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     Back to IntroductionSybex BooksGameGuides.com


 
part 3

Chapter 10: Faction Profiles
Chapter 11: Base Facilities
    The Facilities
    Base Facility Tree
Chapter 12: Unit Statistics
Chapter 13: Technology Advances
Chapter 14: Secret Project

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.

  The aerospace complex is an important prerequisite to several facilities, including several space orbital technologies.
   

* 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.

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.

* 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)next
 

 

 
 
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