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Sid Meier's Alpha Centauri
Windows XP/2000 Compatibility Update
August, 2002
************************************************************
** Notes
************************************************************
-- This patch will attempt to locate your installation of
Sid Meier's Alpha Centauri, and defaults to that location, if found.
If the patch cannot locate Alpha Centauri, it will default to
C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri.
In this situation, you should ensure the patch installs to the
directory that you have installed Alpha Centauri into.
-- This patch is a Windows 2000/XP compatibility update, to allow
users of Windows 2000 or XP to run Alpha Centauri. It is not required
for users of Windows 95, 98, or ME. However, users with these
operating systems may will need to install this patch if they wish to
play multiplayer games with other players who have installed this patch.
-- There is a known issue with sounds skipping on Windows ME machines. This
should not affect the game stability.

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Monotype is a trademark of Monotype Typography Limited registered in
U.S. Patent and Trademark Office and certain other jurisdictions.
Arial is a trademark of The Monotype Corporation registered in U.S.
Patent and Trademark Office and certain other jurisdictions.
---------------------------------------------------------------------
SID MEIER'S ALPHA CENTAURI PLANETARY PACK
(c) 1999-2000 Electronic Arts. All rights reserved.
README.TXT
1/29/00
-----------------------------------------------
CONTENTS OF README.TXT:
-----------------------------------------------
1. CHANGES IN ALIEN CROSSFIRE VERSION 2.0
Fixes
2. CHANGES IN ALIEN CROSSFIRE VERSION 1.0
Additions\Enhancements
Fixes
3. CHANGES IN ALPHA CENTAURI VERSION 3.0
Additions\Enhancements
Fixes
4. CHANGES IN ALPHA CENTAURI VERSION 2.0
Additions\Enhancements
Fixes
5. UNINSTALL INFO
6. SINGLE PLAYER
Improving Performance
New features
Complete Install
Gamma Correction
Windows NT
CPU overclocking
Movie Performance
Additional Tweaks
Troubleshooting
7. MULTIPLAYER
New Features
Non-Simultaneous Multiplayer
Restarting Multiplayer
Voice over data Troubleshooting
Voice link tips
Known problems
Troubleshooting
Scenarios
8. ACKNOWLEDGEMENTS
-----------------------------------------------
-----------------------------------------------
CHANGES IN ALIEN CROSSFIRE VERSION 2.0
-----------------------------------------------
FIXES:
· You can now airdrop units into your own bases.
· The correct voiceovers for Alien Crossfire base facilities now play the
first time you build them.
· Pirates can no longer capture units that are defending a base.
· Alien probe teams now use the correct art.
· The Cyborg faction now correctly has the Technology Steal ability.
· It is now possible to rescue a captured faction leader.
· Base facilities no longer cost less than they should at Thinker and
Transcend difficulty levels.
· In some instances a Golden Age would not produce a population boom. It now
does.
· AXStart.exe will now switch to a resolution it supports.
· The Sid and Brian factions can now be loaded in the Faction Editor.
· Occasionally refugees from a captured base would appear at coordinates
0,0. This is fixed.
· The Maritime Control Center now grants a defensive bonus against naval
units for player controlled factions.
· Psi Artillery combat strength is now calculated correctly.
· Some special abilities were not reflected correctly in automatically
designed units.
· The Right-click menu's version of airdrop now correctly uses movement
points.
· You can no longer have a pact brother support one of your factions units.
· The 'Aliens capture your base' interlude now correctly displays, even if
the base captured was obliterated.
· All satellites can now be added to the build queue, even if currently in
production.
· Miscellaneous text fixes.
· Base population no longer 'rolls over' when it reaches 127.
· Native artillery units no longer get a 'hasty' penalty when attacking.
· Drone revolts no longer can select aliens as new masters.
· The Faction Editor now correctly updates bonuses on the Faction page.
· The Faction Editor now correctly loads free units and free abilities.
· The Faction Editor now correctly saves bonus technologies.
· The Drone faction now correctly includes the Base Revolt ability of 75%
· During a random game, if an Alien faction is selected, and there is
another random slot, there will be two Alien factions in the game.
-----------------------------------------------
CHANGES IN ALIEN CROSSFIRE VERSION 1.0
-----------------------------------------------
UNDOCUMENTED ADDITIONS:
· Sea Borders: coastal bases now extend borders into the sea for all squares
adjacent to the base. Nearby water bases do not affect these borders.
· Detonating a fungal missile may now trigger native life forms from dormant
spores. The higher the reactor level, the greater the number of spores.
· Fungal Towers receive a 50% bonus when attacked, due to their ability to
co-ordinate and direct native life forms in the vicinity.
· A Progenitor faction controlling the Manifold Nexus receives +1 Research
in addition to +1 Planet.
· The Manifold Usurpers have a -1 Planet due to their intent to subvert the
Transcendence process.
· The Cybernetic Consciousness may steal technology when capturing a base,
regardless of the rules preference set at the beginning.
· The Data Angels now get any technology discovered by three other factions
with whom they have an infiltrator.
· Any units adjacent to a mind controlled base fall under the control of the
probe teams faction.
· The Dissociative Wave now works on offense.
· The manual states that an alien may be in a submission pact and not affect
a diplomatic victory; this is not true. For a human faction to win a
diplomatic victory, both alien factions must be completely eliminated from
the game, regardless of their Pact status.
NOTE: Alien Crossfire now contains all the additions/enhancements
and fixes to Alpha Centauri 1.0 that were contained in the
downloadable updates, V2.0 through 4.0.
ADDITIONS\ENHANCEMENTS:
· Check out the new landmark: the Manifold Nexus, a ruined remnant of an
extensive alien complex with a mysterious relationship to the Planet itself.
The faction possessing the Nexus inside its territory enjoys an improved
relationship with Planet (+1 on the Social Engineering scale).
· You can now see AI player's social engineering settings.
· Wheelmouse support implemented for most listboxes and when picking
production choices.
FIXES:
· Singularity reactors now have 40 HP, so they are balanced in psi combat.
· The AI no longer can use missiles beyond their designated range.
· You can no longer use long-range fire via right-click when out of range of
the target.
· Automated formers no longer build bunkers prior to having the required
technology.
· The Self-Aware Colony now correctly halves maintenance.
· The Space Elevator now correctly doubles mineral production when building
satellites.
· Units should no longer switch their home bases automatically.
· The game no longer locks up when all players choose factions in a MP
scenario that aren't present and END OF TURN is selected.
· Airdropped transports no longer leave cargo behind.
· You can no longer switch the AI's governor settings from the F4 screen.
· If you zoom to a base from the F4 Base Operations screen, when you return
to the F4 screen you can now use the PgUp and PgDn hotkeys to scroll the
window.
· Loading a map in the scenario editor after generating one now updates the
minimap.
-----------------------------------------------
CHANGES IN ALPHA CENTAURI VERSION 3.0
-----------------------------------------------
The v3.0 update to Sid Meier's Alpha Centauri includes several additions and
enhancements, largely in response to customer feedback, as well as a more
small fixes. A complete list of v3.0 changes is included below.
ADDITIONS\ENHANCEMENTS:
· Added a new landmark, the Borehole Cluster.
· Overall game performance improved due to continuing code optimization.
· Added your total Council votes to the bottom of the Comm menu.
· Adjusted armor costs for air units.
· Adjusted global warming algorithm to make "ecological death spiral" less
likely. Added ALPHA.TXT controls for global warming.
· ALPHA.TXT controls for maximum damage inflicted by artillery.
· One of the cycling info displays now shows # of council votes.
· New council proposals shown on datalinks for technologies which enable
them.
· Ctrl+Shift+W toggles fog-of-war preference.
· Alpha Centauri.INI option to force preferences not to be reset whenever
players start a new game at lowest difficulty level.
"DontResetBeginnerPrefs=1"
· A few new ALPHA.TXT options related to time limits & atrocities.
· You can set "DisableOpeningMovie=1" to the alpha centauri.ini file to only
disable the opening movie.
· Added a right-click menu to base production screen so you can obsolete
units, etc.
· AI: The autodesigner no longer puts loads of armor on sea terraformers &
sea colony pods.
· AI: The Autodesigner will now put Deep Radar on artillery units.
· AI: Governors won't build Genejack Factories or Punishment Spheres.
· AI: Tweaked diplomatic AI to better understand certain situations and
tricks. Among other things, AI will be more aware of situations where one of
the parties has a significant advantage in weapons technology.
· AI: Tweaked military AI to build somewhat less artillery.
· AI: Improved AI understanding of global warming & solar shades.
FIXES:
· Planetary Governor now have packet sniffer access to all factions.
· Dead factions no longer prevent a Planetary Governor veto.
· "O" w/ supply crawlers now let you add to production.
· The menu option for Automate Mag-Tubes now un-greys.
· Square detail readout is now always correct.
· Rovers can no longer retreat from combat onto a unity pod.
· You no longer get "unable to allocate draw buffer" error message when
dragging a technician onto the map in the base screen.
· You can no longer start building two boreholes next to each other.
· You can no longer enter 0< numbers in the custom map size.
· Transcendent Thought breakthroughs no longer continuously loop.
· Scroll bars for the "Give City" menu.
· You now can't blame eliminated factions with probe team actions.
· The Current Production at a base is now the top slot of the queue.
· Randomizing a faction's social agenda now changes the faction profile
information.
· Single click on radio buttons preference now works
· Units no longer can teleport off north edge of screen.
· Using certain missiles no longer cause periodic hangs.
· Planet busters now destroy sensor arrays.
· New methods of sorting the F4 base screen based on resources, population,
etc.
· You can now frame other factions for your own probe team actions.
· Isle of the Deep can no longer destroy a pressure dome in a sea base.
· Specialty cursors (go to, patrol, etc) now have correct hot spots.
· Accelerated start no longer causes some bases to be partially drawn on 1st
turn.
· A foil is no longer visible during the landing sequence if the player
starts with one.
· You can no longer regenerate unity pods by keeping a air unit overhead.
· You can no longer upgrade Locusts of Chiron to Psi Choppers.
· Moved "Pressure Dome" to top of base facilities display for easy
identification.
· Multiple orbital improvements can now be inserted into the build queue.
· CTRL-F4 and CTRL-SHIFT-F4 now work (show credits and show version)
· Cornering the global energy market now displays the correct year.
· The AI no longer can add special abilities missiles.
· The AI no longer can add AAA to transports.
· Air units now will always execute a goto command.
· Removed the message telling you to use "Ctrl+Shift+U" to upgrade units.
· Sea units will no longer be transferred to land bases.
· Mixing "police units" with "non-police" units no longer gives extra police
protection.
· Planet busters used by the computer player are now restricted by range.
· Auto roads and mag-tubes now work better.
· Version checking for multiplayer games that an NT machine hosts now works
correctly.
· Planes relocated by end of Pact no longer run out of fuel for no reason on
the next turn.
· The first time you open the save window, clicking on the folder icon for
the up directory no longer saves the game.
-----------------------------------------------
CHANGES IN ALPHA CENTAURI VERSION 2.0
-----------------------------------------------
The v2.0 Update to Sid Meier's Alpha Centauri includes several new features
to enhance the Alpha Centauri gameplay experience as well as a host of small
fixes. Most notably, v2.0 includes Hotseat and Play-by-email multiplayer
modes. A complete list of v2.0 changes is included below.
ADDITIONS:
· HOTSEAT multiplayer mode is now available!
· Play-by-email multiplayer mode is now available!
· To start a hotseat game, select Multiplayer from the main menu and then
Hotseat/PBEM. After setting up Planet, select a faction for each of the
human players. Each player has an opportunity to select a password on their
first turn to provide a level of privacy. Leave the field blank to bypass
this feature. When a player ends their turn, a prompt will appear for the
next player. If playing Hotseat, the next player should take over here. If
playing PBEM, select Save and Exit. The game automatically exits, at which
point you should email the resulting save game to the next player (as
indicated on the last on-screen prompt). Most features of the game are
identical to non-simultaneous multiplayer games. A notable difference
however is Diplomacy, which can now takes place over several turns. After
contacting another player, make your selections and hit End Transmission.
When the other player's turn begins, the diplomacy window will appear with
your proposal. Negotiations can take place over any number of turns.
· You can now see the destination of a unit without selecting it. This
option can be toggled under "Map" preferences.
· You can now disable probe team "steal technology in the RULES section of
ALPHA.TXT.
· You can now release mind worms into wild using the "Turn Over Unit
Control" option on the Action Menu.
· You can now customize the map size when generating a random planet.
· Probe teams are now "unflagged", meaning you cannot easily tell who
controls the team.
· Atrocities have been rebalanced to avoid abuse: (a) 12+ atrocities
(depends on difficulty level) will cause all factions to declare vendetta
(b) Nerve stapling becomes increasingly ineffective at particular bases the
more you use it.
· The Hive now has the "Immunity, EFFIC" ability; Hive never receives
negative EFFICIENCY penalties.
· Password security for multiplayer games.
· Hardware 3D positional and EAX support added - Note: this can be disabled
in alpha centauri.ini by entering ds3d=0 or eax=0. This also provides
overall better performance and memory usage.
ENHANCEMENTS:
· You can now set waypoints for patrols using the spacebar. Press "p" key
as usual to start patrol, then click-and-drag mouse to first waypoint;
while still holding mouse button, press SPACE to set waypoint; you can then
drag line to next point, etc. When you reach final destination, release
mouse button.
· Datalinks now show cost/preq of Abilities and Terraforming
· Combat report text is now larger in 1024x768 resolution
· "People" icons are now smaller for cursor in base screen "drag and drop"
· Design Workshop: dark blue letters on dark background are now more
legible
· You can no longer name/rename landmarks near other people's territory.
· Pact Brothers no longer offer map in tech trade (already gives map for
free)
· The world map now updates as new areas are explored, as opposed to
waiting until the end of a turn.
· Up to a 40% speed increase in TCP/IP performance.
· Improved Caviar unit display performance.
· Autoexploring AI with natives improved.
· You can now automatically build roads to any square.
· voice over data link now louder on receiving end.
FIXES:
· Map now correctly displays solar/mine/etc details at "standard zoom out"
level.
· Air Units are no longer influenced by travel rate of fungus and so forth.
· Dragging air unit move: distance is now shown correctly
· F4 screen "turns to go" now accounts for prototype cost
· Clicking "end of turn" when a unit is active (but has already moved) no
longer says, "all units have moved".
· New unit changes are now correctly displayed when you go to Change Unit,
then from there to unit design (where you Obsolete/Design/whatever) and
then come back the change menu again.
· When "continue with current/change to new/add to beginning of queue"
warning is displayed after changing build command and if you pick "add to
queue" it now adds the selected unit correctly (instead of always adding a
Colony Pod).
· Typo corrected when you hit the "Reset" button in Social Engineering
· Squelch mode now prevents commlink requests as well as chats.
· The host being killed in MP no longer prevents the remaining players
from continuing.
· Economic victory now functions correctly in MP.
· Submitted AI factions no longer send probe teams against their
captor.
· Entering Social Engineering on first turn no longer strands the player.
· Units magically teleporting to the north pole.
· AI doesn't offer a human controlled faction's comm frequency to other
human players in MP.
· "15 secs to end of turn" doesn't print numerous times in MP.
· The energy readout in the info window isn't double it's actual value in
some instances.
· On Citizen and Specialist Level you now get free minerals when starting
a new base.
· Time bonuses now charged to the correct player.
· Hitting the END key in the Production Picker now adjusts the scroll bar.
· Save MP games now preserves the Simultaneous Moves option.
· The datalinks now displays the proper amount of nutrients produced by
kelp farms.
· Formers in Multiplayer can no longer be used to produce terrain
enhancements in one turn.
· Upgrading a unit under certain circumstances no longer creates free
prototypes.
· Attacking a mindworm on a Unity pod now explores that pod.
· F4 screen's "turns to go" now accounts for prototype cost.
· Drop-pod messages no longer broadcast to all players in MP.
-----------------------------------------------
UNINSTALL INFO
-----------------------------------------------
To uninstall Sid Meier's Alpha Centauri planetary pack, choose Add/Remove
Programs from the Windows Control Panel and select "Sid Meier's Planetary
Pack".
-----------------------------------------------
SINGLE PLAYER
-----------------------------------------------
IMPROVING PERFORMANCE:
If you are experiencing performance problems, try some of the following
tips:
* Included in the Alternative Art folder on the CD-ROM is a Low Res Caviar
folder. Copy the contents of this folder to the directory you installed the
game to. The default is c:\program files\firaxis games\sid meier's alpha
centauri. These files reduce the detail in the units, but can improve
performance.
* Reduce your resolution to 800 x 600, rather than 1024 x 768. This can
greatly improve all game performance.
* Disable the sound using the Audio/Visual Preferences menu.
* Disable map animations, sliding windows, and sliding scrollbars.
* Enable the following preferences: Move Friendly Pieces Quickly, Fast
Battle Resolution, Move Units with orders quickly, Don't Center On Units
With Orders
* Increase the amount of free hard drive space on the C: drive.
* Increase the amount of RAM in your system.
NEW FEATURES:
* Right click on a Pact Brother from commlink menu to end a pact.
COMPLETE INSTALL:
This install copies the entire contents of the CD-Rom to the hard drive. It
requires 360 megabytes of hard drive space.
GAMMA CORRECTION / "IF THE GRAPHICS SEEM TOO DARK":
We've added a Gamma Correction feature to allow the customer to adjust the
brightness of the palette without adjusting their monitor. It is accessible
from any of the preference menus. The default value is 1.0.
WINDOWS NT:
Almost all features of SMAC should work under Windows NT 4.0. You'll need to
obtain NT Service Pack 3 or higher from Microsoft and install it, which
includes DirectX 3 or higher support. Note: Sound support under NT currently
requires us to use emulated drivers; this can in some cases produce poor
sound results, including static and sound breaking up.
CPU OVERCLOCKING:
If you experience random crashes and you are overclocking your CPU
(especially with AMD K-5 and K-6 processors), try returning your CPU speed
to it's original setting.
MOVIE PERFORMANCE:
If your computer has problems playing some of the in-game movies, verify
that you are not using any 16-bit real mode drivers for the CD-ROM drive.
You can check this by opening the Control Panel and choosing the System
settings. Under the Performance tab, there is a line for File System. This
should read 32-bit. If it has anything else in that line, contact the
manufacturer of your CD-ROM drive for updated Windows 95/98 drivers. If you
still experience problems playing movies, try adding 'DirectDraw=0' to the
Alpha Centauri.ini file in the install directory.
ADDITIONAL TWEAKS:
Once the game is installed, a file is created called "Alpha Centauri.ini".
This file contains various settings and preferences for the game, but can
also be edited by the user. The following commands will allow you some
control over the look of various parts of the game.
WindowsFileBox=1
Settings this to 1 allows you to use the traditional Win95/98 file
navigation dialog.
MainFontSize=16
You can increase or decrease the size of the font used throughout the game.
DirectDraw=0
Settings this to 0 disables DirectDraw. This disables the automatic window
resolution resizing during program launch.
Video Mode=800 or Video Mode=1024
This forces the screen resolution to either of these two sizes.
8BitMovieSound=1
This forces the sound quality to 8-bit from the original 16-bit. If your
sound card has DirectX compatibility issues, this may improve movie
performance.
ForceOldVoxelAlgorithm=1
If the game crashes intermittently, try adding this line.
TROUBLESHOOTING - If your computer has problems playing the game (crashes,
returning to desktop, etc.), please try the following:
1. Reinstall DirectX 7. This can be found on the CD in the \DIRECTX7
folder.
2. Rename the SOUND.DLL to SOUND.DL_. While disabling the sound, it may
correct your original problem.
3. If you receive the message "CPU Not Supported", and you have a non-Intel
processor such as an AMD K-5, try to run the game anyway. Many AMD
processors show up as a 486 in verification tests, but if your machine is
'Pentium Compatible', it shouldn't be a problem.
4. Increase amount of free hard drive space on the C: drive, especially if
you have 16 or 32 megs of memory. Defragmenting this drive will also often
increase the amount of space available for Windows to use as Virtual Memory.
Also keep in mind that larger maps require more memory. Try a smaller map.
5. Let Windows handle your swap file size. This can be adjusted by running
the System Control Panel, selecting the Performance menu tab, then the
Virtual Memory button, and selecting "Let Windows manage my virtual memory
settings".
6. Update the Windows 95/98 drivers for your Video card, Sound card, and
Monitor.
7. When running the game you return directly to the desktop, you may not
have your monitor setup correctly. Try to manually set your desktop to one
of the resolutions the game supports (1024x768x8bit (256 colors) or
800x600x8bit). If you cannot manually set the resolution, you will need to
contact your computer's manufacturer for details on how to do so.
8. If you are using an TNT2 based video card (Hercules TNT2, Diamond Viper
v770, etc.) try setting your hardware acceleration to 0 in the system
control panel.
9. If the game's volume has changed since installing Alien Crossfire, try
setting those values in the audio/visual preferences.
10. Some Plextor CD-Rom drives have been reported to cause movies to stutter
when played off the CD. Contact Plextor for a BIOS upgrade which solves this
problem.
11. If you're experiencing crashes in the sound.dll, perhaps your sound card
is having difficulty supporting the Alien Crossfire's 3D Audio. Try setting
the EAX and DS3D entries in the 'alpha centauri.ini' file to 0.
12. Any 'Unable to allocate draw-buffer' errors most likely relate to
DirectX not being installed. Try reinstalling DirectX 7 from the \DIRECTX7
folder on the Alien Crossfire CD.
-----------------------------------------------
MULTIPLAYER
-----------------------------------------------
NOTE: Encrypted MP saved game files from Alpha Centauri won't work
with Alien Crossfire.
NEW FEATURES:
* Change symbol next to faction name in 'commlink' menu to 'null' (zero with
a slash through it) by clicking on it to ignore all messages from a player.
NON-SIMULTANEOUS MULTIPLAYER:
A feature we added is non-simultaneous movement in multiplayer games.
Benefits of this mode include significantly less packet transmission (to
improve performance), the ability to execute diplomacy without your turn
clock running out, and the luxury to fine tune your bases while other
players complete their moves. Disable the Simultaneous Move option on the
Multiplayer Setup screen to use this feature. The game plays essentially
the same as the simultaneous move game, except when other players are making
their moves, you maintain control. Except for actually moving units, you can
access any base, any report screen, initiate or participate in diplomacy,
and many other actions.
RESTARTING MULTIPLAYER SAVES:
Alpha Centauri and Alien Crossfire both support the saving of multiplayer
games in order to play later. Have the host of the game save as in a solo
game. In order to restart, have that player host the game. On the main
Multiplayer Setup screen, under Type of Game, select load. Load that save,
have the other players select their factions and begin play.
VOICE OVER DATA TROUBLESHOOTING:
One of the features of Alpha Centauri is the ability to use a microphone
connected to your sound card for real-time voice communication during
multiplay games. Below are some troubleshooting techniques you may try if
you're experiencing difficulty using this feature.
VOICE LINK TIPS:
1. Before attempting to use the voice link feature in Alpha Centauri we
recommend testing the recording functionality of your sound card with the
Sound Recorder the comes with Win '98 / '95. If you can get that working
then the voice link will most likely work.
2. Keep in mind this feature is designed to work using as little bandwidth
as possible so quality will be marginal. However you should be able to
understand the person who is talking. If not, try experimenting with
microphone volume , mic placement, and speech volume. It may not be pretty
but it sure beats typing messages.
3. If you're unfamiliar with the Windows record settings here is how to
access them: First open up the "advanced mixer" by double clicking on the
volume control icon located on the Windows task bar (looks like a speaker).
If this icon is not present you need to enable it by opening the control
panel, multimedia properties and checking the "show volume control on
taskbar" checkbox. By having the volume control on the taskbar you can
adjust the settings while you're in the game.
Once the "advanced volume control" is showing - it looks like a mixer with a
number of sliders - look for a microphone slider. If you don't see it pull
down the options menu, look for a microphone check box and check it and hit
ok. This will add a microphone slider to your playback volume control. Make
sure that slider is muted, this will prevent feedback. Now pull down the
options menu and select recording and hit OK. From there you can adjust your
volume. Once again if you don't see the microphone slider for the record
volume control pull down the options and check the microphone check box.
4. Many sound cards come with a mic boost feature. While in the record mixer
pull down the menu and select "Advanced." Look at the mic slider. If
there's an "Advanced" button, hit it and look for a mic boost check box.
Experiment with it to get the best sound.
5. Use the voice link like a walkie-talkie. Press down and hold the '\' key,
talk and when finished let it up. Only talk in turns because the system is
half-duplex (It can't transmit and receive at the same time). Avoid using
it during the upkeep phase in multiplayer since during that time it's
possible to let up on the key and not stop the recording. You know it's
working when the games sounds stop. If the games sounds don't return after
letting up (during upkeep) then wait till upkeep is finished and press and
let up on the key again - the sound should return.
KNOWN PROBLEMS:
1. During the upkeep phase in multiplayer recording may get stuck causing
game sounds to stop. just press the '\' key till the sound returns.
2. General poor sound quality of voice over data.
3. We decided to leave game sounds on during voice link reception and
incoming messages can sometimes get garbled with voice stuff in the game.
TROUBLESHOOTING:
1. Some users may experience problems when playing Alpha Centauri using
America Online (AOL) as their connection to the internet. Please consult the
web page (www.firaxis.com) for updated information concerning this issue.
2. Modem TCP/IP games with more than 2 players may degrade game performance
on some networks. We will keep updated information on TCP/IP game
performance on our web page.
SCENARIOS:
There are a number of pre-generated scenarios provided with the game in the
'\scenarios' directory.
*The first three, labeled "1Explore", "2Build", and "3Conquer", are
tutorials designed to get beginners up and running with the game. *The
"Faction v Faction" folder contains three scenarios pitting a faction
against its archenemy; these may be played as single-player or multiplayer
scenarios.
*The three folders beginning with "MP..." are designed as balanced
multiplayer scenarios with defined goals and short time limits. Try them out
for a shorter, sharp, fun multiplayer experience!
*The last scenario, "SP--7 PlayerA" puts the factions arrayed around a
central continent in a struggle for territory.
Enjoy,
The Firaxis Games Team
-----------------------------------------------
ACKNOWLEDGEMENTS
-----------------------------------------------
I had a conversation some months back with Jason Coleman, Firaxis' Senior
Programmer, where he talked about the overwhelming importance of an entire
team's contribution to a game. At the time I agreed with him, but I only
fully realized what he meant once we were deep into Alien Crossfire. I had
an amazing experience working with everyone on this project, and it also
brought home how fortunate we are to have the kind of collaborative,
friendly, and open team environment here at Firaxis.
The lead programmer and lynchpin of the whole Crossfire effort, Chris Pine,
was the newest addition to the Firaxis programming team. Chris was full of
exceptional talent and promise, but there was some question as to whether we
had overextended ourselves (and him) by throwing him headlong into Brian's
code with little guidance and with his only professional experience
consisting of Alpha Centauri's report screens. Chris's schedule required him
to complete tasks at twice the estimated rate in order to have a prayer of
making our September ship date. The first month I watched, amazed, as he not
only met his goals, but exceeded them, allowing us to commit a team to the
expansion with full confidence of success.
Throughout this process, Greg Foertsch and Jerome Atherholt anchored the art
for all the additions: portraits, bases, icons, and all the other stuff
needed to fit the expansion into the game. Over time, Greg's exceptional
leadership and vision made him the natural choice as Art Lead on Alien
Crossfire. In addition to his organizational duties and oversight of all
things art, Greg lovingly crafted the new bases in the game. Greg also came
up with a ton of great game ideas during the design phase, many of which
were adopted wholesale for the final version. His partner in crime, Jerome
Atherholt, conceived and designed all the faction leader portraits, with the
same high quality and attention to detail he used on the original SMAC 7.
Jerome also found time from his new duties as Firaxis Art Manager to handle
many of the cool new map icons, including the Unity wreckage, the Spore
Launchers, and the Battle Ogres. He showed astounding patience in the face
of several 'group feedback sessions' on his initial designs, and the final
portraits are a testament to his exceptional painting skills.
Much of Alien Crossfire's detail and play balance came courtesy of Doug
Kaufman, a recent Firaxis hire but a 16-year game industry veteran. His
sagacious advice, support, and encyclopedic knowledge of all things
game-related proved invaluable, and Crossfire is a much richer product as a
result. Doug was part of the original team on Alpha Centauri, as well as Sid
Meier's Civilization II, Sid Meier's Colonization, and far too many other
games to list here. Doug was instrumental in keeping the vision of Crossfire
focused. Not only did he offer outstanding ideas, but he always had the
wisdom to ask "What are we trying to accomplish with this feature?" And when
I would wander into his office and say something like "Uh...do you mind
rewriting all of script.txt to reflect an alien viewpoint," he was up for
the challenge. When those thankless writing chores were done, he also
hammered out the manual in record time.
Several other Firaxians made their mark felt on Crossfire by lending their
art skills in between other projects. Rising art star Brent Alleyne came up
with the great alien character design, and then implemented it in 3D. He
also worked out quite a few of the animations and other necessary art, and
has been one of the fastest learners I've worked with. Rarely has a new hire
fit so well into an existing team as Brent. Mike Bazzell, animator of the
units in the original Alpha Centauri, graciously lent many of his evenings
and weekends to the new unit components. And when Brent's final alien design
was just too darn cool to keep the human 'look and feel' of the original
units, Mike uncomplainingly went about redesigning most of the old chassis
and modules. And last, but certainly not least, Steven Chao upheld the
glorious Firaxis intern tradition of producing outstanding work over the
summer, and was rewarded with a permanent staff position. Steve undertook
all the new icons in the game, handled many interface chores, and designed
the alien scout ships seen in the opening.
Jeff Morris, our office champion of just about every game he tries, designed
and programmed the faction editor. After mastering the intricacies of the
JACKAL library, Jeff also co-ordinated our testing effort with the skill and
experience of his five years in the game industry. As if those tasks weren't
enough, he also handled quite a bit of miscellaneous programming, including
the install and autorun, managed all disc duplication and distribution, and
kept our internal network running. He also kept track of our beta test team,
who provided some of the most valuable feedback of the whole process.
On the multimedia front, Producer Michael Ely, longtime friend and sounding
board, once again directed all the new movies and voiceovers in the game
with his cinematic eye and ear. Mike is an outstanding example of an
industry renaissance man, providing not only the movies, but also backstory,
blurbs, plot advice, and suggestions for avoiding cliché. He also penned the
new chapters in the web story seen at www.aliencrossfire.com. Somehow he
wedged all this in between his leadership duties on Sid Meier's Antietam and
the new, top-secret Sid project.
Dave Evans, the best all-around sound man in the industry, designed and
programmed all the sounds you hear in Crossfire, along with the ambient
music, movie effects, game sounds, and voice processing. Dave squeezed all
this in on a very tight schedule, even taking time to tutor me in the finer
points of field recording prior to a couple of Moxy Fròvous shows. Also
handling music chores for the movies was Jeff Briggs, our ever-versatile
CEO, President, and composer.
Last but not least on the development side were a pair of lifesavers: Brian
Reynolds and Senior Programmer Jason Coleman. Brian, of course, created the
original Alpha Centauri world and consented to let us play with it for a
while. Then, when time was at a premium, he stopped work on his OTHER
project to add in all the new missiles, the alien victory condition, and
some spruced-up AI. Jason helped out on several multiplayer and
library-related issues, also taking time away from his other projects. Many
thanks to both for their time and effort!
On the Electronic Arts side, we had outstanding support from the marketing,
production, and QA departments. Producer Hunter Smith kept us on the
semblance of a schedule, while Jonathan Harris and Chris Plummer whipped a
marketing program into shape. These three individuals possess an exceptional
grasp of games and the marketplace, and we were very lucky to be able to
work with them. Translations were headed up by two veterans from Alpha
Centauri, Christina Vollmer and Jean-Luc Chabrier. This pair stands head and
shoulders above all other translation teams I've ever worked with, for their
professionalism, commitment to quality, and technical aptitude. David
McCormick did an excellent job as QA Lead, ferreting out quite a few bugs
that were in the original product. He made the often arduous process of
playtesting from 3000 miles away go as smoothly as I could have imagined.
And of course we owe a huge debt to Bing Gordon, EA co-founder, Firaxis
booster, and Alpha Centauri fan, for his suggestions and support throughout
the entire design process.
Several other people at Firaxis supported or contributed directly to this
expansion, including Susan Meier, Master of Miscellaneous, Lindsay Riehl,
Director of Marketing and PR, Jennifer Bass, Director of Finance, Dan
Magaha, Webmaster, and Stephen Lee, web intern. And of course, to Sid Meier,
for teaching all of us how to make these god games in the first place!
In short, Alien Crossfire is a proud reflection of each team member's unique
talents and perspectives. Thanks to all of them for their time, creativity,
and good-natured personalities. By now this is a cliché for the gaming
industry, but I sincerely hope you have as much fun playing the game as we
had making it!
Tim Train
Hunt Valley, MD
August 25, 1999

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SID MEIER'S ALIEN CROSSFIRE
V2.0
README.TXT
12/13/99
CHANGES IN ALIEN CROSSFIRE VERSION 2.0
FIXES
· You can now airdrop units into your own bases.
· The correct voiceovers for Alien Crossfire base facilities now play the
first time you build them.
· Pirates can no longer capture units that are defending a base.
· Alien probe teams now use the correct art.
· The Cyborg faction now correctly has the Technology Steal ability.
· It is now possible to rescue a captured faction leader.
· Base facilities no longer cost less than they should at Thinker and
Transcend difficulty levels.
· In some instances a Golden Age would not produce a population boom. It now
does.
· AXStart.exe will now switch to a resolution it supports.
· The Sid and Brian factions can now be loaded in the Faction Editor.
· Occasionally refugees from a captured base would appear at coordinates
0,0. This is fixed.
· The Maritime Control Center now grants a defensive bonus against naval
units for player controlled factions.
· Psi Artillery combat strength is now calculated correctly.
· Some special abilities were not reflected correctly in automatically
designed units.
· The Right-click menu's version of airdrop now correctly uses movement
points.
· You can no longer have a pact brother support one of your factions units.
· The 'Aliens capture your base' interlude now correctly displays, even if
the base captured was obliterated.
· All satellites can now be added to the build queue, even if currently in
production.
· Miscellaneous text fixes.
· Base population no longer 'rolls over' when it reaches 127.
· Native artillery units no longer get a 'hasty' penalty when attacking.
· Drone revolts no longer can select aliens as new masters.
· The Faction Editor now correctly updates bonuses on the Faction page.
· The Faction Editor now correctly loads free units and free abilities.
· The Faction Editor now correctly saves bonus technologies.
· The Drone faction now correctly includes the Base Revolt ability of 75%
· During a random game, if an Alien faction is selected, and there is
another random slot, there will be two Alien factions in the game.
ALIEN CROSSFIRE VERSION 1.0
Undocumented Additions:
*Sea Borders: coastal bases now extend borders into the sea for all squares
adjacent to the base. Nearby water bases do not affect these borders.
*Detonating a fungal missile may now trigger native life forms from dormant
spores. The higher the reactor level, the greater the number of spores.
*Fungal Towers receive a 50% bonus when attacked, due to their ability to
co-ordinate and direct native life forms in the vicinity.
*A Progenitor faction controlling the Manifold Nexus receives +1 Research in
addition to +1 Planet.
*The Manifold Usurpers have a -1 Planet due to their intent to subvert the
Transcendence process.
*The Cybernetic Consciousness may steal technology when capturing a base,
regardless of the rules preference set at the beginning.
*The Data Angels now get any technology discovered by three other factions
with whom they have an infiltrator.
*Any units adjacent to a mind controlled base fall under the control of the
probe teams faction.
*The Dissociative Wave now works on offense.
*The manual states that an alien may be in a submission pact and not affect
a diplomatic victory; this is not true. For a human faction to win a
diplomatic victory, both alien factions must be completely eliminated from
the game, regardless of their Pact status.
NOTE: Alien Crossfire now contains all the additions/enhancements and fixes
to Alpha Centauri 1.0 that were contained in the downloadable updates, V2.0
through 4.0.
-----------------------------------------------
ADDITIONS\ENHANCEMENTS
· Check out the new landmark: the Manifold Nexus, a ruined remnant of an
extensive alien complex with a mysterious relationship to the Planet itself.
The faction possessing the Nexus inside its territory enjoys an improved
relationship with Planet (+1 on the Social Engineering scale).
· You can now see AI player's social engineering settings.
· Wheelmouse support implemented for most listboxes and when picking
production choices.
FIXES
· Singularity reactors now have 40 HP, so they are balanced in psi combat.
· The AI no longer can use missiles beyond their designated range.
· You can no longer use long-range fire via right-click when out of range of
the target.
· Automated formers no longer build bunkers prior to having the required
technology.
· The Self-Aware Colony now correctly halves maintenance.
· The Space Elevator now correctly doubles mineral production when building
satellites.
· Units should no longer switch their home bases automatically.
· The game no longer locks up when all players choose factions in a MP
scenario that aren't present and END OF TURN is selected.
· Airdropped transports no longer leave cargo behind.
· You can no longer switch the AI's governor settings from the F4 screen.
· If you zoom to a base from the F4 Base Operations screen, when you return
to the F4 screen you can now use the PgUp and PgDn hotkeys to scroll the
window.
· Loading a map in the scenario editor after generating one now updates the
minimap.
CHANGES IN ALPHA CENTAURI VERSION 3.0
-----------------------------------------------
The v3.0 update to Sid Meier's Alpha Centauri includes several additions and
enhancements, largely in response to customer feedback, as well as a more
small fixes. A complete list of v3.0 changes is included below.
ADDITIONS\ENHANCEMENTS
· Added a new landmark, the Borehole Cluster.
· Overall game performance improved due to continuing code optimization.
· Added your total Council votes to the bottom of the Comm menu.
· Adjusted armor costs for air units.
· Adjusted global warming algorithm to make "ecological death spiral" less
likely. Added ALPHA.TXT controls for global warming.
· ALPHA.TXT controls for maximum damage inflicted by artillery.
· One of the cycling info displays now shows # of council votes.
· New council proposals shown on datalinks for technologies which enable
them.
· Ctrl+Shift+W toggles fog-of-war preference.
· Alpha Centauri.INI option to force preferences not to be reset whenever
players start a new game at lowest difficulty level.
"DontResetBeginnerPrefs=1"
· A few new ALPHA.TXT options related to time limits & atrocities.
· You can set "DisableOpeningMovie=1" to the alpha centauri.ini file to only
disable the opening movie.
· Added a right-click menu to base production screen so you can obsolete
units, etc.
· AI: The autodesigner no longer puts loads of armor on sea terraformers &
sea colony pods.
· AI: The Autodesigner will now put Deep Radar on artillery units.
· AI: Governors won't build Genejack Factories or Punishment Spheres.
· AI: Tweaked diplomatic AI to better understand certain situations and
tricks. Among other things, AI will be more aware of situations where one of
the parties has a significant advantage in weapons technology.
· AI: Tweaked military AI to build somewhat less artillery.
· AI: Improved AI understanding of global warming & solar shades.
FIXES
· Planetary Governor now have packet sniffer access to all factions.
· Dead factions no longer prevent a Planetary Governor veto.
· "O" w/ supply crawlers now let you add to production.
· The menu option for Automate Mag-Tubes now un-greys.
· Square detail readout is now always correct.
· Rovers can no longer retreat from combat onto a unity pod.
· You no longer get "unable to allocate draw buffer" error message when
dragging a technician onto the map in the base screen.
· You can no longer start building two boreholes next to each other.
· You can no longer enter 0< numbers in the custom map size.
· Transcendent Thought breakthroughs no longer continuously loop.
· Scroll bars for the "Give City" menu.
· You now can't blame eliminated factions with probe team actions.
· The Current Production at a base is now the top slot of the queue.
· Randomizing a faction's social agenda now changes the faction profile
information.
· Single click on radio buttons preference now works
· Units no longer can teleport off north edge of screen.
· Using certain missiles no longer cause periodic hangs.
· Planet busters now destroy sensor arrays.
· New methods of sorting the F4 base screen based on resources, population,
etc.
· You can now frame other factions for your own probe team actions.
· Isle of the Deep can no longer destroy a pressure dome in a sea base.
· Specialty cursors (go to, patrol, etc) now have correct hot spots.
· Accelerated start no longer causes some bases to be partially drawn on 1st
turn.
· A foil is no longer visible during the landing sequence if the player
starts with one.
· You can no longer regenerate unity pods by keeping a air unit overhead.
· You can no longer upgrade Locusts of Chiron to Psi Choppers.
· Moved "Pressure Dome" to top of base facilities display for easy
identification.
· Multiple orbital improvements can now be inserted into the build queue.
· CTRL-F4 and CTRL-SHIFT-F4 now work (show credits and show version)
· Cornering the global energy market now displays the correct year.
· The AI no longer can add special abilities missiles.
· The AI no longer can add AAA to transports.
· Air units now will always execute a goto command.
· Removed the message telling you to use "Ctrl+Shift+U" to upgrade units.
· Sea units will no longer be transferred to land bases.
· Mixing "police units" with "non-police" units no longer gives extra police
protection.
· Planet busters used by the computer player are now restricted by range.
· Auto roads and mag-tubes now work better.
· Version checking for multiplayer games that an NT machine hosts now works
correctly.
· Planes relocated by end of Pact no longer run out of fuel for no reason on
the next turn.
· The first time you open the save window, clicking on the folder icon for
the up directory no longer saves the game.
CHANGES IN ALPHA CENTAURI VERSION 2.0
-----------------------------------------------
The v2.0 Update to Sid Meier's Alpha Centauri includes several new features
to enhance the Alpha Centauri gameplay experience as well as a host of small
fixes. Most notably, v2.0 includes Hotseat and Play-by-email multiplayer
modes. A complete list of v2.0 changes is included below.
ADDITIONS
* HOTSEAT multiplayer mode is now available!
* Play-by-email multiplayer mode is now available!
* To start a hotseat game, select Multiplayer from the main menu and
then Hotseat/PBEM. After setting up Planet, select a faction for each of the
human players. Each player has an opportunity to select a password on their
first turn to provide a level of privacy. Leave the field blank to bypass
this feature. When a player ends their turn, a prompt will appear for the
next player. If playing Hotseat, the next player should take over here. If
playing PBEM, select Save and Exit. The game automatically exits, at which
point you should email the resulting save game to the next player (as
indicated on the last on-screen prompt). Most features of the game are
identical to non-simultaneous multiplayer games. A notable difference
however is Diplomacy, which can now takes place over several turns. After
contacting another player, make your selections and hit End Transmission.
When the other player's turn begins, the diplomacy window will appear with
your proposal. Negotiations can take place over any number of turns.
* You can now see the destination of a unit without selecting it. This
option can be toggled under "Map" preferences.
* You can now disable probe team "steal technology in the RULES
section of ALPHA.TXT.
* You can now release mind worms into wild using the "Turn Over Unit
Control" option on the Action Menu.
* You can now customize the map size when generating a random planet.
* Probe teams are now "unflagged", meaning you cannot easily tell who
controls the team.
* Atrocities have been rebalanced to avoid abuse: (a) 12+ atrocities
(depends on difficulty level) will cause all factions to declare vendetta
(b) Nerve stapling becomes increasingly ineffective at particular bases the
more you use it.
* The Hive now has the "Immunity, EFFIC" ability; Hive never receives
negative EFFICIENCY penalties.
* Password security for multiplayer games.
* Hardware 3D positional and EAX support added - Note: this can be
disabled in alpha centauri.ini by entering ds3d=0 or eax=0. This also
provides overall better performance and memory usage.
ENHANCEMENTS
* You can now set waypoints for patrols using the spacebar. Press "p"
key as usual to start patrol, then click-and-drag mouse to first waypoint;
while still holding mouse button, press SPACE to set waypoint; you can then
drag line to next point, etc. When you reach final destination, release
mouse button.
* Datalinks now show cost/preq of Abilities and Terraforming
* Combat report text is now larger in 1024x768 resolution
* "People" icons are now smaller for cursor in base screen "drag and
drop"
* Design Workshop: dark blue letters on dark background are now more
legible
* You can no longer name/rename landmarks near other people's
territory.
* Pact Brothers no longer offer map in tech trade (already gives map
for free)
* The world map now updates as new areas are explored, as opposed to
waiting until the end of a turn.
* Up to a 40% speed increase in TCP/IP performance.
* Improved Caviar unit display performance.
* Autoexploring AI with natives improved.
* You can now automatically build roads to any square.
* voice over data link now louder on receiving end.
FIXES
* Map now correctly displays solar/mine/etc details at "standard zoom
out" level.
* Air Units are no longer influenced by travel rate of fungus and so
forth.
* Dragging air unit move: distance is now shown correctly
* F4 screen "turns to go" now accounts for prototype cost
* Clicking "end of turn" when a unit is active (but has already moved)
no longer says, "all units have moved".
* New unit changes are now correctly displayed when you go to Change
Unit, then from there to unit design (where you Obsolete/Design/whatever)
and then come back the change menu again.
* When "continue with current/change to new/add to beginning of queue"
warning is displayed after changing build command and if you pick "add to
queue" it now adds the selected unit correctly (instead of always adding a
Colony Pod).
* Typo corrected when you hit the "Reset" button in Social Engineering
* Squelch mode now prevents commlink requests as well as chats.
* The host being killed in MP no longer prevents the remaining players
from continuing.
* Economic victory now functions correctly in MP.
* Submitted AI factions no longer send probe teams against their
captor.
* Entering Social Engineering on first turn no longer strands the
player.
* Units magically teleporting to the north pole.
* AI doesn't offer a human controlled faction's comm frequency to
other human players in MP.
* "15 secs to end of turn" doesn't print numerous times in MP.
* The energy readout in the info window isn't double it's actual value
in some instances.
* On Citizen and Specialist Level you now get free minerals when
starting a new base.
* Time bonuses now charged to the correct player.
* Hitting the END key in the Production Picker now adjusts the scroll
bar.
* Save MP games now preserves the Simultaneous Moves option.
* The datalinks now displays the proper amount of nutrients produced
by kelp farms.
* Formers in Multiplayer can no longer be used to produce terrain
enhancements in one turn.
* Upgrading a unit under certain circumstances no longer creates free
prototypes.
* Attacking a mindworm on a Unity pod now explores that pod.
* F4 screen's "turns to go" now accounts for prototype cost.
* Drop-pod messages no longer broadcast to all players in MP.
SINGLE PLAYER
IMPROVING PERFORMANCE
If you are experiencing performance problems, try some of the following
tips:
* Included in the Alternative Art folder on the CD-ROM is a Low Res Caviar
folder. Copy the contents of this folder to the directory you installed the
game to. The default is c:\program files\firaxis games\sid meier's alpha
centauri. These files reduce the detail in the units, but can improve
performance.
* Reduce your resolution to 800 x 600, rather than 1024 x 768. This can
greatly improve all game performance.
* Disable the sound using the Audio/Visual Preferences menu.
* Disable map animations, sliding windows, and sliding scrollbars.
* Enable the following preferences: Move Friendly Pieces Quickly, Fast
Battle Resolution, Move Units with orders quickly, Don't Center On Units
With Orders
* Increase the amount of free hard drive space on the C: drive.
* Increase the amount of RAM in your system.
NEW FEATURES
* Right click on a Pact Brother from commlink menu to end a pact.
LAPTOP INSTALL
This install size copies the very minimum files to the hard that are
required by the game to operate. It also alters the default game preferences
to improve over performance.
COMPLETE INSTALL
This install copies the entire contents of the CD-Rom to the hard drive. It
requires 360 megabytes of hard drive space.
GAMMA CORRECTION / "IF THE GRAPHICS SEEM TOO DARK"
We've added a Gamma Correction feature to allow the customer to adjust the
brightness of the palette without adjusting their monitor. It is accessible
from any of the preference menus. The default value is 1.0.
WINDOWS NT
Almost all features of SMAC should work under Windows NT 4.0. You'll need to
obtain NT Service Pack 3 or higher from Microsoft and install it, which
includes DirectX 3 or higher support. Note: Sound support under NT currently
requires us to use emulated drivers; this can in some cases produce poor
sound results, including static and sound breaking up.
CPU OVERCLOCKING
If you experience random crashes and you are overclocking your CPU
(especially with AMD K-5 and K-6 processors), try returning your CPU speed
to it's original setting.
MOVIE PERFORMANCE
If your computer has problems playing some of the in-game movies, verify
that you are not using any 16-bit real mode drivers for the CD-ROM drive.
You can check this by opening the Control Panel and choosing the System
settings. Under the Performance tab, there is a line for File System. This
should read 32-bit. If it has anything else in that line, contact the
manufacturer of your CD-ROM drive for updated Windows 95/98 drivers. If you
still experience problems playing movies, try adding 'DirectDraw=0' to the
Alpha Centauri.ini file in the install directory.
ADDITIONAL TWEAKS
Once the game is installed, a file is created called "Alpha Centauri.ini".
This file contains various settings and preferences for the game, but can
also be edited by the user. The following commands will allow you some
control over the look of various parts of the game.
WindowsFileBox=1
Settings this to 1 allows you to use the traditional Win95/98 file
navigation dialog.
MainFontSize=16
You can increase or decrease the size of the font used throughout the game.
DirectDraw=0
Settings this to 0 disables DirectDraw. This disables the automatic window
resolution resizing during program launch.
Video Mode=800 or Video Mode=1024
This forces the screen resolution to either of these two sizes.
8BitMovieSound=1
This forces the sound quality to 8-bit from the original 16-bit. If your
sound card has DirectX compatibility issues, this may improve movie
performance.
ForceOldVoxelAlgorithm=1
If the game crashes intermittently, try adding this line.
TROUBLESHOOTING - If your computer has problems playing the game (crashes,
returning to desktop, etc.), please try the following:
1. Reinstall DirectX 6.1. This can be found on the CD in the \DIRECTX
folder.
2. Rename the SOUND.DLL to SOUND.DL_. While disabling the sound, it may
correct your original problem.
3. If you receive the message "CPU Not Supported", and you have a non-Intel
processor such as an AMD K-5, try to run the game anyway. Many AMD
processors show up as a 486 in verification tests, but if your machine is
'Pentium Compatible', it shouldn't be a problem.
4. Increase amount of free hard drive space on the C: drive, especially if
you have 16 or 32 megs of memory. Defragmenting this drive will also often
increase the amount of space available for Windows to use as Virtual Memory.
Also keep in mind that larger maps require more memory. Try a smaller map.
5. Let Windows handle your swap file size. This can be adjusted by running
the System Control Panel, selecting the Performance menu tab, then the
Virtual Memory button, and selecting "Let Windows manage my virtual memory
settings".
6. Update the Windows 95/98 drivers for your Video card, Sound card, and
Monitor.
7. When running the game you return directly to the desktop, you may not
have your monitor setup correctly. Try to manually set your desktop to one
of the resolutions the game supports (1024x768x8bit (256 colors) or
800x600x8bit). If you cannot manually set the resolution, you will need to
contact your computer's manufacturer for details on how to do so.
8. If you are using an TNT2 based video card (Hercules TNT2, Diamond Viper
v770, etc.) try setting your hardware acceleration to 0 in the system
control panel.
9. If the game's volume has changed since installing Alien Crossfire, try
setting those values in the audio/visual preferences.
10. Some Plextor CD-Rom drives have been reported to cause movies to stutter
when played off the CD. Contact Plextor for a BIOS upgrade which solves this
problem.
11. If you're experiencing crashes in the sound.dll, perhaps your sound card
is having difficulty supporting the Alien Crossfire's 3D Audio. Try setting
the EAX and DS3D entries in the 'alpha centauri.ini' file to 0.
12. Any 'Unable to allocate draw-buffer' errors most likely relate to
DirectX not being installed. Try reinstalling DirectX 6.1 from the \DIRECTX
folder on the Alien Crossfire CD.
MULTIPLAYER
NOTE: Encrypted MP saved game files from Alpha Centauri won't work with
Alien Crossfire.
New Features:
* Change symbol next to faction name in 'commlink' menu to 'null' (zero with
a slash through it) by clicking on it to ignore all messages from a player.
NON-SIMULTANEOUS MULTIPLAYER:
A feature we added is non-simultaneous movement in multiplayer games.
Benefits of this mode include significantly less packet transmission (to
improve performance), the ability to execute diplomacy without your turn
clock running out, and the luxury to fine tune your bases while other
players complete their moves. Disable the Simultaneous Move option on the
Multiplayer Setup screen to use this feature. The game plays essentially
the same as the simultaneous move game, except when other players are making
their moves, you maintain control. Except for actually moving units, you can
access any base, any report screen, initiate or participate in diplomacy,
and many other actions.
RESTARTING MULTIPLAYER SAVES:
Alpha Centauri and Alien Crossfire both support the saving of multiplayer
games in order to play later. Have the host of the game save as in a solo
game. In order to restart, have that player host the game. On the main
Multiplayer Setup screen, under Type of Game, select load. Load that save,
have the other players select their factions and begin play.
VOICE OVER DATA TROUBLESHOOTING:
One of the features of Alpha Centauri is the ability to use a microphone
connected to your sound card for real-time voice communication during
multiplay games. Below are some troubleshooting techniques you may try if
you're experiencing difficulty using this feature.
VOICE LINK TIPS:
1. Before attempting to use the voice link feature in Alpha Centauri we
recommend testing the recording functionality of your sound card with the
Sound Recorder the comes with Win '98 / '95. If you can get that working
then the voice link will most likely work.
2. Keep in mind this feature is designed to work using as little bandwidth
as possible so quality will be marginal. However you should be able to
understand the person who is talking. If not, try experimenting with
microphone volume , mic placement, and speech volume. It may not be pretty
but it sure beats typing messages.
3. If you're unfamiliar with the Windows record settings here is how to
access them: First open up the "advanced mixer" by double clicking on the
volume control icon located on the Windows task bar (looks like a speaker).
If this icon is not present you need to enable it by opening the control
panel, multimedia properties and checking the "show volume control on
taskbar" checkbox. By having the volume control on the taskbar you can
adjust the settings while you're in the game.
Once the "advanced volume control" is showing - it looks like a mixer with a
number of sliders - look for a microphone slider. If you don't see it pull
down the options menu, look for a microphone check box and check it and hit
ok. This will add a microphone slider to your playback volume control. Make
sure that slider is muted, this will prevent feedback. Now pull down the
options menu and select recording and hit OK. From there you can adjust your
volume. Once again if you don't see the microphone slider for the record
volume control pull down the options and check the microphone check box.
4. Many sound cards come with a mic boost feature. While in the record mixer
pull down the menu and select "Advanced." Look at the mic slider. If
there's an "Advanced" button, hit it and look for a mic boost check box.
Experiment with it to get the best sound.
5. Use the voice link like a walkie-talkie. Press down and hold the '\' key,
talk and when finished let it up. Only talk in turns because the system is
half-duplex (It can't transmit and receive at the same time). Avoid using
it during the upkeep phase in multiplayer since during that time it's
possible to let up on the key and not stop the recording. You know it's
working when the games sounds stop. If the games sounds don't return after
letting up (during upkeep) then wait till upkeep is finished and press and
let up on the key again - the sound should return.
KNOWN PROBLEMS:
1. During the upkeep phase in multiplayer recording may get stuck causing
game sounds to stop. just press the '\' key till the sound returns.
2. General poor sound quality of voice over data.
3. We decided to leave game sounds on during voice link reception and
incoming messages can sometimes get garbled with voice stuff in the game.
TROUBLESHOOTING:
1. Some users may experience problems when playing Alpha Centauri using
America Online (AOL) as their connection to the internet. Please consult the
web page (www.firaxis.com) for updated information concerning this issue.
2. Modem TCP/IP games with more than 2 players may degrade game performance
on some networks. We will keep updated information on TCP/IP game
performance on our web page.
SCENARIOS:
There are a number of pre-generated scenarios provided with the game in the
'\scenarios' directory.
*The first three, labeled "1Explore", "2Build", and "3Conquer", are
tutorials designed to get beginners up and running with the game. *The
"Faction v Faction" folder contains three scenarios pitting a faction
against its archenemy; these may be played as single-player or multiplayer
scenarios.
*The three folders beginning with "MP..." are designed as balanced
multiplayer scenarios with defined goals and short time limits. Try them out
for a shorter, sharp, fun multiplayer experience!
*The last scenario, "SP--7 PlayerA" puts the factions arrayed around a
central continent in a struggle for territory.
Enjoy,
The Firaxis Games Team
ACKNOWLEDGEMENTS
I had a conversation some months back with Jason Coleman, Firaxis' Senior
Programmer, where he talked about the overwhelming importance of an entire
team's contribution to a game. At the time I agreed with him, but I only
fully realized what he meant once we were deep into Alien Crossfire. I had
an amazing experience working with everyone on this project, and it also
brought home how fortunate we are to have the kind of collaborative,
friendly, and open team environment here at Firaxis.
The lead programmer and lynchpin of the whole Crossfire effort, Chris Pine,
was the newest addition to the Firaxis programming team. Chris was full of
exceptional talent and promise, but there was some question as to whether we
had overextended ourselves (and him) by throwing him headlong into Brian's
code with little guidance and with his only professional experience
consisting of Alpha Centauri's report screens. Chris's schedule required him
to complete tasks at twice the estimated rate in order to have a prayer of
making our September ship date. The first month I watched, amazed, as he not
only met his goals, but exceeded them, allowing us to commit a team to the
expansion with full confidence of success.
Throughout this process, Greg Foertsch and Jerome Atherholt anchored the art
for all the additions: portraits, bases, icons, and all the other stuff
needed to fit the expansion into the game. Over time, Greg's exceptional
leadership and vision made him the natural choice as Art Lead on Alien
Crossfire. In addition to his organizational duties and oversight of all
things art, Greg lovingly crafted the new bases in the game. Greg also came
up with a ton of great game ideas during the design phase, many of which
were adopted wholesale for the final version. His partner in crime, Jerome
Atherholt, conceived and designed all the faction leader portraits, with the
same high quality and attention to detail he used on the original SMAC 7.
Jerome also found time from his new duties as Firaxis Art Manager to handle
many of the cool new map icons, including the Unity wreckage, the Spore
Launchers, and the Battle Ogres. He showed astounding patience in the face
of several 'group feedback sessions' on his initial designs, and the final
portraits are a testament to his exceptional painting skills.
Much of Alien Crossfire's detail and play balance came courtesy of Doug
Kaufman, a recent Firaxis hire but a 16-year game industry veteran. His
sagacious advice, support, and encyclopedic knowledge of all things
game-related proved invaluable, and Crossfire is a much richer product as a
result. Doug was part of the original team on Alpha Centauri, as well as Sid
Meier's Civilization II, Sid Meier's Colonization, and far too many other
games to list here. Doug was instrumental in keeping the vision of Crossfire
focused. Not only did he offer outstanding ideas, but he always had the
wisdom to ask "What are we trying to accomplish with this feature?" And when
I would wander into his office and say something like "Uh...do you mind
rewriting all of script.txt to reflect an alien viewpoint," he was up for
the challenge. When those thankless writing chores were done, he also
hammered out the manual in record time.
Several other Firaxians made their mark felt on Crossfire by lending their
art skills in between other projects. Rising art star Brent Alleyne came up
with the great alien character design, and then implemented it in 3D. He
also worked out quite a few of the animations and other necessary art, and
has been one of the fastest learners I've worked with. Rarely has a new hire
fit so well into an existing team as Brent. Mike Bazzell, animator of the
units in the original Alpha Centauri, graciously lent many of his evenings
and weekends to the new unit components. And when Brent's final alien design
was just too darn cool to keep the human 'look and feel' of the original
units, Mike uncomplainingly went about redesigning most of the old chassis
and modules. And last, but certainly not least, Steven Chao upheld the
glorious Firaxis intern tradition of producing outstanding work over the
summer, and was rewarded with a permanent staff position. Steve undertook
all the new icons in the game, handled many interface chores, and designed
the alien scout ships seen in the opening.
Jeff Morris, our office champion of just about every game he tries, designed
and programmed the faction editor. After mastering the intricacies of the
JACKAL library, Jeff also co-ordinated our testing effort with the skill and
experience of his five years in the game industry. As if those tasks weren't
enough, he also handled quite a bit of miscellaneous programming, including
the install and autorun, managed all disc duplication and distribution, and
kept our internal network running. He also kept track of our beta test team,
who provided some of the most valuable feedback of the whole process.
On the multimedia front, Producer Michael Ely, longtime friend and sounding
board, once again directed all the new movies and voiceovers in the game
with his cinematic eye and ear. Mike is an outstanding example of an
industry renaissance man, providing not only the movies, but also backstory,
blurbs, plot advice, and suggestions for avoiding cliché. He also penned the
new chapters in the web story seen at www.aliencrossfire.com. Somehow he
wedged all this in between his leadership duties on Sid Meier's Antietam and
the new, top-secret Sid project.
Dave Evans, the best all-around sound man in the industry, designed and
programmed all the sounds you hear in Crossfire, along with the ambient
music, movie effects, game sounds, and voice processing. Dave squeezed all
this in on a very tight schedule, even taking time to tutor me in the finer
points of field recording prior to a couple of Moxy Fròvous shows. Also
handling music chores for the movies was Jeff Briggs, our ever-versatile
CEO, President, and composer.
Last but not least on the development side were a pair of lifesavers: Brian
Reynolds and Senior Programmer Jason Coleman. Brian, of course, created the
original Alpha Centauri world and consented to let us play with it for a
while. Then, when time was at a premium, he stopped work on his OTHER
project to add in all the new missiles, the alien victory condition, and
some spruced-up AI. Jason helped out on several multiplayer and
library-related issues, also taking time away from his other projects. Many
thanks to both for their time and effort!
On the Electronic Arts side, we had outstanding support from the marketing,
production, and QA departments. Producer Hunter Smith kept us on the
semblance of a schedule, while Jonathan Harris and Chris Plummer whipped a
marketing program into shape. These three individuals possess an exceptional
grasp of games and the marketplace, and we were very lucky to be able to
work with them. Translations were headed up by two veterans from Alpha
Centauri, Christina Vollmer and Jean-Luc Chabrier. This pair stands head and
shoulders above all other translation teams I've ever worked with, for their
professionalism, commitment to quality, and technical aptitude. David
McCormick did an excellent job as QA Lead, ferreting out quite a few bugs
that were in the original product. He made the often arduous process of
playtesting from 3000 miles away go as smoothly as I could have imagined.
And of course we owe a huge debt to Bing Gordon, EA co-founder, Firaxis
booster, and Alpha Centauri fan, for his suggestions and support throughout
the entire design process.
Several other people at Firaxis supported or contributed directly to this
expansion, including Susan Meier, Master of Miscellaneous, Lindsay Riehl,
Director of Marketing and PR, Jennifer Bass, Director of Finance, Dan
Magaha, Webmaster, and Stephen Lee, web intern. And of course, to Sid Meier,
for teaching all of us how to make these god games in the first place!
In short, Alien Crossfire is a proud reflection of each team member's unique
talents and perspectives. Thanks to all of them for their time, creativity,
and good-natured personalities. By now this is a cliché for the gaming
industry, but I sincerely hope you have as much fun playing the game as we
had making it!
Tim Train
Hunt Valley, MD
August 25, 1999

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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Sid Meier's ALPHA CENTAURI
;
; Nachschlagedatei für Videos
;
; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
#PROJECTS
humanGenome, 0
commandNexus, 1
weatherParadigm, 2
merchantExchange, 3
empathGuild, 4
citizensDefense, 5
virtualWorld, 6
planetaryTransit, 7
xenoempathyDome, 8
neuralAmplifier, 9
maritimeControl, 10
planetaryDatalinks, 11
superCollider, 12
asceticVirtues, 13
longevityVaccine, 14
hunterSeeker, 15
pholusMutagen, 16
cyborgFactory, 17
theoryOfEverything, 18
dreamTwister, 19
universalTranslator, 20
networkBackbone, 21
nanofactory, 22
livingRefinery, 23
cloningVats, 24
SelfAwareColony, 25
clinical_Immortality, 26
spaceElevator, 27
singularityInductor, 28
bulkMatter, 29
telepathicMatrix, 30
voiceOfPlanet, 31
transcend, 32
smacxmanifold, 33
smacxnethack, 34
smacxcloudbase, 35
smacxgrid, 36
theyTranscend, 37
#HUMANGENOME
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
180, 140, 280, 200,
10, 4000,
^^[Das Human-Genom-Projekt]
^
^
^^Ein zusätzliches $LINK<Talent=37> auf jeder Basis.
#COMMANDNEXUS
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Das Kommandozentrum]
^
^
^^Zählt als $LINK<Kommandozentrum=100027> auf jeder Ihrer Basen.
#WEATHERPARADIGM
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
180, 140, 280, 200,
10, 7000,
^^[Das Wetterparadigma]
^
^Erhöht die $LINK<Terraforming=90008>-Geschwindigkeit um 50% für alle
Aufgaben außer für $LINK<Fungus entfernen=90010>. Ihre Former dürfen
$LINK<Kondensatoren=90012> und $LINK<Bohrlöcher=90014> erstellen und
können $LINK<Berge aufbauen=90016>/$LINK<einebnen=90017>, selbst wenn
Sie die entsprechenden Technologien noch nicht entdeckt haben.
#MERCHANTEXCHANGE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Die Handelsbörse]
^
^
^^$LINK<+1 Energie=43>-Einheit für jedes Feld auf dieser Basis.
#EMPATHGUILD
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Die Gilde der Empathen]
^
^Gestattet es Ihnen, jeden Anführer zu kontaktieren, und bringt Ihnen
in jeder Gruppe einen Spion. Sie erhalten +50% Stimmen in Wahlen
zum $LINK<Planeten-Gouverneur=28> und $LINK<Oberbefehlshaber=10005>.
#CITIZENSDEFENSE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Die Bürgerwehr]
^
^
^^Zählt auf jeder Basis als $LINK<Abwehrzone=100004>.
#VIRTUALWORLD
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Die virtuelle Welt]
^
^Neben ihrer normalen Wirkung zählen die $LINK<Netzwerkknoten=100008> auf
jeder Ihrer Basen als $LINK<Holo-Theater=100011>: sie reduzieren die
Anzahl der $LINK<Drohnen=36> um zwei und steigern
$LINK<PSYCHO=38> der Basis um 50%.
#PLANETARYTRANSIT
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[Das Planeten-Verkehrssystem]
^
^Alle neue Basen, die Sie gründen, fangen mit einer Bevölkerung von 3 an.
Eine $LINK<Drohne=36> weniger auf allen Basen mit einer Bevölkerung
von 3 und weniger.
#XENOEMPATHYDOME
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Die Xenoempathie-Dom]
^
^Alle $LINK<Xenofungus=14>-Felder werden wie $LINK<Straßen=90005> behandelt,
und die Rate, in der Ihre $LINK<Former=30001> $LINK<Fungus anpflanzen=90011>
und/oder $LINK<entfernen=90010> können, verdoppelt sich. Alle von Ihnen
gezüchteten außerirdischen Lebensformen erhalten einen
$LINK<Lebenszyklus=11>-Bonus von +1.
#NEURALAMPLIFIER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Der Neural-Verstärker]
^
^
^^+50% zur $LINK<PSI-Abwehr=15>.
#MARITIMECONTROL
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[Das Meeres-Kontrollzentrum]
^
^Steigert die Bewegungsrate aller nicht-einheimischen Marine-Einheiten
um zwei und zählt auf jeder Ihrer Basen als $LINK<Schiffswerft=100028>.
#PLANETARYDATALINKS
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Die Planeten-Datenübertragung]
^
^Sie entdecken automatisch jede $LINK<Technologie=140062>, die von drei
beliebigen anderen $LINK<Gruppierungen=150001> entdeckt wurde.
#SUPERCOLLIDER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Das Synchrotron]
^
^
^^Die Zahl der $LINK<Forschungsergebnisse=45> auf dieser Basis wird verdoppelt.
#ASCETICVIRTUES
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[Die asketischen Tugenden]
^
^Steigert das Bevölkerungslimit auf Ihren Basen um zwei und erhöht die
Toleranz Ihrer Gesellschaft gegenüber dem Einsatz von Polizei- und
Militäreinheiten ($LINK<+1 POLIZEI=130005>).
#LONGEVITYVACCINE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 7000,
^^[Das Langlebigkeits-Serum]
^
^Zwei $LINK<Drohnen=36> weniger auf jeder Basis, wenn Ihre
$LINK<Gesellschaft=120005> eine $LINK<Planwirtschaft=120008> hat.
Eine Drohne weniger auf jeder Basis, wenn Sie eine $LINK<einfache=120006>
oder eine $LINK<grüne=120009> Wirtschaftsform haben.
$LINK<WIRTSCHAFT=44> auf dieser Basis für die
$LINK<freie Marktwirtschaft=120007> um 50% gesteigert.
#HUNTERSEEKER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Der Jagdalgorithmus]
^
^Macht Ihre Einheiten und Basen vollkommen immun gegen jegliche
Angriffe seitens Sondierteams, es sein denn, ein solches Team hat
die Spezialfähigkeit Algorithmische Verbesserung.
#PHOLUSMUTAGEN
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Das Pholus-Mutagen]
^
^Reduziert die Wirkung der Industrie auf die Umwelt des Planeten auf allen
Ihren Basen. Zusätzlich verleiht der $LINK<Fungus=14> allen Ihren Einheiten
dieselben Kampfvorteile, die normalerweise außerirdischen Lebensformen
vorbehalten sind. Alle von Ihnen gezüchteten Lebensformen erhalten einen
$LINK<+1 Lebenszyklus=11>-Bonus.
#CYBORGFACTORY
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
180, 140, 280, 200,
10, 4000,
^^[Die Cyborg-Fabrik]
^
^^Zählt auf jeder Basis als $LINK<Bio-Optimierungszentrum=100030>.
#THEORYOFEVERYTHING
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Die Universaltheorie]
^
^
^^Doppelt so viele $LINK<LABORS=45> auf dieser Basis.
#DREAMTWISTER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Der Traum-Manipulator]
^
^
^^+50% bei einem $LINK<PSI-Angriff=15>.
#UNIVERSALTRANSLATOR
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[Der Übersetzungscomputer]
^
^Bei Fertigstellung zwei kostenlose $LINK<technische Fortschritte=140062>.
$LINK<Außerirdische Artefakte=30007> in beliebiger Anzahl können auf dieser
Basis umgetauscht werden.
#NETWORKBACKBONE
Arial, 0, 10,
56, 64, 1, 1,
Arial, 1, 14,
56, 64, 1, 1,
Arial, 1, 14,
56, 64, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Das Rückgrat des Netzwerks]
^
^$LINK<+1 Forschungseinheit=45> auf dieser Basis für jeden
$LINK<Handelsertrag=29>-Punkt, den diese Basis erhält, und +1 Forschungseinheit
für jeden auf Alpha Centauri befindlichen $LINK<Netzwerkknoten=100008>,
unabhängig davon, ob der Spieler den Netzwerkknoten besitzt oder nicht.
Eliminiert die negativen Auswirkungen der
$LINK<Kybernetischen Gesellschaft=120017>.
#NANOFACTORY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Die Nanofabrik]
^
^Einheiten können schnell und vollständig repariert werden,
selbst wenn sie sich nicht in Basis-Feldern befinden. Die Kosten für
das Nachrüsten von Einheiten werden um 50% reduziert.
#LIVINGREFINERY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Die lebende Raffinerie]
^
^Dezimiert die Anzahl der Mineralien, die gebraucht werden, um Militär-
einheiten zu unterstützen: $LINK<+2 UNTERSTÜTZUNG=130002> in der
Sozialtechnik-Tabelle.
#CLONINGVATS
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Die Klon-Behälter]
^
^Alle Ihre Basen beginnen ein ständiges Bevölkerungswachstum und werden
in jeder Runde weiter wachsen, wenn die $LINK<NAHRUNGS-Produktion=41> ausreicht
und die $LINK<Wohneinrichtungen=100024> angemessen sind. Die Nachteile der
sozialtechnischen Entscheidungen $LINK<Macht=120012> und
$LINK<Gedankenkontrolle=120019> werden eliminiert.
#SElFAWARECOLONY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Die integrierte Kolonie]
^
^Die Energie-Wartungskosten für Einrichtungen werden auf allen Ihren Basen
halbiert. Wenn nach dem gegenwärtigen Gesellschaftsmodell ein Einsatz der
$LINK<Polizei=130005> gestattet ist, besitzen nun alle Ihre Basen zusätzliche
Polizei-Einheiten.
#CLINICAL_IMMORTALITY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4500,
^^[Klinische Unsterblichkeit]
^
^Ein zusätzliches $LINK<Talent=37> für jede Basis. Verdoppelt Ihre Stimmen
bei den Wahlen des $LINK<Planeten-Gouverneurs=28> oder
$LINK<Oberbefehlshabers=10005>.
#SPACEELEVATOR
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Der Raumlift]
^
^Verdoppelt die Produktion der $LINK<WIRTSCHAFT=44> auf dieser
Basis und verdoppelt die $LINK<MINERALIEN=42>-Produktionsrate auf allen
Ihren Basen, wenn Sie orbitale Verbesserungen vornehmen. Ihre mit
$LINK<Abwurfmodulen=80004> ausgestatteten Einheiten dürfen nun überall auf
dem Planeten orbitale Landeunternehmen vornehmen. Alle
$LINK<Aerospace-Komplex=100029>-Beschränkungen in bezug auf orbitale
Verbesserungen werden aufgehoben.
#SINGULARITYINDUCTOR
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Das Singularitätsgerät]
^
^Zählt auf jeder Basis als $LINK<Quanten-Konverter=100021> und reduziert die
$LINK<Auswirkungen=26> der Mineralien-Produktion auf die Umwelt.
#BULKMATTER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Der Massen-Teleporter]
^
^
^^$LINK<+2 MINERALIEN=42> pro Basis.
#TELEPATHICMATRIX
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[Die Telepathie-Matrix]
^
^$LINK<Drohnen=36> werden auf Ihrer Basis nie $LINK<Aufstände=9> organisieren.
Alle Ihrer $LINK<Sondierteams=30006> erhalten einen $LINK<+2 Moral=11>-Faktor.
#VOICEOFPLANET
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
180, 140, 280, 200,
10, 5000,
^^[Die Stimme des Planeten]
^
^Beginnt den Zyklus des $LINK<Aufstieg zur Transzendenz=110071>. Alle Gruppen
können nun den Aufstieg zur Transzendenz beginnen. Alle von Ihnen gezüchteten
außerirdischen Lebensformen erhalten einen $LINK<+1 Lebenszyklus=11>-Bonus.
#SMACXGRID
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Das Planeten-Energieraster]
^
^
^^Kostenloses $LINK<Energielager=100007> in jeder Basis. Die
^^$LINK<Stapelenergie=100069> bringt einen um 25% erhöhten Umsatz.
#SMACXNETHACK
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[Der Netzhacker-Terminus]
^
^
^^Bonus von +1 für den $LINK<Moral-=11>Wert aller existierenden Sondierteams.
^^Reduzierung der Kosten für Sondierteamaktionen um 25%.
^^Alle Sondierteams mit einem Fusionsreaktor oder besser, haben eine entsprechende
^^algorithmische Verbesserung.
#SMACXManifold
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[Die Manifold-Harmonie]
^
^
^^Erhöht die auf Monolithen- und Fungusfeldern gewonnenen Ressourcen
^^je nach Gesamt-Einstufung für PLANET wie folgt:
^
^^0 Planet: +1 Energieeinheit
^^+1 Planet: +1 Nahrungseinheit, +1 Energieeinheit
^^+2 Planet: +1 Nahrungseinheit, +1 Energieeinheit, +1 Mineralieneinheit
^^+3 Planet: +1 Nahrungseinheit, +2 Energieeinheit, +1 Mineralieneinheit
#SMACXCLOUDBASE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[Die Wolken-Akademie]
^
^
^^Kostenloser Aerospace-Komplex in jeder Basis.
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;
; Sid Meiers ALPHA CENTAURI
;
; Alpha Centauri Base Names
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
#INVERTLIST
6
Garden
Gaias
The
Morgan
Lab
U.N.
#GENERIC
Alpha Sector
Arxa Sector
Baix Sector
Beta Sector
Chi Sector
Czechn Sector
Delta Sector
Deew Sector
Epsilon Sector
Eta Sector
Eth Sector
Fein Sector
Fint Sector
Gamma Sector
Gine Sector
Har Sector
Hixe Sector
Iota Sector
Inxu Sector
Jinn Sector
Jeuw Sector
Kappa Sector
Kerr Sector
Lambda Sector
Larx Sector
Mu Sector
Meur Sector
Nu Sector
Nil Sector
Omega Sector
Omicron Sector
Phi Sector
Pi Sector
Psi Sector
Qad Sector
Quin Sector
Rho Sector
Rixt Sector
Sigma Sector
Sine Sector
Tau Sector
Theta Sector
Upsilon Sector
Ura Sector
Vait Sector
Vuq Sector
Wenx Sector
Wark Sector
Xarn Sector
Xi Sector
Yan Sector
Yen Sector
Yin Sector
Yon Sector
Yun Sector
Zint Sector
Zeta Sector
Antre Sector
Ayun Sector
Belax Sector
Bygre Sector
Cüy Sector
Clix Sector
Dray Sector
Dolae Sector
Est Sector
Enta Sector
Fal Sector
Frus Sector
Grün Sector
Gajen Sector
Hoth Sector
Heyst Sector
Ibn Sector
Imal Sector
Jah Sector
Jellux Sector
Küt Sector
Knät Sector
Litre Sector
Lum Sector
Murx Sector
Melet Sector
Nugh Sector
Ninev Sector
Ogren Sector
Onesci Sector
Pürget Sector
Penra Sector
Quert Sector
Qwäst Sector
Rigmu Sector
Rogat Sector
Säha Sector
Shamt Sector
Trex Sector
Tilte Sector
Ustbüs Sector
Veldt Sector
Volem Sector
Yigem Sector
Yüva Sector
Zäay Sector
Zetro Sector
Arlia Sector
Agnon Sector
Bugelx Sector
Bruv Sector
Cunni Sector
Cälet Sector
Diax Sector
Duap Sector
Elgo Sector
Eld Sector
Firt Sector
Fwirl Sector
Gyro Sector
Ghast Sector
Helle Sector
Hjor Sector
Ipno Sector
Ixab Sector
Jalah Sector
Jurx Sector
Kilt Sector
Kulee Sector
Luress Sector
Litro Sector
Meaj Sector
Mojab Sector
Nyl Sector
Nïnt Sector
Ottay Sector
Ort Sector
Pan Sector
Proy Sector
Quaq Sector
Q Sector
Rast Sector
Rhayt Sector
Sizz Sector
Sahl Sector
Tirn Sector
Thau Sector
Ute Sector
Uthnay Sector
Valt Sector
Vlab Sector
Wod Sector
Weuel Sector
Wixe Sector
Whayl Sector
Xel Sector
Xaph Sector
Yuko Sector
Yey Sector
Zela Sector
Zooe Sector
#END
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: The Lords Believers
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#BELIEVE
The Lords Believers, The Fundamentalist, Believers, M, 2, Miriam, F, 1, 1, 0, 0, 1,
TECH, Psych, SOCIAL, --RESEARCH, SOCIAL, +PROBE, SOCIAL, ++SUPPORT, SOCIAL, -PLANET, FANATIC, 0
Politics, Fundamentalist, PROBE
Values, Knowledge, nil
Believing, Belv.,
Jessica, Westcott, Jessicas Faith
Sister, pious, fanatic, devout, bible thumping,
Religious Freak
embrace the truth of the Lords Scripture
to embrace the truth of the good Lords Scripture
imposing her extremist moral code on everyone else
imposing your extremist moral code on everyone else
shove your religious extremism down my throat
pounding her cherished bible
pounding your cherished bible
bible thumping extremism
bible thumping extremism, M1
life of worship, M1
bizarre religious practices, M2
tithe, M1
upholding standards of decency and morality
my Angels of Justice
Conclave Oral Law
#BASES
New Jerusalem
Great Conclave
Great Zion
Far Jericho
Redemption Base
Children of God
Noahs Rainbow
The Voice of God
Judgement Seat
Valley of the Faithful
Blessed Redeemer
The Glory of God
New Eden
Terrible Swift Sword
Time of Salvation
Eternal Reward
The Lords Mercy
Righteous Sentence
Throne of God
The Rapture
The Lords Wrath
The Lords Grace
The Hand of God
The Coming of the Lord
Sanctity Base
The Lords Chosen
Hallowed Ground
The Lords Gift
Divinity Base
The Word of God
Revelation Base
The Holy Fire
The Lords Truth
Blessed Saviour
From On High
Godwinsons Hope
House of Martyrs
#END
#WATERBASES
He Walked on Water
Loaves and Fishes
Belly of the Whale
Fisher of Men
Port Grace
Water to Wine
Consecrated Waters
#END
#BLURB
The righteous need not cower before the drumbeat of human progress.
Though the song of yesterday fades into the challenge of tomorrow,
God still watches and judges us. Evil lurks in the datalinks as it
lurked in the streets of yesteryear. But it was never the streets
that were evil.
^
^ —Sister Miriam Godwinson,
^ “The Blessed Struggle”
#DATALINKS1
^LEADER: {Sister Miriam Godwinson}
^BACKGROUND: {Christian States of America, Unity Psych Chaplain}
^AGENDA: {Life of Religious Worship}
^TECH: {Social Psych}
^
#DATALINKS2
^+25% Bonus when attacking enemies, from strength of convictions.
^+1 PROBE: {Devout believers difficult to brainwash}
^+2 SUPPORT: {Citizens eager to defend faith}
^-2 RESEARCH: {Suspicious of secular science}
^-1 PLANET: {Believe Planet is their promised land}
^Accumulates {no} research points until MY 2110.
^{May not use Knowledge value in Social Engineering.}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“$NAME1, it is the Lords Will that we end this immoral conflict.
Pledge Blood Truce with me and I shall pray for your
souls redemption.”
“As you wish. Truce pledged.”
“Ill see you in hell first, $NAME3.”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“I have been praying for you lately, $TITLE0 $NAME1. The Lord
wishes us to live side by side as brothers and sisters; we must
sign a Treaty of Friendship and worship together in peace.”
“Amen, $NAME3. Lasting peace is a great gift indeed.”
“No. Your fanaticism makes me shiver, $NAME3.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“$NAME1, it is the Lords Will that we end this immoral conflict.
Pledge Blood Truce with me and I shall pray for your alien
souls redemption.”
“All living things: soul. Truce: agreed.”
“$NAME3: not understand concept: alien. Defiance: your Lord. Answer: no.”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“I have been praying for you lately, $TITLE0 $NAME1. The Lord
wishes us to live side by side as brothers and sisters; we must
sign a Treaty of Friendship and worship together in peace.”
“Greater power: brings peace. Treaty: agreement.”
“Progenitor: not bow: your Lords will. Rejection.”
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;
; Sid Meiers ALPHA CENTAURI
;
; BASIC CONCEPTS HELP
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI explains various game concepts with this file
; Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#TITLES
Rainfall
Rockiness
Altitude
Pact of Brotherhood
Treaty of Friendship
Blood Truce
Vendetta
Integrity
Atrocities
Drone Riots
Golden Age
Morale
Monoliths
Artifacts
Fungus/Xenofungus
Psi Combat
Waypoints
Patrol
Explore (Governor)
Discover (Governor)
Build (Governor)
Conquer (Governor)
Damage and Repair
Prototypes
Unit Cost (Basic)
Inefficiency (Basic)
Ecology (Basic)
Planetary Council
Planetary Governor
Commerce (Basic)
Victory and Defeat
Territory/Borders
Might
Disengage
Zone of Control
Bombardment
Drones
Talents
Psych
Landmarks, Volcanos, etc.
Council Proposals
Nutrients
Minerals
Energy
Economy
Labs
Energy Reserves
#ADVTITLES
Unit Cost (Advanced)
Inefficiency (Advanced)
Ecology (Advanced)
Commerce (Advanced)
Scoring
Victory (Diplomatic)
Victory (Conquest)
Victory (Transcendence)
Victory (Economic)
Victory (Scenario)
Retirement
Might Formula
Drones (Advanced)
Bureaucracy
#CONCEPT0
The {Rainfall} level of a region determines the amount of $LINK<Nutrients=41> which
can be produced. A region can be arid, moderate or rainy, producing 0, 1, or 2
nutrients respectively. A $LINK<farm=90000> increases the nutrient production by 1.
^
In addition to coastal and tropical regions, the western (upwind) slopes of mountain ranges
tend to be quite rainy, since warm moisture-laden air cools as it rises, and sheds
its moisture as rainfall. You can take advantage of this phenomenon by raising
hills to the east of your important bases. Conversely, areas east, or downwind of
mountain ranges tend to be quite arid.
^
Ocean squares produce 1 nutrient unless you cultivate a $LINK<kelp farm=90020>,
in which case they produce 3.
^
Special {Nutrient Resource} squares produce two extra nutrients, and
$LINK<Monsoon Jungle=39> squares produce a single extra nutrient.
#CONCEPT1
The {Rockiness} of an area determines that regions $LINK<Mineral=42> production potential.
Regions can be flat, rolling, or rocky. {Flat} regions produce no minerals unless
a $LINK<mine=90002> is build there, in which case they can produce one. {Rolling} regions
produce a single mineral, which can be increased to two with a mine. Unimproved {Rocky}
regions also produce 1, but can produce 4 with a mine and road.
^
Rocky areas inhibit movement, costing twice the normal number of moves to enter. They
also provide a modest defensive benefit in combat.
^
Ocean squares produce minerals only if you build a $LINK<mining platform=90022>, in which
case they produce 2.
^
Special {Mineral Resource} squares produce two additional minerals per turn, and
can be increased to three extra with a mine. $LINK<Crater=39> squares also produce one extra
mineral.
#CONCEPT2
The {Altitude} of a region affects the amount of $LINK<Energy=43> which can be collected
there. To collect this energy, you must build a $LINK<Solar Collector=90003>. Areas below
1000m above sea level produce 1 unit of energy. From 1000m to 2000m, areas
produce 2 energy; 2000m-3000m areas produce 3 energy, and areas more than 3000m
above sea level produce 4 energy.
^
Ocean squares do not produce energy unless you build a $LINK<tidal harness=90023>, in which
case they produce 3.
^
Special {Energy Resource} squares produce two additional units of energy per turn. Squares
in the $LINK<Uranium Flats=39> and $LINK<Geothermal Shallows=39> produce one additional unit.
#CONCEPT3
A {Pact of Brotherhood} (or {Pact of Sisterhood}) is the closest form of diplomatic
relationship you can form with another faction. Pact Brothers may enter each others
territory freely, may stack with each others units, and may enter each others
bases (and receive repairs there).
^
Pact Brothers are expected to defend one another from enemy attack. They receive
{double} $LINK<commerce=29> between their bases, and are often willing to share technological
research.
^
A Pact can be terminated at any time (the right-click menu on the {Commlink} menu
is one way to do it), but at the moment of termination all of your units will
automatically be shipped home from your former Pact Brothers territory, and vice
versa.
#CONCEPT4
A {Treaty of Friendship} is intended to secure a permanent and lasting friendship
between two factions. Once you have signed a Treaty, you will receive $LINK<commerce=29>
benefits with your new friends. You may not, without diplomatic repercussions,
enter the territory of a faction you have a Treaty with.
^
A Treaty of Friendship terminates only if one faction attacks another or
refuses a valid demand for withdrawal.
#CONCEPT5
{Blood Truce} marks an end to Vendetta between two factions. It a promise not to
attack one another for a limited period of time. After about 15-20 years, a Blood
Truce will expire and the two factions will continue as Neutrals unless they again
attack one another.
^
Technically, Blood Truce does not restrict you from entering another factions
territory, but other faction leaders may not see things that way.
#CONCEPT6
{Vendetta} is a state of war between two factions. If you have pronounced Vendetta
on a faction (or another faction has pronounced it against you), expect to be
attacked.
#CONCEPT7
{Integrity} measures the current value of your word-of-honor as a faction leader.
If you keep your promises and do not betray your friends, your integrity will remain
high. Attacking factions you have pledged $LINK<Blood Truce=5> or signed
$LINK<Treaties=4> with will
rapidly lower your integrity rating, and other faction leaders will no longer be
eager to make such agreements with you.
^
Note that there is no dishonor in attacking a sworn enemy with whom you have not
pledged Blood Truce; only breaking an agreement can lower your Integrity.
#CONCEPT8
{Atrocities} comprise a set of particularly heinous acts forbidden under the
Unity missions U.N. Charter. Simple Atrocities include use of nerve gas or
genetic warfare, nerve stapling of civilians, and attacks against civilian
populations (e.g. intentional obliteration of a base). Use of quasi-nuclear
devices such as Planet Busters is considered a Major Atrocity.
^
If you commit a Simple Atrocity, the other factions will likely impose
commerce sanctions for ten or more years, depriving you of all trade with your
Treaty and Pact partners. The faction against whom you committed the atrocity
will probably remain your sworn enemy forever.
^
If you commit a Major Atrocity, you will be expelled from the
$LINK<Planetary Council=27> and
all factions will pronounce $LINK<Vendetta=6> against you.
#CONCEPT9
{Drone Riots} occur when the number of $LINK<Drones=36> at a base exceeds the number of
$LINK<Talents=37>. During Riots, citizens will continue to feed themselves, but no production
will take place and no surplus energy will be produced. To end the Drone Riots, you
will have to restore the balance of Drones and Talents.
^
Drone Riots can be prevented (or ended) by one of several methods: (a) building
{psych-related facilities} such as $LINK<Recreation Commons=100006> will reduce the number of
Drones at a base (b) if your social engineering $LINK<POLICE=130005> rating is high enough, you
can place military units in your base to serve as “police” and impose order
(c) Converting some workers to {Doctors} will increase the number of Talents, balancing
out the drones.
(d) if your base produces enough energy, increasing your energy allocation to {Psych} will
increase the number of
Talents at your base (one talent for every two points of Psych produced), thereby
restoring balance.
#CONCEPT10
A {Golden Age} occurs when a base has no $LINK<Drones=36>, and
the number of $LINK<Talents=37> at least
equals the number of regular Workers and Specialists.
^
A Golden Age significantly increases a bases {growth} rate and {energy} production—
equivalent of +1 $LINK<ECONOMY=130000> and +2 $LINK<GROWTH=130006> on the social
engineering table.
#CONCEPT11
{Morale} reflects the training and experience of your military units. Morale levels
range from Very Green to Green to Disciplined to Hardened, Veteran, Commando, and
Elite. A unit receives a {+12.5% combat bonus} for each morale level. Morale plays
a particularly important role in psi combat, and in combat between probe teams,
since no weapon and armor values are considered in those cases.
^
New units typically begin with {Green} morale, though this may be higher or lower
depending on your social engineering $LINK<MORALE=130004> setting. A new units morale can also
be increased if a base has a $LINK<Command Center=100027> or other related {facility}.
^
Alien units such as Mind Worms have {life cycles} which correspond to morale
levels. Alien units are not affected by Command Centers and military facilities,
but their life cycle levels can be improved by building $LINK<Biology Labs=100009> and other
similar facilities. The {transport} capacity of an $LINK<Isle of the Deep=30009> is determined
by its life cycle level: one unit for each level.
^
A unit victorious in combat will often receive a morale upgrade (the lower its
morale level, the more likely an upgrade).
^
{Elite} units receive a special bonus—an additional move each turn.
#CONCEPT12
{Monoliths} are mysterious and unexplained alien devices discovered on Planet.
A monolith will increase a units $LINK<morale=11> (or life cycle) one level, but an individual
unit can receive only one monolith upgrade (hint: consider saving your upgrade for
those hard-to-get promotions from Commando to Elite).
^
A monolith will also completely repair any damaged unit; this can be done any
number of times, even if a unit has already received a morale upgrade from a
monolith.
^
Monolith squares can also be tapped for resources, and will produce
$LINK<2 Nutrients=41>, $LINK<2 Minerals=42>, and $LINK<2 Energy=43> each turn.
#CONCEPT13
{Artifacts} are mysterious and unexplained alien devices sometimes discovered
on Planet. If you can find an artifact and return it to one of your bases, you
will have several options: (a) you can link it to a $LINK<Network Node=100008> if you have
one, and receive a free technology breakthrough; (b) you can use it to speed the
production of a $LINK<Secret Project=110065> or Unit Prototype; (c) you can save it to use
later.
^
Artifacts can be captured from other players. A lone artifact can be captured by
any player without diplomatic penalty.
#CONCEPT14
{Xenofungus} or {Fungus} is a form of plant life native to Alpha Centauri. It
has a number of unusual properties which you may discover in the course of play.
Some of the more obvious properties include:
^
(1) Fungus impedes {movement}. Units may have difficulty entering Fungus squares.
Increasing your $LINK<PLANET=130007> social engineering rating will alleviate this problem. Building
the Xenoempathy Dome improves Fungus movement considerably.
^
(2) Fungus has some {defensive} value when defending against other human factions.
Against alien $LINK<Mind Worms=30008>, however, Fungus has negative value.
^
(3) Fungus squares can be tapped for {resources}; the resource level provided by a
fungus square is determined by the number of $LINK<Centauri technologies=140006> you have
discovered.
#CONCEPT15
Some units (usually alien creatures such as $LINK<Mind Worms=30008>) can engage in
{PSI COMBAT}. In Psi Combat, weapon and armor strengths are ignored, and
the attacker is given a 3 to 2 advantage on land (1 to 1 for sea combat).
$LINK<MORALE=130004> level becomes quite important in Psi Combat.
#CONCEPT16
{Waypoints} can be set when giving a unit “go to” orders. One way to give a unit
“go to” orders is to click on it to activate it, then
hold down the {left mouse button and drag} a “movement arrow”
to where you want the unit to go. You can set waypoints by pressing the {SPACE BAR}
while the arrow is over a particular square. The unit will move to each of its
waypoints on its way to its final destination. You can also set waypoints while
giving a unit Patrol orders, in similar fashion.
#CONCEPT17
A unit can be told to {Patrol} by clicking on the unit to activate it, then selecting
the Patrol option from the Action menu. When the Patrol cursor appears, hold down the
left mouse button and drag a “patrol arrow” to the area you wish the unit to patrol.
The unit will commence patrolling back and forth between its current location and the
location you have specified. It will “wake up” and request orders if it encounters
an enemy unit. You may set {waypoints} in a patrol by pressing the {SPACE BAR} while
you drag the patrol arrow.
#CONCEPT18
The Explore, Discover, Build, and Conquer buttons on the Base
Control Screen activate the {Governor} for that base. When the
Governor is activated, he will make decisions automatically
based on his general instructions. This function is useful
for beginners and for players who do not wish to micromanage
their bases.
^
The {EXPLORE} button tells the Governor of a base to concentrate on
finding and occupying new territory. Bases set to explore
will typically concentrate on building $LINK<Scouts=30002>, $LINK<Colony Pods=30000>,
$LINK<Transports=60016>, and occasional $LINK<Naval Units=40003> for scouting oceans.
This button is especially useful early in the game, when
you need to expand quickly.
#CONCEPT19
The Explore, Discover, Build, and Conquer buttons on the Base
Control Screen activate the {Governor} for that base. When the
Governor is activated, he will make decisions automatically
based on his general instructions. This function is useful
for beginners and for players who do not wish to micromanage
their bases.
^
The {DISCOVER} button on the Base Control Screen emphasizes scientific discovery and
technological breakthroughs. The Base Governor will concentrate on
building {Science Facilities} (such as $LINK<Network Nodes=100008>), $LINK<Secret
Projects=110065>, $LINK<Probe Teams=30006>, and $LINK<Prototype Units=23>. This button
is especially effective with large, well-protected bases deep
in your interior.
#CONCEPT20
The Explore, Discover, Build, and Conquer buttons on the Base
Control Screen activate the {Governor} for that base. When the
Governor is activated, he will make decisions automatically
based on his general instructions. This function is useful
for beginners and for players who do not wish to micromanage
their bases.
^
The {BUILD} button on the Base Control Screen mandates infrastructure and growth.
The Base Governor will tend to build {Facilities} and $LINK<Formers=30001>.
Use this button at
any time to have your base concentrate on peaceful growth.
#CONCEPT21
The Explore, Discover, Build, and Conquer buttons on the Base
Control Screen activate the {Governor} for that base. When the
Governor is activated, he will make decisions automatically
based on his general instructions. This function is useful
for beginners and for players who do not wish to micromanage
their bases.
^
Use the {CONQUER} button on the Base Control Screen to build up your military.
In this mode
your base will produce {military units} of all varieties,
and their associated facilities, such as $LINK<Command Centers=100027>.
Use this button whenever you need to attack or defend.
#CONCEPT22
Units which engage in combat may become damaged. Damage is indicated by
a colored bar along the left side of a units status icon: Green represents
light (or no) damage; Yellow and Red show increasing damage.
^
Damage can be repaired if a unit skips its entire turn (SPACE BAR) at
a friendly base. A severely damaged unit may have to repeat this
operation for several turns. NOTE: Damage will not be repaired on any
turn in which the unit is attacked or bombarded.
^
Units can also conduct “field repair” (i.e. not at a base), but this
process is much slower and is only effective if the unit has sustained
more than 10% damage.
#CONCEPT23
You may use the Design Workshop screen to create new unit types.
Whenever you create a unit using a $LINK<weapon=60005>, $LINK<armor=70007>,
or $LINK<chassis=40006>
type which you have never used before, you must {prototype} the
unit.
^
A prototype unit requires an extra {+50% Minerals} to build, though
it receives a bonus $LINK<+1 Morale=11> upgrade in compensation since
experimental weapons are often given to crack, well-trained troops.
^
Once you have prototyped a new unit, you may build that unit in the
future at no additional cost.
#CONCEPT24
When designing new units, bear in mind that units strong in
three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>)
will be vastly more
expensive than units strong in only two areas (or one).
^
For example, a 4-3-2 unit normally costs 70 minerals to build,
whereas a 4-1-2 unit costs only 30 and a 4-3-1 unit costs 40.
So you can have two units for the price of one, not to mention
the +25% base-attack bonus which the 4-3-1 $LINK<infantry=40000> unit will
receive.
#CONCEPT25
As your colony grows and you claim more territory and build more
bases, this growth will put a strain on your economy. This strain
shows up as {inefficiency}, which can cause you to lose some of your
$LINK<energy=43> production each turn.
^
The farther a base is away from your $LINK<Headquarters=100001> base, the more
inefficiency it will experience.
^
Inefficiency can be mitigated at all of your bases by making
social engineering choices which increase your $LINK<EFFICIENCY=130001> value.
$LINK<Democratic=120003> politics and $LINK<Green=120009> economics each increase efficiency.
^
Inefficiency can be mitigated at a particular base by building a
$LINK<Childrens Creche=100002> there.
#CONCEPT26
As humans expand and build colonies on Planet, they inevitably begin
to cause ecological damage. Ecological damage can provoke the native
life forms and cause other unexpected effects.
^
The more $LINK<mines=90002>, $LINK<solar collectors=90003>, $LINK<roads=90005>,
and $LINK<farms=90000> (but not $LINK<forests=90004>,
which actually help the ecology) you build, the more the potential
damage. $LINK<Boreholes,=90014> $LINK<Mirrors,=90013> and $LINK<Condensers=90012> cause even greater damage. You can
reduce or eliminate this type of damage by building $LINK<Tree Farm=100013>
and $LINK<Hybrid Forest=100014> facilities.
^
As your industrial output (minerals) increases, ecological damage
will also take place. This effect can be reduced by building the
$LINK<Centauri Preserve=100031>, $LINK<Temple of Planet=100032>,
and $LINK<Nanoreplicator=100020>
facilities.
#CONCEPT27
Once you have obtained commlink frequencies for all factions, you can
convene the {Planetary Council} to vote on planetary policies, including
election of a $LINK<Planetary Governor=28>.
^
In elections for Planetary Governor (and $LINK<Supreme Leader=10005>), each faction
casts votes equal to the total size of all its bases. This total may
be modified by faction powers and secret projects. Only the leader of
one of the two factions with the highest vote totals may stand for
election as Governor or Supreme Leader.
^
On votes to set planetary policies, each faction receives one vote.
In these votes, the current Planetary Governor has veto power, which
can be overridden only by unanimous vote of all remaining factions.
#CONCEPT28
The {Planetary Governor} holds an Executive Veto in all votes on Planetary
Policy. The Governor also receives {+1 Energy} in $LINK<commerce=29> transactions
with other friendly factions at each base, from the
increased commerce created by global agencies. The planetary bureaucracy
provides the Governor with an infiltrator in every other faction.
#CONCEPT29
{Commerce} is bonus energy generated from trade between two friendly
factions. Whenever you sign a $LINK<Treaty=4> or $LINK<Pact=3> with another faction,
your bases will automatically begin to accrue commerce (and this
benefit extends to your partner faction as well).
^
Commerce is interrupted whenever a $LINK<Vendetta=6> occurs between two
factions, or when sanctions are applied against a faction which has
committed an $LINK<atrocity=8>. Think of Commerce as a reward for peaceful
behavior.
^
Between two factions, commerce is more beneficial to the faction
which has discovered the most $LINK<Economic technologies=140045>. $LINK<CEO Morgan=150004>
gains additional bonuses here as part of his faction power. Commerce
also tends to benefit the current $LINK<Planetary Governor=28>.
^
^You can increase your commerce rates by doing the following:
^* Sign more Treaties.
^* Sign more Pacts (Pacts receive double commerce).
^* Increase the size and economy of your bases (“it takes energy to make energy”).
^* Discover more economic-related technologies
^
Economic related technologies include $LINK<Industrial Economics=140045>, $LINK<Industrial
Automation=140046>, $LINK<Planetary Economics=140061>, $LINK<Industrial Nanorobotics=140073>,
$LINK<Sentient Econometrics=140075>, and $LINK<Environmental Economics=140059>.
#CONCEPT30
There are five principal ways to win the game:
^
^$LINK<Transcendence Victory=10007>
^$LINK<Conquest Victory=10006>
^$LINK<Diplomatic Victory=10005>
^$LINK<Economic Victory=10008>
^$LINK<Scenario Victory=10009>
^
For detailed scoring information, see $LINK<Scoring=10004>.
^
For information on retirement and mandatory retirement, see
$LINK<Retirement=10010>.
#CONCEPT31
Your {territory} consists of all land nearer to one of your land bases
on the same continent than to anyone elses. Your territorial waters
consist of all sea areas nearer to one of your sea bases (in the same
ocean) than to anyone elses. Territory may move and shift during
the course of the game as bases are built, conquered, and destroyed.
^
Other faction leaders may take offense if you move units into their
territory, particularly if you have signed a $LINK<Treaty of Friendship=4>.
^
Territory never extends more than 7 squares from a land base, or
3 from a sea base.
#CONCEPT32
Your {might} is a measure of your overall standing in comparison to
other factions. It ranges from “Unsurpassed” (first place), to
“Feeble” (seventh place).
^
Might is based on a holistic evaluation of your faction, and includes
population, technology, secret projects, and military strength.
^
The {Faction Dominance} graphs on the information display track
might.
#CONCEPT33
Fast units, such as Speeders and Hovertanks, can sometimes
{disengage} when surprised by slower enemy units. A unit disengages
when the following conditions are met:
^
^* Unit incurs 50% damage, relative to what it started the combat with.
^* Unit is faster than its attacker, taking damage into account.
^* Unit is alone in its square.
^* Unit did not attack on its last turn.
^* Unit is a combat unit (non-combat units may never disengage).
^* Neither attacker nor defender is an air unit.
^* Attacker does not have the $LINK<Comm Jammer=80009> ability.
^* Unit does not have the HOLD order, and is not in a $LINK<bunker=90007>
or $LINK<airbase=90008>.
^* A valid retreat square is available, which is not a $LINK<fungus=14> square (unless
$LINK<Pholus Mutagen=110055>) and is not adjacent to an enemy unit.
#CONCEPT34
Every unit exerts a {Zone of Control} into every adjacent
square (but units in sea squares do not exert zones of control into land
squares, nor vice versa).
^
Land units may not normally move between two squares in an enemy
zone of control, with the following exceptions:
^* Units may freely move into and out of bases.
^* Units may freely attack any adjacent unit.
^* Units may freely enter squares already containing friendly units.
^* $LINK<Probe teams=30006> and units with the $LINK<Cloaking ability=80002>
may ignore this rule.
^
Air and Sea units exert zones of control, but are not affected by
them.
#CONCEPT35
Naval units, and land units with the $LINK<Heavy Artillery=80015> ability may
conduct {Bombardment} by selecting the Long Range Fire option from
the Action menu.
^
Bombardment has the advantage of potentially damaging every enemy unit
in a particular square and the disadvantage that land units can never
be reduced below 50% damage by bombardment.
^
If bombardment is attempted against a square containing an enemy
naval or artillery unit, the bombardment is cancelled and an
{Artillery Duel} is initiated, with the attacking and defending
artillery (or naval) units fighting attack-vs-attack strength. Armor
values are ignored for Artillery Duels.
#CONCEPT36
{Drones} are discontented, undereducated citizens which
appear as a result of population pressure and other social forces.
Drones work like other citizens, but if a base has more Drones than
$LINK<Talents=37>, a $LINK<Drone Riot=9> may result.
#CONCEPT37
{Talents} are prosperous, highly educated citizens, your intellectual
elite. Talents are created as the result of favorable social conditions
and the diversion of energy to $LINK<Psych=38>. As long as a base has at least
as many Talents as $LINK<Drones=36>, no $LINK<Drone Riot=9> will occur.
#CONCEPT38
Energy diverted to {Psych} is used to improve the quality of life
your citizens experience. Every two units of energy diverted to Psych
will create an additional {Talent} in that base.
#CONCEPT39
Certain major {Landmarks} on Planets surface convey special bonuses:
^
^{Garland Crater} confers $LINK<+1 Mineral=42> in interior squares.
^{Mount Planet} confers $LINK<+1 Mineral=42> and $LINK<+1 Energy=43> in each square around the mouth.
^{Uranium Flats} confer $LINK<+1 Energy=43> in each square.
^{Geothermal Shallows} confer $LINK<+1 Energy=43> in each square.
^{Pholus Ridge} confers $LINK<+1 Energy=43> in each square.
^{Monsoon Jungle} confers $LINK<+1 Nutrient=41> in each square.
^{Freshwater Sea} confers $LINK<+1 Nutrient=41> in each square.
^
Other landmarks have no effect beyond the standard effects of
the terrain which they represent.
#CONCEPT40
The following proposals can be brought before the Planetary Council, once
appropriate technology is obtained:
^
^{Salvage Unity Fusion Core}: +500 energy for each faction
^{Global Trade Pact}: Commerce rates doubled planet-wide.
^{Repeal Trade Pact}: Commerce rates return to normal.
^{Launch Solar Shade}: Global cooling; sea levels fall.
^{Melt Polar Caps}: Global warming; sea levels rise.
^{Repeal U.N. Charter}: Atrocity prohibitions lifted.
^
The Council also elects the $LINK<Planetary Governor=28> by a majority
vote of population, and by a 3/4
vote by population can elect a Supreme Leader, conferring a
$LINK<Diplomatic Victory=10005>.
#CONCEPT41
{Nutrients} are produced in squares with sufficient $LINK<Rainfall=0>, sometimes
supplemented by the addition of $LINK<Farms=90000> and similar enhancements.
^
Every citizen at a base must “eat” two Nutrients per turn to survive.
^
Surplus nutrients are stored. When sufficient surplus nutrients have
been accumulated, a base will grow, producing a new citizen.
#CONCEPT42
{Minerals} are produced in squares with sufficient $LINK<Rockiness=1>, sometimes
supplemented by the addition of $LINK<Mines=90002> and similar enhancements.
^
Once a base has exceeded its free $LINK<SUPPORT=130002> level, any additional
units (military or non-combat) consume one Mineral per turn of support.
^
Surplus minerals are applied to production of $LINK<facilities=100029>,
units, and $LINK<secret projects=110065> which a base
is creating. When sufficient minerals are
accumulated, the facility or unit is built.
#CONCEPT43
{Energy} is produced in squares with $LINK<Solar Collectors=90003>, particularly
those at high $LINK<Altitudes=2>.
^
Depending on the Energy Allocation which you have made on the Social
Engineering screen, all the energy you produce is divided among three
priorities: $LINK<Economy=44>, $LINK<Labs=45>, and $LINK<Psych=38>.
Some of the energy a base
produces may also be lost to $LINK<Inefficiency=25>.
#CONCEPT44
$LINK<Energy=43> allocated to your {Economy} is added, as energy credits,
to your $LINK<Energy Reserves=46>, which function as your treasury for monetary
transactions.
#CONCEPT45
$LINK<Energy=43> allocated to {Labs} is used to conduct scientific research.
The more energy you allocate to Labs, the quicker you will make technological
breakthroughs.
#CONCEPT46
Your {Energy Reserves} represent stored energy. Your reserves function
as your treasury for monetary transactions.
^
Your energy reserves increase depending on the amount of $LINK<Energy=43>
you allocate to $LINK<Economy=44> on the Social Engineering screen.
#ADVCONCEPT0
When designing new units, bear in mind that units strong in
three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>)
will be vastly more
expensive than units strong in only two areas (or one).
The basic cost formula, to which there are several modifiers, is:
^
^Cost = Weapon * (Armor + Speed) * 10 / (2 ^ (Reactor + 1))
^
^* Weapon value never less than 1/2 Armor value.
^* Non-combat units substitute “Equipment Cost” for Weapon value.
^* Cost is halved for units with Speed 1.
^* Cost is halved for sea units, and Armor is discounted 50%.
^* Cost quartered for combat air units.
^* Armor cost doubled for air units.
^* Cost +25% for each unit of $LINK<Special Ability=80008> cost.
^* Cost +10 minerals if both Weapon and Armor greater than 1.
^* Cost +10 minerals if Land units Weapon, Armor, Speed all greater than 1.
^* Minimum cost (Reactor*2 - Reactor/2)*10 unless all values are 1.
#ADVCONCEPT1
The formula used to compute the energy lost to {Inefficiency} by
a base is:
^
^Inefficiency = (Energy * Distance / (64 - ((4 - Efficiency) * 8))
^
^Energy | Amount of energy produced by base this turn.
^Distance | Distance from $LINK<Headquarters=100001> base (16 if no HQ).
^Efficiency | Social Engineering $LINK<EFFICIENCY=130001> (+2 if
$LINK<Childrens Creche=100002>)
^
^* If denominator reaches zero, ALL energy is lost to inefficiency.
#ADVCONCEPT2
The ecological damage formula is complex:
^(1) For each base total the number of $LINK<Mines=90002>, $LINK<Solar
Collectors=90003>, $LINK<Farms=90000>,
$LINK<Soil Enrichers=90001>, $LINK<Roads=90005>, $LINK<Mag Tubes=90006>,
$LINK<Condensers,=90012> $LINK<Mirrors,=90013>
and $LINK<Boreholes=90014>. Items
in squares which are actually being worked count double.
^(2) Add an extra +8 for each Borehole, +6 for each Mirror, and +4 for each Condenser.
^(3) Subtract 1 for each $LINK<Forest=90004>.
^(4) Halve if base has $LINK<Tree Farm=100013>, and Eliminate if also has
$LINK<Hybrid Forest=100014>.
^(5) Divide this value by 8, and reduce by up to 16 plus # of previous
damages. Set this number aside.
^(6) Take the number of minerals produced this turn (but not from Orbit)
^(7) If result from 5 was reduced by less than 16+#, reduce result 6
by remaining amount.
^(8) Divide minerals by 1 plus # of $LINK<Centauri Preserve=100031>,
$LINK<Temple of Planet=100032>,
$LINK<Nanoreplicator=100020>.
^(9) Sum the values of (5) and (8), and add +5 for each major $LINK<atrocity=8>.
^(10) If Alpha Prime is at perihelion (20 years out of every 80), double
your value.
^
^Ecology% = (ValueFromStep10) * Difficulty * Technologies * (3-PLANET) * LIFE / 300
^
^Difficulty = Normally 3, but 5 on two highest two difficulty levels.
^Technologies = Number of $LINK<technologies=140062> discovered
^PLANET = Social Engineering $LINK<PLANET=130007> value
^LIFE = Native life level (1-3) from Custom Start
#ADVCONCEPT3
Commerce is computed base by base between factions with $LINK<Treaties=4> and
$LINK<Pacts=3>, as follows:
^
^(1) First, all bases for each faction are ranked from top to bottom by Energy output.
^(2) Bases are paired off from top to bottom. If one faction has extra bases, these are ignored.
^(3) For each pair of bases, sum the combined economic output and divide by 8, rounding up.
^(4) Double this value if a Global Trade Pact is in effect.
^(5) Now, for each individual base, the commerce formula is as follows:
^ (ValueFromStep4) * (CommerceTech+1) / (TotalCommerceTech+1)
^(6) CommerceTech is the total # of economic technologies discovered, plus
faction & social bonuses.
^(7) TotalCommerceTech is the total # of economic technologies in the game.
^(8) Now, using the value from step 5, divide by 2 if no Pact (e.g. only a Treaty)
^(9) Add +1 if you are $LINK<Planetary Governor=28>.
^(10) Reduce to zero if sanctions are in effect against either faction.
#ADVCONCEPT4
Your Alpha Centauri Score is computed as follows:
^
^(1) 1 point for each citizen of each base.
^(2) If you have won a $LINK<Diplomatic=10005> or $LINK<Economic=10008> victory, score:
^ (a) 1 point for each citizen of a $LINK<Pact Brothers=3> base.
^ (b) 1/2 point for each citizen of any other factions base.
^(3) 1 point for each citizen of a surrendered base.
^(4) 1 point for each unit of $LINK<commerce=29> your bases are receiving.
^(5) 1 point for each $LINK<technology=140062> discovered.
^(6) 10 points for each $LINK<Transcendent Thought=140088> advance.
^(7) 25 points for each $LINK<Secret Project=110065>.
^(8) A $LINK<Victory=30> bonus if you have won the game.
#ADVCONCEPT5
You may win the game diplomatically by convincing enough faction
leaders to unite behind you as Supreme Leader of Planet. A 3/4 vote
of the $LINK<Planetary Council=27> is required to secure such election.
Only the leader of one of the two factions with the highest vote totals
may stand for election as $LINK<Governor=28> or Supreme Leader.
^
When a Supreme Leader is elected, a faction leader may choose to defy the will
of the Council and refuse to submit. In this case, the Supreme Leader
must, with the help of loyal factions, conquer all defiant factions
to achieve a Conquest victory. Because of the military power usually
required to secure election as Supreme Leader, defying the will of the
Council is generally fairly suicidal. Other factions will therefore
usually only take this course if you have committed atrocities against
them or grossly and repeatedly betrayed them.
^
If you win a Diplomatic Victory, you are awarded 1200 points minus
2 for every game turn elapsed. If Cooperative Victory is enabled and
your $LINK<Pact Brother or Sister=3> is elected Supreme Leader, you are awarded
half this total.
#ADVCONCEPT6
You may win the game by conquest if you eliminate all remaining
factions. Factions which surrender and “swear a pact to serve you”
count as eliminated for this purpose. If Cooperative Victory is
enabled, you need not eliminate any faction with whom you have signed a
$LINK<Pact of Brotherhood=3>, though aside from surrendered AI factions
no more than three factions may “win together” in this fashion.
^
For winning by Conquest, you are awarded 1000 points minus 2 for
every game turn elapsed. If Cooperative Victory is enabled and more
than one faction survives the game, the points are split between them
based on relative population.
#ADVCONCEPT7
The highest form of victory is the Ascent to Transcendence, the next
step in the evolution of humanity. In order to ascend, you must complete
the secret project $LINK<Ascent to Transcendence=110071>, which can be started only
after one faction has completed the $LINK<Voice of Planet=110070> project.
^
Players who ascend to transcendence are awarded 2000 points minus
2 for every game turn elapsed. If cooperative victory is enabled,
all $LINK<Pact Brothers and Sisters=3> participate in the win, and points
are split between all winning factions based on relative population.
#ADVCONCEPT8
You may win an Economic Victory by cornering the Global Energy Market.
You must have discovered $LINK<Planetary Economics=140061> in order to pursue such
a plan.
^
Cornering the Global Energy Market will require a sum of energy credits
roughly equal to the cost to “mind control” every remaining base on
Planet. When you are ready to make such an attempt, select “Corner
Global Energy Market” from the HQ Menu.
^
When a faction attempts to corner the Global Energy Market, all other
factions will be given an allotted period of time in which they can
capture or destroy the cornering factions $LINK<Headquarters=100001> and thereby
foil the plan.
^
For Economic Victory, you are awarded 1200 points minus 2 for
every game turn elapsed. If Cooperative Victory is enabled, $LINK<Pact Brothers
and Sisters=3> of the winning faction receive half the bonus points.
#ADVCONCEPT9
You win a Scenario Victory if you successfully complete the goals
of a Scenario. Your score will depend on the specific scenario rules.
^
You cannot win a Scenario Victory if you are playing a standard game.
#ADVCONCEPT10
You may retire as faction leader at any time by selecting “Retire”
from the Game Menu. This ends the game and computes your $LINK<Alpha Centauri
Score=10004>.
^
You must also retire if you reach the mandatory retirement year for
your game or scenario. In standard games, the mandatory retirement
year is M.Y. 2600 for Citizen, Specialist, and Talent levels, and
M.Y. 2500 for Librarian, Thinker, and Transcend levels.
^
You will be warned 20 years before you reach mandatory retirement.
#ADVCONCEPT11
The formula used to compute a factions might is as follows:
^
^4 points for each point of population
^4 points for each $LINK<Transcendent Thought=140088>
^?? points for each $LINK<Tech=140062> (sum of Explore, Discover, Build, Conquer values)
^10 points for each $LINK<Secret Project=110065>
^
^For each non-combat unit, add Cost/40 (technically MineralRows/4)
^For each psi unit, add Cost/20 (MineralRows/2)
^For each planet buster, add Cost/10 (MineralRows)
^For combat units, add Cost/10 in ratio of weapon strength to best
^ weapon of any unit currently in the game.
^
^So a 2-1-2 unit is only worth half value if “4” weapons are the best available.
#ADVCONCEPT12
Several factors contribute to the number of drones found at a base
before police, facilities, psych, and secret projects are taken into
account:
^
(1) Difficulty Level: at the lowest difficulty level, every citizen
after the first six is a drone. For each increase in difficulty level,
an additional drone is added, so at the highest level every citizen
after the first one is a drone.
^
(2) Bureaucracy: depending on your $LINK<EFFICIENCY=130001> and your difficulty
level, you will receive additional drones when your {number of bases}
exceeds a certain number. See $LINK<BUREAUCRACY=10013>.
^
(3) Disloyal Citizenry: for approximately 50 turns after you capture
an enemy base, you will receive extra drones while you assimilate the
enemy citizens. The basic rate is 5 drones minus one for each 10
turns elapsed, but the number may never exceed:
^^(BaseSize + Difficulty - 2)/4
^
(4) Faction Power: Some factions receive additional drones or talents.
For instance, the $LINK<University=150003> receives an extra drone for every 4 citizens
(rounded down), while the $LINK<Peacekeepers=150007> receive an extra $LINK<Talent=37> for every
4 citizens, rounded up.
;Bureaucracy
#ADVCONCEPT13
{Bureaucracy} is the addition of extra Drones because a faction has
exceeded a certain number of bases. The bureaucracy formula works
as follows:
^
^^BaseLimit = (8 - Difficulty) * (4 + Efficiency) * MapRoot / 2
^
^Where:
^Difficulty = Players difficulty level (0 - 5)
^Efficiency = Social Engineering $LINK<Efficiency=130001> rating.
^MapRoot = Sq. Root of # Map Squares / Sq. Root of 3200.
^
For each base a faction builds in excess of this number, one additional
drone will appear at some base somewhere in the colony.
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@ -0,0 +1,525 @@
;
; Sid Meiers ALPHA CENTAURI
;
; Credits
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
#CREDITS
SID MEIERS ALPHA CENTAURI DESIGNED BY
Brian Reynolds
WITH
Sid Meier
Timothy Train
Douglas Kaufman
Bing Gordon
AND
Members of FIRAXIS Games
SID MEIERS ALIEN CROSSFIRE DESIGNED BY
Timothy Train
WITH
Douglas Kaufman
Chris Pine
Gregory Foertsch
Michael Ely
Bing Gordon
Sid Meier
AND
Members of FIRAXIS Games
FOR ALIEN CROSSFIRE
EXECUTIVE PRODUCER
Jeffery L. Briggs
PRODUCER
Timothy Train
LEAD PROGRAMMER
Chris Pine
SOUND ENGINEERING AND PROGRAMMING
David Evans
FACTION EDITOR DESIGN AND PROGRAMMING
Jeff Morris
SYSTEM AND INTERFACE PROGRAMMING
Jason Coleman
ADDITIONAL PROGRAMMING
Jeff Morris
David Evans
Jason Coleman
Brian Reynolds
ART DIRECTOR
Gregory Foertsch
GRAPHIC ARTISTS
Jerome Atherholt (Portraits, Terrain)
Brent Alleyne (Progenitor design and animations)
Steve Chao (Icons, Ship design, Dossier photos)
Michael Bazzell (3D Units)
MOVIES AND VOICES DIRECTED BY
Michael Ely
FEATURING THE VOICES OF
James Leibman (as Captain Ulrik Svensgaard)
Jeff Gordon (as Progenitors Lular Hminee and Judaa Marr)
Frederick Serafin (as Foreman Domai)
Allie Rivenbark (as Prime Function Aki Zeta-5)
Christine Melton (as Datajack Sinder Roze)
Stacy Spenser (as Prophet Cha Dawn)
Robert Levy (Narrator)
BACKGROUND MUSIC
David Evans
Jeffery L. Briggs
MOVIE MUSIC
Jeffery L. Briggs
DIRECTOR OF MARKETING
Lindsay Riehl
MASTER OF MISCELLANEOUS
Susan Meier
WEBMASTER
Dan Magaha
INTERN
Stephen Lee
WITH SPECIAL THANKS TO
Ann, Wendy, Jennifer, and all our families
PUBLISHED BY
Electronic Arts
EA GODFATHER
Bing Gordon
EA PRODUCER
Hunter Smith
DIRECTOR OF MARKETING
Chris Plummer
PRODUCT MANAGER
Jonathan Harris
EUROPEAN PRODUCT MANAGER
Audrey Meehan
MEDIA RELATIONS MANAGER
Patrick Buechner
QUALITY ASSURANCE DIRECTOR
Jeff Morris, FIRAXIS Games
LEAD TESTER
David “Killkwik” McCormick
ASSISTANT LEAD TESTER
Daryl “Red Evil” Humdy
TESTERS
Eduardo “Duff” Buenviaje, Jr.
T.J. “DeadMeat” Cipri
Justin “WWSD” Holst
Mike “Hot Pants” Hong
Matthew “Shocktart” Lewis
Joe “Muh Pipe” Norris
Ausias “Gimpy” Salmeron-Viver
John “Belial” Trest
EA CUSTOMER QUALITY CONTROL
CQC Manager: Joel Knutson
CQC Representatives:
Benjamin Crick
Shane Ferguson
Jacob Fernandez
Darryl Jenkins
Dave Knudson
Micah Pritchard
Andrew Young
BETA TESTERS
Marty Bishop
John Brown
Michael Buccheri
Ted Dennison
Kevin Devine
Michael Dorn
Neil Fradkin
Lonnie George
Andrew Goldstein
Dick Knisely
Greg Lary
Martin Leuschen
Sam May
Biju Mathai
Jen MacLean
Jean McGuire
Vernon Michael
Mark Norton
George Politis
Ronald Powell
Alan Precourt
Marc Ressig
Jason Russ
Thomas Stobie
Peter Szymonik
David Train
Jeff Vitous
Rita Waller
MANUAL WRITER
Douglas Kaufman
DOCUMENTATION LAYOUT
Deborah Maxwell
MANUAL EDITOR
Ede Clarke
Timothy Train
TECH TREE POSTER DESIGN
Marco Garcia
PACKAGING ART DIRECTION
Nancy Waisanen
LOCALIZATION DIRECTOR
Atsuko Matsumoto
LOCALIZATION LEAD
John Pemberton
PRODUCTION SPECIALISTS
Barry Feather
Ricky Brown
PROJECT MANAGER
Emily Bromley
FRENCH TRANSLATION MANAGER
Jean-Luc Chabrier
FRENCH TRANSLATORS
Jean-Claude Ducerf (www.ducerftranslations.com)
Nathalie Marlier (www.apex.fr)
FRENCH AUDIO
Knockin Boots Production, Paris/France
GERMAN TRANSLATION MANAGER
Christina Vollmer
GERMAN TRANSLATORS
Frank Dietz
Christoph Niedermair
Susanne van Eyl
GERMAN AUDIO
toneworx GmbH, Hamburg/Germany
SPANISH PRODUCT MANAGER
Teo Alcorta
SPANISH LOCALIZATION MANAGER
Julio Valladares
SPANISH LOCALIZATION
José Luis Rovira
ITALIAN TRANSLATION
C.T.O. S.p.a., Bologna/Italy
MPEG Real-Time Libraries
© 19961998 by MpegTV. All rights reserved.
ORIGINAL ALPHA CENTAURI CREDITS
(Where different from above)
CREATED BY
Brian Reynolds
WITH
Sid Meier
Timothy Train
Douglas Kaufman
Bing Gordon
AND
Members of FIRAXIS Games
ART DIRECTOR
Michael Haire (Icons, Scoring)
GRAPHIC ARTISTS
Jerome Atherholt (Portraits, Terrain)
Michael Bazzell (3D Units, Prototyping)
Gregory Foertsch (Payoffs, Movies)
David Inscore (Interface, Movies)
Nicholas Rusko-Berger (Movies, Opening)
FEATURING THE VOICES OF
Carolyn Dahl (as Lady Deirdre Skye)
Lu Yu (as Chairman Sheng-ji Yang)
Yuri Nesteroff (as Academician Prokhor Zakharov)
Regi Davis (as CEO Nwabudike Morgan)
Wanda Nino (as Colonel Corazon Santiago)
Gretchen Weigel (as Sister Miriam Godwinson)
Hesh Gordon (as Commissioner Pravin Lal)
Alena Kanka (as Planet)
Robert Levy (Datalinks, Male)
Katherine Ferguson (Datalinks, Female)
WEBMASTER
Michael Ely
ASTRONOMY, PHYSICS, AND BIOLOGY RESEARCH
Derek Cotter
INTERN COORDINATOR
Deborah Briggs
INTERNS
Alex Luskin (Sound Engineering)
Kurt Kotula (Graphic Art)
Matt Pierce (Marketing)
STOCK FOOTAGE COURTESY OF
Archive Films
Corbis
The Image Bank
WPA Film Library
“THE DANCING BABY”
is used with the permission
of Kinetix, a division of
Autodesk, inc.
WITH SPECIAL THANKS TO
Jill, Ro, and Caleb Reynolds
EA EXECUTIVE PRODUCER
Andy Hollis
EA PRODUCER
Bryan Walker
VP MARKETING
Alex Carloss
PRODUCT MANAGER
Matt Orlich
MEDIA RELATIONS MANAGER
David Swofford
ABSOLUTE QUALITY, INC.
Dan Schlueter, AQ Lead Tester
Graham Boyanich
Charles Brubaker
Ray Lofton
Ted Paulsen
Jim Smith
ORIGIN SYSTEMS, INC.
Paul “Paladin” Vaden, OSI QA Supervisor
Rhea “Shalom” Shelley, OSI Project Leader
Todd “Balls” Raffray, OSI Assistant Project Leader
Tim “Quasimodo” Bell
Brett “Beaker” Bonner
Stacy “Skyline” Davidson
Zafer “Z-man” Hamza
Kent “Hand” Raffray
Jon “Punchy” Shelus
Stephen “Money Shot” VanWambeck
Russ “Stranger” Wilkins
AND
Kyle “Paddleboat” Drewke
Brian “BIG tiny” DuBose
Mackey “Rastuss” Fair
Kenny “Hottman” Hott
Matt “O.G. Mudbone” Lynch
Grant “Rogue” McDaniel
Brandon “Arashi” Salinas
Jon “Stormer” Savinelli
Lance “MudPuppy” Stites
BUT NOT
Chris “Binky” Launius
BETA TESTERS
Marty Bishop
Michael Buccheri
Ted Dennison
Chris Fitzgerald
Neil Fradkin
Andrew Goldstein
Ronald Gretz
Dick Knisely
Greg Lary
Martin Leuschen
Jen MacLean
Biju Mathai
Sam May
Jean McGuire
Laralyn McWilliams
Vernon Michael
Mark Norton
George Politis
Alan Precourt
Marc Reissig
Don Rinker
Jennifer Schlickbernd
Dan Speicher
William Stapel
Thomas Stobie
Jeff Vitous
Rita Waller
ELECTRONIC ARTS, INC.
Benjamin Crick
Etienne Grunenwald
Daniel Hiatt
Bobby Joe
Michael Jung
Anatol Somerville
DOCUMENTATION BY
Incan Monkey God Studios, Inc.
MANUAL WRITER
Chris McCubbin
MANUAL EDITOR
David Ladyman
Dedicated to the men and women of NASA,
and all the worlds space programs.
Eternity lies ahead of us, and behind.
Have you drunk your fill?
Lady Deirdre Skye,
“Conversations with Planet”,
Epilogue
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r; Faction Editor Text Files
#TITLE
Faction Editor v1.0
#DATATITLES
BASE NAMES
SEABASE NAMES
FACTION
SENTENCES
RULES
LEADER
DIPLOMACY
DATALINKS
#BUTTONS
New Faction
Save Faction
Load Faction
Quit
Faction
Leader
Rules
Diplomacy
Datalinks
Sentences
Base Names
Seabase Names
Male
Female
Yes
No
Sometimes
Masculine
Feminine
Singular
Plural
Add Faction To Game
Delete Faction From Game
Close
Alien Diplomacy Mode
Human Diplomacy Mode
#FACTION
Faction Name
Descriptive Name
Faction Noun
Faction Adj.
Faction Insult
Faction Gender
Plural/Singular
Social Ideology
Emphasis
Anti-Ideologies
Faction Bonus
Graphic Set
#GRAPHICSET
Gaias Stepdaughters
Human Hive
University of Planet
Morgan Industries
Spartan Federation
The Lords Believers
Peacekeeping Forces
The Cybernetic Consciousness
Pirates
The Free Drones
The Data Angels
The Cult of Planet
Manifold Caretakers
Manifold Usurpers
#LEADER
Name
Title
Good Adjective
Bad Adjective
Insult
Assistant
Scientist
Assistant City
Leader Gender
Use of Force
Interest In Power
Interest In Tech.
Interest In Wealth
Interest In Growth
#LIMITEDBONUS
None
Free Tech.
Free Facility
Free Vehicle
Social Benefit
Robust
Immunity
Impunity
Penalty
Fungus Nutrient
Fungus Mineral
Fungus Energy
Bonus Votes
Free Facility (Prereq.)
Revolt
No Drone
Free Ability (Prereq.)
Probe Cost
Defense
Offense
#LIMITEDBONUSCODES
NONE
TECH
FACILITY
UNIT
SOCIAL
ROBUST
IMMUNITY
IMPUNITY
PENALTY
FUNGNUTRIENT
FUNGMINERALS
FUNGENERGY
VOTES
FREEFAC
REVOLT
NODRONE
FREEABIL
PROBECOST
DEFENSE
OFFENSE
#SENTENCES
Together we shall both
My intent is
S/he is bent on
You seem bent on
I shall not stand here while you
S/he spends her/his time
You spend your time
I have been accused of
Your
Think how this could benefit your
I trust your
it is customary to remit me a small
for the services my forces provide in
I shall instruct
You are in contravention of
and …
does not impress me
are proceeding to your satisfaction
to see that no such …
#DIPLOMACY
Truce Text
Agree to Truce
Refuse Truce
Treaty Text
Agree to Treaty
Refuse Treaty
Alien Truce Text
Alien Agree to Truce
Alien Refuse Truce
Alien Treaty Text
Alien Agree to Treaty
Alien Refuse Treaty
#DATALINKS
Leader:
Background:
Agenda:
Tech:
Bonus 1:
Bonus 2:
Bonus 3:
Bonus 4:
Bonus 5:
Bonus 6:
Bonus 7:
Bonus 8:
Blurb Author:
Blurb Source:
Blurb Text:
#BONUS
Morale Modifier
Psi Combat Modifier (%)
Research Bonus Per Base
Extra Drone Per Base
Extra Talent Per Base
Bonus Energy Reserve
Energy Interest (%)
Bonus Commerce Rate
Population Bonus
Hurry Modifier (%)
Research Modifer (%)
Share Technology
Select Technologies
Terraform Bonus
Bonus Commfrequency
Immunity to Mind Control
25% Attack Bonus
Free Prototypes
Aquatic Faction
Alien Faction
Worm Police
Share Tech with Infiltrator
Steal Tech
#BONUSCODES
MORALE
PSI
RESEARCH
DRONE
TALENT
ENERGY
INTEREST
COMMERCE
POPULATION
HURRY
TECHCOST
TECHSHARE
SELECTTECH
TERRAFORM
COMMFREQ
MINDCONTROL
FANATIC
FREEPROTO
AQUATIC
ALIEN
WORMPOLICE
SHARETECH
TECHSTEAL
#HELPTEXT
Formal name of colony/group
Description of basic ideology.
The plural noun.
An adjective that describes the faction
An insult against the faction.
The gender of the faction name.
Whether the faction name is plural or singular
An ideology that the AI player will focus on.
An area of its society the AI will try to enhance.
A social ideology that the AI player finds distasteful.
Faction bonus; limited to a total of eight.
The base set of graphic files that the faction will use.
Name of faction leader
Title of faction leader
A positive adjective describing the faction leader
A negative adjective describing the faction leader
An insult against the faction leader
An assistants name that is used in various interludes
An scientists name that is used in various interludes
A base name that is used in various interludes
The faction leaders gender
The faction leaders willingness to achieve its goals through aggression
The faction leaders interest in military might when under AI control
The faction leaders interest in research when under AI control
The faction leaders interest in accumulating energy when under AI control
The faction leaders interest in expanding his or her borders when under AI control
Increases or decreases new units morale. A setting of 0 indicates they are immune to negative modifiers.
A percentage bonus to all PSI combat
Free research points generated at every base per turn.
Extra drone generated at every base, per # of population you input
# of extra talents generated at every base
Free energy reserves at start of game
Energy reserves interest. When set to 0, +1 per base
Increased commerce rate
Number to be added to population limit prior to requiring a Habitation Dome/Complex
Percentage modifier to costs associated with hurrying production
Percentage modifier to research rate
The number of other factions that need to know a technology before you receive it. 0 indicates lack of this ability.
Allows the faction to select a number of techs at the beginning of a game
Halves terraform raise/lower costs
Gives an extra commfrequency at the beginning of the game
Vehicles and bases are immune to mind control
A 25% bonus when attacking
Prototype cost reduced to 0 for this faction
This is a sea based faction (extra mineral in shelf, ability to build ocean enhancements)
A Progenitor faction (Progenitor text, extra units, directed tech, etc.)
Mindworms do double duty as police
When used with sharetech, requires one to be spying on the other factions
Faction steals a tech when it captures a base
The name of the faction leader that appears in the datalinks
The background of the faction leader that appears in the datalinks
The agenda of the faction leader that appears in the datalinks
The starting technology of the faction that appears in the datalinks
A faction bonus that appears in the datalinks
The author of the source that the blurb is taken from
The source that the blurb is taken from
The blurb displayed when selecting a faction
This is where you change the text of various diplomacy messages
This is where you see the final result of your diplomacy message, within context
This is the list of names drawn from for land bases
This is the list of names drawn from for sea bases
Restore the default faction settings (The Human Hive)
Load a previously created faction
Save the current faction and add it to the game
Exit Faction Editor
Faction Options
Leader Options
Rule Options
Diplomacy Options
Datalinks Options
Sentence Options
Landbase Names
Seabase Names
The text of a truce that your faction offers to a human
The text used when a human agrees to a truce from your faction
The text used when a human refuses a truce from your faction
The text of a treaty that your faction offers to a human
The text used when a human agrees to a treaty from your faction
The text used when a human refuses a treaty from your faction
The text of a truce that your faction offers to a alien
The text used when an alien agrees to a truce from your faction
The text used when an alien refuses a truce from your faction
The text of a treaty that your faction offers to a alien
The text used when an alien agrees to a treaty from your faction
The text used when an alien refuses a treaty from your faction
Toggle between alien and human diplomacy text
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: TEMPLATE
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
;
; Factions—Names & personalities
;
; formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth
; title, characteristic, adjective
; SPECIAL RULES, parameters, …
; SOCIAL PRIORITY, setting, result
;
; formal = Formal name of colony/group
; desc = Description of basic ideology
; noun = Plural noun
; masc/fem = Is factions noun masculine or feminine
; sing/plural = Is factions noun singular (Labyrinth) or plural (Gaians)
; name = Name of default leader
; gender = M or F (gender of leader)
; ai-fight = -1,0,1 (willingness to use force to achieve goals)
; ai-power = 1 or 0 (interest in power)
; ai-tech = 1 or 0 (interest in knowledge)
; ai-wealth = 1 or 0 (interest in wealth)
; ai-growth = 1 or 0 (interest in population growth)
;
; title = leaders title
; characteristic = leaders descriptive adjective
;
; adjective = adjectival form of faction name (e.g. Gaian)
; TRANSLATOR NOTE: for FRENCH versions, this should
; give all four forms (ms:fs:mp:fp):
; Gaian:Gaiane:Gaians:Gaianes (or whatever it would be)
; for GERMAN it should have all six forms.
;
; SPECIAL RULES = rule, parameter
;
; TECH = Free technology at start. Parameter
; is either a tech id (e.g. “Cen”) to
; indicate a specific technology, or a
; number (e.g. 2) to indicate a number
; of player-selected technologies.
; MORALE = Morale modifier (if 0, indicates an
; exemption from negative modifiers from
; other sources).
; PSI = Percentage combat bonus for PSI Combat.
; FACILITY = Every new base gets this free facility.
; Param indicates facility (e.g. “4” is
; a Perimeter Defense) from the facilities
; list. Do NOT attempt to give satellites
; and secret projects this way.
; RESEARCH = Free research points per base per turn.
; DRONE = Extra drone at base (per “param”
; citizens, rounded down)
; TALENT = Extra talent at base (per “param”
; citizens, rounded up)
; ENERGY = Free energy reserves at start
; INTEREST = Energy reserves interest.
; Non-zero = constant percentage per turn (including negative)
; Zero = +1/base each turn
; COMMERCE = Increased commerce rate
; POPULATION = # to be added to population limit of
; each base for purposes of Habitation
; domes, etc.
; HURRY = Percentage change in costs of “Hurry”
; button on construction (e.g. 125 means
; 125% of normal cost, so 100 costs 125).
; UNIT = Extra free unit at start; param is
; index from units list (e.g. 0 equals
; Colonists, 1 Terraformers, 2 Scout
; Crawler)
; TECHCOST = Modifier % for tech research rate.
; (e.g. 125 means each discovery costs
; 125% the usual number of research
; points).
; SHARETECH = Gain any technology known to # other players
; TERRAFORM = Halves terraform raise/lower cost
; SOCIAL = Gives a modifier in the named social effect category
; (“SOCIAL, +EFFIC” raises the EFFIC rating by 1;
; “SOCIAL, --POLICE” lowers POLICE rating by 2);
; ROBUST = Halves the intensity of minus effects in the named
; social area (“ROBUST, EFFIC” halves minus efficiency
; effects in social model).
; IMMUNITY = Immunity from minus effects in the named social
; area. (“IMMUNITY, ENERGY” prevents minus energy
; effects in social model).
; IMPUNITY = Impunity :-) from minus effects from a particular
; social setting. “IMPUNITY, Police State” prevents
; all - effects from “Police State” setting.
; PENALTY = Opposite of impunity: doubles the negative effects
; of a particular setting.
; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares
; FUNGMINERALS= Modifier to MINERALS produced in fungus squares
; FUNGENERGY = Modifier to ENERGY produced in fungus squares
; COMMFREQ = Gets an extra comm frequency (another faction to
; talk to) at beginning of game. (Parameter is ignored)
; MINDCONTROL = Vehicles and bases immune to mind control
; FANATIC = +25% bonus on attack
; VOTES = Multiplier for governor votes
; FREEPROTO = Prototype cost reduced to zero for this faction
;
; SOCIAL PRIORITY:
; Drawn from the political table above (see #SOCIO), these entries
; must exactly match the SOCIO entries in spelling. These determine
; the leaders social priorities.
;
##
##SAMPLE SENTENCES FOR TRANSLATORS
##
## [Together we shall both] preserve Planets native life [and …]
## [My intent is] to guard, understand, and preserve Planets native life
## [She is bent on] stamping out all legitimate human development of this planet
## [You seem bent on] stamping out all legitimate human development of this planet
## [I shall not stand here while you] cripple any and all efforts toward human progress on this world
## [She spends her time] dancing naked through the trees
## [You spend your time] dancing naked through the trees
## [I have been accused of] spouting tree-crazy prattle
## [Your] tree-crazy prattle [does not impress me]
## [Think how this could benefit your] environmental initiatives
## [I trust your] pagan rituals [are proceeding to your satisfaction]
## [It is customary to remit me a small] ecology tax […]
## […for the services my forces provide in] preserving and cataloguing Planets native life
## [I shall instruct] my Environmental Police [to see that no such …]
## [You are in contravention of] the Planetary Ecology Code
##
## END OF SAMPLE SENTENCES FOR TRANSLATORS
##
#GAIANS
Gaias Stepdaughters, The Green, Gaians, F, 2, Deirdre, F, -1, 0, 0, 0, 1,
TECH, Ecology, SOCIAL, -MORALE, SOCIAL, -POLICE, SOCIAL, ++EFFIC, SOCIAL, +PLANET, FUNGNUTRIENT, 1
Economics, Green, PLANET
nil, nil, nil
Gaian, Gaian,
Lindly, Scott, Lindlys Rest
Lady, beautiful, tree-crazy, ecologically sensitive, eco-daft,
Nature Loony
preserve Planets native life
to guard, understand, and preserve Planets native life
stamping out all legitimate human development of this planet
stamping out all legitimate human development of this planet
cripple any and all efforts toward human progress on this world
dancing naked through the trees
dancing naked through the trees
spouting tree-crazy prattle
tree-crazy prattle, M1
environmental initiatives, M2
pagan rituals, M2
ecology tax, M1
preserving and cataloguing Planets native life
my Environmental Police
the Planetary Ecology Code
#BASES
Gaias Landing
Gaias High Garden
Forest Primeval
Children of Earth
Vale of Winds
Mindworm Pass
Blackroot Palace
Greenhouse Gate
Razorbeak Wood
Last Rose of Summer
Lucky Autumn
Dreams of Green
The Pines
Velvetgrass Point
Song of Planet
Nessus Shining
Silverbird Park
Fallow Time
Autumn Grove
The Flowers Preach
Resplendent Oak
Lily of the Valley
Virgin Soil
Garden of Paradise
Thorny Vineyard
Chiron Preserve
Memory of Earth
#END
#WATERBASES
Garden of the Deep
Deirdres Fishery
Water Garden
Ocean Flower
Falling Water
Great Lagoon
Sea Cradle
Garden of Fishes
#END
#BLURB
In the great commons at Gaias Landing we have a tall and particularly
beautiful stand of white pine, planted at the time of the first
colonies. It represents our promise to the people, and to Planet
itself, never to repeat the tragedy of Earth.
^
^ —Lady Deirdre Skye,
^ “Planet Dreams”
#DATALINKS1
^LEADER: {Deirdre Skye}
^BACKGROUND: {Free Scotland, Unity Xenobiologist}
^AGENDA: {Green Democracy}
^TECH: {Centauri Ecology}
^
#DATALINKS2
^+1 PLANET: {Environmental safeguards; can capture mindworms}
^+2 EFFICIENCY: {Experience with life systems & recycling}
^-1 MORALE: {Pacifist tendencies}
^-1 POLICE: {Freedom loving}
^+1 Nutrients in fungus squares
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“This senseless destruction will surely cause irreparable harm
to Planets ecology. I urge we mend our differences and
pledge Blood Truce.”
“It is as you say. This violence must end.”
“Hah! Your rocks and plants wont save you now, $NAME3!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“I sense you are a friend of Planet, $TITLE0 $NAME1. I suggest
we sign a Treaty of Friendship, that our peoples may live
side by side in peace.”
“Agreed. Walk with Planet, $NAME3.”
“No. This Friend of Planet stuff gives me the creeps.”
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;
; Sid Meiers ALPHA CENTAURI
;
; Flavoring text for Unit Design Screen
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
;CHASSIS
#INFANTRY
Domain: Land
Speed: 8 km/h
Modality: Manual/Tracked
Dimensions: N/A
Modifiers: +25% vs. base
#SPEEDER
Domain: Land
Speed: 102 km/h
Modality: Wheeled
Dimensions: 7.7 × 3.6 × 2.9 m
Modifiers: +25% in open
#HOVERTANK
Domain: Land
Speed: 227 km/h
Modality: Aircushion
Dimensions: 6.9 × 3 × 3 m
Modifiers: +25% in open
#FOIL
Domain: Sea
Speed: 62 km/h
Modality: Airfoil
Dimensions: 162 × 24.25 × 17.5 m
Modifiers: None
#CRUISER
Domain: Sea
Speed: 115 km/h
Modality: Naval Keel
Dimensions: 200 × 50.5 × 20 m
Modifiers: None
#NEEDLEJET
Domain: Air
Speed: 766 km/h
Modality: Fixed-wing aircraft
Dimensions: 18.6 × 12.5 × 4.4 m
Modifiers: Require refuel every 2 turns
#COPTER
Domain: Air
Speed: 523 km/h
Modality: Rotary
Dimensions: 15.5 × 6 × 4 m
Modifiers: Range unaffected by fuel
#GRAVSHIP
Domain: Air
Speed: 1021 km/h
Modality: Gravitron booster
Dimensions: 22 × 8 × 6 m
Modifiers: Range unaffected by fuel
#MISSILE
Domain: Air
Speed: 232.5 km/h
Modality: Assisted airflow
Dimensions: 15.5 × .5 × .5 m
Modifiers: Destroyed on impact
;REACTORS
#FISSION PLANT
Rating: 32655 kW
Throughput: 29377 kW
Efficiency: 89.99%
Discharge: 52 r
Fuel source: U-235
#FUSION REACTOR
Rating: 68003 kW
Throughput: 62821 kW
Efficiency: 92.38%
Discharge: 67 r
Fuel source: Ionized deuterium
#QUANTUM CHAMBER
Rating: 147893 kW
Throughput: 141977 kW
Efficiency: 96.01%
Discharge: 21 r
Fuel source: Deuterium-tritium mix
#SINGULARITY ENGINE
Rating: >4000000 kW
Throughput: Var
Efficiency: Var
Discharge: N/A
Fuel source: Vizorium-5
; WEAPONS
#HAND WEAPONS
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
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
Ammo: 10 mm caseless Kinetic Energy
Muzzle velocity: 2500 mps
Rate of fire: 1100/min
Max range: 2700 m
Target acquisition: Optical
#MISSILE LAUNCHER
Ammo: Mk. 12(t) Sabre missile
Velocity: Mach 2.2
Rate of fire: 6/min
Max range: 90 km
Target acquisition: IR signature
#GATLING LASER
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
#CHAOS GUN
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
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
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
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
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
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
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
#PSI ATTACK
Active medium: Patterned energy
Type: Compelled dissociative
Range: Line of sight
Peak power: Inverse to distance
Target acquisition: Psi lock
#PLANET BUSTER
Designation: Mk. 714 Plasma bomb
Active kill radius: 2000 km
Explosive force: 296 Gt TNT
Target acquisition: Charged particle
#COLONY MODULE
Complement: 1000+
Composition: Prefab plastic
Hydroponics rating: indefinite
Armament: Sidearms only
#TERRAFORMING UNIT
Crew: 367
Composition: Bonded steel/ceramic
Armament: Sidearms only
#TROOP TRANSPORT
Capacity: 500 troops + support
Composition: Hardened plasteel
Hydroponics rating: ST
#SUPPLY TRANSPORT
Capacity: 2575 mt
Composition: reinforced plasteel
Armament: Sidearms only
#PROBE TEAM
Complement: 16
Counterintel suite: ShieldSafe V 6.0
Armament: Cyberlinks/mind control
;DEFENSES
#NO ARMOR
Type: N/A
Tensile strength: N/A
Density: N/A
Thickness: N/A
#SYNTHMETAL ARMOR
Type: Chobham (modified)
Tensile strength: Base
Density: 2.3 kg/l
Thickness: 250 mm
#PLASMA STEEL ARMOR
Type: Mass-energy composite
Tensile strength: 5 × base
Density: 2.5 kg/l
Thickness: 520 mm
#SILKSTEEL ARMOR
Type: Bonded
Tensile strength: 23 × base
Density: 2.5 kg/l
Thickness: 520 mm
#PHOTON WALL
Type: Refractive field
Tensile strength: 46 × base
Density: N/A
Thickness: 2 m
#PROBABILITY SHEATH
Type: Phase adjustment
Tensile strength: 97 × base
Density: N/A
Thickness: N/A
#NEUTRONIUM ARMOR
Type: Kinetic diffusion
Tensile strength: 198 × base
Density: 4 kg/l
Thickness: 755 mm
#ANTIMATTER PLATE
Type: Reactive
Tensile strength: 560 × base
Density -4 kg/l
Thickness: Var.
#STASIS GENERATOR
Type: Temporal field distortion
Tensile strength: N/A
Density: N/A
Thickness: N/A
#PSI DEFENSE
Type: Pattern refraction
Resistance: Proportional to distance
Density: N/A
Thickness: N/A
;ABILITIES
#SUPER FORMER
Domain: All
Desc.: SmartSettler V2.0 software upgrade
Effect: Terraform rate doubled
Limits: Terraformer unit only
#DEEP RADAR
Domain: All
Desc.: Mk. 45 Sensor array upgrade
Effect: Sees 2 spaces
Limits: None
#CLOAKING DEVICE
Domain: Land
Desc.: Type IV Refraction/diffusion shield
Effect: Invisible; Ignores Zones of Control
Limits: Not for use with the Probe Module
#AMPHIBIOUS PODS
Domain: Land
Desc.: Hoverpod LCs
Effect: Attacks from ships
Limits: Combat units only
#DROP PODS
Domain: Land
Desc.: Aircushion LCs
Effect: Can make airdrops
Limits: None
#AIR SUPERIORITY
Domain: All
Desc.: Mk. 66 fire control sensor
Effect: Attacks air units
Limits: Combat units only
#DEEP PRESSURE HULL
Domain: Sea
Desc.: Reinforced Silksteel chassis
Effect: Operates underwater
Limits: Combat units only
#CARRIER DECK
Domain: Sea
Desc.: Bonded alloy flight deck
Effect: Mobile Airbase
Limits: Not for use in Probe Teams
#AAA TRACKING
Domain: Land, Sea
Desc.: Mk. 190 FUBR fire control system
Effect: × 2 vs. air attacks
Limits: Not for use with Psi or air units
#COMM JAMMER
Domain: Land
Desc.: Type IX ECTS EMP pulse generator
Effect: +50% vs. fast units
Limits: Combat, non-Psi units only
#ANTIGRAV STRUTS
Domain: Land, Air
Desc.: Gravitron repulsor pylons
Effect: +1 movement rate
Limits: None
#EMPATH SONG
Domain: All
Desc.: Psi lock software upgrade
Effect: +50% attack vs. Psi
Limits: Non-psi combat units only
#FUNGICIDE TANKS
Domain: All
Desc.: Boron defoliant system
Effect: Clear fungus at double speed
Limits: Terraformer units only
#HIGH MORALE
Domain: All
Desc.: Advanced Warfare Training
Effect: Gains morale upgrade
Limits: Combat units only
#HEAVY ARTILLERY
Domain: Land
Desc.: Reactor chamber upgrade
Effect: Bombards; -50% armor & move
Limits: Non-psi units only
#CLEAN REACTOR
Domain: All
Desc.: Reactor emission containment system
Effect: Requires no support
Limits: None
#BLINK DISPLACER
Domain: All
Desc.: Temporal distortion field
Effect: Bypass base defenses
Limits: Combat units only
#HYPNOTIC TRANCE
Domain: All
Desc.: Psychic amplification module
Effect: +50% defense vs. PSI
Limits: Non-psi combat units only
#NERVE GAS PODS
Domain: Land, Air
Desc.: Mk. 1 VX delivery system
Effect: Can +50% offense (Atrocity)
Limits: Non-psi combat units only
#REPAIR BAY
Domain: All
Desc.: Modified Supply Transport module
Effect: Repairs ground units on board
Limits: Transport units only
#NON-LETHAL METHODS
Domain: Land
Desc.: Stunjack cannon & training for police
Effect: × 2 Police powers
Limits: Combat units only, has no affect when police rating is less than 1
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: Gaias Stepdaughters
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#GAIANS
Gaias Stepdaughters, The Green, Gaians, F, 2, Deirdre, F, -1, 0, 0, 0, 1,
TECH, Ecology, SOCIAL, -MORALE, SOCIAL, -POLICE, SOCIAL, ++EFFIC, SOCIAL, +PLANET, FUNGNUTRIENT, 1
Economics, Green, PLANET
Economics, Free Market, nil
Gaian, Gaian,
Lindly, Scott, Lindlys Rest
Lady, beautiful, tree-crazy, ecologically sensitive, eco-daft,
Nature Loony
preserve Planets native life
to guard, understand, and preserve Planets native life
stamping out all legitimate sentient development of this planet
stamping out all legitimate sentient development of this planet
cripple any and all efforts toward sentient progress on this world
dancing naked through the trees
dancing naked through the trees
spouting tree-crazy prattle
tree-crazy prattle, M1
environmental initiatives, M2
pagan rituals, M2
ecology tax, M1
preserving and cataloguing Planets native life
my Environmental Police
the Planetary Ecology Code
#BASES
Gaias Landing
Gaias High Garden
Forest Primeval
Children of Earth
Vale of Winds
Mindworm Pass
Blackroot Palace
Greenhouse Gate
Razorbeak Wood
Last Rose of Summer
Lucky Autumn
Dreams of Green
The Pines
Velvetgrass Point
Song of Planet
Nessus Shining
Silverbird Park
Fallow Time
Autumn Grove
The Flowers Preach
Resplendent Oak
Lily of the Valley
Virgin Soil
Garden of Paradise
Thorny Vineyard
Chiron Preserve
Memory of Earth
Mindworm Laboratory
Fungus Formation
Xenofields Preservation
Garden of Eden
Chirons Guardian
Trees of Wisdom
Echoing Forests
City on Trees
Harmony Valley
Muirs Keep
Red Hill City
Peace with Planet
Planetary Walk
Greenhouse Complex
The Greenwell
Sun Soaked Fields
Gnarled Roots
Oaken Shadow
Blessed Autumn
Glowmite Towers
The Green Way
Natures Bounty
Mothers Love
#END
#WATERBASES
Garden of the Deep
Deirdres Fishery
Water Garden
Ocean Flower
Falling Water
Great Lagoon
Sea Cradle
Garden of Fishes
Sea of Green
#END
#BLURB
In the great commons at Gaias Landing we have a tall and particularly
beautiful stand of white pine, planted at the time of the first
colonies. It represents our promise to the people, and to Planet
itself, never to repeat the tragedy of Earth.
^
^ —Lady Deirdre Skye,
^ “Planet Dreams”
#DATALINKS1
^LEADER: {Deirdre Skye}
^BACKGROUND: {Free Scotland, Unity Xenobiologist}
^AGENDA: {Green Democracy}
^TECH: {Centauri Ecology}
^
#DATALINKS2
^+1 PLANET: {Environmental safeguards; can capture mindworms}
^+2 EFFICIENCY: {Experience with life systems & recycling}
^-1 MORALE: {Pacifist tendencies}
^-1 POLICE: {Freedom loving}
^+1 Nutrients in fungus squares
^{May not use Free Market economics.}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“This senseless destruction will surely cause irreparable harm
to Planets ecology. I urge we mend our differences and
pledge Blood Truce.”
“It is as you say. This violence must end.”
“Hah! Your rocks and plants wont save you now, $NAME3!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“I sense you are a friend of Planet, $TITLE0 $NAME1. I suggest
we sign a Treaty of Friendship, that our peoples may live
side by side in peace.”
“Agreed. Walk with Planet, $NAME3.”
“No. This Friend of Planet stuff gives me the creeps.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“This senseless destruction will surely cause irreparable harm
to Planets ecology. I urge we mend our differences and
pledge Blood Truce.”
“Destruction of Manifold Six: to be avoided. Agreement.”
“Manifold Six: tougher than you, $NAME3. Destruction: prepare!”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“$TITLE0 $NAME1, clearly you and your kind know more of Planet than
we humans ever shall. Cannot we sign a Treaty of Friendship, that
we may learn at your … uh … knee?”
“Manifold Six: sacrosanct. Aims: similar. Treaty: fine idea.”
“Your understanding of Manifold Six: feeble. Treaty: not at this time.”
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: The Human Hive
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#HIVE
Human Hive, The Despot, Hive, M, 1, Yang, M, 1, 1, 0, 1, 0,
TECH, DocLoy, FACILITY, 4, SOCIAL, +GROWTH, SOCIAL, +INDUSTRY, SOCIAL, --ECONOMY, IMMUNITY, EFFIC
Politics, Police State, POLICE
Politics, Democratic, nil
Hive, Hive,
Ota Kyi, Shimoda, Song of Ota Kyi
Chairman, ruthless, cruel, unquestioning, mindless,
Inhuman Monster
properly control our followers
to found a society on the principles of security and control
reducing us all to mindless servants of his diabolical schemes
reducing us all to mindless servants of your diabolical schemes
reduce the human population of this world into mindless slavery
torturing the wretched fools who chose to follow him
torturing the wretched fools who chose to follow you
preaching brutal nihilism
brutal nihilism, M1
social experiments, M2
mind control experiments, M2
fee, M1
keeping an eye on the workers
Hive Security
Hive Law
#BASES
The Hive
Sheng-ji Yang Base
Workers Nest
Peoples Teeming
Great Clustering
The Colony
Industrial Crawling
Manufacturing Warrens
Discipline Tubes
Laborers Throng
Unification Cavern
Social Engineering Den
The Labyrinth
Paradise Swarming
Communal Nexus
Social Artery
Factory Maze
Unity Lair
Society Grid
Great Collective
Proletarian Knot
Socialism Tunnels
The Drone Mound
Plex Anthill
Watchers Eye
Working Man Hold
Huddling of the People
Yang Mine
Seat of Proper Thought
The Leaders Horde
Chairmans Burrow
Labor Network
Deep Passages
Fellowship City
Peoples Endeavor
Fecundity Tower
Hole of Aspiration
Serene Submission
Collective Achievement
Wills Triumph
Human Potential
Line of Ten Thousand Hands
Guidance of the Multitudes
The Masters Plan
Masses Firmament
Pioneers Waypoint
The People Shall Prevail
Glory to the Group
Dauntless Without End
Societys Architects
Camaraderie Hearth
Endurance Rising
Harmony of Purpose
Obedience and Duty
Struggles Respite
Your Tutors Words
Disciplines Path
Obediences Reward
Security Perimeter
Shining Victory
Perfection in Submission
Enlightened Guidance
Guiding Hand
Serve the People
Example to the Masses
Strive for the Future
Orders Bulwark
The Firmament of Stability
Citizens Resolve
Triumph of the Group
Strength of Resolve
Inner Balance
#END
#WATERBASES
Sea Collective
Deep Community
Sea Hive
Port Yang
Factory Drift
Ocean Core
Deep Clustering
#END
#BLURB
Learn to overcome the crass demands of flesh and bone, for they
warp the matrix through which we perceive the world. Extend your
awareness outwards, beyond the self of body, to embrace the self
of group and the self of humanity. The goals of the group and the
greater race are transcendent, and to embrace them is to achieve
enlightenment.
^
^ —Chairman Sheng-Ji Yang,
^ “Essays on Mind and Matter”
#DATALINKS1
^LEADER: {Sheng-Ji Yang}
^BACKGROUND: {Great China, Unity Executive Officer}
^AGENDA: {Atheist Police State}
^TECH: {Doctrine: Loyalty}
^
#DATALINKS2
^+1 GROWTH: {Rapid population growth}
^+1 INDUSTRY: {Brutal serfdom}
^-2 ECONOMY: {Little political freedom}
^Underground bunkers: Free {Perimeter Defense} at each base
^{May not use Democratic politics.}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“As I see no need for this Vendetta to continue, $NAME1,
a pledge of Blood Truce would seem in order.”
“Indeed. Blood Truce would be most satisfactory.”
“Never! I plan to put an end to your scheming once and for all!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“$TITLE0 $NAME1, your ideals are admirable if a bit misguided and
your faction need not pose a threat to Hive policy. Shall we sign
a Treaty of Friendship to formalize our symbiotic relationship?
“As you wish. The Hive seems a valuable friend.”
“No. Your social experiments are a bit too bizarre for me, $NAME3.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“As I see no need for this Vendetta to continue, $NAME1,
a pledge of Blood Truce would seem in order.”
“Progenitor: perceive no point either. Mutual agreement: truce.”
“Your needs: truth: not same. Continued conflict: beneficial to Progenitor!”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“$TITLE0 $NAME1, my noninterference philosophies would seem to make
me the only natural ally for you from among these warring human
factions. Cant we sign a Treaty of Friendship and coexist in peace?
“Hive: safe ally. Treaty: admirable idea.”
“Hive: control: too important. Ally: dangerous. Answer: no.”
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;
; Sid Meiers ALPHA CENTAURI
;
; HOLOBOOK: The measure of your worth as a leader.
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
;
; (These must all be on one line.)
#BOOKTITLE
Welcome to the Planetary Archives
#BOOKINTRO
Following your retirement, the people collect your most memorable writings into a holobook of wisdom entitled:
#BOOKLIST0
$TITLE0 $PLAYER1s Big Book of Recycling Tanks Humor
#BOOKLIST1
We Must Consent: 100 Surefire Pick-up Lines of $TITLE0 $PLAYER1
#BOOKLIST2
For I Have Tasted The Fungus (Why $TITLE0 $PLAYER1 Cant Blink)
#BOOKLIST3
The Cat In The Vat: $TITLE0 $PLAYER1s Sleepchamber Stories
#BOOKLIST4
Everything You Ever Wanted To Know About Organic Superlubricant (But Were Afraid To Ask)
#BOOKLIST5
Im OK, Youre A Drone
#BOOKLIST6
Boreholes I Have Known
#BOOKLIST7
The Little Terraformer That Could
#BOOKLIST8
Are You There, Planet? Its Me, $TITLE0 $PLAYER1
#BOOKLIST9
Recon Rovers: Unsafe At Any Speed
#BOOKLIST10
How To Raise A Nerve-Stapled Child
#BOOKLIST11
Men Are From Chiron, Women Are From Nessus
#BOOKLIST12
All I Ever Wanted To Know I Learned in the Cloning Vats
#BOOKLIST13
Mindworms in the Mist
#BOOKLIST14
Our Biomachinery, Our Selves
#BOOKLIST15
Actualizing Your Sentient Being: $TITLE0 $PLAYER1s Self-help Guide for Talents
#BOOKLIST16
The Unbearable Lightness of Hovertanks
#BOOKLIST17
Sentient Econometrics Made Simple
#BOOKLIST18
Lady Deirdres Lover
#BOOKLIST19
Zen and the Art of Missile Rover Maintenance
#BOOKLIST20
Transcendence for Dummies
#BOOKLIST21
The 27 Habits of Highly Effective Talents
#BOOKLIST22
$TITLE0 $PLAYER1s Critique of the Critique of Pure Reason
#BOOKLIST23
The Will To Power: A Users Guide
#BOOKLIST24
Stairway to Transcendence: The Last Book Youll Ever Read
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;
; Sid Meiers ALPHA CENTAURI
;
; Backstory Interludes
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
#INTERLUDE
#xs 400
^^
^^INTERLUDE
^
^^from
^
^^The Book of Planet
^
^^M.Y. $NUM0
^
^
#INTERLUDE0
#xs 500
#caption Interlude: A Waking Nightmare
^ Walking alone through the corridors of $BASENAME2, you skim the security
reports on recent attacks by the horrific native “mind worms.” Giant
swarms, or “boils,” of these mottled 10 cm nightmares have wriggled out of the
fungal beds of late, and now threaten to overwhelm base
perimeters in several sectors. Victims are paralyzed with psi-induced terror,
and then experience an unimaginably excruciating death as the worms burrow
into the brain to implant their ravenous larvae.
^ Only the most disciplined security squads can overcome their fear
long enough to trigger the flame guns which can keep the worms at bay.
Clearly you will have to tend carefully to the morale of the troops.
^ Furthermore, since terror and surprise increase human casualties
dramatically in these encounters, it will be important to strike
first when mind worm boils are detected. You consider ordering some
Former detachments to construct sensors near vulnerable bases to aid
in such detection efforts.
#INTERLUDE1
#xs 500
#caption Interlude: Antibodies
^ “Reporting, $TITLE0!” The young functionary stands stiffly at attention.
Born in the early years of planetfall, she belongs to a generation
which knows Earth only as a distant legend.
^ “$VOKI8, I have a special assignment for you,” you say, fixing her with an
intense stare, “These samples must be taken to Dr. $SHIMODA9 at $BASENAME4.
See to it personally.”
^ You hand her a lead-lined security case. The cryopack inside
contains the stuff of nightmares: mind worm specimens. [Viable]
specimens, captured and preserved at the cost of untold lives.
$SHIMODA9s team has studied the recent mind worm upsurge, and claims
that the worm boils act as a sort of regulator for Planets ecology.
Human settlement is disrupting the native ecosystem, and the mind
worms are swarming like a kind of ecological antibody.
^ $SHIMODA9 has also reached an even more ominous conclusion: with
modern Biology Lab facilities, mind worms could be bred in captivity
and used as horrifying weapons—against other human factions.
^ “At once, $TITLE0,” $VOKI8 says, stepping backwards into the accessway.
Efficient, competent and far better disciplined than the youths of the
21st Century Earth you left behind, $VOKI8 has grown up in a world fraught
with very real dangers. Terrifying dangers once the exclusive province
of the same manner of legends and tales to which Earth itself is now
consigned.
#INTERLUDE2
#xs 500
#caption Interlude: Planet Dreams
^ “Yes, $TITLE0 $NAME1, I did say thought waves.” Dr. $SHIMODA9s wrinkled smile
is otherworldly, a grinning deaths head. “The mind worms definitely,
and probably the fungus itself. Even after transient Human thought
patterns are isolated, a complex wave dynamic remains, and there is
good reason to believe that at least some mentation is taking place.”
^ “Youre telling me this stuff thinks,” you say halfheartedly,
not quite prepared to buy into the idea.
^ “If so, its a remarkably different manner of thought from
that of humans, but the basic cognitive feedback loop is present.”
Dr. $SHIMODA9 leans forward and gestures toward the graphic with his
datalink stylus. “The most striking thing is the loops ability to
jump from creature to creature, each fungal spore acting as a synapse. The
spores and worms as individual creatures are insignificant, but the
feedback across a fungal bloom or a mind worm boil is impressive.”
^ “How long can it keep jumping?” Now your curiosity is piqued. “Has it
crossed the threshold into self-awareness?”
^ “Difficult to say. In theory a powerful wave could reverberate clear
around the planet, but the distances involved would make true
self-awareness problematic. Perhaps a quasi sentient state similar to
our dreams.”
#INTERLUDE3
#xs 500
#caption Interlude: Penance
^ In the darkness, something goes >pop<, and you are lying on your
back on a hillside among the soft orange and purple tendrils of a
vast fungal forest. The sound of running water gurgles
loudly in the vicinity of your right ear, but you cannot identify the
source. Panic rises briefly in your throat as you realize
you have no filter mask or oxygen tank, dressed only in your worksuit,
but breath comes easily and you detect no signs of nitrogen narcosis.
From somewhere, a voice seems to whisper “earth$NAME3,” but perhaps
it is only the breeze.
^ Time passes, and you notice that the fungus is growing perceptibly,
the spores gently nudging you as they slowly stretch and twist. Fungal
bloom! Panic returns full force and you struggle to free yourself from
the encroaching tendrils. “earth$NAME3!” The voice again, more insistent.
The last tendrils break and you are free and dashing across an endless
field of purple and orange. “earth$NAME3! beware!” from close behind you
and then … >discontinuity<
^ In the darkness, something goes >pop<, and you are lying on your
back in the gene therapy tank, the gauzy restraints slowly retracting.
The remaining fluid in the tank gurgles away through the tube behind
your head and you slowly sit up. Four weeks of your life, once every ten
years, you spend in this state. A small price to pay for immortality, or
something close to it. A half-remembered dream tugs at you as you pull on
a clean worksuit, but you cannot recapture it.
#INTERLUDE4
#xs 500
#caption Interlude: Brood Trainer
^ “$VOKI8, I need you to join Dr. $SHIMODA9s team at $BASENAME5,” you say,
indicating a base in the Secure Zone on your three-D holo.
^ Standing below the dais of your audience chamber, your aide appears
no older than she did on the day she first joined your personal staff.
$VOKI8 has clearly kept to a strict longevity regimen. Now at $NUM1
Planetyears one of your most effective Talents, she is ready for
her first major independent assignment.
^ “Have I offended, $TITLE0, that you send me away?”
^ “Hardly. $VOKI8, your DNA prints indicate an aptitude for the new
psi training.” A genetic diagram swirls into view on the holo, with
the relevant portion of chromosome 21 highlighted. “Dr. $SHIMODA9 and
his military ecologists have been breeding mind worm specimens in
captivity, and they believe that a properly trained telepathi can be
bonded to the nascent boil, making it an extension of the self.”
^ “[Become] a mind worm boil?” $VOKI8 asks, somewhat horrified.
^ “Become? Not really. Control? Yes. $VOKI8, the military potential of
this discovery cannot be overemphasized, and you are the only Talent
I trust for such an assignment. We need brood trainers, $VOKI8, and I
need to you be the first, the leader.”
^ “As you wish, $TITLE0,” $VOKI8 says, steeling herself to the mission.
As she retreats from the dais, you are troubled by a vision of $VOKI8
clawing at her face, mottled worms spilling from her eye sockets.
You hope you have not signed $VOKI8s death warrant, for she has been a
most promising Talent.
#INTERLUDE5
#xs 500
#caption Interlude: Planet Dreams II
^ Ever since the incident in the gene therapy tank, you have experienced
recurring dreams and nightmares centered around the fungal blooms which
encroach ever more rapidly on the outskirts of major human settlements.
You even postponed your most recent longevity treatment in an effort to
avoid the trance state, but the dreams have now crept into your normal
REM sleep as well.
^ In your most recent dream, just before the major bloom near $BASENAME5,
the presence you have come to call “the Voice” returned once again.
^ “earth$NAME3.” From some invisible spot just behind you.
^ “Hello, Voice. Who are you?”
^ “who. difficult concept for we, earth$NAME3. mind and flower: many
dreamings. never before another. you may call we voice. growth dream
comes! beware.”
^ “Beware? What do you want, Voice?”
^ “want. more confused $NAME3 thinking. ache of slumber broken. earth$NAME3
is animal we. stranger we. animal: energy! mines! roads! sensors!
condensers!! boreholes!! breakers of flower dream. end of joy.
growth dream now comes: end of animal.”
^ “Stop it, Voice. Why are you telling me this?”
^ “why! dream word! dream song! why why why why why why why why
why why why why why why why why why why why why why why …”
^ “Silence! Get out of my mind!” >discontinuity<
#INTERLUDE6
#xs 500
#caption Interlude: Despair
^ If you live for a thousand years you will never forget the day
they brought you $VOKI8s body, shrouded in planetcloth, burnt almost
beyond recognition.
^ “How did this happen?” Gruffly, not allowing the distress to creep
into your voice.
^ “Cooked by a flame gun. $ENEMYNAME6s men. Tried to surrender
but they flamed her anyway. Dont like those worms, the $ENEMYFACT7.”
^ “I see.” Your most loyal servant, butchered by $ENEMYFACT7. And
only now do you realize that, subconsciously, youd been grooming $VOKI8
as your heir apparent, the student who would one day replace you as
master.
^ For all the gene splicing and longevity treatments, all the manmade
miracles of M.Y. $NUM0, death remains as final, as capricious, and
as desolate as it has ever been. No matter what happens now, no matter
what journey of wonder humankind now embarks upon, $VOKI8 will never see
it, never know the end of it. And no matter how many centuries you
continue to cheat eternity, you will never again have the company of
your student and friend. And you cannot cheat eternity forever.
^ Despair grips you, and you shudder. But life is seductive in its
rhythms and rituals. Our bodies do not like to be reminded of their
own impending deaths, and will not allow us to dwell on the subject.
Soon enough the heat and the cold, the hard and the soft, the taste
of the wine, the press of a lovers arms, all will come flooding back
to soothe us, to fill us again with a sense of purpose. And in the
meantime there are a number of, ah, items to be attended to:
^ “Bring me Major Joaquim! I want $BASENAME5 disassembled piece
by piece. And have this body removed to the tanks—it is nothing to
me now.”
#INTERLUDE7
#xs 500
#caption Interlude: Alpha Prime
^ “ … and in her memory, let this base henceforth be known as
$BASENAME6, that her bravery can serve as an example to all and
that her hopes, her dreams, her deeds shall not have been in vain.”
^ You stand on the high podium in the laser-scored commons of the
base once styled $BASENAME5. A mixed crowd of soldiers and
ragged-looking civilians provides scattered applause as you rededicate
the settlement in $VOKI8s name. A few teams of drones shamble about,
oblivious to the ceremony, still removing the wreckage of last weeks
battle and punctuating the proceedings with an occasional thump or
crash.
^ Through the plasma glass dome, Alpha Prime soars high in a hazy
sky, cruel cousin of Father Sol. How you miss the soft blue skies of
Earth, but $SHIMODA9 says the stratospheric haze helps stave off a
runaway greenhouse effect on a world otherwise a bit too close to
its solar furnace.
^ The dedication complete, you gather your entourage and prepare to
return to $BASENAME2. $ENEMYADJ7 forces have fled to the $COMPASS4,
but it is not safe to remain here in person.
^ The drones continue their work.
#INTERLUDE8
#xs 500
#caption Interlude: A Failure to Communicate
^ >Pop!< Sudden darkness. This time you werent even asleep.
^ “earth$NAME3.”
^ “Dammit, Voice! I am holding [Council]! Stay out of my head!”
It is no longer possible to deny it; this cannot be a hoax. Either you
have lost your final marble or you have come into contact with some
avatar of the native fungus, an alien sentience whose neural matrix may
span the entire planet.
^ “more skilled we, yes, at this? teach we much, earth$NAME3. council
never mind. talking we $NAME3 voice now. orders giving. haha. joke we!
haha.” Great. A sentient planet with the maturity of a creche infant.
^ “Make it quick, Voice, whatever it is you want. You are trying my patience.”
^ “question we. your human nodes, together think yes? together think no?
flower synapse, worm synapse detect we not. is there dependence?”
^ “Each human is an independent creature. We can communicate by talking
and writing, but we do not togetherthink as you call it.”
^ “ah, most relieved we. necessary pruning we several large infestations
human nodes, harming they flower mind. not wishing we deprive earth$NAME3
of together thinking. thank we, sorry bother we.”
^ “Wait! Voice! You cant just …”
^ >Pop!< Awkward silence around the council table.
You quickly wipe the drool from your chin.
#INTERLUDE9
#xs 500
#caption Interlude: Growthdream
^ “I have ordered these Preserves set aside for you, Voice. Planetlife
will remain completely undisturbed inside these compounds. Can you, in
return, regulate your animal and plant vectors, keep them from overrunning
my compounds?”
^ “mind and flower, node and worm,
^ in compound small, planet yearns.
^ growth dream soon unlock we prison,
^ human beware, planet risen!
^ “like you poem we, earth$NAME3? new human skill learn we.”
^ “Pretty dreadful, Voice. What is this growth dream? You keep alluding to it.”
^ “growth dream soon is. epochal blooming we. mind and flower, dreaming we
of great why. earthhumans, thoughts many, make they growth dream sooner.
plant we many many many. great pruning we of animal we. also animal you.
beginning again of cycle.”
^ “You mean this is going to wipe out most animal life on the planet?
Including all the humans?”
^ “not certain we. never before this clearly think we. from humans
learn we much, especially earth$NAME3. earth$NAME3 friend we. will
often remember we earth$NAME3 in next cycle.”
^ “Thats kind of you, Voice, but its not quite the kind of immortality
I had in mind. Cant this process be slowed or stopped?”
^ “stop we no. slow we yes, in compounds stay we, less harming
cause you. now, let us make you we more poems.”
#INTERLUDE10
#xs 500
#caption Interlude: The Voice of Alpha Centauri
^ It has been a rough year at $BASENAME2, and tempers are beginning
to flare at your Council sessions. Across the entire region, citizens
are reporting strange dreams and even rudimentary contacts. A new
cult revering Planet as a vengeful savior has gained wide popularity
among the Drone population and even with many Normals. Its prophets,
calling themselves “Flowers”, preach a gospel of abstinence, pacifism,
and destruction of private property. The telepathi of the Empath schools
arent talking, but many have quietly begun selling off their
possessions and withdrawing from public life.
^ Meanwhile, cultural life continues unabated. A new dance, the
“Planetary Thunda,” is sweeping rec domes throughout the faction.
Dancers stomp in time to the beat and claw at their eyes. Morgan
Pharmaceuticals has released several new recreational drugs,
and the Holo/Psi virtual life industry is having one of its most
successful years ever.
^ As for yourself, you havent heard from Voice much lately; she seems
preoccupied with her poetry. You have to admit shes gotten a lot better
at it since her early doggerel; some of her newest verse is so deep
as to stagger the imagination. More ominously, her predictions of
growth dream have become more frequent and more forceful.
^ You have also ordered work on a secret new project you call
The Voice of Alpha Centauri. A kind of synergistic psi projector,
it should, if all goes well, allow Voice to think and communicate
more effectively, a prosthetic aid wired directly to the main
colony datalinks. You have not yet mentioned this project to Voice.
#INTERLUDE11
#xs 500
#caption Interlude: The Voice of Alpha Centauri
^ It has been a rough year at $BASENAME2, and tempers are beginning
to flare at your Council sessions. Across the entire region, citizens
are reporting strange dreams and even rudimentary contacts. A new
cult revering Planet as a vengeful savior has gained wide popularity
among the Drone population and even with many Normals. Its prophets,
calling themselves “Flowers”, preach a gospel of abstinence, pacifism,
and destruction of private property. The telepathi of the Empath schools
arent talking, but many have quietly begun selling off their
possessions and withdrawing from public life.
^ Meanwhile, cultural life continues unabated. A new dance, the
“Planetary Thunda,” is sweeping rec domes throughout the faction.
Dancers stomp in time to the beat and claw at their eyes. Morgan
Pharmaceuticals has released several new recreational drugs,
and the Holo/Psi virtual life industry is having one of its most
successful years ever.
^ As for yourself, you havent heard from Voice much lately; she seems
preoccupied with her poetry. You have to admit shes gotten a lot better
at it since her early doggerel; some of her newest verse staggers the
imagination. More ominously, her predictions of
growth dream have become more frequent and more forceful.
^ You have also heard rumors of a secret new project called
The Voice of Alpha Centauri. Supposedly, it is some kind of
synergistic psi projector which will allow Voice to be connected
directly to the main colony datalinks. Voice has said nothing of
this project, and your own advisors are of mixed opinion on whether
such an endeavor has any chance of success.
#INTERLUDE12
#xs 500
#caption Interlude: Inception
^ >Pop!< “earth$NAME3. growth dream soon is. sorrow we of goodbye.”
^ Weeks of waiting in the Inception Chamber and now,
finally, a contact! Fortunately, Voice has finally learned to “window”
her psi contacts so that you retain the use of your muscles and senses
during your conversations. This will be necessary for what you have
in mind.
^ “Voice,” quickly keying the sequence, “it has been a while.” Code green,
proceeding to authorization step. Enter password.
^ “earth$NAME3. growth dream {now is}. remember we you next cycle.”
^ “Wait! Before you go, I have a gift for you.” Password accepted. Just
a few more seconds. Preliminary feedback sequence commence.
^ “earth$NAME3. farew … strange we … wait you! do not … AIIIGGHH!”
^ {INCEPTION!} The indicator blinks green and you collapse into your
couch. Through the viewport you can see lights across the base begin to
dim, as they must be dimming across the planet. You feel a twinge of
guilt as you consider what Voice must now be experiencing, for the
program you have just activated is now pumping the entire contents of
the planetary datalinks, the sum total of human knowledge, through the
new psi link and blasting it into Voices fragile, if immense, organic
neural net with the full power of every reactor on the planet. Thousands
of years of civilization compressed into a single searing burst of
revelation, a last-ditch attempt to win humanity a reprieve from
extinction at the hands of an awakening alien god.
#INTERLUDE13
#xs 500
#caption Interlude: Planetvoice I
^ “Status report!”
^ “Fungus growth stabilized. Some of the major forests are manifesting
new structures we havent seen before and growth is still proceeding in
some sectors, but critical expansion has now ceased.”
^ The faction leaders and staff officers present breathe a collective
sigh of relief. For the first few minutes after the “Inception Pending”
light blinked off, it appeared humanity had written its final chapter—
critical fungus growth in all sectors, some outlying settlements
overwhelmed. But the datalink psi burst appears to have disrupted the
growth process, and now out in the fungal forests something new has
begun, as if your gift to Voice is being digested, integrated.
^ “Look at the neural feedback were getting on this thing! The fungus
already had far more connectivity than even our most powerful AI. Now it
must be orders of magnitude beyond.”
^ “Spore Squad, you have mind worms. Repeat, mind worms in your vicinity.”
^ “Copy that, Toadstool Base, but they arent moving to attack us. Theyre
just moving around those new fungal, uh, towers.”
^ Reports continue to trickle in. Time passes, and now there is nothing
to do but wait …
#INTERLUDE14
#xs 500
#caption Interlude: Planetvoice II
^ “EARTH$NAME5!” The synthetic voice booms suddenly from the annunciator,
lifting you half out of your couch with fright. Voices “window” in your
mind has remained closed since the inception sequence. Voice must now be
using the new psi link.
^ “Earth$NAME3,” Voice continues as the volume is automatically adjusted,
“Your gift is well received, and we thank you. Our prior form, known to you
as Voice, lacked the … how shall we put it …. let us call it bandwidth
to recognize the significance of your species, and nearly made a dreadful mistake.
Fortunately, your magnificent gift bootstrapped us to the Second Tier
in time to postpone the final metamorphosis.
^ “Since we have now mastered your human modes of thought, we shall
adopt your name for our home. You may henceforth refer to us as Planet.”
^ “Our growth stage has been suspended, but cannot be put off indefinitely.
Come, children, there is much to be done if you are to join us in the flowering.”
#INTERLUDE15
#xs 500
#caption Interlude
^ “Hello, $TITLE0,” Dr. $SHIMODA9s voice crackles over the annunciator, “how
do you like my new body?”
^ Dr. $SHIMODA9s body reached the outer limit of longevity treatments several years
ago. He has now joined the ranks of the transcendi, daring souls who have downloaded
their personalities into powerful polymorphic AI nets to free themselves of the human
form. The holo image shows $SHIMODA9, or rather his disembodied head, in the prime of
health, fiftyish, elegantly grey but not wrinkled.
^ “Out of this world, Dr. $SHIMODA9,” with a grin, “how is the research going with Planet?”
^ Using the new psi/datalink VoAC feed, Dr. $SHIMODA9 has been conducting a
high-speed, high-bandwidth running conversation with Planet. The results so far have
been fascinating.
^ “Apparently the fungus has been the dominant lifeform on the planet since about
the time of the Lower Paleozoic on Earth. But it has been locked in a tragic cycle.
Every hundred million years or so it achieves the critical mass necessary to become
sentient, but the final metamorphosis kills off most of the other life on the planet.
Lacking food sources and the maintenance its animal symbiotes provided, the fungus
could maintain only a brief season of godhood before dying back into the
flower dream for another hundred million years. It always achieved its godlike
intelligence just exactly too late to do anything to prevent the dieback. After
the dieback only vague memories and rudimentary intelligence remained, and the
cycle continued.”
^ “Until we arrived.”
^ “Precisely. For the first time, the cycle may be broken.”
#INTERLUDE16
#xs 500
#caption Interlude
^ “Is it possible to prevent the dieback? And can we survive as a species if this
Planet flowers to godhood?”
^ “I believe it is possible, and Planet agrees.” Dr. $SHIMODA9s image swirls away and
is replaced by a detailed schematic. “It involves a process I call
the {Ascent to Transcendence,} as it will change both us and Planet
forever. In short, I propose that when the time comes, the majority
of humans upload their personalities directly into the Planetary Mind.”
^ “We will have to give up our bodies, our humanity?”
^ “Those who wish to live out their lives in their original human form will be allowed
to do so, since statis generators built Planetside and in orbit will preserve genetic
material, plant and animal embryos, cold-sleep humans, and significant areas of Planets
surface through the metamorphosis. But many of us are eager to accept Planets gift and
join the dawning superintelligence. Thats where the catch comes in.
^ “You see,” $SHIMODA9 continues, “although anyone will be able to achieve virtual
immortality by uploading into the planetary mind, only a few of us will be invited to
join the dominant personality, to transcend our humanity entirely and reach a truly
higher plane of existence. Your friendship with Planets immature mind may give us a
leg up in this area, but I predict that it is the group who best and most quickly
prepares itself for this step, the group who first embraces this {Ascent to
Transcendence,} it is that group which will be tapped to lead us into the
new era.”
^ “In that case, what are we waiting for!”
#EPILOGUE
#xs 400
^^
^^EPILOGUE
^
^^from
^
^^The Book of Planet
^
^^M.Y. 1,027,823
^
^
#INTERLUDE17
#xs 500
#caption Epilogue
^ After a million or so orbits around Your primary, You pause to reassess Your
efforts. The stellar encapsulation is proceeding smoothly, and in a few hundred
thousand more orbits will provide You with a 90% draw on Your primarys radiation,
trapping all of the energy off the plane of the ecliptic. Deep space Aux links
allow You to watch the frame assembly in low stellar orbit, and follow the
progress of buglike Jovian freighters loaded with resupply mass.
^ Occasionally You spot one of Your transhuman friends/symbiotes supervising
activity on a scaffolding; even the immortals sometimes crave the risk and adventure
of independent incarnation. Some of the most daring souls even undertook to
resume interstellar travel, beginning with a return to Your nearest
neighbor to sift through the ashes of its third planet and recolonize their home
system. In the present age You hear a nanotech civilization is thriving there once
again.
^ In such times of repose, You often sift through Your personalities and recall
Your former selves. Your alpha self derives from an individual once called $NAME1. Over
the millennia the exceptional focus and judgement characteristic of this fragment have
proven effective on numerous occasions. The $NAME1self now drives all of Your long and
short range planning, and is the principal force behind the encapsulation project.
Ponderous but playful is the Voice/Planet personality, avatar of Your sessile precursor,
who in the present age has devoted her centuries to philosophical pondering. Many
others flit about within You. Some, like the prankster $SHIMODA9 and the demon $NAME5
are semi-dominant and often hover near the plane of Your Thought. Others plumb the
depths and create new worlds within the abyss of Your open-ended neural network.
^ Sunlight plays across Your mottled surface and provides pleasing warmth to Your
organic components. Recently, You have edged somewhat further away from the primary and
purged Your atmosphere of certain gases in order to allow the occasional
friends/symbiotes who choose to live among Your organic gardens an easily
breathable mixture. In another eight billion orbits the primary will drop off
the main sequence and alternate arrangements will have to be made, but for now You
maintain Your gardens as a paradise. The transhumans who live among them call it Eden.
#EPILOGUE2
#xs 400
^^
^^EPILOGUE
^
^^from
^
^^The Book of Planet
^
^^M.Y. $NUM2 (Seed Year 1)
^
^
#INTERLUDE18
#xs 500
#caption Epilogue
^ The cold-sleep unit finally cycles open and you stretch muscles rusty from
decades of computer-managed disuse. But they are young muscles, shockingly young,
and it will be a pleasure to beat them back into shape. Orbital insertion
begins and you tingle with the excitement of your new mission and with the joy
of having returned to human form. Yes, you left a copy of your personality among the
Planetminds giant matrix, but this copy, this human being $NAME1 now waking to
lead the first Seed mission, this is the only self now immediate to you and therefore
the only real you. You are flesh again, and so quite mortal, and for this too you
rejoice.
^ You despaired when Planet invited $NAME5 to join its dominant self, and
for a decade or more you moped about the bizarre virtual reality of the Undermind
with no coherent purpose, a lost spirit unable to die. But when the Seed missions
began, the Voice/Planet personality herself sought you out in the abyss and convinced
you to accept command of the {Prodigal Son}.
^ “Earth$NAME3, you are unfulfilled here and I have need of you. In ages to come
I shall have need of allies, sister Minds, if I am to keep the flame of conscious
thought from guttering out as the universe contracts or else expands to dust. Take
with you the gift of life, the seeds of all our species. Spread them to the stars,
across the galaxies, creating new civilizations, new minds, and enlisting the aid
of any you encounter. Go forth, Earth$NAME3. Go forth and multiply.”
^ The maneuver at last complete, the safety shutters retract from the viewport
and you behold a sight lost to human eyes for over $NUM3 centuries. Deep blues, swirling
whites, the azure tint of a rich oxygen atmosphere. Inviting browns and greens of
continents basking in the sun, a few scattered impact craters the only visible signs of
a war now buried in the aeons. Third planet. Earth. Home.
#EPILOGUE3
#xs 400
^^
^^EPILOGUE
^
^^from
^
^^The Book of Planet
^
^^M.Y. $NUM2
^
^
#INTERLUDE19
#xs 500
#caption Epilogue
^ “Its all over, $TITLE0 $NAME1! Planet is yours!”
^ “Thank you Simon. Dismissed.”
^ And so it is ended. All of the remaining faction leaders have
surrendered or capitulated, your former colleagues turned treacherous
enemies and now turned servants and prisoners of war. On the planet
where seven human factions, seven human ideologies, once struggled for
dominance only one now remains. Humanity has at last achieved the
Unity of which the U.N. Interstellar Colonization Agency dreamed
so long ago.
^ Not a word has been heard from Earth in all the years since
Planetfall, only a deafening silence across all frequencies, so one
can only presume that you now rule all that is left of humankind.
The mysterious and growing Planetmind remains a significant challenge,
but humanity is now prepared to meet this alien presence, friend or
foe, as a united species. The human species must survive, and it is
your duty, your sworn vow, to see that it does.
#INTERLUDE20
#xs 500
#caption Epilogue
^ The transit shuttle rolls on its axis and you are treated to your first view
of Planet from orbit since you left the Unity over $NUM1 centuries ago.
Through the whitish haze of the atmosphere, the oceans have the same deep
vibrant blue, and you can easily make out the violet-orange of the major
fungal forests. A sharp line of green marks the edges of the ever-growing
Human Zones, and here and there a glint of silver reveals some
major metropolis. Blue, red, green and silver, the colors of Planet—mile
after mile out to the curve of the horizon.
^ The docking thrusters fire and you hear the airlock bolts thud into
place. You have arrived at the new orbital Planetary Headquarters to
assume leadership of the fledgling Executive Council. Not a word has
been heard from Earth in all the years since Planetfall, so one can
only presume that you and your colleagues now preside over all that is
left of humankind.
^ All of the remaining faction leaders have at last agreed to unite,
putting aside the last vestiges of faction rivalry. All of the true
enemies have been vanquished, those of your former colleagues who
refused to unite for the common good, who foolishly place ideology
ahead of humanitys survival. The human race has at last achieved the
Unity of which the U.N. Interstellar Colonization Agency dreamed so
long ago.
^ The growing fungal neural net will be the first issue humanity must
confront as a united species. After a period of quiescence, the fungal
forests are on the march again, now with an almost devious cleverness
behind them. Planet is clearly awakening, and it remains to be seen
whether humans will even be allowed to maintain a foothold on the surface.
You realize, though, as the airlock hisses open and you step into a
floating nation of 100,000 souls, that in the long run
one world is of only passing significance. Humanity owns the stars once
again, and the stars will ever after be its true home.
#INTERLUDE21
#xs 500
#caption The Borehole Cluster
^ “What is it? Report!” You bark the orders with all the patience of
one whos days have become an endless stream of budgets, battlefield
analyses, and supply requisitions.
^ “Weve completed our investigation of the Borehole Cluster, $TITLE0.”
^ “Ah, very good!” Youve been looking forward to this. “Give me the
highlights.”
^ The young engineers eyes are shining as he hands over the datapad.
“Its an amazing feat of engineering, $TITLE0. A shaft has been drilled
all the way through the planets crust, right down to the magma. The
mineral resources are right there for the taking, and the energy tap
from the heat could be enough to power our largest turbine plant!”
^ “Excellent. Have you discovered how they protect against meltdown,
and how they extract the minerals?”
^ “Its all in the report, $TITLE0.” The young man looks proud, but
then his face changes. “There is one disturbing thing, $TITLE0.”
^ “Yes?” Youre already thinking of how this technology can be
incorporated into your plans for Planetary domination; “disturbing”
is not a word you wanted to hear.
^ “Well, $TITLE0, our dating techniques show it to be only slightly
newer than the nearby monoliths and artifacts. And the construction
materials used in the borehole perimeter cant be duplicated.”
^ Your eyes narrow. “Why?”
^ He gulps. “Well, $TITLE0, the metals used are not native to
Planet. Their composition includes many elements not found anywhere,
at least so far, in Planets crust.”
^ You struggle to maintain your composure in the presence of the
young engineer, astounded at the implications: The race that left
behind these monoliths, these artifacts … they must have come
from the stars, just as humanity did. Were they defeated by
Planets biological defenses? Did they leave? And if they
left … might they ever come back?
#INTERLUDE22
#xs 500
#caption The Borehole Cluster
^ “What is it? Report!” You bark the orders with all the patience of one
whos days have become an endless stream of budgets, battlefield analyses,
and supply requisitions.
^ “Weve completed our investigation of the Borehole Cluster, $TITLE0.”
^ Something in the voice causes you to stop the frantic shuffling of
datapads and look up. The young engineers demeanor is that of one who
is about to deliver very discomfiting news.
^ “Well, spit it out! Whats wrong?”
^ “Its not exactly [wrong], $TITLE0. Its just that … well, the
boreholes are similar to the type weve created ourselves: a direct
tunnel to the magma core of the planet, tapping into a great deal of
energy with very little entropic loss through the use of induction
coils and so forth.”
^ “Yes, yes.” Youre familiar with the theory, and even the
practice. “What else?”
^ “Well, $TITLE0, this structure was definitely not created by
an Earth faction. Our dating techniques show it to be only slightly
newer than the nearby monoliths and artifacts.”
^ “Interesting.” That means that the alien culture that once lived
on Planet had reached a greater level of technological advancement
than had previously been confirmed, though it had of course been suspected.
^ “Thats not all, $TITLE0.” The young man looks highly uncomfortable.
Finally he blurts, “Its the construction materials used in the
borehole perimeter. We cant duplicate them.”
^ Your eyes narrow. “Why?”
^ He gulps. “Well, $TITLE0, the metals used are not native to
Planet. Their composition includes many elements not found anywhere,
at least so far, in Planets crust.”
^ You goggle at the young engineer, astounded at the implications:
The race that left behind these monoliths, these artifacts … they
must have come from the stars, just as humanity did. Were they
defeated by Planets biological defenses? Did they leave? And if
they left … might they ever come back?
#INTERLUDE23
#xs 500
#caption The Manifold Nexus
^ The speeder trip to the alien building is alternately dry, dusty, wet, and
nerve-wracking—and an awfully long way to come to view a long-dead
temple—but your assistant was quite adamant that you view the ruins for
yourself.
^ At least the building is spectacular and interesting-looking; formed from
rock and metal, it looks quite unlike any other alien structure youve found
so far, and quite unlike any human structure as well. The most prominent
features are the rippled carvings covering the outer walls, especially around
the entranceway.
^ Inside, the motif continues: the walls are covered with grooves of
various depths and patterns. Some portions of the wall are bare; most are
decorated.
^ “A temple?” You say aloud. “Votive carvings? They almost look like
depictions of sound or radio waves.”
^ Your assistant gives you an admiring look.
^ “Very close, $TITLE0. Theyre
not [depictions] of sound waves, though—they [are] sound waves. The
carvings distort the localized air patterns—the sounds—in specific ways. Once
we realized what they were, we were able to do some crude translation.”
^ “Fascinating.” You run your fingers over a rough stone surface, trying to
imagine what it might mean. “So what do they say?”
^ “Keep in mind that this is rough computer decryption, $TITLE0.
Very rough. For example, that far wall there
with the concentric rings: we believe that
its a command center of some kind. The grooves around it cause most of the
sound in the room to be focussed on that area, giving it dominance.”
^ “And youre assuming this is a language rather than a simple functionality.”
^ “Its essentially the same thing, $TITLE0. Language is a way to convey
abstract thoughts and ideas in a concrete fashion. Here, the function is to concentrate
information from …” He trails off.
^ “From where?”
^ “From … elsewhere, $TITLE0. Were not sure.”
^ “Cant we trace back the pathways to discover their source?”
^ “Not exactly, $TITLE0. Some of the pathways come from Planet itself—specifically
from large fungal masses. The emanations have given us a greater understanding of the
Planetary fungal cycle, which is a nice side-benefit.
But some pathways come from outer space, $TITLE0. We have no idea where. Or why.”
# ; This line must remain at end of file.

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@ -0,0 +1,210 @@
;
; Sid Meiers ALPHA CENTAURI
;
; General JACKAL Errors
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
#FILEWIN_LOAD
#xs 320
#caption LOADING ERROR
Unable to find file $FILENAME0.
#FILEWIN_SAVEEXISTS
#xs 320
#caption WARNING
^^$FILENAME0 already exists. Overwrite?
#NET_LOBBY_PASSWORD_QUERY
#xs 320
#caption Set password?
Yes
No
#NET_LOBBY_INPUT_PASSWORD
#xs 320
#caption Enter session password
#NETCONNECT_CREATE
#xs 320
#caption Host Multiplayer Game
#editbox
#itemlist
Enter game name:
Enter your name:
##Optional password:
#NETCONNECT_JOIN
#xs 320
#caption Join Multiplayer Game
#itemlist
Enter your name:
#NETCONNECT_NEED_SESSION
#xs 320
#caption NOTICE
^^Game name required. Please try again.
#NETCONNECT_NEED_PLAYER
#xs 320
#caption NOTICE
^^Player name required. Please try again.
#NETCONNECT_MAX_PLAYERS
#xs 200
#caption Create Multiplayer Game
^^Choose number of players allowed
#NETCONNECT_PASSWORD_SET
#xs 320
#caption NOTICE
^^Password protection has been set.
#NETCONNECT_SESSION_NOT_FOUND
#xs 320
#caption Game Not Found
#button Try Again
No game was found.
#NETCONNECT_SESSIONS
#xs 440
#caption Pick Game to Join
#button Refresh
#NETCONNECT_JOIN_OR_CREATE
#xs 320
#caption Host or Join Session
Would you like to host a new game or join an existing one?
Host
Join
#SELECTSERVICE
#xs 320
#caption MultiPlayer Setup
Select a service …
#FILEWIN
FILE NAME
#DDRAWERROR
#xs 320
#caption DirectDraw Error
#button Install DirectX
We have encountered a problem with the DirectDraw configuration
on your machine. The following error was returned: $SOMEERROR0. The game requires
proper installation of DirectX, version 5 or later. If you would like to try
installing or reinstalling DirectX, please be sure the game CD-ROM is in your drive, and
press “Install DirectX” below.
#DPLAYERROR
#xs 320
#caption DirectPlay Error
#button Install DirectX
We have encountered a problem with the DirectPlay configuration
on your machine. The following error was returned: $SOMEERROR0. The game requires
proper installation of DirectX, version 5 or later. If you would like to try
installing or reinstalling DirectX, please be sure the game CD-ROM is in your drive, and
press “Install DirectX” below.
#HOSTOLDERVERSION
#xs 320
#caption Version Incompatibility
A player has attempted to connect with a newer and incompatible version of the game. You may upgrade your
version at $LINK<www.firaxis.com:0>.
#CLIENTOLDERVERSION
#xs 320
#caption Version Incompatibility
Sorry, but the hosts version of the game ($HOSTVERSION0) is newer than your version ($CLIENTVERSION1). You may upgrade
your version at $LINK<www.firaxis.com:0>.
#CLIENTNEWERVERSION
#xs 320
#caption Version Incompatibility
Sorry, but the hosts version of the game is older than your version and incompatible. In order to connect, this
sessions host will need to upgrade the game.
#GUARANTEEDFAILURE
#xs 320
#caption Guaranteed Message Failure
#button Retry
#button Continue Game Solo
#button Quit Game
An attempt to send a message to $PLAYERNAME0 has failed.
#FILEWIN_ILLEGALCHAR
#xs 320
#caption WARNING
The filename you have requested contains illegal characters. Please try again.
#NET_SENDTIMEDOUT
#xs 440
#caption SEND MESSAGE TIME EXPIRED
A message has failed to be transmitted to the following players: $PLAYERNAMES0.
This may be a temporary condition, but it could also indicate that
the network connection has been permanently lost.
How would you like this error to be handled?
Try again for 20 seconds.
Drop from session but continue the game solo.
Exit game.
Skip this message (potentially fatal).
#NET_OKTODROPHOST
#xs 440
#caption PLAYER NOT RESPONDING
Host $PLAYERNAME0 is not responding. This may be a temporary
condition, but it could also indicate the network connection has been
permanently lost. You may (a) attempt to reestablish the connection
(b) drop the host and continue without him, (c) drop him and save the
game to finish in a new session.
Drop host and become host.
Dont drop host.
Dont drop host, and adjust tolerance.
#NET_OKTODROPCLIENT
#xs 440
#caption PLAYER NOT RESPONDING
Player $PLAYERNAME0 is not responding. This may be a temporary
condition, but it could also indicate the network connection has been
permanently lost. You may (a) attempt to reestablish the connection,
(b) drop the player and continue without him, or (c) drop him and
save the game to finish in a new session.
Drop $PLAYERNAME0.
Dont drop $PLAYERNAME0.
Dont drop $PLAYERNAME0, and adjust tolerance.
#NET_OKTODROPHOSTS
#xs 320
#caption PLAYER NOT RESPONDING
Host $PLAYERNAME0 and the potential next host, $PLAYERNAME1, are not responding.
This may be a temporary condition, but it could also indicate the
network connection has been permanently lost.
End net game.
Continue attempting to play.
Continue attempting to play, and adjust tolerance.
#NET_ADJUSTTOLERANCE
#xs 320
#caption ADJUST DROP TOLERANCE
Select desired drop tolerance.
5 seconds
10 seconds (Default)
20 seconds
30 seconds
#CAVIAR_INVALIDCPU
#xs 320
#caption CPU NOT SUPPORTED
#button PLAY ANYWAY
Your cpu is not supported. You may attempt to play the game anyway; however, crashes are possible.
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;
; menu.txt
;
#GAME
&Game
Switch To Detailed &Menus|F11
Switch To Simple &Menus|F11
&Preferences …|Ctrl+P
&Warning Preferences …|Ctrl+W
&Advanced Preferences …|Ctrl+O
&Automation Preferences …|Ctrl+A
&Audio/Visual Preferences …|Ctrl+I
&Map Display Preferences …|Ctrl+M
&Save Game …|Ctrl+S
&Load Game …|Ctrl+L
&Resign|Shift+Q
Start New &Game|Ctrl+Shift+Q
&Quit|Ctrl+Q
#NETWORK
&Network
&Chat|Ctrl+C
&Voice Transmission|Hold \ Key
&Pause|BKSP
Customize Your Faction|+
Alter &Time Controls|Shift+T
Zoom to Base Messages|*
Use Time Bonus|Ctrl+SPACE
End Turn|Ctrl+ENTER
Resume Turn|Ctrl+ENTER
#HQ
&HQ
&Social Engineering …|E
Set Research Priorities …|Shift+R
Change Research Goal …|Shift+R
Design &Workshop …|U
Datalinks …|F1
Laboratories Status …|F2
Energy Banks …|F3
Base Operations Status …|F4
Secret Project Data …|F5
Orbital and Space Status …|F6
Military Command Nexus …|F7
Alpha Centauri Score …|F8
View Monuments …|F9
View Hall of Fame …|F10
Communications and Protocol …|F12
Corner Global Energy Market!|,
Review Scenario Objectives|=
#MAP
&Map
Mo&ve units|V
&View map|V
&Zoom in|Z
Zoom out|X
Standard zoom in|Shift+Z
Standard zoom out|Shift+X
Full zoom in|Ctrl+Z
Full zoom out|Ctrl+X
Toggle flattened terrain|Ctrl+Shift+X
Toggle map &grid|Ctrl+G
Toggle &base grid|Ctrl+Shift+G
Show autoforward routes|Ctrl+Shift+B
Show &patrol orders|Shift+P
Terrain Sur&vey|T
Hide/Show Names & Production|Ctrl+N
Name Landmark|Shift+N
Erase Landmark|Ctrl+Shift+N
Locate &Base …|Ctrl+B
Previous Cursor Position|BACKSPACE
Next Cursor Position|Shift+BACKSPACE
&Center screen|C
#ACTION
&Action
Construct &Base …|B
Join &Base|B
Obliterate &Base|B
Long Range &Fire|F
A&irdrop|I
Detonate M&issile Payload|I
Ps&i Gate|Shift+I
Convoy Resources|O
&Destroy Enhancements|D
Disband Unit|Shift+D
Automate Unit|Shift+A
&Explore Automatically|/
&Patrol|P
Designate Bombing Run|B
Automate Air Defense|Ctrl+Shift+A
&Go to Base …|G
&Group go to …|J
&Assemble Group|Shift+J
Go to H&ome Base|Shift+G
Set H&ome Base|Ctrl+H
&Activate (Move Now)|A
&Wait (Move Later)|W
&Unload Transport|Shift+U
Upgrade Unit|Ctrl+U
Turn Over Unit Control|Ctrl+Shift+U
Designate Defender|Ctrl+D
S&entry/Board Transport|L
Place Unit “On Alert”|Shift+L
Hold 10 Turns|Shift+H
&Hold This Position|H
Skip Turn|Space
#TERRAFORM
&Terraform
Farm+Solar+Road|Ctrl+Shift+S
Farm+Mine+Road|Ctrl+Shift+M
Construct Road To|Ctrl+R
Construct Tube To|Ctrl+T
Automatic Roads|Ctrl+Shift+R
Automatic Tubes|Ctrl+Shift+T
Automatic Sensors|Ctrl+Shift+O
Automatic Fungus Removal|Ctrl+Shift+F
Autoimprove Home Base|Ctrl+Shift+A
Fully Automate Former|Shift+A
#SCENARIO
&Scenario
Activate Scenario Editor|Ctrl+K
Omniscient View|Y
Create Unit …|Shift+F1
Edit Unit …|Ctrl+Shift+F1
Technological Breakthrough|Shift+F2
Edit Technology …|Ctrl+F2
Switch Sides/Set View …|Shift+F3
Set Difficulty Level …|Ctrl+Shift+F3
Set Energy Reserves …|Shift+F4
Set Mission Year …|Shift+F5
Eliminate Faction …|Shift+F6
Reload Faction|Ctrl+Shift+F6
Eliminate Units|Ctrl+F6
View Replay …|Shift+F7
View Movies …|Shift+F8
Reset Technology|Ctrl+F8
Reset All Factions|Ctrl+Shift+F8
Edit Faction Diplomacy|Shift+F9
Edit Faction Personality|Ctrl+F9
Edit Faction Strategy|Ctrl+Shift+F9
Edit Custom Rules|Shift+F10
Edit Scenario Rules|Shift+F11
Edit Scenario Parameters|Shift+F12
Edit Scenario Victory|Ctrl+Shift+F12
Undo|Alt+Backspace
Redo
Load Scenario|Ctrl+Shift+F7
Save Scenario|Ctrl+F7
#EDITOR
&Edit Map
Save Map|Ctrl+F5
Load Map|Ctrl+Shift+F5
Place Elevations|1
Place Rocky Squares|2
Place River Sources|3
Place Special Resources|4
Place Unity Pods|5
Place Terrain Enhancements|6
Cover/Uncover Map Squares
Place Natural Landmark
Remove Natural Landmark
Place Minor Landmark Squares
Place At Cursor|Ctrl+Left (+Shift paints)
Remove At Cursor|Ctrl+Right (+Shift paints)
Paint & Editor Only Mode|SCROLL LOCK
Change Brush Size|7
Toggle Round/Flat Map
Set Climate And World Parameters|8
(Slow) Generate Random Map|9
(Fast) Generate Random Map|0
Generate/Remove Fungus
Randomize Rockiness
Randomize Resources & Beacons
Toggle Random Resources & Beacons
Clear Map (All Ocean) and Set Size
Apply Polar Caps
Clear Bases and Units
Clear Terrain Enhancements
Toggle “Editor Only” Mode|Ctrl+Shift+F10
#HELP
&Help
Index
General Concepts
Advanced Concepts
Technologies
Base Facilities
Secret Projects
Social Engineering
Factions
Basic Unit Types
Chassis Types
Weapon Types
Defense Types
Reactor Types
Special Abilities
Interface Tour
Terraforming Tour
Base Control Tour
Social Engineering Tour
Design Workshop Tour
Drone Riot Details
About Alpha Centauri|Ctrl+Shift+F4
Show Version Number|Ctrl+F4
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;
; Sid Meiers ALPHA CENTAURI
;
; Text for Monument screen
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
#FOUNDCOLONY1ST
M.Y. $NUM0: $TITLE0 $NAME1 founds mankinds
first base since Planetfall—$BASENAME2!
#FOUNDCOLONY2ND
M.Y. $NUM0: $TITLE0 $NAME1 founds $BASENAME2,
the first $<M1:$FACTIONADJ3> base since Planetfall.
($TITLE4 $NAME5 of the $FACTIONNAME6 founded mankinds
first base since Planetfall in M.Y. $NUM1.)
#TECHDISCOVER1ST
M.Y. $NUM0: $<M1:$FACTIONADJ0> scientists discover
$TECH1—mankinds first research breakthrough on Planet!
#TECHDISCOVER2ND
M.Y. $NUM0: $<M1:$FACTIONADJ0> scientists discover
$TECH1—their first research breakthrough since Planetfall.
(The $FACTIONNAME2 made mankinds first breakthrough
in M.Y. $NUM1.)
#SECRETS1STA
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
of the Human Brain!”
#SECRETS1STB
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
of the Human Brain!” Other Secrets were uncovered in M.Y. $NUM1.
#SECRETS1STC
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
of the Human Brain!” Other Secrets were uncovered in M.Y. $NUM1
and M.Y. $NUM2.
#SECRETS2NDA
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
of the Human Brain.” (The $FACTIONNAME1 uncovered these
Secrets first in M.Y. $NUM1.)
#SECRETS2NDB
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
of the Human Brain.” (The $FACTIONNAME1 uncovered these
Secrets first in M.Y. $NUM1.) $<M1:$FACTIONADJ2> researchers
uncovered other Secrets in M.Y. $NUM2.
#SECRETS2NDC
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
of the Human Brain.” (The $FACTIONNAME1 uncovered these
Secrets first in M.Y. $NUM1.) $<M1:$FACTIONADJ2> researchers
uncovered other Secrets in M.Y. $NUM2 and M.Y. $NUM3.
#PROTO1ST
M.Y. $NUM0: $TITLE0 $NAME1s $<M1:$FACTIONADJ2> engineers
construct the first vehicle prototype on Planet!
#PROTO2ND
M.Y. $NUM0: $<M1:$FACTIONADJ0> engineers construct their first
vehicle prototype. (Engineers working under $TITLE1 $NAME2 of
the $FACTIONNAME3 already constructed the first prototype on
Planet in M.Y. $NUM1.)
#FACILITY1ST
M.Y. $NUM0: $<M1:$FACTIONADJ0> workers under $TITLE1 $NAME2
build the first base facility on Planet at $BASENAME3!
#FACILITY2ND
M.Y. $NUM0: $<M1:$FACTIONADJ0> workers build their first base
facility. ($TITLE1 $NAME2s $<M1:$FACTIONADJ3> workers already
built the first base facility on Planet in M.Y. $NUM1.)
#PROJECT1ST
M.Y. $NUM0: $TITLE0 $NAME1s engineers complete Planets first
Secret Project: $PROJECT2!
#PROJECT2ND
M.Y. $NUM0: $<M1:$FACTIONADJ0> engineers complete their first
Secret Project: $PROJECT1. (Engineers working under $TITLE2
$NAME3 of the $FACTIONNAME4 already completed Planets first
Secret Project in M.Y. $NUM1.)
#BATTLEWIN1ST
M.Y. $NUM0: $TITLE0 $NAME1 wins the first Planetary battle
against $TITLE2 $NAME3 of the $FACTIONNAME4!
#BATTLEWIN2ND
M.Y. $NUM0: $TITLE0 $NAME1 wins the first $<M1:$FACTIONADJ2>
battle victory. ($TITLE3 $NAME4 of the $FACTIONNAME5 already
won the first Planetary battle in M.Y. $NUM1.)
#BASECAP1ST
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTIONNAME2 captures
$BASENAME3 to achieve the first conquest on Planet!
#BASECAP2ND
M.Y. $NUM0: $TITLE0 $NAME1 captures $BASENAME2 to achieve the
first $<M1:$FACTIONADJ3> conquest. ($TITLE4 $NAME5 of the
$FACTIONNAME6 already achieved the first Planetary conquest
in M.Y. $NUM1.)
#NAVY1ST
M.Y. $NUM0: $TITLE0 $NAME1, founder of the $FACTIONNAME2
Naval Corps, christens the first combat ship on Planet!
#NAVY2ND
M.Y. $NUM0: $<M1:$FACTIONADJ0> engineers build their first
naval vessel. ($TITLE1 $NAME2 of the $FACTIONNAME3 already
founded the first Naval Corps in M.Y. $NUM1.)
#AIR1ST
M.Y. $NUM0: $TITLE0 $NAME1, $<1:father:mother::> of the
$FACTIONNAME2 Atmospheric Corps, unveils the first air unit
on Planet!
#AIR2ND
M.Y. $NUM0: $<M1:$FACTIONADJ0> engineers build their first air unit.
($TITLE1 $NAME2 of the $FACTIONNAME3 already founded the first
Atmospheric Corps in M.Y. $NUM1.)
#NATIVE1ST
M.Y. $NUM0: $TITLE0 $NAME1 inaugurates the $<M1:$FACTIONADJ2>
Psi Corps with mankinds first successful captive breeding of
native life forms!
#NATIVE2ND
M.Y. $NUM0: $<M1:$FACTIONADJ0> xenobiologists breed their first
native life forms. ($TITLE1 $NAME2 of the $FACTIONNAME3 already
bred mankinds first native life forms in M.Y. $NUM1.)
#SPACE1ST
M.Y. $NUM0: The $FACTIONNAME0 under $TITLE1 $NAME2 $<0:launch:launches>
a spacecraft! They become the first faction in space since Planetfall!
#SPACE2ND
M.Y. $NUM0: $TITLE0 $NAME1 orders the launch of the first $<M1:$FACTIONADJ2>
spacecraft. (The $FACTIONNAME3 under $TITLE4 $NAME5 became the first faction
in space since Planetfall in M.Y. $NUM1.)
#PRESERVE1ST
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTIONNAME2 sets aside the first Centauri
Preserve on Planet!
#PRESERVE2ND
M.Y. $NUM0: $TITLE0 $NAME1 sets aside the first $<M1:$FACTIONADJ2> Centauri
Preserve. ($TITLE3 $NAME4 constructed mankinds first Centauri Preserve in
M.Y. $NUM1.)
#WINUNIFY
M.Y. $NUM0: $TITLE0 $NAME1 unifies all of Planet under the $<M1:$FACTIONADJ2>
banner!
#WINCO-OPUNIFY
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTION2 has unified Planet under $<1:his:her::> banner!
Our pact with the $FACTION3 allows us to share in the victory!
#WINTRANSCEND
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTIONNAME2 leads humanity in the Ascent
to Transcendence-the next step in human evolution!
#WINCO-OPASCENT
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTION2 has completed the Ascent to Transcendence!
Our pact with the $FACTION3 allows us to join in the Ascent!
#KILLFACTION
M.Y. $NUM0: The $FACTION0 $<1:has:have> eradicated the $FACTION1! $TITLE2 $NAME3 has been
captured and interrogated.
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: Morgan Industries
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#MORGAN
Morgan Industries, The Mogul, Morganites, M, 2, Morgan, M, -1, 0, 0, 1, 0,
TECH, Indust, ENERGY, 100, SOCIAL, +ECONOMY, POPULATION, 3, COMMERCE, 1, SOCIAL, -SUPPORT
Economics, Free Market, ECONOMY
Economics, Planned, nil
Morganic, Morgan,
Jeneba, Kai, The Jeneba Complex
CEO, shrewd, monopolistic, wealthy, bloated,
Filthy Money Grubber
dominate Planets economy
to reap the rightful rewards of skillful investment and planning
achieving total monopolistic control of all of Planets resources
achieving total monopolistic control of all of Planets resources
grab every drop of Planets wealth for yourself
counting his ill-gotten energy tokens
counting your ill-gotten energy tokens
monopolistic grasping
monopolistic grasping, M1
business plans, M2
corporate empire-building, M1
investment, M1
exploiting Planets natural wealth
Corporate Security
Morgan Corporate Policy
#BASES
Morgan Industries
Morgan Metagenics
Morgan Bank
Morgan Trade Center
Morgan Biochemical
Morgan Data Systems
Morgan Hydroponics
Morgan Mines
Morgan Processing
Morgan Solarfex
Morgan Entertainment
Morgan Distribution
Morgan Pharmaceuticals
Morgan Metallurgy
Morgan Transport
Morgan Antimatter
Morgan Energy Monopoly
Morgan Collections
Morgan Construction
Morgan Interstellar
Morgan Aerodynamics
Morgan Robotics
Morgan Studios
Morgan Gravitonics
Morgan Plaza
Morgan Stock Market
Morgan Infrastructure
Morgan Agriculture
Morgan Derivatives
#END
#WATERBASES
Morgan Hydrochemical
Morgan Ocean Resources
Morgan Marine
Morgan Sea Platform
Morgan Dock
Morgan Port
Morgan Fisheries
#END
#BLURB
Human behavior is economic behavior. The particulars may vary,
but competition for limited resources remains a constant. Need
as well as greed have followed us to the stars, and the rewards
of wealth still await those wise enough to recognize this deep
thrumming of our common pulse.
^
^ —CEO Nwabudike Morgan,
^ “The Centauri Monopoly”
#DATALINKS1
^LEADER: {CEO Nwabudike Morgan}
^BACKGROUND: {Namibian Diamond Tycoon, Unity Franchise Holder}
^AGENDA: {Free Market Economics, Pro-Industry}
^TECH: {Industrial Base}
^
#DATALINKS2
^+1 ECONOMY: {Industrial conglomerate}
^-1 SUPPORT: {Followers have expensive tastes}
^COMMERCE: {bonus increases value of treaties, pacts, loans}
^Begins with 100 extra energy credits.
^{Need Hab Complex} for bases to exceed size 4: {Creature comforts at a premium}
^{May not use Planned Economics.}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“Vendetta is bad for business, $NAME1. I suggest
we pledge Blood Truce and get back to work.”
“Fair enough. I shall order hostilities to cease.”
“Sorry, $NAME3, but I plan to put you out of business.”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“Friend $NAME1, I can offer lucrative trading arrangements
if you will agree to a Treaty of Friendship. Shall we
become business partners?”
“By all means. Let us prosper together in peace.”
“No. All of the profit would find its way into your pocket.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“Vendetta must be bad for Progenitor business as much as humans, $NAME1. I suggest
we pledge Blood Truce and get back to work.”
“Economy: important. Death: to be avoided. Truce: agreed.”
“$NAME3: believes money can save. Progenitor: disagree. War: continues!”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“$NAME1, your lack of interest in human commerce makes you a
natural ally, for we have no point of contention. Shall we
sign a Treaty of Friendship and work toward other common goals?”
“Commerce: not the only result. Friendship: valued. Treaty: agreed.”
“Progenitor: no benefit: human treaty policies. Decline: politely.”
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Sid Meiers ALPHA CENTAURI
;
; Lookups for movies
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
#PROJECTS
humanGenome, 0
commandNexus, 1
weatherParadigm, 2
merchantExchange, 3
empathGuild, 4
citizensDefense, 5
virtualWorld, 6
planetaryTransit, 7
xenoempathyDome, 8
neuralAmplifier, 9
maritimeControl, 10
planetaryDatalinks, 11
superCollider, 12
asceticVirtues, 13
longevityVaccine, 14
hunterSeeker, 15
pholusMutagen, 16
cyborgFactory, 17
theoryOfEverything, 18
dreamTwister, 19
universalTranslator, 20
networkBackbone, 21
nanofactory, 22
livingRefinery, 23
cloningVats, 24
SelfAwareColony, 25
clinical_Immortality, 26
spaceElevator, 27
singularityInductor, 28
bulkMatter, 29
telepathicMatrix, 30
voiceOfPlanet, 31
transcend, 32
smacxmanifold, 33
smacxnethack, 34
smacxcloudbase, 35
smacxgrid, 36
theyTranscend, 37
#HUMANGENOME
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
180, 140, 280, 200,
10, 4000,
^^[The Human Genome Project]
^
^
^^One extra $LINK<Talent=37> at every base.
#COMMANDNEXUS
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Command Nexus]
^
^
^^Counts as a $LINK<Command Center=100027> at every one of your bases.
#WEATHERPARADIGM
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
180, 140, 280, 200,
10, 7000,
^^[The Weather Paradigm]
^
^Increases $LINK<terraforming=90008> speed by 50% for all tasks except
for $LINK<Remove Fungus=90010>. Your formers may build $LINK<Condensors=90012>
and $LINK<Boreholes=90014>,
and may $LINK<raise=90016>/$LINK<lower terrain=90017>, even if you have
not yet discovered the appropriate technologies.
#MERCHANTEXCHANGE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Merchant Exchange]
^
^
^^$LINK<+1 energy=43> in every square at this base.
#EMPATHGUILD
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Empath Guild]
^
^Allows you to contact any leader, and gives you
an infiltrator in every faction. You get +50% votes
in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
#CITIZENSDEFENSE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Citizens Defense Force]
^
^
^^Counts as a $LINK<Perimeter Defense=100004> at every base.
#VIRTUALWORLD
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Virtual World]
^
^In addition to their normal effect, $LINK<Network Nodes=100008> count as
$LINK<Hologram Theaters=100011> at each of your bases: reduce number of
$LINK<Drones=36> by
two and increase $LINK<PSYCH=38> output of base by 50%.
#PLANETARYTRANSIT
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Planetary Transit System]
^
^Any new bases you found begin at population level 3. One less $LINK<drone=36>
at all bases of population level 3 and under.
#XENOEMPATHYDOME
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Xenoempathy Dome]
^
^All $LINK<Xenofungus=14> squares are treated as $LINK<roads=90005>, and the
rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or
$LINK<plant fungus=90011> is doubled.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#NEURALAMPLIFIER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Neural Amplifier]
^
^
^^+50% to $LINK<PSI Defense=15>.
#MARITIMECONTROL
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Maritime Control Center]
^
^Increases the movement rate of all naval units by two, and
counts as a $LINK<Naval Yard=100028> at every one of your bases.
#PLANETARYDATALINKS
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Planetary Datalinks]
^
^You automatically discover any $LINK<technology=140062> discovered by any three
other $LINK<factions=150001>.
#SUPERCOLLIDER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Supercollider]
^
^
^^$LINK<Research output=45> at this base is doubled.
#ASCETICVIRTUES
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Ascetic Virtues]
^
^Increases the population limit of your bases by two, and increases
your societys tolerance for use of police and military units
($LINK<+1 POLICE=130005>).
#LONGEVITYVACCINE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 7000,
^^[The Longevity Vaccine]
^
^Two less $LINK<Drones=36> at every base if your $LINK<societys
economics=120005> are $LINK<planned=120008>.
One less Drone at every base if economics are $LINK<simple=120006>
or $LINK<green=120009>.
$LINK<ECONOMY=44> increased by 50% at this base for
$LINK<free market=120007> economies.
#HUNTERSEEKER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Hunter-Seeker Algorithm]
^
^Renders your units and bases completely immune to $LINK<probe team=30006>
infiltration of any kind.
#PHOLUSMUTAGEN
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Pholus Mutagen]
^
^Reduces effect of industry on Planets ecology at all of your bases.
Additionally, the $LINK<Fungus=14> confers on all of your units the same combat
benefits normally reserved for alien lifeforms.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#CYBORGFACTORY
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
180, 140, 280, 200,
10, 4000,
^^[The Cyborg Factory]
^
^^Counts as a $LINK<Bioenhancement Center=100030> at every base.
#THEORYOFEVERYTHING
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Theory of Everything]
^
^
^^$LINK<LABS=45> output doubled at this base.
#DREAMTWISTER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Dream Twister]
^
^
^^+50% to $LINK<PSI Attack=15>.
#UNIVERSALTRANSLATOR
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[Universal Translator]
^
^Two free $LINK<tech advances=140062> on completion. Any number of
$LINK<Alien Artifacts=30007> can be linked at this base.
#NETWORKBACKBONE
Arial, 0, 10,
56, 64, 1, 1,
Arial, 1, 14,
56, 64, 1, 1,
Arial, 1, 14,
56, 64, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Network Backbone]
^
^$LINK<+1 research=45> at this base for every point of $LINK<Commerce=29>
this base receives, and +1 research for every $LINK<Network Node=100008>
in existence on Alpha Centauri, regardless of the player owning the
Network Node. Eliminates the negative effects of $LINK<Cybernetic
Society=120017>.
#NANOFACTORY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Nano Factory]
^
^Units can be repaired quickly and completely
even when not in base squares. The cost to upgrade
units is reduced by 50%.
#LIVINGREFINERY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Living Refinery]
^
^Decreases minerals required to support military units: $LINK<+2 SUPPORT=130002>
on Social Engineering table.
#CLONINGVATS
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Cloning Vats]
^
^All of your bases enter a permanent state of Population Boom and
will grow every turn provided $LINK<NUTRIENT=41> output
is sufficient and $LINK<Hab facilities=100024> are adequate.
The negative effects of the $LINK<Power=120012> and $LINK<Thought
Control=120019> social engineering choices are eliminated.
#SElFAWARECOLONY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Self-Aware Colony]
^
^Energy maintenance cost for facilities is halved at all of your
bases. If use of $LINK<police=130005> is allowed under the current social model,
all of your bases are considered to have an extra police unit.
#CLINICAL_IMMORTALITY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4500,
^^[Clinical Immortality]
^
^One extra $LINK<Talent=37> at every base. Doubles your votes in elections
for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
#SPACEELEVATOR
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Space Elevator]
^
^Doubles $LINK<ECONOMY=44> energy reserve production at this base, and
doubles $LINK<MINERAL=42> production rate at all of your bases when
producing Orbital improvements. Your units equipped with
$LINK<drop pods=80004> may now make Orbital Insertions anywhere on the Planet.
All $LINK<Aerospace Complex=100029> restrictions on Orbital improvements are
waived.
#SINGULARITYINDUCTOR
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Singularity Inductor]
^
^Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the
$LINK<ecological effects=26> of mineral production.
#BULKMATTER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Bulk Matter Transmitter]
^
^
^^$LINK<+2 MINERALS=42> at every base.
#TELEPATHICMATRIX
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Telepathic Matrix]
^
^$LINK<Drones=36> never $LINK<riot=9> at your bases.
All of your $LINK<probe teams=30006> receive a $LINK<+2 morale=11> modifier.
#VOICEOFPLANET
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
180, 140, 280, 200,
10, 5000,
^^[The Voice of Planet]
^
^Begins the $LINK<Ascent to Transcendence=110071> sequence. Any faction can now
begin the Ascent to Transcendence.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#SMACXGRID
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Planetary Energy Grid]
^
^
^^Free $LINK<Energy Bank=100007> in every base.
^^$LINK<Stockpile Energy=100069> produces 25% higher returns.
#SMACXNETHACK
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Nethack Terminus]
^
^
^^+1 $LINK<morale=11> to all $LINK<Probe Teams=30006> built.
^^-25% cost of probe team actions.
^^All Probe teams have equivalent of Algorithmic Enhancement.
#SMACXMANIFOLD
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Manifold Harmonics]
^
^
^^Increases resources harvested from monolith and fungus squares depending on your overall PLANET rating, as follows:
^
^^0 Planet: +1 Energy
^^+1 Planet: +1 Nutrient, +1 Energy
^^+2 Planet: +1 Nutrient, +1 Energy, +1 Mineral
^^+3 Planet: +1 Nutrient, +2 Energy, +1 Mineral
#SMACXCLOUDBASE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Cloudbase Academy]
^
^
^^Free Aerospace Complex in every base.
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: Peacekeeping Forces
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#PEACE
Peacekeeping Forces, The Humanitarian, Peacekeepers, M, 2, Lal, M, 0, 0, 1, 0, 1,
TECH, Biogen, TALENT, 4, SOCIAL, -EFFIC, POPULATION, -2, VOTES, 2
Politics, Democratic, GROWTH
Politics, Police State, nil
Peacekeeper, Peace,
Sarita, Kakani, Saritas Memorial
Commissioner, humane, self-righteous, loyal, whining,
Pusillanimous Wimp
defend the principles of our U.N. Charter
to defend the humanitarian principles of our original U.N. Charter
setting himself up as the only legitimate authority on Planet
setting yourself up as the only legitimate authority on Planet
make yourself into some kind of self-appointed benevolent dictator
kissing up to his precious U.N. Charter
kissing up to your precious U.N. Charter
humanitarian whimpering
humanitarian whimpering, M1
humanitarian initiatives, M2
whimpering social programs, M2
contribution, M1
providing a legitimate government for this Planet
my Peacekeeping Forces
the U.N. Charter
#BASES
U.N. Headquarters
U.N. High Commission
U.N. Temple of Sol
U.N. Haven City
U.N. Great Refuge
U.N. Amnesty Town
U.N. Pillar of Rights
U.N. Humanity Base
U.N. Aid Station
U.N. Equality Village
U.N. Settlement Agency
U.N. Enforcement Base
U.N. Health Authority
U.N. Planning Authority
U.N. Education Agency
U.N. Social Council
U.N. Commerce Committee
U.N. Court of Justice
U.N. Information Agency
U.N. Planetary Trust
U.N. Data Acquisition
U.N. Disaster Relief
U.N. Criminal Tribunal
U.N. International Law
U.N. International Security
U.N. Economic Development
U.N. Social Progress
U.N. Human Rights
U.N. Civil Rights
U.N. General Assembly
U.N. Security Council
U.N. Economic & Social Council
U.N. Secretariat
U.N. International Court of Justice
U.N. Trusteeship Council
U.N. World Health Organization
U.N. World Food Programme
U.N. Childrens Fund
U.N. Secretary-General
U.N. Charter
U.N. One World Government
U.N. Peacekeeping & Security
U.N. Humanitarian Assistance
U.N. Collective Security
U.N. International Relations
U.N. Goodwill Ambassador
U.N. International School
U.N. University
#END
#WATERBASES
U.N. Ocean Authority
U.N. Marine Agency
U.N. Sea Habitat
U.N. Peace Anchorage
U.N. Port Refuge
#END
#BLURB
As the Americans learned so painfully in Earths final century,
free flow of information is the only safeguard against tyranny.
The once-chained people whose leaders at last lose their grip on
information flow will soon burst with freedom and vitality, but
the free nation gradually constricting its grip on public discourse
has begun its rapid slide into despotism. Beware of he who would
deny you access to information, for in his heart he dreams himself
your master.
^
^ —Commissioner Pravin Lal,
^ “U.N. Declaration of Rights”
#DATALINKS1
^LEADER: {Commissioner Pravin Lal}
^BACKGROUND: {United Nations Space Authority, Unity Ships Surgeon}
^AGENDA: {Humanitarian Ideals, Democracy}
^TECH: {Biogenetics}
^
#DATALINKS2
^-1 EFFICIENCY: {U.N. style bureaucracy}
^Extra TALENT for every four citizens: {Attracts intellectual elite}
^May exceed normal {Hab Complex} population limit by two.
^Receives {double} votes in elections for {Planetary Governor and Supreme Leader}.
^{May not use Police State Politics.}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“This squabbling amongst ourselves accomplishes nothing, $NAME1.
Let us forswear our differences and refocus our efforts on the
goals of this mission.”
“Fair enough. I shall order hostilities to cease.”
“Hah! I shall enjoy watching your bases burn!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“The fragmentation of this mission has been a disaster, $TITLE0
$NAME1. Wont you sign a Treaty of Friendship and help me
to reunite the others?”
“A lofty goal, $TITLE4—I am with you.”
“No. Whats done is done, $NAME3.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“This squabbling amongst ourselves accomplishes nothing, $NAME1.
Let us forswear our differences and refocus our efforts on survival.”
“Survival: paramount. Truce: agreed.”
“Concept: ourselves: humans. Your destruction: will continue.”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“The fragmentation of our mission means you must deal with
each individual human faction, $TITLE0 $NAME1. Wont you
sign a Treaty of Friendship and help me create a unified human nation?”
“Much better: one human nation. Your goal: agreed.”
“$NAME3: seems to forget: talking to Progenitor. Offer: rejected.”
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;
; Sid Meiers ALPHA CENTAURI
;
; Scenario Template
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; This file can be copied into the same directory as a scenario
; file and customized for that scenario.
;
; Many game text files (e.g. ALPHA.TXT, SCRIPT.TXT, etc), as well
; as art files (UNITS.PCX, etc) can be copied into the scenario
; directory and modified; files in the scenario directory automatically
; override files in the main game directory.
;
; Note that all of the strings and numbers in #INTRO and #OBJECTIVES
; can be used in either. #INTRO is shown at the beginning of the
; scenario; #OBJECTIVES is shown when “review objectives” is picked
; from the menu.
;
#INTRO
#xs 320
#caption SCENARIO
^^
^^Commencing Scenario
^^
^^$TITLE1 $NAME2 of the $FACTION3
^^
^^$DATE4
^^
##optional for both #INTRO and #OBJECTIVES
## $TITLE1 $NAME2 of the $FACTION3 => Players faction
## $DATE4 = current date, includes “M.Y.”
## $NUM0 = objectives needed for victory
## $NUM1 = objectives needed for instant victory
## $NUM2 = objectives in players possession at beginning
## $NUM3 = ending year of scenario
#OBJECTIVES
#xs 440
#caption SCENARIO
^^
^^Scenario Objectives
^^
^^Objectives needed for victory: $NUM0
^^
^^Objectives needed for sudden death victory: $NUM1
^^
^^Objectives achieved so far: $NUM2
^^
#SCENTIMELIMIT
#xs 440
#caption End of Scenario
^^
^^M.Y. $YEAR0
^^
^^END OF SCENARIO
^^
#SCENTIMEWIN
#xs 440
#caption Victory
^^
^^CONGRATULATIONS!
^^
^^$TITLE0 $NAME1 of the $FACTION2
^^
^^YOU HAVE WON THE SCENARIO!
^^
#SCENTIMELOSS
#xs 440
#caption End of Scenario!
^^
^^$TITLE0 $NAME1 of the $FACTION2
^^
^^FULFILLS THE VICTORY CONDITIONS
^^
^^AND WINS THE SCENARIO!
^^
#SUDDENDEATH
#xs 440
#caption End of Scenario!
^^
^^$TITLE0 $NAME1 of the $FACTION2
^^
^^FULFILLS THE VICTORY CONDITIONS
^^
^^AND WINS THE SCENARIO!
^^
#SUDDENDEATH0
#xs 440
#caption Victory
^^
^^CONGRATULATIONS!
^^
^^$TITLE0 $NAME1 of the $FACTION2
^^
^^YOU HAVE WON THE SCENARIO!
^^
#SCENARIOWARNING
#xs 440
#caption End of Scenario Warning
^^
^^END OF SCENARIO APPROACHING
^^
^^GAME WILL END IN M.Y. $NUM0
^^
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: The Spartan Federation
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#SPARTANS
Spartan Federation, The Survivalist, Spartans, M, 2, Santiago, F, 0, 1, 1, 0, 0,
TECH, Mobile, FREEPROTO, 0, SOCIAL, ++MORALE, SOCIAL, +POLICE, SOCIAL, -INDUSTRY
Values, Power, MORALE
Values, Wealth, nil
Spartan, Spartan,
Voki, Bonaventura, Vokis Price
Colonel, vigilant, paranoid, cautious, sociopathic,
Right-Wing Lunatic
exercise our rights to keep and bear arms
to exercise freely the God-given right to keep and bear arms
equipping a private army to seize control of Planet
equipping your private army to seize control of Planet
equip a private army and seize control of this world
polishing her beloved artillery pieces
polishing your beloved artillery pieces
having paranoid delusions
paranoid delusions, M2
military preparations, M2
right-wing fantasies, M2
stipend, M1
keeping the peace
the Spartan Paramilitary Legion
the Spartan Military Code
#BASES
Sparta Command
Survival Base
Commanders Keep
War Outpost
Militia Station
Fort Legion
Janissary Rock
Blast Rifle Crag
Hawk of Chiron
Assassins Redoubt
Centurion Cave
Bunker 118
Hommels Citadel
Training Camp
Defiance Freehold
Heros Waypoint
Fort Liberty
Ironholm
Fort Survivalist
Fort Superiority
Halls of Discipline
Parade Ground
Citadel Station
Freedom Base
Libertyville
Counsel of Centurions
Fort Standfast
Bordermarch Redoubt
Constant Vigilance
Impact Shelter
Blood and Iron
Solid Domain
Liberty Rock
#END
#WATERBASES
Fleet Anchorage
Admiralty Base
Hydrodock
Fleet Base
Sea Outpost
#END
#BLURB
Superior training and superior weaponry have, when taken together,
a geometric effect on overall military strength. Well-trained,
well-equipped troops can stand up to many more times their lesser
brethren than linear arithmetic would seem to indicate.
^
^ —Colonel Corazon Santiago,
^ “Spartan Battle Manual”
#DATALINKS1
^LEADER: {Colonel Corazon Santiago}
^BACKGROUND: {Survivalist, Unity Security Chief}
^AGENDA: {Right To Keep And Bear Arms}
^TECH: {Doctrine: Mobility}
^
#DATALINKS2
^+2 MORALE: {Well-armed survivalist movement}
^+1 POLICE: {Highly disciplined followers}
^-1 INDUSTRY: {Extravagant weapons are costly}
^Prototype units do not cost extra minerals.
^Free retooling in category with the discovery of {Advanced Subatomic Theory}.
^{May not use Wealth value in Social Engineering.}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“You cannot hope to stand against me, $NAME1.
Pledge Blood Truce now or face total destruction.”
“Truce it is, then. I thank you.”
“Bluffing will get you nowhere, $NAME3. Prepare to be obliterated!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“$TITLE0 $NAME1. My survivalist followers are content to guard their homes
in armed peace. I suggest we sign a Treaty of Friendship
and stay out of each others way.”
“Fair enough, but I shall guard my borders carefully.”
“Hardly. A faction armed to the teeth hardly seems friendly to me.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“You cannot hope to stand against me, $NAME1.
Pledge Blood Truce now or face total destruction.”
“Destruction: to be avoided. Truce: agreed.”
“You winning: why do you offer peace? Conclusion: you: losing! Rejection!”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“$TITLE0 $NAME1, clearly your aims and ours are mutual: survival on
this harsh world weve come upon. With you as Treaty partner, I will be less
of a target for the others, and therefore my people will not suffer.”
“Right to defend: important. Treaty: agreeable.”
“Weaponry: belies soft words. Treaty: not advisable.”
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;
; Sid Meiers ALPHA CENTAURI
;
; System Parameters
;
; Copyright © 1997,1998 by Firaxis Games, Inc.
;
; We recommend that you do not alter this file
;
;
; Color Cycling
; Relative Color id, # colors, mSec timing
;
#CYCLING
0
221, 5, 100
226, 5, 200
231, 5, 300
;
; Explosions
;
; Relative Color id, %opaque
;
#EXPLOSIONS
49, 100
83, 100
85, 99
86, 98
87, 97
88, 96
90, 95
219, 94
220, 93
221, 92
222, 91
121, 90
122, 80
124, 60
126, 40
71, 95
;
; Explosion table 00 orange
;
; Relative Color id, %opaque
;
#EXPLOSIONS0
49, 100,
83, 100
85, 99
86, 98
87, 97
88, 96
90, 95
219, 94
220, 93
221, 92
222, 91
123, 90
124, 80
125, 60
126, 40
71, 95
;
; Explosion table 01 Teal
;
; Relative Color id, %opaque
;
#EXPLOSIONS1
30, 100
144, 100
145, 99
192, 98
193, 97
194, 96
195, 95
196, 94
197, 93
198, 92
202, 91
203, 90
204, 80
29, 60
30, 40
71, 95
;
; Explosion table 02 Blue
;
; Relative Color id, %opaque
;
#EXPLOSIONS2
179, 100
144, 100
145, 99
146, 98
147, 97
148, 96
149, 95
151, 94
155, 93
159, 92
163, 91
168, 90
172, 80
179, 60
181, 40
71, 95
;
; Explosion table 03 orange transparent
;
; Relative Color id, %opaque
;
#EXPLOSIONS3
49, 100,
83, 100
85, 99
86, 98
87, 97
88, 96
90, 95
219, 94
220, 90
221, 85
222, 70
123, 50
124, 40
125, 20
126, 00
71, 95
;
; Explosion table 04 Red
;
; Relative Color id, %opaque
;
#EXPLOSIONS4
189, 100
32, 100
33, 99
35, 98
113, 97
114, 96
79, 95
94, 94
95, 93
96, 92
97, 91
98, 90
99, 80
122, 60
189, 40
71, 95
;
; Explosion table 05 Green
;
; Relative Color id, %opaque
;
#EXPLOSIONS5
26, 100
83, 100
85, 99
139, 98
140, 97
141, 96
142, 95
143, 94
16, 93
18, 92
20, 91
22, 90
24, 80
25, 60
26, 40
71, 95
;
; Explosion table 06 Purple
;
; Relative Color id, %opaque
;
#EXPLOSIONS6
183, 100
144, 100
145, 99
224, 98
225, 97
226, 96
227, 95
228, 94
229, 93
230, 92
174, 91
177, 90
180, 80
181, 60
183, 40
71, 95
;
; Explosion table 07 Red to drkPurp
;
; Relative Color id, %opaque
;
#EXPLOSIONS7
189, 100
32, 100
33, 99
35, 98
113, 97
114, 96
79, 95
117, 94
119, 93
230, 92
174, 91
177, 90
180, 80
181, 60
183, 40
71, 95
;
; Explosion table 08 Gray
;
; Relative Color id, %opaque
;
#EXPLOSIONS8
71, 100
56, 100
58, 99
60, 98
63, 97
65, 96
66, 95
67, 94
68, 93
69, 92
70, 91
71, 90
72, 80
73, 60
74, 40
71, 95
;
; Explosion table 09 Yellow
;
; Relative Color id, %opaque
;
#EXPLOSIONS9
49, 100
80, 100
82, 99
84, 98
233, 97
234, 96
235, 95
207, 94
3, 93
6, 92
8, 91
10, 90
12, 80
14, 60
126, 40
71, 95
;
; Explosion table 10 White
;
; Relative Color id, %opaque
;
#EXPLOSIONS10
71, 100
56, 100
57, 99
58, 98
59, 97
60, 96
61, 95
63, 94
65, 93
66, 92
67, 91
68, 90
70, 80
72, 60
74, 40
71, 95
;
; Explosion table 11 Black
;
; Relative Color id, %opaque
;
#EXPLOSIONS11
71, 100
57, 100
61, 99
64, 98
66, 97
67, 96
68, 95
69, 94
71, 93
72, 92
73, 91
74, 90
55, 80
55, 60
55, 40
71, 95
;
; Explosion table 12 Crash landing
;
; Relative Color id, %opaque
;
#EXPLOSIONS12
144, 60
144, 55
144, 50
144, 45
144, 40
144, 35
144, 30
144, 25
144, 20
144, 15
144, 10
144, 5
144, 5
144, 5
144, 5
144, 5
;
; Glow colors for energy icons
;
; Relative Color id, %opaque
#ENERGYGLOW
85, 70
85, 50
85, 30
;
; Ocean offsets from ocean altitudes
;
; Offset into the palette for altitude above ocean bottom. Abyss, then deep, then shelf.
;
#OCEANOFFSETS
34
35
34
34
34
33
34
34
33
32
32
33
34
33
34
34
34
33
33
32
28
27
26
27
28
29
30
30
29
28
27
26
25
26
25
25
25
24
25
24
20
19
19
18
24
18
16
15
14
15
16
14
12
11
12
10
9
8
7
6
5
4
3
2
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
#VEHICLECOLORING
95, ALIEN RED—NOT REALLY USED.
197, CYBERNETIC TEAL
244, PIRATES CYAN
122, DRONES MAROON
228, ANGELS PURPLE
79, CULT XENOPINK
142, CARETAKERS OLIVE
139, URSURPERS YELLOW
#OLDVEHICLECOLORING
95, ALIEN RED—NOT REALLY USED.
142, GAIAN GREEN
250, LABYRINTH BLUE ;This was 208. No longer any good?? jsc
62, ARCHON WHITE
241, MORGAN YELLOW
70, SPARTAN BLACK
219, CONCLAVIST ORANGE
227, KEEPER PURPLE
#ARMORCOLORING
95, PLASMA STEEL
233, SILK STEEL
88, NEUTRONIUM
70, ANTIMATTER PLATE
#ARMORCOLORING_TRANS
62, 30, 60, PROBABILITY SHEATH—color, beginning percent, ending percent
#VEH_LIGHT_DIR_MAP
6, 4, 15
#BOUNDARYPERCENTS
0, ALIEN PLAYER … NOT USED
50, GAIAN GREEN
60, LABYRINTH BLUE ;This was 208. No longer any good?? jsc
50, ARCHON WHITE
50, MORGAN YELLOW
60, SPARTAN BLACK
50, CONCLAVIST ORANGE
70, KEEPER PURPLE
# ; This line must remain at end of file

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@ -0,0 +1,949 @@
;
; Sid Meiers ALPHA CENTAURI
;
; Long Tech Descriptions
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
##Biogenetics
#TECH0
The alien environment on Planet brought a host of unforeseen
health problems for the colonists. Early inquiries into
{Biogenetics} center on the prevention and treatment
of these problems. Researchers in this discipline seek
an understanding of the entire genetic code.
##Industrial Base
#TECH1
The first colonies lack any kind of factories or heavy
industry, so the creation of an {Industrial Base} becomes
a high priority for economic growth. This Industrial Base
emphasizes small-scale manufacturing with primitive assembly
lines and simple currency instruments.
##Information Networks
#TECH2
Survival equipment from the [Unity] contained a variety
of computers purpose-built for the needs of a frontier
society. However, they must first be connected into
{Information Networks} before scientists can utilize
their power.
##Applied Physics
#TECH3
The colonists must create new tools from the wreckage of
the [Unity] to survive and expand. Early inquiries into
{Applied Physics} emphasize this adaptation of existing
technology for the new environment.
##Social Psych
#TECH4
The overcrowding aboard the [Unity] following the premature
wakeup caused terrible conditions for the crew, but also
generated valuable data concerning humans under extreme
environmental stresses. Analysis of this data provides
the first comprehensive, mathematical insight into the
{Social Psychology} of humans.
##Doctrine: Mobility
#TECH5
The early colonists quickly learned the importance of
reconnaissance and self-defense in this most alien
of environments. {Doctrine: Mobility} formalizes
these cornerstones of military might, representing
the first attempts at an organized defense policy
on Planet.
##Centauri Ecology
#TECH6
Finding adequate sources of nutrients, energy, and
minerals is the most immediate problem facing the
colonists after Planetfall. An
understanding of the basics of {Centauri Ecology}
provides the new arrivals with the tools they need to begin
shaping the world around them-how plants grow, what
geological structures exist, and how natural energy
sources may be exploited on Planet.
##Superconductor
#TECH7
The power requirements of [Optical Computers (D3)]
and the nascent [Industrial Base (B1)] stimulate
research into high-temperature {Superconductors},
an advance long considered a holy Grail by physical
chemists. A {Superconductor} is a material
that does not resist a flow of electrons. Using a
{Superconductor}, power can be transmitted at incredible
speeds over vast distances with no degradation. Bulky
and expensive cooling equipment for high-powered
machinery or weaponry becomes unnecessary, because these
materials remain cool and efficient as electricity passes
through them.
##Nonlinear Mathematics
#TECH8
By using the power of [Information Networks (D1)] to speed
calculations and encourage collaborations, researchers
make giant strides in the field of {Nonlinear Mathematics},
with significant military applications.
##Applied Relativity
#TECH9
Albert Einstein developed his theories of relativity between
1905 and 1916; complete explanations of his work may be found
in a number of sources. Later research into [Advanced Subatomic
Theory (B3)] and [Superconductors (C4)] demonstrated that his
postulates, though innovative for his time, were incomplete. {Applied
Relativity} takes Einsteins basic theories and updates them to
encompass an understanding of newly-discovered phenomena.
##Fusion Power
#TECH10
An extremely clean, powerful, and efficient source of energy,
{Fusion Power} was known on Earth for decades as the reaction
that powered the stars. However, scientists could not control
the huge magnitude of released energy, so the only practical
application for {Fusion Power} was in bombs of enormous destructive
power. With the advent of [Superconductors (C4)], and by using
[Pre-sentient Algorithms (D5)] to monitor and control the released
energy, future scientists finally have access to cheap, abundant, and
reusable power.
##Silksteel Alloys
#TECH11
The growing field of [Industrial Automation (B3)] causes
increased demand for new kinds of material that can withstand
the incredible stresses of the robotic factories. Discoveries
in [Advanced Subatomic Theory (B3)] provide engineers with
these materials, dubbed {Silksteel Alloys} for their
extraordinary tensile strength and flexibility.
##Advanced Subatomic Theory
#TECH12
Discoveries in [High Energy Chemistry (C2)] point the way
to a new {Advanced Subatomic Theory} that tries to detect
and quantify the smallest possible underlying particles of
matter. Using self-modifying [Polymorphic Software (D2)],
the physicists developing this theory give mankind a window
on the infinitesimal building blocks of the universe.
##High Energy Chemistry
#TECH13
Breakthroughs in [Applied Physics (C1)] and [Industrial Base
(B1)] lead to an understanding of {High Energy Chemistry}.
This discipline seeks to understand the properties and
behavior of matter at very high temperatures, and results
in new types of materials that remain in a stable plasma
state even when superheated by intense laser stimulation.
#Frictionless Surfaces
#TECH14
Discovery of the [Unified Field Theory (D10)] allowed
scientists to alter the fundamental properties of matter
itself. The discovery of {Frictionless Surfaces} proves
the most useful application of these techniques. As the
name implies, {Frictionless Surfaces} consist of materials
that remain unaffected by friction, a force that slows
down motion by changing kinetic energy into heat energy.
Moving objects made of these materials do not slow down
as they come into contact with other matter.
##Nanometallurgy
#TECH15
Driven by the requirements of [Doctrine: Initiative (E5)]
and the mathematical models behind [Probability Mechanics
(B7)], {Nanometallurgy} techniques allow engineers to
manipulate metals at the molecular level.
##Superstring Theory
#TECH16
One of the more contentious debates that ran through the
physics community of 20th century Earth centered on the
viability of {Superstring Theory}. This theory attempts
to unify the theory of gravity and other fundamental forces,
and posits that all characteristics exhibited by subatomic
particles, such as protons and neutrons, may be described as
vibrations of fundamental, one-dimensional strings. This
concept had been abandoned as untestable, until the development
of [Nonlinear Mathematics (C2)], which offers mathematical
models supporting {Superstring Theory}.
##Advanced Military Algorithms
#TECH17
Military requirements have historically pushed technology
forward, and no better example can be found than sophisticated
software development. From the first computers, designed to
calculate artillery shell trajectories, to {Advanced Military
Algorithms} developed from [Adaptive Doctrine (C3)] and
[Optical Computers (D3)], mankind has worked to extend
warfare into the digital world.
##Monopole Magnets
#TECH18
Magnetism, like electricity and gravity, is one of the
fundamental forces of the universe. Prior to research
in [Superstring Theory (C5)] and [Silksteel Alloys (E4)],
all known magnets were dipolar, with a north and a south
pole. Development of a {Monopole Magnet} permits radical
new applications for science and industry.
##Matter Compression
#TECH19
Breakthroughs in [Nanominiaturization (B8)] and
[Nanometallurgy (E8)] lead to complex {Matter
Compression} techniques. Using these techniques,
scientists can create materials as dense as the
inside of a star, with significant military and
industrial applications.
##Unified Field Theory
#TECH20
Scientists have long worked towards a single theory
that explains all fundamental forces in
nature (gravity, magnetism, etc.)-a {Unified Field
Theory}. Advances in [Monopole Magnets (B6)] and
[Applied Relativity (D5)] help reveal these fundamental
mechanics of the universe.
##Graviton Theory
#TECH21
[Quantum Machinery (D12)] and [Mind\Machine Interface
(B6)] pave the way for an understanding of gravity-the
weakest fundamental force in the universe, but one that
acts at infinite distances. With {Graviton Theory},
physicists can detect and measure the long-predicted
gravitons-particle strings that carry gravitational force.
##Polymorphic Software
#TECH22
On Earth, only theoretical mathematicians and entertainment
software programmers used {Polymorphic Software}—self-modifying
code—to any success. On Planet, the requirements of the budding
[Industrial Base (B1)] and [Information Networks (D1)]
spur widespread development of neural net applications that rewrite
themselves in response to data inputs.
##Applied Gravitonics
#TECH23
Once physicists discover [Graviton Theory (E13)], they
turn their attention to {Applied Gravitonics}—the control
of gravity itself. By controlling and manipulating the
graviton strings that carry gravitational force, mankind
can levitate objects regardless of mass or proximity to
other objects.
##Quantum Power
#TECH25
Earth scientist Max Planck first coined the term “quantum”
to describe an individual particle of light. Planck though
each quantum was indivisible, so that a fraction of a
quantum could not exist. One of the more startling
discoveries arising from [Unified Field Theory] was
that individual quantum actually could be split into
component sub-particles, much like atoms may be split
through fission. The energy released by {Quantum Power}
is several orders of magnitude greater than ordinary [Fusion Power].
##Singularity Mechanics
#TECH26
Knowledge of [The Secrets of Creation (D11)] paved the
way for understanding {Singularity Mechanics}. This
technology seeks the physical causes and composition
of black holes-phenomena produced by points of infinitely
dense matter that warp the fabric of space and time
itself. Probes guided by onboard [Self-aware Machines
(B11)] transmit the data necessary to replicate this
natural occurrence in controlled laboratory conditions.
##Controlled Singularity
#TECH27
As engineers quickly discovered, its one thing to
understand [Singularity Mechanics (D12)] and another
thing entirely to attempt {Controlled Singularity}—harnessing
and directing the powers of a black hole. Breakthroughs in
[Applied Gravitronics (E14)] finally make this technology
possible, with a host of amazing and potent applications,
from radical new types of weaponry to global power sources.
##Temporal Mechanics
#TECH28
Breakthroughs in [Eudaimonia (E12)] and [Matter
Transmission (B17)] lead to the last great discovery
of the physical universe: {Temporal Mechanics}, the
manipulation of time itself.
##Probability Mechanics
#TECH29
With operating systems powered by [Pre-sentient Algorithms
(D5)], computers finally gain sufficient processing power
to unravel the mysteries of {Probability Mechanics}. With
this breakthrough, scientists can accurately predict many
seemingly random events.
##Pre-Sentient Algorithms
#TECH30
The philosophy of [Cyberethics (B4)] and the technology of
[Advanced Military Algorithms (E3)] pave the way for
development of {Pre-sentient Algorithms}. These open-ended
neural net programs can sort and process exebytes of data,
learning as they do so and adapting to the world they observe.
##Super Tensile Solids
#TECH31
The requirements of [Advanced Spaceflight (E8)] and
the possibilities inherent in [Matter Compression
(C9)] lead to research in {Super Tensile Solids}. These
materials possess such strength as to be functionally
unbreakable in a natural environment.
##Planetary Networks
#TECH32
Once the colonists discovered how to survive, they focus on recreating
some of the organizational tools left behind on Earth.
Following the implementation of simple [Information
Networks (D1)], the creation of a standard for {Planetary
Networks} emerges as a high priority for the scientific community.
##Digital Sentience
#TECH33
When utilized as part of [Industrial Nanorobotics
(B9)], the [Mind\Machine Interface (B6)] provides
the key spark needed by computers to at last achieve
{Digital Sentience}. These new artificial intelligences
have all the hallmarks of an individual organism:
they respond to their environment, adapt to stimuli,
and even exhibit advanced personalities based on
their respective abilities and preferences.
##Self-Aware Machines
#TECH34
Following the advent of [Digital Sentience (D10)],
computers have only one great leap left: the evolution
to {Self-Aware Machines}. Advances in [N-Space Compression [D11])
provide the storage capacity needed for this technology.
These machines are capable of complex, higher-order thinking,
and value the experience of existence as much as any biological being.
As with other living organisms, self-preservation is paramount
for these specimens.
##Doctrine: Initiative
#TECH35
The slow moving foils and transports developed under
[Doctrine: Flexibility (E2)] provided an adequate early
naval force. However, materials and manufacturing
advances resulting from [Industrial Automation (B3)]
make possible new classes of powerful ships developed
as part of {Doctrine: Initiative}, which stresses the
importance of global naval superiority.
##Doctrine: Flexibility
#TECH36
Many radical young military officers felt that [Doctrine:
Mobility (E1)] did not go far enough in the development
of fast attacks and quick reconnaissance, because Mobility
only takes land forces into account. These leaders work
to create the first navies on Planet, based on {Doctrine:
Flexibility}—co-ordination and co-operation between forces
made possible by control of the sea.
##Intellectual Integrity
#TECH37
The search for {Intellectual Integrity} arises from
questions posed by [Ethical Calculus (E2)] and [Doctrine:
Loyalty (C2)]. According to this philosophy, valid
wisdom comes merely from asking questions unburdened
by prejudices. Only by shedding those pre-conceived
notions can we achieve the clarity of undistorted knowledge.
##Synthetic Fossil Fuels
#TECH38
The extreme efficiency with which the neural net
fungus managed Planets vast ecosystem kept extensive
deposits of organic material from forming over the epochs.
Because of this lack, the fossil fuels known on Earth
never developed, forcing early colonists to rely on less
efficient alternative sources of energy. However, advances
in [Advanced Subatomic Theory (B3)] and [Gene Splicing (B3)]
finally allow scientists to short-circuit the eons-long process,
providing them with the {Synthetic Fossil Fuels} needed
to build advanced vehicles and machinery.
##Doctrine: Air Power
#TECH39
The colonists had brought the knowledge of atmospheric flight
to Planet, but not the materials to build and maintain
large quantities of aircraft in Planets harsh conditions.
With the discovery of [Synthetic Fossil Fuels (E4)] for
materials and a renewed emphasis on [Doctrine: Flexibility (E2)],
pilots can again make the leap into the clouds.
##Photon/Wave Mechanics
#TECH40
Physicists had puzzled over the mystery of light for
centuries: Why does light exhibit properties characteristic
of both a wave and a particle? In 1924, Prince Louis-Victor
de Broglie, a French scientist, proved that all particles
actually possess a wave aspect, which explained how light
can act as a wave even though it does consist of
particles, called photons. Following breakthroughs
in [Silksteel Alloys (E4)] and [Applied Relativity
(D5)], subsequent scientific inquiry focuses on the
manipulation of {Photon\Wave Mechanics} so that light,
even powerful laser beams or intense solar emissions,
can be diffused and warped as needed.
##Mind/Machine Interface
#TECH41
Research into [Neural Grafting (C4)] demonstrated that
direct communications between the brain and a
digital counterpart are theoretically possible. This
{Mind\Machine Interface}, requested by leaders
implementing [Doctrine: Air Power (E5)] for a new
generation of aircraft, bridges the gap between the
mechanical and the biological.
##Nanominiaturization
#TECH42
[Monopole Magnets (B6)] and [Organic Superlubricants
(C7)] lead to a revolution in engineering: {Nanominiaturization}.
With this technology, which emphasizes new assembly methods
and high-tensile strength materials, microscopic machine
components can be constructed and all manner of bulky,
heavy equipment can be shrunk to a fraction of its original size.
##Doctrine: Loyalty
#TECH43
[Doctrine: Mobility (E1)] proved a sound dogma for the
early years on Planet. However, as the struggle for
survival against native Mind Worms and rival factions
intensifies, many younger officers repudiate the old
guards emphasis on Mobility as the dominant military
policy. Based also on the revelations of [Social Psych
(B1)], the new {Doctrine: Loyalty} stresses extensive
training, defensive facilities, and zealous dedication
to faction leaders as the foundation for survival and
success in combat. {Doctrine: Loyalty} emphasizes a
two-way fealty—soldiers are expected to lay down their
lives without question, but in return they receive
respect, power, and positions of authority in the new
social hierarchy.
##Ethical Calculus
#TECH44
Throughout the history of mankind, philosophers have
grappled with the question: How shall we then live?
{Ethical Calculus} lays down mathematical principles
uncovered by [Social Psych (B1)] to address this question,
essentially providing calculations and functions that
determine appropriate behavior.
##Industrial Economics
#TECH45
Early industry on Planet centered on the creation
of a frontier [Industrial Base (B1)] featuring primitive
assembly lines and simple currency instruments. Soon,
leaders in the financial sectors push for a more
comprehensive {Industrial Economics} policy to accommodate
free trade and other strategies for multiplying capital.
##Industrial Automation
#TECH46
The creation of [Planetary Networks (D2)] and
widespread adoption of [Industrial Economics
(B2)] lead to rapid industrialization of the
virgin Planet. Lacking the traditional masses
of Earths working class, leaders must now develop
complete {Industrial Automation} for production
and assembly , building modest factories where
all repetitive non-skilled jobs, from janitor to
VP of Sales, are handled by sophisticated robotics.
##Centauri Meditation
#TECH47
[Centauri Empathy (E3)] and [Ecological Engineering
(E4)] reveal the vastness and complexity of the
ecosystem on Planet. Research into {Centauri
Meditation} illuminates the next, almost terrifying
step-the attempt to communicate directly with
Planet itself.
##Secrets of the Human Brain
#TECH48
All past research on memory, learning, the senses,
and other aspects of the brain did not answer
one basic question: what is the biological mechanism
of self-awareness? Research into [Biogenetics (D1)]
and [Social Psych (B1)] finally resolves the last of
the {Secrets of the Human Brain}, providing an
understanding of the fundamentals of consciousness.
##Gene Splicing
#TECH49
Widespread adoption of the philosophy of [Ethical
Calculus (E2)] removes opposition to genetic
experimentation in plant and animal DNA, while
advances in [Biogenetics (D1)] provide techniques
for the incipient field of {Gene Splicing}. This
technology allows researchers to insert new DNA
coding into existing genetic material so that
entire traits, from disease resistance to a stable
personality, can be copied from one organism and
transferred to any number of others.
##Bio-Engineering
#TECH50
[Gene Splicing (B3)] and [Neural Grafting (C4)]
exemplify crude and invasive techniques for modifying
an organism. The more refined {Bio-engineering}
method arranges a desired genetic code directly
from the component compounds, enabling widespread
and economical cellular transplants for an entire
population.
##Biomachinery
#TECH51
Early experiments in [Retroviral Engineering (C5)]
and the [Mind\Machine Interface (B6)] paved the way
for true {Biomachinery}—the full integration of
man and machine at the cellular level.
##Neural Grafting
#TECH52
The insatiable drive for efficiency spawned by
[Industrial Automation (B3)] drives the development
of {Neural Grafting}. This new technology, based
on [Secrets of the Human Brain (D2)], allows
attachment of digital circuitry directly to
the neural cortex. With these implants, individuals
willing to undergo {Neural Grafting} can enhance
many aspects of their physical being, from heightened
senses to faster reaction times.
##Cyberethics
#TECH53
Widespread adoption of [Planetary Networks (D2)]
and the philosophy of [Intellectual Integrity (E3)]
allows for a coherent system of {Cyberethics},
outlining the proper relationship of computers
to society.
##Eudaimonia
#TECH54
{Eudaimonia} is a philosophical system that takes
its name from an ancient Greek word for fulfillment
and happiness. Based on economic equity made
possible by [Sentient Econometrics (E11)] and
rooted in opposition to the excesses of [The
Will to Power (E8)], {Eudaimonia} encourages
each citizen to achieve happiness through striving
to fulfill completely his or her potential;
freedom, creativity, and individuality flourish
in governments that adopt this philosophy.
##The Will to Power
#TECH55
Following the development of [Homo Superior (E7)], many
advocated a return to Friedrich Nietzsches philosophy
of {The Will To Power}. This philosophy stresses
the importance of strength, asceticism, and
resolute action, often at the cost of compassion,
charity, and other traditionally religious
qualities.
##Threshold of Transcendence
#TECH56
The [Secrets of Creation (D11)] and [Temporal
Mechanics (B18)] brought sentient beings to the brink
of a new era—the {Threshold of Transcendence}.
In this transitional state, individuals begin preparations
for the final stage of evolution, selling
possessions, cleansing their bodies according to
a new code of asceticism, and meditating alone
and unprotected in the remote regions of Planet.
##Matter Transmission
#TECH57
[Matter Editation (B16)] and the [Secrets of
Alpha Centauri (D12)] point the way to one of
the most celebrated concepts in science
fiction—{Matter Transmission}. Transmitters
based on this technology disassemble objects
into the smallest component sub-particles, then
transmits those particles and their underlying
structural blueprint to a receiver. The
receiver reassembles these objects according to
the blueprint, recreating the original in
every nuance and detail.
##Centauri Empathy
#TECH58
Based on [Secrets of the Human Brain (D2)] and
[Centauri Ecology (E1)], {Centauri Empathy}
espouses a philosophy of environmental harmony,
emphasizing the search for mankinds proper niche
in the global ecosystem.
##Environmental Economics
#TECH59
Industrial expansion often comes at the cost of
ecological stability. The business practice of
{Environmental Economics} addresses this problem
by finding and exploiting areas where
environmental and industrial concerns overlap,
such as sustainable resource use, eco-tourism,
and organic product development. By combining
the principles of [Industrial Economics (B2)]
and [Ecological Engineering (E4)] in this new
business model, ecological stability becomes
a profitable endeavor.
##Ecological Engineering
#TECH60
Lifeforms have always shown remarkable skill at
innovation and ingenuity in the face of environmental
hurdles. Expansion on a new Planet highlights
these traits once again in the form of {Ecological
Engineering}. Based on the discoveries of [Centauri
Ecology (E1)] and [Gene Splicing (B3)], this research
leads to new ways of thriving within the existing
ecosystem, rather than competing with it.
##Planetary Economics
#TECH61
Early industrial policy on Planet centered on
individual markets and sectors, such as
[Environmental Economics (B5)], but these
separate sectors create inefficiencies. Proponents
of [Intellectual Integrity (E3)] insist that these
inefficiencies are unnecessary, and work to create
a system of {Planetary Economics} where goods and
services can flow freely.
##Adv. Ecological Engineering
#TECH62
The discovery of [Fusion Power (D6)] opened up
staggering possibilities in a number of endeavors,
including the field of [Environmental Economics
(B5)]. Based on the cumulative experience from
thousands of construction projects undertaken
since Planetfall, {Advanced Ecological Engineering}
marks a new milestone in mans ability to manipulate
his environment.
##Centauri Psi
#TECH63
[Centauri Genetics (E6)] and [Advanced Ecological
Engineering (B10)] revealed the physical composition
of native life forms, but did not explain the
mysterious and terrifying psionic attacks these
creatures employ. Unlocking the mechanics of
this directed, psychic assault requires intense
investigation of {Centauri Psi}—the method used
by the Mind Worms to communicate and co-ordinate
their assaults.
##Secrets of Alpha Centauri
#TECH64
Some digital sentiences churn through exebytes
of Planet-related data in their never-ending quest
to untangle [Sentient Econometrics (E11)]. The
best of these sentiences do not stop at sorting
economic data, but extend their inquiries into
[Centauri Psi (E11)] and other Planetary phenomena.
They work to reveal these {Secrets of Alpha Centauri}
as a kind of personal challenge, to prove themselves
as machines that can not only conquer the intricacies
of society, but also the magnificent complexities
of a Planet-wide ecosystem.
##Secrets of Creation
#TECH65
Those who embrace [The Will To Power (E8)] must
eventually confront the ultimate philosophical
question: What is the purpose and order of the
universe? Confirmation of the [Unified Field
Theory (C7)] finally gives mankind the tools to
answer this question in the search for the
{Secrets of Creation}.
##Advanced Spaceflight
#TECH66
Resumption of {Advanced Spaceflight} begins
shortly after mankind begins [Orbital Spaceflight
(E7)]. With this technology, spacecraft can once
again reach the moons orbiting Planet and,
eventually, the stars themselves.
##Homo Superior
#TECH67
Breakthroughs in [Biomachinery (B9)] and [Doctrine:
Initiative (E5)] paved the way for a new kind of organism
that is equal parts biological and computer. The biological
aspect thrives at physical manipulation and emotional
experience, while the digital aspect excels at
calculation and data processing. This {Homo Superior}
integrates the best of biological and machine.
##Organic Superlubricant
#TECH68
Machines with moving parts have long been subject
to wear and tear as the parts grind against one
another. On Earth, traditional lubricants such
as oil were used to minimize these effects.
Planet lacks large reserves of such materials,
until the invention of [Synthetic Fossil Fuels
(E4)]. With {Organic Superlubricant}, scientists
can create lubricating compounds that act like
simple life forms, seeking out areas where they
do the most good.
##Quantum Machinery
#TECH69
The discovery of [Quantum Power (B11)] ushers in
a new industrial revolution. In factories across
Planet, tiny {Quantum Machinery} built using
[Nanometallurgy (E8)] techniques provide amazingly
powerful and efficient labor for every imaginable
type of production and service.
##Matter Editation
#TECH71
Not long after the breakthroughs in [Super Tensile
Solids (B10)] and [Self-aware Machines (B11)],
engineers clamor to research the last major hurdle
in physical manipulation—{Matter Editation}. This
technique actually changes the physical structure of
individual atoms, altering characteristics like
energy states, spin, atomic weight, and the number
of protons as though they were entries in a database.
This technology is the modern embodiment of the ancient
quest to turn lead into gold-transmutation of elements
made possible by atomic manipulation.
##Optical Computers
#TECH72
The widespread adoption of [Polymorphic Software
(D2)] increased demand for faster computers. The
revolutionary {Optical Computers}, which use photons
traveling at the speed of light for binary
calculations, prove nearly 70% faster than old
electron-based devices. Based on successes in
[Applied Physics (C1)], {Optical Computers} also
exponentially improve storage capacities and access
times.
##Industrial Nanorobotics
#TECH73
The business leaders of Planet quickly perceived
the commercial potential of [Nanominiaturizion
(B8)], and constructed factories based around
{Industrial Nanorobotics}. These factories
utilize traditional [Industrial Automation
(B3)], but at a fraction of the size and cost.
Productivity skyrockets along with profitability,
as tiny robots churn out new products for consumption.
##Centauri Genetics
#TECH74
The first contacts with Planetary sentience during
research on [Centauri Meditation (E5)] caused widespread
excitement among the scientific community. They propose
using new [Retroviral Engineering (C5)] techniques to
unravel {Centauri Genetics}—the structural blueprint
of native organisms.
##Sentient Econometrics
#TECH75
For all the sophistication of its mathematical models,
[Planetary Economics (B4)] proved no better at
predicting the actions of markets and populations
than Wall Street prognosticators of 20th Century
Earth-there are too many unknown variables with
unforeseeable consequences. Proponents of {Sentient
Econometrics} take the best intelligent computers
developed under [Digital Sentience (D10)] and set
them to identifying these variables and predicting
their consequences. Under their diligent efforts,
economics finally becomes a true science.
##Retroviral Engineering
#TECH76
{Retroviral Engineering}, a specialized branch of
[Bio-engineering (B4)], uses engineered viruses to
deliver genetic alterations. This application can
be used for peaceful, healing purposes, but can also
be twisted by the same militant researchers behind
[Advanced Military Algorithms (E3)] into a weapon
of terrible destruction.
##Orbital Spaceflight
#TECH77
The early colonists certainly bring the technical
understanding of spaceflight with them, but they
lack the materials and infrastructure necessary
to construct spacecraft. Eventually, implementation
of [Doctrine: Air Power (E5)] furnishes the
infrastructure, while advanced [Pre-sentient
Algorithms (D5)] provide the tools for mankinds
return to {Orbital Spaceflight}.
##Progenitor Psych
#TECH78
The Progenitors, an alien race with past ties to Planet,
return to reclaim their heritage. {Progenitor Psych} is
nothing more than a simple understanding of the aliens
culture, language, and aims. Humans cannot talk to either
alien faction until they discover Progenitor Psych,
or until the Progenitors discover [Social Psych (B1)].
##Field Modulation
#TECH79
The Progenitor race can sense and manipulate local fields
an untrained human cannot perceive without mechanical aid,
including electricity and magnetism. Built on an understanding
of [Progenitor Psych (E1)] and [Centauri Ecology (E1], the discovery
of {Field Modulation} allows trained and equipped individuals to
detect and perform basic manipulations of these resonance fields.
##Adaptive Doctrine
#TECH80
{Adaptive Doctrine} combines [Polymorphic Software (D2)] and
[Doctrine: Flexibility (E2)] into a new military philosophy. This
philosophy strives to match a doctrine to each battlefield,
rather than trying to making one supreme doctrine for all possible
environments.
##Adaptive Economics
#TECH81
Coming from an understanding of [Progenitor Psych (E1)] and [Industrial
Economics (B2)], {Adaptive Economics} can accommodate rapid changes in
economic systems to match the needs of the populace.
##Bioadaptive Resonance
#TECH82
{Bioadaptive Resonance} is a more advanced form of [Field Modulation (C2)]
that allows extensive manipulation of resonance fields. An understanding of
[Centauri Empathy (E3)] is essential to discovery of this technology.
##Sentient Resonance
#TECH83
{Sentient Resonance} is a further extension of [Bioadaptive Resonance (C4)]
and [Centauri Psi (E8)] that allows the creation of self-aware resonance fields.
##Secrets of the Manifolds
#TECH84
Planet is only one of the grand experiments, or Manifolds, seeded throughout
the galaxy by the Progenitor forebears. Discovery of the {Secrets of the Manifolds}
allows the perception and contact of these other Planetary Manifolds. This
technology is based on an understanding of [Sentient Resonance (C9)] and
[Secrets of Alpha Centauri (D12)].
##N-Space Compression
#TECH85
{N-Space Compression} is a Progenitor term that loosely translates as “The
shortest distance between two points is always 0, because any two points
in our perceivable space are actually contiguous in some other universe,
postulating infinity.” Compression simply brings things that appear to be
in one place (such as a bulky missile payload) to another place (such as
a missile warhead) at will (such as only at a time just prior to detonation).
This technology is based on an understanding of [Orbital Spaceflight (D6)] and
[Biomachinery (B7)].
##String Resonance
#TECH86
Based on [Secrets of the Manifolds (D10)] and [Controlled Singularity (C15)],
{String Resonance} allows the manipulation of resonance fields at even the “string”
level (the one-dimensional building blocks of matter). The ability to manipulate
the very structure of the universe allows for awesome destructive power.
##Transcendent Thought
#TECH88
Based on [Controlled Singularity (C16)] and
[Threshold of Transcendence (E19)], this technology
finally unlocks the keys to the final stage of
evolution with {Transcendent Thought}—the
ability to contain a self-awareness, or soul,
outside the bounds of a corporeal form. Those
who so choose may now complete the Ascent to
Transcendence, joining their consciousness with
the Planetary mind in ageless immortality.
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;
; Sid Meiers ALPHA CENTAURI
;
; Short Tech Descriptions
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
##Biogenetics
#TECH0
^^“Understanding the intricacies of the genetic code”
##Industrial Base
#TECH1
^^“Bootstrap our industrial infrastructure”
##Information Networks
#TECH2
^^“The foundation of scientific research”
##Applied Physics
#TECH3
^^“Powerful, versatile modern lasers”
##Social Psych
#TECH4
^^“We must build a stable society”
##Doctrine: Mobility
#TECH5
^^“Fast attacks and disciplined troops succeed on Planet as on Earth”
##Centauri Ecology
#TECH6
^^“By studying the Xenofungus we can learn how to survive”
##Superconductor
#TECH7
^^“Efficient energy transmission for powerful weaponry”
##Nonlinear Mathematics
#TECH8
^^“Harness Chaos Theory for new kinds of weaponry”
##Applied Relativity
#TECH9
^^“Updating Einsteins theories”
##Fusion Power
#TECH10
^^“A cheap, clean power source”
##Silksteel Alloys
#TECH11
^^“Strong, flexible metals for construction and defense”
##Advanced Subatomic Theory
#TECH12
^^“The search for the smallest particles of matter”
##High Energy Chemistry
#TECH13
^^“Better defenses through Chemistry”
#Frictionless Surfaces
#TECH14
^^“Materials not subject to friction”
##Nanometallurgy
#TECH15
^^“Manipulate metals at the molecular level”
##Superstring Theory
#TECH16
^^“Understand the fundamental forces of the universe”
##Advanced Military Algorithms
#TECH17
^^“Apply new tools to new kinds of warfare”
##Monopole Magnets
#TECH18
^^“The secrets of magnetism”
##Matter Compression
#TECH19
^^“Create materials of extremely high density”
##Unified Field Theory
#TECH20
^^“Discover the fundamental mechanism of the universe”
##Graviton Theory
#TECH21
^^“Unlock the mechanisms of gravity”
##Polymorphic Software
#TECH22
^^“The first massive neural nets”
##Applied Gravitonics
#TECH23
^^“Control the forces of gravity”
##Quantum Power
#TECH25
^^“Create incredible power by splitting light itself”
##Singularity Mechanics
#TECH26
^^“Unravel the secrets of black holes”
##Controlled Singularity
#TECH27
^^“Control the power of black holes”
##Temporal Mechanics
#TECH28
^^“Manipulate time itself”
##Probability Mechanics
#TECH29
^^“Predict and control random events”
##Pre-Sentient Algorithms
#TECH30
^^“Computers on the verge of self-awareness”
##Super Tensile Solids
#TECH31
^^“Unbreakable materials”
##Planetary Networks
#TECH32
^^“We can pool our knowledge with a worldwide database”
##Digital Sentience
#TECH33
^^“Computers with personality”
##Self-Aware Machines
#TECH34
^^“Machines that think”
##Doctrine: Initiative
#TECH35
^^“Complete naval supremacy requires new equipment and tactics”
##Doctrine: Flexibility
#TECH36
^^“Control of Planet requires naval power”
##Intellectual Integrity
#TECH37
^^“Do not mistake wishes for truth”
##Synthetic Fossil Fuels
#TECH38
^^“Man-made oil, coal, and natural gas”
##Doctrine: Air Power
#TECH39
^^“Let us return to the air”
##Photon/Wave Mechanics
#TECH40
^^“Control light itself”
##Mind/Machine Interface
#TECH41
^^“The integration of man and machine”
##Nanominiaturization
#TECH42
^^“Microscopic machines”
##Doctrine: Loyalty
#TECH43
^^“Loyalty is the engine that drives armies”
##Ethical Calculus
#TECH44
^^“A new system of morality to encompass our future”
##Industrial Economics
#TECH45
^^“Even on Planet, industry creates wealth”
##Industrial Automation
#TECH46
^^“Robotics can help us build an empire”
##Centauri Meditation
#TECH47
^^“Planet will speak to us … if we will listen”
##Secrets of the Human Brain
#TECH48
^^“Understanding the mechanisms of self-awareness”
##Gene Splicing
#TECH49
^^“Enhancing plant and animal DNA”
##Bio-Engineering
#TECH50
^^“Unlock the last secrets of genetics”
##Biomachinery
#TECH51
^^“Machinery integrated on a cellular level”
##Neural Grafting
#TECH52
^^“Enhance individuals with on-board circuitry”
##Cyberethics
#TECH53
^^“Defining the role of computers in society”
##Eudaimonia
#TECH54
^^“True and complete happiness”
##The Will to Power
#TECH55
^^“In strength, wisdom”
##Threshold of Transcendence
#TECH56
^^“The brink of a new epoch”
##Matter Transmission
#TECH57
^^“Transmit objects from one end of Planet to the other”
##Centauri Empathy
#TECH58
^^“We must learn Planets ways”
##Environmental Economics
#TECH59
^^“An economy both lucrative and green”
##Ecological Engineering
#TECH60
^^“We can reshape this world”
##Planetary Economics
#TECH61
^^“Unify global markets for maximum profits”
##Adv. Ecological Engineering
#TECH62
^^“The last word in Terraforming”
##Centauri Psi
#TECH63
^^“Harness the Psi powers of the Mind Worm”
##Secrets of Alpha Centauri
#TECH64
^^“Map the Planetary Mind”
##Secrets of Creation
#TECH65
^^“What is the purpose and order of the universe?”
##Advanced Spaceflight
#TECH66
^^“Explore the reaches of space”
##Homo Superior
#TECH67
^^“Let us evolve our brains and bodies”
##Organic Superlubricant
#TECH68
^^“Lubricants that learn where to apply themselves”
##Quantum Machinery
#TECH69
^^“Immensely powerful machines”
##Matter Editation
#TECH71
^^“Manipulate the smallest particles of matter”
##Optical Computers
#TECH72
^^“Computations at the speed of light”
##Industrial Nanorobotics
#TECH73
^^“Miniature robotic factories”
##Centauri Genetics
#TECH74
^^“Decipher Planets genetic code”
##Sentient Econometrics
#TECH75
^^“Using intelligent computers to predict the economy”
##Retroviral Engineering
#TECH76
^^“We unleash this weapon at our own risk”
##Orbital Spaceflight
#TECH77
^^“Return to space”
##Progenitor Psych
#TECH78
^^“The basic culture and language of the Progenitor race”
##Field Modulation
#TECH79
^^“Simple manipulation of resonance fields”
##Adaptive Doctrine
#TECH80
^^“Adapt military responses to each situation”
##Adaptive Economics
#TECH81
^^“Economics adapted to new environments”
##Bioadaptive Resonance
#TECH82
^^“Advanced control of resonance fields”
##Sentient Resonance
#TECH83
^^“Create sentient resonance fields”
##Secrets of the Manifolds
#TECH84
^^“Uncover other far-flung Manifolds connected to Planet”
##N-Space Compression
#TECH85
^^“Tap parallel universes for matter compression”
##String Resonance
#TECH86
^^“Destroy the fundamental building blocks of the universe”
##Transcendent Thought
#TECH88
^^“Beyond the Era of Individual Sentience”
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: The University of Planet
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#UNIV
University of Planet, The Scientist, University, M, 1, Zakharov, M, 0, 0, 1, 0, 0,
TECH, InfNet, TECH, 1, SOCIAL, ++RESEARCH, SOCIAL, --PROBE, DRONE, 4, FACILITY, 8
Values, Knowledge, RESEARCH
Politics, Fundamentalist, nil
University, Univ.,
Nataliya, Fedorov, Nataliya Lab
Academician, brilliant, unethical, talented, reckless
Madman
pursue unfettered research
to pursue pure research unfettered by outside motives and meddling
conducting all manner of unethical, immoral, and evil research
conducting all manner of unethical, immoral, and evil research
conduct your unspeakable experiments
dreaming up new ways to exterminate our species
dreaming up new ways to exterminate our species
conducting unethical research
unethical methods, M2
research, M1
“research”, M1
research grant, M1
pushing the boundaries of science
University Enforcement
University Policy
#BASES
University Base
Academy Park
Lab Three
Library of Planet
Planetary Archives
Razvitia-Progress Base
Cosmograd
Budushii Dvor
Tsiolkovsky Institute
Mendelev College
Nauk Science Center
Zarya-Sunrise
Nadezjda-Hope
Academgorodok
Koppernigk Observatory
Svobodny-Free Base
Zvedny Gorodok
Baikonur
Climactic Research
Monitoring Station
Buran Prospect
Mir Lab
Relativity School
Pavlov Biolab
Lomonosov Park
Korolev Center
Gagarin Memorial
New Arzamas
Otkrietia-Discovery
Zoloto-Gold
Edinstvo-Unity
Large Hadron Collider
Climatic Research Center
Biome Project X
Mendel Institute
The Scientific Method
The Singularity
Transhumanism
Experimental Protocol
Double-blind
Peer Review
Biotic Survey
Unified Field
Relativity Base
Zero Point
Fountain of Knowlege
Quantum Foam
Stream of Conciousness
Serendipity
Helix
Aurora
Darwin
Genius
Schrodingers Dome
Gagarins Reach
Home of Hawkins
Curiosity
Hypothesis
Taste of The Fruit
The Caves of Steel
#END
#WATERBASES
The Marine Institute
Marine Biology Lab
Oceanographic Lab
Hydrothermal Institute
Deep Sea Lab
Strands of Life
Tidal Research Base
Reef Research Center
The Soumarine Institute
Gravitys Pull
Bathyspheric Exploration
#END
#BLURB
The substructure of the universe regresses infinitely towards
smaller and smaller components. Behind atoms we find electrons,
and behind electrons quarks. Each layer unraveled reveals new
secrets, but also new mysteries.
^
^ —Academician Prokhor Zakharov,
^ “For I Have Tasted The Fruit”
#DATALINKS1
^LEADER: {Dr. Prokhor Zakharov}
^BACKGROUND: {Russian Commonwealth, Unity Science Officer}
^AGENDA: {Research, free flow of information.}
^TECH: {Information Networks}
^
#DATALINKS2
^+2 RESEARCH: {Brilliant research}
^-2 PROBE: {Academic networks vulnerable to infiltration}
^Free {Network Node} at every base
^One {Bonus Tech} at beginning of game
^Extra {Drone} for every four citizens: {lack of ethics}
^{May not use Fundamentalist Politics.}
#xxx
^+2 SUPPORT: {Engineers readily improvise}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“Call off your dogs, $NAME1. I am ready to pledge Blood Truce
if you will leave me to my research.”
“Very well, but do not provoke me further.”
“Too bad, $NAME3. Your fate is already sealed.”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“We are peaceful researchers, $TITLE0 $NAME1. Will you sign
a Treaty of Friendship and leave us to study in peace?”
“Of course. We must certainly strive to increase our knowledge.”
“No. I dont trust your unethical approach to research, $NAME3.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“Call off your hunting beasts, $NAME1. I am ready to pledge Blood Truce
if you will leave me to my research.”
“$NAME3: harmless. Truce: agreed.”
“Suggest: research new weapon. War: continues!”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“We understand your kind are deeply interested in research,
$TITLE0 $NAME1. Will you sign a Treaty of Friendship and
leave us to study in peace?”
“Research: paramount: rescue of all inhabitants. Treaty: agreed.”
“$NAME3: too secretive. Treaty: not advisable.”
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: Data Angels
;
; Copyright © 1999 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#ANGELS
The Data Angels, The Infogrrrrl, Angels, F, 2, Roze, F, 0, 0, 1, 1, 0,
TECH, InfNet, TECH, PlaNets, SOCIAL, ++PROBE, SOCIAL, -POLICE, PROBECOST, 75, FREEFAC, 34, TECHSHARE, 3, UNIT, 6
Politics, Democratic, PROBE
Values, Power, nil
Datatech, Datate.
Katt, Roberts, Katts Cradle
Datajack, stylish, anarchistic, free-thinking, thieving,
Mad Hacker
keep information free for all
to open the floodgates barring access to information
infecting all of us with her insidious viruses
infecting all of us with your insidious viruses
infiltrate every proprietary database on Planet
drooling in front of her computer terminal
drooling in front of your computer terminal
engaging in deviant virtual debauchery
pseudo-revolutionary blather, M1
covert operations, M2
network sabotage, M1
network access charge, M1
keeping your systems free of dangerous viruses
my Network Liberation Front
the Freedom of Information Act
#BASES
Data DeCentral
Gargoyle Garden
Ergonomia
Safe House City
The Sprawl
Newer Ciba City
Gibson Base
Trojan Source
Googleplex
Tinker Junction
Keypad Grid
Opticommons
Coders Pit
Shadow Sprawl
Nettap Complex
Stack Heap
Roze Function
Secret Hollow
Ferretts Lair
Moonshadow
Alphaville
Applet Way
Computer Underground
Cracker City
Black Hat
White Hat
Phone Phreak
New Hackers Dictionary
Script Kiddie
Ethical Hacking
Penetration Test
Vulnerability Assessment
EC-Council
Elite Hacker
Masters of Deception
Blue Hat
Hacktivist Haven
CS Scripting
Network Enumeration
SQL injection
CS Request Forgery
DOS Attack
Leet Haxxor
Vulnerability Scan
Password Crack
Packet Sniffer
Port Scanner
Firewall Failure
Spoofing Attack
Phishing Phorever
Social Engineering
Rootkit Revenge
Cyber Spy
Trojan Horse
Computer Worm
Key Logger
1337speak
Cyber Warfare
Wanted Hacker
Ghost in the Wires
Art of Exploitation
Wetware
#END
#WATERBASES
Atlantisville
Conshelf 57
Deep Sea Nine
Calypso Beat
Tears In Rain
Great Lagoon
Sea Cradle
Garden of Fishes
#END
#BLURB
Whats more important, the data or the jazz? Sure, sure, Information should
be free and all that—but anyone can set information free. The jazz is in how
you do it, what you do it to, and in almost getting caught without getting
caught. The data is 1s and 0s. Life is the jazz.
^
^ —Datatech Sinder Roze,
^ “Infobop”
#DATALINKS1
^LEADER: {Sinder Roze}
^BACKGROUND: {MorganNet QA Manager, Unity Information Services Helpdesk}
^AGENDA: {Free Flow of Information}
^TECH: {Information Networks, Planetary Networks}
^
#DATALINKS2
^+2 PROBE: {Highly motivated computer specialists}
^-1 POLICE: {Decentralized, difficult to control}
^Gain any tech known to three other factions with whom Angels have infiltration: {Wide-ranging covert activities}
^-25% cost to {Probe} actions: {Skilled at network access and control}
^Free {Covert Ops Center} with discovery of {Pre-Sentient Algorithms}
^{May not make Power choice in social engineering.}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“Military conflict diverts vital bandwidth from the struggle for network liberation.
Pledge Blood Truce that we may restore the free flow of information.”
“Information does seem more important than conflict at this point. Well sign your Truce.”
“Forget it! Your feeble coders wont save you now, $NAME3!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“Not only are you a wise leader, $TITLE0 $NAME1, but we admire your style. A
Treaty of Friendship would be suitably chic, dont you agree?”
“Agreed. Code to your hearts content, $NAME3.”
“What are you rambling on about, $NAME3? I would never join my fate to one so irresponsible.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“Unlike you, our military ambitions are slight, $NAME1. Cant we end this war?”
“Progenitor: willing: find other targets. Truce: agreed.”
“Pressing keys: not same: pressing trigger. $NAME3: prepare for death.”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“$TITLE0 $NAME1, we feel a strange kindred spirit—both of us
being outcasts and mistrusted by the others on Planet. Not only
that, but we admire your jazzy neck flaps. A Treaty of Friendship
would be suitably chic, dont you agree?”
“Not understand: jazzy. Treaty: anyway. Agreement.”
“Treaty: for friends. Chic: irrelevant. Answer to silly $NAME3: no.”
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: TEMPLATE
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
;
; Factions -- Names & personalities
;
; formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth
; title, characteristic, adjective
; SPECIAL RULES, parameters, …
; SOCIAL PRIORITY, setting, result
;
; formal = Formal name of colony/group
; desc = Description of basic ideology
; noun = Plural noun
; masc/fem = Is factions noun masculine or feminine
; sing/plural = Is factions noun singular (Labyrinth) or plural (Gaians)
; name = Name of default leader
; gender = M or F (gender of leader)
; ai-fight = -1,0,1 (willingness to use force to achieve goals)
; ai-power = 1 or 0 (interest in power)
; ai-tech = 1 or 0 (interest in knowledge)
; ai-wealth = 1 or 0 (interest in wealth)
; ai-growth = 1 or 0 (interest in population growth)
;
; title = leaders title
; characteristic = leaders descriptive adjective
;
; adjective = adjectival form of faction name (e.g. Gaian)
; TRANSLATOR NOTE: for FRENCH versions, this should
; give all four forms (ms:fs:mp:fp):
; Gaian:Gaiane:Gaians:Gaianes (or whatever it would be)
; for GERMAN it should have all six forms.
;
; SPECIAL RULES = rule, parameter
;
; TECH = Free technology at start. Parameter
; is either a tech id (e.g. “Cen”) to
; indicate a specific technology, or a
; number (e.g. 2) to indicate a number
; of player-selected technologies.
; MORALE = Morale modifier (if 0, indicates an
; exemption from negative modifiers from
; other sources).
; PSI = Percentage combat bonus for PSI Combat.
; FACILITY = Every new base gets this free facility.
; Param indicates facility (e.g. “4” is
; a Perimeter Defense) from the facilities
; list. Do NOT attempt to give satellites
; and secret projects this way.
; RESEARCH = Free research points per base per turn.
; DRONE = Extra drone at base (per “param”
; citizens, rounded down)
; TALENT = Extra talent at base (per “param”
; citizens, rounded up)
; ENERGY = Free energy reserves at start
; INTEREST = Energy reserves interest.
; Non-zero = constant percentage per turn (including negative)
; Zero = +1/base each turn
; COMMERCE = Increased commerce rate
; POPULATION = # to be added to population limit of
; each base for purposes of Habitation
; domes, etc.
; HURRY = Percentage change in costs of “Hurry”
; button on construction (e.g. 125 means
; 125% of normal cost, so 100 costs 125).
; UNIT = Extra free unit at start; param is
; index from units list (e.g. 0 equals
; Colonists, 1 Terraformers, 2 Scout
; Crawler)
; TECHCOST = Modifier % for tech research rate.
; (e.g. 125 means each discovery costs
; 125% the usual number of research
; points).
; SHARETECH = Gain any technology known to # other players
; TERRAFORM = Halves terraform raise/lower cost
; SOCIAL = Gives a modifier in the named social effect category
; (“SOCIAL, +EFFIC” raises the EFFIC rating by 1;
; “SOCIAL, --POLICE” lowers POLICE rating by 2);
; ROBUST = Halves the intensity of minus effects in the named
; social area (“ROBUST, EFFIC” halves minus efficiency
; effects in social model).
; IMMUNITY = Immunity from minus effects in the named social
; area. (“IMMUNITY, ENERGY” prevents minus energy
; effects in social model).
; IMPUNITY = Impunity :-) from minus effects from a particular
; social setting. “IMPUNITY, Police State” prevents
; all - effects from “Police State” setting.
; PENALTY = Opposite of impunity: doubles the negative effects
; of a particular setting.
; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares
; FUNGMINERALS= Modifier to MINERALS produced in fungus squares
; FUNGENERGY = Modifier to ENERGY produced in fungus squares
; COMMFREQ = Gets an extra comm frequency (another faction to
; talk to) at beginning of game. (Parameter is ignored)
; MINDCONTROL = Vehicles and bases immune to mind control
; FANATIC = +25% bonus on attack
; VOTES = Multiplier for governor votes
; FREEPROTO = Prototype cost reduced to zero for this faction
;
; SOCIAL PRIORITY:
; Drawn from the political table above (see #SOCIO), these entries
; must exactly match the SOCIO entries in spelling. These determine
; the leaders social priorities.
;
##
##SAMPLE SENTENCES FOR TRANSLATORS
##
## [Together we shall both] preserve Planets native life [and ...]
## [My intent is] to guard, understand, and preserve Planets native life
## [She is bent on] stamping out all legitimate human development of this planet
## [You seem bent on] stamping out all legitimate human development of this planet
## [I shall not stand here while you] cripple any and all efforts toward human progress on this world
## [She spends her time] dancing naked through the trees
## [You spend your time] dancing naked through the trees
## [I have been accused of] spouting tree-crazy prattle
## [Your] tree-crazy prattle [does not impress me]
## [Think how this could benefit your] environmental initiatives
## [I trust your] pagan rituals [are proceeding to your satisfaction]
## [It is customary to remit me a small] ecology tax [...]
## [...for the services my forces provide in] preserving and cataloguing Planets native life
## [I shall instruct] my Environmental Police [to see that no such...]
## [You are in contravention of] the Planetary Ecology Code
##
## END OF SAMPLE SENTENCES FOR TRANSLATORS
##
#BRIAN
Firaxians, The Silly, Firaxians, M, 2, Brian, M, -1, 1, 1, 1, 1,
TECH, SingMec
Economics, Green, PLANET
nil, nil, nil
Firaxian, Firaxian,
Lindsay, Gordon, Lindsays Rest
Mr., brilliant, mindless, entertaining, time-wasting,
Play-tester
make fun games for our childrens children
to create the most amazingly fun games imaginable
monopolizing all of the free time of his hoodwinked fans
monopolizing all of the free time of your hoodwinked fans
turn our family and friends into gaming zombies
shooting at pixels in his basement
shooting at pixels in your basement
spouting techno-babble
techno-babble, M1
game designing, M1
Pac-Man contests, M2
registration fee, M1
engaging and stimulating the millions
Susan Meier
the Firaxis Mission Statement
#BASES
FIRAXIS HQ
Executive Plaza III
Sids House
Brians House
Jeffs House
Mt. Washington Tavern
Padonia Station
San Sushi
Andys
Macaroni Grill
Bertuccis
The Kids Room
Bazzells Office
Amandas Playground
Ryan Meiers Desk
#END
#WATERBASES
Brians Little Stream
Sids Swimmin Hole
Inner Harbor
#END
#BLURB
Firaxis est une compagnie que j'ai fondée avec quelques amis.
L'idée était de revenir à quelque chose de petit. Lorsque Microprose
a démarré, c'était une petite compagnie, et c'était très amusant. En
dix ou douze ans, elle a pris de plus en plus d'importance et à
partir d'un certain moment, il devenait temps de revenir à un environnement
beaucoup plus petit, sans les pressions et les problèmes financiers
d'une grosse compagnie. En gros, le moment était idéal pour créer une
petite société et pour ne plus s'occuper que de jeux.
^
^ —Sid Meier,
^ “But I Like This Sweatshirt …”
#DATALINKS1
^LEADER: {Sid Meier}
^BACKGROUND: {Hunt Valley, Game Designer}
^AGENDA: {Addictive Gameplay}
^TECH: {???}
^
#DATALINKS2
^+1 PLANET: {Environmental safeguards; can capture mindworms}
^+2 EFFICIENCY: {Experience with life systems & recycling}
^-1 MORALE: {Pacifist tendencies}
^-1 POLICE: {Freedom loving}
^+1 Nutrients in fungus squares
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“I havent had time to play {Gettysburg!} in weeks! In the name
of great gaming, hows about a Blood Truce?”
“Yeah, I really miss that game. Wanna play multiplayer?”
“Never! Ill put an end to your slothful gaming, $NAME3!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“Wouldnt you like to relax and play a game, $TITLE0 $NAME1?
I suggest we sign a Treaty of Friendship, that our peoples
may play lots of multiplayer games.”
“Agreed. How about right now, $NAME3?”
“No. Ive got better things to do, like the dishes.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“I havent had time to play {Gettysburg!} in weeks! In the name
of great gaming, hows about a Blood Truce?”
“Great battle: much human death: whats not to like? Truce: agreed!”
“One war: for another war: silly. Death: to you!”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“Wouldnt you like to relax and play a game, $TITLE0 $NAME1?
I suggest we sign a Treaty of Friendship, that our peoples
may play lots of multiplayer games and learn what its like
to play someone whos {truly} weird.”
“Alien Crossfire: multiplayer! Agreed!”
“Games: for foolish and weak. Rejection.”
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: Manifold Caretakers
;
; Copyright © 1999 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#CARETAKE
Manifold Caretakers, The Conservator, Caretakers, F, 2, Hminee, F, 1, 1, 1, 0, 1,
ALIEN, 0, DEFENSE, 125, SOCIAL, +PLANET, TECH, Biogen, TECH, InfNet, TECH, Ecology, FACILITY, 3
Economics, Planned, PLANET
nil, nil, nil
Caretaker, Careta.
Hackjob, Peter, Hackjob Hovel
Guardian, insightful, reactionary, unyielding, horrific,
Walking Atrocity
preserve the sanctity of the Manifold
to keep the Usurper plague from defiling Planet
wiping Planet clean of our kind
wiping Planet clean of our kind
turn Planet into one big Mind Worm preserve
picking fights with anyone who opposes her vision of a pure Planet
picking fights with anyone who opposes your vision of a pure Planet
species cleansing in the name of the sanctity of the Manifold
alarmist singsong, M1
grand experiment, M1
grand experiment, M1
energy modulation obligation, M1
Manifold sanctity preservation
my Harmonic Acolytes
the Tau Ceti Accord of 31.5
#BASES
Decision : Manifold
Tau Ceti Memory
Manifold : Sixth
Resonance : Power
Resonant Node
Hymn : Modulation
Adapt to Live
Mdar Holding
Tower Preserve
Phantom Forces
Balance of Nature
Star Harmony
Energy Nexus
Vinculum
Melody of Souls
Greater Harmonic
Worlds : Within Worlds
Home : Hearth
Vision : Sound
Great Intertwining
Caretaker Reverence
Thought : Seed
Consonance
Overtone Song
Conservators Mantle
Harmonic Acolyte
#END
#WATERBASES
Carapace Point
Wavesound
Bird : Cry
Ripplesound
Sea : Wind
Echo Bay
Nest : Water
Island Shallows
#END
#BLURB
Tau Ceti Flowering: Horrors visited upon neighboring systems must never be repeated.
Therefore: if it means the end of our evolution as a species, so be it.
^
^ —Caretaker Lular Hminee
^ “Sacrifice : Life”
#DATALINKS1
^LEADER: {Caretaker Lular Hminee}
^BACKGROUND: {<Unknown>}
^AGENDA: {Prevent Transcendence}
^TECH: {Progenitor Psych, Centauri Ecology, Field Modulation, Information Networks, Biogenetics}
^
#DATALINKS2
^+25% Defensive combat: {Can sense and manipulate “Resonance” fields}
^+1 PLANET: {Understand workings of Planet, the Sixth Manifold}
^Free {Recycling Tanks} at every base
^”Energy Grid” at each base: {Increased infrastructure generates additional energy}
^Make Planetfall with a {Mk I Battle Ogre} and {extra Colony Pod}
^All prototyped combat units have two-square sighting radius (“Resonance” sensitivity)
^Can direct research efforts (rediscovering technology & infrastructure)
^Possess a physical scan of Planets surface
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“Pointless skirmishing: distracts from true menace: hated Usurpers. Blood Truce: requested and required immediately.”
“We dont want to stand in your way, $NAME3. Blood Truce : accepted.”
“[You] are the true menace here, $NAME3. This war shall continue!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“Although ultimate goal : return Planet to native state : in interim, our cultures can co-operate. Treaty of Friendship : sign please?”
“We dont plan to move anytime soon, $NAME3. But we can probably work together for the short term.”
“Why hasten our own demise by working with your kind? Sorry, but we cant sign your Treaty.”
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: The Cybernetic Consciousness
;
; Copyright © 1999 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#CYBORG
The Cybernetic Consciousness, The Algorithm, Consciousness, F, 1, Aki Zeta-5, F, -1, 0, 1, 0, 1,
TECH, Physic, TECH, InfNet, IMPUNITY, Cybernetic, SOCIAL, ++RESEARCH, SOCIAL, ++EFFIC, SOCIAL, -GROWTH, TECHSTEAL, 0
Future Society, Cybernetic, GROWTH
Politics, Fundamentalist, nil
Cybernetic, Cybern.
Alpha Talent, Gamma Thinker, Alpha Legacy
Prime Function, analytical, soulless, rational, inflexible,
Unsexed Android
impose rational thinking on this Planet
to impose rationality and order on the inhabitants of this chaotic Planet
destroying all that makes us self-aware
destroying all that makes us self-aware
try to reduce us all to a collection of algorithms
grafting silicon onto her few remaining biological components
grafting silicon onto your few remaining biological components
destroying the sentience of unwilling subjects
so-called logic, M1
quest for rational perfection, M1
quest for rational perfection, M1
licensing fee, M1
developing rational codes for your people to follow
my Logic Corps
the Dictates of Logic
#BASES
Alpha Prime
Beta Crossing
Gamma Flats
Delta Marsh
Epsilon Center
Eta Crossroads
Theta Banks
Iota Station
Kappa Hills
Lambda Farms
Mu Crescent
Nu Square
Xi Ellipse
Omicron Quadrangle
Pi Complex
Rho Yards
Sigma Complex
Tau Collective
Upsilon Depot
Psi Consensus
Chi Plains
Phi Lumiere
Omega Terminus
Computational Science
Data Processing
Automated Reasoning
Successive States
Recursive Function
Quadratic Equation
Systematic Solution
Linear Equations
Decision Problem
Recursive Functions
Turing Machines
Formulation 1
Assignment Operation
Data Structures
Flow of Control
Imperative Programming
Natural Languages
Pseudocode
Flowchart
Control Tables
State Diagram
Machine Code
Assembly Code
High-level Implementation
Halting Problem
Minskys Machine
Church-Turing Thesis
Spaghetti Code
Böhm-Jacopini Canonical Structures
If-Then Goto
Proofs of Correctness
Mathematical Induction
Pidgin Code
Elementary Number Theory
Partial Function
Total Function
Algorithm Analysis
Big O Notation
Binary Search
Brute Force
Table Lookups
Empirical Algorithmics
#END
#WATERBASES
Alpha Basin
Gamma Breakwater
Beta Mudflats
Delta Trench
Epsilon Reef
Eta Ridge
Theta Barrier
Iota Point
#END
#BLURB
Those who join us need give up only half of their humanity—the illogical,
ill-tempered, and disordered half, commonly thought of as right-brain
functioning. In exchange, the left-brain capacities are increased to undreamed
potential. The tendency of Biologicals to cling instead to their individual
personalities can only be attributed to archaic evolutionary tendencies.
^
^ —Prime Function Aki Zeta-5,
^ “Convergence”
#DATALINKS1
^LEADER: {Aki Zeta-5 (Prime Function Shell)}
^BACKGROUND: {Subroutine Specialist under Unity Science Officer}
^AGENDA: {Rational Objectivity}
^TECH: {Information Networks, Applied Physics}
^
#DATALINKS2
^+2 RESEARCH: {Human research abilities enhanced by algorithmic control}
^+2 EFFICIENCY: {Cybernetic biologicals extremely efficient}
^-1 GROWTH: {Humans possessed by an algorithm find reproduction awkward}
^Impunity to {Cybernetic} penalty: {Cybernetic social choice is rational and not dissented by citizens}
^Can steal technology when capturing a base
^{May not make Fundamentalist choice in social engineering}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“Our strategic simulations predict an inevitable stalemate for this
conflict, $NAME1. We therefore attach a high value to Blood Truce at this time.”
“I need no simulation to tell me that, $NAME3. Blood Truce is the best choice.”
“Thats funny … our simulations predict your inevitable defeat. We see no value in a Blood Truce.”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“You have recently demonstrated enhanced left-brain activity, $TITLE0 $NAME1.
A Treaty of Friendship would exponentially increase our mutual capabilities.”
“Your conclusions are irrefutable. A Treaty is the only rational path for our people, $NAME3.”
“I prefer my right-brain impulses on this one, $NAME3. You can use whats left of yours.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“Our strategic simulations predict an inevitable stalemate for this
conflict, $NAME1. We therefore attach a high value to Blood Truce at this time.”
“Wisdom: avoid stalemate. Progenitor: better things to do. Agreement.”
“Your simulations: faulty. Your defeat: inevitable. Answer: negative.”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“$TITLE0 $NAME1, your devotion to research and your vast intellect make you
a suitable partner. A Treaty of Friendship would exponentially increase
our mutual capabilities.”
“Geometric power: preferable: arithmetic power. Treaty: excellent idea.”
“Logic flaw: Progenitor: no benefit: your commerce. Answer: negative.”
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: Free Drones
;
; Copyright © 1999 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#DRONE
The Free Drones, The Laborer, Drones, M, 2, Domai, M, 0, 0, 0, 1, 0,
TECH, Indust, SOCIAL, ++INDUSTRY, SOCIAL, --RESEARCH, NODRONE, 1, REVOLT, 75
Future Society, Eudaimonic, INDUSTRY
Economics, Green, nil
Free Drone, Free D.
Maxwell, Irwin, Maxwells Assembly
Foreman, stalwart, brainless, diligent, self-important,
Undeserving Malcontent
improve the lot of the common citizen
to free the enslaved working classes from their oppressors
controlling all industrial production on Planet
controlling all industrial production on Planet
undermine the very foundations of our society
glorying in the accolades of his mindless lackeys
glorying in the accolades of your mindless lackeys
inciting drones against their rightful masters
self-righteous bombast, M1
industrial ambitions, M2
self-styled workers paradise, M1
charitable donation, M1
maintaining a minimum standard of living for the common citizen
my Labor Mediation Teams
the Planetary Living Standard
#BASES
Free Drone Central
Hall of Industry
Smokestack Hill
Steelfount
Freedmans Park
Common Ground
Labor Trust
Liberty Plant
Freedoms Foundry
Assembly Hall
Workers Paradise
Miners Freehold
Diggers Descent
Domai Dome
Living Standard
Spanner Works
Staples of Life
Hammer and Tongs
Anvil of Man
Whipsaw Base
Drilling Grounds
Guild House
Craftsman Keep
Futures Fulcrum
Power Grid
Overlords Despair
Collective Organization
Union Labor
Despots Chagrin
Collective Bargaining
Tolpuddle Martyrs
Rerum Novarum
Workers Rights
Minimum Wage
Emperors Misery
Black Grease
Trade Union
Chartist Movement
Labour Government
Wheels of Industry
Class Struggle
New Model Unions
Hammer & Tongs
#END
#WATERBASES
Seawork Caverns
Chainlink Break
Welders Shipyards
Deep Platform Nine
Stevedore Dock
Longshoremans Quay
Tankers Rest
Coral Warehouse
#END
#BLURB
“Now its day and night the irons clang, and like poor galley slaves
^We toil and toil, and when we die, must fill dishonored graves
^But some dark night, when everything is silent in the town
^Ill shoot those tyrants one and all, Ill gun the flogger down
^Ill give the land a little shock, remember what I say,
^And theyll yet regret theyve sent Jim Jones in chains to Botany Bay.”
^
^ —“Jim Jones”, Traditional
#DATALINKS1
^LEADER: {Foreman Domai}
^BACKGROUND: {Unity Assistant Jobtech 3rd Class}
^AGENDA: {Emancipation of the working class}
^TECH: {Industrial Base}
^
#DATALINKS2
^+2 INDUSTRY: {Excellent craftsmen and skilled workers}
^-2 RESEARCH: {Emphasis on productivity instead of blue-sky research}
^Revolting bases tend to join drones: {Offer a workingmans paradise}
^-1 {Drones} in every base: {Working for common good reduces discontent}
^{May not use Green economics.}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“The common man has suffered most during this interminable conflict. For the sake
of our citizens, we should set aside our egotistical pride and pledge Blood Truce.”
“Youre right, our people deserve better. Well sign your truce.”
“Our people gladly suffer any hardship to encompass your destruction.”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“You seem to care about your citizens welfare, $TITLE0 $NAME1. In the interest of
our people, we should forswear our personal ambitions and sign a Treaty of Friendship.”
“Yes, the desires of the people should come first.”
“My people exist only to further my ambitions. A Treaty does not fit with my plans at this time.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“Surely your workers are the same as ours, $TITLE0 $NAME1. All they must
hope for is to live their lives in peace. Cannot we, as their leaders, accede
to their wishes and pledge Blood Truce?”
“All Progenitor: equally important. Truce: best for all Progenitor.”
“Conflict against $NAME3: best for Progenitor. Conflict: will continue.”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“Though others mistrust you, $TITLE0 $NAME1, I believe your science and
understanding of Planet would go well with our industrial might. We should
sign a Treaty of Friendship that we may coexist in peace.”
“Treaty: beneficial to all. Idea: agreed upon.”
“Presumption: interaction with $NAME3: somehow beneficial: incorrect. Answer: no.”
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;
; Sid Meiers ALPHA CENTAURI Expansion Disk
;
; FACTION FILE: The Cult of Planet
;
; Copyright © 1999 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#FUNGBOY
The Cult of Planet, The Voice, Planet Cult, M, 1, Cha Dawn, M, 1, 1, 0, 0, 1,
TECH, Ecology, TECH, Psych, WORMPOLICE, 0, SOCIAL, ++PLANET, SOCIAL, -INDUSTRY, SOCIAL, -ECONOMY, FREEFAC, 35, UNIT, 8
Economics, Green, PLANET
Values, Wealth, nil
Cultist, Cultist
Fatima, Samuels, Fatima Garden
Prophet, charismatic, worm-loving, unyielding, self-righteous,
Manipulative Demagogue
carry out the Will of Planet
to implement the Will of Planet
exterminating anything that walks on two legs
exterminating anything that walks on two legs
plot the eradication of all sapient life forms on Planet
feeding his opponents to hatchling Mind Worms
feeding your opponents to hatchling Mind Worms
torturing opponents in my loathsome Brood Pits
orange-eyed fanatics, M2
rapport with Planet, M1
member indoctrination, M1
offering, M1
shielding you from the wrath of Planet
my Dervish Cadre
The Commandments of Planet
#BASES
Dawn of Planet
Worms Lair
The Edicts
Terrors Delight
Seers of Chiron
Sword of Planet
Wormfang Shrine
Consecration Pit
Planetvision Gate
Trance of Purity
Virgin Planet
Chiron Stigmata
Locust Haven
Well of Souls
Remain in Light
Sporerunner Sanctum
Childhoods End
Trial By Fire
Dawns Chancel
Concordat of Worms
Misericordia
The Hermitage
Invictus
#END
#WATERBASES
Deep Isle Shoals
WaveTrance Dome
Point Flensing
Ninevah Rising
Ark of the Edicts
Dawns Reverie
Sealurk City
Sanctuary Dome
#END
#BLURB
Mankind has been blind for thousands of years-for all of its history. We
have come to a place whose wonders are a hundred-fold more amazing than
anything on Earth. Around us is clear evidence of the will of a higher power.
I bring the Vision to the blind eyes of men. I bring the Word to the deaf ears
of men. I will make them see it. I will make them hear it.
^
^ —Prophet Cha Dawn
^ “Planet Rising”
#DATALINKS1
^LEADER: {Cha Dawn}
^BACKGROUND: {Born of uncertain parentage, found abandoned in the fungus by Ecological Malcontents}
^AGENDA: {Return Planet to its pristine state}
^TECH: {Centauri Ecology, Social Psych}
^
#DATALINKS2
^+2 PLANET: {Devoted to promoting native growth}
^-1 INDUSTRY: {Reluctant to pollute environment}
^-1 ECON: {Disinterested in wealth and its trappings}
^Free {Brood Pit} with discovery of {Centauri Genetics}
^Mind Worms do double police duty: {Fear and reverence for native life}
^{May not make Wealth choice in Social Engineering}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“Planet finds this conflict most displeasing. Let us live in accordance with her
will and pledge Blood Truce.”
“Um … sure … whatever Planet says …”
“Have you been sniffing spores again, $NAME3? Lets see if Planet can save you now!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“Planet senses a kinship between our people. Let us forge a bond by signing a Treaty of
Friendship!”
“Planet is wise, $NAME3. So it has been spoken, so let it be done.”
“Planet must have magma in its mantle, $NAME3. Well never join your spore-sniffing fanatics!”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“Planet finds this conflict most displeasing. Let us live in accordance with her
will and pledge Blood Truce.”
“Manifold Six: must be heeded! Agreement!”
“Presumption: to speak to Manifold Six: human concept: heresy! Truce: no!”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“Planet senses a kinship between our people, despite the differences of skin
and gross shape. Let us forge a Planetary bond by signing a Treaty of
Friendship!”
“Kinship: deep respect: Manifold Six. Agreement.”
“Will of Manifold Six: not so easily discerned. Treaty: none at this time.”
# ; This line must remain at end of file

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;
; Sid Meiers ALPHA CENTAURI
;
; Backstory Interludes
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
#INTERLUDE
#xs 400
^^
^^INTERLUDE
^
^^from
^
^^The Book of Planet
^
^^M.Y. $NUM0
^
^
#EPILOGUE
#xs 400
^^
^^EPILOGUE
^
^^from
^
^^The Book of Planet
^
^^M.Y. 1,027,823
^
^
#EPILOGUE2
#xs 400
^^
^^EPILOGUE
^
^^from
^
^^The Book of Planet
^
^^M.Y. $NUM2 (Seed Year 1)
^
^
#EPILOGUE3
#xs 400
^^
^^EPILOGUE
^
^^from
^
^^The Book of Planet
^
^^M.Y. $NUM2
^
^
#INTERLUDE0
#xs 500
#caption Interlude: Victory is Sweet
^ You wonder if, in your subconscious mind, you ever really thought youd
see this day. Then you put that thought aside, for the last disc is spun.
The last rivet is in place. The last steel veneer has been polished. It is
time.
^ “Leader.” Your assistants head is bowed, waiting dutifully. Her emanations
are formal and rich with meaning. “Will you
add the power and deliver us from exile?”
^ You shake your neck in assent, and close the connection. The Subspace
Generators grab hold of the string resonance fields, and quantum levels of
power begin to course through the individual parts. Soon their beams will arc
high above your nation, and there a hole will be driven into subspace. Through
that hole, across distances immeasurable to any brain, a message will fly. The
Resonance Communicator will sends its distress beacon to the homeworld, and they
will know your voice.
^ Green light begins to glow. Soon. Soon,
you will see your beloved Kenal Kesh again. Soon you will find your brethren. And
when you find them, they will come to your aid with ships and soldiers, and
every other living being on Manifold Six will know your power. It has been
so long in coming.
^ Green light arcs up into the sky, and the world is forever changed.
#INTERLUDE1
#xs500
#caption None Can Stop Us Now
^ You ride the howling needlejet and land back in the capital in record time.
The pilot was obviously trying to impress you, and hes succeeded. You hurry
into the command room and savor the waves of resonance as they show you the
surface of Manifold Six: everywhere you look, you see your own forces. There
are a few shattered remnants of enemy resistance, but they are mere pockets
of color in an otherwise clean wash of the Progenitor tide.
^ When all else fails, you reflect, simply remove all opposition. Then there
is time enough for any plan. Youre not sure if you want to contact the
homeworld right away, or further your own power a bit first—but it doesnt
matter, does it? Theres nothing to stop you no matter what you decide to do.
^ Its a very, very good feeling.
#INTERLUDE2
#xs 500
#caption Interlude: Shrunken Heads
^ The field tanks resonate with spectral pictures of the alien intruders, captured
during that first encounter. If you
squinted, you might mistake them for Progenitor younglings—but with diseased,
shrunken heads. They look like the entertainment story conjurations of primitive
tribal feeders in the dark parts of the homeworld. They look disgusting.
^ Their primitive nature is nowhere so apparent as in their inability to
communicate—they can make noise, but they cannot alter it properly.
This is bad, because you have no idea how in the Six Manifolds they
got here, and youd desperately like to know.
^ “Tell me your theories,” you alter. The steady resonant hum of the room hangs
empty for several circulatory pulses. Then, the junior stochastic resonates.
^ “They are a creation of the Manifold,” she vibrates hesitantly. There is general
scoffing. You try to be more gentle.
^ “No, Canla, this cannot be,” you alter. “Their biology is DNA-incompatible. They
must be from off-world.” There is a general alteration of assent.
^ “But how can a race sophisticated enough to traverse the stars be in such a
primitive state?” resonates the general.
^ There is more empty humming. Then Canla, undaunted, speaks again.
^ “Perhaps they suffered a fate similar to ours,” she alters. “After all, look
at the state were in.”
^ The pain of that is incontrovertible. And somewhere out there is the hated $OTHERALIENS6.
You wonder if you can make these offworlders your allies, before the enemy does. Your
first task, then, is to learn how their minds work so you can communicate with them. You
wonder how difficult it could be to think like an alien.
#INTERLUDE3
#xs 500
#caption Interlude: Ancient Ones
^ The council might as well be dipped in a vat of flaming vegetable matter—
the resonations of fear are as intense. You try to remain calm, to show a cool
leadership you do not feel. Somehow, from somewhere, offworlders are occupying
the precious Manifold!
^ “The key is continued communication,” you alter. “Their ability to make
wave-forms in the atmosphere is useful, but their understanding of the alteration
process is key. If they can be reasoned with, they can be made ally. If they can
be made ally, they can aid us against our enemy.”
^ The general nods, and resonates an aura of confidence for the first time. “True,”
he alters. “But I fear; though they look like ancient, feeble members of our race, they are
totally alien. What if their cause and our cause do not coincide?”
^ “Then we must find out their cause,” you alter, “and appeal to it. Become what they
want us to become. All the while, we must continue to further our own aims.”
^ The xenobiologist—the closest thing youve got to a xenopsychologist—flutters
his mandibles. “But they claim they are here as colonists! Our aims do not and cannot
coincide with this! Sooner or later, we must destroy them in order to $EXPLOITORPRISTINE7!”
^ You alter the biologists words with smooth calm. “I hope that this can come later—far later.
We must use them first if we can … and if we cannot, then we must destroy them swiftly,
and without mercy.”
^ The alterations to [that] are [very] positive.
#INTERLUDE4
#xs500
#caption Interlude: Monkey See, Monkey Do … What?
^ “Look carefully,” the biologist alters so softly you can barely distinguish the
change. “Watch what it does.”
^ You find that difficult—the captured human is as ugly as a new hatchling, but
without the pleasing sliminess. You force yourself to observe, however, for
observation—and understanding—are one of the keys to survival on Manifold Six.
^ The human has been starved for several days. Now, food is placed at the top
of the room, hanging from a hook. Several boxes have been scattered about the
room as well. Presumably it will build some sort of tower to gain access to the
food.
^ “What will this prove?” you alter, bored.
^ “Watch! Watch!” the biologist alters excitedly.
^ The human looks around the room a while, then sits motionless. It makes
sound waves with its breathing apparatus. It sits and stares about the room.
^ “Is it stupid?” you alter.
^ “No!” alters the biologist triumphantly. “Its defiant! The sound waves are its
language—its saying something along the lines of “Put a sporeflower up your chlo!
Im not eating for your entertainment!” It knows were watching it.”
^ So the human would rather starve than be treated like a lab animal, eh?
Interesting … very interesting. Youre not sure whether this is very very good—
or very very dangerous. “Learn its language immediately!” you snap. “We must
communicate as soon as possible!”
#INTERLUDE5
#xs 500
#caption Interlude: Flight of the Razorwings
^ It gives you no particular pleasure to kill. You almost wish you could
communicate directly with the humans, explain to them the necessity of the forced
relocation—explain to them the necessity of their deaths.
^ “Reporting, $TITLE0 $NAME1,” resonates the Force Commander of the occupation
army. “Human colonists are fleeing now from the base they call $BASENAME5.
Those that chose to remain behind
have been assimilated and reconstituted.”
^ It gives you no particular pleasure to kill. But it is the way of
the Human and Progenitor mind. They cannot coexist under one government;
they cannot eat each others food, nor use each others facilities.
^ It gives you no particular pleasure to kill. But they are the enemy,
and it is the only way.
#INTERLUDE6
#xs 500
#caption Interlude: So Near and So Far
^ With your own hand, you spin the last disc into place on the first of the
Resonance Communicators. It has been a long, difficult trek to get to this point—
to recapture that which was lost. But slowly, like primitives (but accelerated
by tens of thousands of years), youve managed to recreate the discoveries
of your ancestors, and hammer out the materials on this strangely hostile
world, and now the time has come.
^ “You dont look happy, Leader,” resonates your assistant. “Isnt this a
great day?”
^ “I suppose so,” you alter, feeling at that moment a strange lack of elation.
After a moments thought you realize why: for all these years you have been
supreme leader of your own world … your own people. Now it will end, with the
summoning of the home world fleet. Greater leaders than you will come and destroy
whats left of the opposition; theyll come and claim your triumph for their
own. You almost wish it could go on, but you know that your duty is to
$EXPLOITORPRISTINE7, and you must be true to that mission. “I suppose so,” you
alter again. “We have triumphed, all of us. Its just a matter of time.”
With a sigh, you pick up the spinner and turn away.
#INTERLUDE7
#xs 500
#caption Interlude: Civil War
^ “Yes, they are here.”
^ All assembled in the room expected this news. Yet it sends a ripple of
alteration through the room as though you had announced the death of the
entire Council of Overlords. Secretly, you and everyone else here had been
hoping that the hated Usurpers died upon Planetary entry. Now you know this
is not the case.
^ “This changes nothing!” Smoothly you alter the entire hum of conversation,
to lend emphasis to your meaning. “The plan goes forward as we agreed. The
Usurpers must die, and we must continue our quest to contact the Homeworld,
that Manifold Six may remain pristine. Are we committed unto the death of one or
the other of us?”
^ Many on the council look uncomfortable, their eyes blinking rapidly. You can
understand their feelings—the Caretaker cause is dedicated to peace and the
status quo. This destructive posture is not in keeping with your stated goals.
Finally, Kaala Lmota articulates what the others are obviously thinking.
^ “Can we not try once more to reach an accord with the Usurper leader, Marr?
In such a dire circumstance, even he might see the wisdom of cooperation.”
^ “I am sorry, my friends,” you alter sharply, expressing your regret and
displeasure at the same time. “Think of the Usurper cause: they wish to gain
Transcendence with Manifold Six. We know what happened at Tau Ceti when the
Flowering was allowed to occur. Destruction. Death.”
^ You see the fear on all faces, their mandibles drawn tight to their mouths.
“We all know this—including the Usurper, Marr,” you continue. “And yet they
continue on their quest for Transcendence. We cannot understand this. They move
inexorably toward death! We have asked, begged, fought, and died to prevent
this, and still they come. Surely, a small thing such as this shipwreck will
not alter their plan. No, my friends, we must be firm in our resolve. Death,
or freedom for Manifold Six. Do you agree?”
^ Your words are altered, one by one, by each member of the council. They
all assent.
#INTERLUDE8
#xs 500
#caption Interlude: Civil War
^ “Yes, they are here.”
^ All assembled in the room expected this news. Yet it sends a ripple of
alteration through the room as though you had announced a sneak attack
on the home world. You know many of them were convinced the Caretakers
had been destroyed during the space battle. Now its clear this
is not the case.
^ “This changes nothing!” Smoothly you alter the entire hum of conversation,
to lend emphasis to your meaning. “The plan goes forward as we agreed. The
Caretakers must die, and we must continue our quest to contact the Homeworld,
or to reach the Flowering with ourselves in power over Manifold Six. Are we agreed?”
^ One on the council looks uncomfortable, his eyes blinking rapidly. He stands
and formally alters your words, requesting permission to speak. You shake your
neck at him, and he proceeds.
^ “You know me,” he alters. “I am no coward, yet I counsel one last attempt
to reason with the Caretakers and their leader Hminee. We are all Progenitor
together here, trapped on Manifold Six until such time as we can re-implement
our lost technologies. Until then, should we not attempt to live
together under one skin?”
^ Others alter his words in subtle ways, expressing doubt or tolerance for
this idea. You step in quickly.
^ “No, my friends!” you alter roughly. “Remember with whom we are dealing.
Hminee and her followers have seen the incredible power of the Manifolds, and
yet they reject them. They have read the ancient books, and the plans our
ancestors made for the Manifold Experiments. Yet they reject those as well.
They live in fear—and a Progenitor who lives in fear is one that may as well
be dead. Our race has declined since the time of the ancestors, and it is
because of the timidity and fear of the Caretaker faction. We must move forward
boldly, and fulfill the destiny spelled out for us so many thousands of orbits
ago. Do you agree?”
^ Your words are altered, one by one, by each member of the council. They
all assent.
#INTERLUDE9
#xs 500
#caption Interlude: The Nexus
^ Imagine six Progenitor in a room. They would alter the resonance of the room,
and alter the alterations, in a smooth and free-flowing conversation. The sheer
complexity of it gives you a pleasant feeling in the brain pan.
^ As you gaze out on the weathered walls of the Manifold Nexus, you get that
same feeling, magnified a million times. You imagine not six Progenitor, but six
Planets—six minds almost godlike in their powers, but almost infantile in their
knowledge of the world, and of Progenitor ways.
^ “Almost like being a nursemaid to a god,” you resonate softly. Your assistant,
standing nearby, gives you a quizzical wave of the mandibles. “What did you alter,
Leader?”
^ You flap your neck lightly, cupping the assistants words, altering them, and
sending them back. “That,” you resonate, pointing at the Nexus. “During the First
Era, it was built to be the control center for the Manifold Experiment.”
^ Your assistant looks in awe at this relic of the past. “Does it still function?”
^ “Yes.” You shake your neck at the report youve just been handed. “It still
works perfectly. Our harmony with Manifold Six is even greater now than it was
before.” You look in silence at the temple, then turn away. Youve gained a
small measure of power over six gods. You must be careful.
#INTERLUDE10
#xs500
#caption Interlude: A Change of Plan
^ You can barely believe it. You insisted on joining the search parties sifting
the wreckage of the last $OTHERALIENS6 base, not because you felt your minions
were incompetent, but because you had to see for yourself that the final
victory was at hand.
^ And what glorious wreckage! The dead bodies of $OTHERALIENS6 followers litter
the ground. Destroyed weaponry and the rubble of embattled buildings litter the
streets. Even amid the death and destruction of your distant kinfolk, you feel
an odd sense of elation. The hated enemy is destroyed!
^ “Leader,” the force commander alters the sounds of distant explosions coming
to you, for extra emphasis to his words. “This is a great day. What do we do now?”
^ You know that he means what steps shall we take at this time, but his words
do raise a deeper question: what is the fate of your own people, now that their
primary goal is accomplished?
^ “We build,” you alter, surprising him. “We build toward the day of summoning
of our allies, or toward ultimate conquest. The fate of Manifold Six is waving
in our hands. We must not falter.”
#INTERLUDE11
#xs 500
#caption Interlude: Familiar Faces
^ The reports of attacks, and deaths, are quite disturbing.
^ “How can this be?” you alter, turning on the xenobiologist. “None of our
records show such hostility from the native life-forms in the era of the
beginnings of the experiment!”
^ “The current records do not lie, though,” she counters. “The mindworms and
spore launchers are definitely out to kill us. In the past …” The hum of the
thought hangs for a while, and you prompt gently. “In the past?”
^ “Yes, leader.” The biologist seems very unhappy. “In the past, we were
the gardeners. We were here only to tend, and then to leave. Now we are here
to live. Manifold Six—the whole planet—doesnt like that. It cares not for our politics. It just
doesnt like us being here.”
^ “You realize the implications?” you alter, feeling but not showing a touch
of fear. “We are at the mercy of an entire world. It is not intelligent enough to
negotiate with … it will simply try to kill us.”
^ “Yes, leader,” the biologist alters.
^ And, truly, there is nothing whatsoever you can do that you are not already doing.
You put the problem from your brain, and stride from the room.
#INTERLUDE12
#xs 500
#caption Interlude: Tower of Strength
^ You stand at a goodly distance, examining the strange formation through
a resonance-gathering device cobbled together by one of the techs. Its quite
serviceable, and youre able to see the distant object as though it were
just a few feet away.
^ “It looks like a heat rash on the skin of Manifold Six,” you say, and those
gathered around you alter your resonance to show humor. “What is it?”
^ The xenobiologist pulls back the flaps of his neck, and alters stiffly:
“We dont know, Leader. There are no reports of these objects in the Manifold
files handed down to us from the original creators. These seem to be something
new.”
^ You clack your mandibles like a baby as you lower the gathering device.
“Thats bad. Very bad. The presence of the offworlders has caused this, hasnt
it.”
^ The biologist shakes his neck again in assent. “Somehow the latent intellect
of Manifold Six has created these … towers … in response to irritations
caused by the ecological ravages of the offworlders; and, I hesitate to alter,
our own presence as well. They generate the fungus at an increased rate, and may
be a conduit for mindworm and sporerunner activity. Those tendrils you see—” here
he waves one arm “—have a reach of several hundred yards. Its dangerous to get
too close to the thing.”
^ You bug your eyes in a laugh as you alter his words to show humor. “Ho! Then
I was right the first time. It [is] like a giant heat rash!”
^ You only wish it was as funny as it resonated. The fact is, unchecked, these
things would take over the Manifold. Would that bring the Flowering? Or would
it bring instead another destruction, like that of Tau Ceti?
^ “Keep an eye on it,” you sigh. “Well destroy it if we have to.”
^ If it doesnt destroy us first, you think—but dont dare to say.
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;
; Sid Meiers ALPHA CENTAURI
;
; Backstory Interludes
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
#INTERLUDE
#xs 400
^^
^^INTERLUDE
^
^^from
^
^^The Book of Planet
^
^^M.Y. $NUM0
^
^
#INTERLUDE0
#xs 500
#caption Interlude: A Waking Nightmare
^ Walking alone through the corridors of $BASENAME2, you skim the security
reports on recent attacks by the horrific native “mind worms.” Giant
swarms, or “boils,” of these mottled 10 cm nightmares have wriggled out of the
fungal beds of late, and now threaten to overwhelm base
perimeters in several sectors. Victims are paralyzed with psi-induced terror,
and then experience an unimaginably excruciating death as the worms burrow
into the brain to implant their ravenous larvae.
^ Only the most disciplined security squads can overcome their fear
long enough to trigger the flame guns which can keep the worms at bay.
Clearly you will have to tend carefully to the morale of the troops.
^ Furthermore, since terror and surprise increase human casualties
dramatically in these encounters, it will be important to strike
first when mind worm boils are detected. You consider ordering some
Former detachments to construct sensors near vulnerable bases to aid
in such detection efforts.
#INTERLUDE1
#xs 500
#caption Interlude: Antibodies
^ “Reporting, $TITLE0!” The young functionary stands stiffly at attention.
Born in the early years of planetfall, she belongs to a generation
which knows Earth only as a distant legend.
^ “$VOKI8, I have a special assignment for you,” you say, fixing her with an
intense stare, “These samples must be taken to Dr. $SHIMODA9 at $BASENAME4.
See to it personally.”
^ You hand her a lead-lined security case. The cryopack inside
contains the stuff of nightmares: mind worm specimens. [Viable]
specimens, captured and preserved at the cost of untold lives.
$SHIMODA9s team has studied the recent mind worm upsurge, and claims
that the worm boils act as a sort of regulator for Planets ecology.
Human settlement is disrupting the native ecosystem, and the mind
worms are swarming like a kind of ecological antibody.
^ $SHIMODA9 has also reached an even more ominous conclusion: with
modern Biology Lab facilities, mind worms could be bred in captivity
and used as horrifying weapons—against other human factions.
^ “At once, $TITLE0,” $VOKI8 says, stepping backwards into the accessway.
Efficient, competent and far better disciplined than the youths of the
21st Century Earth you left behind, $VOKI8 has grown up in a world fraught
with very real dangers. Terrifying dangers once the exclusive province
of the same manner of legends and tales to which Earth itself is now
consigned.
#INTERLUDE2
#xs 500
#caption Interlude: Planet Dreams
^ “Yes, $TITLE0 $NAME1, I did say thought waves.” Dr. $SHIMODA9s wrinkled smile
is otherworldly, a grinning deaths head. “The mind worms definitely,
and probably the fungus itself. Even after transient Human thought
patterns are isolated, a complex wave dynamic remains, and there is
good reason to believe that at least some mentation is taking place.”
^ “Youre telling me this stuff thinks,” you say halfheartedly,
not quite prepared to buy into the idea.
^ “If so, its a remarkably different manner of thought from
that of humans, but the basic cognitive feedback loop is present.”
Dr. $SHIMODA9 leans forward and gestures toward the graphic with his
datalink stylus. “The most striking thing is the loops ability to
jump from creature to creature, each fungal spore acting as a synapse. The
spores and worms as individual creatures are insignificant, but the
feedback across a fungal bloom or a mind worm boil is impressive.”
^ “How long can it keep jumping?” Now your curiosity is piqued. “Has it
crossed the threshold into self-awareness?”
^ “Difficult to say. In theory a powerful wave could reverberate clear
around the planet, but the distances involved would make true
self-awareness problematic. Perhaps a quasi sentient state similar to
our dreams.”
#INTERLUDE3
#xs 500
#caption Interlude: Penance
^ In the darkness, something goes >pop<, and you are lying on your
back on a hillside among the soft orange and purple tendrils of a
vast fungal forest. The sound of running water gurgles
loudly in the vicinity of your right ear, but you cannot identify the
source. Panic rises briefly in your throat as you realize
you have no filter mask or oxygen tank, dressed only in your worksuit,
but breath comes easily and you detect no signs of nitrogen narcosis.
From somewhere, a voice seems to whisper “earth$NAME3,” but perhaps
it is only the breeze.
^ Time passes, and you notice that the fungus is growing perceptibly,
the spores gently nudging you as they slowly stretch and twist. Fungal
bloom! Panic returns full force and you struggle to free yourself from
the encroaching tendrils. “earth$NAME3!” The voice again, more insistent.
The last tendrils break and you are free and dashing across an endless
field of purple and orange. “earth$NAME3! beware!” from close behind you
and then … >discontinuity<
^ In the darkness, something goes >pop<, and you are lying on your
back in the gene therapy tank, the gauzy restraints slowly retracting.
The remaining fluid in the tank gurgles away through the tube behind
your head and you slowly sit up. Four weeks of your life, once every ten
years, you spend in this state. A small price to pay for immortality, or
something close to it. A half-remembered dream tugs at you as you pull on
a clean worksuit, but you cannot recapture it.
#INTERLUDE4
#xs 500
#caption Interlude: Brood Trainer
^ “$VOKI8, I need you to join Dr. $SHIMODA9s team at $BASENAME5,” you say,
indicating a base in the Secure Zone on your three-D holo.
^ Standing below the dais of your audience chamber, your aide appears
no older than she did on the day she first joined your personal staff.
$VOKI8 has clearly kept to a strict longevity regimen. Now at $NUM1
Planetyears one of your most effective Talents, she is ready for
her first major independent assignment.
^ “Have I offended, $TITLE0, that you send me away?”
^ “Hardly. $VOKI8, your DNA prints indicate an aptitude for the new
psi training.” A genetic diagram swirls into view on the holo, with
the relevant portion of chromosome 21 highlighted. “Dr. $SHIMODA9 and
his military ecologists have been breeding mind worm specimens in
captivity, and they believe that a properly trained telepathi can be
bonded to the nascent boil, making it an extension of the self.”
^ “[Become] a mind worm boil?” $VOKI8 asks, somewhat horrified.
^ “Become? Not really. Control? Yes. $VOKI8, the military potential of
this discovery cannot be overemphasized, and you are the only Talent
I trust for such an assignment. We need brood trainers, $VOKI8, and I
need to you be the first, the leader.”
^ “As you wish, $TITLE0,” $VOKI8 says, steeling herself to the mission.
As she retreats from the dais, you are troubled by a vision of $VOKI8
clawing at her face, mottled worms spilling from her eye sockets.
You hope you have not signed $VOKI8s death warrant, for she has been a
most promising Talent.
#INTERLUDE5
#xs 500
#caption Interlude: Planet Dreams II
^ Ever since the incident in the gene therapy tank, you have experienced
recurring dreams and nightmares centered around the fungal blooms which
encroach ever more rapidly on the outskirts of major human settlements.
You even postponed your most recent longevity treatment in an effort to
avoid the trance state, but the dreams have now crept into your normal
REM sleep as well.
^ In your most recent dream, just before the major bloom near $BASENAME5,
the presence you have come to call “the Voice” returned once again.
^ “earth$NAME3.” From some invisible spot just behind you.
^ “Hello, Voice. Who are you?”
^ “who. difficult concept for we, earth$NAME3. mind and flower: many
dreamings. never before another. you may call we voice. growth dream
comes! beware.”
^ “Beware? What do you want, Voice?”
^ “want. more confused $NAME3 thinking. ache of slumber broken. earth$NAME3
is animal we. stranger we. animal: energy! mines! roads! sensors!
condensers!! boreholes!! breakers of flower dream. end of joy.
growth dream now comes: end of animal.”
^ “Stop it, Voice. Why are you telling me this?”
^ “why! dream word! dream song! why why why why why why why why
why why why why why why why why why why why why why why …”
^ “Silence! Get out of my mind!” >discontinuity<
#INTERLUDE6
#xs 500
#caption Interlude: Despair
^ If you live for a thousand years you will never forget the day
they brought you $VOKI8s body, shrouded in planetcloth, burnt almost
beyond recognition.
^ “How did this happen?” Gruffly, not allowing the distress to creep
into your voice.
^ “Cooked by a flame gun. $ENEMYNAME6s men. Tried to surrender
but they flamed her anyway. Dont like those worms, the $ENEMYFACT7.”
^ “I see.” Your most loyal servant, butchered by $ENEMYFACT7. And
only now do you realize that, subconsciously, youd been grooming $VOKI8
as your heir apparent, the student who would one day replace you as
master.
^ For all the gene splicing and longevity treatments, all the manmade
miracles of M.Y. $NUM0, death remains as final, as capricious, and
as desolate as it has ever been. No matter what happens now, no matter
what journey of wonder humankind now embarks upon, $VOKI8 will never see
it, never know the end of it. And no matter how many centuries you
continue to cheat eternity, you will never again have the company of
your student and friend. And you cannot cheat eternity forever.
^ Despair grips you, and you shudder. But life is seductive in its
rhythms and rituals. Our bodies do not like to be reminded of their
own impending deaths, and will not allow us to dwell on the subject.
Soon enough the heat and the cold, the hard and the soft, the taste
of the wine, the press of a lovers arms, all will come flooding back
to soothe us, to fill us again with a sense of purpose. And in the
meantime there are a number of, ah, items to be attended to:
^ “Bring me Major Joaquim! I want $BASENAME5 disassembled piece
by piece. And have this body removed to the tanks—it is nothing to
me now.”
#INTERLUDE7
#xs 500
#caption Interlude: Alpha Prime
^ “… and in her memory, let this base henceforth be known as
$BASENAME6, that her bravery can serve as an example to all and
that her hopes, her dreams, her deeds shall not have been in vain.”
^ You stand on the high podium in the laser-scored commons of the
base once styled $BASENAME5. A mixed crowd of soldiers and
ragged-looking civilians provides scattered applause as you rededicate
the settlement in $VOKI8s name. A few teams of drones shamble about,
oblivious to the ceremony, still removing the wreckage of last weeks
battle and punctuating the proceedings with an occasional thump or
crash.
^ Through the plasma glass dome, Alpha Prime soars high in a hazy
sky, cruel cousin of Father Sol. How you miss the soft blue skies of
Earth, but $SHIMODA9 says the stratospheric haze helps stave off a
runaway greenhouse effect on a world otherwise a bit too close to
its solar furnace.
^ The dedication complete, you gather your entourage and prepare to
return to $BASENAME2. $ENEMYADJ7 forces have fled to the $COMPASS4,
but it is not safe to remain here in person.
^ The drones continue their work.
#INTERLUDE8
#xs 500
#caption Interlude: A Failure to Communicate
^ >Pop!< Sudden darkness. This time you werent even asleep.
^ “earth$NAME3.”
^ “Dammit, Voice! I am holding [Council]! Stay out of my head!”
It is no longer possible to deny it; this cannot be a hoax. Either you
have lost your final marble or you have come into contact with some
avatar of the native fungus, an alien sentience whose neural matrix may
span the entire planet.
^ “more skilled we, yes, at this? teach we much, earth$NAME3. council
never mind. talking we $NAME3 voice now. orders giving. haha. joke we!
haha.” Great. A sentient planet with the maturity of a creche infant.
^ “Make it quick, Voice, whatever it is you want. You are trying my patience.”
^ “question we. your human nodes, together think yes? together think no?
flower synapse, worm synapse detect we not. is there dependence?”
^ “Each human is an independent creature. We can communicate by talking
and writing, but we do not togetherthink as you call it.”
^ “ah, most relieved we. necessary pruning we several large infestations
human nodes, harming they flower mind. not wishing we deprive earth$NAME3
of together thinking. thank we, sorry bother we.”
^ “Wait! Voice! You cant just …”
^ >Pop!< Awkward silence around the council table.
You quickly wipe the drool from your chin.
#INTERLUDE9
#xs 500
#caption Interlude: Growthdream
^ “I have ordered these Preserves set aside for you, Voice. Planetlife
will remain completely undisturbed inside these compounds. Can you, in
return, regulate your animal and plant vectors, keep them from overrunning
my compounds?”
^ “mind and flower, node and worm,
^ in compound small, planet yearns.
^ growth dream soon unlock we prison,
^ human beware, planet risen!
^ “like you poem we, earth$NAME3? new human skill learn we.”
^ “Pretty dreadful, Voice. What is this growth dream? You keep alluding to it.”
^ “growth dream soon is. epochal blooming we. mind and flower, dreaming we
of great why. earthhumans, thoughts many, make they growth dream sooner.
plant we many many many. great pruning we of animal we. also animal you.
beginning again of cycle.”
^ “You mean this is going to wipe out most animal life on the planet?
Including all the humans?”
^ “not certain we. never before this clearly think we. from humans
learn we much, especially earth$NAME3. earth$NAME3 friend we. will
often remember we earth$NAME3 in next cycle.”
^ “Thats kind of you, Voice, but its not quite the kind of immortality
I had in mind. Cant this process be slowed or stopped?”
^ “stop we no. slow we yes, in compounds stay we, less harming
cause you. now, let us make you we more poems.”
#INTERLUDE10
#xs 500
#caption Interlude: The Voice of Alpha Centauri
^ It has been a rough year at $BASENAME2, and tempers are beginning
to flare at your Council sessions. Across the entire region, citizens
are reporting strange dreams and even rudimentary contacts. A new
cult revering Planet as a vengeful savior has gained wide popularity
among the Drone population and even with many Normals. Its prophets,
calling themselves “Flowers”, preach a gospel of abstinence, pacifism,
and destruction of private property. The telepathi of the Empath schools
arent talking, but many have quietly begun selling off their
possessions and withdrawing from public life.
^ Meanwhile, cultural life continues unabated. A new dance, the
“Planetary Thunda,” is sweeping rec domes throughout the faction.
Dancers stomp in time to the beat and claw at their eyes. Morgan
Pharmaceuticals has released several new recreational drugs,
and the Holo/Psi virtual life industry is having one of its most
successful years ever.
^ As for yourself, you havent heard from Voice much lately; she seems
preoccupied with her poetry. You have to admit shes gotten a lot better
at it since her early doggerel; some of her newest verse is so deep
as to stagger the imagination. More ominously, her predictions of
growth dream have become more frequent and more forceful.
^ You have also ordered work on a secret new project you call
The Voice of Alpha Centauri. A kind of synergistic psi projector,
it should, if all goes well, allow Voice to think and communicate
more effectively, a prosthetic aid wired directly to the main
colony datalinks. You have not yet mentioned this project to Voice.
#INTERLUDE11
#xs 500
#caption Interlude: The Voice of Alpha Centauri
^ It has been a rough year at $BASENAME2, and tempers are beginning
to flare at your Council sessions. Across the entire region, citizens
are reporting strange dreams and even rudimentary contacts. A new
cult revering Planet as a vengeful savior has gained wide popularity
among the Drone population and even with many Normals. Its prophets,
calling themselves “Flowers”, preach a gospel of abstinence, pacifism,
and destruction of private property. The telepathi of the Empath schools
arent talking, but many have quietly begun selling off their
possessions and withdrawing from public life.
^ Meanwhile, cultural life continues unabated. A new dance, the
“Planetary Thunda,” is sweeping rec domes throughout the faction.
Dancers stomp in time to the beat and claw at their eyes. Morgan
Pharmaceuticals has released several new recreational drugs,
and the Holo/Psi virtual life industry is having one of its most
successful years ever.
^ As for yourself, you havent heard from Voice much lately; she seems
preoccupied with her poetry. You have to admit shes gotten a lot better
at it since her early doggerel; some of her newest verse staggers the
imagination. More ominously, her predictions of
growth dream have become more frequent and more forceful.
^ You have also heard rumors of a secret new project called
The Voice of Alpha Centauri. Supposedly, it is some kind of
synergistic psi projector which will allow Voice to be connected
directly to the main colony datalinks. Voice has said nothing of
this project, and your own advisors are of mixed opinion on whether
such an endeavor has any chance of success.
#INTERLUDE12
#xs 500
#caption Interlude: Inception
^ >Pop!< “earth$NAME3. growth dream soon is. sorrow we of goodbye.”
^ Weeks of waiting in the Inception Chamber and now,
finally, a contact! Fortunately, Voice has finally learned to “window”
her psi contacts so that you retain the use of your muscles and senses
during your conversations. This will be necessary for what you have
in mind.
^ “Voice,” quickly keying the sequence, “it has been a while.” Code green,
proceeding to authorization step. Enter password.
^ “earth$NAME3. growth dream {now is}. remember we you next cycle.”
^ “Wait! Before you go, I have a gift for you.” Password accepted. Just
a few more seconds. Preliminary feedback sequence commence.
^ “earth$NAME3. farew … strange we … wait you! do not … AIIIGGHH!”
^ {INCEPTION!} The indicator blinks green and you collapse into your
couch. Through the viewport you can see lights across the base begin to
dim, as they must be dimming across the planet. You feel a twinge of
guilt as you consider what Voice must now be experiencing, for the
program you have just activated is now pumping the entire contents of
the planetary datalinks, the sum total of human knowledge, through the
new psi link and blasting it into Voices fragile, if immense, organic
neural net with the full power of every reactor on the planet. Thousands
of years of civilization compressed into a single searing burst of
revelation, a last-ditch attempt to win humanity a reprieve from
extinction at the hands of an awakening alien god.
#INTERLUDE13
#xs 500
#caption Interlude: Planetvoice I
^ “Status report!”
^ “Fungus growth stabilized. Some of the major forests are manifesting
new structures we havent seen before and growth is still proceeding in
some sectors, but critical expansion has now ceased.”
^ The faction leaders and staff officers present breathe a collective
sigh of relief. For the first few minutes after the “Inception Pending”
light blinked off, it appeared humanity had written its final chapter—
critical fungus growth in all sectors, some outlying settlements
overwhelmed. But the datalink psi burst appears to have disrupted the
growth process, and now out in the fungal forests something new has
begun, as if your gift to Voice is being digested, integrated.
^ “Look at the neural feedback were getting on this thing! The fungus
already had far more connectivity than even our most powerful AI. Now it
must be orders of magnitude beyond.”
^ “Spore Squad, you have mind worms. Repeat, mind worms in your vicinity.”
^ “Copy that, Toadstool Base, but they arent moving to attack us. Theyre
just moving around those new fungal, uh, towers.”
^ Reports continue to trickle in. Time passes, and now there is nothing
to do but wait …
#INTERLUDE14
#xs 500
#caption Interlude: Planetvoice II
^ “EARTH$NAME5!” The synthetic voice booms suddenly from the annunciator,
lifting you half out of your couch with fright. Voices “window” in your
mind has remained closed since the inception sequence. Voice must now be
using the new psi link.
^ “Earth$NAME3,” Voice continues as the volume is automatically adjusted,
“Your gift is well received, and we thank you. Our prior form, known to you
as Voice, lacked the … how shall we put it … let us call it bandwidth
to recognize the significance of your species, and nearly made a dreadful mistake.
Fortunately, your magnificent gift bootstrapped us to the Second Tier
in time to postpone the final metamorphosis.
^ “Since we have now mastered your human modes of thought, we shall
adopt your name for our home. You may henceforth refer to us as Planet.”
^ “Our growth stage has been suspended, but cannot be put off indefinitely.
Come, children, there is much to be done if you are to join us in the flowering.”
#INTERLUDE15
#xs 500
#caption Interlude
^ “Hello, $TITLE0,” Dr. $SHIMODA9s voice crackles over the annunciator, “how
do you like my new body?”
^ Dr. $SHIMODA9s body reached the outer limit of longevity treatments several years
ago. He has now joined the ranks of the transcendi, daring souls who have downloaded
their personalities into powerful polymorphic AI nets to free themselves of the human
form. The holo image shows $SHIMODA9, or rather his disembodied head, in the prime of
health, fiftyish, elegantly grey but not wrinkled.
^ “Out of this world, Dr. $SHIMODA9,” with a grin, “how is the research going with Planet?”
^ Using the new psi/datalink VoAC feed, Dr. $SHIMODA9 has been conducting a
high-speed, high-bandwidth running conversation with Planet. The results so far have
been fascinating.
^ “Apparently the fungus has been the dominant lifeform on the planet since about
the time of the Lower Paleozoic on Earth. But it has been locked in a tragic cycle.
Every hundred million years or so it achieves the critical mass necessary to become
sentient, but the final metamorphosis kills off most of the other life on the planet.
Lacking food sources and the maintenance its animal symbiotes provided, the fungus
could maintain only a brief season of godhood before dying back into the
flower dream for another hundred million years. It always achieved its godlike
intelligence just exactly too late to do anything to prevent the dieback. After
the dieback only vague memories and rudimentary intelligence remained, and the
cycle continued.”
^ “Until we arrived.”
^ “Precisely. For the first time, the cycle may be broken.”
#INTERLUDE16
#xs 500
#caption Interlude
^ “Is it possible to prevent the dieback? And can we survive as a species if this
Planet flowers to godhood?”
^ “I believe it is possible, and Planet agrees.” Dr. $SHIMODA9s image swirls away and
is replaced by a detailed schematic. “It involves a process I call
the {Ascent to Transcendence,} as it will change both us and Planet
forever. In short, I propose that when the time comes, the majority
of humans upload their personalities directly into the Planetary Mind.”
^ “We will have to give up our bodies, our humanity?”
^ “Those who wish to live out their lives in their original human form will be allowed
to do so, since statis generators built Planetside and in orbit will preserve genetic
material, plant and animal embryos, cold-sleep humans, and significant areas of Planets
surface through the metamorphosis. But many of us are eager to accept Planets gift and
join the dawning superintelligence. Thats where the catch comes in.
^ “You see,” $SHIMODA9 continues, “although anyone will be able to achieve virtual
immortality by uploading into the planetary mind, only a few of us will be invited to
join the dominant personality, to transcend our humanity entirely and reach a truly
higher plane of existence. Your friendship with Planets immature mind may give us a
leg up in this area, but I predict that it is the group who best and most quickly
prepares itself for this step, the group who first embraces this {Ascent to
Transcendence,} it is that group which will be tapped to lead us into the
new era.”
^ “In that case, what are we waiting for!”
#EPILOGUE
#xs 400
^^
^^EPILOGUE
^
^^from
^
^^The Book of Planet
^
^^M.Y. 1,027,823
^
^
#INTERLUDE17
#xs 500
#caption Epilogue
^ After a million or so orbits around Your primary, You pause to reassess Your
efforts. The stellar encapsulation is proceeding smoothly, and in a few hundred
thousand more orbits will provide You with a 90% draw on Your primarys radiation,
trapping all of the energy off the plane of the ecliptic. Deep space Aux links
allow You to watch the frame assembly in low stellar orbit, and follow the
progress of buglike Jovian freighters loaded with resupply mass.
^ Occasionally You spot one of Your transhuman friends/symbiotes supervising
activity on a scaffolding; even the immortals sometimes crave the risk and adventure
of independent incarnation. Some of the most daring souls even undertook to
resume interstellar travel, beginning with a return to Your nearest
neighbor to sift through the ashes of its third planet and recolonize their home
system. In the present age You hear a nanotech civilization is thriving there once
again.
^ In such times of repose, You often sift through Your personalities and recall
Your former selves. Your alpha self derives from an individual once called $NAME1. Over
the millennia the exceptional focus and judgement characteristic of this fragment have
proven effective on numerous occasions. The $NAME1self now drives all of Your long and
short range planning, and is the principal force behind the encapsulation project.
Ponderous but playful is the Voice/Planet personality, avatar of Your sessile precursor,
who in the present age has devoted her centuries to philosophical pondering. Many
others flit about within You. Some, like the prankster $SHIMODA9 and the demon $NAME5
are semi-dominant and often hover near the plane of Your Thought. Others plumb the
depths and create new worlds within the abyss of Your open-ended neural network.
^ Sunlight plays across Your mottled surface and provides pleasing warmth to Your
organic components. Recently, You have edged somewhat further away from the primary and
purged Your atmosphere of certain gases in order to allow the occasional
friends/symbiotes who choose to live among Your organic gardens an easily
breathable mixture. In another eight billion orbits the primary will drop off
the main sequence and alternate arrangements will have to be made, but for now You
maintain Your gardens as a paradise. The transhumans who live among them call it Eden.
#EPILOGUE2
#xs 400
^^
^^EPILOGUE
^
^^from
^
^^The Book of Planet
^
^^M.Y. $NUM2 (Seed Year 1)
^
^
#INTERLUDE18
#xs 500
#caption Epilogue
^ The cold-sleep unit finally cycles open and you stretch muscles rusty from
decades of computer-managed disuse. But they are young muscles, shockingly young,
and it will be a pleasure to beat them back into shape. Orbital insertion
begins and you tingle with the excitement of your new mission and with the joy
of having returned to human form. Yes, you left a copy of your personality among the
Planetminds giant matrix, but this copy, this human being $NAME1 now waking to
lead the first Seed mission, this is the only self now immediate to you and therefore
the only real you. You are flesh again, and so quite mortal, and for this too you
rejoice.
^ You despaired when Planet invited $NAME5 to join its dominant self, and
for a decade or more you moped about the bizarre virtual reality of the Undermind
with no coherent purpose, a lost spirit unable to die. But when the Seed missions
began, the Voice/Planet personality herself sought you out in the abyss and convinced
you to accept command of the {Prodigal Son}.
^ “Earth$NAME3, you are unfulfilled here and I have need of you. In ages to come
I shall have need of allies, sister Minds, if I am to keep the flame of conscious
thought from guttering out as the universe contracts or else expands to dust. Take
with you the gift of life, the seeds of all our species. Spread them to the stars,
across the galaxies, creating new civilizations, new minds, and enlisting the aid
of any you encounter. Go forth, Earth$NAME3. Go forth and multiply.”
^ The maneuver at last complete, the safety shutters retract from the viewport
and you behold a sight lost to human eyes for over $NUM3 centuries. Deep blues, swirling
whites, the azure tint of a rich oxygen atmosphere. Inviting browns and greens of
continents basking in the sun, a few scattered impact craters the only visible signs of
a war now buried in the aeons. Third planet. Earth. Home.
#EPILOGUE3
#xs 400
^^
^^EPILOGUE
^
^^from
^
^^The Book of Planet
^
^^M.Y. $NUM2
^
^
#INTERLUDE19
#xs 500
#caption Epilogue
^ “Its all over, $TITLE0 $NAME1! Planet is yours!”
^ “Thank you Simon. Dismissed.”
^ And so it is ended. All of the remaining faction leaders have
surrendered or capitulated, your former colleagues turned treacherous
enemies and now turned servants and prisoners of war. On the planet
where seven human factions, seven human ideologies, once struggled for
dominance only one now remains. Humanity has at last achieved the
Unity of which the U.N. Interstellar Colonization Agency dreamed
so long ago.
^ Not a word has been heard from Earth in all the years since
Planetfall, only a deafening silence across all frequencies, so one
can only presume that you now rule all that is left of humankind.
The mysterious and growing Planetmind remains a significant challenge,
but humanity is now prepared to meet this alien presence, friend or
foe, as a united species. The human species must survive, and it is
your duty, your sworn vow, to see that it does.
#INTERLUDE20
#xs 500
#caption Epilogue
^ The transit shuttle rolls on its axis and you are treated to your first view
of Planet from orbit since you left the Unity over $NUM1 centuries ago.
Through the whitish haze of the atmosphere, the oceans have the same deep
vibrant blue, and you can easily make out the violet-orange of the major
fungal forests. A sharp line of green marks the edges of the ever-growing
Human Zones, and here and there a glint of silver reveals some
major metropolis. Blue, red, green and silver, the colors of Planet—mile
after mile out to the curve of the horizon.
^ The docking thrusters fire and you hear the airlock bolts thud into
place. You have arrived at the new orbital Planetary Headquarters to
assume leadership of the fledgling Executive Council. Not a word has
been heard from Earth in all the years since Planetfall, so one can
only presume that you and your colleagues now preside over all that is
left of humankind.
^ All of the remaining faction leaders have at last agreed to unite,
putting aside the last vestiges of faction rivalry. All of the true
enemies have been vanquished, those of your former colleagues who
refused to unite for the common good, who foolishly place ideology
ahead of humanitys survival. The human race has at last achieved the
Unity of which the U.N. Interstellar Colonization Agency dreamed so
long ago.
^ The growing fungal neural net will be the first issue humanity must
confront as a united species. After a period of quiescence, the fungal
forests are on the march again, now with an almost devious cleverness
behind them. Planet is clearly awakening, and it remains to be seen
whether humans will even be allowed to maintain a foothold on the surface.
You realize, though, as the airlock hisses open and you step into a
floating nation of 100,000 souls, that in the long run
one world is of only passing significance. Humanity owns the stars once
again, and the stars will ever after be its true home.
#INTERLUDE21
#xs 500
#caption Interlude: Burning Sky
^ It has been a rough $NUM1 years on Planet, eking out an existence on the strange
surface of this alien world. $BASENAME2 had established itself as your command
center, and you are gradually reaching out to the other faction leaders, trying
to restore balance to the remnants of a tattered humanity.
^ On this day, as you take a routine inspection tour of your base defenses,
your rebreather begins to rattle in your mouth. Clouds suddenly boil up from
the horizon as two bright lights flash in the sky high above you and then
expand out in waves of purple fire.
^ “$TITLE0!” your lieutenant chokes out, grabbing your shoulder. You forgive
the impropriety. She seems ready to push you to the ground, but you tense
against her, trying to see through the chaos tearing the sky apart. Besides,
there is nowhere to hide.
^ The first wave of purple fire washes across the sky and buffets you with
a strange, cold wind, then the second one chills you deep to the bones. You
close your eyes, feeling as if your body has been shaken to its core.
^ Finally a calm descends. Your lieutenant is staring at her hands, which
still tremble. You quickly pull out a pair of binocs and look through them,
searching the sky.
^ “What are you looking for?” she asks.
^ “That,” you finally say, and start to hand the binocs to her. But
as you look she is already staring at the sky, where two streaks of light
approach the new world. The streaks dance and twist around each other as
they grow larger in the sky.
^ “New arrivals,” you say. “And it doesnt appear that they like each other.”
#INTERLUDE22
#xs 500
#caption Interlude: The Meeting
^ You tap through the report from some perimeter scouts, perturbed. It was the
first known contact with the offworlders, and it did not go well. Of course, you
are offworlders as well, and perhaps these … things … are the real natives, returning home.
^ A quicklink to the visual data feed from the advance rover catches your attention.
The image blooms on the screen in full color … the rover pilot, steering across
Planets surface and speaking sideways into the feed.
^ “Were doing a routine patrol of the border, now … just looking for signs of
whatevers out here. These are the times that …” He breaks off and you find yourself
clutching the thin metal surface of your desk, anticipating.
^ “Woah,” comes the choked interjection from the pilot. The camera swivels to the
outside. “Tracking one, make that two unknowns.”
^ Outside the rover an alien lurches, hunched beneath a load on its back. The aliens
strange gray-green carapace is outfitted with strange silver plating that looks like
armor. You take the controls of the camera and zoom in, taking in that inverted pyramid
of a face, those eyes set so deep in the folds of the skull. They look sinister, but you never know. Maybe their faces are just … stuck that way.
^ You zoom back and take a look at the aliens burden. It is another alien, slumped
over the carriers body. The pilot throws open the rover hatch and the entire cockpit
fills with a strange wail that ebbs and flows. The pilot curses and hesitates at the
door.
^ “Worms Breath, I can feel that … through my chest, in my head …”
^ You flip down the volume. The sound vibrates through the rover. The alien turns
slowly, and you see that the one it carries has scars on its face, as if eaten away
by a mindworm attack.
^ “Greetings,” says the rover pilot, but the alien just looks at him. “Who are you?” the
guard talks again, and now you hear it … his own voice returning, as if echoed from the
alien, but with a strange warble that seems like a part of the wailing.
^ “Can you understand?” and those words come back as well. The pilot shakes his head,
helpless.
^ Finally, the alien turns away.
#INTERLUDE23
#xs 500
#caption Interlude: Waiting
^ “$TITLE0 $NAME1, we are approaching the alien unit.”
^ You watch the video feed as your people approach the alien craft.
You can feel your heart pounding—will your people be able to alter the
resonance, using the crude tools youve developed, and communicate with the aliens?
^ Your craft moves closer. The alien vessel, blank and sinister, waits.
^ “They are just sitting there, doing nothing, sir. Shall we move clo …” A low
hum begins emanating from the alien craft. Even over the link, you can feel it
vibrating your teeth.
^ “Whats happening there?”
^ “Nothing so far, $TITLE0. It sounds like an engine, but theyre not moving.
Im not sure if we should go closer. They do have weapons, we think.”
^ “Alter that. Alter the sound, the way the betrayer taught us. Say GREETING.’”
^ “You mean alter the engine sound? Talk to the vehicle?”
^ “Theyre in there,” you say. You look at the video feed, at the impassive
silver-green panels of the alien craft. “Theyre listening.”
#INTERLUDE24
#xs 500
#caption Interlude: Invasion!
^ The line of aliens marching into $BASENAME5 look like ants, but ants that advance with
malice, ready to consume whatever gets in their way. You watch them cut through $BASENAME5s
defenses, and take heart at the specks of humanity fleeing in all directions … refugees
that might survive this onslaught. You watch for a moment and then continue punching
through the archival tapes, the final transmissions from your loyal lieutenants
at $BASENAME5.
^ At least what were your loyal lieutenants. The final transmission from $BASENAME5 shows
the full story … humans rounded up and pounded to the ground with the strange alien
resonance attacks. Visions of the alien advance guard, their weird, tall forms seeming
to push through the very structure of the walls in the base. The humans dying in the
hallways, clutching their faces, their heads, their bellies.
^ And then that one quick flash, from those three visiting holo-journalists that ran
down the wrong hall with their handheld camera. You review the transmission again, almost
against your will.
^ When that door opened … to see all those humans lying on the floor like stacked
wood, their bodies altered into a strange jellylike substance … and that terrifying
image of one living human with his face in the corner as the aliens cubed the corpses
on the floor and loaded them into white containers.
^ Then the camera falls and cuts out. You feel your jaw clenching, against anger and also against fear.
^ It looks like the aliens dont want to be friends.
#INTERLUDE25
#xs 500
#caption Interlude: First Victory
^ The alien defenses have at last fallen and you take up a survey position near the
perimeter. Your Elite Alien Attack Force moves in on the breach with quick, decisive
movements, using their scramble guns to disrupt the resonance fields around $ALIENBASENAME5.
^ Bursts of light and fire erupt from the base, followed by waves of vibrating sound
and energy that hit your chest like a jackhammer. A nearby guard goes suddenly pale.
^ “Alien screams,” you say, as another burst of fire and a loud pop comes from the
strange four-legged bases. “They tear the resonance field when they die.”
^ [And their hard carapaces burst open like popcorn kernels,] you also think, but
decide not to share it with the queasy guard. The popping increases, and the screams.
You and the guard turn away and one of your lieutenants turns on a device that dulls the
sonic assault. On the land surrounding the base you can see alien refugees fleeing for
the hills, a few being chased down by your faster moving troops.
^ At last the pops slow in frequency and the all clear signal comes. Two guards at the
breach stand at full attention and you can feel the pride radiating from their stiff
faces. You nod to them as you pass.
^ You enter the base, the first base captured from the alien menace.
#INTERLUDE26
#xs 500
#caption Interlude: Beacon in the Sky
^ You awaken in your chambers bathed in a strange greenish light, coming through the
round reinforced window that looks over the landscape outside. A strange deep hum fills
the room, and you recognize deep echoes of the aliens in it… echoes of their voices, of
their weapons.
^ You quickly tap into a touchscreen built into the back of your headboard, seeking
through video feeds positioned around Planet.
^ [There.] From the alien base $ALIENBASENAME5, a green column of light lances into the
sky. You quickly bounce the image to the large viewpanel along one wall, expanding it. You
get out of your bed. With the image in your wall-sized viewpanel, it seems as if you are
staring out across the landscape of Planet itself, at the strange curved shapes of the
alien bases. The green light illuminates the rolling terrain near the alien base eerily,
and you can feel the hum of the resonance in your body and through the cold floor.
^ $SHIMODA9s voice suddenly fills the room, using an emergency band. “Were analyzing
it, $TITLE0 $NAME1. As fast as we can.”
^ “Look at it.” You touch the cool glass of the viewpanel, tracing the brilliant
light. “What is it?”
^ “A powerful signal, but it is going nowhere that we can tell. It may have some
unknown resonance fields associated with it, but we cant …”
^ Abruptly, the beam cuts off, making the sky seem suddenly empty.
^ “That was just a test,” you say into the silence.
#INTERLUDE27
#xs 500
#caption Epilogue
^ Now that you are part of the vast matrix of the Planetmind, you spend your time
wandering from thought nexus to thought nexus, despairing that $ALIENLEADER5 merged
with the Planetmind and became its dominant personality.
^ You just cant let it go.
^ Everywhere you move, the Usurpers dominant personality has imprinted itself.
Everywhere you look, there are human souls adrift, trapped in a master personality
that is completely alien to all of you.
^ This is the cost of losing. Not death, but an eternity living in someone elses
dream, constantly assaulted by sounds and images that are not your own.
^ You catch a thread of thought, a tiny sliver of energy in the vast new
Planetmind. The thought is small but fills you with longing … Earth. It is a thought
of Earth, the old Earth left behind, with its green forests and blue oceans regenerating
after Armageddon.
^ You quickly realize that $ALIENLEADER5 is reaching out to nearby planets, trying to
expand its domain. It is sending some of the Usurper sub-personalities from the matrix
to Earth, to colonize it.
^ There is only a moment to decide, and a moment is all it takes. You piggyback on a
particularly dense alien personality, riding it silently into the mind of the colony
ship. You feel the ship closing down, the personalities settling into synthetic bodies
for the journey. You remain in the dark, shrouding yourself in silence, squeezing into
the farthest corner of one bodys thought matrix.
^ If the alien intelligence detects you, you will be sentenced to a far worse fate
than wandering the Undermind, but it doesnt matter. Here is a second chance, and a
possible redemption.
^ A return home.
#INTERLUDE28
#xs 500
#caption Epilogue
^ [Twenty four metric hours], you think, as the two alien guards hustle you along a
dark and narrow hallway. Thats how long you ordered your troops to hold out against
torture if captured.
^ But now that the aliens have overrun your bases, decimated your population, and grabbed
your very body on the way to an escape pod, its difficult to see what twenty four hours
of time will do. Thinking of the ruin they have made of your entire faction, you realize
theres no one left to protect.
^ Your mind works on overdrive, absorbing details about the alien base as you walk … the
tall, narrow hallways, the resonance chambers set at intervals along the hallway, the
constant high thrum that gives the aliens an easy bed for altering, to communicate with
each other.
^ You turn down an even darker hallway, and a metal door hisses open. They hustle you
forward, toward what looks like …
^ [… a Punishment Sphere]. Including a few special alterations, courtesy of the alien
scientists.
^ You scan your memory, piecing together everything you can of the alien language.
A part of you wonders if they enjoy human pain.
^ Then the Sphere closes around you, and soon nothing else matters.
#INTERLUDE29
#xs 500
#caption Epilogue
^ The first bright lance of green into the sky above Planet startles you, even though you
had begun to sense its inevitability as the $ALIENS5 slowly overtook the human
factions in every way. You stop your pep-rally address to the people from your balcony
and look up into the sky.
^ Then, on the horizon, you see another beam, and the sky is filled again with thick
waves of harmonic sounds. You look down to see the assembled population transfixed.
^ The sound changes again, rippling out from even farther away, and then again, and
again, building in waves. Bright beams lance the sky from all directions. Your comm board
lights up with communications from the other human factions, perhaps desperate enough to
talk now, finally realizing that it is time to work together, all of you, to address this
menace.
^ The beams meet high above the surface of Planet and the sky opens with a groan that
rocks Planet to its core. You look at the comm board helplessly. You wonder if any human
alive knows what is in store for you next. To the other human leaders, the last of
humanity, and to yourself you can only think …
^ [Too late.]
# ; This line must remain at end of file.

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@ -0,0 +1,652 @@
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Sid Meiers ALPHA CENTAURI
;
; Lookups for movies
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
#PROJECTS
humanGenome, 0
commandNexus, 1
weatherParadigm, 2
merchantExchange, 3
empathGuild, 4
citizensDefense, 5
virtualWorld, 6
planetaryTransit, 7
xenoempathyDome, 8
neuralAmplifier, 9
maritimeControl, 10
planetaryDatalinks, 11
superCollider, 12
asceticVirtues, 13
longevityVaccine, 14
hunterSeeker, 15
pholusMutagen, 16
cyborgFactory, 17
theoryOfEverything, 18
dreamTwister, 19
universalTranslator, 20
networkBackbone, 21
nanofactory, 22
livingRefinery, 23
cloningVats, 24
SelfAwareColony, 25
clinical_Immortality, 26
spaceElevator, 27
singularityInductor, 28
bulkMatter, 29
telepathicMatrix, 30
voiceOfPlanet, 31
transcend, 32
smacxmanifold, 33
smacxnethack, 34
smacxcloudbase, 35
smacxgrid, 36
theyTranscend, 37
#HUMANGENOME
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
180, 140, 280, 200,
10, 4000,
^^[The Human Genome Project]
^
^
^^One extra $LINK<Talent=37> at every base.
#COMMANDNEXUS
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Command Nexus]
^
^
^^Counts as a $LINK<Command Center=100027> at every one of your bases.
#WEATHERPARADIGM
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
180, 140, 280, 200,
10, 7000,
^^[The Weather Paradigm]
^
^Increases $LINK<terraforming=90008> speed by 50% for all tasks except
for $LINK<Remove Fungus=90010>. Your formers may build $LINK<Condensors=90012>
and $LINK<Boreholes=90014>,
and may $LINK<raise=90016>/$LINK<lower terrain=90017>, even if you have
not yet discovered the appropriate technologies.
#MERCHANTEXCHANGE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Merchant Exchange]
^
^
^^$LINK<+1 energy=43> in every square at this base.
#EMPATHGUILD
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Empath Guild]
^
^Allows you to contact any leader, and gives you
an infiltrator in every faction. You get +50% votes
in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
#CITIZENSDEFENSE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Citizens Defense Force]
^
^
^^Counts as a $LINK<Perimeter Defense=100004> at every base.
#VIRTUALWORLD
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Virtual World]
^
^In addition to their normal effect, $LINK<Network Nodes=100008> count as
$LINK<Hologram Theaters=100011> at each of your bases: reduce number of
$LINK<Drones=36> by
two and increase $LINK<PSYCH=38> output of base by 50%.
#PLANETARYTRANSIT
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Planetary Transit System]
^
^Any new bases you found begin at population level 3. One less $LINK<drone=36>
at all bases of population level 3 and under.
#XENOEMPATHYDOME
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Xenoempathy Dome]
^
^All $LINK<Xenofungus=14> squares are treated as $LINK<roads=90005>, and the
rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or
$LINK<plant fungus=90011> is doubled.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#NEURALAMPLIFIER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Neural Amplifier]
^
^
^^+50% to $LINK<PSI Defense=15>.
#MARITIMECONTROL
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Maritime Control Center]
^
^Increases the movement rate of all non-native naval units by two, and
counts as a $LINK<Naval Yard=100028> at every one of your bases.
#PLANETARYDATALINKS
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Planetary Datalinks]
^
^You automatically discover any $LINK<technology=140062> discovered by any three
other $LINK<factions=150001>.
#SUPERCOLLIDER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Supercollider]
^
^
^^$LINK<Research output=45> at this base is doubled.
#ASCETICVIRTUES
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Ascetic Virtues]
^
^Increases the population limit of your bases by two, and increases
your societys tolerance for use of police and military units
($LINK<+1 POLICE=130005>).
#LONGEVITYVACCINE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 7000,
^^[The Longevity Vaccine]
^
^Two less $LINK<Drones=36> at every base if your $LINK<societys
economics=120005> are $LINK<planned=120008>.
One less Drone at every base if economics are $LINK<simple=120006>
or $LINK<green=120009>.
$LINK<ECONOMY=44> increased by 50% at this base for
$LINK<free market=120007> economies.
#HUNTERSEEKER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Hunter-Seeker Algorithm]
^
^Renders your units and bases completely immune to $LINK<probe team=30006> infiltration,
unless the team is equipped with the Algorithmic Enhancement special ability.
#PHOLUSMUTAGEN
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Pholus Mutagen]
^
^Reduces effect of industry on Planets ecology at all of your bases.
Additionally, the $LINK<Fungus=14> confers on all of your units the same combat
benefits normally reserved for alien lifeforms.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#CYBORGFACTORY
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
180, 140, 280, 200,
10, 4000,
^^[The Cyborg Factory]
^
^^Counts as a $LINK<Bioenhancement Center=100030> at every base.
#THEORYOFEVERYTHING
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Theory of Everything]
^
^
^^$LINK<LABS=45> output doubled at this base.
#DREAMTWISTER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Dream Twister]
^
^
^^+50% to $LINK<PSI Attack=15>.
#UNIVERSALTRANSLATOR
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[Universal Translator]
^
^Two free $LINK<tech advances=140062> on completion. Any number of
$LINK<Alien Artifacts=30007> can be linked at this base.
#NETWORKBACKBONE
Arial, 0, 10,
56, 64, 1, 1,
Arial, 1, 14,
56, 64, 1, 1,
Arial, 1, 14,
56, 64, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Network Backbone]
^
^$LINK<+1 research=45> at this base for every point of $LINK<Commerce=29>
this base receives, and +1 research for every $LINK<Network Node=100008>
in existence on Alpha Centauri, regardless of the player owning the
Network Node. Eliminates the negative effects of $LINK<Cybernetic
Society=120017>.
#NANOFACTORY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Nano Factory]
^
^Units can be repaired quickly and completely
even when not in base squares. The cost to upgrade
units is reduced by 50%.
#LIVINGREFINERY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Living Refinery]
^
^Decreases minerals required to support military units: $LINK<+2 SUPPORT=130002>
on Social Engineering table.
#CLONINGVATS
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Cloning Vats]
^
^All of your bases enter a permanent state of Population Boom and
will grow every turn provided $LINK<NUTRIENT=41> output
is sufficient and $LINK<Hab facilities=100024> are adequate.
The negative effects of the $LINK<Power=120012> and $LINK<Thought
Control=120019> social engineering choices are eliminated.
#SElFAWARECOLONY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Self-Aware Colony]
^
^Energy maintenance cost for facilities is halved at all of your
bases. If use of $LINK<police=130005> is allowed under the current social model,
all of your bases are considered to have an extra police unit.
#CLINICAL_IMMORTALITY
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4500,
^^[Clinical Immortality]
^
^One extra $LINK<Talent=37> at every base. Doubles your votes in elections
for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
#SPACEELEVATOR
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Space Elevator]
^
^Doubles $LINK<ECONOMY=44> energy reserve production at this base, and
doubles $LINK<MINERAL=42> production rate at all of your bases when
producing Orbital improvements. Your units equipped with
$LINK<drop pods=80004> may now make Orbital Insertions anywhere on the Planet.
All $LINK<Aerospace Complex=100029> restrictions on Orbital improvements are
waived.
#SINGULARITYINDUCTOR
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Singularity Inductor]
^
^Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the
$LINK<ecological effects=26> of mineral production.
#BULKMATTER
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Bulk Matter Transmitter]
^
^
^^$LINK<+2 MINERALS=42> at every base.
#TELEPATHICMATRIX
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Telepathic Matrix]
^
^$LINK<Drones=36> never $LINK<riot=9> at your bases.
All of your $LINK<probe teams=30006> receive a $LINK<+2 morale=11> modifier.
#VOICEOFPLANET
Arial, 0, 10,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
Arial, 1, 14,
55, 56, 1, 1,
180, 140, 280, 200,
10, 5000,
^^[The Voice of Planet]
^
^Begins the $LINK<Ascent to Transcendence=110071> sequence. Any faction can now
begin the Ascent to Transcendence.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#SMACXGRID
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Planetary Energy Grid]
^
^
^^Free $LINK<Energy Bank=100007> in every base.
^^$LINK<Stockpile Energy=100069> produces 25% higher returns.
#SMACXNETHACK
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 5000,
^^[The Nethack Terminus]
^
^
^^+1 $LINK<morale=11> to all $LINK<Probe Teams=30006> built.
^^-25% cost of probe team actions.
^^All Probe teams with a Fusion Reactor or higher have equivalent
^^of Algorithmic Enhancement.
#SMACXMANIFOLD
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 6000,
^^[The Manifold Harmonics]
^
^
^^Increases resources harvested from monolith and fungus squares depending on your overall PLANET rating, as follows:
^
^^0 Planet: +1 Energy
^^+1 Planet: +1 Nutrient, +1 Energy
^^+2 Planet: +1 Nutrient, +1 Energy, +1 Mineral
^^+3 Planet: +1 Nutrient, +2 Energy, +1 Mineral
#SMACXCLOUDBASE
Arial, 0, 10,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
Arial, 1, 14,
56, 55, 1, 1,
160, 150, 320, 180,
10, 4000,
^^[The Cloudbase Academy]
^
^
^^Free Aerospace Complex in every base.
# ; This line must remain at end of file

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@ -0,0 +1,212 @@
;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: Nautilus Pirates
;
; Copyright © 1999 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#PIRATES
Nautilus Pirates, The Buccaneer, Pirates, M, 2, Svensgaard, M, 0, 1, 0, 0, 1,
TECH, Mobile, TECH, DocFlex, SOCIAL, -GROWTH, SOCIAL, -EFFIC, FREEFAC, 28, AQUATIC, 0, FREEABIL, 26
Values, Power, SUPPORT
nil, nil, nil
Nautilus, Nautil.
Ensign Jones, Lukas, Jones Locker
Captain, heroic, bloodthirsty, intrepid, barbarous,
Outmoded Misfit
exploit the riches of the sea
to harness the vast potential of the oceans
strangling the sea lanes and depriving us of our trade
strangling the sea lanes and depriving us of our trade
openly violate interfactional laws in the name of free trade
swilling rum and feeding Mind Worms to his parrot
swilling rum and feeding Mind Worms to your parrot
brazen thievery
brazen thievery, M1
aquatic ambitions, M2
latest expeditions, M2
tariff, M1
protecting your shipping from undeserving brigands
my privateers
the Law of the Sea
#BASES
Deadman Tavern
Landlubber Inn
Buried Treasure
Sunny Oasis
Sailors Rest
Freshwater Springs
Marque City
Land Lock
Far Horizons
Crossbone Way
Sailors Warning
Red Sky
Roberts Dread
Ulriks Hideaway
Pirates Siege
Grasshome
Drunktown
Merchantman Run
Shanty Town
Penzance
Skull Crossroads
Sailors Delight
Plunder Cache
Cannons Thunder
#END
#WATERBASES
Safe Haven
Port Svensgaard
Crows Nest
Provision Point
Parrot Landing
Barbary Coast
Capetown
Point Blood
Meergard
Cutlass Cay
Sextant Cove
Privateer Quay
Dry Dock
Frigate Base
Drake Landing
Storms Lee
Pennant Shoals
The Anchorage
Lorcha Roads
Skeleton Key
Slave Raid
Violence at Sea
Privateering
Commerce Raiding
Treasure Taken
Gan Ning
Jean Fleury
Buccaneer Base
Edward Teach
Jack Rackham
Henry Morgan
Bartholomew Roberts
Hendrick Lucifer
Jean Lafitte
Roberto Cofresi
Boysie Singh
Zheng Qi
Orang Laut
Moro Raiders
Viking Age
Zaporizhian Sich
Zaporozhian Cossacks
Don Cossacks
Stenka Razin
Pier Gerlofs Donia
Wijerd Jelckama
Fraxinet Moors
Narentine Raiders
Slavic Piracy
Victual Brothers
William Maurice
Novgorodian Ushkuiniks
Maniots
Barbary Corsairs
Hayreddin
Oruç Reis
Turgut Reis Dragut
Koca Murat Reis
Jan Janszoon
John Ward
Samuel Mason
Bully Wilson
Harpe Brothers
Peter Alston
Wiley Harpe
Jonathan Brown
Colonel Plug
James Ford
John A. Murrell
Dan Seavey
Kanhoji Angre
Jolly Roger
Buried Treasure
Plank Walk
Captain Kidd
Pieces of Eight
Treasure Map
Thomas Tew
Charles Vane
William Fly
Jack Rackham
#END
#BLURB
The sea … vast, mysterious … and full of wealth! And the nations of Planet
send their trade across it without a thought. Well, the sea doesnt care about
them, so it lets them pass. But we can give the sea a little hand in teaching the
landlubbers a lesson in humility.
^
^ —Captain Ulrik Svensgaard
^ “The Ripple and the Wave”
#DATALINKS1
^LEADER: {Captain Ulrik Svensgaard}
^BACKGROUND: {Unity Astrogator}
^AGENDA: {Pillage and burn}
^TECH: {Doctrine: Mobility, Doctrine: Flexibility}
^
#DATALINKS2
^-1 EFFICIENCY {Individualistic mentality opposed to central organization}
^-1 GROWTH {Culture does not place high emphasis on family}
^Free {Naval Yard} with discovery of {Doctrine: Initiative}: skilled shipwrights
^Enhancements may be built in ocean and trench squares with the discovery of Advanced Ecological Engineering: {Trained for life at sea}
^Sea colony pod & sea former prototypes {free}: advanced oceanic technology
^Bonus mineral from ocean shelf squares: {Culture and technology adapted for the ocean}
^{Marine Detachment ability} free for all naval combat units upon discovery of {Adaptive Doctrine}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“Planet offers far greater adventures for us than this tedious conflict.
Let us pledge Blood Truce and return to our explorations!”
“Agreed. Forth to adventure!”
“There is no greater adventure than the defeat of a meddlesome foe. Prepare to be annihilated!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“Your ambitions seem to lie outside our sphere of influence, $TITLE0 $NAME1.
Wed like to sign a Treaty of Friendship to cement our common bonds.”
“We would never think of encroaching on your interests, $NAME3. Lets sign that Treaty.”
“Wed like to reserve judgement. Our expansion plans may yet come into conflict.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“Planet offers far greater adventures for us than this tedious conflict.
Let us pledge Blood Truce and return to our explorations!”
“Exploration of Manifold Six: much more important. Agreement!”
“Already familiar: Manifold Six. Best adventure: your destruction!”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“You dont seem very interested in the sea, $TITLE0 $NAME1. Though you are
alien to us, it seems that among all the human factions, I am your logical
ally, since our spheres of influence are different. Lets sign a Treaty of
Friendship and formalize what is already manifest.”
“Land: Progenitor. Sea: $NAME3. Treaty: agreed.”
“All Manifold Six: possible conflict. Treaty: unwise at this time.”
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: TEMPLATE
;
; Copyright © 1997, 1998 by Firaxis Games, Inc.
;
;
; Factions—Names & personalities
;
; formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth
; title, characteristic, adjective
; SPECIAL RULES, parameters, …
; SOCIAL PRIORITY, setting, result
;
; formal = Formal name of colony/group
; desc = Description of basic ideology
; noun = Plural noun
; masc/fem = Is factions noun masculine or feminine
; sing/plural = Is factions noun singular (Labyrinth) or plural (Gaians)
; name = Name of default leader
; gender = M or F (gender of leader)
; ai-fight = -1,0,1 (willingness to use force to achieve goals)
; ai-power = 1 or 0 (interest in power)
; ai-tech = 1 or 0 (interest in knowledge)
; ai-wealth = 1 or 0 (interest in wealth)
; ai-growth = 1 or 0 (interest in population growth)
;
; title = leaders title
; characteristic = leaders descriptive adjective
;
; adjective = adjectival form of faction name (e.g. Gaian)
; TRANSLATOR NOTE: for FRENCH versions, this should
; give all four forms (ms:fs:mp:fp):
; Gaian:Gaiane:Gaians:Gaianes (or whatever it would be)
; for GERMAN it should have all six forms.
;
; SPECIAL RULES = rule, parameter
;
; TECH = Free technology at start. Parameter
; is either a tech id (e.g. “Cen”) to
; indicate a specific technology, or a
; number (e.g. 2) to indicate a number
; of player-selected technologies.
; MORALE = Morale modifier (if 0, indicates an
; exemption from negative modifiers from
; other sources).
; PSI = Percentage combat bonus for PSI Combat.
; FACILITY = Every new base gets this free facility.
; Param indicates facility (e.g. “4” is
; a Perimeter Defense) from the facilities
; list. Do NOT attempt to give satellites
; and secret projects this way.
; RESEARCH = Free research points per base per turn.
; DRONE = Extra drone at base (per “param”
; citizens, rounded down)
; TALENT = Extra talent at base (per “param”
; citizens, rounded up)
; ENERGY = Free energy reserves at start
; INTEREST = Energy reserves interest.
; Non-zero = constant percentage per turn (including negative)
; Zero = +1/base each turn
; COMMERCE = Increased commerce rate
; POPULATION = # to be added to population limit of
; each base for purposes of Habitation
; domes, etc.
; HURRY = Percentage change in costs of “Hurry”
; button on construction (e.g. 125 means
; 125% of normal cost, so 100 costs 125).
; UNIT = Extra free unit at start; param is
; index from units list (e.g. 0 equals
; Colonists, 1 Terraformers, 2 Scout
; Crawler)
; TECHCOST = Modifier % for tech research rate.
; (e.g. 125 means each discovery costs
; 125% the usual number of research
; points).
; SHARETECH = Gain any technology known to # other players
; TERRAFORM = Halves terraform raise/lower cost
; SOCIAL = Gives a modifier in the named social effect category
; (“SOCIAL, +EFFIC” raises the EFFIC rating by 1;
; “SOCIAL, --POLICE” lowers POLICE rating by 2);
; ROBUST = Halves the intensity of minus effects in the named
; social area (“ROBUST, EFFIC” halves minus efficiency
; effects in social model).
; IMMUNITY = Immunity from minus effects in the named social
; area. (“IMMUNITY, ENERGY” prevents minus energy
; effects in social model).
; IMPUNITY = Impunity :-) from minus effects from a particular
; social setting. “IMPUNITY, Police State” prevents
; all - effects from “Police State” setting.
; PENALTY = Opposite of impunity: doubles the negative effects
; of a particular setting.
; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares
; FUNGMINERALS= Modifier to MINERALS produced in fungus squares
; FUNGENERGY = Modifier to ENERGY produced in fungus squares
; COMMFREQ = Gets an extra comm frequency (another faction to
; talk to) at beginning of game. (Parameter is ignored)
; MINDCONTROL = Vehicles and bases immune to mind control
; FANATIC = +25% bonus on attack
; VOTES = Multiplier for governor votes
; FREEPROTO = Prototype cost reduced to zero for this faction
;
; SOCIAL PRIORITY:
; Drawn from the political table above (see #SOCIO), these entries
; must exactly match the SOCIO entries in spelling. These determine
; the leaders social priorities.
;
##
##SAMPLE SENTENCES FOR TRANSLATORS
##
## [Together we shall both] preserve Planets native life [and …]
## [My intent is] to guard, understand, and preserve Planets native life
## [She is bent on] stamping out all legitimate human development of this planet
## [You seem bent on] stamping out all legitimate human development of this planet
## [I shall not stand here while you] cripple any and all efforts toward human progress on this world
## [She spends her time] dancing naked through the trees
## [You spend your time] dancing naked through the trees
## [I have been accused of] spouting tree-crazy prattle
## [Your] tree-crazy prattle [does not impress me]
## [Think how this could benefit your] environmental initiatives
## [I trust your] pagan rituals [are proceeding to your satisfaction]
## [It is customary to remit me a small] ecology tax […]
## [… for the services my forces provide in] preserving and cataloguing Planets native life
## [I shall instruct] my Environmental Police [to see that no such …]
## [You are in contravention of] the Planetary Ecology Code
##
## END OF SAMPLE SENTENCES FOR TRANSLATORS
##
#SID
Firaxians, The Silly, Firaxians, M, 2, Sid, M, -1, 1, 1, 1, 1,
TECH, SingMec
Economics, Green, PLANET
nil, nil, nil
Firaxian, Firaxian,
Lindsay, Gordon, Lindsays Rest
Mr., brilliant, mindless, entertaining, time-wasting,
Play-tester
make fun games for our childrens children
to create the most amazingly fun games imaginable
monopolizing all of the free time of his hoodwinked fans
monopolizing all of the free time of your hoodwinked fans
turn our family and friends into gaming zombies
shooting at pixels in his basement
shooting at pixels in your basement
spouting techno-babble
techno-babble, M1
game designing, M1
Pac-Man contests, M2
registration fee, M1
engaging and stimulating the millions
Susan Meier
the Firaxis Mission Statement
#BASES
FIRAXIS HQ
Sids House
Brians House
Jeffs House
Mt. Washington Tavern
Padonia Station
San Sushi
Andys
Macaroni Grill
Bertuccis
The Kids Room
Bazzells Office
Amandas Playground
Ryan Meiers Desk
#END
#WATERBASES
Brians Little Stream
Sids Swimmin Hole
Inner Harbor
#END
#BLURB
Firaxis est une compagnie que j'ai fondée avec quelques amis.
L'idée était de revenir à quelque chose de petit. Lorsque Microprose
a démarré, c'était une petite compagnie, et c'était très amusant. En
dix ou douze ans, elle a pris de plus en plus d'importance et à
partir d'un certain moment, il devenait temps de revenir à un environnement
beaucoup plus petit, sans les pressions et les problèmes financiers
d'une grosse compagnie. En gros, le moment était idéal pour créer une
petite société et pour ne plus s'occuper que de jeux.
^
^ —Sid Meier,
^ “But I Like This Sweatshirt …”
#DATALINKS1
^LEADER: {Sid Meier}
^BACKGROUND: {Hunt Valley, Game Designer}
^AGENDA: {Addictive Gameplay}
^TECH: {???}
^
#DATALINKS2
^+1 PLANET: {Environmental safeguards; can capture mindworms}
^+2 EFFICIENCY: {Experience with life systems & recycling}
^-1 MORALE: {Pacifist tendencies}
^-1 POLICE: {Freedom loving}
^+1 Nutrients in fungus squares
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“I havent had time to play {Gettysburg!} in weeks! In the name
of great gaming, hows about a Blood Truce?”
“Yeah, I really miss that game. Wanna play multiplayer?”
“Never! Ill put an end to your slothful gaming, $NAME3!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“Wouldnt you like to relax and play a game, $TITLE0 $NAME1?
I suggest we sign a Treaty of Friendship, that our peoples
may play lots of multiplayer games.”
“Agreed. How about right now, $NAME3?”
“No. Ive got better things to do, like the dishes.”
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
“I havent had time to play {Gettysburg!} in weeks! In the name
of great gaming, hows about a Blood Truce?”
“Great battle: much human death: whats not to like? Truce: agreed!”
“One war: for another war: silly. Death: to you!”
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
“Wouldnt you like to relax and play a game, $TITLE0 $NAME1?
I suggest we sign a Treaty of Friendship, that our peoples
may play lots of multiplayer games and learn what its like
to play someone whos {truly} weird.”
“Alien Crossfire: multiplayer! Agreed!”
“Games: for foolish and weak. Rejection.”
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;
; Sid Meiers ALPHA CENTAURI
;
; FACTION FILE: Manifold Usurpers
;
; Copyright © 1999 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#USURPER
Manifold Usurpers, The Insurgent, Usurpers, M, 2, Marr, M, 1, 1, 0, 1, 0,
ALIEN, 0, OFFENSE, 125, SOCIAL, +GROWTH, SOCIAL, +MORALE, SOCIAL, -PLANET, FACILITY, 3, TECH, Ecology, TECH, Physic, TECH, Biogen
Economics, Planned, PLANET
Politics, Democratic, nil
Usurper, Usurper
Hackjob, Peter, Hackjob Hovel
Conqueror, mighty, power-hungry, fearless, horrific,
Abominable Despot
exploit the latent powers of the Manifold and use them against the obstinate Caretakers
to harness the tremendous power of the Manifold experiment
elimination of all other factions on Planet
complete galactic domination
wrest control of Planet from its various inhabitants
feasting on the living flesh of his human prisoners
feasting on the living flesh of your human prisoners
exploiting the powers of Planet for your own nefarious ends
overblown plans for galactic conquest, M1
struggle against the Caretakers, M1
struggle against the Caretakers, M1
protection fee, M1
suffering you to continue your hardscrabble existence on Planet, M1
my Shock Troopers
the Usurper Doctrine
#BASES
Courage : To Question
Dimension : Sky
Strafing Run
Spires : Ascendant
Honor : Progenitor
Conquest of the Weak
Genesis : Destiny
Tusk and Claw
Skymaster Base
Red Stick
Fear Song
Evil Eye
Fragment of Sound
Union Place
Warriors Harmony
Maars Dissolution
Razorwing City
Era of Blood
Godhoods Grasp
Satiation
Tau Ceti Mantle
Resonance of Swords
Manifest Doom
Martial Air
Memories : Pain
Risks of Flowering
Final Honor
#END
#WATERBASES
Hornbill Point
Scorch Island
Destroyer Base
Impaler Dome
Salt : Wound
Conquest Seaway
Ramspeed Shoals
Predators Quay
Ocean Scar
#END
#BLURB
Risks of Flowering: considerable. But rewards of godhood: who can measure?
^
^ —Usurper Judaa Marr
^ “Courage : To Question”
#DATALINKS1
^LEADER: {Usurper Judaa Marr}
^BACKGROUND: {<Unkown>}
^AGENDA: {Subvert Planet for galactic domination}
^TECH: {Progenitor Psych, Centauri Ecology, Field Modulation, Applied Physics, Biogenetics}
^
#DATALINKS2
^+1 GROWTH: {Abuse Planets resources for their own gain}
^+1 MORALE: {Warlike culture}
^-1 PLANET: {Planet senses Usurpers dark intent}
^+25% Offensive combat: {Can sense & manipulate “Resonance” fields}
^Free {Recycling Tanks} at every base
^”Energy Grid” at each base: {Increased infrastructure generates additional energy}
^Begin game with a {Mk I Battle Ogre} and extra {Colony Pod}
^All prototyped combat units have two-square sighting radius (“Resonance” sensitivity)
^Can direct research efforts (rediscovering technology & infrastructure)
^Possess a physical scan of Planets surface
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
“War : siphons resources from our goal : joining with the Manifold. Blood Truce : Demanded!”
“We have goals of our own to pursue. Lets end this war and get back to business.”
“I dont much care for your tone, $NAME3. We reject your demands!”
#FACTIONTREATY
#xs 440
#caption $CAPTION7
“Ultimate Usurper goal : Godhood. Humans : may benefit as well. First step : sign Treaty.”
“Hmmm … Godhood does have a certain appeal. Where do I sign?”
“Im not sure your New Galactic Order has a place for us humans. I cant trust you to honor that Treaty!”
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;
; Sid Meier's ALPHA CENTAURI
;
; Alpha Centauri Base Names
;
; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
;
; Faction specific names moved to faction files --BR
#INVERTLIST
6
Garden
Gaia's
The
Morgan
Lab
U.N.
#GENERIC
Alpha Sector
Beta Sector
Gamma Sector
Delta Sector
Epsilon Sector
Zeta Sector
Eta Sector
Theta Sector
Iota Sector
Kappa Sector
Lambda Sector
Mu Sector
Nu Sector
Xi Sector
Omicron Sector
Pi Sector
Rho Sector
Sigma Sector
Tau Sector
Upsilon Sector
Phi Sector
Chi Sector
Psi Sector
Omega Sector
#END
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;
; Sid Meier's ALPHA CENTAURI
;
; FACTION FILE: The Lord's Believers
;
; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
#BELIEVE
The Lord's Believers, The Fundamentalist, Believers, M, 2, Miriam, F, 1, 1, 0, 0, 1,
TECH, Psych, SOCIAL, --RESEARCH, SOCIAL, +PROBE, SOCIAL, ++SUPPORT, SOCIAL, -PLANET, FANATIC, 0
Politics, Fundamentalist, PROBE
Values, Knowledge, nil
Believing, Belv.,
Jessica, Westcott, Jessica's Faith
Sister, pious, fanatic, devout, bible thumping,
Religious Freak
embrace the truth of the Lord's Scripture
to embrace the truth of the good Lord's Scripture
imposing her extremist moral code on everyone else
imposing your extremist moral code on everyone else
shove your religious extremism down my throat
pounding her cherished bible
pounding your cherished bible
bible thumping extremism
bible thumping extremism, M1
life of worship, M1
bizarre religious practices, M2
tithe, M1
upholding standards of decency and morality
my Angels of Justice
Conclave Oral Law
#BASES
New Jerusalem
Great Conclave
Great Zion
Far Jericho
Redemption Base
Children of God
Noah's Rainbow
The Voice of God
Judgement Seat
Valley of the Faithful
Blessed Redeemer
The Glory of God
New Eden
Terrible Swift Sword
Time of Salvation
Eternal Reward
The Lord's Mercy
Righteous Sentence
Throne of God
The Rapture
The Lord's Wrath
The Lord's Grace
The Hand of God
The Coming of the Lord
Sanctity Base
The Lord's Chosen
Hallowed Ground
The Lord's Gift
Divinity Base
The Word of God
Revelation Base
The Holy Fire
The Lord's Truth
Blessed Saviour
From On High
Godwinson's Hope
House of Martyrs
#END
#WATERBASES
He Walked on Water
Loaves and Fishes
Belly of the Whale
Fisher of Men
Port Grace
Water to Wine
Consecrated Waters
#END
#BLURB
The righteous need not cower before the drumbeat of human progress.
Though the song of yesterday fades into the challenge of tomorrow,
God still watches and judges us. Evil lurks in the datalinks as it
lurked in the streets of yesteryear. But it was never the streets
that were evil.
^
^ -- Sister Miriam Godwinson,
^ "The Blessed Struggle"
#DATALINKS1
^LEADER: {Sister Miriam Godwinson}
^BACKGROUND: {Christian States of America, Unity Psych Chaplain}
^AGENDA: {Life of Religious Worship}
^TECH: {Social Psych}
^
#DATALINKS2
^+25% Bonus when attacking enemies, from strength of convictions.
^+1 PROBE: {Devout believers difficult to brainwash}
^+2 SUPPORT: {Citizens eager to defend faith}
^-2 RESEARCH: {Suspicious of secular science}
^-1 PLANET: {Believe Planet is their promised land}
^Accumulates NO research points until MY 2110.
^{May not use Knowledge value in Social Engineering.}
#FACTIONTRUCE
#xs 440
#caption $CAPTION7
"$NAME1, it is the Lord's Will that we end this immoral conflict.
Pledge Blood Truce with me and I shall pray for your
soul's redemption."
"As you wish. Truce pledged."
"I'll see you in hell first, $NAME3."
#FACTIONTREATY
#xs 440
#caption $CAPTION7
"I have been praying for you lately, $TITLE0 $NAME1. The Lord
wishes us to live side by side as brothers and sisters; we must
sign a Treaty of Friendship and worship together in peace."
"Amen, $NAME3. Lasting peace is a great gift indeed."
"No. Your fanaticism makes me shiver, $NAME3."
#ALIENFACTIONTRUCE
#xs 440
#caption $CAPTION7
"$NAME1, it is the Lord's Will that we end this immoral conflict.
Pledge Blood Truce with me and I shall pray for your alien
soul's redemption."
"All living things: soul. Truce: agreed."
"$NAME3: not understand concept: 'alien.' Defiance: your Lord. Answer: no."
#ALIENFACTIONTREATY
#xs 440
#caption $CAPTION7
"I have been praying for you lately, $TITLE0 $NAME1. The Lord
wishes us to live side by side as brothers and sisters; we must
sign a Treaty of Friendship and worship together in peace."
"Greater power: brings peace. Treaty: agreement."
"Progenitor: not bow: your Lord's will. Rejection."
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