                                ,,,
                               (o o)
---------------------------oOOo-(_)-oOOo----------------------------------------
READ THE SHAMELESS SELF PROMOTION BIT TOWARDS THE END OF THIS GUIDE.  EVERY
GUIDE WILL BE AT Video Game Strategies, Game Winners, and GameFAQs.  HOWEVER,
THERE WILL BE SOME THAT ARE GAME WINNERS- EXCLUSIVE GUIDES.  I WILL NOTE THAT
RIGHT NEXT TO THE TITLE OF THE GUIDE IN THE SECTION.  I WILL ALSO NOTE THE URL
OF THE HTML GUIDES.
--------------------------------------------------------------------------------

ATTENTION: AN HTML VERSION OF THIS FAQ CAN NOW BE SEEN AT:
http://www.gameadvice.com/html/SidMeiersAlphaCentauri/index.html

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                    Sid Meier's Alpha Centauri (SMAC)
                    System: Windows (PC)

                    Version: 4.2 (06/17/00)

This FAQ is Copyright 2000 Jim Chamberlin a.k.a. Red Phoenix.  The only sites
allowed to use this FAQ are: GameFAQs (http://www.gamefaqs.com), Game Winners
(http://www.gamewinners.com), and Video Game Strategies
(http://vgstrategies.about.com).  If ANY other site has a copy of this FAQ, it
is an illegal copy.  So, if you happen to see this at another site, please
notify me immediately.

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


                                                                ///,        ////
                                                                \  /,      /  >.
                                                                 \  /,   _/  /.
                                                                  \_  /_/   /.
    _____               _____                                      \__/_   <
   /  __ \__________   /  __ \___ _  _____  _________ _  ____  __  /<<< \_\_
  /  / / /  ___/ __ \ /  / / /  // \/  __ \/  ___/   Y \/__/ \/ / /,)^>>_._ \
 /  /_/ /  _/_/ /_/ //  /_/ /  _~  /  /_/ /  _/_/  \   /  />   <  (/   \\ /\\\
/__/ \  >____/_____//  ____/__//__/\_____/_____/__//__/\_//__/\_\      // ````
======\/============\_/========[red_phoenix_1@hotmail.com]============((`=======


-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Version -  0.1 - 3.3 - Made and updated the guide on a regular basis.
                 3.4 - Made the ASCII art and included a few little notes.
                 3.5 - Added more ASCII art and changed my name and email
                       address.
                 3.6 - Minor Changes.
                 3.7 - Minor Changes.
                 3.8 - Added the URL of the HTML version of this FAQ.
                 3.9 - A minor change.
                 4.0 - All kinds of changes.
                       I've decided to take the Dialogue section out of this FAQ
                       and put it in a completely different FAQ.  In my opinion,
                       this will make it much easier to navigate this FAQ.

                       I've also rewritten a few sections to update what's going
                       on.  There were a few sections that haven't been updated
                       since last fall, so they certainly needed to be changed
                       in one way or another.

                       I even noticed a wrong email link.  I never had the email
                       address I had listed in here, heh.  That's why I haven't
                       received too many emails on SMAC.

                 4.1 - I like the fact that I took the Dialog out of this FAQ.
                       I also decided to take the Fictional Story out of here
                       and put it in a separate guide.  Afterall, I think this
                       will make is easier to navigate.

                       Would anyone care to comment on the "newer" look?

                 4.2 - A few minor changes.

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Since this section hasn't been updated since last fall, I thought I'd do a
little "rewrite".  Afterall, most of this info is way outdated.  On with the
update...

Welcome folks.  The information in this FAQ is nearing completion.  I've spent
some more time on it to update some things, and make it easier to navigate in
general.  With very little to do with this SMAC FAQ, it is about time to call it
quits.  I will, however, add a thing or two now and then to keep the "Shameless
Self Promotion" section up to date.  Other than that, there probably won't be
too much else to update.

As all of us know, there has been a add-on pack for SMAC.  It's called Alien
Crossfire.  I hope there will be more add-ons in this series.  I hope the next
one that comes out is a complete version, instead of an add-on.

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: red_phoenix_1@hotmail.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
      - Unit Design Info.
    XI. Credits/Links
   XII. Farewell!    
 
======================================
I. Introduction
======================================

Soon after the new millennium 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 strengths 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 the 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 economics
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 
equivalent 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 Yang 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 Merchant Exchange as a Morganite
Secret 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 free 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 social 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 Planetary 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 facilities 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 solar 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 Energy 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 
monoliths themselves.

URANIUM FLATS: A location with many 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
=======================================
Biogenetics
The alien environment on Planet brought a host of unforseen
health problems for the colonists. Early inquiries into
{Biogenetics} center on the prevention and treatment
of these problems. Researchers in this discipline seek
an understanding of the entire human genetic code.


Industrial Base
The first colonies lack any kind of factories or heavy
industry, so the creation of an {Industrial Base} becomes
a high priority for economic growth. This Industrial Base
emphasizes small-scale manufacturing with primitive assembly
lines and simple currency instruments.


Information Networks
Survival equipment from the [Unity] contained a variety
of computers purpose-built for the needs of a frontier
society. However, they must first be connected into
{Information Networks} before scientists can utilize
their power.


Applied Physics
The colonists must create new tools from the wreckage of
the [Unity] to survive and expand. Early inquiries into
{Applied Physics} emphasize this adaptation of existing
technology for the new environment.


Social Psych
The overcrowding aboard the [Unity] following the premature
wakeup caused terrible conditions for the crew, but also
generated valuable data concerning humans under extreme
environmental stresses. Analysis of this data provides
the first comprehensive, mathematical insight into the
{Social Psychology} of humans.


Doctrine: Mobility
The early colonists quickly learned the importance of
reconnaissance and self-defense in this most alien
of environments. {Doctrine: Mobility} formalizes
these cornerstones of military might, representing
the first attempts at an organized defense policy
on Planet.


Centauri Ecology
Finding adequate sources of nutrients, energy, and
minerals is the most immediate problem facing the
colonists after Planetfall. An
understanding of the basics of {Centauri Ecology}
provides humans with the tools they need to begin
shaping the world around them-how plants grow, what
geological structures exist, and how natural energy
sources may be exploited on Planet.


Superconductor
The power requirements of [Optical Computers (D3)]
and the nascent [Industrial Base (B1)] stimulate
research into high-temperature {Superconductors},
an advance long considered a holy Grail by physical
chemists. A {Superconductor} is a material
that does not resist a flow of electrons. Using a
{Superconductor}, power can be transmitted at incredible
speeds over vast distances with no degradation. Bulky
and expensive cooling equipment for high-powered
machinery or weaponry becomes unnecessary, because these
materials remain cool and efficient as electricity passes
through them.


Nonlinear Mathematics
By using the power of [Information Networks (D1)] to speed
calculations and encourage collaborations, researchers
make giant strides in the field of {Nonlinear Mathematics},
with significant military applications.


Applied Relativity
Albert Einstein developed his theories of relativity between
1905 and 1916; complete explanations of his work may be found
in a number of sources. Later research into [Advanced Subatomic
Theory (B3)] and [Superconductors (C4)] demonstrated that his
postulates, though innovative for his time, were incomplete. {Applied
Relativity} takes Einstein's basic theories and updates them to
encompass an understanding of newly-discovered phenomena.


Fusion Power
An extremely clean, powerful, and efficient source of energy,
{Fusion Power} was known on Earth for decades as the reaction
that powered the stars. However, scientists could not control
the huge magnitude of released energy, so the only practical
application for {Fusion Power} was in bombs of enormous destructive
power. With the advent of [Superconductors (C4)], and by using
[Pre-sentient Algorithms (D5)] to monitor and control the released
energy, humanity finally has access to cheap, abundant, and
reusable power.


Silksteel Alloys
The growing field of [Industrial Automation (B3)] causes
increased demand for new kinds of material that can withstand
the incredible stresses of the robotic factories. Discoveries
in [Advanced Subatomic Theory (B3)] provide engineers with
these materials, dubbed {Silksteel Alloys} for their
extraordinary tensile strength and flexibility.


Advanced Subatomic Theory
Discoveries in [High Energy Chemistry (C2)] point the way
to a new {Advanced Subatomic Theory} that tries to detect
and quantify the smallest possible underlying particles of
matter. Using self-modifying [Polymorphic Software (D2)],
the physicists developing this theory give mankind a window
on the infinitesimal building blocks of the universe.


High Energy Chemistry
Breakthroughs in [Applied Physics (C1)] and [Industrial Base
(B1)] lead to an understanding of {High Energy Chemistry}.
This discipline seeks to understand the properties and
behavior of matter at very high temperatures, and results
in new types of materials that remain in a stable plasma
state even when superheated by intense laser stimulation.


Frictionless Surfaces
Discovery of the [Unified Field Theory (D10)] allowed
scientists to alter the fundamental properties of matter
itself. The discovery of {Frictionless Surfaces} proves
the most useful application of these techniques. As the
name implies, {Frictionless Surfaces} consist of materials
that remain unaffected by friction, a force that slows
down motion by changing kinetic energy into heat energy.
Moving objects made of these materials do not slow down
as they come into contact with other matter.


Nanometallurgy
Driven by the requirements of [Doctrine: Initiative (E5)]
and the mathematical models behind [Probability Mechanics
(B7)],  {Nanometallurgy} techniques allow engineers to
manipulate metals at the molecular level.


Superstring Theory
One of the more contentious debates that ran through the
physics community of 20th century Earth centered on the
viability of {Superstring Theory}. This theory attempts
to unify the theory of gravity and other fundamental forces,
and posits that all characteristics exhibited by subatomic
particles, such as protons and neutrons, may be described as
vibrations of fundamental, one-dimensional strings. This
concept had been abandoned as untestable, until the development
of [Nonlinear Mathematics (C2)], which offers mathematical
models supporting {Superstring Theory}.


Advanced Military Algorithms
Military requirements have historically pushed technology
forward, and no better example can be found than sophisticated
software development. From the first computers, designed to
calculate artillery shell trajectories, to {Advanced Military
Algorithms} developed from [Polymorphic Software (D2)] and
[Doctrine: Flexibility (E2)], mankind has worked to extend
warfare into the digital world.


Monopole Magnets
Magnetism, like electricity and gravity, is one of the
fundamental forces of the universe. Prior to research
in [Superstring Theory (C5)] and [Silksteel Alloys (E4)],
all known magnets were dipolar, with a north and a south
pole. Development of a {Monopole Magnet} permits radical
new applications for science and industry.


Matter Compression
Breakthroughs in [Nanominiaturization (B8)] and
[Nanometallurgy (E8)] lead to complex {Matter
Compression} techniques. Using these techniques,
scientists can create materials as dense as the
inside of a star, with significant military and
industrial applications.


Unified Field Theory
Scientists have long worked towards a single theory
that explains all fundamental forces in
nature (gravity, magnetism, etc.)-a {Unified Field
Theory}. Advances in [Monopole Magnets (B6)] and
[Applied Relativity (D5)] help reveal these fundamental
mechanics of the universe.


Graviton Theory
[Quantum Machinery (D12)] and [Mind\Machine Interface
(B6)] pave the way for an understanding of gravity-the
weakest fundamental force in the universe, but one that
acts at infinite distances. With {Graviton Theory},
physicists can detect and measure the long-predicted
gravitons-particle strings that carry gravitational force.


Polymorphic Software
On Earth, only theoretical mathematicians and entertainment
software programmers used {Polymorphic Software}--self-modifying
code--to any success. On Planet, the requirements of the budding
[Industrial Base (B1)] and [Information Networks (D1)]
spur widespread development of neural net applications that rewrite
themselves in response to data inputs.


Applied Gravitonics
Once physicists discover [Graviton Theory (E13)], they
turn their attention to {Applied Gravitonics}--the control
of gravity itself. By controlling and manipulating the
graviton strings that carry gravitational force, mankind
can levitate objects regardless of mass or proximity to
other objects.


Quantum Power
Earth scientist Max Planck first coined the term "quantum"
to describe an individual particle of light. Planck though
each quantum was indivisible, so that a fraction of a
quantum could not exist. One of the more startling
discoveries arising from [Unified Field Theory] was
that individual quantum actually could be split into
component sub-particles, much like atoms may be split
through fission. The energy released by {Quantum Power}
is several orders of magnitude greater than ordinary [Fusion Power].


Singularity Mechanics
Knowledge of [The Secrets of Creation (D11)] paved the
way for understanding {Singularity Mechanics}. This
technology seeks the physical causes and composition
of black holes-phenomena produced by points of infinitely
dense matter that warp the fabric of space and time
itself. Probes guided by onboard [Self-aware Machines
(B11)] transmit the data necessary to replicate this
natural occurrence in controlled laboratory conditions.


Controlled Singularity
As engineers quickly discovered, its one thing to
understand [Singularity Mechanics (D12)] and another
thing entirely to attempt {Controlled Singularity}--harnessing
and directing the powers of a black hole. Breakthroughs in
[Applied Gravitronics (E14)] finally make this technology
possible, with a host of amazing and potent applications,
from radical new types of weaponry to global power sources.


Temporal Mechanics
Breakthroughs in [Eudaimonia (E12)] and [Matter
Transmission (B17)] lead to the last great discovery
of the physical universe: {Temporal Mechanics}, the
manipulation of time itself.


Probability Mechanics
With operating systems powered by [Pre-sentient Algorithms
(D5)], computers finally gain sufficient processing power
to unravel the mysteries of {Probability Mechanics}. With
this breakthrough, humans can accurately predict many
seemingly random events.


Pre-Sentient Algorithms
The philosophy of [Cyberethics (B4)] and the technology of
[Advanced Military Algorithms (E3)] pave the way for
development of {Pre-sentient Algorithms}. These open-ended
neural net programs can sort and process exebytes of data,
learning as they do so and adapting to the world they observe.


Super Tensile Solids
The requirements of [Advanced Spaceflight (E8)] and
the possibilities inherent in [Matter Compression
(C9)] lead to research in {Super Tensile Solids}. These
materials possess such strength as to be functionally
unbreakable in a natural environment.


Planetary Networks
Once the colonists discovered how to survive, they focus on recreating
some of the organizational tools left behind on Earth.
Following the implementation of simple [Information
Networks (D1)], the creation of a standard for {Planetary
Networks} emerges as a high priority for the scientific community.


Digital Sentience
When utilized as part of [Industrial Nanorobotics
(B9)], the [Mind\Machine Interface (B6)] provides
the key spark needed by computers to at last achieve
{Digital Sentience}. These new artificial intelligences
have all the hallmarks of an individual organism:
they respond to their environment, adapt to stimuli,
and even exhibit advanced personalities based on
their respective abilities and  preferences.


Self-Aware Machines
Following the advent of [Digital Sentience (D10)],
computers have only one great leap left: the evolution
to {Self-Aware Machines}. These machines are capable
of complex, higher-order thinking, and value the experience
of existence as much as any human. As with other living
organisms, self-preservation is paramount for these specimens.


Doctrine: Initiative
The slow moving foils and transports developed under
[Doctrine: Flexibility (E2)] provided an adequate early
naval force. However, materials and manufacturing
advances resulting from [Industrial Automation (B3)]
make possible new classes of powerful ships developed
as part of {Doctrine: Initiative}, which stresses the
importance of global naval superiority.


Doctrine: Flexibility
Many radical young military officers felt that [Doctrine:
Mobility (E1)] did not go far enough in the development
of fast attacks and quick reconnaissance, because Mobility
only takes land forces into account. These leaders work
to create the first navies on Planet,  based on {Doctrine:
Flexibility}--co-ordination and co-operation between forces
made possible by control of the sea.


Intellectual Integrity
The search for {Intellectual Integrity} arises from
questions posed by [Ethical Calculus (E2)] and [Doctrine:
Loyalty (C2)]. According to this philosophy, valid
wisdom comes merely from asking questions unburdened
by prejudices. Only by shedding those pre-conceived
notions can we achieve the clarity of undistorted knowledge.


Synthetic Fossil Fuels
The extreme efficiency with which the neural net
fungus managed Planet's vast ecosystem kept extensive
deposits of organic material from forming over the epochs.
Because of this lack, the fossil fuels known on Earth
never developed, forcing early colonists to rely on less
efficient alternative sources of energy. However, advances
in [Advanced Subatomic Theory (B3)] and [Gene Splicing (B3)]
finally allow humans to short-circuit the eons-long process,
providing them with the {Synthetic Fossil Fuels} needed
to build advanced vehicles and machinery.


Doctrine: Air Power
Mankind had brought the knowledge of atmospheric flight
to Planet, but not the materials to build and maintain
large quantities of aircraft in Planet's harsh conditions.
With the discovery of [Synthetic Fossil Fuels (E4)]  for
materials and a renewed emphasis on [Doctrine: Flexibility (E2)],
humans can again make the leap into the clouds.


Photon/Wave Mechanics
Physicists had puzzled over the mystery of light for
centuries: Why does light exhibit properties characteristic
of both a wave and a particle? In 1924, Prince Louis-Victor
de Broglie, a French scientist, proved that all particles
actually possess a wave aspect, which explained how light
can act as a wave even though it does consist of
particles, called photons. Following breakthroughs
in [Silksteel Alloys (E4)] and [Applied Relativity
(D5)], subsequent scientific inquiry focuses on the
manipulation of {Photon\Wave Mechanics} so that light,
even powerful laser beams or intense solar emissions,
can be diffused and warped as needed.


Mind/Machine Interface
Research into [Neural Grafting (C4)] demonstrated that
direct communications between the human brain and a
digital counterpart are theoretically possible. This
{Mind\Machine Interface}, requested by leaders
implementing [Doctrine: Air Power (E5)] for a new
generation of aircraft, bridges the gap between the
mechanical and the biological.


Nanominiaturization
[Monopole Magnets (B6)] and [Organic Superlubricants
(C7)] lead to a revolution in engineering: {Nanominiaturization}.
With this technology, which emphasizes new assembly methods
and high-tensile strength materials, microscopic machine
components can be constructed and all manner of bulky,
heavy equipment can be shrunk to a fraction of its original size.


Doctrine: Loyalty
[Doctrine: Mobility (E1)] proved a sound dogma for the
early years on Planet. However, as the struggle for
survival against native Mind Worms and rival factions
intensifies, many younger officers repudiate the old
guards emphasis on Mobility as the dominant military
policy. Based also on the revelations of [Social Psych
(B1)], the new {Doctrine: Loyalty} stresses extensive
training, defensive facilities, and zealous dedication
to faction leaders as the foundation for survival and
success in combat. {Doctrine: Loyalty} emphasizes a
two-way fealty--soldiers are expected to lay down their
lives without question, but in return they receive
respect, power, and positions of authority in the new
social hierarchy.


Ethical Calculus
Throughout the history of mankind, philosophers have
grappled with the question: How shall we then live?
{Ethical Calculus} lays down mathematical principles
uncovered by [Social Psych (B1)] to address this question,
essentially providing calculations and functions that
determine appropriate human behavior.


Industrial Economics
Early industry on Planet centered on the creation
of a frontier [Industrial Base (B1)] featuring primitive
assembly lines and simple currency instruments. Soon,
leaders in the financial sectors push for a more
comprehensive {Industrial Economics} policy to accommodate
free trade and other strategies for multiplying capital.


Industrial Automation
The creation of [Planetary Networks (D2)] and
widespread adoption of [Industrial Economics
(B2)] lead to rapid industrialization of the
virgin Planet. Lacking the traditional masses
of Earths working class, leaders must now develop
complete {Industrial Automation} for production
and assembly , building modest factories where
all repetitive nonskilled jobs, from janitor to
VP of Sales, are handled by sophisticated robotics.


Centauri Meditation
[Centauri Empathy (E3)] and [Ecological Engineering
(E4)] reveal the vastness and complexity of the
ecosystem on Planet. Research into {Centauri
Meditation} illuminates the next, almost terrifying
step-the attempt to communicate directly with
Planet itself.


Secrets of the Human Brain
All past research on memory, learning, the senses,
and other aspects of the human brain did not answer
one basic question: what is the biological mechanism
of self-awareness? Research into [Biogenetics (D1)]
and [Social Psych (B1)] finally resolves the last of
the {Secrets of the Human Brain}, providing mankind
with understanding of the fundamentals of consciousness.


Gene Splicing
Widespread adoption of the philosophy of [Ethical
Calculus (E2)] removes opposition to genetic
experimentation in plant and animal DNA, while
advances in [Biogenetics (D1)] provide techniques
for the incipient field of {Gene Splicing}. This
technology allows researchers to insert new DNA
coding into existing genetic material so that
entire traits, from disease resistance to a stable
personality, can be copied from one organism and
transferred to any number of others.


Bio-Engineering
[Gene Splicing (B3)] and [Neural Grafting (C4)]
exemplify crude and invasive techniques for modifying
an organism. The more refined {Bio-engineering}
method arranges a desired genetic code directly
from the component compounds, enabling widespread
and economical cellular transplants for an entire
population.


Biomachinery
Early experiments in [Retroviral Engineering (C5)]
and the [Mind\Machine Interface (B6)] paved the way
for true {Biomachinery}--the full integration of
man and machine at the cellular level.


Neural Grafting
The insatiable drive for efficiency spawned by
[Industrial Automation (B3)] drives the development
of {Neural Grafting}. This new technology, based
on [Secrets of the Human Brain (D2)], allows
attachment of  digital circuitry directly to
the neural cortex. With these implants, humans
willing to undergo {Neural Grafting} can enhance
many aspects of their physical being, from heightened
senses to faster reaction times.


Cyberethics
Widespread adoption of [Planetary Networks (D2)]
and the philosophy of [Intellectual Integrity (E3)]
allows for a coherent system of {Cyberethics},
outlining the proper relationship of computers
to society.


Eudaimonia
{Eudaimonia} is a philosophical system that takes
its name from an ancient Greek word for fulfillment
and happiness. Based on economic equity made
possible by [Sentient Econometrics (E11)] and
rooted in opposition to the excesses of [The
Will to Power (E8)], {Eudaimonia} encourages
each citizen to achieve happiness through striving
to fulfill completely his or her potential;
freedom, creativity, and individuality flourish
in governments that adopt this philosophy.


The Will to Power
Following the development of [Homo Superior (E7)], many
advocated a return to Friedrich Nietzsches philosophy
of {The Will To Power}. This philosophy stresses
the importance of strength, asceticism, and
resolute action, often at the cost of compassion,
charity, and other traditionally religious
qualities.


Threshold of Transcendence
The [Secrets of Creation (D11)] and [Temporal
Mechanics (B18)] brought humanity to the brink
of a new era--the {Threshold of Transcendence}.
In this transitional state, people begin preparations
for the final stage of human evolution, selling
possessions, cleansing their bodies according to
a new code of asceticism, and meditating alone
and unprotected in the remote regions of Planet.


Matter Transmission
[Matter Editation (B16)] and the [Secrets of
Alpha Centauri (D12)] point the way to one of
the most celebrated concepts in science
fiction--{Matter Transmission}. Transmitters
based on this technology disassemble objects
into the smallest component sub-particles, then
transmits those particles and their underlying
structural blueprint to a receiver. The
receiver reassembles these objects according to
the blueprint, recreating the original in
every nuance and detail.


Centauri Empathy
Based on [Secrets of the Human Brain (D2)] and
[Centauri Ecology (E1)], {Centauri Empathy}
espouses a philosophy of environmental harmony,
emphasizing the search for mankinds proper niche
in the global ecosystem.


Environmental Economics
Industrial expansion often comes at the cost of
ecological stability. The business practice of
{Environmental Economics} addresses this problem
by finding and exploiting areas where
environmental and industrial concerns overlap,
such as sustainable resource use, eco-tourism,
and organic product development. By combining
the principles of [Industrial Economics (B2)]
and [Ecological Engineering (E4)] in this new
business model, ecological stability becomes
a profitable endeavor.


Ecological Engineering
Humans have always shown remarkable skill at
innovation and ingenuity in the face of environmental
hurdles. Expansion on a new Planet highlights
these traits once again in the form of {Ecological
Engineering}. Based on the discoveries of [Centauri
Ecology (E1)] and [Gene Splicing (B3)], this research
leads to new ways of thriving within the existing
ecosystem, rather than competing with it.


Planetary Economics
Early industrial policy on Planet centered on
individual markets and sectors, such as
[Environmental Economics (B5)], but these
separate sectors create inefficiencies. Proponents
of [Intellectual Integrity (E3)] insist that these
inefficiencies are unnecessary, and work to create
a system of {Planetary Economics} where goods and
services can flow freely.


Adv. Ecological Engineering
The discovery of [Fusion Power (D6)] opened up
staggering possibilities in a number of endeavors,
including the field of [Environmental Economics
(B5)]. Based on the cumulative experience from
thousands of construction projects undertaken
since Planetfall, {Advanced Ecological Engineering}
marks a new milestone in mans ability to manipulate
his environment.


Centauri Psi
[Centauri Genetics (E6)] and [Advanced Ecological
Engineering (B10)] revealed the physical composition
of native life forms, but did not explain the
mysterious and terrifying psionic attacks these
creatures employ. Unlocking the mechanics of
this directed, psychic assault requires intense
investigation of {Centauri Psi}--the method used
by the Mind Worms to communicate and co-ordinate
their assaults.


Secrets of Alpha Centauri
Some digital sentiences churn through exebytes
of Planet-related data in their never-ending quest
to untangle [Sentient Econometrics (E11)]. The
best of these sentiences do not stop at sorting
economic data, but extend their inquiries into
[Centauri Psi (E11)] and other Planetary phenomena.
They work to reveal these {Secrets of Alpha Centauri}
as a kind of personal challenge, to prove themselves
as machines that can not only conquer the intricacies
of human society, but also the magnificent complexities
of a Planet-wide ecosystem.


Secrets of Creation
Those who embrace [The Will To Power (E8)] must
eventually confront the ultimate philosophical
question: What is the purpose and order of the
universe? Confirmation of the [Unified Field
Theory (C7)] finally gives mankind the tools to
answer this question in the search for the
{Secrets of Creation}.


Advanced Spaceflight
Resumption of {Advanced Spaceflight} begins
shortly after mankind begins [Orbital Spaceflight
(E7)]. With this technology, spacecraft can once
again reach the moons orbiting Planet and,
eventually, the stars themselves.


Homo Superior
Breakthroughs in [Biomachinery (B9)] and [Doctrine:
Initiative (E5)] paved the way for a new kind of organism
that is equal parts human and computer. The human
aspect thrives at physical manipulation and emotional
experience, while the digital aspect excels at
calculation and data processing. This {Homo Superior}
integrates the best of man and machine.


Organic Superlubricant
Machines with moving parts have long been subject
to wear and tear as the parts grind against one
another. On Earth, traditional lubricants such
as oil were used to minimize these effects.
Planet lacks large reserves of such materials,
until the invention of [Synthetic Fossil Fuels
(E4)]. With {Organic Superlubricant}, scientists
can create lubricating compounds that act like
simple life forms, seeking out areas where they
do the most good.


Quantum Machinery
The discovery of [Quantum Power (B11)] ushers in
a new industrial revolution. In factories across
Planet, tiny {Quantum Machinery} built using
[Nanometallurgy (E8)] techniques provide amazingly
powerful and efficient labor for every imaginable
type of production and service.


Matter Editation
Not long after the breakthroughs in [Super Tensile
Solids (B10)] and [Self-aware Machines (B11)],
engineers clamor to research the last major hurdle
in physical manipulation--{Matter Editation}. This
technique actually changes the physical structure of
individual atoms, altering characteristics like
energy states, spin, atomic weight, and the number
of protons as though they were entries in a database.
This technology is the modern embodiment of the ancient
quest to turn lead into gold-transmutation of elements
made possible by atomic manipulation.


Optical Computers
The widespread adoption of [Polymorphic Software
(D2)] increased demand for faster computers. The
revolutionary {Optical Computers}, which use photons
traveling at the speed of light for binary
calculations,  prove nearly 70% faster than old
electron-based devices. Based on successes in
[Applied Physics (C1)], {Optical Computers} also
exponentially improve storage capacities and access
times.


Industrial Nanorobotics
The business leaders of Planet quickly perceived
the commercial potential of [Nanominiaturizion
(B8)], and constructed factories based around
{Industrial Nanorobotics}. These factories
utilize traditional [Industrial Automation
(B3)], but at a fraction of the size and cost.
Productivity skyrockets along with profitability,
as tiny robots churn out new products for consumption.


Centauri Genetics
The first contacts with Planetary sentience during
research on [Centauri Meditation (E5)] caused widespread
excitement among the scientific community. They propose
using new [Retroviral Engineering (C5)] techniques to
unravel {Centauri Genetics}--the structural blueprint
of native organisms.


Sentient Econometrics
For all the sophistication of its mathematical models,
[Planetary Economics (E6)] proved no better at
predicting the actions of markets and populations
than Wall Street prognosticators of 20th Century
Earth-there are too many unknown variables with
unforeseeable consequences. Proponents of {Sentient
Econometrics} take the best intelligent computers
developed under [Digital Sentience (D10)] and set
them to identifying these variables and predicting
their consequences. Under their diligent efforts,
economics finally becomes a true science.


Retroviral Engineering
{Retroviral Engineering}, a specialized branch of
[Bio-engineering (B4)], uses engineered viruses to
deliver genetic alterations. This application can
be used for peaceful, healing purposes, but can also
be twisted by the same militant researchers behind
[Advanced Military Algorithms (E3)] into a weapon
of terrible destruction.


Orbital Spaceflight
The early colonists certainly bring the technical
understanding of spaceflight with them, but they
lack the materials and infrastructure necessary
to construct spacecraft. Eventually, implementation
of [Doctrine: Air Power (E5)] furnishes the
infrastructure, while advanced [Pre-sentient
Algorithms (D5)] provide the tools for mankinds
return to {Orbital Spaceflight}.


Transcendent Thought
Based on [Controlled Singularity (C16)] and
[Threshold of Transcendence (E19)], humanity
finally unlocks the keys to the final stage of
human evolution with {Transcendent Thought}--the
ability to contain a self-awareness, or soul,
outside the bounds of a corporeal form. Those
who so choose may now complete the Ascent to
Transcendence, joining their consciousness with
the Planetary mind in ageless immortality.

========================================
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 condenser 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]

UNIT ACTION COMMANDS

Construct Base [Colony Pod]- [B]
Join Base [Colony Pod]- [B]
Obliterate Base [Any Unit in Base]- [B]
Long Range Fire- [F]
Airdrop- [I]
Activate Special Ability- [I]
Psi Gate- [Shift][I]
Convoy Resources- [O]
Destroy Enhancements- [D]
Disband Unit- [Shift][D]
Automate Unit- [Shift][A]
Explore Automatically- [/]
Patrol- [P]
Designate Bombing Run- [B]
Automate Air Defense- [Ctrl][Shift][B]
Go to Base...- [G]
Group go to...- [J]
Assemble Group- [Shift][J]
Go to Home Base- [Shift][G]
Set Home Base- [Ctrl][H]
Activate (Move Now)- [A]
Wait (Move Later)- [W]
Unload Transport- [Shift][U]
Upgrade Unit- [Ctrl][U]
Turn Over Unit Control- [Ctrl][Shift][U]
Designate Defender- [Ctrl][D]
Sentry/Board Transport- [L]
Place Unit "On Alert"- [Shift][L]
Hold 10 Turns- [Shift][H]
Hold This Position- [H]
Skip Turn- [Spacebar]

TERRAFORM COMMANDS

Cultivate Farm/Kelp Farm- [F]
Construct Soil Enricher (Over Farm)- [F]
Construct Mine/Mining Platform- [M]
Construct Solar Collector/Tidal Harness- [S]
Plant Forest- [Shift][F]
Build Road- [R]
Build Mag Tube (Over Road)- [R]
Construct Bunker- [K]
Construct Airbase- [.]
Construct Sensory Array- [O]
Remove Fungus- [F]
Plant Fungus- [Ctrl][F]
Construct Condenser- [N]
Construct Echelon Mirror- [Shift][E]
Construct Thermal Borehole [Shift][B]
Drill to Aquifier- [Q]
Terraform Up- (])
Terraform Down- ([)
Terraform Level- [_]
Farm+Solar+Road- [Ctrl][Shift][S]
Farm+Mine+Road- [Ctrl][Shift][M]
Construct Road To- [Ctrl][R]
Construct Tube To- [Ctrl][T]
Automatic Roads- [Ctrl][Shift][R]
Automatic Tubes- [Ctrl][Shift][T]
Automatic Sensors- [Ctrl][Shift][O]
Automatic Fungus Removal- [Ctrl][Shift][F]
Autoimprove Home Base- [Ctrl][Shift][A]
Fully Automate Former- [Shift][A]

GAME COMMANDS

Switch To Detailed Menus- [F11]
Switch To Simple Menus- [F11]
Preferences- [Ctrl][P]
Warning Preferences- [Ctrl][W]
Advanced Preferences- [Ctrl][O]
Automation Preferences- [Ctrl][A]
Audio/Visual Preferences- [Ctrl][I]
Map Display Preferences- [Ctrl][M]
Save Game- [Ctrl][S]
Load Game- [Ctrl][L]
Resign- [Ctrl][Q]
Start New Game- [Ctrl][Shift][Q]
Quit- [Q]
Speed Up Game during AI turn- Hold [Shift]

MULTIPLAYER GAME COMMANDS

Chat- [Ctrl][C]
Voice Transmission- Hold [\]
Pause- [Backspace]
Alter Time Controls- [Shift][T]
Zoom to Base Messages- [*]
Use Time Bonus- [Ctrl][Spacebar]
End Turn- [Ctrl][Enter]
Resume Turn- [Ctrl][Enter]

BASE COMMANDS

Social Engineering- [E]
Set Research Priorities (with Blind Research)- [Shift][R]
Change Research Goal- [Shift][R]
Design Workshop- [U]
Datalinks- [F1]
Laboratories Status- [F2]
Energy Banks- [F3]
Base Operations Status- [F4]
Secret Project Data- [F5]
Orbital and Space Status- [F6]
Military Command Nexus- [F7]
Alpha Centauri Score- [F8]
View Monuments- [F9]
View Hall of Fame- [F10]
Communications and Protocol- [F12]
Corner Global Energy Market- [,]
Review Scenario Objectives- [=]

===========================================
Special Section-- Unit Design Info.
===========================================

CHASSIS

INFANTRY
Domain: Land
Speed: 8km\hr
Modality: Manual\Tracked
Dimensions: N\A
Modifiers: +25% vs. base

SPEEDER
Domain:  Land
Speed: 102km\hr
Modality: Wheeled
Dimensions: 7.7x3.6x2.9m
Modifiers: +25% in open

HOVERTANK
Domain: Land
Speed: 227 km\hr
Modality: Aircushion
Dimensions: 6.9x3x3m
Modifiers: +25% in open

FOIL
Domain: Sea
Speed: 62 km\hr
Modality: Airfoil
Dimensions: 162x24.25x17.5m
Modifiers: None

CRUISER
Domain: Sea
Speed: 115 km\hr
Modality: Naval Keel
Dimensions: 200x50.5x20m
Modifiers: None

NEEDLEJET
Domain: Air
Speed: 766 km\hr
Modality: Fixed-wing aircraft
Dimensions: 18.6x12.5x4.4m
Modifiers: Require refuel every 2 turns

'COPTER
Domain: Air
Speed: 523 km\hr
Modality: Rotary
Dimensions: 15.5x6x4m
Modifiers: Range unaffected by fuel

GRAVSHIP
Domain: Air
Speed: 1021 km\hr
Modality: Gravitron booster
Dimensions: 22x8x6m
Modifiers: Range unaffected by fuel

MISSILE
Domain: Air
Speed: 232.5 km\hr
Modality: Assisted airflow
Dimensions: 15.5x.5x.5m
Modifiers: Destroyed on impact


REACTORS

FISSION PLANT
Rating: 32655 kw
Throughput: 29377 kw
Efficiency: 89.99%
Discharge: 52 r
Fuel source: U-235

FUSION REACTOR
Rating: 68003 kw
Throughput: 62821 kw
Efficiency: 92.38%
Discharge: 67 r
Fuel source: Ionized deuterium

QUANTUM CHAMBER
Rating: 147893 kw
Throughput: 141977 kw
Efficiency: 96.01%
Discharge: 21 r
Fuel source: Deuterium-tritium mix

SINGULARITY ENGINE
Rating: >4000000 kw
Throughput: Var
Efficiency: Var
Discharge: N\A
Fuel source: Vizorium-5

WEAPONS

HAND WEAPONS
Ammo: 7.62mm UN standard
Muzzle velocity: 1100 mps
Rate of fire: Var; max 120\min
Max range: 550 m
Target acquistion: Visual

LASER
Active medium: Diode
Type: Fiber-coupled
Pulse duration: 5 nsec
Wavelength: 193 nm
Peak power: .84 gw
Burn rate (1m steel): .76 sec

PARTICLE IMPACTOR
Ammo: 10mm caseless Kinetic Energy
Muzzle velocity: 2500 mps
Rate of fire: 1100\min
Max range: 2700 m
Target acquistion: Optical

MISSILE LAUNCHER
Ammo: Mk. 12(t) 'Sabre' missile
Velocity: Mach 2.2
Rate of fire: 6\min
Max range: 90 km
Target acquistion: IR signature

GATLING LASER
Active medium: Neodymium-glass
Type: Conductively cooled stacked array
Pulse duration: 2 nsec
Wavelength: 107 nm
Peak power: .96 gw
Burn rate (1m steel): .52 sec

CHAOS GUN
Ammo: 9mm caseless Field Disruptor
Muzzle velocity: 3000 mps
Rate of fire: 10\min
Max range: 11 km
Target acquistion: Field Differential

FUSION LASER
Active medium: Neodymium-YAG
Type: Actively cooled stacked array
Pulse duration: 15 nsec
Wavelength: 573 nm
Peak power: 2.4 gw
Burn rate (1m steel): .14 sec

TACHYON BOLT
Active medium: Molecular hydrogen
Type: Active liquid coolant
Pulse duration: 1 usec
Wavelength: 680 nm
Peak power: 5 gw
Burn rate (1m steel): .07 sec

PLASMA SHARD
Ammo: 15 mm Mass-energy shell
Muzzle velocity: Var; max 4000 mps
Rate of fire: 160\min
Max range: 16 km
Target acquistion: Charged particle

QUANTUM LASER
Active medium: Temporal field distortion
Type: Crystal diffusion
Pulse duration: N\A
Wavelength: .005 nm
Peak power: Var.
Burn rate (1m steel): N\A

GRAVITON GUN
Ammo: 2mm 3-stage particle-accelerated
Muzzle velocity: 9800 mps
Rate of fire: 2000\min
Max range: 1.4 km
Target acquistion: Nanoremote

SINGULARITY LASER
Active medium: Temporal boundary
Type: Singularity induction
Pulse duration: Relative
Wavelength: .001 nm
Peak power: N\A (approach inf.)
Burn rate (1m steel): Relative


PSI ATTACK
Active medium: Patterened energy
Type: Compelled dissociative
Range: Line of sight
Peak power: Inverse to distance
Target acquisition: Psi lock

PLANET BUSTER
Designation: Mk. 714 Plasma bomb
Active kill radius: 2000 km
Explosve force: 296 gt TNT
Target acquistion: Charged particle

COLONY MODULE
Complement: 1000+
Composition: Prefab plastic
Hydroponics rating: indef.
Armament: Sidearms only
Armor: Passive (Applique)

TERRAFORMING UNIT
Crew: 367
Composition: Bonded steel\ceramic
Armament: Sidearms only
Armor: Passive (Applique)

TROOP TRANSPORT
Capacity: 500 troops + support
Composition: Hardened plasteel
Hydroponics rating: ST
Armor: Passive (Applique)

SUPPLY TRANSPORT
Capacity: 2575 mt
Composition: reinforced plasteel
Armament: Sidearms only
Armor: Passive (Applique)

PROBE TEAM
Complement: 16
Counterintel suite: ShieldSafe V 6.0
Armament: Cyberlinks\mind control
Armor: Passive (Applique)

DEFENSES

NO ARMOR
Type: N\A
Tensile strength: N\A
Density: N\A
Thickness: N\A

SYNTHMETAL ARMOR
Type: Chobham (modified)
Tensile strength: Base
Density: 2.3 kg\l
Thickness: 250mm

PLASMA STEEL ARMOR
Type: Mass-energy composite
Tensile strength: 5X base
Density: 2.5 kg\l
Thickness: 520mm

SILKSTEEL ARMOR
Type: Bonded
Tensile strength: 23X base
Density: 2.5 kg\l
Thickness: 520mm

PHOTON WALL
Type: Refractive field
Tensile strength: 46X base
Density: N\A
Thickness: 2m

PROBABILITY SHEATH
Type: Phase adjustment
Tensile strength: 97X base
Density: N\A
Thickness: N\A

NEUTRONIUM ARMOR
Type: Kinetic diffusion
Tensile strength: 198X base
Density: 4kg\l
Thickness: 755mm

ANTIMATTER PLATE
Type: Reactive
Tensile strength: 560X base
Density  -4 kg\l
Thickness: Var.

STASIS GENERATOR
Type: Temporal field distortion
Tensile strength: N\A
Density: N\A
Thickness: N\A

PSI DEFENSE
Type: Pattern refraction
Resistance: Proportional to distance
Density: N\A
Thickness: N\A



ABILITIES

SUPER FORMER
Desc.: SmartSettler V2.0 s\w upgrade
Effect: Terraform rate doubled
Limits: Terraformer unit only
Domain: All

DEEP RADAR
Desc.: Mk. 45 Sensor array upgrade
Effect: Sees 2 spaces
Limits: None
Domain: All

CLOAKING DEVICE
Desc.: Type IV Refraction\diffusion shield
Effect: Invisible; Ignores ZOCs
Limits: Not for use in Probe Teams
Domain: Land

AMPHIBIOUS PODS
Desc.: Hoverpod LCs
Effect: Attacks from ships
Limits: Combat units only
Domain: Land

DROP PODS
Desc.: Aircushion LCs
Effect: Can make airdrops
Limits: None
Domain: Land

AIR SUPERIORITY
Desc.: Mk. 66 fire control sensor
Effect: Attacks air units
Limits: Combat units only
Domain: All

DEEP PRESSURE HULL
Desc.: Reinforced Silksteel chassis
Effect: Operates underwater
Limits: Combat units only
Domain: Sea

CARRIER DECK
Desc.: Bonded alloy flight deck
Effect: Mobile Airbase
Limits: Not for use in Probe Teams
Domain: Sea

TRACKING LASERS
Desc.: Mk. 190 FUBR fire control system
Effect: x2 vs. air attacks
Limits: Not for use with Psi or air units
Domain: Land, Sea

COMM JAMMER
Desc.: Type IX ECTS EMP pulse generator
Effect: +50% vs. fast units
Limits: Combat, non-Psi units only
Domain: Land

ANTIGRAV STRUTS
Desc.: Gravitron repulsor pylons
Effect: +1 movement rate
Limits: None
Domain: Land

EMPATH SONG
Desc.: Psi lock s\w upgrade
Effect: +50% attack vs. Psi
Limits: Non-psi combat units only
Domain: All

FUNGICIDE TANKS
Desc.: Boron defoilant system
Effect: Clear fungus at double speed
Limits: Terraformer units only
Domain: All

HIGH MORALE
Desc.: Advanced Warfare Training
Effect: Gains morale upgrade
Limits: Combat units only
Domain: All

HEAVY ARTILLERY
Desc.: Reactor chamber upgrade
Effect: Bombards; -50% armor & move
Limits: Non-psi units only
Domain: Land

CLEAN REACTOR
Desc.: Reactor emission containment system
Effect: Requires no support
Limits: None
Domain: All

BLINK DISPLACER
Desc.: Temporal distortion field
Effect: Bypass base defenses
Limits: Combat units only
Domain: All

HYPNOTIC TRANCE
Desc.: Psychic amplification module
Effect: +50% defense vs. PSI
Limits: Non-psi combat units only
Domain: All

NERVE GAS PODS
Desc.: Mk. 1 VX delivery system
Effect: Can +50% offense (Atrocity)
Limits: Non-psi combat units only
Domain: Land, air

REPAIR BAY
Desc.: Modified Supply Transport module
Effect: Repairs ground units on board
Limits: Transport units only
Domain: Air, sea

NON-LETHAL METHODS
Desc.: Stunjack cannon & training for police
Effect: x2 Police powers
Limits: Combat units only
Domain: Land


===========================================
XI. Credits/ Links
===========================================

- Firaxis Games (especially for the story)
- Electronic Arts
- PC Gamer
- Prima
- SMAC game manual
- Jeff "CJayC" Veasey and GameFAQs -- http://www.gamefaqs.com
- Al Amaloo and Game Winners -- http://www.gamewinners.com
- Dave and Cheat Code Central -- http://www.cheatcc.com
- http://www.alphacentauri.com/
- http://alphazone.cjb.net/
- http://civilization.gamestats.com/smac

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                        Shameless Self Promotion
-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

        I've also written FAQs for:

  PSX - Need For Speed 3
        Ridge Racer 4
        WCW Mayhem
        WWF Attitude
        WWF Attitude Create- A- Wrestler guide
        WWF SmackDown! (A Game Winners Exclusive -
                       http://www.gameadvice.com/html/WWFSmackDown/index.html)
        WWF Warzone - Steve Austin
                      Shawn Michaels
                      British Bulldog
                      Faarooq
                      Kane
                      Goldust
                      Triple H
                      Mankind
                      The Rock

  N64 - WWF Wrestlemania 2000 - GameShark Codes

  PC  - Age of Empires
        Age of Empires: The Rise of Rome
        Caesar III - Building Guide
        Sid Meier's Alpha Centauri (A Game Winners Exclusive -
               http://www.gameadvice.com/html/SidMeiersAlphaCentauri/index.html)
                                   - Dialog Guide
                                   - Fictional Story

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

===========================================
XII. Farewell!
===========================================

Copyright 1999 - 2000 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.


                                                                ///,        ////
                                                                \  /,      /  >.
                                                                 \  /,   _/  /.
                                       - (C)Red Phoenix           \_  /_/   /.
    _____               _____                                      \__/_   <
   /  __ \__________   /  __ \___ _  _____  _________ _  ____  __  /<<< \_\_
  /  / / /  ___/ __ \ /  / / /  // \/  __ \/  ___/   Y \/__/ \/ / /,)^>>_._ \
 /  /_/ /  _/_/ /_/ //  /_/ /  _~  /  /_/ /  _/_/  \   /  />   <  (/   \\ /\\\
/__/ \  >____/_____//  ____/__//__/\_____/_____/__//__/\_//__/\_\      // ````
======\/============\_/========[red_phoenix_1@hotmail.com]============((`=======









