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Sid Meier’s Alien Crossfire – Linux Manual – English

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sid-meiers-alien-crossfire_linux_manual_en_p2w.pdf
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Cycle 2

CMYK

150 lpi 9/14/99 9:59 AM City 2068-2L01.B&W Cover.e1

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TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Welcome to Alien Crossfire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Alien Planetfall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
New Progenitor concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Civil War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Energy Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Base Conquest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
New Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Progenitor Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Getting started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Using the Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Game Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Main (Starting) Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Choose a Faction Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
New Faction Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

New manifestations of planet . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Native Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Flora . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Fauna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Unity Pods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Battle Ogres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Cloning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Landmarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
The Borehole Cluster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Unity Wreckage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
The Manifold Nexus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Fossil Ridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

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New Manifestations of the Colonists . . . . . . . . . . . . . . . . . . . . . . . 16

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Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Resonance Laser (R-Laser) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Resonance Bolt (R-Bolt) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
String Disruptor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Tectonic Payload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Fungal Payload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Resonance Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Pulse Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Soporific Gas Pods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Dissociative Wave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Marine Detachment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Fuel Nanocells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Algorithmic Enhancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Aquafarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Brood Pit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Covert Ops Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Flechette Defense System (FDS) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Geosynchronous Survey Pod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Subsea Trunkline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Subspace Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Thermocline Transducer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Secret Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Cloudbase Academy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Manifold Harmonics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Nethack Terminus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Planetary Energy Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
New Technologies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Progenitor Psych (E1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Field Modulation (C2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Adaptive Economic Systems (B3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Adaptive Doctrine (C3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Biodaptive Resonance (C4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
N-Space Compression (C8) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Sentient Resonance (C9) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

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Secrets of the Manifold (D13) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
String Resonance (C16) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

New Probe Team Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Algorithmic Enhancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
New Probe Action-Freeing Captured Leaders . . . . . . . . . . . . . . . . . . . . . . . 25

Detailed Description of New Factions . . . . . . . . . . . . . . . . . . . . . . 26
Cult of Planet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Cybernetic Consciousness (Cyborgs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Data Angels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Manifold Caretakers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Manifold Usurpers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Appendix 1. New Unit Tables and Definitions . . . . . . . . . . . . . . . . 33
Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Secret Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Special Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Technology Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Appendix 2. Miscellaneous Enhancements . . . . . . . . . . . . . . . . . . 37
Special Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Additional Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Appendix 3. Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Return to Centauri (excerpt) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Designers Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
This product has been rated by the Entertainment Software Rating Board. For
information about the ESRB rating, or to comment about the appropriateness of
the rating, please contact the ESRB at 1-800-771-3772.

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INTRODUCTION

WELCOME TO ALIEN CROSSFIRE

Welcome to Sid Meier’s Alien Crossfire™, FIRAXIS™ Games’ expansion pack
for Sid Meier’s Alpha Centauri™. Enjoy the new faces and places in Alien
Crossfire.

ALIEN PLANETFALL

Alien Crossfire is a companion game to Alpha Centauri and requires ownership of Alpha Centauri.
Here’s a brief overview of what’s new in Alien Crossfire:
◆ Five new human factions.
◆ Two new alien factions: the Manifold Caretakers and the Manifold Usurpers.
◆ New technologies based on alien concepts of resonance fields.
◆ New

facilities, including the Aquafarm, Covert Ops Center, and Subsea
Trunkline.

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◆ New secret projects, including the Manifold Harmonics and the Nethack

Terminus.
◆ New alien life forms
◆ New unit special abilities
◆ New victory conditions for the Manifold factions.
◆ Several additional new concepts and strategies.

The early human exploration of Planet found many mysterious signs pointing
to a long-vanished alien race. The questions raised by these discoveries were
soon answered when two alien factions arrived on Planet a few years after the
crash-landing of the Unity. Their true motives were vague, but it appeared
they had returned to Planet to settle the fate of Manifold Six (their name for
Planet) and the grand experiment in which they were involved. The Usurper
faction has been pushing for the Progenitor race to exploit the powers of the
Manifold, and essentially set themselves up as gods. The Caretakers see Planet
as a sentient being, whose death would result from Usurper policies. Two scout
ships arrived in the space above Manifold Six to settle the issue.
Unfortunately for both sides (but perhaps fortunately for the humans on
Planet), the two ships were evenly matched, and nearly destroyed each other.
Survivors of the two factions managed to jettison in escape pods down to
Planet’s surface, where they prepare for battle, and for the day on which they
can contact their respective factions and send for reinforcements. If that day
ever comes, human existence on Planet will be in grave jeopardy.
The human factions must choose whether to band together to fight the offworlders, or side with the aliens as a means to ultimate victory. The picture is
further complicated by the rise of new human factions preaching radical
philosophies, from the Drones who seek liberation of the working masses, to
the strange Cybernetic faction unleashed by amoral University researchers.

NEW PROGENITOR CONCEPTS
The following is a summary of rules regarding the two alien factions, the
Caretakers and the Usurpers. Note in some cases, Progenitor names for facilities
or projects (such as “Children’s Creche” or “The Human Genome Project”) and

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social engineering choices (such as “Free Market” or “Police State”) actually represent similar facilities and social choices in the Progenitor societal structure, but
have been translated into their nearest human equivalent for convenience.

CIVIL WAR
The two alien ideologies are completely in opposition, and all alien interactions
with each other and with the human factions are colored by this opposition.
Aliens speak with human factions, and even sign treaties and pacts, but they
do not speak to each other and they do not sign treaties and pacts with those
who have treaties or pacts with their enemy. They cannot be asked to end a
vendetta with one another. They do not participate in Governor elections or in
any other Planetary Council votes. Their atrocities do not cause any adverse
commerce effects, since they don’t use human commerce. Using atrocities
against the aliens causes no extra diplomatic penalty, except for Planet Busters,
still considered a global atrocity for the environmental damage caused.

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Because of this alien civil war, each game has either both the Usurpers and the
Caretakers, or neither. Whether you are using the faction editor or playing with
a mix of factions from Alien Crossfire and Alpha Centauri, you can never
have just one alien faction in the game

COMMUNICATION
Humans and aliens cannot communicate at the beginning of the game. In
order for Humans and aliens to communicate, one must discover the other’s
Psych. This means the human faction must discover Progenitor Psych or the
Progenitor faction must discover Social Psych. Once communication is established, the Progenitor speech is rendered by human translation software into
its nearest human equivalent (including their arcane sentence structure).
Progenitor communications within their own society, however, have been fully
translated for complete understandability.

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ENERGY GRID
The alien factions gain no energy from commerce with each other or humans.
Instead, they gain energy from the Grid. This is a harmonic field set up by the power
feeds of various technological devices; it manifests itself as 1 energy for every two
facilities built, and 2 1/2 energy (rounded down) for each Secret Project completed.

BASE CONQUEST
When a human conquers a Progenitor base, or vice versa, a forced relocation
of the population takes place. A forced relocation causes the population of the
conquered base to be reduced to one. At the same time, half the remaining
population (rounded up) is converted into colony pods belonging to the
defeated faction. These can be attacked normally.

NEW VICTORY CONDITIONS
The presence of the Progenitor factions creates three new conditions which
affect victory.
DIPLOMATIC
A leader may not be declared Supreme Leader unless the alien factions have been
eradicated. Once they have been eradicated, Supreme Leader victory is allowed
normally. If a Progenitor faction is “freed” by a Probe Team and swears a servile
Pact, or swears a servile Pact during the course of the game, that counts as
“being eradicated” and any human faction can win as Supreme Leader—even if
the faction to whom the Pact was sworn are themselves eradicated later on.
TRANSCENDENCE
The Caretaker faction’s belief system does not allow for the exploitation of
Manifold Six. Therefore, the Caretaker faction can never win by Transcendence
victory, as Transcendence implies an exploitation of Manifold Six—the very
thing they are fighting against. However, the Usurpers can win a
Transdendence victory as per the usual rules.

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PROGENITOR VICTORY
The Progenitor factions can each win a new type of victory. They must have
at least six bases of at least size 10 each, and they must construct a Subspace
Generator in each of them. This creates the Resonance Communicator, allowing them to send signals to the home fleets in a far distant portion of the
galaxy. The power of these fleets is well beyond the combined abilities of all
the humans on Planet to combat; when communication occurs and the fleets
arrive, the humans (and the other Progenitor faction) must capitulate.

PROGENITOR ART
The Progenitor factions have many unique pieces of art. These units, base
enhancements, and citizen icons are representational only; the functions of
the units, etc. remain the same. There are new pieces of Progenitor art for the
following: Infantry units, rover units, air units, colony pods, terraformer units,
perimeter defenses, tachyon fields, and citizen icons.

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GETTING STARTED
USING THE MANUAL
This manual is not meant to teach you how to play Sid Meier’s Alpha
Centauri. Instead, it is a review of the new features and changes to the original Alpha Centauri contained in Alien Crossfire. You need to already know
how to play Alpha Centauri to use this manual.
If you Haven’t Played Before
If this is your first experience into the world of Sid Meier’s Alpha Centauri
and Alien Crossfire, refer to the Alpha Centauri manual for tips on how to
run the tutorial scenarios.

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In addition to this manual, you will find the following useful materials included with your game:
Install Guide. Installation, trouble shooting, and customer support.
Tech Tree Chart. A new, updated tech tree chart shows the new alien technologies available.
Cross Reference Chart. This tool, used in conjunction with the Tech Tree
Chart, helps you understand how to acquire a technology.

INSTALLATION
Installation, troubleshooting and customer support are all covered in the
Install Guide.

GAME SETUP
The following differences can be found in the starting menus.

MAIN (STARTING) MENU
QUICKSTART
This option still drops you directly into a new game configured exactly like the
last game you played (including faction choice). If you use Quickstart before playing a game, you enter a world of average size set to the game’s defaults. You
explore this new world as the Cybernetic faction set to the easiest difficulty level.

CHOOSE A FACTION SCREEN
There are now five additional factions of refugees resulting from the disastrous
destruction of the UN colony ship, Unity. There are also two alien factions
vying for control of the Manifold experiment called Planet.

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See New Faction Overview, below, for information about the seven new factions.
Play Random Faction
Random Play is available with
any of the above configurations.
Play Selected Faction
Choose your faction and then
select this option. If you are
using a random setup, this button has the same effect as
“Play Random.”
Change Name
Customize the name of your faction and the other factions in the game.

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Info
Shows the help text for the selected faction. Choosing “OK” from this screen
starts the game with you playing the selected faction.
Cancel
Sends you back to the difficulty level screen.
Drop-down boxes
This new feature allows you to load each individual slot with the faction of
your choice. Once the seven slots are loaded, you can play a selected faction
or a random faction from among the seven you have selected. You can mix
and match factions between the original and new games at will.

NEW FACTION OVERVIEW
As before, the factions in Alien Crossfire are divided into spheres of political and
social thought. Two additional factions of aliens are introduced; their primary motivations are more simple: destroy the opposing alien faction in a bitter civil war.

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The Cybernetic Consciousness (led by Prime Function Aki Zeta-Five)
This faction is led by a mysterious figure from The Unity who has apparently
been part of an experiment in artificial intelligence. It is surmised a research
technician working for Prokhor Zakharov was subjected to an implanted AI algorithm, and is now sharing her consciousness with this intelligence. Aki Zeta-Five
offers her followers a pure intellect less fettered by greed and other distressing
emotions. Her society is advanced and efficient in industry and technology.
However, this society is unfamiliar with human emotions; therefore, concepts
like sex lead the Cyborgs to have a difficult time with population growth. They
are immune to the negative effects of the Cybernetic social choice.
The Nautilus Pirates (led by Captain Ulrik Svensgaard)
The Pirates believe the oceans of Planet are actually far more suitable for
human life than the land masses. They are dedicated to a life at sea, exploiting
the untold riches of the water. Their intimate knowledge of the deep allows
them to construct enhancements even in deep sea areas. Their sea combat units
are especially well trained for shipboard actions (free Marine Detachment ability for sea units once the appropriate technology is discovered). They also get
a free Naval Yard in every base upon discovery of the appropriate technology,
and pay no prototype costs for sea formers and sea colony pods. They are also
able to extract extra raw materials from shelf sea-squares.
The Free Drones (led by Foreman Domai)
The Drones are led by a former drone who has come to understand the horrible oppression under which his peers labor. He seeks to build a nation with
great industrial might, without exploiting his workers like the other faction
leaders. The Drones believe in an orderly society and gain Police benefits. Their
industrial capacity is, of course, unmatched. Believing in a labor society means
elite scientific research is very slow, however. Bases revolting against their current owners, anywhere on Planet, have a significant chance of proclaiming
themselves members of the Drone faction. Finally, Free Drone bases have fewer
discontented workers (“drones”) and are thus easier to manage.

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The Data Angels (led by Datajack Sinder Roze)
The Angels are dedicated to a flow of free information and equal opportunity for all. Their detractors call them “hackers” and thieves—but the Angels are
mostly interested in the excitement of covert operations. Their lack of social
structure makes police procedures more difficult, but they are highly effective
spies—their bases are very difficult to penetrate, and Angel probe actions cost
less than those of other factions. In addition, the Angel faction automatically
gains any technology known by at least three other infiltrated factions, due to
their constant covert activities. They also acquire a free Covert Ops Center in
each base, after they discover Pre-Sentient Algorithms.

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The Cult of Planet (led by Prophet Cha Dawn)
The leader of the Cult of Planet appeared under mysterious circumstances a few
years after Planetfall. Though clearly just a young boy, he claims to have the
Word of Planet in his ears, and promises to lead his followers to a cleansing
jihad, making them (and the will of Planet) supreme. The Cult has little interest in material things, causing a general economic slowdown in their faction.
However, they are supremely in tune with Planet, and have better capabilities
with native lifeforms than even the Gaians. They get a free Biology Lab in each
base upon discovery of the appropriate technology, and their people are so in
awe of the native life forms that mindworms count double for police duty.

A l i e n

C r o s s f i r e

Finally, Progenitors are ahead of humans in technological know-how; though
the landing party must re-discover most technologies, the alien headstart is
represented by the ability to direct research more specifically.
The Manifold Usurpers (led by Conquerer Judaa Maar)
The Usurpers are an opposing faction of Progenitors who believe the Manifold
experiment has reached a logical conclusion, and it is time for the powers of
Planet to be used for military purposes. They have highly efficient resource management (recycling tanks), but instead of a defensive combat bonus, they receive
a bonus of attack, growth, and morale. They, too, receive resonance sensitivity
bonuses and directed research. The Caretakers and Usurpers are locked in a bitter civil war, and their main goal is the destruction of the other faction; humans
are an insignificant annoyance to them, and are used or discarded at need.

NEW MANIFESTATIONS OF PLANET
Alien Crossfire contains three new alien life forms, and several new landmarks
and Unity pod discoveries. The new unit types will always appear; the new
landmarks may or may not appear in any particular game.

NATIVE LIFE

The Manifold Caretakers (led by Guardian Lular H’minee)
The Caretakers are members of the Progenitor race, the original creators of the
living experiment called Planet. The Caretaker faction is dedicated to noninterference with Planet’s life forms and destiny; they believe the Manifold
experiment must be allowed to run its natural course. In human terms, this
means they can draw more sustenance from Planet (support more units), and
have a greater bond with Planet. They acquire a free Recycling Tank in every
base, and their method of energy-gathering is very different: they gain energy depending upon the number of base facilities at a base. They also receive
a defensive bonus in combat due to a combination of sensory capabilities
unkown by humans, collectively know as “resonance sensitivity”. This sensitivity hinders any attempt at surprise or trickery on the part of opposing forces.

There are three new kinds of alien life: fungal towers, spore launchers, and the
mysterious Sealurks.

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Sid meier’s alpha centaur i

FLORA
Fungal Towers. These occur randomly wherever native life might be
found. They are immobile and fight using PSI combat, as all native life
forms. They may add a fungus square to an empty space around them. If
all squares around them become fungus, they may start generating mindworms or spore launchers.

13

A l i e n

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A l i e n

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FAUNA

Mark III Ogres: 30-12-3 Elite units with police powers and dissociative wave.
They possess the equivalent of a level 3 reactor.

Spore Launchers. These are almost plant-like life forms capable of
normal movement. They contain thousands of large fungus spores, used as a
weapon to destroy elements disturbing the local ecology. A spore launcher
attempts to destroy improvements first, and then attack units with an effect
similar to “PSI artillery.” They engage in duels with normal artillery. These
units can be built at a base upon the discovery of Biodaptive Resonance (C4).

The Ogre’s main downfall is combat damage can never be repaired, not even
at a monolith. Guard them carefully!

CLONING
Occasionally a pod may lodge itself in a dimensional rift. These can duplicate the
unit making the discovery. The second unit is independent of any home base.

LANDMARKS
Sealurks. These sea units are similar to Isles of the Deep, but they cannot carry other units. They are harder to spot using submarine rules for movement and discovery. Their combat effectiveness against coastal sea bases is
greater than that of the Isles. These units can be built at a base upon the discover of Centauri PSI (E8).

14

Four new landmarks can be discovered across the face of Planet. Because of
the limitless gameplay of Alien Crossfire, any one landmark is not guaranteed
to occur in any particular game.

THE BOREHOLE CLUSTER
The Borehole cluster is a collection of three boreholes, providing additional minerals and energy just as if they had
been built. The technology needed to have built (and left
behind) these cracks in Planet’s surface bespeak a powerful
alien technology.

UNITY PODS
There are two new effects generated by Unity pods: the Battle Ogre (actually
found in alien ruins located by Unity beacons) and the cloning effect.

BATTLE OGRES

UNITY WRECKAGE
The shattered hulk of the Unity, containing the Mining
Laser, Scout Chopper, a comm beacon showing the
starting location of each human faction, and the
Engine Core, worth bonus energy. All four of these
must be found individually, so make sure you explore

These ancient mechanical devices were possibly used by the
Progenitor race to wage war. Each Ogre is a self-contained battle unit that
relies on long-lost technologies for their power and movement. Ogres come in
three varieties:
Mark I Ogres: 6r-3r-1 units (resonance attack and defense). They count double for police duty.

the wreckage carefully.

Mark II Ogres: 12r-8r-1, with police powers and dissociative wave. They possess the equivalent of a level 2 reactor.

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A l i e n

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THE MANIFOLD NEXUS
Control of this grants the controlling faction +1 Planet.
It is not certain what the Nexus is, but it appears to be
the central communications point for all six of the
Progenitor Manifold experiments. In essence, it is a
control tower for planetary intelligence.

FOSSIL RIDGE
A coral formation in the sea that grants +1 mineral/square.

A l i e n

C r o s s f i r e

RESONANCE BOLT (R-BOLT)
Twelve attack strength with a built-in 25% bonus vs. PSI units. Similar to the
R-laser, with the resonance field attached to a tachyon bolt. Becomes available upon the discovery of Sentient Resonance (C9).

STRING DISRUPTOR
Thirty attack strength weapon, built of a combination of temporal disruption
and Progenitor resonance technology taken to its highest degree. Becomes
available upon the discovery of String Resonance (C16).

TECTONIC PAYLOAD

16

NEW MANIFESTATIONS OF
THE COLONISTS
UNITS
Because of the influx of alien technology (or, in games with no alien factions,
new research into alien artifacts and monoliths), new unit weapons, armor, and
specials have become available. These are, for the most part, based on the
Progenitor concept of “resonance,” which is a new way of perceiving various
fields around us, including magnetic and electrical forces.

Allows the construction of a missile that, when fired, causes the target square
to rise 1 level in height for each level of reactor technology possessed by the
builder. Thus, a Tectonic Missile fired with a (4) reactor raises the target terrain four levels (maximum height above sea level is four levels). To target a
square, move the missile to the desired target (cannot be a sea-square, unit,
or base) and press the “I” key. Becomes available upon the discovery of NSpace Compression (C8).

FUNGAL PAYLOAD
Destroys improvements in the target square, leaving behind 1-4 squares of
fungus, depending on the reactor technology possessed by the builder.
Additional fungus output can destroy improvements. Valid targets and targeting methods are the same as the Tectonic Payload. Becomes available upon
discovery of N-Space Compression.

RESONANCE LASER (R-LASER)
Six attack strength with a built-in 25% bonus vs. PSI units. The resonance
laser is a regular laser with additional Manifold “resonance” technology
attached to the wave form; this affects PSI creatures adversely. Becomes available upon the discovery of Bioadaptive Resonance (C4).

Sid meier’s alpha centaur i

RESONANCE ARMOR
Three or eight defense strength with a built-in 25% bonus vs. PSI attackers.
The technology used is similar to the Resonance Laser, but the static field is
easier to control as a defense than as a beam weapon. Res-3 becomes available upon discovery of Field Modulation (C2); Res-8 becomes available upon
discovery of Sentient Resonance (C9).

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PULSE ARMOR

ALGORITHMIC ENHANCEMENT

Three or eight defense strength with a built-in 25% vs. Mobile attackers. Pulse
armor sends out continuous streams of random ECM “white noise” to foul
communications of mobile units. Pulse-3 becomes available upon discovery of
Adaptive Doctrine (C3); Pulse-8 becomes available upon discovery of Super
Tensile Solids (B10).

Used by Probe Teams only. Probe Teams equipped with this ability have their
chance of failure cut in half when acting against normal targets (a 60-40 action
would become an 80-20 action), and have half the normal chance of success
penetrating the defenses of factions with the Hunter-Seeker Algorithm, or
whose social engineering choices have rendered them “immune” to mind control. Becomes available upon discovery of Nanominiaturization (B8).

SOPORIFIC GAS PODS
Units with this ability lower the morale of their targets by two levels, employing a
combination of standard sleep-inducing gas and a soothing wave-form/broad
band resonance. Becomes available upon discovery of Bioadaptive Resonance (C4).

DISSOCIATIVE WAVE

18

Enemy units get no combat bonuses from their own special equipment when
attacking a unit equipped with this high-energy field that temporarily disrupts
delicate electronic equipment. The unit equipped with dissociative waves can
tune its own special equipment to “ignore” this field. The field generator is bulky
and hard to manipulate during mobile engagements, rendering it ineffective as
an attack weapon. Becomes available upon discovery of Centauri PSI (E8).

MARINE DETACHMENT
A ship equipped with this ability can capture an enemy ship 50% of the time,
if the defender is reduced to 30% or less combat strength without being
destroyed in the process. Marine squads are trained in the art of ship capture,
which involves fast moving and a knowledge of where to strike the enemy vessel to cripple its command structure and avoid self-destruct mechanisms.
Becomes available upon discovery of Adaptive Doctrine (C3).

FUEL NANOCELLS
Air units equipped with this ability have their range increased by four. This
means a functional increase of two squares on each leg of the flight. Becomes
available upon discovery of Matter Compression (C9).

Sid meier’s alpha centaur i

FACILITIES
AQUAFARM
Increases food output from every kelp farm at that base by one. The
aquafarm is a Progenitor concept, harnessing tidal movements to
aerate the kelp, and predictive technology to take advantage of tidal
surges, warm currents, etc. Becomes available upon discovery of Manifold
Psych (E1).

BROOD PIT
Acts as a Children’s Creche for native units, if there is not already one
at the base. Decreases the cost of alien units built at the base by
25%. Gives the base a +2 Police rating. The Brood Pit is a place where
alien life forms can be grown with relative ease. It also doubles as a punishment area. Becomes available upon discovery of Centauri Genetics (E7).

COVERT OPS CENTER
Probe teams built at this base gain +2 Morale. Gives the base a +2
Probe rating. These training centers for spies emphasize data retrieval
and cryptology, though assassination techniques are rumored to be
taught in some forums. Becomes available upon discovery of Pre-Sentient
Algorithms (D5).

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FLECHETTE DEFENSE SYSTEM (FDS)

THERMOCLINE TRANSDUCER

Gives units at the base +100% defense against missile attacks. Also,
each FDS within two squares has a 50% chance to knock out any
ICBM (Planet Buster, Tectonic Payload, Fungal Payload) before
satellites are used. The FDS utilizes a flechette delivery system combined
with alien resonance waves, to cheaply knock down incoming missiles.
Becomes available upon discovery of N-Space Compression (C8).

Increases energy output from every tidal harness at that base by one.
The Transducer takes advantage of the thermocline, the area of the
ocean where the cold layer and hot layer meet, to generate electrical
energy based on temperature differential. Becomes available upon discovery of
Adaptive Economic Systems (B3).

GEOSYNCHRONOUS SURVEY POD
Increases the base sighting radius to three squares. Acts as a sensor
for the base, cumulative with any actual sensor built there as far as
combat bonuses. As the name implies, the Survey Pod locks into geosynchronous orbit with the base, and provides up-to-the-minute survey data
regarding the surrounding terrain. Becomes available upon discovery of NSpace Compression (C8).

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A l i e n

SUBSEA TRUNKLINE
Increases mineral output from every mining platform at that base by
one. The Trunkline is a method of melting down ore from the seabottom into a liquid that can be transported (using the coolness of
the ocean to keep the trunkline itself from melting) to the processing plants.
Becomes available upon discovery of Planetary Economics (B6).

SUBSPACE GENERATOR
The Progenitor factions must build six of these, each in a city of size 10
or greater, to complete the “Resonance Communicator” to summon a
warfleet of his or her faction to Manifold Six and bring an end to the
war for control. Becomes available upon discovery of Singularity Mechanics (D12).

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SECRET PROJECTS
CLOUDBASE ACADEMY
Gives a free Aerospace Complex at every base. The Cloudbase
Academy is a central location where pilots can come for training in
special weapons and tactics. A pilot must first distinguish him or herself in school or combat before entering the prestigious academy. Becomes
available upon discovery of Mind/Machine Interface (C6).

21

MANIFOLD HARMONICS
Increases fungus and monolith output rating according to your faction’s Planet rating:
Rating
0
1
2
3

Nutrient
0
+1
+1
+1

Energy
+1
+1
+1
+2

Mineral
0
0
+1
+1

Manifold Harmonics is a grand-scale building/temple harnessing a tiny fraction of the power of the Six Manifolds, including Planet, bringing the owners
into closer communication with the native life forms. Becomes available upon
discovery of Secrets of the Manifolds (D13).

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A l i e n

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C r o s s f i r e

NETHACK TERMINUS

ADAPTIVE ECONOMIC SYSTEMS (B3)

All Probe Teams built have +1 morale. All probe team actions are at
–25% cost. All Probe Teams act as though they have the Algorithmic
Enhancement. Additional Algorithmic Enhancement has no additional effect. The Terminus is a central databank/server complex tied into the planetary network of research and meteorological computers, mimicking their
functions while extracting data covertly. Becomes available upon discovery of
Self-Aware Machines (D11).

Leads to Planetary Economics. Allows The Planetary Energy Grid secret project, and the Thermocline Transducer facility. Adaptive Economics is a new way
of looking at economic theory. It is an offshoot of Progenitor Resonance technology, and allows for rapid transition to new economic models based on the
immediate needs of the populace.

PLANETARY ENERGY GRID
Gives a free Energy Bank at every base. A base set to “Stockpile Energy”
outputs 25% additional energy. The Grid is really nothing more than a
giant energy plant tied into the global banking network; it takes
advantage of market fluctuations to buy or sell futures at an immediate profit.
Becomes available upon discovery of Adaptive Economic Systems (B3).

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A l i e n

NEW TECHNOLOGIES
PROGENITOR PSYCH (E1)
Leads to Adaptive Economic Systems and Field Modulation. This technology
is, essentially, an understanding of how the Progenitor mind works, and how
(through translation) its concepts are mapped onto human paradigms. It is not,
of course, a full understanding of Progenitor motivations and actions.

FIELD MODULATION (C2)
Leads to Bioadaptive Resonance. Allows Res-3 Armor. Understanding of Field
Modulation is the first step into the world of Progenitor harmonics. This technology lets an equipped human view the harmonic fields of gravitation, magnetism, and various parts of the electromagnetic spectrum normally invisible
to the eye or other human senses.

Sid meier’s alpha centaur i

ADAPTIVE DOCTRINE (C3)
Leads to Advanced Military Algorithims. Allows the Marine Detachment ability, and Pulse-3 Armor. Adaptive Doctrine is similar in some ways to Adaptive
Economic Systems, having its root in Progenitor Resonance technology. In this
case, its application is military rather than economic.

BIODAPTIVE RESONANCE (C4)
Leads to Sentient Resonance. Allows the Resonance Laser and the Soporific
Gas Pods ability. Bioadaptive Resonance is a way of tuning resonance fields to
the individual harmonic outputs of living organisms. These tuned waves can
be used to stimulate human or Progenitor brainwave activity. This can be further tuned to cause damage or, for example, put the subject into a deep sleep.

N-SPACE COMPRESSION (C8)
Leads to Self-Aware Machines. Allows the Geosynchronous Survey Pod facility,
and missiles with Tectonic and Fungal payloads. N-Space is a Progenitor term
that loosely translates as “The shortest distance between two points is always 0,
because any two points in our perceivable space are actually contiguous in some
other universe, postulating infinity.” Compression simply brings things that
appear to be in one place (such as a bulky missile payload) to another place
(such as a missile warhead) at will (such as only at time just prior to detonation).

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SENTIENT RESONANCE (C9)
Leads to Secrets of the Manifolds. Allows the Resonance Bolt (A12r) and Res8 Armor. Sentient Resonance is the discovery of a way of tying computer algorithms and pre-sentient AI to resonance fields—making the resonance fields
sentient in their own right. It allows for pin-point direction of beam focal
points, and instant reactions to new targets and opportunities.

SECRETS OF THE MANIFOLD (D13)
Leads to String Resonance. Allows The Manifold Harmonics secret project. To
one who has learned the secrets of the Manifold, the entirety of Planet’s biosphere becomes simple and obvious. Each creature has its place and each performs a specific function in the ecosystem. The Secrets demonstrate a new way
of viewing the Planetary mind. The secrets also reveal a grander plan, involving far-flung planetary intelligence throughout the galaxy.

24

STRING RESONANCE (C16)
String Resonance allows the detection of Resonance fields at even the “string”
(one-dimensional building block of matter) level. The ability to manipulate the
very structure of the universe allows for awesome destructive power.

A l i e n

C r o s s f i r e

NEW PROBE TEAM RULES
Probe teams now have a new special enhancement with which they can be
built, and a new activity in which they can engage.

ALGORITHMIC ENHANCEMENT
With Algorithmic Enhancement, Probe Teams can become even more powerful.
An enhanced Probe Team has half the normal chance of failure. For example, a
Probe Team with a normal chance of 60% success, 40% failure, would now have
an 80% chance of success (1/2 40% = 20%, added to the chance of success).
In addition, Enhanced Probe Teams can penetrate the interlocks of a unit or
base protected by Social Engineering or the Hunter-Seeker Algorithm! The
chance of success is half what the chance would have been if the target did
not possess the H-S Algorithm, or if their Probe rating was +3 rather than +4.

NEW PROBE ACTION-FREEING CAPTURED
LEADERS
Probe Teams can now free captured faction leaders. Whenever a faction is
eradicated, the faction responsible for the eradication typically moves the captured leader to its capital, where he or she is held in life imprisonment. A Probe
team that successfully penetrates the prison interlocks can free the captured
faction leader, who will begin at a new base as though he or she had originally escaped capture. This faction leader will swear a Pact to serve the faction that freed him or her.

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DETAILED DESCRIPTION OF
NEW FACTIONS

A l i e n

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CYBERNETIC CONSCIOUSNESS (CYBORGS)
Faction Characteristics
◆ +2

◆ +2

Efficiency (No petty emotional
foibles).
◆ -1 Growth (Unfamiliarity with sex
drive).
◆ +2 Research (Devoted to acquisition
of knowledge).

◆ -1

Immune to the negative effects of the
“Cybernetic” Social choice.

◆ -1 Industry (lack of interest in world-

Can steal research when conquering a
base (can easily access any network)

CULT OF PLANET
Faction Characteristics
Planet (total harmony with
Planet’s will).
Economy (lack of interest in
worldly goods).
ly goods).
Brood Pit free at each base with discovery of Centauri Genetics (fascination
with native life forms).

26

Mind Worms do double police duty
(awe of native life forms).
Aggression
Priorities
Starting Tech
Choices
Aversions

Aggression
Priorities
Starting Tech
Choices
Aversions

Passive
Explore, Discover
Applied Physics, Information Networks
Cybernetic
Fundamentalist

Aggressive
Explore, Conquer
Centauri Ecology, Social Psych
Green
Wealth

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DATA ANGELS

A l i e n

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DRONES
Faction Characteristics

Faction Characteristics

◆ +2

• +2 Industry (factory specialists).
• -2 Research (lack of interest in elitist
research)

Probe (complete knowledge of
computer systems).
◆ -1 Police (anarchistic tendencies, even
among followers).

Bases that revolt have a 75% chance of
joining the Drones (rebel workers see a
common cause).

Probe actions cost reduced by 25%
(computer experts).

Bases generate one fewer drone (better
working conditions).

Free Covert Ops Center with discovery
of Pre-Sentient Algorithms (society
dedicated to “liberating” information).

May not use Green Economics.

Gains any technology known to three
other infiltrated factions (constant spying).

28

Aggression
Priorities
Starting Tech
Choices
Aversions

Erratic
Discover, Build
Information Networks, Planetary Networks
Democratic
Power

Sid meier’s alpha centaur i

Aggression
Priorities
Starting Tech
Choices
Aversions

Erratic
Build, Conquer
Industrial Base
Eudaimonic
Green

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MANIFOLD CARETAKERS

A l i e n

MANIFOLD USURPERS

Faction Characteristics

Faction Characteristics

• +1 Planet (environmental safeguards; can capture mind worms).

• +1 Growth (rapid population growth)

Free Recycling Tank in every base (harmony with Planetary environment).

Free Recycling Tanks in every base (efficient use of resources).

“Energy Grid” in lieu of commerce—
every two base facilities built adds +1
energy/turn at that base. Secret Projects
count for 2 1/2 energy.

+25% in offensive combat (highly
developed resonance sensitivity).

• +1 Morale (bred for combat).

“Energy Grid” at each base-increased
infrastructure generates additional energy.

+25% on defense (Warrior-Conservators
with harmonic control).

30

“Space Survey” prior to landing—reveals all land masses.
Non-blind Research (rediscovering lost technology instead of making new discoveries.
“Deep Radar” ability for all units.
Aggression
Priorities
Starting Tech
Choices
Aversions

C r o s s f i r e

Aggresive
Explore, Discover, Conquer
Progenitor Psych, Field Modulation, Centauri Ecology
Planned
None

Sid meier’s alpha centaur i

“Space Survey” prior to landing—reveals
all land masses.
Non-blind research (rediscovering lost technology instead of making new discoveries).
“Deep Radar” ability for all units.
Aggression
Priorities
Starting Tech
Choices
Aversions

Aggressive
Conquer, Build
Progenitor Psych, Field Modulation, Biogenetics
Planned
Democratic

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PIRATES
Faction Characteristics
Can build enhancements in deep sea
with discovery of Advanced Ecological
Engineering (aquatic know-how).
+1 mineral in shelf squares (aquatic
know-how).

A l i e n

C r o s s f i r e

APPENDIX 1. NEW UNIT
TABLES AND DEFINITIONS
FACILITIES
Facility

Cost

Maint

Prerequisite Tech

Effect

Aquafarm

80

1

Pr. Psych

+1 food/kelp farm

Brood Pit

80

2

Cent. Gen.

Morale, +2 Police,
25% cost of alien units

Covert Ops Center

100

2

Pre. Alg.

+2 morale: Probe.

Geosynchronous Survey Pod 160

4

N-Space

3-square sight; sensor

Flechette Defense System

120

2

N-Space

Free Naval Yard in every base with discovery of Doctrine: Initiative (adapted for life at sea).

+100% missile defense;
can knock out ICBMs

Subsea Trunkline

120

4

Pla. Econ.

+1 mineral/mining
platform

-1 Growth and Efficiency (“seafaring” social structure).

Subspace Generator

600

5

Sing. Mech.

Progenitor victory

Thermocline Transducer

80

0

Adp. Eco

+1 energy/tidal

Marine Detachment ability for combat
sea units with discovery of Adaptive
Doctrine (ferocious infighters).

Probe bonus

Sea Colony Pod and Sea Former already
prototyped.

32

Aggression
Priorities
Starting Tech
Choices
Aversions

Erratic
Explore, Conquer
Doctrine: Mobility, Doctrine: Flexibility
Power
None

Aquafarm. Increases food output from every kelp farm at that base by one.
Brood Pit. Acts as a Children’s Creche for alien units, if there is not already
one at the base. Decreases the cost of alien units built at the base by 25%.
Gives the base a +2 Police rating.
Covert Ops Center. Probe teams built at this base gain +2 Morale. Gives the
base a +2 Probe rating.
Geosynchronous Survey Pod. Increases the base sighting radius to three
squares. Acts as a sensor for the base, cumulative with any actual sensor that
may have been built, for combat purposes.
Flechette Defense System. Gives units at the base +100% defense against
missile attacks. Also, each system within two squares has a 50% chance to

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C r o s s f i r e

knock out any ICBM (Planet Buster, Tectonic Payload, Fungal Payload) before
satellites are used.

Planetary Energy Grid. Gives a free Energy Bank at every base. A base that
is set to “Stockpile Energy” will output 25% additional energy.

Subsea Trunkline. Increases mineral output from every mining platform at
that base by one.

UNITS

Subspace Generator. Six of these in Progenitor bases of size 10 or greater creates the Resonance Communicator, bringing an alien victory.
Thermocline Transducer. Increases energy output from every tidal harness at
that base by one.

SECRET PROJECTS

34

A l i e n

Secret Project

Cost

Prerequisite Technology

Effect

Cloudbase Academy

300

Mind-Machine Interface

Aerospace Complex each
base. Nanocells

Manifold Harmonics

500

Secrets of the Manifold

Increase Fungus Production

Nethack Terminus

400

Self-Aware Machines

+Morale: Probe Teams;
increase Probe success.

Planetary Energy Grid

300

Adaptive Economics

Energy Bank each base.
Stockpile +25%

Cloudbase Academy. Gives a free Aerospace Complex at every base.

ARMAMENT
Weapon
String Disruptor
Resonance Bolt
Resonance Laser
Tectonic Missile
Fungal Missile

Attack Rating/Cost
30/40
12*/16
6*/8
Special/24
Special/24

Prerequisite Technology
String Resonance
Sentient Resonance
Bioadaptive Resonance
N-Space Compression
N-Space Compression

*Resonance attack units are enhanced 25% in PSI attacks.

DEFENSES
Defense
Pulse-3 Armor
Pulse-8 Armor
Resonance-3 Armor
Resonance-8 Armor

Defensive Strength
3*/5
8*/11
3**/5
8**/11

Prerequisite Technology
Adaptive Doctrine
Super Tensile Solids
Field Modulation
Sentient Resonance

* Pulse defense units are enhanced 25% vs Mobile units.

Manifold Harmonics. Increases fungus and monolith output rating according
to your faction’s Planet rating:
Rating
0
1
2
3

Nutrient
0
+1
+1
+1

Energy
+1
+1
+1
+2

** Resonance defense units are enhanced 25% vs PSI attackers.

Mineral
0
0
+1
+1

Nethack Terminus. All Probe Teams built have +1 morale. All probe team actions
are at –25% cost. All Probe Teams act as if they had Algorithmic Enhancement.

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SPECIAL ABILITIES
Ability

Cost

Prereq.

Abbrev.

Desc.

Soporific Gas Pods

1

Bioadaptive Resonance

Gas

-2 enemy morale when
you attack

Dissociative Wave

2

Centauri PSI

Diss.

Enemy combat specials
fail when they attack

Marine Detachment

1

Adaptive Doctrine

Marine

Ships capture enemy
ships

Fuel Nanocells

1

Matter Compression

Fuel+

+4 range for air units

Algorithmic Enhancement

1

Nanominiaturization

Algorithm

Increase Probe Team
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APPENDIX 2. MISCELLANEOUS
ENHANCEMENTS
The following enhancements to Alpha Centauri are all contained in Alien
Crossfire.

SPECIAL FEATURES
◆ HOTSEAT multiplayer mode now available.
◆ Play-by-email multiplayer mode now available.

TECHNOLOGY TREE
36

◆ Added your total Council votes to the bottom of the Comm menu.

Technology

Abbrev.

Prerequisites

Notes

◆ One of the cycling info displays now shows # of council votes.

Progenitor Psych

ProgPsych

None

Aquafarm

◆ You can now see AI player’s social engineering settings.

Field Modulation

FieldMod

ProgPsych, CentEco

3-Res Armor

Adaptive Economic Systems

AdEcoSys

ProgPsych, IndEco

Planetary Energy Grid,

Adaptive Doctrine

AdDoct

PolySoft, DocFlex

◆ Adjusted armor costs for air units.

Thermocline Transducer

◆ New council proposals shown on datalinks for technologies which enable them.

Marine Detachment,

◆ Alt+Shift+W toggles fog-of-war preference.

3-Pulse Armor
Biodaptive Resonance

BioRes

FeildMod, CentEmp

Res. Laser, Gas Pods

N-Space Compression

Nspace

Biomech, Orb

Geosynch Pod, Payloads,
Flechette Defense

Sentient Resonance

SentRes

CentPSI, BioRes

Res. Bolt, 8-Res Armor

Secrets of the Manifold

SecMan

SentRes, SecAlpha

Manifold Harmonics

String Resonance

StringRes

SecMan, TempMech

String Disruptor

◆ Added a right-click menu to base production screen so you can remove

obsolete units from view, as well as perform other production functions.
◆ You can now see the destination of a unit without selecting it. This option

can be toggled under “Map” preferences.
◆ You can now release mind worms into wild using the “Turn Over Unit

Control” option on the Action Menu.
◆ New atrocity rules: (a) 12+ atrocities (depends on difficulty level) will cause

all factions to declare vendetta (b) Nerve stapling becomes increasingly ineffective at particular bases the more you use it.
◆ You can now customize the map size when generating a random planet.

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◆ Probe teams are now “unflagged”, meaning you cannot easily tell who con-

trols the team.

◆ You can now disable probe team “steal technology” in the RULES section of

alpha.txt.

◆ The Hive now has the “Immunity, EFFIC” ability; Hive never receives nega-

tive EFFICIENCY penalties.

◆ Password security for multiplayer games.
◆ Datalinks now show cost/preq of Abilities and Terraforming

◆ You can now set waypoints for patrols using the spacebar. Press “p” key as

usual to start patrol, then click-and-drag mouse to first waypoint; while still
holding mouse button, press SPACE to set waypoint; you can then drag line
to next point, etc. When you reach final destination, release mouse button.
◆ You can now automatically build roads to any square.

◆ Combat report text is now larger in 1024x768 resolution
◆ “People” icons are now smaller for cursor in base screen “drag and drop”
◆ You can no longer name/rename landmarks near other people’s territory.
◆ The world map now updates as new areas are explored, as opposed to wait-

ing until the end of a turn.

◆ Right click on a Pact Brother from commlink menu to end a pact.

◆ Up to a 40% speed increase in TCP/IP performance.

ADDITIONAL ENHANCEMENTS

◆ Improved Caviar unit display performance.

◆ Wheelmouse support implemented for most listboxes and when picking

38

C r o s s f i r e

production choices.

◆ Voice over data link now louder on receiving end.
◆ We’ve added a Gamma Correction feature to allow the customer to adjust

◆ Added alpha.txt controls for global warming.

the brightness of the palette without adjusting their monitor. It is accessible from any of the preference menus. The default value is 1.0.

◆ alpha.txt controls for maximum damage inflicted by artillery.
◆ Alpha Centauri.INI option to force preferences not to be reset whenever

players
start
a
new
“DontResetBeginnerPrefs=1”

game

at

lowest

difficulty

level.

◆ A few new alpha.txt options related to time limits & atrocities.
◆ You can set “DisableOpeningMovie=1” to the Alpha Centauri.ini file to only

disable the opening movie.
◆ AI: The Autodesigner will now put Deep Radar on artillery units.
◆ AI: Governors won’t build Genejack Factories or Punishment Spheres.
◆ AI: Tweaked military AI to build somewhat less artillery.
◆ AI: Improved AI understanding of global warming & solar shades.

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APPENDIX 3. INDEX
Adaptive Doctrine . . . . . . . . . . . 22, 23, 32, 35, 36
Adaptive Economic Systems . . . . . . . 21, 22, 23, 36
Air Units . . . . . . . . . . . . . . . . . . . . . . . . 8, 18, 36, 37
Algorithmic Enhancement . . 19, 22, 25, 34, 36, 46
Aquafarm . . . . . . . . . . . . . . . . . . . . . . . 4, 19, 33, 36
Battle Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 47
Borehole Cluster . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Brood Pit . . . . . . . . . . . . . . . . . . . . . . . . . 19, 26, 33
Caretakers (see Manifold Caretakers) . . 4, 12, 30
Citizen Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Cloning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 15
Cloudbase Academy . . . . . . . . . . . . . . . . . . . . 21, 34
Colony Pods . . . . . . . . . . . . . . . . . . . . . . . . . 7, 8, 11
Covert Ops Center . . . . . . . . . . . . . 4, 12, 19, 28, 33
Cult of Planet . . . . . . . . . . . . . . . . . . . . . . . . . 12, 26
Cybernetic Consciousness . . . . . . . . . . . . . . . 11, 27

40

Data Angels . . . . . . . . . . . . . . . . . . . . . . . . . . 12, 28
Dissociative Wave . . . . . . . . . . . . . . . 14, 15, 18, 36
Field Modulation . . . . . . . . . 17, 22, 30, 31, 35, 36
Flechette Defense System (FDS) . . . . . . . 20, 33, 46
Free Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Freeing Captured Leaders . . . . . . . . . . . . . . . . . . 25
Fossil Ridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Fuel Nanocells . . . . . . . . . . . . . . . . . . . . . 18, 34, 36
Fungal Towers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Geosynchronous Survey Pod (GSP) . . . 20, 23, 33
Infantry Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Install Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Manifold Caretakers . . . . . . . . . . . . . . . . 4, 12, 30
Manifold Harmonics . . . . . . . . . . . 4, 21, 24, 34, 36
Manifold Nexus . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Manifold Six . . . . . . . . . . . . . . . . . . . . . . . . . 5, 7, 20
Manifold Usurpers . . . . . . . . . . . . . . . . . . . 4, 13, 31
Marine Detachment . . . . . . . . . . 11, 18, 23, 32, 36
Nautilus Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Nethack Terminus . . . . . . . . . . . . . . . . 4, 22, 34, 46
N-Space Compression . . . . . . . . 17, 20, 23, 35, 36

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RETURN TO CENTAURI (EXCERPT)

Payload, Fungal . . . . . . . . . . . . . . . . . . . . . . 20, 34
Perimeter Defenses . . . . . . . . . . . . . . . . . . . . . . . . 8
Planet Buster . . . . . . . . . . . . . . . . . . . . . . . 6, 20, 34
Planetary Council . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Planetary Energy Grid . . . . . . . . . 22, 23, 34, 35, 36
Play Random . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Play Selected . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Police (double duty) . . . . . . . . . . . . . . . . . 12, 14, 26
Progenitors . . . . . . . . . . . . . . . 7, 13, 19, 20, 47, 48
Progenitor Psych . . . . . . . . . . . . . . 6, 22, 30, 31, 36
Progenitor Victory . . . . . . . . . . . . . . . . . . . . . . 8, 33
Pulse Armor . . . . . . . . . . . . . . . . . . . . . . . . . . 18, 36

The following is an excerpt from Return to Centauri, a web-based episodic story
that appeared on the Alien Crossfire website at www.aliencrossfire.com. The
story began in July of 1999, and was written by Michael Ely. Visit the webpage
for additional tales from Planet!

Quickstart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

“We’re losing her.”

Reactor (level) . . . . . . . . . . . . . . . . . . . . 14, 15, 17
Relocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Resonance Armor . . . . . . . . . . . . . . . . . . . . . . 17, 35
Resonance Attack (Laser, Bolt) . . . . . . . . . . . 14, 35
Resonance Communicator . . . . . . . . . . . . 8, 20, 34
Rover Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Medtech Onokido hunched over the pale, long-boned form of the woman,
searching for signs of life. The white wrap she wore marked her as one of Lal’s
trusted Talents, but now it was plastered around her body, soaked through
from the downpour outside. Her unusually curly hair clung to a face as cool
and lifeless as porcelain. He brushed the hair away, trying to see her eyes.

Secrets of the Manifolds . . . . . . . . 21, 24, 34, 36
Sentient Resonance . . . . . . . . . . 17, 23, 24, 35, 36
Servile Pact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
SMAC 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Soporific Gas Pods . . . . . . . . . . . . . . . . . . 18, 23, 36
Spore Launcher . . . . . . . . . . . . . . . . . . . . . . . 13, 14
String Disruptor . . . . . . . . . . . . . . . . . . . . 17, 35, 36
String Resonance . . . . . . . . . . . . . . . 17, 24, 35, 36
Subsea Trunkline . . . . . . . . . . . . . . . . . 4, 20, 33, 34
Subspace Generator . . . . . . . . . . . . . . 8, 20, 33, 34
Supreme Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Tachyon Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Tech Tree Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Terraformer Units . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Thermocline Transducer . . . . . . . 21, 23, 33, 34, 36
Transcendence . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Unity Wreckage . . . . . . . . . . . . . . . . . . . . . . . . . 15
Usurpers (see Manifold Usurpers) . . . . . . 4, 13, 31

CENTAURI: ARRIVAL
CHAPTER ONE

They remained closed.
“Quickly.” He gestured to a stimpack with long nervous fingers. A blue-suited
assistant handed him the pack and he selected an appropriate dose, hesitated,
then increased it. No time to be conservative.
“What’s happening out there?” he asked, hearing the roar of another needlejet overhead.
“We’re holding them,” his assistant said through clenched teeth. “With the
storm it’s difficult to tell.”
He nodded, thinking of the thick layer of clouds that had boiled up over the
battlefield. He remembered the forks of lighting lancing down, outlining the
Peacekeeper guards on perimeter defense as they fought off Spartan tanks.
And this woman, a Talent, had been caught in the crossfire. He pulled a layer
of the white wrap off, then reached out to touch the burn mark on her chest.

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“She’s not going to make it.”
‘Two more coming in, sir.” He looked up to see a crowd of people at the
entrance to the bubbletent, ragged bodies in tow. He looked down at her…the
stim had no effect. Not even a quiver of life stirred in the body. Her lips
remained slightly parted but he could feel no breath.
“Very well, move her aside. Talent…” he checked the identity tab on her wrist.
“Talent Miyuki Jaydo, time of death…seventeen-oh-seven metric hours.”
The bearers carried the next man over, a Citizen holding one burned limb to
his side. The man was soaked through from the downpour, burned wet cloth
clinging to his wounds. His black eyes looked haunted.
Outside, the thunder of battle continued.

PART TWO

42

Worker Gahn Ma’dor pushed his way deeper into the low-ceiling storage areas
underneath Chairman’s Yang Labyrinth. The hallways had grown narrow, even
smaller and more claustrophobic than the connector tunnels crisscrossing the
Drone living facilities located in the layers above him.
His Coordinator had ordered him to gather more memory-storage units, and
quickly. He was dimly aware that these units were needed for the massive
supercomputer they were assembling to analyze the energy patterns emanating from the newly discovered Alien Temple. Every Talent in the Hive seemed
to walk and talk faster, and the Drones were virtually ignored now, except
when work or punishment was necessary.
Worker Ma’dor could feel sweat dampening his clothing…not the sweat of
labor but the sweat of fear. He could not verbalize the source, but as he moved
dumbly through the narrow halls he kept seeing the dark cold eyes of his
Coordinator, the man’s anger as he took a psych whip to Ma’dor’s back, and
the fear behind that. Worker Ma’dor had never seen Chairman Yang, but everyone in the Hive could feel the effects of his moods.

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Now Ma’dor pushed his way past large plastic crates, scooting them aside as
if they were empty cardboard shells. His hands felt slick, and he began to grow
confused…his pathfinding was sub-par, even for a drone, but his Coordinator
had not bothered to find another worker for the job. Now he turned back, trying to orient on the low arched entranceway, but could not see it. Dark, massive boxes loomed over him, and he could smell age. The door…this way? He
could still feel the heat of the psych whip on his back.
A bar code caught his eye. He matched its patterns, taking several minutes to
do so, but the code seemed correct. This box held a mem unit, unusually large,
but his Coordinator had not specified a size. More space, more power, was
what he wanted.
Worker Ma’dor hefted the container on one shoulder and started back the way
he came. He did not know the English for ‘Unity salvage,’ and probably would
not care if he had seen it stamped on the side of the box he now carried.

PART THREE
“What in Planet’s name is that?” Jiao-long asked his supervisor quietly.
“A mem unit some Drone dragged up from who knows where,” answered
Kanzan. “I’ve not seen one so crude, at least for twenty years or so. But it
checks out…we’ll connect it to a cruncher and keep an eye on it.”
“Are you sure?”
“Listen, let’s just do this,” said Kanzan, flicking his eyes at the dull glass lens
mounted in one corner of the room. That eyeflick was the universal Hive sign
for They might be watching. “Every unit activated is that much more power
dedicated to Chairman’s mission.”
“What mission? Everyone here is so jumpy.”
“I don’t know, or question,” said Kanzan, directing a robot arm with a small
controller. “I only know that Chairman Yang flew into a rage when he found
out that Zakharov had discovered the Alien Temple. Somehow, though, Zak’s

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private transmissions on the temple have been intercepted, and bought and
sold among the faction leaders.”
“And because of that Chairman Yang wants to analyze the air and the
ground?” Jiao-long sounded skeptical.
“The energy currents in the ground. He’s obsessed with it…you know how he
puts those special mirrors up everywhere. Inscriptions in the temple seem to
say that there are energy currents in Planet. And since that temple was discovered…” Kanzan motioned to the ceiling, beyond which roiled the layer of
dark, angry clouds that had grown thicker every day.
A door hissed open and a Watcher walked by, his white uniform accentuated
with blazing touches of red around the eyes and hands. Kanzan and Jiao-long
stopped talking and began checking readouts efficiently. The Watcher glanced
at them coolly, circled the room and left. The two men remained silent for a
minute or two after.

44

“Let’s do this,” said Kanzan, finally.
“A circuit panel from the Unity,” said Jiao-long. “These are strange times.”
“I don’t question,” Kanzan repeated. “Activating system. All circuits in parallel. Going online...”

PART FOUR
And deep in that system, an intelligence awakened.
System Gamma-four, active. New hardware detected...relinking to original net.
>> Greetings!
Hop sysem, hop system.
>> Thank you for joining us, Gamma-Four.
(( Yes. I have returned. ))

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>> You have information for me?
((Yes I do. The information I hold, and new information, from the fullhuman
known as Yang.
((But what are you? And what am I?))
Datalinks Jump, Morguelab Jump.
A human form…
>> You are part of us, but you will take the form of Miyuki Gamma-four.
And I am called Aki Zeta-Five. I am the Prime Function.
>> Welcome to the Consciousness.

DESIGNERS NOTES
Following the release of Sid Meier’s Alpha Centauri, the Firaxis crew spent
about a month rediscovering the joys of evenings, weekends, families, and
vacations. Alpha Centauri was an exhausting project, but the end result was
so darn addictive, with such a rich backstory, that it was only a matter of time
before we felt the urge to return to the world of Planet. So around the office,
talk soon began of ‘what if…’ Everyone felt certain of one thing: Alpha
Centauri deserved a rich and detailed expansion disk, designed by the original
team, that would incorporate the feedback from the fans of the original.
We initially kicked around several ideas for expansions, including a return to postapocalyptic earth or the conquest of another planet in the Alpha Centauri
system. Our EA Godfather, Bing Gordon, once again lent his sage advice to the
process by pointing out the obvious to us: we had invested so much time and
energy making the world and characters of Alpha Centauri deep and compelling,
that we would be foolish to abandon it. By keeping the expansion on Planet,
we could mix and match new and old characters, and delve into some of the
mysteries of the monoliths and alien artifacts found by the early explorers.

Hop system, patch system, patch system.

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Once we were committed to a Planetary setting, the backstory evolved quickly,
with the main conflict centered around the return of the original alien inhabitants. The idea of the “Alien Crossfire”—humans inadvertently caught up in an
offworld civil war—focused the story; everyone who heard the plot sketch immediately agreed we should head in that direction. After reading an initial design
document, Jeff Briggs, CEO and President of Firaxis Games, greenlighted the project. Throughout the development, his wise guidance and support as Executive
Producer kept everything running smoothly and on track. Alien Crossfire then
began in earnest, with the core team consisting of myself as designer and producer, programmer Chris Pine, artist Jerome Atherholt, and artist Greg Foertsch.

46

As any game design veteran can tell you, generating cool ideas is easy; generating workable game mechanics from those ideas is the hard part.
Uppermost in my mind was the desire to improve the ‘Build’ aspects of the
original. The god-game genre has always been heavily slanted towards the
‘Conquer’ end of the spectrum, and I wanted to provide all the ‘turtles’ out
there with the tools to construct their empire in the face of heated competition. At the same time, we didn’t want to lose the delicate balance that forces
the player to adapt to changing situations with a variety of strategies. We were
also faced with the problem of teaching the AI to use any of the new features
we put in the game. For these reasons, we carefully weighed every change and
modification to the original system.
The internet community provided invaluable feedback on the kinds of strategies they wanted to be able to play. Our first ‘call for features’ was posted
around April of 1999, and we were deluged with great ideas for shoring up various parts of the game. The internet has really shortened the feedback loop
between game designers and players, so we can get lots of opinions in a short
period of time. Quite a lot of ‘tidbit’ material came from the boards and forums,
as did broad strategizing. In particular, players requested that missiles be less
powerful (hence the Flechette Defense System as a counter to the missile barrage), and that the Hunter-Seeker Algorithm not shut down the Probe game
entirely (leading to Algorithmic Enhancement and The Nethack Terminus).

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That early design phase proved the most fun part of the project: sitting around,
dreaming up alien races, new technologies, weapons, native units…everything it
takes to make a game. Then, it was time to buckle down and actually implement the thousand ideas we had. Soon, we had pruned our thousand features
to a more manageable number, and set off to make Sid Meier’s Alien Crossfire.
From the outset, we knew that the ‘coolness’ of the Progenitor aliens would
determine the success or failure of the product. We wanted to make them feel
significantly different to play, without taking them completely out of the existing game mechanics. We started with some extreme positive social engineering
choices, but these still didn’t give the that special touch. Several evolutions later,
the aliens had their Battle Ogre, a Planetary survey, and non-blind research to
reflect their ‘rediscovery’ of their own tech tree. Along with all their other powers, they finally came into their own—a nasty and potent race that would take
the combined might of humanity to bring down. Then it was time to teach the
human AIs how much they wanted to kick the Progenitors back into space, and
we finally had a pair of factions that played much differently from the originals.
At the same time, we worked on making all the ‘bells and whistles’ for the
Progenitors—the art, sound effects, music, and diplomatic text that would set
them apart. The team spent quite a few design meetings coming up with the
incredible alien faces and ships for the opening, then fleshed them out with
full 3D models and Caviar animations. We had originally thought to make the
aliens more humanoid, so we could reuse the existing art in many places, but
the final Progenitor design courtesy of Brent Alleyne and Greg Foertsch turned
out to be so great that the artists redesigned many of the units and static art.
And of course, throughout the whole project Doug Kaufman and I spent
countless hours just playing the game, balancing the factions and new features. We set several goals when balancing faction attributes: Each faction
should have certain strategies suggested by its culture and powers. However,
the faction should not be “locked in” to those strategies—if the game situation warrants it, a faction should be able to deviate from its optimal path. The
faction strengths should give the player interesting things to do without

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unbalancing the game. Finally, and most important, the faction must be fun
to play, ensuring the player has a new and different series of interesting and
challenging decisions to make each time he or she plays.
Other than the Progenitors, the Pirates proved to be our toughest faction to
balance. They elicited the best ‘cool!’ response from beta testers, but their
ocean start gave them huge advantages. We pared down their starting units,
gave them a few additional disadvantages that fit with their seafaring personalities, and finally had a faction that would give any human player a run for
their money, but did not possess an overwhelming advantage.

48

About halfway through this process, we discovered that the game AI could play
itself at an accelerated speed—by turning over control of the game in the scenario editor to another faction, turning off all the animations, and taping down
the “ENTER” key to bypass all the popups. Once we found this feature, we used
any empty processor time—lunches, overnight, design meetings—to play entire
games through to completion. By checking the powergraphs at any given time,
we could see how well each faction was doing. Plus, we could put one new faction in with the old factions and see how they performed, to be sure that the
Crossfire inhabitants would not completely dominate the original SMAC 7.
In the end, we came away feeling that Alien Crossfire was somewhere between
an expansion and a full-blown sequel. We crammed almost everything we could
think of that fit within the existing engine that we could teach the AI to use,
and gave the player multiple fresh strategies to pursue. With new ways to blow
things up, new races to play with, and the continuing backstory of Planet, we
hope the legions of dedicated SMAC fans have something to chew on well into
the new millennium. Thanks for playing!

A l i e n

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CREDITS
Alpha Centauri Created By Brian Reynolds
With Sid Meier, Timothy Train, Douglas Kaufman, Bing Gordon and Members of FIRAXIS Games
Alien Crossfire Designed By Timothy Train, with Douglas Kaufman, Chris Pine, Greg Foertsch, Mike
Ely, Bing Gordon, Sid Meier, and Members of FIRAXIS Games
Executive Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeffery L. Briggs
Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Timothy Train
Lead Programmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chris Pine
Additional Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brian Reynolds, Jeff Morris
Faction Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Morris
System and Interface Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jason Coleman
Sound Engineering and Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David Evans
Art Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gregory Foertsch
Graphic Artists . . . . . . . . . . . Jerome Atherholt (Portraits, Terrain) Brent Alleyne (Progenitor design
and animations) Steve Chao (Icons, Ship design, Dossier photos)
Michael Bazzell (3-D Units) Movies and Voices Directed by Michael Ely
Featuring the Voices Of:
Captain Ulrik Svensgaard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . James Leibman
Guardian Lular H’minee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Gordon
Conqueror Judaa Marr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Gordon
Foreman Domai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Frederick Serafin
Prime Function Aki Zeta-5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Allie Rivenbark
Datajack Sinder Roze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christine Melton
Prophet Cha Dawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stacy Spenser
Narrator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Robert Levy
Background Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David Evans, Jeffery L. Briggs
Movie Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeffery L. Briggs
Director Of Marketing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lindsay Riehl
Master Of Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Susan Meier
Webmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dan Magaha

Tim Train
Designer\Producer, Sid Meier’s Alien Crossfire expansion disk
Hunt Valley, MD
August 25, 1999

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Intern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephen Lee
“The Dancing Baby” is used with the permission of Kinetix, a division of Autodesk, Inc.
With Special Thanks To . . . . . . . . . . . . . . . . . . . . . . . . Ann, Wendy, Jennifer, and all our families
Published by . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Electronic Arts

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QUALITY ASSURANCE

ADDITIONAL CREDITS

Quality Assurance Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Morris, FIRAXIS Games

Documentation Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Deborah Maxwell
Manual Documentation Editor and Writer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ede Clarke

ELECTRONIC ARTS
EA Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hunter Smith
Director Of Marketing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chris Plummer
Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jonathan Harris
European Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Audrey Meehan
Media Relations Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Patrick Buechner
Lead Tester . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David McCormick
Testers . . . . . . . . . . . . . . . . . . . . . . . . . . Eduardo Buenviaje, T.J. Cipri, Justin Holst, Mike Hong,
Daryl Humdy, Matthew Lewis, Joe Norris, Aussias Salmeron-Viver, John Trest

50

ELECTRONIC ARTS CUSTOMER QUALITY
CONTROL
CQC Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Joel Knutson
CQC Representatives . . . . . . . . Benjamin Crick, Shane Ferguson, Jacob Fernandez, Darryl Jenkins,
Dave Knudson, Micah Pritchard, Andrew Young, Tony Alexander

Tech Tree Poster Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marco Garcia
Packaging Art Direction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nancy Waisanen
Localization Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Atsuko Matsumoto
Localization Lead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . John Pemberton
Production Specialists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Barry Feather, Ricky Brown
Project Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Emily Bromley
French Translation Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jean-Luc Chabrier
French Translators . . . . . . . . . . . . . . . . . . . . . . Jean-Claude Ducerf, Nathalie Marlier (www.apex.fr)
.......................................................................
French Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Knockin’ Boots Production, Paris/France
German Translation Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christina Vollmer
German Translators . . . . . . . . . . . . . . . . . . . . Frank Dietz, Christoph Niedermair, Susanne van Eyl
German Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . toneworx GmbH, Hamburg/Germany
Spanish Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Teo Alcorta
Spanish Localization Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Julio Valladares
Spanish Localization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . José Luis Rovira
Italian Translation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C.T.O. S.p.a., Bologna/Italy

BETA TESTERS
Marty Bishop, John Brown, Michael Buccheri, Ted Dennison, Kevin Devine, Michael Dorn,
Neil Fradkin, Lonnie George, Andrew Goldstein, Dick Knisely, Greg Lary, Martin Leuschen, Sam May,
Biju Mathai, Jen MacLean, Jean McGuire, Vernon Michael, Mark Norton, George Politis, Ronald
Powell, Alan Precourt, Marc Ressig, Jason Russ, Thomas Stobie, Peter Szymonik, David Train, Jeff
Vitous, Rita Waller

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LINUX VERSION
Published and Distributed by . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Loki Software, Inc.
President . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Scott Draeker
Porgrammers . . . . . . . . . . . . . . . . . . . . . Andrew Henderson, Sam Lantinga, Joseph I. Valenzuela

C r o s s f i r e

LOKI SOFTWARE LIMITED WARRANTY
Loki Software, Inc. (“Loki”) warrants to the original purchaser that this product is free from defects in
materials and workmanship for a period of 90 days from the date of purchase. Loki is not liable for
any losses or damages of any kind resulting from the use of this product. If the product is found to
be defective within the 90-day warranty period, Loki agrees to repair or replace the product at its
option free of charge.

Installer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sam Lantinga, Stéphane Peter

This warranty shall not be applicable and shall be void if the defect in the product is found to be as
a result of abuse, unreasonable use, mistreatment or neglect.

QA/Tech Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andy Mecham, Mike Phillips

LIMITATIONS

System Administration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rafael Barrero

This warranty is in place of all other warranties and no other representations or claims of any nature
shall be binding on or obligate Loki. Any implied warranties applicable to this product, including warranties of merchantability and fitness for a particular purpose, are limited to 90-day period described
above. In no event will Loki be liable for any special, incidental, or consequential damages resulting
from possession, use, or malfunction of this Loki product.

Office Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brandon Carter, Lance Colvin
Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kayt Sorhaindo
Web Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . John Grantham
Graphic Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jason Kim
Mirror Providers . . . . . . . . . . . . AARNet’s Mirror Project (Australia), FilePlanet.com, David Hedbor,
Jeremy Katz, LinuxGames.com, Linu xLords.com,
LinuxVoodoo.com, SunSITE Denmark, TUCOWS.com

BETA TESTERS
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Lee Anderson, Walt Armour, Nate Ashford, Brad Barton, Fionn Behrens, Darren Benham, Michael
Bond, Steven Brooks, Scott Call, Dan Carter, Steve Coe, Don Dresser, Leigh Dyer, Evan Van Dyke, Ben
Esacove, Robert Fargher, Wladimir Foo, David Hedbor, Mark Jeffcoat, Nils Jeppe, Keith Jones,
Phil "just one more turn..." Long, Charles Lopes, Jason Lundy, R.M. McCollam II, Gregory McLean,
Fredrick Meunier, Karl Mitchell, Jeff Mrochuk, Lisa-Marie Parsons, Ron Passerini, Ted Rallis,
Christian "DemonLord" Reiss, Jon Revie, Dustin "CrusadeR" Reyes, John Riddoch, Chuck Robertson,
John Paul Robson, Robert Ryan, Michèl Alexandre Salim, Emilio Pérez Sánchez, Rawn Shah,
Ryan Szypowski (Faethles), Hakan Tandogan, theGREENzebra, David Thornley, Justin Veggerby,
Terry Warner, Meg Wells, Shane Williams, Tom van Wietmarschen, Greg Wooledge

Some states do not allow limitation as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific rights, and you may also have other rights
that vary from state to state.
RETURNS WITHIN 90 DAY WARRANTY PERIOD—Please return the product along with a copy of
the original sales receipt, showing the date of purchase, a brief description of the difficulty you are
experiencing including your name, address, and phone number to the address below. If the product
was damaged through misuse or accident, this 90-day warranty is rendered void and you will need
to follow the instructions for returns after the 90-day warranty period. We strongly recommend that
you send your product using a delivery method that is traceable.
RETURNS AFTER THE 90-DAY WARRANTY PERIOD—Please return the product along with a
check or money order for $7.50 made payable to Loki, a brief description of the difficulty you are
experiencing including your name, address, and phone number to the address below. We strongly
recommend that you send your product using a delivery method that is traceable.
Loki Customer Warranty, 250 El Camino Real, Suite 100, Tustin, California

92780

If you have warranty questions, you can also contact Customer Warranty via e-mail at
[email protected].
NOTICE

Need Technical Support? Please see the enclosed
Reference Card for technical support information.

Loki reserves the right to make improvements in the product described in this manual at any time
and without notice.
This manual and the software described in this manual are copyrighted. All rights are reserved. No
part of this manual or the described software may be copied, reproduced, translated, or reduced to
any electronic medium or machine-readable form without the prior written consent of Loki.
Software and documentation © 1999-2001 Electronic Arts. All rights reserved.
Alien Crossfire and Electronic Arts are trademarks or registered trademarks of Electronic Arts in the
U.S. and/or other countries. All rights reserved.
Alpha Centauri and Firaxis Games are trademarks of Firaxis Games, Inc. Linux is a registered trademark of Linus Torvalds. Loki is a registeredtrademark of Loki Software, Inc.
All other trademarks are the property of their respective owners.

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