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Sid Meier's Alpha Centauri cheats / Sid Meier's Alpha Centauri hints / Sid Meier's Alpha Centauri faqs / Sid Meier's Alpha Centauri solutions Sid Meier's Alpha Centauri hints Sid Meier's Alpha Centauri Strategy Guide Author: Jim Chamberlin Last Time Updated:06/07/99 This guide was produced for no one in particular. It's basically a quick reference guide with a few tips to keep in mind. If you have any questions, e- mail me at: jjchamber4@aol.com. ====================================== Table of Contents -------------------------------------- I. Introduction II. The Factions III. Landmarks IV. Secret Projects V. Facilities VI. Technologies VII. Planetary Council Proposals VIII. Citizens IX. Tips X. Credits/ Links XI. Farewell! ====================================== I. Introduction ====================================== Soon after the new millenium begins, war and disease take over and destroy Earth. The U.N. ordered a mission to colonize another planet, before it was too late. The mission, Unity, was to send enouth people and supplies to Chiron, in the Alpha Centauri system. Space travel is very difficult. Despite this, Unity was able to launch off. An unexpected reactor meltdown damaged the ship on the way to Chiron. The meltdown damaged the communications equipment and contact with Earth is lost. The most powerful leaders have built factions and surrounded themselves with followers. The U.N. Starship Unity ends up splitting up into seven pods, each containing a faction. It's up to us to become the supreme leader and expand out faction at all costs. ===================================== II. The Factions ===================================== There are seven factions of refugees from the disastrous destruction of the U.N. Starship Unity. Each faction is guided by the vision of its leader. These visions, in turn, give each faction a unique set of advantages and disadvantages. By comparing the strenghts of your faction to the parameters of a customized planet, you can either give yourself an edge against the other factions, or set yourself a unique challenge to overcome. GAIA'S STEPDAUGHTERS (LED BY LADY DEIRDRE SKYE) The Gaians are determined not to repeat the envirinmental mistakes of old Earth. They seek to live at peace with Planet. They start out with the Centauri Ecology technology and advanced abilities to interact with the native life, including tha ability to move freely through xenofungus squares and gather extra nutrients from fungus. Their empathy with Planet gives them the ability to place ravaging wild mind worms directly under their control. Their experience with recycling systems make their bases more efficient, but their pacifiast leanings undermine the abilities of their military units, and they resent police control in times of crisis. Because of negative environmental consequences, the Gaians can not make the "Free Market Economics" social choice. +1 Planet +2 Efficiency -1 Morale -1 Police +1 Nutrients in fungus squares May not use Free Market enonomics Aggression: Pacifist Priorities: Explore Starting Technology: Centauri Ecology Agenda: Green Aversion: Free Market _Land Bases_ Gaia's Landing Mindworm Pass Lucky Autumn Gaia's High Garden Blackroot Palace Dreams of Green Forest Primeval Greenhouse Gate The Lines Children of Earth Razorbeak Wood Velvetgrass Point Vale of Winds Last Rose of Summer Song of Planet Nescus Shining Autumn Grove Lily of the Valley Silverbird Park The Flowers Preach Virgin Soil Fallow Time Resplendent Oak Garden of Paradise Thorny Vineyard Chiron Preserve Memory of Earth _Water Bases_ Garden of the Deep Deirdre's Fishery Water Garden Great Lagoon Falling Water Ocean Flower Sea Cradle Garden of Fishes HUMAN HIVE (LED BY CHAIRMAN SHENG- JI YANG) This faction is ruled under harsh collectivist/ authoritarian principles. The good of the individual is totally subordinate to the state. They are isolationist, and militaristic. The Hive begins with the Doctrine: Loyalty technology. Their bases are built underground, giving them the equilalent of a pre- installed Perimeter Defense facility. Their population growth and industrial development are above average, but their economy tends to lag behind others. The Hive can not make the "Democratic" social choice. +1 Growth +1 Industry -2 Economy Underground bunkers May not use Democratic politics Aggression: Aggressive Priorities: Conquer, Build Starting Technology: Doctrine: Loyalty Agenda: Police State Aversion: Democracy _Land Bases_ The Hive Discipline Tubes Factory Maze Sheng-ji Yany Base Laborer's Throng Unity Lair Worker's Nest Unification Cavern Society Grid People's Teeming Social Engineering Den Great Collective Great Clustering The Labyrinth Proletarian Knot Manufacturing Warrens Paradise Swarming Socialism Tunnels Watcher's Eye Communal Nexus The Drove Mound Working Man Hold Social Artery Plex Anthill Huddling of the People Seat of Proper Thought Deep Passages Yang Mine The Leader's Horde Fellowship City Hole of Aspiration Chairman's Burrow People's Endeavor The Colony Labor Network Fecundity Tower Industrial Crawling _Water Bases_ Sea Collective Port Yang Ocean Core Deep Community Factory Drift Deep Clustering Sea Hive UNIVERSITY OF PLANET (LED BY ACADEMICIAN PROKHOR ZAKHAROV) The University is completely dedicated to research and the free exchange of information. They are rumored to sometimes put the pursuit of knowledge ahead of ethics. They start the game with the Information Networks technology and one additional bonus technology. Each University base receives a free Network Node when founded. The University's research progresses quickly, but their open- access philosophy makes them susceptible to attacks by covert "Probe Teams," while their callous elitism can easily lead to unrest among the workers. The University can not make the "Fundamentalist" social choice. +2 Research -2 Probe Free network node at every base One bonus tech at beginning of game Extra drone for every four citizens May not use Fundamentalist Politics Aggression: Erratic Priorities: Discover Starting Technology: Information Networks, +1 bonus tech Agenda: Knowledge Aversion: Fundamentalist _Land Bases_ University Base Academy Park Lab Three Library of Planet Planetary Archives Razvitia Progress Base Cosmograd Budushii Dvor Tsiolkovsky Institute Mendelev College Nauk Science Center Zarya Sunrise Nadezjda Hope Academgorodok Koppernick Observatory Svobodny Free Base Zvedney Gorodok Baikonur Bibliotyek Science Bibliotyek Letters Climactic Research Monitoring Station Buran Prospect Mir Lab Relativity School Pavlov Biolab Lomonosov Park Korolev Center Gargarin Memorial New Arzamas Otkrietia Discovery Zoloto Gold Edinstvo Unity _Water Bases_ The Marine Institute Marine Biology Lab Oceanographic Lab Hydrothermal Institute Deep Sea Lab MORGAN INDUSTRIES (LED BY CEO NWABUDIKE MORGAN) The Morganites are organized along corporate lines, and dedicated to laissez- faire capitalist economic principles. They start the game with 100 energy credits and the Industrial Base technology, and receive a bonus to all income from commerce between factions. Morganites have expensive tastes, making it difficult for them to support units in the field, and requiring them to build Hab Complex facilities before the population of any of their bases can exceed four citizens. The Morganites can no make the "Planned Economics" social choice. +1 Economy -1 Support Commerce (bonus increases value of treaties, pacts, loans) Need Hab Complex for bases to exceed 4 May not use Planetery Economics Aggression: Pacifist Priorities: Build Starting Technology: Industrial Economics Agenda: Free Market Aversion: Planned _Land Bases_ Morgan Industries Morgan Processing Morgan Energy Monopoly Morgan Metagenics Morgan Solarflex Morgan Collections Morgan Bank Morgan Entertainment Morgan Construction Morgan Trade Center Morgan Distribution Morgan Interstellar Morgan Biochemical Morgan Pharmaceuticals Morgan Aerodynamics Morgan Datasystems Morgan Metallurgy Morgan Robotics Morgan Hydroponics Morgan Transport Morgan Studios Morgan Mines Morgan Altimatter Morgan Gravitonics _Water Bases_ Morgan Hydrochemical Morgan Marine Morgan Dock Morgan Ocean Resources Morgan Sea Platform SPARTAN FEDERATION (LED BY COLONEL CORAZON SANTIAGO) The Spartans are paramilitaty survivalists. They believe in both the right and a duty to keep and bear arms. The Spartans start the game with the Doctrine: Mobility technology and a fast scout rover vehicle, and they do not have to pay extra to develop prototypes of new units. Morale of their units is exceptionally high, and their citizens accept strict police control as a necessity, but their extravagant military needs weigh down industrial operations. The Spartans can not make the "Wealth" social choice. +2 Morale +1 Police -1 Industry Prototype units do not cost extra minerals May not use Wealth value in Social Engineering Aggression: Erratic Priorities: Discover, Conquer Starting Technology: Doctrine: Mobility Agenda: Power Aversion: Wealth _Land Bases_ Sparta Command Hawk of Chiron Fort Liberty Survival Base Assassin's Redoubt Ironholm Commander's Base Centurion Cave Fort Survivalist War Outpost Bunker 118 Fort Superiority Militia Station Hommel's Citadel Halls of Discipline Fort Legion Training Camp Parade Ground Janissary Rock Defiance Freshold Blast Rifle Crag Hero's Waypoint _Water Bases_ Fleet Anchorage Hydrodock Sea Outpost Admirality Base Fleet Base THE LORD'S BELIEVERS (LED BY SISTER MIRIAM GODWINSON) The Believers seek a life of prayer and religious worship. Because of the strength of their convictions, they get a bonus when attacking their enemies. They start the game with the Social Psych technology. The Believers are resistant to probe brainwashing, but their suspicion of secular science retards their research efforts, and their belief that Planet is their promised land sometimes interferes with their ecological sensitivity. The Believers can not make the "Knowledge" social choice. +25% Bonus when attacking enemies, from the strength of convictions +1 Probe (devout believers difficult to brainwash) -2 Research (suspicious of secular science) -1 Planet (believe Planet is their promised land) Accumulates no research points until MY 2110 May not use Knowledge value in Social Engineering Aggression: Aggressive Priorities: Explore, Conquer Starting Technology: Social Psych Agenda: Fundamentalist Aversion: Knowledge _Land Bases_ New Jerusalem Terrible Swift Sword The Lord's Mercy Great Conclave Eternal Reward The Rapture Great Zion Throne of God The Hand of God Far Jericho The Lord's Grace The Lord's Chosen Redemption Base Sanctity Base Divinity Base Children of God The Lord's Gift The Holy Five Noah's Rainbow Revelation Base From on High The Voice of God Blessed Saviour Time of Salvation Judgement Seat House of Martyrs Righteous Sentence Valley of the Faithful The Lord's Wrath The Coming of the Lord Blessed Redeemer Hallowed Ground The Word of God The Glory of God The Lord's Truth Godwinson's Hope New Eden _Water Bases_ He Walked on Water Belly of the Whale Port Grace Loaves and Fishes Fisher of Men Water of Wine Consecrated Waters THE PEACEKEEPING FORCES (LED BY COMMISSIONER PRAVIN LAL) The Peacekeepers exist to support the humanitarian principles of the United Nations of Earth, the organization that originally commissioned the Unity expedition to Alpha Centauri. They start the game with the Biogenetics technology. The idealism of this faction attracts an intellectual elite, but their society possesses a tendency towards bureaucratic inefficiency. Their bases can exceed normal population limits by two. Due to his experience with parliamentary maneuvering, Lal's vote counts double when the Planetary Council is convened for election of a Planetary Governor or Supreme Leader. The Peacekeepers can not make the "Police State" social choice. -1 Efficiency Extra talent for every four citizens May exceed Hab Complex population requirements by two Receives double votes in elections for Planetary Governor and Supreme Leader May not use Police State Politics Aggression: Erratic Priorities: Explore, Discover Starting Technology: Biogenetics Agenda: Democracy Aversion: Police State _Land Bases_ U.N. Headquarters U.N. Aid Station U.N. Commerce Committee U.N. High Commission U.N. Equality Village U.N. Court of Justice U.N. Temple of Sol U.N. Settlement Agency U.N. Information Agency U.N. Haven City U.N. Enforcement Base U.N. Planetary Trust U.N. Great Refuge U.N. Healthy Authority U.N. Data Aquisition U.N. Amnesty Town U.N. Planning Authority U.N. Disaster Relief U.N. Pillar of Rights U.N. Education Agency U.N. Criminal Tribunal U.N. Humanity Base U.N. Social Council _Water Bases_ U.N. Ocean Authority U.N. Sea Habitat U.N. Peace Anchorage U.N. Marine Agency U.N. Port Refuge ======================================== III. Landmarks ======================================== There are several landmarks on Planet. Most of the landmarks give you extra resources. FRESHWATER SEA: The richest aquatic region of Planet which provides +1 Nutrients per square. GARLAND CRATER: Made by a comet or another flying object, this crater produces an extra +1 Mineral bonus. GEOTHERMAL SHALLOWS: Many underwater geysers provide +1 Energy per square. GREAT DUNES: A desert which provides no bonus resources. It is a rather inhospitable place to live. MONSOON JUNGLE: A vast rainforest- like area which produces +1 Nutrients per square. MOUNT PLANET: An enormous active volcano, which produces a +1 bonus of both Minerals and Energt per square on its slopes. NEW SARGASSO: A large growth of underwater fungus. If provides no bonus resources; however, you can harvest the fungus. PHOLUS RIDGE: The geothermal energy produced here, produces +1 Energy per square. SUNNY MESA: It provides no resource bonuses, but due to its elevation, it is a good spot for solar collectors and Echelon Mirrors. THE RUINS: A ring of monoliths, which provide no bonuses, other than the monolithe themselves. URANIUM FLATS: A location with mant elements, which provide +1 Energy per square. ======================================== IV. Secret Projects ======================================== ASCENT TO TRANSCENDENCE: End of Human Era ASCETIC VIRTUES: Population limit relaxed; +1 Police BULK MATTER TRANSMITTER: +2 Minerals at each base CITIZENS' DEFENSE FORCE: Perimeter Defense at each base CLINICAL IMMORTALITY: Extra talent at each base CLONING VATS: Population boom at all the bases COMMAND NEXUS: Command Center at each base CYBORG FACTORY: Bioenhancement Center at each base DREAM TWISTER: Psi Attack +50% EMPATH GUILD: Commlink for every faction HUMAN GENOME PROJECT: +1 Talent at each base HUNTER- SEEKER ALGORITHM: Immunity to Probe Teams LIVING REFINERY: +2 Support LONGEVITY VACCINE: Fewer drones/ more profits MARITIME CONTROL CENTER: Naval Movement +2; naval bases MERCHANT EXCHANGE: +1 Energy each square at the base NANO FACTORY: Repair units; low upgrade costs NETWORK BACKBONE: +1 Lab per commerce/ net node NEURAL AMPLIFIER: Psi Defense +50% PHOLUS MUTAGEN: Ecology Bonus; Lifecycle bonus PLANETARY DATALINKS: Any tech known to three others PLANETARY TRANSIT SYSTEM: New bases begin at size three SELF- AWARE COLONY: Maintenance halve; Extra police SINGULARITY INDUCTOR: Quantum Converter at each base SPACE ELEVATOR: Energy +100%/ Orbital cost halved SUPERCOLLIDER: Labs +100% at the base TELEPATHIC MATRIX: No more drone riots; +2 Probe THEORY OF EVERYTHING: Labs +100% at the base UNIVERSAL TRANSLATOR: 2 Free Techs Virtual World: Network Nodes help drones VOICE OF PLANET: Begins Ascent to Transcendence WEATHER PARADIGM: Terraform +50% XENOEMPATHY DOME: Fungus movement bonus ======================================= V. Facilities ======================================= - Aerospace Complex - Bioenhancement Center - Biology Lab - Centauri Preserve - Children's Creche - Command Center - Energy Bank - Fusion Lab - Genejack Factory - Hab Complex - Habitation Dome - Headquarters - Hologram Theatre - Hybrid Forest - Nanohospital - Nanoreplicator - Naval Yard - Nessus Mining Station - Network Node - Orbital Defense Pod - Orbital Power Transmitter - Paradise Garden - Perimeter Defense - Pressure Dome - Psi Gate - Punishment Sphere - Quantum Converter - Quantum Lab - Research Commons - Research Hospital - Robotic Assembly Plant - Skunkworks - Sky Hydroponics Lab - Stockpile Energy - Tachyon Field - Temple of Planet - Tree Farm ======================================= VI. Technologies ======================================= - Advanced Ecological Engineering - Advanced Military Algorithms - Advanced Spaceflight - Advanced Subatomic Theory - Applied Gravitonics - Applied Physics - Applied Relativity - Bio- Engineering - Biogenetics - Biomachinery - Centauri Ecology - Centauri Empath - Centauri Genetics - Centauri Meditation - Centauri Psi - Controlled Singularity - Cyberethics - Digital Sentience - Doctrine: Air Power - Doctrine: Initiative - Doctrine: Loyalty - Doctrine: Mobility - Ecological Engineering - Environmental Economics - Ethical Calculus - Eudaimonia - Frictionless Surface - Fusion Power - Genesplicing - Graviton Theory - High Energy Chemistry - Homo Superior - Industrial Automation - Industrial Base - Industrial Economics - Industrial Nanorobotics - Information Networks - Information Integrity - Matter Compression - Matter Editation - Matter Transmission - Mind/ Machine Interface - Monopole Magnets - Nanometallurgy - Nanominiaturization - Neural Grafting - Nonlinear Mathematics - Optical Computers - Optical Spaceflight - Organic Superlubricant - Photon/ Wave Mechanics - Planetary Economics - Planetary Networks - Polymorphic Software - Pre- Sentient Algorithms - Probability Mechanics - Quantum Machinery - Quantum Power - Retrioviral Engineering - Secrets of Alpha Centauri - Secrets of Creation - Secrets of the Brain - Self- Aware Machines - Sentient Econometrics - Silksteel Alloys - Singularity Mechanics - Social Psych - Super Tensile Solids - Super Conductor - Superstring Theory - Synthetic Fossil Fuels - Temporal Mechanics - The Will of Power - Threshold of Transcendence - Transcendent Thought - Unified Field Theory ======================================== VII. Planetary Council Proposals ======================================== ELECT PLANETARY GOVERNOR: New Governor Appointed GLOBAL TRADE PACT: Commerce Rates Doubled INCREASE SOLAR SHADE: Global Cooling; Sea Levels Drop LAUNCH SOLAR SHADE: Global Coolong; Sea Levels Drop MELT POLAR CAPS: Global Warming; Sea Levels Rise REINSTATE U.N. CHARTER: Atrocity Prohibitions Return REPEAL GLOBAL TRADE PACT: Commerce Rates Halved REPEAL U.N. CHARTER: Atrocity Prohibitions Lifted SALVAGE UNITY FUSION CORE: +500 Energy Credits To Every Faction UNITE BEHIND ME AS THE SUPREME LEADER: Diplomatic Victory; Game Ends ======================================== VIII. Citizens ======================================== Bonus To Economy Labs Psych DOCTOR 0 0 +2 DRONE EMPATH +2 0 +2 ENGINEER +3 +2 0 LIBRARIAN 0 +3 0 TALENT TECHNICIAN +3 0 0 THINKER 0 +3 +1 TRANSCEND +2 +4 +2 WORKER ========================================= IX. Tips ========================================= - I recommend that you put one or two of your first four bases on "rolling" squares. This allows for good mineral production from mines. It also helps produce more units. - I recommend to build at least two military units at each base to start off with. - After your military units are built, build some formers. - I recommend that you build recycling tanks and supply pods next. This will increase efficiency and expansion. - Don't forget to build things like the Children's Creche, Biology Lab, and Hab Complex. - I recommend signing treaties or pacts with some or most of the other factions for a short time, at least. - Don't forget that units can hide in the fungus. - Boreholes are very important in the production of resources at your bases. I recommend having at least one borehole for every four bases. - Remember to scout for the landmarks. They will provide extra resources. - Build sensory arrays as you explore to watch for mind worms. - Send Supply Crawlers to retrieve far away resource deposits. - Naval Bases and Aerospace Complexes add to your faction's dominance and expandability. - Remember to build kelp farms, tidal harnesses, and mining platforms for bases near an ocean. - If your land is arid, build a condensor to make it more moist. - Build solar collectors adjacent to Echelon Mirrors in high elevation locations. - Forests are easy to produce and provide sufficient resources, so plant several forests near your bases. =========================================== X. Credits/ Links =========================================== - Firaxis Games - Electronic Arts - http://www.alphacentauri.com/ - http://alphazone.cjb.net/ - http://civilization.gamestats.com/smac =========================================== XI. Farewell! =========================================== Like I mentioned earlier, this is more of a reference guide than anything else. If you know of anything you think that I should include, e- mail me at the address at the beginning. Until Next Time... Other Sid Meier's Alpha Centauri cheats hints faqs solutions: 1. Sid Meier's Alpha Centauri cheat codes 2. Sid Meier's Alpha Centauri cheat codes 3. Sid Meier's Alpha Centauri cheat codes 1. Sid Meier's Alpha Centauri hints 2. Sid Meier's Alpha Centauri hints 3. Sid Meier's Alpha Centauri hints 5. Sid Meier's Alpha Centauri hints 6. Sid Meier's Alpha Centauri hints 1. Sid Meier's Alpha Centauri faq and solutions 2. Sid Meier's Alpha Centauri faq and solutions 3. Sid Meier's Alpha Centauri faq and solutions |