Unexplored land info:
Hold the left mouse button when getting ready to move a unit. Now move the unit over
the map grid. As it passes over each square, you'll get information - even if the square is
unexplored.
Cheat Mode:
During gameplay, press Ctrl+K to enter the map editor. Now enter the following:
Shift F1 Create unit
Shift F2 Discovery technology
Shift F3 Switch sides and reset view
Shift F4 Edit energy credits
Shift F5 Change year
Shift F6 Kill opponent
Shift F7 View replay
Shift F8 View FMV sequences
Shift F9 Edit Faction diplomacy
Y Full map
+--------------------------------------------------+
| Sid Meier's Alpha Centauri Strategy Guide for PC |
| Author: Jim Chamberlin |
| Last Time Updated: 08/20/99 |
+--------------------------------------------------+
At this moment, I am in the beginning stages of a rather large update to
this strategy guide. This one update is likely to either double or
triple the current size of the strategy guide. Instead of updating it
and sending it to various web sites which already have this guide many
times during the renovation, I'm just going to do it in one big shot.
This will take awhile, since I am extremely busy with other strategy
guides. This one is one of my top priorities, though. My WWF Attitude
strategy guide for Sony PlayStation is my top priority, as of now.
This guide was produced for no one in particular. It's basically a
quick reference guide with a few tips to keep in mind. If you haven't
read the manual that coincides with the game, don't worry about it.
This guide will replace the guide in most instances. However, to learn
the menus and general interface, you may wish to read the respective
parts of the manual.
If you have any questions, e- mail me at: jjchamber4@aol.com.
======================================
Table of Contents
--------------------------------------
I. Introduction
II. The Factions
III. Landmarks
IV. Secret Projects
V. Facilities
VI. Technologies
VII. Planetary Council Proposals
VIII. Citizens
IX. General Tips
X. Hot Keys ***Under Construction***
XI. Credits/Links
XII. Farewell!
======================================
I. Introduction
======================================
Soon after the new millenium begins, war and disease take over and
destroy Earth. The U.N. ordered a mission to colonize another planet,
before it was too late. The mission, Unity, was to send enough people
and supplies to Chiron, in the Alpha Centauri system.
Space travel is very difficult. Despite this, Unity was able to launch
off. An unexpected reactor meltdown damaged the ship on the way to
Chiron. The meltdown damaged the communications equipment and contact
with Earth is lost. The most powerful leaders have built factions and
surrounded themselves with followers.
The U.N. Starship Unity ends up splitting up into seven pods, each
containing a faction. It's up to us to become the supreme leader and
expand our faction at all costs.
=====================================
II. The Factions
=====================================
There are seven factions of refugees from the disastrous destruction of
the U.N. Starship Unity.
Each faction is guided by the vision of its leader. These visions, in
turn, give each faction a unique set of advantages and disadvantages.
By comparing the strenghts of your faction to the parameters of a
customized planet, you can either give yourself an edge against the
other factions, or set yourself a unique challenge to overcome.
GAIA'S STEPDAUGHTERS (LED BY LADY DEIRDRE SKYE)
The Gaians are determined not to repeat the environmental mistakes of
old Earth. They seek to live at peace with Planet. They start out with
the Centauri Ecology technology and advanced abilities to interact with
the native life, including tha ability to move freely through xenofungus
squares and gather extra nutrients from fungus. Their empathy with
Planet gives them the ability to place ravaging wild mind worms directly
under their control. Even when your capture attempt fails and normal
combat results, a victory gives you energy credits harvested from the
dead worms. However, remember that Psi combat depends on morale only,
so be sure your explorers rate as disciplined or higher unless you are
in the first few years after Planetfall, when weak Mind Worms abound.
Their experience with recycling systems make their bases more efficient,
but their pacifist leanings undermine the abilities of their military
units, and they resent police control in times of crisis. Because of
negative environmental consequences, the Gaians can not make the "Free
Market Economics" social choice. If you explore a sea Unity Pod with a
combat ship or a full transport, the pod yields an Isle of the Deep more
frequently. Reason: If you don't have an empty transport bay, the game
rolls and re- rolls for the pod contents until you get something that
doesn't need an empty bay- often, an Isle of the Deep.
+1 Planet
+2 Efficiency
-1 Morale
-1 Police
+1 Nutrients in fungus squares
May not use Free Market enonomics
Aggression: Pacifist
Priorities: Explore
Starting Technology: Centauri Ecology
Agenda: Green
Aversion: Free Market
_Land Bases_
Gaia's Landing
Mindworm Pass
Lucky Autumn
Gaia's High Garden
Blackroot Palace
Dreams of Green
Forest Primeval
Greenhouse Gate
The Lines
Children of Earth
Razorbeak Wood
Velvetgrass Point
Vale of Winds
Last Rose of Summer
Song of Planet
Nescus Shining
Autumn Grove
Lily of the Valley
Silverbird Park
The Flowers Preach
Virgin Soil
Fallow Time
Resplendent Oak
Garden of Paradise
Thorny Vineyard
Chiron Preserve
Memory of Earth
_Water Bases_
Garden of the Deep
Deirdre's Fishery
Water Garden
Great Lagoon
Falling Water
Ocean Flower
Sea Cradle
Garden of Fishes
_Maximizing Native Forces_
- The Xenoempathy Dome and Pholus Mutagen Secret Projects each confer a
+1 lifecycle bonus on any native unit you build.
- Native units built in a base with a Biology Lab, Centauri Preserve, or
Temple of Planet receive a +1 lifecycle bonus. This bonus is
cumulative; if a base has all three of these improvements, a native unit
will begin as a formidable Mature Boil. Add the above Secret Projects
to the mix, and you could be instantly producing the awe- aspiring Demon
Boils.
- Two more Secret Projects can make your native units virtually
unbeatable: The Dream Twister (+50% to Psi attack) and the Neural
Amplifier (+50% to Psi defense).
- Choose the 'Green' Economy model from the Social Engineering Screen,
available with the discovery of Centauri Empathy (E3). This moves your
Planet rating to +3, giving you a 75% chance to capture native forms and
a whopping 30% bonus in Psi combat.
- Be sure to upgrade your native units using monoliths. Since Psi
combat depends only on lifecycle/ morale status, it is imperative that
your Mind Worms be as advanced as possible before joining battle.
- Stick to the fungus. Any native unit gets a combat bonus when in the
xenofungus, unless the other participant is also a native unit, and Mind
Worms also use the fungus as roads.
- Remember that native units don't get a 'hasty assault' penalty when
attacking with partial movement points. Even if you're down to 1/3 of a
movement point, charge away!
- Don't rely solely on native units. Once an enemy wises up to your
native force, they may send anti- Psi units equipped with some nasty
special abilities: Empath Song (+50% to Psi attack) and Hypnotic Trance
(+50% to Psi defense). Keep some conventional units on hand to deal
with these guys.
_Weakness: Morale_
Early in the game, particularly if you haven't captured the first Mind
Worm, the Gaians often prove easy pickings for any faction with military
muscle.
- The Command Nexus, Cyborg Factory, and Maritime Control Center Secret
Projects all increase unit morale.
- These base facilities also increase unit morale: Command Center (land
units), Aerospace Complex (air units), Naval Yard (naval units), and
Bioenhancement Center (ALL unit types).
- Several socioeconomic choices also increase morale, including the
Fundamentalist, Power, and Thought Control choices.
- Monoliths can upgrade your units.
- Build units with the High Morale special ability.
HUMAN HIVE (LED BY CHAIRMAN SHENG- JI YANG)
This faction is ruled under harsh collectivist/ authoritarian
principles. The good of the individual is totally subordinate to the
state. They are isolationist, and militaristic. The Hive begins with
the Doctrine: Loyalty technology. Their bases are built underground,
giving them the equilalent of a pre- installed Perimeter Defense
facility. This means that you don't have to produce a ton of defensive
units in the beginning. More resources can be used to produce a solid
infrastructure and empire expansion. This basically means that the Hive
should try to build new colonies as quickly as possible. Experienced
Hive players have been known to produce nothing but Colony Pods for the
first fifty years, except for the "Headquarters" base. This base is
usually left for the Secret Projects. If you were to attack and take
over one of the Hive's bases, you had better know that you can back it
up from either the Hive or the other factions. It's hard to win the
base right back. Their population growth and industrial development are
above average, but their economy tends to lag behind others. The Hive
can not make the "Democratic" social choice.
+1 Growth
+1 Industry
-2 Economy
Underground bunkers
May not use Democratic politics
Aggression: Aggressive
Priorities: Conquer, Build
Starting Technology: Doctrine: Loyalty
Agenda: Police State
Aversion: Democracy
_Land Bases_
The Hive
Discipline Tubes
Factory Maze
Sheng-ji Yany Base
Laborer's Throng
Unity Lair
Worker's Nest
Unification Cavern
Society Grid
People's Teeming
Social Engineering Den
Great Collective
Great Clustering
The Labyrinth
Proletarian Knot
Manufacturing Warrens
Paradise Swarming
Socialism Tunnels
Watcher's Eye
Communal Nexus
The Drove Mound
Working Man Hold
Social Artery
Plex Anthill
Huddling of the People
Seat of Proper Thought
Deep Passages
Yang Mine
The Leader's Horde
Fellowship City
Hole of Aspiration
Chairman's Burrow
People's Endeavor
The Colony
Labor Network
Fecundity Tower
Industrial Crawling
_Water Bases_
Sea Collective
Port Yang
Ocean Core
Deep Community
Factory Drift
Deep Clustering
Sea Hive
_Maximizing Your Growth Strategies_
- Build The Weather Paradigm as soon as possible. This Secret Project
decreases the time it takes to build enhancements in a square by 50%.
You can build farms and mines quickly, enabling you to grow your
population and its productive capacity even faster. You won't have to
build as many Former units, freeing up resources for other construction
priorities.
- Two Secret Projects really maximize your growth potential: The
Planetary Transit System, which causes all new bases to start at size
three, and the Cloning Vats, which causes a population boom at all of
your bases. Additionally, the Children's Creche and Sky Hydroponics Lab
base facilities improve your growth rate.
- The Planned and Eudaimonic social engineering choices also improve
your growth rate. With version two and higher of the game, the Hive
suffers no negative efficiency from any social choice, so there's no
downside to a Planned Economy.
- Discover Gene Splicing (B3) as soon as possible, so you can remove the
nutrient production restrictions that keep you from harvesting more than
two nutrients from a square each turn.
_Weakness: Low Efficiency_
- Build more solar collectors, particularly on rivers or at high
altitudes. If you have the Weather Paradigm, you can quickly implement
this method of increasing your energy. Be sure to discover Environmental
Economics (B5) so you can collect more than two energy per square each
turn.
- Build the Merchant Exchange Secret Project (+1 Energy in every square
in a base). Also, the Recycling Tanks and Orbital Power Transmitter
base facilities help offset a low Economy rating.
- Increase your Economy through the following engineering choices: Free
Market, Wealth, and Eudaimonic.
UNIVERSITY OF PLANET (LED BY ACADEMICIAN PROKHOR ZAKHAROV)
The University is completely dedicated to research and the free exchange
of information. They are rumored to sometimes put the pursuit of
knowledge ahead of ethics. They start the game with the Information
Networks technology and one additional bonus technology. Each
University base receives a free Network Node when founded. The
University's research progresses quickly, but their open- access
philosophy makes them susceptible to attacks by covert "Probe Teams,"
while their callous elitism can easily lead to unrest among the workers.
The University can not make the "Fundamentalist" social choice.
+2 Research
-2 Probe
Free network node at every base
One bonus tech at beginning of game
Extra drone for every four citizens
May not use Fundamentalist Politics
Aggression: Erratic
Priorities: Discover
Starting Technology: Information Networks, +1 bonus tech
Agenda: Knowledge
Aversion: Fundamentalist
_Land Bases_
University Base
Academy Park
Lab Three
Library of Planet
Planetary Archives
Razvitia Progress Base
Cosmograd
Budushii Dvor
Tsiolkovsky Institute
Mendelev College
Nauk Science Center
Zarya Sunrise
Nadezjda Hope
Academgorodok
Koppernick Observatory
Svobodny Free Base
Zvedney Gorodok
Baikonur
Bibliotyek Science
Bibliotyek Letters
Climactic Research
Monitoring Station
Buran Prospect
Mir Lab
Relativity School
Pavlov Biolab
Lomonosov Park
Korolev Center
Gargarin Memorial
New Arzamas
Otkrietia Discovery
Zoloto Gold
Edinstvo Unity
_Water Bases_
The Marine Institute
Marine Biology Lab
Oceanographic Lab
Hydrothermal Institute
Deep Sea Lab
_Capitalize On Your Tech Advantage_
- Seek out Unity Pods for their alien artifacts. Alien Artifacts have
exceptional value to Zakharov, since the University possess a Network
Node in every base. In most cases, you can immediately link any
artifacts to a Network Node for a bonus advanced tech.
- Build the Merchant Exchange and the Supercollider Secret Projects in
the same base. Many players think of the Merchnat Exchange as a
Morganite Sedret Project, but the Exchange is invaluable for anyone
pursuing a tech game because it increases the amount of energy produced.
When you build the Supercollider (+100% Labs) in the same lab, the bonus
to your research is greatly increased. Build the Theory of Everything
for another +100% Labs in the same base and watch your Labs production
go through the roof.
- Other Secret Projects and base facilities that increase your research:
The Universal Translator (Two Free Techs), The Network Backbone (Labs
Bonus), Biology Lab, Fusion Lab, Quantum Lab, Research Hospital, and
Nanohospital. Again, building the facilities in the same base as the
Secret Projects mentioned above will have a stunning effect on your
research.
- Add to your +2 Research by choosing the Knowledge and Cybernetic
social engineering settings. You can increase your research rate by as
much as 50% in this manner.
- Be sure to build plenty of solar collectors around your bases, since
your research directly depends on the amount of energy harvested each
turn.
_Weaknesses: Probe Teams and Drones_
- The Hunter- Seeker Algorithm renders all your bases and units immune
to enemy infiltration, solving your Probe Team problems.
- The Virtual World is a must- have for the University. This Secret
Project makes every Network Node do double duty as a Hologram Theater,
offsetting many drone problems with two talents per base. The
University with the Virtual World means that any new base founded by
Zakharov receives a freen Network Node and a Hologram Theater, an
unbeatable combination.
- The Human Genome Project, Longevity Vaccine, and Ascetic Values can
also help with controlling the drones. And the Telepathic Matric
permanently gets rid of drone riots as well as increasing your probe
rating, making it another Project tailor- made for the wise University
leader.
- The Thought Control scoial engineering choice increases your probe
rating, making your units and bases less susceptible to enemy
infiltration and more expensive to anyone trying to take control of
them.
MORGAN INDUSTRIES (LED BY CEO NWABUDIKE MORGAN)
The Morganites are organized along corporate lines, and dedicated to
laissez- faire capitalist economic principles. They start the game with
100 energy credits and the Industrial Base technology, and receive a
bonus to all income from commerce between factions. Since they have
such a great economy, the Morganites can emass a rather sizeable army of
Probe Teams. Morganites have expensive tastes, making it difficult for
them to support units in the field, and requiring them to build Hab
Complex facilities before the population of any of their bases can
exceed four citizens. The Morganites can no make the "Planned
Economics" social choice.
+1 Economy
-1 Support
Commerce (bonus increases value of treaties, pacts, loans)
Need Hab Complex for bases to exceed 4
May not use Planetery Economics
Aggression: Pacifist
Priorities: Build
Starting Technology: Industrial Economics
Agenda: Free Market
Aversion: Planned
_Land Bases_
Morgan Industries
Morgan Processing
Morgan Energy Monopoly
Morgan Metagenics
Morgan Solarflex
Morgan Collections
Morgan Bank
Morgan Entertainment
Morgan Construction
Morgan Trade Center
Morgan Distribution
Morgan Interstellar
Morgan Biochemical
Morgan Pharmaceuticals
Morgan Aerodynamics
Morgan Datasystems
Morgan Metallurgy
Morgan Robotics
Morgan Hydroponics
Morgan Transport
Morgan Studios
Morgan Mines
Morgan Altimatter
Morgan Gravitonics
_Water Bases_
Morgan Hydrochemical
Morgan Marine
Morgan Dock
Morgan Ocean Resources
Morgan Sea Platform
_Strategies to become the richest person_
- Build the Merchant Exchange. This Secret Project acts as the
foundation of an economic strategy, since it generates one extra energy
in every square worked by the controlling base. Try to build the
Exchange in a base with lots of growth capacity; th higher the base
population, the more extra energy the Exchange generates. The Self-
Aware Colony (maintenance costs halved) also channels more energy to
your reserves.
- Quite a number of base facilites are available that generate more
energy or increase energy reserves, including the Energy Bank, Tree
Farm, Hybrid Forest, Fusion Lab, Quantum Lab, and Orbital Power
Transmitter.
- Use social engineering to increase your Economy rating. The Free
Market and Wealth choices both help generate more energy in each base.
- Form as many Treaties and Pacts as practable with other factions. The
Morgans get a commerce bonus from these arrangements, so they invariably
get the better end of the deal.
- Build the Hunter- Seeker Algorithm (making your bases and units immune
to Probe Team infiltration). If someone else builds this Project first,
you won't be able to use your Probe Teams against them. And remember
that you'll have to field a conventional force at some point to deal
with Miriam, since her tendency to choose the Fundamentalist form of
government, render Probe Teams ineffective when used against her.
- Construct plenty of sollar collectors around your bases to harvest
energy, and discover Environmental Economics (B5) as soon as possible to
remove energy restrictions.
_Weaknesses: Population Limits and Support Rating_
- The Ascetic Virtues relaxes the population limit, while the Living
Refinery grants a +2 support rating modifier. Unfortunately, the Living
Refinery doesn't become available until mid- game.
- Build units with the Clean Reactor, which requires no support. Clean
reactors require Bio- engineering (B5), which you can research earlier
than advanced Spaceflight
SPARTAN FEDERATION (LED BY COLONEL CORAZON SANTIAGO)
The Spartans are paramilitaty survivalists. They believe in both the
right and a duty to keep and bear arms. The Spartans start the game
with the Doctrine: Mobility technology and a fast scout rover vehicle,
and they do not have to pay extra to develop prototypes of new units.
Morale of their units is exceptionally high, and their citizens accept
strict police control as a necessity, but their extravagant military
needs weigh down industrial operations. The Spartans can not make the
"Wealth" social choice.
+2 Morale
+1 Police
-1 Industry
Prototype units do not cost extra minerals
May not use Wealth value in Social Engineering
Aggression: Erratic
Priorities: Discover, Conquer
Starting Technology: Doctrine: Mobility
Agenda: Power
Aversion: Wealth
_Land Bases_
Sparta Command
Hawk of Chiron
Fort Liberty
Survival Base
Assassin's Redoubt
Ironholm
Commander's Base
Centurion Cave
Fort Survivalist
War Outpost
Bunker 118
Fort Superiority
Militia Station
Hommel's Citadel
Halls of Discipline
Fort Legion
Training Camp
Parade Ground
Janissary Rock
Defiance Freshold
Blast Rifle Crag
Hero's Waypoint
_Water Bases_
Fleet Anchorage
Hydrodock
Sea Outpost
Admirality Base
Fleet Base
_Improving The Military Advantage_
- The Command Nexus, Cyborg Factory, and Maritime Control Center Secret
Projects all increase unit morale. If you possess both The Command
Nexus and the Cyborg Factory, you will automatically be producing Elite
ground units with a bonus +1 movement point.
- These base facilities also increase unit morale: Command Center (land
units), Aerospace Complex (air units), Naval Yard (naval units), and
Bioenhancement Center (ALL unit types).
- Several socioeconomic choices also increase morale, including the
Fundamentalist, Power, and Thought Control choices.
- Monoliths can upgrade your units.
- Build units with the High Morale special ability.
_Increasing Your Mineral Production_
- The Singularity Inductor and Bulk Matter Transmitter Secret Projects
generate significantly higher quantities of minerals.
- Early in the game, build the Recycling Tanks base facility for its
extra mineral harvested per turn. Later in the game, several different
facilities can increase your mineral output, including the Robotic
Assembly Plant, Nanoreplicator, Quantum Converter, Genejack Factory, and
the Nessus Mining Station.
- The Planned and Eudaimonic social choices increase your industry
rating, lowering mineral costs to standard levels or better.
THE LORD'S BELIEVERS (LED BY SISTER MIRIAM GODWINSON)
The Believers seek a life of prayer and religious worship. Because of
the strength of their convictions, they get a bonus when attacking their
enemies. They start the game with the Social Psych technology. The
Believers are resistant to probe brainwashing, but their suspicion of
secular science retards their research efforts, and their belief that
Planet is their promised land sometimes interferes with their ecological
sensitivity. The Believers can not make the "Knowledge" social choice.
+25% Bonus when attacking enemies, from the strength of convictions
+1 Probe (devout believers difficult to brainwash)
-2 Research (suspicious of secular science)
-1 Planet (believe Planet is their promised land)
Accumulates no research points until MY 2110
May not use Knowledge value in Social Engineering
Aggression: Aggressive
Priorities: Explore, Conquer
Starting Technology: Social Psych
Agenda: Fundamentalist
Aversion: Knowledge
_Land Bases_
New Jerusalem
Terrible Swift Sword
The Lord's Mercy
Great Conclave
Eternal Reward
The Rapture
Great Zion
Throne of God
The Hand of God
Far Jericho
The Lord's Grace
The Lord's Chosen
Redemption Base
Sanctity Base
Divinity Base
Children of God
The Lord's Gift
The Holy Five
Noah's Rainbow
Revelation Base
From on High
The Voice of God
Blessed Saviour
Time of Salvation
Judgement Seat
House of Martyrs
Righteous Sentence
Valley of the Faithful
The Lord's Wrath
The Coming of the Lord
Blessed Redeemer
Hallowed Ground
The Word of God
The Glory of God
The Lord's Truth
Godwinson's Hope
New Eden
_Water Bases_
He Walked on Water
Belly of the Whale
Port Grace
Loaves and Fishes
Fisher of Men
Water of Wine
Consecrated Waters
_Building A Better Military_
- Use the same basic information as included for the Spartans above.
_Weaknesses: Research and Planet_
- Make smart friends. Forging alliances with more technologically
advanced factions, such as the University and the Morgans, often proves
the easiest way to acquire research breakthroughs. If you start next to
the University, you can even try to use your offensive bonus to force an
early submission Pact so Zakharov can feed you techs throughout the
game.
- Build the Planetary Datalinks Secret Project, which gives you access
to any tech subsequently discovered by three other factions.
THE PEACEKEEPING FORCES (LED BY COMMISSIONER PRAVIN LAL)
The Peacekeepers exist to support the humanitarian principles of the
United Nations of Earth, the organization that originally commissioned
the Unity expedition to Alpha Centauri. They start the game with the
Biogenetics technology. The idealism of this faction attracts an
intellectual elite, but their society possesses a tendency towards
bureaucratic inefficiency. Their bases can exceed normal population
limits by two. Due to his experience with parliamentary maneuvering,
Lal's vote counts double when the Planetary Council is convened for
election of a Planetary Governor or Supreme Leader. The Peacekeepers
can not make the "Police State" social choice. Factions that are at
least two times as strong as the next powerful faction tend to be
regarded with suspicion by the other faction leaders. You should become
allies, it'll be easier.
-1 Efficiency
Extra talent for every four citizens
May exceed Hab Complex population requirements by two
Receives double votes in elections for Planetary Governor and Supreme
Leader
May not use Police State Politics
Aggression: Erratic
Priorities: Explore, Discover
Starting Technology: Biogenetics
Agenda: Democracy
Aversion: Police State
_Land Bases_
U.N. Headquarters
U.N. Aid Station
U.N. Commerce Committee
U.N. High Commission
U.N. Equality Village
U.N. Court of Justice
U.N. Temple of Sol
U.N. Settlement Agency
U.N. Information Agency
U.N. Haven City
U.N. Enforcement Base
U.N. Planetary Trust
U.N. Great Refuge
U.N. Healthy Authority
U.N. Data Aquisition
U.N. Amnesty Town
U.N. Planning Authority
U.N. Disaster Relief
U.N. Pillar of Rights
U.N. Education Agency
U.N. Criminal Tribunal
U.N. Humanity Base
U.N. Social Council
_Water Bases_
U.N. Ocean Authority
U.N. Sea Habitat
U.N. Peace Anchorage
U.N. Marine Agency
U.N. Port Refuge
========================================
III. Landmarks
========================================
There are several landmarks on Planet. Most of the landmarks give you
extra resources.
FRESHWATER SEA: The richest aquatic region of Planet which provides +1
Nutrients per square.
GARLAND CRATER: Made by a comet or another flying object, this crater
produces an extra +1 Mineral bonus.
GEOTHERMAL SHALLOWS: Many underwater geysers provide +1 Energy per
square.
GREAT DUNES: A desert which provides no bonus resources. It is a rather
inhospitable place to live.
MONSOON JUNGLE: A vast rainforest- like area which produces +1 Nutrients
per square.
MOUNT PLANET: An enormous active volcano, which produces a +1 bonus of
both Minerals and Energt per square on its slopes.
NEW SARGASSO: A large growth of underwater fungus. If provides no bonus
resources; however, you can harvest the fungus.
PHOLUS RIDGE: The geothermal energy produced here, produces +1 Energy
per square.
SUNNY MESA: It provides no resource bonuses, but due to its elevation,
it is a good spot for solar collectors and Echelon Mirrors.
THE RUINS: A ring of monoliths, which provide no bonuses, other than the
monolithe themselves.
URANIUM FLATS: A location with mant elements, which provide +1 Energy
per square.
========================================
IV. Secret Projects
========================================
ASCENT TO TRANSCENDENCE: End of Human Era
ASCETIC VIRTUES: Population limit relaxed; +1 Police
BULK MATTER TRANSMITTER: +2 Minerals at each base
CITIZENS' DEFENSE FORCE: Perimeter Defense at each base
CLINICAL IMMORTALITY: Extra talent at each base
CLONING VATS: Population boom at all the bases
COMMAND NEXUS: Command Center at each base
CYBORG FACTORY: Bioenhancement Center at each base
DREAM TWISTER: Psi Attack +50%
EMPATH GUILD: Commlink for every faction
HUMAN GENOME PROJECT: +1 Talent at each base
HUNTER- SEEKER ALGORITHM: Immunity to Probe Teams
LIVING REFINERY: +2 Support
LONGEVITY VACCINE: Fewer drones/ more profits
MARITIME CONTROL CENTER: Naval Movement +2; naval bases
MERCHANT EXCHANGE: +1 Energy each square at the base
NANO FACTORY: Repair units; low upgrade costs
NETWORK BACKBONE: +1 Lab per commerce/ net node
NEURAL AMPLIFIER: Psi Defense +50%
PHOLUS MUTAGEN: Ecology Bonus; Lifecycle bonus
PLANETARY DATALINKS: Any tech known to three others
PLANETARY TRANSIT SYSTEM: New bases begin at size three
SELF- AWARE COLONY: Maintenance halve; Extra police
SINGULARITY INDUCTOR: Quantum Converter at each base
SPACE ELEVATOR: Energy +100%/ Orbital cost halved
SUPERCOLLIDER: Labs +100% at the base
TELEPATHIC MATRIX: No more drone riots; +2 Probe
THEORY OF EVERYTHING: Labs +100% at the base
UNIVERSAL TRANSLATOR: 2 Free Techs
Virtual World: Network Nodes help drones
VOICE OF PLANET: Begins Ascent to Transcendence
WEATHER PARADIGM: Terraform +50%
XENOEMPATHY DOME: Fungus movement bonus
=======================================
V. Facilities
=======================================
(#)= Maintenance
- AEROSPACE COMPLEX- +2 Morale: Air; Air defense +100%;(2)
- BIOENHANCEMENT CENTER- +2 Morale: Air; (2)
- BIOLOGY LAB- Research and Psi; (1)
- CENTAURI PRESERVE- Ecology Bonus; (2)
- CHILDREN'S CRECHE- Growth/ Effic/ Morale;(1)
- COMMAND CENTER- +2 Morale: Land; (Varies)
- ENERGY BANK- Economy Bonus; (1)
- FUSION LAB- Economy and Labs Bonus; (3)
- GENEJACK FACTORY- Minerals; More Drones; (2)
- HAB COMPLEX- Increase Population Limit; (2)
- HABITATION DOME- Increase Population Limit; (4)
- HEADQUARTERS- Efficiency; (0)
- HOLOGRAM THEATRE- Psych; Fewer Drones;(3)
- HYBRID FOREST- Economy/ Psych/ Forest;(4)
- NANOHOSPITAL- Labs and Psych Bonus; (4)
- NANOREPLICATOR- Minerals Bonus;(6)
- NAVAL YARD- +2 Morale: Sea; Sea Defense +100%; (2)
- NESSUS MINING STATION- +1 Minerals ALL Bases; (0)
- NETWORK NODE- Labs Bonus; (1)
- ORBITAL DEFENSE POD- Missile Defense; (0)
- ORBITAL POWER TRANSMITTER- +1 Energy ALL Bases; (0)
- PARADISE GARDEN- +2 Talents; (4)
- PERIMETER DEFENSE- Defense +100%; (0)
- PRESSURE DOME- Submersion/ Resources; (0)
- PSI GATE- Teleport; (2)
- PUNISHMENT SPHERE- No Drones; -50% Tech; (2)
- QUANTUM CONVERTER- Minerals Bonus; (5)
- QUANTUM LAB- Economy and Labs bonus; (4)
- RECREATION COMMONS- Fewer Drones; (1)
- RECYCLING TANKS- Bonus Resources; (0)
- RESEARCH HOSPITAL- Labs and Psych bonus; (3)
- ROBOTIC ASSEMBLY PLANT- Minerals Bonus; (4)
- SKUNKWORKS- Prototypes are Free; (1)
- SKY HYDROPONICS LAB- +1 Nutrient ALL Bases; (0)
- STOCKPILE ENERGY- Minerals to Energy; (0)
- TACHYON FIELD- ALL Defense +100%; (2)
- TEMPLE OF PLANET- Ecology Bonus; (3)
- TREE FARM- Economy/ Psych/ Forest; (3)
=======================================
VI. Technologies
=======================================
- ADVANCED ECOLOGICAL ENGINEERING
- ADVANCED MILITARY ALGORITHMS
- ADVANCED SPACEFLIGHT
- ADVANCED SUBATOMIC THEORY
- APPLIED GRAVITONICS
- APPLIED PHYSICS
- APPLIED RELATIVITY
- BIO- ENGINEERING
- BIOGENETICS
- BIOMACHINERY
- CENTAURI ECOLOGY
- CENTAURI EMPATH
- CENTAURI GENETICS
- CENTAURI MEDITATION
- CENTAURI PSI
- CONTROLLED SINGULARITY
- CYBERETHICS
- DIGITAL SENTIENCE
- DOCTRINE: AIR POWER
- DOCTRINE: INITIATIVE
- DOCTRINE: LOYALTY
- DOCTRINE: MOBILITY
- ECOLOGICAL ENGINEERING
- ENVIRONMENTAL ECONOMICS
- ETHICAL CALCULUS
- EUDAIMONIA
- FRICTIONLESS SURFACE
- FUSION POWER
- GENESPLICING
- GRAVITON THEORY
- HIGH ENERGY CHEMISTRY
- HOMO SUPERIOR
- INDUSTRIAL AUTOMATION
- INDUSTRIAL BASE
- INDUSTRIAL ECONOMICS
- INDUSTRIAL NANOROBOTICS
- INFORMATION NETWORKS
- INFORMATION INTEGRITY
- MATTER COMPRESSION
- MATTER EDITATION
- MATTER TRANSMISSION
- MIND/ MACHINE INTERFACE
- MONOPOLE MAGNETS
- NANOMETALLURGY
- NANOMINIATURIZATION
- NEURAL GRAFTING
- NONLINEAR MATHEMATICS
- OPTICAL COMPUTERS
- OPTICAL SPACEFLIGHT
- ORGANIC SUPERLUBRICANT
- PHOTON/ WAVE MECHANICS
- PLANETARY ECONOMICS
- PLANETARY NETWORKS
- POLYMORPHIC SOFTWARE
- PRE- SENTIENT ALGORITHMS
- PROBABILITY MECHANICS
- QUANTUM MACHINERY
- QUANTUM POWER
- RETRIOVIRAL ENGINEERING
- SECRETS OF ALPHA CENTAURI
- SECRETS OF CREATION
- SECRETS OF THE BRAIN
- SELF- AWARE MACHINES
- SENTIENT ECONIMETRICS
- SILKSTEEL ALLOYS
- SINGULARITY MACHINES
- SOCIAL PSYCH
- SUPER TENSILE SOLIDS
- SUPER CONDUCTOR
- SUPERSTRING
- SYNTHETIS FOSSIL FUELS
- TEMPORAL MECHANICS
- THE WILL OF POWER
- THRESHOLD OF TRANSCENDENCE
- TRANSCENDENT THOUGHT
- UNIFIED FIELD THEORY
========================================
VII. Planetary Council Proposals
========================================
ELECT PLANETARY GOVERNOR: New Governor Appointed
GLOBAL TRADE PACT: Commerce Rates Doubled
INCREASE SOLAR SHADE: Global Cooling; Sea Levels Drop
LAUNCH SOLAR SHADE: Global Coolong; Sea Levels Drop
MELT POLAR CAPS: Global Warming; Sea Levels Rise
REINSTATE U.N. CHARTER: Atrocity Prohibitions Return
REPEAL GLOBAL TRADE PACT: Commerce Rates Halved
REPEAL U.N. CHARTER: Atrocity Prohibitions Lifted
SALVAGE UNITY FUSION CORE: +500 Energy Credits To Every Faction
UNITE BEHIND ME AS THE SUPREME LEADER: Diplomatic Victory; Game Ends
========================================
VIII. Citizens
========================================
Bonus To Economy Labs Psych
DOCTOR 0 0 +2
DRONE
EMPATH +2 0 +2
ENGINEER +3 +2 0
LIBRARIAN 0 +3 0
TALENT
TECHNICIAN +3 0 0
THINKER 0 +3 +1
TRANSCEND +2 +4 +2
WORKER
=========================================
IX. General Tips
=========================================
- Be sure to use the best terrain improvement for each square: farms in
rainy squares, forests in arid or moist, and mines in rocky.
- I recommend to build at least two military units at each base to start
off with.
- After your military units are built, build some formers.
- I recommend that you build recycling tanks and supply pods next. This
will increase efficiency and expansion.
- If you want, build Mind Worms. However, you must build these nasty
critters early in the game. They won't be as useful, because the
factions will have sufficiently developed their Psi defenses.
- Don't forget to build things like the Children's Creche, Biology Lab,
and Hab Complex.
- I recommend signing treaties or pacts with some or most of the other
factions for a short time, at least.
- Don't forget that units can hide in the fungus.
- Boreholes are very important in the production of resources at your
bases. I recommend having at least one borehole for every four bases.
- Remember to scout for the landmarks. They will provide extra
resources.
- Build sensory arrays as you explore to watch for mind worms.
- Send Supply Crawlers to retrieve far away resource deposits.
- Naval Bases and Aerospace Complexes add to your faction's dominance
and expandability.
- Remember to build kelp farms, tidal harnesses, and mining platforms
for bases near an ocean.
- You can defend your borders by planting a line of fungus and hiding
units in it. Remember to make some sensors near there as well. This
will prevent the other factions from doing the same.
- If you're located on the western side of a long landmass that you
share with other factions, you must define the eastern edge of your
territory by raising a ridge line. You can settle the green exposure,
while the barren, eastern exposure will create a no- man's land that the
enemy will be reluctant to expand into.
- To invade a nearby landmass which isn't connected by land, consider
raising a land bridge. You can also use transport boats.
- If your land is arid, build a condensor to make it more moist.
- Build solar collectors adjacent to Echelon Mirrors in high elevation
locations.
- Forests are easy to produce and provide sufficient resources, so plant
several forests near your bases.
- Upgrade your units in the field by pressing [Ctrl][U].
- If possible, get the Weather Paradigm. You will be able to do the
other types of terraforming that requires Ecological Engineering,
without actually having that technology.
- You should upgrade to Mag Tubes when you get the Monopole Magnets
Technology. You will be able to move a little quicker. Unfortunately,
the other factions can still use them.
- To soften up a unit prior to final attack, complete a bombarding run.
===========================================
X. Hot Keys
===========================================
MAP COMMANDS
Move units/ View Map- [V]
Zoom in- [Z]
Zoom Out- [X]
Standard zoom in- [Shift][Z]
Standard zoom out- [Shift][X]
Full zoom in- [Ctrl][Z]
Full zoom out- [Ctrl][X]
Toggle flattened terrain- [Ctrl][Shift][X]
Toggle map & Grid- [Ctrl][G]
Toggle base grid- [Ctrl][Shift][G]
Show autoforward routes- [Ctrl][Shift][B]
Show patrol orders- [Shift][P]
Terrain Survey- [T]
Hide/ Show Names Et Production- [Ctrl][N]
Name Landmark- [Shift][N]
Erase Landmark- [Ctrl][Shift][N]
Locate Base- [Ctrl][B]
Previous Cursor Position- [Backspace]
Next Cursor Position- [Shift][Backspace]
Center screen- [C]
===========================================
XI. Credits/ Links
===========================================
- Firaxis Games
- Electronic Arts
- PC Gamer
- Prima
- GameFaqs and CJayC
- vgstrategies.about.com
- Cheat Code Central--http://www.cheatcc.com
- http://www.alphacentauri.com/
- http://alphazone.cjb.net/
- http://civilization.gamestats.com/smac
===========================================
XII. Farewell!
===========================================
Copyright 1999 Jim Chamberlin. All Rights Reserved. You can't
copyright facts, only style. Like I mentioned earlier, this is more of
a reference guide than anything else. If you know of anything you think
that I should include, e- mail me at the address at the beginning of the
guide. I am open to consideration. If you wish to add this guide to
your site, ask me first. Until next time...
Copyright © 1996-2002, Greg Taylor. All Rights Reserved.