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     Back to IntroductionSybex BooksGameGuides.com


 
part 3

Chapter 10: Faction Profiles
Chapter 11: Base Facilities
Chapter 12: Unit Statistics
Chapter 13: Technology Advances
Chapter 14: Secret Project
    The Projects
    Secret Project Tree

Chapter 14: Secret Projects

The Maritime Control Center
Don't bother researching this project on land-heavy maps and certainly don't waste your resources if you don't plan to use transport foils or other assault naval units. Keep the naval base bonus in mind as well; repair your naval units quickly by docking them at offshore bases.

* Cost: 300
* Prerequisite: Doctrine Initiative
* Benefits: Increases the movement rate of all naval units by two; counts as a naval base at every base

The Merchant Exchange
With the ability to construct immediately, the Morganites will likely be the first to construct the Merchant Exchange. Once you've constructed the project, develop the particular base into your colony's chief production center. With the extra energy bonuses, the ability to produce units, facilities, and projects quickly will be much easier.

* Cost: 200
* Prerequisite: Industrial base
* Benefits: +1 energy in every square at this base

The Nano Factory
Think of the Nano Factory as a mobile command center. With this project, you can repair units quickly and completely even when they aren't inside a base square.

TIP
Because the Nano Factory decreases upgrade costs, try to construct this project before you begin heavy prototyping and unit upgrading


* Cost: 400
* Prerequisite: Industrial nanorobotics
* Benefits: Units can be repaired quickly and completely even when not in base squares; the cost to upgrade units is reduced by 50 percent

The Network Backbone
One of the most powerful secret projects in the game, particularly related to research, the Network Backbone provides research bonuses to heavy commercial factions as well as a bonuses for every network node in existence. Acquiring the Network Backbone can create a huge research boom, driving the faction toward the Ascent to Transcendence.

"There are many ways of going forward, but only one way of standing still." - Franklin D. Roosevelt
* Cost: 400
* Prerequisite: Digital sentience
* Benefits: +1 research at this base for every point of commerce this base receives; +1 research for every network node in existence on Alpha Centauri, regardless of the player owning the network node; eliminates the negative effects of cybernetic society (+3 police)

The Neural Amplifier
In a war against a mind-worm-heavy Gaian faction, the Neural Amplifier becomes almost vital. Providing much-needed defense against psi attacks, this secret project should provide the necessary means to overcome scores of mind worm assaults.

* Cost: 300
* Prerequisite: Neural grafting
* Benefits: +50 percent to psi defense

Next - The Pholus Mutagen, Planetary Datalinks, Planetary Transit System, and more next
 

 

 
 
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