Sid Meier's Alpha Centauri - PC
From WikiCheats
- Platforms: PC
- Release Date: Jan 31, 1999
- Publisher: Electronic Arts
- Developer: Firaxis Games
- ESRB: Everyone
Contents |
Major Concepts
Factions
Gaia’s Stepdaughters: Starts with Centauri Ecology, free xenofungus movement, extra nutrients from fungus squares, control over Mind Worms, reduced military strength, disabled Free Market Economics.
Human Hive: Starts with Doctrine: Loyalty, free Perimeter Defense at each base, increased population growth and industry, reduced economy, disabled “Democracy”
University of Planet: Starts with Information Networks plus one additional tech, free network node at each base, quicker research, vulnerability to probe teams, more drones, disabled Fundamentalist.
Morgan Industries: Starts with 100 energy and Industrial Base(Tech), bonus income from commerce, high unit support costs, early base size limit of 4, disabled Planned Economics.
Spartan Federatio: Starts with Doctrine: Mobility and Scout Rover(unit), no prototype costs, non-unit production slowed, disabled Wealth
The Lords Believers: Starts with Social Psych, attack bonus, brain washing resistance, slower research, disabled Knowledge
The Peacekeeping Forces: Starts with Biogenetics, population limits increased by 2, doubled vote count for Planetary Governor and Supreme Leader elections, disabled Police State.
Resources
Resources are collected by a base's population, for each population level(displayed as a number above the base) the base can collect resources from one more square. the resources are collected in units per turn. Landmarks , large areas of land labeled in the game, have special resource outputs noted below.
Nutrients: Food Resource, determined by a squares rain fall(Rocky squares don't produce nutrients),
- Arid: 0
- Moist: +1
- Rainy: +2
- Landmarks: Fresh Water Sea(water) and Monsoon Jungle(land) provide +1 Nutrients
Minerals: Building Materials, determined by a squares Rockiness,
- Flat: 0
- Rolling: +1
- Rocky: +2
- Landmarks: Garland Crater and Mount Planet(see Energy also) provide +1 Minerals
Energy: Currency(fractions used for research and population happiness), Solar Collectors(terraform) must be used to collect from normal squares, energy collected determined by square elevation,
- "<1,000": +1
- "1,000-2,000": +2
- "2,000-3,000": +3
- ">3,000": +4
- Landmarks: Mount Planet,Geothermal Shallows, Pholus Ridge, Uranium Flats, and Sunny Mesa(indirectly) produce +1 energy
Bonuses some squares produce an unusual amount of resources, these bonus resources are displayed on the square as a leafy plant(nutrients) blue crystals(Minerals) or a yellow ball of light(energy)
Fungus and Mind Worms
Xenofungus and Sea Fungus reduces unit movement points, provides a natural stealth advantage to units(units are only revealed by opposing units attempting to enter the square, or near a sensor array(terraform)), as well as a defensive bonus when not being attacked by mindworms
Mind Worms "wild" creatures that can attack military units and bases, the units armor and weapon aren't taken into account during battle, instead the units moral is used with the attacker getting a slight advantage.
Special Structures
There are two structures which appear randomly on the landscape as you explore, to investigate the structure move a unit onto the containing square.(note: most of the time these appear as the Unity Pods Mentioned below until investigated)
Unity Pods These are supply pods dropped to the planet by the original colony ship, containing a randomly determined payload;
- Technology
- Units
- Fungus(contaminated); causes Fungus to spread out over the surrounding squares or spawns Mind Worms in the surrounding squares.
- Geological Event; causes the terrain to change, changing the elevation, causing rivers to form etc.
Monoliths Alien structures that give benefits the unit investigating it, but will disappear after a number of uses:
- Experience bonus(only once per unit)
- Fully repairs unit if damaged(multiple visits)
Artifacts Mechanical units which are controlled by the player who discovers the unit. can be returned to a Network Node to get a free Tech or used to speed up special project construction.
Terraform
After acquiring Centauri Ecology Units with the Former weapon can alter the terrain in the fallowing ways
- Enhancements
- Farm; increases Nutrient output of square by +1(+2 on water)(farms can't be build on rocky or fungus infested squares, and only on ocean shelf squares for water farms)
- Mine; increases Mineral output of square by +1(+2 if rocky, additionally +1 if Road also built) note: reduces Nutrient output if it is over +1 (can't be built on fungus and only on ocean shelf on water squares)
- Solar Collector(Tidal Harness on water); increases energy output(see Energy above)(always +2 on water) (no fungus, ocean shelf on water)
- Roads; Increases unit movement points by a multiple of 3.
- Upgradeable to Mag Tube(unlimited unit movement points) after acquiring "Monopole Magnets" Tech
- Bunker; Increased defense to units in square, reduced collateral damage.
- Airbase; allows air units to occupy square.
- Sensor Array; detects units within two squares of array, also gives defensive bonus to units within two square range(ownership determined by territory)
- Soil Enricher; Build on farms to increase Nutrient output(+1)
- Condenser; Acts as a farm as well as increasing the moisture level within two squares by one.
- Echelon Mirror; Solar Collectors next to the mirror produces +1 energy
- Thermal Borehole; Produces +6 Minerals and +6 Energy regardless of squares original output values.
- Alter (Given in the same terraform menu but effects the landscape directly);
- Terraform Up; Increases elevation of square(effects surrounding squares).
- Terraform Down; Decreases elevation of squares(effects surrounding squares).
- Terraform Level; Reduces Rockiness by one level.
- Drill To Aquifer; creates rivers.
- Plants
- Plant Fungus; Plants fungus(will destroy all enhancements other than roads and tubes)
- Remove Fungus; Removes Fungus from square
- Plant Forest; +1 Nutrients +2 Minerals(regardless of original output), Occasionally spreads to other squares.
- Remove Forest; Removes Forest from square, provides +5 Minerals for one turn
Global Events
- Solar/Lunar Cycles: Increases Mind Worm activity.
- Solar Flares/Sunspot Activity: Increases Solar Collector output but prevents communication between factions
Research
Units
Units are composed of 4 parts; chassis weapon(or module), armor, and power plant, as well as two special abilities, which the player can mix and match to fit different roles;
- Chassis
- Infantry; also appears as treaded units for certain Modules, +25% when attacking Bases (1 Land Movement Point)
- Speeder; Four Wheeled Vehicle, +25% when attacking in non-fungus squares (2 Land Movement Points)
- Hovertank; +25% when attacking in non-fungus squares, no movement penalties (3 Land Movements Points)
- Foil; Small naval unit, (4 Sea Movement Points)
- Cruiser; Traditional battleship, (6 Sea Movement Points)
- Needlejet; Aircraft, must return to base or airbase(to refuel) every other turn or is destroyed (8 Air Movement Points)
- Chopper; Helicopter, if not returned to refuel will take damage every turn (8 Air Movement Points)
- Gravship; no refueling needed (8 Air Movement Points)
- Missile; Suicide unit (12 Movement Points)
- Weapon
- Hand Weapons; Attack Rating: 1
- Laser; AR: 2
- Particle Impacter; AR:3
- Gatling Laser; AR:5
- Missile Launcher; AR:6
- Chaos Gun; AR:8
- Fusion Laser; AR:10
- Conventional Payload; AR:12
- Tachyon Bolt; AR:12
- Plasma Shard; AR:13
- Quantum Laser; AR:16
- Psi-Attack; Triggers Psi Combat(see Mind Worms)
- Module
- Colony Module; sacrifices unit to create a new base
- Terraforming Unit; allows unit to terraform
- Probe Team; Allows Unit to spy on enemy bases(see Probe Teams)
- Supply Transport; gives unit ability to gather resources for its home base, can be sacrificed to fund secrete projects and prototypes
- Troop Transport, allows unit to transport land units, 1 unit if the module is equipped to a land or air unit, for Foils the amount is 2X"reactor Level" and Cruisers 4X"reactor Level".
- Armor
- Synthmetal Armor; 2
- Plasma Steel Armor; 3
- Silk Steel Armor; 4
- Photon Wall; 5
- Probability Sheath; 6
- Neutronium Armor; 8
- Anti-Matter Plate; 10
- Stasis Generator; 12
- Psi Defense; Triggers Psi Combat(see Mind Worms)
- Power Plant
- Fission Plant; Level 1
- Fusion Reactor; Level 2
- Quantum Chamber; Level 3
- Singularity Engine; Level 4
- Abilities
- AA Tracking; +100% Defense Vs. Air Attacks
- Air Superiority; +100% Attack Vs. Air Units, -50% vs Non-Air Units, Air to Air combat ignores unit armor
- Amphibious Pods; Allows land units to attack inland while still on transports as well as move from sea bases to adjacent land squares
- Antigrav Struts; Gives +1 Movement Point, no movement penalties, Air units recieve +2MPsX"reactor level"
- Blink Displacer; Attacking unit ignores defensive base structures
- Carrier Deck; allows sea units with Troop Transport Module to support air units
- Clean Reactor; unit requires no support
- Cloaking Device; Allows unit to move undetected unless other units attempt to move into same square
- Comm Jammer; +25% Defense Vs Unit with more than one movement point
- Deep Pressure Hull; Sea unit functions as a submarine(see Cloaking Device)
- Deep Radar; allows unit to see two squares away
- Drop Pods; Unit can be dropped 8squares away from its position if at Base or Airbase, "Orbital insertions" allow unit to be dropped anywhere on map(-50% in combat during same turn as drop)
- Empath Song; 50% attack Vs. Psi Defense(including Mind Worms)
- Fungicide Tanks; Allows terraforming units to clear Fungus faster(2X)
- Heavy Artillery; Allows Units to Bombard enemies within two squares, but disables direct attack
- High Moral; +1 Moral when built
- Hypnotic Trance; +50% Defense Vs. Psi Attack(including Mind Worms)
- Nerve Gas Pods; +50% Attack, causes Defending Bases to decrease in size, Counts as Atrocity
- Non-Lethal Methods; Unit counted twice towards Police
- Polymorphic Encryption; 2X resistance to Probe Teams
- Repair Bay; Transport units can repair in transit.
- Super Former; 2X speed to terraform actions
