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     Back to IntroductionSybex BooksGameGuides.com


 
part 2

Chapter 5: Controlling Your Empire
Chapter 6: Terraforming
    Roll out the Formers
    Terraforming Improvements
     Working the Sea
Chapter 7: The Art of War
Chapter 8: Diplomacy
Chapter 9: Situational Awareness

Chapter 6: Terraforming

Roll out the Formers (cont)

Tank Former
* 0-1-3
* Chassis - hovertank
Now, we have a movement rate of three squares and, what's more, the ability to hover over the landscape, voiding out the negative effect of moving over xenofungus squares.

Sea Former
* 0-1-4
* Chassis - foil
A seaworthy former? You bet! This is a critical invention to support your coastal cities. A sea former will open up many new options in terraforming, like planting kelp forests and mining platforms.

Destroyer Formers
* 0-1-6
* Chassis - cruiser
A step up from the sea former, the destroyer former has a whopping movement rate of six squares, making this a nimble addition to your terraforming arsenal.

Skybase Former
* 0-1-10
* Chassis - gravship
Look! Up in the sky! It's a flying former! Not only do you benefit from a whopping ten-square movement rate, the skybase former can avoid ground units when under attack and move over land to hard to reach locations. What's more, this former can terraform both land and sea squares, making it an extremely versatile.

Special Abilities
As technological advances arrive, you'll ultimately be allowed to attach some special abilities to your formers.

Super Former
Terraform rate will be doubled, meaning any terraform action will be completed in half the time as normal. This is a sure way to speed up the process of improving your empire and can give you a real edge over the competition.

Fungicide Tanks
Normally, clearing fungus from a square is a long, arduous process. With this special ability, the rate at which this happens is effectively doubled, letting you clear unproductive squares near your cities in twice the time.


Next: The Ultimate Terraformernext
 

 

 
 
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