Cheat Goat's PC Codes

------------------------

Alpha Centauri

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...

------------------------

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