; ; Help ; #HELPCATS Concepts Reactors Weapons Armor Chassis Facilities Social Abilities Tech Vehicles Projects Factions Citizens Terraform #HELPTECHS #xs 600 #caption Select Technology #HELPTECH #xs 440 #caption Technology: $STR0 ^$STR0 ^ #TECHHECK ^Formers can improve fungus squares. ^Fungus movement restrictions eased. ^Roads can be built in fungus squares. ^Units can be designed with two special abilities. ^Nutrient limits lifted; can produce 3+ nutrients per square. ^Mineral limits lifted; can produce 3+ minerals per square. ^Energy limits lifted; can produce 3+ energy per square. ^Secrets: First faction to discover gains free tech. ^Increases Probe Team base morale. ^Increases COMMERCE income from Treaties and Pacts. ^Entire planetary map is revealed. ^Genetic Warfare atrocity can be committed by probes. ^Increases ENERGY production in fungus squares. ^Increases MINERALS production in fungus squares. ^Increases NUTRIENT production in fungus squares. ^Units with drop pods may make orbital insertions. ^+1 Mineral bonus for all Mining Platforms ^Economic Victory allowed ^Diplomatic Victory allowed ^Formers can execute the "$TERRAFORM0" order. #CITIZENHECK ^Commerce bonus for base. ^Production bonus for base. ^Psi defense bonus for base. ^Morale bonus for base. ^Unit support bonus for base. ^Efficiency bonus for base. ^Aliens bonus for base. #HELPWEAPONS #xs 440 #caption Select Weapon Type #HELPWEAPON #xs 440 #caption Weapon: $STR0 ^ ^FIREPOWER: $NUM0 ^COST: $NUM1 ^ ^PREREQUISITE: $LINK<$STR2=$NUM2> #HELPWEAPON2 #xs 440 #caption Weapon: $STR0 ^ ^FIREPOWER: $NUM0 ^ ^PREREQUISITE: $LINK<$STR2=$NUM2> #HELPDEFENSES #xs 440 #caption Select Defense Type #HELPDEFENSE #xs 440 #caption Defense: $STR0 ^ ^STRENGTH: $NUM0 ^ ^PREREQUISITE: $LINK<$STR2=$NUM2> #HELPDEFENSE2 #xs 440 #caption Defense: $STR0 ^ ^STRENGTH: $STR1 ^ ^PREREQUISITE: $LINK<$STR2=$NUM2> #HELPREACTOR #xs 440 #caption Defense: $STR0 ^ ^POWER: $NUM0 ^PREREQUISITE: $LINK<$STR1=$NUM1> #HELPCHASSIS2 #xs 440 #caption Select Chassis Type #HELPCHASSIS #xs 440 #caption Chassis: $STR0 ^ ^MOVEMENT RATE: $STR1 $NUM0 ^ ^PREREQUISITE: $LINK<$STR2=$NUM3> #HELPCROPS #xs 440 #caption List of Crop Types #HELPFACS #xs 440 #caption Select Facility Type #HELPFAC #xs 440 #caption Base Facility: $STR0 ^ ^COST: $NUM0 ^MAINTENANCE: $NUM1 ^ ^PREREQUISITE: $LINK<$STR1=$NUM2> #HELPFACFREE #xs 440 #caption Base Facility: $STR0 ^ ^COST: $NUM0 ^MAINTENANCE: $NUM1 ^ ^PREQ: $LINK<$STR1=$NUM2> ^FREE TO NEW BASES: $LINK<$STR2=$NUM3> ^ #HELPPROJS #xs 440 #caption Select Secret Project #HELPPROJ #xs 440 #caption Secret Project: $STR0 ^ ^COST: $NUM0 ^ ^PREQ: $LINK<$STR1=$NUM2> ^ #HELPUNIT #xs 440 #caption Unit Type: $STR0 ^ATTACK: {$STR2} ^DEFENSE: {$STR3} ^MOVES: {$NUM1} ^COST: {$NUM0} ^ ^PREREQUISITE: $LINK<$STR1=$NUM2> #HELPUNITS #xs 400 #caption Select Unit Type #HELPABILS #xs 400 #caption Select Special Ability #HELPABIL #xs 440 #caption Special Unit Ability: $STR0 ^ ^ABILITY: $STR2 ^COST: $STR3 ^ ^PREQ: $LINK<$STR1=$NUM0> #HELPTERRAFORM #xs 440 #caption Terraforming: $STR0 ^ ^TURNS TO COMPLETE: $NUM1 $STR2 ^ ^PREREQUISITE: $LINK<$STR1=$NUM0> #; Headquarters #HELPFAC1 {Headquarters} are the central government and administration of a faction and provide essential coordination among bases. Inefficiency results from increasing distance from a Headquarters, so it’s usually good to maintain the Headquarters near the center of a faction’s territory. Produces +1 $LINK output on base square. ^ ^No $LINK at this base. ^ ^Enemy $$LINK cannot attempt mind control here. #; Children’s Crèche #HELPFAC2 Base receives +2 to $LINK rating and +1 to $LINK rating. ^ ^Reduces a base’s vulnerability to enemy $LINK. ^ ^All units are determined to protect {Children’s Crèches}. If the social engineering $LINK settings for a faction are “0” or less, they will be 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. #; Recycling Tanks #HELPFAC3 Produces +1 $LINK, $LINK, and $LINK output on base square. #; 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. #; 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. ^ ^Can only be constructed in a base which already has a $LINK. #; Recreation Commons #HELPFAC6 Reduces number of $LINK in base by two. #; Energy Bank #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. #; 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). #; Biology Lab #HELPFAC9 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. #; 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). ^ ^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 Reduces number of $LINK by two, and increases $LINK output of base by 50%. ^ ^Can only be constructed in a base which already has a $LINK. #; Paradise Garden #HELPFAC12 Two extra $LINK at this base. #; Tree Farm #HELPFAC13 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.) ^ ^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.). ^ ^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%. #; 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%. ^ ^Can only be constructed in a base which already has a $LINK. #; Research Hospital #HELPFAC17 Increases $LINK at base by 25% and $LINK by 50%. Reduces the number of $LINK by one. ^ ^Reduces population loss caused by $LINK and prevents other, natural, $LINK. #; Nanohospital #HELPFAC18 Increases $LINK at base by 25% and $LINK by 50%. Reduces the number of $LINK by one. ^ ^Reduces population loss caused by $LINK and prevents other, natural, $LINK. ^ ^Can only be constructed in a base which already has a $LINK. #; Robotic Assembly Plant #HELPFAC19 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. ^ ^Can only be constructed in a base which already has a $LINK or a $LINK. #; Quantum Converter #HELPFAC21 Increases $LINK output at base by 50%. ^ ^Can only be constructed in a base which already has a $LINK. #; 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. #; Punishment Sphere #HELPFAC23 Eliminates both $LINK and $LINK at this base, and decreases vulnerability to enemy $LINK but reduces $LINK output by half. #; Hab Complex #HELPFAC24 Increases maximum population of a base by seven. #; Habitation Dome #HELPFAC25 Increases population limit to 127. Can only be constructed in a base which already has a $LINK. #; Pressure Dome #HELPFAC26 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. #; 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. #; Aerospace Complex #HELPFAC29 Repairs damaged air units quickly. Air units built here receive two $LINK 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. #; Bioenhancement Center #HELPFAC30 All military units built here receive two $LINK upgrades. Any $LINK bred at this base gain a +1 lifecycle bonus. #; Centauri Preserve #HELPFAC31 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. #; Temple of Planet #HELPFAC32 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. ^ ^Can only be constructed in a base which already has a $LINK. #; Psi Gate #HELPFAC33 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. $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. ^ ^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. #; 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. #; 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 #; 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. ^ ^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. ^ ^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. #; 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. ^ ^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. ^ ^{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. #; 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. ^ ^{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. #; 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. ^ ^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. #; 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. ^ ^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. #; 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. #; 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). #; The Human Genome Project #HELPPROJ0 One extra $LINK at every base. Protects all of your bases against the $LINK. #; The Command Nexus #HELPPROJ1 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. #; The Merchant Exchange #HELPPROJ3 +1 $LINK in every square at this base except $LINK squares. #; The Empath Guild #HELPPROJ4 Allows contact with, and an infiltrator in, every faction. +50% votes in elections for $LINK and $LINK. #; The Citizens’ Defense Force #HELPPROJ5 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%. #; The Planetary Transit System #HELPPROJ7 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. #; 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. ^ ^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 +50% to $LINK. #; The Maritime Control Center #HELPPROJ10 Increases the movement rate of all sea units by two (including $LINK and $LINK). ^ ^Counts as a $LINK at every base. #; The Planetary Datalinks #HELPPROJ11 Automatically discover any technology discovered by at least three other factions. #; The Supercollider #HELPPROJ12 $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). #; 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. ^ ^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. #; 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. #; The Cyborg Factory #HELPPROJ17 Counts as a $LINK at every base. #; The Theory of Everything #HELPPROJ18 $LINK output doubled at this base. #; The Dream Twister #HELPPROJ19 +50% to $LINK. #; The Universal Translator #HELPPROJ20 Two free tech advances on completion. Any number of $LINK can be linked at this base. #; 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. ^ ^Eliminates the negative effects of $LINK. #; The Nano Factory #HELPPROJ22 Units can be repaired quickly and completely even when not in base squares. ^ ^The cost to $LINK is reduced by 50%. #; The Living Refinery #HELPPROJ23 Decreases minerals required to support military units: +2 $LINK on the Social Engineering table. #; 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. ^ ^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. #; The Self-Aware Colony #HELPPROJ25 $LINK maintenance cost for facilities halved at all bases. ^ ^For the purposes of $LINK, counts as though every base has one additional combat unit. #; Clinical Immortality #HELPPROJ26 One extra $LINK at every base. ^ ^Doubles votes in elections for $LINK and $LINK. ^ ^Protects all bases against the $LINK. #; 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. ^ ^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. #; The Singularity Inductor #HELPPROJ28 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). #; The Telepathic Matrix #HELPPROJ30 $LINK [never riot] at all bases. ^ ^All $LINK receive a +2 $LINK modifier. #; The Voice of Planet #HELPPROJ31 Begins the $LINK sequence. Any faction can now begin the Ascent to Transcendence. ^ ^Any $LINK bred gain a +1 lifecycle bonus. #; The Ascent to Transcendence #HELPPROJ32 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. ^ ^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 ^ +3 Planet = +1 Nutrient, +1 Mineral, +2 Energy #; 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. ^ ^+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. ^ ^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. ^ ^Free $LINK in every base. ^ ^$LINK produces 25% higher returns. #;Politics #HELPSOC0 The {Politics} social category determines the basic political system: ^ $LINK ^ $LINK ^ $LINK ^ $LINK #;Frontier #HELPSOC00 {Frontier} politics represent the informal governing arrangements made in early colonies, before populations reach levels requiring more advanced forms of government. ^ ^Prerequisite: {None} #;Police State #HELPSOC01 {Police States} use oppression to keep their citizens in line, and allow their leaders great power over military decisions. But oppression of this type also decreases economic efficiency. ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Democratic #HELPSOC02 {Democracies} allow citizens to participate in government, and forgo oppression and the stability it confers in favor of growth and efficiency. But citizens remain suspicious of large military deployments, and civilian oversight creates large military bureaucracies, so military support costs increase. ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Fundamentalist #HELPSOC03 {Fundamentalist} politics unite a society behind a strong, dogmatic religion. Evangelizing the populace can create loyal, even fanatical military forces, and tends to immunize citizens against (other forms of) brainwashing, but technological research tends to suffer under the continual assaults on intellectual integrity associated with such regimes. ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Economics #HELPSOC1 The {Economics} social category controls the way an economy is managed: ^ $LINK ^ $LINK ^ $LINK ^ $LINK #;Simple #HELPSOC10 {Simple} Economics describes the informal, ad hoc economy which develops in the early years of planetfall, before more organized economic systems can be put in place. ^ ^Prerequisite: {None} #;Free Market #HELPSOC11 {Free Market} economics turns market forces loose in your society. Unfettered market economics can produce great wealth quickly, but in the context of Planet’s fragile emerging economies can also lead to extremes of pollution and ecological damage. Also, citizens rendered suddenly poor by the actions unscrupulous moguls may revolt against their energy- fattened masters. ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Planned #HELPSOC12 A semi-market economy kept in check by fierce governmental regulation, {Planned} economics promotes stable industrial and population growth, but sacrifices efficiency. ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Green #HELPSOC13 {Green} economics strives to integrate sentient progress with the needs of the biosphere. Green economies use resources efficiently and tend to avoid the excesses of industrial development which could provoke Planet’s $LINK, but population growth necessarily suffers for lack of space. ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;VALUES #HELPSOC2 The {Values} social category sets major priorities for a society: ^ $LINK ^ $LINK ^ $LINK ^ $LINK #;Survival #HELPSOC20 {Survival} is of course the all-encompassing first priority of early human or $LINK colonies. ^ ^Prerequisite: {None} #;Power #HELPSOC21 Leaders seeking {Power} build strong, well-paid military forces to enforce their will. But Economic and industrial infrastructure may suffer from bloated [defense] budgets (these negative effects are eliminated by control of $LINK). ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Knowledge #HELPSOC22 Leaders seeking {Knowledge} and intellectual enlightenment will pour resources into research and education. They will also tend to promote the free exchange of information, which increases efficiency but also carries greater security risks. ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Wealth #HELPSOC23 Leaders seeking {Wealth} will concentrate on building economic and industrial infrastructure rapidly. They achieve rapid growth and development, with possible side effects being decadence and moral decay. ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Future Society #HELPSOC3 Future Societies show speculatively how society may evolve in the far future: ^ $LINK ^ $LINK ^ $LINK ^ $LINK #;None #HELPSOC30 {None}, or no Future Society, simply means that a society has not yet evolved to a far future society. ^ ^Prerequisite: {None} #;Cybernetic #HELPSOC31 In the far future, citizens may turn many of the tasks of governing society over to artificially intelligent computers, increasing efficiency and freeing individuals for more creative tasks. But will workers displaced by computers sink into despair, poverty, and possible unrest? (These negative effects are eliminated by control of $LINK.) ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Eudiamonic #HELPSOC32 Perhaps the most pleasant to contemplate living in, this far future society takes its name from an ancient Greek word for fulfillment and happiness. {Eudaimonic} society encourages each citizen to achieve happiness through striving to fulfill completely his or her potential. Population, Economy, and Industry all experience healthy growth. Violence fades as society grows more tolerant and just, and even when this society’s hand is forced it often shoots to subdue rather than to destroy. ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Thought Control #HELPSOC33 The ultimate in “Big Brother” methods, {Thought Control} effuses subtle neurochemical triggers into the atmosphere to render its population obedient, loyal, and resistant to outside ideas. But significant resources are required to maintain this level of control (these negative effects are eliminated by control of $LINK). ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Economy #HELPEFFECT0 {Economy} represents the raw strength of a society’s economy: ^ -3 = -2 $LINK each base ^ -2 = -1 energy each base ^ -1 = -1 energy at $LINK ^ 0 = Standard energy rates ^ +1 = +1 energy each base ^ +2 = +1 energy each square! ^ +3 = +1 energy/sq; +2 energy/base +1 $LINK rating!! ^ +4 = +1 energy/sq; +4 energy/base; +2 commerce!!! ^ +5 = +1 energy/sq; +4 energy/base; +3 commerce ^ +6 = +1 energy/sq; +4 energy/base; +3 commerce #;Efficiency #HELPEFFECT1 {Efficiency} determines how much energy a society loses to inefficiency: ^ -4 = [Economic Paralysis] ^ -3 = Murderous inefficiency ^ -2 = Appalling inefficiency ^ -1 = Gross inefficiency ^ 0 = High inefficiency ^ +1 = Reasonable efficiency ^ +2 = Commendable efficiency ^ +3 = Exemplary efficiency! ^ +4 = [Paradigm Economy!!] #;Support #HELPEFFECT2 {Support} affects the $LINK support costs of units: ^ -4 = Each unit costs 2 to support; no free $LINK for new base ^ -3 = Each unit costs 1 to support; no free minerals for new base ^ -2 = Support 1 unit free per base; no free minerals for new base ^ -1 = Support 1 unit free per base ^ 0 = Support 2 units free per base ^ +1 = Support 3 units free per base ^ +2 = Support 4 units free per base! ^ +3 = Support 4 units [or] up to base size for free!! #;Morale #HELPEFFECT4 {Morale} affects the training and determination of combat units, a higher score here translates directly into $LINK upgrades for newly built units: ^ -4 = -3 Morale; + modifiers halved ^ -3 = -2 Morale; + modifiers halved ^ -2 = -1 Morale; + modifiers halved ^ -1 = -1 Morale ^ 0 = Normal Morale ^ +1 = +1 Morale ^ +2 = +1 Morale (+2 on defense when in base) ^ +3 = +2 Morale! (+3 on defense when in base) ^ +4 = +3 Morale!! #;Police #HELPEFFECT5 {Police} represents a society’s tolerance for police control and restrictions on personal freedom. A high score allows combat units to be used as police to pacify unhappy $LINK. A low score will cause increasing unhappiness when combat units are away from home (non-$LINK air combat units have the same effect as units away from home): ^ -5 = Two extra drones for each military unit away from territory ^ -4 = Extra drone for each military unit away from territory ^ -3 = Extra drone for each military unit away from territory after first ^ -2 = Cannot use military units as police. No $LINK ^ -1 = One police unit allowed. No nerve stapling. ^ 0 = Can use one military unit as police ^ +1 = Can use up to two military units as police ^ +2 = Can use up to three military units as police! ^ +3 = Three units as police. [Police effect doubled!!] #;Growth #HELPEFFECT6 {Growth} affects population growth rate. The higher the score, the fewer $LINK bases need in order to grow: ^ -3 = [Near-zero population growth] ^ -2 = -20% growth rate ^ -1 = -10% growth rate ^ 0 = Normal growth rate ^ +1 = +10% growth rate ^ +2 = +20% growth rate ^ +3 = +30% growth rate ^ +4 = +40% growth rate ^ +5 = +50% growth rate! ^ +6 = [Population Boom!!] #;Planet #HELPEFFECT7 {Planet} represents a society’s sensitivity to Planet’s $LINK. A low score indicates that ecological damage will occur more quickly: ^ -3 = Wanton ecological disruption; -3 $LINK production ^ -2 = Rampant ecological disruption; -2 Fungus production ^ -1 = Increased ecological disruption; -1 Fungus production ^ 0 = Normal ecological tension ^ +1 = Ecological safeguards!; Can capture $LINK ^ +2 = Ecological harmony!; Increased chance of native life form capture! ^ +3 = Ecological wisdom!!; [Maximum] chance of native life form capture!! #;Probe #HELPEFFECT8 {Probe} affects defense against enemy $LINK action: ^ -2 = -50% cost of enemy probe actions; enemy success rate increased ^ -1 = -25% cost of enemy probe actions; enemy success rate increased ^ 0 = Normal security measures ^ +1 = +1 probe morale; +50% cost of enemy probe actions ^ +2 = +2 probe morale; [Doubles] cost of enemy probe actions! ^ +3 = +3 probe morale; [immune] to all $LINK actions, unless the unit is equipped with the $LINK special ability #;Industry #HELPEFFECT9 {Industry} represents manufacturing strength. A high score reduces the number of $LINK required to build units and facilities: ^ -3 = Mineral costs increased by 30% ^ -2 = Mineral costs increased by 20% ^ -1 = Mineral costs increased by 10% ^ 0 = Normal production rate ^ +1 = Mineral costs decreased by 10% ^ +2 = Mineral costs decreased by 20% ^ +3 = Mineral costs decreased by 30%! ^ +4 = Mineral costs decreased by 40%!! ^ +5 = Mineral costs decreased by 50%!!! #;Research #HELPEFFECT10 {Research} affects the rate of technological progress: ^ -5 = $LINK research slowed by 50% ^ -4 = Labs research slowed by 40% ^ -3 = Labs research slowed by 30% ^ -2 = Labs research slowed by 20% ^ -1 = Labs research slowed by 10% ^ 0 = Normal research rate ^ +1 = Labs research speeded by 10% ^ +2 = Labs research speeded by 20% ^ +3 = Labs research speeded by 30% ^ +4 = Labs research speeded by 40% ^ +5 = Labs research speeded by 50% #;Farm #HELPTERRALAND0 A {farm} increases the $LINK production of a square by +1. ^ ^Farms cannot be built in $LINK squares. #;Soil Enricher #HELPTERRALAND1 A {Soil Enricher} increases the $LINK of a square by one. ^ ^Soil Enrichers can be built only in squares which already contain a $LINK. #;Mine #HELPTERRALAND2 A {Mine} increases the $LINK output of a square: ^ • Flat, +1 ^ • Rolling squares, +1 ^ • Rocky squares, +2 (+3 if road) ^ • Minerals Resource, +1 ^ • $LINK, +2 (+4 if road) ^ • Crater, +1 (+2 if road) ^ ^A mine reduces the nutrient output of a square by one, but never below one. #;Solar Collector #HELPTERRALAND3 A {solar collector} produces $LINK. The amount of energy produced depends on the $LINK of the square and can be increased by the adjacent construction of an $LINK. ^ ^Solar collectors require eight turns to construct in rocky squares. #;Forest #HELPTERRALAND4 {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. #;Road #HELPTERRALAND5 {Roads} speed land unit movement. Land units moving along a road can move three times faster than normal. ^ ^Roads also increase $LINK production in $LINK. ^ ^Terraform variation on construction time (modifiers are additive): ^ +1 Rolling ^ +2 Rocky ^ +1 $LINK ^ +2 $LINK¹, $LINK ^¹Requires $LINK to be constructed on $LINK. #;Mag Tube #HELPTERRALAND6 {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 ^ +2 Rocky ^ +1 $LINK ^ +2 $LINK¹, $LINK ^¹Requires $LINK to be constructed on $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. ^ ^Requires $LINK to be constructed on $LINK. #;AIRBASE #HELPTERRALAND8 A $LINK can construct an {Airbase} which allows air units to land and refuel. ^ ^Requires $LINK to construct on $LINK. #;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. ^ ^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.

#;Plant Fungus #HELPTERRALAND11 $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. #;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. ^ ^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. ^ ^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. ^ ^Boreholes cannot be built adjacent to other boreholes, nor on $LINK squares. ^ ^Rivers passing through the same square will flow into the borehole and back underground. ^ ^Boreholes have a significant negative $LINK. #;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. #;Raise Land {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. #;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. #;Kelp Farm #HELPTERRASEA0 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. ^ ^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 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. ^ ^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. ^ ^For a faction that controls $LINK, the time taken to exterminate fungus is halved. #HELPTERRASEA11 $LINK can {plant sea $LINK} which destroys existing enhancements. ^ ^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. #HELPTERRASEA16 {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. #;Colony Pod #UNITDESC0 A {Colony Pod} represents the manpower and resources necessary to build a new {base}. #;Formers #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. ^ ^Unlike some other units, if a former has at least one movement, it will always enter a $LINK square. #;Scout Patrol #UNITDESC2 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. #;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. #;Supply Crawler #UNITDESC5 A {Supply Crawler} is a basic $LINK unit. #;Probe Team #UNITDESC6 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. ^ ^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. ^ ^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. ^ ^___ ^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. ^ ^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. #;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. ^ ^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. ^ ^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. #;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. #;Unity Foil #UNITDESC13 These small, prefab $LINK were stored aboard the U.N.S. Unity, ready for use exploring Planet’s seas. #;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. ^ ^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 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. #;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. ^ ^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. ^ ^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. ^ ^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. ^ ^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. #;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. ^ ^ Speed: 8 km/h ^ Modality: Manual/Tracked ^ Dimensions: N/A ^ Modifiers: +25% vs. base #;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. ^ ^ Speed: 102 km/h ^ Modality: Wheeled ^ Dimensions: 7.7 × 3.6 × 2.9 m #;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. ^ ^ Speed: 227 km/h ^ Modality: Aircushion ^ Dimensions: 6.9 × 3 × 3 m ^ Modifiers: +25% in open #;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. ^ ^ Speed: 62 km/h ^ Modality: Airfoil ^ Dimensions: 162 × 24.25 × 17.5 m ^ Modifiers: None #;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. ^ ^ Speed: 115 km/h ^ Modality: Naval Keel ^ Dimensions: 200 × 50.5 × 20 m #;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. ^ ^ Domain: Air ^ Speed: 766 km/h ^ Modality: Fixed-wing aircraft ^ Dimensions: 18.6 × 12.5 × 4.4 m ^ Modifiers: Require refuel every two turns #;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. ^ ^ Speed: 523 km/h ^ Modality: Rotary ^ Dimensions: 15.5 × 6 × 4 m ^ Modifiers: Range unaffected by fuel #;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. ^ ^ Domain: Air ^ Speed: 1021 km/h ^ Modality: Gravitron booster ^ Dimensions: 22 × 8 × 6 m ^ Modifiers: Range unaffected by fuel #;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. ^ ^ Domain: Air ^ Speed: 232.5 km/h ^ Modality: Assisted airflow ^ Dimensions: 15.5 × .5 × .5 m ^ Modifiers: Destroyed on impact #;Hand Weapons #WEAPONDESC0 A unit’s weapon strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Projectile} ^ Ammo: 7.62 mm U.N. standard ^ Muzzle velocity: 1100 mps ^ Rate of fire: Varies; max 120/min ^ Max range: 550 m ^ Target acquisition: Visual #;Laser #WEAPONDESC1 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Projectile} ^ Active medium: Diode ^ Type: Fiber-coupled ^ Pulse duration: 5 nsec ^ Wavelength: 193 nm ^ Peak power: .84 GW ^ Burn rate (1 m steel): .76 sec #;Particle Impactor #WEAPONDESC2 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Projectile} ^ Ammo: 10 mm caseless Kinetic Energy ^ Muzzle velocity: 2500 mps ^ Rate of fire: 1100/min ^ Max range: 2700 m ^ Target acquisition: Optical #;Gatling Laser #WEAPONDESC3 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Energy} ^ Active medium: Neodymium-glass ^ Type: Conductively cooled stacked array ^ Pulse duration: 2 nsec ^ Wavelength: 107 nm ^ Peak power: .96 GW ^ Burn rate (1 m steel): .52 sec #;Missile Launcher #WEAPONDESC4 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Missile} ^ Ammo: Mk. 12(t) ‘Sabre’ missile ^ Velocity: Mach 2.2 ^ Rate of fire: 6/min ^ Max range: 90 km ^ Target acquisition: IR signature #;Chaos Gun #WEAPONDESC5 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Projectile} ^ Ammo: 9 mm caseless Field Disruptor ^ Muzzle velocity: 3000 mps ^ Rate of fire: 10/min ^ Max range: 11 km ^ Target acquisition: Field Differential #;Fusion Laser #WEAPONDESC6 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Energy} ^ Active medium: Neodymium-YAG ^ Type: Actively cooled stacked array ^ Pulse duration: 15 nsec ^ Wavelength: 573 nm ^ Peak power: 2.4 GW ^ Burn rate (1 m steel): .14 sec #;Tachyon Bolt #WEAPONDESC7 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Energy} ^ Active medium: Molecular hydrogen ^ Type: Active liquid coolant ^ Pulse duration: 1 usec ^ Wavelength: 680 nm ^ Peak power: 5 GW ^ Burn rate (1 m steel): .07 sec #;Plasma Shard #WEAPONDESC8 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Missile} ^ Ammo: 15 mm Mass-energy shell ^ Muzzle velocity: Varies; max 4000 mps ^ Rate of fire: 160/min ^ Max range: 16 km ^ Target acquisition: Charged particle #;Quantum Laser #WEAPONDESC9 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Energy} ^ Active medium: Temporal field distortion ^ Type: Crystal diffusion ^ Pulse duration: N/A ^ Wavelength: .005 nm ^ Peak power: Varies ^ Burn rate (1 m steel): N/A #;Graviton Gun #WEAPONDESC10 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Projectile} ^ Ammo: 2 mm 3-stage particle-accelerated ^ Muzzle velocity: 9800 mps ^ Rate of fire: 2000/min ^ Max range: 1.4 km ^ Target acquisition: Nanoremote #;Singularity Laser #WEAPONDESC11 A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. ^ ^ Weapon Mode: {Energy} ^ Active medium: Temporal boundary ^ Type: Singularity induction ^ Pulse duration: Relative ^ Wavelength: .001 nm ^ Peak power: N/A (approach inf.) ^ Burn rate (1 m steel): Relative #;Resonance Laser #WEAPONDESC12 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 ^ ^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. ^ ^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack. #;Psi Attack #WEAPONDESC15 The {Psi Attack} weapon allows a $LINK to attack conventional units using $LINK. ^ ^ Active medium: Patterned energy ^ Type: Compelled dissociative ^ Range: Line of sight ^ Peak power: Inverse to distance ^ Target acquisition: Psi lock #;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. ^ ^ Designation: Mk. 714 Plasma bomb ^ Active kill radius: 2000 km ^ Explosive force: 296 Gt TNT ^ Target acquisition: Charged particle #;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. ^ ^This module can be added to all chassis except $LINK. ^ ^ Complement: 1000+ ^ Composition: Prefab plastic ^ Hydroponics rating: indefinite ^ Armament: Sidearms only #;Terraforming Unit #WEAPONDESC18 Units with the {Terraforming Unit} module can be used to improve and shape the terrain of Planet. ^ ^This module can be added to the $LINK, $LINK, $LINK, $LINK, $LINK, and $LINK chassis. ^ ^ Crew: 367 ^ Composition: Bonded steel/ceramic ^ Armament: Sidearms only #;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. ^ ^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. ^ ^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 ^ Hydroponics rating: ST #;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. ^ ^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. ^ ^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. ^ ^ Capacity: 2575 mt ^ Composition: reinforced plasteel ^ Armament: Sidearms only #;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. ^ ^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. ^ ^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. ^ ^ Complement: 16 ^ Counterintel suite: ShieldSafe V 6.0 ^ Armament: Cyberlinks/mind control #;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: ^ $LINK = 9 ^ $LINK = 18 ^ $LINK = 27 ^ $LINK = 36 #;Tectonic Payload #WEAPONDESC24 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. ^ ^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. ^ ^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. #;Super Former #ABILDESC0 {SmartSettler V2.0 software upgrade} ^ ^Can be used only with $LINK. #;Deep Radar #ABILDESC1 {Mk. 45 Sensor array upgrade} #;Cloaking Device #ABILDESC2 {Type IV Refraction/diffusion shield} ^ ^A {Cloaking Device} allows a unit to avoid detection by enemy units unless they actually attempt to enter the same square. #;Amphibious Pods #ABILDESC3 {Hoverpod LCs} ^ ^Units with {Amphibious Pods} may also move and attack across the channels between sea bases and continents. #;Drop Pods #ABILDESC4 {Aircushion LCs} ^ ^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. ^ ^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. ^ ^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. ^ ^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. #;Carrier Deck #ABILDESC7 {Bonded alloy flight deck} ^ ^A {Carrier Deck} allows a sea-going transport to carry and refuel air units. #;AAA Tracking #ABILDESC8 {Mk. 190 FUBR fire control system} #;Comm Jammer #ABILDESC9 {Type IX ECTS EMP pulse generator} ^ ^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. #;Antigrav Struts #ABILDESC10 {Gravitron repulsor pylons} ^ ^Allows all ground units to, like $LINK, avoid movement penalties for difficult terrain. #;Empath Song #ABILDESC11 {Psi lock software upgrade} #;Polymorphic Encryption #ABILDESC12 #;Fungicide Tanks #ABILDESC13 {Boron defoliant system} ^ ^Only available for $LINK units. #;High Moral #ABILDESC14 {Advanced Warfare Training} #;Heavy Artillery #ABILDESC15 {Reactor chamber upgrade} ^ ^An artillery unit is only able to attack by Long Range Fire. Only available for land units. #;Clean Reactor #ABILDESC16 {Reactor emission containment system} #;Blink Displacer #ABILDESC17 {Temporal distortion field} #;Hypnotic Trance #ABILDESC18 {Psychic amplification module} ^ ^Free to add to $LINK. #;Nerve Gas Pods #ABILDESC20 {Mk. 1 VX delivery system} ^ ^Can only be used against non-$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. #;Repair Bay #ABILDESC21 {Modified Supply Transport module} ^ ^Can only be used with $LINK. #ABILDESC22 {Stunjack cannon & training for police} #;Soporific Gas Pods #ABILDESC24 Employs a combination of standard sleep-inducing gas and a soothing wave-form/broad band resonance. ^ ^Ineffective against $LINK. #;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. #;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. ^ ^Any units being $LINK on a ship are also captured. #;Fuel Nanocells #ABILDESC27 #;Algorithmic Enhancement #ABILDESC28 Enhanced Probes can also infiltrate bases and units regardless of social engineering choices or $LINK Secret Project, although they still have a high probability of failure. ^ ^$LINK grants the equivalent to all of a faction’s probes. #;No Armor #ARMORDESC0 A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ Type: N/A ^ Tensile strength: N/A ^ Density: N/A ^ Thickness: N/A #;Synthmetal Armor #ARMORDESC1 A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ Type: Chobham (modified) ^ Tensile strength: Base ^ Density: 2.3 kg/l ^ Thickness: 250 mm #;Plasma Steel Armor #ARMORDESC2 A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ Type: Mass-energy composite ^ Tensile strength: 5 × base ^ Density: 2.5 kg/l ^ Thickness: 520 mm #;Silksteel Armor #ARMORDESC3 A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ Type: Bonded ^ Tensile strength: 23 × base ^ Density: 2.5 kg/l ^ Thickness: 520 mm #;Photon Wall #ARMORDESC4 A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ Type: Refractive field ^ Tensile strength: 46 × base ^ Density: N/A ^ Thickness: 2 m #;Probability Sheath #ARMORDESC5 A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ Type: Phase adjustment ^ Tensile strength: 97 × base ^ Density: N/A ^ Thickness: N/A #;Neutronium Armor #ARMORDESC6 A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ Type: Kinetic diffusion ^ Tensile strength: 198 × base ^ Density: 4 kg/l ^ Thickness: 755 mm #;Antimatter Plate #ARMORDESC7 A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ Type: Reactive ^ Tensile strength: 560 × base ^ Density -4 kg/l ^ Thickness: Var. #;Stasis Generator #ARMORDESC8 A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense. ^ ^ Type: Temporal field distortion ^ Tensile strength: N/A ^ Density: N/A ^ Thickness: N/A #;Psi Defense #ARMORDESC9 {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 ^ Density: N/A ^ Thickness: N/A #;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. #;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. #;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. #;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. #;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. ^ ^ Rating: 32655 kW ^ Throughput: 29377 kW ^ Efficiency: 89.99% ^ Discharge: 52 r ^ Fuel source: U-235 #;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. ^ ^ Rating: 68003 kW ^ Throughput: 62821 kW ^ Efficiency: 92.38% ^ Discharge: 67 r ^ Fuel source: Ionized deuterium #;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. ^ ^ Rating: 147893 kW ^ Throughput: 141977 kW ^ Efficiency: 96.01% ^ Discharge: 21 r ^ Fuel source: Deuterium-tritium mix #;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. ^ ^ Rating: >4000000 kW ^ Throughput: Var ^ Efficiency: Var ^ Discharge: N/A ^ Fuel source: Vizorium-5 # ; This line must remain at end of file