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
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The
secret project the Citizens' Defense Force counts as a perimeter defense
for each base. |
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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
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The
secret project the Singularity Inductor acts as a quantum converter
for every base. |
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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)
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