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PC GAMES
PC GENRES
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INFORMATION
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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.
* 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
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