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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)

Fusion Lab
Though the fusion lab possesses relatively high costs (especially per-turn maintenance costs), the facility can boom both economy and research. Once you've researched the prerequisite, construct a fusion lab at a productive base. To capitalize on its benefits, begin heavy construction and research at your fusion lab. The fusion lab is cumulative with the quantum lab.

* Cost: 120
* Maintenance: 3
* Prerequisite: Fusion power
* Benefit: +50 percent economy at base; +50 percent labs at base

  The genejack factory's mineral bonus is cumulative with the nanoreplicator, quantum converter, and the robotic assembly plant.
   

Genejack Factory
There are several facilities that boost mineral output by 50 percent, but the genejack factory is the cheapest - although it comes at a heavy price. Constructing the genejack factory can cause drone riots and will increase the base's susceptibility to mind control. Building a hologram theatre (-2 drones at base) can offset the drone penalty.

* Cost: 100
* Maintenance: 2
* Prerequisite: Retroviral engineering
* Benefit: +50 percent minerals output
* Negative Effect: +1 drones at base; increases vulnerability to enemy mind control

  The Morganites need the hab complex more than any other faction. With a population size limit of four on their bases, the hab complex becomes a necessity to early game growth and expansion.
   

Hab Complex
A hab complex assists in the growth of your base. When a base reaches its population limit, a warning will be announced. Construct a hab complex inside the base to raise the population limit to 14. Don't ignore the warnings; to compete in the end of the game, you'll need bases to grow and continue to produce faster.

* Cost: 80
* Maintenance: 2
* Prerequisite: Industrial automation
* Benefit: Lets base population increase beyond 7

Habitation Dome
The hab dome can only be constructed in a base that already has a hab complex; in other words, you can't circumvent the construction of a hab complex and jump all the way up to population size 14 and higher. Though expensive to maintain, your base should be producing plenty of minerals and energy by the time a hab dome becomes a necessity.

* Cost: 160
* Maintenance: 4
* Prerequisite: Super tensile solids, hab complex
* Benefit: Lets base population increase beyond size 14

Headquarters
Headquarters are cheap, and their lack of maintenance costs create a very useful tool in combating inefficiency. Examine your base charts and discover which ones are losing the most energy to inefficiency; construct the headquarters here to completely eliminate the problem.

* Cost: 50
* Maintenance: 0
* Prerequisite: None
* Benefit: +1 energy; no inefficiency; base becomes immune to enemy probe team and mind control


Next - Chapter 11: Base Facilities (cont)next
 

 

 
 
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