898 lines
40 KiB
Plaintext
898 lines
40 KiB
Plaintext
;
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; Sid Meier’s ALPHA CENTAURI
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;
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; BASIC CONCEPTS HELP
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;
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; Copyright © 1997, 1998 by Firaxis Games, Inc.
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;
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; ALPHA CENTAURI explains various game concepts with this file
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; Feel free, at your own risk, to experiment with editing
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; this file. We recommend you make a backup copy of the original.
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;
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#TITLES
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Rainfall
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Rockiness
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Altitude
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Pact of Brotherhood
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Treaty of Friendship
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Blood Truce
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Vendetta
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Integrity
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Atrocities
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Drone Riots
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Golden Age
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Morale
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Monoliths
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Artifacts
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Fungus/Xenofungus
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Psi Combat
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Waypoints
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Patrol
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Explore (Governor)
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Discover (Governor)
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Build (Governor)
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Conquer (Governor)
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Damage and Repair
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Prototypes
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Unit Cost (Basic)
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Inefficiency (Basic)
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Ecology (Basic)
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Planetary Council
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Planetary Governor
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Commerce (Basic)
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Victory and Defeat
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Territory/Borders
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Might
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Disengage
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Zone of Control
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Bombardment
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Drones
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Talents
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Psych
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Landmarks, Volcanos, etc.
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Council Proposals
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Nutrients
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Minerals
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Energy
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Economy
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Labs
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Energy Reserves
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#ADVTITLES
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Unit Cost (Advanced)
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Inefficiency (Advanced)
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Ecology (Advanced)
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Commerce (Advanced)
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Scoring
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Victory (Diplomatic)
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Victory (Conquest)
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Victory (Transcendence)
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Victory (Economic)
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Victory (Scenario)
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Retirement
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Might Formula
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Drones (Advanced)
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Bureaucracy
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#CONCEPT0
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The {Rainfall} level of a region determines the amount of $LINK<Nutrients=41> which
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can be produced. A region can be arid, moderate or rainy, producing 0, 1, or 2
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nutrients respectively. A $LINK<farm=90000> increases the nutrient production by 1.
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^
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In addition to coastal and tropical regions, the western (upwind) slopes of mountain ranges
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tend to be quite rainy, since warm moisture-laden air cools as it rises, and sheds
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its moisture as rainfall. You can take advantage of this phenomenon by raising
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hills to the east of your important bases. Conversely, areas east, or downwind of
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mountain ranges tend to be quite arid.
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^
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Ocean squares produce 1 nutrient unless you cultivate a $LINK<kelp farm=90020>,
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in which case they produce 3.
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^
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Special {Nutrient Resource} squares produce two extra nutrients, and
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$LINK<Monsoon Jungle=39> squares produce a single extra nutrient.
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#CONCEPT1
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The {Rockiness} of an area determines that region’s $LINK<Mineral=42> production potential.
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Regions can be flat, rolling, or rocky. {Flat} regions produce no minerals unless
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a $LINK<mine=90002> is build there, in which case they can produce one. {Rolling} regions
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produce a single mineral, which can be increased to two with a mine. Unimproved {Rocky}
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regions also produce 1, but can produce 4 with a mine and road.
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^
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Rocky areas inhibit movement, costing twice the normal number of moves to enter. They
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also provide a modest defensive benefit in combat.
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^
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Ocean squares produce minerals only if you build a $LINK<mining platform=90022>, in which
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case they produce 2.
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^
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Special {Mineral Resource} squares produce two additional minerals per turn, and
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can be increased to three extra with a mine. $LINK<Crater=39> squares also produce one extra
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mineral.
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#CONCEPT2
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The {Altitude} of a region affects the amount of $LINK<Energy=43> which can be collected
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there. To collect this energy, you must build a $LINK<Solar Collector=90003>. Areas below
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1000m above sea level produce 1 unit of energy. From 1000m to 2000m, areas
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produce 2 energy; 2000m-3000m areas produce 3 energy, and areas more than 3000m
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above sea level produce 4 energy.
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^
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Ocean squares do not produce energy unless you build a $LINK<tidal harness=90023>, in which
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case they produce 3.
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^
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Special {Energy Resource} squares produce two additional units of energy per turn. Squares
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in the $LINK<Uranium Flats=39> and $LINK<Geothermal Shallows=39> produce one additional unit.
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#CONCEPT3
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A {Pact of Brotherhood} (or {Pact of Sisterhood}) is the closest form of diplomatic
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relationship you can form with another faction. Pact Brothers may enter each other’s
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territory freely, may stack with each other’s units, and may enter each other’s
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bases (and receive repairs there).
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^
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Pact Brothers are expected to defend one another from enemy attack. They receive
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{double} $LINK<commerce=29> between their bases, and are often willing to share technological
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research.
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^
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A Pact can be terminated at any time (the right-click menu on the {Commlink} menu
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is one way to do it), but at the moment of termination all of your units will
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automatically be shipped home from your former Pact Brother’s territory, and vice
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versa.
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#CONCEPT4
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A {Treaty of Friendship} is intended to secure a permanent and lasting friendship
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between two factions. Once you have signed a Treaty, you will receive $LINK<commerce=29>
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benefits with your new friends. You may not, without diplomatic repercussions,
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enter the territory of a faction you have a Treaty with.
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^
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A Treaty of Friendship terminates only if one faction attacks another or
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refuses a valid demand for withdrawal.
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#CONCEPT5
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{Blood Truce} marks an end to Vendetta between two factions. It a promise not to
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attack one another for a limited period of time. After about 15-20 years, a Blood
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Truce will expire and the two factions will continue as Neutrals unless they again
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attack one another.
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^
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Technically, Blood Truce does not restrict you from entering another faction’s
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territory, but other faction leaders may not see things that way.
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#CONCEPT6
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{Vendetta} is a state of war between two factions. If you have pronounced Vendetta
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on a faction (or another faction has pronounced it against you), expect to be
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attacked.
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#CONCEPT7
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{Integrity} measures the current value of your word-of-honor as a faction leader.
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If you keep your promises and do not betray your friends, your integrity will remain
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high. Attacking factions you have pledged $LINK<Blood Truce=5> or signed
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$LINK<Treaties=4> with will
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rapidly lower your integrity rating, and other faction leaders will no longer be
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eager to make such agreements with you.
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^
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Note that there is no dishonor in attacking a sworn enemy with whom you have not
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pledged Blood Truce; only breaking an agreement can lower your Integrity.
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#CONCEPT8
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{Atrocities} comprise a set of particularly heinous acts forbidden under the
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Unity mission’s U.N. Charter. Simple Atrocities include use of nerve gas or
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genetic warfare, nerve stapling of civilians, and attacks against civilian
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populations (e.g. intentional obliteration of a base). Use of quasi-nuclear
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devices such as Planet Busters is considered a Major Atrocity.
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^
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If you commit a Simple Atrocity, the other factions will likely impose
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commerce sanctions for ten or more years, depriving you of all trade with your
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Treaty and Pact partners. The faction against whom you committed the atrocity
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will probably remain your sworn enemy forever.
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^
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If you commit a Major Atrocity, you will be expelled from the
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$LINK<Planetary Council=27> and
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all factions will pronounce $LINK<Vendetta=6> against you.
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#CONCEPT9
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{Drone Riots} occur when the number of $LINK<Drones=36> at a base exceeds the number of
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$LINK<Talents=37>. During Riots, citizens will continue to feed themselves, but no production
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will take place and no surplus energy will be produced. To end the Drone Riots, you
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will have to restore the balance of Drones and Talents.
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^
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Drone Riots can be prevented (or ended) by one of several methods: (a) building
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{psych-related facilities} such as $LINK<Recreation Commons=100006> will reduce the number of
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Drones at a base (b) if your social engineering $LINK<POLICE=130005> rating is high enough, you
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can place military units in your base to serve as “police” and impose order
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(c) Converting some workers to {Doctors} will increase the number of Talents, balancing
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out the drones.
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(d) if your base produces enough energy, increasing your energy allocation to {Psych} will
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increase the number of
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Talents at your base (one talent for every two points of Psych produced), thereby
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restoring balance.
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#CONCEPT10
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A {Golden Age} occurs when a base has no $LINK<Drones=36>, and
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the number of $LINK<Talents=37> at least
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equals the number of regular Workers and Specialists.
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^
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A Golden Age significantly increases a base’s {growth} rate and {energy} production—
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equivalent of +1 $LINK<ECONOMY=130000> and +2 $LINK<GROWTH=130006> on the social
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engineering table.
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#CONCEPT11
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{Morale} reflects the training and experience of your military units. Morale levels
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range from Very Green to Green to Disciplined to Hardened, Veteran, Commando, and
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Elite. A unit receives a {+12.5% combat bonus} for each morale level. Morale plays
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a particularly important role in psi combat, and in combat between probe teams,
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since no weapon and armor values are considered in those cases.
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^
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New units typically begin with {Green} morale, though this may be higher or lower
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depending on your social engineering $LINK<MORALE=130004> setting. A new unit’s morale can also
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be increased if a base has a $LINK<Command Center=100027> or other related {facility}.
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^
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Alien units such as Mind Worms have {life cycles} which correspond to morale
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levels. Alien units are not affected by Command Centers and military facilities,
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but their life cycle levels can be improved by building $LINK<Biology Labs=100009> and other
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similar facilities. The {transport} capacity of an $LINK<Isle of the Deep=30009> is determined
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by its life cycle level: one unit for each level.
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^
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A unit victorious in combat will often receive a morale upgrade (the lower its
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morale level, the more likely an upgrade).
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^
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{Elite} units receive a special bonus—an additional move each turn.
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#CONCEPT12
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{Monoliths} are mysterious and unexplained alien devices discovered on Planet.
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A monolith will increase a unit’s $LINK<morale=11> (or life cycle) one level, but an individual
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unit can receive only one monolith upgrade (hint: consider saving your upgrade for
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those hard-to-get promotions from Commando to Elite).
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^
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A monolith will also completely repair any damaged unit; this can be done any
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number of times, even if a unit has already received a morale upgrade from a
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monolith.
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^
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Monolith squares can also be tapped for resources, and will produce
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$LINK<2 Nutrients=41>, $LINK<2 Minerals=42>, and $LINK<2 Energy=43> each turn.
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#CONCEPT13
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{Artifacts} are mysterious and unexplained alien devices sometimes discovered
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on Planet. If you can find an artifact and return it to one of your bases, you
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will have several options: (a) you can link it to a $LINK<Network Node=100008> if you have
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one, and receive a free technology breakthrough; (b) you can use it to speed the
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production of a $LINK<Secret Project=110065> or Unit Prototype; (c) you can save it to use
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later.
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^
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Artifacts can be captured from other players. A lone artifact can be captured by
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any player without diplomatic penalty.
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#CONCEPT14
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{Xenofungus} or {Fungus} is a form of plant life native to Alpha Centauri. It
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has a number of unusual properties which you may discover in the course of play.
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Some of the more obvious properties include:
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^
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(1) Fungus impedes {movement}. Units may have difficulty entering Fungus squares.
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Increasing your $LINK<PLANET=130007> social engineering rating will alleviate this problem. Building
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the Xenoempathy Dome improves Fungus movement considerably.
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^
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(2) Fungus has some {defensive} value when defending against other human factions.
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Against alien $LINK<Mind Worms=30008>, however, Fungus has negative value.
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^
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(3) Fungus squares can be tapped for {resources}; the resource level provided by a
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fungus square is determined by the number of $LINK<Centauri technologies=140006> you have
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discovered.
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#CONCEPT15
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Some units (usually alien creatures such as $LINK<Mind Worms=30008>) can engage in
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{PSI COMBAT}. In Psi Combat, weapon and armor strengths are ignored, and
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the attacker is given a 3 to 2 advantage on land (1 to 1 for sea combat).
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$LINK<MORALE=130004> level becomes quite important in Psi Combat.
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#CONCEPT16
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{Waypoints} can be set when giving a unit “go to” orders. One way to give a unit
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“go to” orders is to click on it to activate it, then
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hold down the {left mouse button and drag} a “movement arrow”
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to where you want the unit to go. You can set waypoints by pressing the {SPACE BAR}
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while the arrow is over a particular square. The unit will move to each of its
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waypoints on its way to its final destination. You can also set waypoints while
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giving a unit Patrol orders, in similar fashion.
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#CONCEPT17
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A unit can be told to {Patrol} by clicking on the unit to activate it, then selecting
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the Patrol option from the Action menu. When the Patrol cursor appears, hold down the
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left mouse button and drag a “patrol arrow” to the area you wish the unit to patrol.
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The unit will commence patrolling back and forth between its current location and the
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location you have specified. It will “wake up” and request orders if it encounters
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an enemy unit. You may set {waypoints} in a patrol by pressing the {SPACE BAR} while
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you drag the patrol arrow.
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#CONCEPT18
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The Explore, Discover, Build, and Conquer buttons on the Base
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Control Screen activate the {Governor} for that base. When the
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Governor is activated, he will make decisions automatically
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based on his general instructions. This function is useful
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for beginners and for players who do not wish to micromanage
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their bases.
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^
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The {EXPLORE} button tells the Governor of a base to concentrate on
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finding and occupying new territory. Bases set to explore
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will typically concentrate on building $LINK<Scouts=30002>, $LINK<Colony Pods=30000>,
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$LINK<Transports=60016>, and occasional $LINK<Naval Units=40003> for scouting oceans.
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This button is especially useful early in the game, when
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you need to expand quickly.
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#CONCEPT19
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The Explore, Discover, Build, and Conquer buttons on the Base
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Control Screen activate the {Governor} for that base. When the
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Governor is activated, he will make decisions automatically
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based on his general instructions. This function is useful
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for beginners and for players who do not wish to micromanage
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their bases.
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^
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The {DISCOVER} button on the Base Control Screen emphasizes scientific discovery and
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technological breakthroughs. The Base Governor will concentrate on
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building {Science Facilities} (such as $LINK<Network Nodes=100008>), $LINK<Secret
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Projects=110065>, $LINK<Probe Teams=30006>, and $LINK<Prototype Units=23>. This button
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is especially effective with large, well-protected bases deep
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in your interior.
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#CONCEPT20
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The Explore, Discover, Build, and Conquer buttons on the Base
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Control Screen activate the {Governor} for that base. When the
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Governor is activated, he will make decisions automatically
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based on his general instructions. This function is useful
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for beginners and for players who do not wish to micromanage
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their bases.
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^
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The {BUILD} button on the Base Control Screen mandates infrastructure and growth.
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The Base Governor will tend to build {Facilities} and $LINK<Formers=30001>.
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Use this button at
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any time to have your base concentrate on peaceful growth.
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#CONCEPT21
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The Explore, Discover, Build, and Conquer buttons on the Base
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Control Screen activate the {Governor} for that base. When the
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Governor is activated, he will make decisions automatically
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based on his general instructions. This function is useful
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for beginners and for players who do not wish to micromanage
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their bases.
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^
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Use the {CONQUER} button on the Base Control Screen to build up your military.
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In this mode
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your base will produce {military units} of all varieties,
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and their associated facilities, such as $LINK<Command Centers=100027>.
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Use this button whenever you need to attack or defend.
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#CONCEPT22
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Units which engage in combat may become damaged. Damage is indicated by
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a colored bar along the left side of a unit’s status icon: Green represents
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light (or no) damage; Yellow and Red show increasing damage.
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^
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Damage can be repaired if a unit skips its entire turn (SPACE BAR) at
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a friendly base. A severely damaged unit may have to repeat this
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operation for several turns. NOTE: Damage will not be repaired on any
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turn in which the unit is attacked or bombarded.
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^
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Units can also conduct “field repair” (i.e. not at a base), but this
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process is much slower and is only effective if the unit has sustained
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more than 10% damage.
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#CONCEPT23
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You may use the Design Workshop screen to create new unit types.
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Whenever you create a unit using a $LINK<weapon=60005>, $LINK<armor=70007>,
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or $LINK<chassis=40006>
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type which you have never used before, you must {prototype} the
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unit.
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^
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A prototype unit requires an extra {+50% Minerals} to build, though
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it receives a bonus $LINK<+1 Morale=11> upgrade in compensation since
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experimental weapons are often given to crack, well-trained troops.
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^
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Once you have prototyped a new unit, you may build that unit in the
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future at no additional cost.
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#CONCEPT24
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When designing new units, bear in mind that units strong in
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three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>)
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will be vastly more
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expensive than units strong in only two areas (or one).
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^
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For example, a 4-3-2 unit normally costs 70 minerals to build,
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whereas a 4-1-2 unit costs only 30 and a 4-3-1 unit costs 40.
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So you can have two units for the price of one, not to mention
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the +25% base-attack bonus which the 4-3-1 $LINK<infantry=40000> unit will
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receive.
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#CONCEPT25
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As your colony grows and you claim more territory and build more
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bases, this growth will put a strain on your economy. This strain
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shows up as {inefficiency}, which can cause you to lose some of your
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$LINK<energy=43> production each turn.
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^
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The farther a base is away from your $LINK<Headquarters=100001> base, the more
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inefficiency it will experience.
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^
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Inefficiency can be mitigated at all of your bases by making
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social engineering choices which increase your $LINK<EFFICIENCY=130001> value.
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$LINK<Democratic=120003> politics and $LINK<Green=120009> economics each increase efficiency.
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^
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Inefficiency can be mitigated at a particular base by building a
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$LINK<Children’s Creche=100002> there.
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#CONCEPT26
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As humans expand and build colonies on Planet, they inevitably begin
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to cause ecological damage. Ecological damage can provoke the native
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life forms and cause other unexpected effects.
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^
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The more $LINK<mines=90002>, $LINK<solar collectors=90003>, $LINK<roads=90005>,
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and $LINK<farms=90000> (but not $LINK<forests=90004>,
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which actually help the ecology) you build, the more the potential
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damage. $LINK<Boreholes,=90014> $LINK<Mirrors,=90013> and $LINK<Condensers=90012> cause even greater damage. You can
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reduce or eliminate this type of damage by building $LINK<Tree Farm=100013>
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and $LINK<Hybrid Forest=100014> facilities.
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^
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As your industrial output (minerals) increases, ecological damage
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will also take place. This effect can be reduced by building the
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$LINK<Centauri Preserve=100031>, $LINK<Temple of Planet=100032>,
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and $LINK<Nanoreplicator=100020>
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facilities.
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#CONCEPT27
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Once you have obtained commlink frequencies for all factions, you can
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convene the {Planetary Council} to vote on planetary policies, including
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election of a $LINK<Planetary Governor=28>.
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^
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In elections for Planetary Governor (and $LINK<Supreme Leader=10005>), each faction
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casts votes equal to the total size of all its bases. This total may
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be modified by faction powers and secret projects. Only the leader of
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one of the two factions with the highest vote totals may stand for
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election as Governor or Supreme Leader.
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^
|
||
On votes to set planetary policies, each faction receives one vote.
|
||
In these votes, the current Planetary Governor has veto power, which
|
||
can be overridden only by unanimous vote of all remaining factions.
|
||
|
||
#CONCEPT28
|
||
The {Planetary Governor} holds an Executive Veto in all votes on Planetary
|
||
Policy. The Governor also receives {+1 Energy} in $LINK<commerce=29> transactions
|
||
with other friendly factions at each base, from the
|
||
increased commerce created by global agencies. The planetary bureaucracy
|
||
provides the Governor with an infiltrator in every other faction.
|
||
|
||
#CONCEPT29
|
||
{Commerce} is bonus energy generated from trade between two friendly
|
||
factions. Whenever you sign a $LINK<Treaty=4> or $LINK<Pact=3> with another faction,
|
||
your bases will automatically begin to accrue commerce (and this
|
||
benefit extends to your partner faction as well).
|
||
^
|
||
Commerce is interrupted whenever a $LINK<Vendetta=6> occurs between two
|
||
factions, or when sanctions are applied against a faction which has
|
||
committed an $LINK<atrocity=8>. Think of Commerce as a reward for peaceful
|
||
behavior.
|
||
^
|
||
Between two factions, commerce is more beneficial to the faction
|
||
which has discovered the most $LINK<Economic technologies=140045>. $LINK<CEO Morgan=150004>
|
||
gains additional bonuses here as part of his faction power. Commerce
|
||
also tends to benefit the current $LINK<Planetary Governor=28>.
|
||
^
|
||
^You can increase your commerce rates by doing the following:
|
||
^* Sign more Treaties.
|
||
^* Sign more Pacts (Pacts receive double commerce).
|
||
^* Increase the size and economy of your bases (“it takes energy to make energy”).
|
||
^* Discover more economic-related technologies
|
||
^
|
||
Economic related technologies include $LINK<Industrial Economics=140045>, $LINK<Industrial
|
||
Automation=140046>, $LINK<Planetary Economics=140061>, $LINK<Industrial Nanorobotics=140073>,
|
||
$LINK<Sentient Econometrics=140075>, and $LINK<Environmental Economics=140059>.
|
||
|
||
#CONCEPT30
|
||
There are five principal ways to win the game:
|
||
^
|
||
^$LINK<Transcendence Victory=10007>
|
||
^$LINK<Conquest Victory=10006>
|
||
^$LINK<Diplomatic Victory=10005>
|
||
^$LINK<Economic Victory=10008>
|
||
^$LINK<Scenario Victory=10009>
|
||
^
|
||
For detailed scoring information, see $LINK<Scoring=10004>.
|
||
^
|
||
For information on retirement and mandatory retirement, see
|
||
$LINK<Retirement=10010>.
|
||
|
||
#CONCEPT31
|
||
Your {territory} consists of all land nearer to one of your land bases
|
||
on the same continent than to anyone else’s. Your territorial waters
|
||
consist of all sea areas nearer to one of your sea bases (in the same
|
||
ocean) than to anyone else’s. Territory may move and shift during
|
||
the course of the game as bases are built, conquered, and destroyed.
|
||
^
|
||
Other faction leaders may take offense if you move units into their
|
||
territory, particularly if you have signed a $LINK<Treaty of Friendship=4>.
|
||
^
|
||
Territory never extends more than 7 squares from a land base, or
|
||
3 from a sea base.
|
||
|
||
#CONCEPT32
|
||
Your {might} is a measure of your overall standing in comparison to
|
||
other factions. It ranges from “Unsurpassed” (first place), to
|
||
“Feeble” (seventh place).
|
||
^
|
||
Might is based on a holistic evaluation of your faction, and includes
|
||
population, technology, secret projects, and military strength.
|
||
^
|
||
The {Faction Dominance} graphs on the information display track
|
||
might.
|
||
|
||
#CONCEPT33
|
||
Fast units, such as Speeders and Hovertanks, can sometimes
|
||
{disengage} when surprised by slower enemy units. A unit disengages
|
||
when the following conditions are met:
|
||
^
|
||
^* Unit incurs 50% damage, relative to what it started the combat with.
|
||
^* Unit is faster than its attacker, taking damage into account.
|
||
^* Unit is alone in its square.
|
||
^* Unit did not attack on its last turn.
|
||
^* Unit is a combat unit (non-combat units may never disengage).
|
||
^* Neither attacker nor defender is an air unit.
|
||
^* Attacker does not have the $LINK<Comm Jammer=80009> ability.
|
||
^* Unit does not have the HOLD order, and is not in a $LINK<bunker=90007>
|
||
or $LINK<airbase=90008>.
|
||
^* A valid retreat square is available, which is not a $LINK<fungus=14> square (unless
|
||
$LINK<Pholus Mutagen=110055>) and is not adjacent to an enemy unit.
|
||
|
||
#CONCEPT34
|
||
Every unit exerts a {Zone of Control} into every adjacent
|
||
square (but units in sea squares do not exert zones of control into land
|
||
squares, nor vice versa).
|
||
^
|
||
Land units may not normally move between two squares in an enemy
|
||
zone of control, with the following exceptions:
|
||
^* Units may freely move into and out of bases.
|
||
^* Units may freely attack any adjacent unit.
|
||
^* Units may freely enter squares already containing friendly units.
|
||
^* $LINK<Probe teams=30006> and units with the $LINK<Cloaking ability=80002>
|
||
may ignore this rule.
|
||
^
|
||
Air and Sea units exert zones of control, but are not affected by
|
||
them.
|
||
|
||
#CONCEPT35
|
||
Naval units, and land units with the $LINK<Heavy Artillery=80015> ability may
|
||
conduct {Bombardment} by selecting the Long Range Fire option from
|
||
the Action menu.
|
||
^
|
||
Bombardment has the advantage of potentially damaging every enemy unit
|
||
in a particular square and the disadvantage that land units can never
|
||
be reduced below 50% damage by bombardment.
|
||
^
|
||
If bombardment is attempted against a square containing an enemy
|
||
naval or artillery unit, the bombardment is cancelled and an
|
||
{Artillery Duel} is initiated, with the attacking and defending
|
||
artillery (or naval) units fighting attack-vs-attack strength. Armor
|
||
values are ignored for Artillery Duels.
|
||
|
||
#CONCEPT36
|
||
{Drones} are discontented, undereducated citizens which
|
||
appear as a result of population pressure and other social forces.
|
||
Drones work like other citizens, but if a base has more Drones than
|
||
$LINK<Talents=37>, a $LINK<Drone Riot=9> may result.
|
||
|
||
#CONCEPT37
|
||
{Talents} are prosperous, highly educated citizens, your intellectual
|
||
elite. Talents are created as the result of favorable social conditions
|
||
and the diversion of energy to $LINK<Psych=38>. As long as a base has at least
|
||
as many Talents as $LINK<Drones=36>, no $LINK<Drone Riot=9> will occur.
|
||
|
||
#CONCEPT38
|
||
Energy diverted to {Psych} is used to improve the quality of life
|
||
your citizens experience. Every two units of energy diverted to Psych
|
||
will create an additional {Talent} in that base.
|
||
|
||
#CONCEPT39
|
||
Certain major {Landmarks} on Planet’s surface convey special bonuses:
|
||
^
|
||
^{Garland Crater} confers $LINK<+1 Mineral=42> in interior squares.
|
||
^{Mount Planet} confers $LINK<+1 Mineral=42> and $LINK<+1 Energy=43> in each square around the mouth.
|
||
^{Uranium Flats} confer $LINK<+1 Energy=43> in each square.
|
||
^{Geothermal Shallows} confer $LINK<+1 Energy=43> in each square.
|
||
^{Pholus Ridge} confers $LINK<+1 Energy=43> in each square.
|
||
^{Monsoon Jungle} confers $LINK<+1 Nutrient=41> in each square.
|
||
^{Freshwater Sea} confers $LINK<+1 Nutrient=41> in each square.
|
||
^
|
||
Other landmarks have no effect beyond the standard effects of
|
||
the terrain which they represent.
|
||
|
||
#CONCEPT40
|
||
The following proposals can be brought before the Planetary Council, once
|
||
appropriate technology is obtained:
|
||
^
|
||
^{Salvage Unity Fusion Core}: +500 energy for each faction
|
||
^{Global Trade Pact}: Commerce rates doubled planet-wide.
|
||
^{Repeal Trade Pact}: Commerce rates return to normal.
|
||
^{Launch Solar Shade}: Global cooling; sea levels fall.
|
||
^{Melt Polar Caps}: Global warming; sea levels rise.
|
||
^{Repeal U.N. Charter}: Atrocity prohibitions lifted.
|
||
^
|
||
The Council also elects the $LINK<Planetary Governor=28> by a majority
|
||
vote of population, and by a 3/4
|
||
vote by population can elect a Supreme Leader, conferring a
|
||
$LINK<Diplomatic Victory=10005>.
|
||
|
||
#CONCEPT41
|
||
{Nutrients} are produced in squares with sufficient $LINK<Rainfall=0>, sometimes
|
||
supplemented by the addition of $LINK<Farms=90000> and similar enhancements.
|
||
^
|
||
Every citizen at a base must “eat” two Nutrients per turn to survive.
|
||
^
|
||
Surplus nutrients are stored. When sufficient surplus nutrients have
|
||
been accumulated, a base will grow, producing a new citizen.
|
||
|
||
#CONCEPT42
|
||
{Minerals} are produced in squares with sufficient $LINK<Rockiness=1>, sometimes
|
||
supplemented by the addition of $LINK<Mines=90002> and similar enhancements.
|
||
^
|
||
Once a base has exceeded its free $LINK<SUPPORT=130002> level, any additional
|
||
units (military or non-combat) consume one Mineral per turn of support.
|
||
^
|
||
Surplus minerals are applied to production of $LINK<facilities=100029>,
|
||
units, and $LINK<secret projects=110065> which a base
|
||
is creating. When sufficient minerals are
|
||
accumulated, the facility or unit is built.
|
||
|
||
#CONCEPT43
|
||
{Energy} is produced in squares with $LINK<Solar Collectors=90003>, particularly
|
||
those at high $LINK<Altitudes=2>.
|
||
^
|
||
Depending on the Energy Allocation which you have made on the Social
|
||
Engineering screen, all the energy you produce is divided among three
|
||
priorities: $LINK<Economy=44>, $LINK<Labs=45>, and $LINK<Psych=38>.
|
||
Some of the energy a base
|
||
produces may also be lost to $LINK<Inefficiency=25>.
|
||
|
||
#CONCEPT44
|
||
$LINK<Energy=43> allocated to your {Economy} is added, as energy credits,
|
||
to your $LINK<Energy Reserves=46>, which function as your treasury for monetary
|
||
transactions.
|
||
|
||
#CONCEPT45
|
||
$LINK<Energy=43> allocated to {Labs} is used to conduct scientific research.
|
||
The more energy you allocate to Labs, the quicker you will make technological
|
||
breakthroughs.
|
||
|
||
#CONCEPT46
|
||
Your {Energy Reserves} represent stored energy. Your reserves function
|
||
as your treasury for monetary transactions.
|
||
^
|
||
Your energy reserves increase depending on the amount of $LINK<Energy=43>
|
||
you allocate to $LINK<Economy=44> on the Social Engineering screen.
|
||
|
||
#ADVCONCEPT0
|
||
When designing new units, bear in mind that units strong in
|
||
three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>)
|
||
will be vastly more
|
||
expensive than units strong in only two areas (or one).
|
||
The basic cost formula, to which there are several modifiers, is:
|
||
^
|
||
^Cost = Weapon * (Armor + Speed) * 10 / (2 ^ (Reactor + 1))
|
||
^
|
||
^* Weapon value never less than 1/2 Armor value.
|
||
^* Non-combat units substitute “Equipment Cost” for Weapon value.
|
||
^* Cost is halved for units with Speed 1.
|
||
^* Cost is halved for sea units, and Armor is discounted 50%.
|
||
^* Cost quartered for combat air units.
|
||
^* Armor cost doubled for air units.
|
||
^* Cost +25% for each unit of $LINK<Special Ability=80008> cost.
|
||
^* Cost +10 minerals if both Weapon and Armor greater than 1.
|
||
^* Cost +10 minerals if Land unit’s Weapon, Armor, Speed all greater than 1.
|
||
^* Minimum cost (Reactor*2 - Reactor/2)*10 unless all values are 1.
|
||
|
||
|
||
#ADVCONCEPT1
|
||
The formula used to compute the energy lost to {Inefficiency} by
|
||
a base is:
|
||
^
|
||
^Inefficiency = (Energy * Distance / (64 - ((4 - Efficiency) * 8))
|
||
^
|
||
^Energy | Amount of energy produced by base this turn.
|
||
^Distance | Distance from $LINK<Headquarters=100001> base (16 if no HQ).
|
||
^Efficiency | Social Engineering $LINK<EFFICIENCY=130001> (+2 if
|
||
$LINK<Children’s Creche=100002>)
|
||
^
|
||
^* If denominator reaches zero, ALL energy is lost to inefficiency.
|
||
|
||
#ADVCONCEPT2
|
||
The ecological damage formula is complex:
|
||
^(1) For each base total the number of $LINK<Mines=90002>, $LINK<Solar
|
||
Collectors=90003>, $LINK<Farms=90000>,
|
||
$LINK<Soil Enrichers=90001>, $LINK<Roads=90005>, $LINK<Mag Tubes=90006>,
|
||
$LINK<Condensers,=90012> $LINK<Mirrors,=90013>
|
||
and $LINK<Boreholes=90014>. Items
|
||
in squares which are actually being worked count double.
|
||
^(2) Add an extra +8 for each Borehole, +6 for each Mirror, and +4 for each Condenser.
|
||
^(3) Subtract 1 for each $LINK<Forest=90004>.
|
||
^(4) Halve if base has $LINK<Tree Farm=100013>, and Eliminate if also has
|
||
$LINK<Hybrid Forest=100014>.
|
||
^(5) Divide this value by 8, and reduce by up to 16 plus # of previous
|
||
damages. Set this number aside.
|
||
^(6) Take the number of minerals produced this turn (but not from Orbit)
|
||
^(7) If result from 5 was reduced by less than 16+#, reduce result 6
|
||
by remaining amount.
|
||
^(8) Divide minerals by 1 plus # of $LINK<Centauri Preserve=100031>,
|
||
$LINK<Temple of Planet=100032>,
|
||
$LINK<Nanoreplicator=100020>.
|
||
^(9) Sum the values of (5) and (8), and add +5 for each major $LINK<atrocity=8>.
|
||
^(10) If Alpha Prime is at perihelion (20 years out of every 80), double
|
||
your value.
|
||
^
|
||
^Ecology% = (ValueFromStep10) * Difficulty * Technologies * (3-PLANET) * LIFE / 300
|
||
^
|
||
^Difficulty = Normally 3, but 5 on two highest two difficulty levels.
|
||
^Technologies = Number of $LINK<technologies=140062> discovered
|
||
^PLANET = Social Engineering $LINK<PLANET=130007> value
|
||
^LIFE = Native life level (1-3) from Custom Start
|
||
|
||
#ADVCONCEPT3
|
||
Commerce is computed base by base between factions with $LINK<Treaties=4> and
|
||
$LINK<Pacts=3>, as follows:
|
||
^
|
||
^(1) First, all bases for each faction are ranked from top to bottom by Energy output.
|
||
^(2) Bases are paired off from top to bottom. If one faction has extra bases, these are ignored.
|
||
^(3) For each pair of bases, sum the combined economic output and divide by 8, rounding up.
|
||
^(4) Double this value if a Global Trade Pact is in effect.
|
||
^(5) Now, for each individual base, the commerce formula is as follows:
|
||
^ (ValueFromStep4) * (CommerceTech+1) / (TotalCommerceTech+1)
|
||
^(6) CommerceTech is the total # of economic technologies discovered, plus
|
||
faction & social bonuses.
|
||
^(7) TotalCommerceTech is the total # of economic technologies in the game.
|
||
^(8) Now, using the value from step 5, divide by 2 if no Pact (e.g. only a Treaty)
|
||
^(9) Add +1 if you are $LINK<Planetary Governor=28>.
|
||
^(10) Reduce to zero if sanctions are in effect against either faction.
|
||
|
||
#ADVCONCEPT4
|
||
Your Alpha Centauri Score is computed as follows:
|
||
^
|
||
^(1) 1 point for each citizen of each base.
|
||
^(2) If you have won a $LINK<Diplomatic=10005> or $LINK<Economic=10008> victory, score:
|
||
^ (a) 1 point for each citizen of a $LINK<Pact Brother’s=3> base.
|
||
^ (b) 1/2 point for each citizen of any other faction’s base.
|
||
^(3) 1 point for each citizen of a surrendered base.
|
||
^(4) 1 point for each unit of $LINK<commerce=29> your bases are receiving.
|
||
^(5) 1 point for each $LINK<technology=140062> discovered.
|
||
^(6) 10 points for each $LINK<Transcendent Thought=140088> advance.
|
||
^(7) 25 points for each $LINK<Secret Project=110065>.
|
||
^(8) A $LINK<Victory=30> bonus if you have won the game.
|
||
|
||
#ADVCONCEPT5
|
||
You may win the game diplomatically by convincing enough faction
|
||
leaders to unite behind you as Supreme Leader of Planet. A 3/4 vote
|
||
of the $LINK<Planetary Council=27> is required to secure such election.
|
||
Only the leader of one of the two factions with the highest vote totals
|
||
may stand for election as $LINK<Governor=28> or Supreme Leader.
|
||
^
|
||
When a Supreme Leader is elected, a faction leader may choose to defy the will
|
||
of the Council and refuse to submit. In this case, the Supreme Leader
|
||
must, with the help of loyal factions, conquer all defiant factions
|
||
to achieve a Conquest victory. Because of the military power usually
|
||
required to secure election as Supreme Leader, defying the will of the
|
||
Council is generally fairly suicidal. Other factions will therefore
|
||
usually only take this course if you have committed atrocities against
|
||
them or grossly and repeatedly betrayed them.
|
||
^
|
||
If you win a Diplomatic Victory, you are awarded 1200 points minus
|
||
2 for every game turn elapsed. If Cooperative Victory is enabled and
|
||
your $LINK<Pact Brother or Sister=3> is elected Supreme Leader, you are awarded
|
||
half this total.
|
||
|
||
#ADVCONCEPT6
|
||
You may win the game by conquest if you eliminate all remaining
|
||
factions. Factions which surrender and “swear a pact to serve you”
|
||
count as eliminated for this purpose. If Cooperative Victory is
|
||
enabled, you need not eliminate any faction with whom you have signed a
|
||
$LINK<Pact of Brotherhood=3>, though aside from surrendered AI factions
|
||
no more than three factions may “win together” in this fashion.
|
||
^
|
||
For winning by Conquest, you are awarded 1000 points minus 2 for
|
||
every game turn elapsed. If Cooperative Victory is enabled and more
|
||
than one faction survives the game, the points are split between them
|
||
based on relative population.
|
||
|
||
#ADVCONCEPT7
|
||
The highest form of victory is the Ascent to Transcendence, the next
|
||
step in the evolution of humanity. In order to ascend, you must complete
|
||
the secret project $LINK<Ascent to Transcendence=110071>, which can be started only
|
||
after one faction has completed the $LINK<Voice of Planet=110070> project.
|
||
^
|
||
Players who ascend to transcendence are awarded 2000 points minus
|
||
2 for every game turn elapsed. If cooperative victory is enabled,
|
||
all $LINK<Pact Brothers and Sisters=3> participate in the win, and points
|
||
are split between all winning factions based on relative population.
|
||
|
||
#ADVCONCEPT8
|
||
You may win an Economic Victory by cornering the Global Energy Market.
|
||
You must have discovered $LINK<Planetary Economics=140061> in order to pursue such
|
||
a plan.
|
||
^
|
||
Cornering the Global Energy Market will require a sum of energy credits
|
||
roughly equal to the cost to “mind control” every remaining base on
|
||
Planet. When you are ready to make such an attempt, select “Corner
|
||
Global Energy Market” from the HQ Menu.
|
||
^
|
||
When a faction attempts to corner the Global Energy Market, all other
|
||
factions will be given an allotted period of time in which they can
|
||
capture or destroy the cornering faction’s $LINK<Headquarters=100001> and thereby
|
||
foil the plan.
|
||
^
|
||
For Economic Victory, you are awarded 1200 points minus 2 for
|
||
every game turn elapsed. If Cooperative Victory is enabled, $LINK<Pact Brothers
|
||
and Sisters=3> of the winning faction receive half the bonus points.
|
||
|
||
#ADVCONCEPT9
|
||
You win a Scenario Victory if you successfully complete the goals
|
||
of a Scenario. Your score will depend on the specific scenario rules.
|
||
^
|
||
You cannot win a Scenario Victory if you are playing a standard game.
|
||
|
||
#ADVCONCEPT10
|
||
You may retire as faction leader at any time by selecting “Retire”
|
||
from the Game Menu. This ends the game and computes your $LINK<Alpha Centauri
|
||
Score=10004>.
|
||
^
|
||
You must also retire if you reach the mandatory retirement year for
|
||
your game or scenario. In standard games, the mandatory retirement
|
||
year is M.Y. 2600 for Citizen, Specialist, and Talent levels, and
|
||
M.Y. 2500 for Librarian, Thinker, and Transcend levels.
|
||
^
|
||
You will be warned 20 years before you reach mandatory retirement.
|
||
|
||
#ADVCONCEPT11
|
||
The formula used to compute a faction’s might is as follows:
|
||
^
|
||
^4 points for each point of population
|
||
^4 points for each $LINK<Transcendent Thought=140088>
|
||
^?? points for each $LINK<Tech=140062> (sum of Explore, Discover, Build, Conquer values)
|
||
^10 points for each $LINK<Secret Project=110065>
|
||
^
|
||
^For each non-combat unit, add Cost/40 (technically MineralRows/4)
|
||
^For each psi unit, add Cost/20 (MineralRows/2)
|
||
^For each planet buster, add Cost/10 (MineralRows)
|
||
^For combat units, add Cost/10 in ratio of weapon strength to best
|
||
^ weapon of any unit currently in the game.
|
||
^
|
||
^So a 2-1-2 unit is only worth half value if “4” weapons are the best available.
|
||
|
||
#ADVCONCEPT12
|
||
Several factors contribute to the number of drones found at a base
|
||
before police, facilities, psych, and secret projects are taken into
|
||
account:
|
||
^
|
||
(1) Difficulty Level: at the lowest difficulty level, every citizen
|
||
after the first six is a drone. For each increase in difficulty level,
|
||
an additional drone is added, so at the highest level every citizen
|
||
after the first one is a drone.
|
||
^
|
||
(2) Bureaucracy: depending on your $LINK<EFFICIENCY=130001> and your difficulty
|
||
level, you will receive additional drones when your {number of bases}
|
||
exceeds a certain number. See $LINK<BUREAUCRACY=10013>.
|
||
^
|
||
(3) Disloyal Citizenry: for approximately 50 turns after you capture
|
||
an enemy base, you will receive extra drones while you assimilate the
|
||
enemy citizens. The basic rate is 5 drones minus one for each 10
|
||
turns elapsed, but the number may never exceed:
|
||
^^(BaseSize + Difficulty - 2)/4
|
||
^
|
||
(4) Faction Power: Some factions receive additional drones or talents.
|
||
For instance, the $LINK<University=150003> receives an extra drone for every 4 citizens
|
||
(rounded down), while the $LINK<Peacekeepers=150007> receive an extra $LINK<Talent=37> for every
|
||
4 citizens, rounded up.
|
||
|
||
;Bureaucracy
|
||
#ADVCONCEPT13
|
||
{Bureaucracy} is the addition of extra Drones because a faction has
|
||
exceeded a certain number of bases. The bureaucracy formula works
|
||
as follows:
|
||
^
|
||
^^BaseLimit = (8 - Difficulty) * (4 + Efficiency) * MapRoot / 2
|
||
^
|
||
^Where:
|
||
^Difficulty = Player’s difficulty level (0 - 5)
|
||
^Efficiency = Social Engineering $LINK<Efficiency=130001> rating.
|
||
^MapRoot = Sq. Root of # Map Squares / Sq. Root of 3200.
|
||
^
|
||
For each base a faction builds in excess of this number, one additional
|
||
drone will appear at some base somewhere in the colony.
|
||
|
||
# ; This line must remain at end of file |