From f80658f190b5ca50c0ad82d19dd0750bd1384fec Mon Sep 17 00:00:00 2001 From: Colin Caine Date: Thu, 1 Aug 2019 13:30:19 +0100 Subject: [PATCH] Wrap helpx.txt lines --- ##current patch files/EN/SMACX/helpx.txt | 646 ++++++++++++++++------- 1 file changed, 457 insertions(+), 189 deletions(-) diff --git a/##current patch files/EN/SMACX/helpx.txt b/##current patch files/EN/SMACX/helpx.txt index 7a02e95..f240a1a 100644 --- a/##current patch files/EN/SMACX/helpx.txt +++ b/##current patch files/EN/SMACX/helpx.txt @@ -219,7 +219,8 @@ engineering $LINK settings for a faction are treated as “+1” for [all] units defending at, or attacking from, this base. ^ -^Base may experience [Major population surge] until base’s population limit reached (based on current food production and facilities), if there is no crèche there will be a [Citizens Protest] (extra drone for five years. +^Base may experience [Major population surge] until base’s population limit reached (based on current food production and +facilities), if there is no crèche there will be a [Citizens Protest] (extra drone for five years. #; Recycling Tanks #HELPFAC3 @@ -227,11 +228,15 @@ Produces +1 $LINK, $LINK, and $LINK output #; Perimeter Defense #HELPFAC4 -Increases defense multiplier of base to one against ground attacks. This effectively increases defensive bonus by +75% (or +175% when combined with a $LINK). Defense bonus does not apply against $LINK. Also prevents population loss if the last defender is destroyed. +Increases defense multiplier of base to one against ground attacks. This effectively increases defensive bonus by +75% (or ++175% when combined with a $LINK). Defense bonus does not apply against $LINK. Also +prevents population loss if the last defender is destroyed. #; Tachyon Field #HELPFAC5 -Increases defense multiplier of base to one against all attacks. This effectively increases defensive bonus by +75% or +175% when combined with $LINK, $LINK or $LINK. Does not apply against $LINK. +Increases defense multiplier of base to one against all attacks. This effectively increases defensive bonus by +75% or ++175% when combined with $LINK, $LINK or $LINK. Does +not apply against $LINK. ^ ^Can only be constructed in a base which already has a $LINK. @@ -243,23 +248,29 @@ Reduces number of $LINK in base by two. #HELPFAC7 Produces the same amount of $LINK as 50% of the energy at base less that lost to . ^ -^Can absorb a [Power surge] which would destroy all mines in base radius and instead add 50 energy credits to the $LINK. +^Can absorb a [Power surge] which would destroy all mines in base radius and instead add 50 energy credits to the +$LINK. #; Network Node #HELPFAC8 -Increases $LINK at base by 50%. Base can study one $LINK. Prevents [Network overload] (lose all accumulated research) and enables [Major research breakthrough] (free tech). +Increases $LINK at base by 50%. Base can study one $LINK. Prevents [Network overload] (lose +all accumulated research) and enables [Major research breakthrough] (free tech). #; Biology Lab #HELPFAC9 -Repairs $LINK quickly. +2 $LINK per turn. Any Native life forms bred at this base gains a +1 lifecycle bonus. +Repairs $LINK quickly. +2 $LINK per turn. Any Native life forms bred at this base gains a +1 +lifecycle bonus. ^ -^Enables researchers to prevent $LINK from destroying all forests and farms within base’s production radius and enables them to discover a beneficial bacterium that provides +1 $LINK per square for 10 years. +^Enables researchers to prevent $LINK from destroying all forests and farms within base’s production +radius and enables them to discover a beneficial bacterium that provides +1 $LINK per square for 10 years. #; Skunkworks #HELPFAC10 -Eliminates additional cost to $LINK new units at this base. {Skunkworks} lifts the retooling penalty for production switching within category (unit, facility, secret project). +Eliminates additional cost to $LINK new units at this base. {Skunkworks} lifts the retooling penalty for +production switching within category (unit, facility, secret project). ^ -^Not available at {Citizen} and {Specialist} difficulty levels or to factions with the free prototype bonus like the [Spartan Federation] as no prototype costs apply in these circumstances. +^Not available at {Citizen} and {Specialist} difficulty levels or to factions with the free prototype bonus like the +[Spartan Federation] as no prototype costs apply in these circumstances. #; Hologram Theatre #HELPFAC11 @@ -276,25 +287,35 @@ Two extra $LINK at this base. Increases $LINK output at base by 50% and $LINK at base by 50%. Increases $LINK output in $LINK squares by 1. -Eliminates at least half the $LINK caused by terraforming ($LINK, $LINK, $LINK, etc.) +Eliminates at least half the $LINK caused by terraforming ($LINK, $LINK, +$LINK, etc.) ^ -^If constructed after a faction’s first report of $LINK growth, the amount of $LINK that can be produced by any of that faction’s bases before causing ecological damage will be increased by one. This effect is permanent even if the facility is destroyed or the base lost. +^If constructed after a faction’s first report of $LINK growth, the amount of $LINK that can be +produced by any of that faction’s bases before causing ecological damage will be increased by one. This effect is permanent +even if the facility is destroyed or the base lost. #; Hybrid Forest #HELPFAC14 -Increases $LINK output at base by 50% and produces the same amount of $LINK as 50% of the energy at base less that lost to inefficiency. Increases $LINK and energy output in $LINK squares by one. Eliminates at least half the $LINK caused by terraforming ($LINK, $LINK, $LINK, etc.). +Increases $LINK output at base by 50% and produces the same amount of $LINK as 50% of the energy at +base less that lost to inefficiency. Increases $LINK and energy output in $LINK squares by one. +Eliminates at least half the $LINK caused by terraforming ($LINK, $LINK, +$LINK, etc.). ^ -^If constructed after a faction’s first report of $LINK growth, the amount of $LINK that can be produced by any of that faction’s bases before causing ecological damage will be increased by one. This effect is permanent even if the facility is destroyed or the base lost. +^If constructed after a faction’s first report of $LINK growth, the amount of $LINK that can be +produced by any of that faction’s bases before causing ecological damage will be increased by one. This effect is permanent +even if the facility is destroyed or the base lost. ^ ^Can only be constructed in a base which already has a $LINK. #; Fusion Lab #HELPFAC15 -Produces the same amount of $LINK as 50% of the energy at base less that lost to inefficiency and increases $LINK at base by 50%. +Produces the same amount of $LINK as 50% of the energy at base less that lost to inefficiency and increases +$LINK at base by 50%. #; Quantum Lab #HELPFAC16 -Produces the same amount of $LINK as 50% of the energy at base less that lost to inefficiency and increases $LINK at base by 50%. +Produces the same amount of $LINK as 50% of the energy at base less that lost to inefficiency and increases +$LINK at base by 50%. ^ ^Can only be constructed in a base which already has a $LINK. @@ -318,9 +339,11 @@ Increases $LINK output at base by 50%. #; Nanoreplicator #HELPFAC20 -Increases $LINK output at base by 50%. The {Nanoreplicator} reduces the impact of industry on Planet’s $LINK and the minerals it produces [do not] contribute to ecological damage. +Increases $LINK output at base by 50%. The {Nanoreplicator} reduces the impact of industry on Planet’s +$LINK and the minerals it produces [do not] contribute to ecological damage. ^ -^Can only be constructed in a base which already has a $LINK or a $LINK. +^Can only be constructed in a base which already has a $LINK or a $LINK. #; Quantum Converter #HELPFAC21 @@ -330,11 +353,13 @@ Increases $LINK output at base by 50%. #; Genejack Factory #HELPFAC22 -Increases $LINK output at base by 50% but increases the number of $LINK at base by one and increases vulnerability to enemy $LINK. +Increases $LINK output at base by 50% but increases the number of $LINK at base by one and increases +vulnerability to enemy $LINK. #; Punishment Sphere #HELPFAC23 -Eliminates both $LINK and $LINK at this base, and decreases vulnerability to enemy $LINK but reduces $LINK output by half. +Eliminates both $LINK and $LINK at this base, and decreases vulnerability to enemy $LINK but reduces $LINK output by half. #; Hab Complex #HELPFAC24 @@ -346,17 +371,21 @@ Increases population limit to 127. Can only be constructed in a base which alrea #; Pressure Dome #HELPFAC26 -Allows base to survive submersion. Also counts as $LINK for this base. Bonus resources are not cumulative with $LINK. +Allows base to survive submersion. Also counts as $LINK for this base. Bonus resources are not +cumulative with $LINK. #; Command Center #HELPFAC27 Repairs damaged ground units quickly. Ground units built here receive two $LINK upgrades. ^ -^The maintenance cost is determined by the current level of reactor technology, $LINK cost one, $LINK two and $LINK and $LINK cost three. +^The maintenance cost is determined by the current level of reactor technology, $LINK cost one, +$LINK two and $LINK and $LINK cost three. #; Naval Yard #HELPFAC28 -Repairs damaged naval units quickly. Naval units built here receive two $LINK upgrades. Increases defense multiplier of base to one against naval attacks. This effectively increases defensive bonus by +75% (or +175% when combined with a $LINK). Defensive bonus does not apply against $LINK. +Repairs damaged naval units quickly. Naval units built here receive two $LINK upgrades. Increases defense +multiplier of base to one against naval attacks. This effectively increases defensive bonus by +75% (or +175% when combined +with a $LINK). Defensive bonus does not apply against $LINK. #; Aerospace Complex #HELPFAC29 @@ -365,11 +394,13 @@ upgrades. ^ ^Base must have an Aerospace complex before it can produce space-based improvements. ^ -^Defensive bonus against air attacks +75% (or +175% when combined with a $LINK). Defensive bonus does not apply against $LINK. Prevents hostile $LINK within two squares. +^Defensive bonus against air attacks +75% (or +175% when combined with a $LINK). Defensive bonus does +not apply against $LINK. Prevents hostile $LINK within two squares. #; Bioenhancement Center #HELPFAC30 -All military units built here receive two $LINK upgrades. Any $LINK bred at this base gain a +1 lifecycle bonus. +All military units built here receive two $LINK upgrades. Any $LINK bred at this base gain +a +1 lifecycle bonus. #; Centauri Preserve #HELPFAC31 @@ -383,9 +414,12 @@ permanent even if the facility is destroyed or the base lost. #; Temple of Planet #HELPFAC32 -Reduces effect of industry on Planet’s $LINK. Any $LINK bred at this base gain a +1 lifecycle bonus. +Reduces effect of industry on Planet’s $LINK. Any $LINK bred at this base gain a +1 +lifecycle bonus. ^ -^If constructed after a faction’s first report of $LINK growth, the amount of $LINK that can be produced by any of that faction’s bases before causing ecological damage will be increased by one. This effect is permanent even if the facility is destroyed or the base lost. +^If constructed after a faction’s first report of $LINK growth, the amount of $LINK that can be +produced by any of that faction’s bases before causing ecological damage will be increased by one. This effect is permanent +even if the facility is destroyed or the base lost. ^ ^Can only be constructed in a base which already has a $LINK. @@ -395,103 +429,132 @@ Units can [teleport] between bases containing Psi Gates. #; Covert Ops Center #HELPFAC34 -These training centers for spies emphasize data retrieval and cryptology, though assassination techniques are rumored to be taught. +These training centers for spies emphasize data retrieval and cryptology, though assassination techniques are rumored to be +taught. -$LINK units built here receive two $LINK upgrades. Base also receives a +2 $LINK rating. +$LINK units built here receive two $LINK upgrades. Base also receives a +2 $LINK +rating. #; Brood Pit #HELPFAC35 -The {Brood Pit} is a place where $LINK can be grown with relative ease. It also doubles as a punishment area. +The {Brood Pit} is a place where $LINK can be grown with relative ease. It also doubles as a +punishment area. ^ ^Decreases the cost of Native life forms bred at this base by 25%. Base receives +2 to $LINK rating. ^ -^In the absence of a $LINK to defend, Native life forms can be expected to protect a {Brood Pit} in the same manner. +^In the absence of a $LINK to defend, Native life forms can be expected to protect a {Brood Pit} +in the same manner. #; Aquafarm #HELPFAC36 All $LINK worked by base generate one extra $LINK. ^ -^The {Aquafarm} is a Progenitor concept, harnessing tidal movements to aerate the kelp, and predictive technology to take advantage of tidal surges and warm currents. +^The {Aquafarm} is a Progenitor concept, harnessing tidal movements to aerate the kelp, and predictive technology to take +advantage of tidal surges and warm currents. #; Subsea Trunkline #HELPFAC37 All $LINK worked by base generate one extra $LINK. ^ -^The {Subsea Trunkline} is a method of melting down ore from the sea-bottom into a liquid that can be transported (using the coolness of the ocean to keep the trunkline itself from melting) to the processing plants +^The {Subsea Trunkline} is a method of melting down ore from the sea-bottom into a liquid that can be transported (using +the coolness of the ocean to keep the trunkline itself from melting) to the processing plants #; Thermocline Transducer #HELPFAC38 -The Transducer takes advantage of the thermocline, the area of the ocean where the cold layer and hot layer meet, to generate electrical energy based on temperature differential. +The Transducer takes advantage of the thermocline, the area of the ocean where the cold layer and hot layer meet, to +generate electrical energy based on temperature differential. ^ ^All $LINK worked by base generate one extra $LINK. #; Flechette Defense System #HELPFAC39 -^The {Flechette Defense System} utilizes a flechette delivery system combined with alien resonance waves, to cheaply knock down incoming missiles. +50% defense against conventional missiles for any units up to two squares away. +^The {Flechette Defense System} utilizes a flechette delivery system combined with alien resonance waves, to cheaply knock +down incoming missiles. +50% defense against conventional missiles for any units up to two squares away. ^ -^In the absence of $LINK, the system can shoot down $LINK, $LINK, and $LINK missiles 50% of the time within two-squares of the base. +^In the absence of $LINK, the system can shoot down $LINK, +$LINK, and $LINK missiles 50% of the time within two-squares of the base. ^ -^Both effects are cumulative; if there are two {Flechette Defense Systems} within a two-square radius of a missile’s target, then a missile has only a 25% chance of success. +^Both effects are cumulative; if there are two {Flechette Defense Systems} within a two-square radius of a missile’s +target, then a missile has only a 25% chance of success. #; Subspace Generator #HELPFAC40 -This is the main component of the $LINK Communicator used by $LINK factions to broadcast Planet’s location to their respective forces. +This is the main component of the $LINK Communicator used by $LINK factions to broadcast +Planet’s location to their respective forces. ^ -^Once a Progenitor faction constructs six {Subspace Generators} in bases of size 10 or higher, the Communicator calls a fleet of reinforcements, thereby ending human habitation on Planet with a $LINK. +^Once a Progenitor faction constructs six {Subspace Generators} in bases of size 10 or higher, the Communicator calls a +fleet of reinforcements, thereby ending human habitation on Planet with a $LINK. #; Geosynchronous Survey Pod #HELPFAC41 -The Survey Pod locks into geosynchronous orbit with the base, and provides up-to-the-minute survey data regarding the surrounding terrain. This base’s sighting radius increases to three squares. The pod also acts as a $LINK on the base central square, conferring a +25% defensive bonus. +The Survey Pod locks into geosynchronous orbit with the base, and provides up-to-the-minute survey data regarding the +surrounding terrain. This base’s sighting radius increases to three squares. The pod also acts as a $LINK on the base central square, conferring a +25% defensive bonus. ^ ^{Geosynchronous Pods} may be destroyed by $LINK or $LINK. ^ ^The launch of a faction’s first satellite enables them to map all unexplored parts of Planet. ^ -^Can only be launched from a base which already has an $LINK or by a faction that controls $LINK. +^Can only be launched from a base which already has an $LINK or by a faction that controls +$LINK. #; Sky Hydroponics #HELPFAC65 Launch a hydroponics satellite into orbit around Planet. ^ -^The nutrients bonus is halved for bases without $LINK. A base can utilize one Hydroponics for each unit of population. +^The nutrients bonus is halved for bases without $LINK. A base can utilize one Hydroponics for +each unit of population. ^ ^{Sky Hydroponics Labs} can be destroyed by other factions using $LINK. ^ ^The launch of a faction’s first satellite enables them to map all unexplored parts of Planet. ^ -^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK. +^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK. #; Nessus Mining Station #HELPFAC66 Launch a mining satellite into orbit around Planet’s first Moon, [Nessus]. ^ -^The minerals bonus is halved for bases without $LINK. A base can utilize one Mining Station for each unit of population. +^The minerals bonus is halved for bases without $LINK. A base can utilize one Mining Station +for each unit of population. ^ -^Mining stations can be destroyed by an $LINK or by other factions using $LINK. +^Mining stations can be destroyed by an $LINK or by other factions using $LINK. ^ ^The launch of a faction’s first satellite enables them to map all unexplored parts of Planet. ^ -^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK. +^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK. #; Orbital Power Transmitter #HELPFAC67 Launch a satellite into orbit around Planet to utilize space-based solar power. ^ -^The energy bonus is halved for bases without $LINK. A base can utilize one Power Transmitter for each unit of population. +^The energy bonus is halved for bases without $LINK. A base can utilize one Power Transmitter +for each unit of population. ^ -^Power Transmitters can be destroyed by $LINK or by other factions using $LINK. +^Power Transmitters can be destroyed by $LINK or by other factions using $LINK. ^ ^The launch of a faction’s first satellite enables them to map all unexplored parts of Planet. ^ -^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK. +^Can only be launched from a base which already has an Aerospace Complex or by a faction that controls $LINK. #; Orbital Defense Pod #HELPFAC68 -An {Orbital Defense Pod} has a 50% chance to shoot down a $LINK, $LINK, or $LINK missile attack against any of a faction’s bases. Defense Pods may only deploy against a missile once per turn. When no undeployed Pods remain, a missile can only be stopped by self-destructing a Pod. Can be sacrificed with 50% chance to destroy a satellite of another faction (Under Satellite Survey ‘F6’ -> ‘Orbital Attack View’) Can be destroyed by $LINK. Can only be launched from a base which already has an $LINK or by a faction that controls $LINK. +An {Orbital Defense Pod} has a 50% chance to shoot down a $LINK, $LINK, or +$LINK missile attack against any of a faction’s bases. Defense Pods may only deploy against a missile once +per turn. When no undeployed Pods remain, a missile can only be stopped by self-destructing a Pod. Can be sacrificed with +50% chance to destroy a satellite of another faction (Under Satellite Survey ‘F6’ -> ‘Orbital Attack View’) Can be +destroyed by $LINK. Can only be launched from a base which already has an +$LINK or by a faction that controls $LINK. #; Stockpile Energy #HELPFAC69 -This causes the base to immediately sell off every excess $LINK it produces in exchange for energy credits, which are then deposited in the $LINK (each two minerals makes one energy rounded up). +This causes the base to immediately sell off every excess $LINK it produces in exchange for energy credits, +which are then deposited in the $LINK (each two minerals makes one energy rounded up). #; The Human Genome Project #HELPPROJ0 @@ -503,7 +566,10 @@ Counts as a $LINK at every base. #; The Weather Paradigm #HELPPROJ2 -Increases terraforming speed by 50% for all tasks except for $LINK. Your $LINK may build $LINK, $LINK, and $LINK, and may $LINK/$LINK terrain or $LINK even if the appropriate technologies have not yet been discovered. +Increases terraforming speed by 50% for all tasks except for $LINK. Your $LINK may +build $LINK, $LINK, and $LINK, and may +$LINK/$LINK terrain or $LINK even if the appropriate technologies have +not yet been discovered. #; The Merchant Exchange #HELPPROJ3 @@ -511,7 +577,8 @@ Increases terraforming speed by 50% for all tasks except for $LINK and $LINK. +Allows contact with, and an infiltrator in, every faction. +50% votes in elections for $LINK and +$LINK. #; The Citizens’ Defense Force #HELPPROJ5 @@ -519,7 +586,8 @@ Counts as a $LINK at every base. #; The Virtual World #HELPPROJ6 -In addition to their normal effect, $LINK count as $LINK at every base: reduces number of $LINK by two and increases $LINK output of base by 50%. +In addition to their normal effect, $LINK count as $LINK at every base: +reduces number of $LINK by two and increases $LINK output of base by 50%. #; The Planetary Transit System #HELPPROJ7 @@ -527,13 +595,16 @@ Any new bases begin at population size three. ^ ^One less $LINK at all bases of population three and under. ^ -^Upon completion, all bases that are less than size three and have sufficient $LINK income available will immediately grow to size three. Size one bases will grow to size two whether or not nutrients are available. +^Upon completion, all bases that are less than size three and have sufficient $LINK income available will +immediately grow to size three. Size one bases will grow to size two whether or not nutrients are available. #; The Xenoempathy Dome #HELPPROJ8 -All $LINK confers on all units the same movement benefits normally reserved for $LINK and non-native units may heal completely in fungus. +All $LINK confers on all units the same movement benefits normally reserved for $LINK +and non-native units may heal completely in fungus. ^ -^The rate at which $LINK remove and plant fungus is doubled. Any native life forms bred gain a +1 lifecycle bonus. +^The rate at which $LINK remove and plant fungus is doubled. Any native life forms bred gain a +1 +lifecycle bonus. #; The Neural Amplifier #HELPPROJ9 @@ -555,23 +626,28 @@ $LINK output at this base is doubled. #; The Ascetic Virtues #HELPPROJ13 -Increases the population limit of your bases by two, and increases your society’s tolerance for use of police and military units (+1 $LINK). +Increases the population limit of your bases by two, and increases your society’s tolerance for use of police and military +units (+1 $LINK). #; The Longevity Vaccine #HELPPROJ14 -Two less $LINK at every base if a $LINK are $LINK. One less Drone at every base if economics are $LINK or $LINK. $LINK increased by 50% at this base for $LINK economies. +Two less $LINK at every base if a $LINK are $LINK. One less Drone at +every base if economics are $LINK or $LINK. $LINK increased by 50% at this +base for $LINK economies. ^ ^Protects all bases against the $LINK. #; The Hunter-Seeker Algorithm #HELPPROJ15 -Renders units and bases immune to all $LINK actions, unless the unit is equipped with the $LINK special ability. +Renders units and bases immune to all $LINK actions, unless the unit is equipped with the $LINK special ability. #; The Pholus Mutagen #HELPPROJ16 Reduces the effect of industry on Planet’s $LINK at all bases. ^ -^All units receive the same defensive bonus on fungus as $LINK receive. Any Native life forms bred gains a +1 lifecycle bonus. +^All units receive the same defensive bonus on fungus as $LINK receive. Any Native life forms bred +gains a +1 lifecycle bonus. #; The Cyborg Factory #HELPPROJ17 @@ -591,7 +667,8 @@ Two free tech advances on completion. Any number of $LINK #; The Network Backbone #HELPPROJ21 -+1 $LINK at this base for every point of $LINK this base receives, and +1 research for every $LINK in existence on Alpha Centauri, regardless of which player owns the Network Node. ++1 $LINK at this base for every point of $LINK this base receives, and +1 research for every +$LINK in existence on Alpha Centauri, regardless of which player owns the Network Node. ^ ^Eliminates the negative effects of $LINK. @@ -607,12 +684,15 @@ Decreases minerals required to support military units: +2 $LINK #; The Cloning Vats #HELPPROJ24 -All of a faction’s bases enter a permanent state of [Population Boom] and will grow every turn whilst the $LINK supply is sufficient and up to the maximum population¹. +All of a faction’s bases enter a permanent state of [Population Boom] and will grow every turn whilst the +$LINK supply is sufficient and up to the maximum population¹. ^ -^The negative effects of the $LINK and $LINK social engineering choices are eliminated. +^The negative effects of the $LINK and $LINK social engineering choices are +eliminated. ^ ^___ -^¹The maximum population for an individual base can be increased through the construction of a $LINK, $LINK, and then even further by constructing a $LINK. +^¹The maximum population for an individual base can be increased through the construction of a $LINK, +$LINK, and then even further by constructing a $LINK. #; The Self-Aware Colony #HELPPROJ25 @@ -630,19 +710,23 @@ One extra $LINK at every base. #; The Space Elevator #HELPPROJ27 -Doubles $LINK energy production at this base, and doubles $LINK production rate at all bases whilst they are producing satellites. The minerals it produces do not contribute to $LINK. +Doubles $LINK energy production at this base, and doubles $LINK production rate at all bases +whilst they are producing satellites. The minerals it produces do not contribute to $LINK. ^ ^Units equipped with $LINK may now make Orbital Insertions [anywhere] on the Planet. ^ -^Enables [all] bases to fully exploit and to construct satellites regardless of whether they have $LINK. +^Enables [all] bases to fully exploit and to construct satellites regardless of whether they have $LINK. #; The Singularity Inductor #HELPPROJ28 -Counts as a $LINK at every base, and reduces the $LINK of mineral production. +Counts as a $LINK at every base, and reduces the $LINK of mineral +production. #; The Bulk Matter Transmitter #HELPPROJ29 -+50% $LINK at every base (before facility multipliers are applied, and the multipliers do not boost these extra minerals). ++50% $LINK at every base (before facility multipliers are applied, and the multipliers do not boost these +extra minerals). #; The Telepathic Matrix #HELPPROJ30 @@ -658,13 +742,16 @@ Begins the $LINK sequence. Any faction can now b #; The Ascent to Transcendence #HELPPROJ32 -Completes the Transcendence sequence and ends the [Human Era]. The Ascent cannot be started until the $LINK is operational. +Completes the Transcendence sequence and ends the [Human Era]. The Ascent cannot be started until the $LINK is operational. #; The Manifold Harmonics #HELPPROJ33 -A grand-scale building/temple harnessing a tiny fraction of the power of the $LINK, bringing the owners into closer communication with the native life forms. +A grand-scale building/temple harnessing a tiny fraction of the power of the $LINK, bringing the owners +into closer communication with the native life forms. ^ -^Increases resources harvested from $LINK and $LINK squares depending on overall $LINK rating, as follows: +^Increases resources harvested from $LINK and $LINK squares depending on overall +$LINK rating, as follows: ^ 0 Planet = +1 $LINK ^ +1 Planet = +1 $LINK, +1 Energy ^ +2 Planet = +1 Nutrient, +1 $LINK, +1 Energy @@ -672,19 +759,23 @@ A grand-scale building/temple harnessing a tiny fraction of the power of the $LI #; The Nethack Terminus #HELPPROJ34 -The Terminus is a central databank/server complex tied into the planetary network of research and meteorological computers, mimicking their functions while extracting data covertly. +The Terminus is a central databank/server complex tied into the planetary network of research and meteorological computers, +mimicking their functions while extracting data covertly. ^ -^+1 $LINK to all $LINK built. -25% to the cost of probe actions. All Probes with a $LINK or higher have free $LINK. +^+1 $LINK to all $LINK built. -25% to the cost of probe actions. All Probes with a +$LINK or higher have free $LINK. #; The Cloudbase Academy #HELPPROJ35 -A central location where pilots can come for training in special weapons and tactics. A pilot must first distinguish themselves in school or combat before entering the prestigious academy. +A central location where pilots can come for training in special weapons and tactics. A pilot must first distinguish +themselves in school or combat before entering the prestigious academy. ^ ^Free $LINK in every base. Increases the movement rate of all air units by two. #; The Planetary Energy Grid #HELPPROJ36 -The Grid is really nothing more than a giant energy plant tied into the global banking network; it takes advantage of market fluctuations to buy or sell futures at an immediate profit. +The Grid is really nothing more than a giant energy plant tied into the global banking network; it takes advantage of +market fluctuations to buy or sell futures at an immediate profit. ^ ^Free $LINK in every base. ^ @@ -1045,9 +1136,11 @@ construction of an $LINK. #;Forest #HELPTERRALAND4 -{Forest} squares provide one $LINK, two $LINK, and one $LINK. Forest square production can be improved by constructing $LINK and $LINK. +{Forest} squares provide one $LINK, two $LINK, and one $LINK. Forest square production +can be improved by constructing $LINK and $LINK. ^ -^Forests provide a 50% defensive bonus and will sometimes expand into adjacent non-rocky squares, even driving out $LINK. +^Forests provide a 50% defensive bonus and will sometimes expand into adjacent non-rocky squares, even driving out +$LINK. #;Road #HELPTERRALAND5 @@ -1067,7 +1160,8 @@ construction of an $LINK. #;Mag Tube #HELPTERRALAND6 -{Mag Tubes} greatly speed land unit movement. Land units moving between Mag Tube squares do not expend [any] movement points. +{Mag Tubes} greatly speed land unit movement. Land units moving between Mag Tube squares do not expend [any] movement +points. ^ ^Terraform variation on construction time (modifiers are additive): ^ +1 $LINK @@ -1081,7 +1175,9 @@ construction of an $LINK. #;Bunker #HELPTERRALAND7 -A {bunker} improves the defense value of its square. Units in bunkers have a 50% bonus in combat and do not suffer collateral damage if another unit in the same square is destroyed, however, a bunker does not protect against an adjacent unit’s $LINK. +A {bunker} improves the defense value of its square. Units in bunkers have a 50% bonus in combat and do not suffer +collateral damage if another unit in the same square is destroyed, however, a bunker does not protect against an adjacent +unit’s $LINK. ^ ^Requires $LINK to be constructed on $LINK. @@ -1093,41 +1189,53 @@ A $LINK can construct an {Airbase} which allows air uni #;Sensor Array #HELPTERRALAND9 -{Sensor Arrays} can see any enemy unit within two squares. Data from Sensor Arrays also increases defense readiness: any unit in a land square within two squares of a friendly sensor array gains +25% to its defense. +{Sensor Arrays} can see any enemy unit within two squares. Data from Sensor Arrays also increases defense readiness: any +unit in a land square within two squares of a friendly sensor array gains +25% to its defense. ^ -^The ownership of a sensor array is determined by a faction’s $LINK. If borders move it may come under control of a new faction. If a Sensor Array is not within any faction’s territory, the sensor confers a defensive bonus to any faction’s unit within two squares. +^The ownership of a sensor array is determined by a faction’s $LINK. If borders move it may come under control +of a new faction. If a Sensor Array is not within any faction’s territory, the sensor confers a defensive bonus to any +faction’s unit within two squares. ^ ^Requires $LINK to be constructed on $LINK. #;Remove Fungus #HELPTERRALAND10 -

A $LINK can exterminate all the $LINK in the square.

For a faction that controls $LINK, the time taken to exterminate fungus is halved.

+

A $LINK can exterminate all the $LINK in the square.

For a faction that +controls $LINK, the time taken to exterminate fungus is halved.

#;Plant Fungus #HELPTERRALAND11 -$LINK can {plant $LINK} which destroys enhancements other than $LINK, $LINK and $LINK. +$LINK can {plant $LINK} which destroys enhancements other than $LINK, +$LINK and $LINK. ^ ^For a faction that controls $LINK, the time taken to plant fungus is halved. ^ -^Using xenoagricultural techniques, $LINK can be cultivated. Production from fungus squares increase with each [Centauri] technology discovered. Excluding Thermal Boreholes, any bonus resources or improvements on fungus will [not] increase production. +^Using xenoagricultural techniques, $LINK can be cultivated. Production from fungus squares increase with each +[Centauri] technology discovered. Excluding Thermal Boreholes, any bonus resources or improvements on fungus will [not] +increase production. #;Condensor #HELPTERRALAND12 -$LINK can construct {Condensers} which increases the $LINK in its own and [all] surrounding squares. It also provides an additional {+50%} increase (rounded down) in $LINK output in its own square, cumulative with $LINK bonuses. +$LINK can construct {Condensers} which increases the $LINK in its own and [all] +surrounding squares. It also provides an additional {+50%} increase (rounded down) in $LINK output in its own +square, cumulative with $LINK bonuses. ^ -^A Condenser will also lift nutrient production limits in its own square before the discovery of $LINK. +^A Condenser will also lift nutrient production limits in its own square before the discovery of $LINK. ^ ^Condensers have a significant negative $LINK. #;Echelon Mirror #HELPTERRALAND13 -An {Echelon Mirror} can be constructed by a $LINK and acts as a $LINK whilst also increasing the solar $LINK collected by {solar collectors} in [all] surrounding squares by +1. +An {Echelon Mirror} can be constructed by a $LINK and acts as a $LINK +whilst also increasing the solar $LINK collected by {solar collectors} in [all] surrounding squares by +1. ^ ^Echelon Mirrors have a significant negative $LINK. #;Thermal Borehole #HELPTERRALAND14 -A {Thermal Borehole} penetrates to Planet’s mantle and provides significant minerals and energy. Borehole squares provide +6 $LINK and +6 $LINK, but no $LINK. They are unaffected by $LINK. +A {Thermal Borehole} penetrates to Planet’s mantle and provides significant minerals and energy. Borehole squares provide ++6 $LINK and +6 $LINK, but no $LINK. They are unaffected by $LINK. ^ ^Boreholes cannot be built adjacent to other boreholes, nor on $LINK squares. ^ @@ -1137,38 +1245,50 @@ A {Thermal Borehole} penetrates to Planet #;Aquifer #HELPTERRALAND15 -Drill to {Aquifer} taps an underground source of water to create a new river beginning from the same square. it is not possible adjacent to an existing river. +Drill to {Aquifer} taps an underground source of water to create a new river beginning from the same square. it is not +possible adjacent to an existing river. #;Raise Land -{Terraform Raise} increases the $LINK of the current square by approximately 1000 m. All nearby tiles will be adjusted to $LINK. +{Terraform Raise} increases the $LINK of the current square by approximately 1000 m. All nearby tiles will be +adjusted to $LINK. #;Lower Land #HELPTERRALAND17 -{Terraform Lower} decreases the $LINK of the current square by approximately 1000 m. All nearby tiles will be adjusted to $LINK. +{Terraform Lower} decreases the $LINK of the current square by approximately 1000 m. All nearby tiles will be +adjusted to $LINK. #;Level Terrain #HELPTERRALAND18 -$LINK can use {Level Terrain} to decreases the $LINK of a square. It can be used to turn rocky squares into rolling squares and rolling squares into flat squares. +$LINK can use {Level Terrain} to decreases the $LINK of a square. It can be used to +turn rocky squares into rolling squares and rolling squares into flat squares. #;Kelp Farm #HELPTERRASEA0 -A {Kelp Farm} can be planted by a $LINK or $LINK and increases the $LINK of an ocean square by +2. +A {Kelp Farm} can be planted by a $LINK or $LINK and increases the $LINK of an ocean square by +2. ^ -^Kelp farms can be planted on ocean shelf squares (depth less than 1000 m). Aquatic factions such as the [Nautilus Pirates] can, with the discovery of $LINK, plant Kelp Farms on ocean and ocean trench squares. +^Kelp farms can be planted on ocean shelf squares (depth less than 1000 m). Aquatic factions such as the [Nautilus Pirates] +can, with the discovery of $LINK, plant Kelp Farms on ocean and ocean trench squares. ^ ^A Kelp farm will sometimes expand into adjacent squares, even driving out native $LINK in the process. #HELPTERRASEA2 -A {Mining Platform} can be constructed by a $LINK and increases the $LINK output of an ocean square by +1, or by +2 if $LINK has been discovered. +A {Mining Platform} can be constructed by a $LINK and increases the $LINK output of +an ocean square by +1, or by +2 if $LINK has been discovered. ^ -^A mining platforms can only be built on ocean shelf squares (depth less than 1000 m). Aquatic factions such as the Nautilus Pirates can, with the discovery of [Adv. Ecological Engineering], construct Mining Platforms on ocean and ocean trench squares. +^A mining platforms can only be built on ocean shelf squares (depth less than 1000 m). Aquatic factions such as the +Nautilus Pirates can, with the discovery of [Adv. Ecological Engineering], construct Mining Platforms on ocean and ocean +trench squares. ^ ^A mine reduces the nutrient output of a square by one, but never below one. #HELPTERRASEA3 -A {Tidal Harness} can be constructed by $LINK and can allows $LINK collection in an ocean square. Squares with tidal harnesses produce +3 energy per turn. +A {Tidal Harness} can be constructed by $LINK and can allows $LINK collection in an +ocean square. Squares with tidal harnesses produce +3 energy per turn. ^ -^Tidal harnesses can only be built in ocean shelf squares (depth less than 1000 m). Aquatic factions such as the [Nautilus Pirates] can, with the discovery of $LINK, construct tidal harnesses on ocean and ocean trench squares. +^Tidal harnesses can only be built in ocean shelf squares (depth less than 1000 m). Aquatic factions such as the [Nautilus +Pirates] can, with the discovery of $LINK, construct tidal harnesses on ocean and ocean +trench squares. #HELPTERRASEA10 A $LINK can exterminate all the $LINK in the square. @@ -1180,13 +1300,16 @@ $LINK can {plant sea $LINK} which destroys ^ ^For a faction that controls $LINK, the time taken to plant fungus is halved. ^ -^Using xenoagricultural techniques, $LINK can be cultivated. Production from fungus squares increase with each [Centauri] technology discovered. Any bonus resources will [not] increase production. +^Using xenoagricultural techniques, $LINK can be cultivated. Production from fungus squares increase with each +[Centauri] technology discovered. Any bonus resources will [not] increase production. #HELPTERRASEA16 -{Raise Sea Floor} decreases the depth of the current square by approximately 1000 m. All nearby tiles will be adjusted to $LINK. +{Raise Sea Floor} decreases the depth of the current square by approximately 1000 m. All nearby tiles will be adjusted to +$LINK. #HELPTERRASEA17 -{Terraform Lower} increases the depth of the current square by approximately 1000 m. All nearby tiles will be adjusted to $LINK. +{Terraform Lower} increases the depth of the current square by approximately 1000 m. All nearby tiles will be adjusted to +$LINK. #;Colony Pod #UNITDESC0 @@ -1196,7 +1319,11 @@ A {Colony Pod} represents the manpower and resources necessary to build a new {b #UNITDESC1 {Formers} are $LINK that can be used to improve and reshape Planet. ^ -^Formers can plant $LINK and $LINK; build $LINK and $LINK, $LINK, $LINK, $LINK, $LINK, $LINK, $LINK, $LINK, and $LINK; reduce $LINK, $LINK to create new rivers; $LINK and $LINK; and even $LINK or $LINK terrain. +^Formers can plant $LINK and $LINK; build $LINK and $LINK, +$LINK, $LINK, $LINK, $LINK, +$LINK, $LINK, $LINK, and $LINK; reduce +$LINK, $LINK to create new rivers; $LINK and $LINK; and even $LINK or $LINK terrain. ^ ^Unlike some other units, if a former has at least one movement, it will always enter a $LINK square. @@ -1206,13 +1333,16 @@ A {Scout Patrol} is a basic infantry unit. #;Transport Foil #UNITDESC3 -{Transport Foils} are a useful early means of transportation between continents and oceans. Land units can be loaded onto Transport Foils and moved by sea. +{Transport Foils} are a useful early means of transportation between continents and oceans. Land units can be loaded onto +Transport Foils and moved by sea. #;Sea Formers #UNITDESC4 {Sea Formers}, are $LINK that can be used to improve and reshape Planet. ^ -^Sea Formers can plant $LINK, build $LINK, and construct $LINK; $LINK or $LINK sea fungus; and even $LINK or $LINK terrain. +^Sea Formers can plant $LINK, build $LINK, and construct $LINK; $LINK or $LINK sea fungus; and even $LINK or $LINK +terrain. #;Supply Crawler #UNITDESC5 @@ -1224,46 +1354,73 @@ A {Probe Team} is a basic $LINK unit. #;Alien Artifact #UNITDESC7 -Library Nodule Artifacts (or Alien Artifacts as they are known to human factions) are $LINK devices that appear on the map as $LINK until a players unit moves onto the same square. +Library Nodule Artifacts (or Alien Artifacts as they are known to human factions) are $LINK devices that +appear on the map as $LINK until a players unit moves onto the same square. ^ -^Once discovered, Alien Artifacts have one movement point and behave as non-combatant units. If they are used to explore a unity pod they have a 50% chance of vanishing. They can be captured by other factions without $LINK if they are not in a stack with other non-alien artifact units. They are attacked and destroyed by $LINK, $LINK, and $LINK. +^Once discovered, Alien Artifacts have one movement point and behave as non-combatant units. If they are used to explore a +unity pod they have a 50% chance of vanishing. They can be captured by other factions without $LINK +if they are not in a stack with other non-alien artifact units. They are attacked and destroyed by $LINK, $LINK, and $LINK. ^ -^Artifacts can be moved to bases that have a $LINK facility or $LINK secret project and linked to it to provide a random technological breakthrough. Each network node can only link to one alien artifact¹. They can also be use it to speed the production of a Secret Project or unit $LINK by 50 minerals. On rare occasions, linking an Alien Artefact to a Network Node results in an overload destroying both unit and facility. Linked Network Nodes cannot be scrapped for money, only destroyed. +^Artifacts can be moved to bases that have a $LINK facility or $LINK +secret project and linked to it to provide a random technological breakthrough. Each network node can only link to one +alien artifact¹. They can also be use it to speed the production of a Secret Project or unit $LINK by 50 +minerals. On rare occasions, linking an Alien Artefact to a Network Node results in an overload destroying both unit and +facility. Linked Network Nodes cannot be scrapped for money, only destroyed. ^ -^Using the goto (‘G’) command on an Alien Artifact will indicate which bases (including those of pact partners) have Network Nodes and whether they are already linked to an Artifact. +^Using the goto (‘G’) command on an Alien Artifact will indicate which bases (including those of pact partners) have +Network Nodes and whether they are already linked to an Artifact. ^ -^If an Alien Artifact is in a base, holding or on sentry mode, it will activate if a secret project or prototype is commenced or if a network node or The Universal Translator is completed prompting a player that they can use the artifact. +^If an Alien Artifact is in a base, holding or on sentry mode, it will activate if a secret project or prototype is +commenced or if a network node or The Universal Translator is completed prompting a player that they can use the artifact. ^ ^___ -^¹When playing the game at 800 × 600 screen resolution, Network Nodes that are linked to Alien Artifacts will have “(Linked)” displayed after them on the base control screen. At higher resolutions this text is not visible due to the font size. +^¹When playing the game at 800 × 600 screen resolution, Network Nodes that are linked to Alien Artifacts will have +“(Linked)” displayed after them on the base control screen. At higher resolutions this text is not visible due to the font +size. #;Mind Worms #UNITDESC8 -The dominant $LINK of Planet is the {mind worm}, a horrid-looking little parasitic carnivore about 10 cm long. A single mind worm is a dangerous pest, able to burrow into a human brain and devour it, while the victim succumbs to violent delusions or dangerous fantasies, or lives out his deepest terrors. +The dominant $LINK of Planet is the {mind worm}, a horrid-looking little parasitic carnivore about 10 +cm long. A single mind worm is a dangerous pest, able to burrow into a human brain and devour it, while the victim succumbs +to violent delusions or dangerous fantasies, or lives out his deepest terrors. ^ -^Far worse than a single worm, mind worms are known to form vast mobile colonies, called “boils”, which can overwhelm a military unit or a whole human base. +^Far worse than a single worm, mind worms are known to form vast mobile colonies, called “boils”, which can overwhelm a +military unit or a whole human base. ^ -^With proper breeding and bonding techniques, Mind Worms can also be bred in captivity and controlled by skilled brood trainers. +^With proper breeding and bonding techniques, Mind Worms can also be bred in captivity and controlled by skilled brood +trainers. #;Isle of the Deep #UNITDESC9 -An aquatic vector of the $LINK $LINK, the {Isle of the Deep} is closely associated with $LINK. Spending their early life underwater, in maturity they surface as a floating shell formed by the secretions of the colony’s individual members. They are often used as a nesting place by Mind Worms and $LINK and can even float large land units much like a $LINK. The transport capacity is determined by the life cycle level: one unit for each level. +An aquatic vector of the $LINK $LINK, the {Isle of the Deep} is closely associated +with $LINK. Spending their early life underwater, in maturity they surface as a floating shell formed by the +secretions of the colony’s individual members. They are often used as a nesting place by Mind Worms and $LINK and can even float large land units much like a $LINK. The transport capacity is +determined by the life cycle level: one unit for each level. ^ -^With proper breeding and bonding techniques, Isles of the Deep can be bred in captivity and controlled by skilled brood trainers. +^With proper breeding and bonding techniques, Isles of the Deep can be bred in captivity and controlled by skilled brood +trainers. #;Locusts of Chiron #UNITDESC10 -Locusts of Chiron are rare $LINK, and “wild” locusts are rarely seen outside of periods of unusual mind worm activity. Periodically, a pre-boil mass of $LINK in a $LINK bloom spontaneously, and for unknown reason, metamorphoses so that they all grow wings, whereupon the worms take off as a boil-swarm. +Locusts of Chiron are rare $LINK, and “wild” locusts are rarely seen outside of periods of unusual +mind worm activity. Periodically, a pre-boil mass of $LINK in a $LINK bloom spontaneously, +and for unknown reason, metamorphoses so that they all grow wings, whereupon the worms take off as a boil-swarm. ^ -^Though they cannot be captured in the wild, with proper breeding and bonding techniques, they can be bred in captivity and controlled by skilled brood trainers. +^Though they cannot be captured in the wild, with proper breeding and bonding techniques, they can be bred in captivity and +controlled by skilled brood trainers. #;Unity Rover #UNITDESC11 -The U.N.S. Unity was stocked with many of these lightly armed {Unity Rovers}, intended for use in exploring Planet’s landmasses. +The U.N.S. Unity was stocked with many of these lightly armed {Unity Rovers}, intended for use in exploring Planet’s +landmasses. #;Unity Scout Chopper #UNITDESC12 -A few of these extremely handy Choppers were stored aboard the U.N.S. Unity, and one or two may have survived the ship’s crash on the surface. Although lightly armed and with limited fuel range, {Unity Choppers} are invaluable scouts and explorers. +A few of these extremely handy Choppers were stored aboard the U.N.S. Unity, and one or two may have survived the ship’s +crash on the surface. Although lightly armed and with limited fuel range, {Unity Choppers} are invaluable scouts and +explorers. #;Unity Foil #UNITDESC13 @@ -1271,49 +1428,77 @@ These small, prefab $LINK were stored aboard the U.N.S. Unity, read #;Sealurks #UNITDESC14 -{Sealurks} are an aquatic $LINK that haunt the fungal patches and ocean depths of Planet’s seas. They travel underwater and can attack bases and units on the coast. +{Sealurks} are an aquatic $LINK that haunt the fungal patches and ocean depths of Planet’s seas. They +travel underwater and can attack bases and units on the coast. ^ -^With proper breeding and bonding techniques, Sealurks can also be bred in captivity and controlled by skilled brood trainers. +^With proper breeding and bonding techniques, Sealurks can also be bred in captivity and controlled by skilled brood +trainers. #;Spore Launcher #UNITDESC15 -{Spore Launchers} are $LINK that can appear singly or in the company of $LINK, and are closely associated with $LINK. Spore Launchers tend to lurk on the outskirts of a settlement, expelling bursts of corrosive spores that can destroy man-made or Progenitor improvements from a range of two squares away. These spores are also effective against units. +{Spore Launchers} are $LINK that can appear singly or in the company of $LINK, and +are closely associated with $LINK. Spore Launchers tend to lurk on the outskirts of a settlement, expelling +bursts of corrosive spores that can destroy man-made or Progenitor improvements from a range of two squares away. These +spores are also effective against units. ^ -^Spore Launchers are aggressive and highly territorial and will attack other nearby spore launchers. When defending territory, tame Spore Launchers may also engage in artillery duels with units of their own faction. +^Spore Launchers are aggressive and highly territorial and will attack other nearby spore launchers. When defending +territory, tame Spore Launchers may also engage in artillery duels with units of their own faction. ^ -^With proper breeding and bonding techniques, Spore Launchers can also be bred in captivity and controlled by skilled brood trainers. +^With proper breeding and bonding techniques, Spore Launchers can also be bred in captivity and controlled by skilled brood +trainers. #;Battle Ogre MK1 #UNITDESC16 -{Battle Ogres} are rare, mechanical remnants of the first $LINK era on Planet. Several different types of Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent. +{Battle Ogres} are rare, mechanical remnants of the first $LINK era on Planet. Several different types of +Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes +it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent. ^ -^The {Battle Ogre MK1} possesses a $LINK, $LINK, and a $LINK. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the $LINK powers of the Ogre. +^The {Battle Ogre MK1} possesses a $LINK, $LINK, and a $LINK. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the +$LINK powers of the Ogre. #;Battle Ogre MK2 #UNITDESC17 -{Battle Ogres} are rare, mechanical remnants of the first $LINK era on Planet. Several different types of Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent. +{Battle Ogres} are rare, mechanical remnants of the first $LINK era on Planet. Several different types of +Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes +it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent. ^ -^The {Battle Ogre MK2} possesses a $LINK, $LINK, and a $LINK. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the $LINK powers of the Ogre. The Progenitors also built the Mk2 Ogre with the $LINK special ability. +^The {Battle Ogre MK2} possesses a $LINK, $LINK, and a $LINK. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the +$LINK powers of the Ogre. The Progenitors also built the Mk2 Ogre with the $LINK +special ability. #;Battle Ogre MK3 #UNITDESC18 -{Battle Ogres} are rare, mechanical remnants of the first $LINK era on Planet. Several different types of Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent. +{Battle Ogres} are rare, mechanical remnants of the first $LINK era on Planet. Several different types of +Ogres may be found, each with advanced equipment and powers. Unfortunately, the convoluted engineering of these units makes +it impossible for them to be repaired even by Progenitor technicians; any damage taken is permanent. ^ -^The {Battle Ogre MK3} possesses a $LINK, $LINK armor, and a $LINK. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the $LINK powers of the Ogre. The Progenitors also built the Ogre with the $LINK special ability. +^The {Battle Ogre MK3} possesses a $LINK, $LINK armor, and a $LINK. Its awesome size and fearsome appearance also help quell drone activity, effectively doubling the +$LINK powers of the Ogre. The Progenitors also built the Ogre with the $LINK +special ability. #;Fungal Tower #UNITDESC19 -{Fungal Towers} are $LINK that act as a localized nervous system for $LINK patches. These Towers are massive, jumbled tangles of Mind Worms, fungus, and other strange native life forms. Although the Towers cannot move or attack, they block movement through their terrain and exert a $LINK that can impede units in the area. +{Fungal Towers} are $LINK that act as a localized nervous system for $LINK patches. These +Towers are massive, jumbled tangles of Mind Worms, fungus, and other strange native life forms. Although the Towers cannot +move or attack, they block movement through their terrain and exert a $LINK that can impede units in +the area. ^ -^When attacked, Fungal Towers receive a 50% bonus due to their ability to co-ordinate and direct native life forms in the area. The size and power of Fungal Towers depends on the amount of fungus adjacent to the Tower. Towers can also generate fungus in nearby empty squares. +^When attacked, Fungal Towers receive a 50% bonus due to their ability to co-ordinate and direct native life forms in the +area. The size and power of Fungal Towers depends on the amount of fungus adjacent to the Tower. Towers can also generate +fungus in nearby empty squares. #;Unity Mining Laser #UNITDESC20 -The {U.N.S. Unity} contained a few of these lasers, intended for rudimentary mining operations. One or two might have survived the Unity’s descent onto the surface of Planet. These can be used as weapons. +The {U.N.S. Unity} contained a few of these lasers, intended for rudimentary mining operations. One or two might have +survived the Unity’s descent onto the surface of Planet. These can be used as weapons. #;Infantry #CHASSISDESC0 -{Infantry} units move slowly but are inexpensive and have important advantages in battle. Infantry units gain a +25% combat advantage when attacking enemy bases directly. +{Infantry} units move slowly but are inexpensive and have important advantages in battle. Infantry units gain a +25% combat +advantage when attacking enemy bases directly. ^ ^ Speed: 8 km/h ^ Modality: Manual/Tracked @@ -1322,7 +1507,8 @@ The {U.N.S. Unity} contained a few of these lasers, intended for rudimentary min #;Speeder #CHASSISDESC1 -Mobile {Speeder} units can move quickly across Planet’s surface. Speeder units gain a +25% combat advantage when attacking in open terrain. They can also $LINK from combat when surprised by slower enemy $LINK. +Mobile {Speeder} units can move quickly across Planet’s surface. Speeder units gain a +25% combat advantage when attacking +in open terrain. They can also $LINK from combat when surprised by slower enemy $LINK. ^ ^ Speed: 102 km/h ^ Modality: Wheeled @@ -1330,7 +1516,9 @@ Mobile {Speeder} units can move quickly across Planet #;Hovertank #CHASSISDESC2 -The ultimate in ground effect transportation, the {Hovertank} is never penalized for moving through difficult terrain—it never costs more than one move for a Hovertank to enter a square. Like $LINK units, Hovertanks gain a +25% combat advantage when attacking in open terrain. +The ultimate in ground effect transportation, the {Hovertank} is never penalized for moving through difficult terrain—it +never costs more than one move for a Hovertank to enter a square. Like $LINK units, Hovertanks gain a +25% +combat advantage when attacking in open terrain. ^ ^ Speed: 227 km/h ^ Modality: Aircushion @@ -1339,7 +1527,8 @@ The ultimate in ground effect transportation, the {Hovertank} is never penalized #;Foil #CHASSISDESC3 -{Foils} can be used to create effective sea transports and sea patrols. Foil transports are slower than other types of foils, so they have one less movement point per turn. +{Foils} can be used to create effective sea transports and sea patrols. Foil transports are slower than other types of +foils, so they have one less movement point per turn. ^ ^ Speed: 62 km/h ^ Modality: Airfoil @@ -1348,7 +1537,8 @@ The ultimate in ground effect transportation, the {Hovertank} is never penalized #;Cruiser #CHASSISDESC4 -With sufficient industrial infrastructure, large {Cruiser} units can be produced. These larger vessels make formidable naval units as well as the most efficient transports. +With sufficient industrial infrastructure, large {Cruiser} units can be produced. These larger vessels make formidable +naval units as well as the most efficient transports. ^ ^ Speed: 115 km/h ^ Modality: Naval Keel @@ -1356,7 +1546,10 @@ With sufficient industrial infrastructure, large {Cruiser} units can be produced #;Needlejet #CHASSISDESC5 -{Needlejets}, the signature aircraft of the 23rd century, appear in Planet’s skies once Planet’s growing industries begin producing high grade jet fuel in sufficient quantities. Powerful, but limited in range, Needlejets can be used to defend the skies, project air power, and explore Planet. Needlejets must return to a friendly base or airbase every other turn for refueling. Needlejets may only attack once per turn. +{Needlejets}, the signature aircraft of the 23rd century, appear in Planet’s skies once Planet’s growing industries begin +producing high grade jet fuel in sufficient quantities. Powerful, but limited in range, Needlejets can be used to defend +the skies, project air power, and explore Planet. Needlejets must return to a friendly base or airbase every other turn for +refueling. Needlejets may only attack once per turn. ^ ^ Domain: Air ^ Speed: 766 km/h @@ -1366,7 +1559,9 @@ With sufficient industrial infrastructure, large {Cruiser} units can be produced #;Copter #CHASSISDESC6 -{Copters}, with their maneuverability and ability to land temporarily in rough terrain, make formidable combat units. Copters should return to a friendly base or airbase at the end of every turn for refueling. If it is unable to do so and must land temporarily in the field, it incurs 30% $LINK. +{Copters}, with their maneuverability and ability to land temporarily in rough terrain, make formidable combat units. +Copters should return to a friendly base or airbase at the end of every turn for refueling. If it is unable to do so and +must land temporarily in the field, it incurs 30% $LINK. ^ ^ Speed: 523 km/h ^ Modality: Rotary @@ -1375,7 +1570,8 @@ With sufficient industrial infrastructure, large {Cruiser} units can be produced #;Gravship #CHASSISDESC7 -{Gravships}, the juggernauts of the distant future, provide all the advantages of aircraft with none of the range limitations. Gravships can move swiftly over land and sea, and need never return to friendly bases for refueling. +{Gravships}, the juggernauts of the distant future, provide all the advantages of aircraft with none of the range +limitations. Gravships can move swiftly over land and sea, and need never return to friendly bases for refueling. ^ ^ Domain: Air ^ Speed: 1021 km/h @@ -1385,7 +1581,9 @@ With sufficient industrial infrastructure, large {Cruiser} units can be produced #;Missile #CHASSISDESC8 -{Missiles} can be used to mount powerful $LINK, $LINK, $LINK or spectacular quasi-nuclear $LINK. Missiles pack a powerful punch, but are of course eliminated when they attack. +{Missiles} can be used to mount powerful $LINK, $LINK, $LINK or spectacular quasi-nuclear $LINK. Missiles pack a powerful punch, but are of course +eliminated when they attack. ^ ^ Domain: Air ^ Speed: 232.5 km/h @@ -1533,19 +1731,22 @@ A unit #;Resonance Laser #WEAPONDESC12 -The {Resonance Laser} is a laser with additional $LINK technology attached to the wave form; it receives a +25% bonus when engaging in a $LINK +The {Resonance Laser} is a laser with additional $LINK technology attached to the wave form; it receives a ++25% bonus when engaging in a $LINK ^ ^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. #;Resonance Bolt #WEAPONDESC13 -The {Resonance Bolt} is a $LINK with additional $LINK technology attached to the wave form; it receives a +25% bonus when engaging in a $LINK +The {Resonance Bolt} is a $LINK with additional $LINK technology attached to the wave +form; it receives a +25% bonus when engaging in a $LINK ^ ^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. #;String Disruptor #WEAPONDESC14 -The {String Disruptor} is built of a combination of temporal disruption and $LINK $LINK technology taken to its highest degree and is the strongest weapon in the game. +The {String Disruptor} is built of a combination of temporal disruption and $LINK $LINK +technology taken to its highest degree and is the strongest weapon in the game. ^ ^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. @@ -1561,7 +1762,8 @@ The {Psi Attack} weapon allows a $LINK to attack conven #;Planet Buster #WEAPONDESC16 -The quasi-nuclear {Planet Buster} is the future’s ultimate $LINK. Planet Busters destroy everything within a radius equal to their reactor size, often leaving immense craters. +The quasi-nuclear {Planet Buster} is the future’s ultimate $LINK. Planet Busters destroy everything within a +radius equal to their reactor size, often leaving immense craters. ^ ^ Designation: Mk. 714 Plasma bomb ^ Active kill radius: 2000 km @@ -1570,7 +1772,13 @@ The quasi-nuclear {Planet Buster} is the future #;Colony Module #WEAPONDESC17 -The {Colony Module} can be used to create custom $LINK. Units with Colony Modules can build new bases. If a Colony Module is installed on a sea-going unit, bases can be constructed at sea. A Colony Module also costs one population of the base it is built from in addition to the minerals listed. If this would cause a base to have zero population, the choice is given to disband the base or wait until it has reached two population. Colony Modules can be added to an existing base to increase the base population by one using the ‘Join Base’ command ‘B’. This operation can be used to increase the size of the base beyond the limits imposed by lack of $LINK and $LINK. +The {Colony Module} can be used to create custom $LINK. Units with Colony Modules can build new bases. +If a Colony Module is installed on a sea-going unit, bases can be constructed at sea. A Colony Module also costs one +population of the base it is built from in addition to the minerals listed. If this would cause a base to have zero +population, the choice is given to disband the base or wait until it has reached two population. Colony Modules can be +added to an existing base to increase the base population by one using the ‘Join Base’ command ‘B’. This operation can be +used to increase the size of the base beyond the limits imposed by lack of $LINK and $LINK. ^ ^This module can be added to all chassis except $LINK. ^ @@ -1583,7 +1791,8 @@ The {Colony Module} can be used to create custom $LINK. Units #WEAPONDESC18 Units with the {Terraforming Unit} module can be used to improve and shape the terrain of Planet. ^ -^This module can be added to the $LINK, $LINK, $LINK, $LINK, $LINK, and $LINK chassis. +^This module can be added to the $LINK, $LINK, $LINK, $LINK, +$LINK, and $LINK chassis. ^ ^ Crew: 367 ^ Composition: Bonded steel/ceramic @@ -1591,13 +1800,17 @@ Units with the {Terraforming Unit} module can be used to improve and shape the t #;Troop Transport #WEAPONDESC19 -The {Troop Transport} module allows a unit to transport other units. It reduces the movement of land and sea units by one and air units by 50%+1. +The {Troop Transport} module allows a unit to transport other units. It reduces the movement of land and sea units by one +and air units by 50%+1. ^ -^Only sea-going units can transport more than one unit at a time. A $LINK can transport a number of units equal to twice its reactor value. A $LINK can transport a number of units equal to four times its reactor value. +^Only sea-going units can transport more than one unit at a time. A $LINK can transport a number of units equal +to twice its reactor value. A $LINK can transport a number of units equal to four times its reactor value. ^ -^Transports can normally transport only ground units, but sea-going transports can be given the $LINK special ability to allow them to transport and refuel air units. +^Transports can normally transport only ground units, but sea-going transports can be given the $LINK +special ability to allow them to transport and refuel air units. ^ -^Air transports can only load passengers in a base or airbase. Choosing the ‘Unload Transport’ (‘Shift+U’) command from the action menu will allow the passengers to unload while the air transport is in flight. +^Air transports can only load passengers in a base or airbase. Choosing the ‘Unload Transport’ (‘Shift+U’) command from the +action menu will allow the passengers to unload while the air transport is in flight. ^ ^ Capacity: 500 troops + support ^ Composition: Hardened plasteel @@ -1605,17 +1818,23 @@ The {Troop Transport} module allows a unit to transport other units. It reduces #;Supply Transport #WEAPONDESC20 -The {Supply Transport} module can be used to create $LINK that harvest or transport $LINK, or $LINK, or $LINK. Any unit with the Supply Transport module has no $LINK cost. +The {Supply Transport} module can be used to create $LINK that harvest or transport $LINK, or +$LINK, or $LINK. Any unit with the Supply Transport module has no $LINK cost. ^ -^Selecting the ‘Convoy’ (‘O’) option on the ‘Action Menu’ brings up a menu from which can be selected the resources to convoy: -^ • if a supply transport is placed in a friendly base then it delivers available resources from its home base to the one where it is currently located -^ • if a supply transport is outside a base, it delivers available resources from the square it occupies to its home base each turn +^Selecting the ‘Convoy’ (‘O’) option on the ‘Action Menu’ brings up a menu from which can be selected the resources to +convoy: +^ • if a supply transport is placed in a friendly base then it delivers available resources from its home base to the +one where it is currently located +^ • if a supply transport is outside a base, it delivers available resources from the square it occupies to its home +base each turn ^ ^The unit cannot deliver resources from a square already being worked by a base’s citizens. ^ -^Convoy resources receive the benefits of facilities and secret projects in their home base that increase the resources collected. +^Convoy resources receive the benefits of facilities and secret projects in their home base that increase the resources +collected. ^ -^Supply transports disbanded in friendly bases yield their {full} mineral value towards the construction of a secret project or $LINK. +^Supply transports disbanded in friendly bases yield their {full} mineral value towards the construction of a secret +project or $LINK. ^ ^This module can be added to all chassis except $LINK. ^ @@ -1625,15 +1844,23 @@ The {Supply Transport} module can be used to create $LINK that harv #;Probe Module #WEAPONDESC21 -The {Probe Module} can be used to create $LINK able to engage in espionage. Any unit with the Probe module has no supply cost. +The {Probe Module} can be used to create $LINK able to engage in espionage. Any unit with the Probe module has +no supply cost. ^ -^Probes can infiltrate and subvert enemy bases and units. They can steal enemy research information, energy credits, sabotage base facilities, assassinate key enemy personnel to slow research, free captured faction leaders from headquarters, and conduct genetic warfare (with the discovery of $LINK). Move a probe up to an enemy base or single unit to engage its powers. +^Probes can infiltrate and subvert enemy bases and units. They can steal enemy research information, energy credits, +sabotage base facilities, assassinate key enemy personnel to slow research, free captured faction leaders from +headquarters, and conduct genetic warfare (with the discovery of $LINK). Move a probe up to +an enemy base or single unit to engage its powers. ^ -^Probes can ignore any $LINK. Probe can also defend your bases against their enemy counterparts. If a probe is present in a square when an enemy probe tries to enter, a combat is resolved between them. The probe with the highest $LINK level usually wins. Probes often receive morale increases when they complete missions successfully. The higher a probe’s morale level, the more likely it is to survive more risky missions. +^Probes can ignore any $LINK. Probe can also defend your bases against their enemy counterparts. If a +probe is present in a square when an enemy probe tries to enter, a combat is resolved between them. The probe with the +highest $LINK level usually wins. Probes often receive morale increases when they complete missions +successfully. The higher a probe’s morale level, the more likely it is to survive more risky missions. ^ ^Both $LINK and $LINK can be added to units with Probe Module for no cost. ^ -^This module can be added to the $LINK, $LINK, $LINK, $LINK, and $LINK chassis. +^This module can be added to the $LINK, $LINK, $LINK, $LINK, +and $LINK chassis. ^ ^ Complement: 16 ^ Counterintel suite: ShieldSafe V 6.0 @@ -1641,7 +1868,8 @@ The {Probe Module} can be used to create $LINK able to engage in es #;Conventional Payload #WEAPONDESC23 -The {Conventional Payload} weapons package can be used to create conventional missiles. It can be used only with the $LINK chassis. Conventional missiles attack at the following strengths: +The {Conventional Payload} weapons package can be used to create conventional missiles. It can be used only with the +$LINK chassis. Conventional missiles attack at the following strengths: ^ $LINK = 9 ^ $LINK = 18 ^ $LINK = 27 @@ -1649,17 +1877,25 @@ The {Conventional Payload} weapons package can be used to create conventional mi #;Tectonic Payload #WEAPONDESC24 -The {Tectonic Payload} weapons package can be used to create Tectonic Missiles. It can be used only with the $LINK chassis. +The {Tectonic Payload} weapons package can be used to create Tectonic Missiles. It can be used only with the +$LINK chassis. ^ -^A Tectonic Missile detonation causes an earthquake that raises the target terrain by one to four levels of $LINK, depending on the reactor type. A $LINK raises the terrain one level, a $LINK up to four levels. Tectonic missiles are considered delivery platforms instead of combat units, and so may not target bases or units. +^A Tectonic Missile detonation causes an earthquake that raises the target terrain by one to four levels of +$LINK, depending on the reactor type. A $LINK raises the terrain one level, a +$LINK up to four levels. Tectonic missiles are considered delivery platforms instead of combat +units, and so may not target bases or units. ^ ^To target a square, move the missile to the desired target (cannot be a sea square) and press the ‘I’ key. #;Fungal Payload #WEAPONDESC25 -The {Fungal Payload} weapons package can be used to create Fungal Missiles. It can be used only with the $LINK chassis. +The {Fungal Payload} weapons package can be used to create Fungal Missiles. It can be used only with the +$LINK chassis. ^ -^A Fungal Missile detonation destroys any improvements in the square. Additionally, the detonation covers one to four squares of terrain with $LINK, depending on the reactor type. A $LINK covers one square, a $LINK four squares. The detonation may also trigger $LINK from dormant spores. Fungal Missiles are considered delivery platforms instead of combat units, and so may not target bases or units. +^A Fungal Missile detonation destroys any improvements in the square. Additionally, the detonation covers one to four +squares of terrain with $LINK, depending on the reactor type. A $LINK covers one square, a +$LINK four squares. The detonation may also trigger $LINK from dormant +spores. Fungal Missiles are considered delivery platforms instead of combat units, and so may not target bases or units. ^ ^To target a square, move the missile to the desired target (cannot be a sea-square) and press the ‘I’ key. @@ -1691,27 +1927,37 @@ The {Fungal Payload} weapons package can be used to create Fungal Missiles. It c ^ ^A unit must begin its turn in a friendly base or $LINK in order to make an airdrop. ^ -^Airdrops may be made within eight squares. With the discovery of $LINK or the construction of $LINK, units with Drop Pods can make orbital insertions anywhere on Planet. +^Airdrops may be made within eight squares. With the discovery of $LINK or the construction of +$LINK, units with Drop Pods can make orbital insertions anywhere on Planet. ^ -^Non-combat units lose all movement after an air drop or orbital insertion. Combat units may move after an airdrop, but if they attack, a 50% combat penalty applies. Airdropped units may take up to 30% $LINK (except when dropped into a friendly base), but will always survive the airdrop. +^Non-combat units lose all movement after an air drop or orbital insertion. Combat units may move after an airdrop, but if +they attack, a 50% combat penalty applies. Airdropped units may take up to 30% $LINK (except when dropped into a +friendly base), but will always survive the airdrop. #;Air Superiority #ABILDESC5 {Mk. 66 fire control sensor} ^ -^Air units with {Air Superiority} gain a +100% combat advantage when attacking other air units in flight, but incur a -50% penalty if they attack ground or naval units. +^Air units with {Air Superiority} gain a +100% combat advantage when attacking other air units in flight, but incur a -50% +penalty if they attack ground or naval units. ^ -^Ground or Naval units with air superiority do not gain the 100% bonus vs air, but they do not get the 50% penalty vs other ground or naval units either. +^Ground or Naval units with air superiority do not gain the 100% bonus vs air, but they do not get the 50% penalty vs other +ground or naval units either. ^ -^Air-to-air combat is resolved by comparing attack factors—the armor value is ignored. A ground unit equipped with Air Superiority can attack an adjacent Needlejet chassis at sea. A Naval unit equipped with Air Superiority can attack an adjacent Needlejet chassis on land. +^Air-to-air combat is resolved by comparing attack factors—the armor value is ignored. A ground unit equipped with Air +Superiority can attack an adjacent Needlejet chassis at sea. A Naval unit equipped with Air Superiority can attack an +adjacent Needlejet chassis on land. ^ -^A $LINK unit with air superiority is able to {scramble} against an air attack or hostile $LINK within a two square radius. The interceptor needs to be stationed at a base or airbase. Use the skip turn (‘Space bar’}) or hold command (‘H’) to allow the interceptor to scramble. +^A $LINK unit with air superiority is able to {scramble} against an air attack or hostile $LINK within a two square radius. The interceptor needs to be stationed at a base or airbase. Use the skip turn +(‘Space bar’}) or hold command (‘H’) to allow the interceptor to scramble. #;Deep Pressure Hull #ABILDESC6 {Reinforced Silksteel chassis} ^ -^A {Deep Pressure Hull} allows a sea unit to move underwater making it difficult for enemies to detect, unless the attempt to enter the same square. +^A {Deep Pressure Hull} allows a sea unit to move underwater making it difficult for enemies to detect, unless the attempt +to enter the same square. #;Carrier Deck #ABILDESC7 @@ -1727,9 +1973,11 @@ The {Fungal Payload} weapons package can be used to create Fungal Missiles. It c #ABILDESC9 {Type IX ECTS EMP pulse generator} ^ -^The {Comm Jammer} ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into confusion. +^The {Comm Jammer} ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into +confusion. ^ -^Free to add to units with $LINK. When attacking, it also prevents the defender from $LINK. +^Free to add to units with $LINK. When attacking, it also prevents the defender from +$LINK. #;Antigrav Struts #ABILDESC10 @@ -1778,7 +2026,8 @@ The {Fungal Payload} weapons package can be used to create Fungal Missiles. It c #ABILDESC20 {Mk. 1 VX delivery system} ^ -^Can only be used against non-$LINK. When used against units inside a base, if combat is successful, 50% of the bases’ population will be killed. If the population of the base is one, it will be destroyed. +^Can only be used against non-$LINK. When used against units inside a base, if combat is successful, +50% of the bases’ population will be killed. If the population of the base is one, it will be destroyed. #;Repair Bay #ABILDESC21 @@ -1798,11 +2047,16 @@ Employs a combination of standard sleep-inducing gas and a soothing wave-form/br #;Dissociative Wave #ABILDESC25 Enemy units get no combat bonuses from their own special abilities when -attacking a unit equipped with this high-energy field that temporarily disrupts delicate electronic equipment. The unit equipped with dissociative waves can tune its own special equipment to “ignore” this field. The field generator is bulky and hard to manipulate during mobile engagements, rendering it ineffective as an attack weapon. +attacking a unit equipped with this high-energy field that temporarily disrupts delicate electronic equipment. The unit +equipped with dissociative waves can tune its own special equipment to “ignore” this field. The field generator is bulky +and hard to manipulate during mobile engagements, rendering it ineffective as an attack weapon. #;Marine Detachment #ABILDESC26 -Ship equipped with this ability can capture an enemy ship 50% of the time, if the defender is reduced to 30% or less combat strength without being destroyed in the process. Marine squads are trained in the art of ship capture, which involves fast moving and a knowledge of where to strike the enemy vessel to cripple its command structure and avoid self-destruct mechanisms. +Ship equipped with this ability can capture an enemy ship 50% of the time, if the defender is reduced to 30% or less combat +strength without being destroyed in the process. Marine squads are trained in the art of ship capture, which involves fast +moving and a knowledge of where to strike the enemy vessel to cripple its command structure and avoid self-destruct +mechanisms. ^ ^Any units being $LINK on a ship are also captured. @@ -1811,7 +2065,8 @@ Ship equipped with this ability can capture an enemy ship 50% of the time, if th #;Algorithmic Enhancement #ABILDESC28 -Enhanced Probes can also infiltrate bases and units regardless of social engineering choices or $LINK Secret Project, although they still have a high probability of failure. +Enhanced Probes can also infiltrate bases and units regardless of social engineering choices or $LINK Secret Project, although they still have a high probability of failure. ^ ^$LINK grants the equivalent to all of a faction’s probes. @@ -1898,7 +2153,8 @@ A unit #;Psi Defense #ARMORDESC9 -{Psi Defense} armor confers the same defensive ability possessed by native units such as $LINK. A unit equipped with Psi Defense engages in $LINK when attacked. +{Psi Defense} armor confers the same defensive ability possessed by native units such as $LINK. A unit +equipped with Psi Defense engages in $LINK when attacked. ^ ^ Type: Pattern refraction ^ Resistance: Proportional to distance @@ -1907,23 +2163,32 @@ A unit #;Pulse 3 Armor #ARMORDESC10 -{Pulse 3 armor} is a combined-defense system that gives the benefit of $LINK and sends out continuous streams of random ECM “white noise” to foul communications of mobile units which confers a 25% defense bonus against $LINK and $LINK. +{Pulse 3 armor} is a combined-defense system that gives the benefit of $LINK and sends out +continuous streams of random ECM “white noise” to foul communications of mobile units which confers a 25% defense bonus +against $LINK and $LINK. #;Resonance 3 Armor #ARMORDESC11 -{Resonance 3 armor} combines the physical protection of $LINK with $LINK $LINK technology that confers a +25% defense bonus when attacked by units which employ $LINK, such as $LINK. +{Resonance 3 armor} combines the physical protection of $LINK with $LINK +$LINK technology that confers a +25% defense bonus when attacked by units which employ $LINK, +such as $LINK. #;Pulse 8 Armor #ARMORDESC12 -{Pulse 8 armor} is a combined-defense system that gives the benefit of $LINK and sends out continuous streams of random ECM “white noise” to foul communications of mobile units which confers a 25% defense bonus against $LINK and $LINK. +{Pulse 8 armor} is a combined-defense system that gives the benefit of $LINK and sends out +continuous streams of random ECM “white noise” to foul communications of mobile units which confers a 25% defense bonus +against $LINK and $LINK. #;Resonance 8 Armor #ARMORDESC13 -{Resonance 8 armor} combines the physical protection of $LINK with $LINK $LINK technology that confers a +25% defense bonus when attacked by units which employ $LINK, such as $LINK. +{Resonance 8 armor} combines the physical protection of $LINK with $LINK +$LINK technology that confers a +25% defense bonus when attacked by units which employ $LINK, +such as $LINK. #;Fission Plant #REACTORDESC1 -A unit’s {reactor} determines its {power}, the amount of $LINK the unit can absorb in combat before it is eliminated. More advanced reactor technology also tends to make complex units cheaper to build. +A unit’s {reactor} determines its {power}, the amount of $LINK the unit can absorb in combat before it is +eliminated. More advanced reactor technology also tends to make complex units cheaper to build. ^ ^ Rating: 32655 kW ^ Throughput: 29377 kW @@ -1933,7 +2198,8 @@ A unit #;Fusion Reactor #REACTORDESC2 -A unit’s {reactor} determines its {power}, the amount of $LINK the unit can absorb in combat before it is eliminated. More advanced reactor technology also tends to make complex units cheaper to build. +A unit’s {reactor} determines its {power}, the amount of $LINK the unit can absorb in combat before it is +eliminated. More advanced reactor technology also tends to make complex units cheaper to build. ^ ^ Rating: 68003 kW ^ Throughput: 62821 kW @@ -1943,7 +2209,8 @@ A unit #;Quantum Chamber #REACTORDESC3 -A unit’s {reactor} determines its {power}, the amount of $LINK the unit can absorb in combat before it is eliminated. More advanced reactor technology also tends to make complex units cheaper to build. +A unit’s {reactor} determines its {power}, the amount of $LINK the unit can absorb in combat before it is +eliminated. More advanced reactor technology also tends to make complex units cheaper to build. ^ ^ Rating: 147893 kW ^ Throughput: 141977 kW @@ -1953,7 +2220,8 @@ A unit #;Singularity Engine #REACTORDESC4 -A unit’s {reactor} determines its {power}, the amount of $LINK the unit can absorb in combat before it is eliminated. More advanced reactor technology also tends to make complex units cheaper to build. +A unit’s {reactor} determines its {power}, the amount of $LINK the unit can absorb in combat before it is +eliminated. More advanced reactor technology also tends to make complex units cheaper to build. ^ ^ Rating: >4000000 kW ^ Throughput: Var