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     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

Social Engineering Modifiers (cont)

Growth
Positive Modifiers
Factions:
    * The Human Hive: +1
Social Models:
    * Democratic politics: +2
    * Planned economics: +2
    * Eudaimonic future society: +2
Secret Projects:
    * The Cloning Vats: +base growth per turn

Base Facilities:
    * Children's creche: +2 at base
    * Sky hydroponics lab: +1 nutrient at each base
Negative Modifiers:
Social Models:
    * Green economics: -2

Planet
Positive Modifiers
Factions:
    * Gaia's Stepdaughters: +1
Social Models:
    * Green economics: +2
    * Cybernetic future society: +2
Secret Projects:
    * The Pholus Mutagen: Reduces industry effect on planet
Base Facilities:
    * Centauri Preserve: Reduces industry effect on planet at base
    * Temple of Planet: Reduces industry effect on planet at base
Negative Modifiers
Factions
    * The Lord's Believers: -1
Social Models:
    * Free market economics: -3

Probe
Positive Modifiers
Factions:
    * The Lord's Believers: +1
Social Models:
    * Fundamentalist politics: +2
    * Thought control future society: +2
Technology Advances:
    * Planetary networks: Allows probe teams
Secret Projects:
    * The Telepathic Matrix: +2 morale for probe teams
    * The Hunter-Seeker Algorithm: Defense against probe infiltration
Negative Modifiers
Factions:
    * University of Planet: -2
Social Models:
    * Knowledge: -2

Industry
Positive Modifiers
Factions:
    * The Human Hive: +1
Social Models:
    * Planned economics: +1
    * Wealth values: +1
    * Eudaimonic future society: +2
Secret Projects:
    * The Bulk Matter Transmitter: +2 minerals per base
    * The Cloning Vats: +2 if using power model
    * The Singularity Inductor: +50 percent minerals at each base
Base Facilities:
    * Genejack factory: +50 percent minerals at base
    * Nanoreplicator: +50 percent minerals at base
    * Nessus mining station: +1 mineral at each base
    * Quantum converter: +50 percent minerals at base
    * Robotic assembly plant: +50 percent mineral at base
Negative Modifiers
Factions:
    * The Spartan Federation: -1
Social Models:
    * Power values: -2

Research
Positive Modifiers
Factions:
    * University of Planet: +2
Social Models:
    * Knowledge values: +2
    * Cybernetic future society: +2
Secret Projects:
    * The Network Backbone: +1 per network node in game and +1 for each commerce point
    * The Planetary Datalinks: Receive any technology possessed by three other factions
    * The Supercollider: +100 percent at base
    * The Theory of Everything: +100 percent at base
    * The Universal Translator: Two free technology advances
Base Facilities:
    * Biology lab: +2 at base per turn
    * Fusion lab: +50 percent at base
    * Network node: +50 percent at base
    * Nanohospital: +50 percent at base
    * Quantum lab: +50 percent at base
    * Research hospital: +50 percent at base
Negative Modifiers
Factions:
    * The Lord's Believers: -2
Social Models:
    * Fundamentalist politics: -2
Base Facilities:
    * Punishment sphere: -50 percent at base


NEXT: Part 3: Alpha Centauri Reference Databasenext
 

 

 
 
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