Alien Crossfire

Alien Crossfire

02.10.2013 22:50:08
Sid Meier's Alpha Centauri and Sid Meier's Alien Crossfire
A Reference Guide and FAQ by Æther SPOON! - 176kb
Version 1.50 12-26-2002 - webmaster@vandaliersheart.com

*****************************************************************************
/ Part 01: Table of Contents |
*******************************************************************************
* 01................................................ Table of Contents *
* 02................................................ Original Factions *
* 03.................................. Networknode.org Custom Factions *
* 04..................................... Beginning SMAC Players Guide *
* 05............................................. Prototypes and Units *
* 06....................... General Strategies created by Æther SPOON! *
* 07....................... Alternate Strategies created by submitters *
* 08................................. Other Frequently Asked Questions *
* 09.................................................. Version History *
* 10.............................................. Closing Notes/Other *
*******************************************************************************

*****************************************************************************
/ Part 02: Original Factions |
*******************************************************************************
* Original Sid Meier's Alpha Centauri Factions *
* a....................................... Gaia's Stepdaughters *
* b............................................. The Human Hive *
* c....................................... University of Planet *
* d.......................................... Morgan Industries *
* e......................................... Spartan Federation *
* f....................................... The Lord's Believers *
* g........................................ Peacekeeping Forces *
* Original Sid Meier's Alien Crossfire Factions *
* h............................... The Cybernetic Consciousness *
* i........................................... Nautilus Pirates *
* j............................................ The Free Drones *
* k............................................ The Data Angels *
* l......................................... The Cult of Planet *
* m........................................ Manifold Caretakers *
* n.......................................... Manifold Usurpers *
*******************************************************************************
> Sid Meier's Alpha Centauri Section A <
*******************************************************************************
* Gaia's Stepdaughters (aka Hippy Tree-huggers) *
* Leader: "Lady" Deirdre Skye *
* Background: Free Scotland, Unity Xenobiologist *
* Agenda: Green Democracy *
* Starting Tech: Centauri Ecology (Formers, the best single starting tech) *
* Starting Statistics: *
* Government Statistics *
* +1 to Planet ("Environmental safeguards; can capture mindworms"... *
* they like planet a whole bunch :P) *
* +2 to Efficiency ("Experience with life systems & recycling") *
* -1 Morale ("Pacifist tendencies".. Hippies, considered weakness) *
* -1 Police ("Freedom loving".. Hippies) *
* Other Statistics *
* +1 Nutrients in fungus squares *
* May not use "Free Market" economics *
* First mindworm you attack you control (they don't tell you that :P) *
* Ideal Victory: Transcendence, Conquer in some instances, Econ in others. *
* Strategy: *
* Well, as the Gaians, you do NOT want to be attacked early. You'd be *
* dead faster then you can say "What is that Morgan Needlejet doing?". *
* The trick with the Gaians is to stay alive early... unless you are on *
* a large landmass. Then, you should go hunting for Mindworm pets. You *
* have that advantage in SMAC, but don't try that in SMAC:SMAC- Cult can *
* kick your butt w/o flinching at it because of the +2 planet rating. *
* Once you get Mag Tubes and have your outstanding ease with Fungus, you *
* actually become the driving force in Planet's economy if you fungus *
* everything (like I normally do). Gaians CAN swarm with relative ease. *
* Recommended Strategies: Swarm, Chopper Assault, Fungal Economy *
* Victory Ratings: *
* Conquest: *** *
* Transcend: ******* *
* Diplomatic: **** *
* Economic: ** *
* Multiplayer partner- Morgan, Cult (SMACX), Caretakers (SMACX) *
*******************************************************************************
> Sid Meier's Alpha Centauri Section B <
*******************************************************************************
* Human Hive (aka INGSOC, Thought Police (a la 1984)) *
* Leader: "Chairman" Sheng-Ji Yang *
* Background: Great China, Unity Executive Officer (Actually, in the story *
* he was a doctor on the Unity, but I digress...) *
* Agenda: Atheist Police State (Read: INGSOC, a la 1984 again) *
* Starting Tech: Doctrine: Loyalty *
* Starting Statistics *
* Government Statistics *
* +1 to Growth ("Rapid population growth"... what else is there to do *
* in this society OTHER then to have sex?) *
* +1 to Industry ("Brutal serfdom"... Read: Labor camps, a la 1984) *
* -2 to Economy ("Little political freedom".. the worst problem with *
* playing as Yang and single largest weakness in the game) *
* Other Stats *
* Free Perimeter Defense at each base ("Underground bunkers") *
* May not use Democratic politics *
* Immune to negative Efficiency stats. *
* Ideal Victory: Conquest *
* Other: "Einstein would turn over in his grave. *
* Not only does God play dice, the dice are loaded." - Yang *
* Strategy: *
* Don't play as Yang in SMAC. :) Anyways, if you are going to *
* try this out, make sure you put as much in research as possible since *
* your economy stat sucks majorly. Have a large military- it is the *
* GOOD thing about playing as Yang. That, and being able to Staple... *
* In SMAC:SMAC, you actually have a BETTER chance of success... but *
* only if you kill things and kill them fast :P *
* I need someone good with Yang to give me more strategies. *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ** *
* Diplomatic: **** *
* Economic: * *
* Multiplayer Partner- Morgan or University *
*******************************************************************************
> Sid Meier's Alpha Centauri Section C <
*******************************************************************************
* University of Planet (Nerds Anonymous) *
* Leader: Dr. "Provost" Prokhor Zakharov *
* Background: Russian Commonwealth, Unity Science Officer and Ship's Drunk *
* Agenda: Research, free flow of information (they like research) *
* Tech: Information Networks (Network Nodes, another good starting tech *
* Starting Statistics *
* Government Statistics *
* +2 Research ("Brilliant research", this is Zak's greatest strength) *
* -2 Probe ("Academic networks vulnerable to infiltration"... now, *
* this is somewhat of a worry in normal Alpha Centauri, but a *
* huge worry in Alien Crossfire against the datajacks...) *
* Other Statistics *
* Free Network Node at every base (by far the best starting building *
* in the game- if you play Zak, get the Virtual World to give *
* yourself a free Node and Theatre in every town to counteract *
* the extra drones) *
* One Bonus Tech at beginning of game (handy at times, easier to get *
* Secrets of the Human Brain this way) *
* Extra Drone for every four citizens ("Lack of Ethics" my butt, they *
* do tests on humans :P See Cyborgs in Alien Crossfire...) *
* May not use Fundamentalist Politics (and if you did, I'd need to *
* shoot you :P) *
* High populations will only produce drones (something they don't tell *
* you about, but it always happens with Zak) *
* Ideal Victory: Transcendence *
* Other: "The first living thing to go through the device was a small white *
* rat. I still have him infact. As you can see, the damage was *
* as great as they say."- Zakharov, See how they run. *
* Strategies: *
* Pray you aren't near the believers? :P Actually, Zak is the *
* easiest to play as long as you AREN'T by the Believers at the *
* start of the game, then it is MUCH harder. Basically, make sure *
* that you NEVER let anyone have your tech, and kick butt when you *
* get Fusion Power. To help with this, get the "Secrets of" first. *
* To do this, orientate your search "path" towards them, or play *
* with the ability to see what you are researching (turning blind *
* research off). As Zak, ALWAYS get the Virtual World... Even if *
* you must commit atrocities to get it, GET IT!!! *
* Victory Ratings: *
* Conquest: **** *
* Transcend: ******* *
* Diplomatic: *** *
* Economic: ** *
* Multiplayer Partner- Morgan, Spartans, Hive, Believers *
*******************************************************************************
> Sid Meier's Alpha Centauri Section D <
*******************************************************************************
* Microsoft... er... Morgan Industries (who did you think this was meant *
* for? Heck, two of the Secret Projects (one of them is the Network *
* Backbone) uses Microsoft slogans, such as "Where do you want your *
* node today? - Morgan Industries" and bundling. This is obvious.) *
* Leader: "CEO" Bill Gates.. er.. Steve Ballmer.. er... Nwabudike Morgan *
* Background: Microsoft Monopoly, Namibian Diamond Tycoon, Unity *
* Franchise Holder (also stowaway on the Unity according to the story) *
* Agenda: Free Market Economics, Pro-Industry *
* Tech: Industrial Base (not overly useful, but it works...) *
* Starting Statistics *
* Government Statistics *
* +1 Economy ("Industrial Conglomerate"/Monopoly, the best part on *
* being a Morganite is definitely this.) *
* -1 Support ("Followers have expensive tastes"- Who cares?) *
* Other Statistics *
* Commerce (Treaties, Pacts, and Loans are leaned more in your favor) *
* Begin with 100 extra energy credits (Not useful whatsoever) *
* Need a Hab Complex to go above 4 population ("Creature comforts at *
* a premium"... the weakness of Morgan lies in his population.) *
* May not use Planned Economics (like anyone ever does...) *
* Target of all loan requests (I swear this is an attribute....) *
* Must constantly use Needlejets to attack enemy formers (every AI in *
* any game where I play against Morgan and he gets Needlejets he *
* does this... I swear, it's a requirement :P) *
* Ideal Victory: Economic Victory (I HATE that one!) *
* Other: "Where do you want your node today?.. Morgan." *
* Morgan and Morgan companies produce the best quotes in the game :) *
* Strategies: *
* I hate Morgan :P Actually, the biggest problem with Morgan is his Hab *
* Facilities... so make up for it by having tons of bases everywhere. *
* To do this on normal, you should direct your research towards obtaining *
* Doctrine: Flexibility and Doctrine: Initiative (Explore 2 and Explore 4 *
* , respectively)... Yes, this is a rather odd strategy, so hear me out. *
* Once you get this, make as many sea colony pods as you can and *
* establish many sea bases... all of which are at 4 population. See why *
* now? Note that this is something you should be wary on doing against *
* the Pirates of SMAC:SMAC. Anyways, this is a good intro strategy. *
* Victory Ratings: *
* Conquest: * *
* Transcend: ***** *
* Diplomatic: ** *
* Economic: ******* *
* Multiplayer Partners- Lal, Spartans, Drones (SMACX) *
*******************************************************************************
> Sid Meier's Alpha Centauri Section E <
*******************************************************************************
* Spartan Federation (aka Utah Militiamen/women) *
* Leader: "Colonel" Corazon Santiago (First of two "American" leaders) *
* Background: Survivalist (Read: Leader of the Militia), Unity Security *
* Chief (but, in the story she was another stowaway and caused the Unity *
* to physically be broken apart and killed Lal's wife...) *
* Agenda: Right To Keep And Bear Arms (yes, that's how it is written down) *
* Starting Tech: Doctrine: Mobility (nice if you have large landmasses) *
* Starting Statistics *
* Government Statistics *
* +2 Morale ("Well-armed survivalist movement"- not someone you want *
* meet in the back alley at night... the #1 feature of Sparta) *
* +1 Police ("Highly disciplined followers"... handy for the miliary) *
* -1 Industry ("Extravagant weapons are costly"- weakness of Sparta) *
* Other Statistics *
* Prototypes = normal priced (VERY nice on higher difficulty levels) *
* May not use Wealth value in Social Engineering (slight weakness) *
* Coolest battle music of any faction :) *
* Ideal Victory: Conquest *
* Strategies: *
* Kill. :) Seriously, enjoy the battle music and use your extra *
* mobility to your advantage. Sure, the Believers have an advantage *
* over you, but Spartans can actually live past 2400 if need be :P *
* Victory Ratings: *
* Conquest: ******* *
* Transcend: *** *
* Diplomatic: *** *
* Economic: *** *
* Multiplayer Partners- University, Cyborgs (SMACX), Usurpers (SMACX) *
*******************************************************************************
> Sid Meier's Alpha Centauri Section F <
*******************************************************************************
* The Lord's Believers (Bible Thumpers at Large) *
* Leader: "Sister" Miriam Godwinson (tee hee hee... it's Sister even if *
* you are male :P) *
* Background: Christian States of America (gee, CSA... I wonder where *
* that acronym came from...), Unity Psych Chaplain (the only position on *
* the Unity that exists after landfall... see Drone Riots) *
* Agenda: Life of Religious Worship (What a surprise!) *
* Starting Tech: Social Psych (the WORST starting tech in SMAC...) *
* Starting Statistics *
* Government Statistics *
* +1 Probe ("Devout believers difficult to brainwash"... obviously *
* not that hard to brainwash....) *
* +2 Support ("Citizens eager to defend faith"... the primary *
* advantage the Bible Thumpers have in the game) *
* -2 Research ("Suspicious of secular science"... more on that later) *
* -1 Planet ("Believe Planet is their promised land"- makes no sense) *
* Other Statistics *
* +25% Bonus when attacking enemies ("from strength of convictions"... *
* you want to talk about advantages...) *
* Accumulates NO research points until MY 2110 (it's bad enough that *
* most people combine their innate -50% to research with ANOTHER *
* -50% from the Fundamentalism that Thumpers tend to use, but you *
* also can't research until 2110?!? ugh.) *
* May not use Knowledge value in Social Engineering (at least they *
* can do Cybernetic Society, but then again...) *
* Inability to win a game that goes beyond 2400. (I swear, it is *
* impossible to win past this date with them... unless you have *
* Zak as a teammate in a multiplayer game...) *
* Ideal Victory: VERY early conquest *
* Strategies: *
* Get Zak to submit to you. This is key to ANY hope on a Believer *
* campaign that lasts longer then 2300. Otherwise just kill everyone. *
* Victory Ratings: *
* Conquest: ******** *
* Transcend: * *
* Diplomatic: ** *
* Economic: ** *
* Multiplayer Partners: University, Cyborgs (SMACX), Pirates *
*******************************************************************************
> Sid Meier's Alpha Centauri Section G <
*******************************************************************************
* Peacekeeping Forces (The United Nations on Chiron... joy.) *
* Leader: "Peacekeeper" Commissioner Pravin Lal (no country of origin *
* according to the story, but it looks like he is from an Arab state) *
* Background: United Nations Space Authority, Unity Ship's Surgeon (in the *
* story he is second in command of the Unity as well) *
* Agenda: Humanitarian Ideals, Democracy (just like the United Nations) *
* Starting Tech: Biogenetics (Useless except for the fact that he is in *
* line to get The Secrets of the Human Brain first unless Zak gets lucky) *
* Starting Statistics *
* Government Statistics *
* -1 Efficiency ("UN Style Bureaucracy"- later on this isn't an issue) *
* Other Statistics *
* Extra Talent for every 4 people ("Attracts intellectual elite") *
* May exceed Hab Complex requirements by 2. (VERY handy...) *
* Receives DOUBLE votes in elections for Governor and Fearless... *
* er... Supreme Leader (Only useful if anyone is using the UN) *
* May not use Police State Politics (Gee, I wonder why....) *
* Ideal Victory: Diplomatic Victory, Conquest Victory (ironic, no?) *
* Other: "I loved my chosen. How then to face the day she left me? *
* So I took from her body a single cell- perhaps to love her *
* again." - Lal (the only somewhat good quote I found on him) *
* Strategies: *
* Get as large of a population on an easily defended area as soon as *
* possible, make peace with everyone, and become Council Leader... then *
* get Supreme Leader ASAP. Simple as that. *
* NOTE: This is the only faction I've pulled a 400+% on in SMAC. *
* Victory Ratings: *
* Conquest: ******* *
* Transcend: ***** *
* Diplomatic: ******** *
* Economic: *** *
* Multiplayer Partners: Caretakers (SMACX), Usurpers (SMACX), Morgan *
*******************************************************************************
*******************************************************************************
> Sid Meier's Alien Crossfire Section H <
*******************************************************************************
* The Cybernetic Consciousness (Cyborgs rock, and she looks like fun :P) *
* Leader: "Prime Function" Aki Zeta-5 (aka Root of a Unix Shell... if you *
* know Unix, you know what I mean. Anyways, according to the story, she *
* is a Talent who was killed during an assault that was revived into the *
* "Consciousness", a program created by our friend Zak after planetfall) *
* Background: Subroutine Specialist under Unity Science Officer Zakharov *
* (nothing mentioned in the story about this part....) *
* Agenda: Rational Objectivity (in English, Mental Order) *
* Starting Techs: Information Networks, Applied Physics (huge advantage- *
* cyborgs start out with 2 techs, one of which gives you lasers) *
* Starting Statistics *
* Government Statistics *
* +2 Research: ("Human research abilities enhanced by algorithmic *
* control"- same start as Zakarov's...) *
* +2 Efficiency ("Cybernetic biologicals extremely efficient"- see! I *
* told you they weren't running Windows! :) This is the same as *
* Gaia's starting ability... my two favorite SMAC factions :P) *
* -1 Growth ("Humans 'possessed by an algorithm' find reproduction *
* awkward"- the Manual just says uncomfortable with sex.... this *
* is the Cyborg's ONLY weakness.... and even that isn't large. *
* Other Statistics *
* Impunity to Cybernetic penalty ("Cybernetic social choice is *
* 'rational' and not dissented by citizens"- no weakness to Cyborg *
* society, but not that useful due to the SP that is identical *
* Can steal technology when capturing a base (not useful since you *
* should have what they have already) *
* May not make Fundamentalist choice in social engineering (see Zak) *
* Ideal Victory: Transcendence *
* Victory Ratings: *
* Conquest: **** *
* Transcend: ******* *
* Diplomatic: *** *
* Economic: **** *
* Multiplayer Partners: Drones *
*******************************************************************************
> Sid Meier's Alien Crossfire Section I <
*******************************************************************************
* Nautilus Pirates (aka the best faction in the game many times) *
* Leader: "Captain" Ulrik Svensgaard (it's Norwegian) *
* Background: Unity Astrogator (never heard of him in that position, but *
* but I know he HAD to branch off of the Spartans....) *
* Agenda: Pillage and burn (I like this guy!) *
* Starting Techs: Doctrine: Mobility, Doctrine: Flexibility *
* Starting Statistics *
* Government Statistics (all negative...) *
* -1 Efficiency ("Individualistic mentality opposed to central *
* organization".. this is the biggest problem with the Pirates) *
* -1 Growth ("Culture does not play high emphasis on family"... but *
* this is NOT an issue, as you'll have more bases then you can *
* handle easily... that's the problem (see efficiency) *
* Other Statistics (all positive...) *
* Free Naval Yard in every base (once you get the tech to do this that *
* is (Doctrine: Initiative). Kinda like Sparta this way. *
* Can build enhancements in trench squares when discovery of Advanced *
* Ecological Engineering occurs. (Second best feature of Pirates) *
* Sea colony pod & sea former prototypes free (cool) *
* Bonus mineral from ocean shelf squares (awesome) *
* All sea units have Marine Detachment (once you get the tech that is *
* (Adaptive Doctrine)... helpful) *
* YOU START OFF IN THE WATER (they actually never tell you that, but *
* this is the best part about the Pirates... if you are in an *
* area with 70% or more water, you must be stupid to lose. You *
* Have the entire sea all for yourself (which is the reason why *
* efficiency is the problem... too many bases), and you can *
* build on trenches... what more do you need? Invasion isn't *
* likely, and you can easily invade land. You can steal their *
* boats as a THIRD ability on a ship, and you don't need a land *
* base. What more could you ask for!!! They suck majorly when *
* you have a planet with low amounts of water though.... *
* Ideal Victory: Conquest, Diplomatic (!), Economic (!!!) *
* Victory Ratings: *
* Conquest: ******* *
* Transcend: *** *
* Diplomatic: ****** *
* Economic: ****** *
* Multiplayer Partners: Almost anyone. *
*******************************************************************************
> Sid Meier's Alien Crossfire Section J <
*******************************************************************************
* The Free (and stupid) Drones *
* Leader: "Foreman" Domai (Notice that there is only one name here? Domai *
* is actually considered a Drone... the only Drone leader, but *
* according to the story he was a Talent that had an accident and lost *
* part of his brain, but he can think better then most Drones anyways.) *
* Agenda: Emancipation of the prolatariat (working class- communistic) *
* Starting Tech: Industrial Base (same as Morgan) *
* Starting Statistics *
* Government Statistics *
* +2 Industry ("Excellent craftsman and skilled workers"- one of two *
* GOOD things about the Drones...) *
* -2 Research ("Emphasis on productivity instead of 'blue-sky' *
* research"... this is bad, but at least they can make up for it) *
* Other Statistics *
* One less drone in every base (handy!) *
* Revolting bases join Drones (the other nice thing... happens 75% of *
* the time when the Drones are in the game and a base riots for *
* then one turn) *
* May not use Green economics (makes NO sense...) *
* Ideal Victory: Conquest or Diplomatic (!) *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: *** *
* Diplomatic: ****** *
* Economic: **** *
* Multiplayer Partners: University, Cyborgs, Caretakers, Usurpers *
*******************************************************************************
> Sid Meier's Alien Crossfire Section K <
*******************************************************************************
* The Cult of the Dead Cow... er... Data Angels (1337 h4x0rz) *
* Leader: "Datajack" Sinder Roze (Free Mitnick?) *
* Background: MorganNet QA Manager (hey! I'm QA... wait a second, she is *
* a Quality Assurance engineer for Morgan/Microsoft... Microsoft QA are *
* considered to be the biggest pirates in the world... hmm....), Unity *
* Information Services Helpdesk (tech support... figures. Anyways, *
* according to the story, she was part of a huge probe team of Morgan's *
* when she voted for independence and won.. she is a hacker indeed :P) *
* Agenda: Free Flow of Information (oddly enough, same as Zak's Agenda) *
* Starting Techs: Information Networks, Planetary Networks (Probe Team) *
* Starting Statistics *
* Government Statistics *
* +2 Probe ("Highly motivated computer specialists" (Read: Hackers)..) *
* -1 Police ("Decentralized, difficult to control"- just like hackers *
* Other Statistics *
* Gain well known (3 factions) tech (infiltration only- useless to me) *
* -25% cost to probe team actions (that's -75% now... and you can *
* actually bump it up to 100%... she's good with probe teams :P) *
* Free Covert Ops Center in every base (tech needed (Pre-Sentient *
* Alogorithms), and more Probe team goodness! :P) *
* UPDATE!: Seems that when you get +4 to Probe, you get dropped to 0 *
* instead. So, make sure you run Knowledge after you get Pre *
* Sentient Alogorithms. *
* May not make Power choice in social engineering (drat.) *
* Ideal Victory: Economic or Transcendence (kinda hard though...) *
* Victory Ratings: *
* Conquest: **** *
* Transcend: ****** *
* Diplomatic: **** *
* Economic: ***** *
* Multiplayer Partners: As strange as it sounds... Believers. *
* Other Info: As said above, this faction is bugged because of the high *
* Probe issue. *
*******************************************************************************
> Sid Meier's Alien Crossfire Section L <
*******************************************************************************
* The Cult of Planet (and you thought Gaia was radical?!? aka Nutcases) *
* Leader: "Prophet" Cha Dawn (REALLY strange kid... yes, kid- he is 6.) *
* Background: Born of uncertain parentage (in the story, it was a talent *
* woman and a fungus.... don't ask how it happened), found abandoned *
* in the fungus by Ecological Malcontents (yes, he was in the fungus..) *
* from Deidre's faction, who then split off into the cult to go more *
* radical. According to the story, his mom was an upper talent of *
* Gaian society, and the Cultists have a good relationship with *
* Drones (!) and Gaians. I mean, this kid is MESSED UP! *
* Agenda: Return Planet to its pristine state (after he becomes leader) *
* Tech: Centauri Ecology, Social Psych (awesome start) *
* Starting Statistics *
* Government Statistics *
* +2 Planet ("Devoted to promoting native growth".. this is higher *
* then Gaia even!) *
* -1 Industry ("Reluctant to pollute environment". Whoop-de doo.) *
* -1 Economy ("Disinterested in wealth and its trappings"- weakness 1) *
* Other Statistics *
* Free Brood Pit in every city (when you get the tech Centauri *
* Genetics- this is one of the best parts about the Cult) *
* Mind Worms do double police duty (not bad... defending mind worms) *
* May not make Wealth choice in Social Engineering (weakness #2) *
* Start with a Mind Worm (this ROCKS for a start- not mentioned) *
* Players named "Æther SPOON!" typically assault everything with *
* Locusts while using the Cult (Brood Pit + high planet = mayhem) *
* Ideal Victory: Conquest (early OR late, not middle), Economic (!) *
* Victory Ratings: *
* Conquest: ******* *
* Transcend: ***** *
* Diplomatic: **** *
* Economic: ****** *
* Multiplayer Partners: Gaia, Morgan *
*******************************************************************************
> Sid Meier's Alien Crossfire Section M <
*******************************************************************************
* Manifold Caretakers (Alien version of Green Peace) *
* Leader: Caretaker/"Guardian" Lular H'minee *
* Background: According to the story, H'minee is a part of the "Caretaker" *
* side of the Alien Civil war- they want to make sure that planet does *
* NOT reach transcendence- Tau Ceti was another Manifold/Planet that *
* did this and it was an atrocity to that planet and surrounding *
* planetary systems. She (yes, SHE) is the exact OPPOSITE of Marr. *
* Agenda: Prevent Transcendence (simple enough...) *
* Starting Techs: Progenitor Psych, Centauri Ecology, Field Modulation, *
* Information Networks, Biogenetics (5 starting techs.... whoa...) *
* Starting Statistics *
* Government Statistics *
* +1 to Planet ("Understand workings of Planet, the Sixth Manifold") *
* Other Statistics *
* +25% Defensive Bonus ("Can sense and manipulate 'Resonance' fields") *
* Alien Advantages and Disadvantages *
* Free Recycling Tanks at every base (yay!) *
* One additional Colony Pod at planetfall. *
* One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) *
* "Energy Grid" based economy (more buildings at base = more $$$) *
* Possesses a physical scan of planet (yay!) *
* Directing research (YAY YAY YAY!) *
* Cannot be involved with UN/Council (BOO!) *
* Must research Social Psych to communicate with humans (boo!) *
* Wasting of human bases on invasion (population down to one) *
* Alien Victory possible (a few bases with a transmitter = win) *
* Constantly at war with other aliens *
* Cannot ally with humans who ally with aliens *
* Cannot speak with aliens AT ALL (bah!) *
* Cannot Transcend (BOO!) *
* Ideal Victory: Alien Victory *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: Impossible *
* Diplomatic: Impossible *
* Economic: ??? *
* AVictory: ****** *
* Multiplayer Partners: Peacekeepers *
*******************************************************************************
> Sid Meier's Alien Crossfire Section N <
*******************************************************************************
* Manifold Usurpers (every time I see them I think "Beetleborgs".. dunno why) *
* Leader: Usurper/"Conqueror" Judaa Marr *
* Background: According to the story, Marr is a part of the "Usurper" *
* side of the Alien Civil war- they want to make sure that planet *
* reaches transcendence- with them on the planet at the time He (yes, *
* HE) is the exact OPPOSITE of H'minee. *
* Agenda: Subvert Planet for galactic domination (Transcendence) *
* Tech: Progenitor Psych, Centauri Ecology, Field Modulation, Applied *
* Physics, Biogenetics (opposite of Caretakers) *
* Starting Statistics *
* Government Statistics *
* +1 Growth ("Abuse Planet's resources for their own gain"- meanies!) *
* +1 Morale ("Warlike culture"... similar to Believers) *
* -1 Planet ("Planet senses Usurper's dark intent"... ditto the last) *
* Other Statistics *
* +25% Offensive Bonus ("Can sense and manipulate 'Resonance' fields") *
* Alien Advantages and Disadvantages *
* Free Recycling Tanks at every base (yay!) *
* One additional Colony Pod at planetfall. *
* One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) *
* "Energy Grid" based economy (more buildings at base = more $$$) *
* Possesses a physical scan of planet (yay!) *
* Directing research (YAY YAY YAY!) *
* Cannot be involved with UN/Council (BOO!) *
* Must research Social Psych to communicate with humans (boo!) *
* Wasting of human bases on invasion (population down to one) *
* Alien Victory possible (a few bases with a transmitter = win) *
* Constantly at war with other aliens *
* Cannot ally with humans who ally with aliens *
* Cannot speak with aliens AT ALL (bah!) *
* Ideal Victory: Alien Victory, Transcendence, Conquest *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ***** *
* Diplomatic: Impossible *
* Economic: ??? *
* AVictory: **** *
* Multiplayer Partners: Peacekeepers, Pirates, Cult *
*******************************************************************************

*****************************************************************************
/ Part 03: Networknode.org Custom Factions |
*******************************************************************************
* NOTE: All of these custom factions listed are from the faction packs at *
* http://www.networknode.org. If you wish for me to update my FAQ with a *
* faction pack of your own, please read Part 10 for infomation on *
* contacting me. *
* Zeta Set - Progenitor Civil War Factions *
* a.......................................... Terran Federation *
* b................................................. Aggressors *
* c................................................. Dominators *
* d.................................................. Predators *
* e................................................. Developers *
* f................................................. Preservers *
* g................................................ Researchers *
* Iota Set - WaterWorld Factions *
* h..................................... Bringers of the Deluge *
* i........................................... Full Fathom Five *
* j......................................... Legion of Aquarius *
* k......................... Oceans Extraterritorial Commission *
* l........................................ The Hydra Institute *
* m............................................ The Multimakers *
* n............................................ The Triton Sect *
* Lambda Set - Second Mission Factions *
* o.......................................... The Briach Estate *
* p................................................... CerraGen *
* q............................................. Delgusia, Inc. *
* r................................................. Jorgenstad *
* s................................................... Obrioshi *
* t.................................. The Rensallir Corporation *
* u................................................. Serabollio *
* *
* Custom Faction notes: *
* Zeta Set: *
* After trying all three of the 'bundled' faction packs on *
* networknode.org, I can honestly tell you that this one is my least *
* favorite. Why? Not as much depth to it... the other two actually had *
* more of a storyline to it, whereas in PCW only one faction (Terran Fed) *
* has anything of a storyline in it. The Progenitors all are copies! *
* Iota Set: *
* A nice faction pack with story. Use the map that was included with the *
* faction though... or a 70-90% water random map. Either work. *
* Lambda Set: *
* This has got to be one of the most balanced faction packs *
* I have ever seen. I even have a somewhat more challanging time when *
* playing as any of these factions! On top of it, it has a neat story to *
* it, as well as a fan fiction on networknode.org (albiet a bit short) on *
* Second Mission... and I love storyline! :) *
* *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section A <
*******************************************************************************
* Terran Federation ("The Human survivors..." From the Starship Andromeda?) *
* Leader: Admiral Meithhan West (He DOES remind me of Kevin Sorbo!) *
* Background: "Old Earth Fanatic, Unity Security Officer" (he came from *
* Sparta... wow, I feel bad for Chiron already.) *
* Agenda: "Re-build Earth's power and glory at any cost." (In English: *
* Live through the Progenitors.) *
* Tech: Doctrine: Mobility (not too bad.... same as Sparta) *
* Starting Statistics (wow, time to give my fingers a workout....) *
* Government Statistics *
* -1 Economy ("Trade regulated by government" - Ngh.) *
* +2 Industry ("Capitalist Industrial Model"... but they just said *
* that the economy was regulated by the government... me thinks *
* the creator doesn't know what capitalism is...) *
* +2 Research ("Warfare boosts research" - They need it.) *
* +2 Support ("Trained troops require low support" - Huh?) *
* +3 Morale ("Highly trained military troops" - We have Santiago on *
* line one, she says that she wants you to train her troops) *
* +2 Police ("Followers approve military police" - We have Yang on *
* line two, he says you are too strict...) *
* -3 Planet ("No concern for Planet's ecology" - Make sense.) *
* Other Statistics *
* Fanatic Military Units: +25% Attack (WHOA! Morale AND this?!) *
* Free Starting Unit - Unity Rover (k.) *
* Ideal Victory: Economic, Transcend, Conquest *
* Victory Ratings: (NOTE: All ratings are dependent on the set it is in) *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress *
* Diplomatic: Impossible. *
* Economic: Testing in Progress *
* Other Notes: *
* Yes, you read that right. Diplomatic victory is impossible since you *
* can never be elected to be the planetary governor in that set. Why? *
* "Council Deadlocked" since you are the only choice for governor. *
* Because of that stupid bug, in my opinion, this set is flawed. *
* Also, even if you could set yourself as PG, it wouldn't matter.. as to *
* win that way you need to have all Progenitors erradicated. Think. *
* NOTE: It isn't the set's fault, it is SMAC:SMAC. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section B <
*******************************************************************************
* Aggressors ("Usurper survivors..." - Think Cha Dawn + Marr Just don't *
* picture the child of them (as that is sick).) *
* Leader: Hugos Korr ("Usurper General"... Judaa Marr was better). *
* Agenda: "To destroy all opposition." (Straight and to the point!) *
* Tech: Doctrine: Mobility (AGAIN?! Didn't the Terrans get this too?) *
* Starting Statistics *
* Government Statistics *
* +1 Growth ("Soldiers are expendable" - Huh?) *
* +1 Morale ("Battle Glory" - Okay... that at least makes sense...) *
* +1 Planet ("Nature is the greatest camoflauge" - Barely makes sense)*
* +1 Support ("Flexible supply lines" - Huh?) *
* Other Statistics *
* Cannot use Free Market Economic choice (What the HELL?!!) *
* Ideal Victory: Economic, Transcend, Conquest *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. Also, the AI uses Fundy/Power/TControl. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section C <
*******************************************************************************
* Dominators ("Usurper survivors..." - Think Yang + Marr. Ewww...) *
* Leader: Unther Gorr (Wow, a name I can spell right the first time!) *
* Agenda: "Domination of Planet" (Again, straight and to the point) *
* Tech: Doctrine: Air Power (WHAT THE HELL!! D:AP STARTING? WTH?) *
* Starting Statistics *
* Government Statistics *
* +2 Police ("ilitaristic Citizens" - Makes sense) *
* +1 Support ("Flexible supply lines" - Again, Huh?) *
* Other Statistics *
* Cannot use Green Economic Choice (What the HELL?!!) *
* Ideal Victory: Economic, Transcend, Conquest *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. Also, the AI uses PState/Power/TControl. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section D <
*******************************************************************************
* Predators ("Usurper Survivors..." Think Domai + Marr - Freedom) *
* Leader: Gerus Torr (What IS it with these people and similar last names)*
* Agenda: To be the Supreme Predator on Planet (Where are the Aliens?) *
* Tech: Doctrine: Flexibility (Mmmkay....) *
* Starting Statistics *
* Government Statistics *
* +2 Industry ("Industrious citizens" - and that has to do with being *
* a predator how?) *
* +1 Support ("Flexible support lines" - Author: Creativity lacking) *
* Other Statistics *
* Cannot use Wealth social choice (Now this one makes sense....) *
* Ideal Victory: Economic, Transcend, Conquest *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. Also, the AI uses Police State (stupidly) *
* as well as Planned (stupidly), Wealth (stupidly), and Eudiamonia. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section E <
*******************************************************************************
* Developers ("Caretaker Survivors..." - Think Morgan + Hi'mnee) *
* Leader: Lelu H'Kinne (Stockbroker for the Caretakers... WTH?) *
* Agenda: To develop the Manifold (but isn't that opposite of the CTs?) *
* Tech: Industrial Automation (Not half bad!) *
* Starting Statistics *
* Government Statistics *
* +1 Industry ("Solid Industrial Base" - Mmmkay....) *
* +1 Economy ("Economical Citizens" - Mmmkay....) *
* Other Statistics *
* Cannot use Power social choice (Now this one makes sense....) *
* Starts with 500 energy credits (the more I think about it, the more *
* this sounds like a powergaming faction set... I hate that.) *
* Free Energy Bank in every base (Nice.) *
* +25% Defensive Combat (Just like Caretakers) *
* Ideal Victory: Economic, Conquest, Alien *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress - Can they even Transcend at all? *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section F <
*******************************************************************************
* Preservers ("Caretaker Survivors..." - Think Hi'mnee + ... um.. Hi'mnee) *
* Leader: Jela H'Dimme (Deidre of the Caretakers... aka, Hi'mnee) *
* Agenda: To preserve the Manifold (and the difference with CT is...) *
* Tech: Centauri Ecology (Not half bad!) *
* Starting Statistics *
* Government Statistics *
* +2 Efficiency ("Waste weakens the Manifold" - Okay.) *
* +1 Planet ("Ecologically Minded" - Mmmkay....) *
* +1 Growth ("Attuned to Natural Rythms" (sic) - Unbalanced Faction) *
* Other Statistics *
* Half Terraform costs. *
* Free Recycling Tanks in every base (Nice.) *
* +25% Defensive Combat (Just like Caretakers) *
* Ideal Victory: Economic, Conquest, Alien *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress - Can they even Transcend at all? *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. AI will always use Dem/Green/Know/Cyborg. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section G <
*******************************************************************************
* Researchers ("Caretaker Survivors..." - Think Zakarov + Hi'mnee) *
* Leader: Kala H'Simme (No creativity whatsoever it seems...) *
* Agenda: To preserve the Manifold (I think it is meant to say "research" *
* instead of "preserve"....) *
* Tech: Infomation Networks (Not too bad) *
* Starting Statistics *
* Government Statistics *
* +1 Efficiency ("Well researched methods" - Okay. *
* +2 Research ("Brilliant Educators" - Mmm..pie...) *
* Other Statistics *
* +1 Energy in Fungus ("Research pays off" - Makes zero sense) *
* Free Research Hospital in every base (Nice.) *
* +25% Defensive Combat (Just like Caretakers) *
* Ideal Victory: Economic, Conquest, Alien *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress - Can they even Transcend at all? *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. AI will always use knowledge and cyborg. *
*******************************************************************************
*******************************************************************************
> Iota Set - WaterWorld Factions Section H <
*******************************************************************************
* Bringers of the Deluge (AKA Ye gods I thought MORGAN was bad at Planet!) *
* Leader: "Mr." Thomas Brattman (Dunno, I keep thinking Sean Connory saying *
* "Brannon!" every time I see his name. Dunno why. *
* Agenda: Power at all costs (In other words, he wants to lead Planet) *
* Tech: Doctrine: Initiative (Whoa... the mid tech in the beginning) *
* Starting Statistics *
* Government Statistics *
* -5 Planet ("Openly antagonistic towards planet".. I'd say!) *
* +1 Industry ("Seeking Power at all Costs" Niiice bonus.) *
* +1 Economy ("Seeking Power at all Costs" Again, Niice bonus.) *
* +1 Morale ("Believe war to be unavoidable" Makes no sense to me...) *
* Other Statistics *
* +25% to Attack ("Fanatics" - I'd say just psycho) *
* Starts in the water. *
* Ideal Victory: Conquest, Economic (!) *
* Victory Ratings: *
* Conquest: ****** *
* Transcend: **** *
* Diplomatic: ** *
* Economic: ****** *
*******************************************************************************
> Iota Set - WaterWorld Factions Section I <
*******************************************************************************
* Full Fathom Five (Mermen) *
* Leader: "Seafather" Ka'Rin *
* Agenda: Sub-sea State *
* Tech: Doctrine: Flexibility *
* Starting Statistics *
* Government Statistics *
* -1 Support ("Cannot breathe out of water." - Bah.) *
* -1 Industry ("Difficult to have heavy industry underwater") *
* -1 Economy ("Different needs and desires than others.") *
* Other Statistics *
* Free Perimeter Defense at every base (Underwater Bases). *
* Starts in the water. *
* Immunity to Efficiency (What is this, their ONLY good advantage?) *
* Cannot use a Cybernetic Society *
* Free Sealurk and Isle of the Deep at start. *
* Ideal Victory: Hell if I know... can they even win?!! *
* Victory Ratings: *
* Conquest: *** *
* Transcend: ** *
* Diplomatic: **** *
* Economic: * *
*******************************************************************************
> Iota Set - WaterWorld Factions Section J <
*******************************************************************************
* Legion of Aquarius (Peace loving researchers? I have no nickname for them) *
* Leader: "Star Daughter" Danya Hytchinsdottir (yes, it is spelled right) *
* Agenda: Peace and Enlightment (Looneyversity and UN?) *
* Tech: Social Psych *
* Starting Statistics *
* Government Statistics *
* +1 Growth ("Open Society"... in other words, they have sex a lot.) *
* -2 Morale ("Dislikes War") *
* -1 Efficiency ("Syphoned by strong social programs") *
* +1 Research ("Open-minded Research") *
* Other Statistics *
* +25% to ALL Psi ("Exploration of the Mind" - I'm sure a lot of males *
* reading this right now and looking at her would say "She can *
* explore my mind.." or something. Bah, humans. Pssh.) *
* Ideal Victory: Transcendence. *
* Victory Ratings: *
* Conquest: *** *
* Transcend: ***** *
* Diplomatic: **** *
* Economic: ** *
*******************************************************************************
> Iota Set - WaterWorld Factions Section K <
*******************************************************************************
* Oceans Extraterritorial Commission (OEC - Why do I think the Federation?) *
* Leader: "Commission Director" Alan Thompson *
* Agenda: Political Leadership on the Planet's Oceans (Think UN at sea) *
* Tech: Doctrine: Flexibility *
* Starting Statistics *
* Government Statistics *
* -1 Efficiency ("Bureaucracy" - Think UN again) *
* -1 Police ("Pacifists" - What the UN should have had) *
* Other Statistics *
* +1 to Commerse Income (Everyone trades with the Federation!) *
* Free Pressure Dome at every base. *
* Free Subsea Trunkline (With Planetary Economics) in every base (in *
* more apt words... HOLY #$!@%@#%!) *
* Free Deep Pressure Hull (With Nanometallurgy) (you have subs. Lots) *
* Enhancements may be built in ocean and trench squares (When you *
* discover Advanced Ecological Engineering - Think Pirates) *
* Bonus mineral from ocean shelf squares. *
* Starts in the water. *
* Ideal Victory: Economic. *
* Victory Ratings: *
* Conquest: **** *
* Transcend: *** *
* Diplomatic: *** *
* Economic: ****** *
*******************************************************************************
> Iota Set - WaterWorld Factions Section L <
*******************************************************************************
* The Hydra Institute (Mermaids) *
* Leader: "Hydra" Aquafina del Manta (... That's Mrs. Mermaid to you!) *
* Agenda: Have the hydra rule the high seas (Think Pirates) *
* Tech: Doctrine: Mobility, Doctrine: Flexibility (high in tech!) *
* Starting Statistics *
* Government Statistics *
* -1 Efficiency ("Individualistic mentality opposed to central *
* organization") *
* -1 Growth (Culture does not place high emphasis on family - Pirates) *
* +1 Industry ("Great at ship building") *
* Other Statistics *
* Free Naval Yard (With Doctrine: Initiative) at every base. (Pirates) *
* Enhancements may be built in ocean and trench squares (When you *
* discover Advanced Ecological Engineering - Think Pirates) *
* Marine Detatchment ability free (With Adaptive Doctrine - Arr Matey) *
* Repair Bay ability free (With appropriate tech - Niice...) *
* Free Recycling Tanks at all bases. (Almost useless due to water) *
* Free Transport Foil and Sea Former at start. *
* Immune to negative energy stats (huh?) *
* Starts in the water. *
* Ideal Victory: Conquest, Transcendence. *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: **** *
* Diplomatic: ** *
* Economic: ** *
*******************************************************************************
> Iota Set - WaterWorld Factions Section M <
*******************************************************************************
* The Multimakers (Gaia of Water I guess... only FAR worse) *
* Leader: "Admiral" Odyssena de Marineo (Wow, that is actually a good name) *
* Agenda: Protect the Oceans of Planet (Algae hugger?) *
* Tech: Doctrine: Mobility, Doctrine Flexibility (high in tech!) *
* Starting Statistics *
* Government Statistics - Now, I don't normally comment, but... WHY?!! *
* -1 Economy ("Little interest in trade" - Feh.) *
* -1 Efficiency ("Great distances over the sea" - double Feh.) *
* -1 Growth ("Lack of space and nutrients" - triple Feh.) *
* +1 Planet ("Protection of the Oceans"-Is this their ONLY advantage?) *
* Other Statistics *
* Enhancements may be built in ocean and trench squares (When you *
* discover Advanced Ecological Engineering - Think Pirates) *
* Marine Detatchment ability free (With Adaptive Doctrine - Arr Matey) *
* Bonus mineral from ocean shelf squares. *
* Starts in the water. *
* Ideal Victory: Ugh. Too much. *
* Victory Ratings: *
* Conquest: *** *
* Transcend: **** *
* Diplomatic: ** *
* Economic: * *
*******************************************************************************
> Iota Set - WaterWorld Factions Section N <
*******************************************************************************
* The Triton Institute/Sect ("Cult of the Sea" - isn't that a kind of tuna?) *
* Leader: "High Priest" Alexander Ceristen (say THAT 5 times fast!) *
* Agenda: To Protect the Seas (Even though this is the "Believer"/"Hive") *
* Tech: Doctrine: Flexibility *
* Starting Statistics *
* Government Statistics *
* +1 Police ("Strict Police Force" - A la Yang.) *
* +1 Support ("Fanatical Army" - A la Miriam) *
* -2 Research ("Little interest in Technology" - A la Miriam...) *
* Other Statistics *
* Free Pressure Dome in all bases (yay...) *
* Cannot choose the "Knowledge" social value (CRAP!) *
* Ideal Victory: Conquest, Diplomatic. *
* Victory Ratings: *
* Conquest: ****** *
* Transcend: * *
* Diplomatic: **** *
* Economic: ** *
* *
*******************************************************************************
*******************************************************************************
> Lambda Set - Second Mission Factions Section O <
*******************************************************************************
* The Briach Estate ("The Wealthy" In other words, the hoity toity) *
* Leader: "Lord" Wilson Briach (Not as good as "BRATTMAN", but still good) *
* Agenda: A Private and Wealthy Society (But if everyone is rich...) *
* Tech: Applied Physics (How the HELL does that equate to high society??) *
* Starting Statistics *
* Government Statistics *
* +2 Morale ("Highly Trained Specialists" - Yes, this is their only *
* government advantage. A nice one at that.) *
* Other Statistics *
* Starts with 400 energy credits (Niice..) *
* Cannot use FUNDAMENTALIST politics (Oh darn.) *
* Free colony pod at the start of the game (you know, this is good..) *
* Ideal Victory: Conquest, Diplomatic *
* Victory Ratings: *
* Conquest: ****** *
* Transcend: *** *
* Diplomatic: ***** *
* Economic: **** *
* Other Notes: This has got to be the strongest faction in Second Mission *
* Update! (12/22/2002): After playing the rest of them, I'm revising *
* that rather false statement. If this was against any other faction *
* series, they would be the best. However, all of these guys are *
* really good, and the AI plays them well. My favorite set! *
*******************************************************************************
> Lambda Set - Second Mission Factions Section P <
*******************************************************************************
* CerraGen ("The Bio-Engineer" - does that mean it can't spell GATACA? I *
* mean, everyone knows that Engineers can't spell, right?) *
* Leader: "Director" Tim Corbal (You can call me... Tim....) *
* Agenda: To better the human race through genetic alteration (Genejack?) *
* Tech: Biogenetics (cool, half way to secrets of human mind) *
* Starting Statistics *
* Government Statistics *
* +2 Growth ("Genetically enhanced Reproduction" - YIPES! Very high) *
* +1 Research ("Science aids genetics" - Ye gods, I'm in love...) *
* -1 Economy ("Other factions find the CerraGen suspicious" - Crap.) *
* Other Statistics *
* Free BIOLOGY LAB at every base (AWESOME!) *
* Cannot use EUDAIMONIC future society choice (Crap.) *
* Free ability - Nerve Gas Pods (**** - see below) *
* Free ability - Soporific Gas Pods (**** - see below) *
* Ideal Victory: Conquest, Diplomatic, Transcend *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ***** *
* Diplomatic: ****** *
* Economic: *** *
* Other Notes: Well, first off the free abilities are bugged in *
* Alpha Centauri/Alien Crossfire, as when I played I did not get those.. *
* instead, I got something better - Police unit. VERY handy. Secondly, *
* If you are wondering about the abnormally high scores, it is because *
* of the +2 Growth. CerraGen got me my highest SMAC score (not counting *
* Future techs) on the first try. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section Q <
*******************************************************************************
* Delgusia, Inc. ("Military Industrialists" - AKA, Weapons Dealers.) *
* Leader: Maria Falcao do Ferro (Looks like an admiral in the portrait) *
* Agenda: Arms Sales and Manufacture (heh. Weapons Dealers.) *
* Tech: Industrial Base (Bah.) ) *
* Starting Statistics *
* Government Statistics *
* +1 Support ("Corporate Mentality" - Huh?!) *
* +2 Industry ("Chief Business" - Makes sense. Not bad...) *
* -3 Planet ("Profit before ecology" - Ah crap... That sucks. *
* Other Statistics *
* Fungus Bonuses ("Quick to exploit natural resources" - Weird.) *
* Cannot use EUDAIMONIC future society choice (Crap.) *
* 75% Hurry Cost ("Extremely Efficient" - NICE!) *
* Drone every 4 citizens ("Unethical sales of weapons" - TripleCrap) *
* Ideal Victory: Um... Economic? Being crappy isn't a victory condition.. *
* Victory Ratings: *
* Conquest: ** *
* Transcend: *** *
* Diplomatic: *** *
* Economic: **** *
* Other Notes: These guys suck. Badly. Can't see why you would play them.*
* Well.. they wouldn't suck for normal SMAC, but they suck in 2nd Miss. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section R <
*******************************************************************************
* Jorgenstad ("The Techie" - Um... isn't CerraGen better?) *
* Leader: "President" Hans Schmidt ("It's HANZEL UNT GRETZEL!" - okay.) *
* Agenda: Technology and Electronics (Run! They are EE MAJORS!) *
* Tech: Nonlinear Mathematics (Whoa.. high level tech...) *
* Starting Statistics *
* Government Statistics *
* +1 Industry ("Automated Factories" - Interesting...) *
* +1 Research ("Technology Company" - Duh. I'd hope so...) *
* -1 Police ("Citizens refuse to take orders" - Whopdee Do...) *
* Other Statistics *
* Free SUBSPACE GENERATOR at every base (WHAT THE HECK is the point?) *
* Cannot use POLICE STATE politics (... no comment.) *
* Free ability - Cloaking device (SWEET! This is by far the best one)*
* Ideal Victory: Conquest, Transcend *
* Victory Ratings: *
* Conquest: ****** *
* Transcend: ***** *
* Diplomatic: *** *
* Economic: *** *
* Other Notes: Wow... now that I know it works, neat... I'd say this is *
* one of the better factions to play in multiplayer, since more stealth *
* is needed against a human. However, for single player, stick with *
* CerraGen for the tech. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section S <
*******************************************************************************
* Obrioshi ("The Energy Techs" - Who can say no to the happyface? :) ) *
* Leader: Akioshi Yakishi (The COOLEST portrait in the game!) *
* Agenda: Ecological Harnessing of Energy Sources (What.. the.. hell..) *
* Tech: None (yes, you read that right... no starting tech at all.) *
* Starting Statistics *
* Government Statistics *
* +2 Efficiency ("Efficiency means success" - why can't I work for *
* this corporation? I mean, they got it right....) *
* +1 Research ("Study encouraged" - Rock on!) *
* -1 Growth ("Ecologically aware" - Their worst part. Not too bad.) *
* Other Statistics *
* Free Energy bank at every base (AWESOME!) *
* Cannot use POWER social value. (Who actually uses it?) *
* Starts with 75 energy (Every little bit helps) *
* HURRY costs increased set to 133% (bleh.) *
* Penalty: Probe ("Open Management System") *
* Ideal Victory: Conquest, Economic, Transcend *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ***** *
* Diplomatic: *** *
* Economic: ****** *
* Other Notes: It appears that Akioshi is the exact opposite of Tim... *
* Now that I've played more, yes, exact opposite. I prefer CerraGen. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section T <
*******************************************************************************
* The Rensallir Corporation ("The Aeronaut" - Does this mean that I might *
* finally have a swarming FACTION?!! YAY YAY YAY!) *
* Leader: "President" Jacques Cousteau.. er.. Alato. (Reminds me of him) *
* Agenda: To get a better faction portrait! :P *
* Tech: Ethical Calculus (Oxymoron, but start with a Democracy! YAY) *
* Starting Statistics *
* Government Statistics *
* +1 Industry ("Industrial structure carefully planned" - Psh.) *
* Other Statistics *
* Free Recycling Tank at every base (This does not exist) *
* Cannot use POLICE STATE politics (who does?) *
* Free Vehicle ("Aeronautics Corporation"?- See the advantage below) *
* Hidden Statistics *
* Free starting unit - Unity Chopper (Slightly bugged, see below.) *
* Free Aeronautics Complex at every base (... See below.) *
* Ideal Victory: Conquest, Transcend. *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ***** *
* Diplomatic: *** *
* Economic: *** *
* Other Notes: Buggy faction. Now that I have had a chance to play them, *
* I can honestly say that this is the first faction where I'd rather be *
* playing them just so someone else DOESN'T. Do you realize how hard it *
* is to swarm against someone who has Aerospace Complexes in every base, *
* ON TOP OF the AAA Trance garrison? Ye gods, I think I even saw a 50 *
* defensive power rating at one point! *
* On the bugs: The Free Vehicle is a Unity Chopper, which in of itself is *
* bugged. If you have "search for a starting city" on, the chopper will *
* take fuel damage at the start of the first turn. Not a big bug *
* (especially with the Aerospace Complex in the starting city), but one *
* nonetheless. Also, the Aerospace Complex... this is also a bug. *
* In all of the rest of SMAC, when they start with a building that is *
* something other then an early game tech, you get the improvement after *
* the tech, right? Not in this case. He actually has the improvement *
* without the tech. Kinda unfair in my opinion, but still kinda a minor *
* point. Finally, a reminder: You can't update the Unity Chopper. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section U <
*******************************************************************************
* Serabollio ("The Chic" and the chick as she is the only female fac leader) *
* Leader: "Director" Gina Serabollio (Pompus little... *ahem*) *
* Agenda: Expression of art and fashion (Not starving artists?) *
* Tech: Centauri Ecology (How the heck is that art or fashion!?!) *
* Starting Statistics *
* Government Statistics *
* +1 Economy ("Sale of art and fashinos generates high income") *
* -2 Morale ("Trained for creation, not destruction" - what the heck) *
* Other Statistics *
* Free Paradise gardens in every base (+2 talents... at start...) *
* +1 Talent every 2 population (HOLY #%%$! Automatic Golden Age!) *
* May not use FUNDAMENTALIST politics in Social Engineering (but *
* artists CAN be fundimentalist... ah well) *
* Ideal Victory: Diplomatic, Economic, Transcend, Conquest *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ****** *
* Diplomatic: ****** *
* Economic: ****** *
* Other Notes: Yes, you read that rating scale correctly. This is the *
* best faction in all of this addon pack. Hands down. Easiest. *
* "But what about CerraGen?" Well, I said easiest, not the faction with *
* the highest SMAC score. Let me tell you something. When you don't *
* need a single improvement to handle drones in a transcend game, the *
* game just got easier. Also, notice the +1 Economy with only -2 Morale?*
* No planet harm, no research harm, no support harm, no restriction on *
* Democracy, and no efficiency harm... meaning that this easily knocks *
* Morgan out of the water for money. I usually run her Demo/Green/Wealth*
* JUST for the +1 to industry.. heck, sometimes I run Demo/Planned! *
* Also, if you get the Cloning Vats, say hello to max pop size. Quickly.*
* Due to the huge number of talents, you'll never have drone riots. *
* Finally, if you noticed that I added the +1 Talent for every 2 pop, *
* and you are wondering where it came from, it was an observation. No *
* way would +2 talents cause a base of 9 to have all talents in it... so*
* I'm thinking the game glitched and it is really +1 per 2 pop... *
*******************************************************************************


*****************************************************************************
/ Part 04: Beginning SMAC Players Guide |
*******************************************************************************
* Welcome to Sid Meier's Alpha Centauri! This is a turn based strategy game *
* from the mind of Sid Meier and Brian Reynolds- creators of Civilization, *
* Civ 2, Masters of Orion, Masters of Orion 2... you get the idea. They *
* rock in my opinion on turn based strategy games, and almost all compeditors *
* try to emulate these guys. Anyways, I'll be using the Sid Meier's Alien *
* Crossfire interface when dealing with how to play the game and such, but it *
* is virtually identical to the Alpha Centauri interface. Alien Crossfire is *
* the expansion for Alpha Centauri, and is one of the rarer games for the PC *
* now that it is no longer sold. You can still find it in the rare shop *
* online, or if you want to run Linux. From what I hear, the UK sells it. *
* *
* When you first start up SMAC, you are shown an intro movie display *
* explaining some of the plot behind SMAC. Yes, you Civilization veterans *
* heard right - this TBS actually has plot, and quite a bit of it too! In *
* fact, there are a lot of fan made stories along with the standard SMAC *
* plotline (which was expanded in the expansion). Anyways, your options... *
* *
* Start Game *
* Yes, this is how you start a game. :P This opens the "Start Game" *
* menu. *
* Quick Start *
* Loads the exact same settings as the last game. If you loaded a map *
* last, this would ask you to load a map also. *
* Scenerio *
* These are custom made scenerios created using the SMAC scenerio editor. *
* Wasn't too popular. Opens Scenerio menu. *
* Load Game *
* Opens the saved game list so you can open a game. *
* Multiplayer *
* This allows you to start or join a multiplayer game. The online *
* services (AlphaHQ) are down now, but you can still play a game through *
* TCP/IP or hotseat (SMACX only) *
* View Credits *
* Duh. *
* Exit Game *
* Please don't go. The drones need you. They look up to you. *
* (Exits the game. Duh.) *
* *
* Anyways... for my little tutorial-like thingy, lets choose Start Game. *
* Now you are given more options. *
* *
* Make Random Map *
* Creates a random map the size that you wish to have. It will randomly *
* choose the water layout, fungus, clouds, and stuff like that. *
* Customize Random Map *
* Identical to "Make Random Map", only it asks you more questions on *
* things like land density, fungus cover, clouds, and erosion patterns. *
* Actually, mostly technical stuff. I'm not getting in to this yet. *
* The Map of Planet *
* The scenerio the plot follows uses The Map of Planet or Huge Map of *
* Planet. One is smaller then the other, go figure. *
* Huge Map of Planet *
* Ditto. *
* Load Map File *
* Loads a precreated map created using the scenerio/map editor. *
* *
* For this, I'm going to use the Huge Map of Planet. Now, you are given a *
* list of difficulty levels. Starting with the easiest (Citizen) to the *
* hardest (Transcend). On the highest difficulty levels, the AI actually *
* cheats, so watch out. :) I personally play on Transcend constantly, but *
* since this is a tutorial-like thingamabobber, lets choose Citizen. *
* *
* Now a rules page is loaded. You have a choice of playing with Standard *
* rules, the rules you last used, or customized rules. Since this is a *
* tutorial, lets choose standard rules. However, if a Civilization veteran *
* wants to play something like what he/she/it is used to, choose Customize *
* Rules and uncheck "Blind Research". Most people play without BR. *
* *
* Now you should be in the faction display menu. This shows all of the *
* factions that you can play with. In Alien Crossfire, this menu looks *
* NOTHING like it does in Alpha Centauri. However, for the tutorial, I'm *
* using an Alpha Centauri world. So, if you are using Alien Crossfire, click *
* to the left most "set" of pictures. You are given an option between *
* Deidre, Yang, Zak, Morgan, Santiago, Godwinson, and Lal. If you are using *
* the Alien Crossfire expansion, the "Info" button allows you to see what *
* they do and such. Good button, should have been in the first SMAC. :P *
* Anyways, in my FAQ all of this info is listed, so even if you are playing *
* Alpha Centauri, you can just look it up. See the section called *
* "Sid Meier's Alpha Centauri Factions." Anyways, for this tutorial I'm *
* going to use Zakarov (University of Planet). For new players, I recommend *
* playing the University (if you are research hungry), Sparta (if you are war *
* hungry), or Gaia - those three are the easiest for new players to play. *
* The story line, however, mainly follows if you are playing as Gaia. *
* Indeed, when I first started playing, I lost many a game from playing as *
* Gaia. :) For this tutorial, let us choose the University of Planet. *
* Anyways, Zak is the "White Unit" faction (no, it isn't racist, it is the *
* way it is). You can change his name and stuff, but I tend to leave it *
* alone. Click on "Okay" to continue. Now you get your Planetfall message. *
* YAY! Lets go! *
* *
* Welcome to Chiron *
* First thing you see is a pod landing on to the land and a box saying "Enter *
* a name for your first base." By default for the University it is *
* "University Base". Click on OK. *
* Now, you'll notice tutorial messages as long as you picked either of the *
* first two difficulties. These are your friends. Go through the entire *
* tour, as I'm not going to explain all of that to you. :P It gives you a *
* basic interface explanation, and points to things - something I can't do in *
* this little txt file. :) *
* *
* Now, you'll notice a couple of things. First off is something in the *
* middle of the screen that says "University Base". This is your first base, *
* congratulations! Underneath that should be something that says *
* "Gov: Colony Pod" (or something like that). This is what is happening *
* right now. The Governor of your city (AI) is having the city build a *
* colony pod. Click (left click once) on the base. Now take the next *
* tour. :) This introduces you to the governor. If you have played Civ 2, *
* you know that the governor took basic actions when there was a riot from *
* unhappy citizens. In SMAC, the governor does FAR more then that. He can *
* even run the base for you... but I don't like that personally. I make *
* sure the governor is turned off as I prefer controlling ALL of my bases. *
* All your base are belong to me. Now to explain a few things it didn't *
* explain. This is the base screen. The governor options are at the top *
* (and were explained already). On the left column of the base display is... *
* *
* Nutrients on the top - this is how much food is stockpiled. When the box *
* completely fills, a new worker, talent, or drone is created in the base *
* (more on that later). Where it says "Growth: 20 turns" is how long it *
* would take to fill the box at the current speed. This is the same as it *
* was in Civilization if you have played it, and nothing has really changed *
* when it comes to this for the beginning SMAC game. *
* Beneath that it should say "Commerse". It only says this if you are *
* playing a non-alien faction (don't worry, if you are in this tutorial of *
* mine, you aren't playing an alien faction). This is the amount of trade *
* you get with other bases. This is roughly the equivilent of Caravans from *
* Civ 1/2, only you never actually need them. I'm actually not 100% sure how *
* this is figured, but my guess is that the energy collected by this base *
* increases the chances that you will see commerse from treaty or pact *
* members (see alliances later). You don't need to be connected to them at *
* all (unlike Civilization 3). *
* Below this is the MY (Mission Year), current Energy stockpile (most likely *
* 11), and EcoDamage. EcoDamage is the reading of how much environmental *
* damage you are doing to Planet (not "The Planet" - SMAC refers to it as *
* "Planet" because that is its name). The damage is increased from *
* population and resources produced, and decreased by planting forests in the *
* city radius or building improvements all across your nation/empire. *
* *
* On the right side you see a column labled "Base Facilities". These are *
* the improvements your base has. The first improvement listed should be *
* Headquarters. This only shows up in your capital city (unless you build *
* it elsewhere, but then the capital changes with it), and is used for *
* figuring out corruption. Don't worry about that yet. As you are starting *
* as the University, you should also see "Network Node" listed there. This *
* is the equivilent of Civilization's Library, but it has other effects as *
* well.. never leave home without a node. :) *
* In the upper center area of display there is a map showing the base area *
* with little numbers on things and stuff. Let me explain. *
* The White box with a black number is the size of your base. This is the *
* thing that increases when you get another talent/worker/drone. This is *
* in 10s of thousands, so your base population of "1" is actually a base *
* 10,000 citizens strong. YAY! or something. *
* The Green/Blue/Orange number thingys are where your people are working. *
* You can move these around, but I'll get to that in a moment. The square *
* that the base is built on will ALWAYS have the three sets of numbers. *
* Other squares may have 3 numbers, two numbers, one number, or even no *
* numbers. *
* A green number with a green circle around it is the nutrients provided *
* by that square. *
* A blue number surrounded by a diamond is the minerals provided by that *
* square. *
* A orange number surrounded by a sun-like orange thingy is the energy *
* provided by that square. *
* You should see two sets of these - one on your base, and one somewhere *
* else. The one "somewhere else" is actually your current 10,000 population. *
* If you get another 10,000 people (from population growth), another one of *
* these will be on the map. *
* Below the map are three buttons, one of them highlighted. The one *
* highlighted is the resource map, which is the map you are looking at now. *
* Click the "Support" button. This is a map of where all of the units built *
* by this base are. Right now, it is a small world that you see. :P Now *
* click the "Psych" button. Eventually, all of your population will be *
* listed in here and if they are talents/workers/drones/specialists. By *
* now, you are most likely wondering what I mean by that. Well, let me *
* explain. *
* Talents (Happy people in Civ) - These are the intellectual elite. They *
* are (according to the story) the highest of the high. Researchers, *
* government workers, teachers, these people are VERY happy. They are *
* White. They also increase the amount of energy you get from them if *
* I remember right, and can cause a "Golden Age" in the city if there are *
* more of them then the Workers. However, if there are less talents then *
* drones, you have a drone riot. *
* Workers (Content people in Civ). The average people. Nothing special. *
* If there are less workers then Talents and no drones, you have a *
* "Golden Age". Yellow in color. *
* Drones (Unhappy people in Civ). Drones are not good. These are the *
* people that were dropped as children. They are always angry about *
* SOMETHING, and usually treated as slaves to boot. If there are ANY *
* drones, a "Golden Age" will not occur. If there are more drones then *
* Talents, then a Drone Riot will occur - all base production and energy *
* stops, along with some other nasty effects I'd rather not get in to. *
* They also decrease the amount of energy given if I remember correctly. Red *
* in color. *
* Specialists (same name in Civ). These count as content people, and modify *
* the amount of Economy, Labs, or Psych from the base (more on that later), *
* but do NOT work the land. *
* Anyways, this Psych list shows the things that modify the *
* Talents/Workers/Drones to be what they are. Things that modify it include *
* a police force, a military, base improvements like "Recreation Commons", *
* and Secret Projects such as the "Human Genome Project". *
* Anyways, below that is the resource bar section. This shows the nutrients, *
* minerals, and energy this base is getting. How this is figured out depends *
* on which resource you are looking at. Note that this is identical to Civ 1 *
* and 2. *
* Nutrients are determined by the number of nutrients gained from working the *
* land (among other things) minus the amount of nutrients being used by your *
* workers (2 nutrients per 10,000 population). If this is negative, you are *
* starving and have negative growth. If this is positive, you are increasing *
* in population. If this equals zero, your population levels are remaining *
* the same. *
* Minerals are determined by the number of minerals gained from working the *
* land (among other things) minus the amount being taken up from your *
* military being supported (depending on what your "support" rating is). If *
* this is positive, things in your build queue (more on that later) will be *
* built adding that surplus to the queue every turn. If this is negative, *
* the build queue will start to have resources taken away.. and when the *
* queue reaches zero, units will start to be destroyed until it is zero *
* again. If you have zero surplus minerals, nothing is built. Always keep *
* a surplus of at least 2. *
* Energy is determined by the amount of energy gained from solar stations on *
* the land (among other things) minus the energy stolen by the corrupt *
* politicans in the government. No, I'm actually not joking. Efficency *
* (the political stat - yes, more on that later) modifies this, as does the *
* number of bases you have and how far away they are from your headquarters. *
* Your headquarters, however, will ALWAYS have no corruption in the *
* government (unlike in life). This value is always either 0 or positive. *
* ALWAYS. *
* Speaking of energy, below that is your energy allocation. This is based *
* on the tax rates by your government mainly. The energy you have in *
* surplus is put in to the Energy allocation area then divided up based on *
* your taxes. Until you change them, your taxes are 50% economy and 50% *
* labs. So, as an example, if your surplus energy was 2, you would have one *
* energy in Economy (makes you money, pays for city improvements) and another *
* in labs (researching new tech). You would have 0 energy in Psych *
* (increases the number of Talents in the city). Note: It takes 2 energy in *
* Psych to make one worker (well, 10,000 workers really) in one base become *
* Talents. It is the same for one drone to become a worker. However, you *
* don't need to worry about that. Anyways, the Bonus column is for things *
* like city improvements, specialists, and other stuff like that. If you *
* are playing the University like I said, you will notice that if you have 1 *
* energy in Labs, you have 1 in the bonus also. That is because the Network *
* Node gives you 50% (rounded up) more labs then you put in to it. This is *
* added to the total, and what you get at the end is what the city produces *
* in Economy, Labs, and Psych. Economy and Labs stuff carries over to your *
* entire empire/nation. Psych doesn't. Remember this. *
* *
* FINALLY, below all of this is the build area. To the left is the item *
* currently being built (chances are, Colony Pod). This can be a unit *
* (Colony Pod is a unit), base structure (Network Node is a base structure), *
* or Secret Project (The Virtual World is a Secret Project). To the right *
* of that is the build queue. You can set up to 8 items in the "queue" for *
* the city to build after it finishes the current one. This is a GoodThing© *
* :) Above the queue is the queue button, and below it are the Change and *
* Hurry buttons. The Hurry button speeds up whatever the city is building, *
* but it costs a LOT of money to hurry something. Don't use this constantly. *
* Anyways, the Change button changes what is currently being built, and the *
* queue button changes what will be built. Lets click on the queue button *
* now. *
* Instead of the map display, you now see the build display. You should see *
* at least a Scout Patrol, a Colony Pod, and "Stockpile Energy". A Scout *
* patrol is a unit, as it a colony pod. Units are ALWAYS listed first. Then *
* you may see other units there, you may not - all depends on what *
* technologies you have. As an example, I also have a "Probe Team" listed. *
* After that are the base improvements. You may see things like Energy Bank, *
* Perimeter Defense, stuff like that... or you may see nothing at all like I *
* do. Again, it depends on the tech you have (kinda like in Command and *
* Conquer where you have to have things before you get new things - just in *
* this case it is tech before you get other things). After that is the *
* famous "Stockpile Energy". This is what you use if you have nothing to *
* build... of course, that should never happen and I would brain you if you *
* used it this early. :P You get 1 energy for every... 2 or 3 minerals *
* you put in. Not every efficient, but it is free money (Sorta). Finally, *
* after all of that, you will see secret projects. Only one secret project *
* of the same name can be built in the entire world... you may not see any *
* there, but again, depends on tech. I see "The Virtual World" as an *
* example. *
* *
* Now, to explain each thing, let me give some examples. *
* *
* Scout Patrol *
* (Image of unit) *
* 5 turns *
* 1-1-1 *
* *
* To explain this... first off, the top is the label of the unit. That is *
* what it is called. Duh. :P *
* The picture is what the unit actually looks like. *
* Below that is the number of turns (at your current resource surplus level) *
* that it will take to finish something. In this example, it will take 5 *
* turns. I have a 2 resource surplus, so that means it costs a total of 10 *
* resources to build - which is VERY cheap. *
* Finally, on the bottom, are the unit stats. This is in the order *
* Attack-Defense-Movement*reactor. You can ignore the reactor part for now, *
* as that won't show until you get Fusion power anyways. In my example, the *
* scout patrol as 1 attack (the lowest that a unit can have but still *
* attack), 1 defense (which is no armor - kinda like walking out in to a *
* medieval battle wearing denim), and 1 movement (meaning they can move one *
* square per turn in most situations). *
* Now, a second example of a unit. *
* *
* Probe Team *
* (Image here) *
* 15 turns *
* 0-1-2 *
* *
* The unit is called a probe team. They look kinda cool looking. :P It *
* takes 15 turns to build (at 2 resources per turn, that means he costs 30 - *
* this is fairly low still), and is... uh-oh. 0 attack, 1 defense, 2 *
* movement. What does that mean? Well, anyone with a 0 attack is considered *
* to be a non-combatant... meaning they can't attack, and can't invade. *
* However, that also means they ALWAYS have special powers. In this case, a *
* probe team is a spy - they can infiltrate an enemy base, buy off units, *
* plant nuclear warheads in bases, find NinjaBurger, the works... Another 0 *
* power unit that you most definitly have is a Colony pod - they can build *
* bases. Anyways, the 2 movement means they move 2 squares (unless something *
* causes it not to) per turn instead of 1. Not too hard, right? I know, *
* this isn't easy... but once you get used to it, you won't even think about *
* this at all. Now, lets go after something bigger, shall we? *
* *
* The Virtual World *
* (Square symbol) *
* 150 Turns *
* Network Nodes Help *
* Drones *
* *
* Yes, that is exactly what it says... now you are confused, right? Well, *
* I'm here to help. :) The name of the Secret Project is *
* "The Virtual World". By the way, this style of the little square thing is *
* also used for base improvements - I just chose this one. Anyways, it will *
* take 150 turns to finish! That is 300 minerals... quite a lot. Base *
* improvements usually cost more then units do, and secret projects ALWAYS *
* cost more then base improvements. This is why you don't want to build *
* SProjects constantly. :) Below the turns is a short summary of what it *
* does. You can look up base improvements and secret projects in the *
* Datalinks (for the Civers, this is just like the Civilopedia, only FAR more *
* advanced). *
* ANYWAYS, the buttons on the bottom are fairly obvious, lets select a Colony *
* Pod and click the "Help" button now. This is the design workshop. You *
* don't need to come here the first few times you play, but eventually this *
* is heaven. :) Take the tour. However, to correct something... the *
* prototype thing mentioned in the tour will not show up if you are playing *
* on the "Citizen" difficulty level anyways. Anyways, this helps a bit in *
* understanding the unit attack/defend stuff. Hit cancel to go back to where *
* you were. If you choose help on a base structure, it will open up the *
* Datalinks with a complete explanation of the structure. Again, hit Exit to *
* go back where you were. Now, lets hit cancel one more time to go back to *
* the base screen. *
* To explain the rest... The middle area shows the base name. The two *
* arrows to the left and right of it will sift through your bases (when you *
* have more then one). Below that is the current population (showing drones, *
* workers, talents, specialists, and pants). Alllll the way to the right of *
* that though is the Nerve Staple button. Don't use that. Trust me. *
* Below that are the units currently in your base. *
* All the way to the right edge are the "Forces Supported". These are the *
* things built by the base (or at least call this base home). Right now, *
* this is blank. That is because the base was just made! :) *
* *
* Whew! A lot on that screen, eh? Well, I'll finish this guide more *
* later... my fingers hurt! :P *
* *
*******************************************************************************

*****************************************************************************
/ Part 05: Prototypes and Units |
*******************************************************************************
* a.................................... How to Build Prototypes *
* b..................................... Suggested Custom Units *
* c................ The Little Former that Could - Terraformers *
* d.......... Crawling through the wastes of society - Crawlers *
*******************************************************************************
> How to Build Prototypes Section A <
*******************************************************************************
* All right, you have your base, you can build buildings, and you can use *
* all of the preconstructed units you want, what more do you need, right? *
* Wrong. *
* Preconstructed units are fine in some instances, but for multiplayer play *
* or even for single player late game play, precons suck. Big time. So, *
* here is a guide on how to build unit prototypes and some suggestions. *
* *
* Step one for creating units: Figure out what you need. I don't know about*
* you, but when I play SMAC or SMAC:SMAC, or any of the packs, I never use *
* artillery, do you? If you don't, retire the existing ones and never build *
* another artillery again! It is just cluttering up your build queue, and if *
* for some odd reason you use governors, they will build them. BLEH! *
* Step two for creating units: Get rid of what you don't need. Retire or *
* make them obsolete. As I said above, don't clutter up your build workspace.*
* Step three for creating units: Garrison. ALWAYS have some garrison. See *
* the suggested garrison further down in the section for some suggestions. *
* Step four for creating units: Formers. Again, see the suggestions *
* section for more details. Just keep in mind you want at least one for land *
* and at least one for sea... sorta. *
* Step five for creating units: Colony Pods. See formers. *
* Step six for creating units: Resource Crawlers. Now, this is where it *
* gets very unusual for unit creation. As opposed to most units, you may NOT *
* want this as cheap as possible. In fact, the ideal crawler for a base to *
* build is the most expensive crawler they can build... in one turn. Towards *
* the beginning of the game, that is not possible. However, once your cities *
* start having more then 30 resources made, new crawlers may be a good thing. *
* Also, remember that crawlers can be any chassis type except Chopper and *
* Missile - I love Gravship Crawlers myself on island hopping maps. If you *
* do not use crawlers, ignore this completely. *
* Step seven for creating units: Probe. The single rule for probeteams is *
* that they need to do their job. See my recommendations towards the bottom. *
* However, there is a catch to probe teams... they never move one movement *
* square by default - it is two usually. I think it is a bug, but I do not *
* know for sure. If you do not use proves, ignore this completely. *
* Step eight for creating units: Missiles. I personally rarely use them, *
* but they do serve a purpose. You can only have x missile types, so don't *
* worry! If you do not use missiles, ignore this completely. *
* Step nine for creating units: Ground Pounders. The best assaulting units *
* for the ground. Make sure you have a good balance of drop and non-drop (or *
* amphibious and non-amphibious, depending on time of game). *
* Step ten for creating units: Air and Sea. Can't give too much advice. *
*******************************************************************************
> Suggested Custom Units Section B <
*******************************************************************************
* SUGGESTED UNIT TYPES: *
* Name of Unit (aaxx-bbxx-cc*d, alpha, beta) *
* aa = Attack Power | bb = Defense Power | cc = movement | d = reactor *
* *
* <> *
* Fission Generation: *
* Scout Patrol (1-1-1) - Infantry [10] *
* Garrison (1-b+-1, ECM) - Infantry [30] *
* Air Garrison (1--1, AAA, ECM) - Infantry [50] *
* Fusion Generation: *
* Sentinels (1-b+t-2*2, ECM, Trance) - Speeder [30] *
* Air Sentinels (1--2*2, AAA, Trance) - Speeder [50] *
* Rush Sentinels (1^-b+-2*2, Drop, ECM) - Speeder [50] *
* Quantom Generation: *
* Patrollers (5-b+t-1*3, ECM, Trance) - Hovertank [50] *
* Air Patrollers (5--3*3, AAA, Trance) - Hovertank [80] *
* Rush Patrollers (5^-b+-3*3, Drop, ECM) - Hovertank [90] *
* Singularity Generation: *
* Quick Defenders of the Faith (13-?-3*4) - Hovertank [60] *
* Quick Defenders of the Shield (8-b+t-3*4, ECM, Trance) - Hovertank [60] *
* Defenders of the Skies (-1-12*4, SAM) - Gravship [80] *
* Defenders of the Shield (8-bt-3*4, Clean, Trance) - Hovertank [110] *
* Defenders of the Locusts (?-4-14*4, SAM, Nanocell) - Gravship [110] *
* Defenders of the Faith (13-?-3*4, Clean, Police) - Hovertank [120] *
* Defenders of the Victims (13^-?-3*4, Drop, Clean) - Hovertank [140] *
* <> *
* Basic Fission (a-1-10) - Chopper [20-40] *
* Basic Fusion (a-1-12*2) - Chopper [30-50] *
* Complex Fusion (a-1-12*2, Gas, Wave) - Chopper [60-100] *
* Clean Fusion (a-1-12*2, Clean, Wave) - Chopper [70-110] *
* Basic Quantom (a-1-14*3) - Chopper [50] *
* Complex Quantom (a!-1-14*3, Blink, Wave) - Chopper [100] *
* Clean Quantom (a-1-16*3, Clean, Nanocell) - Chopper [100] *
* Basic Singularity (a-1-16*4) - Chopper [60] *
* Complex Singularity (a!-1-16*4, Blink, Wave) - Chopper [120] *
* Clean Singularity (a-1-16*3, Clean, Nanocell) - Chopper [120] *
* <> *
* Assault Deathsphere (a-1-16*4, Blink, Wave) - Gravship [120] *
* Psi Deathsphere (?-4-16*4, Blink, Wave) - Gravship [120] *
* Locusts of Earth (?-?-16*4, Wave, Nanocell) - Gravship [240] *
* Explaination: *
* Should seem fairly simple. These are what I use for defense in my bases.*
* *
* <> *
* Tank Force Step 1 (aa^-1-4*3/4, Drop, Grav) - Hovertank [100/120] *
* Tank Force Step 2 (aa-1-4*3/4, Grav, Trained) - Hovertank [90/110] *
* Tank Force Step 3 (aa-1-3*3/4, Trained, Gas) - Hovertank [90/110] *
* Tank Force Step 4 (aa-1-3*3/4, Gas, Wave) - Hovertank [100/120] *
* Tank Force Step 5 (aa!-1-3*3/4, Wave, Blink) - Hovertank [100/120] *
* Explaination: *
* This is my Tank Force series. I usually have Quantum power and lasers *
* when I use my "Lock and Load" strategy that this is a part of. Each step *
* can upgrade to any other step at any time, all of them costing the same *
* amount of money (meaning cheap upgrade cost). Step 1 is the initial *
* invasion step, as it has drop pods and antigrav struts, making the tanks *
* need less time to recoup then normal when invading (as in they can start *
* far away if they wish). After all of the units land you upgrade them to *
* Step 2 through the workshop. Assuming proper morale, this will cause the *
* units to become Elite or close to immediately, meaning they will have a *
* movement of 5 - great when moving towards the enemy bases. Upgrading to *
* Step 3 usually occurs when you reach the invasion area. You slow down a *
* bit (4 movement instead of 5, or 3 instead of 4), still have high morale, *
* and you knock the enemy's morale down quite a bit - good when fighting *
* forces that are not inside of a base. After awhile you upgrade to Step 4 *
* when you become Elites naturally, and then up to step 5 when the enemy *
* exhausted all of its good units, and then you start attacking the cities. *
* Weapons should be upgraded when you can afford them. *
* Reactor should always be (Reactor of Enemy Defense +1) or Quantom, which *
* ever is higher. *
* Defense should be avoided due to high costs. *
* *
* More Examples to come.... *
*******************************************************************************
> The Little Former that Could - Terraforming Section C <
*******************************************************************************
* *
* As this section is under VERY heavy construction, I'll be brief about *
* terraforming. Everyone knows on Chiron that you need formers, right? *
* However, everyone has a different way of 'forming, so I'm going to present *
* to you my way of terraforming. Mmmkay? *
* *
* CHIRON'S GREEN THUMB - THE SPOON!ED GUIDE TO TERRAFORMING *
* Note: Works best when you have a positive planet rating, as this keeps *
* ecodamage VERY low... great for those who care, not for those who *
* already have 100 ecodamage in each base. *
* Note: This works from the Early stage up to Middle to Late stage. It *
* also works great for those that aren't +2 or higher in Planet at the *
* end of the game, or for those without Alien Crossfire. *
* Required Technologies.... are you ready? Centauri Ecology. Yep, that is *
* right. No fancy terraforming is even needed until you get the higher *
* techs, and even then it is usually not even needed except in rare *
* circumstances. What is this miracle method? Forests. *
* I know what you are thinking. "How are those 1-2-1 pieces of crap any *
* good?" Hear me out. Forests provide 1-2-1 on ANY TERRAIN. Rolling, *
* Flat, sea level, 3500m above. Always the same everywhere. On top of *
* that, forests are the only land ecological improvement that not only *
* costs nothing in Ecodamage, but actually reduces the impact of it! Also *
* keep in mind that each base, as it progresses, should have the Tree Farm *
* and Hybrid Forest ANYWAYS since it reduces the ecological impact of *
* minerals... meaning you are utilizing base improvements you should have *
* in all of your bases eventually anyways. Lets analyze this for a second.*
* *
* 1-2-1 2-2-2 2-2 3-1-2 0-6-6 *
* Forest TFarm Farm/Mine Farm/SColl Borehole *
* Any non-rock Any non-rock Rain/Roll Rain/1000m Flat *
* *
* Now, if you think about that, Farm/Mine is inferior to all forests with *
* tree farms right from the getgo - no reason to have that, AND it causes *
* ecodamage as well as requiring moist/rolling. So, we have left Borehole *
* and Farm/Solar Collector. F/S is a great combonation if you are having *
* high and wet ground... which in many cases is very rare oddly enough. *
* Boreholes require no slope, and cause the most ecodamage in the game, *
* and can never provide any food... again, not good. TFarms, averaging, *
* perform better then F/S, and more cleanly then Boreholes. Now... *
* *
* 3-2-3 4/1/5 0/6/6 4/1/8 *
* Hybrid Enr/SCol/Mirr Borehole Enr/SCol/Mirr *
* Any non-rock Rain/2000m/Rolling Flat Roll/Rain/3km/River *
* +1 Eco -4 Eco, -8 Elsewhere -8 Ecology -4 Eco, -8 EW *
* *
* Look at that... looking at it just like that, you can see why I prefer *
* Forests, can't you? Mind you, above is not including road or tube *
* ecodamage. Even including, that is -1 for Forests, -10 for bores, and a *
* -5 per E/S square and a -8 for building the Mirror. Even the rivered *
* 'perfect' version has a -5/-8, AND takes forever to engineer. Forests *
* take two turns with a SuperFormer, and the perfect one takes FOREVER... *
* It isn't until endgame that you start seeing reasons not to use forests. *
* *
* 3-2-3 3-4-5 *
* Hybrid Fungus *
* Any Non-rock Anywhere *
* +1 Eco 0 eco *
* *
* Now THAT is a bit different. That is with all of the SPs, and a +3 Pla. *
* rating.. (SMACX). That is the only time when Fungus superseed Forests. *
* In conclusion, for land teraforming, choose Fungus unless you happen to *
* be on an area that a E/S works out better... but don't build it up. *
* Also, F/S might be a good idea to lay down if you are just building up an *
* early city while you build your tree farm. *
* Sea Forming: Oddly enough, I actually automate this. *
*******************************************************************************
> Crawling through the Wastes of Society - Crawlers Section D <
*******************************************************************************
* *
* Purposes of Crawlers: *
* 1) Transfer minerals from one base to another. -1 mineral per turn from *
* the source, +1 mineral per turn for the destination. *
* 2) See #1, replace minerals with energy. *
* 3) See #1, replace minerals with food. *
* 4) Harvesting squares. You move the supply crawler to a square that is *
* unused (noone working it in a base, noone working it with a crawler - *
* easier done if outside of base range), move to it and hit 'o'. It *
* will extract Minerals, Energy, or Nutrients (your choice) from that *
* square as though it was in your base area - like a forest would give *
* 1 nutrient, 2 with a tree farm, or 3 with a hybrid forest. *
* 5) Rushing secret projects. The minerals are 1::1 when moving a supply *
* crawler to a base - as in for the 30 minerals you put in the crawler, *
* that base gains 30 minerals on the secret project. REALLY handy to *
* finish a project in one turn later on in the game. *
* *
* To be finished at a later date.... *
*******************************************************************************

*****************************************************************************
/ Part 06: General Strategies created by Æther SPOON! |
*******************************************************************************
* Phases: Every good strategy game such as chess has thinkers thinking in *
* phases, or areas in which you have a set strategy. Well, to give *
* people some ideas (as each person should have their own phase), here *
* is the beginning of my phase list. This will be updated soon (maybe) *
* Phase 1: Initial Start. *
* During this phase, I expand out as far as I can on my little continent. If *
* I am alone, I take up all of the coastal areas as quick as possible, *
* sacrificing building improvements for colony pods. *
* Building orders for new bases in Phase 1 if alone or with friendly AI: *
* Garrison *
* Former *
* CPod *
* Former *
* CPod *
* Network Node *
* Children's Creche *
* Recreation Commons *
* CPod *
* Tree Farm *
* If I'm not alone, I make as many cities along the border (if I'm friendly) *
* to their lands and investigate. If I'm at war, I immediately go in to *
* conquer them without giving them time to bring up defense. *
* Building orders for new bases in Phase 1 if attacking: *
* Garrison *
* Garrison *
* Attacker - 4/1/2 usually at this point, or ?/?/1 (mindworm), depending *
* on how much fungus is near the enemy. *
* Former *
* CPod *
* Former *
* CPod *
* Network Node *
* Creche *
* Tree Farm *
* Most of my army is made of Mindworms anyways, so I train those constantly, *
* providing the money I need. Democratic/Green/Knowledge options (unless if *
* I'm playing a faction that has a bonus to economy or efficiency, then I go*
* D/G/Wealth. Also, if I play a faction with more then -1 Planet, I go *
* Demo/Free/Wealth or Demo/Planned/Knowledge). *
* *
* Phase 2: This is my weakest phase, and occurs after I regain my continent *
* and start going in to secret projects. My growth has caught up to me (more*
* forests then tree farms), but I'm still not out. None of my bases are *
* higher then pop 5, nor do I want them to be. By what I tend to do, when I *
* get a hab complex built in a base (low priority), I'll be at pop 7. My *
* first Seabases should be online now. I NEVER attack in Phase 2, I only *
* defend. *
* Building orders for new bases in Phase 2: *
* Garrison *
* Garrison *
* Former *
* Former *
* Network Node *
* SeaCPod *
* CPod *
* Tree Farm *
* Creche *
* Recreation *
* *
* Phase 3 is reached when I get my first fliers. My older bases should be *
* building SProjects or 'Copters at this point, taking every single sea base *
* they have. My building orders are the same as Phase2. *
* *
* Phase 4 is when I get locusts. ALL of my powerful bases are churning these *
* babies out by now if the enemies do not have fusion, and I take over the *
* world. However, if they do have fusion, I just build some to take bases *
* only (as they are the first air unit that can take bases), and I swarm *
* either way. Again, same as Phase 2 building. *
* *
* Phase 5 is my next real growth period. Starts after I destroy the first *
* faction (or they submit to me), and lasts (Building wise) until I get a *
* Cloning Vats. *
* Building orders for new bases in Phase 5: *
* Garrison *
* Former *
* Tree Farm *
* Network Node *
* Sea Former *
* Hab Complex *
* Creche *
* Recreation *
* SeaCPod or CPod, depending on the situation *
* Garrison *
* To be finished at another time... *
* *
* Okay, first off, you will notice in the game that strategies depend on *
* what time frame you are in- Early, Mid-Early, Middle, Mid-Late, and Late *
* Game. Let me define these locations in terms of this FAQ first. *
* *
* Early Game: Before Doctrine: Airpower (Explore 5) or Doctrine: Initiative *
* (Explore 4) if you are playing a game that involves the Pirates. *
* Social Group Advantages: Believers, Spartans, Planet Cult (MAJOR) *
* Social Group Disadvantages: Morganites. *
* Early to Mid Game (the shortest group): Doctrine: Airpower (Explore 5) or *
* Doctrine: Initiative (Explore 4) to Fusion Power (Explore 6). *
* Social Group Advantages: Spartans (still), Manifold Usurpers, Data *
* Angels, Nautilus Pirates (big time...), Peacekeepers (barely...) *
* Social Group Disadvantages: Manifold Caretakers, Cyborgs. *
* Mid Game: Fusion Power (Explore 6) to NanoMiniaturization (Build 8). *
* Actually, more appropriate would be the first drop hovertank built. *
* Social Group Advantages: University, Cyborgs, Pirates (still), Cult *
* (MAJOR advantage), Gaians, Morganites, Caretakers, Data Angels. *
* Social Group Disadvantages: Believers, Drones *
* Mid to Late Game: NanoMiniaturization (Build 8) to either Quantum Power *
* (Discover 11) or Singularity Mechanics (Discover 12). Yes, you can *
* get Singularity Engines before Quantum Engines... *
* Social Group Advantages: Hive (?), Spartans (!), Morganites, Usurpers *
* , University, Cyborgs (MAJOR advantage). *
* Social Group Disadvantages: Believers, Drones (again), Peacekeepers *
* Late Game: Quantum Power (Discover 11) or Singularity Mechanics (Discover *
* 12) to Transcendent Thought Infinity (Discover 16) *
* Social Group Advantages: University, Gaians, Cyborgs, Cult, Usurpers, *
* Caretakers (!), Peacekeepers (!!), Pirates, and Morganites. *
* Social Group Disadvantages: Believers (aren't they dead yet?), Angels *
* *
* Early to Mid Game and Mid Game strategy: *
* "Here comes a chopper to chop off your head..." - 1984 by Orwell *
* As you can guess, this strategy is about choppers and needlejets. *
* REQUIREMENTS: Mind Machine Interface (Conquer 6) (Choppers, SBA, Drop) *
* Doctrine: Airpower (Explore 5) (Needlejets) *
* Centauri Genetics (Explore 7) (Locusts, optional) *
* Doctrine: Initiative (Explore 4) (Cruisers, optional) *
* Note: SkyBase Academy (SP, Mind Machine Interface [Conquer 6]) *
* isn't exactly required, nor are choppers, but they are FAR more *
* effective. This technique uses both, but can be adapted to NJs) *
* Now, you may be thinking like I once did- Choppers have no *
* redeeming quality about them- they need fuel and have to return *
* to base at the end of the turn or they get damaged. This is 100% *
* true, but if you use them right you will never need to worry *
* about running low on fuel. Why? Because your refueling station *
* and healing station is right near by you. *
* How to pull this off: *
* First off, use your choppers (build them first) to REALLY piss *
* off your enemy by using the choppers to kill 4-5 formers a turn- *
* the SkyBase Academy does WONDERS in helping out there. Also, *
* having all of the choppers elite gives them even more fuel. To *
* do that, change to a Fundamentalism (if you can, if not, power) *
* until end of turn or something. Anyways, once they are pissed *
* off from you kicking over the ant hills, ready their sea bases *
* for an invasion. At this point, you should be getting close to *
* producing your first Locust or prototyping your drop unit, and *
* have a cruiser near by ready. Ready for what? You are going to *
* knock out their biggest defenses with Needlejets (they will *
* defend in the order of strongest to weakest), then clean up with *
* 6-7 chopper attacks. Make sure you do NOT run out of fuel, keep *
* it at 1 fuel on one chopper at least, then take the base with *
* the cruiser. After that, have the chopper rest inside of that *
* captured base, and if you have the SkyBase Academy, it will heal *
* after one turn too :) Anyways, if you are playing an alien *
* faction and conquering a human base (or the other way around), *
* use a chopper to kill all of the pods. During the "down turn" *
* that squad (Crusier, choppers, and NJs), heal yourself and buy *
* the garrison in that base so you can move on next turn. *
* Switching between 2 or more "squads" is a good idea as well. *
* By the time you mop up the sea bases, you should be ready to *
* use either your Locust of Chiron, or your drop unit. Use your *
* choppers (if they aren't elite by now, you have some serious *
* morale problems) and Needlejets to take out the defenses, and *
* invade with your drop unit. Make sure your drop unit has high *
* defense, and you might want to make it AAA as well (or, if you *
* are fighting someone who uses natives, Trance). *
* If you use two squads, you should pick up at least one base per *
* turn. For every two squads, add another base. You can actually *
* successfully attack ALL factions at the same time this way- I've *
* done it several times. Just make sure you are somewhat good *
* at the game first, and make sure they all do not have Busters :P *
* Mid Game Strategy AND Late Game Strategy: *
* "When the angel blows his trumpet, the apostle sees a key given to a *
* falling star. This is used to open a pit. From it a smoke ascends, and *
* the heavens are filled with darkness; from out of the smoke there emerge *
* swarms of locusts that descend upon the earth to devour." *
* This is my rather famous "Swarm" strategy mentioned earlier in the guide. *
* The basic premise is simple- build loads of locusts and swarm the globe. *
* However, it is easier said then done... *
* REQUIREMENTS: *
* Mid Game: Centauri Genetics (Explore 7) *
* Late Game: Graviton Theory (Explore 13) *
* ADDITIONAL TECHS THAT HELP: *
* Mid game: Centauri Psi for Dissociative Wave (Gravship only) *
* You might be asking me, why Graviton Theory? Answer: GravShips. *
* Locusts are just simply Psi/Psi Fission Gravships that cost less anyways. *
* The strategy is obvious- Swarm the world. Preferably all at the same *
* time due to the major weakness- Empath AAA Garrison rips up Locusts. *
* Anyways, my suggestion is to build up around 3 units per base you intend *
* to capture (so, if you want to take 25 bases around the world, build 75 *
* Locusts). If you are using this late game, make 2 gravships per. *
* Also, There are weaknesses to this strategy. If you are fighting against *
* President Altoids.. er... Alato and his Rensillir, you are in for it. *
* When I first tried to swarm him with my 20 Singularity Gravships, I lost *
* 19 of them on the same base. THE SAME FREAKING BASE! If you notice that *
* happening, immediately go to the "Lock and Load" strategy listed below. *
* *
* Mid Game Strategy that works well 24/7: "Lock and Load" *
* "All right you alien assholes--in the words of my generation--up yours!" *
* -Russell Casse, Independence Day. *
* This is the strategy that I use when I get pissed off. And when I mean *
* pissed off, I mean VERY pissed off. It never is unsuccessful when used *
* in the right circumstances, and if you use it in the wrong circumstances *
* you are a moron for using hovertanks against Sea Bases. :) *
* REQUIREMENTS: *
* Mid Game: NanoMiniaturization (Build 8) for Hovertanks *
* Early to Mid game: Mind/Machine Interface (Conquer 6) for Drop pods *
* ADDITIONAL TECHS THAT HELP: *
* Early game: Doctrine: Initiative (Explore 4) for Fish Pods *
* Early game: Intellectual Integrity (Explore 3) for High Morale *
* Early to Mid game: Bio-Engineering (Build 5) for the Clean Reactor *
* Late game: Matter Transmission (Build 13) for Blink Displacer *
* Mid to Late game: Frictionless Surfaces (Discover 10) for Cloaking *
* Note: Playing Jorgenstad works too. :P *
* Late Game: Graviton Theory (Explore 13) for the Antigrav Struts *
* ???? Game: [Unknown tech] for drop pods to gain orbital insertions. *
* Secret Project: The Space Elevator works as a good subsitute. *
* Early Game: Bioadaptive Resonance (Conquer 4) for Soporific Gas Pods*
* Late Game: String Resonance (Conquer 16) for String Disruptors. :) *
* Got the strategy figured out yet? No? I'm shocked. It isn't *
* all that difficult. In fact, I'd say it is easy - annihilate the *
* pure living snot out of them with multiple attacks. This works the *
* best when you have a small military of these things (more on that) *
* going after a large island of "Charlie" (enemies). *
* The execution of this, however, isn't as obvious. *
* I normally start this when I am against someone who has adapted to *
* the Swarm and Chopper Assault, after I get orbital insertions (to *
* make the task even easier), and before I just transcend instead. *
* See the unit prototypes Tank Force Steps 1-5 for more info on this. *
* *
* Late Game Strategy: *
* Secret Project combos *
* Ever notice how a couple secret projects "fit" together? For instance *
* the SPs that give +2 to (insert statistic here) work GREAT *
* together. Well, there is one "set" that hardly anyone thinks *
* about. *
* REQUIREMENTS: Eudaimonia (Explore 12) (TMatrix) *
* Biomachinary (Build 7) (Vats) *
* Cloning Vats and Telepathic Matrix. If you think about it long *
* enough, it will come to you. *
* A reminder on them: *
* Cloning Vats basically puts your bases - ALL of them - into a *
* state of population boom, which is good. However, at the same *
* time, the population boom is bad. Why? Drones. When you boom *
* with a golden age, you have more talents then citizens... which *
* means that the moment a drone appears, the boom is over. With *
* the vats, you KEEP GETTING drones as long as you have food... *
* When they start to riot in 4-5 bases at once, it is a HUGE issue- *
* especially if the Free Drones are on the map (and you are not *
* playing as them- perish the thought!). So, to counter act the *
* vats, most times players either run themselves out of food, or *
* not build the correct hab facilities in a promptly manner. There *
* is just one problem- this kind of counteracts the entire benefit *
* of the vats, and actually HAMPERS your growth. What to do? Here *
* is the second part of the combo.... *
* Telepathic Matrix is seemingly a useless SP (+2 to Probe... not *
* like Probe teams do anything at this point), but has one good *
* side that most people do not see unless they read the itty-bitty *
* print- drones do not riot. Yep, that's right. You can have all *
* of the drones you ever wanted, and they will not riot (I guess *
* because they are staring at all of the beautiful women/men in the *
* secret project or something). Although this seems to not be too *
* big of a benefit (oh joy! Now I don't need to build a rec dome!) *
* , it is HUGE when paired with the vats. Now, you can have a pop *
* boom and NOT have to worry about the drones... and you can *
* withdraw most of your psych, put it in to research or tax, and *
* launch yourself ahead of the competition! *
* Something else that works as well- Punishment domes (the ONLY *
* time I ever use them is in this case), and being Serabollio. *
* *
* *
* Multiplayer Strategies *
* As of right now, I only have one strategy since I FINALLY got multi *
* to actually work- start of with a huge world. Otherwise, you will *
* be squished since you (most times) won't conquer your ally. *
*******************************************************************************

*****************************************************************************
/ Part 07: Alternate Strategies created by submitters |
*******************************************************************************
* You know, it helps for people to send me strategies.... GIMME! *
* webmaster@vandaliersheart.com, I'll give full credit to those with *
* strategies. *
*******************************************************************************

*****************************************************************************
/ Part 08: Other Frequently Asked Questions |
*******************************************************************************
* Dear Æther SPOON!- *
* In Alien Crossfire, why would you ever use a standard faction? *
* -MB poster, GameFAQs *
* Dear MB Poster (yeah, I know, cheesy :P)- *
* In Alien Crossfire, the factions have many more upsides.. and stronger *
* downsides as well. For instance, the Pirates net a -2 average with their *
* government stats, but happen to be my favorite faction to play with. *
* *
* Dear SPOON!- *
* Do you know of any websites for factions or other things to download? *
* -Email *
* Dear Email- *
* No, I do not. However, if people will email me ones that are still up, *
* I'll post them in my FAQ. :) *
* Update: MiraiTrunks83 informs me of some sites. Thanks MiriaTrunks83! *
* http://members.tripod.com/ACHeaven/ (hasn't been updated in a while, but *
* it's got some decent info) *
* http://ac.strategy-gaming.com/ (good one, has strategies, custom *
* factions, links, etc) *
* http://www.apolyton.net <- the best SMeier Game resource out there. *
* Update: Wow.. found this from the SMAC board on GameFAQs. This is *
* definitly worth a looking at, as some of my FAQ will now be devoted to *
* this site: http://networknode.org. Has some great new factions. *
* *
* Dear Almighty SPOON! *
* What is your favorite faction pack? -Unknown *
* *
* Dear Unknown- *
* As of right now, the Second Mission factions from http://networknode.org *
* *
* (NEW!) *
* Supply Crawlers? How do you use them, and are they worth it? - grendel03 *
* *
* Dear grendel03 [this was posted on the GameFAQs message board for SMAC] *
* Multiple uses exist for the supply crawler. *
* 1) Transfer minerals from one base to another. -1 mineral per turn from *
* the source, +1 mineral per turn for the destination. *
* 2) See #1, replace minerals with energy. *
* 3) See #1, replace minerals with food. *
* 4) Harvesting squares. You move the supply crawler to a square that is *
* unused (noone working it in a base, noone working it with a crawler - *
* easier done if outside of base range), move to it and hit 'o'. It *
* will extract Minerals, Energy, or Nutrients (your choice) from that *
* square as though it was in your base area - like a forest would give *
* 1 nutrient, 2 with a tree farm, or 3 with a hybrid forest. *
* 5) Rushing secret projects. The minerals are 1::1 when moving a supply *
* crawler to a base - as in for the 30 minerals you put in the crawler, *
* that base gains 30 minerals on the secret project. REALLY handy to *
* finish a project in one turn later on in the game. *
* For more infomation, see my Crawler section of the FAQ. *
* *
* (NEW!) *
* Where can I buy Alpha Centauri or Alien Crossfire at? - Various emails *
* *
* Dear everybody- *
* Windows 9x version: *
* EA/Firaxis has discontinued production of Alien Crossfire. It is *
* currently classified as a 'rare' game, meaning really expensive eBay *
* prices. You can try to find a "Buy it now!" link on eBay to find it, or *
* you can try a different country... I hear the UK still has a few for *
* sale online. As for Alpha Centauri, EA has it as one of their classics *
* and I think you can still buy it in many places. *
* Macintosh version: *
* Check Firaxis' website. As of this writing (12/26/2002), it is still *
* for sale on EA's website through the Firaxian link. *
* Linux version: *
* The publisher/porter of the Linux version is Loki games, which went *
* under a short time ago. If anyone has any clues as to the areas in *
* which you can purchase either Alpha Centauri or Alien Crossfire for *
* Linux, please contact me so I can update this! *
* *
* (NEW!) *
* Where can I download Alpha Centauri/Alien Crossfire at? - 'Friend' *
* *
* Dear 'Friend'- *
* I'm not telling. Do not email me about this, as you will be rudly *
* answered. *
* *
* (NEW!) *
* Does Alpha Centauri work under Windows ME, 2000, or XP? If so, how? *
* *
* Yes, Alpha Centauri does work under all three of those operating systems. *
* For Windows ME, just treat it like any other game. *
* For Windows 2000, again, just like any game but with these suggestions: *
* 1) Turn off DirectDraw. (DirectDraw=0 in Alpha Centauri.ini) *
* 2) Turn off possible resolution shifts. (DisableOpeningMovie=1 in Alpha *
* Centauri.ini, turn off SP movies in game options. *
* 3) Enable standard Windows open box. *
* NOTE: These are just suggestions and are not needed. *
* This will allow SMAC to run under a normal 32 bit color. There is a *
* patch created recently by Firaxis in order to help. Check EA's technical *
* support website for more infomation. However, there is one known bug *
* that I have heard under 2000 that has not been fixed - a capital Á is *
* consistantly thrown in the single player infomation display box. *
* Annoying, yes, but it doesn't really affect anything. *
* For Windows XP, see above. The "Á" does not exist under Windows XP. *
* *
* (NEW!) *
* I'm getting an error at startup running Alpha Centauri/Alien Crossfire *
* and I have an Intel Pentium 4 processor. HELP! - Various. *
* *
* Set "ForceOldVoxelAlgorithm" equal to 1 in the Alpha Centauri.ini file. *
* *
* Have any questions for the SPOON!? See the "Other" section at the bottom *
* of this guide. *
*******************************************************************************

*****************************************************************************
/ Part 09: Version History |
*******************************************************************************
* Version 1.50- Rearrangement of all sections, *
* redecorating, reorganizing, and general *
* updating pretty much everywhere. :) ............12-26-2002 *
* Version 1.45- Added Formers section....................12-26-2002 *
* Version 1.40- Added Crawler section....................12-26-2002 *
* Version 1.36- Fixed typos, altered stats...............12-26-2002 *
* Version 1.35- Added Zeta Set...........................12-25-2002 *
* Version 1.30- Finished Lambda Set, Added Prototypes....12-22-2002 *
* Version 1.11- Fixed Typos - AGAIN......................10-16-2002 *
* Version 1.10- Fixed Typos..............................10-12-2002 *
* Version 1.09- Added Phases.............................10-12-2002 *
* Version 1.08- Added Second Mission.....................10-12-2002 *
* Version 1.00- Begun process of analyzing *
* fan made factions from http://networknode.org *
* Also created "New User" guide. MAJOR change.....08-03-2002 *
* Version 0.74- As more people switch to Civ 3, my FAQ *
* is winding down. So, here is another update.....04-13-2002 *
* Version 0.51- MAJOR update with another section *
* and yet another strategy. Over 50% complete.....10-18-2001 *
* Version 0.09- Even more strategies, and more!..........08-09-2001 *
* Version 0.08- Added some more strategies...............07-22-2001 *
* Version 0.07- Added some details on Timelines..........07-02-2001 *
* Version 0.06- Added basic strategies for SMAC factions.06-25-2001 *
* Version 0.05- Corrected Minor Errors...................06-21-2001 *
* Version 0.04- Added quote at bottom....................06-21-2001 *
* Version 0.03- Parts 3 and 4 partially filled out.......06-21-2001 *
* Version 0.02- First Content of FAQ ....................06-17-2001 *
* Version 0.01- Creation of FAQ Layout ................. 06-16-2001 *
*******************************************************************************

*****************************************************************************
/ Part 10: Closing Notes/Other |
*******************************************************************************
* Any website may post this FAQ (and ONLY this FAQ), but www.gamefaqs.com *
* will always be current as that is the only site I personally will request *
* updated. If you wish to use this FAQ, I request that you email me that you *
* will be posting the FAQ (you don't need a response), and post the FAQ *
* exactly how it is on GameFAQs in a text file or in a
 tag that has not *
* been modified. *
* ©2001-03, Robert Shivers, all trademarks are of their respective companies. *
* Some of the information came from the online story posted on Firaxis' *
* website (www.firaxis.com at the time of this posting), some of it is typed *
* off of the misc. game screens in game, but much of this is out of the *
* warped little mind of the almighty Æther SPOON! *
* This FAQ was created in Metapad and looks ideal with "Courier" font. *
* *
* If you wish to contact me about adding a faction pack to this FAQ, please *
* follow the following guidelines: *
* 1) Full faction packs only. That means 7 or 14 factions at once. *
* 2) DO NOT EMAIL ME THE FACTION PACK UNLESS I REQUEST IT! *
* 3) No changes in any of the config files required except for *
* adding the faction in the alpha/alphax.txt file. The only *
* exception to this is a complete modification (like the DS9 *
* modification found on the web). *
* 4) DO NOT EMAIL ME THE FACTION PACK UNLESS I REQUEST IT! *
* 5) Please make sure that the factions are complete. I don't want *
* to look at a faction with Deidre's face on it. *
* 6) Include in the email subject "SMAC Factions". *
* If you wish to contact me about any other Alpha Centauri matter, as long *
* as it is not covered in this FAQ, just place in the email subject "SMAC". *
*******************************************************************************


 
Комментарии:
Ваш комментарий сохранен!!!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

Secret Projects FAQ
Engl. FAQ

28.Сентябрь 2013
Engl. FAQ

01.Октябрь 2013
A short quick reference guide and FAQ
Engl. FAQ

02.Октябрь 2013
Cheats

03.Октябрь 2013
 
Популярное
30.Декабрь 2013
24.Июль 2014
30.Июнь 2014
19.Февраль 2014
04.Март 2019
25.Сентябрь 2015
11.Июнь 2014
17.Февраль 2014
07.Июнь 2019