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