1004 lines
46 KiB
Plaintext
1004 lines
46 KiB
Plaintext
;
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; Sid Meier’s ALPHA CENTAURI
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;
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; Alpha Centauri User-Configurable Rules
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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 reads the rules of the game from this file at
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; startup. 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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; If you are building a scenario and need custom rules, copy this
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; file into a subdirectory with your scenario file before editing.
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; Files in the same subdirectory as a scenario file automatically
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; take precedence over files in the main game directory.
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;
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;
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; FUNDAMENTAL RULES
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; You will find that many of the items on this list have been
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; finely balanced: small changes can have drastic effects on
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; gameplay.
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;
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#RULES
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3, ; Movement rate along roads
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2, ; Nutrient intake requirement for citizens
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3,2 ; Numerator & Denominator for artillery fire damage
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2, ; Max artillery range (larger will break multiplayer)
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8, ; Max airdrop range without orbital insertion
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10, ; Nutrient cost multiplier
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10, ; Minerals cost multiplier
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100, ; Technology discovery rate as a percentage of standard
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1, ; Limits mineral increase for mine without road in square
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-1, ; Nutrient effect in mine square (0 or -1)
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5, ; Minimum base size to support specialists
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1, ; Drones induced by Genejack factory
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7, ; Population limit without hab complex
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14, ; Population limit without hab dome
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50, ; Extra percentage cost of prototype LAND unit
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50, ; Extra percentage cost of prototype SEA unit
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50, ; Extra percentage cost of prototype AIR unit
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3,2, ; Psi combat offense-to-defense ratio (LAND unit defending)
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1,1, ; Psi combat offense-to-defense ratio (SEA unit defending)
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1,1, ; Psi combat offense-to-defense ratio (AIR unit defending)
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10, ; Players’ starting energy reserves
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25, ; Combat % -> intrinsic base defense
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0, ; Combat % -> attacking along road
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0, ; Combat % -> for attacking from higher elevation
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0, ; Combat penalty % -> attacking from lower elevation
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25, ; Combat % -> Mobile unit in open ground
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0, ; Combat % -> Defend vs. mobile in rough
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25, ; Combat % -> Infantry vs. Base
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50, ; Combat penalty % -> attack after airdrop
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25, ; Combat % -> Fanatic attack bonus
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50, ; Combat % -> Land based guns vs. ship artillery bonus
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25, ; Combat % -> Artillery bonus per level of altitude
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50, ; Combat % -> Trance bonus defending vs. psi
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50, ; Combat % -> Empath Song bonus attacking vs. psi
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50, ; Combat penalty % -> Air superiority unit vs. ground unit
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100, ; Combat % -> Air superiority unit vs. air unit
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50, ; Combat penalty % -> Non-combat unit defending vs. combat unit
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50, ; Combat % -> Comm Jammer unit defending vs. mobile unit
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100, ; Combat % -> Bonus vs. ships caught in port
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100, ; Combat % -> AAA bonus vs. air units
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25, ; Combat % -> Defend in range of friendly Sensor
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10, ; Combat % -> Psi attack bonus/penalty per +PLANET
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50, ; Retool percent penalty for production change
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2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
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10, ; Retool exemption (first X minerals not affected by penalty)
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20, ; Minimum # of turns between councils
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5, ; Minerals for harvesting forest
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8, ; Territory: max distance from base
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20, ; Turns to corner Global Energy Market
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CentPsi, ; Technology to improve fungus squares
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CentPsi, ; Technology to ease fungus movement
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CentEmp, ; Technology to build roads in fungus
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Neural, ; Technology to allow 2 special abilities for a unit
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Gene, ; Technology to allow 3 nutrients in a square
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EcoEng, ; Technology to allow 3 minerals in a square
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EnvEcon, ; Technology to allow 3 energy in a square
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Gravity, ; Technology to allow orbital insertion without Space Elevator
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EcoEng2, ; Technology for +1 mining platform bonus
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PlaEcon, ; Technology for economic victory
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1, ; If non-zero, probe teams can steal technologies
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1, ; If non-zero, humans can always contact each other in net games
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1, ; If non-zero, humans can always contact each other in hotseat/email games
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50, ; Maximum % damage inflicted by arty versus units in base/bunker
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99, ; Maximum % damage inflicted by arty versus units in open
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100, ; Maximum % damage inflicted by arty versus units at sea
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1, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be “half” normal warming).
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2100 ; Normal starting year
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2600 ; Normal ending year for lowest 3 difficulty levels
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2500 ; Normal ending year for highest 3 difficulty levels
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1 ; If non-zero, obliterating a base counts as an atrocity
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;
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; TERRAFORMING IMPROVEMENTS
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;
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; Name, Preq, Sea Name, Sea Preq, Rate, Order, Letter, Keystroke
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;
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; Rate = # of turns to build
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; Order = Description of unit orders
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; Letter = Order letter
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; Keystroke = Keystroke description (changing text does not change
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; the actual key mappings in the game)
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;
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#TERRAIN
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Farm, None, Kelp Farm, None, 4, Cultivate $STR0, f, F
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Soil Enricher, EcoEng2, Soil Enricher, Disable, 8, Construct $STR0, f, F
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Mine, None, Mining Platform, None, 8, Construct $STR0, M, M
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Solar Collector, None, Tidal Harness, None, 4, Construct $STR0, S, S
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Forest, None, …, Disable, 4, Plant $STR0, F, Shift+F
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Road, None, Road, Disable, 1, Build $STR0, R, R
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Mag Tube, Magnets, Mag Tube, Disable, 3, Build $STR0, R, R
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Bunker, MilAlg, Bunker, Disable, 5, Construct $STR0, K, K
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Airbase, DocAir, Airbase, Disable, 10, Construct $STR0, ., .
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Sensor Array, None, Sensor Array, Disable, 4, Construct $STR0, O, O
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Fungus, None, Sea Fungus, None, 6, Remove $STR0, F, F
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Fungus, EcoEng, Sea Fungus, EcoEng, 6, Plant $STR0, F, Ctrl+F
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Condenser, EcoEng, Condenser, Disable, 12, Construct $STR0, N, N
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Echelon Mirror, EcoEng, Echelon Mirror, Disable, 12, Construct $STR0, E, Shift+E
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Thermal Borehole, EcoEng, Thermal Borehole, Disable, 24, Construct $STR0, B, Shift+B
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Aquifer, EcoEng, Aquifer, Disable, 18, Drill to $STR0, Q, Q
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Raise Land, EnvEcon, Raise Sea Floor, EnvEcon, 12, Terraform UP, ], ]]
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Lower Land, EnvEcon, Lower Sea Floor, EnvEcon, 12, Terraform DOWN, [, [[
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Level Terrain, None, Level Terrain, Disable, 8, Terraform LEVEL, _, _
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Monolith, Disable, Monolith, Disable, 8, Place Monolith, ?, ?, (this is here for map editor)
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;
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; RESOURCE INFORMATION
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;
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; Resource production (nutrient, minerals, energy, <unused>) for
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; special squares. In normal squares, these values are determined
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; by the temperature, rainfall, rockiness, etc. of the square.
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;
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; “Bonus Square” value for particular category is added to other
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; production in a square.
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;
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; “Improved Land” means farm, mine, solar
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; “Improved Sea” means desal, platform, harness
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;
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#RESOURCEINFO
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Ocean Square, 1, 0, 0, 0,
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Base Square, 2, 1, 1, 0,
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Bonus Square, 2, 2, 2, 0, * Mineral +1 if mine present
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Forest Square, 1, 2, 1, 0,
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Recycling Tanks, 1, 1, 1, 0,
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Improved Land, 1, *, *, 0, “*” columns are ignored entirely
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Improved Sea, 2, 1, 3, 0, * Mineral +1 with Advanced Ecological Engineering
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Monolith, 2, 2, 2, 0,
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Borehole Square, 0, 6, 6, 0,
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;
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; WORLDBUILDER
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; These parameters control the finer points of the world builder,
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; along with the player’s “custom planet” selections. Values are
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; automatically scaled based on the size of the world.
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;
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#WORLDBUILDER
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384, ; Land base (Seeded land size of a standard world)
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256, ; Land modifier (additional land from LAND selection: ×0, ×1, ×2)
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12, ; Continent base (Base size of a land mass seed)
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24, ; Continent modif. (Increased size from LAND selection: ×0, ×1, ×2)
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1, ; Hills base (Base # of extra hills)
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2, ; Hills modifier (additional hills from TIDAL selection: ×0, ×1, ×2)
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4, ; Plateau base (Basic plateau size)
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8, ; Plateau modifier (Plateau modifier based on LAND selection: ×0, ×1, ×2)
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8, ; Rivers base (Basic # of rivers)
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12, ; Rivers rain mod. (Additional rivers based on RAIN selection)
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14, ; Solar Energy (Latitude DIVISOR for temperature based on HEAT) Smaller # increases effect of HEAT selection
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14, ; Thermal band (Latitude DIVISOR for thermal banding) Smaller # widens hot bands
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8, ; Thermal deviance (Latitude DIVISOR for thermal deviance) Smaller # increases randomness
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8, ; Global Warming (Latitude DIVISOR for global warming) Smaller # increases effect of warming
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5, ; Sea Level Rises (Magnitude of sea level changes from ice cap melting/freezing)
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5, ; Cloudmass peaks (Size of cloud mass trapped by peaks)
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3, ; Cloudmass hills (Size of cloud mass trapped by hills)
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1, ; Rainfall coeff. (Multiplier for rainfall belts)
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15, ; Deep water (Encourages fractal to grow deep water)
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10, ; Shelf (Encourages fractal to grow shelf)
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15, ; Plains (Encourages highland plains)
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10, ; Beach (Encourages wider beaches)
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10, ; Hills (Encourages hills × TIDAL selection)
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25, ; Peaks (Encourages peaks)
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1, ; Fungus (Fungus coefficient based on LIFE selection)
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3,6,12,18,24 ; Ratio (Continent size ratios)
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36 ; Islands (Higher # increases island count)
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#WORLDSIZE
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5
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Tiny planet|(early conflict), 24, 48
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Small planet, 32, 64
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Standard planet, 40, 80
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Large planet, 44, 90
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Huge planet|(late conflict), 64, 128
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;
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; TIME CONTROLS (Multiplayer)
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;
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; Name, Turn, Base, Unit, Event, Extra, Refresh, Accum
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;
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; Turn = Minimum time per turn (sec)
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; Base = Minimum time per base (sec)
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; Unit = Minimum time per active unit (sec)
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; Event = Minimum time per event (sec)
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; Extra = Extra time bonuses (sec)
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; Refresh = Player bonus refreshes (# turns)
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; Accum = Max bonuses accumulated (# bonuses at a time)
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;
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#TIMECONTROLS
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None, 0, 0, 0, 0, 0, 0, 0,
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Tight, 15, 2, 2, 4, 15, 10, 1,
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Standard, 20, 3, 3, 8, 20, 10, 2,
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Moderate, 30, 4, 4, 12, 30, 10, 3,
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Loose, 45, 5, 5, 16, 45, 10, 3,
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Custom, 20, 3, 3, 8, 20, 10, 2,
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;
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; TECHNOLOGY TREE
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;
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; Name, id, ai-power, ai-tech, ai-wealth, ai-growth, preq(1), preq(2), flags
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;
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; Name = Name of technology
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;
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; id = shortcode; this code is used when assigning
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; the tech as a prerequisite.
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;
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; ai-power = 1 or 0 (interest in power)
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; ai-tech = 1 or 0 (interest in knowledge)
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; ai-wealth = 1 or 0 (interest in wealth)
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; ai-growth = 1 or 0 (interest in population growth)
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;
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; preq(n) = Prerequisite technology
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; a) shortcode of tech
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; b) “None” to allow without prerequisite
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; c) “Disable” to disallow entirely from game
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;
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; flags = Special tech flags
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; 000000001 = “Secrets”: first discoverer gains free tech
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; 000000010 = Improves Probe Team success rate
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; 000000100 = Increases commerce income
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; 000001000 = Reveals map
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; 000010000 = Allows gene warfare atrocity
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; 000100000 = Increases intrinsic defense against gene warfare
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; 001000000 = Increases ENERGY production in fungus
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; 010000000 = Increases MINERALS production in fungus
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; 100000000 = Increases NUTRIENT production in fungus
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;
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#TECHNOLOGY
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Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
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Industrial Base, Indust, 2, 1, 3, 0, None, None, 000000000
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Information Networks, InfNet, 0, 3, 2, 1, None, None, 000000000
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Applied Physics, Physic, 4, 2, 1, 0, None, None, 000000000
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Social Psych, Psych, 0, 1, 3, 2, None, None, 000000000
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Doctrine: Mobility, Mobile, 2, 0, 0, 3, None, None, 000000000
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Centauri Ecology, Ecology, 0, 1, 2, 3, None, None, 100000000
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Superconductor, Super, 4, 2, 0, 0, OptComp, Indust, 000000000
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Nonlinear Mathematics, Chaos, 4, 3, 0, 0, Physic, InfNet, 000000000
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Applied Relativity, E=Mc2, 1, 3, 2, 0, Super, Subat, 000000000
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Fusion Power, Fusion, 3, 4, 3, 1, Algor, Super, 000000000
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Silksteel Alloys, Alloys, 3, 0, 4, 2, Subat, IndAuto, 000000000
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Advanced Subatomic Theory, Subat, 2, 3, 2, 0, Chemist, Poly, 000000000
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High Energy Chemistry, Chemist, 3, 1, 2, 0, Indust, Physic, 000000000
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Frictionless Surfaces, Surface, 1, 3, 2, 0, Unified, IndRob, 000000000
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Nanometallurgy, Metal, 1, 1, 0, 3, ProbMec, DocInit, 000000000
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Superstring Theory, String, 3, 2, 0, 1, Chaos, Cyber, 000000000
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Advanced Military Algorithms,MilAlg, 3, 0, 1, 2, DocFlex, OptComp, 000000000
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Monopole Magnets, Magnets, 1, 1, 5, 0, String, Alloys, 000000000
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Matter Compression, MatComp, 3, 1, 2, 0, Metal, NanoMin, 000000000
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Unified Field Theory, Unified, 4, 3, 0, 1, Magnets, E=Mc2, 000000000
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Graviton Theory, Gravity, 3, 1, 0, 3, QuanMac, MindMac, 000000000
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Polymorphic Software, Poly, 2, 3, 1, 0, Indust, InfNet, 000000010
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Applied Gravitonics, AGrav, 3, 1, 0, 4, Gravity, DigSent, 000000000
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deleted, delete, 3, 2, 0, 2, Disable, Disable, 000000000
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Quantum Power, Quantum, 3, 4, 3, 0, Surface, PlaEcon, 000000000
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Singularity Mechanics, SingMec, 1, 4, 3, 0, Create, HAL9000, 000000000
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Controlled Singularity, ConSing, 4, 1, 2, 0, SingMec, AGrav, 000000000
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Temporal Mechanics, TempMec, 0, 1, 3, 2, Eudaim, Matter, 001000000
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Probability Mechanics, ProbMec, 1, 1, 3, 2, DocSec, Algor, 000000000
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Pre-Sentient Algorithms, Algor, 2, 4, 3, 2, MilAlg, Cyber, 000000010
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Super Tensile Solids, Solids, 1, 0, 5, 2, MatComp, Space, 000000000
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Planetary Networks, PlaNets, 0, 4, 3, 1, InfNet, None, 000000000
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Digital Sentience, DigSent, 0, 4, 3, 2, IndRob, MindMac, 000000010
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Self-Aware Machines, HAL9000, 0, 4, 3, 3, Space, DigSent, 000000010
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Doctrine: Initiative, DocInit, 2, 0, 0, 4, DocFlex, IndAuto, 000000000
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Doctrine: Flexibility, DocFlex, 2, 0, 1, 4, Mobile, None, 000000000
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Intellectual Integrity, Integ, 0, 1, 3, 4, EthCalc, DocLoy, 000000000
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Synthetic Fossil Fuels, Fossil, 1, 0, 2, 4, Chemist, Gene, 000000000
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Doctrine: Air Power, DocAir, 3, 0, 3, 4, Fossil, DocFlex, 000000000
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Photon/Wave Mechanics, DocSec, 3, 2, 2, 0, E=Mc2, Alloys, 000000000
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Mind/Machine Interface, MindMac, 4, 0, 2, 2, DocAir, Neural, 000000010
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Nanominiaturization, NanoMin, 1, 0, 4, 3, Magnets, SupLube, 000000000
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Doctrine: Loyalty, DocLoy, 3, 0, 2, 2, Mobile, Psych, 000000000
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Ethical Calculus, EthCalc, 0, 1, 3, 3, Psych, None, 000000000
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Industrial Economics, IndEcon, 0, 0, 5, 2, Indust, None, 000000100
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Industrial Automation, IndAuto, 0, 1, 4, 3, IndEcon, PlaNets, 000000100
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Centauri Meditation, CentMed, 0, 0, 2, 4, EcoEng, CentEmp, 001000000
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Secrets of the Human Brain, Brain, 1, 5, 0, 3, Psych, Biogen, 000000001
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Gene Splicing, Gene, 0, 2, 4, 3, Biogen, EthCalc, 000100000
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Bio-Engineering, BioEng, 0, 2, 3, 2, Gene, Neural, 000100000
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Biomachinery, BioMac, 3, 1, 4, 1, MindMac, Viral, 000100000
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Neural Grafting, Neural, 3, 1, 1, 1, Brain, IndAuto, 000000000
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Cyberethics, Cyber, 1, 3, 4, 0, PlaNets, Integ, 000000000
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Eudaimonia, Eudaim, 0, 0, 3, 4, SentEco, WillPow, 000000000
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The Will to Power, WillPow, 0, 3, 1, 4, HomoSup, CentPsi, 000000000
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Threshold of Transcendence, Thresh, 0, 1, 3, 4, Create, TempMec, 010000000
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Matter Transmission, Matter, 1, 0, 3, 2, NanEdit, AlphCen, 010000000
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Centauri Empathy, CentEmp, 0, 1, 0, 6, Brain, Ecology, 000000000
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Environmental Economics, EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng, 000000100
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Ecological Engineering, EcoEng, 0, 0, 3, 4, Ecology, Gene, 000000000
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Planetary Economics, PlaEcon, 0, 0, 4, 3, EnvEcon, Integ, 000000100
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Adv. Ecological Engineering,EcoEng2, 0, 0, 4, 2, Fusion, EnvEcon, 000000000
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Centauri Psi, CentPsi, 0, 1, 1, 6, CentGen, EcoEng2, 100000000
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Secrets of Alpha Centauri, AlphCen, 0, 4, 0, 2, CentPsi, SentEco, 001001001
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Secrets of Creation, Create, 1, 4, 1, 0, Unified, WillPow, 000000001
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Advanced Spaceflight, Space, 2, 4, 2, 3, Orbital, SupLube, 000000000
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Homo Superior, HomoSup, 3, 2, 1, 4, BioMac, DocInit, 000000000
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Organic Superlubricant, SupLube, 3, 1, 2, 0, Fusion, Fossil, 000000000
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Quantum Machinery, QuanMac, 3, 1, 4, 0, Quantum, Metal, 000000000
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deleted, deleted, 0, 0, 5, 0, Disable, Disable, 000000000
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Matter Editation, NanEdit, 1, 2, 3, 1, HAL9000, Solids, 000100000
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Optical Computers, OptComp, 2, 4, 1, 0, Physic, Poly, 000000000
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Industrial Nanorobotics, IndRob, 3, 1, 8, 1, NanoMin, IndAuto, 000000100
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Centauri Genetics, CentGen, 0, 2, 0, 5, CentMed, Viral, 010000000
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Sentient Econometrics, SentEco, 1, 1, 3, 4, PlaEcon, DigSent, 000000100
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Retroviral Engineering, Viral, 4, 2, 0, 2, BioEng, MilAlg, 000110000
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Orbital Spaceflight, Orbital, 0, 4, 3, 3, DocAir, Algor, 000000000
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User Technology 0, User0, 0, 2, 0, 0, Disable, Disable, 000000000
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User Technology 1, User1, 0, 2, 0, 0, Disable, Disable, 000000000
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User Technology 2, User2, 0, 2, 0, 0, Disable, Disable, 000000000
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User Technology 3, User3, 0, 2, 0, 0, Disable, Disable, 000000000
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User Technology 4, User4, 0, 2, 0, 0, Disable, Disable, 000000000
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User Technology 5, User5, 0, 2, 0, 0, Disable, Disable, 000000000
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User Technology 6, User6, 0, 2, 0, 0, Disable, Disable, 000000000
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User Technology 7, User7, 0, 2, 0, 0, Disable, Disable, 000000000
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User Technology 8, User8, 0, 2, 0, 0, Disable, Disable, 000000000
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User Technology 9, User9, 0, 2, 0, 0, Disable, Disable, 000000000
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Transcendent Thought, TranT, 0, 2, 0, 0, Thresh, ConSing, 000000000
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;
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; Chassis
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;
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; Names …, Speed, Triad, Range, Cargo, Cost, Preq, … Large names
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;
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; Names … = First two names used for offensive units.
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; Second two names used for defensive units.
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; M1 = Masculine Singular (For foreign translations)
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; M2 = Masculine Plural
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; (etc. Use F for female, N for neuter)
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;
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; Speed = # of moves
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; Triad = Movement (0=Land 1=Sea 2=Air)
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; Range = Range in turns from base (air units only)
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; Missile = Chassis is a “missile” (destroyed after attacking)
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; Cargo = # units transported (multiply by reactor rating)
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; Cost = Cost factor of chassis type (normally equal to speed)
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||
; Preq = Technology required (see TECHNOLOGY)
|
||
;
|
||
#CHASSIS
|
||
Infantry,M1, Squad,M1, Sentinels,M2, Garrison,M1, 1, 0, 0, 0, 1, 1, None, Shock Troops,M2, Elite Guard,M1,
|
||
Speeder,M1, Rover,M1, Defensive,M1, Skirmisher,M1,2, 0, 0, 0, 1, 2, Mobile, Dragon,M1, Enforcer,M1,
|
||
Hovertank,M1, Tank,M1, Skimmer,M1, Evasive,M1, 3, 0, 0, 0, 1, 3, NanoMin, Behemoth,M1, Guardian,M1,
|
||
Foil,M1, Skimship,M1, Hoverboat,M1, Coastal,M1, 4, 1, 0, 0, 2, 4, DocFlex, Megafoil,M1, Superfoil,M1,
|
||
Cruiser,M1, Destroyer,M1, Cutter,M1, Gunboat,M1, 6, 1, 0, 0, 4, 6, DocInit, Battleship,M1, Monitor,M1,
|
||
Needlejet,M1, Penetrator,M1, Interceptor,M1, Tactical,M1, 8, 2, 2, 0, 1, 8, DocAir, Thunderbolt,M1, Sovereign,M1,
|
||
Copter,M1, Chopper,M1, Rotor,M1, Lifter,M1, 8, 2, 1, 0, 1, 8, MindMac, Gunship,M1, Warbird,M1,
|
||
Gravship,M1, Skybase,M1, Antigrav,M1, Skyfort,M1, 8, 2, 0, 0, 1, 8, Gravity, Deathsphere,M1, Doomwall,M1,
|
||
Missile,M1, Missile,M1, Missile,M1, Missile,M1, 12, 2, 1, 1, 0,12, Orbital, Missile,M1, Missile,M1,
|
||
|
||
;
|
||
; Reactors
|
||
;
|
||
; Name, power, preq
|
||
;
|
||
#REACTORS
|
||
Fission Plant, Fission, 1, None,
|
||
Fusion Reactor, Fusion, 2, Fusion,
|
||
Quantum Chamber, Quantum, 3, Quantum,
|
||
Singularity Engine, Singularity, 4, SingMec,
|
||
|
||
;
|
||
; Weapons & non-combat packages
|
||
;
|
||
; Name, Name2, Offense, Mode, Cost, Preq
|
||
;
|
||
; Name = Full name
|
||
; Name2 = Short name
|
||
; Offense = Attack rating (-1 = Psi Offense)
|
||
; Mode = Offense mode (or noncombat package type)
|
||
; Combat modes: 0=Projectile, 1=Energy, 2 = Missile
|
||
; Noncombat: 7=Transport 8=Colonist
|
||
; 9=Terraformer 10=Convoy 11=InfoWar
|
||
; 12=Artifact
|
||
; Cost = Cost factor of weapon or package
|
||
; Icon = Special unit icon (used only if chassis is Infantry)
|
||
; Preq = Technology prerequisite (see TECHNOLOGY)
|
||
;
|
||
#WEAPONS
|
||
Hand Weapons, Gun, 1, 0, 1, -1, None,
|
||
Laser, Laser, 2, 0, 2, -1, Physic,
|
||
Particle Impactor, Impact, 4, 0, 4, -1, Chaos,
|
||
Gatling Laser, Gatling, 5, 1, 5, -1, Super,
|
||
Missile Launcher, Missile, 6, 2, 6, -1, Fossil,
|
||
Chaos Gun, Chaos, 8, 0, 8, -1, String,
|
||
Fusion Laser, Fusion, 10, 1,10, -1, SupLube,
|
||
Tachyon Bolt, Tachyon, 12, 1,12, -1, Unified,
|
||
Plasma Shard, Shard, 13, 2,13, -1, Space,
|
||
Quantum Laser, Quantum, 16, 1,16, -1, QuanMac,
|
||
Graviton Gun, Graviton, 20, 0,20, -1, AGrav,
|
||
Singularity Laser, Singularity, 24, 1,24, -1, ConSing,
|
||
Psi Attack, Psi, -1, 2,10, -1, CentPsi,
|
||
Planet Buster, Planet Buster, 99, 0,32, -1, Orbital,
|
||
Colony Module, Colony Pod, 0, 8,10, -1, None, ; Noncombat packages
|
||
Terraforming Unit, Formers, 0, 9, 6, -1, Ecology,
|
||
Troop Transport, Transport, 0, 7, 4, -1, DocFlex,
|
||
Supply Transport, Supply, 0,10, 8, -1, IndAuto,
|
||
Probe Team, Probe Team, 0,11, 4, -1, PlaNets,
|
||
Alien Artifact, Artifact, 0,12,36, -1, Disable,
|
||
Conventional Payload, Conventional, 12, 0,12, -1, Orbital,
|
||
|
||
;
|
||
; Armor
|
||
;
|
||
; Name, Name2, Armor, Mode, Cost, Preq
|
||
;
|
||
; Name = Full Name
|
||
; Name2 = Short Name
|
||
; Armor = Armor rating (-1 = Psi)
|
||
; Mode = Armor mode (0=Projectile, 1=Energy, 2=Binary)
|
||
; Cost = Cost factor of armor (should usually equal Armor)
|
||
; Preq = Technology prerequisite (see TECHNOLOGY)
|
||
;
|
||
#DEFENSES
|
||
No Armor, Scout, 1, 0, 1, None,
|
||
Synthmetal Armor, Synthmetal, 2, 0, 2, Indust,
|
||
Plasma Steel Armor, Plasma, 3, 2, 3, Chemist,
|
||
Silksteel Armor, Silksteel, 4, 1, 4, Alloys,
|
||
Photon Wall, Photon, 5, 1, 5, DocSec,
|
||
Probability Sheath, Probability, 6, 2, 6, ProbMec,
|
||
Neutronium Armor, Neutronium, 8, 1, 8, MatComp,
|
||
Antimatter Plate, Antimatter, 10, 2,10, NanEdit,
|
||
Stasis Generator, Stasis, 12, 2,12, TempMec,
|
||
Psi Defense, Psi, -1, 2, 6, Eudaim,
|
||
|
||
;
|
||
; Special Unit Abilities
|
||
;
|
||
; Name, Cost, Preq, Abbrev, Desc
|
||
;
|
||
; Name = Name of ability
|
||
; Cost = Cost factor of ability
|
||
; 1+ = Straight Cost; 25% increase per unit of cost
|
||
; 0 = None
|
||
; -1 = Increases with ratio of weapon to armor: 0, 1, or 2.
|
||
; Rounded DOWN. Never higher than 2.
|
||
; Examples: For a W1,A2 unit, cost is 0
|
||
; For a W3,A2 unit, cost is 1 (3/2 rounded down)
|
||
; For a W6,A3 unit, cost is 2
|
||
; -2 = Increases with weapon value
|
||
; -3 = Increases with armor value
|
||
; -4 = Increases with speed value
|
||
; -5 = Increases with weapon+armor value
|
||
; -6 = Increases with weapon+speed value
|
||
; -7 = Increases with armor+speed value
|
||
; Preq = Technology prerequisite (see TECHNOLOGY)
|
||
; Abbrev = Abbreviation for use in unit names
|
||
; Desc = Description of ability (keep it brief!)
|
||
;
|
||
; Flags =
|
||
; 00000000001 = Allowed for Land units
|
||
; 00000000010 = Allowed for Sea units
|
||
; 00000000100 = Allowed for Air units
|
||
; 00000001000 = Allowed for Combat units
|
||
; 00000010000 = Allowed for Terraformer units
|
||
; 00000100000 = Allowed for Noncombat units (non-terraformer)
|
||
; 00001000000 = Not allowed for probe teams
|
||
; 00010000000 = Not allowed for psi units
|
||
; 00100000000 = Transport units only
|
||
; 01000000000 = Not allowed for fast-moving units
|
||
; 10000000000 = Cost increased for land units
|
||
;
|
||
#ABILITIES
|
||
Super Former, 1, EcoEng2, Super, 00000010111, Terraform rate doubled
|
||
Deep Radar, 0, MilAlg, , 10000111111, Sees two spaces
|
||
Cloaking Device, 1, Surface, Cloaked, 00001111001, Invisible; Ignores zones of control
|
||
Amphibious Pods, 1, DocInit, Amphibious,00000001001, Attacks from ship
|
||
Drop Pods, 2, MindMac, Drop, 00000111001, Makes air drops
|
||
Air Superiority, 1, DocAir, SAM, 00000001111, Attacks air units
|
||
Deep Pressure Hull, 1, Metal, Sub, 00000111010, Operates underwater
|
||
Carrier Deck, 1, Metal, Carrier, 00101101010, Mobile Airbase
|
||
AAA Tracking, 1, MilAlg, AAA, 00010001011, ×2 vs. air attacks
|
||
Comm Jammer, -1, Subat, ECM, 00010111001, +50% vs. fast units
|
||
Antigrav Struts, 1, Gravity, Grav, 00000111101, +1 movement rate (or +Reactor×2 for Air)
|
||
Empath Song, 2, CentEmp, Empath, 00010001111, +50% attack vs. Psi
|
||
Polymorphic Encryption, 1, Algor, Secure, 00000111111, ×2 cost to subvert
|
||
Fungicide Tanks, 1, Fossil, Fungicidal,00000010111, Clear fungus at double speed
|
||
High Morale, 1, Integ, Trained, 00000001111, Gains morale upgrade
|
||
Heavy Artillery, -7, Poly, Artillery, 00010001001, Bombards
|
||
Clean Reactor, 2, BioEng, Clean, 00001111111, Requires no support
|
||
Blink Displacer, 1, Matter, Blink, 00000001111, Bypasses base defenses
|
||
Hypnotic Trance, -1, Brain, Trance, 00010111111, +50% defense vs. Psi
|
||
Heavy Transport, 1, Disable, Heavy, 00100100111, +50% transport capacity
|
||
Nerve Gas Pods, 1, Chemist, X, 00011001101, Can +50% offense (Atrocity)
|
||
Repair Bay, 1, Metal, Repair, 00100100111, Repairs ground units on board
|
||
Non-Lethal Methods, 1, Integ, Police, 00000001001, ×2 Police powers
|
||
Slow Unit, 0, Disable, Slow, 00000111111, -1 moves
|
||
|
||
;
|
||
; Morale levels
|
||
;
|
||
; Names of morale levels. Default morale level is “Green”. “Very Green”
|
||
; morale is obtained only with a net -1 morale modifier.
|
||
;
|
||
#MORALE
|
||
Very Green, Hatchling
|
||
Green, Larval Mass
|
||
Disciplined, Pre-Boil
|
||
Hardened, Boil
|
||
Veteran, Mature Boil
|
||
Commando, Great Boil
|
||
Elite, Demon Boil
|
||
|
||
;
|
||
; Combat modes
|
||
; Projectile weapons receive a bonus against Energy Armor.
|
||
; Energy weapons receive a bonus against Projectile Armor.
|
||
; No weapon receives a bonus against Binary Armor.
|
||
; Missile weapons never receive a bonus.
|
||
;
|
||
#DEFENSEMODES
|
||
Projectile, Proj-, Proj., P
|
||
Energy, Energy-, Ener., E
|
||
Binary, Binary-, Bin., B
|
||
|
||
#OFFENSEMODES
|
||
Projectile, Proj-, Proj., P
|
||
Energy, Energy-, Ener., E
|
||
Missile, Missile-, Miss., M
|
||
|
||
;
|
||
; Basic Units—Units predesigned for all players
|
||
;
|
||
; Name, Chassis, Weapon, Armor, Plan, Cost, Carry, Preq, Icon, Abil
|
||
;
|
||
; Name = Name of unit
|
||
; Chassis = Chassis type (index to CHASSIS list, above)
|
||
; Weapon = Weapon/package (index to WEAPONS list, above)
|
||
; Armor = Armor (index to ARMOR list, above)
|
||
;
|
||
; Plan = Unit “plan” for AI purposes:
|
||
; -1 = Auto Calculate
|
||
; 0 = Offensive
|
||
; 1 = Combat
|
||
; 2 = Defensive
|
||
; 3 = Reconnaissance
|
||
; 4 = Air Superiority
|
||
; 5 = Planet Buster
|
||
; 6 = Naval Superiority
|
||
; 7 = Naval Transport
|
||
; 8 = Colonization
|
||
; 9 = Terraforming
|
||
; 10 = Supply Convoy
|
||
; 11 = Info Warfare
|
||
; 12 = Alien Artifact
|
||
; Cost = Cost in minerals (0 = Autocalculate)
|
||
; Carry = Carrying capacity (0 = Autocalculate)
|
||
; Preq = Technology prerequisite (see TECHNOLOGY, above)
|
||
; Icon = Special icon, if any
|
||
; Abil = Special ability flags
|
||
; Reac = Reactor level 1–4
|
||
;
|
||
#UNITS
|
||
14
|
||
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 000000000000000000000000, 1
|
||
Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 000000000000000000000000, 1
|
||
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 000000000000000000000000, 1
|
||
Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 000000000000000000000000, 1
|
||
*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 000000000000000000000000, 1
|
||
Supply Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 000000000000000000000000, 1
|
||
Probe Team, Speeder, Probe Team, Scout, 11, 0, 0, PlaNets, -1, 000000000000000000000000, 1
|
||
Alien Artifact, Infantry, Artifact, Scout, 12,10, 0, Disable, 2, 000000000000000000000000, 1
|
||
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 000000000000000000000000, 1
|
||
Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 000000000000000000000000, 1
|
||
Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 000000000000000000100000, 1
|
||
Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 000000000000000000000000, 1
|
||
Unity Scout Chopper, Copter, Gun, Scout, 4, 0, 0, Disable, -1, 000000000000000000100000, 1
|
||
Unity Foil, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 100000000000000000000000, 1
|
||
|
||
;
|
||
; Base Facilities
|
||
;
|
||
; Name, Cost, Maint, Preq, Free, Effect, (for SPs only) ai-fight, ai-power, ai-tech, ai-wealth, ai-growth
|
||
;
|
||
; Name = Name of facility type
|
||
; Cost = Construction cost in minerals (× Minerals multiplier in RULES)
|
||
; Maint = Maintenance cost in energy per turn
|
||
; Preq = Technology prerequisite (see TECHNOLOGY)
|
||
; Free = No longer supported.
|
||
; Effect= Brief description of effect
|
||
; ai-fight = Corresponds with AI ‘aggressiveness’ setting of -1, 0, or 1
|
||
; ai-power = 1 or 0 (interest in power)
|
||
; ai-tech = 1 or 0 (interest in knowledge)
|
||
; ai-wealth = 1 or 0 (interest in wealth)
|
||
; ai-growth = 1 or 0 (interest in population growth)
|
||
;
|
||
#FACILITIES
|
||
Headquarters, 5, 0, None, Disable, Efficiency
|
||
Children’s Creche, 5, 1, EthCalc, Disable, Growth/Efficiency/Morale
|
||
Recycling Tanks, 4, 0, Biogen, EcoEng2, Bonus Resources
|
||
Perimeter Defense, 5, 0, DocLoy, Disable, Defense +100%
|
||
Tachyon Field, 12, 2, ProbMec, Disable, All Defense +100%
|
||
Recreation Commons, 4, 1, Psych, SentEco, Fewer Drones
|
||
Energy Bank, 8, 1, IndEcon, QuanMac, Economy Bonus
|
||
Network Node, 8, 1, InfNet, HAL9000, Labs Bonus
|
||
Biology Lab, 6, 1, CentEmp, Disable, Research and PSI
|
||
Skunkworks, 6, 1, Subat, Disable, Prototypes Free
|
||
Hologram Theatre, 6, 3, PlaNets, Disable, Psych and Fewer Drones
|
||
Paradise Garden, 12, 4, SentEco, Disable, +2 Talents
|
||
Tree Farm, 12, 3, EnvEcon, Disable, Econ/Psych/Forest
|
||
Hybrid Forest, 24, 4, PlaEcon, Disable, Econ/Psych/Forest
|
||
Fusion Lab, 12, 3, Fusion, Disable, Econ and Labs Bonus
|
||
Quantum Lab, 24, 4, Quantum, Disable, Econ and Labs Bonus
|
||
Research Hospital, 12, 3, Gene, Disable, Labs and Psych Bonus
|
||
Nanohospital, 24, 4, HomoSup, Disable, Labs and Psych Bonus
|
||
Robotic Assembly Plant, 20, 4, IndRob, Disable, Minerals Bonus
|
||
Nanoreplicator, 32, 6, NanEdit, Disable, Minerals Bonus
|
||
Quantum Converter, 20, 5, QuanMac, Disable, Minerals Bonus
|
||
Genejack Factory, 10, 2, Viral, Disable, Minerals; More Drones
|
||
Punishment Sphere, 10, 2, MilAlg, Disable, No Drones/-50% Tech
|
||
Hab Complex, 8, 2, IndAuto, Disable, Increase Population Limit
|
||
Habitation Dome, 16, 4, Solids, Disable, Increase Population Limit
|
||
Pressure Dome, 8, 0, DocFlex, Disable, Submersion/Resources
|
||
Command Center, 4, 1, Mobile, Disable, +2 Morale:Land
|
||
Naval Yard, 8, 2, DocInit, Disable, +2 Morale:Sea, Sea Def +100%
|
||
Aerospace Complex, 8, 2, DocAir, Disable, +2 Morale:Air, Air Def +100%
|
||
Bioenhancement Center, 10, 2, Neural, Disable, +2 Morale:ALL
|
||
Centauri Preserve, 10, 2, CentMed, Disable, Ecology Bonus
|
||
Temple of Planet, 20, 3, AlphCen, Disable, Ecology Bonus
|
||
Psi Gate, 10, 2, Matter, Disable, Teleport
|
||
Sky Hydroponics Lab, 12, 0, Orbital, Disable, +1 Nutrient ALL bases
|
||
Nessus Mining Station, 12, 0, HAL9000, Disable, +1 Minerals ALL bases
|
||
Orbital Power Transmitter, 12, 0, Space, Disable, +1 Energy ALL bases
|
||
Orbital Defense Pod, 12, 0, HAL9000, Disable, Missile Defense
|
||
Stockpile Energy, 0, 0, None, Disable, Minerals to Energy
|
||
The Human Genome Project, 20, 0, Biogen, Disable, +1 Talent EVERY base, -1, 0, 0, 1, 1,
|
||
The Command Nexus, 20, 0, DocLoy, Disable, Command Center EVERY base, 1, 2, 0,-1, 0,
|
||
The Weather Paradigm, 20, 0, Ecology, Disable, Terraform Rate +50%, 0, 0, 0, 2, 1,
|
||
The Merchant Exchange, 20, 0, Indust, Disable, +1 Energy each square, this base,0, 0, 1, 2, 0,
|
||
The Empath Guild, 20, 0, CentEmp, Disable, Commlink For Every Faction, -2, 0, 0, 0, 0,
|
||
The Citizens’ Defense Force, 30, 0, Integ, Disable, Perimeter Defense EVERY base, 0, 1, 0, 0, 0,
|
||
The Virtual World, 30, 0, PlaNets, Disable, Network Nodes Help Drones, 0, 0, 2, 0, 0,
|
||
The Planetary Transit System, 30, 0, IndAuto, Disable, New bases founded at size 3, 0, 0, 0, 1, 2,
|
||
The Xenoempathy Dome, 30, 0, CentMed, Disable, Fungus Movement Bonus, 0,-1, 0, 0, 2,
|
||
The Neural Amplifier, 30, 0, Neural, Disable, Psi Defense +50%, 0, 0, 0, 0, 0,
|
||
The Maritime Control Center, 30, 0, DocInit, Disable, Naval Yd. EVERY base;+2 sea mov.,1, 1, 0, 0, 0,
|
||
The Planetary Datalinks, 30, 0, Cyber, Disable, Any Tech known to 3 factions, 0, 0, 1, 0, 0,
|
||
The Supercollider, 30, 0, E=Mc2, Disable, Labs +100%, this base, 0, 0, 2, 0, 0,
|
||
The Ascetic Virtues, 30, 0, PlaEcon, Disable, Pop. Limit Relaxed; +1 POLICE, 0, 0, 0, 1, 2,
|
||
The Longevity Vaccine, 30, 0, BioEng, Disable, Fewer Drones or More Profits, 0, 0, 0, 2, 1,
|
||
The Hunter-Seeker Algorithm, 30, 0, Algor, Disable, Immunity to Probe Teams, 0, 0, 2, 0, 0,
|
||
The Pholus Mutagen, 40, 0, CentGen, Disable, Ecology Bonus; Lifecycle Bonus, 0, 0, 0, 1, 1,
|
||
The Cyborg Factory, 40, 0, MindMac, Disable, Bioenh. Center Every Base, 1, 1, 0, 0, 0,
|
||
The Theory of Everything, 40, 0, Unified, Disable, Labs +100%, this base, 0, 0, 2, 0, 0,
|
||
The Dream Twister, 40, 0, WillPow, Disable, Psi Attack +50%, 0, 1, 0, 0, 1,
|
||
The Universal Translator, 40, 0, HomoSup, Disable, Two Free Techs, 0, 1, 2, 0, 0,
|
||
The Network Backbone, 40, 0, DigSent, Disable, +1 Lab per Commerce/Net Node., 0, 0, 1, 0, 0,
|
||
The Nano Factory, 40, 0, IndRob, Disable, Repair Units; Low Upgrade Costs, 2, 1, 0, 0, 0,
|
||
The Living Refinery, 40, 0, Space, Disable, +2 SUPPORT (social), 0, 1, 0, 1, 0,
|
||
The Cloning Vats, 50, 0, BioMac, Disable, Population Boom At All Bases, 0, 0, 0, 1, 2,
|
||
The Self-Aware Colony, 50, 0, HAL9000, Disable, Maintenance Halved; Extra Police,0, 1, 0, 2, 0,
|
||
Clinical Immortality, 50, 0, NanEdit, Disable, +1 Talent EVERY base, 0, 0, 1, 1, 0,
|
||
The Space Elevator, 50, 0, Solids, Disable, Energy +100%/Orbital cost halved,0, 0, 2, 2, 0,
|
||
The Singularity Inductor, 60, 0, ConSing, Disable, Quantum Converter at EVERY base, 0, 1, 1, 1, 0,
|
||
The Bulk Matter Transmitter, 60, 0, Matter, Disable, +2 Minerals at EVERY base, 0, 1, 1, 1, 0,
|
||
The Telepathic Matrix, 60, 0, Eudaim, Disable, No More Drone Riots; +2 PROBE, 0, 1, 0, 0, 1,
|
||
The Voice of Planet, 60, 0, Thresh, Disable, Begins Ascent to Transcendence, 0,-2, 2, 2, 1,
|
||
The Ascent to Transcendence, 200, 0, Thresh, Disable, End of Human Era, 0, 0, 2, 2, 2,
|
||
|
||
;
|
||
; Actions—Names for unit activities
|
||
;
|
||
#ORDERS
|
||
No Orders, -
|
||
Sentry/Board Transport, L
|
||
Hold, H
|
||
Convoy, O
|
||
Move to, G
|
||
Move, >
|
||
Explore, /
|
||
Road to, r
|
||
Tube to, t
|
||
|
||
#COMPASS
|
||
Northeast
|
||
East
|
||
Southeast
|
||
South
|
||
Southwest
|
||
West
|
||
Northwest
|
||
North
|
||
|
||
#PLANS
|
||
Assault, Assault,
|
||
Combat, Combat,
|
||
Defense, Defense,
|
||
Explore, Explore/Defense,
|
||
Air Power, Air Superiority,
|
||
Planet Buster, Planet Buster,
|
||
Naval, Naval Power,
|
||
Transport, Sea Transport,
|
||
Colonize, Expansion/New Bases,
|
||
Terraform, Planting/Terraforming,
|
||
Convoy, Resource Convoy,
|
||
Covert Ops, Covert Operations,
|
||
Artifact, Alien Artifact,
|
||
|
||
#TRIAD
|
||
Land
|
||
Sea
|
||
Air
|
||
|
||
;
|
||
; Resources & Energy names
|
||
;
|
||
#RESOURCES
|
||
Nutrient, Nutrients,
|
||
Mineral, Minerals,
|
||
Energy, Energy,
|
||
Psi, Psi,
|
||
|
||
#ENERGY
|
||
Econ, Economy,
|
||
Psych, Psych/Soc,
|
||
Labs, Laboratories,
|
||
|
||
;
|
||
; Citizens—Ethics and Specialties
|
||
;
|
||
; Singular, Plural, preq, obsolete, ops, psych, research
|
||
;
|
||
; preq = Technology prerequisite
|
||
; obsolete = Technology rendering specialty obsolete
|
||
; ops = Bonus to operations/reserves
|
||
; psych = Bonus to psych/soc
|
||
; research = Bonus to research
|
||
;
|
||
|
||
#CITIZENS
|
||
Technician, Technicians, None, Fusion, 3, 0, 0, 0000000
|
||
Doctor, Doctors, None, CentMed, 0, 2, 0, 0000000
|
||
Librarian, Librarians, PlaNets, MindMac, 0, 0, 3, 0000000
|
||
Engineer, Engineers, Fusion, Disable, 3, 0, 2, 0000000
|
||
Empath, Empathi, CentMed, AlphCen, 2, 2, 0, 0000000
|
||
Thinker, Thinkers, MindMac, AlphCen, 0, 1, 3, 0000000
|
||
Transcend, Transcendi, AlphCen, Disable, 2, 2, 4, 0000000
|
||
Drone, Drones,
|
||
Worker, Workers,
|
||
Talent, Talents,
|
||
|
||
#SOCIO
|
||
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
|
||
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
|
||
Politics, Economics, Values, Future Society
|
||
Frontier, None,
|
||
Police State, DocLoy, ++POLICE, ++SUPPORT, --EFFIC
|
||
Democratic, EthCalc, ++EFFIC, ++GROWTH, --SUPPORT
|
||
Fundamentalist, Brain, +MORALE, ++PROBE, --RESEARCH
|
||
Simple, None,
|
||
Free Market, IndEcon, ++ECONOMY, ---PLANET, -----POLICE
|
||
Planned, PlaNets, ++GROWTH, +INDUSTRY, --EFFIC
|
||
Green, CentEmp, ++PLANET, ++EFFIC, --GROWTH
|
||
Survival, None,
|
||
Power, MilAlg, ++MORALE, ++SUPPORT, --INDUSTRY
|
||
Knowledge, Cyber, ++RESEARCH, +EFFIC, --PROBE
|
||
Wealth, IndAuto, +INDUSTRY, +ECONOMY, --MORALE
|
||
None, None,
|
||
Cybernetic, DigSent, ++EFFIC, ++PLANET, ++RESEARCH, ---POLICE
|
||
Eudaimonic, Eudaim, ++GROWTH, ++ECONOMY, ++INDUSTRY, --MORALE
|
||
Thought Control, WillPow, ++POLICE, ++MORALE, ++PROBE, ---SUPPORT
|
||
|
||
|
||
#SOCECONOMY
|
||
-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!!!!
|
||
|
||
#SOCEFFIC
|
||
-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!!
|
||
|
||
#SOCSUPPORT
|
||
-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!!
|
||
|
||
#SOCTALENT
|
||
-1, Extra drones at each base
|
||
0,
|
||
1, Extra talents at each base!
|
||
|
||
#SOCMORALE
|
||
-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!!
|
||
|
||
#SOCPOLICE
|
||
-5, Two extra drones for each military unit away from territory
|
||
-4, Extra drone for each military unit away from territory
|
||
-3, Extra drone for each military unit away from territory after first
|
||
-2, Cannot use military units as police. No 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!!
|
||
|
||
#SOCGROWTH
|
||
-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!!
|
||
|
||
#SOCPLANET
|
||
-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!!
|
||
|
||
#SOCPROBE
|
||
-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!!
|
||
|
||
#SOCINDUSTRY
|
||
-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%!!!
|
||
|
||
#SOCRESEARCH
|
||
-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%
|
||
|
||
;
|
||
; Difficulty—Names for difficulty levels
|
||
;
|
||
#DIFF
|
||
Citizen,
|
||
Specialist,
|
||
Talent,
|
||
Librarian,
|
||
Thinker,
|
||
Transcend,
|
||
|
||
##### IMPORTANT NOTE TO TRANSLATORS
|
||
# For this list of adjectives, please translate to all genders & plurality:
|
||
Alien
|
||
Gaian
|
||
Hive
|
||
University
|
||
Morganic
|
||
Spartan
|
||
Believing
|
||
Peacekeeper
|
||
|
||
; Bonus Names: These keys must match the strings used in faction definitions
|
||
#BONUSNAMES
|
||
TECH, MORALE, PSI, FACILITY, RESEARCH, DRONE, TALENT, ENERGY,
|
||
INTEREST, COMMERCE, POPULATION, HURRY, UNIT, TECHCOST, SHARETECH, TERRAFORM,
|
||
SOCIAL, ROBUST, IMMUNITY, IMPUNITY, PENALTY, FUNGNUTRIENT, FUNGMINERALS, FUNGENERGY,
|
||
COMMFREQ, MINDCONTROL, FANATIC, VOTES, FREEPROTO
|
||
|
||
;
|
||
; First item is file name, second item is search key.
|
||
; These should always be the same except for debugging purposes.
|
||
;
|
||
#FACTIONS
|
||
GAIANS, GAIANS
|
||
HIVE, HIVE
|
||
UNIV, UNIV
|
||
MORGAN, MORGAN
|
||
SPARTANS, SPARTANS
|
||
BELIEVE, BELIEVE
|
||
PEACE, PEACE
|
||
|
||
#MANDATE
|
||
Explore, EXPLORE
|
||
Discover, DISCOVER
|
||
Build, BUILD
|
||
Conquer, CONQUER
|
||
|
||
#MOOD
|
||
Magnanimous
|
||
Solicitous
|
||
Cooperative
|
||
Noncommittal
|
||
Ambivalent
|
||
Obstinate
|
||
Quarrelsome
|
||
Belligerent
|
||
Seething
|
||
|
||
#REPUTE
|
||
Noble
|
||
Faithful
|
||
Scrupulous
|
||
Dependable
|
||
Ruthless
|
||
Treacherous
|
||
Wicked
|
||
Infamous
|
||
|
||
#MIGHT
|
||
Unsurpassed, magnificent
|
||
Potent, mighty
|
||
Formidable, formidable
|
||
Sufficient, respectable
|
||
Wanting, small
|
||
Feeble, feeble little
|
||
Pathetic, pathetic little
|
||
|
||
#PROPOSALS
|
||
Elect Planetary Governor, None, New Governor Appointed
|
||
Unite Behind Me As Supreme Leader, MindMac, Diplomatic Victory; Game Ends
|
||
Salvage Unity Fusion Core, Orbital, +500 Energy Credits Every Faction
|
||
Global Trade Pact, PlaEcon, Commerce Rates Doubled
|
||
Repeal Global Trade Pact, PlaEcon, Commerce Rates Halved
|
||
Launch Solar Shade, Space, Global Cooling; Sea Levels Drop
|
||
Increase Solar Shade, Space, Global Cooling; Sea Levels Drop
|
||
Melt Polar Caps, EcoEng2, Global Warming; Sea Levels Rise
|
||
Repeal U.N. Charter, MilAlg, Atrocity Prohibitions Lifted
|
||
Reinstate U.N. Charter, MilAlg, Atrocity Prohibitions Return
|
||
…, Disable, …
|
||
|
||
#NATURAL
|
||
Garland Crater, Crater
|
||
Mount Planet, Volcano
|
||
Monsoon Jungle, Jungle
|
||
Uranium Flats, Uranium
|
||
New Sargasso, Sargasso
|
||
The Ruins, Ruins
|
||
Great Dunes, Dunes
|
||
Freshwater Sea, Fresh
|
||
Sunny Mesa, Mesa
|
||
Nessus Canyon, Canyon
|
||
Geothermal Shallows, Geothermal
|
||
Pholus Ridge, Ridge
|
||
Borehole Cluster, Borehole
|
||
Manifold Nexus, Nexus
|
||
|
||
|
||
# ; This line must remain at end of file |