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