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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)

Paradise Garden
In boosting your workforce, the paradise garden can speed growth and production while reducing the chances of drone rioting. Though the maintenance cost is pricey, the additional talents should allow you to assign more workers for extra mineral and energy resources to spur growth.

* Cost: 120
* Maintenance: 4
* Prerequisite: Sentient econometrics
* Benefit: +2 talents at this base

  The secret project the Citizens' Defense Force counts as a perimeter defense for each base.
   

Perimeter Defense
Don't bother with this facility if you play as the Hive; its bases come equipped with a perimeter defense. Extremely inexpensive and at no cost to maintain, the perimeter defense assists in keeping your base safe from infiltrators and attack (including random mind worm assaults). Use it together with the tachyon field for an even stronger defense.

* Cost: 50
* Maintenance: 0
* Prerequisite: Doctrine Loyalty
* Benefit: +1 defense bonus at base (doubles initial base defense strength)

Pressure Dome
Building a pressure dome inside seaside bases can be quite useful. Not only do you receive a recycling tank, but the base will be protected against terraform attack by gaining the ability to survive underwater. Don't worry about using the pressure dome at inland bases and don't build recycling tanks if you plan on using the pressure dome.

* Cost: 80
* Maintenance: 0
* Prerequisite: Doctrine Flexibility
* Benefit: Lets the base survive underwater; gives base recycling tanks

Psi Gate
Getting your military units from your most productive base to the front line can often be a frustrating task. Psi gates solve the problem; construct one psi gate at your productive base and one at the base on the front line. Psi gates are cheap (though very high up the technology tree), and the teleportation ability quickly provides defensive support to any base.

* Cost: 100
* Maintenance: 2
* Prerequisite: Matter transmission
* Benefit: Units can teleport between bases that contain psi gates

Punishment Sphere
Though the punishment sphere can be a solution to drone rioting, but the negative effects are severe, eliminating talents and killing research. The punishment sphere should only be used in emergencies, particularly if nerve stapling isn't an option to control potential drone riots.

* Cost: 100
* Maintenance: 2
* Prerequisite: Advanced military algorithms
* Benefits: Eliminates drones at base; decreases vulnerability to enemy mind control
* Negative Effects: Eliminates talents at base; -50 percent labs output at base

  The secret project the Singularity Inductor acts as a quantum converter for every base.
   

Quantum Converter
Cumulative with other mineral-boosting facilities (nanoreplicator, genejack factory, and robotic assembly plant), the quantum converter provides additional mineral bonuses and can send production skyrocketing.

* Cost: 200
* Maintenance: 5
* Prerequisite: Quantum machinery
* Benefit: +50 mineral output at base


Next - Chapter 11: Base Facilities (cont)next
 

 

 
 
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