|
|||
|
changes}. Mountains 2000m above sea level and higher significantly
|
|||
|
affect cloud formation and rainfall by trapping the moisture being
|
|||
|
carried by the prevailing wind. Basically this means that areas
|
|||
|
<EFBFBD>downwind<EFBFBD> (in this game, <20>east<73>, or <20>right<68>) of a mountain will be
|
|||
|
dryer, and areas <20>upwind<6E> of a mountain (<28>west<73>, or <20>left<66>) will be
|
|||
|
wetter as moisture is trapped to their benefit. You can take advantage
|
|||
|
of this phenomenon by having your Formers raise mountains to <20>dry out<75>
|
|||
|
your downwind opponents or to increase rainfall for your upwind bases.
|
|||
|
|
|||
|
#SLOWFUNGUS
|
|||
|
#xs 300
|
|||
|
The thick {Xenofungus} obstructs your unit. It sometimes takes
|
|||
|
several turns to enter a Xenofungus square.
|
|||
|
|
|||
|
#FRACTIONALMOVE
|
|||
|
#xs 300
|
|||
|
A unit with insufficient moves left to enter a square may be forced
|
|||
|
to remain in its original square for an additional turn.
|
|||
|
|
|||
|
#MADEFARM
|
|||
|
#xs 400
|
|||
|
Your Formers have planted a {farm} here. This square will now produce
|
|||
|
additional {nutrients.} Nutrients help to increase your population.
|
|||
|
|
|||
|
#MADESOIL
|
|||
|
#xs 400
|
|||
|
Your Formers have built a {soil enricher} here, further improving
|
|||
|
the nutrient output of the square.
|
|||
|
|
|||
|
#MADEMINE
|
|||
|
#xs 400
|
|||
|
Your Formers have built a {mine} here, improving the {minerals} output
|
|||
|
of this square. Minerals allow your bases to build units and facilities.
|
|||
|
|
|||
|
#MADESOLAR
|
|||
|
#xs 400
|
|||
|
Your Formers have built a {solar collector} here, improving the {energy}
|
|||
|
output of this square. Energy speeds research and increases your wealth.
|
|||
|
|
|||
|
#MADEFOREST
|
|||
|
#xs 400
|
|||
|
Your Formers have planted a {forest} here. Forests provide a {balanced} supply
|
|||
|
of nutrients, minerals, and energy. They improve the local environment,
|
|||
|
and grow and expand into neighboring squares.
|
|||
|
|
|||
|
#MADEROAD
|
|||
|
#xs 400
|
|||
|
Your Formers are building a {road} here. Units move three times as fast when they
|
|||
|
move along a road. Roads also increase the output of mines.
|
|||
|
|
|||
|
#MADETUBE
|
|||
|
#xs 400
|
|||
|
Your Formers are building a {Mag Tube} here. Units can move quickly
|
|||
|
along Mag Tubes at no cost.
|
|||
|
|
|||
|
#MADESENSOR
|
|||
|
#xs 400
|
|||
|
Your Formers have built a {sensor} here. A sensor will detect any enemy
|
|||
|
unit which moves within two spaces. Sensors also provide a {+25%
|
|||
|
defensive benefit} to any of your units within two spaces.
|
|||
|
|
|||
|
#MADEAQUIFER
|
|||
|
#xs 400
|
|||
|
Your formers have tapped an underground {aquifer!} The resulting new
|
|||
|
river will increase your energy production and speed ground movement.
|
|||
|
|
|||
|
#MADECONDENSER
|
|||
|
#xs 400
|
|||
|
Your Formers have built a {condenser} here! A condenser increases rainfall
|
|||
|
(and therefore nutrient production) in all adjacent land squares.
|
|||
|
|
|||
|
#MADEBOREHOLE
|
|||
|
#xs 400
|
|||
|
Your Formers have built a {borehole} here! A borehole improves both
|
|||
|
mineral and energy production, but prevents nutrient production.
|
|||
|
|
|||
|
#MADESEAMINE
|
|||
|
#xs 400
|
|||
|
Your Sea Formers have built a {mining platform} here, which allows this
|
|||
|
square to produce minerals.
|
|||
|
|
|||
|
#MADESEASOLAR
|
|||
|
#xs 400
|
|||
|
Your Sea Formers have built a {tidal harness} here, which increases the
|
|||
|
energy production of this square.
|
|||
|
|
|||
|
#MADESEAFARM
|
|||
|
#xs 400
|
|||
|
Your Sea Formers have planted a {kelp farm} here, which increases the
|
|||
|
nutrient production of this square.
|
|||
|
|
|||
|
|
|||
|
#SOCIETY
|
|||
|
#xs 440
|
|||
|
#caption Psych Chaplain
|
|||
|
Discovery of $TECH0 allows your colony to make
|
|||
|
a new social engineering choice, <20>{$SOC1}<7D>. Would
|
|||
|
you like to make social engineering choices now?
|
|||
|
|
|||
|
No. Continue with current social model.
|
|||
|
Yes. Commence social engineering.
|
|||
|
|
|||
|
#EXPLORATION
|
|||
|
#xs 400
|
|||
|
Supply pods seeded by your starship, the Unity, are
|
|||
|
items of particular interest as you explore the Planet.
|
|||
|
You must enter the square containing the pod in order
|
|||
|
to find out what it contains.
|
|||
|
|
|||
|
#BONUSNUTRIENT
|
|||
|
#xs 400
|
|||
|
This symbol indicates abundant {nutrient} resources.
|
|||
|
If you have a base within two squares, it will be able
|
|||
|
to produce additional nutrients here. Nutrients allow
|
|||
|
you to increase your population.
|
|||
|
|
|||
|
#BONUSMINERALS
|
|||
|
#xs 400
|
|||
|
This symbol represents abundant {mineral}
|
|||
|
resources. If you have a base within two squares, it will
|
|||
|
be able to produce additional minerals, especially if you
|
|||
|
build a {mine} here. Minerals help you build new vehicles
|
|||
|
and facilities.
|
|||
|
|
|||
|
#BONUSENERGY
|
|||
|
#xs 300
|
|||
|
This symbol represents abundant {energy} resources.
|
|||
|
If you have a base within two squares, it will be able
|
|||
|
to produce additional energy. Energy speeds scientific
|
|||
|
research and increases your wealth.
|
|||
|
|
|||
|
#SECONDBASE
|
|||
|
#xs 300
|
|||
|
Your base at $BASE0 is now prospering nicely. Now might be
|
|||
|
a good time to expand to a second base. To do this, click on
|
|||
|
$BASE0 and use the <20>Change<67> button to instruct it to build a
|
|||
|
Colony Pod.
|
|||
|
|
|||
|
#BUILDMORE
|
|||
|
#xs 300
|
|||
|
Your colony grows by expanding to new bases; you can gain new
|
|||
|
bases either by building them yourself or by conquering enemy
|
|||
|
bases. Perhaps you should instruct one of your bases to build
|
|||
|
a new Colony Pod.
|
|||
|
|
|||
|
#BUILDBASE
|
|||
|
#xs 300
|
|||
|
It<EFBFBD>s time to expand your colony by building a new base<73>send
|
|||
|
this Colony Pod to a suitable location and then issue
|
|||
|
the <20>B<EFBFBD> command.
|
|||
|
|
|||
|
#ARTIFACT
|
|||
|
#xs 300
|
|||
|
Move this {Alien Artifact} back to one of your bases as quickly
|
|||
|
as you can. Later, when you<6F>ve built a {Network Node}, your
|
|||
|
researchers can link it to the artifact and try to learn its
|
|||
|
secrets.
|
|||
|
|
|||
|
#DAMAGED
|
|||
|
#xs 400
|
|||
|
This unit has become damaged in combat. Damage is indicated by
|
|||
|
the colored bar along the left side of the status icon: Green represents
|
|||
|
light (or no) damage; Yellow and Red show increasing damage.
|
|||
|
^
|
|||
|
To repair a damaged unit, move it to one of your bases, then have it
|
|||
|
skip its entire turn (press the SPACE bar). You may have to repeat
|
|||
|
this for several turns.
|
|||
|
^
|
|||
|
You can also conduct <20>field repair<69> (i.e. not at a base), but this
|
|||
|
is much slower and only effective if your unit has sustained more
|
|||
|
than 20% damage.
|
|||
|
^
|
|||
|
A base with a Command Center can
|
|||
|
repair ground units in a single turn; similarly Naval Yards and Aerospace
|
|||
|
Complexes can quickly repair sea and air units.
|
|||
|
|
|||
|
#TREETIME
|
|||
|
#xs 300
|
|||
|
#caption Operations Director
|
|||
|
Now that our researchers have discovered $TECH0, our Formers
|
|||
|
can plant forests (<28>Shift+F<> action key) in any square that is not arid
|
|||
|
or rocky. Forest squares produce two nutrients, one mineral, and one
|
|||
|
energy, so they are ideal for areas which are too hot or too cold
|
|||
|
for other uses.
|
|||
|
|
|||
|
#ZOCMSG
|
|||
|
#xs 400
|
|||
|
Ground units cannot move between squares adjacent to other players<72>
|
|||
|
units; they must first back up into a non-adjacent square. This
|
|||
|
is called the <20>zone of control<6F> rule and represents the difficulty
|
|||
|
of maneuvering in the face of an enemy force.
|
|||
|
^
|
|||
|
^There are limited exceptions to this rule:
|
|||
|
^* Units may always enter squares containing friendly units.
|
|||
|
^* Units may always move into and out of bases freely.
|
|||
|
^* Units with the <20>$ABIL0<4C> ability may ignore zones of control.
|
|||
|
|
|||
|
#VENDETTA
|
|||
|
#xs 440
|
|||
|
$TITLE0 $NAME1 of the $FACTION2 has pronounced Vendetta upon you and
|
|||
|
your faction! You should attend to your defenses; you may wish to switch
|
|||
|
at least some of your bases to <20>CONQUER<45> mode<64>click on the base, then
|
|||
|
click the CONQUER button. To attack an enemy unit or base, move one of
|
|||
|
your units into its square.
|
|||
|
|
|||
|
#PSICOMBAT
|
|||
|
#xs 440
|
|||
|
Some units (usually alien creatures such as Mind Worms) 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 combat).
|
|||
|
{MORALE} level becomes quite important in Psi Combat.
|
|||
|
|
|||
|
#MINDWORMS
|
|||
|
#xs 440
|
|||
|
Mind Worms, one of Planet<65>s most feared life forms, can appear
|
|||
|
suddenly, especially near fungus squares. Mind worms viciously
|
|||
|
attack settlements.
|
|||
|
|
|||
|
#EMPTYBASE
|
|||
|
#xs 440
|
|||
|
#button Don<6F>t Show Again
|
|||
|
This base, $BASENAME0, is completely undefended, and may fall prey
|
|||
|
to mind worms or enemy attack. Perhaps you should move one of your
|
|||
|
units here to defend it, or click on the base and tell it to build
|
|||
|
a new garrison unit.
|
|||
|
|
|||
|
#INEFFICIENCY
|
|||
|
#xs 440
|
|||
|
Notice the red tiles on the {energy} bar. That means this base is
|
|||
|
losing a lot of energy to {inefficiency}.
|
|||
|
Inefficiency increases when your social engineering choices are
|
|||
|
inadequate to the needs of a large colony and population.
|
|||
|
Consider building a {Children<65>s Creche} to increase efficiency
|
|||
|
or switching to a more economically efficient social model
|
|||
|
(Democratic or Green, for instance), on the Social Engineering screen.
|
|||
|
|
|||
|
#INEFFICIENCYHQ
|
|||
|
#xs 440
|
|||
|
Since you lost possession of your original {Headquarters} base (the
|
|||
|
first base you built), your colony has no central HQ. Lacking
|
|||
|
a central, unifying force, your colony is suffering greatly from
|
|||
|
{inefficiency,} as represented by the red tiles on the {energy} bar.
|
|||
|
You should pick a relatively safe base and instruct it to build
|
|||
|
a new {Headquarters} facility.
|
|||
|
|
|||
|
#SUPPORT
|
|||
|
#xs 400
|
|||
|
$BASENAME0 is expending a great many {minerals} on {unit support.}
|
|||
|
Since it is supporting so many units, this base cannot build new
|
|||
|
facilities and units very quickly. You may wish to consider {disbanding}
|
|||
|
some units if you don<6F>t need so many, or switching to a more
|
|||
|
militaristic social model (Power or Police State, for instance), on the
|
|||
|
Social Engineering screen.
|
|||
|
|
|||
|
#LOWMINERALS
|
|||
|
#xs 400
|
|||
|
$BASENAME0 is not producing many {minerals}. That means it cannot
|
|||
|
build units and facilities very quickly. Perhaps we need some
|
|||
|
{Formers} to build some {Mines} or plant some {Forests} nearby.
|
|||
|
|
|||
|
#LOWMINERALS2
|
|||
|
#xs 400
|
|||
|
$BASENAME0 is not producing many {minerals}. That means it cannot
|
|||
|
build units and facilities very quickly. Perhaps we need some
|
|||
|
{Sea Formers} build some {Mining Platforms} nearby.
|
|||
|
|
|||
|
#COMMERCE
|
|||
|
#xs 400
|
|||
|
Our new {Treaty} with the $FACTION0 opens the door for trade and
|
|||
|
{Commerce}, if that faction is a human faction. Each of our bases,
|
|||
|
if it is large enough, may now begin receiving bonus {energy} generated
|
|||
|
by trade. We can increase our commerce bonuses by signing more treaties
|
|||
|
with other human factions, by making Pacts with other human factions, and
|
|||
|
by researching more Economic and Industrial technologies.
|
|||
|
^
|
|||
|
Treaties and pacts with Progenitor factions have no effect on Commerce.
|
|||
|
|
|||
|
#PACT
|
|||
|
#xs 400
|
|||
|
Our new {Pact} with the $FACTION0 allows us to work together with
|
|||
|
$TITLE1 $NAME2 towards shared goals. We can now move through
|
|||
|
$<M1:$FACTIONADJ3> territory, stack with their units, and enter their
|
|||
|
bases. Likewise, the $FACTION0 can send units through our territory
|
|||
|
without military conflict. Perhaps even more importantly, {Commerce}
|
|||
|
between our factions is now doubled!
|
|||
|
|
|||
|
#ALMEETSGUY
|
|||
|
#xs 400
|
|||
|
You have encountered units of a human faction, who have left
|
|||
|
signs of their habitation strewn all over Planet. Since you have
|
|||
|
discovered {Social Psych}, you can communicate with these strange
|
|||
|
and backward creatures.
|
|||
|
|
|||
|
#GUYMEETSAL
|
|||
|
#xs 400
|
|||
|
You have encountered units of the $FACTION0 faction. These aliens belong to the
|
|||
|
Progenitor race, whose ancestors built many mysterious structures
|
|||
|
you<EFBFBD>ve encountered. Since you have discovered {Progenitor Psych}, you can communicate
|
|||
|
with either Progenitor faction.
|
|||
|
|
|||
|
#ALMEETSAL
|
|||
|
#xs 400
|
|||
|
You have encountered units of the $FACTION0 faction. Your faction is locked in
|
|||
|
perpetual war with this group; as such, no communication is possible.
|
|||
|
|
|||
|
#ALMEETSGUYNOPSYCH
|
|||
|
#xs 400
|
|||
|
You have encountered units of a human faction. You must first discover {Social Psych}
|
|||
|
before you can communicate with these primitives.
|
|||
|
|
|||
|
#GUYMEETSALNOPSYCH
|
|||
|
#xs 400
|
|||
|
You have encountered units of the $FACTION0 faction. You must first
|
|||
|
discover {Progenitor Psych} before you can communicate with these aliens.
|
|||
|
|
|||
|
#GETOGRE
|
|||
|
#xs 400
|
|||
|
You have discovered an alien unit known as a Battle Ogre.
|
|||
|
Battle Ogres are large war machines left behind by the same race of beings who created
|
|||
|
the monoliths and artifacts. An Ogre is a very powerful weapon, but its arcane
|
|||
|
technology makes it unrepairable, even at a monolith.
|
|||
|
|
|||
|
#SEALURK
|
|||
|
#xs 400
|
|||
|
This Planet life form is known as a Sealurk. It is similar to the Isle of the Deep
|
|||
|
in that it inhabits the oceans of Planet, but it cannot transport other units. It
|
|||
|
will attack sea and coastal bases.
|
|||
|
|
|||
|
#SPORELAUNCHER
|
|||
|
#xs 400
|
|||
|
This Planet life form is known as a Spore Launcher. It attacks using ranged combat,
|
|||
|
similar to units with the Heavy Artillery special ability. Though not a terribly
|
|||
|
dangerous foe, it will try to destroy all the improvements at your bases, so you
|
|||
|
should attempt to capture or destroy it quickly.
|
|||
|
|
|||
|
|
|||
|
# ; This line must remain at end of file
|