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 Terraformer
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