; ; 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. Enemy $LINK may not attempt mind control here. #; Children's Creche #HELPFAC2 Base receives +2 on $LINK scale and +2 on $LINK scale. All negative $LINK 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, $LINK, and $LINK 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 #HELPFAC5 Increases defense multiplier of base by one. This is cumulative with $LINK, for a net tripling of defense strength at base. #; Recreation Dome #HELPFAC6 Reduces number of $LINK in colony by two. #; Energy bank #HELPFAC7 Increases $LINK at base by 50%. #; Network Node #HELPFAC8 Increases $LINK at base by 50%. Base can study $LINK. #; 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 new units at this base. #; Hologram Theatre #HELPFAC11 Reduces number of $LINK by two, and increases $LINK output of base by 50%. #; Paradise Dome #HELPFAC12 Two extra $LINK at this base. #; Tree Farm #HELPFAC13 Increases $LINK output at base by 50% and $LINK at base by 50%. Increases $LINK output in $LINK squares. Eliminates at least half the $LINK caused by terraforming ($LINK, $LINK, $LINK, etc.) #; Hybrid Forest #HELPFAC14 Increases $LINK and $LINK output of $LINK squares. Increases $LINK at base by 50% and $LINK at base by 50%, and, combined with $LINK, eliminates the ecological damage caused by terraforming. Cumulative with Tree Farm. #; Fusion lab #HELPFAC15 Increases $LINK at base by 50% and $LINK at base by 50%. #; Quantum lab #HELPFAC16 Increases $LINK at base by 50% and $LINK at base by 50%. Cumulative with $LINK. #; Research Hospital #HELPFAC17 Increases $LINK at base by 25% and $LINK at base by 50% and reduces number of $LINK by one. Reduces population loss caused by genetic warfare and other disease outbreaks. #; Nanohospital #HELPFAC18 Increases $LINK at base by 25% and $LINK at base by 50% and reduces number of $LINK by one. Reduces population loss caused by genetic warfare and other disease outbreaks. Cumulative with $LINK. #; Robotic Assembly Plant #HELPFAC19 Increases $LINK output at base by 50%. Cumulative with all other facilities of this type. #; Nanoreplicator #HELPFAC20 Increases $LINK output at base by 50%. Cumulative with all other facilities of this type. #; Quantum Converter #HELPFAC21 Increases $LINK output at base by 50%. Cumulative with all other facilities of this type. #; Genejack Factory #HELPFAC22 Increases $LINK output at base by 50%, but also increases the number of $LINK 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 and $LINK at this base, and decreases vulnerability to enemy mind control, but reduces $LINK 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. #; Pressure Dome #HELPFAC26 Allows base to survive submersion. Also counts as $LINK for this base. #; Command Center #HELPFAC27 Repairs damaged ground units quickly. Ground units built here receive two $LINK upgrades. #; Naval Base #HELPFAC28 Repairs damaged naval units quickly. Naval units built here receive two $LINK upgrades. #; Aerospace Complex #HELPFAC29 Repairs damaged air units quickly. Air units built here receive two $LINK 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 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. #; Psi Gate #HELPFAC33 Units can teleport between bases containing Psi Gates. #; Sky Hydroponics #HELPFAC34 Each Sky Hydroponics Lab increases the $LINK of every base by +1. Can only be produced by bases with $LINK. Nutrient increase is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base. #; Nessus Mining Station #HELPFAC35 Each Nessus Mining Station increases the $LINK of every base by +1. Can only be produced by bases with $LINK. Minerals bonus is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base. #; Orbital Power Transmitter #HELPFAC36 Each Orbital Power Transmitter increases the $LINK of every base by +1. Can only be produced by bases with $LINK. Energy bonus is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base. #; Orbital Defense Pod #HELPFAC37 Each undeployed Orbital Defense Pod has a 50% chance to prevent a $LINK 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 #HELPFAC38 All $LINK produced at base are immediately converted to $LINK energy reserves (each 2 minerals makes 1 energy). #; Human Genome Project #HELPPROJ0 One extra $LINK at every base. #; The Command Nexus #HELPPROJ1 Counts as a $LINK at every one of your bases. #; The Weather Paradigm #HELPPROJ2 Increases terraforming speed by 50% for all tasks except for $LINK. Your formers may build $LINK and $LINK, and may $LINK/$LINK, 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 and $LINK. #; The Citizens' Defense Force #HELPPROJ5 Counts as a $LINK at every base. #; The Virtual World #HELPPROJ6 In addition to their normal effect, $LINK count as $LINK at each of your bases: reduce number of $LINK by two and increase $LINK output of base by 50%. #; The Planetary Transit System #HELPPROJ7 Any new bases you found begin at population level 3. One less $LINK at all bases of population level 3 and under. #; The Xenoempathy Dome #HELPPROJ8 All $LINK squares are treated as $LINK, and the rate at which your $LINK $LINK and/or $LINK is doubled. Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus. #; The Neural Amplifier #HELPPROJ9 +50% to $LINK. #; The Maritime Control Center #HELPPROJ10 Increases the movement rate of all naval units by two, and counts as a $LINK at every one of your bases. #; The Planetary Datalinks #HELPPROJ11 You automatically discover any $LINK discovered by any three other $LINK. #; The Supercollider #HELPPROJ12 $LINK at this base is doubled. #; The Ascetic Virtues #HELPPROJ13 Increases the population limit of your bases by two, and increases your society's tolerance for use of police and military units ($LINK<+1 POLICE=130005>). #; The Longevity Vaccine #HELPPROJ14 Two less $LINK at every base if your $LINK are $LINK. One less Drone at every base if economics are $LINK or $LINK. $LINK increased by 50% at this base for $LINK economies. #; The Hunter-Seeker Algorithm #HELPPROJ15 Renders your units and bases completely immune to $LINK infiltration of any kind. #; The Pholus Mutagen #HELPPROJ16 Reduces effect of industry on Planet's ecology at all of your bases. Additionally, the $LINK 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 at every base. #; The Theory of Everything #HELPPROJ18 $LINK output doubled at this base. #; The Dream Twister #HELPPROJ19 +50% to $LINK. #; Universal Translator #HELPPROJ20 Two free $LINK on completion. Any number of $LINK can be cashed at this base. #; The Network Backbone #HELPPROJ21 $LINK<+1 research=45> at this base for every point of $LINK this base receives, and +1 research for every $LINK in existence on Alpha Centauri, regardless of the player owning the Network Node. Eliminates the negative effects of $LINK. #; 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 output is sufficient and $LINK are adequate. The negative effects of the $LINK and $LINK 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 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 at every base. Doubles your votes in elections for $LINK and $LINK. #; The Space Elevator #HELPPROJ27 Doubles $LINK energy reserve production at this base, and doubles $LINK production rate at all of your bases when producing Orbital improvements. Your units equipped with $LINK may now make Orbital Insertions anywhere on the Planet. All $LINK restrictions on Orbital improvements are waived. #; The Singularity Inductor #HELPPROJ28 Counts as a $LINK at every base, and reduces the $LINK of mineral production. #; The Bulk Matter Transmitter #HELPPROJ29 $LINK<+2 MINERALS=42> at every base. #; The Telepathic Matrix #HELPPROJ30 $LINK never $LINK at your bases. All of your $LINK receive a $LINK<+2 morale=11> modifier. #; The Voice of Planet #HELPPROJ31 Begins the $LINK 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 $LINK is operational. #;POLITICS #HELPSOC0 The "Politics" social category allows you to choose your basic political system. ^ ^$LINK ^$LINK ^$LINK ^$LINK #;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 ^$LINK ^$LINK ^$LINK #;Simple #HELPSOC10 Simple Economics describes the informal, ad hoc economy which develops in the early years of planetfall, before more organized economic systems can be put in place. Simple Economics provides no special benefits or penalties. ^ ^Prerequisite: NONE #;Free Market #HELPSOC11 Free Market Economics turns market forces loose in your society. Unfettered market economics can produce great wealth quickly, but in the context of Planet's fragile emerging economies can also lead to extremes of pollution and ecological damage. Also, citizens rendered suddenly poor by the actions unscrupulous moguls may revolt against their energy-fattened masters. ^ +2 ECONOMY -3 PLANET -5 POLICE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Planned #HELPSOC12 A semi-market economy kept in check by fierce governmental regulation, Planned Economics promotes stable industrial and population growth, but sacrifices efficiency. ^ +2 GROWTH +1 INDUSTRY -2 EFFICIENCY ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Green #HELPSOC13 Green Economics strive to integrate human progress with the needs of the biosphere. Green economies use resources efficiently and tend to avoid the excesses of industrial development which could provoke Planet's native life, but population growth necessarily suffers for lack of space. ^ +2 PLANET +2 EFFICIENCY -2 GROWTH ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;VALUES #HELPSOC2 The "Values" social category allows you to set major priorities for your society. ^ ^$LINK ^$LINK ^$LINK ^$LINK #;Survival #HELPSOC20 Survival is of course the all-encompassing first priority of early human space colonies. "Survival" as a priority provides no special bonuses or penalties. ^ ^Prerequisite: NONE #;Power #HELPSOC21 Leaders seeking Power build strong, well-paid military forces to enforce their will. But Economic and industrial infrastructure may suffer from bloated "defense" budgets. ^ +2 MORALE +2 SUPPORT -2 INDUSTRY ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Knowledge #HELPSOC22 Leaders seeking Knowledge and intellectual enlightenment will pour resources into research and education. They will also tend to promote the free exchange of information, which increases efficiency but also carries greater security risks. ^ +2 RESEARCH +1 EFFICIENCY -2 PROBE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Wealth #HELPSOC23 Leaders seeking Wealth will concentrate on building economic and industrial infrastructure rapidly. They achieve rapid growth and development, with possible side effects being decadence and moral decay. ^ +1 INDUSTRY +1 ECONOMY -2 MORALE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;FUTURE SOCIETY #HELPSOC3 Future Societies show speculatively how human society may evolve in the far future. ^ ^$LINK ^$LINK ^$LINK ^$LINK #;None #HELPSOC30 "None", or no Future Society, simply means that your society has not yet evolved to a far future society. No bonuses or penalties apply. ^ ^Prerequisite: NONE #;Cybernetic #HELPSOC31 In the far future, citizens may turn many of the tasks of governing society over to artificially intelligent computers, increasing efficiency and freeing humans for more creative tasks. But will workers displaced by computers sink into despair, poverty, and possible unrest? ^ +2 EFFICIENCY +2 PLANET +2 RESEARCH -3 POLICE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Eudiamonic #HELPSOC32 Perhaps the most pleasant to contemplate living in, this far future society takes its name from an ancient Greek word for fulfillment and happiness. Eudaimonic society encourages each citizen to achieve happiness through striving to fulfill completely his or her potential. Population, Economy, and Industry all experience healthy growth. Violence fades as society grows more tolerant and just, and even when this society's hand is forced it often shoots to subdue rather than to destroy. ^ +2 GROWTH +2 ECONOMY +2 INDUSTRY -2 MORALE ^ ^Prerequisite: $LINK<$STR0=$NUM0> #;Thought Control #HELPSOC33 The ultimate in "Big Brother" methods, Thought Control effuses subtle neurochemical triggers into the atmosphere to render its population obedient, loyal, and resistant to outside ideas. But significant resources are required to maintain this level of control. ^ +2 POLICE +2 MORALE +2 PROBE -3 SUPPORT ^ ^Prerequisite: $LINK<$STR0=$NUM0> ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH #;ECONOMY #HELPEFFECT0 {ECONOMY} represents the raw strength of your society's economy. Increasing this value will increase your $LINK 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!! #;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 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 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 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. 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 base ^-4, Extra drone for each military unit away from base ^-3, Extra drone if more than one military unit away from base ^-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 your bases will need to grow. ^ ^-3, 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. 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!; Mindworm capture 25% ^ 2, Ecological harmony!; Mindworm capture 50%! ^ 3, Ecological wisdom!!; Mindworm capture 75%!! #;PROBE #HELPEFFECT8 {PROBE} affects your vulnerability (or strength) on security issues. A high score will help prevent enemy $LINK 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!! #;INDUSTRY #HELPEFFECT9 {INDUSTRY} represents your manufacturing strength. A high score reduces the number of $LINK 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. 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 of a square by +1. Farms cannot be built in $LINK. #HELPTERRASEA0 A {kelp farm} increases the $LINK 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 of a square by +1. Soil Enrichers can be built only in squares which already contain a $LINK. #HELPTERRASEA1 no #;MINE #HELPTERRALAND2 A {mine} increases the $LINK of a square: ^$LINK: +1 minerals ^$LINK: +1 minerals ^$LINK: +2 minerals (+3 if road) ^ ^A mine provides an additional +1 minerals in Minerals Resource squares. #HELPTERRASEA2 A {mining platform} increases the $LINK of an ocean square by +1, or +2 if $LINK has been discovered. ^ Mining platforms can only be built in shelf squares (depth less than 1000m). #;SOLAR #HELPTERRALAND3 A {solar collector} allows $LINK collection in a square. Sea level solar collectors will collect 1 energy per turn. Solar collectors at $LINK will collect an additional energy for each 1000m above sea level. #HELPTERRASEA3 A {tidal harness} allows $LINK 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, $LINK, and $LINK production. Forest square production is dramatically increased for bases containing a $LINK and/or a $LINK. ^ Forest will sometimes expand into adjacent squares, even driving out native $LINK 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 production in $LINK. #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 to be removed from a square. #HELPTERRASEA10 Allows $LINK to be removed from a square. #;MAKEFUNGUS #HELPTERRALAND11 Using xenoagricultural techniques, $LINK can be cultivated. ^ Production in fungus squares increases with each $LINK<"Centauri"=140006> technology you discover. #HELPTERRASEA11 Using xenoagricultural techniques, $LINK can be cultivated. ^ Production in fungus squares increases with each $LINK<"Centauri"=140006> technology you discover. #;CONDENSER 12 #HELPTERRALAND12 A {Condenser} increases the $LINK in its own and ALL SURROUNDING SQUARES. It also provides an additional $LINK<+1 nutrient=41> in its own square, cumulative with $LINK bonuses. Use condensers to increase nutrient production drastically in dry areas. ^ Condensers have a significant negative $LINK. #HELPTERRASEA12 no #;MIRROR 13 #HELPTERRALAND13 An {Echelon Mirror} increases the solar $LINK collected by solar collectors in ALL SURROUNDING SQUARES by +1. It also counts as a $LINK 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. #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 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). ^ Thermal Boreholes have a significant negative $LINK. #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 of the current square by approximately 1000 meters. This can result in ocean squares becoming land squares. #HELPTERRASEA16 {Terraform Raise} increases the $LINK of the current square by approximately 1000 meters. #;LOWER 17 #HELPTERRALAND17 {Terraform Lower} decreases the $LINK 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 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 level of a square. It can be used to turn rocky squares into rolling squares suitable for $LINK. #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 and $LINK; build $LINK, $LINK, and $LINK; and even $LINK or $LINK. #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, 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, are used to improve and reshape Planet. Sea Formers can plant $LINK, build $LINK, and construct $LINK. #UNITDESC5 {Supply Crawlers} are useful for transporting resources. Supply Crawlers may: ^ * Produce $LINK, $LINK, or $LINK 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 or $LINK. #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 level usually wins. ^ Probe teams often receive morale increases when they complete missions successfully. The higher a probe team's morale level, the more likely it is to survive increasingly more complex missions. #UNITDESC7 {Artifacts} are mysterious and unexplained alien devices sometimes discovered on Planet. If you can find an artifact and return it to one of your bases, you will have several options: (a) you can link it to a $LINK if you have one, and receive a free technology breakthrough; (b) you can use it to speed the production of a $LINK or $LINK; (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. ^ Mind Worms and other alien creatures can engage in $LINK, in which weapon and armor strengths are ignored, and the attacker is given a 3 to 2 advantage on land. $LINK 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 and other facilities can increase the strength of captivity-bred Mind Worm boils. #UNITDESC9 An aquatic vector of the $LINK, the {Isle of the Deep} is closely associated with Mind Worms and $LINK. 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, in which weapon and armor strengths are ignored. $LINK level is quite important in defending against Isles of the Deep and other alien units. ^ With proper breeding and bonding techniques, Isles of the Deep can also be bred in captivity and controlled by skilled brood trainers. These captive boils can be used to attack enemy naval units using Psi Combat. Depending on their size, they can also be used to transport land units. #UNITDESC10 Planet's fiercest avatars, the {Locusts of Chiron} are a ravenous winged variation the land-bound $LINK. The appearance of Locusts signifies considerable distress on the part of the originating neural net $LINK. #UNITDESC11 The U.N.S. Unity was stocked with many of these lightly armed {rovers}, intended for use in exploring Planet's landmasses. #UNITDESC12 A few of these extremely handy Choppers were stored aboard the U.N.S. Unity. Although lightly armed and with limited fuel range, {Unity Choppers} are invaluable scouts and explorers. #UNITDESC13 These small, prefab {foils} were stored aboard the U.N.S. Unity, ready for use exploring Planet's seas. #CHASSISDESC0 {Infantry} units move slowly but are inexpensive and have important advantages in battle. Infantry units gain a +25% combat advantage when attacking enemy bases directly. #CHASSISDESC1 Mobile {Speeder} units can move quickly across Planet's surface. Speeder units gain a +25% combat advantage when attacking in open terrain. They can also disengage from combat when surprised by slower enemy $LINK #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 units, Hovertanks gain a +25% combat advantage when attacking in open terrain. #CHASSISDESC3 {Foils} can be used to create effective sea transports and sea patrols. #CHASSISDESC4 With sufficient industrial infrastructure, large {Cruiser} units can be produced. These larger vessels make formidable naval units as well as the most efficient transports. #CHASSISDESC5 {Needlejets}, the signature aircraft of the 23rd century, appear in Planet's skies once Planet's growing industries begin producing high grade jet fuel in sufficient quantities. Powerful, but limited in range, Needlejets can be used to defend the skies, project air power, and explore Planet. ^ Needlejets must return to a friendly base or airbase every other turn for refueling. #CHASSISDESC6 {Copters}, with their maneuverability and ability to land temporarily in rough terrain, make formidable combat units. ^ Copters should return to a friendly base or airbase at the end of every turn for refueling. If it is unable to do so and must land temporarily in the field, it incurs 30% damage. #CHASSISDESC7 {Gravships}, the juggernauts of the distant future, provide all the advantages of aircraft with none of the range limitations. Gravships can move swiftly over land and sea, and need never return to friendly bases for refueling. #CHASSISDESC8 {Missiles} can be used to mount powerful $LINK or spectacular quasi-nuclear $LINK. Missiles pack a powerful punch, but are of course eliminated when they attack. #WEAPONDESC0 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC1 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC2 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC3 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC4 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC5 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC6 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC7 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC8 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC9 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC10 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC11 A unit's {weapon} strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack. #WEAPONDESC12 The {Psi Attack} weapon allows a conventional unit to make Psi attacks. Weapons and armor are ignored in $LINK, and the attacker receives a 3 to 2 advantage on land (1 to 1 at sea). #WEAPONDESC13 The quasi-nuclear {Planet Buster} is future humanity's ultimate atrocity. Planet Busters destroy everything within a radius equal to their $LINK size, often leaving immense craters. ^ Under the U.N. Charter, use of Planet Busters is punishable by immediate expulsion from the $LINK and total military destruction. #WEAPONDESC14 The {Colony Module} can be used to create custom $LINK. Units with Colony Modules can build new bases. If a Colony Module is installed on a sea-going unit, bases can be constructed at sea. #WEAPONDESC15 The {Terraforming Unit} can be used to create custom $LINK. #WEAPONDESC16 The {Troop Transport} module allows a unit to transport other units by land, sea, or air, depending on the unit's chassis. ^ Only sea-going units can transport more than one unit at a time. A {Foil} can transport a number of units equal to twice its reactor value. A {Cruiser} can transport a number of units equal to four times its reactor value. ^ Transports can normally transport only ground units, but seagoing transports can be given the $LINK special ability to allow them to transport and refuel air units. #WEAPONDESC17 The {Supply Transport} module can be used to create custom supply units. Such units function much as $LINK, and can: ^ * Produce nutrients, minerals, or energy from any square on the map and send the resources to its home base. Select the "Convoy" ('O') option on the Action Menu. ^ * Disband themselves in a friendly base to yield their {full} mineral value towards the construction of a secret project or unit prototype. #WEAPONDESC18 The {Probe Team} module can be used to create custom probe teams. Such units function much as regular $LINK. ^ Probe Teams 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 level usually wins. ^ Probe teams often receive morale increases when they complete missions successfully. The higher a probe team's morale level, the more likely it is to survive increasingly more complex missions. #WEAPONDESC20 The {Conventional Payload} weapons package can be used to create conventional missiles. It can be used only with the $LINK 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. #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 $LINK--they may move freely between squares adjacent to enemy units. #ABILDESC3 {Amphibious Pods} allow a ground unit to attack directly from a sea square when disembarking from a transport. Units with Amphibious Pods may also move and attack across the channels between Sea Bases and continents. #ABILDESC4 {Drop Pods} allow ground units to make air drops. A unit must begin its turn in a friendly base or airbase in order to make an airdrop. Airdrops may be made into any empty square within 8 squares (unless your faction has the technology necessary to make Orbital Insertions, in which case units may be dropped anywhere on the planet). ^ Drop Pod units may move after an airdrop, but if they attack a 50% combat penalty applies. #ABILDESC5 The {Air Superiority} ability equips a unit with the missiles necessary to attack Needlejets in flight. Air Superiority units gain a +100% combat advantage when attacking other air units in flight, but incur a -50% penalty if they attack ground or naval units. ^ Air-to-air combat is resolved by comparing attack factors--the armor value is ignored. ^ Note that even ground and naval units can be equipped with the SAM missiles necessary to confer this ability. #ABILDESC6 A {Deep Pressure Hull} allows a sea unit to function as a submarine. Submarine units are difficult for enemies to detect. #ABILDESC7 A {Carrier Deck} allows a sea-going transport to carry and refuel air units. #ABILDESC8 The {AAA Tracking} ability increases a unit's defense against air and missile attacks by 100%. #ABILDESC9 The {Comm Jammer} ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into confusion. A Comm Jammer confers a +50% defense bonus against ground units with more than one move ($LINK and $LINK). #ABILDESC10 {Antigrav Struts} give a unit an extra move each turn, and allow all ground units, like $LINK, 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 would gain 4 moves). #ABILDESC11 The {Empath Song} ability confers a +50% attack bonus against units which employ a Psi Defense, such as $LINK and other alien creatures. #ABILDESC13 {Fungicide Tanks} allows a terraformer unit to clear $LINK at twice the normal rate. Only $LINK 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 $LINK. ^ Note that naval units have the intrinsic ability to conduct bombardment, but they may also attack directly against units in sea squares. #ABILDESC16 Units with the {Clean Reactor} ability require no support from their home bases. #ABILDESC17 The {Blink Displacer} ability allows a unit to ignore all base defenses ($LINK, $LINK) 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, such as $LINK 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 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. # ; This line must remain at end of file