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Chapter 14: Secret
Projects
The Cloning Vats
Need to expand your population in a hurry? The Cloning Vats will certainly
accomplish that with the added bonus of eliminating the negative effects
of two powerful social engineering choices. Don't forget about the prerequisites
(keeping nutrients and habitats available); if you can't keep up with the
boom, don't bother.
NOTE
Secret projects aren't exactly secret. When construction begins, it's announced to all other factions. Stay alert of these announcements. Don't begin construction of a project when you know it's being built by another faction. But, if you can hurry production through ample energy reserves, you could steal a project from under another faction's nose.
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* Cost: 500
* Prerequisite: Biomachinery
* Benefits: All your bases enter a permanent state of population boom and will grow every turn provided nutrient output is sufficient and habitat facilities are adequate; negative effects of the power (+2 industry) and thought control (+3 support) social engineering choices are eliminated
The Command Nexus
Because the Command Nexus provides a bonus at every base, only acquire it if you plan to expand your empire to more than five bases. The Human Hive, with the prerequisite already in hand, has the shortest path to the Command Nexus. Being relatively inexpensive, if you choose the Hive and plan to expand, discover the Nexus as early as possible.
WARNING
Building a project, then failing to capitalize on its benefits, creates problems when your playing against experienced players. After building the Command Nexus, use your bases often to quickly heal military units before returning them to battle.
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* Cost: 200
* Prerequisite: Doctrine Loyalty
* Benefits: Counts as a command center at every base
The Cyborg Factory
A bioenhancement center can greatly improve military morale, providing a +2 bonus for each unit built at that base. With the Cyborg Factory, though, each base will act as a bioenhancement center, providing morale bonuses to military units built at each base. Again, only discover it if you plan on expanding to several bases. If not, building one or two bioenhancement centers will be cheaper.
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"All
men have an instinct for conflict: at least, all healthy men."
- Hilaire Belloc
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* Cost: 400
* Prerequisite: Mind/machine interface
* Benefits: Counts as a bioenhancement center at every base
The Dream Twister
Don't both with the Dream Twister if your military is geared around conventional weapons. The Gaians ability to capture and breed mind worms makes this project hard to pass up - mind worms become a powerful force with the additional attack bonus.
* Cost: 400
* Prerequisite: The Will to Power
* Benefits: +50 percent to psi attack
The Empath Guild
The Gaians possess the fastest road to this project, and it's a good choice if you plan to play peacefully early on. With the ability to contact any leader, you can begin to make pacts and treaties and start trading technologies. Further, the vote bonus helps counter (or complement) the Peacekeepers' predesigned advantage in elections.
TIP
Use the Empath Guild to gain favor with other factions by contacting them early on in the game. Once you've used them sufficiently, don't hesitate you put the infiltrators to work.
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* Cost: 200
* Prerequisite: Centauri empathy
* Benefits: Lets you contact any leader and gives you an infiltrator in every faction; gives you +50 percent votes in elections for planetary governor and supreme leader
Next -
The Human Genome Project, Human-Seeker Algorithm, Living Refinery, and more
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