Chapter 11:
Base Facilities (cont)
Naval Yard
Because the naval yard only provides bonuses to naval units, don't construct
this facility inland - build your naval yard at either sea or seashore
bases. Use the naval yard in your most productive ocean bases so that
naval construction will be steady; don't forget to send your damaged units
here for a quick repair.
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The
secret project the Maritime Control Center counts as a naval yard
in each base. |
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* Cost: 80
* Maintenance: 2
* Prerequisite: Doctrine initiative
* Benefit: +2 morale bonus to naval units built here; repairs damaged
naval units quickly
Nessus Mining Station
Though the nessus mining station provides mineral bonuses, you'll need
aerospace complexes to reap that benefit. Don't construct the nessus mining
station unless you already have aerospace complexes built (or are planning
to build them).
* Cost: 120
* Maintenance: 0
* Prerequisite: Self-aware machines, aerospace complex
* Benefit: +1 mineral output at every base
* Negative Effects: Mineral bonus is halved for any base without an aerospace
complex
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The
secret project the Virtual World causes each network node to also
count as a hologram theatre. Also, the secret project the Universal
Translator allows the study of multiple alien artifacts at the same
base. |
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Network Node
To study any alien artifacts you find while scouting, you'll need a network
node. Unfortunately, one network node only studies one artifact. If you
find several artifacts, you'll need additional bases with their own network
nodes. If your colony contains several network nodes, consider researching
the Network Backbone secret project, which provides bonuses for every
network node in the game.
* Cost: 80
* Maintenance: 1
* Prerequisite: Information networks
* Benefit: Base can study an alien artifact; +50 percent labs at base
Orbital Defense Pod
An orbital defense pod can be a lifesaver against an enemy planet buster
attack, though protection isn't guaranteed. Although the facility is inexpensive,
don't worry about the defense pod until later in the game, when use of
a planet buster might come into play.
* Cost: 120
* Maintenance: 0
* Prerequisite: Self-aware machines
* Benefit: 50 percent chance of defense against planet buster attack;
defense pods can only be deployed once per turn
Orbital Power Transmitter
Providing the energy equivalent bonus to a nessus mining station and sky
hydroponics lab, the orbital power transmitter also requires aerospace
complexes to be effective. Once you've constructed aerospace complexes,
particularly in an effort to boost air-force production, consider the
orbital power transmitter and nessus mining station, which can further
assist in construction of the powerful needlejets.
* Cost: 120
* Maintenance: 0
* Prerequisite: Advanced spaceflight, aerospace complex
* Benefit: +1 energy at every base
* Negative Effects: Energy bonus is halved for bases without an aerospace
complex
Next
- Chapter 11: Base Facilities (cont)
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