Part 3: Reference
Database
Chapter 11: Base Facilities
An
important ability of an Alpha Centauri player is determining how best
to boost positive social, economic, or environmental effects, or how to
counterbalance negative ones. With social engineering, a player can often
eliminate or soften negative factors - but frequently additional negative
effects emerge. While secret projects typically do the trick, their expensive
cost and high prerequisites prevent them from becoming a factor early
in the game.
Another way to affect your
society's inherent disadvantages, and perhaps the most important way early
in the game, is through base facilities or improvements. While the cost
and prerequisites are typically low, nearly ever facility features maintenance
or energy per turn costs. Study these structures well; knowing what to
build, where to build it, and how to use it can propel your colony into
a solid and productive middle and end of the game.
Aerospace Complex
Providing additional morale and fast repairs, the aerospace complex becomes
essential to any player hoping to amass an air force. Construct an aerospace
complex inside the base nearest the front line. That way, when your planes
return from battle, they will be repaired quickly as they refuel.
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The
aerospace complex is an important prerequisite to several facilities,
including several space orbital technologies. |
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* Cost: 80
* Maintenance: 2
* Prerequisite: Doctrine Air Power
* Benefit: Repairs air units quickly; air units built at complex get +2
morale bonus; allows space-based improvements
Bioenhancement Center
Providing a morale bonus to military units, a bioenhancement center becomes
critical during wartime. Carefully choose where to build the facility;
use the facility in your most productive bases, particularly those training
military units.
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TIP
The secret project the Cyborg Factory counts as a
bioenhancement center at every base. At a cost of 400, the Cyborg
Factory might be worth discovering, particularly if you plan to
construct many bioenhancement centers.
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* Cost: 100
* Maintenance: 2
* Prerequisite: Neural grafting
* Benefit: All military units built here receive +2 morale bonus; any
alien lifeforms you breed at this base gain +1 lifecycle bonus
Next
- Chapter 11: Base Facilities (cont)
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