Author Topic: Sid Meier's Alpha Centauri Game Guide (Gamespot)  (Read 11332 times)

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Offline sisko

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Re: Sid Meier's Alpha Centauri Game Guide (Gamespot)
« Reply #15 on: October 19, 2012, 12:10:50 PM »
Discover
Discover research leads to bigger and better engines for your military units which, in turn, increases the rate at which you can move your units. Additionally, the field of Discover opens the gateway to such advanced projects as orbital spaceflight and the incredibly powerful weapon, the planet buster.

The first few levels of Discover research are critical in the early goings of the game, but as it progresses, advancements become more elusive because further research into other categories will be required.

Biogenetics (D1)
Biogenetics is a vital technology, especially if your new city is struggling for a growth rate. One of the earliest base improvements you can build to pump up your nutrient intake is the recycling plant. The only way to gain access to this improvement is through researching Biogenetics, which not only lets you build a recycling plant at any base, but opens the door to the secret project The Human Genome Project.

Secrets of the Human Brain (D2)
After you've researched Biogenetics, Secrets of the Human Brain will be the next available path. Secrets of the Human Brain allows for greater defense against mind worms and psi combat, but you also get a free technological discovery. Considering the time involved in researching new technologies, gaining a freebie should not be underestimated. Anything you can do to increase your knowledge without investing valuable time is a great benefit to your empire. It's for this reason that you should do everything possible to make sure you are the first to research this topic.

TIP
The first faction to research Secrets of the Human Brain gains the added bonus of a free technological discovery!


Build
The Build category of research opens the door to outfitting your military units with armor and leads to a whole host of improvements that will benefit your base. Base research should be conducted as early as possible, especially if you feel threatened by a rival faction. Without armor, your units are doomed to obliteration on the battlefield!

Industrial Base (B1)
Once researched, you can outfit your military units with synthmetal armor, increasing their defense against attack. Additionally, you'll open the door to the secret project The Merchant Exchange, a valuable item for generating more energy at the base in which it is built.

Industrial Economics (B2)
For the energy hungry, Industrial Economics is an absolute must. This technology will let you build an energy bank at any base, increasing the economy by 50 percent. Additionally, you can then shape your political structure into a free market economy that will enhance your cash flow at the risk of irritating the Planet. Social engineering is explained in detail in Chapter 5.
Anyone else feels like it's time to fix the faction graphics bug?

Offline sisko

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Re: Sid Meier's Alpha Centauri Game Guide (Gamespot)
« Reply #16 on: October 19, 2012, 12:16:28 PM »
Conquer
Sooner or later you must destroy the opposition or be destroyed by them. If you're not prepared and have minimal research in the field of Conquer, you're in big, big trouble. Applying your research to the realm of Conquer leads to a whole host of nasty weaponry, including nerve gas pods and all manner of powerful lasers.

Applied Physics (C1)
Applied Physics is the first step in Conquer and will let you outfit all your units with a laser. Once researched, Applied Physics will make the next step available, High Energy Chemistry.

High Energy Chemistry (C2)
For only being the second step in the Conquer chain, High Energy Chemistry packs quite a wallop. Not only do you benefit from plasma steel armor for all your military units, you also gain the special ability of nerve gas pods. Nerve gas pods can be outfitted on any military unit and unleashed on opposing units or, preferably, cities. Nerve gas can wipe out entire populations.

WARNING
The use of nerve gas is considered an atrocity, (a term used in the game to describe any act deemed heinous enough to warrant reprimands from the planetary council, a representative body of all the factions on Planet). By using it, you put yourself at risk of irritating all the factions. Further, they may impose trade sanctions against you for a period of ten years. If you use the nerve gas again, they will impose another ten years, and so on, each time you use it.


Despite the threat of sanctions and hostility, nerve gas does have its place. Specifically, it is a deterrent for people annoying you. Would you want to annoy someone outfitted with nerve gas pods? When push comes to shove, nerve gas pods can make a valuable contribution to your early civilization. Even if sanctions are imposed on you, the effect won't hurt too much, since you'll be generating little in the way of commerce. At the later stages of the game, however, sanctions can be costly. Additionally, later in the game, the opposition is more than likely to have nerve gas at its disposal as well.
Anyone else feels like it's time to fix the faction graphics bug?

 

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