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- ;
- ; Help
- ;
-
- #HELPCATS
- Concepts
- Reactors
- Weapons
- Armor
- Chassis
- Facilities
- Social
- Abilities
- Tech
- Vehicles
- Projects
- Factions
- Citizens
- Terraform
-
- #HELPTECHS
- #xs 600
- #caption Select Technology
-
- #HELPTECH
- #xs 440
- #caption Technology: $STR0
- ^$STR0
- ^
-
- #TECHHECK
- ^Formers can improve fungus squares.
- ^Fungus movement restrictions eased.
- ^Roads can be built in fungus squares.
- ^Units can be designed with two special abilities.
- ^Nutrient restrictions lifted; can produce 3+ nutrients/square.
- ^Mineral restrictions lifted; can produce 3+ minerals/square.
- ^Energy restrictions lifted; can produce 3+ energy/square.
- ^Secrets: First faction to discover gains free tech.
- ^Increases Probe Team base morale.
- ^Increases COMMERCE income from Treaties and Pacts.
- ^Entire planetary map is revealed.
- ^Genetic Warfare atrocity can be commited by probe teams.
- ^Increases ENERGY production in fungus squares.
- ^Increases MINERALS production in fungus squares.
- ^Increases NUTRIENT production in fungus squares.
- ^Units w/ drop pods may make orbital insertions.
- ^+1 Mineral bonus for all Mining Platforms
- ^Economic Victory allowed
- ^Diplomatic Victory allowed
- ^Formers can execute the "$TERRAFORM0" order.
-
- #CITIZENHECK
- ^Commerce bonus for base.
- ^Production bonus for base.
- ^Psi defense bonus for base.
- ^Morale bonus for base.
- ^Unit support bonus for base.
- ^Efficiency bonus for base.
- ^Aliens bonus for base.
-
- #HELPWEAPONS
- #xs 440
- #caption Select Weapon Type
-
- #HELPWEAPON
- #xs 440
- #caption Weapon: $STR0
- ^
- ^FIREPOWER: $NUM0
- ^COST: $NUM1
- ^
- ^PREREQUISITE: $LINK<$STR2=$NUM2>
-
- #HELPWEAPON2
- #xs 440
- #caption Weapon: $STR0
- ^
- ^FIREPOWER: $NUM0
- ^
- ^PREREQUISITE: $LINK<$STR2=$NUM2>
-
- #HELPDEFENSES
- #xs 440
- #caption Select Defense Type
-
- #HELPDEFENSE
- #xs 440
- #caption Defense: $STR0
- ^
- ^STRENGTH: $NUM0
- ^
- ^PREREQUISITE: $LINK<$STR2=$NUM2>
-
- #HELPDEFENSE2
- #xs 440
- #caption Defense: $STR0
- ^
- ^STRENGTH: $STR1
- ^
- ^PREREQUISITE: $LINK<$STR2=$NUM2>
-
-
- #HELPREACTOR
- #xs 440
- #caption Defense: $STR0
- ^
- ^POWER: $NUM0
- ^PREREQUISITE: $LINK<$STR1=$NUM1>
-
-
- #HELPCHASSIS2
- #xs 440
- #caption Select Chassis Type
-
- #HELPCHASSIS
- #xs 440
- #caption Chassis: $STR0
- ^
- ^MOVEMENT RATE: $STR1 $NUM0
- ^
- ^PREREQUISITE: $LINK<$STR2=$NUM3>
-
-
- #HELPCROPS
- #xs 440
- #caption List of Crop Types
-
-
- #HELPFACS
- #xs 440
- #caption Select Facility Type
-
- #HELPFAC
- #xs 440
- #caption Base Facility: $STR0
- ^
- ^COST: $NUM0
- ^MAINTENANCE: $NUM1
- ^
- ^PREREQUISITE: $LINK<$STR1=$NUM2>
-
-
- #HELPFACFREE
- #xs 440
- #caption Base Facility: $STR0
- ^
- ^COST: $NUM0
- ^MAINTENANCE: $NUM1
- ^
- ^PREQ: $LINK<$STR1=$NUM2>
- ^FREE TO NEW BASES: $LINK<$STR2=$NUM3>
- ^
-
-
-
- #HELPPROJS
- #xs 440
- #caption Select Secret Project
-
- #HELPPROJ
- #xs 440
- #caption Secret Project: $STR0
- ^
- ^COST: $NUM0
- ^
- ^PREQ: $LINK<$STR1=$NUM2>
- ^
-
- #HELPUNIT
- #xs 440
- #caption Unit Type: $STR0
- ^ATTACK: {$STR2}
- ^DEFENSE: {$STR3}
- ^MOVES: {$NUM1}
- ^COST: {$NUM0}
- ^
- ^PREREQUISITE: $LINK<$STR1=$NUM2>
-
- #HELPUNITS
- #xs 400
- #caption Select Unit Type
-
- #HELPABILS
- #xs 400
- #caption Select Special Ability
-
- #HELPABIL
- #xs 440
- #caption Special Unit Ability: $STR0
- ^
- ^ABILITY: $STR2
- ^COST: $STR3
- ^
- ^PREQ: $LINK<$STR1=$NUM0>
-
- #HELPTERRAFORM
- #xs 440
- #caption Terraforming: $STR0
- ^
- ^TURNS TO COMPLETE: $NUM1 $STR2
- ^
- ^PREREQUISITE: $LINK<$STR1=$NUM0>
-
-
-
- #; Headquarters
- #HELPFAC1
- Administrative center of your colony. $LINK<+1 ENERGY=43>. No
- $LINK<inefficiency=25>.
- Enemy $LINK<probe teams=30006> may not attempt mind control here.
-
- #; Children's Creche
- #HELPFAC2
- Base receives +2 on $LINK<GROWTH=130006> scale and +1 on
- $LINK<EFFICIENCY=130001> scale.
- All negative $LINK<MORALE=130004> effects are cancelled for units in
- base square; instead such units receive a +1 MORALE modifier.
- Reduces base's vulnerability to enemy mind control.
-
- #; Recycling Tanks
- #HELPFAC3
- Increases $LINK<NUTRIENT=41>, $LINK<MINERALS=42>, and $LINK<ENERGY=43>
- output of base square.
-
- #; Perimeter defense
- #HELPFAC4
- Increases defense multiplier of base by one. This
- effectively doubles defense strength (or triples it
- when combined with a $LINK<Tachyon Field=100005>).
-
- #; Tachyon field
- #HELPFAC5
- Increases defense multiplier of base by one. This
- is cumulative with $LINK<Perimeter Defense=100004>, for a net
- tripling of defense strength at base.
-
- #; Recreation Dome
- #HELPFAC6
- Reduces number of $LINK<Drones=36> in colony by two.
-
- #; Energy bank
- #HELPFAC7
- Increases $LINK<ECONOMY=44> at base by 50%.
-
- #; Network Node
- #HELPFAC8
- Increases $LINK<LABS=45> at base by 50%. Base can study
- $LINK<alien artifacts=30007>.
-
- #; Biology Lab
- #HELPFAC9
- $LINK<+2 labs=45> per turn.
- Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
-
- #; Skunkworks
- #HELPFAC10
- Eliminates additional cost to $LINK<prototype=23> new units at this base.
-
- #; Hologram Theatre
- #HELPFAC11
- Reduces number of $LINK<Drones=36> by two, and increases
- $LINK<PSYCH=38> output of base by 50%.
-
- #; Paradise Dome
- #HELPFAC12
- Two extra $LINK<Talents=37> at this base.
-
- #; Tree Farm
- #HELPFAC13
- Increases $LINK<PSYCH=38> output at base by 50% and
- $LINK<ECONOMY=44> at base by 50%.
- Increases $LINK<nutrient=41> output in $LINK<forest=90004> squares.
- Eliminates at least half the $LINK<ecological damage=26> caused by terraforming
- ($LINK<farms=90000>, $LINK<mines=90002>, $LINK<roads=90005>, etc.)
-
- #; Hybrid Forest
- #HELPFAC14
- Increases $LINK<NUTRIENT=41> and $LINK<ENERGY=43> output of
- $LINK<FOREST=90004> squares. Increases $LINK<PSYCH=38>
- at base by 50% and $LINK<ECONOMY=44> at base by 50%,
- and, combined with $LINK<Tree Farm=100013>, eliminates the ecological damage
- caused by terraforming. Cumulative with Tree Farm.
-
- #; Fusion lab
- #HELPFAC15
- Increases $LINK<ECONOMY=44> at base by 50% and
- $LINK<LABS=45> at base by 50%.
-
- #; Quantum lab
- #HELPFAC16
- Increases $LINK<ECONOMY=44> at base by 50% and
- $LINK<LABS=45> at base by 50%. Cumulative
- with $LINK<Fusion Lab=100015>.
-
- #; Research Hospital
- #HELPFAC17
- Increases $LINK<PSYCH=38> at base by 25% and $LINK<LABS=45> at
- base by 50% and reduces number of $LINK<drones=36> by one. Reduces
- population loss caused by genetic warfare and other disease outbreaks.
-
- #; Nanohospital
- #HELPFAC18
- Increases $LINK<PSYCH=38> at base by 25% and $LINK<LABS=45> at
- base by 50% and reduces number of $LINK<drones=36> by one. Reduces
- population loss caused by genetic warfare and other disease outbreaks.
- Cumulative with $LINK<Research Hospital=100017>.
-
- #; Robotic Assembly Plant
- #HELPFAC19
- Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
- facilities of this type.
-
- #; Nanoreplicator
- #HELPFAC20
- Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
- facilities of this type.
-
- #; Quantum Converter
- #HELPFAC21
- Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
- facilities of this type.
-
- #; Genejack Factory
- #HELPFAC22
- Increases $LINK<MINERALS=42> output at base by 50%, but also increases
- the number of $LINK<Drones=36> at base by one and increases vulnerability
- to enemy mind control. Cumulative with all other
- facilities of this type.
-
- #; Punishment Sphere
- #HELPFAC23
- Eliminates both $LINK<DRONES=36> and $LINK<TALENTS=37> at this base,
- and decreases vulnerability to enemy mind control, but reduces
- $LINK<LABS=45> output by 1/2.
-
- #; Hab Complex
- #HELPFAC24
- Allows population of base to grow beyond size 7.
-
- #; Habitation Dome
- #HELPFAC25
- Allows population of base to grow beyond size 14. Base must already
- have $LINK<Hab Complex=100024>.
-
- #; Pressure Dome
- #HELPFAC26
- Allows base to survive submersion. Also counts as $LINK<Recycling
- Tanks=100003> for this base.
-
- #; Command Center
- #HELPFAC27
- Repairs damaged ground units quickly. Ground units built here
- receive two $LINK<morale=11> upgrades.
-
- #; Naval Base
- #HELPFAC28
- Repairs damaged naval units quickly. Naval units built here
- receive two $LINK<morale=11> upgrades.
-
- #; Aerospace Complex
- #HELPFAC29
- Repairs damaged air units quickly. Air units built here receive
- two $LINK<morale=11> upgrades. Base must have an Aerospace complex before
- it can produce space-based improvements.
-
- #; Bioenhancement center
- #HELPFAC30
- All military units built here receive two $LINK<morale=11> upgrades.
- Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
-
- #; Centauri Preserve
- #HELPFAC31
- Reduces effect of industry on Planet's ecology.
- Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
-
- #; Temple of Planet
- #HELPFAC32
- Reduces effect of industry on Planet's ecology.
- Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
- Cumulative with $LINK<Centauri Preserve=100031>.
-
- #; Psi Gate
- #HELPFAC33
- Units can teleport between bases containing Psi Gates.
-
- #; Sky Hydroponics
- #HELPFAC65
- Each Sky Hydroponics Lab increases the $LINK<NUTRIENT output=41> of
- every base by +1. Can only be produced by bases with $LINK<Aerospace
- Complexes=100029>.
- Nutrient increase is halved for bases without Aerospace Complexes, and
- cannot in any event exceed the size of the base.
-
- #; Nessus Mining Station
- #HELPFAC66
- Each Nessus Mining Station increases the $LINK<MINERALS output=42>
- of every base by +1. Can only be produced by bases with $LINK<Aerospace
- Complexes=100029>.
- Minerals bonus is halved for bases without Aerospace Complexes, and
- cannot in any event exceed the size of the base.
-
- #; Orbital Power Transmitter
- #HELPFAC67
- Each Orbital Power Transmitter increases the $LINK<ENERGY
- output=43> of every base by +1. Can only be produced by
- bases with $LINK<Aerospace Complexes=100029>.
- Energy bonus is halved for bases without Aerospace Complexes, and
- cannot in any event exceed the size of the base.
-
- #; Orbital Defense Pod
- #HELPFAC68
- Each undeployed Orbital Defense Pod has a 50% chance to prevent a
- $LINK<Planet Buster=60016>, $LINK<Fungal=60025>, or $LINK<Tectonic=60024>
- attack against any of your bases. Defense Pods may
- only deploy once per turn; when no undeployed Pods remain, a Planet
- Buster can only be stopped by sacrificing one of the already-deployed
- Pods.
-
- #; Stockpile Energy
- #HELPFAC69
- All $LINK<MINERALS=42> produced at base are immediately converted to
- $LINK<ECONOMY=44> energy reserves (each 2 minerals makes 1 energy).
-
-
- #; Human Genome Project
- #HELPPROJ0
- One extra $LINK<Talent=37> at every base.
-
- #; The Command Nexus
- #HELPPROJ1
- Counts as a $LINK<Command Center=100027> at every one of your bases.
-
- #; The Weather Paradigm
- #HELPPROJ2
- Increases terraforming speed by 50% for all tasks except
- for $LINK<Remove Fungus=90010>. Your formers may build $LINK<Condensors=90012>
- and $LINK<Boreholes=90014>,
- and may $LINK<raise=90016>/$LINK<lower terrain=90017>, even if you have
- not yet discovered the appropriate technologies.
-
- #; The Merchant Exchange
- #HELPPROJ3
- $LINK<+1 energy=43> in every square at this base.
-
- #; The Empath Guild
- #HELPPROJ4
- Allows you to contact any leader, and gives you
- an infiltrator in every faction. You get +50% votes
- in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
-
- #; The Citizens' Defense Force
- #HELPPROJ5
- Counts as a $LINK<Perimeter Defense=100004> at every base.
-
- #; The Virtual World
- #HELPPROJ6
- In addition to their normal effect, $LINK<Network Nodes=100008> count as
- $LINK<Hologram Theatres=100011> at each of your bases: reduce number of
- $LINK<Drones=36> by
- two and increase $LINK<PSYCH=38> output of base by 50%.
-
- #; The Planetary Transit System
- #HELPPROJ7
- Any new bases you found begin at population level 3. One less $LINK<drone=36>
- at all bases of population level 3 and under.
-
- #; The Xenoempathy Dome
- #HELPPROJ8
- All $LINK<Xenofungus=14> squares are treated as $LINK<roads=90005>, and the
- rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or
- $LINK<plant fungus=90011> is doubled.
- Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
-
- #; The Neural Amplifier
- #HELPPROJ9
- +50% to $LINK<PSI Defense=15>.
-
- #; The Maritime Control Center
- #HELPPROJ10
- Increases the movement rate of all non-native naval units by two, and
- counts as a $LINK<Naval Yard=100028> at every one of your bases.
-
- #; The Planetary Datalinks
- #HELPPROJ11
- You automatically discover any $LINK<technology=140062> discovered by any three
- other $LINK<factions=150001>.
-
- #; The Supercollider
- #HELPPROJ12
- $LINK<Research output=45> at this base is doubled.
-
- #; The Ascetic Virtues
- #HELPPROJ13
- Increases the population limit of your bases by two, and increases
- your society's tolerance for use of police and military units
- ($LINK<+1 POLICE=130005>).
-
- #; The Longevity Vaccine
- #HELPPROJ14
- Two less $LINK<Drones=36> at every base if your $LINK<society's
- economics=120005> are $LINK<planned=120008>.
- One less Drone at every base if economics are $LINK<simple=120006>
- or $LINK<green=120009>.
- $LINK<ECONOMY=44> increased by 50% at this base for
- $LINK<free market=120007> economies.
-
- #; The Hunter-Seeker Algorithm
- #HELPPROJ15
- Renders your units and bases completely immune to $LINK<probe team=30006>
- infiltration, unless the team is equipped with
- the $LINK<Algorithmic Enhancement=80028> special ability.
-
- #; The Pholus Mutagen
- #HELPPROJ16
- Reduces effect of industry on Planet's ecology at all of your bases.
- Additionally, the $LINK<Fungus=14> confers on all of your units the same combat
- benefits normally reserved for alien lifeforms.
- Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
-
- #; The Cyborg Factory
- #HELPPROJ17
- Counts as a $LINK<Bioenhancement Center=100030> at every base.
-
- #; The Theory of Everything
- #HELPPROJ18
- $LINK<LABS=45> output doubled at this base.
-
- #; The Dream Twister
- #HELPPROJ19
- +50% to $LINK<PSI Attack=15>.
-
- #; Universal Translator
- #HELPPROJ20
- Two free $LINK<tech advances=140062> on completion. Any number of
- $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=110102> 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 $LINK<Voice of Planet=110101> is
- operational.
-
- #;POLITICS
- #HELPSOC0
- The "Politics" social category allows you to choose your basic
- political system.
- ^
- ^$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 sentient progress with the needs
- of the biosphere. Green economies use resources efficiently and
- tend to avoid the excesses of industrial development which could
- provoke Planet's 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 or $LINK<Progenitor=47> 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=$NUM0>
-
- #;FUTURE SOCIETY
- #HELPSOC3
- Future Societies show speculatively how society may evolve
- in the far future.
- ^
- ^$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 individuals 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} (or {Library Nodule Artifact}, as they are known to the Progenitors) are mysterious
- and unexplained Progenitor 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. Like any native unit, players can also release Mind Worms into the
- wild, to harass and disrupt an enemy.
-
- #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. Like any native unit, players can also release Isles into
- the wild, to harass and disrupt an enemy.
-
- #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>.
-
- Like any native unit, players can also release Locusts into the wild, to harass and
- disrupt an enemy.
-
- #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, and one or two may have survived the ship's crash on the surface.
- Although lightly armed and with limited fuel range,
- {Unity Choppers} are invaluable scouts and explorers.
-
- #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. Foil transports are slower than other types of foils, so they
- have one less movement point per turn.
-
- #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=60023>,
- $LINK<fungal payloads=60025>, $LINK<tectonic payloads=60024> or spectacular quasi-nuclear
- $LINK<Planet Busters=60016>. 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.
-
- #WEAPONDESC15
- 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).
-
- #WEAPONDESC16
- The quasi-nuclear {Planet Buster} is the future'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, the use of Planet Busters is punishable by
- immediate expulsion from the $LINK<Planetary Council=27> and total military
- destruction.
-
- #WEAPONDESC17
- 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.
-
- #WEAPONDESC18
- The {Terraforming Unit} can be used to create custom $LINK<terraformers=30001>.
-
- #WEAPONDESC19
- 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.
-
- #WEAPONDESC20
- 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.
-
- #WEAPONDESC21
- 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.
-
- #WEAPONDESC23
- 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 $LINK<Zones of Control=34>--they may move freely between
- squares adjacent to enemy units.
-
- #ABILDESC3
- {Amphibious Pods} allow a ground unit to attack directly from a sea
- square when disembarking from a transport. Units with Amphibious Pods
- may also move and attack across the channels between Sea Bases and
- continents.
-
- #ABILDESC4
- {Drop Pods} allow ground units to make air drops. A unit must begin
- its turn in a friendly base or airbase in order to make an airdrop.
- Airdrops may be made into any empty square within 8 squares (unless
- your faction has the technology necessary to make Orbital Insertions,
- in which case units may be dropped anywhere on the planet).
- ^
- Drop Pod units may move after an airdrop, but if they attack a
- 50% combat penalty applies.
-
- #ABILDESC5
- The {Air Superiority} ability equips a unit with the missiles necessary
- to attack Needlejets in flight. Air Superiority units gain a +100%
- combat advantage when attacking other air units in flight, but incur
- a -50% penalty if they attack ground or naval units.
- ^
- Air-to-air combat is resolved by comparing attack factors--the armor
- value is ignored.
- ^
- Note that even ground and naval units can be equipped with the SAM
- missiles necessary to confer this ability.
-
- #ABILDESC6
- A {Deep Pressure Hull} allows a sea unit to function as a submarine.
- Submarine units are difficult for enemies to detect.
-
- #ABILDESC7
- A {Carrier Deck} allows a sea-going transport to carry and refuel
- air units.
-
- #ABILDESC8
- The {AAA Tracking} ability increases a unit's defense against air
- and missile attacks by 100%.
-
- #ABILDESC9
- The {Comm Jammer} ability interferes with enemy tactical command and
- control, thus throwing enemy mobile offensives into confusion. A Comm
- Jammer confers a +50% defense bonus against ground units with more
- than one move ($LINK<Speeders=40001> and $LINK<Hovertanks=40002>).
-
- #ABILDESC10
- {Antigrav Struts} give a unit an extra move each turn, and allow all
- 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
- value (so an Antigrav air unit with a $LINK<Fusion reactor=50002>
- would gain 4 moves).
-
- #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.
-
- #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.
-
- #ABILDESC14
- The {High Morale} ability gives a unit a $LINK<+1 morale=11> upgrade when it
- is first created.
-
- #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 $LINK<bombardment=35>.
- ^
- Note that naval units have the intrinsic ability to conduct
- bombardment, but they may also attack directly against units in
- sea squares.
-
- #ABILDESC16
- Units with the {Clean Reactor} ability require no support from their
- home bases.
-
- #ABILDESC17
- The {Blink Displacer} ability allows a unit to ignore all base
- defenses ($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.
-
- ;Beginning of SMACX stuff
-
- #; Covert Ops Center
- #HELPFAC34
- $LINK<Probe Team=30006> units built here receive two $LINK<morale=11> upgrades. Base
- also receives a +2 $LINK<PROBE=130008> rating.
-
- #; Brood Pit
- #HELPFAC35
- +1 $LINK<lifecycle=11> bonus to native units built here. -25% cost of alien units. Negative $LINK<LIFECYCLE=130004> effects
- cancelled in base square. Base also receives a $LINK<+2 POLICE=130005> rating.
-
- #; Aquafarm
- #HELPFAC36
- All $LINK<Kelp Farms=90020> worked by base generate one extra $LINK<nutrient=41>.
-
- #; Subsea Trunkline
- #HELPFAC37
- All $LINK<Mining Platforms=90022> worked by base generate one extra $LINK<mineral=42>.
-
- #; Thermocline Transducer
- #HELPFAC38
- All $LINK<Tidal Harnesses=90023> worked by base generate one extra $LINK<energy=43>.
-
- #; Flechette Defense System
- #HELPFAC39
- +50% defense against $LINK<conventional missiles=60023> for any units up
- to two squares away. Also, if you have no $LINK<Orbital Defense Pods=100068>, the system can shoot down
- a non-conventional missile ($LINK<Planet Busters=60016>, $LINK<Tectonic Missiles=60024>,
- and $LINK<Fungal Missiles=60025>) 50% of the time when used inside a two-square radius of
- the base. Both effects are cumulative; i.e., if there are two Flechette Systems within a two-square
- radius of a missile's target, then a missile has only a 25% chance of success.
-
- #; Subspace Generator
- #HELPFAC40
- This is the main component of the Resonance Communicator used by $LINK<Progenitor=47>
- factions to broadcast Planet's location to their respective forces. Once a Progenitor
- faction constructs six Generators in bases of size 10 or higher, the Communicator calls a fleet
- of reinforcements, thereby ending human habitation on Planet with
- a $LINK<Progenitor Victory=10014>.
-
- #; Geosynchronous Survey Pod
- #HELPFAC41
- This base's sighting radius increases to three squares. The pod also acts as
- a $LINK<sensor array=90009>, conferring a +25% defensive bonus. Geosynchronous Pods may
- be destroyed by $LINK<Orbital Defense Pods=100068> or $LINK<Probe Teams=30006>.
-
- #; The Manifold Harmonics
- #HELPPROJ33
- Increases resources harvested from $LINK<monolith=12> and $LINK<fungus=14> squares
- depending on your overall $LINK<PLANET=130007> rating, as follows:
- ^
- ^0 Planet: +1 $LINK<Energy=43>
- ^+1 Planet: +1 $LINK<Nutrient=41>, +1 Energy
- ^+2 Planet: +1 Nutrient, +1 Energy, +1 $LINK<Mineral=42>
- ^+3 Planet: +1 Nutrient, +2 Energy, +1 Mineral
-
- #; The Nethack Terminus
- #HELPPROJ34
- +1 $LINK<morale=11> to all $LINK<Probe Teams=30006> built. -25% cost of probe team
- actions. All Probe teams with a $LINK<Fusion Reactor=50002> or higher have equivalent
- of $LINK<Algorithmic Enhancement=80028>.
-
- #; The Cloudbase Academy
- #HELPPROJ35
- Free $LINK<Aerospace Complex=100029> in every base.
-
- #; The Planetary Energy Grid
- #HELPPROJ36
- Free $LINK<Energy Bank=100007> in every base. $LINK<Stockpile Energy=100069> produces 25% higher returns.
-
- #ABILDESC24
- Units equipped with {Soporific Gas Pods} reduce enemy morale by 2 when attacking.
-
- #ABILDESC25
- Units equipped with a {Dissociative Wave} can counter special abilities that modify
- combat percentages. This nullifys specials such as the $LINK<Comm Jammer=80009>
- and $LINK<Hypnotic Trance=80018>.
-
- #ABILDESC26
- Sea units equipped with a {Marine Detachment} can board and capture enemy ships that
- have been severely damaged.
-
- #ABILDESC27
- {Fuel Nanocells} add +2 to an air unit's fuel capacity.
-
- #ABILDESC28
- $LINK<Probe Teams=30006> equipped with {Algorithmic Enhancement} perform covert operations
- with greater chances of success. Enhanced Probe Teams can also infiltrate bases and units
- regardless of social engineering choices or $LINK<The Hunter-Seeker Algorithm=110085> Secret
- Project, although they still have a high rate of failure.
-
- #UNITDESC14
- {Sealurks} haunt the fungal patches and ocean depths of Planet's seas. As opposed to the
- less aggressive $LINK<Isles of the Deep=30009>, the Sealurks seek out and attack
- ocean and coastal bases. They may also lie in wait for
- easy prey, catching unwary ships that travel too close to $LINK<fungus=14>. When immobile,
- these creatures are extremely hard to detect until they begin their attack.
-
- Sealurks can engage in $LINK<Psi Combat=15> when attacked,
- in which weapon and armor strengths are ignored.
- $LINK<Morale=11> level is quite important when attacking Sealurks.
- ^
- With proper breeding and bonding techniques, Sealurks can
- also be bred in captivity and controlled by skilled brood trainers.
- Like any native unit, players can also release Sealurks into the wild, to harass and
- disrupt an enemy.
-
- #UNITDESC15
- {Spore Launchers} can appear singly or in the company of $LINK<Mind Worms=30008>,
- and are closely associated with $LINK<fungus=14>. Spore Launchers tend to lurk
- on the outskirts of a settlement, expelling bursts of corrosive spores that can
- destroy manmade or Progenitor improvements from a range of two squares away. These
- spores are also effective against units.
- ^
- Spore Launchers can engage in $LINK<Psi Combat=15> when attacked,
- in which weapon and armor strengths are ignored.
- $LINK<Morale=11> level is quite important when attacking Spore Launchers.
- ^
- With proper breeding and bonding techniques, Spore Launchers can
- also be bred in captivity and controlled by skilled brood trainers.
- These captive boils can be used as artillery to attack enemy units or terrain improvements.
- Like any native unit, players can also release Spore Launchers into the wild, to harass and
- disrupt an enemy.
-
- #UNITDESC16
- {Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=47> era on Planet.
- Several different types of Ogres may be found, each with advanced equipment and
- powers. Unfortunately, the convoluted engineering of these units makes it impossible
- for them to be repaired even by Progenitor technicians; any damage taken is permanent.
- ^
- The Battle Ogre Mk1 possesses a $LINK<Resonace Laser=60012>, $LINK<Resonance 3 Armor=70011>, and
- a $LINK<Fission Reactor=50001>. Its awesome size and fearsome appearance also help quell
- drone activity, effectively doubling the $LINK<police=130005> powers of the Ogre.
-
- #UNITDESC17
- {Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=47> era on Planet.
- Several different types of Ogres may be found, each with advanced equipment and
- powers. Unfortunately, the convoluted engineering of these units makes it impossible
- for them to be repaired even by Progenitor technicians; any damage taken is permanent.
- ^
- The Battle Ogre Mk2 possesses a $LINK<Resonance Bolt=60013>,
- $LINK<Resonance 8 Armor=70013>, and a $LINK<Fusion Reactor=50002>. Its awesome size and fearsome appearance also
- help quell drone activity, effectively doubling the $LINK<police=130005> powers of the Ogre. The
- Progenitors also built the Mk2 Ogre with the $LINK<Dissociative Wave=80025> special ability.
-
- #UNITDESC18
- {Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=47> era on Planet.
- Several different types of Ogres may be found, each with advanced equipment and
- powers. Unfortunately, the convoluted engineering of these units makes it impossible
- for them to be repaired even by Progenitor technicians; any damage taken is permanent.
- ^
- The Battle Ogre Mk3 possesses a $LINK<String Disruptor=60014>, $LINK<Stasis Generator Armor=70008>,
- and a $LINK<Quantum Chamber=50003>. Its awesome size and fearsome appearance also
- help quell drone activity, effectively doubling the $LINK<police=130005> powers of the Ogre. The
- Progenitors also built the Ogre with the $LINK<Dissociative Wave=80025> special ability.
-
- #UNITDESC19
- {Fungal Towers} act as a localized nervous system for $LINK<fungus=14> patches.
- These Towers are massive, jumbled tangles of Mind Worms, fungus, and other strange native
- life forms. Although the Towers cannot move or attack, they block movement through their
- terrain and exert a $LINK<zone of control=34> that can impede units in the area.
- ^
- When attacked, the Fungal Towers can engage in $LINK<Psi Combat=15>,
- in which weapon and armor strengths are ignored.
- $LINK<Morale=11> level is quite important when attacking Fungal Towers. When attacked, Fungal
- Towers receive a 50% bonus due to their ability to co-ordinate and direct native life forms in the area.
- ^
- The size and power of Fungal Towers depends on the amount of fungus adjacent to the Tower.
- Towers can also generate fungus in nearby empty squares.
-
- #UNITDESC20
- The U.N.S. Unity contained a few of these lasers, intended for rudimentary mining
- operations. One or two might have survived the Unity's descent onto the surface of Planet.
- In the first few years following Planetfall, these can be used as weapons in a pinch.
-
- #WEAPONDESC12
- The {Resonance Laser} functions both as a laser and a powerful disruptive force on
- local resonance fields. Its base attack factor is 6, and it receives a +25% bonus
- when engaging in a $LINK<psi attack=15>.
-
- #WEAPONDESC13
- The {Resonance Bolt} functions both as a $LINK<Tachyon Bolt=60007> and a powerful
- disruptive force on local resonance fields. Its base attack factor is 12, and it
- receives a +25% bonus when engaging in a $LINK<psi attack=15>.
-
- #WEAPONDESC14
- A unit's {weapon} strength determines its combat strength it attacks.
- The more powerful the weapon the stronger the attack.
-
- #WEAPONDESC24
- The {Tectonic Payload} weapons package can be used to create
- Tectonic Missiles. It can be used only with the $LINK<Missile=40008>
- chassis.
- ^
- A Tectonic Missile detonation causes an earthquake that raises the target terrain by 1-4
- level of altitude, depending on the $LINK<reactor=50001> type. A Fission reactor raises the terrain one level,
- a Singularity reactor up to four levels. Tectonic missiles are considered
- delivery platforms instead of combat units, and so may not target bases or units.
-
- #WEAPONDESC25
- The {Fungal Payload} weapons package can be used to create
- Fungal Missiles. It can be used only with the $LINK<Missile=40008>
- chassis.
- ^
- A Fungal Missile detonation destroys any improvements in the square. Additionally, the
- detonation covers 1-4 squares of terrain with fungus, depending on the $LINK<reactor=50001> type. A Fission
- reactor covers one square, a Singularity reactor four squares. The detonation may also trigger
- native life forms from dormant spores. Fungal Missiles are considered
- delivery platforms instead of combat units, and so may not target bases or units.
-
- #ARMORDESC9
- {Psi Defense} armor confers the same defensive ability possessed by native units
- such as $LINK<Mind Worms=30008>. A unit equipped with psi defense engages in $LINK<psi combat=15>
- when attacked, 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 when
- attacking a unit equipped with psi defense.
-
- #ARMORDESC10
- {Pulse 3 armor} is a combined-defense system that gives the benefit of $LINK<Plasma Steel
- armor=70002> (D3) and confers a 25% defense bonus against ground units with more
- than one move ($LINK<Speeders=40001> and $LINK<Hovertanks=40002>).
-
- #ARMORDESC11
- {Resonance 3 armor} combines the physical protection of $LINK<Plasma Steel
- armor=70002> (D3) with a psi shield that confers a +25% defense bonus when
- attacked by units which employ $LINK<Psi Combat=15>, such
- as $LINK<Mind Worms=30008> and other alien creatures.
-
- #ARMORDESC12
- {Pulse 8 armor} is a combined-defense system that gives the benefit
- of $LINK<Neutronium Armor=70006> (D8) and confers a 25% defense bonus
- against ground units with more than one move ($LINK<Speeders=40001>
- and $LINK<Hovertanks=40002>).
-
- #ARMORDESC13
- {Resonance 8 armor} combines the physical protection
- of $LINK<Neutronium Armor=70006> (D8) with a psi shield that confers
- a +25% defense bonus when attacked by units which employ $LINK<Psi Combat=15>,
- such as $LINK<Mind Worms=30008> and other alien creatures.
-
- # ; This line must remain at end of file
-
-
-
-
-
-
-