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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 Pholus Mutagen
Though the Gaians have the shortest road to this project, their already solid efficiency rating might make this overkill. But, then again, don't underestimate the benefits of efficiency, nor the bonus to the alien lifeform lifecycle. If you plan on breeding mind worms or and Isle of the Deep, these extra bonuses can help significantly.

* Cost: 400
* Prerequisite: Centauri genetics
* Benefits: Reduces the effect of industry on Planet's ecology at all your bases; alien lifeforms you breed gain a +1 lifecycle bonus

The Planetary Datalinks
Best discovered by research-deprived factions (such as the Believers or the Human Hive), the Planetary Datalinks award your faction any technology discovered by three others. Don't rely on this project to be your sole supply of advances, however; use other means, such as your own research, bribery, or probe teams to acquire others.

WARNING
Relying on particular advances with the Planetary Datalinks is impossible. It's unpredictable to determine which technologies you'll be awarded. Because of this, some research time could be wasted on advances you are awarded one turn later.

* Cost: 300
* Prerequisite: Cybernetics
* Benefits: You automatically discover any technology discovered by any three other factions

The Planetary Transit System
Planning to expand? Don't forget about the Planetary Transit System. After you've acquired this project, all new bases will begin at population level 3. The Morganites have the quickest road to this project; and with their love of expansion and wealth, they'll probably research it.

NOTE
"The world is so fast that there are days when the person who says it can't be done is interrupted by the person who is doing it." - Anonymous


* Cost: 300
* Prerequisite: Industrial automation
* Benefits: Any new bases you found begin at population level 3; one less drone at all bases of population level 3 and less

The Self-Aware Colony
Like most projects, the Self-Aware Colony requires some planning ahead. If you have constructed lots of energy-hungry base facilities, this secret project can cut all maintenance costs by half. The extra money will soon fill your reserves; the Self-Aware Colony is an excellent way of kicking in mid- and late-game expansion.

* Cost: 500
* Prerequisite: Self-aware machines
* Benefits: Energy maintenance cost for facilities is halved at all your bases; if use of police is allowed under current social model, all your bases are considered to have an extra police unit

The Singularity Inductor
Counting as a quantum converter at every base, don't research the Singularity Inductor unless you have either expanded or plan to expand. If so, the mineral benefits (+50 percent mineral output at every base) can increase production rates dramatically. Further, efficiency won't be affected by the new mineral bonuses.

* Cost: 600
* Prerequisite: Controlled singularity
* Benefits: Counts as a quantum converter at every base and reduces the ecological effects of mineral production

Next - The Space Elevator, Supercollider, Telepathic Matrix, and more next
 

 

 
 
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