Click here!

PC GAMES
  News
  Reviews
  Previews
  Movies/Media
  Downloads
  Hints/Codes
  GameGuides.com
  Special Features
  Beta Center
  Release Calendar
  Forums
  Top Games

PC GENRES
  Action
  Adventure
  Driving
  Puzzle
  Role-Playing
  Simulation
  Sports
  Strategy


SWITCH TO:
  VIDEO GAMES
  GAMESPOT LIVE
  GAMEBUYER
  HARDWARE


SUBSCRIBE TO:
  PC Newsletter
  HW Newsletter


ELITE SERVICES
  Join GameSpot

SEE ALSO
  GameFAQs
  Gamespy Arcade
  Netflix

INFORMATION
  Help
  Contact Us
  International

     Back to IntroductionSybex BooksGameGuides.com


 
part 2

Chapter 5: Controlling Your Empire
Chapter 6: Terraforming
Chapter 7: The Art of War
Chapter 8: Diplomacy
Chapter 9: Situational Awareness
    Advanced Concepts
    Q and A
    Social Engineering Modifiers

Chapter 9: Situational Awareness

Advanced Concepts

Might Formula
The formula used to calculate a faction's might is as follows:
* Four points for each point of population.
* Four points for each transcendent thought
* X points for each tech (sum of Explore, Discover, Build, and Conquer)
* 10 points for each secret project
* For each noncombat unit, add Cost/40
* For each psi unit, add Cost/20
* For each planet buster, add Cost/10

For combat units, add Cost/10 in a ratio of weapon strength to best weapon of any unit currently in the game.

Scoring
Your Alpha Centauri score is calculated as follows:
1. One point for each citizen of each base.
2. If you have won a diplomatic or economic victory, score:
(a) One point for each citizen of a pact brother's base.
(b) Half a point for each citizen of any other faction's base.
3. Half a point for each citizen of a surrendered base.
4. One point for each unit of commerce your bases are receiving.
5. One point for each technology discovered.
6. Ten points for each transcendence thought advance.
7. 25 points for each secret project.
8. A victory bonus if you have won the game.

Unit Cost
When designing new units, keep in mind that units strong in three areas will be significantly more expensive than units strong in only two. The basic cost formula is:

Cost = Weapon * (Armor + Speed) * 10 / (2 ^ (Reactor + 1))

* The weapon value is never less than half the armor value.
* Noncombat units should substitute the equipment cost for a weapon value.
* Cost is halved for units with speed 1.
* Cost is halved for sea units, and armor is discounted 50 percent.
* Cost is quartered for combat air units.
* Armor cost is doubled for air units.
* Cost +25 percent for each unit of special ability cost.
* Cost +10 minerals if both the weapon and armor value is greater than 1.
* Cost +10 minerals if a land unit's weapon, armor, and speed are all greater than 1.
* Minimum cost (Reactor * 2 - Reactor / 2) * 10 unless all values are 1.

Next: Questions and Answersnext
 

 

 
 
GameSpot is a CNET Networks Media Property. Copyright ©1995-2001 CNET Networks, Inc. All rights reserved. Privacy policy.