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Chapter
12: Unit Statistics
Unit Building Blocks
Most Alpha Centauri
units (apart from a few basic units) are formed by five building blocks:
chassis, reactor, weaponry, armor, and special ability. Through experimentation
and wise research, you can create literally hundreds of unit combinations.
Use the following charts to formulate a battle plan; instead of randomly
selecting items to research, use the weapons, armor, and special abilities
listed to create unique and powerful units.
|
TIP
Head over to Chapter 8 to receive an excellent course
on the ins and outs of unit construction, including several useful
custom unit examples.
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Chassis
A unit's chassis determines the speed or movement rate of the unit. Infantry
units can only move one square per turn (on nonfungus terrain), while a
unit sporting a hovertank chassis can move up to three squares per turn,
including over fungus squares. The chassis is the most basic building block;
once you've acquired the prerequisite, you can begin constructing the unit
and apply any weapons, armor, or abilities you've discovered.
|
Chassis
|
Type-
Moves-
Cost
|
Speed
|
Modality
|
Dimen-
sions
|
Modifiers
|
Prerequisite
|
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Infantry
|
Land-1-1
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8km/hr
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Manual
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N/A
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+25 percent vs. base
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None
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Speeder
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Land-2-2
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102km/hr
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Wheeled
|
7.7x
3.6x
2.9m
|
+25 percent in open; -25 percent in
rolling or rocky
|
Doctrine Mobility
|
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Hovertank
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Land-3-3
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227km/hr
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Aircushion - unaffected by fungus
|
6.9x
3x
3m
|
+25 percent in open; -25 percent in
rolling or rocky
|
Nanominia-
turization
|
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Foil
|
Sea-4-4
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62km/hr
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Airfoil
|
162x
24.25x
17.5m
|
Cargo: 2 times reactor
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Doctrine Flexibility
|
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Cruiser
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Sea-6-6
|
115km/hr
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Naval keel
|
200
x50.5
x20m
|
Cargo: 4 times reactor
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Doctrine Initiative
|
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Needlejet
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Air-8-8
|
766km/hr
|
Fixed-wing aircraft
|
18.6x
12.5x
4.4m
|
Fuel: 2 turns (crash landing eliminates
unit)
|
Doctrine Air Power
|
|
'Copter
|
Air-8-8
|
523km/hr
|
Rotary
|
15.5x
6x
4m
|
Fuel: 1 turn (30 percent damage upon
crash landing)
|
Mind-machine interface
|
|
Gravship
|
Air-8-8
|
102.1km/hr
|
Graviton booster
|
22x
8x
6m
|
Fuel: unlimited
|
Graviton theory
|
|
Missile
|
Air-12-12
|
232.2km/hr
|
Assisted airflow
|
15.5x
5x
5m
|
Fuel: 1 turn
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Orbital spaceflight
|
Reactors
Supplying
your unit with power, a reactor determines how much damage a unit can
absorb in combat before it's eliminated. For each level of power, the
reactor can absorb ten points of damage. For example, a unit using the
fusion reactor can withstand 20 points of damage.
Until you reach the
relatively high prerequisites for the other reactors, most of your initial
units will feature the fission plant. The higher reactors, because of
clean waste disposal, reduce the cost to support your units and the cost
to create complex units.
|
Reactor
|
Rating
|
Power
|
Through-
put
|
Effic-
iency
|
Dis-
charge
|
Fuel Source
|
Pre-
requisite
|
|
Fission plant
|
1
|
32,- 655kw
|
29,377kw
|
89.99 %
|
52 r
|
u235
|
None
|
|
Fusion reactor
|
2
|
68,003kw
|
62,821kw
|
92.38 %
|
67 r
|
Ionized deuterium
|
Fusion power
|
|
Quantum chamber
|
3
|
147,893kw
|
141,977kw
|
96.01 %
|
21 r
|
Deuterium-
tritium mix
|
Quantum power
|
|
Singularity engine
|
4
|
4,000,000kw
|
Variable
|
Variable
|
N/A
|
VZM-5
|
Singularity mechanics
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Next:
Projectile Weapons
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