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help.txt
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1998-12-27
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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>
#; 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 +2 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 $LINK<terraforming=90008>
($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
#HELPFAC34
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
#HELPFAC35
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
#HELPFAC36
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
#HELPFAC37
Each undeployed Orbital Defense Pod has a 50% chance to prevent a
$LINK<Planet Buster=60013> 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<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 $LINK<terraforming=90008> 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 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 of any kind.
#; 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=110071> sequence. Any faction can now
begin the Ascent to Transcendence.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#; The Ascent to Transcendence
#HELPPROJ32
Completes the Transcendence sequence and ends the Human Era.
The Ascent cannot be started until the $LINK<Voice of Planet=110070> is
operational.
#;POLITICS
#HELPSOC0
The "Politics" social category allows you to choose your basic
political system.
^
^$LINK<Frontier=120001>
^$LINK<Police State=120002>
^$LINK<Democratic=120003>
^$LINK<Fundamentalist=120004>
#;Frontier
#HELPSOC00
Frontier politics represent the informal governing arrangements made
in early colonies, before populations reach levels requiring more
advanced forms of government. Frontier politics provides no bonuses
or penalties.
^
^Prerequisite: NONE
#;Police State
#HELPSOC01
Police States use oppression to keep their citizens in line, and allow
their leaders great power over military decisions. But oppression of
this type also decreases economic efficiency.
^
+2 POLICE
+2 SUPPORT
-2 EFFICIENCY
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Democratic
#HELPSOC02
Democracies allow citizens to participate in government, and forego
oppression and the stability it confers in favor of growth and efficiency.
But citizens remain suspicious of large military deployments, and civilian
oversight creates large military bureaucracies, so military support
costs increase.
^
+2 EFFICIENCY
+2 GROWTH
-2 SUPPORT
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Fundamentalist
#HELPSOC03
Fundamentalist politics unite a society behind a strong, dogmatic
religion. Evangelizing the populace can create loyal, even fanatical
military forces, and tends to immunize citizens against (other forms
of) brainwashing, but technological research tends to suffer under the
continual assaults on intellectual integrity associated with such
regimes.
^
+1 MORALE
+2 PROBE
-2 RESEARCH
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;ECONOMICS
#HELPSOC1
The "Economics" social category allows you to control the way your
economy is managed.
^
^$LINK<Simple=120006>
^$LINK<Free Market=120007>
^$LINK<Planned=120008>
^$LINK<Green=120009>
#;Simple
#HELPSOC10
Simple Economics describes the informal, ad hoc economy which develops
in the early years of planetfall, before more organized economic
systems can be put in place. Simple Economics provides no special
benefits or penalties.
^
^Prerequisite: NONE
#;Free Market
#HELPSOC11
Free Market Economics turns market forces loose in your society.
Unfettered market economics can produce great wealth quickly, but
in the context of Planet's fragile emerging economies can also lead
to extremes of pollution and ecological damage. Also, citizens rendered
suddenly poor by the actions unscrupulous moguls may revolt against
their energy-fattened masters.
^
+2 ECONOMY
-3 PLANET
-5 POLICE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Planned
#HELPSOC12
A semi-market economy kept in check by fierce governmental regulation,
Planned Economics promotes stable industrial and population growth, but
sacrifices efficiency.
^
+2 GROWTH
+1 INDUSTRY
-2 EFFICIENCY
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Green
#HELPSOC13
Green Economics strive to integrate human progress with the needs
of the biosphere. Green economies use resources efficiently and
tend to avoid the excesses of industrial development which could
provoke Planet's native life, but population growth necessarily
suffers for lack of space.
^
+2 PLANET
+2 EFFICIENCY
-2 GROWTH
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;VALUES
#HELPSOC2
The "Values" social category allows you to set major priorities for
your society.
^
^$LINK<Survival=120011>
^$LINK<Power=120012>
^$LINK<Knowledge=120013>
^$LINK<Wealth=120014>
#;Survival
#HELPSOC20
Survival is of course the all-encompassing first priority of early
human space colonies. "Survival" as a priority provides no
special bonuses or penalties.
^
^Prerequisite: NONE
#;Power
#HELPSOC21
Leaders seeking Power build strong, well-paid military forces to
enforce their will. But Economic and industrial infrastructure may
suffer from bloated "defense" budgets.
^
+2 MORALE
+2 SUPPORT
-2 INDUSTRY
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Knowledge
#HELPSOC22
Leaders seeking Knowledge and intellectual enlightenment will pour
resources into research and education. They will also tend to promote
the free exchange of information, which increases efficiency but also
carries greater security risks.
^
+2 RESEARCH
+1 EFFICIENCY
-2 PROBE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Wealth
#HELPSOC23
Leaders seeking Wealth will concentrate on building economic and
industrial infrastructure rapidly. They achieve rapid growth and
development, with possible side effects being decadence and moral
decay.
^
+1 INDUSTRY
+1 ECONOMY
-2 MORALE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;FUTURE SOCIETY
#HELPSOC3
Future Societies show speculatively how human society may evolve
in the far future.
^
^$LINK<None=120016>
^$LINK<Cybernetic=120017>
^$LINK<Eudaimonic=120018>
^$LINK<Thought Control=120019>
#;None
#HELPSOC30
"None", or no Future Society, simply means that your society has not
yet evolved to a far future society. No bonuses or penalties apply.
^
^Prerequisite: NONE
#;Cybernetic
#HELPSOC31
In the far future, citizens may turn many of the tasks of governing
society over to artificially intelligent computers, increasing
efficiency and freeing humans for more creative tasks. But will
workers displaced by computers sink into despair, poverty, and
possible unrest?
^
+2 EFFICIENCY
+2 PLANET
+2 RESEARCH
-3 POLICE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Eudiamonic
#HELPSOC32
Perhaps the most pleasant to contemplate living in, this far future
society takes its name from an ancient Greek word for fulfillment
and happiness. Eudaimonic society encourages each citizen to achieve
happiness through striving to fulfill completely his or her potential.
Population, Economy, and Industry all experience healthy growth.
Violence fades as society grows more tolerant and just, and even when
this society's hand is forced it often shoots to subdue rather than
to destroy.
^
+2 GROWTH
+2 ECONOMY
+2 INDUSTRY
-2 MORALE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Thought Control
#HELPSOC33
The ultimate in "Big Brother" methods, Thought Control effuses
subtle neurochemical triggers into the atmosphere to render its
population obedient, loyal, and resistant to outside ideas.
But significant resources are required to maintain this level
of control.
^
+2 POLICE
+2 MORALE
+2 PROBE
-3 SUPPORT
^
^Prerequisite: $LINK<$STR0=$NUM0>
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
#;ECONOMY
#HELPEFFECT0
{ECONOMY} represents the raw strength of your society's economy.
Increasing this value will increase your $LINK<energy=43> flow.
^
^-3, -2 energy each base
^-2, -1 energy each base
^-1, -1 energy at HQ base
^ 0, Standard energy rates
^ 1, +1 energy each base
^ 2, +1 energy each square!
^ 3, +1 energy each square; +1 commerce rating!!
#;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 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<nutrients=41> 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<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!; 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<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!!
#;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 +1. Kelp farms can only be planted on shelf squares (Depth
less than 1000m).
#;SOIL
#HELPTERRALAND1
A {soil enricher} increases the $LINK<nutrient production=41> of a square by +1.
Soil Enrichers can be built only in squares which already contain a
$LINK<farm=90000>.
#HELPTERRASEA1
no
#;MINE
#HELPTERRALAND2
A {mine} increases the $LINK<mineral output=42> of a square:
^$LINK<Flat squares=1>: +1 minerals
^$LINK<Rolling squares=1>: +1 minerals
^$LINK<Rocky squares=1>: +2 minerals (+3 if road)
^
^A mine provides an additional +1 minerals in Minerals Resource squares.
#HELPTERRASEA2
A {mining platform} increases the $LINK<minerals output=42> of an ocean square
by +1, or +2 if $LINK<Advanced Ecological Engineering=140062> has been discovered.
^
Mining platforms can only be built in shelf squares (depth less than 1000m).
#;SOLAR
#HELPTERRALAND3
A {solar collector} allows $LINK<energy=43> collection in a square. Sea level
solar collectors will collect 1 energy per turn. Solar collectors
at $LINK<higher altitudes=2> will collect an additional energy for each 1000m
above sea level.
#HELPTERRASEA3
A {tidal harness} allows $LINK<energy=43> collection in an ocean square. Squares
with tidal harnesses produce 3 energy per turn.
^
Tidal harnesses can only be built in shelf squares (depth less than 1000m)
#;FOREST
#HELPTERRALAND4
{Forest} squares provide balanced but limited $LINK<nutrient=41>,
$LINK<minerals=42>, and $LINK<energy=43> production. Forest square
production is dramatically increased for bases containing a
$LINK<Tree Farm=100013> and/or a $LINK<Hybrid Forest=100014>.
^
Forest will sometimes expand into adjacent squares, even driving out
native $LINK<fungus=14> in the process.
#HELPTERRASEA4
no
#;ROAD
#HELPTERRALAND5
{Roads} speed land unit movement. Land units moving along a road can
move three times faster than normal.
^
Roads also increase $LINK<mine=90002> production in $LINK<rocky squares=1>.
#HELPTERRASEA5
no
#;TUBE
#HELPTERRALAND6
{Mag Tubes} greatly speed land unit movement. Land units moving between
Mag Tube squares do not expend any movement points.
#HELPTERRASEA6
no
#;BUNKER
#HELPTERRALAND7
A {bunker} improves the defense value of its square. Units defending in
bunkers gain +50% to their defense.
#HELPTERRASEA7
no
#;AIRBASE
#HELPTERRALAND8
An {airbase} allows friendly air units to land and refuel.
#HELPTERRASEA8
no
#;SENSOR
#HELPTERRALAND9
A {Sensor Array} watches surrounding territory for intruders. Sensor
Arrays can see any enemy unit within two squares.
^
Data from Sensor Arrays also increases defense readiness: any unit
in a land square within two squares of a friendly sensor array
gains +25% to its defense.
#HELPTERRASEA9
no
#;FUNGUS
#HELPTERRALAND10
Allows $LINK<fungus=14> to be removed from a square.
#HELPTERRASEA10
Allows $LINK<sea fungus=14> to be removed from a square.
#;MAKEFUNGUS
#HELPTERRALAND11
Using xenoagricultural techniques, $LINK<fungus=14> can be cultivated.
^
Production in fungus squares increases with each $LINK<"Centauri"=140006>
technology you discover.
#HELPTERRASEA11
Using xenoagricultural techniques, $LINK<fungus=14> can be cultivated.
^
Production in fungus squares increases with each $LINK<"Centauri"=140006>
technology you discover.
#;CONDENSER 12
#HELPTERRALAND12
A {Condenser} increases the $LINK<rainfall=0> in its own and ALL
SURROUNDING SQUARES. It also provides an additional $LINK<+1
nutrient=41> in its own square, cumulative
with $LINK<farm=90000> bonuses. Use condensers to increase nutrient production
drastically in dry areas.
^
Condensers have a significant negative $LINK<ecological impact=26>.
#HELPTERRASEA12
no
#;MIRROR 13
#HELPTERRALAND13
An {Echelon Mirror} increases the solar $LINK<energy=43> collected by solar
collectors in ALL SURROUNDING SQUARES by +1. It also counts as
a $LINK<solar collector=90003> for the purposes of collecting in its own square,
though it does not receive any additional bonus from other Echelon
Mirrors.
^
Echelon Mirrors have a significant negative $LINK<ecological impact=26>.
#HELPTERRASEA13
no
#;BOREHOLE 14
#HELPTERRALAND14
A {Thermal Borehole} penetrates to Planet's mantle and provides
significant mineral and energy bonuses. Borehole squares provide
$LINK<+6 minerals=42> and $LINK<+6 energy=43>, but produce no
$LINK<nutrients=41> and cannot be farmed.
^
Thermal Boreholes cannot be built adjacent to other boreholes, nor
on slopes (land squares adjacent to other land squares of lower
$LINK<altitude=2>).
^
Thermal Boreholes have a significant negative $LINK<ecological impact=26>.
#HELPTERRASEA14
no
#;AQUIFER 15
#HELPTERRALAND15
{Drilling to an aquifer} creates a new river beginning in its square.
#HELPTERRASEA15
no
#;RAISE 16
#HELPTERRALAND16
{Terraform Raise} increases the $LINK<altitude=2> of the current square by
approximately 1000 meters. This can result in ocean squares becoming
land squares.
#HELPTERRASEA16
{Terraform Raise} increases the $LINK<altitude=2> of the current square by
approximately 1000 meters.
#;LOWER 17
#HELPTERRALAND17
{Terraform Lower} decreases the $LINK<altitude=2> of the current square by
approximately 1000 meters. A land square can be "lowered into the sea"
only by a sea former in a nearby ocean square.
#HELPTERRASEA17
{Terraform Lower} decreases the $LINK<altitude=2> of the current square by
approximately 1000 meters. A land square can be "lowered into the sea"
by a sea former in a nearby ocean square.
#;LEVEL 18
#HELPTERRALAND18
{Terraform Level} decreases the $LINK<rockiness=1> level of a square. It can
be used to turn rocky squares into rolling squares suitable for
$LINK<farming=90000>.
#HELPTERRASEA18
no
#;MAKEMONO 19
#HELPTERRALAND19
no
#HELPTERRASEA19
no
#UNITDESC0
A {Colony Pod} represents the manpower and resources necessary to
build a new {base}.
#UNITDESC1
Your Terraforming Engineers ("FORMERS") are crucial to your
expedition's survival. Formers can plant $LINK<forests=90004> and
$LINK<farms=90000>; build $LINK<roads=90005>, $LINK<mines=90002>,
and $LINK<solar collectors=90003>; and even $LINK<raise up=90016>
or $LINK<tear down mountains=90017>.
#UNITDESC2
A {Scout Patrol} can be used to explore the unknown regions of Planet.
It can also be used to guard bases from attack by enemies and
$LINK<mind worms=30008>, though it is not as powerful as later military
units which can be developed.
#UNITDESC3
{Transport Foils} are a useful early means of transportation between
continents and oceans. Land units can be loaded onto Transport Foils
and moved by sea.
#UNITDESC4
{Sea Formers}, like their $LINK<land-bound cousins=30001>, are used to improve
and reshape Planet. Sea Formers can plant $LINK<Kelp Farms=90020>, build
$LINK<Mining Platforms=90022>, and construct $LINK<Tidal Harnesses=90023>.
#UNITDESC5
{Supply Crawlers} are useful for transporting resources.
Supply Crawlers may:
^
* Produce $LINK<nutrients=41>, $LINK<minerals=42>, or $LINK<energy=43> from any
square on the map and send the resources to its home base.
Select the "Convoy" ('O') option on the Action Menu.
^
* Disband themselves in a friendly base to yield their {full} mineral
value towards the construction of a $LINK<secret project=110071> or
$LINK<unit prototype=23>.
#UNITDESC6
{Probe Teams} can infiltrate and subvert enemy bases and units. They can
also steal enemy research information, sabotage base facilities,
assassinate key enemy personnel, and conduct genetic warfare.
^
Move a probe team up to an enemy base or unit to engage its powers.
^
Probe teams can also defend your bases against their enemy counterparts.
If a probe team is present in a square when an enemy probe team tries
to enter, a combat is resolved between them. The probe team with the
highest $LINK<morale=11> level usually wins.
^
Probe teams often receive morale increases when they complete missions
successfully. The higher a probe team's morale level, the more likely
it is to survive increasingly more complex missions.
#UNITDESC7
{Artifacts} are mysterious and unexplained alien devices sometimes discovered
on Planet. If you can find an artifact and return it to one of your bases, you
will have several options: (a) you can link it to a $LINK<Network Node=100008>
if you have one, and receive a free technology breakthrough;
(b) you can use it to speed the production of a $LINK<Secret Project=110071>
or $LINK<Unit Prototype=23>; (c) you can save it to use later.
^
Artifacts can be captured from other players. A lone artifact can be captured by
any player without diplomatic penalty.
#UNITDESC8
{Mind Worms} can appear suddenly, and are closely associated with
$LINK<fungus=14>.
^
Mind Worms and other alien creatures can engage in $LINK<Psi Combat=15>,
in which weapon and armor strengths are ignored, and the attacker
is given a 3 to 2 advantage on land. $LINK<Morale=11> level is quite important
in defending against Mind Worms and other alien units.
^
With proper breeding and bonding techniques, Mind Worms can also be bred
in captivity and controlled by skilled brood trainers. These Mind Worm
boils can be used to attack enemy units using Psi Combat, thus bypassing
enemy advantages in weapon and armor technology. $LINK<Biology Labs=100009>
and other facilities can increase the strength of captivity-bred Mind Worm
boils.
#UNITDESC9
An aquatic vector of the $LINK<Mind Worms=30008>, the {Isle of the Deep}
is closely associated with Mind Worms and $LINK<Sea Fungus=14>.
The floating shell of an Isle of the Deep, formed by the secretions
of the colony's individual
members, is often used as a nesting place by Mind Worms, and can even
float large land units.
^
Isles of the Deep and other alien creatures can engage in $LINK<Psi Combat=15>,
in which weapon and armor strengths are ignored.
$LINK<Morale=11> level is quite important in defending against
Isles of the Deep and other alien units.
^
With proper breeding and bonding techniques, Isles of the Deep can
also be bred in captivity and controlled by skilled brood trainers.
These captive boils can be used to attack enemy naval units using Psi
Combat. Depending on their size, they can also be used to transport
land units.
#UNITDESC10
Planet's fiercest avatars, the {Locusts of Chiron} are a ravenous winged
variation the land-bound $LINK<Mind Worms=30008>. The appearance of Locusts
signifies considerable distress on the part of the originating
neural net $LINK<fungus=14>.
#UNITDESC11
The U.N.S. Unity was stocked with many of these lightly armed {rovers},
intended for use in exploring Planet's landmasses.
#UNITDESC12
A few of these extremely handy Choppers were stored aboard the
U.N.S. Unity. Although lightly armed and with limited fuel range,
{Unity Choppers} are invaluable scouts and explorers.
#UNITDESC13
These small, prefab {foils} were stored aboard the U.N.S. Unity, ready
for use exploring Planet's seas.
#CHASSISDESC0
{Infantry} units move slowly but are inexpensive and have important
advantages in battle. Infantry units gain a +25% combat advantage
when attacking enemy bases directly.
#CHASSISDESC1
Mobile {Speeder} units can move quickly across Planet's surface.
Speeder units gain a +25% combat advantage when attacking in
open terrain. They can also disengage from combat when surprised
by slower enemy $LINK<infantry.=40000>
#CHASSISDESC2
The ultimate in ground effect transportation, the {Hovertank}
is never penalized for moving through difficult terrain--it
never costs more than one move for a Hovertank to enter a square.
Like $LINK<Speeder=40001> units, Hovertanks gain a +25% combat advantage when
attacking in open terrain.
#CHASSISDESC3
{Foils} can be used to create effective sea transports and
sea patrols.
#CHASSISDESC4
With sufficient industrial infrastructure, large {Cruiser} units
can be produced. These larger vessels make formidable naval units
as well as the most efficient transports.
#CHASSISDESC5
{Needlejets}, the signature aircraft of the 23rd century, appear in
Planet's skies once Planet's growing industries begin producing
high grade jet fuel in sufficient quantities. Powerful, but limited
in range, Needlejets can be used to defend the skies, project air power,
and explore Planet.
^
Needlejets must return to a friendly base or airbase every other turn
for refueling.
#CHASSISDESC6
{Copters}, with their maneuverability and ability to land temporarily
in rough terrain, make formidable combat units.
^
Copters should return to a friendly base or airbase at the end of
every turn for refueling. If it is unable to do so and must land
temporarily in the field, it incurs 30% damage.
#CHASSISDESC7
{Gravships}, the juggernauts of the distant future, provide all the
advantages of aircraft with none of the range limitations. Gravships
can move swiftly over land and sea, and need never return to friendly
bases for refueling.
#CHASSISDESC8
{Missiles} can be used to mount powerful $LINK<conventional payloads=60020> or
spectacular quasi-nuclear $LINK<Planet Busters=60013>. Missiles pack a powerful
punch, but are of course eliminated when they attack.
#WEAPONDESC0
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC1
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC2
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC3
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC4
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC5
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC6
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC7
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC8
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC9
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC10
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC11
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.
#WEAPONDESC12
The {Psi Attack} weapon allows a conventional unit to make Psi
attacks. Weapons and armor are ignored in $LINK<Psi Combat=15>, and the
attacker receives a 3 to 2 advantage on land (1 to 1 at sea).
#WEAPONDESC13
The quasi-nuclear {Planet Buster} is future humanity's ultimate
atrocity. Planet Busters destroy everything within a radius equal
to their $LINK<reactor=50001> size, often leaving immense craters.
^
Under the U.N. Charter, use of Planet Busters is punishable by
immediate expulsion from the $LINK<Planetary Council=27> and total military
destruction.
#WEAPONDESC14
The {Colony Module} can be used to create custom $LINK<Colony Pods=30000>.
Units with Colony Modules can build new bases. If a Colony Module
is installed on a sea-going unit, bases can be constructed at sea.
#WEAPONDESC15
The {Terraforming Unit} can be used to create custom $LINK<terraformers=30001>.
#WEAPONDESC16
The {Troop Transport} module allows a unit to transport other units
by land, sea, or air, depending on the unit's chassis.
^
Only sea-going units can transport more than one unit at a time.
A {Foil} can transport a number of units equal to twice its reactor
value. A {Cruiser} can transport a number of units equal to four
times its reactor value.
^
Transports can normally transport only ground units, but seagoing
transports can be given the $LINK<Carrier Deck=80007> special ability to
allow them to transport and refuel air units.
#WEAPONDESC17
The {Supply Transport} module can be used to create custom supply
units. Such units function much as $LINK<Supply Crawlers=30005>, and can:
^
* Produce nutrients, minerals, or energy from any square on the map
and send the resources to its home base.
Select the "Convoy" ('O') option on the Action Menu.
^
* Disband themselves in a friendly base to yield their {full} mineral
value towards the construction of a secret project or unit prototype.
#WEAPONDESC18
The {Probe Team} module can be used to create custom probe teams.
Such units function much as regular $LINK<Probe Teams=30006>.
^
Probe Teams can infiltrate and subvert enemy bases and units. They can
also steal enemy research information, sabotage base facilities,
assassinate key enemy personnel, and conduct genetic warfare.
^
Move a probe team up to an enemy base or unit to engage its powers.
^
Probe teams can also defend your bases against their enemy counterparts.
If a probe team is present in a square when an enemy probe team tries
to enter, a combat is resolved between them. The probe team with the
highest $LINK<morale=11> level usually wins.
^
Probe teams often receive morale increases when they complete missions
successfully. The higher a probe team's morale level, the more likely
it is to survive increasingly more complex missions.
#WEAPONDESC20
The {Conventional Payload} weapons package can be used to create
conventional missiles. It can be used only with the $LINK<Missile=40008>
chassis.
^
Conventional missiles attack at the following strengths:
^
^Fission: {9}
^Fusion: {18}
^Quantum: {27}
^Singularity: {36}
#ABILDESC0
The {Super Former} ability doubles the speed at which a unit performs
normal terraforming functions. It can be used only with $LINK<terraforming
units=30001>.
#ABILDESC1
{Deep Radar} allows a unit to spot enemies and terrain up to two squares
away.
#ABILDESC2
A {Cloaking Device} allows a unit to avoid detection by enemy units
unless they actually attempt to enter the same square. Cloaked units
may also ignore enemy $LINK<Zones of Control=34>--they may move freely between
squares adjacent to enemy units.
#ABILDESC3
{Amphibious Pods} allow a ground unit to attack directly from a sea
square when disembarking from a transport. Units with Amphibious Pods
may also move and attack across the channels between Sea Bases and
continents.
#ABILDESC4
{Drop Pods} allow ground units to make air drops. A unit must begin
its turn in a friendly base or airbase in order to make an airdrop.
Airdrops may be made into any empty square within 8 squares (unless
your faction has the technology necessary to make Orbital Insertions,
in which case units may be dropped anywhere on the planet).
^
Drop Pod units may move after an airdrop, but if they attack a
50% combat penalty applies.
#ABILDESC5
The {Air Superiority} ability equips a unit with the missiles necessary
to attack Needlejets in flight. Air Superiority units gain a +100%
combat advantage when attacking other air units in flight, but incur
a -50% penalty if they attack ground or naval units.
^
Air-to-air combat is resolved by comparing attack factors--the armor
value is ignored.
^
Note that even ground and naval units can be equipped with the SAM
missiles necessary to confer this ability.
#ABILDESC6
A {Deep Pressure Hull} allows a sea unit to function as a submarine.
Submarine units are difficult for enemies to detect.
#ABILDESC7
A {Carrier Deck} allows a sea-going transport to carry and refuel
air units.
#ABILDESC8
The {AAA Tracking} ability increases a unit's defense against air
and missile attacks by 100%.
#ABILDESC9
The {Comm Jammer} ability interferes with enemy tactical command and
control, thus throwing enemy mobile offensives into confusion. A Comm
Jammer confers a +50% defense bonus against ground units with more
than one move ($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.
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