2019-08-01 12:33:14 +02:00
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;
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; Help
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;
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#HELPCATS
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Concepts
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Reactors
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Weapons
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Armor
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Chassis
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Facilities
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Social
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Abilities
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Tech
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Vehicles
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Projects
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Factions
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Citizens
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Terraform
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#HELPTECHS
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#xs 600
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#caption Select Technology
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#HELPTECH
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#xs 440
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#caption Technology: $STR0
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^$STR0
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^
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#TECHHECK
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^Formers can improve fungus squares.
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^Fungus movement restrictions eased.
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^Roads can be built in fungus squares.
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^Units can be designed with two special abilities.
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^Nutrient limits lifted; can produce 3+ nutrients per square.
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^Mineral limits lifted; can produce 3+ minerals per square.
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^Energy limits lifted; can produce 3+ energy per square.
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^Secrets: First faction to discover gains free tech.
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^Increases Probe Team base morale.
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^Increases COMMERCE income from Treaties and Pacts.
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^Entire planetary map is revealed.
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^Genetic Warfare atrocity can be committed by probes.
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^Increases ENERGY production in fungus squares.
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^Increases MINERALS production in fungus squares.
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^Increases NUTRIENT production in fungus squares.
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^Units with drop pods may make orbital insertions.
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^+1 Mineral bonus for all Mining Platforms
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^Economic Victory allowed
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^Diplomatic Victory allowed
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^Formers can execute the "$TERRAFORM0" order.
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#CITIZENHECK
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^Commerce bonus for base.
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^Production bonus for base.
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^Psi defense bonus for base.
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^Morale bonus for base.
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^Unit support bonus for base.
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^Efficiency bonus for base.
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^Aliens bonus for base.
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#HELPWEAPONS
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#xs 440
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#caption Select Weapon Type
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#HELPWEAPON
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#xs 440
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#caption Weapon: $STR0
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^
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^FIREPOWER: $NUM0
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^COST: $NUM1
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^
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^PREREQUISITE: $LINK<$STR2=$NUM2>
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#HELPWEAPON2
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#xs 440
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#caption Weapon: $STR0
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^
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^FIREPOWER: $NUM0
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^
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^PREREQUISITE: $LINK<$STR2=$NUM2>
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#HELPDEFENSES
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#xs 440
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#caption Select Defense Type
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#HELPDEFENSE
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#xs 440
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#caption Defense: $STR0
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^
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^STRENGTH: $NUM0
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^
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^PREREQUISITE: $LINK<$STR2=$NUM2>
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#HELPDEFENSE2
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#xs 440
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#caption Defense: $STR0
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^
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^STRENGTH: $STR1
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^
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^PREREQUISITE: $LINK<$STR2=$NUM2>
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#HELPREACTOR
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#xs 440
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#caption Defense: $STR0
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^
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^POWER: $NUM0
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^PREREQUISITE: $LINK<$STR1=$NUM1>
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#HELPCHASSIS2
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#xs 440
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#caption Select Chassis Type
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#HELPCHASSIS
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#xs 440
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#caption Chassis: $STR0
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^
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^MOVEMENT RATE: $STR1 $NUM0
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^
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^PREREQUISITE: $LINK<$STR2=$NUM3>
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#HELPCROPS
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#xs 440
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#caption List of Crop Types
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#HELPFACS
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#xs 440
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#caption Select Facility Type
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#HELPFAC
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#xs 440
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#caption Base Facility: $STR0
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^
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^COST: $NUM0
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^MAINTENANCE: $NUM1
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^
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^PREREQUISITE: $LINK<$STR1=$NUM2>
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#HELPFACFREE
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#xs 440
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#caption Base Facility: $STR0
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^
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^COST: $NUM0
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^MAINTENANCE: $NUM1
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^
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^PREQ: $LINK<$STR1=$NUM2>
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^FREE TO NEW BASES: $LINK<$STR2=$NUM3>
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^
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#HELPPROJS
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#xs 440
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#caption Select Secret Project
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#HELPPROJ
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#xs 440
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#caption Secret Project: $STR0
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^
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^COST: $NUM0
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^
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^PREQ: $LINK<$STR1=$NUM2>
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^
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#HELPUNIT
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#xs 440
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#caption Unit Type: $STR0
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^ATTACK: {$STR2}
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^DEFENSE: {$STR3}
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^MOVES: {$NUM1}
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^COST: {$NUM0}
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^
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^PREREQUISITE: $LINK<$STR1=$NUM2>
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#HELPUNITS
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#xs 400
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#caption Select Unit Type
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#HELPABILS
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#xs 400
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#caption Select Special Ability
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#HELPABIL
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#xs 440
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#caption Special Unit Ability: $STR0
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^
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^ABILITY: $STR2
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^COST: $STR3
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^
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^PREQ: $LINK<$STR1=$NUM0>
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#HELPTERRAFORM
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#xs 440
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#caption Terraforming: $STR0
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^
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^TURNS TO COMPLETE: $NUM1 $STR2
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^
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^PREREQUISITE: $LINK<$STR1=$NUM0>
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#; Headquarters
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#HELPFAC1
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{Headquarters} are the central government and administration of a faction
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and provide essential coordination among bases. Inefficiency results
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from increasing distance from a Headquarters, so it<69>s usually good to
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maintain the Headquarters near the center of a faction<6F>s territory.
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Produces +1 $LINK<Energy=14> output on base square.
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^
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^No $LINK<Inefficiency=20> at this base.
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^
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^Enemy $$LINK<probes=60021> cannot attempt mind control here.
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#; Children<65>s Cr<43>che
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#HELPFAC2
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Base receives +2 to $LINK<Growth=130006> rating and +1 to $LINK<Efficiency=130001> rating.
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^
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^Reduces a base<73>s vulnerability to enemy $LINK<mind control=60021>.
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^
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^All units are determined to protect {Children<65>s Cr<43>ches}. If the social
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engineering $LINK<Morale=130004> settings for a faction are <20>0<EFBFBD> or less, they will be
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treated as <20>+1<> for [all] units defending at, or attacking from,
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this base.
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^
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2019-08-01 14:30:19 +02:00
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^Base may experience [Major population surge] until base<73>s population limit reached (based on current food production and
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facilities), if there is no cr<63>che there will be a [Citizens Protest] (extra drone for five years.
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2019-08-01 12:33:14 +02:00
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#; Recycling Tanks
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#HELPFAC3
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Produces +1 $LINK<nutrients=31>, $LINK<minerals=27>, and $LINK<energy=14> output on base square.
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#; Perimeter Defense
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#HELPFAC4
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2019-08-01 14:30:19 +02:00
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Increases defense multiplier of base to one against ground attacks. This effectively increases defensive bonus by +75% (or
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+175% when combined with a $LINK<Tachyon Field=100005>). Defense bonus does not apply against $LINK<Psi Attacks=38>. Also
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prevents population loss if the last defender is destroyed.
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2019-08-01 12:33:14 +02:00
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#; Tachyon Field
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#HELPFAC5
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2019-08-01 14:30:19 +02:00
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Increases defense multiplier of base to one against all attacks. This effectively increases defensive bonus by +75% or
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+175% when combined with $LINK<Perimeter Defense=100004>, $LINK<Naval Yard=100028> or $LINK<Aerospace Complex=100029>. Does
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not apply against $LINK<Psi Attacks=38>.
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2019-08-01 12:33:14 +02:00
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^
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^Can only be constructed in a base which already has a $LINK<Perimeter Defense=100004>.
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#; Recreation Commons
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#HELPFAC6
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Reduces number of $LINK<Drones=11> in base by two.
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#; Energy Bank
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#HELPFAC7
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Produces the same amount of $LINK<energy=14> as 50% of the energy at base less that lost to <Inefficiency=20>.
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^
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2019-08-01 14:30:19 +02:00
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^Can absorb a [Power surge] which would destroy all mines in base radius and instead add 50 energy credits to the
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$LINK<Energy Reserves=16>.
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2019-08-01 12:33:14 +02:00
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#; Network Node
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#HELPFAC8
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2019-08-01 14:30:19 +02:00
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Increases $LINK<Labs=22> at base by 50%. Base can study one $LINK<Alien Artifacts=30007>. Prevents [Network overload] (lose
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all accumulated research) and enables [Major research breakthrough] (free tech).
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2019-08-01 12:33:14 +02:00
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#; Biology Lab
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#HELPFAC9
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2019-08-01 14:30:19 +02:00
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Repairs $LINK<Native life forms=30> quickly. +2 $LINK<Labs=22> per turn. Any Native life forms bred at this base gains a +1
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lifecycle bonus.
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2019-08-01 12:33:14 +02:00
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^
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2019-08-01 14:30:19 +02:00
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^Enables researchers to prevent $LINK<PlanetBlight=41> from destroying all forests and farms within base<73>s production
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radius and enables them to discover a beneficial bacterium that provides +1 $LINK<Nutrients=31> per square for 10 years.
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2019-08-01 12:33:14 +02:00
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#; Skunkworks
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#HELPFAC10
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2019-08-01 14:30:19 +02:00
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Eliminates additional cost to $LINK<prototyping=37> new units at this base. {Skunkworks} lifts the retooling penalty for
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production switching within category (unit, facility, secret project).
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2019-08-01 12:33:14 +02:00
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^
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2019-08-01 14:30:19 +02:00
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^Not available at {Citizen} and {Specialist} difficulty levels or to factions with the free prototype bonus like the
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[Spartan Federation] as no prototype costs apply in these circumstances.
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2019-08-01 12:33:14 +02:00
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#; Hologram Theatre
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#HELPFAC11
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Reduces number of $LINK<Drones=11> by two, and increases $LINK<Psych=39> output of base by 50%.
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^
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^Can only be constructed in a base which already has a $LINK<Recreation Commons=100006>.
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#; Paradise Garden
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#HELPFAC12
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Two extra $LINK<Talents=45> at this base.
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#; Tree Farm
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#HELPFAC13
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Increases $LINK<Psych=38> output at base by 50% and
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$LINK<energy=16> at base by 50%.
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Increases $LINK<nutrient=41> output in $LINK<forest=90004> squares by 1.
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2019-08-01 14:30:19 +02:00
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Eliminates at least half the $LINK<ecological damage=26> caused by terraforming ($LINK<farms=90000>, $LINK<mines=90002>,
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$LINK<roads=90005>, etc.)
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2019-08-01 12:33:14 +02:00
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^
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2019-08-01 14:30:19 +02:00
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^If constructed after a faction<6F>s first report of $LINK<fungus=18> growth, the amount of $LINK<minerals=27> that can be
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produced by any of that faction<6F>s bases before causing ecological damage will be increased by one. This effect is permanent
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even if the facility is destroyed or the base lost.
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2019-08-01 12:33:14 +02:00
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#; Hybrid Forest
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#HELPFAC14
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2019-08-01 14:30:19 +02:00
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Increases $LINK<Psych=39> output at base by 50% and produces the same amount of $LINK<energy=16> as 50% of the energy at
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base less that lost to inefficiency. Increases $LINK<nutrient=31> and energy output in $LINK<Forest=90004> squares by one.
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Eliminates at least half the $LINK<ecological damage=10004> caused by terraforming ($LINK<Farms=90000>, $LINK<Mines=90002>,
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$LINK<Roads=90005>, etc.).
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2019-08-01 12:33:14 +02:00
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^
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2019-08-01 14:30:19 +02:00
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^If constructed after a faction<6F>s first report of $LINK<fungus=18> growth, the amount of $LINK<minerals=27> that can be
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produced by any of that faction<6F>s bases before causing ecological damage will be increased by one. This effect is permanent
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even if the facility is destroyed or the base lost.
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2019-08-01 12:33:14 +02:00
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^
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^Can only be constructed in a base which already has a $LINK<Tree Farm=100013>.
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#; Fusion Lab
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#HELPFAC15
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2019-08-01 14:30:19 +02:00
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Produces the same amount of $LINK<energy=16> as 50% of the energy at base less that lost to inefficiency and increases
|
|
|
|
|
$LINK<Labs=22> at base by 50%.
|
2019-08-01 12:33:14 +02:00
|
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|
|
#; Quantum Lab
|
|
|
|
|
#HELPFAC16
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Produces the same amount of $LINK<energy=16> as 50% of the energy at base less that lost to inefficiency and increases
|
|
|
|
|
$LINK<Labs=22> at base by 50%.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Can only be constructed in a base which already has a $LINK<Fusion Lab=100015>.
|
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|
|
|
|
|
|
|
|
#; Research Hospital
|
|
|
|
|
#HELPFAC17
|
|
|
|
|
Increases $LINK<Psych=39> at base by 25% and $LINK<Labs=22> by 50%. Reduces the number of $LINK<Drones=11> by one.
|
|
|
|
|
^
|
|
|
|
|
^Reduces population loss caused by $LINK<genetic warfare=60021> and prevents other, natural, $LINK<disease outbreaks=41>.
|
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|
|
#; Nanohospital
|
|
|
|
|
#HELPFAC18
|
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|
|
|
Increases $LINK<Psych=39> at base by 25% and $LINK<Labs=22> by 50%. Reduces the number of $LINK<Drone=11> by one.
|
|
|
|
|
^
|
|
|
|
|
^Reduces population loss caused by $LINK<genetic warfare=60021> and prevents other, natural, $LINK<disease outbreaks=41>.
|
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|
|
|
^
|
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|
|
^Can only be constructed in a base which already has a $LINK<Research Hospital=100017>.
|
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|
|
#; Robotic Assembly Plant
|
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|
|
#HELPFAC19
|
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|
|
Increases $LINK<Minerals=27> output at base by 50%.
|
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|
|
#; Nanoreplicator
|
|
|
|
|
#HELPFAC20
|
2019-08-01 14:30:19 +02:00
|
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|
|
Increases $LINK<Minerals=27> output at base by 50%. The {Nanoreplicator} reduces the impact of industry on Planet<65>s
|
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|
|
|
$LINK<Ecology=12> and the minerals it produces [do not] contribute to ecological damage.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Can only be constructed in a base which already has a $LINK<Robotic Assembly Plant=100019> or a $LINK<Genejack
|
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|
|
|
Factory=100022>.
|
2019-08-01 12:33:14 +02:00
|
|
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|
|
|
|
#; Quantum Converter
|
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|
|
#HELPFAC21
|
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|
|
Increases $LINK<Minerals=27> output at base by 50%.
|
|
|
|
|
^
|
|
|
|
|
^Can only be constructed in a base which already has a $LINK<Robotic Assembly Plant=100019>.
|
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|
|
|
|
|
|
|
|
#; Genejack Factory
|
|
|
|
|
#HELPFAC22
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Increases $LINK<Minerals=27> output at base by 50% but increases the number of $LINK<Drone=11> at base by one and increases
|
|
|
|
|
vulnerability to enemy $LINK<mind control=60021>.
|
2019-08-01 12:33:14 +02:00
|
|
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|
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|
|
#; Punishment Sphere
|
|
|
|
|
#HELPFAC23
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Eliminates both $LINK<Drone=11> and $LINK<Talents=45> at this base, and decreases vulnerability to enemy $LINK<mind
|
|
|
|
|
control=60021> but reduces $LINK<Labs=22> output by half.
|
2019-08-01 12:33:14 +02:00
|
|
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|
|
|
|
|
#; Hab Complex
|
|
|
|
|
#HELPFAC24
|
|
|
|
|
Increases maximum population of a base by seven.
|
|
|
|
|
|
|
|
|
|
#; Habitation Dome
|
|
|
|
|
#HELPFAC25
|
|
|
|
|
Increases population limit to 127. Can only be constructed in a base which already has a $LINK<Hab Complex=100024>.
|
|
|
|
|
|
|
|
|
|
#; Pressure Dome
|
|
|
|
|
#HELPFAC26
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Allows base to survive submersion. Also counts as $LINK<Recycling Tanks=100003> for this base. Bonus resources are not
|
|
|
|
|
cumulative with $LINK<Recycling Tanks=100003>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Command Center
|
|
|
|
|
#HELPFAC27
|
|
|
|
|
Repairs damaged ground units quickly. Ground units built here receive two $LINK<morale=29> upgrades.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The maintenance cost is determined by the current level of reactor technology, $LINK<fission plants=50001> cost one,
|
|
|
|
|
$LINK<fusion reactors=50002> two and $LINK<quantum chambers=50003> and $LINK<singularity engines=50004> cost three.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Naval Yard
|
|
|
|
|
#HELPFAC28
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Repairs damaged naval units quickly. Naval units built here receive two $LINK<morale=29> upgrades. Increases defense
|
|
|
|
|
multiplier of base to one against naval attacks. This effectively increases defensive bonus by +75% (or +175% when combined
|
|
|
|
|
with a $LINK<Tachyon Field=100005>). Defensive bonus does not apply against $LINK<Psi Attacks=38>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Aerospace Complex
|
|
|
|
|
#HELPFAC29
|
|
|
|
|
Repairs damaged air units quickly. Air units built here receive two $LINK<morale=29>
|
|
|
|
|
upgrades.
|
|
|
|
|
^
|
|
|
|
|
^Base must have an Aerospace complex before it can produce space-based improvements.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Defensive bonus against air attacks +75% (or +175% when combined with a $LINK<Tachyon Field=100005>). Defensive bonus does
|
|
|
|
|
not apply against $LINK<Psi Attacks=38>. Prevents hostile $LINK<Drop pods=80004> within two squares.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Bioenhancement Center
|
|
|
|
|
#HELPFAC30
|
2019-08-01 14:30:19 +02:00
|
|
|
|
All military units built here receive two $LINK<morale=29> upgrades. Any $LINK<native lifeforms=30> bred at this base gain
|
|
|
|
|
a +1 lifecycle bonus.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Centauri Preserve
|
|
|
|
|
#HELPFAC31
|
|
|
|
|
Reduces effect of industry on Planet<65>s $LINK<ecological=12>. Any $LINK<Native life forms=30>
|
|
|
|
|
bred at this base gain a +1 lifecycle bonus.
|
|
|
|
|
^
|
|
|
|
|
^If constructed after a faction<6F>s first report of $LINK<fungus=18> growth, the
|
|
|
|
|
amount of $LINK<minerals=27> that can be produced by any of that faction<6F>s bases
|
|
|
|
|
before causing ecological damage will be increased by one. This effect is
|
|
|
|
|
permanent even if the facility is destroyed or the base lost.
|
|
|
|
|
|
|
|
|
|
#; Temple of Planet
|
|
|
|
|
#HELPFAC32
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Reduces effect of industry on Planet<65>s $LINK<ecological=12>. Any $LINK<Native life forms=30> bred at this base gain a +1
|
|
|
|
|
lifecycle bonus.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^If constructed after a faction<6F>s first report of $LINK<fungus=18> growth, the amount of $LINK<minerals=27> that can be
|
|
|
|
|
produced by any of that faction<6F>s bases before causing ecological damage will be increased by one. This effect is permanent
|
|
|
|
|
even if the facility is destroyed or the base lost.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Can only be constructed in a base which already has a $LINK<Centauri Preserve=100031>.
|
|
|
|
|
|
|
|
|
|
#; Psi Gate
|
|
|
|
|
#HELPFAC33
|
|
|
|
|
Units can [teleport] between bases containing Psi Gates.
|
|
|
|
|
|
|
|
|
|
#; Covert Ops Center
|
|
|
|
|
#HELPFAC34
|
2019-08-01 14:30:19 +02:00
|
|
|
|
These training centers for spies emphasize data retrieval and cryptology, though assassination techniques are rumored to be
|
|
|
|
|
taught.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
2019-08-01 14:30:19 +02:00
|
|
|
|
$LINK<Probe=30006> units built here receive two $LINK<morale=11> upgrades. Base also receives a +2 $LINK<Probe=130008>
|
|
|
|
|
rating.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Brood Pit
|
|
|
|
|
#HELPFAC35
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Brood Pit} is a place where $LINK<Native life forms=30> can be grown with relative ease. It also doubles as a
|
|
|
|
|
punishment area.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Decreases the cost of Native life forms bred at this base by 25%. Base receives +2 to $LINK<Police=130005> rating.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^In the absence of a $LINK<Children<65>s Cr<43>che=100002> to defend, Native life forms can be expected to protect a {Brood Pit}
|
|
|
|
|
in the same manner.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Aquafarm
|
|
|
|
|
#HELPFAC36
|
|
|
|
|
All $LINK<Kelp Farms=90020> worked by base generate one extra $LINK<nutrient=41>.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The {Aquafarm} is a Progenitor concept, harnessing tidal movements to aerate the kelp, and predictive technology to take
|
|
|
|
|
advantage of tidal surges and warm currents.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Subsea Trunkline
|
|
|
|
|
#HELPFAC37
|
|
|
|
|
All $LINK<Mining Platforms=90022> worked by base generate one extra $LINK<mineral=42>.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The {Subsea Trunkline} is a method of melting down ore from the sea-bottom into a liquid that can be transported (using
|
|
|
|
|
the coolness of the ocean to keep the trunkline itself from melting) to the processing plants
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Thermocline Transducer
|
|
|
|
|
#HELPFAC38
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The Transducer takes advantage of the thermocline, the area of the ocean where the cold layer and hot layer meet, to
|
|
|
|
|
generate electrical energy based on temperature differential.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^All $LINK<Tidal Harnesses=90023> worked by base generate one extra $LINK<energy=43>.
|
|
|
|
|
|
|
|
|
|
#; Flechette Defense System
|
|
|
|
|
#HELPFAC39
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The {Flechette Defense System} utilizes a flechette delivery system combined with alien resonance waves, to cheaply knock
|
|
|
|
|
down incoming missiles. +50% defense against conventional missiles for any units up to two squares away.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^In the absence of $LINK<Orbital Defense Pods=100068>, the system can shoot down $LINK<Planet Busters=60016>,
|
|
|
|
|
$LINK<Tectonic=60024>, and $LINK<Fungal=60025> missiles 50% of the time within two-squares of the base.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Both effects are cumulative; if there are two {Flechette Defense Systems} within a two-square radius of a missile<6C>s
|
|
|
|
|
target, then a missile has only a 25% chance of success.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Subspace Generator
|
|
|
|
|
#HELPFAC40
|
2019-08-01 14:30:19 +02:00
|
|
|
|
This is the main component of the $LINK<Resonance=42> Communicator used by $LINK<Progenitor=47> factions to broadcast
|
|
|
|
|
Planet<EFBFBD>s location to their respective forces.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Once a Progenitor faction constructs six {Subspace Generators} in bases of size 10 or higher, the Communicator calls a
|
|
|
|
|
fleet of reinforcements, thereby ending human habitation on Planet with a $LINK<Progenitor Victory=10014>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Geosynchronous Survey Pod
|
|
|
|
|
#HELPFAC41
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The Survey Pod locks into geosynchronous orbit with the base, and provides up-to-the-minute survey data regarding the
|
|
|
|
|
surrounding terrain. This base<73>s sighting radius increases to three squares. The pod also acts as a $LINK<sensor
|
|
|
|
|
array=90009> on the base central square, conferring a +25% defensive bonus.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^{Geosynchronous Pods} may be destroyed by $LINK<Orbital Defense Pods=100068> or $LINK<Probes=60021>.
|
|
|
|
|
^
|
|
|
|
|
^The launch of a faction<6F>s first satellite enables them to map all unexplored parts of Planet.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Can only be launched from a base which already has an $LINK<Aerospace Complex=100029> or by a faction that controls
|
|
|
|
|
$LINK<The Space Elevator=110027>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Sky Hydroponics
|
|
|
|
|
#HELPFAC65
|
|
|
|
|
Launch a hydroponics satellite into orbit around Planet.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The nutrients bonus is halved for bases without $LINK<Aerospace Complexes=100029>. A base can utilize one Hydroponics for
|
|
|
|
|
each unit of population.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^{Sky Hydroponics Labs} can be destroyed by other factions using $LINK<Orbital Defense Pods=100068>.
|
|
|
|
|
^
|
|
|
|
|
^The launch of a faction<6F>s first satellite enables them to map all unexplored parts of Planet.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK<The Space
|
|
|
|
|
Elevator=110027>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Nessus Mining Station
|
|
|
|
|
#HELPFAC66
|
|
|
|
|
Launch a mining satellite into orbit around Planet<65>s first Moon, [Nessus].
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The minerals bonus is halved for bases without $LINK<Aerospace Complexes=100029>. A base can utilize one Mining Station
|
|
|
|
|
for each unit of population.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Mining stations can be destroyed by an $LINK<asteroid strike=41> or by other factions using $LINK<Orbital Defense
|
|
|
|
|
Pods=100068>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^The launch of a faction<6F>s first satellite enables them to map all unexplored parts of Planet.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK<The Space
|
|
|
|
|
Elevator=110027>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Orbital Power Transmitter
|
|
|
|
|
#HELPFAC67
|
|
|
|
|
Launch a satellite into orbit around Planet to utilize space-based solar power.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The energy bonus is halved for bases without $LINK<Aerospace Complexes=100029>. A base can utilize one Power Transmitter
|
|
|
|
|
for each unit of population.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Power Transmitters can be destroyed by $LINK<Solar Storms on Alpha Prime=41> or by other factions using $LINK<Orbital
|
|
|
|
|
Defense Pods=100068>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^The launch of a faction<6F>s first satellite enables them to map all unexplored parts of Planet.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK<The Space
|
|
|
|
|
Elevator=110027>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; Orbital Defense Pod
|
|
|
|
|
#HELPFAC68
|
2019-08-01 14:30:19 +02:00
|
|
|
|
An {Orbital Defense Pod} has a 50% chance to shoot down a $LINK<Planet Buster=60016>, $LINK<Fungal=60025>, or
|
|
|
|
|
$LINK<Tectonic=60024> missile attack against any of a faction<6F>s bases. Defense Pods may only deploy against a missile once
|
|
|
|
|
per turn. When no undeployed Pods remain, a missile can only be stopped by self-destructing a Pod. Can be sacrificed with
|
|
|
|
|
50% chance to destroy a satellite of another faction (Under Satellite Survey <20>F6<46> -> <20>Orbital Attack View<65>) Can be
|
|
|
|
|
destroyed by $LINK<Major Solar Storm on Alpha Prime=41>. Can only be launched from a base which already has an
|
|
|
|
|
$LINK<Aerospace Complex=100029> or by a faction that controls $LINK<The Space Elevator=110027>.
|
2019-08-01 12:33:14 +02:00
|
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|
|
#; Stockpile Energy
|
|
|
|
|
#HELPFAC69
|
2019-08-01 14:30:19 +02:00
|
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|
|
This causes the base to immediately sell off every excess $LINK<Minerals=27> it produces in exchange for energy credits,
|
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|
|
|
which are then deposited in the $LINK<Energy Reserves=14> (each two minerals makes one energy rounded up).
|
2019-08-01 12:33:14 +02:00
|
|
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|
|
#; The Human Genome Project
|
|
|
|
|
#HELPPROJ0
|
|
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|
|
One extra $LINK<Talent=45> at every base. Protects all of your bases against the $LINK<Prometheus Virus=41>.
|
|
|
|
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|
|
|
|
#; The Command Nexus
|
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|
|
#HELPPROJ1
|
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|
|
Counts as a $LINK<Command Center=100027> at every base.
|
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|
|
|
|
|
#; The Weather Paradigm
|
|
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|
|
#HELPPROJ2
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Increases terraforming speed by 50% for all tasks except for $LINK<Remove Fungus=90010>. Your $LINK<Formers=30001> may
|
|
|
|
|
build $LINK<Condensers=90012>, $LINK<Boreholes=90014>, and $LINK<Echelon Mirrors=90013>, and may
|
|
|
|
|
$LINK<Raise=90016>/$LINK<Lower=90017> terrain or $LINK<Drill to aquifer=90015> even if the appropriate technologies have
|
|
|
|
|
not yet been discovered.
|
2019-08-01 12:33:14 +02:00
|
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|
|
#; The Merchant Exchange
|
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|
|
#HELPPROJ3
|
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|
|
+1 $LINK<Energy=14> in every square at this base except $LINK<Xenofungus=18> squares.
|
|
|
|
|
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|
|
#; The Empath Guild
|
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|
|
#HELPPROJ4
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Allows contact with, and an infiltrator in, every faction. +50% votes in elections for $LINK<Planetary Governor=35> and
|
|
|
|
|
$LINK<Supreme Leader=10017>.
|
2019-08-01 12:33:14 +02:00
|
|
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|
|
#; The Citizens<6E> Defense Force
|
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|
|
#HELPPROJ5
|
|
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|
|
Counts as a $LINK<Perimeter Defense=100004> at every base.
|
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|
|
|
|
|
|
#; The Virtual World
|
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|
|
|
#HELPPROJ6
|
2019-08-01 14:30:19 +02:00
|
|
|
|
In addition to their normal effect, $LINK<Network Nodes=100008> count as $LINK<Hologram Theatres=100011> at every base:
|
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|
|
reduces number of $LINK<Drones=11> by two and increases $LINK<Psych=39> output of base by 50%.
|
2019-08-01 12:33:14 +02:00
|
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|
|
#; The Planetary Transit System
|
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|
|
#HELPPROJ7
|
|
|
|
|
Any new bases begin at population size three.
|
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|
|
^
|
|
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|
|
^One less $LINK<Drone=11> at all bases of population three and under.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Upon completion, all bases that are less than size three and have sufficient $LINK<nutrient=31> income available will
|
|
|
|
|
immediately grow to size three. Size one bases will grow to size two whether or not nutrients are available.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Xenoempathy Dome
|
|
|
|
|
#HELPPROJ8
|
2019-08-01 14:30:19 +02:00
|
|
|
|
All $LINK<xenofungus=18> confers on all units the same movement benefits normally reserved for $LINK<native life forms=30>
|
|
|
|
|
and non-native units may heal completely in fungus.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The rate at which $LINK<terraforming units=60018> remove and plant fungus is doubled. Any native life forms bred gain a +1
|
|
|
|
|
lifecycle bonus.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Neural Amplifier
|
|
|
|
|
#HELPPROJ9
|
|
|
|
|
+50% to $LINK<Psi Defense=70009>.
|
|
|
|
|
|
|
|
|
|
#; The Maritime Control Center
|
|
|
|
|
#HELPPROJ10
|
|
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|
|
Increases the movement rate of all sea units by two (including $LINK<Isles of the Deep=30009> and $LINK<Sealurks=30014>).
|
|
|
|
|
^
|
|
|
|
|
^Counts as a $LINK<Naval Yard=100028> at every base.
|
|
|
|
|
|
|
|
|
|
#; The Planetary Datalinks
|
|
|
|
|
#HELPPROJ11
|
|
|
|
|
Automatically discover any technology discovered by at least three other factions.
|
|
|
|
|
|
|
|
|
|
#; The Supercollider
|
|
|
|
|
#HELPPROJ12
|
|
|
|
|
$LINK<Research=22> output at this base is doubled.
|
|
|
|
|
|
|
|
|
|
#; The Ascetic Virtues
|
|
|
|
|
#HELPPROJ13
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Increases the population limit of your bases by two, and increases your society<74>s tolerance for use of police and military
|
|
|
|
|
units (+1 $LINK<Police=130005>).
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Longevity Vaccine
|
|
|
|
|
#HELPPROJ14
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Two less $LINK<Drone=11> at every base if a $LINK<society<74>s economics=120005> are $LINK<Planned=120008>. One less Drone at
|
|
|
|
|
every base if economics are $LINK<Simple=120006> or $LINK<Green=120009>. $LINK<Economy=130000> increased by 50% at this
|
|
|
|
|
base for $LINK<Free market=120007> economies.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Protects all bases against the $LINK<Prometheus Virus=41>.
|
|
|
|
|
|
|
|
|
|
#; The Hunter-Seeker Algorithm
|
|
|
|
|
#HELPPROJ15
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Renders units and bases immune to all $LINK<probe=60021> actions, unless the unit is equipped with the $LINK<Algorithmic
|
|
|
|
|
Enhancement=80028> special ability.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Pholus Mutagen
|
|
|
|
|
#HELPPROJ16
|
|
|
|
|
Reduces the effect of industry on Planet<65>s $LINK<ecology=12> at all bases.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^All units receive the same defensive bonus on fungus as $LINK<Native life forms=30> receive. Any Native life forms bred
|
|
|
|
|
gains a +1 lifecycle bonus.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Cyborg Factory
|
|
|
|
|
#HELPPROJ17
|
|
|
|
|
Counts as a $LINK<Bioenhancement center=100030> at every base.
|
|
|
|
|
|
|
|
|
|
#; The Theory of Everything
|
|
|
|
|
#HELPPROJ18
|
|
|
|
|
$LINK<Labs=22> output doubled at this base.
|
|
|
|
|
|
|
|
|
|
#; The Dream Twister
|
|
|
|
|
#HELPPROJ19
|
|
|
|
|
+50% to $LINK<Psi Attacks=38>.
|
|
|
|
|
|
|
|
|
|
#; The Universal Translator
|
|
|
|
|
#HELPPROJ20
|
|
|
|
|
Two free tech advances on completion. Any number of $LINK<Alien Artifacts=30007> can be linked at this base.
|
|
|
|
|
|
|
|
|
|
#; The Network Backbone
|
|
|
|
|
#HELPPROJ21
|
2019-08-01 14:30:19 +02:00
|
|
|
|
+1 $LINK<Research=130010> at this base for every point of $LINK<Commerce=4> this base receives, and +1 research for every
|
|
|
|
|
$LINK<Network Node=100008> in existence on Alpha Centauri, regardless of which player owns the Network Node.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Eliminates the negative effects of $LINK<Cybernetic Society=120017>.
|
|
|
|
|
|
|
|
|
|
#; The Nano Factory
|
|
|
|
|
#HELPPROJ22
|
|
|
|
|
Units can be repaired quickly and completely even when not in base squares.
|
|
|
|
|
^
|
|
|
|
|
^The cost to $LINK<upgrade units=10015> is reduced by 50%.
|
|
|
|
|
|
|
|
|
|
#; The Living Refinery
|
|
|
|
|
#HELPPROJ23
|
|
|
|
|
Decreases minerals required to support military units: +2 $LINK<Support=130002> on the Social Engineering table.
|
|
|
|
|
|
|
|
|
|
#; The Cloning Vats
|
|
|
|
|
#HELPPROJ24
|
2019-08-01 14:30:19 +02:00
|
|
|
|
All of a faction<6F>s bases enter a permanent state of [Population Boom] and will grow every turn whilst the
|
|
|
|
|
$LINK<Nutrient=31> supply is sufficient and up to the maximum population<6F>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The negative effects of the $LINK<Power=120012> and $LINK<Thought Control=120019> social engineering choices are
|
|
|
|
|
eliminated.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^___
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^<5E>The maximum population for an individual base can be increased through the construction of a $LINK<Hab Complex=100024>,
|
|
|
|
|
$LINK<The Ascetic Virtues=110013>, and then even further by constructing a $LINK<Habitation Dome=100025>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Self-Aware Colony
|
|
|
|
|
#HELPPROJ25
|
|
|
|
|
$LINK<Energy=14> maintenance cost for facilities halved at all bases.
|
|
|
|
|
^
|
|
|
|
|
^For the purposes of $LINK<Police=130005>, counts as though every base has one additional combat unit.
|
|
|
|
|
|
|
|
|
|
#; Clinical Immortality
|
|
|
|
|
#HELPPROJ26
|
|
|
|
|
One extra $LINK<Talent=45> at every base.
|
|
|
|
|
^
|
|
|
|
|
^Doubles votes in elections for $LINK<Planetary Governor=35> and $LINK<Supreme Leader=10017>.
|
|
|
|
|
^
|
|
|
|
|
^Protects all bases against the $LINK<Prometheus Virus=41>.
|
|
|
|
|
|
|
|
|
|
#; The Space Elevator
|
|
|
|
|
#HELPPROJ27
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Doubles $LINK<Economy=130000> energy production at this base, and doubles $LINK<Minerals=27> production rate at all bases
|
|
|
|
|
whilst they are producing satellites. The minerals it produces do not contribute to $LINK<ecological damage=12>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Units equipped with $LINK<drop pods=80004> may now make Orbital Insertions [anywhere] on the Planet.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Enables [all] bases to fully exploit and to construct satellites regardless of whether they have $LINK<Aerospace
|
|
|
|
|
Complexes=100029>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Singularity Inductor
|
|
|
|
|
#HELPPROJ28
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the $LINK<ecological effects=10004> of mineral
|
|
|
|
|
production.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Bulk Matter Transmitter
|
|
|
|
|
#HELPPROJ29
|
2019-08-01 14:30:19 +02:00
|
|
|
|
+50% $LINK<Minerals=27> at every base (before facility multipliers are applied, and the multipliers do not boost these
|
|
|
|
|
extra minerals).
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Telepathic Matrix
|
|
|
|
|
#HELPPROJ30
|
|
|
|
|
$LINK<Drone=11> [never riot] at all bases.
|
|
|
|
|
^
|
|
|
|
|
^All $LINK<probes=60021> receive a +2 $LINK<Morale=29> modifier.
|
|
|
|
|
|
|
|
|
|
#; The Voice of Planet
|
|
|
|
|
#HELPPROJ31
|
|
|
|
|
Begins the $LINK<Ascent to Transcendence=110032> sequence. Any faction can now begin the Ascent to Transcendence.
|
|
|
|
|
^
|
|
|
|
|
^Any $LINK<Native life forms=30> bred gain a +1 lifecycle bonus.
|
|
|
|
|
|
|
|
|
|
#; The Ascent to Transcendence
|
|
|
|
|
#HELPPROJ32
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Completes the Transcendence sequence and ends the [Human Era]. The Ascent cannot be started until the $LINK<Voice of
|
|
|
|
|
Planet=110031> is operational.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Manifold Harmonics
|
|
|
|
|
#HELPPROJ33
|
2019-08-01 14:30:19 +02:00
|
|
|
|
A grand-scale building/temple harnessing a tiny fraction of the power of the $LINK<Six Manifolds=25>, bringing the owners
|
|
|
|
|
into closer communication with the native life forms.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Increases resources harvested from $LINK<Monoliths=28> and $LINK<Fungus=18> squares depending on overall
|
|
|
|
|
$LINK<Planet=130007> rating, as follows:
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^ 0 Planet = +1 $LINK<Energy=14>
|
|
|
|
|
^ +1 Planet = +1 $LINK<Nutrient=31>, +1 Energy
|
|
|
|
|
^ +2 Planet = +1 Nutrient, +1 $LINK<Mineral=27>, +1 Energy
|
|
|
|
|
^ +3 Planet = +1 Nutrient, +1 Mineral, +2 Energy
|
|
|
|
|
|
|
|
|
|
#; The Nethack Terminus
|
|
|
|
|
#HELPPROJ34
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The Terminus is a central databank/server complex tied into the planetary network of research and meteorological computers,
|
|
|
|
|
mimicking their functions while extracting data covertly.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^+1 $LINK<Morale=130004> to all $LINK<Probes=60021> built. -25% to the cost of probe actions. All Probes with a
|
|
|
|
|
$LINK<Fusion reactor=50002> or higher have free $LINK<Algorithmic Enhancement=80028>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#; The Cloudbase Academy
|
|
|
|
|
#HELPPROJ35
|
2019-08-01 14:30:19 +02:00
|
|
|
|
A central location where pilots can come for training in special weapons and tactics. A pilot must first distinguish
|
|
|
|
|
themselves in school or combat before entering the prestigious academy.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Free $LINK<Aerospace Complex=100029> in every base. Increases the movement rate of all air units by two.
|
|
|
|
|
|
|
|
|
|
#; The Planetary Energy Grid
|
|
|
|
|
#HELPPROJ36
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The Grid is really nothing more than a giant energy plant tied into the global banking network; it takes advantage of
|
|
|
|
|
market fluctuations to buy or sell futures at an immediate profit.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Free $LINK<Energy bank=14 Bank> in every base.
|
|
|
|
|
^
|
|
|
|
|
^$LINK<Stockpile Energy=100069> produces 25% higher returns.
|
|
|
|
|
|
|
|
|
|
#;Politics
|
|
|
|
|
#HELPSOC0
|
|
|
|
|
The {Politics} social category determines the basic political system:
|
|
|
|
|
^ $LINK<Frontier=120001>
|
|
|
|
|
^ $LINK<Police State=120002>
|
|
|
|
|
^ $LINK<Democratic=120003>
|
|
|
|
|
^ $LINK<Fundamentalist=120004>
|
|
|
|
|
|
|
|
|
|
#;Frontier
|
|
|
|
|
#HELPSOC00
|
|
|
|
|
{Frontier} politics represent the informal governing arrangements made in
|
|
|
|
|
early colonies, before populations reach levels requiring more advanced
|
|
|
|
|
forms of government.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: {None}
|
|
|
|
|
|
|
|
|
|
#;Police State
|
|
|
|
|
#HELPSOC01
|
|
|
|
|
{Police States} use oppression to keep their citizens in line, and allow
|
|
|
|
|
their leaders great power over military decisions. But oppression of
|
|
|
|
|
this type also decreases economic efficiency.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Democratic
|
|
|
|
|
#HELPSOC02
|
|
|
|
|
{Democracies} allow citizens to participate in government, and forgo
|
|
|
|
|
oppression and the stability it confers in favor of growth and
|
|
|
|
|
efficiency. But citizens remain suspicious of large military
|
|
|
|
|
deployments, and civilian oversight creates large military
|
|
|
|
|
bureaucracies, so military support costs increase.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Fundamentalist
|
|
|
|
|
#HELPSOC03
|
|
|
|
|
{Fundamentalist} politics unite a society behind a strong, dogmatic
|
|
|
|
|
religion. Evangelizing the populace can create loyal, even fanatical
|
|
|
|
|
military forces, and tends to immunize citizens against (other forms of)
|
|
|
|
|
brainwashing, but technological research tends to suffer under the
|
|
|
|
|
continual assaults on intellectual integrity associated with such
|
|
|
|
|
regimes.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Economics
|
|
|
|
|
#HELPSOC1
|
|
|
|
|
The {Economics} social category controls the way an economy is managed:
|
|
|
|
|
^ $LINK<Simple=120006>
|
|
|
|
|
^ $LINK<Free Market=120007>
|
|
|
|
|
^ $LINK<Planned=120008>
|
|
|
|
|
^ $LINK<Green=120009>
|
|
|
|
|
|
|
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|
|
#;Simple
|
|
|
|
|
#HELPSOC10
|
|
|
|
|
{Simple} Economics describes the informal, ad hoc economy which develops
|
|
|
|
|
in the early years of planetfall, before more organized economic systems
|
|
|
|
|
can be put in place.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: {None}
|
|
|
|
|
|
|
|
|
|
#;Free Market
|
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|
|
|
#HELPSOC11
|
|
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|
|
{Free Market} economics turns market forces loose in your society.
|
|
|
|
|
Unfettered market economics can produce great wealth quickly, but in the
|
|
|
|
|
context of Planet<65>s fragile emerging economies can also lead to extremes
|
|
|
|
|
of pollution and ecological damage. Also, citizens rendered suddenly
|
|
|
|
|
poor by the actions unscrupulous moguls may revolt against their energy-
|
|
|
|
|
fattened masters.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Planned
|
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|
|
|
#HELPSOC12
|
|
|
|
|
A semi-market economy kept in check by fierce governmental regulation,
|
|
|
|
|
{Planned} economics promotes stable industrial and population growth, but
|
|
|
|
|
sacrifices efficiency.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Green
|
|
|
|
|
#HELPSOC13
|
|
|
|
|
{Green} economics strives to integrate sentient progress with the needs
|
|
|
|
|
of the biosphere. Green economies use resources efficiently and tend to
|
|
|
|
|
avoid the excesses of industrial development which could provoke
|
|
|
|
|
Planet<EFBFBD>s $LINK<native life=10022>, but population growth necessarily suffers for lack
|
|
|
|
|
of space.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;VALUES
|
|
|
|
|
#HELPSOC2
|
|
|
|
|
The {Values} social category sets major priorities for a society:
|
|
|
|
|
^ $LINK<Survival=120011>
|
|
|
|
|
^ $LINK<Power=120012>
|
|
|
|
|
^ $LINK<Knowledge=120013>
|
|
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|
|
^ $LINK<Wealth=120014>
|
|
|
|
|
|
|
|
|
|
#;Survival
|
|
|
|
|
#HELPSOC20
|
|
|
|
|
{Survival} is of course the all-encompassing first priority of early human
|
|
|
|
|
or $LINK<Progenitor=36> colonies.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: {None}
|
|
|
|
|
|
|
|
|
|
#;Power
|
|
|
|
|
#HELPSOC21
|
|
|
|
|
Leaders seeking {Power} build strong, well-paid military forces to enforce
|
|
|
|
|
their will. But Economic and industrial infrastructure may suffer from
|
|
|
|
|
bloated [defense] budgets (these negative effects are eliminated by
|
|
|
|
|
control of $LINK<The Cloning Vats=110024>).
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Knowledge
|
|
|
|
|
#HELPSOC22
|
|
|
|
|
Leaders seeking {Knowledge} and intellectual enlightenment will pour
|
|
|
|
|
resources into research and education. They will also tend to promote
|
|
|
|
|
the free exchange of information, which increases efficiency but also
|
|
|
|
|
carries greater security risks.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Wealth
|
|
|
|
|
#HELPSOC23
|
|
|
|
|
Leaders seeking {Wealth} will concentrate on building economic and
|
|
|
|
|
industrial infrastructure rapidly. They achieve rapid growth and
|
|
|
|
|
development, with possible side effects being decadence and moral decay.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Future Society
|
|
|
|
|
#HELPSOC3
|
|
|
|
|
Future Societies show speculatively how society may evolve in the far
|
|
|
|
|
future:
|
|
|
|
|
^ $LINK<None=120016>
|
|
|
|
|
^ $LINK<Cybernetic=120017>
|
|
|
|
|
^ $LINK<Eudaimonic=120018>
|
|
|
|
|
^ $LINK<Thought Control=120019>
|
|
|
|
|
|
|
|
|
|
#;None
|
|
|
|
|
#HELPSOC30
|
|
|
|
|
{None}, or no Future Society, simply means that a society has not yet
|
|
|
|
|
evolved to a far future society.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: {None}
|
|
|
|
|
|
|
|
|
|
#;Cybernetic
|
|
|
|
|
#HELPSOC31
|
|
|
|
|
In the far future, citizens may turn many of the tasks of governing
|
|
|
|
|
society over to artificially intelligent computers, increasing
|
|
|
|
|
efficiency and freeing individuals for more creative tasks. But will
|
|
|
|
|
workers displaced by computers sink into despair, poverty, and possible
|
|
|
|
|
unrest? (These negative effects are eliminated by control of
|
|
|
|
|
$LINK<The Network Backbone=110021>.)
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Eudiamonic
|
|
|
|
|
#HELPSOC32
|
|
|
|
|
Perhaps the most pleasant to contemplate living in, this far future society
|
|
|
|
|
takes its name from an ancient Greek word for fulfillment and
|
|
|
|
|
happiness. {Eudaimonic} society encourages each citizen to achieve
|
|
|
|
|
happiness through striving to fulfill completely his or her potential.
|
|
|
|
|
Population, Economy, and Industry all experience healthy growth.
|
|
|
|
|
Violence fades as society grows more tolerant and just, and even when
|
|
|
|
|
this society<74>s hand is forced it often shoots to subdue rather than to
|
|
|
|
|
destroy.
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Thought Control
|
|
|
|
|
#HELPSOC33
|
|
|
|
|
The ultimate in <20>Big Brother<65> methods, {Thought Control} effuses subtle
|
|
|
|
|
neurochemical triggers into the atmosphere to render its population
|
|
|
|
|
obedient, loyal, and resistant to outside ideas. But significant
|
|
|
|
|
resources are required to maintain this level of control (these negative
|
|
|
|
|
effects are eliminated by control of $LINK<The Cloning Vats=110024>).
|
|
|
|
|
^
|
|
|
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
|
|
|
|
#;Economy
|
|
|
|
|
#HELPEFFECT0
|
|
|
|
|
{Economy} represents the raw strength of a society<74>s economy:
|
|
|
|
|
^ -3 = -2 $LINK<energy=14> each base
|
|
|
|
|
^ -2 = -1 energy each base
|
|
|
|
|
^ -1 = -1 energy at $LINK<Headquarters=100001>
|
|
|
|
|
^ 0 = Standard energy rates
|
|
|
|
|
^ +1 = +1 energy each base
|
|
|
|
|
^ +2 = +1 energy each square!
|
|
|
|
|
^ +3 = +1 energy/sq; +2 energy/base +1 $LINK<commerce=4> rating!!
|
|
|
|
|
^ +4 = +1 energy/sq; +4 energy/base; +2 commerce!!!
|
|
|
|
|
^ +5 = +1 energy/sq; +4 energy/base; +3 commerce
|
|
|
|
|
^ +6 = +1 energy/sq; +4 energy/base; +3 commerce
|
|
|
|
|
|
|
|
|
|
#;Efficiency
|
|
|
|
|
#HELPEFFECT1
|
|
|
|
|
{Efficiency} determines how much energy a society loses to inefficiency:
|
|
|
|
|
^ -4 = [Economic Paralysis]
|
|
|
|
|
^ -3 = Murderous inefficiency
|
|
|
|
|
^ -2 = Appalling inefficiency
|
|
|
|
|
^ -1 = Gross inefficiency
|
|
|
|
|
^ 0 = High inefficiency
|
|
|
|
|
^ +1 = Reasonable efficiency
|
|
|
|
|
^ +2 = Commendable efficiency
|
|
|
|
|
^ +3 = Exemplary efficiency!
|
|
|
|
|
^ +4 = [Paradigm Economy!!]
|
|
|
|
|
|
|
|
|
|
#;Support
|
|
|
|
|
#HELPEFFECT2
|
|
|
|
|
{Support} affects the $LINK<Minerals=27> support costs of units:
|
|
|
|
|
^ -4 = Each unit costs 2 to support; no free $LINK<minerals=27> for new base
|
|
|
|
|
^ -3 = Each unit costs 1 to support; no free minerals for new base
|
|
|
|
|
^ -2 = Support 1 unit free per base; no free minerals for new base
|
|
|
|
|
^ -1 = Support 1 unit free per base
|
|
|
|
|
^ 0 = Support 2 units free per base
|
|
|
|
|
^ +1 = Support 3 units free per base
|
|
|
|
|
^ +2 = Support 4 units free per base!
|
|
|
|
|
^ +3 = Support 4 units [or] up to base size for free!!
|
|
|
|
|
|
|
|
|
|
#;Morale
|
|
|
|
|
#HELPEFFECT4
|
|
|
|
|
{Morale} affects the training and determination of combat units, a higher
|
|
|
|
|
score here translates directly into $LINK<morale=29> upgrades for newly built units:
|
|
|
|
|
^ -4 = -3 Morale; + modifiers halved
|
|
|
|
|
^ -3 = -2 Morale; + modifiers halved
|
|
|
|
|
^ -2 = -1 Morale; + modifiers halved
|
|
|
|
|
^ -1 = -1 Morale
|
|
|
|
|
^ 0 = Normal Morale
|
|
|
|
|
^ +1 = +1 Morale
|
|
|
|
|
^ +2 = +1 Morale (+2 on defense when in base)
|
|
|
|
|
^ +3 = +2 Morale! (+3 on defense when in base)
|
|
|
|
|
^ +4 = +3 Morale!!
|
|
|
|
|
|
|
|
|
|
#;Police
|
|
|
|
|
#HELPEFFECT5
|
|
|
|
|
{Police} represents a society<74>s tolerance for police control and
|
|
|
|
|
restrictions on personal freedom. A high score allows combat units to be
|
|
|
|
|
used as police to pacify unhappy $LINK<Drone=11>. A low score will cause
|
|
|
|
|
increasing unhappiness when combat units are away from home (non-$LINK<Air Superiority=80005>
|
|
|
|
|
air combat units have the same effect as units away
|
|
|
|
|
from home):
|
|
|
|
|
^ -5 = Two extra drones for each military unit away from territory
|
|
|
|
|
^ -4 = Extra drone for each military unit away from territory
|
|
|
|
|
^ -3 = Extra drone for each military unit away from territory after first
|
|
|
|
|
^ -2 = Cannot use military units as police. No $LINK<nerve stapling=1>
|
|
|
|
|
^ -1 = One police unit allowed. No nerve stapling.
|
|
|
|
|
^ 0 = Can use one military unit as police
|
|
|
|
|
^ +1 = Can use up to two military units as police
|
|
|
|
|
^ +2 = Can use up to three military units as police!
|
|
|
|
|
^ +3 = Three units as police. [Police effect doubled!!]
|
|
|
|
|
|
|
|
|
|
#;Growth
|
|
|
|
|
#HELPEFFECT6
|
|
|
|
|
{Growth} affects population growth rate. The higher the score, the fewer
|
|
|
|
|
$LINK<Nutrients=31> bases need in order to grow:
|
|
|
|
|
^ -3 = [Near-zero population growth]
|
|
|
|
|
^ -2 = -20% growth rate
|
|
|
|
|
^ -1 = -10% growth rate
|
|
|
|
|
^ 0 = Normal growth rate
|
|
|
|
|
^ +1 = +10% growth rate
|
|
|
|
|
^ +2 = +20% growth rate
|
|
|
|
|
^ +3 = +30% growth rate
|
|
|
|
|
^ +4 = +40% growth rate
|
|
|
|
|
^ +5 = +50% growth rate!
|
|
|
|
|
^ +6 = [Population Boom!!]
|
|
|
|
|
|
|
|
|
|
#;Planet
|
|
|
|
|
#HELPEFFECT7
|
|
|
|
|
{Planet} represents a society<74>s sensitivity to Planet<65>s $LINK<ecology=12>. A low
|
|
|
|
|
score indicates that ecological damage will occur more quickly:
|
|
|
|
|
^ -3 = Wanton ecological disruption; -3 $LINK<Fungus=18> production
|
|
|
|
|
^ -2 = Rampant ecological disruption; -2 Fungus production
|
|
|
|
|
^ -1 = Increased ecological disruption; -1 Fungus production
|
|
|
|
|
^ 0 = Normal ecological tension
|
|
|
|
|
^ +1 = Ecological safeguards!; Can capture $LINK<Native life forms=10022>
|
|
|
|
|
^ +2 = Ecological harmony!; Increased chance of native life form capture!
|
|
|
|
|
^ +3 = Ecological wisdom!!; [Maximum] chance of native life form capture!!
|
|
|
|
|
|
|
|
|
|
#;Probe
|
|
|
|
|
#HELPEFFECT8
|
|
|
|
|
{Probe} affects defense against enemy $LINK<Probe=60021> action:
|
|
|
|
|
^ -2 = -50% cost of enemy probe actions; enemy success rate increased
|
|
|
|
|
^ -1 = -25% cost of enemy probe actions; enemy success rate increased
|
|
|
|
|
^ 0 = Normal security measures
|
|
|
|
|
^ +1 = +1 probe morale; +50% cost of enemy probe actions
|
|
|
|
|
^ +2 = +2 probe morale; [Doubles] cost of enemy probe actions!
|
|
|
|
|
^ +3 = +3 probe morale; [immune] to all $LINK<probe=60021> actions, unless the
|
|
|
|
|
unit is equipped with the $LINK<Algorithmic Enhancement=80028> special ability
|
|
|
|
|
|
|
|
|
|
#;Industry
|
|
|
|
|
#HELPEFFECT9
|
|
|
|
|
{Industry} represents manufacturing strength. A high score reduces the
|
|
|
|
|
number of $LINK<Minerals=27> required to build units and facilities:
|
|
|
|
|
^ -3 = Mineral costs increased by 30%
|
|
|
|
|
^ -2 = Mineral costs increased by 20%
|
|
|
|
|
^ -1 = Mineral costs increased by 10%
|
|
|
|
|
^ 0 = Normal production rate
|
|
|
|
|
^ +1 = Mineral costs decreased by 10%
|
|
|
|
|
^ +2 = Mineral costs decreased by 20%
|
|
|
|
|
^ +3 = Mineral costs decreased by 30%!
|
|
|
|
|
^ +4 = Mineral costs decreased by 40%!!
|
|
|
|
|
^ +5 = Mineral costs decreased by 50%!!!
|
|
|
|
|
|
|
|
|
|
#;Research
|
|
|
|
|
#HELPEFFECT10
|
|
|
|
|
{Research} affects the rate of technological progress:
|
|
|
|
|
^ -5 = $LINK<Labs=22> research slowed by 50%
|
|
|
|
|
^ -4 = Labs research slowed by 40%
|
|
|
|
|
^ -3 = Labs research slowed by 30%
|
|
|
|
|
^ -2 = Labs research slowed by 20%
|
|
|
|
|
^ -1 = Labs research slowed by 10%
|
|
|
|
|
^ 0 = Normal research rate
|
|
|
|
|
^ +1 = Labs research speeded by 10%
|
|
|
|
|
^ +2 = Labs research speeded by 20%
|
|
|
|
|
^ +3 = Labs research speeded by 30%
|
|
|
|
|
^ +4 = Labs research speeded by 40%
|
|
|
|
|
^ +5 = Labs research speeded by 50%
|
|
|
|
|
|
|
|
|
|
#;Farm
|
|
|
|
|
#HELPTERRALAND0
|
|
|
|
|
A {farm} increases the $LINK<Nutrient=31> production of a square by +1.
|
|
|
|
|
^
|
|
|
|
|
^Farms cannot be built in $LINK<rocky=43> squares.
|
|
|
|
|
|
|
|
|
|
#;Soil Enricher
|
|
|
|
|
#HELPTERRALAND1
|
|
|
|
|
A {Soil Enricher} increases the $LINK<Nutrient production=31> of a square by one.
|
|
|
|
|
^
|
|
|
|
|
^Soil Enrichers can be built only in squares which already contain a
|
|
|
|
|
$LINK<Farm=90000>.
|
|
|
|
|
|
|
|
|
|
#;Mine
|
|
|
|
|
#HELPTERRALAND2
|
|
|
|
|
A {Mine} increases the $LINK<Mineral=27> output of a square:
|
|
|
|
|
^ <20> Flat, +1
|
|
|
|
|
^ <20> Rolling squares, +1
|
|
|
|
|
^ <20> Rocky squares, +2 (+3 if road)
|
|
|
|
|
^ <20> Minerals Resource, +1
|
|
|
|
|
^ <20> $LINK<Volcano=23>, +2 (+4 if road)
|
|
|
|
|
^ <20> Crater, +1 (+2 if road)
|
|
|
|
|
^
|
|
|
|
|
^A mine reduces the nutrient output of a square by one, but never below
|
|
|
|
|
one.
|
|
|
|
|
|
|
|
|
|
#;Solar Collector
|
|
|
|
|
#HELPTERRALAND3
|
|
|
|
|
A {solar collector} produces $LINK<Energy=14>. The amount of energy produced depends
|
|
|
|
|
on the $LINK<altitude=10000> of the square and can be increased by the adjacent
|
|
|
|
|
construction of an $LINK<Echelon Mirror=90013>.
|
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|
|
|
^
|
|
|
|
|
^Solar collectors require eight turns to construct in rocky squares.
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#;Forest
|
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|
#HELPTERRALAND4
|
2019-08-01 14:30:19 +02:00
|
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|
{Forest} squares provide one $LINK<Nutrient=31>, two $LINK<Minerals=27>, and one $LINK<Energy=14>. Forest square production
|
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|
|
|
can be improved by constructing $LINK<Tree Farms=100013> and $LINK<Hybrid Forests=100014>.
|
2019-08-01 12:33:14 +02:00
|
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|
|
^
|
2019-08-01 14:30:19 +02:00
|
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^Forests provide a 50% defensive bonus and will sometimes expand into adjacent non-rocky squares, even driving out
|
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|
|
$LINK<Fungus=18>.
|
2019-08-01 12:33:14 +02:00
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#;Road
|
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|
#HELPTERRALAND5
|
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|
{Roads} speed land unit movement. Land units moving along a road can move three times faster than normal.
|
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|
^
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|
|
^Roads also increase $LINK<Mine=90002> production in $LINK<rocky squares=43>.
|
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|
^
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|
|
^Terraform variation on construction time (modifiers are additive):
|
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|
|
^ +1 Rolling
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|
^ +2 Rocky
|
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|
|
^ +1 $LINK<River=90015>
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|
^ +2 $LINK<Fungus=18><3E>
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|
^ +2 $LINK<Forest=90004>
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^
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|
^___
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|
^<5E>Requires $LINK<Centauri Empathy=140058> to be constructed on $LINK<Fungus=18>.
|
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#;Mag Tube
|
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|
#HELPTERRALAND6
|
2019-08-01 14:30:19 +02:00
|
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|
{Mag Tubes} greatly speed land unit movement. Land units moving between Mag Tube squares do not expend [any] movement
|
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|
|
points.
|
2019-08-01 12:33:14 +02:00
|
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|
^
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|
|
^Terraform variation on construction time (modifiers are additive):
|
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|
|
^ +1 $LINK<Rolling=43>
|
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|
^ +2 Rocky
|
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|
^ +1 $LINK<River=90015>
|
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|
^ +2 $LINK<Fungus=18><3E>
|
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|
^ +2 $LINK<Forest=90004>
|
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|
|
^
|
|
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|
|
^___
|
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|
^<5E>Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<Fungus=18>.
|
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|
#;Bunker
|
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|
#HELPTERRALAND7
|
2019-08-01 14:30:19 +02:00
|
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|
|
A {bunker} improves the defense value of its square. Units in bunkers have a 50% bonus in combat and do not suffer
|
|
|
|
|
collateral damage if another unit in the same square is destroyed, however, a bunker does not protect against an adjacent
|
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|
|
|
unit<EFBFBD>s $LINK<Self Destruction=10013>.
|
2019-08-01 12:33:14 +02:00
|
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|
|
^
|
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|
|
^Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<Fungus=18>.
|
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|
#;AIRBASE
|
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|
#HELPTERRALAND8
|
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|
A $LINK<terraforming unit=60018> can construct an {Airbase} which allows air units to land and refuel.
|
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|
|
|
^
|
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|
|
^Requires $LINK<Centauri Psi=140063> to construct on $LINK<Fungus=18>.
|
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|
#;Sensor Array
|
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|
|
#HELPTERRALAND9
|
2019-08-01 14:30:19 +02:00
|
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|
|
{Sensor Arrays} can see any enemy unit within two squares. Data from Sensor Arrays also increases defense readiness: any
|
|
|
|
|
unit in a land square within two squares of a friendly sensor array gains +25% to its defense.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The ownership of a sensor array is determined by a faction<6F>s $LINK<borders=46>. If borders move it may come under control
|
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|
|
|
of a new faction. If a Sensor Array is not within any faction<6F>s territory, the sensor confers a defensive bonus to any
|
|
|
|
|
faction<EFBFBD>s unit within two squares.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
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|
|
^Requires $LINK<Centauri Psi=140063> to be constructed on $LINK<Fungus=18>.
|
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|
#;Remove Fungus
|
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|
|
#HELPTERRALAND10
|
2019-08-01 14:30:19 +02:00
|
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|
|
<p>A $LINK<terraforming unit=60018> can exterminate all the $LINK<xenofungus=18> in the square.</p> <p>For a faction that
|
|
|
|
|
controls $LINK<The Xenoempathy Dome=110008>, the time taken to exterminate fungus is halved.</p>
|
2019-08-01 12:33:14 +02:00
|
|
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|
|
#;Plant Fungus
|
|
|
|
|
#HELPTERRALAND11
|
2019-08-01 14:30:19 +02:00
|
|
|
|
$LINK<Terraforming units=60018> can {plant $LINK<fungus=18>} which destroys enhancements other than $LINK<roads=90005>,
|
|
|
|
|
$LINK<mag tubes=90006> and $LINK<thermal boreholes=90014>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^For a faction that controls $LINK<The Xenoempathy Dome=110008>, the time taken to plant fungus is halved.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Using xenoagricultural techniques, $LINK<Fungus=18> can be cultivated. Production from fungus squares increase with each
|
|
|
|
|
[Centauri] technology discovered. Excluding Thermal Boreholes, any bonus resources or improvements on fungus will [not]
|
|
|
|
|
increase production.
|
2019-08-01 12:33:14 +02:00
|
|
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|
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|
|
|
|
#;Condensor
|
|
|
|
|
#HELPTERRALAND12
|
2019-08-01 14:30:19 +02:00
|
|
|
|
$LINK<Terraforming units=60018> can construct {Condensers} which increases the $LINK<Rainfall=40> in its own and [all]
|
|
|
|
|
surrounding squares. It also provides an additional {+50%} increase (rounded down) in $LINK<Nutrient=31> output in its own
|
|
|
|
|
square, cumulative with $LINK<Farm=90000> bonuses.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^A Condenser will also lift nutrient production limits in its own square before the discovery of $LINK<Gene
|
|
|
|
|
Splicing=140049>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Condensers have a significant negative $LINK<Ecological impact=10004>.
|
|
|
|
|
|
|
|
|
|
#;Echelon Mirror
|
|
|
|
|
#HELPTERRALAND13
|
2019-08-01 14:30:19 +02:00
|
|
|
|
An {Echelon Mirror} can be constructed by a $LINK<terraforming unit=60018> and acts as a $LINK<Solar collector=90003>
|
|
|
|
|
whilst also increasing the solar $LINK<Energy=14> collected by {solar collectors} in [all] surrounding squares by +1.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Echelon Mirrors have a significant negative $LINK<ecological impact=10004>.
|
|
|
|
|
|
|
|
|
|
#;Thermal Borehole
|
|
|
|
|
#HELPTERRALAND14
|
2019-08-01 14:30:19 +02:00
|
|
|
|
A {Thermal Borehole} penetrates to Planet<65>s mantle and provides significant minerals and energy. Borehole squares provide
|
|
|
|
|
+6 $LINK<Minerals=27> and +6 $LINK<Energy=14>, but no $LINK<Nutrients=31>. They are unaffected by $LINK<Fungus=18>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Boreholes cannot be built adjacent to other boreholes, nor on $LINK<sloping=10000> squares.
|
|
|
|
|
^
|
|
|
|
|
^Rivers passing through the same square will flow into the borehole and back underground.
|
|
|
|
|
^
|
|
|
|
|
^Boreholes have a significant negative $LINK<Ecological impact=10004>.
|
|
|
|
|
|
|
|
|
|
#;Aquifer
|
|
|
|
|
#HELPTERRALAND15
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Drill to {Aquifer} taps an underground source of water to create a new river beginning from the same square. it is not
|
|
|
|
|
possible adjacent to an existing river.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Raise Land
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Terraform Raise} increases the $LINK<altitude=0> of the current square by approximately 1000 m. All nearby tiles will be
|
|
|
|
|
adjusted to $LINK<slope terrain=10000>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Lower Land
|
|
|
|
|
#HELPTERRALAND17
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Terraform Lower} decreases the $LINK<altitude=0> of the current square by approximately 1000 m. All nearby tiles will be
|
|
|
|
|
adjusted to $LINK<slope terrain=10000>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Level Terrain
|
|
|
|
|
#HELPTERRALAND18
|
2019-08-01 14:30:19 +02:00
|
|
|
|
$LINK<Terraforming Units=60018> can use {Level Terrain} to decreases the $LINK<Rockiness=43> of a square. It can be used to
|
|
|
|
|
turn rocky squares into rolling squares and rolling squares into flat squares.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Kelp Farm
|
|
|
|
|
#HELPTERRASEA0
|
2019-08-01 14:30:19 +02:00
|
|
|
|
A {Kelp Farm} can be planted by a $LINK<terraforming unit=60018> or $LINK<unity pod=49> and increases the $LINK<Nutrient
|
|
|
|
|
production=31> of an ocean square by +2.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Kelp farms can be planted on ocean shelf squares (depth less than 1000 m). Aquatic factions such as the [Nautilus Pirates]
|
|
|
|
|
can, with the discovery of $LINK<Adv. Ecological Engineering=140062>, plant Kelp Farms on ocean and ocean trench squares.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^A Kelp farm will sometimes expand into adjacent squares, even driving out native $LINK<Sea Fungus=18> in the process.
|
|
|
|
|
|
|
|
|
|
#HELPTERRASEA2
|
2019-08-01 14:30:19 +02:00
|
|
|
|
A {Mining Platform} can be constructed by a $LINK<terraforming unit=60018> and increases the $LINK<Minerals=27> output of
|
|
|
|
|
an ocean square by +1, or by +2 if $LINK<Adv. Ecological Engineering=140062> has been discovered.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^A mining platforms can only be built on ocean shelf squares (depth less than 1000 m). Aquatic factions such as the
|
|
|
|
|
Nautilus Pirates can, with the discovery of [Adv. Ecological Engineering], construct Mining Platforms on ocean and ocean
|
|
|
|
|
trench squares.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^A mine reduces the nutrient output of a square by one, but never below one.
|
|
|
|
|
|
|
|
|
|
#HELPTERRASEA3
|
2019-08-01 14:30:19 +02:00
|
|
|
|
A {Tidal Harness} can be constructed by $LINK<terraforming units=60018> and can allows $LINK<Energy=14> collection in an
|
|
|
|
|
ocean square. Squares with tidal harnesses produce +3 energy per turn.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Tidal harnesses can only be built in ocean shelf squares (depth less than 1000 m). Aquatic factions such as the [Nautilus
|
|
|
|
|
Pirates] can, with the discovery of $LINK<Adv. Ecological Engineering=140062>, construct tidal harnesses on ocean and ocean
|
|
|
|
|
trench squares.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#HELPTERRASEA10
|
|
|
|
|
A $LINK<terraforming unit=60018> can exterminate all the $LINK<xenofungus=18> in the square.
|
|
|
|
|
^
|
|
|
|
|
^For a faction that controls $LINK<The Xenoempathy Dome=110008>, the time taken to exterminate fungus is halved.
|
|
|
|
|
|
|
|
|
|
#HELPTERRASEA11
|
|
|
|
|
$LINK<Terraforming units=60018> can {plant sea $LINK<fungus=18>} which destroys existing enhancements.
|
|
|
|
|
^
|
|
|
|
|
^For a faction that controls $LINK<The Xenoempathy Dome=110008>, the time taken to plant fungus is halved.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Using xenoagricultural techniques, $LINK<Fungus=18> can be cultivated. Production from fungus squares increase with each
|
|
|
|
|
[Centauri] technology discovered. Any bonus resources will [not] increase production.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#HELPTERRASEA16
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Raise Sea Floor} decreases the depth of the current square by approximately 1000 m. All nearby tiles will be adjusted to
|
|
|
|
|
$LINK<slope terrain=10000>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#HELPTERRASEA17
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Terraform Lower} increases the depth of the current square by approximately 1000 m. All nearby tiles will be adjusted to
|
|
|
|
|
$LINK<slope terrain=10000>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Colony Pod
|
|
|
|
|
#UNITDESC0
|
|
|
|
|
A {Colony Pod} represents the manpower and resources necessary to build a new {base}.
|
|
|
|
|
|
|
|
|
|
#;Formers
|
|
|
|
|
#UNITDESC1
|
|
|
|
|
{Formers} are $LINK<terraforming units=60018> that can be used to improve and reshape Planet.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Formers can plant $LINK<Forests=90004> and $LINK<Farms=90000>; build $LINK<Roads=90005> and $LINK<mag tubes=90006>,
|
|
|
|
|
$LINK<Mines=90002>, $LINK<Solar Collectors=90003>, $LINK<Thermal Boreholes=90014>, $LINK<Echelon Mirrors=90013>,
|
|
|
|
|
$LINK<Condensers=90012>, $LINK<airbases=90008>, $LINK<bunkers=90007>, and $LINK<sensor arrays=90009>; reduce
|
|
|
|
|
$LINK<Rockiness=43>, $LINK<drill to aquifers=90015> to create new rivers; $LINK<remove=90010> and $LINK<plant
|
|
|
|
|
fungus=90011>; and even $LINK<Raise=90016> or $LINK<Lower=90017> terrain.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Unlike some other units, if a former has at least one movement, it will always enter a $LINK<fungus=18> square.
|
|
|
|
|
|
|
|
|
|
#;Scout Patrol
|
|
|
|
|
#UNITDESC2
|
|
|
|
|
A {Scout Patrol} is a basic infantry unit.
|
|
|
|
|
|
|
|
|
|
#;Transport Foil
|
|
|
|
|
#UNITDESC3
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Transport Foils} are a useful early means of transportation between continents and oceans. Land units can be loaded onto
|
|
|
|
|
Transport Foils and moved by sea.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Sea Formers
|
|
|
|
|
#UNITDESC4
|
|
|
|
|
{Sea Formers}, are $LINK<terraforming units=60018> that can be used to improve and reshape Planet.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Sea Formers can plant $LINK<Kelp Farms=90020>, build $LINK<Mining Platforms=90021>, and construct $LINK<Tidal
|
|
|
|
|
Harnesses=90022>; $LINK<remove=90023> or $LINK<plant=90024> sea fungus; and even $LINK<Raise=90016> or $LINK<Lower=90017>
|
|
|
|
|
terrain.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Supply Crawler
|
|
|
|
|
#UNITDESC5
|
|
|
|
|
A {Supply Crawler} is a basic $LINK<supply transport=60020> unit.
|
|
|
|
|
|
|
|
|
|
#;Probe Team
|
|
|
|
|
#UNITDESC6
|
|
|
|
|
A {Probe Team} is a basic $LINK<probe module=60021> unit.
|
|
|
|
|
|
|
|
|
|
#;Alien Artifact
|
|
|
|
|
#UNITDESC7
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Library Nodule Artifacts (or Alien Artifacts as they are known to human factions) are $LINK<Progenitor=36> devices that
|
|
|
|
|
appear on the map as $LINK<unity pods=49> until a players unit moves onto the same square.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Once discovered, Alien Artifacts have one movement point and behave as non-combatant units. If they are used to explore a
|
|
|
|
|
unity pod they have a 50% chance of vanishing. They can be captured by other factions without $LINK<diplomatic penalty=8>
|
|
|
|
|
if they are not in a stack with other non-alien artifact units. They are attacked and destroyed by $LINK<wild native
|
|
|
|
|
lifeforms=10022>, $LINK<needlejets=40005>, and $LINK<copters=40006>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Artifacts can be moved to bases that have a $LINK<network node=100008> facility or $LINK<The Universal Translator=110020>
|
|
|
|
|
secret project and linked to it to provide a random technological breakthrough. Each network node can only link to one
|
|
|
|
|
alien artifact<63>. They can also be use it to speed the production of a Secret Project or unit $LINK<prototype=37> by 50
|
|
|
|
|
minerals. On rare occasions, linking an Alien Artefact to a Network Node results in an overload destroying both unit and
|
|
|
|
|
facility. Linked Network Nodes cannot be scrapped for money, only destroyed.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Using the goto (<28>G<EFBFBD>) command on an Alien Artifact will indicate which bases (including those of pact partners) have
|
|
|
|
|
Network Nodes and whether they are already linked to an Artifact.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^If an Alien Artifact is in a base, holding or on sentry mode, it will activate if a secret project or prototype is
|
|
|
|
|
commenced or if a network node or The Universal Translator is completed prompting a player that they can use the artifact.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^___
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^<5E>When playing the game at 800 <20> 600 screen resolution, Network Nodes that are linked to Alien Artifacts will have
|
|
|
|
|
<EFBFBD>(Linked)<29> displayed after them on the base control screen. At higher resolutions this text is not visible due to the font
|
|
|
|
|
size.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Mind Worms
|
|
|
|
|
#UNITDESC8
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The dominant $LINK<native life form=30> of Planet is the {mind worm}, a horrid-looking little parasitic carnivore about 10
|
|
|
|
|
cm long. A single mind worm is a dangerous pest, able to burrow into a human brain and devour it, while the victim succumbs
|
|
|
|
|
to violent delusions or dangerous fantasies, or lives out his deepest terrors.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Far worse than a single worm, mind worms are known to form vast mobile colonies, called <20>boils<6C>, which can overwhelm a
|
|
|
|
|
military unit or a whole human base.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^With proper breeding and bonding techniques, Mind Worms can also be bred in captivity and controlled by skilled brood
|
|
|
|
|
trainers.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Isle of the Deep
|
|
|
|
|
#UNITDESC9
|
2019-08-01 14:30:19 +02:00
|
|
|
|
An aquatic vector of the $LINK<Mind Worms=30008> $LINK<native life form=30>, the {Isle of the Deep} is closely associated
|
|
|
|
|
with $LINK<Sea Fungus=18>. Spending their early life underwater, in maturity they surface as a floating shell formed by the
|
|
|
|
|
secretions of the colony<6E>s individual members. They are often used as a nesting place by Mind Worms and $LINK<Spore
|
|
|
|
|
Launchers=30015> and can even float large land units much like a $LINK<troop transport=60019>. The transport capacity is
|
|
|
|
|
determined by the life cycle level: one unit for each level.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^With proper breeding and bonding techniques, Isles of the Deep can be bred in captivity and controlled by skilled brood
|
|
|
|
|
trainers.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Locusts of Chiron
|
|
|
|
|
#UNITDESC10
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Locusts of Chiron are rare $LINK<Native life forms=30>, and <20>wild<6C> locusts are rarely seen outside of periods of unusual
|
|
|
|
|
mind worm activity. Periodically, a pre-boil mass of $LINK<mind worms=30008> in a $LINK<xenofungal=18> bloom spontaneously,
|
|
|
|
|
and for unknown reason, metamorphoses so that they all grow wings, whereupon the worms take off as a boil-swarm.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Though they cannot be captured in the wild, with proper breeding and bonding techniques, they can be bred in captivity and
|
|
|
|
|
controlled by skilled brood trainers.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Unity Rover
|
|
|
|
|
#UNITDESC11
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The U.N.S. Unity was stocked with many of these lightly armed {Unity Rovers}, intended for use in exploring Planet<65>s
|
|
|
|
|
landmasses.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Unity Scout Chopper
|
|
|
|
|
#UNITDESC12
|
2019-08-01 14:30:19 +02:00
|
|
|
|
A few of these extremely handy Choppers were stored aboard the U.N.S. Unity, and one or two may have survived the ship<69>s
|
|
|
|
|
crash on the surface. Although lightly armed and with limited fuel range, {Unity Choppers} are invaluable scouts and
|
|
|
|
|
explorers.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Unity Foil
|
|
|
|
|
#UNITDESC13
|
|
|
|
|
These small, prefab $LINK<foils=40003> were stored aboard the U.N.S. Unity, ready for use exploring Planet<65>s seas.
|
|
|
|
|
|
|
|
|
|
#;Sealurks
|
|
|
|
|
#UNITDESC14
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Sealurks} are an aquatic $LINK<native life form=30> that haunt the fungal patches and ocean depths of Planet<65>s seas. They
|
|
|
|
|
travel underwater and can attack bases and units on the coast.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^With proper breeding and bonding techniques, Sealurks can also be bred in captivity and controlled by skilled brood
|
|
|
|
|
trainers.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Spore Launcher
|
|
|
|
|
#UNITDESC15
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Spore Launchers} are $LINK<native life forms=30> that can appear singly or in the company of $LINK<Mind Worms=30008>, and
|
|
|
|
|
are closely associated with $LINK<Fungus=18>. Spore Launchers tend to lurk on the outskirts of a settlement, expelling
|
|
|
|
|
bursts of corrosive spores that can destroy man-made or Progenitor improvements from a range of two squares away. These
|
|
|
|
|
spores are also effective against units.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Spore Launchers are aggressive and highly territorial and will attack other nearby spore launchers. When defending
|
|
|
|
|
territory, tame Spore Launchers may also engage in artillery duels with units of their own faction.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^With proper breeding and bonding techniques, Spore Launchers can also be bred in captivity and controlled by skilled brood
|
|
|
|
|
trainers.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Battle Ogre MK1
|
|
|
|
|
#UNITDESC16
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=36> era on Planet. Several different types of
|
|
|
|
|
Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes
|
|
|
|
|
it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The {Battle Ogre MK1} possesses a $LINK<Resonance Laser=60012>, $LINK<Resonance 3 Armor=70011>, and a $LINK<Fission
|
|
|
|
|
Plant=50001>. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the
|
|
|
|
|
$LINK<Police=130005> powers of the Ogre.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Battle Ogre MK2
|
|
|
|
|
#UNITDESC17
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=36> era on Planet. Several different types of
|
|
|
|
|
Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes
|
|
|
|
|
it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The {Battle Ogre MK2} possesses a $LINK<Resonance Bolt=60013>, $LINK<Resonance 8 Armor=70013>, and a $LINK<Fusion
|
|
|
|
|
reactor=50002>. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the
|
|
|
|
|
$LINK<Police=130005> powers of the Ogre. The Progenitors also built the Mk2 Ogre with the $LINK<Dissociative Wave=80025>
|
|
|
|
|
special ability.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Battle Ogre MK3
|
|
|
|
|
#UNITDESC18
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=36> era on Planet. Several different types of
|
|
|
|
|
Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes
|
|
|
|
|
it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The {Battle Ogre MK3} possesses a $LINK<String Disruptor=60014>, $LINK<Stasis Generator=70008> armor, and a $LINK<Quantum
|
|
|
|
|
Chamber=50003>. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the
|
|
|
|
|
$LINK<Police=130005> powers of the Ogre. The Progenitors also built the Ogre with the $LINK<Dissociative Wave=80025>
|
|
|
|
|
special ability.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Fungal Tower
|
|
|
|
|
#UNITDESC19
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Fungal Towers} are $LINK<native life forms=30> that act as a localized nervous system for $LINK<Fungus=18> patches. These
|
|
|
|
|
Towers are massive, jumbled tangles of Mind Worms, fungus, and other strange native life forms. Although the Towers cannot
|
|
|
|
|
move or attack, they block movement through their terrain and exert a $LINK<Zone of control=53> that can impede units in
|
|
|
|
|
the area.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^When attacked, Fungal Towers receive a 50% bonus due to their ability to co-ordinate and direct native life forms in the
|
|
|
|
|
area. The size and power of Fungal Towers depends on the amount of fungus adjacent to the Tower. Towers can also generate
|
|
|
|
|
fungus in nearby empty squares.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Unity Mining Laser
|
|
|
|
|
#UNITDESC20
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {U.N.S. Unity} contained a few of these lasers, intended for rudimentary mining operations. One or two might have
|
|
|
|
|
survived the Unity<74>s descent onto the surface of Planet. These can be used as weapons.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Infantry
|
|
|
|
|
#CHASSISDESC0
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Infantry} units move slowly but are inexpensive and have important advantages in battle. Infantry units gain a +25% combat
|
|
|
|
|
advantage when attacking enemy bases directly.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Speed: 8 km/h
|
|
|
|
|
^ Modality: Manual/Tracked
|
|
|
|
|
^ Dimensions: N/A
|
|
|
|
|
^ Modifiers: +25% vs. base
|
|
|
|
|
|
|
|
|
|
#;Speeder
|
|
|
|
|
#CHASSISDESC1
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Mobile {Speeder} units can move quickly across Planet<65>s surface. Speeder units gain a +25% combat advantage when attacking
|
|
|
|
|
in open terrain. They can also $LINK<Disengage=10> from combat when surprised by slower enemy $LINK<Infantry=40000>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Speed: 102 km/h
|
|
|
|
|
^ Modality: Wheeled
|
|
|
|
|
^ Dimensions: 7.7 <20> 3.6 <20> 2.9 m
|
|
|
|
|
|
|
|
|
|
#;Hovertank
|
|
|
|
|
#CHASSISDESC2
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The ultimate in ground effect transportation, the {Hovertank} is never penalized for moving through difficult terrain<69>it
|
|
|
|
|
never costs more than one move for a Hovertank to enter a square. Like $LINK<Speeder=40001> units, Hovertanks gain a +25%
|
|
|
|
|
combat advantage when attacking in open terrain.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Speed: 227 km/h
|
|
|
|
|
^ Modality: Aircushion
|
|
|
|
|
^ Dimensions: 6.9 <20> 3 <20> 3 m
|
|
|
|
|
^ Modifiers: +25% in open
|
|
|
|
|
|
|
|
|
|
#;Foil
|
|
|
|
|
#CHASSISDESC3
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Foils} can be used to create effective sea transports and sea patrols. Foil transports are slower than other types of
|
|
|
|
|
foils, so they have one less movement point per turn.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Speed: 62 km/h
|
|
|
|
|
^ Modality: Airfoil
|
|
|
|
|
^ Dimensions: 162 <20> 24.25 <20> 17.5 m
|
|
|
|
|
^ Modifiers: None
|
|
|
|
|
|
|
|
|
|
#;Cruiser
|
|
|
|
|
#CHASSISDESC4
|
2019-08-01 14:30:19 +02:00
|
|
|
|
With sufficient industrial infrastructure, large {Cruiser} units can be produced. These larger vessels make formidable
|
|
|
|
|
naval units as well as the most efficient transports.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Speed: 115 km/h
|
|
|
|
|
^ Modality: Naval Keel
|
|
|
|
|
^ Dimensions: 200 <20> 50.5 <20> 20 m
|
|
|
|
|
|
|
|
|
|
#;Needlejet
|
|
|
|
|
#CHASSISDESC5
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Needlejets}, the signature aircraft of the 23rd century, appear in Planet<65>s skies once Planet<65>s growing industries begin
|
|
|
|
|
producing high grade jet fuel in sufficient quantities. Powerful, but limited in range, Needlejets can be used to defend
|
|
|
|
|
the skies, project air power, and explore Planet. Needlejets must return to a friendly base or airbase every other turn for
|
|
|
|
|
refueling. Needlejets may only attack once per turn.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Domain: Air
|
|
|
|
|
^ Speed: 766 km/h
|
|
|
|
|
^ Modality: Fixed-wing aircraft
|
|
|
|
|
^ Dimensions: 18.6 <20> 12.5 <20> 4.4 m
|
|
|
|
|
^ Modifiers: Require refuel every two turns
|
|
|
|
|
|
|
|
|
|
#;Copter
|
|
|
|
|
#CHASSISDESC6
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Copters}, with their maneuverability and ability to land temporarily in rough terrain, make formidable combat units.
|
|
|
|
|
Copters should return to a friendly base or airbase at the end of every turn for refueling. If it is unable to do so and
|
|
|
|
|
must land temporarily in the field, it incurs 30% $LINK<damage==7>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Speed: 523 km/h
|
|
|
|
|
^ Modality: Rotary
|
|
|
|
|
^ Dimensions: 15.5 <20> 6 <20> 4 m
|
|
|
|
|
^ Modifiers: Range unaffected by fuel
|
|
|
|
|
|
|
|
|
|
#;Gravship
|
|
|
|
|
#CHASSISDESC7
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Gravships}, the juggernauts of the distant future, provide all the advantages of aircraft with none of the range
|
|
|
|
|
limitations. Gravships can move swiftly over land and sea, and need never return to friendly bases for refueling.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Domain: Air
|
|
|
|
|
^ Speed: 1021 km/h
|
|
|
|
|
^ Modality: Gravitron booster
|
|
|
|
|
^ Dimensions: 22 <20> 8 <20> 6 m
|
|
|
|
|
^ Modifiers: Range unaffected by fuel
|
|
|
|
|
|
|
|
|
|
#;Missile
|
|
|
|
|
#CHASSISDESC8
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Missiles} can be used to mount powerful $LINK<Conventional Payloads=60023>, $LINK<Fungal Payloads=60025>, $LINK<Tectonic
|
|
|
|
|
Payloads=60024> or spectacular quasi-nuclear $LINK<Planet Busters=60016>. Missiles pack a powerful punch, but are of course
|
|
|
|
|
eliminated when they attack.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Domain: Air
|
|
|
|
|
^ Speed: 232.5 km/h
|
|
|
|
|
^ Modality: Assisted airflow
|
|
|
|
|
^ Dimensions: 15.5 <20> .5 <20> .5 m
|
|
|
|
|
^ Modifiers: Destroyed on impact
|
|
|
|
|
|
|
|
|
|
#;Hand Weapons
|
|
|
|
|
#WEAPONDESC0
|
|
|
|
|
A unit<69>s weapon strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Projectile}
|
|
|
|
|
^ Ammo: 7.62 mm U.N. standard
|
|
|
|
|
^ Muzzle velocity: 1100 mps
|
|
|
|
|
^ Rate of fire: Varies; max 120/min
|
|
|
|
|
^ Max range: 550 m
|
|
|
|
|
^ Target acquisition: Visual
|
|
|
|
|
|
|
|
|
|
#;Laser
|
|
|
|
|
#WEAPONDESC1
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Projectile}
|
|
|
|
|
^ Active medium: Diode
|
|
|
|
|
^ Type: Fiber-coupled
|
|
|
|
|
^ Pulse duration: 5 nsec
|
|
|
|
|
^ Wavelength: 193 nm
|
|
|
|
|
^ Peak power: .84 GW
|
|
|
|
|
^ Burn rate (1 m steel): .76 sec
|
|
|
|
|
|
|
|
|
|
#;Particle Impactor
|
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|
|
|
#WEAPONDESC2
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Projectile}
|
|
|
|
|
^ Ammo: 10 mm caseless Kinetic Energy
|
|
|
|
|
^ Muzzle velocity: 2500 mps
|
|
|
|
|
^ Rate of fire: 1100/min
|
|
|
|
|
^ Max range: 2700 m
|
|
|
|
|
^ Target acquisition: Optical
|
|
|
|
|
|
|
|
|
|
#;Gatling Laser
|
|
|
|
|
#WEAPONDESC3
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Energy}
|
|
|
|
|
^ Active medium: Neodymium-glass
|
|
|
|
|
^ Type: Conductively cooled stacked array
|
|
|
|
|
^ Pulse duration: 2 nsec
|
|
|
|
|
^ Wavelength: 107 nm
|
|
|
|
|
^ Peak power: .96 GW
|
|
|
|
|
^ Burn rate (1 m steel): .52 sec
|
|
|
|
|
|
|
|
|
|
#;Missile Launcher
|
|
|
|
|
#WEAPONDESC4
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Missile}
|
|
|
|
|
^ Ammo: Mk. 12(t) <20>Sabre<72> missile
|
|
|
|
|
^ Velocity: Mach 2.2
|
|
|
|
|
^ Rate of fire: 6/min
|
|
|
|
|
^ Max range: 90 km
|
|
|
|
|
^ Target acquisition: IR signature
|
|
|
|
|
|
|
|
|
|
#;Chaos Gun
|
|
|
|
|
#WEAPONDESC5
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Projectile}
|
|
|
|
|
^ Ammo: 9 mm caseless Field Disruptor
|
|
|
|
|
^ Muzzle velocity: 3000 mps
|
|
|
|
|
^ Rate of fire: 10/min
|
|
|
|
|
^ Max range: 11 km
|
|
|
|
|
^ Target acquisition: Field Differential
|
|
|
|
|
|
|
|
|
|
#;Fusion Laser
|
|
|
|
|
#WEAPONDESC6
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Energy}
|
|
|
|
|
^ Active medium: Neodymium-YAG
|
|
|
|
|
^ Type: Actively cooled stacked array
|
|
|
|
|
^ Pulse duration: 15 nsec
|
|
|
|
|
^ Wavelength: 573 nm
|
|
|
|
|
^ Peak power: 2.4 GW
|
|
|
|
|
^ Burn rate (1 m steel): .14 sec
|
|
|
|
|
|
|
|
|
|
#;Tachyon Bolt
|
|
|
|
|
#WEAPONDESC7
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Energy}
|
|
|
|
|
^ Active medium: Molecular hydrogen
|
|
|
|
|
^ Type: Active liquid coolant
|
|
|
|
|
^ Pulse duration: 1 usec
|
|
|
|
|
^ Wavelength: 680 nm
|
|
|
|
|
^ Peak power: 5 GW
|
|
|
|
|
^ Burn rate (1 m steel): .07 sec
|
|
|
|
|
|
|
|
|
|
#;Plasma Shard
|
|
|
|
|
#WEAPONDESC8
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Missile}
|
|
|
|
|
^ Ammo: 15 mm Mass-energy shell
|
|
|
|
|
^ Muzzle velocity: Varies; max 4000 mps
|
|
|
|
|
^ Rate of fire: 160/min
|
|
|
|
|
^ Max range: 16 km
|
|
|
|
|
^ Target acquisition: Charged particle
|
|
|
|
|
|
|
|
|
|
#;Quantum Laser
|
|
|
|
|
#WEAPONDESC9
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Energy}
|
|
|
|
|
^ Active medium: Temporal field distortion
|
|
|
|
|
^ Type: Crystal diffusion
|
|
|
|
|
^ Pulse duration: N/A
|
|
|
|
|
^ Wavelength: .005 nm
|
|
|
|
|
^ Peak power: Varies
|
|
|
|
|
^ Burn rate (1 m steel): N/A
|
|
|
|
|
|
|
|
|
|
#;Graviton Gun
|
|
|
|
|
#WEAPONDESC10
|
|
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|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Projectile}
|
|
|
|
|
^ Ammo: 2 mm 3-stage particle-accelerated
|
|
|
|
|
^ Muzzle velocity: 9800 mps
|
|
|
|
|
^ Rate of fire: 2000/min
|
|
|
|
|
^ Max range: 1.4 km
|
|
|
|
|
^ Target acquisition: Nanoremote
|
|
|
|
|
|
|
|
|
|
#;Singularity Laser
|
|
|
|
|
#WEAPONDESC11
|
|
|
|
|
A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
^
|
|
|
|
|
^ Weapon Mode: {Energy}
|
|
|
|
|
^ Active medium: Temporal boundary
|
|
|
|
|
^ Type: Singularity induction
|
|
|
|
|
^ Pulse duration: Relative
|
|
|
|
|
^ Wavelength: .001 nm
|
|
|
|
|
^ Peak power: N/A (approach inf.)
|
|
|
|
|
^ Burn rate (1 m steel): Relative
|
|
|
|
|
|
|
|
|
|
#;Resonance Laser
|
|
|
|
|
#WEAPONDESC12
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Resonance Laser} is a laser with additional $LINK<resonance=42> technology attached to the wave form; it receives a
|
|
|
|
|
+25% bonus when engaging in a $LINK<Psi Attack=60015>
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
|
|
|
|
|
#;Resonance Bolt
|
|
|
|
|
#WEAPONDESC13
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Resonance Bolt} is a $LINK<Tachyon Bolt=60007> with additional $LINK<resonance=42> technology attached to the wave
|
|
|
|
|
form; it receives a +25% bonus when engaging in a $LINK<Psi Attack=60015>
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
|
|
|
|
|
#;String Disruptor
|
|
|
|
|
#WEAPONDESC14
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {String Disruptor} is built of a combination of temporal disruption and $LINK<Progenitor=36> $LINK<Resonance=42>
|
|
|
|
|
technology taken to its highest degree and is the strongest weapon in the game.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^A unit<69>s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
|
|
|
|
|
|
|
|
|
|
#;Psi Attack
|
|
|
|
|
#WEAPONDESC15
|
|
|
|
|
The {Psi Attack} weapon allows a $LINK<non-native life form=30> to attack conventional units using $LINK<Psi combat=38>.
|
|
|
|
|
^
|
|
|
|
|
^ Active medium: Patterned energy
|
|
|
|
|
^ Type: Compelled dissociative
|
|
|
|
|
^ Range: Line of sight
|
|
|
|
|
^ Peak power: Inverse to distance
|
|
|
|
|
^ Target acquisition: Psi lock
|
|
|
|
|
|
|
|
|
|
#;Planet Buster
|
|
|
|
|
#WEAPONDESC16
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The quasi-nuclear {Planet Buster} is the future<72>s ultimate $LINK<atrocity=1>. Planet Busters destroy everything within a
|
|
|
|
|
radius equal to their reactor size, often leaving immense craters.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Designation: Mk. 714 Plasma bomb
|
|
|
|
|
^ Active kill radius: 2000 km
|
|
|
|
|
^ Explosive force: 296 Gt TNT
|
|
|
|
|
^ Target acquisition: Charged particle
|
|
|
|
|
|
|
|
|
|
#;Colony Module
|
|
|
|
|
#WEAPONDESC17
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Colony Module} can be used to create custom $LINK<Colony Pods=30000>. Units with Colony Modules can build new bases.
|
|
|
|
|
If a Colony Module is installed on a sea-going unit, bases can be constructed at sea. A Colony Module also costs one
|
|
|
|
|
population of the base it is built from in addition to the minerals listed. If this would cause a base to have zero
|
|
|
|
|
population, the choice is given to disband the base or wait until it has reached two population. Colony Modules can be
|
|
|
|
|
added to an existing base to increase the base population by one using the <20>Join Base<73> command <20>B<EFBFBD>. This operation can be
|
|
|
|
|
used to increase the size of the base beyond the limits imposed by lack of $LINK<Hab Complexes=100024> and $LINK<Habitation
|
|
|
|
|
Domes=100025>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^This module can be added to all chassis except $LINK<missile=40008>.
|
|
|
|
|
^
|
|
|
|
|
^ Complement: 1000+
|
|
|
|
|
^ Composition: Prefab plastic
|
|
|
|
|
^ Hydroponics rating: indefinite
|
|
|
|
|
^ Armament: Sidearms only
|
|
|
|
|
|
|
|
|
|
#;Terraforming Unit
|
|
|
|
|
#WEAPONDESC18
|
|
|
|
|
Units with the {Terraforming Unit} module can be used to improve and shape the terrain of Planet.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^This module can be added to the $LINK<infantry=40000>, $LINK<speeder=40001>, $LINK<hovertank=40002>, $LINK<foil=40003>,
|
|
|
|
|
$LINK<cruiser=40004>, and $LINK<gravship=40007> chassis.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Crew: 367
|
|
|
|
|
^ Composition: Bonded steel/ceramic
|
|
|
|
|
^ Armament: Sidearms only
|
|
|
|
|
|
|
|
|
|
#;Troop Transport
|
|
|
|
|
#WEAPONDESC19
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Troop Transport} module allows a unit to transport other units. It reduces the movement of land and sea units by one
|
|
|
|
|
and air units by 50%+1.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Only sea-going units can transport more than one unit at a time. A $LINK<foil=40003> can transport a number of units equal
|
|
|
|
|
to twice its reactor value. A $LINK<cruiser=40004> can transport a number of units equal to four times its reactor value.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Transports can normally transport only ground units, but sea-going transports can be given the $LINK<Carrier Deck=80007>
|
|
|
|
|
special ability to allow them to transport and refuel air units.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Air transports can only load passengers in a base or airbase. Choosing the <20>Unload Transport<72> (<28>Shift+U<>) command from the
|
|
|
|
|
action menu will allow the passengers to unload while the air transport is in flight.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Capacity: 500 troops + support
|
|
|
|
|
^ Composition: Hardened plasteel
|
|
|
|
|
^ Hydroponics rating: ST
|
|
|
|
|
|
|
|
|
|
#;Supply Transport
|
|
|
|
|
#WEAPONDESC20
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Supply Transport} module can be used to create $LINK<units=30005> that harvest or transport $LINK<nutrients=31>, or
|
|
|
|
|
$LINK<minerals=27>, or $LINK<energy=14>. Any unit with the Supply Transport module has no $LINK<support=130002> cost.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Selecting the <20>Convoy<6F> (<28>O<EFBFBD>) option on the <20>Action Menu<6E> brings up a menu from which can be selected the resources to
|
|
|
|
|
convoy:
|
|
|
|
|
^ <20> if a supply transport is placed in a friendly base then it delivers available resources from its home base to the
|
|
|
|
|
one where it is currently located
|
|
|
|
|
^ <20> if a supply transport is outside a base, it delivers available resources from the square it occupies to its home
|
|
|
|
|
base each turn
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^The unit cannot deliver resources from a square already being worked by a base<73>s citizens.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Convoy resources receive the benefits of facilities and secret projects in their home base that increase the resources
|
|
|
|
|
collected.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Supply transports disbanded in friendly bases yield their {full} mineral value towards the construction of a secret
|
|
|
|
|
project or $LINK<prototypes=37>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^This module can be added to all chassis except $LINK<missile=40008>.
|
|
|
|
|
^
|
|
|
|
|
^ Capacity: 2575 mt
|
|
|
|
|
^ Composition: reinforced plasteel
|
|
|
|
|
^ Armament: Sidearms only
|
|
|
|
|
|
|
|
|
|
#;Probe Module
|
|
|
|
|
#WEAPONDESC21
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Probe Module} can be used to create $LINK<units=30006> able to engage in espionage. Any unit with the Probe module has
|
|
|
|
|
no supply cost.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Probes can infiltrate and subvert enemy bases and units. They can steal enemy research information, energy credits,
|
|
|
|
|
sabotage base facilities, assassinate key enemy personnel to slow research, free captured faction leaders from
|
|
|
|
|
headquarters, and conduct genetic warfare (with the discovery of $LINK<Retroviral Engineering=140075>). Move a probe up to
|
|
|
|
|
an enemy base or single unit to engage its powers.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Probes can ignore any $LINK<Zone of control=53>. Probe can also defend your bases against their enemy counterparts. If a
|
|
|
|
|
probe is present in a square when an enemy probe tries to enter, a combat is resolved between them. The probe with the
|
|
|
|
|
highest $LINK<Morale=130004> level usually wins. Probes often receive morale increases when they complete missions
|
|
|
|
|
successfully. The higher a probe<62>s morale level, the more likely it is to survive more risky missions.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Both $LINK<Comm Jammer=80009> and $LINK<Hypnotic Trance=80018> can be added to units with Probe Module for no cost.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^This module can be added to the $LINK<infantry=40000>, $LINK<speeder=40001>, $LINK<hovertank=40002>, $LINK<foil=40003>,
|
|
|
|
|
and $LINK<cruiser=40004> chassis.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Complement: 16
|
|
|
|
|
^ Counterintel suite: ShieldSafe V 6.0
|
|
|
|
|
^ Armament: Cyberlinks/mind control
|
|
|
|
|
|
|
|
|
|
#;Conventional Payload
|
|
|
|
|
#WEAPONDESC23
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Conventional Payload} weapons package can be used to create conventional missiles. It can be used only with the
|
|
|
|
|
$LINK<Missile=40008> chassis. Conventional missiles attack at the following strengths:
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^ $LINK<Fission Plant=50001> = 9
|
|
|
|
|
^ $LINK<Fusion Reactor=50002> = 18
|
|
|
|
|
^ $LINK<Quantum Chamber=50003> = 27
|
|
|
|
|
^ $LINK<Singularity Engine=50004> = 36
|
|
|
|
|
|
|
|
|
|
#;Tectonic Payload
|
|
|
|
|
#WEAPONDESC24
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Tectonic Payload} weapons package can be used to create Tectonic Missiles. It can be used only with the
|
|
|
|
|
$LINK<Missile=40008> chassis.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^A Tectonic Missile detonation causes an earthquake that raises the target terrain by one to four levels of
|
|
|
|
|
$LINK<altitude=0>, depending on the reactor type. A $LINK<Fission Plant=50001> raises the terrain one level, a
|
|
|
|
|
$LINK<Singularity Engine=50004> up to four levels. Tectonic missiles are considered delivery platforms instead of combat
|
|
|
|
|
units, and so may not target bases or units.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^To target a square, move the missile to the desired target (cannot be a sea square) and press the <20>I<EFBFBD> key.
|
|
|
|
|
|
|
|
|
|
#;Fungal Payload
|
|
|
|
|
#WEAPONDESC25
|
2019-08-01 14:30:19 +02:00
|
|
|
|
The {Fungal Payload} weapons package can be used to create Fungal Missiles. It can be used only with the
|
|
|
|
|
$LINK<Missile=40008> chassis.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^A Fungal Missile detonation destroys any improvements in the square. Additionally, the detonation covers one to four
|
|
|
|
|
squares of terrain with $LINK<fungus=18>, depending on the reactor type. A $LINK<Fission Plant=50001> covers one square, a
|
|
|
|
|
$LINK<Singularity Engine=50004> four squares. The detonation may also trigger $LINK<native life forms=30> from dormant
|
|
|
|
|
spores. Fungal Missiles are considered delivery platforms instead of combat units, and so may not target bases or units.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^To target a square, move the missile to the desired target (cannot be a sea-square) and press the <20>I<EFBFBD> key.
|
|
|
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|
|
|
#;Super Former
|
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|
|
#ABILDESC0
|
|
|
|
|
{SmartSettler V2.0 software upgrade}
|
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|
|
|
^
|
|
|
|
|
^Can be used only with $LINK<terraforming units=60018>.
|
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|
|
#;Deep Radar
|
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|
|
|
#ABILDESC1
|
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|
|
{Mk. 45 Sensor array upgrade}
|
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|
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|
|
#;Cloaking Device
|
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|
|
|
#ABILDESC2
|
|
|
|
|
{Type IV Refraction/diffusion shield}
|
|
|
|
|
^
|
|
|
|
|
^A {Cloaking Device} allows a unit to avoid detection by enemy units unless they actually attempt to enter the same square.
|
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|
|
#;Amphibious Pods
|
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|
|
#ABILDESC3
|
|
|
|
|
{Hoverpod LCs}
|
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|
|
|
^
|
|
|
|
|
^Units with {Amphibious Pods} may also move and attack across the channels between sea bases and continents.
|
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|
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|
|
#;Drop Pods
|
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|
|
|
#ABILDESC4
|
|
|
|
|
{Aircushion LCs}
|
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|
|
|
^
|
|
|
|
|
^A unit must begin its turn in a friendly base or $LINK<airbase==90008> in order to make an airdrop.
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Airdrops may be made within eight squares. With the discovery of $LINK<Graviton Theory=140022> or the construction of
|
|
|
|
|
$LINK<The Space Elevator=110027>, units with Drop Pods can make orbital insertions anywhere on Planet.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Non-combat units lose all movement after an air drop or orbital insertion. Combat units may move after an airdrop, but if
|
|
|
|
|
they attack, a 50% combat penalty applies. Airdropped units may take up to 30% $LINK<damage=7> (except when dropped into a
|
|
|
|
|
friendly base), but will always survive the airdrop.
|
2019-08-01 12:33:14 +02:00
|
|
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|
|
#;Air Superiority
|
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|
|
|
#ABILDESC5
|
|
|
|
|
{Mk. 66 fire control sensor}
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Air units with {Air Superiority} gain a +100% combat advantage when attacking other air units in flight, but incur a -50%
|
|
|
|
|
penalty if they attack ground or naval units.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Ground or Naval units with air superiority do not gain the 100% bonus vs air, but they do not get the 50% penalty vs other
|
|
|
|
|
ground or naval units either.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Air-to-air combat is resolved by comparing attack factors<72>the armor value is ignored. A ground unit equipped with Air
|
|
|
|
|
Superiority can attack an adjacent Needlejet chassis at sea. A Naval unit equipped with Air Superiority can attack an
|
|
|
|
|
adjacent Needlejet chassis on land.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^A $LINK<Needlejet=40005> unit with air superiority is able to {scramble} against an air attack or hostile $LINK<air
|
|
|
|
|
drop=80004> within a two square radius. The interceptor needs to be stationed at a base or airbase. Use the skip turn
|
|
|
|
|
(<28>Space bar<61>}) or hold command (<28>H<EFBFBD>) to allow the interceptor to scramble.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Deep Pressure Hull
|
|
|
|
|
#ABILDESC6
|
|
|
|
|
{Reinforced Silksteel chassis}
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^A {Deep Pressure Hull} allows a sea unit to move underwater making it difficult for enemies to detect, unless the attempt
|
|
|
|
|
to enter the same square.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Carrier Deck
|
|
|
|
|
#ABILDESC7
|
|
|
|
|
{Bonded alloy flight deck}
|
|
|
|
|
^
|
|
|
|
|
^A {Carrier Deck} allows a sea-going transport to carry and refuel air units.
|
|
|
|
|
|
|
|
|
|
#;AAA Tracking
|
|
|
|
|
#ABILDESC8
|
|
|
|
|
{Mk. 190 FUBR fire control system}
|
|
|
|
|
|
|
|
|
|
#;Comm Jammer
|
|
|
|
|
#ABILDESC9
|
|
|
|
|
{Type IX ECTS EMP pulse generator}
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^The {Comm Jammer} ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into
|
|
|
|
|
confusion.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Free to add to units with $LINK<Probe Module=60021>. When attacking, it also prevents the defender from
|
|
|
|
|
$LINK<disengaging=10>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Antigrav Struts
|
|
|
|
|
#ABILDESC10
|
|
|
|
|
{Gravitron repulsor pylons}
|
|
|
|
|
^
|
|
|
|
|
^Allows all ground units to, like $LINK<hovertanks=40002>, avoid movement penalties for difficult terrain.
|
|
|
|
|
|
|
|
|
|
#;Empath Song
|
|
|
|
|
#ABILDESC11
|
|
|
|
|
{Psi lock software upgrade}
|
|
|
|
|
|
|
|
|
|
#;Polymorphic Encryption
|
|
|
|
|
#ABILDESC12
|
|
|
|
|
|
|
|
|
|
#;Fungicide Tanks
|
|
|
|
|
#ABILDESC13
|
|
|
|
|
{Boron defoliant system}
|
|
|
|
|
^
|
|
|
|
|
^Only available for $LINK<terraforming=60018> units.
|
|
|
|
|
|
|
|
|
|
#;High Moral
|
|
|
|
|
#ABILDESC14
|
|
|
|
|
{Advanced Warfare Training}
|
|
|
|
|
|
|
|
|
|
#;Heavy Artillery
|
|
|
|
|
#ABILDESC15
|
|
|
|
|
{Reactor chamber upgrade}
|
|
|
|
|
^
|
|
|
|
|
^An artillery unit is only able to attack by Long Range Fire. Only available for land units.
|
|
|
|
|
|
|
|
|
|
#;Clean Reactor
|
|
|
|
|
#ABILDESC16
|
|
|
|
|
{Reactor emission containment system}
|
|
|
|
|
|
|
|
|
|
#;Blink Displacer
|
|
|
|
|
#ABILDESC17
|
|
|
|
|
{Temporal distortion field}
|
|
|
|
|
|
|
|
|
|
#;Hypnotic Trance
|
|
|
|
|
#ABILDESC18
|
|
|
|
|
{Psychic amplification module}
|
|
|
|
|
^
|
|
|
|
|
^Free to add to $LINK<Probes=60021>.
|
|
|
|
|
|
|
|
|
|
#;Nerve Gas Pods
|
|
|
|
|
#ABILDESC20
|
|
|
|
|
{Mk. 1 VX delivery system}
|
|
|
|
|
^
|
2019-08-01 14:30:19 +02:00
|
|
|
|
^Can only be used against non-$LINK<Native life forms=30>. When used against units inside a base, if combat is successful,
|
|
|
|
|
50% of the bases<65> population will be killed. If the population of the base is one, it will be destroyed.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Repair Bay
|
|
|
|
|
#ABILDESC21
|
|
|
|
|
{Modified Supply Transport module}
|
|
|
|
|
^
|
|
|
|
|
^Can only be used with $LINK<troop transports=60019>.
|
|
|
|
|
|
|
|
|
|
#ABILDESC22
|
|
|
|
|
{Stunjack cannon & training for police}
|
|
|
|
|
|
|
|
|
|
#;Soporific Gas Pods
|
|
|
|
|
#ABILDESC24
|
|
|
|
|
Employs a combination of standard sleep-inducing gas and a soothing wave-form/broad band resonance.
|
|
|
|
|
^
|
|
|
|
|
^Ineffective against $LINK<Native life forms=30>.
|
|
|
|
|
|
|
|
|
|
#;Dissociative Wave
|
|
|
|
|
#ABILDESC25
|
|
|
|
|
Enemy units get no combat bonuses from their own special abilities when
|
2019-08-01 14:30:19 +02:00
|
|
|
|
attacking a unit equipped with this high-energy field that temporarily disrupts delicate electronic equipment. The unit
|
|
|
|
|
equipped with dissociative waves can tune its own special equipment to <20>ignore<72> this field. The field generator is bulky
|
|
|
|
|
and hard to manipulate during mobile engagements, rendering it ineffective as an attack weapon.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Marine Detachment
|
|
|
|
|
#ABILDESC26
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Ship equipped with this ability can capture an enemy ship 50% of the time, if the defender is reduced to 30% or less combat
|
|
|
|
|
strength without being destroyed in the process. Marine squads are trained in the art of ship capture, which involves fast
|
|
|
|
|
moving and a knowledge of where to strike the enemy vessel to cripple its command structure and avoid self-destruct
|
|
|
|
|
mechanisms.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^Any units being $LINK<transported=60019> on a ship are also captured.
|
|
|
|
|
|
|
|
|
|
#;Fuel Nanocells
|
|
|
|
|
#ABILDESC27
|
|
|
|
|
|
|
|
|
|
#;Algorithmic Enhancement
|
|
|
|
|
#ABILDESC28
|
2019-08-01 14:30:19 +02:00
|
|
|
|
Enhanced Probes can also infiltrate bases and units regardless of social engineering choices or $LINK<The Hunter-Seeker
|
|
|
|
|
Algorithm=110015> Secret Project, although they still have a high probability of failure.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^$LINK<The Nethack Terminus=110034> grants the equivalent to all of a faction<6F>s probes.
|
|
|
|
|
|
|
|
|
|
#;No Armor
|
|
|
|
|
#ARMORDESC0
|
|
|
|
|
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
|
|
|
|
|
^
|
|
|
|
|
^ Type: N/A
|
|
|
|
|
^ Tensile strength: N/A
|
|
|
|
|
^ Density: N/A
|
|
|
|
|
^ Thickness: N/A
|
|
|
|
|
|
|
|
|
|
#;Synthmetal Armor
|
|
|
|
|
#ARMORDESC1
|
|
|
|
|
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
|
|
|
|
|
^
|
|
|
|
|
^ Type: Chobham (modified)
|
|
|
|
|
^ Tensile strength: Base
|
|
|
|
|
^ Density: 2.3 kg/l
|
|
|
|
|
^ Thickness: 250 mm
|
|
|
|
|
|
|
|
|
|
#;Plasma Steel Armor
|
|
|
|
|
#ARMORDESC2
|
|
|
|
|
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
|
|
|
|
|
^
|
|
|
|
|
^ Type: Mass-energy composite
|
|
|
|
|
^ Tensile strength: 5 <20> base
|
|
|
|
|
^ Density: 2.5 kg/l
|
|
|
|
|
^ Thickness: 520 mm
|
|
|
|
|
|
|
|
|
|
#;Silksteel Armor
|
|
|
|
|
#ARMORDESC3
|
|
|
|
|
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
|
|
|
|
|
^
|
|
|
|
|
^ Type: Bonded
|
|
|
|
|
^ Tensile strength: 23 <20> base
|
|
|
|
|
^ Density: 2.5 kg/l
|
|
|
|
|
^ Thickness: 520 mm
|
|
|
|
|
|
|
|
|
|
#;Photon Wall
|
|
|
|
|
#ARMORDESC4
|
|
|
|
|
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
|
|
|
|
|
^
|
|
|
|
|
^ Type: Refractive field
|
|
|
|
|
^ Tensile strength: 46 <20> base
|
|
|
|
|
^ Density: N/A
|
|
|
|
|
^ Thickness: 2 m
|
|
|
|
|
|
|
|
|
|
#;Probability Sheath
|
|
|
|
|
#ARMORDESC5
|
|
|
|
|
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
|
|
|
|
|
^
|
|
|
|
|
^ Type: Phase adjustment
|
|
|
|
|
^ Tensile strength: 97 <20> base
|
|
|
|
|
^ Density: N/A
|
|
|
|
|
^ Thickness: N/A
|
|
|
|
|
|
|
|
|
|
#;Neutronium Armor
|
|
|
|
|
#ARMORDESC6
|
|
|
|
|
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
|
|
|
|
|
^
|
|
|
|
|
^ Type: Kinetic diffusion
|
|
|
|
|
^ Tensile strength: 198 <20> base
|
|
|
|
|
^ Density: 4 kg/l
|
|
|
|
|
^ Thickness: 755 mm
|
|
|
|
|
|
|
|
|
|
#;Antimatter Plate
|
|
|
|
|
#ARMORDESC7
|
|
|
|
|
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
|
|
|
|
|
^
|
|
|
|
|
^ Type: Reactive
|
|
|
|
|
^ Tensile strength: 560 <20> base
|
|
|
|
|
^ Density -4 kg/l
|
|
|
|
|
^ Thickness: Var.
|
|
|
|
|
|
|
|
|
|
#;Stasis Generator
|
|
|
|
|
#ARMORDESC8
|
|
|
|
|
A unit<69>s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
|
|
|
|
|
^
|
|
|
|
|
^ Type: Temporal field distortion
|
|
|
|
|
^ Tensile strength: N/A
|
|
|
|
|
^ Density: N/A
|
|
|
|
|
^ Thickness: N/A
|
|
|
|
|
|
|
|
|
|
#;Psi Defense
|
|
|
|
|
#ARMORDESC9
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Psi Defense} armor confers the same defensive ability possessed by native units such as $LINK<Mind Worms=30008>. A unit
|
|
|
|
|
equipped with Psi Defense engages in $LINK<Psi combat=38> when attacked.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
^
|
|
|
|
|
^ Type: Pattern refraction
|
|
|
|
|
^ Resistance: Proportional to distance
|
|
|
|
|
^ Density: N/A
|
|
|
|
|
^ Thickness: N/A
|
|
|
|
|
|
|
|
|
|
#;Pulse 3 Armor
|
|
|
|
|
#ARMORDESC10
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Pulse 3 armor} is a combined-defense system that gives the benefit of $LINK<Plasma Steel armor=70002> and sends out
|
|
|
|
|
continuous streams of random ECM <20>white noise<73> to foul communications of mobile units which confers a 25% defense bonus
|
|
|
|
|
against $LINK<Speeders=40001> and $LINK<Hovertanks=40002>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Resonance 3 Armor
|
|
|
|
|
#ARMORDESC11
|
2019-08-01 14:30:19 +02:00
|
|
|
|
{Resonance 3 armor} combines the physical protection of $LINK<Plasma Steel armor=70002> with $LINK<Progenitor=36>
|
|
|
|
|
$LINK<Resonance=42> technology that confers a +25% defense bonus when attacked by units which employ $LINK<Psi combat=38>,
|
|
|
|
|
such as $LINK<Native life forms=30>.
|
2019-08-01 12:33:14 +02:00
|
|
|
|
|
|
|
|
|
#;Pulse 8 Armor
|
|
|
|
|
#ARMORDESC12
|
2019-08-01 14:30:19 +02:00
|
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{Pulse 8 armor} is a combined-defense system that gives the benefit of $LINK<Neutronium Armor=70006> and sends out
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continuous streams of random ECM <20>white noise<73> to foul communications of mobile units which confers a 25% defense bonus
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against $LINK<Speeders=40001> and $LINK<Hovertanks=40002>.
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2019-08-01 12:33:14 +02:00
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#;Resonance 8 Armor
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#ARMORDESC13
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2019-08-01 14:30:19 +02:00
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{Resonance 8 armor} combines the physical protection of $LINK<Neutronium Armor=70006> with $LINK<Progenitor=36>
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$LINK<Resonance=42> technology that confers a +25% defense bonus when attacked by units which employ $LINK<Psi combat=38>,
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such as $LINK<Native life forms=30>.
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2019-08-01 12:33:14 +02:00
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#;Fission Plant
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#REACTORDESC1
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2019-08-01 14:30:19 +02:00
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A unit<69>s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
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eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
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2019-08-01 12:33:14 +02:00
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^
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^ Rating: 32655 kW
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^ Throughput: 29377 kW
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^ Efficiency: 89.99%
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^ Discharge: 52 r
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^ Fuel source: U-235
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#;Fusion Reactor
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#REACTORDESC2
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2019-08-01 14:30:19 +02:00
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A unit<69>s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
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eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
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2019-08-01 12:33:14 +02:00
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^
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^ Rating: 68003 kW
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^ Throughput: 62821 kW
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^ Efficiency: 92.38%
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^ Discharge: 67 r
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^ Fuel source: Ionized deuterium
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#;Quantum Chamber
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#REACTORDESC3
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2019-08-01 14:30:19 +02:00
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A unit<69>s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
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eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
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2019-08-01 12:33:14 +02:00
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^
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^ Rating: 147893 kW
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^ Throughput: 141977 kW
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^ Efficiency: 96.01%
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^ Discharge: 21 r
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^ Fuel source: Deuterium-tritium mix
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#;Singularity Engine
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#REACTORDESC4
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2019-08-01 14:30:19 +02:00
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A unit<69>s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
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eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
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2019-08-01 12:33:14 +02:00
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^
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^ Rating: >4000000 kW
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^ Throughput: Var
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^ Efficiency: Var
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^ Discharge: N/A
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^ Fuel source: Vizorium-5
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# ; This line must remain at end of file
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