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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

Chapter 11: Base Facilities (cont)

Biology Lab
The Gaians, with prerequisite nearly in hand, can use the biology lab early on. Construct it in a productive base and receive the benefit of the labs bonus. Also, if you plan on breeding mind worms, do so at a base with the biology lab.

* Cost: 60
* Maintenance: 1
* Prerequisite: Centauri empathy
* Benefit: +2 Labs bonus per turn; any alien lifeforms bred here gain +1 lifecycle bonus

Centauri Preserve
The Centauri preserve reduces the ecological damage produced by your industry. Though somewhat expensive to build and maintain, the Centauri preserve can be vital in combating inefficiency and poor production.

* Cost: 100
* Maintenance: 2
* Prerequisite: Centauri meditation
* Benefit: Reduces effect of industry on Planet's ecosystem; any lifeform bred here gains a +1 lifecycle bonus

Children's Creche
Though the cost is low, the children's creche possesses some powerful bonuses. Inefficiency can be a significant problem in the early game, slowing production of much-needed facilities or units. With bonuses to growth and efficiency, a children's creche can eliminate early game problems.

* Cost: 50
* Maintenance: 1
* Prerequisite: Ethical calculus
* Benefit: Base receives +2 growth bonus; base receives +2 efficiency bonus; all negative morale effects are cancelled for units in base square (these units receive +1 morale); reduces base's vulnerability to mind control.

  The Secret Project the Command Nexus counts as a command center for every base. The command nexus might be the cheaper and easier way to go if you need the command center in several bases.
   

Command Center
Providing the same help to ground units that the aerospace complex provides to air units, the command center is a vital facility if you're at war. Build the command center near the front line, giving your +2 morale military units quick access to the war front and a short return home to be repaired.

* Cost: 40
* Maintenance: 0
* Prerequisite: Doctrine Mobility
* Benefits: Repairs damaged ground units quickly; ground units built here get +2 morale upgrades

Energy Bank
The Morganites, with their already strong economy, can benefit from the energy bank early in the game. Construct the energy bank at the most productive base; this will ensure a quick build time and will shoot already high production through the roof. Building at a less-productive base could prove helpful, but the energy tank will take some time to construct.

* Cost: 80
* Maintenance: 1
* Prerequisite: Industrial economics
* Benefit: +50 percent economy at base


Next - Chapter 11: Base Facilities (cont)next
 

 

 
 
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