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help.txt
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1670 lines (1416 loc) · 49.6 KB
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;
; Help
;
#HELPCATS
Concepts
Reactors
Weapons
Armor
Chassis
Facilities
Social
Abilities
Tech
Vehicles
Projects
Factions
Citizens
Terraform
#HELPTECHS
#xs 600
#caption Select Technology
#HELPTECH
#xs 440
#caption Technology: $STR0
^$STR0
^
#TECHHECK
^Formers can improve fungus squares.
^Fungus movement restrictions eased.
^Roads can be built in fungus squares.
^Units can be designed with two special abilities.
^Nutrient restrictions lifted; can produce 3+ nutrients/square.
^Mineral restrictions lifted; can produce 3+ minerals/square.
^Energy restrictions lifted; can produce 3+ energy/square.
^Secrets: First faction to discover gains free tech.
^Increases Probe Team base morale.
^Increases COMMERCE income from Treaties and Pacts.
^Entire planetary map is revealed.
^Genetic Warfare atrocity can be commited by probe teams.
^Increases ENERGY production in fungus squares.
^Increases MINERALS production in fungus squares.
^Increases NUTRIENT production in fungus squares.
^Units w/ drop pods may make orbital insertions.
^+1 Mineral bonus for all Mining Platforms
^Economic Victory allowed
^Diplomatic Victory allowed
^Formers can execute the "$TERRAFORM0" order.
#CITIZENHECK
^Commerce bonus for base.
^Production bonus for base.
^Psi defense bonus for base.
^Morale bonus for base.
^Unit support bonus for base.
^Efficiency bonus for base.
^Aliens bonus for base.
#HELPWEAPONS
#xs 440
#caption Select Weapon Type
#HELPWEAPON
#xs 440
#caption Weapon: $STR0
^
^FIREPOWER: $NUM0
^COST: $NUM1
^
^PREREQUISITE: $LINK<$STR2=$NUM2>
#HELPWEAPON2
#xs 440
#caption Weapon: $STR0
^
^FIREPOWER: $NUM0
^
^PREREQUISITE: $LINK<$STR2=$NUM2>
#HELPDEFENSES
#xs 440
#caption Select Defense Type
#HELPDEFENSE
#xs 440
#caption Defense: $STR0
^
^STRENGTH: $NUM0
^
^PREREQUISITE: $LINK<$STR2=$NUM2>
#HELPDEFENSE2
#xs 440
#caption Defense: $STR0
^
^STRENGTH: $STR1
^
^PREREQUISITE: $LINK<$STR2=$NUM2>
#HELPREACTOR
#xs 440
#caption Defense: $STR0
^
^POWER: $NUM0
^PREREQUISITE: $LINK<$STR1=$NUM1>
#HELPCHASSIS2
#xs 440
#caption Select Chassis Type
#HELPCHASSIS
#xs 440
#caption Chassis: $STR0
^
^MOVEMENT RATE: $STR1 $NUM0
^
^PREREQUISITE: $LINK<$STR2=$NUM3>
#HELPCROPS
#xs 440
#caption List of Crop Types
#HELPFACS
#xs 440
#caption Select Facility Type
#HELPFAC
#xs 440
#caption Base Facility: $STR0
^
^COST: $NUM0
^MAINTENANCE: $NUM1
^
^PREREQUISITE: $LINK<$STR1=$NUM2>
#HELPFACFREE
#xs 440
#caption Base Facility: $STR0
^
^COST: $NUM0
^MAINTENANCE: $NUM1
^
^PREQ: $LINK<$STR1=$NUM2>
^FREE TO NEW BASES: $LINK<$STR2=$NUM3>
^
#HELPPROJS
#xs 440
#caption Select Secret Project
#HELPPROJ
#xs 440
#caption Secret Project: $STR0
^
^COST: $NUM0
^
^PREQ: $LINK<$STR1=$NUM2>
^
#HELPUNIT
#xs 440
#caption Unit Type: $STR0
^ATTACK: {$STR2}
^DEFENSE: {$STR3}
^MOVES: {$NUM1}
^COST: {$NUM0}
^
^PREREQUISITE: $LINK<$STR1=$NUM2>
#HELPUNITS
#xs 400
#caption Select Unit Type
#HELPABILS
#xs 400
#caption Select Special Ability
#HELPABIL
#xs 440
#caption Special Unit Ability: $STR0
^
^ABILITY: $STR2
^COST: $STR3
^
^PREQ: $LINK<$STR1=$NUM0>
#HELPTERRAFORM
#xs 440
#caption Terraforming: $STR0
^
^TURNS TO COMPLETE: $NUM1 $STR2
^
^PREREQUISITE: $LINK<$STR1=$NUM0>
#; Headquarters
#HELPFAC1
Administrative center of your colony. $LINK<+1 ENERGY=43>. No
$LINK<inefficiency=25>.
Enemy $LINK<probe teams=30006> may not attempt mind control here.
#; Children's Creche
#HELPFAC2
Base receives +2 on $LINK<GROWTH=130006> scale and +2 on
$LINK<EFFICIENCY=130001> scale.
All negative $LINK<MORALE=130004> effects are cancelled for units in
base square; instead such units receive a +1 MORALE modifier.
Reduces base's vulnerability to enemy mind control.
#; Recycling Tanks
#HELPFAC3
Increases $LINK<NUTRIENT=41>, $LINK<MINERALS=42>, and $LINK<ENERGY=43>
output of base square.
#; Perimeter defense
#HELPFAC4
Increases defense multiplier of base by one. This
effectively doubles defense strength (or triples it
when combined with a $LINK<Tachyon Field=100005>).
#; Tachyon field
#HELPFAC5
Increases defense multiplier of base by one. This
is cumulative with $LINK<Perimeter Defense=100004>, for a net
tripling of defense strength at base.
#; Recreation Dome
#HELPFAC6
Reduces number of $LINK<Drones=36> in colony by two.
#; Energy bank
#HELPFAC7
Increases $LINK<ECONOMY=44> at base by 50%.
#; Network Node
#HELPFAC8
Increases $LINK<LABS=45> at base by 50%. Base can study
$LINK<alien artifacts=30007>.
#; Biology Lab
#HELPFAC9
$LINK<+2 labs=45> per turn.
Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
#; Skunkworks
#HELPFAC10
Eliminates additional cost to $LINK<prototype=23> new units at this base.
#; Hologram Theatre
#HELPFAC11
Reduces number of $LINK<Drones=36> by two, and increases
$LINK<PSYCH=38> output of base by 50%.
#; Paradise Dome
#HELPFAC12
Two extra $LINK<Talents=37> at this base.
#; Tree Farm
#HELPFAC13
Increases $LINK<PSYCH=38> output at base by 50% and
$LINK<ECONOMY=44> at base by 50%.
Increases $LINK<nutrient=41> output in $LINK<forest=90004> squares.
Eliminates at least half the $LINK<ecological damage=26> caused by terraforming
($LINK<farms=90000>, $LINK<mines=90002>, $LINK<roads=90005>, etc.)
#; Hybrid Forest
#HELPFAC14
Increases $LINK<NUTRIENT=41> and $LINK<ENERGY=43> output of
$LINK<FOREST=90004> squares. Increases $LINK<PSYCH=38>
at base by 50% and $LINK<ECONOMY=44> at base by 50%,
and, combined with $LINK<Tree Farm=100013>, eliminates the ecological damage
caused by terraforming. Cumulative with Tree Farm.
#; Fusion lab
#HELPFAC15
Increases $LINK<ECONOMY=44> at base by 50% and
$LINK<LABS=45> at base by 50%.
#; Quantum lab
#HELPFAC16
Increases $LINK<ECONOMY=44> at base by 50% and
$LINK<LABS=45> at base by 50%. Cumulative
with $LINK<Fusion Lab=100015>.
#; Research Hospital
#HELPFAC17
Increases $LINK<PSYCH=38> at base by 25% and $LINK<LABS=45> at
base by 50% and reduces number of $LINK<drones=36> by one. Reduces
population loss caused by genetic warfare and other disease outbreaks.
#; Nanohospital
#HELPFAC18
Increases $LINK<PSYCH=38> at base by 25% and $LINK<LABS=45> at
base by 50% and reduces number of $LINK<drones=36> by one. Reduces
population loss caused by genetic warfare and other disease outbreaks.
Cumulative with $LINK<Research Hospital=100017>.
#; Robotic Assembly Plant
#HELPFAC19
Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
facilities of this type.
#; Nanoreplicator
#HELPFAC20
Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
facilities of this type.
#; Quantum Converter
#HELPFAC21
Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
facilities of this type.
#; Genejack Factory
#HELPFAC22
Increases $LINK<MINERALS=42> output at base by 50%, but also increases
the number of $LINK<Drones=36> at base by one and increases vulnerability
to enemy mind control. Cumulative with all other
facilities of this type.
#; Punishment Sphere
#HELPFAC23
Eliminates both $LINK<DRONES=36> and $LINK<TALENTS=37> at this base,
and decreases vulnerability to enemy mind control, but reduces
$LINK<LABS=45> output by 1/2.
#; Hab Complex
#HELPFAC24
Allows population of base to grow beyond size 7.
#; Habitation Dome
#HELPFAC25
Allows population of base to grow beyond size 14. Base must already
have $LINK<Hab Complex=100024>.
#; Pressure Dome
#HELPFAC26
Allows base to survive submersion. Also counts as $LINK<Recycling
Tanks=100003> for this base.
#; Command Center
#HELPFAC27
Repairs damaged ground units quickly. Ground units built here
receive two $LINK<morale=11> upgrades.
#; Naval Base
#HELPFAC28
Repairs damaged naval units quickly. Naval units built here
receive two $LINK<morale=11> upgrades.
#; Aerospace Complex
#HELPFAC29
Repairs damaged air units quickly. Air units built here receive
two $LINK<morale=11> upgrades. Base must have an Aerospace complex before
it can produce space-based improvements.
#; Bioenhancement center
#HELPFAC30
All military units built here receive two $LINK<morale=11> upgrades.
Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
#; Centauri Preserve
#HELPFAC31
Reduces effect of industry on Planet's ecology.
Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
#; Temple of Planet
#HELPFAC32
Reduces effect of industry on Planet's ecology.
Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.
Cumulative with $LINK<Centauri Preserve=100031>.
#; Psi Gate
#HELPFAC33
Units can teleport between bases containing Psi Gates.
#; Sky Hydroponics
#HELPFAC34
Each Sky Hydroponics Lab increases the $LINK<NUTRIENT output=41> of
every base by +1. Can only be produced by bases with $LINK<Aerospace
Complexes=100029>.
Nutrient increase is halved for bases without Aerospace Complexes, and
cannot in any event exceed the size of the base.
#; Nessus Mining Station
#HELPFAC35
Each Nessus Mining Station increases the $LINK<MINERALS output=42>
of every base by +1. Can only be produced by bases with $LINK<Aerospace
Complexes=100029>.
Minerals bonus is halved for bases without Aerospace Complexes, and
cannot in any event exceed the size of the base.
#; Orbital Power Transmitter
#HELPFAC36
Each Orbital Power Transmitter increases the $LINK<ENERGY
output=43> of every base by +1. Can only be produced by
bases with $LINK<Aerospace Complexes=100029>.
Energy bonus is halved for bases without Aerospace Complexes, and
cannot in any event exceed the size of the base.
#; Orbital Defense Pod
#HELPFAC37
Each undeployed Orbital Defense Pod has a 50% chance to prevent a
$LINK<Planet Buster=60013> attack against any of your bases. Defense Pods may
only deploy once per turn; when no undeployed Pods remain, a Planet
Buster can only be stopped by sacrificing one of the already-deployed
Pods.
#; Stockpile Energy
#HELPFAC38
All $LINK<MINERALS=42> produced at base are immediately converted to
$LINK<ECONOMY=44> energy reserves (each 2 minerals makes 1 energy).
#; Human Genome Project
#HELPPROJ0
One extra $LINK<Talent=37> at every base.
#; The Command Nexus
#HELPPROJ1
Counts as a $LINK<Command Center=100027> at every one of your bases.
#; The Weather Paradigm
#HELPPROJ2
Increases terraforming speed by 50% for all tasks except
for $LINK<Remove Fungus=90010>. Your formers may build $LINK<Condensors=90012>
and $LINK<Boreholes=90014>,
and may $LINK<raise=90016>/$LINK<lower terrain=90017>, even if you have
not yet discovered the appropriate technologies.
#; The Merchant Exchange
#HELPPROJ3
$LINK<+1 energy=43> in every square at this base.
#; The Empath Guild
#HELPPROJ4
Allows you to contact any leader, and gives you
an infiltrator in every faction. You get +50% votes
in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
#; The Citizens' Defense Force
#HELPPROJ5
Counts as a $LINK<Perimeter Defense=100004> at every base.
#; The Virtual World
#HELPPROJ6
In addition to their normal effect, $LINK<Network Nodes=100008> count as
$LINK<Hologram Theatres=100011> at each of your bases: reduce number of
$LINK<Drones=36> by
two and increase $LINK<PSYCH=38> output of base by 50%.
#; The Planetary Transit System
#HELPPROJ7
Any new bases you found begin at population level 3. One less $LINK<drone=36>
at all bases of population level 3 and under.
#; The Xenoempathy Dome
#HELPPROJ8
All $LINK<Xenofungus=14> squares are treated as $LINK<roads=90005>, and the
rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or
$LINK<plant fungus=90011> is doubled.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#; The Neural Amplifier
#HELPPROJ9
+50% to $LINK<PSI Defense=15>.
#; The Maritime Control Center
#HELPPROJ10
Increases the movement rate of all naval units by two, and
counts as a $LINK<Naval Yard=100028> at every one of your bases.
#; The Planetary Datalinks
#HELPPROJ11
You automatically discover any $LINK<technology=140062> discovered by any three
other $LINK<factions=150001>.
#; The Supercollider
#HELPPROJ12
$LINK<Research output=45> at this base is doubled.
#; The Ascetic Virtues
#HELPPROJ13
Increases the population limit of your bases by two, and increases
your society's tolerance for use of police and military units
($LINK<+1 POLICE=130005>).
#; The Longevity Vaccine
#HELPPROJ14
Two less $LINK<Drones=36> at every base if your $LINK<society's
economics=120005> are $LINK<planned=120008>.
One less Drone at every base if economics are $LINK<simple=120006>
or $LINK<green=120009>.
$LINK<ECONOMY=44> increased by 50% at this base for
$LINK<free market=120007> economies.
#; The Hunter-Seeker Algorithm
#HELPPROJ15
Renders your units and bases completely immune to $LINK<probe team=30006>
infiltration of any kind.
#; The Pholus Mutagen
#HELPPROJ16
Reduces effect of industry on Planet's ecology at all of your bases.
Additionally, the $LINK<Fungus=14> confers on all of your units the same combat
benefits normally reserved for alien lifeforms.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#; The Cyborg Factory
#HELPPROJ17
Counts as a $LINK<Bioenhancement Center=100030> at every base.
#; The Theory of Everything
#HELPPROJ18
$LINK<LABS=45> output doubled at this base.
#; The Dream Twister
#HELPPROJ19
+50% to $LINK<PSI Attack=15>.
#; Universal Translator
#HELPPROJ20
Two free $LINK<tech advances=140062> on completion. Any number of
$LINK<Alien Artifacts=30007> can be cashed at this base.
#; The Network Backbone
#HELPPROJ21
$LINK<+1 research=45> at this base for every point of $LINK<Commerce=29>
this base receives, and +1 research for every $LINK<Network Node=100008>
in existence on Alpha Centauri, regardless of the player owning the
Network Node. Eliminates the negative effects of $LINK<Cybernetic
Society=120017>.
#; The Nano Factory
#HELPPROJ22
Units can be repaired quickly and completely
even when not in base squares. The cost to upgrade
units is reduced by 50%.
#; The Living Refinery
#HELPPROJ23
Decreases minerals required to support military units: $LINK<+2 SUPPORT=130002>
on Social Engineering table.
#; The Cloning Vats
#HELPPROJ24
All of your bases enter a permanent state of Population Boom and
will grow every turn provided $LINK<NUTRIENT=41> output
is sufficient and $LINK<Hab facilities=100024> are adequate.
The negative effects of the $LINK<Power=120012> and $LINK<Thought
Control=120019> social engineering choices are eliminated.
#; The Self-Aware Colony
#HELPPROJ25
Energy maintenance cost for facilities is halved at all of your
bases. If use of $LINK<police=130005> is allowed under the current social model,
all of your bases are considered to have an extra police unit.
#; Clinical Immortality
#HELPPROJ26
One extra $LINK<Talent=37> at every base. Doubles your votes in elections
for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
#; The Space Elevator
#HELPPROJ27
Doubles $LINK<ECONOMY=44> energy reserve production at this base, and
doubles $LINK<MINERAL=42> production rate at all of your bases when
producing Orbital improvements. Your units equipped with
$LINK<drop pods=80004> may now make Orbital Insertions anywhere on the Planet.
All $LINK<Aerospace Complex=100029> restrictions on Orbital improvements are
waived.
#; The Singularity Inductor
#HELPPROJ28
Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the
$LINK<ecological effects=26> of mineral production.
#; The Bulk Matter Transmitter
#HELPPROJ29
$LINK<+2 MINERALS=42> at every base.
#; The Telepathic Matrix
#HELPPROJ30
$LINK<Drones=36> never $LINK<riot=9> at your bases.
All of your $LINK<probe teams=30006> receive a $LINK<+2 morale=11> modifier.
#; The Voice of Planet
#HELPPROJ31
Begins the $LINK<Ascent to Transcendence=110071> sequence. Any faction can now
begin the Ascent to Transcendence.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
#; The Ascent to Transcendence
#HELPPROJ32
Completes the Transcendence sequence and ends the Human Era.
The Ascent cannot be started until the $LINK<Voice of Planet=110070> is
operational.
#;POLITICS
#HELPSOC0
The "Politics" social category allows you to choose your basic
political system.
^
^$LINK<Frontier=120001>
^$LINK<Police State=120002>
^$LINK<Democratic=120003>
^$LINK<Fundamentalist=120004>
#;Frontier
#HELPSOC00
Frontier politics represent the informal governing arrangements made
in early colonies, before populations reach levels requiring more
advanced forms of government. Frontier politics provides no bonuses
or penalties.
^
^Prerequisite: NONE
#;Police State
#HELPSOC01
Police States use oppression to keep their citizens in line, and allow
their leaders great power over military decisions. But oppression of
this type also decreases economic efficiency.
^
+2 POLICE
+2 SUPPORT
-2 EFFICIENCY
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Democratic
#HELPSOC02
Democracies allow citizens to participate in government, and forego
oppression and the stability it confers in favor of growth and efficiency.
But citizens remain suspicious of large military deployments, and civilian
oversight creates large military bureaucracies, so military support
costs increase.
^
+2 EFFICIENCY
+2 GROWTH
-2 SUPPORT
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Fundamentalist
#HELPSOC03
Fundamentalist politics unite a society behind a strong, dogmatic
religion. Evangelizing the populace can create loyal, even fanatical
military forces, and tends to immunize citizens against (other forms
of) brainwashing, but technological research tends to suffer under the
continual assaults on intellectual integrity associated with such
regimes.
^
+1 MORALE
+2 PROBE
-2 RESEARCH
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;ECONOMICS
#HELPSOC1
The "Economics" social category allows you to control the way your
economy is managed.
^
^$LINK<Simple=120006>
^$LINK<Free Market=120007>
^$LINK<Planned=120008>
^$LINK<Green=120009>
#;Simple
#HELPSOC10
Simple Economics describes the informal, ad hoc economy which develops
in the early years of planetfall, before more organized economic
systems can be put in place. Simple Economics provides no special
benefits or penalties.
^
^Prerequisite: NONE
#;Free Market
#HELPSOC11
Free Market Economics turns market forces loose in your society.
Unfettered market economics can produce great wealth quickly, but
in the context of Planet's fragile emerging economies can also lead
to extremes of pollution and ecological damage. Also, citizens rendered
suddenly poor by the actions unscrupulous moguls may revolt against
their energy-fattened masters.
^
+2 ECONOMY
-3 PLANET
-5 POLICE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Planned
#HELPSOC12
A semi-market economy kept in check by fierce governmental regulation,
Planned Economics promotes stable industrial and population growth, but
sacrifices efficiency.
^
+2 GROWTH
+1 INDUSTRY
-2 EFFICIENCY
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Green
#HELPSOC13
Green Economics strive to integrate human progress with the needs
of the biosphere. Green economies use resources efficiently and
tend to avoid the excesses of industrial development which could
provoke Planet's native life, but population growth necessarily
suffers for lack of space.
^
+2 PLANET
+2 EFFICIENCY
-2 GROWTH
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;VALUES
#HELPSOC2
The "Values" social category allows you to set major priorities for
your society.
^
^$LINK<Survival=120011>
^$LINK<Power=120012>
^$LINK<Knowledge=120013>
^$LINK<Wealth=120014>
#;Survival
#HELPSOC20
Survival is of course the all-encompassing first priority of early
human space colonies. "Survival" as a priority provides no
special bonuses or penalties.
^
^Prerequisite: NONE
#;Power
#HELPSOC21
Leaders seeking Power build strong, well-paid military forces to
enforce their will. But Economic and industrial infrastructure may
suffer from bloated "defense" budgets.
^
+2 MORALE
+2 SUPPORT
-2 INDUSTRY
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Knowledge
#HELPSOC22
Leaders seeking Knowledge and intellectual enlightenment will pour
resources into research and education. They will also tend to promote
the free exchange of information, which increases efficiency but also
carries greater security risks.
^
+2 RESEARCH
+1 EFFICIENCY
-2 PROBE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Wealth
#HELPSOC23
Leaders seeking Wealth will concentrate on building economic and
industrial infrastructure rapidly. They achieve rapid growth and
development, with possible side effects being decadence and moral
decay.
^
+1 INDUSTRY
+1 ECONOMY
-2 MORALE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;FUTURE SOCIETY
#HELPSOC3
Future Societies show speculatively how human society may evolve
in the far future.
^
^$LINK<None=120016>
^$LINK<Cybernetic=120017>
^$LINK<Eudaimonic=120018>
^$LINK<Thought Control=120019>
#;None
#HELPSOC30
"None", or no Future Society, simply means that your society has not
yet evolved to a far future society. No bonuses or penalties apply.
^
^Prerequisite: NONE
#;Cybernetic
#HELPSOC31
In the far future, citizens may turn many of the tasks of governing
society over to artificially intelligent computers, increasing
efficiency and freeing humans for more creative tasks. But will
workers displaced by computers sink into despair, poverty, and
possible unrest?
^
+2 EFFICIENCY
+2 PLANET
+2 RESEARCH
-3 POLICE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Eudiamonic
#HELPSOC32
Perhaps the most pleasant to contemplate living in, this far future
society takes its name from an ancient Greek word for fulfillment
and happiness. Eudaimonic society encourages each citizen to achieve
happiness through striving to fulfill completely his or her potential.
Population, Economy, and Industry all experience healthy growth.
Violence fades as society grows more tolerant and just, and even when
this society's hand is forced it often shoots to subdue rather than
to destroy.
^
+2 GROWTH
+2 ECONOMY
+2 INDUSTRY
-2 MORALE
^
^Prerequisite: $LINK<$STR0=$NUM0>
#;Thought Control
#HELPSOC33
The ultimate in "Big Brother" methods, Thought Control effuses
subtle neurochemical triggers into the atmosphere to render its
population obedient, loyal, and resistant to outside ideas.
But significant resources are required to maintain this level
of control.
^
+2 POLICE
+2 MORALE
+2 PROBE
-3 SUPPORT
^
^Prerequisite: $LINK<$STR0=$NUM0>
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
#;ECONOMY
#HELPEFFECT0
{ECONOMY} represents the raw strength of your society's economy.
Increasing this value will increase your $LINK<energy=43> flow.
^
^-3, -2 energy each base
^-2, -1 energy each base
^-1, -1 energy at HQ base
^ 0, Standard energy rates
^ 1, +1 energy each base
^ 2, +1 energy each square!
^ 3, +1 energy each square; +1 commerce rating!!
^ 4, +1 energy/sq; +2 energy/base; +2 commerce!!!
^ 5, +1 energy/sq; +4 energy/base; +3 commerce!!!!
#;EFFIC
#HELPEFFECT1
{EFFICIENCY} represents your society's ability to function without
waste and mismanagement. If this value falls too low, your bases
will begin to lose $LINK<energy=43> to inefficiency.
^
^-4, ECONOMIC PARALYSIS
^-3, Murderous inefficiency
^-2, Appalling inefficiency
^-1, Gross inefficiency
^ 0, High inefficiency
^ 1, Reasonable efficiency
^ 2, Commendable efficiency
^ 3, Exemplary efficiency!
^ 4, PARADIGM ECONOMY!!
#;SUPPORT
#HELPEFFECT2
{SUPPORT} affects the support costs of military units. The lower
your score here, the more of your units you'll have to expend
$LINK<minerals=42> to support.
^
^-4, Each unit costs 2 to support; no free minerals for new base.
^-3, Each unit costs 1 to support; no free minerals for new base.
^-2, Support 1 unit free per base; no free minerals for new base.
^-1, Support 1 unit free per base
^ 0, Support 2 units free per base
^ 1, Support 3 units free per base
^ 2, Support 4 units free per base!
^ 3, Support 4 units OR up to base size for free!!
#;TALENT -- NOTUSED!!!
#HELPEFFECT3
#;MORALE
#HELPEFFECT4
{MORALE} affects the training and determination of your military.
A higher score here translates directly into $LINK<morale=11> upgrades for your
units.
^
^-4, -3 Morale; + modifiers halved
^-3, -2 Morale; + modifiers halved
^-2, -1 Morale; + modifiers halved
^-1, -1 Morale
^ 0, Normal Morale
^ 1, +1 Morale
^ 2, +1 Morale (+2 on defense)
^ 3, +2 Morale! (+3 on defense)
^ 4, +3 Morale!!
#;POLICE
#HELPEFFECT5
{POLICE} represents your society's tolerance for police control and
restrictions on personal freedom. A high score allows you to use
military units as police to suppress $LINK<drone riots=9>. A low score will
cause increasing tension when your military units are away from home.
^
^-5, Two extra drones for each military unit away from territory
^-4, Extra drone for each military unit away from territory
^-3, Extra drone if more than one military unit away from territory
^-2, Cannot use military units as police. No nerve stapling.
^-1, One police unit allowed. No nerve stapling.
^ 0, Can use one military unit as police
^ 1, Can use up to 2 military units as police
^ 2, Can use up to 3 military units as police!
^ 3, 3 units as police. Police effect doubled!!
#;GROWTH
#HELPEFFECT6
{GROWTH} affects your population growth rate. The higher your score,
the fewer $LINK<nutrients=41> your bases will need to grow.
^
^-3, NEAR-ZERO POPULATION GROWTH
^-2, -20% growth rate
^-1, -10% growth rate
^ 0, Normal growth rate
^ 1, +10% growth rate
^ 2, +20% growth rate
^ 3, +30% growth rate
^ 4, +40% growth rate
^ 5, +50% growth rate!
^ 6, POPULATION BOOM!!
#;PLANET
#HELPEFFECT7
{PLANET} represents your society's sensitivity to the $LINK<ecology of
Planet=26>.
A low score indicates that ecological damage will occur more quickly.
^
^-3, Wanton ecological disruption; -3 Fungus production
^-2, Rampant ecological disruption; -2 Fungus production
^-1, Increased ecological disruption; -1 Fungus production
^ 0, Normal ecological tension
^ 1, Ecological safeguards!; Can capture native life forms
^ 2, Ecological harmony!; Increased chance of native life form capture!
^ 3, Ecological wisdom!!; Maximum chance of native life form capture!!
#;PROBE
#HELPEFFECT8
{PROBE} affects your vulnerability (or strength) on security issues.
A high score will help prevent enemy $LINK<probe team=30006> attacks.
^
^-2, -50% cost of enemy probe team actions; enemy success rate increased
^-1, -25% cost of enemy probe team actions; enemy success rate increased
^ 0, Normal security measures
^ 1, +1 probe team morale; +50% cost of enemy probe team actions
^ 2, +2 probe team morale; Doubles cost of enemy probe team actions!
^ 3, +3 probe team morale; Bases and units cannot be subverted by standard Probe Teams!!
#;INDUSTRY
#HELPEFFECT9
{INDUSTRY} represents your manufacturing strength. A high score reduces the
number of $LINK<minerals=42> required to build units and facilities.
^
^-3, Mineral costs increased by 30%
^-2, Mineral costs increased by 20%
^-1, Mineral costs increased by 10%
^ 0, Normal production rate
^ 1, Mineral costs decreased by 10%
^ 2, Mineral costs decreased by 20%
^ 3, Mineral costs decreased by 30%!
^ 4, Mineral costs decreased by 40%!!
^ 5, Mineral costs decreased by 50%!!!
#;RESEARCH
#HELPEFFECT10
{RESEARCH} affects your $LINK<technological progress=45>. A higher score will
increase the rate at which you make breakthroughs.
^
^-5, Labs research slowed by 50%
^-4, Labs research slowed by 40%