1677 lines
51 KiB
Plaintext
1677 lines
51 KiB
Plaintext
;
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; Help
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#HELPCATS
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Concepts
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Reactors
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Weapons
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Armor
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Chassis
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Facilities
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Social
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Abilities
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Tech
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Vehicles
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Projects
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Factions
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Citizens
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Terraform
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#HELPTECHS
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#xs 600
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#caption Select Technology
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#HELPTECH
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#xs 440
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#caption Technology: $STR0
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^$STR0
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^
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#TECHHECK
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^Formers can improve fungus squares.
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^Fungus movement restrictions eased.
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^Roads can be built in fungus squares.
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^Units can be designed with two special abilities.
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^Nutrient restrictions lifted; can produce 3+ nutrients/square.
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^Mineral restrictions lifted; can produce 3+ minerals/square.
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^Energy restrictions lifted; can produce 3+ energy/square.
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^Secrets: First faction to discover gains free tech.
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^Increases Probe Team base morale.
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^Increases COMMERCE income from Treaties and Pacts.
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^Entire planetary map is revealed.
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^Genetic Warfare atrocity can be commited by probe teams.
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^Increases ENERGY production in fungus squares.
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^Increases MINERALS production in fungus squares.
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^Increases NUTRIENT production in fungus squares.
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^Units w/ drop pods may make orbital insertions.
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^+1 Mineral bonus for all Mining Platforms
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^Economic Victory allowed
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^Diplomatic Victory allowed
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^Formers can execute the "$TERRAFORM0" order.
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#CITIZENHECK
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^Commerce bonus for base.
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^Production bonus for base.
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^Psi defense bonus for base.
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^Morale bonus for base.
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^Unit support bonus for base.
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^Efficiency bonus for base.
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^Aliens bonus for base.
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#HELPWEAPONS
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#xs 440
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#caption Select Weapon Type
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#HELPWEAPON
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#xs 440
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#caption Weapon: $STR0
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^
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^FIREPOWER: $NUM0
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^COST: $NUM1
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^
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^PREREQUISITE: $LINK<$STR2=$NUM2>
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#HELPWEAPON2
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#xs 440
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#caption Weapon: $STR0
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^
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^FIREPOWER: $NUM0
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^
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^PREREQUISITE: $LINK<$STR2=$NUM2>
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#HELPDEFENSES
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#xs 440
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#caption Select Defense Type
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#HELPDEFENSE
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#xs 440
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#caption Defense: $STR0
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^
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^STRENGTH: $NUM0
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^
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^PREREQUISITE: $LINK<$STR2=$NUM2>
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#HELPDEFENSE2
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#xs 440
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#caption Defense: $STR0
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^
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^STRENGTH: $STR1
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^
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^PREREQUISITE: $LINK<$STR2=$NUM2>
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#HELPREACTOR
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#xs 440
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#caption Defense: $STR0
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^
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^POWER: $NUM0
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^PREREQUISITE: $LINK<$STR1=$NUM1>
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#HELPCHASSIS2
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#xs 440
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#caption Select Chassis Type
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#HELPCHASSIS
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#xs 440
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#caption Chassis: $STR0
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^
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^MOVEMENT RATE: $STR1 $NUM0
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^
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^PREREQUISITE: $LINK<$STR2=$NUM3>
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#HELPCROPS
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#xs 440
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#caption List of Crop Types
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#HELPFACS
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#xs 440
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#caption Select Facility Type
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#HELPFAC
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#xs 440
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#caption Base Facility: $STR0
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^
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^COST: $NUM0
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^MAINTENANCE: $NUM1
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^
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^PREREQUISITE: $LINK<$STR1=$NUM2>
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#HELPFACFREE
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#xs 440
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#caption Base Facility: $STR0
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^
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^COST: $NUM0
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^MAINTENANCE: $NUM1
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^
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^PREQ: $LINK<$STR1=$NUM2>
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^FREE TO NEW BASES: $LINK<$STR2=$NUM3>
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^
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#HELPPROJS
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#xs 440
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#caption Select Secret Project
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#HELPPROJ
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#xs 440
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#caption Secret Project: $STR0
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^
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^COST: $NUM0
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^
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^PREQ: $LINK<$STR1=$NUM2>
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^
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#HELPUNIT
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#xs 440
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#caption Unit Type: $STR0
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^ATTACK: {$STR2}
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^DEFENSE: {$STR3}
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^MOVES: {$NUM1}
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^COST: {$NUM0}
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^
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^PREREQUISITE: $LINK<$STR1=$NUM2>
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#HELPUNITS
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#xs 400
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#caption Select Unit Type
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#HELPABILS
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#xs 400
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#caption Select Special Ability
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#HELPABIL
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#xs 440
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#caption Special Unit Ability: $STR0
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^
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^ABILITY: $STR2
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^COST: $STR3
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^
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^PREQ: $LINK<$STR1=$NUM0>
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#HELPTERRAFORM
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#xs 440
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#caption Terraforming: $STR0
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^
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^TURNS TO COMPLETE: $NUM1 $STR2
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^
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^PREREQUISITE: $LINK<$STR1=$NUM0>
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#; Headquarters
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#HELPFAC1
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Administrative center of your colony. $LINK<+1 ENERGY=43>. No
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$LINK<inefficiency=25>.
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Enemy $LINK<probe teams=30006> may not attempt mind control here.
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#; Children's Creche
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#HELPFAC2
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Base receives +2 on $LINK<GROWTH=130006> scale and +2 on
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$LINK<EFFICIENCY=130001> scale.
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All negative $LINK<MORALE=130004> effects are cancelled for units in
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base square; instead such units receive a +1 MORALE modifier.
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Reduces base's vulnerability to enemy mind control.
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#; Recycling Tanks
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#HELPFAC3
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Increases $LINK<NUTRIENT=41>, $LINK<MINERALS=42>, and $LINK<ENERGY=43>
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output of base square.
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#; Perimeter defense
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#HELPFAC4
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Increases defense multiplier of base by one. This
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effectively doubles defense strength (or triples it
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when combined with a $LINK<Tachyon Field=100005>).
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#; Tachyon field
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#HELPFAC5
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Increases defense multiplier of base by one. This
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is cumulative with $LINK<Perimeter Defense=100004>, for a net
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tripling of defense strength at base.
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#; Recreation Dome
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#HELPFAC6
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Reduces number of $LINK<Drones=36> in colony by two.
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#; Energy bank
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#HELPFAC7
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Increases $LINK<ECONOMY=44> at base by 50%.
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#; Network Node
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#HELPFAC8
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Increases $LINK<LABS=45> at base by 50%. Base can study
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$LINK<alien artifacts=30007>.
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#; Biology Lab
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#HELPFAC9
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$LINK<+2 labs=45> per turn.
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Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
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#; Skunkworks
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#HELPFAC10
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Eliminates additional cost to $LINK<prototype=23> new units at this base.
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#; Hologram Theatre
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#HELPFAC11
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Reduces number of $LINK<Drones=36> by two, and increases
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$LINK<PSYCH=38> output of base by 50%.
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#; Paradise Dome
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#HELPFAC12
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Two extra $LINK<Talents=37> at this base.
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#; Tree Farm
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#HELPFAC13
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Increases $LINK<PSYCH=38> output at base by 50% and
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$LINK<ECONOMY=44> at base by 50%.
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Increases $LINK<nutrient=41> output in $LINK<forest=90004> squares.
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Eliminates at least half the $LINK<ecological damage=26> caused by terraforming
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($LINK<farms=90000>, $LINK<mines=90002>, $LINK<roads=90005>, etc.)
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#; Hybrid Forest
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#HELPFAC14
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Increases $LINK<NUTRIENT=41> and $LINK<ENERGY=43> output of
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$LINK<FOREST=90004> squares. Increases $LINK<PSYCH=38>
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at base by 50% and $LINK<ECONOMY=44> at base by 50%,
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and, combined with $LINK<Tree Farm=100013>, eliminates the ecological damage
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caused by terraforming. Cumulative with Tree Farm.
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#; Fusion lab
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#HELPFAC15
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Increases $LINK<ECONOMY=44> at base by 50% and
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$LINK<LABS=45> at base by 50%.
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#; Quantum lab
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#HELPFAC16
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Increases $LINK<ECONOMY=44> at base by 50% and
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$LINK<LABS=45> at base by 50%. Cumulative
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with $LINK<Fusion Lab=100015>.
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#; Research Hospital
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#HELPFAC17
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Increases $LINK<PSYCH=38> at base by 25% and $LINK<LABS=45> at
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base by 50% and reduces number of $LINK<drones=36> by one. Reduces
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population loss caused by genetic warfare and other disease outbreaks.
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#; Nanohospital
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#HELPFAC18
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Increases $LINK<PSYCH=38> at base by 25% and $LINK<LABS=45> at
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base by 50% and reduces number of $LINK<drones=36> by one. Reduces
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population loss caused by genetic warfare and other disease outbreaks.
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Cumulative with $LINK<Research Hospital=100017>.
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#; Robotic Assembly Plant
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#HELPFAC19
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Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
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facilities of this type.
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#; Nanoreplicator
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#HELPFAC20
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Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
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facilities of this type.
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#; Quantum Converter
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#HELPFAC21
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Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
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facilities of this type.
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#; Genejack Factory
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#HELPFAC22
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Increases $LINK<MINERALS=42> output at base by 50%, but also increases
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the number of $LINK<Drones=36> at base by one and increases vulnerability
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to enemy mind control. Cumulative with all other
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facilities of this type.
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#; Punishment Sphere
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#HELPFAC23
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Eliminates both $LINK<DRONES=36> and $LINK<TALENTS=37> at this base,
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and decreases vulnerability to enemy mind control, but reduces
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$LINK<LABS=45> output by 1/2.
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#; Hab Complex
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#HELPFAC24
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Allows population of base to grow beyond size 7.
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#; Habitation Dome
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#HELPFAC25
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Allows population of base to grow beyond size 14. Base must already
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have $LINK<Hab Complex=100024>.
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#; Pressure Dome
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#HELPFAC26
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Allows base to survive submersion. Also counts as $LINK<Recycling
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Tanks=100003> for this base.
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#; Command Center
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#HELPFAC27
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Repairs damaged ground units quickly. Ground units built here
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receive two $LINK<morale=11> upgrades.
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#; Naval Base
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#HELPFAC28
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Repairs damaged naval units quickly. Naval units built here
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receive two $LINK<morale=11> upgrades.
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#; Aerospace Complex
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#HELPFAC29
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Repairs damaged air units quickly. Air units built here receive
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two $LINK<morale=11> upgrades. Base must have an Aerospace complex before
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it can produce space-based improvements.
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#; Bioenhancement center
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#HELPFAC30
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All military units built here receive two $LINK<morale=11> upgrades.
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Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
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#; Centauri Preserve
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#HELPFAC31
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Reduces effect of industry on Planet's ecology.
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Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
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#; Temple of Planet
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#HELPFAC32
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Reduces effect of industry on Planet's ecology.
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Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
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Cumulative with $LINK<Centauri Preserve=100031>.
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#; Psi Gate
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#HELPFAC33
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Units can teleport between bases containing Psi Gates.
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#; Sky Hydroponics
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#HELPFAC34
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Each Sky Hydroponics Lab increases the $LINK<NUTRIENT output=41> of
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every base by +1. Can only be produced by bases with $LINK<Aerospace
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Complexes=100029>.
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Nutrient increase is halved for bases without Aerospace Complexes, and
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cannot in any event exceed the size of the base.
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#; Nessus Mining Station
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#HELPFAC35
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Each Nessus Mining Station increases the $LINK<MINERALS output=42>
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of every base by +1. Can only be produced by bases with $LINK<Aerospace
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Complexes=100029>.
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Minerals bonus is halved for bases without Aerospace Complexes, and
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cannot in any event exceed the size of the base.
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#; Orbital Power Transmitter
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#HELPFAC36
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Each Orbital Power Transmitter increases the $LINK<ENERGY
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output=43> of every base by +1. Can only be produced by
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bases with $LINK<Aerospace Complexes=100029>.
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Energy bonus is halved for bases without Aerospace Complexes, and
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cannot in any event exceed the size of the base.
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#; Orbital Defense Pod
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#HELPFAC37
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Each undeployed Orbital Defense Pod has a 50% chance to prevent a
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$LINK<Planet Buster=60013> attack against any of your bases. Defense Pods may
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only deploy once per turn; when no undeployed Pods remain, a Planet
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Buster can only be stopped by sacrificing one of the already-deployed
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Pods.
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#; Stockpile Energy
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#HELPFAC38
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All $LINK<MINERALS=42> produced at base are immediately converted to
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$LINK<ECONOMY=44> energy reserves (each 2 minerals makes 1 energy).
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#; Human Genome Project
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#HELPPROJ0
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One extra $LINK<Talent=37> at every base.
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#; The Command Nexus
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#HELPPROJ1
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Counts as a $LINK<Command Center=100027> at every one of your bases.
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#; The Weather Paradigm
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#HELPPROJ2
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Increases terraforming speed by 50% for all tasks except
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for $LINK<Remove Fungus=90010>. Your formers may build $LINK<Condensors=90012>
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and $LINK<Boreholes=90014>,
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and may $LINK<raise=90016>/$LINK<lower terrain=90017>, even if you have
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not yet discovered the appropriate technologies.
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#; The Merchant Exchange
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#HELPPROJ3
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$LINK<+1 energy=43> in every square at this base.
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#; The Empath Guild
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#HELPPROJ4
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Allows you to contact any leader, and gives you
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an infiltrator in every faction. You get +50% votes
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in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
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#; The Citizens' Defense Force
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#HELPPROJ5
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Counts as a $LINK<Perimeter Defense=100004> at every base.
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#; The Virtual World
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#HELPPROJ6
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In addition to their normal effect, $LINK<Network Nodes=100008> count as
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$LINK<Hologram Theatres=100011> at each of your bases: reduce number of
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$LINK<Drones=36> by
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two and increase $LINK<PSYCH=38> output of base by 50%.
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#; The Planetary Transit System
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#HELPPROJ7
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Any new bases you found begin at population level 3. One less $LINK<drone=36>
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at all bases of population level 3 and under.
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#; The Xenoempathy Dome
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#HELPPROJ8
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All $LINK<Xenofungus=14> squares are treated as $LINK<roads=90005>, and the
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rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or
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$LINK<plant fungus=90011> is doubled.
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Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
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#; The Neural Amplifier
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#HELPPROJ9
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+50% to $LINK<PSI Defense=15>.
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#; The Maritime Control Center
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#HELPPROJ10
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Increases the movement rate of all naval units by two, and
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counts as a $LINK<Naval Yard=100028> at every one of your bases.
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#; The Planetary Datalinks
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#HELPPROJ11
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You automatically discover any $LINK<technology=140062> discovered by any three
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other $LINK<factions=150001>.
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#; The Supercollider
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#HELPPROJ12
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$LINK<Research output=45> at this base is doubled.
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#; The Ascetic Virtues
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#HELPPROJ13
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Increases the population limit of your bases by two, and increases
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your society's tolerance for use of police and military units
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($LINK<+1 POLICE=130005>).
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#; The Longevity Vaccine
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#HELPPROJ14
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Two less $LINK<Drones=36> at every base if your $LINK<society's
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economics=120005> are $LINK<planned=120008>.
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One less Drone at every base if economics are $LINK<simple=120006>
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or $LINK<green=120009>.
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$LINK<ECONOMY=44> increased by 50% at this base for
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$LINK<free market=120007> economies.
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#; The Hunter-Seeker Algorithm
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#HELPPROJ15
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Renders your units and bases completely immune to $LINK<probe team=30006>
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infiltration of any kind.
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#; The Pholus Mutagen
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#HELPPROJ16
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Reduces effect of industry on Planet's ecology at all of your bases.
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Additionally, the $LINK<Fungus=14> confers on all of your units the same combat
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benefits normally reserved for alien lifeforms.
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Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
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#; The Cyborg Factory
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#HELPPROJ17
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Counts as a $LINK<Bioenhancement Center=100030> at every base.
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#; The Theory of Everything
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#HELPPROJ18
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$LINK<LABS=45> output doubled at this base.
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#; The Dream Twister
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#HELPPROJ19
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+50% to $LINK<PSI Attack=15>.
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#; Universal Translator
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#HELPPROJ20
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Two free $LINK<tech advances=140062> on completion. Any number of
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$LINK<Alien Artifacts=30007> can be cashed at this base.
|
|
|
|
#; The Network Backbone
|
|
#HELPPROJ21
|
|
$LINK<+1 research=45> at this base for every point of $LINK<Commerce=29>
|
|
this base receives, and +1 research for every $LINK<Network Node=100008>
|
|
in existence on Alpha Centauri, regardless of the player owning the
|
|
Network Node. Eliminates the negative effects of $LINK<Cybernetic
|
|
Society=120017>.
|
|
|
|
#; The Nano Factory
|
|
#HELPPROJ22
|
|
Units can be repaired quickly and completely
|
|
even when not in base squares. The cost to upgrade
|
|
units is reduced by 50%.
|
|
|
|
#; The Living Refinery
|
|
#HELPPROJ23
|
|
Decreases minerals required to support military units: $LINK<+2 SUPPORT=130002>
|
|
on Social Engineering table.
|
|
|
|
#; The Cloning Vats
|
|
#HELPPROJ24
|
|
All of your bases enter a permanent state of Population Boom and
|
|
will grow every turn provided $LINK<NUTRIENT=41> output
|
|
is sufficient and $LINK<Hab facilities=100024> are adequate.
|
|
The negative effects of the $LINK<Power=120012> and $LINK<Thought
|
|
Control=120019> social engineering choices are eliminated.
|
|
|
|
#; The Self-Aware Colony
|
|
#HELPPROJ25
|
|
Energy maintenance cost for facilities is halved at all of your
|
|
bases. If use of $LINK<police=130005> is allowed under the current social model,
|
|
all of your bases are considered to have an extra police unit.
|
|
|
|
#; Clinical Immortality
|
|
#HELPPROJ26
|
|
One extra $LINK<Talent=37> at every base. Doubles your votes in elections
|
|
for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
|
|
|
|
#; The Space Elevator
|
|
#HELPPROJ27
|
|
Doubles $LINK<ECONOMY=44> energy reserve production at this base, and
|
|
doubles $LINK<MINERAL=42> production rate at all of your bases when
|
|
producing Orbital improvements. Your units equipped with
|
|
$LINK<drop pods=80004> may now make Orbital Insertions anywhere on the Planet.
|
|
All $LINK<Aerospace Complex=100029> restrictions on Orbital improvements are
|
|
waived.
|
|
|
|
#; The Singularity Inductor
|
|
#HELPPROJ28
|
|
Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the
|
|
$LINK<ecological effects=26> of mineral production.
|
|
|
|
#; The Bulk Matter Transmitter
|
|
#HELPPROJ29
|
|
$LINK<+2 MINERALS=42> at every base.
|
|
|
|
#; The Telepathic Matrix
|
|
#HELPPROJ30
|
|
$LINK<Drones=36> never $LINK<riot=9> at your bases.
|
|
All of your $LINK<probe teams=30006> receive a $LINK<+2 morale=11> modifier.
|
|
|
|
#; The Voice of Planet
|
|
#HELPPROJ31
|
|
Begins the $LINK<Ascent to Transcendence=110071> sequence. Any faction can now
|
|
begin the Ascent to Transcendence.
|
|
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
|
|
|
|
#; The Ascent to Transcendence
|
|
#HELPPROJ32
|
|
Completes the Transcendence sequence and ends the Human Era.
|
|
The Ascent cannot be started until the $LINK<Voice of Planet=110070> is
|
|
operational.
|
|
|
|
#;POLITICS
|
|
#HELPSOC0
|
|
The "Politics" social category allows you to choose your basic
|
|
political system.
|
|
^
|
|
^$LINK<Frontier=120001>
|
|
^$LINK<Police State=120002>
|
|
^$LINK<Democratic=120003>
|
|
^$LINK<Fundamentalist=120004>
|
|
|
|
#;Frontier
|
|
#HELPSOC00
|
|
Frontier politics represent the informal governing arrangements made
|
|
in early colonies, before populations reach levels requiring more
|
|
advanced forms of government. Frontier politics provides no bonuses
|
|
or penalties.
|
|
^
|
|
^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.
|
|
^
|
|
+2 POLICE
|
|
+2 SUPPORT
|
|
-2 EFFICIENCY
|
|
^
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
#;Democratic
|
|
#HELPSOC02
|
|
Democracies allow citizens to participate in government, and forego
|
|
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.
|
|
^
|
|
+2 EFFICIENCY
|
|
+2 GROWTH
|
|
-2 SUPPORT
|
|
^
|
|
^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.
|
|
^
|
|
+1 MORALE
|
|
+2 PROBE
|
|
-2 RESEARCH
|
|
^
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
|
|
#;ECONOMICS
|
|
#HELPSOC1
|
|
The "Economics" social category allows you to control the way your
|
|
economy is managed.
|
|
^
|
|
^$LINK<Simple=120006>
|
|
^$LINK<Free Market=120007>
|
|
^$LINK<Planned=120008>
|
|
^$LINK<Green=120009>
|
|
|
|
#;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. Simple Economics provides no special
|
|
benefits or penalties.
|
|
^
|
|
^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.
|
|
^
|
|
+2 ECONOMY
|
|
-3 PLANET
|
|
-5 POLICE
|
|
^
|
|
^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.
|
|
^
|
|
+2 GROWTH
|
|
+1 INDUSTRY
|
|
-2 EFFICIENCY
|
|
^
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
#;Green
|
|
#HELPSOC13
|
|
Green Economics strive to integrate human 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 native life, but population growth necessarily
|
|
suffers for lack of space.
|
|
^
|
|
+2 PLANET
|
|
+2 EFFICIENCY
|
|
-2 GROWTH
|
|
^
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
#;VALUES
|
|
#HELPSOC2
|
|
The "Values" social category allows you to set major priorities for
|
|
your society.
|
|
^
|
|
^$LINK<Survival=120011>
|
|
^$LINK<Power=120012>
|
|
^$LINK<Knowledge=120013>
|
|
^$LINK<Wealth=120014>
|
|
|
|
#;Survival
|
|
#HELPSOC20
|
|
Survival is of course the all-encompassing first priority of early
|
|
human space colonies. "Survival" as a priority provides no
|
|
special bonuses or penalties.
|
|
^
|
|
^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.
|
|
^
|
|
+2 MORALE
|
|
+2 SUPPORT
|
|
-2 INDUSTRY
|
|
^
|
|
^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.
|
|
^
|
|
+2 RESEARCH
|
|
+1 EFFICIENCY
|
|
-2 PROBE
|
|
^
|
|
^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.
|
|
^
|
|
+1 INDUSTRY
|
|
+1 ECONOMY
|
|
-2 MORALE
|
|
^
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
#;FUTURE SOCIETY
|
|
#HELPSOC3
|
|
Future Societies show speculatively how human society may evolve
|
|
in the far future.
|
|
^
|
|
^$LINK<None=120016>
|
|
^$LINK<Cybernetic=120017>
|
|
^$LINK<Eudaimonic=120018>
|
|
^$LINK<Thought Control=120019>
|
|
|
|
#;None
|
|
#HELPSOC30
|
|
"None", or no Future Society, simply means that your society has not
|
|
yet evolved to a far future society. No bonuses or penalties apply.
|
|
^
|
|
^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 humans for more creative tasks. But will
|
|
workers displaced by computers sink into despair, poverty, and
|
|
possible unrest?
|
|
^
|
|
+2 EFFICIENCY
|
|
+2 PLANET
|
|
+2 RESEARCH
|
|
-3 POLICE
|
|
^
|
|
^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.
|
|
^
|
|
+2 GROWTH
|
|
+2 ECONOMY
|
|
+2 INDUSTRY
|
|
-2 MORALE
|
|
^
|
|
^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.
|
|
^
|
|
+2 POLICE
|
|
+2 MORALE
|
|
+2 PROBE
|
|
-3 SUPPORT
|
|
^
|
|
^Prerequisite: $LINK<$STR0=$NUM0>
|
|
|
|
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
|
|
|
|
#;ECONOMY
|
|
#HELPEFFECT0
|
|
{ECONOMY} represents the raw strength of your society's economy.
|
|
Increasing this value will increase your $LINK<energy=43> flow.
|
|
^
|
|
^-3, -2 energy each base
|
|
^-2, -1 energy each base
|
|
^-1, -1 energy at HQ base
|
|
^ 0, Standard energy rates
|
|
^ 1, +1 energy each base
|
|
^ 2, +1 energy each square!
|
|
^ 3, +1 energy each square; +1 commerce rating!!
|
|
^ 4, +1 energy/sq; +2 energy/base; +2 commerce!!!
|
|
^ 5, +1 energy/sq; +4 energy/base; +3 commerce!!!!
|
|
|
|
#;EFFIC
|
|
#HELPEFFECT1
|
|
{EFFICIENCY} represents your society's ability to function without
|
|
waste and mismanagement. If this value falls too low, your bases
|
|
will begin to lose $LINK<energy=43> 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 support costs of military units. The lower
|
|
your score here, the more of your units you'll have to expend
|
|
$LINK<minerals=42> to support.
|
|
^
|
|
^-4, Each unit costs 2 to support; no free minerals 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!!
|
|
|
|
#;TALENT -- NOTUSED!!!
|
|
#HELPEFFECT3
|
|
|
|
#;MORALE
|
|
#HELPEFFECT4
|
|
{MORALE} affects the training and determination of your military.
|
|
A higher score here translates directly into $LINK<morale=11> upgrades for your
|
|
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)
|
|
^ 3, +2 Morale! (+3 on defense)
|
|
^ 4, +3 Morale!!
|
|
|
|
#;POLICE
|
|
#HELPEFFECT5
|
|
{POLICE} represents your society's tolerance for police control and
|
|
restrictions on personal freedom. A high score allows you to use
|
|
military units as police to suppress $LINK<drone riots=9>. A low score will
|
|
cause increasing tension when your military units are 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 if more than one military unit away from territory
|
|
^-2, Cannot use military units as police. No nerve stapling.
|
|
^-1, One police unit allowed. No nerve stapling.
|
|
^ 0, Can use one military unit as police
|
|
^ 1, Can use up to 2 military units as police
|
|
^ 2, Can use up to 3 military units as police!
|
|
^ 3, 3 units as police. Police effect doubled!!
|
|
|
|
#;GROWTH
|
|
#HELPEFFECT6
|
|
{GROWTH} affects your population growth rate. The higher your score,
|
|
the fewer $LINK<nutrients=41> your bases will need 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 your society's sensitivity to the $LINK<ecology of
|
|
Planet=26>.
|
|
A low score indicates that ecological damage will occur more quickly.
|
|
^
|
|
^-3, Wanton ecological disruption; -3 Fungus production
|
|
^-2, Rampant ecological disruption; -2 Fungus production
|
|
^-1, Increased ecological disruption; -1 Fungus production
|
|
^ 0, Normal ecological tension
|
|
^ 1, Ecological safeguards!; Can capture native life forms
|
|
^ 2, Ecological harmony!; Increased chance of native life form capture!
|
|
^ 3, Ecological wisdom!!; Maximum chance of native life form capture!!
|
|
|
|
#;PROBE
|
|
#HELPEFFECT8
|
|
{PROBE} affects your vulnerability (or strength) on security issues.
|
|
A high score will help prevent enemy $LINK<probe team=30006> attacks.
|
|
^
|
|
^-2, -50% cost of enemy probe team actions; enemy success rate increased
|
|
^-1, -25% cost of enemy probe team actions; enemy success rate increased
|
|
^ 0, Normal security measures
|
|
^ 1, +1 probe team morale; +50% cost of enemy probe team actions
|
|
^ 2, +2 probe team morale; Doubles cost of enemy probe team actions!
|
|
^ 3, +3 probe team morale; Bases and units cannot be subverted by standard Probe Teams!!
|
|
|
|
|
|
#;INDUSTRY
|
|
#HELPEFFECT9
|
|
{INDUSTRY} represents your manufacturing strength. A high score reduces the
|
|
number of $LINK<minerals=42> 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 your $LINK<technological progress=45>. A higher score will
|
|
increase the rate at which you make breakthroughs.
|
|
^
|
|
^-5, Labs research slowed by 50%
|
|
^-4, Labs research slowed by 40%
|
|
^-3, Labs research slowed by 30%
|
|
^-2, Labs research slowed by 20%
|
|
^-1, Labs research slowed by 10%
|
|
^ 0, Normal research rate
|
|
^ 1, Labs research speeded by 10%
|
|
^ 2, Labs research speeded by 20%
|
|
^ 3, Labs research speeded by 30%
|
|
^ 4, Labs research speeded by 40%
|
|
^ 5, Labs research speeded by 50%
|
|
|
|
|
|
|
|
|
|
|
|
#;FARM
|
|
#HELPTERRALAND0
|
|
A {farm} increases the $LINK<nutrient production=41> of a square by +1.
|
|
Farms cannot be built in $LINK<rocky squares=1>.
|
|
|
|
#HELPTERRASEA0
|
|
A {kelp farm} increases the $LINK<nutrient production=41> of an ocean square
|
|
by +2. Kelp farms can only be planted on shelf squares (Depth
|
|
less than 1000m).
|
|
|
|
#;SOIL
|
|
#HELPTERRALAND1
|
|
A {soil enricher} increases the $LINK<nutrient production=41> of a square by +1.
|
|
Soil Enrichers can be built only in squares which already contain a
|
|
$LINK<farm=90000>.
|
|
|
|
#HELPTERRASEA1
|
|
no
|
|
|
|
#;MINE
|
|
#HELPTERRALAND2
|
|
A {mine} increases the $LINK<mineral output=42> of a square:
|
|
^$LINK<Flat squares=1>: +1 minerals
|
|
^$LINK<Rolling squares=1>: +1 minerals
|
|
^$LINK<Rocky squares=1>: +2 minerals (+3 if road)
|
|
^
|
|
^A mine provides an additional +1 minerals in Minerals Resource squares.
|
|
|
|
#HELPTERRASEA2
|
|
A {mining platform} increases the $LINK<minerals output=42> of an ocean square
|
|
by +1, or +2 if $LINK<Advanced Ecological Engineering=140062> has been discovered.
|
|
^
|
|
Mining platforms can only be built in shelf squares (depth less than 1000m).
|
|
|
|
#;SOLAR
|
|
#HELPTERRALAND3
|
|
A {solar collector} allows $LINK<energy=43> collection in a square. Sea level
|
|
solar collectors will collect 1 energy per turn. Solar collectors
|
|
at $LINK<higher altitudes=2> will collect an additional energy for each 1000m
|
|
above sea level.
|
|
|
|
#HELPTERRASEA3
|
|
A {tidal harness} allows $LINK<energy=43> collection in an ocean square. Squares
|
|
with tidal harnesses produce 3 energy per turn.
|
|
^
|
|
Tidal harnesses can only be built in shelf squares (depth less than 1000m)
|
|
|
|
#;FOREST
|
|
#HELPTERRALAND4
|
|
{Forest} squares provide balanced but limited $LINK<nutrient=41>,
|
|
$LINK<minerals=42>, and $LINK<energy=43> production. Forest square
|
|
production is dramatically increased for bases containing a
|
|
$LINK<Tree Farm=100013> and/or a $LINK<Hybrid Forest=100014>.
|
|
^
|
|
Forest will sometimes expand into adjacent squares, even driving out
|
|
native $LINK<fungus=14> in the process.
|
|
|
|
#HELPTERRASEA4
|
|
no
|
|
|
|
#;ROAD
|
|
#HELPTERRALAND5
|
|
{Roads} speed land unit movement. Land units moving along a road can
|
|
move three times faster than normal.
|
|
^
|
|
Roads also increase $LINK<mine=90002> production in $LINK<rocky squares=1>.
|
|
|
|
#HELPTERRASEA5
|
|
no
|
|
|
|
#;TUBE
|
|
#HELPTERRALAND6
|
|
{Mag Tubes} greatly speed land unit movement. Land units moving between
|
|
Mag Tube squares do not expend any movement points.
|
|
|
|
#HELPTERRASEA6
|
|
no
|
|
|
|
#;BUNKER
|
|
#HELPTERRALAND7
|
|
A {bunker} improves the defense value of its square. Units defending in
|
|
bunkers gain +50% to their defense.
|
|
|
|
#HELPTERRASEA7
|
|
no
|
|
|
|
#;AIRBASE
|
|
#HELPTERRALAND8
|
|
An {airbase} allows friendly air units to land and refuel.
|
|
|
|
#HELPTERRASEA8
|
|
no
|
|
|
|
#;SENSOR
|
|
#HELPTERRALAND9
|
|
A {Sensor Array} watches surrounding territory for intruders. 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.
|
|
|
|
#HELPTERRASEA9
|
|
no
|
|
|
|
#;FUNGUS
|
|
#HELPTERRALAND10
|
|
Allows $LINK<fungus=14> to be removed from a square.
|
|
|
|
#HELPTERRASEA10
|
|
Allows $LINK<sea fungus=14> to be removed from a square.
|
|
|
|
#;MAKEFUNGUS
|
|
#HELPTERRALAND11
|
|
Using xenoagricultural techniques, $LINK<fungus=14> can be cultivated.
|
|
^
|
|
Production in fungus squares increases with each $LINK<"Centauri"=140006>
|
|
technology you discover.
|
|
|
|
#HELPTERRASEA11
|
|
Using xenoagricultural techniques, $LINK<fungus=14> can be cultivated.
|
|
^
|
|
Production in fungus squares increases with each $LINK<"Centauri"=140006>
|
|
technology you discover.
|
|
|
|
#;CONDENSER 12
|
|
#HELPTERRALAND12
|
|
A {Condenser} increases the $LINK<rainfall=0> in its own and ALL
|
|
SURROUNDING SQUARES. It also provides an additional $LINK<+1
|
|
nutrient=41> in its own square, cumulative
|
|
with $LINK<farm=90000> bonuses. Use condensers to increase nutrient production
|
|
drastically in dry areas.
|
|
^
|
|
Condensers have a significant negative $LINK<ecological impact=26>.
|
|
|
|
#HELPTERRASEA12
|
|
no
|
|
|
|
#;MIRROR 13
|
|
#HELPTERRALAND13
|
|
An {Echelon Mirror} increases the solar $LINK<energy=43> collected by solar
|
|
collectors in ALL SURROUNDING SQUARES by +1. It also counts as
|
|
a $LINK<solar collector=90003> for the purposes of collecting in its own square,
|
|
though it does not receive any additional bonus from other Echelon
|
|
Mirrors.
|
|
^
|
|
Echelon Mirrors have a significant negative $LINK<ecological impact=26>.
|
|
|
|
#HELPTERRASEA13
|
|
no
|
|
|
|
#;BOREHOLE 14
|
|
#HELPTERRALAND14
|
|
A {Thermal Borehole} penetrates to Planet's mantle and provides
|
|
significant mineral and energy bonuses. Borehole squares provide
|
|
$LINK<+6 minerals=42> and $LINK<+6 energy=43>, but produce no
|
|
$LINK<nutrients=41> and cannot be farmed.
|
|
^
|
|
Thermal Boreholes cannot be built adjacent to other boreholes, nor
|
|
on slopes (land squares adjacent to other land squares of lower
|
|
$LINK<altitude=2>).
|
|
^
|
|
Thermal Boreholes have a significant negative $LINK<ecological impact=26>.
|
|
|
|
#HELPTERRASEA14
|
|
no
|
|
|
|
#;AQUIFER 15
|
|
#HELPTERRALAND15
|
|
{Drilling to an aquifer} creates a new river beginning in its square.
|
|
|
|
#HELPTERRASEA15
|
|
no
|
|
|
|
#;RAISE 16
|
|
#HELPTERRALAND16
|
|
{Terraform Raise} increases the $LINK<altitude=2> of the current square by
|
|
approximately 1000 meters. This can result in ocean squares becoming
|
|
land squares.
|
|
|
|
#HELPTERRASEA16
|
|
{Terraform Raise} increases the $LINK<altitude=2> of the current square by
|
|
approximately 1000 meters.
|
|
|
|
#;LOWER 17
|
|
#HELPTERRALAND17
|
|
{Terraform Lower} decreases the $LINK<altitude=2> of the current square by
|
|
approximately 1000 meters. A land square can be "lowered into the sea"
|
|
only by a sea former in a nearby ocean square.
|
|
|
|
#HELPTERRASEA17
|
|
{Terraform Lower} decreases the $LINK<altitude=2> of the current square by
|
|
approximately 1000 meters. A land square can be "lowered into the sea"
|
|
by a sea former in a nearby ocean square.
|
|
|
|
#;LEVEL 18
|
|
#HELPTERRALAND18
|
|
{Terraform Level} decreases the $LINK<rockiness=1> level of a square. It can
|
|
be used to turn rocky squares into rolling squares suitable for
|
|
$LINK<farming=90000>.
|
|
|
|
#HELPTERRASEA18
|
|
no
|
|
|
|
#;MAKEMONO 19
|
|
#HELPTERRALAND19
|
|
no
|
|
|
|
#HELPTERRASEA19
|
|
no
|
|
|
|
#UNITDESC0
|
|
A {Colony Pod} represents the manpower and resources necessary to
|
|
build a new {base}.
|
|
|
|
#UNITDESC1
|
|
Your Terraforming Engineers ("FORMERS") are crucial to your
|
|
expedition's survival. Formers can plant $LINK<forests=90004> and
|
|
$LINK<farms=90000>; build $LINK<roads=90005>, $LINK<mines=90002>,
|
|
and $LINK<solar collectors=90003>; and even $LINK<raise up=90016>
|
|
or $LINK<tear down mountains=90017>.
|
|
|
|
#UNITDESC2
|
|
A {Scout Patrol} can be used to explore the unknown regions of Planet.
|
|
It can also be used to guard bases from attack by enemies and
|
|
$LINK<mind worms=30008>, though it is not as powerful as later military
|
|
units which can be developed.
|
|
|
|
#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.
|
|
|
|
#UNITDESC4
|
|
{Sea Formers}, like their $LINK<land-bound cousins=30001>, are used to improve
|
|
and reshape Planet. Sea Formers can plant $LINK<Kelp Farms=90020>, build
|
|
$LINK<Mining Platforms=90022>, and construct $LINK<Tidal Harnesses=90023>.
|
|
|
|
#UNITDESC5
|
|
{Supply Crawlers} are useful for transporting resources.
|
|
Supply Crawlers may:
|
|
^
|
|
* Produce $LINK<nutrients=41>, $LINK<minerals=42>, or $LINK<energy=43> from any
|
|
square on the map and send the resources to its home base.
|
|
Select the "Convoy" ('O') option on the Action Menu.
|
|
^
|
|
* Disband themselves in a friendly base to yield their {full} mineral
|
|
value towards the construction of a $LINK<secret project=110071> or
|
|
$LINK<unit prototype=23>.
|
|
|
|
#UNITDESC6
|
|
{Probe Teams} can infiltrate and subvert enemy bases and units. They can
|
|
also steal enemy research information, sabotage base facilities,
|
|
assassinate key enemy personnel, and conduct genetic warfare.
|
|
^
|
|
Move a probe team up to an enemy base or unit to engage its powers.
|
|
^
|
|
Probe teams can also defend your bases against their enemy counterparts.
|
|
If a probe team is present in a square when an enemy probe team tries
|
|
to enter, a combat is resolved between them. The probe team with the
|
|
highest $LINK<morale=11> level usually wins.
|
|
^
|
|
Probe teams often receive morale increases when they complete missions
|
|
successfully. The higher a probe team's morale level, the more likely
|
|
it is to survive increasingly more complex missions.
|
|
|
|
#UNITDESC7
|
|
{Artifacts} are mysterious and unexplained alien devices sometimes discovered
|
|
on Planet. If you can find an artifact and return it to one of your bases, you
|
|
will have several options: (a) you can link it to a $LINK<Network Node=100008>
|
|
if you have one, and receive a free technology breakthrough;
|
|
(b) you can use it to speed the production of a $LINK<Secret Project=110071>
|
|
or $LINK<Unit Prototype=23>; (c) you can save it to use later.
|
|
^
|
|
Artifacts can be captured from other players. A lone artifact can be captured by
|
|
any player without diplomatic penalty.
|
|
|
|
#UNITDESC8
|
|
{Mind Worms} can appear suddenly, and are closely associated with
|
|
$LINK<fungus=14>.
|
|
^
|
|
Mind Worms and other alien creatures can engage in $LINK<Psi Combat=15>,
|
|
in which weapon and armor strengths are ignored, and the attacker
|
|
is given a 3 to 2 advantage on land. $LINK<Morale=11> level is quite important
|
|
in defending against Mind Worms and other alien units.
|
|
^
|
|
With proper breeding and bonding techniques, Mind Worms can also be bred
|
|
in captivity and controlled by skilled brood trainers. These Mind Worm
|
|
boils can be used to attack enemy units using Psi Combat, thus bypassing
|
|
enemy advantages in weapon and armor technology. $LINK<Biology Labs=100009>
|
|
and other facilities can increase the strength of captivity-bred Mind Worm
|
|
boils.
|
|
|
|
#UNITDESC9
|
|
An aquatic vector of the $LINK<Mind Worms=30008>, the {Isle of the Deep}
|
|
is closely associated with Mind Worms and $LINK<Sea Fungus=14>.
|
|
The floating shell of an Isle of the Deep, formed by the secretions
|
|
of the colony's individual
|
|
members, is often used as a nesting place by Mind Worms, and can even
|
|
float large land units.
|
|
^
|
|
Isles of the Deep and other alien creatures can engage in $LINK<Psi Combat=15>,
|
|
in which weapon and armor strengths are ignored.
|
|
$LINK<Morale=11> level is quite important in defending against
|
|
Isles of the Deep and other alien units.
|
|
^
|
|
With proper breeding and bonding techniques, Isles of the Deep can
|
|
also be bred in captivity and controlled by skilled brood trainers.
|
|
These captive boils can be used to attack enemy naval units using Psi
|
|
Combat. Depending on their size, they can also be used to transport
|
|
land units.
|
|
|
|
#UNITDESC10
|
|
Planet's fiercest avatars, the {Locusts of Chiron} are a ravenous winged
|
|
variation the land-bound $LINK<Mind Worms=30008>. The appearance of Locusts
|
|
signifies considerable distress on the part of the originating
|
|
neural net $LINK<fungus=14>.
|
|
|
|
#UNITDESC11
|
|
The U.N.S. Unity was stocked with many of these lightly armed {rovers},
|
|
intended for use in exploring Planet's landmasses.
|
|
|
|
#UNITDESC12
|
|
A few of these extremely handy Choppers were stored aboard the
|
|
U.N.S. Unity. Although lightly armed and with limited fuel range,
|
|
{Unity Choppers} are invaluable scouts and explorers.
|
|
|
|
#UNITDESC13
|
|
These small, prefab {foils} were stored aboard the U.N.S. Unity, ready
|
|
for use exploring Planet's seas.
|
|
|
|
#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.
|
|
|
|
#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 disengage from combat when surprised
|
|
by slower enemy $LINK<infantry.=40000>
|
|
|
|
#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<Speeder=40001> units, Hovertanks gain a +25% combat advantage when
|
|
attacking in open terrain.
|
|
|
|
#CHASSISDESC3
|
|
{Foils} can be used to create effective sea transports and
|
|
sea patrols.
|
|
|
|
#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.
|
|
|
|
#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.
|
|
|
|
#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% damage.
|
|
|
|
#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.
|
|
|
|
#CHASSISDESC8
|
|
{Missiles} can be used to mount powerful $LINK<conventional payloads=60020> or
|
|
spectacular quasi-nuclear $LINK<Planet Busters=60013>. Missiles pack a powerful
|
|
punch, but are of course eliminated when they attack.
|
|
|
|
#WEAPONDESC0
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC1
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC2
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC3
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC4
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC5
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC6
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC7
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC8
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC9
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC10
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC11
|
|
A unit's {weapon} strength determines its combat strength it attacks.
|
|
The more powerful the weapon the stronger the attack.
|
|
|
|
#WEAPONDESC12
|
|
The {Psi Attack} weapon allows a conventional unit to make Psi
|
|
attacks. Weapons and armor are ignored in $LINK<Psi Combat=15>, and the
|
|
attacker receives a 3 to 2 advantage on land (1 to 1 at sea).
|
|
|
|
#WEAPONDESC13
|
|
The quasi-nuclear {Planet Buster} is future humanity's ultimate
|
|
atrocity. Planet Busters destroy everything within a radius equal
|
|
to their $LINK<reactor=50001> size, often leaving immense craters.
|
|
^
|
|
Under the U.N. Charter, use of Planet Busters is punishable by
|
|
immediate expulsion from the $LINK<Planetary Council=27> and total military
|
|
destruction.
|
|
|
|
#WEAPONDESC14
|
|
The {Colony Module} can be used to create custom $LINK<Colony Pods=30000>.
|
|
Units with Colony Modules can build new bases. If a Colony Module
|
|
is installed on a sea-going unit, bases can be constructed at sea.
|
|
|
|
#WEAPONDESC15
|
|
The {Terraforming Unit} can be used to create custom $LINK<terraformers=30001>.
|
|
|
|
#WEAPONDESC16
|
|
The {Troop Transport} module allows a unit to transport other units
|
|
by land, sea, or air, depending on the unit's chassis.
|
|
^
|
|
Only sea-going units can transport more than one unit at a time.
|
|
A {Foil} can transport a number of units equal to twice its reactor
|
|
value. A {Cruiser} can transport a number of units equal to four
|
|
times its reactor value.
|
|
^
|
|
Transports can normally transport only ground units, but seagoing
|
|
transports can be given the $LINK<Carrier Deck=80007> special ability to
|
|
allow them to transport and refuel air units.
|
|
|
|
#WEAPONDESC17
|
|
The {Supply Transport} module can be used to create custom supply
|
|
units. Such units function much as $LINK<Supply Crawlers=30005>, and can:
|
|
^
|
|
* Produce nutrients, minerals, or energy from any square on the map
|
|
and send the resources to its home base.
|
|
Select the "Convoy" ('O') option on the Action Menu.
|
|
^
|
|
* Disband themselves in a friendly base to yield their {full} mineral
|
|
value towards the construction of a secret project or unit prototype.
|
|
|
|
#WEAPONDESC18
|
|
The {Probe Team} module can be used to create custom probe teams.
|
|
Such units function much as regular $LINK<Probe Teams=30006>.
|
|
^
|
|
Probe Teams can infiltrate and subvert enemy bases and units. They can
|
|
also steal enemy research information, sabotage base facilities,
|
|
assassinate key enemy personnel, and conduct genetic warfare.
|
|
^
|
|
Move a probe team up to an enemy base or unit to engage its powers.
|
|
^
|
|
Probe teams can also defend your bases against their enemy counterparts.
|
|
If a probe team is present in a square when an enemy probe team tries
|
|
to enter, a combat is resolved between them. The probe team with the
|
|
highest $LINK<morale=11> level usually wins.
|
|
^
|
|
Probe teams often receive morale increases when they complete missions
|
|
successfully. The higher a probe team's morale level, the more likely
|
|
it is to survive increasingly more complex missions.
|
|
|
|
#WEAPONDESC20
|
|
The {Conventional Payload} weapons package can be used to create
|
|
conventional missiles. It can be used only with the $LINK<Missile=40008>
|
|
chassis.
|
|
^
|
|
Conventional missiles attack at the following strengths:
|
|
^
|
|
^Fission: {9}
|
|
^Fusion: {18}
|
|
^Quantum: {27}
|
|
^Singularity: {36}
|
|
|
|
#ABILDESC0
|
|
The {Super Former} ability doubles the speed at which a unit performs
|
|
normal terraforming functions. It can be used only with $LINK<terraforming
|
|
units=30001>.
|
|
|
|
#ABILDESC1
|
|
{Deep Radar} allows a unit to spot enemies and terrain up to two squares
|
|
away.
|
|
|
|
#ABILDESC2
|
|
A {Cloaking Device} allows a unit to avoid detection by enemy units
|
|
unless they actually attempt to enter the same square. Cloaked units
|
|
may also ignore enemy $LINK<Zones of Control=34>--they may move freely between
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squares adjacent to enemy units.
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#ABILDESC3
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{Amphibious Pods} allow a ground unit to attack directly from a sea
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square when disembarking from a transport. Units with Amphibious Pods
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may also move and attack across the channels between Sea Bases and
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continents.
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#ABILDESC4
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{Drop Pods} allow ground units to make air drops. A unit must begin
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its turn in a friendly base or airbase in order to make an airdrop.
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Airdrops may be made into any empty square within 8 squares (unless
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your faction has the technology necessary to make Orbital Insertions,
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in which case units may be dropped anywhere on the planet).
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^
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Drop Pod units may move after an airdrop, but if they attack a
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50% combat penalty applies.
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#ABILDESC5
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The {Air Superiority} ability equips a unit with the missiles necessary
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to attack Needlejets in flight. Air Superiority units gain a +100%
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combat advantage when attacking other air units in flight, but incur
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a -50% penalty if they attack ground or naval units.
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^
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Air-to-air combat is resolved by comparing attack factors--the armor
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|
value is ignored.
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^
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Note that even ground and naval units can be equipped with the SAM
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missiles necessary to confer this ability.
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#ABILDESC6
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A {Deep Pressure Hull} allows a sea unit to function as a submarine.
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Submarine units are difficult for enemies to detect.
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#ABILDESC7
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A {Carrier Deck} allows a sea-going transport to carry and refuel
|
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air units.
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#ABILDESC8
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|
The {AAA Tracking} ability increases a unit's defense against air
|
|
and missile attacks by 100%.
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#ABILDESC9
|
|
The {Comm Jammer} ability interferes with enemy tactical command and
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|
control, thus throwing enemy mobile offensives into confusion. A Comm
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Jammer confers a +50% defense bonus against ground units with more
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than one move ($LINK<Speeders=40001> and $LINK<Hovertanks=40002>).
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#ABILDESC10
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|
{Antigrav Struts} give a unit an extra move each turn, and allow all
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|
ground units, like $LINK<Hovertanks=40002>, to avoid movement penalties
|
|
for difficult terrain.
|
|
^
|
|
Air units with Antigrav Struts gain moves equal to twice their reactor
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|
value (so an Antigrav air unit with a $LINK<Fusion reactor=50002>
|
|
would gain 4 moves).
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#ABILDESC11
|
|
The {Empath Song} ability confers a +50% attack bonus against units
|
|
which employ a Psi Defense, such as $LINK<Mind Worms=30008>
|
|
and other alien creatures.
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#ABILDESC13
|
|
{Fungicide Tanks} allows a terraformer unit to clear $LINK<Xenofungus=14>
|
|
at twice the normal rate. Only $LINK<terraforming=30001> units can use this
|
|
ability.
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#ABILDESC14
|
|
The {High Morale} ability gives a unit a $LINK<+1 morale=11> upgrade when it
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|
is first created.
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#ABILDESC15
|
|
{Heavy Artillery} units bombard their targets from a distance rather
|
|
than attacking them directly. This unique ability allows them to fire
|
|
at units up to two squares away, and to attack every unit in a square
|
|
with one attack.
|
|
^
|
|
An artillery unit's only weakness is its inability to attack by
|
|
any other means than $LINK<bombardment=35>.
|
|
^
|
|
Note that naval units have the intrinsic ability to conduct
|
|
bombardment, but they may also attack directly against units in
|
|
sea squares.
|
|
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|
#ABILDESC16
|
|
Units with the {Clean Reactor} ability require no support from their
|
|
home bases.
|
|
|
|
#ABILDESC17
|
|
The {Blink Displacer} ability allows a unit to ignore all base
|
|
defenses ($LINK<Perimeter Defense=100004>, $LINK<Tachyon Field=100005>)
|
|
when attacking.
|
|
|
|
#ABILDESC18
|
|
Units with the {Hypnotic Trance} ability are insulated from Psi
|
|
attack, and thus receive a +50% defense bonus when attacked by
|
|
units which employ $LINK<Psi Combat=15>, such as $LINK<Mind Worms=30008>
|
|
and other alien creatures.
|
|
|
|
#ABILDESC20
|
|
Faction leaders willing to commit atrocities can equip their combat
|
|
units with {Nerve Gas Pods.} Units so equipped can employ these pods
|
|
to gain a +50% attack bonus. If employed against a populated area,
|
|
Nerve Gas Pods will cause significant civilian casualties.
|
|
|
|
#ABILDESC21
|
|
A {Repair Bay} allows transport units to repair the units they carry
|
|
while in transit.
|
|
|
|
#ABILDESC22
|
|
{Non-Lethal Methods} allow a unit to count double when used as Police
|
|
units (each unit eliminates two $LINK<drones=36> rather than one).
|
|
|
|
#ABILDESC12
|
|
{Polymorphic Encryption} doubles a unit's resistance to probe team
|
|
subversion.
|
|
|
|
#ARMORDESC
|
|
A unit's {armor} strength determines its combat strength when attacked.
|
|
The stronger the armor the better the defense.
|
|
|
|
#REACTORDESC
|
|
A unit's {reactor} determines its {power}, the amount of damage the
|
|
unit can absorb in combat before it is eliminated. A unit can absorb
|
|
10 points of damage for each power level of reactor.
|
|
^
|
|
More advanced reactor technology also tends to make complex units
|
|
cheaper to build.
|
|
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|
# ; This line must remain at end of file
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