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Ascendancy cheats / Ascendancy hints / Ascendancy faqs / Ascendancy solutions Ascendancy hints Ascendancy - Charts ------------------------------------- PLANTARY ITEMS Factory The Factory is a common structure on most colonized planets. Factories increase a colony's industry, which helps speed the completion of planetary projects. Agriplot The Agriplot is a high-productivity farming area. Agriplots increase a colony's prosperity, which causes its population to grow more quickly. Laboratory The Laboratory is a center for research and development. Laboratories provide research, which allows a species to make technological discoveries. Habitat The Habitat is a high-density living and working complex with a precisely controlled internal climate. Habitats provide a colony with prosperity, and also allow room for additional population. Metroplex The Metroplex is an urban center with industrial, technological, and residential capacities. Colony Base You should not be able to build this. Industrial Megafacility The Industrial Megafacility is a huge, self-reliant production plant. Its industrial output is greater than that of a Factory. Artificial Hydroponifer The Artificial Hydroponifer is a super-efficient nourishment production facility. Its prosperity output is greater than that of an Agriplot. Research Campus The Research Campus is a well-equipped experimentation center. It is of more research value than a Laboratory. Logic Factory The Logic Factory is a research complex that specializes in the entertainment and happiness of sentient beings. It provides both research and prosperity. Engineering Retreat The Engineering Retreat is an academized production plant where engineers devise improvements in logistics and production methods. It provides a colony with industry as well as research. Surface Cloaker The Surface Cloaker uses high-frequency diffraction generators to make a planet surface practically invisible to alien ships. Hyperpower Plant The Hyperpower Plant is a marvel of high technology. By generating power for all of a colony's industry structures, it significantly increases the colony's entire industrial output. There is no need for more than one Hyperpower Plant on any colony. Fertilization Plant The Fertilization Plant produces vast quantities of agricultural and hydroponics supplies. It boosts the prosperity of an entire colony. There is no need for more than one Fertilization Plant on any colony. Internet The Internet provides a colony with a high-speed information and data transfer system. It greatly improves the progress made by a colony's research centers. There is no need to build more than one Internet on any colony. Cloning Plant The Cloning Plant organically duplicates new members of a planet's population. There is no need to build more than one Cloning Plant on any planet. Observation Installation The Observation Installation scans nearby alien ships. There is no need to build more than one Observation Installation on any planet. Tractor Beam Element The Tractor Beam generates a powerful stasis field to overcome a ship's drives and pull it toward a planet. You can use a planet's Tractor Beam in the System Display by selecting the planet and then selecting the Tractor Beam from its item list. Surface Shield The Surface Shield houses defense armaments that protect a colony against alien invasion. Several Surface Shields may be necessary to defend against large invasion forces. Surface Mega Shield The Surface Mega Shield is a powerful defense against alien invasion. It uses protective ion fields to augment the endurance of its defense armaments. It is much more valuable than the normal Surface Shield, but certainly not invulnerable. Outpost The Outpost is an important structure for colonies on small or minimally habitable planets. It provides living facilities for additional population. Transport Tubes Transport Tubes allow colony structures to spread quickly over the surface of a planet. They are easy to produce, require no maintenance, and can even be constructed on black squares. Shipyard The Shipyard is an enormous orbital center for the production of space ships. Though expensive to construct, it is a necessary first step toward space exploration. A colony must have a Shipyard in order to build ships. Ship Ships are the key to the exploration of space. Each Ship can be designed differently, and can hold various types of equipment that allow it to do such things as travel, engage in combat, and colonize or invade planets. Orbital Docks Orbital Docks provide a maintenance platform for the repair and refitting of ships. Any ship orbiting a colony with Orbital Docks can be refitted. When a ship is refitted, its contents may be changed, and its hull is repaired. Orbital Cloaker The Orbital Cloaker uses modified diffraction generators to disguise structures orbiting a colony, rendering them invisible to alien ships. Orbital Shields Orbital Shields are a colony's primary defense against alien invasion. As long as a colony is protected by Orbital Shields, alien ships may not enter orbit. Orbital Mega Shields Orbital Mega Shields are highly fortified planetary defenses. Much harder to destroy than the lower-tech Orbital Shields, they prevent alien ships from entering orbit around a colony. Orbital Missile Base The Orbital Missile Base is a potent short-range planetary weapon. Though it may only be used once per game day, it can severely damage nearby ships. Short Range Orbital Whopper The Short Range Orbital Whopper is a powerful planetary energy weapon with a short range. It may be fired three times per day. Woe to the ship that runs out of power while in its range. Long Range Orbital Whopper The Long Range Orbital Whopper is the elite of planetary weaponry. Its focused energy beams achieve a long range, and its reusability makes it dauntingly powerful. Alien Hospitality Alien Hospitality is not an individual structure, but rather an overall planetary project. While a colony dedicates its industry to Alien Hospitality, it helps improve diplomatic relations with alien species. Interstellar Trucking Interstellar Trucking is a myth. Endless Party The Endless Party is not an individual structure, but rather an overall planetary project. While a colony's project is set to Endless Party, its prosperity increases by an amount proportional to its industrial output. Scientist Takeover The Scientist Takeover is not an individual structure, but rather an overall planetary project. While a colony's project is set to Scientist Takeover, its research progress increases by an amount proportional to its industrial output. Automation Automation is a process by which the personnel maintaining a structure are replaced by robotic equipment. When a structure has been fully automated, its personnel are freed for use elsewhere on the colony. Terraforming Terraforming is an important project for colonies on minimally habitable planets. When a black surface square is terraformed, it becomes a white square, and the colony may then build structures on it. Lush Growth Bomb The Lush Growth Bomb combines chaos technology with organic synthesis equipment to make a planet surface significantly more habitable. Only one Lush Growth Bomb is of noticeable value on any planet. Xeno Archeological Dig The Xeno Archeological Dig allows a colony to uncover and analyze the ruinsof ancient civilizations. When unearthed, these ruins very often providethe key to the discovery of advanced technologies. GIZMOS Mass Barrage Gun The %s launches a spray of projectiles from its electromagnetic accelerators. It is cheap to build and uses little power_the projectiles are low-tech spheres of solid metal that rely on kinetic energy to do damage. It is easy to deflect, slow to reload, and has a short range. Fourier Missiles %s use image recognition to identify vulnerable areas of a ship. They require little power to fire, but they reload slowly and don't do much damage. Quantum Singularity Launcher The %s generates and fires tiny black holes_infinitely small but incredibly massive objects that easily punch through an Ion Wrap field. The disadvantages of this weapon are its short range and long recharge time. Molecular Disassociator The %s generates a cloud that weakens the molecular bonds in matter. This tends to corrode the target rapidly. Its main drawback is that it takes a long time to form a fully charged cloud. Electromagnetic Pulser The %s produces electromagnetic pulses that disrupt delicate technological equipment. It does little structural damage but it strobes very quickly, producing many pulses in a short time that can overload and destroy the target ship. Plasmatron The %s fires extremely long range bolts of super-heated plasma. It takes a long time to recharge. Ueberlaser The %s is a high-power pulse laser that cuts instantly through an unshielded ship hull. It uses a lot of power but does heavy damage. Fergnatz Lens The %s passively collects and focuses cosmic energies at its target. It requires no power to operate. Hypersphere Driver The %s creates unstable bubbles in spacetime that extend into higher dimensions. When these bubbles intersect normal matter they collapse, pinching off the matter inside another dimension. They have a very long range and inflict massive damage. This weapon is extremely expensive to produce and gobbles power. Nanomanipulator The %s fires bursts of highly focused nanoenergon flux. The flux induces a chaotic nanowave upon impact that rips through the target, destructively jumbling alternate realities together. It is hugely destructive, fires in quick bursts, and uses a lot of power. Ion Wrap The %s is a low-grade particle defense shield. Like most shields, it only consumes power when it is active. Concussion Shield The %s surrounds a ship with a flexible energy barrier that absorbs kinetic impulses and spreads them over its entire surface. Like most shields, it only consumes power when it is active. Wave Scatterer The %s is an energy dispersion mechanism that passively diffracts and scatters energy waves as they make contact with a ship's hull. The Wave Scatterer is a weak defense, but unlike most shields it consumes no power. Deactotron The %s is a high-tech active defense module. When it detects the approach of particle or energy projectiles, it reacts by ejecting an appropriate countermeasure. Like most shields, it only consumes power when it is Hyperwave Nullifier The %s surrounds a ship with a space-distorting hyperwave field. The field causes incoming projectiles to slide around the hull of their target and miss it completely. Like most shields, the Hyperwave Nullifier only consumes power when it is active. Nanoshell The Nanoshell simply creates a dense barrier of Nanoenergons around a ship. Few weapons are able to penetrate it. Like most shields, it only consumes power when it is active. Tonklin Motor The %s is a weak engine based on an elegant quirk of momentum theory. It is very inexpensive to construct. Ion Banger The %s sucks in ions from surrounding space and smashes them into each other at high speeds, creating a propulsive force. It is significantly more powerful than the Tonklin Motor. Graviton Projector The %s sprays a gravity field in front of a ship, pulling it perpetually forward. The Graviton Projector is more powerful than the Ion Banger. Inertia Negator The %s generates an anti-mass field that allows a ship to float lightly through space. It is about as strong as the Graviton Projector, but it consumes much less power. Nanowave Space Bender The %s projects a wide-band field of nanoenergy that warps the space around a ship, allowing it to slide rapidly in any direction. It is a very powerful engine. Tonklin Frequency Analyzer The %s scans energy leakages from a ship to determine information about its status. Its range is relatively short. It is always active and consumes no power. Subspace Phase Array The %s detects subtle variations in the space flow around a ship. It is able to detect a ship's status information at short to medium range. It is always active and consumes no power. Aural Cloud Constructor The %s is a medium range scanner that projects an aural cloud through surrounding space, observing vibrations in the cloud to detect the status of other ships. It is always active and consumes no power. Hyperwave Tympanum The %s is a long range scanner that is able to detect the minutest variations in the hyperwave ether and analyze them to obtain status information about other ships. It is always active and consumes no power. Murgatroyd's Knower %s is a very long range scanner that uses a combination of advanced technologies to determine the status of other ships. It is always active and consumes no power. Nanowave Decoupling Net The %s harvests coupled nanowaves from surrounding space and analyzes them to learn the status of other ships. Its range is practically unlimited. It is always active and consumes no power. Proton Shaver The %s is a power generator that operates by extracting small quantities of protons from heavy atomic nuclei and converting them to energy. It is inexpensive but produces little power. Subatomic Scoop The %s sucks subatomic particles from surrounding space and converts them to energy. It is a stronger generator than the Proton Shaver. Quark Express The %s uses a little-understood technology to squeeze energy from various sub-subatomic particles. It is a powerful generator. Van Creeg Hypersplicer The %s merges mixed-frequency hyperwaves and collects the energy bleed-off. It is a very powerful generator. Nanotwirler The %s puts a stream of Nanoenergons into sympathetic resonant motion, and channels off the energy they release from each other. It generates even more power than the Van Creeg Hypersplicer. Other Ascendancy cheats hints faqs solutions: 1. Ascendancy cheat codes 1. Ascendancy hints 3. Ascendancy hints 1. Ascendancy faq and solutions |