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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)

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.
  The secret project the Maritime Control Center counts as a naval yard in each base.
   

* 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

  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.
   

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)next
 

 

 
 
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