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Sid Meier’s Alpha Centauri – Windows Manual – English

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TABLE

OF

CONTENTS

Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Appendix 1. Notes and Tips . . . . . . . . . . . . . 147

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Using the Manual . . . . . . . . . . . . . . . . . . . . . . . . . 3
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Game Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Welcome to Alpha Centauri . . . . . . . . . . . . . . 15
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . 16
The Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Getting Around . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Active Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Commlink . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Turn Complete . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
World View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Year/Energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Status View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Data MFD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Mapping the Planet . . . . . . . . . . . . . . . . . . . . . . . 26
Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Planet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Native Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
How Terrain Affects Movement . . . . . . . . . . . . . 45
How Terrain Affects Combat. . . . . . . . . . . . . . . . 45
Terraforming and Enhancements . . . . . . . . . . . . 46
Resource Production Tables . . . . . . . . . . . . . . . . 52
Ecological Risks . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Random Natural Phenomena . . . . . . . . . . . . . . . 55
Colonizing the Planet . . . . . . . . . . . . . . . . . . . 57
Bases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Base Control Screen . . . . . . . . . . . . . . . . . . . . . . . 66
Base Control Screen/Section by Section. . . . . . . 69
Production Readout . . . . . . . . . . . . . . . . . . . . . . . 78
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Action Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Controlling Society . . . . . . . . . . . . . . . . . . . . . 109
HQ Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Economics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Technology. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Probe Teams. . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Social Engineering. . . . . . . . . . . . . . . . . . . . . . . 136
Resigning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Winning the Game . . . . . . . . . . . . . . . . . . . . . . 143
Scoring. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145

General Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148

Appendix 2. Tables . . . . . . . . . . . . . . . . . . . . . 151
Terraforming Enhancements . . . . . . . . . . . . . . . 152
Resource Production Tables . . . . . . . . . . . . . . . 153
Terrain Effects on Movement . . . . . . . . . . . . . . 156
Terrain Effects on Combat . . . . . . . . . . . . . . . . 157
Social Factors . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Facilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Secret Projects . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Technology Tree . . . . . . . . . . . . . . . . . . . . . . . . . 185
Citizens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Planetary Council Proposals. . . . . . . . . . . . . . . . 192
Free Facilities from Secret Projects. . . . . . . . . . 193
Appendix 3. Option Screens . . . . . . . . . . . . . 195
Game Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Game Preferences . . . . . . . . . . . . . . . . . . . . . . . 198
Appendix 4. Advanced Customization . . . . 205
Scenario and Edit Map Menu Options . . . . . . . 206
Editing Text Files . . . . . . . . . . . . . . . . . . . . . . . . 207
Appendix 5. A New Sun . . . . . . . . . . . . . . . . 209
The Centaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Bright Suns . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Proper Motion . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Double Stars . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
Parallax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Proxima Centauri. . . . . . . . . . . . . . . . . . . . . . . . 213
Luminosity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Mass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Solar System Comparisons . . . . . . . . . . . . . . . . 214
Habitable Planets . . . . . . . . . . . . . . . . . . . . . . . 215
Planetography . . . . . . . . . . . . . . . . . . . . . . . . . . 216
Earth Comparisons . . . . . . . . . . . . . . . . . . . . . . 216
Atmospheric Composition . . . . . . . . . . . . . . . . . 218
Meteorology and Climatology . . . . . . . . . . . . . 219
Oceanography . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Soil Composition . . . . . . . . . . . . . . . . . . . . . . . . 220
Ecology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Native Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Moons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Other Planets. . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Suggested Reading . . . . . . . . . . . . . . . . . . . . . . 227
Journey to Centauri . . . . . . . . . . . . . . . . . . . . . 230
Designer’s Notes . . . . . . . . . . . . . . . . . . . . . . . . 236
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245

CHAPTER 1

GETTING STARTED

C H A P T E R

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GETTING STARTED
INTRODUCTION
Welcome to FIRAXIS Games’™ second offering, Sid Meier’s Alpha Centauri™.
As with all games from FIRAXIS, fun and imagination rule, and we have tried
to make a very complex topic accessible and interesting.
It is an ambitious game, addressing some very fundamental issues facing
mankind as we approach the new millennium. What sort of technologies can
we expect to deal with within the next couple of centuries? How will we use
these technologies — for good or for evil? In fact, what ideologies will be paramount in the next millennium, and do these ideologies imply new and differing definitions for “good” and “evil”? What is the ultimate goal for humanity?

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THE STORY
Soon after the new millenium begins, humankind’s oldest enemies — war,
famine and disease — are winning the battle on planet Earth. The United
Nations decides to attempt the mission that has been the dream of countless
science fiction writers and fans for generations: the colonization of a New
World, before it is too late. The establishment of a new outpost for mankind
as an alternative to the decaying situation on our mother planet seems to be
the last and best hope for the continued existence of mankind.
Code named “Unity,” the plan is simple. Send enough men, women and supplies to the earthlike planet, Chiron, orbiting the primary star in the Alpha
Centauri system. Give them the seeds for planting a new society — technology, knowledge, and experts of every kind. Insure that the mission, U.N. sponsored, stays on track by carefully monitoring its progress from Earth. Then,
when the time is right, and if the need still exists, begin shuttling others to
the New World at Alpha Centauri.
But space travel is a difficult undertaking, even now. It is hard to reach our
own moon. Even if we had the capacity to make it to a distant planet, will we

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be able to bring the travelers back? Once firmly established on a distant world,
will we be able to cooperate with one another there long enough to establish
a new society that can attain the same levels and quality of life that we have
achieved here after almost 5000 years of civilization? But the deteriorating
conditions on Earth leave us little choice.
From the beginning, there are problems aboard the U.N. Starship Unity. An
unexpected reactor malfunction damages the ship, waking the travelers early
from cryo-sleep. It soon is evident that the accident has damaged the communications equipment and contact with Earth is lost, and cannot be reestablished. The leadership of the mission is faced with the prospect of going
it alone and soon begin to argue obstinately about the best way to proceed.
The game begins when the Unity Mission reaches Chiron. But, by this time, the
mission has fallen into chaos. The most powerful leaders on board have built
ideological factions and surrounded themselves with dedicated followers. It is
clear that each faction has established its own agenda for the future of
mankind and is desperately serious about carrying it through.

GOOD LUCK
We hope you will find a multitude of ways to solve the problems the Unity
travelers face. There are nearly unlimited options and you can experiment
relentlessly as you explore, discover, build and conquer. Please feel free to contact us to pass on criticism or praise, or just your point of view, at
WWW.FIRAXIS.COM. Have fun and Good Luck.
— FIRAXIS Games

USING THE MANUAL
If this is the very first time you’ve ever played Sid Meier’s Alpha Centauri or
any game like it, we recommend you do not sit down and read this book
cover-to-cover before you start playing!
Instead, we strongly suggest you put down this book, start up the game, and
play through the tutorial scenario provided. Also, check out the five “tours”
provided in the game’s Help menu. These two resources are the easiest (and
most fun) way to learn the basics of the game.

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Tours. To get to the tours, start the game and select any options which look
interesting (you’ll find out exactly what they do a little later) or just hit QUICK
START. When the game loads for the first time, you will be automatically
walked through several tours that show you the fundamentals of the game.
To get back to the tours after the first game, L (left-click) on the MENU tab
on the left side of the screen, then L on HELP. The tours are at the bottom
of the Help menu.

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Tutorial Scenarios. To access the tutorial scenarios, start the game and select
SCENARIO from the Main menu. When the Scenario menu appears, select
PLAY SCENARIO. Open the folder 1EXPLORE and select the “Explore.sc” file.
Upon successful completion of the “Explore” scenario, move on to the
2BUILD folder, and then to the 3CONQUER folder. When played in succession, these tutorials can help teach the Sid Meier’s Alpha Centauri basics in
a fun and intuitive way. To access a list of scenario objectives and how to
achieve them, L on the MENU tab on the left side of the screen, then L on
the HQ menu, and select REVIEW SCENARIO OBJECTIVES.
Once you know the basics, this manual is provided to help you discover the many
subtleties and details of Sid Meier’s Alpha Centauri. We hope you’ll be returning to these pages often while playing, to discover the exact purpose behind a
game option, or the meaning of a term. Who knows? Maybe after you’ve been
playing Sid Meier’s Alpha Centauri for awhile, you’ll come back and read this
book cover-to-cover, just to make sure you’re not missing anything.
In addition to this manual, you will find the following materials, also included with your game, extremely useful:
• Install Guide. Installation, trouble shooting and customer support.
• Tech Tree Chart. The technologies that you discover as you progress, and
their interrelationships. This chart also contains information about the terrain, vehicles, and world of Sid Meier’s Alpha Centauri.

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This manual is divided into seven major sections:
• Getting Started. Loading and customizing your game.
• Welcome to Alpha Centauri. Movement, and the basic game interface.
• Planet. The ecology of the new world, and terraforming.
• Colonizing Planet. Building bases and expanding and defending your faction’s territory.
• Controlling Society. The finer points of economics, diplomacy, research and
Social Engineering.
• Appendices, listed below.
• A New Sun, Planetography and Journey to Centauri, giving background
details on the world of Sid Meier’s Alpha Centauri.
The appendices provide easy access to important information:
• Notes and Tips. Designer’s notes, and some strategy tips.
• Tables. Quick reference charts to the technologies, units, facilities and Secret
Projects available in the game.
• Option Screens. Quick reference listing of configurable options to customize gameplay.
• Advanced Customization. Advanced methods for customizing the game.
• Index. A complete listing of where to find details on all key topics in the game.

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

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GAME SETUP
Sid Meier’s Alpha Centauri allows a wide range of player customization
options both before and during play.

MAIN (STARTING) MENU
This is the first thing you see
upon starting Sid Meier’s
Alpha Centauri.

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You can quit the game from
the Main menu with q. If
you’re not on the Main
menu, q takes you back to
your previous screen. On all
menu screens, q takes you
back one level.
START GAME
Starts a new game. This selection opens the Map Selection menu (see Map
Selection menu, facing page).
QUICK START
This option drops you directly into a new game configured exactly like the last
game you played (including faction choice). If you use Quick Start before playing any other games, it drops you into a world of average size, with all defaults
on, playing the Gaian faction on the easiest difficulty level.
SCENARIO
Scenarios are specific challenges designed to test your playing skill to the maximum. The exceptions are the Tutorial Scenarios, specially designed to teach
new players the basics.

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LOAD GAME
Allows you to load a previously saved game. You can load both automatic
saves (see Automatic Saves, p. 30) and named saves (see Save Game, p. 29).
This option opens your Saves directory.
MULTIPLAYER
Use this to set up a multiplayer game. See Multiplayer, in the Install Guide,
for detailed instructions.
VIEW CREDITS
Reveals the game’s creators.
EXIT GAME
This option quits the game and returns you to Windows®.

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MAP SELECTION MENU
In this menu you decide what kind
of new game you wish to start.
MAKE RANDOM MAP
Allows you to start a new game,
making only a few basic choices—
Size of Planet, Difficulty Level, Game
Rules and Faction. (See Customized
Planets, next page, for details of
these options.)
CUSTOMIZE RANDOM MAP
Allows you to customize a number of parameters of your new world before
you start play. See Customized Planets, next page, for details.

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THE MAP OF PLANET
This map is the “official” map of Planet. It’s always the same.
HUGE MAP OF PLANET
This is a large version of the map of Planet.
LOAD MAP FILE
This allows you to load a custom map that you’ve saved out as a map file.

CUSTOMIZED PLANETS
When you elect to play on a random or customized random map game, you’re given
a series of choices that allow you to shape the environment of your new world.

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A fully customized planet allows you to control exactly what kind of game
experience you want. If your primary interest is combat and tactics, choose a
small planet with plentiful native life, giving you lots of opportunity to fight
off native threats and other factions. If you’re more interested in peaceful,
long-term development, choose a huge planet and rare native life. If you want
a difficult terraforming challenge, choose a mountainous, dry world, but if you
want a more inviting environment for your people, choose rolling terrain and
lots of rainfall. If you like building and managing a navy, go for extensive
ocean coverage, or if you prefer to work on land, choose smaller oceans.
At any time in the customization process you can return to the Select Size of
Planet menu by hitting q.

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SIZE
There are five options: Tiny, Small, Standard,
Large and Huge. The bigger the world, the
longer you’ll probably play before encountering any of the other factions.
From this screen, you can also load any custom
map files you may have saved. The Load Map
File option opens your map file directory.

OCEAN COVERAGE
Allows you to select how much of the world is under water. The three options
are 30-50%, 50-70%, and 70-90%. The more ocean, the greater the necessity for a navy and the fewer opportunities to expand your faction on land.

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EROSIVE FORCES
Allows you to choose between Strong (rolling and flat terrain), Average (hilly
terrain), and Weak (rough, mountainous terrain). In general, flat terrain is easier to settle and terraform. Rougher surfaces are harder to terraform, but offer
an abundance of mineral resources.
NATIVE LIFE FORMS
Allows you to select the frequency of Planet’s native life-forms, notably mind
worms (see Fauna, p. 40) and xenofungus (see Flora, p. 39). Choices are Rare,
Average and Abundant. The fewer native life forms, the easier the going, particularly early in the game.
CLOUD COVER
The choices are Sparse (light rainfall), Average, and Dense (heavy rainfall). The
more rainfall, the more nutrients available to feed and expand your bases.

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DIFFICULTY
There are six levels of difficulty. The higher the
difficulty, the smarter and more aggressive your
opponents, and the tougher it is to establish
and expand your faction. Difficulty levels, from
easiest to hardest, are: Citizen (novice),
Specialist, Talent, Librarian, Thinker, and
Transcend (expert).
GAME RULES
These advanced gameplay options are
described in detail under Game Rules, p. 197.
FACTION

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There are seven factions of refugees from the disastrous destruction of the
U.N. Starship Unity. This is where you select the one that you wish to lead.
• CUSTOM NAME allows you to change the name of the faction (if, for example,
your faction simply must be the Cheeseheads). This option also allows you
to customize the terms used to address and describe your faction in diplomatic interactions.
• HELP button displays a summary of the faction’s character and its special
abilities (and handicaps).
• LOAD lets you load a previously created faction configuration.
• OK accepts your choice and starts the game.
• CANCEL returns to the Main menu.
After you select a faction, you get a window that allows you to change the
name and gender of your faction leader (for example, Norma of the
Cheeseheads), if you wish, after which the game begins.
See Factions, facing page, for information about the seven factions themselves.

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FACTIONS

The human factions of Planet are not divided by race, language or place of
ancestral origin. Instead, each faction is guided by the vision of its leader.
These visions, in turn, give each faction a unique set of advantages and disadvantages. By comparing the strengths of your faction to the parameters of
a customized planet, you can either give yourself an edge against the other
factions, or set yourself a unique challenge to overcome.
You’re likely to find the game more enjoyable if you pick a faction you can
empathize with (even if you don’t necessarily agree with everything they profess).
GAIA’S STEPDAUGHTERS (LED BY LADY DEIRDRE SKYE)
The Gaians are determined not to repeat the environmental mistakes of old Earth.
They seek to live at peace with Planet. They start out with the Centauri Ecology
technology and advanced abilities to interact with the native life, including the
ability to move freely through xenofungus squares and gather extra nutrients
from fungus. Their empathy with Planet gives them the ability to place ravaging
wild mind worms directly under their control. Their experience with recycling systems makes their bases more efficient, but their pacifist leanings undermine the

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abilities of their military units, and they resent police control in times of crisis.
Because of negative environmental consequences, the Gaians can not make the
“Free Market Economics” social choice (see Society Window, p. 136).
HUMAN HIVE (LED BY CHAIRMAN SHENG-JI YANG)
This faction is ruled under harsh collectivist/authoritarian principles. The good
of the individual is totally subordinate to the state. They are isolationist, and
militaristic. The Hive begins with the Doctrine: Loyalty technology. Their bases
are built underground, giving them the equivalent of a pre-installed Perimeter
Defense facility. Their population growth and industrial development are above
average, but their economy tends to lag behind others. The Hive can not make
the “Democratic” social choice (see Society Window, p. 136).
UNIVERSITY OF PLANET (LED BY ACADEMICIAN PROKHOR ZAKHAROV)

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The University is completely dedicated to research and the free exchange of
information. They are rumored to sometimes put the pursuit of knowledge
ahead of ethics. They start the game with the Information Networks technology and one additional bonus technology. Each University base receives a free
Network Node when founded. The University’s research progresses quickly, but
their open-access philosophy makes them susceptible to attacks by covert
“Probe Teams,” while their callous elitism can easily lead to unrest among the
workers. The University can not make the “Fundamentalist” social choice (see
Society Window, p. 136).
MORGAN INDUSTRIES (LED BY CEO NWABUDIKE MORGAN)
The Morganites are organized along corporate lines, and dedicated to laissezfaire capitalist economic principles. They start the game with 100 energy credits and the Industrial Base technology, and receive a bonus to all income from
commerce between factions. Morganites have expensive tastes, making it difficult for them to support units in the field, and requiring them to build Hab
Complex facilities before the population of any of their bases can exceed four
citizens. The Morganites can not make the “Planned Economics” social choice
(see Society Window, p. 136).

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SPARTAN FEDERATION (LED BY COLONEL CORAZON SANTIAGO)
The Spartans are paramilitary survivalists. They believe in both a right and a
duty to keep and bear arms. The Spartans start the game with the Doctrine:
Mobility technology and a fast scout rover vehicle, and they do not have to pay
extra to develop prototypes of new units. Morale of their units is exceptionally high, and their citizens accept strict police control as a necessity, but their
extravagant military needs weigh down industrial operations. The Spartans can
not make the “Wealth” social choice (See Society Window, p. 136).
THE LORD’S BELIEVERS (LED BY SISTER MIRIAM GODWINSON)
The Believers seek a life of prayer and religious worship. Because of the
strength of their convictions, they get a bonus when attacking their enemies.
They start the game with the Social Psych technology. The Believers are resistant to probe brainwashing, but their suspicion of secular science retards their
research efforts, and their belief that Planet is their promised land sometimes
interferes with their ecological sensitivity. The Believers can not make the
“Knowledge” social choice (see Society Window, p. 136).
THE PEACEKEEPING FORCES (LED BY COMMISSIONER PRAVIN LAL)
The Peacekeepers exist to support the humanitarian principles of the United
Nations of Earth, the organization that originally commissioned the Unity
expedition to Alpha Centauri. They start the game with the Biogenetics technology. The idealism of this faction attracts an intellectual elite, but their society possesses a tendency towards bureaucratic inefficiency. Their bases can
exceed normal population limits by 2. Due to his experience with parliamentary
maneuvering, Lal’s vote counts double when the Planetary Council is convened
for election of a Planetary Governor or Supreme Leader. The Peacekeepers can
not make the “Police State” social choice (see Society Window, p. 136).

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CHAPTER 2

WELCOME TO ALPHA CENTAURI

C H A P T E R

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WELCOME TO ALPHA CENTAURI
Your new home in the Alpha Centauri system is officially called Chiron, but most
of the new inhabitants refer to it as Planet. In cosmic terms, Earth and Planet are
two worlds similar enough to be considered practically identical. But for human
beings, the product of millions of years of earth-specific evolution, Planet is a
strange, alien and frightening place. Your first task, upon arrival on this new
world, is figuring out the ground rules how the whole system of Planet works
together, and how your faction can make itself profitably a part of that system.

GETTING STARTED

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A whole new world is a big place, and Sid Meier’s Alpha Centauri is a big
game. The first settlers on Planet are awed by the infinite possibilities that
stretch before them, and the first time you open the game, you might find
yourself a bit over-awed by all the choices you have (particularly if you’ve never
played any similar simulations before). This section is a quick guide to what you
can expect when you first start to play, and some of the basic and necessary
actions you need to take to get yourself established. All the concepts and
actions mentioned below are covered in much greater detail later in this book.

FOLLOWING PLANETFALL
When your faction first makes planetfall, you always have at least one mobile
unit ready for action. Send this unit out to explore the immediate vicinity of
your base (you can move your unit with the eight arrow keys on the numeric
keypad: just press the key corresponding to the direction you want to go). Try
to explore at least five or six squares out from the base in all directions, then
pick a direction and head out, or find a coastline and follow it. You’re looking for inviting places to establish new bases (remember, green is good — look
for green squares near rivers or coastlines), and for the supply pods scattered
by the Unity just before its destruction (but be careful—the Unity pods can
contain valuable gifts, but they can also unleash danger). Watch out for mind
worm boils—the dangerous native life-forms of Planet. Be prepared to fight or

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run when you see mind worms (you can attack by attempting to move into
their square). Ultimately, you’ll want to make contact with the units or bases
of the other human factions.

RESEARCHING TECHNOLOGY
New technologies drive your survival and expansion on Planet, giving you
access to new weapons, base facilities, and Secret Projects. As soon as your
first base is established, your faction immediately begins scientific research.
You don’t have to do anything to start researching, it just happens. Every few
turns your scientists announce a new breakthrough, and ask you to set priorities to guide your next research effort. For more information on how to maximize your technological advances, see Technology, p. 119.

EXPANDING YOUR EMPIRE
Each of your bases is constantly building a new unit or base facility. You can
decide where a base should direct its industrial efforts. To do so, L on a base
to open the Base Control Screen. In the lower left corner of that screen is a
window showing that base’s current build orders. L on the Change button to
get the Production Readout, which shows everything your base can build (at
the start of the game, this might be just two or three objects). At the start of
the game you’ll want to concentrate on units. First, build a military unit to
guard the base. When it’s completed, use H to order that unit to remain in
the base, on guard. If you wish, you may order the base governor to take over
production if you L one of the “Governor” buttons at the top of the Base
Control screen (see Governor, p. 69).

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As soon as the “former” (terraforming) unit becomes available (with the discovery of Centauri Ecology), build one and send it out to terraform the landscape.
Move the former out of your base and have it build farms (F), roads (R), and
solar collectors (S). If the terrain is harsh (a brown square with no green), plant
forests (sF). If the terrain is rough (lots of grey blobs in the square) drill
mines (M). You can also automate a former by pressing sA; it immediately begins building terrain enhancements as the former commander sees fit.

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You’ll also want to build some extra colony pods to establish new bases. When
a pod is ready, send it out to an inviting green square at least three or four
squares away from any other base (and on a river or a coast if possible). B
builds a new base on that square.
As your faction discovers new technology, you gain an ever wider variety of
build options to choose from. Once you have a defensive unit and a former,
and have sent out a colony pod from a base, you’ll probably want to start
improving the base itself by building facilities. Particularly useful facilities for
new bases in the early part of the game include the Network Node, Perimeter
Defense, Children’s Creche, Recycling Tanks and Recreation Commons.
Eventually, when you feel one of your bases is well established, you may want
to commit it to building a Secret Project. These massive works take a long time
to build but yield lasting benefits to your entire faction.

DIPLOMACY

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Inevitably, you come into contact with one of the other factions from the
Unity. When this happens, you’ll usually get a message that the leader of the
faction wishes to speak to you, via your commlinks. It’s usually a good idea to
talk to another leader when given the opportunity. Leaders may offer to trade
technologies (often a good idea), or offer you a treaty, or even an alliance (a
very good idea, unless you’re itching for a fight). On the other hand, they might
threaten you or even try to extort energy (the currency of Planet) or technology from you. Giving in to such demands can be humbling, but is sometimes
better than the alternative (a fight you may not be ready for). Sometimes they
want to borrow energy credits (a good deal in the long run, unless you’re going
to need the energy you’re loaning away in the immediate future).

FACTIONAL STRIFE
Unfortunately, diplomacy can’t solve all problems. Sooner or later, you’ll have
to prepare your faction for armed conflict. Even if your intentions are peaceful, you’ll need a standing army, to respond quickly in case of unprovoked

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aggression. (Keep such defensive forces small—no more than two units per
base in the years immediately after Planetfall. Otherwise they’ll become expensive to maintain, and rapidly become obsolete.)
If you prefer the conqueror’s role, you can put your whole faction on a military
footing, building multiple units per base for a massive invasion force. Obviously,
you probably shouldn’t invest too much time and resources into an operation
until you’ve encountered the enemy and know where they’re located.

THE TURN
Sid Meier’s Alpha Centauri is a turn-based game. Each turn corresponds to
one Chiron year. Mission Year 2100, Planetfall, is the first Chiron year.
Each turn follows the same pattern.
1. Planet & Enemy Faction move. All native and enemy units make their
moves (including attacks). You see any such movements that fall within the
limits of your sensors. The leaders of the other factions may contact you.

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2. Faction Update. You are advised of any completed enhancements, research
or units. (You can customize your preferences for updates; see Warning
Preferences, p.199.) You may set a new goal for each base when a project
is completed, or you may use the defaults. As time progresses, you are
offered opportunities to upgrade units, and may receive updates of your
progress at unraveling the secrets of this new world.
3. Player Move. You (and all other player-controlled factions, in multiplayer games)
may move units at this time. You are taken, in turn, to each unit that is:
• not “holding” in a defensive position, or “asleep” within a transport unit.
• not already engaged in a multi-turn action.
During this time, you may also freely change your preferences, or change
orders to bases or any units (whether or not they’re already engaged in orders),
contact other faction leaders, inspect visible portions of the map, and review
all available data.

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GETTING AROUND
The first things you have to learn, in order to establish your faction, are how
to interpret the map and how to move around.
The main map, which occupies the top two-thirds of the screen, is your playing surface. At Planetfall (when your faction first arrives on Planet, and when
the game begins), the vast bulk of the map is either indistinct or totally black
(depending on how you set the Unity Survey option; see Game Rules, p. 197).
You have to move units around and explore to find out exactly what your surroundings are.
The simplest way to move a unit is with the numeric
keypad.

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The direction in which the keypad arrow points corresponds directly to the direction the unit moves, so that
8 on the numeric keypad moves you one square to
the north, while 3 moves you one square to the
southeast.
It is also possible to set units to undertake longer,
multi-turn journeys without further orders, or
even to have them decide for themselves what
actions to take. These options are described
under the Action Menu (p. 92).

Continual movement c+arrow key
If you want a unit to move continually in a single direction, use this command.
The unit continues in the specified direction until it can no longer proceed,
due to coastlines or enemy units. The unit’s commander may route around
small obstacles like fungus and small bodies of water.

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MOUSE MOVEMENT
If you’re sending a unit on a long journey, and you don’t want to hit an arrow
key for every square of the distance, you can set a destination using the
mouse: Just L (left-click) on the unit, drag to its destination, then release.
The unit figures the most direct path to your destination, automatically routing around obstacles like small bodies of water and fungal areas.
Waypoints. There may be times when you don’t want a unit to take the most
direct route to its final destination (for example, if a route would take you
through hostile territory). In those cases you can use waypoints. To set a waypoint, L-and-drag to the first waypoint square, z while holding the
click, then drag to the next waypoint or to your final destination. A waypoint
is set on that square—the unit goes to the waypoint, then on to the next waypoint (if there is another one) or its final destination. A unit will normally follow the path shown on the screen when its orders are given, but it may deviate somewhat based upon the tactical situation at the time it makes the actual move. It always traverses the waypoints in the order given. You can insert
up to three waypoints on a route, including the destination.

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EXAMINING THE MAP
The main map is scrollable. L (left-click) on any square to center the map on that
square. You can also scroll the map in the indicated direction by moving your
mouse cursor to the edge of the screen (unless you choose to disable this option).
• If you have a unit in that square, L also moves your cursor to that square
and activates the unit (see Active Units, p. 22). If you have multiple units
in a square, you choose which unit to activate.
• If you have a base in the square, L opens the Base Control Screen (see
pg. 66).
: (right-click) on a square to open a window containing many of the most
commonly used commands. These commands are fully described under Action
Menu, p. 92.

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FOG OF WAR
On any given turn playing with the default game options, there are three types
of terrain visible on the map.
Black squares are squares you have not mapped yet. (If you have the Unity
Survey option turned on, these are not black, but you won’t be able to see any
details of the square’s terrain, other than whether it’s land or sea).
Dim squares are those you have already mapped, but which are not currently
observed by any of your sensors (either from units or bases).
Bright squares are those you’ve mapped, and which are currently monitored
by your sensors. Most units can observe only adjacent squares. All bases and
your units with Deep Radar (a unit special ability) can observe out to two
squares away.

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ACTIVE UNITS
During a turn, each of your units not currently under orders will become active
and remain so until you either give it an order or activate a different unit.
Active units are shown by a marker or by flashing, depending on the game
options you have selected. A unit that has been skipped during your turn
because you chose to activate a different unit will re-activate before the end
of your turn as a reminder that it still needs instructions. If you are viewing
the map, press V to auto-select the next active unit.

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COMMLINK
Although it may take awhile to find them, eventually you’ll need to communicate with other faction leaders. The commlink system is your means of communication and your tool for trade and diplomacy.
The Commlink button is located on the right edge of your screen.

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L on this tab or press F12 to open the Commlink menu which displays the
names of each of the opposing faction leaders along with your current diplomatic status with that faction (Vendetta, Truce, Treaty, Pact; see Diplomatic
Relations, p. 129). L on a name to contact that leader (see Diplomatic
Contact, p. 127).
A final option, COUNCIL, cannot be used until you have the commlink frequencies for all other leaders. It allows you to convene the Planetary Council. (See
Planetary Council, p. 132.)

TURN COMPLETE
This button, just below the Commlink tab, allows you to disregard any remaining actions and end the turn (if you have actions left in the turn, you are
prompted to confirm your choice). This button flashes when all your units
have received orders for the current turn.

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WORLD VIEW
The World View map is in the
lower right corner of your
screen. It displays the world as
it is currently known to your
faction.
There are two options for viewing your World View map,
selected via the buttons
beneath the map:
• World Map (default view). Displays the outline of the land areas and all
known cities by the color of their faction. Double-L an area in the World
Map to zoom to the Detail Map (see below).

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• Detail Map. Displays a close-up of the terrain, so you can keep your eye on
potential trouble spots. Double-L an area in the Detail Map to take you
back to the World Map (see above).
You can scroll around either view—L on any terrain on the map. The map recenters where you clicked. : on the World View in either mode to bring up a
menu of options for changing the view.

YEAR/ENERGY
At the bottom of the World View is a readout line showing the current year
and your faction’s current energy reserves (see Base Management: The
Essentials, p. 58).

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STATUS VIEW

This display comprises the three windows in the lower left corner of the screen.
It displays all the essential information about both the active unit and the
active square.
The top left window displays information about the active unit or base, if any,
including:
• Picture (with status bar)

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• Type
• Stats (see Units, p. 64)
• Morale Level (see Morale/Lifecycle, p. 87)
• Supporting Base
• Move Remaining
• Current Orders (if any) and time to completion (if a terraforming project is
underway)
• Base build orders
The top right window displays information about the current square, including:
• Elevation

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• Terrain Type (see Resources, p. 36)
• Any Enhancements (see Terraforming and Enhancements, p. 46)
• Coordinates (see Mapping Planet, below)
L on the window to show the number of resources produced by that square.
The long window at the bottom of the screen displays a picture of each unit
or base stacked in the current square. Place the cursor over an item to view its
data. L on a picture to make a unit the active unit. L on a base to zoom to
the Base Control Screen.

DATA MFD
This is the window located in the lower center of your screen. It’s a repository for general information about your faction and current events.

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If you L on the M button (for “messages”), the Data MFD displays the most
recent messages generated by the game, with the oldest at the top.
If you L on the I button (for “information”), the Data MFD displays a continuously cycling series of screens displaying important information about
your faction and its status among the other factions.

MAPPING PLANET
When you first arrive on Planet, you’ll have no idea where you are, where the
other factions are, or indeed what might lie over the horizon. You’ll have to
begin the fascinating process of exploring Planet, and as you progress the
world map is unveiled.
The map of Planet is a spherical surface projected onto a rectangular image.
This means, in realistic terms, that the squares at the top and bottom of the
map (near the poles) represent much smaller areas than the squares in the middle (near the equator). In game terms, however, there’s no difference—a square
is a square. Understanding the projection, however, does make it easier to

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understand that the long stretches of rough land at the top and bottom of the
screen represent the edge of Planet’s uninhabitable polar regions.
MAP COORDINATES
Map coordinates are
numbered starting from
(0, 0), with the vertical
axis first. The vertical
axis is numbered from
the top of the map to
the bottom, and the
horizontal is numbered
from left to right, starting at the point where
the World View (see
World View, p. 24)
wraps. Thus (14, 22) would be nearer the upper left corner of the World View,
while (101, 77) would be much lower and farther to the right.

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ARCHIPELAGOES
Some land squares are connected by a thin line between their diagonal corners, with water squares on either side of this line. These squares are connected by an archipelago of small islands, and these intersections can be
crossed both by sea units (from one water square to the other), and by land
units (along the archipelago).

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MENUS

Along the left side of your screen is a tab labeled MENU. L on the tab, and a
list of nine sub-menus appears.

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•

Game (see Game Menu, next page)

•

HQ (see HQ Menu, p. 110)

•

Network (see Install Guide)

•

Map (see Map Menu, p. 32)

•

Action (see Action Menu, p. 92)

•

Terraform (see Terraform Menu, p. 46)

•

Scenario (see Scenario and Edit Map Menus, p. 206)

•

Edit Map (see Scenario and Edit Map Menus, p. 206)

•

Help (see Help Menu, p. 31)

From these menus, you can access most of the commands, options and preferences available in the game. Some of the options listed may not appear,
either because you have “Simple menus” toggled on (see Game Menu, below)
or because you cannot carry out a particular order.

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GAME MENU
This menu controls the basic functions of the game. There are six preference
options, plus a toggle for detailed and simple menu options. The six preference options are:
•

Simple\Detailed menu toggle

•

Preferences

•

Warning Preferences

•

Advanced Preferences

•

Automation Preferences

•

Audio/Visual Preferences

•

Map Display Preferences

The various preference menus are discussed in detail in Appendix 3, beginning
on p. 196. The Simple\Detailed menu toggle controls the level of detail in your
Map, Action and Terraform menus. Simple menus show only the basic commands needed to play the game. Detailed menus offer many functions for
advanced users.

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SAVE GAME
Allows you to create a permanent, named saved game (as opposed to autosaves—see Automatic Saves, p. 30).
When you select this option you are prompted to provide a name for your
saved game.
LOAD GAME
Allows you to select a saved game (either named or autosaved) to replace the
current game.

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RESIGN
A more involved version of the Quit option, Resign totals up your score and
shows a replay of the entire game (a graphical display of each faction’s
advances and losses) before quitting.
START NEW GAME
Quits the current game and returns you to the Start Game menus.
QUIT
Simply closes the game and returns you to the Windows desktop. Progress is
saved up through the end of the last complete turn. If you have selected the
“Iron Man” option during game setup, your progress will be saved from the
moment you quit.

AUTOMATIC SAVES

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The game saves itself between each turn. At any given time you can reload the
game as it was 1, 2, 3, 4, 5, 10, 20 and 30 turns ago. These saves can all be
accessed through the Load Game options at startup or from the Game menu.
Automatic saves are stored in the AUTO subdirectory of your SAVES directory.
The “Iron Man” option (see Game Rules, p. 197) turns off automatic saves,
except when quitting a game, for those who think autosaves make it too easy
to go back and undo embarrassing mistakes. If you manually save an Iron Man
game, you exit the game.

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HELP MENU
This menu opens a comprehensive database of in-depth information about
every aspect of the rules, mechanics and background of Sid Meier’s Alpha
Centauri.
The first options in the Help menu open to directories of information about
specific aspects of the game, including:
•

Index

•

Factions

•

General Concepts

•

Basic Unit Types

•

Advanced Concepts

•

Chassis Types

•

Technologies

•

Weapon Types

•

Base Facilities

•

Defense Types

•

Secret Projects

•

Reactor Types

•

Social Engineering

•

Special Abiities

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Of special interest to new players are the five “Tours” at the bottom of the
menu. These use your current game to walk you through some of the most
important aspects of game play, including:
•

Interface Tour

•

Terraforming Tour

•

Base Control Tour

•

Social Engineering Tour

•

Design Workshop Tour

•

Drone Riot Details

•

About Sid Meier’s Alpha Centauri (credits)

•

Show Version Number

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MAP MENU
The Map menu allows you to control how the game displays the main map.
Note that if you have the Simple menu option selected (see Game Menu, p.
29), you may not get all of these choices.
Move Units (or View Map) V
Toggles your main map between View Map Mode and Move Units mode. In Move
Units mode you automatically are taken to your current active unit. If you lose track
of where you left off your turn while moving around the map, pressing V once or
twice returns you to your active unit. In View Map mode you can move freely about
the map, examining all visible features. You can move your cursor around the map
just as you would a unit, using the numerical keypad or the mouse.
Zoom In Z

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Moves you “closer” to the map’s surface, allowing you to view a smaller area
at greater detail.
Zoom Out X
Moves you “further” from the map’s surface, allowing you to view a larger area
at less detail.
Standard Zoom In sZ
Takes you to a median zoom level that should be comfortable for playing.
Standard Zoom Out sX
Takes you to a median zoom level somewhat “further out” than Standard
Zoom In, but still comfortable for playing.
Full Zoom In cZ
Zooms you in as far as possible.
Full Zoom Out cX
Zooms you out as far as possible.

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Toggle Flattened Terrain csX
Toggles the map’s topographic perspective on or off, allowing you to see
mountain and valley squares from either 2- or 3-D perspective.
Toggle Map Grid cG
Toggles the map grid (faint gray lines separating individual squares).
Toggle Base Grid csG
Toggles a red border that marks the “production radius” of bases in the game
(see Working the Land, p. 60).
Show Autoforward Routes csB
Autoforward routes automatically move units from one base to another (see
Action Menu, p. 46). This toggle shows the routes you have implemented.
Show Patrol Orders sP
Toggles a dotted green line along the routes of your patrolling units (see
Action Menu, p. 46).

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Terrain Survey T
Changes all the bases, units, and terrain features on the map between invisible and visible, allowing you to view the terrain without obstruction. Selecting
this option consecutive times removes additional terrain features.
Hide/Show Names & Production cN
Cycles the name and current production orders displayed beneath each base.
This command cycles between no names, names only, and names and production orders.
Name Landmark sN
Allows you to assign a name to a given region. Select the square to be named
and select this option. You are prompted to enter a name. The name is applied
to the target square and its adjacent squares.

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Erase Landmark csN
Deletes the name of a previously named region. Place the cursor in any square
within the named region and L this option. You are prompted to confirm your
choice.
Locate Base cB
Presents you with a list of all your current bases. L on one to display its position on the World Map (see World View, p. 24). This list also contains several option buttons.
• Sort: Name Sorts your bases alphabetically by name (this is the default).
• Sort: Size Sorts your bases from largest to smallest.
• Sort: Dist Sorts your bases from nearest to farthest from the current active
square.

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• Zoom Opens the Base Control Screen (see p. 66) for the selected base.
• OK Saves the current sort preference as the default and closes the screen.
• Cancel Closes the screen.
Previous Cursor Position b
Cycles you backwards through your recent cursor positions.
Next Cursor Position sb
Cycles you forwards through your recent cursor positions (only functional if
you have already cycled back one or more steps).
Center Screen C
Centers the screen on your cursor position.

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PLANET

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PLANET
Before you can turn your attention to the old terrestrial games of politics and
warfare, you must first focus on the serious business of surviving and thriving
on a strange world. Unlike the human factions, Planet cannot be conquered,
dominated or negotiated with, but it can be worked with to ensure the survival and prosperity of your people.

RESOURCES
Resources are the essential elements which you extract from your surroundings
to support and expand your faction. There are three types of resource—nutrients, which support your population and allow your bases to grow in size;
minerals, which allow you to build units and facilities; and energy, the currency of Planet.

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To obtain the resources from any given square, it must be inside your territory (see Working the Land, p. 60), inside the production radius of a base (within a two-square radius, excluding diagonals), and that base must assign a unit
of its population to work that square (see Working the Land, p. 60).
Unworked squares yield no resources, regardless of their fertility.
Your ability to exploit territory is limited by your technology. When you first
arrive on Planet, you are generally unable to recover more than two of any one
resource per turn (see Resource Production Tables, p. 52). As you acquire new
technologies, your production capacity expands until you are fully able to
exploit the resource potential of every square in a base’s production radius.

NUTRIENTS (RAINFALL)
For your faction to increase, you must be able to extract healthy nutrients
from the alien ecosystem of Planet. The more nutrients a base produces, the
faster and larger it can grow. Rainfall directly determines the amount of nutrients a square can produce.

PLANET

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There are three levels of rainfall on Planet—arid, moist and rainy. Rainy
squares show as green on the map, and are usually the best places to establish new bases. Arid squares show up as brown, and moist squares combine
green and brown. When scouting for new settlements, always remember,
“Green is good.”
Without any modifiers (such as special resources, enhancements, xenofungus,
monoliths and others, all detailed below), an arid square produces no nutrients, a moist square produces 1 nutrient per turn, and a rainy square produces
2 nutrients. Rocky squares (see Minerals, p. 37) do not produce nutrients
regardless of rainfall.
Moist and rainy squares are excellent places to build farms to enhance nutrient production. The amount of nutrients any given square can produce is limited until the discovery of Gene Splicing.

MINERALS (ROCKINESS)
Mineral production controls the rate at which your bases improve, as well as
your ability to produce military, transport and terraforming units. Existing
units may also require a certain amount of mineral raw materials for support.
The rockier a square, the more minerals it produces. There are three levels of
rockiness—flat, rolling and rocky. Without any modifiers (such as special
resources, enhancements, xenofungus, monoliths and others, all detailed
below), a flat square produces no minerals, while a rolling or rocky square produces 1 mineral per turn.
Bases cannot be established in rocky squares, nor can farms be started there.
They are, however, excellent places for mines. For more details, see Terraform
Menu, p. 46.
The amount of minerals any given square can produce is limited until the discovery of Ecological Engineering.

PLANET

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C H A P T E R

3

ENERGY (ELEVATION)
A solar collector must be built in a square to harvest its energy from elevation.
Energy allows you to sustain your bases in working order. Even more importantly, though, it is the effective currency of the human factions of Planet.
The energy you collect is allocated to three different areas: Economy, Labs and
Psych. Energy allocated to Economy is used to maintain base facilities; any
excess is placed in the energy reserve. Your faction’s economic power is measured by its energy reserves. These reserves are saved in the form of “energy
credits,” and are used for maintaining base facilities, commerce and energy
payments between factions. Energy from the energy reserves may also be
invested in mineral production to hurry projects to completion (see Build
Orders, p. 67). Energy allocated to Labs speeds research into new technologies
(see Energy Allocation, p. 117). Energy allocated to Psych helps maintain
order in your bases (see Energy Allocation, p. 117).

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Squares with solar collectors produce 1 energy per level of elevation. There are
four levels of elevation above sea level on the Planet—0 to 1,000 meters above
sea level, 1,000 to 2,000 meters, 2,000 to 3,000 meters, and above 3,000
meters. For example, a solar collector built in a square at 1025 m would produce
2 energy each turn. You can find the elevation of a square by checking it in the
Status View (p. 25). You can also see elevations and depressions on the map.
The amount of energy any given square can produce is limited until the discovery of Environmental Economics.

CLIMATE AND ELEVATION
The rainfall of a given region is partly determined by the elevation of the surrounding terrain. On Planet, the prevailing winds always blow from west to
east. This means that the westward exposure of a ridge or mountainside catches more airborne moisture—the effective rainfall increases on that side.
However, little moisture reaches the eastward slope, so the rainfall decreases
on that side. A great mountain range may be lush and green on the western
side, but will be arid desert on the eastern side.

PLANET

C H A P T E R

3

You can learn to exploit this pattern by raising and lowering terrain with your
former units to create favorable rainfall conditions for yourself or unfavorable
rainfall for an opponent (see Terraform Menu, p. 46).

NATIVE LIFE
Planet has been teeming with life since eons before the arrival of humanity.
Individual specimens of Planet’s indigenous species seem simpler than analogous Earth life, but appearances can be deceiving. Much of Planet’s plant and
animal life is tied together in a grand symbiotic relationship, far more intricate
than any comparable system on Earth. Truly the whole is greater than the sum
of its parts. For more information on the native ecology of Planet, see
Planetography, p. 216.

FLORA
Though there are many different species of plant life, the dominant form is
the crimson, fantastically shaped xenofungus (or “fungus”), which covers vast
tracts of the surface. Its near cousin, sea fungus, is equally ubiquitous in
Planet’s oceans and seas.
Fungus squares (squares with fungus in them) can not be used for bases, tend to
spawn mind worm boils (see Fauna, p. 40), and they are difficult to move through.
However they do have one useful property—a ground or sea unit can hide in a fungus or sea fungus square, and is invisible to detection by all other factions unless
they actually try to move a unit into the square or have sensor arrays nearby (see
Terraform Menu, p. 46). Also, units attacked while in fungus get a defensive
bonus, unless the attacking unit is itself native life (either human-bred or “wild;”
see Fauna, p. 40), in which case the attacking unit gets an offensive bonus.
As your knowledge of Planet expands, you discover ways to extract useful
resources from fungus squares (see Resource Production Table, p. 52). You
can also overcome many of the inconveniences of fungus squares by enhancing your Planet rating through Social Engineering (see Social Factors, p. 141),
allowing easier movement through fungus.

PLANET

39

C H A P T E R

3

Bases and enhancements cannot be built on xenofungus squares, but the
resources of the fungus itself can be harvested. As your terraforming technology improves, you acquire the ability to clear, and even to cultivate xenofungus. Fungus can be planted to create defensive barriers, or simply for the
resources it yields.

FAUNA
The dominant animal life of Planet is the mind worm, a horrid-looking little
parasitic carnivore about 10 cm long. A single mind worm is a dangerous pest,
able to burrow into a human brain and devour it, while the victim succumbs
to violent delusions or dangerous fantasies, or lives out his deepest terrors.
Many theories have been advanced to explain the psychoactive nature of these
attacks but none have been experimentally validated.
Far worse than a single worm, mind worms are known to form vast mobile colonies,
called “boils,” which can overwhelm a military unit or a whole human base.

40

In addition to the land-based boils, there is also an aquatic vector for mind worms
called the Isle of the Deep. This floating terror can attack ships at sea. It can also
attack coastlines, spitting up mind worm boils on shore. Even an airborne vector,
poetically dubbed the Locusts of Chiron, haunts Planet’s stratosphere.
All three mind worm vectors go through a lifecycle. Seven different phases of
growth for each vector have been identified (See Morale/Lifecycle, p. 87). The
larger and more mature a boil, the more dangerous it is.
As your technology advances and your knowledge of Planet increases, you
might acquire the ability to grow native life-forms and place them under your
control for use as weapons. You may also acquire the ability to enslave wild
mind worm boils into your service.

PLANET

C H A P T E R

3

TERRAIN
The fantastic vistas of Planet offer more than alien beauty. Planet provides an
endless variety of both gifts and pitfalls for the human settlers.

RIVERS
Since the dawn of human history, rivers have been the arteries of civilization.
This remains true on Planet. If a river runs through a square, it delivers a +1
bonus to energy production. Rivers also tend to increase the moisture of the
squares they run through or by. Rivers start from an underground source and
follow the contours of the land down to the sea. With the proper technology
you can tap into underground aquifers and create new rivers.
Rivers can also be used as natural roads. A unit can float up or down three
river squares for every one square of normal movement it possesses.

OCEANS

41

There are three types of ocean terrain (corresponding to the three elevations
of land terrain): ocean shelf, ocean, and ocean trench. With the proper technologies and equipment, ocean shelf squares can be improved, and aquatic
bases can be established there. Ocean and ocean trench squares can not support bases or be enhanced.

RESOURCE SPECIALS
The ecology of Planet is complex, and a few regions produce significantly more nutrients, energy or minerals than would be expected from their
moisture, elevation or rockiness. These special squares are indicated by
icons, indicating the type of resource that is increased in that square.

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UNITY PODS AND MONOLITHS
Before the Unity was destroyed, it released the Colony Pods of the seven factions and scores of robotic “seed pods,” carrying vital supplies and technology for humanity’s conquest of the new world. Unfortunately, because of the
chaos in the last hours of the Unity, these pods were scattered at random over
Planet’s surface.
Many of the Unity pods became infested with indigenous life-forms and
opening them unleashes fungal blooms or mind worm boils. A few others react
unpredictably with Planet itself, triggering massive earthquakes. The majority,
however, continue to hold valuable resources such as units and information
from old Earth.

42

Far more mysterious are the monoliths, relics of a mysterious intelligence that
visited or inhabited Planet long before humanity’s invasion. The monoliths
possess amazing psycho-technical powers. They can completely repair units
that are damaged and even make improvements to those units’ performance.
However, a monolith can enhance only so many units before its mysterious
power is exhausted and it ceases to exist.
Monolith squares yield two of each sort of resource, regardless of the underlying terrain (until the monolith disappears).
Other relics of the past are the alien artifacts—mobile machines that seem to
be a form of computer. Artifacts can be linked to Network Nodes to discover
new technologies, or their power can be tapped to hasten the completion of
Secret Projects.
Most of the time, monoliths and alien artifacts are indistinguishable from
Unity pods to long-range sensors. Only by actually sending a unit into the
square to open the pod can it be determined if the pod is a useful gift from
the Unity, an alien relic, or a disaster waiting to happen.

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3

FORESTS
One of the fundamental advantages of formers is their ability to plant forests
of terrestrial vegetation on the more inhospitable regions of Planet. Forests
provide a small yield of nutrients and minerals, while doing no damage to the
ecology of Planet (in fact, forest can actually offset ecological damage from
enhanced squares). Over time, forest squares expand into adjacent undeveloped squares. When a forest is harvested—that is, when any enhancement
other than a road is built on it—you receive a one-time bonus of +5 minerals.
Planting forests is an excellent method of deriving benefit from arid terrain,
particularly early in the game before some of the more advanced terraforming
options are available.

FUNGUS
The ubiquitous xenofungus can produce resources when you discover the
appropriate technology:
• Centauri Ecology gives you one nutrient per fungus square (per turn).
• Centauri Meditation gives you one energy per fungus square (per turn).
• Centauri Genetics gives you one mineral per fungus square (per turn).
• Centauri Psi gives you one more nutrient per fungus square (per turn).
• Secrets of Alpha Centauri gives you one more energy per fungus square
(per turn).
• Terraformers can plant xenofungus after the discovery of Ecological
Engineering; sea terraformers can plant sea fungus with this discovery.

PLANET

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C H A P T E R

3

LANDMARKS
Landmarks are giant natural wonders of Planet, the most important geophysical features of the world. You might encounter any of the following.
Freshwater Sea. The richest aquatic region on Planet provides +1 nutrient per square.
Garland Crater. Some thousands of years ago, a massive object crashed into
Planet, leaving this vast crater. The rare and valuable remnants of the original
object remain in the crater, giving the squares inside a +1 mineral bonus.
Geothermal Shallows. A whole field of underwater geysers underlies this
coastal shelf, providing +1 energy per square.
Great Dunes. The largest, most unforgiving desert on Planet. The Great Dunes
provide no bonus resources, and are in fact a remarkably inhospitable place.
Monsoon Jungle. This is an anomalous expanse of thick and curiously earthlike
vegetation. The rich soil of the Monsoon Jungle yields +1 nutrient per square.

44

Mount Planet. This enormous volcano is active, but its slopes provide a +1
bonus of both minerals and energy. The enormous crater at the top fills a
whole square with lava.
New Sargasso. This is the largest naturally occurring growth of sea fungus on
Planet. It provides no special bonus, other than the resources that can be harvested from the fungus itself.
Pholus Ridge. The geothermal energy unleashed by the clash of two of
Planet’s tectonic plates produces +1 energy per square along Pholus Ridge.
Sunny Mesa. This extensive highland offers no special resource bonuses, but
its elevation makes it naturally excellent for harvesting energy.
The Ruins. A vast and ancient ring of monoliths embedded in thick xenofungus, it has no special resources, other than the monoliths themselves.
Uranium Flats. This savanna is particularly rich in heavy elements that provide
+1 energy per square.

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HOW TERRAIN AFFECTS MOVEMENT
A unit’s current movement points are displayed in the status view. As the unit
moves, this number decreases as movement points are used up.
Certain terrain types impede normal movement (these penalties have no effect
if moving across the square on a road or mag tube).
Rocky and forest squares each cost two movement points to cross, while sea fungus squares drain three movement points (however, these squares can always be
entered by any unit having at least one full movement point remaining).
Trying to enter a land fungus square (successfully or not) always ends your
unit’s movement, unless the unit is a mind worm boil, or your faction possesses the Xenoempathy Dome Secret Project.
Rivers are important in planning movement over undeveloped terrain, because
of their ability to triple a unit’s normal move.
Terrain has no effect on the movement of air units.

HOW TERRAIN AFFECTS COMBAT
Terrain can, in specific situations, provide crucial advantages in combat to
savvy commanders and deadly pitfalls to the unwary.
The important tactical ability of xenofungus to provide concealment has
already been discussed (Flora, p. 39).
Artillery units (see Artillery Combat, p. 100) get an offensive bonus of +25%
per level of altitude from which they are attacking.
Mobile units in smooth or rolling terrain get a +25% offensive bonus, reflecting their ability to make the most of their agility.
Any unit in rocky terrain gets a +50% defensive bonus.
Any unit in xenofungus gets a +50% defensive bonus, unless it is being attacked
by a native life-form (either human-spawned or “wild”) in which case the unit
gets no defensive bonus, but the native life-form gets a +50% combat bonus.

PLANET

45

C H A P T E R

3

TERRAFORMING AND ENHANCEMENTS
Terraforming literally means “to make earthlike.” It is the art of maximizing
resource production in a given area, making that square more hospitable to
human life. It involves building technological enhancements to the square or,
in extreme cases, actually changing the terrain itself. Terraforming operations
must be carried out by former units, which become available upon discovery
of Centauri Ecology.

TERRAFORM MENU

46

Terraforming actions are listed on the Terraform menu. Some actions on the
menu require the discovery of certain technologies before the action becomes
available; you see only the options allowed by your current technology on the
menu. If an action is possible, the menu indicates the estimated time in turns
required to complete it. The construction rates listed below are normal values
and decrease as your terraforming technology and equipment improves. Note
that the longer an enhancement takes to build, the more ecological damage it
causes (see Ecological Risks, p. 54). Also, if you have the Simple menu option
selected (see Game Menu, p. 29), you may not get all of these choices.
SQUARE ENHANCEMENT LIMITATIONS
Terraformers may construct facilities in individual squares to enhance the
resource output of that square or to enhance the performance of the square
in other ways. In general, a square may contain a road or mag-tube, a
farm/soil enricher, and one additional enhancement. Building an enhancement
in a square that contains any enhancement other than a farm (or soil enricher) and road (or mag tube) destroys the earlier enhancement.
CULTIVATE FARM/KELP FARM F

RATE 4

A farm increases nutrient production by one; kelp farms (that is, farms in the
ocean) increase nutrient production by two. Farms can be built only on land
squares that are not rocky, occupied by xenofungus, or contain a monolith. A
kelp farm may be built only on ocean shelf squares.

PLANET

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3

Building a farm requires Centauri Ecology. Building a kelp farm also requires
Doctrine: Flexibility.
CONSTRUCT SOIL ENRICHER F

RATE 8

Enrichers may be built only on land squares containing farms. They increase
the nutrient production of the farm by one.
Requires Advanced Ecological Engineering.
CONSTRUCT MINE/MINING PLATFORM M

RATE 8

Mining increases mineral production by +1 in flat or rolling squares and +2 in
rocky squares, but they reduce nutrient output by one if the square would
ordinarily produce more than one. A road in a mined rocky square adds an
additional +1 to the square’s mineral output. Mining platforms increase mineral production by +1 in ocean squares until the discovery of Advanced
Ecological Engineering; they add +2 minerals thereafter. Mines cannot be built
in squares occupied by xenofungus or a monolith. Mining platforms may be
built only on ocean shelf squares.
Building a mine requires Centauri Ecology. Building a mining platform also
requires Doctrine: Flexibility.
CONSTRUCT SOLAR COLLECTOR/TIDAL HARNESS S
RATE 6 (+2 IN ROCKY)/4 (TIDAL HARNESS)
A solar collector (or a tidal harness on an ocean shelf) increases energy production. Solar collectors produce one energy per level of altitude (see
Energy/Elevation, p. 38), while tidal harnesses produce +2 energy on ocean
shelf squares. Solar collectors cannot be built in squares containing xenofungus or a monolith.
Building a solar collector requires Centauri Ecology. Building a tidal harness
also requires Doctrine: Flexibility.

PLANET

47

C H A P T E R
PLANT FOREST sF

3
RATE 4

A forest of terran trees provides a limited but steady supply of nutrients and minerals, regardless of the underlying terrain. Forests spread to adjacent undeveloped
squares over time. Forest can not be planted in squares containing enhancements
other than a road or mag tube. Tree Farm and Hybrid Forest facilities increase the
resources available from forest squares inside the base’s production radius.
BUILD ROAD R

RATE 1 (+1 FOR RIVER, +2 FUNGUS,
+2 FOREST, +1 ROCKY, CUMULATIVE)

Roads speed movement at a rate of three road squares for every one square of normal movement. Roads can be built only in land squares devoid of xenofungus until
the discovery of Centauri Empathy, which allows roads to traverse xenofungus.
BUILD MAG TUBE R

48

RATE DEPENDS ON TERRAIN

Mag tubes are the heavy transit system of the future, utilizing magnetic forces
to push passenger and cargo modules through a vacuum tube at near hypersonic speeds. Movement by mag tube is free, allowing a unit to move from any
square with a mag tube to any other square connecting to that mag tube, as
long as that unit has movement points remaining. Mag tubes may be built in
any square containing a road.
Requires Monopole Magnets.
CONSTRUCT BUNKER K

RATE 5

Bunkers are defensive fortifications that can be built on any land square. They
increase the defensive strength of all units inside them and limit the effects of
collateral damage (see Damage, p. 103).
Requires Advanced Military Algorithms.
CONSTRUCT AIRBASE s.

RATE 10

An airbase is a ground facility outside a base where air units can land safely,
refuel, repair, and take off again.

PLANET

C H A P T E R

3

Requires Doctrine: Air Power.
CONSTRUCT SENSOR ARRAYS O

RATE 4

Sensor arrays allow you to see everything within a two-square radius (including
units hiding in fungus). Additionally, a sensor array grants a defensive bonus to
your units within its two-square radius. The ownership of a sensor array is
determined by the borders of your faction. If your borders move, placing the
array outside your boundaries, it may come under control of a new faction.
REMOVE FUNGUS F

RATE 6

Exterminates all the xenofungus in the square.
PLANT FUNGUS cF

RATE 6

Creates a fungus square and destroys enhancements other than roads or mag tubes.
Requires Ecological Engineering.
CONSTRUCT CONDENSER N

49
RATE 12

Condensers collect atmospheric moisture for use in irrigation. A condenser acts
as a farm, but also increases the moisture level of every square within a twosquare radius by +1 (if the square already has a farm or soil enricher, the condenser replaces the farm or enricher.)
Requires Ecological Engineering.
CONSTRUCT ECHELON MIRROR sE

RATE 12

An echelon mirror links a series of mirrors into a network. Every square adjacent to the echelon mirror with a solar collector enhancement gets a +1 energy bonus. An echelon mirror may be built on any land square.
Requires Ecological Engineering.

PLANET

C H A P T E R
CONSTRUCT THERMAL BOREHOLE sB

3
RATE 24

A thermal borehole is a shaft driven through the crust of Planet to tap directly into the geothermal energy and rare mineral resources of the inner core. A
thermal borehole yields +6 minerals and +6 energy, regardless of terrain type.
No other enhancements except roads and mag tubes may be built in the same
square as a thermal borehole, and they can only be built on land.
Requires Ecological Engineering.
DRILL TO AQUIFER Q

RATE 18

This command taps into a subterranean fresh-water source and brings it to the surface. The new water source immediately begins to flow to the sea, creating a river.
Requires Ecological Engineering.
TERRAFORM UP ]

50

RATE 12

You can raise the elevation of a square, raising surrounding squares proportionately, to create a natural slope. Terraforming up can increase energy production in the region and also provide a natural barrier to trap atmospheric
moisture (see Energy/Elevation, p. 38), increasing rainfall on the windward
slope and decreasing it on the downwind side. It can also be used to build land
bridges by raising the sea floor.
Requires Environmental Economics.
TERRAFORM DOWN [

RATE 12

You can lower the elevation of a square, dropping surrounding squares proportionately. Sea formers can lower coastal squares below sea level, turning
them into ocean shelf squares (this is done by lowering an ocean shelf square
to make it an ocean square—the slope created causes adjacent coastal squares
to drop below sea level). This destroys any enhancements and units in the submerged area, as well as any bases not protected by a Pressure Dome facility.
This option can be used to destroy land bridges.
Requires Environmental Economics.

PLANET

C H A P T E R

3

TERRAFORM LEVEL s_

RATE 8

You can reduce the rockiness in a square by one level per use.
FARM + SOLAR + ROAD csS
This command tells the former to build these three enhancements in the
square, in sequence, each at their normal rate. If used in a xenofungus square,
this command also clears the fungus. If terrain or previous enhancements prevent the completion of all three commands, as many as possible are executed.
FARM + MINE + ROAD CsM
This command tells the former to build these three enhancements in the
square, in sequence, each at their normal rate. If used in a xenofungus square,
this command also clears the fungus. If terrain prevents the former from carrying out all three commands, it executes as many as possible.
CONSTRUCT ROAD TO cR

RATE (DEPENDS ON TERRAIN)

The former builds a road directly from its current position to one of your
bases. You get a list of bases from which to select the destination for the road.
CONSTRUCT TUBE TO cT

RATE 3/SQUARE

The former builds a mag tube directly from its current position to one of your
bases. You get a list of bases from which to select a destination. Your destination and current position need not already be connected by road—the former builds a road, as well.
AUTOMATIC ROADS csR

RATE (DEPENDS ON TERRAIN)

The former builds roads at its commander’s discretion.
AUTOMATIC TUBES csT

RATE 3/SQUARE

The former builds mag tubes at its own discretion. (It will build both roads and
mag tubes in squares that do not already have roads.)

PLANET

51

C H A P T E R
AUTOMATIC SENSORS csO

3
RATE 4/SENSOR

The former builds sensors at its own discretion.
AUTOMATIC FUNGUS REMOVAL csF

RATE 6/SQUARE

The former selects squares from which to remove fungus.
AUTOIMPROVE HOME BASE csA

RATE VARIABLE

The former automatically makes enhancements within the territory of the
unit’s home base. If the former is away from its home base, this command
starts it moving towards home.
FULLY AUTOMATE FORMER sA

52

RATE
AS INDIVIDUAL ENHANCEMENTS

The former becomes fully self-directed, moving about and taking action as its
commander sees fit. (Basic parameters for automated formers can be set using
the Preference menus; see Automation Preferences, p. 201).

RESOURCE PRODUCTION TABLES
Underlying Terrain

Nutrients

Minerals

Energy

Raininess
Arid

0

Moist

1

Rainy

2

Rockiness
0

Flat

1

Rolling
Rocky

(1)

0

1
1-4(2)

Elevation
Ocean

1

0

PLANET

0

C H A P T E R

3

Fixed Squares
The production of the following squares is fixed, regardless of underlying terrain.
Underlying Terrain

Minerals

Energy

Base
2
Note: bases get resource bonuses as well

Nutrients

1

2

Forest (3)

1

2

0

Monolith

2

2

2

Thermal Borehole

0

6

6

Fungus (4)

0-2

0-2

0-2

Modifiers
+1

River
Farm

+1

Kelp Farm

+2

Soil Enricher

+1

Condenser

+1(5)

53
+1(6)

Echelon Mirror

+2

Tidal Harness
-1(7)

Mine

+1 or 2(8)
+1(9)

Road

+1 or 2 (10)

Mining Platform
+2

Nutrient Bonus

+2

Mineral Bonus

+2

Energy Bonus
Recycling Tanks

(11)

+1

+1

+1

1 Rocky terrain negates all nutrient production from raininess.
2 In order to harvest energy based on a square’s elevation, the square must

have a solar collector. Squares with solar collectors yield 1 energy for each
thousand meters above sea level, starting at 1 for squares 0 to 1,000 meters
above sea level, up to 4 for squares over 3,000 meters above sea level.

PLANET

C H A P T E R

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3 Harvesting a forest square (i.e., building any enhancement other than a road

in that square) yields a one-time bonus of 5 minerals. Tree Farm and Hybrid
Forest facilities each increase nutrient production in forest squares within
that base’s production radius.
4 Your ability to extract resources from fungus improves as you acquire new

technologies. See Fungus, p. 43.
5 Also raises the raininess by one increment in a two-square radius.
6 Also provides +1 energy to every adjacent square with a solar collector.
7 A mine will not reduce nutrient production to zero.
8 +1 in flat or rolling terrain, +2 in rocky terrain.
9 Roads provide +1 minerals in rocky squares with a mine (total bonus from road

and mine: +3). Roads do not provide a bonus to mines in flat or rolling terrain.

54

10 Bonus is +1 until the discovery of Advanced Ecological Engineering, +2

thereafter.
11 Recycling tanks only affect the central base square.

ECOLOGICAL RISKS
If Planet’s complex ecology is not respected, it turns on an invader. Each technological enhancement constructed on any square in a base’s production
radius increases that base’s ecological disruption. In general, the more complex
an enhancement (i.e., the longer it takes to complete), the greater the damage
it causes. Also, the higher a base’s mineral production, the greater the chance
of ecological disaster.
Your ecological damage ranking, as shown on your base screen (see Data
Readout, p. 73), gives the percentage chance on each turn that Planet will
react to your disruptions, in the form of uncontrolled fungus blooms that wipe
out all existing enhancements in a given square. The new fungal squares also
often spawn voracious native life-forms.

PLANET

C H A P T E R

3

Ecological damage can be minimized (or even eliminated entirely) through
Social Engineering (increase your Planet rating; see Social Factors, p. 141),
base facilities (Centauri Preserve, Temple of Planet; see Facilities, p. 64) and
Secret Projects (The Pholus Mutagen and others; see Secret Projects, p. 65).

RANDOM NATURAL PHENOMENA
Planet is a mysterious and complex system. It constantly produces new and
unexpected means to discomfit and endanger humanity, but it can also capriciously produce surprising blessings.
The influence of Planet’s suns and moons may provoke a burst of mind worm
activity, or solar flares may increase energy stores while disrupting diplomatic
communications, or you may discover an unexpected store of extra resources
near a base, or an alien plague may break out. The effects of random events
range from windfalls to disasters. Some events directly affect your faction, others affect other factions, and many affect all of Planet indiscriminately.
Some events happen instantaneously; others last for several years. Negative
random events can sometimes be avoided (for example, plagues are far less
likely to break out in bases with biology lab facilities), but most just have to
be ridden out, for better or worse.
The only thing that can be reliably said about natural phenomenon on Planet
is it’s always safest to expect the unexpected.
Random events can by turned off in the game configuration options.

PLANET

55

PLANET

CHAPTER 4

COLONIZING PLANET

C H A P T E R

4

COLONIZING PLANET
Your faction begins as a few huddled refugees in a single, makeshift encampment. It’s up to you to see that it grows into a self-sufficient, globally dominant society.

BASES
Your fundamental goal on Planet is for your faction to survive and thrive. Your
faction expands, in terms of size, power and influence, by building new bases.
These bases are each independent, self-contained ‘cities’—the centers of your
faction’s economic, military, technological and social progress. A base’s production radius extends up to 20 squares surrounding it, up to two squares
away excluding diagonals. It is from these squares that the resources are gathered for your faction’s consumption.

58

BASE MANAGEMENT: THE ESSENTIALS
Your bases produce several different types of items, all of which are used in
various ways to build your new society. To enter one of your bases, L on it in
the World View.
Base Governor is an intelligent manager that can control your base production for you. The governor can be set to one of four priorities—Explore,
Discover, Build or Conquer (see Governor, p. 69).
Citizens—the laborers and followers of your faction—populate your bases.
These citizens work the surrounding terrain to collect resources: nutrients,
minerals and energy.
Nutrients feed your people to keep them alive and functioning. Nutrients that
are not used directly for this purpose help to grow the base population.
Population growth is essential for a strong empire, since more people mean
more workers to collect resources.

COLONIZING

PLANET

C H A P T E R

4

Minerals represent all raw materials derived from Planet that are used for construction. They are used to build units (vehicles and equipment) and base
facilities (special buildings). They are also used to maintain units (provide
spare parts and so on) supported by the base.
• Units are mobile, and may be used for defense, exploration and conquest.
• Facilities increase the capabilities of the base that builds them. Certain oneof-a-kind facilities (see Secret Projects, p. 165) can be built only once but
benefit your whole faction. Most facilities have a prerequisite technology that
you must discover before you can build the facility (see Facilities, p. 64).
Energy is collected from the area surrounding your base, from rivers, or by
using solar collectors to harness heat (see Terraform Menu, p. 46). The energy you collect is allocated for use in three different areas of your bases:
Economy, Labs and Psych. (Note that Specialist citizens can increase energy
allotments in specific areas; see Citizens, p. 61.)
• Energy allocated to Economy is used to maintain base facilities; any excess
is placed in the energy reserves. Your faction’s economic power is measured
by the size of its energy reserves. These reserves are saved as “energy credits,” and can be used like money for base facility maintenance, commerce
between factions, or to expedite construction projects.

59

• Energy allocated to Labs speeds research into new technologies.
• Energy allocated to Psych helps maintain order and peaceful existence
inside your bases.
• See Energy Allocation, p. 117, for more details.

GETTING BASES
When you arrive on Planet, your first base is usually placed for you, depending
on your game setup options. Once your first base is established, you can build
colony pods to construct others, or acquire bases from other factions through
conquest (see Bases and Facilities, p. 104), Probe Team activity (see Mind

COLONIZING

PLANET

C H A P T E R

4

Control, p. 135), or diplomacy (see Diplomatic Contact, p. 127). There are two
types of bases: those established on land and those established in the sea.
• To build a land base, press B while a land colony pod is active. This establishes a new base on the square the pod currently occupies. Land bases cannot be established on rocky, fungus or monolith squares.
• Sea colonies can only be established by sea colony pods on ocean squares
without sea fungus.
Colony pods can also be used to increase a base’s population instantaneously—place a pod in an existing base, and press B to increase that base’s population by one.
Location, Location, Location

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Your bases should be placed near good resources, with ample nutrients, minerals and energy available nearby. When founding new bases, remember that
green is good — the more green in an area (representing rainfall), the more
nutrients may be produced. Green areas of the map almost always make excellent base locations, particularly those that are near rivers, which generate additional energy and expedite the movement of units around the base.
Placing your bases in useful relationship to each other is a very important component of success in Sid Meier’s Alpha Centauri. Put your bases too close
together and they’ll cannibalize each other’s resources, limiting their growth and
economic power. If you spread them out too much, you’ll be wasting much of
Planet’s resources, as well as compromising your ability to defend your territory.

WORKING THE LAND
Each of your bases is a self-contained “city,” with an area under its influence
up to 20 squares surrounding it, up to two squares away. This is called its
“production radius” (see diagram).
Before your base can exploit the resources of any square in its radius, a citizen must be assigned to work it. If a base has a population of five, it can
exploit up to five squares in its production radius, in addition to the square

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The base’s production radius is
defined by the area bordered
by the red line

it’s in (that square is automatically fully utilized, with no need of actually
assigning anyone to work it).
You can place your workers by hand (see Assigning Citizens to Work, p. 71),
or the base governor assigns citizens as he sees fit (see Governor, p. 69).

CITIZENS
The human citizens of your bases represent a resource even more vital than
energy, minerals or nutrients. While the base governor can handle much of the
day-to-day work of citizen allocation, ultimately it is up to you to assign your
citizens for the greater good of the faction. Note that each “citizen” represents
a thousand or more humans. There are four classes of citizens on Planet:
Workers, Talents, Drones and Specialists.

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Workers are the salt-of-the-Planet, skilled workforce that keeps things
running along smoothly.
Talents are the cream that rises to the top of your society, your pool
of highly skilled professionals. Talents are created by facilities, Secret
Projects, certain specialists, and energy allocated to Psych (each two
energy units allocated results in one additional worker becoming a talent; see Energy Allocation, p. 117).
Drones are the unskilled, unsuitable and disgruntled among your people. They’re lazy troublemakers, and they all carry weapons. Drones
have a profound effect upon social order inside a base. See Drone
Riots, p. 63.

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• Specialists do not work the outlying squares of the base to harness
resources. Instead, they work inside the base, adding directly to the base’s
Economy, Psych and Labs production (see Energy Allocation, p. 117).
Until the base has sufficient population to work every single square in its production radius, you have to create specialists (they don’t “just happen”).
Different types of specialists become available as your technology advances,
and some advances render certain specialists obsolete. A base of any size can
have doctor or empath specialists, but a base must have Population 5 before
it can create other types. To create a different specialist, L on a citizen’s icon
in the Base Control Screen.
The various types of specialist are:

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• Technician. Technicians keep the base running at maximum efficiency,
adding +3 to the Economy allotment per technician in the base. They
become obsolete when you acquire Fusion Power technology, replaced by
Engineers.
• Doctor. A healthy population is a happy population. Doctors increase
Psych allotment at a base by +2 per doctor. Doctors are rendered obsolete by Centauri Meditation and are replaced by Empaths.
• Librarian. Librarians are an invaluable asset to research, providing +3
to Labs allotment per librarian. They require Planetary Networks, and
are rendered obsolete by Mind/Machine Interface, replaced by Thinkers.
• Engineer. A corps of engineers can optimize all of a base’s functions,
yielding +3 to Economy and +2 to Labs per engineer. They are acquired
along with Fusion Power technology, and they never become obsolete.
• Empath. Empaths have actually learned to use the psi potential of their
brains, providing +2 to both Economy and Psych per empath. They
require Centauri Meditation, and are rendered obsolete by Secrets of Alpha
Centauri, replaced by Transcendi.

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• Thinker. Thinkers have maximized the computational capacity of their
brains and provide +1 Psych and +3 Labs per thinker. Thinkers require
Mind/Machine Interface, and become obsolete with Secrets of Alpha
Centauri, replaced by Transcendi.
• Transcend. The penultimate stage of human mental evolution, transcendi provide +2 to Economy, +2 to Psych, and +4 to Labs. They
require Secrets of Alpha Centauri and they never become obsolete.
GOLDEN AGE
If a base of size three or greater has no Drones, and the number of Talents is
equal to or greater than the number of Workers, that base enters a “Golden
Age.” For the duration of the Golden Age, the base’s growth rate and energy
production are both enhanced (equivalent to a +2 Growth, +1 Economy on
the Social Engineering screen; see Society Window, p. 136). The Golden Age
ends once there are more Workers than Talents, or if any Drones appear.

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DRONE RIOTS
If the number of Drones in your population exceeds the number of Talents,
the result is a Drone Riot, which shuts down the base’s entire research and
production capabilities. If left unchecked, rioting Drones start to destroy facilities, and may even cause a base to defect to a rival faction.
To end a Drone Riot, you can move military units into the base to act as police
(the number of police needed is determined by your Social Engineering choices), adjust your Social Engineering to increase your Psych rating globally (see
Society Window, p. 136), or create Specialists to increase it locally. To avoid
Drone trouble in the long term, there are numerous facilities and Secret Projects,
such as Recreation Commons and The Human Genome Project (see Appendix
2), that increase your Psych rating or suppress Drone activity.
When your faction grows very large, you come to a point where Drone production and inefficiency both accelerate dramatically. Beyond this point, extra
Drones may appear due to the difficulty of managing a far-flung empire.

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When you reach this threshold, your advisors remind you if you are about to
found a base that sends you over the limit; you can choose to continue or
abort. If you go past this point, make sure your social and economic choices
are arranged to support it.

UNITS
Units are mobile teams created for military, engineering, trade, exploration or
diplomatic purposes. There are land, sea and air units, many with special abilities. There are a multitude of different units that your faction can build as its
technological abilities grow.
There are five vital statistics (Movement Points, Attack Strength, Defense
Strength, Reactor and Morale) that determine how a unit rates in movement
and combat.

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• Movement Points. The number of squares the unit can enter each turn,
assuming no external penalties or bonuses.
• Attack Strength. A measure of the unit’s ability to overcome a defender.
• Defense Strength. A measure of the unit’s ability to resist an attacker.
• Reactor. How much damage the unit can take before destruction. The reactor also affects the cost of a unit.
• Morale. A measure of the unit’s discipline and experience. There are seven
levels of Morale (see Morale/Lifecycle, p. 87), and it is the most important
factor in Psi combat (see Psi Combat, p. 102).

FACILITIES
Facilities are major public improvements to a base. A base builds facilities to
increase its efficiency, productivity and/or power. All facilities provide some
useful benefit to a base, but not all benefits are necessary to a given base at
a given time. Some facilities come with both benefits and costs and can do
more harm than good if placed where they’re not needed (punishment spheres,

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for example, eliminate Drone problems but reduce Labs production). Most
facilities require an ongoing investment of energy credits to maintain, which
is taken from energy allocated to Economy.
A complete list of Facilities, including their benefits and costs, can be found
in Appendix 2, p. 163.
RELOCATE HEADQUARTERS
This build order (see Build Orders, p. 67) causes a new headquarters to be
constructed in this base. You can only have one headquarters for you entire
faction. When the new headquarters is completed, your previous one is disbanded. Headquarters provide essential coordination among the bases of your
faction, which keeps inefficiency low. Inefficiency results from increasing distance from your headquarters, so it’s usually good to maintain your headquarters near the center of your empire.

SECRET PROJECTS

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Secret Projects are massive works requiring a great concentration of research
effort and a very long time to complete. The good news is that they provide
dramatic advantages to your faction.
Only one of each of the 32 Secret Projects can be built on Planet. The other
faction leaders do anything they can to complete a Secret Project before you
and claim its benefits for their faction. If a rival faction builds a Secret Project
you’re working on, you must transfer your research investment to some other
Secret Project, or allocate it to new construction.
If a base with a Secret Project is ever completely destroyed, that project—and
any ongoing benefits from it—are gone forever, for you and all other factions.
If a base with a Secret Project is captured, that Secret Project—and any ongoing benefits from it—become the possession of the capturing faction.
A complete list of Secret Projects can be found in Appendix 2, p. 170.

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STOCKPILE ENERGY
If you don’t particularly need any new units or facilities from a base, but don’t
want to let its production capacity go to waste (or if your faction is strapped
for cash) you can order your base to Stockpile Energy. This causes the base to
immediately sell off every excess mineral it produces in exchange for energy
credits, which are then deposited in your energy reserves.

BASE CONTROL SCREEN
The Base Control Screen is one of the main nerve centers of your society.
Second only to the main map, this is where you’ll do most of the actual “work”
of playing Sid Meier’s Alpha Centauri.
Governor
Commerce Index

Multi-Function Display
(MFD)

Resource Collection
Readout

Energy Allocation
Readout

Nutrient Tanks

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Base Facilities

Data Readout
Rename Base

Close Screen
Forces
Supported

Queue
Build Orders

Garrison

Information on each base, its citizens, resources, and production may be found
on the Base Control Screen. There are several different ways to access this screen.
• L on the base you want to look at.
• Press e when the terrain square containing the base is highlighted or
when a unit in the base is active.
• Double L on any base name on the Base Operations Status Screen (accessed
via your HQ Menu, p. 110).

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• L on the ZOOM button when selecting a base from the Locate Base screen
(accessed via the Map Menu, p. 32).

A TOUR OF THE BASICS
The Base Control Screen allows you to control your base to a minuscule level,
but if left alone the base can do a pretty good job of running itself. Most of
the time, you’ll be checking the Base Control Screen just to take a quick look
at the current status of a base—what it’s building, how its citizens are doing,
and so forth. Below is a quick guide to reading the most important data from
the Base Control Screen (you can also : on any part of the Base Control
Screen for a short explanation of its function). Many of these readouts also
provide advanced control functions, which are described below this section.
GOVERNOR
This command bar allows you to automate management of the base, based on
one of four broad priorities. L on any of the four choices (Explore, Discover,
Build or Conquer; see Governor, p. 69) for specifically tailored development.

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BUILD ORDERS
The Build Orders Window shows the base’s current
build orders, a graph indicating how far along it is
(each square represents one mineral of cost—filledin squares are saved minerals, empty ones remain to
be collected), and an estimate of time to completion considering the base’s current production rate.
You can also L on the CHANGE button to establish
new build orders (see Production Readout, p. 78).

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RESOURCE MFD
The screen at the upper center of
your Base Control Screen is a multifunction display (MFD): it can be set
to display several different readouts,
but the one we’re interested in at the
moment is the Resource MFD. This is
a map showing the territory controlled by the base and what resources each
square is producing. (Squares outlined in white are under the control of a
neighboring base.)
NUTRIENT TANKS

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This graph shows how your base is growing. When your nutrient tanks fill up (all the squares are bright), the population of
the base increases by one citizen and the nutrient tanks empty.
Conversely, if your base isn’t producing enough nutrients to
support all its citizens, nutrients are drawn from the tanks. If the tanks empty
and you still have a nutrient shortfall, you lose a citizen to starvation.
POPULATION
This readout shows
every citizen in the
base. If the number of red Drones is equal to or greater than the number of
green Talents, watch out—that base is in danger of a Drone riot. (See Drone
Riots, p. 63.)
BASE FACILITIES
This is simply a list of every facility and Secret Project currently built in the base.

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BASE CONTROL SCREEN —
SECTION BY SECTION
GOVERNOR
If you’d rather not worry too much about the year-to-year operations of a particular base, you can put the Base Governor in charge, making it his responsibility to assign citizens to work and determine which squares to develop and
what projects to undertake. If you don’t like a decision that is made, you can
always overrule it.
To activate the governor, L any of the five buttons at the top of the Base Control
Screen. On lower difficulty levels, the governor is always active as the default.
The governor’s priorities are set depending on which of the five options you
select. (Once the governor is on, L on the active priority to turn the governor off.)
• Default. The governor pursues a strategy mixing growth and defense concerns. This is the automatic priority at difficulty levels where the governor
defaults to “on.” To activate the governor with default priorities, L on the
GOVERNOR button until only that button is lit.

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• EXPLORE. The base devotes itself primarily to producing units to explore new terrain. New colonization (colony pods) and population growth are also priorities.
• DISCOVER. The governor maximizes Labs output, seeking to optimize the
speed of discovery of new technologies. It also emphasizes Secret Projects
and probe teams for intelligence gathering.
• BUILD. The base disregards most external concerns, concentrating on its own
growth, terraforming, and the creation of new facilities.
• CONQUER. The base goes on a war footing, producing primarily military units
and facilities with specifically military applications (perimeter defense, command center).

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MFD
The MFD (multi-function display) is located in the upper center portion of
your Base Control Screen. It normally appears as a map of territory inside your
base’s production radius (this is the Resource Screen, below).
The MFD has three functions. To switch between functions, L on one of the
three buttons below the MFD.
RESOURCE MFD
Central Base
Square
Squares Under
Production

Squares Controlled by
Other Bases

Squares Not
Under Production

MFD Control Buttons

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The resource MFD appears as a map of territory inside the base’s production
radius, showing terrain and any enhancements as they normally appear on the
main map. Blacked-out squares are unexplored territory, and red-tinged squares
with a white border are currently under production by a different base (yours
or another faction’s). Each square currently in production (i.e., with a worker
assigned to it) displays the amount of each resource it is currently generating.
Icon

Icon Color

Resource

Green

Nutrients

Blue

Minerals

Orange

Energy

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ASSIGNING CITIZENS TO WORK
Your Resource Screen is used to control your base’s resource production.
If you L on any square currently under production, you reassign that
square’s worker to become a Specialist (see Citizens, p. 61). That square is
immediately taken out of production.
If you L on any square not currently in production, the governor selects a
Worker or Talent to begin working on that square. The governor selects a
square to abandon in favor of the new square.
If you want to reassign a Worker from one specific square to another, L on
the square you want to take out of production (to temporarily create a
Specialist), then L on the new square to reassign that Worker to it. You can
also drag and drop Workers from the population bar onto empty squares.
Say, for example, that you suspect the Hive is getting ready to launch an
invasion of your territory. This reassignment function allows you to order a
crucial border base to live off nutrient tanks for a few turns while your
Workers maximize mineral production to complete a Perimeter Defense
without dipping into energy reserves.

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If you L directly on the base square itself, the governor selects assignments
for all available workers, with a view towards (a) meeting the base’s current
resource needs first, and (b) maximizing production (according to the governor’s current priorities, if any).
SUPPORT MFD
This screen shows the location of all the base’s units not located in the base
itself. The Support Screen displays the entire world map, with the base appearing as a bright dot, and supported units as smaller dots.
PSYCH MFD
This screen displays a graphic readout of the citizens in the base and the effect
of various factors on their attitude.

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This graph contains up to five lines, each line cumulative with the ones above
it. A line is only displayed if it’s actually applicable to the base at the moment.
• Unmodified. Shows all citizens and their attitudes before other modifiers
are taken into consideration.
• Psych. Shows attitudes modified by your energy allocation to Psych (see
Energy Allocation p. 117), if any, cumulative with the above.
• Facilities. Shows attitudes modified by the base’s facilities, if any, cumulative with the above.
• Police. Shows attitudes modified by any police units (see Drone Riots, p.
63) assigned to the base, cumulative with the above.
• Secret Projects. This line adds in the effects of any Secret Projects your faction has completed, cumulative with the above.

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RESOURCE COLLECTION READOUT
Resource Intake

Resource Consumed\Lost

Surplus resource

Located just below the main MFD, the Resource Collection Readout shows
exactly how much of each resource your base is producing, and how each is
being used.
• Lost. Red blocks are resources lost to inefficiency (see Inefficiency, p. 118).
• Used. Blocks to the left of the bar are being used for maintenance of units
and facilities already completed (minerals) or to feed the population of the
base (nutrients).
• Surplus. Blocks to the right of the bar are surplus, and are going to population
growth (nutrients), project completion (minerals), or energy allocation (energy).

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ENERGY ALLOCATION READOUT
This displays how energy collected at this base is allocated according to the priorities set in the Social Engineering Window (see Energy Allocation, p. 117).
Social Engineering allocations
Energy Allocation categories

Bonus as a result of facilities\Secret Projects

Basic Energy Allocation

Category Totals

• Economy. Energy allocated to Economy is used to maintain your base facilities; any surplus goes into your energy reserve.
• Labs. Energy allocated to Labs drives your research efforts.
• Psych. Energy allocated to Psych helps keep your people happy and productive.

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DATA READOUT
This area (below the Resource Collection Readout) shows general useful information about the base.
• Base Name. The arrow buttons next to the base name allow you to cycle
through the Base Control Screens of all your bases in alphabetical order. The
right button cycles you forward through the alphabet, and the left button
backwards.
Mission Year

Energy Reserves
Ecological Damage

Arrow Buttons
Base Name

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• Mission Year. The current year according to Earth’s Gregorian calendar.
• Energy Reserves. This is your faction’s total energy reserves currently available for investment.
• Ecological Damage. If this number is higher than 0, there is a chance each
turn that one of the squares in the production radius of this base will experience ecological disaster (see Ecological Risks, p. 54). The ecological damage number represents a percentage chance, per turn, of an ecological accident happening in the base’s territory.

POPULATION
This bar below the data
readout shows every citizen in your base. You can L on the citizen’s icon to
change Workers into Specialists, or Specialists into Workers or different sorts
of Specialists. (See Citizens, p. 61.)

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CONTROL BUTTONS
These buttons are located just beneath the Energy Allocation Readout.
• RENAME opens a dialogue box allowing you to change the name of the base.
• OK closes the Base Control Screen and resumes the current turn.

NUTRIENT TANKS
Each citizen in your base requires two Nutrients in Tanks
nutrients per turn to survive. Any nutri- Projected Increase
ents produced but not consumed (sur- in Tanks Next Turn
plus) go into the nutrient tanks, whose status is shown
in the upper left portion of the Base Control Screen. As
the tanks fill up, the dark green squares turn bright.
Green squares with a white outline represent the projected increase in the
tanks next turn, based on current production values. When the nutrient tanks
are completely “full,” your base increases its population by one, and the banks
return to empty.

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Likewise, if your base is not bringing in enough nutrients to support itself, the
projected decrease in the tanks is shown by bright squares outlined in red.
When the tanks are completely emptied, the base loses one unit of population
to starvation. The base continues to lose one citizen per turn thereafter, until
it reaches a population that can be supported by current nutrient production.
As your bases expand in size, the capacity of your nutrient tanks also expands. The
larger your base, the more excess nutrients you need to increase its size further.

COMMERCE INDEX
Amount of Energy this Base Receives
from this Commerce each Year
Faction with whom you have Commerce

Treaty Status with that Faction
Amount of Energy they are Receiving
from the Commerce.

This screen records any ongoing trade between this base and any other faction. It displays the names of each faction you trade with, the diplomatic status of that faction (see Diplomatic Relations, p. 129), any energy coming in
to that base, (i.e., +1) and energy from that base going to the faction being
traded with. In general, the closer your ties with another faction, and the larger the faction, the more commerce increases.

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BASE FACILITIES
This window (in the upper right of your Base Control
Screen) lists all the facilities that have been built in the base.
Some Secret Projects provide a certain type of facility in
each one of your bases. Such facilities appear dimmed in
the Base Facilities window. Facilities received as part of a
faction power (such as the Hive’s Perimeter Defenses and
the University’s Network Nodes) also appear dimmed in this
window. Facilities that are displayed with an asterisk (*) are
obsolete or redundant. They can be scrapped without fear of losing any of your
base’s abilities or capacity.

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RECYCLE WINDOW
If you L on a facility in the Base Facilities Window, it brings up the Recycle
Window. This allows you to demolish that facility and sell off the scrap for a
few energy credits. When you call up the Recycle menu, you are given the
options of:
• canceling
• consulting the Datalinks
• scrapping the facility
• scrapping all such facilities at all your bases

GARRISON

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This bar displays pictures of each unit currently inside the base. Passing your cursor over a unit
brings up its data in the Production Readout.

FORCES SUPPORTED
Forces Supported by this
Base
Minerals expended for
maintenance
Effect of Pacifism when
units are placed outside
of your territory
This window, in the bottom right corner of the screen, displays pictures of all the
units anywhere on the surface of Planet currently supported by the base.
Depending on your Social Engineering choices and the number of units a base
supports, supported units may require a regular expenditure of minerals for maintenance, and military units stationed outside the base may also cause discontent

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among citizens. The number of units a base may support for free (if any) is determined by your support rating (see Social Factors, p. 141, and Home Base,
Support and Pacifism, p. 89), while the number it can support before it starts to
foment unrest is determined by your police rating (see Social Factors, p. 141).
Units that require minerals to be expended each turn for their support appear
with a mineral icon next to them. Remote units which are causing unrest are
indicated with a peace symbol.
: on any unit in this display for a menu of orders that can be given to the
unit. These options are:
• Activate (zooms to that unit, activates it, and closes the base screen).
• Edit Unit (appears only when scenario editor is activated; see Appendix 4:
Advanced Customization, p. 206)
• Sleep/Board Transport
• Hold

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• Disband
• Order Unit to Come Home
For more information on these commands, see Action Menu, p. 92.

BUILD ORDERS
Current Build Orders

Queue

Production Status
Change
Estimated Time to Completion

Hurry

This extremely important section of the Base Control Screen is located in the
lower left corner. This is where you track the base’s progress in current build
orders for units, facilities or Secret Projects, set new orders, or change orders
when necessary. It consists of two windows.

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CURRENT ORDERS
The window to the left displays a picture of the unit or the facility currently
under construction.
The CHANGE button brings up the Production Readout (see Production
Readout, below), from which you can select new orders.
The HURRY button allows you to expend extra energy credits to complete a project more quickly. The game displays the amount of energy necessary to complete the project, and you have the option of paying enough to complete the
entire project on the next turn (if you have sufficient energy to do so), or of
making a partial payment to speed up construction. You may only make one
partial payment per turn.
QUEUE

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The window to the right allows you to plan your development up to nine projects in advance.
If you L the QUEUE button, the Production Readout appears. Double-L a selection from the readout to insert it at the top of the queue. You can L a currently occupied slot in the queue, then double-L a selection in the Production
Readout to insert the order at that slot (orders currently in the queue are not
erased, they are just shifted down one slot each below the newly inserted
order). For more information, see Production Readout, below.

PRODUCTION READOUT
This vitally important window can be
accessed with the CHANGE or QUEUE buttons
on the Base Control Screen. It includes a
complete list of units, facilities and Secret
Projects that your faction is currently
capable of constructing. To order the construction of a unit or facility, double-L on its name to place it in production
or into the queue.

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There are a series of buttons along the bottom of the Production Readout.
Some or all of the following buttons are available when you access the screen.
• HELP. Opens the Datalinks.
• WORKSHOP. Opens the Design Workshop (see Designing Units, p. 81).
• REPLACE. Replaces the highlighted project in the queue with a project you select.
• INSERT. Places new build orders in the queue at the point selected, without
erasing any orders currently in the queue.
• DELETE. Deletes the selected project from the queue.
• CANCEL. Closes the Production Readout with no changes.
• OK. Accepts the current projects and closes the Production Readout.

SWITCHING PRODUCTION
If you decide to halt production on a Secret Project, unit or facility before it
is complete and switch production to something new, you lose some of the
minerals you have accrued towards the original project. The sole exception is
switching from one Secret Project to another Secret Project, which does not
forfeit any minerals.

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You will need to switch production if a Secret Project you have been working
on is completed by another faction first. If you stop a Secret Project, you can
roll all of your investment into another Secret Project.
HOW MUCH DO YOU LOSE?
If you make any other kind of switch, you lose 50% of your investment after
the first 10 minerals. This applies if you roll your investment from a Secret
Project into anything but another Secret Project, or if you transfer your investment in a unit or facility to any other unit or facility.
The first 10 minerals that you invest transfer with no loss. All investment over
10 minerals is cut in half. For example, if you have invested 8 minerals, all 8

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minerals transfer, with no loss. If you have invested 40 minerals, the first 10
transfer, as do half of the remaining 30: you transfer 25 (that is, 10 + 30/2)
and you lose 15 (30/2).
If the transfer more than pays for the designated purchase, up to 10 of the
remaining minerals are held over for your next production, with no additional loss. Anything over 10 minerals is lost completely. Continuing our example,
where you have transferred 40 minerals (which are reduced to 25 minerals in
the transfer): if you transfer those 25 minerals to a purchase that only requires
8 minerals, 10 of the remaining 17 minerals (25 - 8) are held over and can be
applied to yet another purchase. The last 7 minerals are lost completely.
Up to 10 minerals can be held over between production orders even when
orders are completed normally. For example, if you have a base producing 23
minerals, and it has 5 minerals left to create a unit, on the next turn it creates
the unit (expending 5 minerals), carries 10 minerals over to the next production orders, and the final eight minerals are lost completely.

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UNITS
Units are those elements of your faction—people and equipment—that actually
go out upon the face of Planet and do things like fight, explore and discover.
At the most basic level there are three kinds of units in Sid Meier’s Alpha
Centauri—land, sea and air units. Land and sea units are basically selfexplanatory—land units can only move on land squares, sea units on sea
squares. Both types are subject to movement restrictions from fungus and
other obstructions (see How Terrain Affects Movement, p. 44). A unit’s chassis determines what kind of unit it is (see Chassis, p. 83).
Air units are a special case. They have no terrain restrictions at all, but most
have a limited range. Air units carry only enough fuel for two turns of operations. The unit must replenish its fuel every other turn at a friendly base or airbase, or it runs out of fuel. The unit’s movement is displayed as a split number, for example, 12/24. The first number is the amount of moves remaining

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this turn, and the second number is the total movement available over two
turns. A yellow or red split number indicates that this aircraft should be heading for a nearby base to avoid the risk of a crash.
Choppers are air units, but they don’t run out of fuel. Instead, they need
ongoing maintenance when in regular use. If a chopper does not end its turn
in a base or airbase, it takes a small amount of damage. (Damage is repaired,
over time, when the chopper is at a base or airbase.) This damage weakens the
chopper in combat, and can result in the chopper falling apart and crashing,
if allowed to continue too long without repairs in a base or airbase.

DESIGNING UNITS
As you advance technologically, you are given the option of using units predesigned by your designers, or of designing your own units, using a fixed
assortment of components. Custom-designed units allow you to specifically
tailor units to your personal mission needs and also make full use of some of
the more exotic special abilities. New components are discovered in conjunction with many technology advances (see Special Abilities Table, p. 183). For
example, High Energy Chemistry allows you to build with plasma steel armor
and nerve gas pods.

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To design a new unit, press U, or access the Design Workshop Screen from
the HQ menu or the Production Readout.
Units are made up of up to six components:
• Chassis
• Armament
• Armor
• Reactor
• Special Abilities (up to two)

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PROTOTYPES
Any time you order construction of a unit with untried components, that unit
is a prototype. If you have already built a laser crawler and an impact rover,
your first laser rover (which consists entirely of components found in the previous units) would not require a prototype. But if you discovered the missile
launcher and decided to build a missile rover, the new missile launcher component would make your first missile rover a prototype.
Prototypes require a great deal of research and development. Therefore, a prototype costs 50% more minerals to complete than subsequent units of this type
will. On the upside, all prototype units get a +1 to morale, since new technologies are usually put in the care of elite forces. Note that the Spartans do
not have to prototype new units due to their expertise with military hardware.
OBSOLETE UNITS

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As new versions of components are researched, old ones become obsolete.
Units with obsolete components disappear from your Production Readout and
are replaced by the newer models. You can also declare units of a given kind
obsolete from the Design Workshop.
UPGRADES
When an old unit becomes obsolete, you don’t have to junk it or let it wheeze
around. When you discover a new version of a component, you are given the
option of upgrading all the units that discovery has made obsolete. You must
pay an energy charge for each obsolete unit in your possession in order to
upgrade them. If you don’t want to spend the energy to upgrade all your units
of a given sort at once, you can also upgrade one at a time, using the Upgrade
command—csU on the Action menu (see p. 92). (Note that you can
also disband a unit at a base, and receive half its original cost in minerals.)

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CHASSIS
The Chassis of the unit determines two vital characteristics: whether the unit
is a land, sea or air unit; and its basic movement rate (see Movement, p. 90).
A complete list of Chassis types and their associated values can be found in
the Units Table, p. 175.

WEAPON
The unit’s weapon type determines its offensive firepower. A list of armaments
and their associated values appears on the Armament Table, p. 177.
An important special weapon is the Psi attack, described under Psi
Combat, p. 102.
Non-combat units (colony pods, terraformers, and the like) can take unique
abilities in their weapon slot—for example, transport modules, colony modules
or probe team equipment.

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ARMOR
A unit’s armor determines its basic defense strength. A unit is not required to
have armor—even unarmored units get a small intrinsic defense strength.
A complete list of armor types and their associated values appears on the
Defenses Table, p. 180.

REACTOR
Reactor Power determines how much damage the unit can actually take before
it’s destroyed. Also, more advanced reactors actually reduce the costs of units.
A complete list of reactors with associated values appears on the Reactors
Table, p. 182.

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SPECIAL ABILITIES
You can also endow your units with special abilities to fulfill specific tactical
needs. Some are geared towards attack, some to defense, and some are more
esoteric. If, for example, the Gaians are attacking your faction with an invasion force of mind worms, you might want to counter with a force of units
equipped with the Hypnotic Trance special ability, which gives the units a
+50% defensive bonus against psi attacks. In the early stages of the game you
can have no more than one special ability per unit type, but you acquire the
ability to mount two special abilities on the same unit with the discovery of
Neural Grafting.
A complete list of special abilities, with descriptions, can be found on the
Special Abilities Table, p. 183.

CUSTOM UNITS

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If you decide to build your own units to use in addition to the pre-designed
units, you should know that the cost factors (given in Appendix 2) are not
simply additive. The cost for a custom unit with many advanced features is far
above the sum of its component prices. In fact, often if you take a “super unit”
and tone down just one or two components a notch or two, you will find that
you can now afford two or more of the slightly more modest units for the
same price you’d have paid for a single super unit. Consider designing two different types of units which complement each others’ weaknesses rather than
trying for one unit with no weaknesses. Advanced reactors make the unit more
efficient and actually reduce its cost, so an advanced reactor can make more
sophisticated units more affordable.
Many special abilities are, for obvious reasons, unavailable on units of a certain type. Aircraft, for example, cannot mount heavy artillery, while combat
units cannot mount a heavy transport module.

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BUILDING UNITS
Custom-designed units
can be created in the
Design Workshop, which
can be accessed with U,
or from the HQ menu or
the Production Readout.
You can get a head start
in designing the type of
unit you want by either
selecting a specific unit to
modify, or by using a vehicle preset.
Specific unit designs are displayed in the long bar at the bottom of the screen.
This bar contains all the unit types currently designed and in production, and
can be scrolled using the arrow buttons at either end of the bar. Units which
are obsolete to your faction, but still in production, are marked “obs.” Placing
your cursor over any of the units in the bar displays information about that
unit in the lower left window. L on the unit to place it in the design screen
for modification.

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VEHICLE PRESETS
Vehicle presets are up-to-date versions of various vehicle types in a number of
categories:
• Garrison. Defensive units designed to protect bases and fortifications.
• Infantry. General-purpose combat units particularly useful for attacking bases.
• Artillery. Units with long-range fire capability (see Artillery Combat, p. 100).
• Tank. Mobile units useful for attacks in open terrain.
• Scout. Lightly armored, very fast units.

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• Naval. Combat ships.
• Transport. Non-combat ships designed to carry goods or personnel.
• Air Assault. Heavy bombers.
• Air Defense. Fighters designed to intercept and engage other aircraft.
• Chopper. Rotary-wing aircraft.
• Missile. One-use air units—once they hit their target, they are destroyed.
• Buster. Missile units capable of annihilating bases and the surrounding terrain.
• Paradrop. Units capable of performing airdrops and orbital insertions (see
Drop Pods, p. 91).
• Amphibious. Units capable of attacking directly from ship to shore, or
attacking sea bases from land.

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DESIGN WORKSHOP
Once you’ve chosen a starting point, you can make the specific modifications
you desire. The large round window shows the unit in development, its current stats and a working name based on its components. It also displays the
unit’s cost, and a prototype cost if a prototype is necessary. This window is
surrounded by six readouts showing the six component slots. L on a slot to
select the component you want for your custom unit.
Control Buttons. There are seven control buttons below the Design Window.
They are:
• APPLY. If a new unit type has been created, it’s placed in your Production
Readout.
• DONE. Exits the Design Window. If a new unit type has been created, it is
placed in your Production Readout.
• RENAME. Allows you to give the unit type a name other than its working designation.

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• OBSOLETE. The unit type is removed from your Production Readout.
• UPGRADE. Upgrades all units of this type to a superior design, if one is available.
• CANCEL. Closes the Design Window with no changes.
• RETIRE. Disbands all units of this type, and removes the unit type from your
Production Readout.

BASIC UNIT TYPES
Certain unit types begin the game already designed and prototyped:
• Colony Pod
• Basic Formers and Sea Formers (Super Formers can be modified)
• Scout Patrol
• Transport Foil and Supply Crawler

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• Probe Team
• Native life-forms—mind worms, Isles of the Deep, Locusts of Chiron
• Alien Artifact (cannot be built, must be found)
• Unity units—Unity Rover, Unity Scout Chopper, Unity Foil (cannot be built,
must be found)
As your technology advances you may want to design newer, more powerful
units to fulfill these roles.

MORALE/LIFECYCLE
One of the most important aspects of any given unit is its morale—its overall
discipline and experience. There are several levels of morale. Morale for native
life-forms (mind worms, Isles of the Deep and Locusts of Chiron) is called lifecycle level, since a native unit’s morale reflects not only the experience of its
human handlers, but also its physical maturity.

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Morale

Native Lifecycle

Very Green

Hatchling

Green

Larval Mass

Disciplined

Pre-Boil

Hardened

Boil

Veteran

Mature Boil

Commando

Great Boil

Elite

Demon Boil

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The importance of morale in combat cannot be overstated. Each level of morale
gives a +12.5% bonus to the unit, in both offensive and defensive combat.

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The most common manner in which a unit’s morale is increased is for it to survive combat and be promoted, but there are other ways to increase morale of
both individual units and of your military in general. These include:
• Monoliths have been known to increase the morale of individual units (see
Unity Pods and Monoliths, p. 42).
• Base Facilities can increase the morale of units made at that base.
Command Centers provide +2 to land units, Naval Yards provide +2 to sea
units, Aerospace Complexes provide +2 to air units, and Bio-enhancement
Centers provide +2 to all units. Facilities provide morale bonuses only to
units made after the facility’s completion; they do nothing for units already
existing at the time they’re built.
Several base facilities also increase the lifecycle of any native units bred. The
following confer +1 lifecycle bonus: Biology Lab, Centauri Preserve and
Temple of Planet.
• Secret Projects
• Social Engineering (see Social Factors, p. 141)

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HOME BASE, SUPPORT AND PACIFISM
The base that builds a unit is that unit’s home base. Units taken over by probe
teams, or wild mind worms “tamed” by your faction, become the responsibility of the base geographically closest to the spot where the unit was acquired
by your faction. A few units, such as those acquired far away from any base,
do not require a home base at all.
You may change a unit’s home base by moving that unit to a new base and
selecting Set Home Base (cH) from the Action menu. That base now supports the unit. The home base must pay the unit’s support cost, if any.
A support cost represents the cost of keeping a unit equipped and staffed. The
cost for a given unit may be zero or one mineral per turn (as determined by your
faction’s support rating; see Social Factors, p. 141). It is subtracted from minerals collected at the home base. If you find that a base cannot build new orders
as quickly as it used to, it’s often the result of too many minerals used for support of existing units. In this case, try disbanding old or obsolete units (See
Design Workshop, p. 86) so more minerals can go towards new production.

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If your faction has a Police rating less than 2 (see Social Factors, p. 141), it is
considered to be Pacifist. When a pacifist faction creates a unit and stations
it anywhere outside its own territory (see Territory, p. 131), additional drones
(see Citizens, p. 61) are created at the unit’s home base (representing social
discord). On the base screen, the Forces Supported Readout shows the effects
of pacifism as a peace symbol, one for each Worker that has become a Drone
because of a unit outside its territory.

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MOVEMENT
There’s more to getting your units where they need to go than just pushing
them around the map. Moving a unit is an operation all to itself, and there are
several essential principles you must keep in mind (plus a couple of exotic
options that you can try).
In the absence of external bonuses or penalties to movement (see How Terrain
Affects Movement, p. 45), a unit can move a number of squares equal to its
movement rating. Land units can move only from one land square to another, and sea units can only enter sea squares.

ZONES OF CONTROL

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Bases and land and air units exert a “zone of control” that restricts movement
in their immediate vicinity, reflecting the difficulty of moving with an enemy
nearby. A zone of control affects the eight squares immediately adjacent to a
base or unit.
A zone of control has no effect on units of the same faction, units of factions
sharing a Pact of Brotherhood, sea units, air units, or probe teams.
RESTRICTIONS TO MOVEMENT
A unit cannot move directly from one enemy zone of control to another. A unit
can enter or exit an enemy zone of control freely as long as both squares are
not enemy controlled.
A unit can always move
into a base square, or
into a square containing at least one friendly
unit, regardless of
zones of control.
Probe team units always
ignore zones of control.

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An advanced special ability—the Cloaking Device—makes a unit effectively
invisible to the enemy, thereby allowing it to ignore zones of control.

DROP PODS
Drop Pods are a special ability component that allows units to make airdrops
or orbital insertions. Discovery of Mind/Machine Interface allows construction
of Drop Pods. Any unit with Drop Pods may make airdrops. Once you discover Graviton Theory or build the Space Elevator Secret Project, any unit with
Drop Pods may make an orbital insertion.
To perform an airdrop or orbital insertion, the Drop Pod unit must begin in a
friendly base or airbase, and may not have moved already this turn. At the drop
command, I, a parachute icon appears and you can L the destination square.
The destination square may be up to 8 squares away and can not contain
enemy units or bases. The Drop Pod unit moves instantly from the start square
to the destination square. Units take damage from airdrops—20% damage, or
26% if the unit has a singularity reactor.

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If a unit tries to drop and then attack on the same turn, it receives a 50%
penalty to attack strength.
Orbital insertions are executed identically, but the drop can be made anywhere
on Planet.
An interceptor unit (see Air Combat, p. 101) stationed in a base within two
squares of the drop point prevents an air drop to that location.

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ACTION MENU
The Action menu contains all the commands that you can give your units
(except for Terraforming commands, which are found on the Terraform Menu,
p. 46). Some of these options only appear if your unit is capable of performing that action at the moment (for example, a combat unit that is not in a
base will not see the Obliterate Base option).
CONSTRUCT BASE B
This command can only be carried out by a colony pod. The pod transforms
itself into a new base at its current location (if its current square is one on
which a base can be built; see Resources, p. 36).
OBLITERATE BASE B

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This command can only be carried out by a combat unit (any unit with offensive armament) inside a base. It completely obliterates that base, putting all
the citizens to death and leaving nothing but bare terrain. This is an atrocity
(see Atrocities, p. 106), and results in severe repercussions from other faction
leaders. (Note that obliterating a base which you just conquered is considered
a worse atrocity than destroying one you built yourself—the other factions are
distinctly upset by any hint of “factional cleansing” on Planet.)
LONG RANGE FIRE F
Some units (notably artillery) can fire up to two squares away. To conduct long
range fire, select this command (your cursor changes to a target symbol) and
L on the square you wish to attack. If there are enemy units in the target
square you attack those units, and if there are no enemy units you attack
enemy terrain enhancements.
AIR DROP I
Orders a unit equipped with a Drop Pod to make an air drop or orbital insertion. When you select this action, your cursor changes to a parachute icon, and

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you can select a square to drop to. See Drop Pods, p. 91, for a full explanation of air drops.
PSI GATE sI
Orders a unit to teleport from any base equipped with a Psi Gate facility to
any other of your bases so equipped. When you use this command a window
appears displaying all available destinations. Select the desired destination to
complete the movement.
CONVOY RESOURCES O
Orders a supply unit to deliver resources. It has two distinct functions:
• If the supply unit is outside a base, it delivers available resources from its
square to its home base each turn. Choosing this command brings up a menu
from which you select the resources you wish to convoy. The unit cannot
deliver resources from a square already being worked by a base’s citizens.
• If the unit is within a base, it convoys resources from its home base to its
current location every turn.

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DESTROY ENHANCEMENTS D
Orders a combat unit or former to attack and destroy any enhancements in the
square it currently occupies.
DISBAND UNIT sD
Permanently destroys a unit, taking it completely out of play. If done at a base,
you get 50% of the original construction cost back. If the unit is outside a
base, you get the option to “Self Destruct,” which violently destroys the unit
while also damaging units in adjacent squares.
AUTOMATE UNIT sA
The unit’s commander determines the course of action.

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EXPLORE AUTOMATICALLY /
The unit, under its commander’s discretion, seeks out and explores uncharted
terrain.
PATROL P
This orders a unit to patrol back and forth between its current location and a
second square you select. Use this command, then L on the second square.
DESIGNATE BOMBING RUN B
This order designates an enemy base as a target for routine air attacks. The
unit attacks the base you select, returns to the nearest friendly base, repairs its
damage, then attacks again. The unit continues until its orders change or it is
destroyed.
GO TO BASE/SET AUTOFORWARD ROUTE G

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Select “go to base” to issue orders to a unit you want to move towards a particular base. The unit goes to any of your bases by the most direct route possible (if it can’t actually reach the base it goes to the closest square). Selecting
this command brings up dialogue from which you select a destination.
When in view mode (see Map Menu, p. 32) and centered on a base, pressing
G allows you to set an autoforward route. This option commands any unit
without orders in one base to head to another that you select, setting up a
central rallying point for your troops. You may set autoforward routes for any
kind of unit.
GROUP GO TO J
This orders an entire group to go to a location you select (see Assemble Group,
facing page). Use mouse movement (see Mouse Movement, p. 21) to L and drag
to the group’s final destination, then use this command before releasing. The line
showing the proposed route to the destination changes from green to yellow. If
you have not assembled a group, all units in the current square are moved.

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ASSEMBLE GROUP sJ
Orders your units to converge on the square with the active unit. When you
use the assemble group command, you see a window that allows you to customize your group, with options to:
• Exclude units further than two squares away
• Exclude units with hold and sentry orders
• Exclude automated and patrol units
• Exclude ground, sea, air, offensive combat, defensive combat, terraformer,
or probe team units.
• Exclude other units
Once you’ve established the parameters of your group, L ASSEMBLE AT CURSOR to
assemble the group at a spot you then select, CANCEL GROUP to cancel all group
orders, CANCEL to exit the screen without taking action, or OK to assemble the
group on the square with the active unit.

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GO TO HOME BASE sG
The unit returns to its home base by the most direct route possible.
SET HOME BASE cH
If the active unit is in a base square, this command reassigns the unit to be
supported by that base. This command does not appear if the unit is not in a
base. See Home Base, Support and Pacifism, p. 89, for more on home bases.
ACTIVATE (MOVE NOW) A
Makes the unit under the cursor the active unit (see Active Units, p. 22). A
unit that has already exhausted all its movement points can still be activated
with this command, and given orders that don’t involve further movement in
the current turn.

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WAIT (MOVE LATER) W
This unit is skipped for now, but is re-activated again before the end of the turn.
UNLOAD TRANSPORT sU
Each unit being carried by a transport activates in turn, and may be moved ashore.
UPGRADE UNIT cU
This command only works if the unit can be upgraded (see Upgrades, p. 82).
At the command to upgrade the unit, you are told how much the upgrade
costs, and given the option of canceling or continuing. If more than one possible upgrade is available, you are asked to choose.
DESIGNATE DEFENDER cD

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Allows you to select the unit in a stack that defends first in the event of an
attack on that square. Otherwise, the computer automatically selects the unit
with the highest defense strength as the defender. This command is useful if
you don’t want your best unit in a stack to take the brunt of the attack, preferring to keep it in reserve for a counterattack.
SENTRY/BOARD TRANSPORT L
The unit stands down to repair itself, while posting sentries and maintaining
a state of readiness. It stays in position and does not reactivate unless:
• it repairs itself to the maximum it can achieve under current field conditions
• an enemy unit enters an adjacent square
• it is attacked by artillery
If used in a base, this command causes the unit to automatically board any
transport that has room for it.

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PLACE UNIT “ON ALERT” sL
Orders a unit to hold in the current square until an enemy unit comes within
its movement range, then attack automatically. Air interceptor units automatically attack air units, bomber units attack land and sea units, and naval units
attack naval units and transports. Land units attack adjacent land units.
HOLD 10 TURNS sH
The unit holds its current position for 10 turns, then activates.
HOLD THIS POSITION H
The unit stays in its current position indefinitely. You must activate it directly
to change its orders.
SKIP TURN z
Ends the current turn for that unit.

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COMBAT
At some point, even for the most peaceful and enlightened faction, armed
conflict becomes inevitable. And, of course, if your faction is neither peaceful
nor enlightened—if you actually like going out and beating up on the enemy—
then armed conflict is not just inevitable, but essential.
Combat occurs when a unit tries to enter a square containing an enemy base
or unit. (Probe teams are the exception here—their options are much more subtle. See Probe Teams, p. 133.)
Combat is decided by totaling the attacker’s strength and the defender’s
strength. The probability of either side doing damage is equal to that side’s
portion of their combined strengths. (For example, if the attacker has an attack
strength of 10 and the defender a defense strength of 20, the attacker only
damages the defender once, on average, for every two times the defender
damages the attacker.) This process of assessing damage repeats until either

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the attacker or defender is destroyed (the exceptions are artillery, p. 100, and
disengage, below). It is entirely possible for the winner of a battle to come out
severely damaged.
STACKED DEFENDERS
If a unit attacks a square containing multiple defending units, the unit with
the highest defense acts as the defender (unless you have designated another
unit in the stack as the defender; see Action Menu, p. 92). If the defender is
defeated, and the square is not a base or bunker square, the rest of the combat units in that square take collateral damage (that is, they each take a certain amount of damage, determined by the reactor of the attacking unit).
Non-combat units in a stack are destroyed along with the last combat unit in
the square.
DISENGAGEMENT

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In combats where the defending unit is faster than the attacker (i.e., the
defender has at least one more movement point than the other), the faster unit
can disengage if the battle is going against it. When a unit disengages, it simply moves one square away from the attacker. This assumes, of course, that
the square into which the unit is retreating is not blocked by impassable terrain or an enemy zone of control (see Zones of Control, p. 90). A faster
defender automatically disengages when it has received 50% damage.
If the attacker has the ECM Jammer special ability, the defending unit can’t
disengage from combat, even if faster. Also, if the defender attacked in its
immediately preceding turn, it may not disengage under any circumstance.

COMBAT MODIFIERS
In addition to the strength of the units themselves, there are also external factors that can affect the outcome of combat. These take the form of percentage bonuses or penalties to the unit’s base score. For example, if a defending
unit has a normal defensive strength of 20, a +15% bonus would give it an
effective strength of 23.

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SPECIAL ABILITIES
Many unit special abilities convey a bonus in combat (or inflict a penalty on
the enemy). See the list in Appendix 2, p. 183.
TERRAIN
There are several occasions where terrain directly affects the odds in combat.
• Artillery units (see Artillery Combat, next page) get a +25% bonus per level
of altitude if they are at a higher altitude than their targets.
• Mobile units in smooth or rolling terrain get a +25% offensive bonus,
reflecting their ability to make the most of their agility.
• Any units in smooth or rolling terrain get a +50% defensive bonus against
artillery attacks.
• A unit in rocky terrain gets a +50% defensive bonus.
• A unit in xenofungus gets a +50% defensive bonus, unless being attacked
by a native life unit (in which case the attacker gets a +50% offensive
bonus), or by a faction that has built the Pholus Mutagen Secret Project.

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HASTY ASSAULT
Each time a land unit attacks, it drains one full movement point from the
unit’s total move. If you have less than one full movement point remaining
when you attack, that is considered a hasty assault, and it puts you at a serious disadvantage. If you have 2/3 of a movement point remaining, you lose
33% of your attack strength, and if you have only 1/3 of a movement point
remaining, your penalty is 66%. (Movement status does not affect defensive
strength.)
A hasty assault always drains any fractional movement you have remaining.
Sea units, air units and mind worms do not suffer the negative consequences
of making a hasty assault.

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BUNKERS AND BASES
Bunkers and bases offer a +25% defensive bonus to units within them. They
also eliminate the effects of collateral damage. However, infantry gets a +25%
bonus when attacking a base.
SENSORS
Units within 2 squares of a friendly Sensor Array (see Terraform Menu, p. 46)
get a +25% defensive bonus.
AIRDROPS AND ORBITAL INSERTIONS
Drop units (see Drop Pods, p. 91) get a -50% penalty if they attack on the
same turn in which they make the drop.
NON-COMBAT UNITS

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Unarmed units get -50% penalty defending against combat units. A unit is
considered “non-combat” if it has no weapon and no armor, so a former unit
with plasma steel armor does not get the non-combat penalty when attacked.

ARTILLERY COMBAT
Naval units and units with the artillery special ability are able to use the Long
Range Fire (F) command (see Action Menu, p. 92).
Unlike most combat, artillery combat (combat using the Long Range Fire command) does not continue until a unit is destroyed. Attack and defense
strengths of the units are compared only once, and (if the defender loses the
single round of combat) a point of damage is assessed against the defender.
This reflects the nature of artillery combat, which is basically firing blind to
harass and weaken the enemy. Note that land units can never be completely
destroyed by artillery fire, and units in a base or bunker can never be damaged
more than 50%, although repeated barrages will keep them from repairing
damage. Targeting a square with no units for an artillery barrage actually
attacks any terrain enhancments in the square.

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ARTILLERY DUELS
An exception to this rule occurs when one artillery unit attacks another. In this
case an artillery duel occurs, as each unit focuses its fire on the other. Artillery
duels are to the death, just like most other combats, but they utilize attack
strengths only.
ARTILLERY COMBAT MODIFIERS
• Artillery units get a +25% bonus for each level of altitude (see Energy
(Elevation), p. 38) they are above the target.
• Land-based artillery gets a +50% bonus when attacking naval units.
• A unit in smooth or rolling terrain gets a +50% defensive bonus against
artillery attacks to represent maneuverability as a defensive measure against
artillery.

AIR COMBAT
There are two basic types of aircraft, bombers and interceptors. Bombers may
only attack bases and surface units; they cannot attack air units. Interceptors
can attack other air units, but are at a penalty when attacking surface targets.
Specifically, interceptors attack other air units at twice their normal offensive
power, but land and sea targets at only half normal strength. (Combat
between two interceptors is at normal odds.) Any unit can attack a chopper.

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To attack needlejets in flight (i.e., anywhere outside of a base or an airbase),
a unit must have the Air Superiority special ability . Air units at bases and airbases are considered to be “on the runway,” and can be attacked by any unit.
Missiles are a special kind of air unit. They are one-shot “fire and forget”
weapons. Missiles are always destroyed after an attack, even if they win.
Air units can attempt to destroy enemy terrain enhancements by flying over
the enhancement and using the Destroy Improvement command (see Action
Menu, p. 92).

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The Designate Bombing Run and On Alert commands (see Action Menu, p.
92) can also be used to automate air combat.
AIR COMBAT MODIFIERS
Air units receiving an artillery strike get a +100% bonus to defense strength.
(An artillery unit must have the Air Superiority special ability to attack air units.)

NAVAL COMBAT
Sea units can attack normally against other sea units and sea bases. Attacks
against bases and units on shore are handled as artillery strikes. (See Artillery
Combat, p. 100) A sea unit does not have to have the artillery special ability
to attack adjacent coastal squares.
NAVAL COMBAT MODIFIERS

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Ships in a base square are considered to be “in port,” and defend at a -50%
penalty against land and air units (for a net penalty of -25%, after the +25%
defensive bonus for being in a base is factored in). Against other naval vessels,
ships in port fight as normal.

PSI COMBAT
Psi combat is conducted by the native life forms of Planet (mind worms, Isles
of the Deep, Locusts of Chiron) and by certain advanced technological units.
Psi combat seeks to turn the enemy’s own minds against them, inducing horrible hallucinations and phobias, which cripple the enemy’s ability to defend
itself, and may even induce self-destructive behavior.
Morale modifies the basic factors used for psi combat, such as weapon and
armor strength. Thus an Isle of the Deep of Mature Boil status (morale level 5)
would usually overrun a green unit (morale level 2), but would probably find
itself overmatched against a commando unit (morale level 6). Again, normal
weapon and defense strengths are completely irrelevant to psi combat—a tiny
Unity rover of Hardened status would be more likely to survive than a singularity cruiser of Disciplined status.

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PSI COMBAT MODIFIERS
• The attacking unit gets a 3-to-2 advantage in psi combat when the defending unit is a land unit.
• Units may install the special abilities of Hypnotic Trance (discovered with
Secrets of the Human Brain) and Empath Song (discovered with Centauri
Empathy), which each provide +50% in psi combat.
• A faction’s units gain a +10% psi attack bonus for each positive level of
their Planet rating (see Social Factors, p. 141). Factions with negative Planet
ratings receive an equivalent penalty.
• The Neural Amplifier Secret Project gives its faction a +50% psi defense
bonus. The Dream Twister Secret Project grants a +50% psi attack bonus.

DAMAGE
When a unit takes damage, the colored bar graph located just above and
to the left shows how badly it’s been
hurt. As the bar descends, it also
changes color from green to yellow to
red. When the bar is completely
exhausted, the unit is destroyed.

Damage Bar

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As surface units take damage, their movement rates decline. This reduces the
maximum move of vehicles with a move of more than one, and also makes it
more difficult for vehicles to enter fungus squares.
Units repair damage by remaining undisturbed for a turn. To skip a unit’s turn,
press z. If they move or come under fire, they do not repair that turn.
No unit may repair itself to better than 20% damage (80% normal strength)
using field repairs, unless your faction possesses the Nano Factory Secret
Project. The Sentry command can streamline the field repair process, requiring
much less of your attention (L; see Action Menu, p. 92). In a base, several
facilities can repair an undisturbed unit in one turn:

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• A Command Center repairs land units in one turn
• A Naval Yard repairs naval units in one turn
• An Aerospace Complex repairs air units in one turn
• A Biology Lab repairs native units in one turn
Units repair at least 10% of their damage each turn, modified as follows:
• +10% in friendly territory
• +10% if air unit at airbase
• +10% if land unit in bunker
• +10% if in a base
• x2 rate if a land unit is on board a Transport with a Repair Bay
• +100% if the controlling faction owns the Nano Factory Secret Project.

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BASES AND FACILITIES
Numerous base facilities affect combat, either directly or indirectly.
All units inside a base get a +25% bonus to their defense, and units in bases
do not take collateral damage (see Damage, p. 103). You can designate a unit
to act as the primary defender (using cD, or the Designate Defender command in the Action menu), or the game automatically defends with the
strongest defensive unit in the base.
When the last base defender is eliminated in combat, the base population goes
down. This population loss can be avoided by building a Perimeter Defense
facility in the base.
Building a Perimeter Defense or Tachyon Field doubles the defense strengths
of all the units in the base. Building both of these facilities triples defense
strengths.
Units in a headquarters base automatically gain +1 Morale when defending.

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CONQUEST AND ANNIHILATION
When all the combat units defending a base are destroyed (including naval
units “in port” and air units “on the strip”) the base can be entered by an
attacking unit, causing the base to pass into the control of the attacking faction. (If a wild native life unit is attacking an undefended base, the native life
form devours one citizen from the base, then dissipates.)
If the base population is reduced to zero in combat, the base ceases to exist.
Any Secret Projects within it are lost forever, to all factions. Land units within
the base at the time of its destruction are left intact; sea and air units are
destroyed.
Conquering a base destroys a random number of the base’s facilities.

ATTACKING ENHANCEMENTS
You can destroy enhancements in an undefended square, including roads,
farms and other enhancements, by moving a unit onto that square and executing the Destroy Enhancement command (D).You can destroy only one
enhancement per unit per turn. In squares with multiple enhancements you
are prompted to choose the one to destroy.

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AIR, COASTAL AND ARTILLERY BOMBARDMENTS
You can attack enhancements in undefended squares using artillery, aerial
bombing runs, or coastal bombardment. However, unlike a direct attack, such
actions are not guaranteed to be successful—they have a certain percentage
chance of actually hitting something significant. Air units attack enhancements with a 75% success rate, artillery attacks with a 50% success rate, and
missiles always hit their targets. If you are successful bombarding a square
using artillery, a random enhancement is destroyed. If you attack using aerial
bombardment, you choose the enhancement to destroy.
Artillery and naval bombardment attacks are made using Long Range Fire (see
Action Menu, p. 92). Air attacks are made by moving into the square and
using the D (Destroy Enhancement) command.

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ATROCITIES
Atrocities are crimes against humanity. They always draw a radical response
from the other faction leaders, ranging from trade sanctions to a war of extermination against your faction. But, if a majority of the Planetary Council votes
to repeal the U.N. Charter (see Planetary Council, p. 132), then these actions
no longer count as atrocities.
Atrocities include:
• Planet Buster. Any use of the base-destroying planet buster missile. This
will cause swift and harsh reaction from all factions.
• Nerve Gas. Activating the nerve gas pods special ability in combat.
• Genetic Warfare. Probe teams (see Probe Teams, p. 133) can conduct
genetic warfare against a base’s population.

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• Obliteration. Wiping out one of your own bases is considered an atrocity.
Wiping out a base you just conquered calls for a much more severe penalty than wiping out a base you built yourself.
• Nerve Stapling. This is one of the lesser atrocities, evoking less outrage
from the other factions since it is committed only against your own citizens.
However, if you commit this act against a conquered base, it is treated much
more seriously. You can nerve staple the entire population of a base, a
process that eliminates both drones and talents, making Drone riots (see
Drone Riots, p. 63) impossible for a length of 10 turns.

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SPECIAL CASES
ALIEN ARTIFACTS
Alien artifacts have no defensive capability — except that they cannot be
destroyed in combat. Instead, when an enemy unit attacks a square with an
undefended alien artifact, or the artifact moves adjacent to an enemy, the artifact passes into the possession of the enemy faction. Likewise, when the last
defender of a base falls, any alien artifacts within the base emerge and pass
into the control of the attacking faction.
PROBE TEAM COMBAT
Probe teams cannot attack most units (outside of their probe abilities), but
they can attack other probe teams. Probe team combat, like psi combat, is
influenced by the Morale level of the two combatants (see Psi Combat, p. 102,
and Morale/Lifecycle, p. 87).

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CONTROLLING SOCIETY
There’s far more to building a successful empire than building facilities and
pushing units around. Sid Meier’s Alpha Centauri allows you to manipulate
economic forces, diplomacy, espionage and political ideology to strengthen
your faction’s hold on Planet.

HQ MENU
The options on the HQ menu are your primary tools for both long-range planning and information about your faction’s progress.
SOCIAL ENGINEERING E
This screen is used both for Social Engineering proper (see Society Window,
p. 136), and for energy allocation (see Energy Allocation, p. 117).

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SET RESEARCH PRIORITIES\CHANGE RESEARCH GOAL sR
This option allows you to switch from one research project to another in midstream. This can be useful if, for example, the Gaians begin work on the
Xenoempathy Dome (which you consider crucial to your long-term strategy),
and you still haven’t started research on Centauri Meditation, the prerequisite
technology to building this project.
This functions in two ways, depending on whether the “Blind Research” rule
was selected for your game. (See Game Rules, p. 197.) If “Blind Research” was
selected, then you are prompted to select a new area in which to concentrate
your research (see Technology, p. 119). If “Blind Research” was not selected,
then you may choose a new technology to research.
If you elect to change research goals with “Blind Research” off, you are
prompted to select a new goal. Note that if you switch research projects with
“Blind Research” off, you lose half of the research you put in to the previous
project (see Switching Production, p. 79). This means that it’s better to switch

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projects early in the process, and best not to switch at all, unless you must. If
“Blind Research” has been selected, then no research is lost.
DESIGN WORKSHOP U
This option leads to the Design Workshop. It is fully described under
Designing Units, p. 81.
DATALINKS 1
Datalinks are the essential depository of information about Planet, the factions, technology, facilities and Secret Projects, and the fundamental concepts
behind Sid Meier’s Alpha Centauri.

REPORT READOUTS
The next eight options on the HQ
menu are your report readouts. They
contain an abundance of information
about your current status in the game.

Base Ops
Labs

Alpha Centauri Score
Satellite Screen

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Each of the report screens has a
DATALINKS button to open the
Datalinks, and a CANCEL button to close
Energy Banks
Military Command Nexus
the screen. Also, along the bottom of
Secret Projects
each report screen is a line of icon buttons, each one of which takes you directly to one of the other report screens.
(The button for the current screen is highlighted.)
In the center of each screen (near the game year) is a large colored icon that
represents your faction. Next to it may be a series of smaller, monochrome
icons. These icons represent other factions whose Report Readouts you have
access to. You can gain access to another faction’s report screens either by
placing an infiltrator in the faction (either through probe team action — see
Probe Teams, p. 133 — by becoming Planetary Governor, or by constructing
the Empath Guild Secret Project) or by forming a Pact Brotherhood with a fac-

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tion. L on the faction’s icon to switch to that faction’s report screen, or on
the large colored icon to see your own.
LABORATORIES STATUS 2
This screen displays a great
deal of information about
your current research project.
At the top of the screen is the
name of the technology being
researched, the average time between projects in years, and the estimated time
to complete the current project. Below that is the technology tree (see
Technology, p. 119), focused on the current research goal.

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In the lower center of the screen, above the research screen icons, is the current year, the cost of the current project in technology points (see Technology,
p. 119), the amount of technology points currently amassed towards that project, and the tech points your faction accrues each turn.
The lower left corner of the screen is an MFD (multi-function display). L on
“Technology” for a list of technologies your faction has already acquired. L
on “Bases” for a list of all your bases, each with its technology output each
turn. You can L on a base to open its Base Control Screen.
The lower right corner of the screen is a series of bar graphs, each one displaying how far you’ve progressed along each technology track.
ENERGY BANKS 3
This screen offers a detailed rundown of your faction’s budget.
The Summary window records
total energy reserves, net
income, gross income and
maintenance expenses for the

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entire faction, as well as loan payment income and a breakdown of all active
loans (including loan payments suspended due to vendetta; see Diplomatic
Contact, p. 127).
The Bases window, in the lower left corner of the screen, displays gross
income, expenses and net income (or deficit) for each base. L on a base to see
its facilities, facilities maintenance and total energy.
The Maintenance window lists each type of base facility that your faction has
currently built, showing the total number of such facilities and the total maintenance cost per turn for all facilities of that type. L on a facility to see which
bases possess that facility.
BASE OPERATIONS STATUS 4

Bases Column

Minerals Column

Current Build
Orders Column

Turns to
Completion
Column

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This screen provides a detailed breakdown of how each of your faction’s bases
is currently engaged.
The large upper MFD displays the name, icon and current governor setting for
each of your bases. You can L on a base’s name to select that base, or doubleL to go directly to that base. You can also : a base’s name for a list of command options, including opening the Base Control Screen, centering the Main
Map on the base, changing production, hurrying the current build orders, or
changing the Governor settings. You can also change the Governor settings if
you L on the base icon. (See Bases, p. 58, for more on these options.)
If one base is selected, its location on the world map will be shown (lower
right corner).

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L on Production to see each base’s current build orders, how many minerals have
been accrued towards those orders, total mineral cost of those orders, and estimated number of turns until completion. For more on Build Orders, see p. 67.
Citizens displays the population graph for each base, showing the function
and attitude of each citizen. L on a worker to reassign as a specialist, and :
on a specialist to reassign as a worker (see Citizens, p. 61).
Garrison shows each unit currently stationed in each base. L on a unit for a
menu of options to activate the unit or give it orders.
• Activate
• Edit Unit (appears only when scenario editor is activated, see Appendix 4:
Advanced Customization, p. 206)
• Sentry/Board Transport
• Hold

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• Disband
For more information on these commands, see Action Menu, p. 92.
A smaller MFD is located in the lower left of the screen. This MFD may display
the Governor Readout and the Best Bases Readout, depending on which of the
two buttons you have selected.
The Governor Readout allows you to apply any of the normal governor
options (see Governor, p. 69). You can change the governor options for a specific base (the base highlighted in the upper MFD), or choose SELECT ALL to
simultaneously change every base in your faction. cL on each of several
bases to select multiple bases.
The Best Bases Readout shows your top-performing base in each of several
categories, including mineral, nutrient and energy production, energy reserves,
lab output, Psych output, population and garrisoned units.

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SECRET PROJECT DATA 5
Displays all Secret Projects
currently either completed or
under construction, with their
location and the controlling
faction. Projects in progress
are located above completed
projects, showing every faction working on a given project at the moment. If
the same faction is working on the same Secret Project at two or more bases,
only the base which is furthest along towards completion is displayed. L on a
base to see where it is located on the map (lower right).
ORBITAL AND SPACE STATIONS 6
Displays all known orbital facilities currently in orbit.
You can L Orbital Attack View to engage in satellite
warfare. If you have any orbital defense pods, you may
select an enemy faction in the lower left MFD and
which type of satellite of theirs you want to attack in
the lower right MFD. An ATTACK! button will appear
for you to confirm your attack.

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MILITARY COMMAND NEXUS 7
Displays the name, icon and basic
stats for every unit prototype your
faction has produced or is producing.
The number of units active, in production and lost in combat is given
for each unit prototype. Types of units (land, naval, air and non-combat) are
listed in the lower left window. L on a unit type in this window to see all units
of this type.

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ALPHA CENTAURI SCORE 8
Displays your current score. (See Scoring, p. 145.)

COMMUNICATIONS AND PROTOCOL =
Displays the Commlink menu (see Commlink, p. 23), which allows you to contact other factions.
HALL OF FAME
This is a list of the best scoring games, by faction.
Corner Global Energy Market

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This option only appears after you’ve discovered Sentient Econometrics. By
selecting this option, you may try to control Planet by cornering the global
energy market (See Winning the Game, p. 143).
Review Scenario Objectives
This option only appears if you are playing a scenario, and contains information about your objectives and score status.

ECONOMICS
Cash flow has been a headache of civilized society since the Sumerians decided that building a city might be a neat idea. This will not change in the future.
The productivity of your faction depends largely on the output of the individual bases (see Base Management: The Essentials, p. 58), but there are also
fundamental policy decisions that can affect how efficiently your faction
exploits the resources it gathers.

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ENERGY ALLOCATION
Total Economy
Collected Each Turn
Number of Turns
between Research
Breakthroughs
“Lock” Icon
Each of your bases requires a certain amount of energy to maintain. It is up
to you, however, to decide how to best allocate your energy surplus. There are
three priorities among which you must divide your energy resources: Labs,
Psych and Economy.
Adjusting Energy Allocation. You allocate your energy using the three sliding
bars on the bottom of the Social Engineering Screen (see HQ Menu, p. 110).
You can increase or decrease any of the bars in increments of 10% (of your
total energy budget) if you L on the arrow icons: left to decrease, right to
increase. When you get one of the values to where you want it, you can L on
the lock icon to lock it down, and thereafter all exchanges are between the
other two values. (Otherwise the game decides how to add or subtract energy
when you alter the levels.)

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At the start of the game your energy allocation is set to 50% Labs, 50%
Economy and 0% Psych.
• Labs. Lab investments go directly to research. The more you invest, the
faster you discover new technologies, facilities and Secret Projects.
• Psych. This investment is spent on recreation, culture and basic luxuries.
The more you invest in Psych, the more workers become talents, offsetting
the malcontent drones in your bases (see Citizens, p. 61).
• Economy. Energy reserved for Economy goes to support your existing base
facilities, with any excess stored in your energy reserve. The more you invest
in Economy, the more wealth you have available for emergencies.

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Making radical adjustments in your allocation levels creates inefficiency. This
loss to inefficiency is displayed on the Social Engineering Screen (a high
Efficiency rating — see Social Factors, p. 141 — can diminish such losses). In
general, the greater the difference between your Labs and Economy settings,
the more inefficiency occurs.

INEFFICIENCY
As your faction expands to new bases, the bureaucracy required to administer
it grows more unwieldy. The net result of this inevitable process is inefficiency
— a certain amount of resources that a base collects are never available for
actual use. The efficiency of any given base is directly related to both its size
and its distance from your faction HQ. Larger, more remote bases are most
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The primary way to combat inefficiency is through Social Engineering (see
Society Window, p. 136), but inefficiency can also be curtailed via certain
facilities, such as the Children’s Creche. Relocating your headquarters to a central location can also help control inefficiency.
You create a different kind of inefficiency when you adjust your energy allocations in extreme ways (see Energy Allocation, p. 117). This inefficiency reflects
the principle of diminishing returns—past a certain point, the more effort you
put towards a particular priority, the less the effect of the increased effort.

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TECHNOLOGY
The success of your faction on Planet is judged, to a great extent, on your
ability to acquire new technology.
Scientific breakthroughs are a large part of technology advances, but they’re
not the whole story. For example, any primitive tribesman of old Earth could
hollow out a tree and make a canoe, but your faction can’t build sea-going
units until it acquires Doctrine: Flexibility. This isn’t because water works differently on Planet, it’s because it takes a great deal of work, planning and
inspiration to set up a self-sustaining shipbuilding industry of the sort required
to produce high-tech, ocean-going vessels on command.
Many of these technologies combine a new scientific discovery with a new way
of looking at the world. The result is usually quite useful.

RESEARCH
Your faction can research only one technology at a time. When you acquire a
new tech, you begin research on your next discovery. Most technologies can
only be researched after certain other technologies—its “prerequisites”—have
already been discovered, so as you advance technologically, your options grow
and change. Your research efforts can be augmented by allocating more energy to Labs, building base laboratory facilities, and creating scientifically oriented specialists in your bases (see Appendix 2: Technology Tree, p. 185, for
a list of all technologies).

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BLIND RESEARCH
Normally (unless you disable the option during game setup) your research is
“blind.” You do not select a specific research goal. Instead, you are asked to
choose a research priority, and your goal is randomly selected according to that
preference. You can select multiple priorities, which increases the number of
technologies available under your preferences.
If you disable blind research, you select specific technologies to work towards.

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However, the list of available technologies at any given time is random, and
does not necessarily include every technology for which you have completed
the prerequisites.

THE TECH TREE
Technology advances are like building a house—you have to start at the bottom
and work up. Technologies are not discovered in a vacuum; each new discovery
depends on everything that’s gone before it. In Sid Meier’s Alpha Centauri, the
underlying structure that determines the order of breakthroughs is called the Tech
Tree. When you first land on Planet there are a few initial technologies towards
which you may begin to direct your research. From this foundation you begin to
build the technological superstructure of human civilization on Planet.

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The entire tech tree is displayed on the poster included with this game. You
can also view the tech tree in the game itself, using the Datalinks or the 2
hotkey. In the Datalinks, techs with white lettering are those you’ve already
discovered, techs with dark lettering remain to be discovered.
Prerequisites. With the exception of the first seven technologies, each new
technology requires that at least one and usually two other technologies be
acquired before it can even be researched. These precursor technologies are the
prerequisites of the new technology (which in turn is a prerequisite for one or
more technologies to come). Knowing the prerequisites for an important technology is an essential part of formulating an effective research strategy. For
example, if you want to be the first faction to learn Secrets of the Human
Brain (and obtain the bonus technology that distinction brings you), you must
know that you have to discover Social Psych and Biogenetics first.
Prerequisites for a given technology can be found in the Datalinks of the
game, and are shown on the Tech Tree poster.
Tracks and Levels. The technology tree is divided into four technology tracks.
These divisions have no direct game effect, but they do make it easier to keep
track of your progress up the tech tree. The four tracks are:
• Explore. Discoveries that make it easier to unravel the secrets of Planet.

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• Discover. Theoretical breakthroughs in the realm of “pure science.”
• Build. New technologies that enhance the infrastructure of your faction and
its bases.
• Conquer. Military advances.
The levels simply record how far along the track a given technology lies. For
example, Monopole Magnets, the discovery that makes the mag tube enhancement possible, is Build 6, expressed as B6. When trading techs with other factions, you can compare these numbers, to get an idea of which faction is getting the better deal.

ACQUIRING TECHNOLOGY
Your scientists in their research labs drive your technology acquisition. But
there are several other ways to pick up tech, and it’s in your best interest to
exploit as many of them as possible.
Research. As long as you have any energy allocated to Labs, your faction conducts research.

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Unity Pods. Some of the pods left by the Unity contain downloads from the
Datalinks of old Earth which, when combined with your own discoveries, can
provide the key to unlock a new technology instantaneously.
Alien Artifacts. These esoteric devices can be taken to a base and linked with
that base’s network node (if it has one). Such a linkage inevitably provides an
instant tech advance. Normally, the network node for any given base can only
be linked to a single artifact (the Universal Translator Secret Project is the only
exception to this rule—you may link any number of artifacts to it).
Diplomacy. One of the most common forms of diplomacy, particularly early in
the game, is for the leader of another faction to offer to trade a technology you
need for a technology he or she needs. Sometimes he or she also offers to trade
technology for a copy of a world map, or even for energy credits. Sometimes,
the other faction just demands that you fork a tech over unilaterally. You can
initiate similar requests to the other leaders (see Diplomatic Contact, p. 127).

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Probe Teams. Probe teams can steal technology from other factions (see Probe
Teams p. 133).
“Secrets” Technologies. The three “secrets” technologies (Secrets of the
Human Brain, Secrets of Alpha Centauri, Secrets of Creation) each provide an
extra instant tech advance to the first faction to discover them.
Secret Projects. The Universal Translator gives the faction that builds it two
instant tech advances immediately after it’s built. The Planetary Datalinks give
you instant access to any technology that is already known to any three other
factions. The Network Backbone and Supercollider can greatly enhance your
tech output.
Conquest. In some games (depending on what rules options you selected; see
Game Rules, p. 195) conquering an enemy base allows you to select any one
of that faction’s technologies that you do not already possess.

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THE USES OF TECHNOLOGY
The biggest reason to research new technology is that it lets you build new
things—units, facilities and Secret Projects. That’s not all it does, however.
Technology can also:
Increase your production. Certain discoveries lift caps on the maximum
amount of a given resource you can take from a given square. Other discoveries increase your ability to take resources from fungus squares. See Fungus
Production, p. 43.
Expand your infrastructure. Some later discoveries can make certain key base
facilities part of your infrastructure—they are added to every new base that’s
built, at the time of establishment (bases that were built before the discovery
have to build the facility normally). See Facilities, p. 64.
Grant access to specialists, enhancements and social options. New technologies can give you access to new specialists (making current technologies
obsolete), new terraforming enhancements, and new social options (see
Society Window, p. 136).

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DIPLOMACY
The least predictable part of your own faction’s survival on Planet is dealing
with the other six factions. Each of the other faction leaders is a distinct personality, with his or her own goals, motivations and temperament. You have
to know when to get tough and when to ease off, when giving a little yields
long-term rewards and when it just makes you seem weak.

FACTIONS
Each faction behaves in a manner consistent with its individual nature.
The philosophies of the factions mentioned below are explained beginning on p. 11.
Distinguishing data for the factions is given in several categories:
• Faction Characteristics are adjustments to social factors that are intrinsic
to that faction.
• Aggression indicates how eager the faction is for a fight. There are three
levels: Aggressive, Erratic, Pacifist.

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• Priorities represent what’s most important to the faction. There are four
possible priorities:
Explore (The faction seeks to occupy as much territory as possible)
Discover (The faction seeks to discover new technologies)
Build (The faction seeks to build up its bases as much as possible)
Conquer (The faction seeks to maximize military strength)
• Starting Tech is any technologies that the faction automatically possesses
at the start of the game.
• Agendas are Social Engineering choices that the faction always makes,
when available.
• Aversions are Social Engineering choices that the faction never makes.

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BELIEVERS
Faction Characteristics
+25% Bonus when attacking enemies, from the strength of convictions.
+1 Probe (devout believers difficult to brainwash)
-2 Research (suspicious of secular science)
-1 Planet (believe Planet is their promised land)
Accumulates no research points until MY 2110.
May not use Knowledge value in Social Engineering.
Aggression

Aggressive

Priorities

Explore, Conquer

Starting Tech

Social Psych

Agenda

Fundamentalist (Politics)

Aversion

Knowledge (Values)

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GAIANS
Faction Characteristics
+1 Planet (environmental safeguards; can capture mind worms)
+2 Efficiency (experience with life systems & recycling)
-1 Morale (pacifist tendencies)
-1 Police (freedom-loving)
+1 Nutrients in fungus squares
May not use Free Market economics.
Aggression

Pacifist

Priorities

Explore

Starting Tech

Centauri Ecology

Agenda

Green (Economics)

Aversion

Free Market (Economics)

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HIVE
Faction Characteristics
+1 Growth (rapid population growth)
+1 Industry (brutal serfdom)
-2 Economy (little political freedom)
Underground bunkers (free Perimeter Defense at each base)
May not use Democratic politics.
Aggression

Aggressive

Priorities

Conquer, Build

Starting Tech

Doctrine: Loyalty

Agenda

Police State (Politics)

Aversion

Democracy (Politics)

MORGAN INDUSTRIES

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Faction Characteristics
+1 Economy (industrial conglomerate)
-1 Support (followers have expensive tastes)
Commerce (bonus increases value of treaties, pacts, loans)
Begins with 100 extra energy credits.
Need Hab Complex for bases to exceed size 4 (creature comforts at a
premium).
May not use Planned Economics.
Aggression

Pacifist

Priorities

Build

Starting Tech

Industrial Economics

Agenda

Free Market (Economics)

Aversion

Planned (Economics)

PEACEKEEPERS

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Faction Characteristics
-1 Efficiency (U.N.-style bureaucracy)
Extra talent for every four citizens (attracts intellectual elite)
May exceed Hab Complex population requirements by 2.
Receives double votes in elections for Planetary Governor and Supreme
Leader.
May not use Police State Politics.
Aggression

Erratic

Priorities

Explore, Discover

Starting Tech

Biogenetics

Agenda

Democracy (Politics)

Aversion

Police State (Politics)

SPARTANS

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Faction Characteristics
+2 Morale (well armed survivalist movement)
+1 Police (highly disciplined followers)
-1 Industry (extravagant weapons are costly)
Prototype units do not cost extra minerals.
May not use Wealth value in Social Engineering.
Aggression

Erratic

Priorities

Discover, Conquer

Starting Tech

Doctrine: Mobility

Agenda

Power (Values)

Aversion

Wealth (Values)

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UNIVERSITY
Faction Characteristics
+2 Research (brilliant research)
-2 Probe (academic networks vulnerable to infiltration)
Free network node at every base
One bonus tech at beginning of game
Extra drone for every four citizens (lack of ethics)
May not use Fundamentalist Politics.
Aggression

Erratic

Priorities

Discover

Starting Tech

Information Networks, +1 bonus tech

Agenda

Knowledge (Values)

Aversion

Fundamentalist (Politics)

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DIPLOMATIC CONTACT
Before you can contact any of the other faction leaders, you must first have
their commlink frequencies. This is usually gained by coming into direct contact with one of that faction’s units, but can also be gained from a third faction, or sometimes even found in a Unity pod. The Empath Guild Secret
Project also grants you the comm frequency of every faction leader.
When one of your units or bases comes into contact with the unit or base
of another faction for the first time, you usually open communications with
the faction’s leader. If you talk to another leader once, you exchange comm
frequencies. Once frequencies are exchanged, the other leader might contact
you, or you can contact him or her using your Commlink menu (see
Commlink, p. 23). When another leader calls, you don’t have to answer, and
likewise he/she might sometimes ignore your communications (particularly
in hostile situations). Once communications are underway, there are many
options.

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Sometimes communications are terse—a curt demand that a unit be removed
from faction territory, or a to-the-point death threat—but many are quite
involved conversations. At any point during communication you can consult
the Datalinks for information about the faction, technology they may be
requesting, or military units.
When you are in communication with another faction leader, he or she might
start off by offering you an alliance against a common enemy, or offering to
improve your diplomatic relations status (see Diplomatic Relations, facing
page). They’ll often offer to trade technology or world maps, and they’ll frequently demand tribute of tech or energy (sometimes expressed as a “fine” for
some unspecified infraction of their faction legalities). They’ll often tell you
about their latest military innovation, to let you know they’re ready for trouble. They might even offer to end a vendetta between your factions. Once
these preliminaries are over, it’s your turn. Your options are:

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OFFER A PROPOSAL
Proposals that may be offered include:
• A gift, or “token of your esteem,” consisting of technology (one or all of
your available technologies), energy credits, or even one of your bases. This
makes a leader more friendly towards you, and if the gift is truly significant,
she might forgive your past transgressions.
• Upgrading diplomatic relations (truce to treaty, or treaty to pact brotherhood).
If your first proposal is accepted, you can try to upgrade again immediately.
• A request for technology, either as extortion or in trade.
• A request for energy credits, as extortion, in trade, or as a loan.
• A joint attack against a common enemy.
EXCHANGE BATTLE PLANS
You and the other faction leader discuss your immediate plans for battle, in
order to coordinate your efforts. The other leader presents you with a list of
targets, and you may select the target that you wish the other leader to attack.

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CALL OFF VENDETTA
You request the other faction leader call off his or her vendetta against a
third faction.
REQUEST VOTE
You request that the other faction leader support you in an upcoming council session. Often such support comes at a steep price.
TERRITORY VIOLATION
You demand that the other leader immediately remove all his or her units from
your territory.

DIPLOMATIC RELATIONS
Your relations with any other faction at any given moment depend on a number of factors, including your social choices, your proximity to their territory,
your military power, and of course your reputation and behavior during prior
diplomatic communications. When a faction leader is in communication, you
are given a one-word summary of that faction’s attitude towards you and of
their reported military preparedness.
Mood

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Might

(best to worst)

(strongest to weakest)

Magnanimous (Submissive*)

Unsurpassed

Solicitous

Potent

Cooperative

Formidable

Noncommittal

Sufficient

Ambivalent

Wanting

Obstinate

Anemic

Quarrelsome

Feeble

Belligerent
Seething

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*This is a special case of Magnanimous, encountered when the faction is hopelessly overmatched.
Mood is based on several factors, including how honest you’ve been with that
faction in the past, whether you’ve ever committed an atrocity against the faction, and how powerful you are in relation to that faction—faction leaders get
touchy and defensive when someone else is far stronger than they are. Small
factions often ally together to oppose very strong factions, even if the stronger
faction has behaved honorably.
Once you are in communication with a faction, your relationship settles into
one of four categories:
VENDETTA
A state of war exists. Each faction is under no obligation whatsoever to respect
the other’s territory, and you can attack one another’s units and bases with
impunity. Any loan payments are suspended.

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TRUCE
A state of “watchful peace.” While the truce is in effect, the other faction may
not honorably attack your units, but may move his units into your territory
(you may attempt to threaten or cajole him into withdrawing). Loan payments
are made on schedule.
TREATY
A state of peace and cooperation. Both factions are expected to keep military
units out of the other’s territory (or at least remove them promptly when
asked). The bases of two factions with a treaty conduct commerce with one
another (see Commerce, facing page).
PACT OF BROTHERHOOD
A full diplomatic alliance. Both sides share their world maps, can access the
other’s report readouts (see HQ Menu, p. 110), and may move freely through
one another’s territory (zones of control do not apply between pact brothers).

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Units from one faction may even visit the other’s bases for repairs and leave
units in the same square. Income from commerce is increased. If one pact
brother declares vendetta against a third faction, the pact partner is expected
to do the same.

COMMERCE
If you have a treaty or pact with another faction, the two factions’ bases automatically conduct trade with one another. The amount of commerce income
depends on your respective social choices and the size of the bases involved.
Pact Brotherhood results in more profitable commerce than a simple treaty—
commerce rates are doubled.
The largest bases in the two factions trade with one another, as do the two
next largest, and so on until one side or the other runs out of bases.

TERRITORY
Any squares which are nearer to one of your bases than to any other faction’s
base are considered your territory. Territory cannot extend more than seven
squares out from a land base, or three squares out from sea bases, and must
be on the same continent (or sea) as the base claiming it. Building a base close
to another faction’s territory may cause boundaries to be re-drawn. It is entirely possible for bases from rival factions to be so close that the territorial
boundary runs through both bases’ production radii.

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INTEGRITY
As you interact with the other factions, you inevitably gain a reputation. This
is based less on your belligerence than upon your honesty. You can attack literally everyone you see, but if you don’t break any treaties or commit any
atrocities while doing so your honor remains unbesmirched.
The levels of integrity are:
Noble

Scrupulous

Ruthless

Faithful

Dependable

Treacherous

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You can wreck your good name by breaking treaties and committing atrocities. If your integrity is towards the “treacherous” end of the scale, other factions are less likely to make deals with you, and more likely to break any
treaties that do exist.

PLANETARY COUNCIL
The final tool of diplomacy on Planet is the Planetary Council. You can convene
this body at any time, once you have the comm frequencies of all the factions.
No leader can call the council more than once every 20 years (except the planetary governor, who can call the council every ten years), and at each meeting
it can consider only one proposal. (Electing a leader does not count against
this limit, however.) No single proposal can be considered more than once
every 20 years.

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The first order of business for the council is probably electing a Planetary
Governor. This post mostly consists of chairing council meetings, but the
Governor does gain an increase to trade and better intelligence against the
other factions. The most direct power of the Planetary Governor is the power
of veto over any council actions—the governor’s veto can only be overridden
if all of the other leaders unite against it. In the vote for Planetary Governor,
it is entirely acceptable to cast your vote for yourself. When an election is
called, you see whom each faction is publicly supporting for the election, but
this may not be who they actually vote for.
In votes for Planetary Governor (and later, in votes for Supreme Leader), each
faction is given a variable number of votes in council depending on its population. The voice of a larger, richer faction counts for far more than the voice
of the small and weak. Only the leaders with the two largest vote totals are
eligible to stand for Planetary Governor or Supreme Leader.
Other council actions are decided by simple majority vote (subject to veto by the
Planetary Governor). Matters that may be brought before the council include:

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• Salvage Unity Fusion Core. The rare elements from the Unity’s core provide 500 energy credits to each faction.
• Global Trade Pact. Increases income from inter-faction commerce.
• Launch Solar Shade. Causes temperatures to drop world wide, making sea
levels go down.
• Melt Polar Caps. Causes global warming, making sea levels go up.
• Repeal UN Charter. All atrocity prohibitions are removed.
• Reinstate UN Charter. If the council chooses to repeal the charter, it can
later vote to reinstate it.
Not all of these options are necessarily available at any given council meeting.
Many of the more radical terraforming operations have prerequisite technologies that must be discovered before they can be proposed.
In your regular communications with other council members you may request
that they vote your way in council. You can even offer them “special considerations” (bribes) in exchange for their votes.

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PROBE TEAMS
Somewhere between war and diplomacy is the realm of the spy. Probe Teams
combine espionage and electronic warfare, plus a fair dose of terrorism in their
capabilities. An effectively coordinated program of Probe Team operations can,
all by itself, give your faction a decisive advantage in the ongoing contest for
supremacy.
Probe teams cannot attack other units directly, but they can battle one another to the death. Probe Team combat is based on the morale of the combatants. Probe Teams can attack other teams even in squares containing other
units. Since Probe Teams have no “official” existence, destroying another faction’s Probe Teams does not violate a treaty or pact.

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PROBE TEAM ACTIONS
Probe Teams are covert ops agents. They infiltrate the bases and territory of
other factions and conduct espionage and sabotage.
Some Probe Team actions require an investment of energy. How much depends
on the severity of the action and the enemy’s strength. Most major Probe Team
actions are legitimate grounds for Vendetta and, in the event you are caught, may
cause your reputation among the other factions to suffer (See Integrity, p. 131.)
When you initiate any Probe Team action, you are shown your chance of success, expressed as a pair of percentages (the higher your Probe Team’s morale,
the better the odds). The first percentage shown is the team’s chance of completing the operation, the second is its chance of escaping alive. When a Probe
Team enters a base or any square containing an enemy unit, it may attempt
the following actions:

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INFILTRATE DATALINKS
The probe team hacks into the faction’s Datalinks. This greatly increases your
intelligence data about that faction, including access to their report readouts,
and even individual base readouts.
STEAL TECHNOLOGY
Just what it says. You grab the other faction’s research technology. You may
try for a specific technology, or grab one at random. Attempts to steal specific technology are much more difficult.
SABOTAGE BASE
You can either destroy an existing facility, wreck Planet Buster silos, or wipe out
all minerals accrued towards that base’s current build orders. You may target a
specific facility, or destroy something at random. Attempts to sabotage a specific facility are much more difficult. You cannot sabotage faction HQ or Secret
Projects. Perimeter Defenses and Tachyon Fields are extremely hard to target.

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MIND CONTROL
Mind control is an attempt to subvert a base or unit of a rival faction and
bring it under your control.
The attractive aspect to unit mind control is that it’s one of the few probe activities that don’t need to be carried out from inside an enemy base—your Probe
Team can lurk in the wilderness or near your territorial borders and swoop
down to grab any unit that gets too close. Only single units may be targeted
by Probe Teams. Multiple units in a square are invulnerable to mind control.
The Total Thought Control option is a variant of mind control that takes control of a base or unit, without causing any damage to your reputation with the
other factions. It costs the same as normal mind control, but has a lower
chance of success.
The cost of a mind control operation against a base depends on a number of
factors, including the base’s size, the enemy’s energy reserves, facilities and
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A Probe Team cannot take control of a base containing a faction’s headquarters.
INCREASE DRONE ACTIVITY
This operation changes one Worker or Talent in the enemy base into a Drone.
This is a useful preliminary operation to a mind control attempt, since a base
embroiled in drone riots is significantly easier and less expensive to mind control.
DRAIN ENERGY RESERVES
This ambitious operation attempts to divert a portion of the faction’s energy
reserves to your accounts. The more reserves the faction has, the more you
stand to gain.
GENETIC WARFARE
This is considered a severe atrocity. A successful genetic warfare operation
decreases the population of the base by a full 50%, instantaneously. Units
inside the base also lose strength to the virus.

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DEFENDING VS. PROBE TEAMS
Other than physically hunting them down and destroying them, your best
defense against enemy Probe Teams is to boost your Probe rating through
Social Engineering (see Society Window, below). Investing energy towards
Psych also tends to deter Probe activities (see Energy Allocation, p. 117).
An excellent deterrent to enemy Probe Team activity is simply to station one of your
own Probe Teams in strategically important bases. An enemy Probe Team must
engage and destroy your team before it can undertake any further operations.
The Hunter-Seeker Algorithm Secret Project makes your entire faction immune
to probe activity.

SOCIAL ENGINEERING
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Your faction has a purpose, a reason for existing, and that purpose is more
than just dominating all the other factions. Social engineering is the way you
put your social and political philosophy into action. Every Social Engineering
choice you make carries both benefits and liabilities for your faction. It is your
job to see that the benefits support your long-term strategy, and the liabilities
do not significantly detract from it.
Social engineering represents the fundamental defining characteristics of your
faction’s society. The choices you make in regard to these fundamentals literally affect every aspect of your faction. Use E or select Social Engineering
from your HQ menu to access the Social Engineering Readout.

SOCIETY WINDOW
The Society Window is the upper portion of your Social Engineering Readout
(the bottom portion, dealing with Energy Allocation, is described under
Energy Allocation, p. 117). This is where you actually pick the underpinnings
of your society. It consists of four lines, each representing a fundamental decision, and four choices for each line. You may make one choice from each line.
These choices determine your society’s base rating in each of the social factor

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Green icons indicate aspects improved by a choice
Red icons are aspects that worsen
Political
Choices
Economic
Choices
Value
Choices
Society
Types

5
How your society
choices affect
different aspects
of your faction
Society effects
resulting from your
faction characteristics
Explanation of the
effects of your
society choices

Energy Allocation
categories (see below). At the start of the game only the default values
(Frontier, Simple, Survival, None) are available, and you have no choices to
make. As your technology progresses, your options expand and you must
choose how to continue.
Each choice’s effects on your social factors are displayed in the form of icons.
Green icons are positive modifiers, red icons are negative modifiers.

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There are several sub-windows on the Society Window. The one in the upper
right displays the meaning of each category icon, and your current rating in
each category. Also, if you L on any one category, your social choices arrange
themselves so that that category is optimized—“maxed out.” If you do this,
make sure you look carefully at the other ratings, to make sure you haven’t
created a dangerous deficit in some other category.
The window in the lower left simply provides a detailed breakdown of each
choice, as you pass your cursor over that category. This window may be used
by players who cannot read the color coding in the main window.
The window on the right is a detailed breakdown of the effects of your current choices in every category.

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In the middle is a display showing your current energy reserves, the time
between new technologies, and the upheaval cost, if any (see Upheaval Costs,
below), to switch to the new choices you have tentatively selected.
You can always hit RESET to restore your choices to the way they were at the
start of the turn.
Upheaval Costs. When you try to make a radical shift in political philosophy,
there’s going to be some social upheaval. To get your faction “over the hump”
to the new order, you may be required to pay some energy credits. This is
called an “upheaval cost.” You can eliminate or mitigate it by slowing down
your rate of change, making the move to the final new order gradually over a
number of turns.
POLITICS
How your faction reaches policy decisions.

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• Frontier. The default. Frontier politics represent the informal governing
arrangements made in early colonies, before populations reach levels requiring more advanced forms of government. No positives or negatives.
• Police State. Police states use oppression to keep their citizens in line, and allow
their leaders great power over military decisions. However, oppression of this sort
also decreases economic efficiency. +2 Support, +2 Police, -2 Efficiency
• Democratic. Democracies allow citizens to participate in government, and
forego oppression and the stability it confers in favor of growth and efficiency. However, citizens remain suspicious of large military deployments,
and civilian oversight creates large military bureaucracies, so military support costs increase. +2 Efficiency, +2 Growth, -2 Support
• Fundamentalist. Fundamentalist politics unite a society behind a strong,
dogmatic religion. Evangelizing the populace can create loyal, even fanatical military forces, and tends to immunize citizens against (other forms of)
brainwashing. However, technological research tends to suffer under the
continual assaults on intellectual integrity associated with such regimes.
+2 Probe, +1 Morale, -2 Research

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ECONOMICS
How your faction administers its resources.
• Simple. The default. Simple economics describes the informal, ad hoc economy that develops in the early years after planetfall, before more organized
economic systems can be put in place. No positives or negatives.
• Free Market. Free market economics turns market forces loose in your society. Unfettered market economics can produce great wealth quickly, but in
the context of Planet’s fragile emerging economies can also lead to
extremes of pollution and ecological damage. Also, citizens rendered suddenly poor by the actions of unscrupulous moguls may revolt against their
energy-fattened masters. +2 Economy, -3 Planet, -5 Police
• Planned. A semi-market economy kept in check by fierce governmental regulation, planned economics promotes stable industrial and population
growth, but sacrifices efficiency. +2 Growth, +1 Industry, -2 Efficiency
• Green. Green economics strive to integrate human progress with the needs
of the biosphere. Green economies use resources efficiently and tend to
avoid the excesses of industrial development which could provoke Planet’s
native life, but population growth necessarily suffers due to lack of space.
+2 Efficiency, +2 Planet, -2 Growth

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VALUES
The goals your society thinks are most important.
• Survival. Simple survival is, of course, the all-encompassing first priority of
early human space colonies. No positives or negatives.
• Power. Leaders seeking power build strong, well paid military forces to
enforce their will. However, economic and industrial infrastructure may suffer from bloated “defense” budgets. +2 Support, +2 Morale, -2 Industry
• Knowledge. Leaders seeking knowledge and intellectual enlightenment
pour resources into research and education. They also tend to promote the

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free exchange of information, which increases efficiency but also carries
greater security risks. +2 Research, +1 Efficiency, -2 Probe
• Wealth. Leaders seeking wealth concentrate on building economic and
industrial infrastructure rapidly. They achieve rapid growth and development, with possible side effects being decadence and moral decay.
+1 Economy, +1 Industry, -2 Morale
FUTURE SOCIETY
Powerful doctrines of social development arising from advanced theories of
Social Engineering.
• None. The default. Your society has not yet evolved to a far future society.
No positives or negatives.

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• Cybernetic. In the far future, citizens may turn many of the tasks of governing society over to artificially intelligent computers, increasing efficiency
and freeing humans for more creative tasks. But will workers displaced by
computers sink into despair, poverty, and possible unrest? +2 Efficiency, +2
Planet, +2 Research, -3 Police
• Eudaimonic. Perhaps the most pleasant to contemplate living in, this far
future society takes its name from an ancient Greek word for fulfillment and
happiness. Eudaimonic society encourages each citizen to achieve happiness
through striving to fulfill completely his or her potential. Population, economy and industry all experience healthy growth. Violence fades as society
grows more tolerant and just, and even when this society’s hand is forced it
often shoots to subdue rather than to destroy. +2 Economy, +2 Growth,
+2 Industry, -2 Morale
• Thought Control. The ultimate in “Big Brother” methods, thought control
effuses subtle neurochemical triggers into the atmosphere to render its population obedient, loyal and resistant to outside ideas. However, significant
resources are required to maintain this level of control. +2 Morale, +2
Police, +2 Probe, -3 Support

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SOCIAL FACTORS
Your faction possesses a numerical ranking (negative, positive or zero) in each
of the following categories. Positive ratings represent assets of your society,
negative ratings are liabilities. The specific results of each ranking in each factor are found in the table in Appendix 2: Social Factors, p. 158.
Although they’re most directly determined by your social choices (see Society
Window, p. 136), these ratings are also directly affected by your original faction philosophy, and several Secret Projects. Several base facilities can change
the ratings for that base only. Children’s Creche, for example, increases the
Growth rating for each base that builds one.
ECONOMY
Increases or decreases energy production by squares and by base; also
increases or decreases commerce income (see Commerce, p. 131).

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EFFICIENCY
Increases or decreases loss due to inefficiency or modification of
energy allocation (see Energy Allocation, p. 117).
SUPPORT
Increases or decreases the cost to support units outside of your base.
High ratings can give you a number of units that can be supported
“for free” (see Home Base, Support and Pacifism, p. 89).
MORALE
Increases or decreases the morale of your units. Negative values can
actually decrease the combat readiness of units (see Morale/Lifecycle,
p. 87).

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POLICE
Determines the number of units that can act as police (see Drone Riots, p. 63)
in your bases. Factions with a Police rating of ñ3 or less are considered Pacifist, and produce more drones when units are stationed outside the base (see Home Base, Support and Pacifism, p. 89).
GROWTH
Speeds or slows your population growth rate (see Nutrient Tanks,
p. 68).
PLANET
Negative scores increase ecological damage. Positive scores decrease damage,
enhance your ability to move through fungus, and give you the power
to tame indigenous life-forms (see Fauna, p. 40). Your Planet rating
also affects your units’ skill at Psi combat (see Psi Combat, p. 102).

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PROBE
Can increase probe team morale. Increases or decreases your faction’s
susceptibility to probe actions (see Probe Teams, p. 133).
INDUSTRY
Increases or decreases the mineral costs of base projects (see Build
Orders, p. 67).
RESEARCH
Speeds or slows your acquisition of new technology (see Technology,
p. 119).

CONTROLLING

SOCIETY

C H A P T E R

5

RESIGNING
You may retire as faction leader at any time by selecting “Resign” from the
Game menu. This ends the game and computes your Sid Meier’s Alpha
Centauri score.
You must also resign if you reach the mandatory retirement year for your game
or scenario. In standard games, the mandatory retirement year is M.Y. 2500 for
Citizen, Specialist and Talent difficulty levels, and M.Y. 2400 for Librarian,
Thinker and Transcend levels.
You will be warned 20 years before you reach mandatory retirement.

WINNING THE GAME
There are four ways to win Sid Meier’s Alpha Centauri—conquest, diplomatic, economic or transcendence—depending on how you set your options in the
setup screens.

143

If you are playing a scenario, it may have specific and unique victory conditions different from those listed.

CONQUEST
You may win the game by conquest if you eliminate all remaining factions.
Factions that surrender and “swear a pact to serve you” count as eliminated
for this purpose. If Cooperative Victory is enabled, you need not eliminate any
faction with whom you have signed a Pact of Brotherhood, though no more
than three non-surrendered factions may ‘win together’ in this manner.

DIPLOMATIC
You may win the game diplomatically by convincing enough faction leaders to
unite behind you as Supreme Leader of Planet. A 3/4 vote of the Planetary
Council is required to secure such election. Only the leader of one of the two
factions with the highest vote totals may stand for election as Supreme Leader.

CONTROLLING

SOCIETY

C H A P T E R

5

When a Supreme Leader is elected, a faction leader may choose to defy the will
of the Council and refuse to submit. In this case, the Supreme Leader must,
with the help of loyal factions, conquer all defiant factions to achieve a
Conquest victory. Because of the military power usually required to secure election as Supreme Leader, defying the will of the Council is generally fairly suicidal. Other factions will therefore usually take this course only if you have committed atrocities against them or have grossly and repeatedly betrayed them.
You must have the Mind\Machine Interface technology before you can try for
a Diplomatic Victory.

ECONOMIC
You may win an Economic Victory by cornering the Global Energy Market. You
must have discovered Planetary Economics in order to pursue such a plan.

144

Cornering the Global Energy Market requires a sum of energy credits roughly equal
to the cost to “mind control” every remaining base on Planet. When you are ready
to make such an attempt, select Corner Global Energy Market from the HQ menu.
When a faction attempts to corner the Global Energy Market, all other factions are given an allotted period of time in which they can capture or destroy
the cornering faction’s headquarters and thereby foil the plan.

TRANSCENDENCE
The highest form of victory is the Ascent to Transcendence, the next step in
the evolution of humanity. In order to ascend, you must complete an extraordinary Secret Project—the Ascent to Transcendence—which can be started only
after at least one faction has completed the Voice of Planet Secret Project.

CONTROLLING

SOCIETY

C H A P T E R

5

SCORING
Whether you resign or win outright, each game is given a numerical score. You
can check your current score at any time with 8, or the Alpha Centauri
Score option on the HQ Menu (see, p. 110).
Your Alpha Centauri Score is computed as follows:
• 1 point for each citizen of each base.
• If you have won a Diplomatic or Economic victory, score 1 point for each
citizen of a Pact Brother’s base.
• 1/2 point for each citizen of any other faction’s base.
• 1/2 point for each citizen of a surrendered base.
• 1 point for each unit of commerce your bases are receiving.
• 1 point for each technology discovered.
• 10 points for each tech advance after Transcendent Thought.

145

• 25 points for each Secret Project.
• A Victory bonus if you have won the game (see Winning the Game, p. 143):
For winning by Conquest, you are awarded 1000 points minus 2 for every
game turn elapsed. If Cooperative Victory is enabled, all Pact Brothers and
Sisters participate in the win, and points are split between all winning factions based on relative population. A maximum of three Pact Brothers and
Sisters may join in a win by conquest, not including those factions that have
surrendered along the way.
If you win a Diplomatic Victory, you are awarded 1200 points minus 2 for
every game turn elapsed. If Cooperative Victory is enabled and your Pact
Brother or Sister is elected Supreme Leader, you are awarded half this total.
For Economic Victory, you are awarded 1200 points minus 2 for every game
turn elapsed. If Cooperative Victory is enabled, Pact Brothers and Sisters of
the winning faction receive half the bonus points.

CONTROLLING

SOCIETY

C H A P T E R

5

Players who Ascend to Transcendence are awarded 1600 points minus 2 for
every game turn elapsed. If Cooperative Victory is enabled, all Pact Brothers
and Sisters participate in the win, and points are split between all winning
factions based on relative population.
In any cooperative victory, the overall winner receives 1/2 the points of every
allied faction’s population score.

146

CONTROLLING

SOCIETY

APPENDIX 1

NOTES

AND

TIPS

A P P E N D I X

1

NOTES AND TIPS
GENERAL TIPS
• Pick your faction wisely. The bonuses and penalties intrinsic to each faction
may seem minor, but they exert a constant influence on the faction’s development throughout the entire game. Therefore, you want to select a faction where the abilities are an asset to your personal style and long-term
strategy, rather than a detriment.
• Don’t be afraid to use the governors and automate units. This can make
gameplay flow much more smoothly, without reducing your actual control
over your units and bases in any significant fashion.

148

• Watch how you place your bases. Try to use all the resources from as many
squares as possible. Don’t place bases directly within one another’s production radius, but it’s okay to let the radii overlap a bit. Try not to let any
potentially productive squares go to waste.
• Build several colony pods early in the game, to give your faction some territory as quickly as possible. From a strategic perspective, it’s never a good
idea to have all your eggs in one basket. Plus, more bases gives you bigger
energy reserves, faster tech research, and increased capacity to produce
Secret Projects and offensive units.
• When you start a base, build a defensive unit right away (more than one, at
higher levels of play). Also build at least one former per base.
• Make sure to build several bases on the coast. This allows your faction to
produce sea-based units.
• Never forget that units can hide in fungus.
• Explore as much as you can early on, while rival factions are small and relatively friendly and mind worms are young and wimpy.

NOTES

AND

TIPS

A P P E N D I X

1

• Don’t mess with your economy settings until drones actually start to
become a problem in your bases (and even then, see if you can take care of
the problem with social choices or simple facilities first).
• A good basic strategy for building base facilities is simply to build the cheapest ones first. However, you might want to concentrate on network node (particularly if you have an artifact, or expect to build the Virtual World Secret
Project) and hab complex (if your population is growing quickly). Do not build
pressure domes or punishment spheres unless you know exactly what they’re
for and are certain they’re what you want (see Appendix 2: Facilities, p.
163)—these facilities are useful only in specialized circumstances, and the
punishment sphere can actually hold you back in specific ways.
• The more Secret Projects you can hog for yourself, the better. Even the ones
you don’t plan to use are useful, because you’re keeping them away from
some other faction.
• The earliest Secret Projects are among the most useful, particularly the
Human Genome Project and the Virtual World, both of which can give your
faction a power edge in stability.
• Plant forests to make arid squares productive. Plant some early to give them
time to grow.
• If a rival wants to trade technology, trade technology. Every tech advance
helps your faction, and an even trade is a good deal—it puts you that much
ahead of the other factions not involved in the trade.
• If your faction achieves clear dominance over the other factions, call an
election and make yourself Planetary Governor. It’s worth it for the trade
windfall alone.
• Secrets of the Human Brain can give you an important tech edge in the
early part of the game. Unfortunately (for the other factions), the
University and the Peacekeepers are about the only factions with a realistic shot at it. All other factions require some major luck to get this tech
first (though it can happen).

NOTES

AND

TIPS

149

A P P E N D I X

1

150

NOTES

AND

TIPS

APPENDIX 2

T A B L E S

152

T A B L E S
10
4

Doctrine: Air Power
Centauri Ecology

Airbase

Sensor Array

Ecological Engineering

12

6

5

Adv. Military Algorithms

Bunker

Plant Fungus (Sea Fungus) Ecological Engineering (Doctrine: Flexibility)

Variable

Monopole Magnets

Mag Tube

6

Variable

Centauri Ecology

Road

Remove Fungus (Sea Fungus)Centauri Ecology (Doctrine: Flexibility)

4

Centauri Ecology

Forest

Condenser

M

F

F

Keystroke

N

cF

F

O

s.

K

R

R

sF

Centauri Ecology (Doctrine: Flexibility) 6 (4)

8

Centauri Ecology (Doctrine: Flexibility)

Mine (Mining Platform)

Solar Collector (Tidal Harness)
S

8

4

Adv. Ecological Engineering

Centauri Ecology (Doctrine: Flexibility)

Farm (Kelp Farm)

Turns to Build

Soil Enricher

Prerequisite Technology

Name (Sea Name)

TERRAFORMING ENHANCEMENTS

TABLES
A P P E N D I X
2

Ecological Engineering
Ecological Engineering
Environmental Economics
Environmental Economics
Centauri Ecology

Thermal Borehole

Aquifer

Terraform UP

Terraform DOWN

Terraform LEVEL

T A B L E S

Ocean

Elevation

Rocky

Rolling

Flat

1

0

2

Rainy

(1)

1

Rockiness

0

Moist

Nutrients

Arid

Raininess

Underlying Terrain

0

1

1

0

Minerals

RESOURCE PRODUCTION TABLES

Ecological Engineering

Echelon Mirror
sB
Q
]
[
s-

24
18
12
12
8

0

1-4 (2)

Energy

sE

12

A P P E N D I X
2

153

154
2

Fungus (4)

T A B L E S

Mining Platform

Road

Mine

-1

(7)

+1 or 2

(8)

+1 or 2 (10)

+1 (9)

+2

+1 (5)

Condenser

.

Tidal Harness

+1

Soil Enricher

+1 (6)

+2

Kelp Farm

+1

0-2

6

2

0

2

Energy

Echelon Mirror

+1

Farm

River

Modifiers

6

0
0-2

Thermal Borehole
0-2

2

2

Monolith

1

Forest (3)

Minerals
1

Nutrients

Base
2
Note: bases get resource bonuses as well

Underlying Terrain

(The production of the following squares is fixed, regardless of underlying terrain.)

Fixed Squares

A P P E N D I X
2

+1

+2

Minerals

T A B L E S

Your ability to extract resources from fungus improves as you acquire new technologies. See Fungus, p. XX.

Also raises the raininess by one increment in a two-square radius.

Also provides +1 energy to every adjacent square with a solar collector.

A mine will not reduce nutrient production to zero.

+1 in rolling terrain, +2 in rocky terrain, +3 in rocky with road.

Roads provide +1 minerals in rocky squares with a mine (total bonus from road and mine: +3). Roads do
not provide a bonus to mines in rolling terrain.

4

5

6

7

8

9

11 Recycling tanks only affect the central base square.

10 Bonus is +1 until the discovery of Advanced Ecological Engineering, +2 thereafter.

Harvesting a forest square (i.e., building any enhancement other than a road in that square) yields a onetime bonus of 5 minerals. Tree Farm and Hybrid Forest facilities each increase nutrient production in forest squares within that base’s production radius.

3

+1

+2

Energy

In order to harvest energy based on a square’s elevation, the square must have a solar collector. Squares
with solar collectors yield 1 energy for each thousand meters above sea level, starting at 1 for squares 0
to 1,000 meters above sea level, up to 4 for squares over 3,000 meters above sea level.

Rocky terrain negates all nutrient production from raininess.

+1

+2

Nutrients

2

1

Recycling Tanks (11)

Energy Bonus

Mineral Bonus

Nutrient Bonus

Underlying Terrain

A P P E N D I X
2

155

156
3 movement points to enter (however, these squares can always be entered by
any unit having at least one full movement point remaining).
Trying to enter a land fungus square (successfully or not) always ends your
unit’s movement, unless the unit is a mind worm boil, or your faction possesses the Xenoempathy Dome Secret Project.

Sea fungus square

Land fungus square

1/3 movement point.
no movement point cost to follow a magtube.
1/3 movement point.
Terrain has no effect on the movement of air units.

Road square

Magtube square

River movement

Air units.

These penalties have no effect if moving across the square on a road or mag tube.

2 movement points to enter (however, these squares can always be entered by
any unit having at least one full movement point remaining).

Rocky or Forest square

TERRAIN EFFECTS ON MOVEMENT

A P P E N D I X

T A B L E S

2

+50% defensive bonus.
+50% defensive bonus, unless it is being attacked by a
native life-form (either human-spawned or “wild”) in
which case the unit gets no defensive bonus (see next
entry).
+50% combat bonus

Any unit in xenofungus.

Any native life-form in xenofungus.

+25% attack bonus.

Mobile units in smooth or rolling terrain.

Any unit in rocky terrain.

+25% attack bonus per level of altitude (see Artillery
Combat, p. 100).

Artillery.

Xenofungus provides concealment (see Flora, p. 39).

TERRAIN EFFECTS ON COMBAT

A P P E N D I X

T A B L E S

2

157

-2 energy each base

-1 energy each base

-1 energy at HQ base

Standard energy rates

+1 energy each base

+1 energy each square

+1 energy each square; +1 commerce

+1 energy/sq; +2 energy/base; +2 commerce

+1 energy/sq; +4 energy/base; +3 commerce

-3

-2

-1

0

1

2

3

4

5

ECONOMY

SOCIAL FACTORS

4

3

2

1

0

-1

-2

-3

ECONOMIC PARALYSIS

PARADIGM ECONOMY

Exemplary efficiency

Commendable efficiency

Reasonable efficiency

High inefficiency

Gross inefficiency

Appalling inefficiency

Murderous inefficiency

-4

EFFICIENCY

A P P E N D I X

T A B L E S

2

158

Support 1 unit free per base; no free minerals for new base.

Support 1 unit free per base

Support 2 units free per base

Support 3 units free per base

Support 4 units free per base

Support 4 units OR up to base size for free

-1

0

1

2

3

Each unit costs 1 to support; no free minerals for new base.

-2

-3

-4
Each unit costs 2 to support;
no free minerals for new base.

SUPPORT

-1 Morale; + modifiers halved
-1 Morale
Normal Morale
+1 Morale
+1 Morale (+2 on defense)
+2 Morale (+3 on defense)
+3 Morale

-2
-1
0
1
2
3
4

Morale;

-2 Morale; + modifiers halved

-3

-3

-4
halved

MORALE
+

modifiers

A P P E N D I X

T A B L E S

2

159

Extra drone if more than one military unit
away from base

Cannot use military units as police. No
nerve stapling.

One police unit allowed. No nerve stapling.

Can use one military unit as police

Can use up to 2 military units as police

Can use up to 3 military units as police

3 units as police. Police effect doubled

-2

-1

0

1

2

3

Extra drone for each military unit away from
base

-3

-4

-5
Two extra drones for each
military unit away from base

POLICE

Normal growth rate
+10% growth rate
+20% growth rate
+30% growth rate
+40% growth rate
+50% growth rate
POPULATION BOOM

1
2
3
4
5
6

-10% growth rate

-1
0

-20% growth rate

ZERO

-2

-3
GROWTH

GROWTH
POPULATION

A P P E N D I X

T A B L E S

2

160

Increased ecological disruption; -1 fungus
production

Normal ecological tension

Ecological safeguards; mind worm capture
25%

Ecological harmony; mind worm capture
50%

Ecological wisdom; mind worm capture
75%

0

1

2

3

Rampant ecological disruption; -2 fungus
production

-1

-2

-3
Wanton ecological disruption; -3 fungus production

PLANET

-25% cost of enemy probe team actions;
enemy success rate increased
Normal security measures
+1 probe team morale; +50% cost of enemy
probe team actions
+2 probe team morale; doubles cost of
enemy probe team actions
+3 probe team morale; bases and units cannot be subverted

-1
0
1
2
3

-2
-50% cost of enemy probe
team actions; enemy success rate increased

PROBE TEAMS

A P P E N D I X

T A B L E S

2

161

Mineral costs increased by 20%

Mineral costs increased by 10%

Normal production rate

Mineral costs decreased by 10%

Mineral costs decreased by 20%

Mineral costs decreased by 30%

Mineral costs decreased by 40%

Mineral costs decreased by 50%

-1

0

1

2

3

4

5

Mineral costs increased by

-2

-3
30%

INDUSTRY

Labs research speeded by 40%
Labs research speeded by 50%

5

Labs research speeded by 30%

Labs research speeded by 20%

Labs research speeded by 10%

Normal research rate

Labs research slowed by 10%

Labs research slowed by 20%

Labs research slowed by 30%

Labs research slowed by 40%

Labs research slowed by 50%

4

3

2

1

0

-1

-2

-3

-4

-5

RESEARCH

A P P E N D I X

162

T A B L E S

2

Maint
2
2
1
2
1
Var.
1
3
2
2
4
0
3

Cost
80
100
60
100
50
40
80
120
100
80
160
50
60

Facility

Aerospace Complex

Bioenhancement Center

Biology Lab

Centauri Preserve

Children’s Creche

Command Center

Energy Bank

Fusion Lab

Genejack Factory

Hab Complex

Habitation Dome

Headquarters

Hologram Theatre

FACILITIES
+2 Morale: Air; Air Def +100%
+2 Morale: ALL
Research and Psi
Ecology Bonus
Growth/Effic/Morale
+2 Morale:Land
Economy Bonus; free with
Quantum Mach.
Econ and Labs Bonus

Doctrine: Air Power
Neural Grafting
Centauri Empathy
Centauri Meditation
Ethical Calculus
Doctrine: Mobility
Industrial Economics
Fusion Power

T A B L E S
Efficiency

Psych and Fewer Drones

Planetary Networks

Increase Population Limit

Super Tensile Solids
None

Increase Population Limit

Industrial Automation

Retroviral Engineering Minerals; More Drones

Effect

Prerequisite Tech

A P P E N D I X
2

163

1
0
0
4
0
0
2
2
5

80
120
120
120
50
80
100
100
200

Orbital Defense Pod

Orbital Power Transmitter

Paradise Garden

Perimeter Defense

Pressure Dome

Psi Gate

Punishment Sphere

Quantum Converter

2

80

Naval Yard

Network Node

6

320

Nanoreplicator

0

4

240

Nanohospital

120

4

240

Hybrid Forest

Nessus Mining Station

Maint

Cost

+1 Energy ALL BASES

Missile Defense

T A B L E S
Quantum Machinery

Adv. Military
Algorithms

Matter Transmission

Doctrine: Flexibility

Doctrine: Loyalty

Drones/-50%
Minerals Bonus

No

Teleport

Submersion/Resources

Defense +100%

Tech

Labs Bonus; free with Self-Aware
Mach.

+1 Minerals ALL BASES

+2 Morale:Sea Sea Def +100%

Minerals Bonus

Labs and Psych Bonus

Econ/Psych/Forest

Effect

Sentient Econometrics +2 Talents

Advanced Spaceflight

Self-Aware Machines

Information Networks

Self-Aware Machines

Doctrine: Initiative

Matter Editation

Homo Superior

Planetary Economics

Prerequisite Tech

164

Facility

A P P E N D I X
2

1
0
0
2
3
3

60
120
0
120
200
120

Skunkworks

Sky Hydroponics Lab

Tachyon Field

Temple of Planet

Tree Farm

Stockpile Energy

4

200

Robotic Assembly Plant

0

40

Recycling Tanks
3

1

40

Recreation Commons

120

4

240

Quantum Lab

Research Hospital

Maint

Cost

Facility
Econ and Labs Bonus
Fewer Drones; free with Sent.
Econometrics
Bonus Resources; free with Adv.
Ecol. Engin.
Labs and Psych Bonus

Quantum Power
Social Psych
Biogenetics
Gene Splicing

Minerals to Energy
All Defense +100%
Ecology Bonus
Econ/Psych/Forest

Probability Mechanics
Secrets
of Alpha Centauri
Environmental
Economics

+1 Nutrient ALL BASES

None

Orbital Spaceflight

Adv. Subatomic Theory Prototypes Free

Industrial Nanorobotics Minerals Bonus

Effect

Prerequisite Tech

A P P E N D I X

T A B L E S

2

165

A P P E N D I X

2

Aerospace Complex. Repairs damaged air units quickly. Air units built here
receive two morale upgrades. Base must have an Aerospace complex before it
can produce space-based facilities
Bioenhancement Center. All military units built here receive two morale
upgrades. Any alien life-forms you breed at this base gain a +1 lifecycle bonus.
Biology Lab. +2 research per turn. Any alien life-forms you breed at this base
gain a +1 lifecycle bonus.
Centauri Preserve. Reduces effect of industry on Planet’s ecology. Any alien
life-forms you breed at this base gain a +1 lifecycle bonus.
Children’s Creche. Base receives +2 on growth scale and +2 on efficiency scale. All
negative morale effects are cancelled for units in base square; instead such units
receive a +1 morale modifier. Reduces base’s vulnerability to enemy mind control.

166

Command Center. Repairs damaged ground units quickly. Ground units built
here receive two morale upgrades.
Energy Grid. Increases energy reserves at base by 50%.
Fusion Lab. Increases energy reserves at base by 50% and research at base by 50%.
Genejack Factory. Increases minerals output at base by 50%, but also increases the number of drones at base by one and increases vulnerability to enemy
mind control. Cumulative with all other facilities of this type.
Hab Complex. Allows population of base to grow beyond size 7.
Habitation Dome. Allows population of base to grow beyond size 14. Base
must already have Hab Complex.
Headquarters. Administrative center of your colony. +1 energy. No inefficiency. Enemy probe teams may not attempt mind control here.
Hologram Theatre. Reduces number of drones by two, and increases psych
output of base by 50%.

T A B L E S

A P P E N D I X

2

Hybrid Forest. Increases nutrient and energy output of forest squares.
Increases psych at base by 50% and energy reserves at base by 50%, and, combined with Tree Farm, eliminates the ecological damage caused by terraforming. Cumulative with Tree Farm.
Nanohospital. Increases psych at base by 25% and research at base by 50% and
reduces number of drones by one. Reduces population loss caused by genetic
warfare and other disease outbreaks. Cumulative with Research Hospital.
Nanoreplicator. Increases minerals output at base by 50%. Cumulative with all
other facilities of this type.
Naval Base. Repairs damaged naval units quickly. Naval units built here receive
two morale upgrades.
Nessus Mining Station. Each Nessus Mining Station increases the minerals
output of every base by +1. Can only be produced by bases with Aerospace
Complexes. Minerals bonus is halved for bases without Aerospace Complexes,
and cannot in any event exceed the size of the base.
Network Node. Increases research at base by 50%. Base can study alien artifacts.
Orbital Defense Pod. Each undeployed Orbital Defense Pod has a 50% chance
to prevent a Planet Buster attack against any of your bases. Defense pods may
only deploy once per turn; when no undeployed pods remain, a Planet Buster
can only be stopped by sacrificing one of the already-deployed pods.
Orbital Power Transmitter. Each Orbital Power Transmitter increases the energy output of every base by +1. Can only be produced by bases with Aerospace
Complexes. Energy bonus is halved for bases without Aerospace Complexes,
and cannot in any event exceed the size of the base.
Paradise Dome. Two extra talents at this base.
Perimeter Defense. Increases defense multiplier of base by one. This effectively doubles defense strength (or triples it when combined with a Tachyon Field).

T A B L E S

167

A P P E N D I X

2

Pressure Dome. Allows base to survive submersion. Also counts as Recycling
Tanks for this base.
Psi Gate. Units can teleport between bases containing Psi Gates.
Punishment Sphere. Eliminates both drones and talents at this base, and
decreases vulnerability to enemy mind control, but reduces labs output by 1/2.
Quantum Converter. Increases minerals output at base by 50%. Cumulative
with all other facilities of this type.
Quantum Lab. Increases energy reserves at base by 50% and labs at base by
50%. Cumulative with Fusion Lab.
Recreation Dome. Reduces number of drones in colony by two.
Recycling Tanks. Increases nutrient, minerals and energy output of base square.

168

Research Hospital. Increases psych at base by 25% and research at base by
50% and reduces number of drones by one. Reduces population loss caused
by genetic warfare and other disease outbreaks.
Robotic Assembly Plant. Increases minerals output at base by 50%.
Cumulative with all other facilities of this type.
Skunkworks. Eliminates additional cost to prototype new units at this base.
Sky Hydroponics. Each Sky Hydroponics Lab increases the nutrient output of
every base by +1. Can only be produced by bases with Aerospace Complexes.
Nutrient increase is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base.
Stockpile Energy. All minerals produced at base are immediately converted to
energy reserves (each 2 minerals makes 1 energy).
Tachyon Field. Increases defense multiplier of base by one. This is cumulative
with Perimeter Defense, for a net tripling of defense strength at base.

T A B L E S

A P P E N D I X

2

Temple of Planet. Reduces effect of industry on Planet’s ecology. Any alien
life-forms you breed at this base gain a +1 lifecycle bonus. Cumulative with
Centauri Preserve.
Tree Farm. Increases psych output at base by 50% and energy reserves at base
by 50%. Increases nutrient output in forest squares. Halves the ecological
damage caused by terraforming (farms, mines, roads, etc.).

169

T A B L E S

Intellectual Integrity
Matter Editation
Biomachinery
Doctrine: Loyalty
Mind/Machine Interface
The Will to Power
Centauri Empathy
Biogenetics
Pre-Sentient Algorithms
Advanced Spaceflight
Bio-Engineering
Doctrine: Initiative
Industrial Base

500
500
200
400
400
200
200
300
400
300
300
200

Cloning Vats

Command Nexus

Cyborg Factory

Dream Twister

Empath Guild

Human Genome Project

Hunter-Seeker Algorithm

Living Refinery

Longevity Vaccine

Maritime Control Center

Merchant Exchange

Matter Transmission

600

Bulk Matter Transmitter
300

Planetary Economics

300

Ascetic Virtues

Clinical Immortality

Threshold of Transcendence

2000

Ascent to Transcendence

Citizens’ Defense Force

Prerequisite Technology

Cost

170

Secret Project

SECRET PROJECTS

T A B L E S

+1 Energy Each Square Here

Naval Movement +2; Naval Bases

Fewer Drones or More Profits

+2 Support (social)

Immunity to Probe Teams

+1 Talent Each Base

Commlink For Every Faction

Psi Attack +50%

Bioenh. Center Every Base

Command Center Each Base

Population Boom At All Bases

Extra Talent Every Base

Perimeter Defense Each Base

+2 Minerals Every Base

Pop. Limit Relaxed; +1 Police

End of Human Era

Effect

A P P E N D I X
2

Effect
Repair Units; Low Upgrade Costs
+1 Lab Per Commerce/Net Node
Psi Defense +50%
Ecology Bonus; Lifecycle Bonus
Any Tech Known To 3 Others
New Bases Begin At Size 3
Maintenance Halved; Extra Police
Quantum Converter Every Base
Energy +100%/Orbital Cost Halved
Labs +100% At This Base
No More Drone Riots; +2 Probe
Labs +100% At This Base
Two Free Techs
Network Nodes Help Drones
Begins Ascent To Transcendence
Terraform Rate +50%
Fungus Movement Bonus

Prerequisite Technology
Industrial Nanorobotics
Digital Sentience
Neural Grafting
Centauri Genetics
Cyberethics
Industrial Automation
Self-Aware Machines
Controlled Singularity
Super Tensile Solids
Applied Relativity
Eudaimonia
Unified Field Theory
Homo Superior
Planetary Networks
Threshold of Transcendence
Centauri Ecology
Centauri Meditation

Cost
400
400
300
400
300
300
500
600
500
300
600
400
400
300
600
200
300

Secret Project

Nano Factory

Network Backbone

Neural Amplifier

Pholus Mutagen

Planetary Datalinks

Planetary Transit System

Self-Aware Colony

Singularity Inductor

Space Elevator

Supercollider

Telepathic Matrix

Theory of Everything

Universal Translator

Virtual World

Voice of Planet

Weather Paradigm

Xenoempathy Dome

A P P E N D I X

T A B L E S

2

171

A P P E N D I X

2

Ascent to Transcendence. Completes the Transcendence sequence and ends the
Human Era. The Ascent cannot be started until the Voice of Planet is operational.
Ascetic Virtues. Increases the population limit of your bases by two, and increases your society’s tolerance for use of police and military units (+1 Police).
Bulk Matter Transmitter. +2 minerals at every base.
Citizens’ Defense Force. Counts as a Perimeter Defense at every base.
Clinical Immortality. One extra talent at every base. Doubles your votes in
elections for Planetary Governor and Supreme Leader.
Cloning Vats. All of your bases enter a permanent state of Population Boom
and will grow every turn provided nutrient output is sufficient and hab facilities are adequate. The negative effects of the power and thought control
social engineering choices are eliminated.
Command Nexus. Counts as a Command Center at every one of your bases.

172

Cyborg Factory. Counts as a Bioenhancement Center at every base.
Dream Twister. +50% to Psi Attack.
Empath Guild. Allows you to contact any leader, and gives you an infiltrator
in every faction. You get +50% votes in elections for Planetary Governor and
Supreme Leader.
Human Genome Project. One extra talent at every base.
Hunter-Seeker Algorithm. Renders your units and bases completely immune
to probe team infiltration of any kind.
Living Refinery. Decreases minerals required to support military units: +2
Support on Social Engineering table.
Longevity Vaccine. Two less drones at every base if your society’s economics
are planned. One less drone at every base if economics are simple or green.
Energy reserves increased by 50% at this base for free market economies.

T A B L E S

A P P E N D I X

2

Maritime Control Center. Increases the movement rate of all naval units by
two, and counts as a Naval Yard at every one of your bases.
Merchant Exchange. +1 energy in every square at this base.
Nano Factory. Units can be repaired quickly and completely even when not in
base squares. The cost to upgrade units is reduced by 50%.
Network Backbone. +1 research at this base for every point of Commerce this
base receives, and +1 research for every Network Node in existence on Alpha
Centauri, regardless of the player owning the Network Node. Eliminates the
negative effects of Cybernetic Society.
Neural Amplifier. +50% to Psi Defense.
Pholus Mutagen. Reduces effect of industry on Planet’s ecology at all of your
bases. Additionally, the fungus confers on all of your units the same combat
benefits normally reserved for alien life-forms. Any alien life-forms you breed
gain a +1 lifecycle bonus.
Planetary Datalinks. You automatically discover any technology discovered by
any three other factions.
Planetary Transit System. Any new bases you found begin at population level
3. One less drone at all bases of population level 3 and under.
Self-Aware Colony. Energy maintenance cost for facilities is halved at all of
your bases. If use of police is allowed under the current social model, all of
your bases are considered to have an extra police unit.
Singularity Inductor. Counts as a Quantum Converter at every base, and
reduces the ecological effects of mineral production.
Space Elevator. Doubles energy reserves production at this base, and doubles
mineral production rate at all of your bases when producing orbital facilities.
Your units equipped with drop pods may now make orbital insertions anywhere
on the Planet. All Aerospace Complex restrictions on orbital facilities are waived.
Supercollider. Research output at this base is doubled.

T A B L E S

173

A P P E N D I X

2

Telepathic Matrix. Drones never riot at your bases. All of your probe teams
receive a +2 morale modifier.
Theory of Everything. Research output doubled at this base.
Universal Translator. Two free tech advances on completion. Any number of
alien artifacts can be cashed at this base.
Virtual World. In addition to their normal effect, Network Nodes count as
Hologram Theatres at each of your bases: reduce number of drones by two and
increase psych output of base by 50%.
Voice of Planet. Begins the Ascent to Transcendence sequence. Any faction
can now begin the Ascent to Transcendence. Any alien life-forms you breed
gain a +1 lifecycle bonus.

174

Weather Paradigm. Increases terraforming speed by 50% for all tasks except
for Remove Fungus. Your formers may build Condensors and Boreholes, and
may raise/lower terrain, even if you have not yet discovered the appropriate
technologies.
Xenoempathy Dome. All xenofungus squares are treated as roads, and the rate
at which your formers remove and/or plant fungus is doubled. Any alien lifeforms you breed gain a +1 lifecycle bonus.

T A B L E S

Domain
Land
Land
Land
Sea
Sea
Air
Air
Air
Air

Speed/Cost
1
2
3
4
6
8
8
8
12

Names

Infantry

Speeder

Hovertank

Foil

Cruiser

Needlejet

Chopper

Gravship

Missile

Preq. Technology required.

T A B L E S
1

0

1

2

Range
None

Doctrine: Mobility
Nanominiaturization
Doctrine: Flexibility
Doctrine: Initiative
Doctrine: Air Power
Mind/Machine Interface
Graviton Theory
Orbital Spaceflight

1
1
2
4
1
1
1
0

Prerequisite Technology

1

Cargo

Cargo. Base number of units that can be transported (multiply by reactor rating).

Range in turns from base (air units only).

Domain. Where the unit operates.

Speed/Cost. Number of moves per turn, and cost for the base unit.

UNITS

A P P E N D I X
2

175

Fixed-wing aircraft
Rotary
Graviton booster
Assisted airflow

766 km\hr
523 km\hr
1021 km\hr
232.5 km\hr

‘Chopper

Gravship

Missile

Airfoil

62 km\hr

Foil

Needlejet

Aircushion

227 km\hr

Hovertank

Naval keel

Wheeled

102km\hr

Speeder

115 km\hr

Manual/tracked

8km\hr

Infantry

Cruiser

Modality

Speed

+25% when attacking in open

+25% when attacking in open

+25% when attacking a base

Modifiers

15.5x.5x.5m

22x8x6m

15.5x6x4m

18.6x12.5x4.4m

200x50.5x20m

Destroyed on impact

Range unaffected by fuel

None

None

None

162x24.25x17.5m None

6.9x3x3m

7.7x3.6x2.9m

n.a.

Dimensions

176

Chassis

A P P E N D I X

T A B L E S

2

T A B L E S
Energy
Projectile
Energy
Missile
Energy
Projectile
Energy
Projectile

10
12
12
13
16
20
24
Special

Fusion Laser

Conventional Payload

Tachyon Bolt

Plasma Shard

Quantum Laser

Graviton Gun

Singularity Laser

Psi Attack

Missile

Projectile

8

Chaos Gun

-1

Missile

6

Missile Launcher

Planet Buster

Energy

Projectile

4

Particle Impactor
5

Projectile

2

Laser

Gatling Laser

Projectile

Mode

1

Attack Rating/Cost

Hand Weapons

Weapon

ARMAMENT

Centauri Psi

Orbital Spaceflight

Controlled Singularity

Applied Gravitonics

Quantum Machinery

Advanced Spaceflight

Unified Field Theory

Orbital Spaceflight

Organic Super Lubricant

Superstring Theory

Synthetic Fossil Fuels

Superconductor

Nonlinear Mathematics

Applied Physics

None

Prerequisite Technology

A P P E N D I X
2

177

2100 fps
2500 fps
Var; max
4000 fps
3000 fps
9800 fps
Mach 2.2

Ammo
7.62mm UN standard
10mm caseless
Kinetic Energy
15 mm Mass-energy
shell
9mm caseless
Field Disruptor
2mm 3-stage
particle-accelerated
Mk. 12(t)
“Sabre” missile

Hand Weapons

Particle Impactor

Plasma Shard

Chaos Gun

Graviton Gun

Missile Launcher

Muzzle Vel.

178

Weapon

PROJECTILE WEAPONS

6\min

2000\min

10\min

160\min

1100\min

120\min (max.)

Rate of Fire

90 km

1.4 km

11 km

16 km

2700 m

550 m

Max Range

IR signature

Nanoremote

Field
Differential

Charged
particle

Optical

Visual

Target Acq.

A P P E N D I X

T A B L E S

2

680 nm

1 usec

Active
liquid coolant
Crystal diffusion n.a.

Molecular
hydrogen
Temporal field
distortion

Tachyon Bolt

Quantum Laser

T A B L E S

Active kill radius: 2000 km

Designation: Mk. 714 Plasma bomb
Target acquistion: Charged particle

Relative

Planet Buster
Explosive force: 296 gt TNT

n.a.
(approach inf.)

Type: Compelled dissociative
Target acquisition: Psi lock

.001 nm

n.a.

.07 sec

.14 sec

.52 sec

.76 sec

Burn Rate
(1’ steel)

Active Medium: Patterned energy
Peak power: Inverse to distance

Singularity
boundary

Var.

5 gw

2.4 gw

.96 gw

.84 gw

Peak
Power

Psi Attack
Range: Line of sight

OTHER

Singularity Laser Temporal
induction

Relative

573 nm

Neodymium-YAG Actively cooled 15 nsec
stacked array

Fusion Laser

.005 nm

107 nm

Neodymium-glass Conductively 2 nsec
cooled stacked array

Gatling Laser

193 nm

5 nsec

Fiber-coupled

Diode

Laser

Wavelength

Type

Active Medium

Weapon

Pulse
Duration

ENERGY WEAPONS

A P P E N D I X
2

179

n.a.

36

Alien Artifact

Defends Against
Projectile
Projectile
Both
Energy
Energy
Both

Defensive Strength
1
2
3
4
5
6

Defense

No Armor

Synthmetal Armor

Plasma Steel Armor

Silksteel Armor

Photon Wall

Probability Sheath

DEFENSES

Planetary Networks

4

Probe Team

T A B L E S

Probability Mechanics

Photon/Wave Mechanics

Silksteel Alloys

High Energy Chemistry

Industrial Base

None

Prerequisite Technology

Doctrine: Flexibility

4

Troop Transport
Industrial Automation

Centauri Ecology

6

Terraforming Unit

8

None

10

Colony Module

Supply Transport

Prerequisite Technology

Cost

180

Package

NONCOMBAT PACKAGES

A P P E N D I X
2

Both
Both
Both

10
12
-1(1)

Antimatter Plate

Stasis Generator

Psi Defense

Thickness
250mm
520mm
520mm
2m
n.a.
755mm
Var.
n.a.
n.a.

Density
2.3 kg\l
2.5 kg\l
2.5 kg\l
n.a.
n.a.
4kg\l
-4 kg\l
n.a.
n.a.

Type
Chobham (modified)
Mass-energy composite
Bonded
Refractive field
Phase adjustment
Kinetic diffusion
Reactive
Temporal field distortion
Pattern refraction

Synthmetal Armor

Plasma Steel Armor

Silksteel Armor

Photon Wall

Probability Sheath

Neutronium Armor

Antimatter Plate

Stasis Generator

Psi Defense

Eudaimonia

T A B L E S

(resistance is
proportional to distance)

n.a.

560x base

198x base

97x base

46x base

23x base

5x base

Base

Tensile Strength

Temporal Mechanics

Matter Editation

Matter Compression

Defense

1 Psi Defense Cost is 6.

Energy

8

Neutronium Armor

A P P E N D I X
2

181

30

3

Quantum Chamber

29,000 kw
63,000 kw
142,000 kw
Var

32,700 kw
68,000 kw
148,000 kw
>4 mill. kw

Fission Plant

Fusion Reactor

Quantum Chamber

Singularity Engine

T A B L E S
Var

97%

93%

89%

Effic.

n.a.

21 r

67 r

52 r

Discharge

• Higher value reactors make complex units cheaper to build

• Move bonus to air units with antigrav struts special ability (+2 x value)

Vizorium-5

Deuterium-tritium mix

Ionized deuterium

Plutonium

Fuel Source

Singularity Mechanics

Quantum Power

Fusion Power

None

Prerequisite

• Carrying capacity of sea units (foil 2 units x value / cruiser 4 units x value)

• Radius of Planet Buster destruction (1 x value square radius)

• Unit hit points (10 x Reactor Value)

REACTOR DETERMINES

Throughput

Rating

Reactor

40

20

2

Fusion Reactor

4

10

1

Fission Plant

Singularity Engine

Hit Points

Value/Power

182

Reactor

REACTORS

A P P E N D I X
2

T A B L E S

Clear fungus at double speed

1

Synthetic Fossil Fuels

Fungicide Tanks

Fungicidal

+50% attack vs. Psi

2

Centauri Empathy

Empath Song

Empath

Makes air drops

2

Mind/Machine Interface

Drop Pods

Drop

Sees 2 spaces

Adv. Military Algorithms

0

Deep Radar

Operates underwater

Nanometallurgy

1

Sub

Deep Pressure Hull

+50% vs. fast units

Adv. Subatomic Theory

-1

ECM

Comm Jammer

Invisible; Ignores ZOCs

Frictionless Surfaces

1

Cloaked

Cloaking Device

Requires no support

Bio-Engineering

2

Clean

Clean Reactor

Mobile Airbase

Nanometallurgy

1

Carrier

Carrier Deck

Bypass base defenses

Matter Transmission

1

+1 movement rate
(or +Reactor*2 for Air)

Graviton Theory

Blink

Attacks from ship

Doctrine: Initiative

Blink Displacer

1

Amphibious

Amphibious Pods

Attacks air units

Doctrine: Air Power

1

1

SAM

Air Superiority

x2 vs. air attacks

Adv. Military Algorithms

Grav

1

AAA

AAA Tracking

Desc

Prereq.

Antigrav Struts

Cost

Abbrev

Ability

SPECIAL ABILITIES

A P P E N D I X
2

183

-7
1
1
-1

Artillery
Heavy
Trained
Trance

Heavy Artillery

Heavy Transport

High Morale

Hypnotic Trance
1
1
1
1
0
1

X
Police
Secure
Repair
Slow
Super

Non-Lethal Methods

Polymorphic
Encryption

Repair Bay

Slow Unit

Super Former

Adv. Ecological Engineering

na.a

Nanometallurgy

Pre-Sentient Algorithms

Intellectual Integrity

High Energy Chemistry

Secrets of the Human Brain

Intellectual Integrity

n.a.

Polymorphic Software

Prereq.

184

Nerve Gas Pods

Cost

Abbrev

Ability

Terraform rate doubled

-1 moves

Repairs ground units on board

x2 cost to subvert

x2 Police powers

Can +50% offense (Atrocity)

+50% defense vs. PSI

Gains morale upgrade

+50% transport capacity

Bombards

Desc

A P P E N D I X

T A B L E S

2

Increases intrinsic defense to
gene warfare
Increases intrinsic defense to
gene warfare

DocFlex, OptComp
Orbital, SupLube
Chemist, Poly
Gravity, DigSent
None
Super, Subat
Gene, Neural
None
MindMac, Viral
None

MilAlg
Space
Subat
AGrav
Physic
E=Mc2
BioEng
Biogen
BioMac
Ecology

Advanced Military Algorithms

Advanced Spaceflight

Advanced Subatomic Theory

Applied Gravitonics

Applied Physics

Applied Relativity

Bio-Engineering

Biogenetics

Biomachinery

Centauri Ecology

T A B L E S

Increases nutrient production in
fungus

Increases intrinsic defense to
gene warfare

Fusion, EnvEcon

EcoEng2

Adv. Ecological Engineering

Notes

Prerequisites

Abbrev.

Technology

TECHNOLOGY TREE

A P P E N D I X
2

185

SingMec, AGrav
PlaNets, Integ
IndRob, MindMac
Fossil, DocFlex
Mobile
DocFlex, IndAuto
Mobile, Psych
None
Ecology, Gene

ConSing
Cyber
DigSent
DocAir
DocFlex
DocInit
DocLoy
Mobile
EcoEng

Controlled Singularity

Cyberethics

Digital Sentience

Doctrine: Air Power

Doctrine: Flexibility

Doctrine: Initiative

Doctrine: Loyalty

Doctrine: Mobility

Ecological Engineering

EcoEng, CentEmp

CentMed

Centauri Meditation
CentGen, EcoEng2

CentMed, Viral

CentGen

Centauri Genetics

CentPsi

Brain, Ecology

CentEmp

Centauri Empathy

Centauri Psi

Prerequisites

Abbrev.

186

Technology

Improves Probe Team morale

Increases nutrient production in
fungus

Increases energy production in
fungus

Increases minerals production in
fungus

Notes

A P P E N D I X

T A B L E S

2

Increases commerce income

IndEcon, EcoEng
Psych
SentEco, WillPow
Unified, IndRob

EnvEcon
EthCalc
Eudaim
Surface

Environmental Economics

Ethical Calculus

Eudaimonia

Frictionless Surfaces

Increases commerce income
Increases commerce income

Biogen, EthCalc
QuanMac, MindMac
Indust, Physic
BioMac, DocInit
IndEcon, PlaNets
None
Indust
NanoMin, IndAuto
None
EthCalc, DocLoy

Gene
Gravity
Chemist
HomoSup
IndAuto
Indust
IndEcon
IndRob
InfNet
Integ

Gene Splicing

Graviton Theory

High Energy Chemistry

Homo Superior

Industrial Automation

Industrial Base

Industrial Economics

Industrial Nanorobotics

Information Networks

Intellectual Integrity

Increases commerce income

Algor, Super

Fusion

Fusion Power

Increases intrinsic defense to
gene warfare

Notes

Prerequisites

Abbrev.

Technology

A P P E N D I X

T A B L E S

2

187

Brain, IndAuto
Physic, InfNet
Physic, Poly
DocAir, Algor
Fusion, Fossil
E=Mc2, Alloys
EnvEcon, Integ

Chaos
OptComp
Orbital
SupLube
DocSec
PlaEcon

Nonlinear Mathematics

Optical Computers

Orbital Spaceflight

Organic Superlubricant

Photon/Wave Mechanics

Planetary Economics

Magnets, SupLube

NanoMin
Neural

ProbMec, DocInit

Metal

Neural Grafting

Nanominiaturization

Nanometallurgy

String, Alloys

Magnets

Monopole Magnets

NanEdit, AlphCen

Matter

Matter Transmission
DocAir, Neural

HAL9000, Solids

NanEdit

Matter Editation

MindMac

Metal, NanoMin

MatComp

Matter Compression

Mind/Machine Interface

Prerequisites

Abbrev.

188

Technology

Increases commerce income

Improves Probe Team morale

Increases minerals production in
fungus

Increases intrinsic defense to
gene warfare

Notes

A P P E N D I X

T A B L E S

2

Increases intrinsic defense to
gene warfare; Allows gene
warfare atrocity
“Secrets”; first discoverer gains
free tech; Reveals map; Increases
energy production in fungus
“Secrets”; first discoverer gains
free tech
“Secrets”; first discoverer gains
free tech
Improves Probe Team morale

Surface, PlaEcon
BioEng, MilAlg

CentPsi, SentEco

Unified, WillPow
Psych, Biogen
Space, DigSent

Quantum
Viral

AlphCen

Create
Brain
HAL9000

Quantum Power

Secrets of Alpha Centauri

Secrets of Creation

Secrets of the Human Brain

T A B L E S

Self-Aware Machines

Retroviral Engineering

Quantum, Metal

DocSec, Algor

ProbMec

Probability Mechanics
QuanMac

Improves Probe Team morale

MilAlg, Cyber

Algor

Pre-Sentient Algorithms

Quantum Machinery

Improves Probe Team morale

Indust, InfNet

Poly

InfNet

PlaNets

Planetary Networks

Polymorphic Software

Notes

Prerequisites

Abbrev.

Technology

A P P E N D I X
2

189

Create, HAL9000

SingMec

MatComp, Space
OptComp, Indust
Chaos, Cyber
Chemist, Gene
Eudaim, Matter
HomoSup, CentPsi
Create, TempMec
Thresh, ConSing
Magnets, E=Mc2

Solids
Super
String
Fossil
TempMec
WillPow
Thresh
TranT
Unified

Super Tensile Solids

Superconductor

Superstring Theory

Synthetic Fossil Fuels

Temporal Mechanics

The Will to Power

Threshold of Transcendence

Transcendent Thought

Unified Field Theory

Social Psych

None

Subat, IndAuto

Alloys

Silksteel Alloys

Psych

PlaEcon, DigSent

SentEco

Sentient Econometrics

Singularity Mechanics

Prerequisites

Abbrev.

190

Technology

Increases minerals production in
fungus

Increases energy production in
fungus

Increases commerce income

Notes

A P P E N D I X

T A B L E S

2

Empath

None
None

Doctor

Drone

Engineer
Transcend

Fusion Power
Planetary Networks
None
None
Mind/Machine Interface
Secrets of Alpha Centauri
None

Engineer

Librarian

Talent

Technician

Thinker

Transcend

Worker

Thinker

Centauri Meditation

Empath

Transcend

Made
Obsolete By

Prerequisite
Technology

Citizen

CITIZENS
Bonus to
Labs
0

0
+2
+3

0
+3
+4

Bonus to
Economy
0

+2
+3
0

+3
0
+2

+2

+1

0

0

0

+2

+2

Bonus to
Psych

A P P E N D I X

T A B L E S

2

191

192
Effect
New Governor Appointed
Commerce Rates Doubled
Global Cooling; Sea Levels Drop
Global Cooling; Sea Levels Drop

Commerce Rates Halved
Atrocity Prohibitions Lifted
+500 Energy Credits Every Faction
Diplomatic Victory; Game Ends

None
Planetary Economics
Advanced Spaceflight
Advanced Spaceflight

Adv. Ecological Engineering Global Warming; Sea Levels Rise
Atrocity Prohibitions Return

Prerequisite Technology

Adv. Military Algorithms
Planetary Economics
Adv. Military Algorithms
Orbital Spaceflight
Homo Superior

Proposal

Elect Planetary Governor

Global Trade Pact

Increase Solar Shade

Launch Solar Shade

Melt Polar Caps

Reinstate U.N. Charter

Repeal Global Trade Pact

Repeal U.N. Charter

Salvage Unity Fusion Core

Unite Behind Me As Supreme Leader

PLANETARY COUNCIL PROPOSALS

A P P E N D I X

T A B L E S

2

Free Facility
Perimeter Defense
Command Center
Bioenhancement Center
Naval Yard
Quantum Converter
Hologram Theatres

Secret Project

Citizen’s Defense Force

Command Nexus

Cyborg Factory

Maritime Control Center

Singularity Inductor

Virtual World

Successful completion of certain secret projects provide free facilities at every one of your bases.

FREE FACILITIES FROM SECRET PROJECTS

A P P E N D I X

T A B L E S

2

193

A P P E N D I X

194

T A B L E S

2

APPENDIX 3

oPTION SCREENS

A P P E N D I X

3

APPENDIX 3. OPTION
SCREENS
RIGHT-CLICK (:) MENU
: on a square offers a detailed menu of options.
• Move Cursor to Here. Moves the cursor to the square on which you :.
• Move Unit to Here. Moves the active unit to the square on which you :.
• Center on Active Units. Centers the map on your active unit. Can be used
if you’ve lost track of where the next unit to move is.
• Activate Units Here. Activates the units on the square on which you :.
• End the Turn. Cancels any further actions and ends the turn.

196

• Info On This Square. Displays information about the square in the Data
View (see p. XX).
• Help. Displays Help Menu (see p. 31).
In addition, the : menu may display additional options depending on the
contents of the square.
If there is a base in the square, the options include:
• Zoom To Base. Opens the Base Window (see p. XX).
• Change Production. Opens the Production Readout for the base (see p. 78).
• Hurry <current project>. Where <current project> is the name of the
project currently underway. See Build Orders, p. 67.
• Set To Explore.
• Set to Discover.
• Set to Build.

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• Set to Conquer.
(These four are options for the base governor. See Governor, p. XX.)
If the active unit is in the square, the options include:
• Action. Opens the Action Menu (see p. 46).
If the active unit is a terraformer and is in the square, the actions include:
• Terraform. Opens the Terraform Menu (see p. 46).

GAME RULES
• Higher Goal: Allow Victory by Transcendence
• Total War: Allow Victory by Conquest
• Peace in Our Time: Allow Diplomatic Victory
• Mine, All Mine: Allow Economic Victory
• One For All: Allow Cooperative Victory. Your pact brothers can help you
achieve victory conditions, and share the victory with you.
• Do Or Die: Don’t Restart Eliminated Players. Normally, if a faction is eliminated (particularly early in the game), the leadership escapes and founds a
new base elsewhere on Planet. Under this option, when a faction’s gone, it’s
gone for good.
• Look First: Flexible Starting Locations. When you make planetfall, your
colony pod waits for you to order it to build your first base, allowing you
to reposition the base if you wish.
• Tech Stagnation: Slower Rate of Research Discoveries. Technological
progress is slowed down across the board.
• Spoils of War: Steal Tech When Conquer Base. When you conquer a base
of a faction that possesses technology that your faction does not, you may
select one technology to steal.

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• Blind Research: Cannot Set Precise Research Goals. You select broad categories for your researchers to concentrate their efforts, based on the priorities you set between Explore, Discover, Build and Conquer.
• Intense Rivalry: Opponents More Aggressive. The other factions are much
more willing to fight (and more likely to gang up on you).
• No Unity Survey: World Map Not Visible. You know nothing of the world
other than squares you have actually explored and their immediate vicinity.
• No Unity Scattering: Supply Pods Only at Landing Sites. There are some
Unity pods near your first base, but nowhere else.
• Bell Curve: No Random Events. Most random events are disabled.
• Time Warp: Accelerated Start. You start the game some years after planetfall, with several bases, technologies and enhancements.

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• Iron Man: Save/Restore Restricted To Exit. Autosaves are disabled except
when you actually leave the game—no going back to undo mistakes.
• Randomize Faction Leader Personalities. Leaders behave in unpredictable
ways.
• Randomize Faction Leader Social Agendas. Faction leaders do not adhere
to preset social agendas.

GAME PREFERENCES
PREFERENCES
• Tutorial Messages. The game displays “pop-up” hints and suggestions.
• Design Units Automatically. The game gives you pre-designed units at
each appropriate technological advance.
• Auto-Prune Obsolete Units. Automatically deletes obsolete, out-of-production units from your production readout. It is recommended that you

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leave this option on, as your production readout has a finite number of slots
for units, and these can fill up very rapidly with obsolete units.
• Mouse at Edge Scrolls View. Moving your mouse to the edge of the screen
(not the edge of the map) causes the map to scroll in that direction.
• Autosave Each Turn. The game creates a new autosave file at the end of
each turn. These files are kept in the AUTO subdirectory of your SAVES directory. To load an autosave, L on AUTO when the load window opens and
select the turn you wish to return to. Autosaves are kept for turns 1-10, 20
and 30 prior to the current turn.
• Pause at End of Turn. When your turn is completed, the game pauses until
you L on the TURN COMPLETE button.
• Move Enemy/Neutral Pieces Quickly. Visible units from enemy or neutral
factions move quickly, without full animation.
• Move Allied Pieces Quickly. Visible units from allied factions move quickly, without full animation.

WARNING PREFERENCES
This menu is a list of actions or events that can occur at your bases. You may
select whether you wish the game to stop when one of these actions or events
occurs. If you choose to be warned about a given situation, you are shown a
window asking if you wish to zoom to the base where the situation occurred,
or ignore it and proceed with your turn. Even if you have these pop-up warnings off, you still get an automated message about the event in your message
window (see Data MFD, p. 26).
• Stop for New Facilities Built
• Stop for Non-Combat Units Built
• Stop for Combat Units Built
• Stop for Prototypes Completed

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• Stop for Items Built by Governors/Queues
• Stop for Drone Riots
• Stop for End of Drone Riots
• Stop for Golden Age
• Stop for End of Golden Age
• Stop for Nutrient Low
• Stop for Build Orders Out of Date
• Stop for Population Limit Reached
• Stop for Delay in Transcendence
• Stop for Starvation
• Stop for Mineral Shortages

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• Stop for Energy Shortages
• Stop for Random Events

ADVANCED PREFERENCES
• Radio Buttons Select with Single Click. A single L both selects and confirms a button function.
• Click on Unit Always Cancels Orders. L on a unit to cancel any current
orders.
• Confirm Odds Before Attacking. The game displays combat odds whenever you make an attack move, then waits for you to confirm the attack. This
allows you to precisely gauge your odds of winning a combat.
• Pause Whenever Our Forces are Attacked. Play stops after you are
attacked, so you may analyze combat results.
• Fast Battle Resolution. Combat animations are speeded up, so the game
moves faster..

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• Move Units With Orders Quickly. Units carrying out preset movement
orders are not animated when moving into each square on their route. They
quickly “jump” from square to square.
• Move All Units Quickly. Units are not shown moving between squares—they
just appear in their next position.
• Don’t Center On Units With Orders. The game does not recenter on units
carrying out multi-turn orders.
• Zoom-To-Base Doesn’t Recenter Map. Allows you to open a base screen
when an event occurs, without centering your map on that base.
• Detailed Main Menus. Toggles between long, detailed menus, and shorter
ones with fewer options.
• Detailed Right-Click Menus. Toggles between a long, detailed : menu,
and a shorter one with fewer options.
• Right-Click Pops Up Menus. Allows you to toggle the : menu on or off.
When this option is off, if you :, the cursor moves to the indicated location. You can still get to the : menu by using s:.

AUTOMATION PREFERENCES
• Air Units Can Return Home When Reach Limit of Fuel Range. Air units
who exhaust their outbound movement automatically return to the nearest
base on the next turn. This keeps you from forgetting about an air unit with
low fuel.
• Automated Formers Can Plant Forests. Formers on “Auto” (see Terraform
Menu, p. 46) may plant forests.
• Automated Formers Can Raise/Lower Terrain. Formers on “Auto” (see
Terraform Menu, p. 46) may raise or lower terrain.
• Automated Formers Can Build Condensers, Boreholes, etc. . Formers on
“Auto” (see Terraform Menu, p. 46) may build these enhancements.

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• Automated Formers Can Remove Fungus. Formers on “Auto” (see
Terraform Menu, p. 46) may remove fungus.
• Automated Formers Can Build Sensors. Formers on “Auto” (see Terraform
Menu, p. 46) may build sensors.
• Cancel Movement Orders When Spot Units w/ Pact. Any movement orders
are canceled when your unit sees a unit from a faction that is a pact brother.
• Cancel Movement Orders When Spot Units w/ Treaty. Any movement
orders are canceled when your unit sees a unit from a faction with which
you have a treaty.
• Cancel Movement Orders When Spot Units w/ Truce. Any movement
orders are canceled when your unit sees a unit from a faction with which
you have a truce.

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• Cancel Movement Orders When Spot Units w/ Vendetta. Any movement
orders are canceled when your unit sees a unit from a faction against which
you have a vendetta.
• Do Not Cancel for Units of Different Class (land/sea/air). The above cancel options do not apply if your unit is a land unit and the other is a sea or
air unit, and so forth.
• Wake Passengers When Transport Reaches Land. If a transport moves
adjacent to a land square, the units inside automatically activate for orders.
• Always Investigate Monolith. A combat unit investigates a monolith any
time it visits a monolith square, without requesting your permission.

AUDIO/VISUAL PREFERENCES
• Background Music. Toggles background music.
• Sound Effects. Toggles sound effects.
• Voiceovers (Tech and Facility). Toggles the voiceover quotes that occur
when you discover a new technology or build a facility for the first time.

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• Voiceovers Stop When Popup Closed. Voiceovers fade out quickly when
you exit the window announcing the project’s completion.
• Secret Project Movies. Toggles the movies that play when Secret Projects
are completed.
• Interludes. Toggles the story interludes.
• Map Animations. Toggles map animation.
• Sliding Window. Sliding menu windows don’t slide, they just pop.
• Sliding Scrollbars. Sliding scrollbars don’t slide, they just pop.
• Whole Unit Blinks. The whole active unit blinks, instead of just its status
bar.

MAP DISPLAY PREFERENCES
• Show Fog of War. Explored squares outside of your current sensor range
are dimmer than squares inside that range.
• Show Map Grid. The map grid is visible.
• Show Base Grid. A line is visible between your bases’ production radii and
unexploited terrain.
• Show Base Names. Base names are displayed below the base icons.
• Show Production with Base Names. Base names and current production
orders are displayed below base icons.
• Show Flattened Terrain. The map is not contoured to show elevation.

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APPENDIX 4

ADVANCED CUSTOMIZATION

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ADVANCED CUSTOMIZATION
Alpha Centauri includes a full range of editor functions that allow you to create your own maps or scenarios, alter the basic rules of the game, or just plain
cheat yourself silly (in single-player games only, of course). The designers
encourage players to become designers themselves, and see what new and
unexpected challenges their imaginations can create.

SCENARIO AND EDIT MAP MENU OPTIONS

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The Scenario and Edit Map menus provide a number of powerful editing tools.
They are not considered part of the game itself, and using them cancels the
score of any game you are playing, but are provided for your enjoyment. Using
these tools, you can create your own scenarios, with custom maps, rules,
objectives and situations. Feel free to play around and create new scenarios for
your own use and that of your friends. We don’t have the space to document
all the features in the scenario and map editors, but here’s a few basics to get
you started:
• Activate Scenario Editor cK. When you want to edit a particular scenario or map, you must first activate the scenario editor from the Scenario
menu. Once you’ve activated the scenario editor, any game underway no
longer keeps track of the score.
• Edit Map options. The map editor allows you to build or tweak any map
using the options provided. Most are self-explanatory. When placing features, whether terrain or enhancements, remember that first you toggle a
particular feature, and then sL to place that feature, and s: to
remove that feature. All Edit Map features are displayed as icon toggles in
the central information window when the scenario editor is active.
• Save early, save often. The map and scenario editors can cause some program malfunctions because of the nature of these alterations. We suggest
you save your work early and often. Have fun!

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EDITING TEXT FILES
Many basic rules of Alpha Centauri are set out in plain text files, which you
can modify with any text editor. (These files also let you customize the messages and quotes in the game, to humorous or dramatic effect.) You can, for
example, eliminate the extra cost for prototypes (or hike it to 200%), or add
an attack bonus for non-artillery units attacking the enemy from a higher elevation, or completely re-arrange the starting abilities of a faction.
Important rules files are alpha.txt, and the files for the individual factions;
believe.txt, gaians.txt, hive.txt, morgan.txt, peace.text, spartans.txt and
univ.txt. All the diplomatic language in the game can be found in script.txt.
These can all be found in the game’s root directly on your hard drive.
There’s not room to describe all the available options here, but the designers have
done their best to make it reasonably easy to modify these files, even for non-programmers. Many sections have an entry that describes the function of that section.
If you feel the urge to tinker, have fun. However, a few rules of caution are in
order before you start tweaking the game rules:

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• Plain text only. Never, ever, ever save in any other format but plain text.
Otherwise formatting characters get in which screw things up. You might
not even want to open the file in anything other than a plain text editor, to
minimize the chances of unwanted formatting.
• The changes you make do change the game. Don’t be surprised if a relatively minor alteration turns out to have a major effect on game balance.
• YOU TWEAK AT YOUR OWN RISK. If you somehow manage to break the
game through file tweaking, you should uninstall the game and delete any
remnant files. Our Tech Support department cannot help you if you have
deliberately tweaked the game.
• Save everything. Before you start messing with the rules files, put the original files, plus any saved games you want to keep (look for files with the .sav
suffix) in a separate directory.

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• Total meltdown. If you mess around with these files severely enough, the possibility exists that you might break the whole system—computers are surprising
that way. So once again, if you start playing around with rules files, it’s AT YOUR
OWN RISK. FIRAXIS Games and Electronic Arts™ will not be held responsible.
Note. You can create custom text files for use with custom scenarios. Create a
directory where you will store your scenario, then place the desired custom text
files in the same directory. When you launch the game and load a scenario,
the game looks for the text files from the same directory as the scenario first.
If it doesn’t find them, it looks in the root game directory as normal.

MAP EDITOR COMMANDS

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Save Map . . . . . . . . . . . . . . . . .c5
Load Map . . . . . . . . . . . . .cs5
Place Elevations . . . . . . . . . . . . . . . .1
Place Rocky Squares . . . . . . . . . . . . .2
Place River Sources . . . . . . . . . . . . . .3
Place Special Resources . . . . . . . . . . .4
Place Unity Pods . . . . . . . . . . . . . . . .5
Place Terrain Enhancements . . . . . . . .6

Place At Cursor . . . .c L (s paints)
Remove At Cursor . .c : (s paints)
Paint & Editor Only Mode . . .m
Change Brush Size . . . . . . . . . . . . . . .7
Set Climate And World Parameters . . .8
(Slow) Generate Random Map . . . . . .9
(Fast) Generate Random Map . . . . . . .0
Toggle “Editor Only” Mode cs0

SCENARIO EDITOR COMMANDS
Activate Scenario Editor . . . . . . .cK
Omniscient View . . . . . . . . . . . . . . .Y
Create Unit... . . . . . . . . . . . . .s1
Edit Unit... . . . . . . . . . . . .cs1
Technological Breakthrough . .s2
Edit Technology... . . . . . . . . . .c2
Switch Sides/Set View... . . . . . .s3
Set Difficulty Level... . . . . .cs3
Set Energy Reserves... . . . . . . .s4
Set Mission Year... . . . . . . . . . .s5
Eliminate Faction... . . . . . . . . .s6
Reload Faction . . . . . . . . .cs6
Eliminate Units . . . . . . . . . . . .c6
View Replay... . . . . . . . . . . . . .s7

View Movies... . . . . . . . . . . . .s8
Reset Technology . . . . . . . . . .c8
Reset All Factions . . . . . . .cs8
Edit Faction Diplomacy . . . . . .s9
Edit Faction Personality . . . . . .c9
Edit Faction Strategy . . . .cs9
Edit Custom Rules . . . . . . . . .s0
Edit Scenario Rules . . . . . . . . .sEdit Scenario Parameters . . . . .s=
Edit Scenario Victory . . . .cs=
Undo . . . . . . . . . . . . . . . . . . .ab
Load Scenario . . . . . . . . .cs7
Save Scenario . . . . . . . . . . . . .c7

ADVANCED CUSTOMIZATION

APPENDIX 5

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A NEW SUN
As the nearest stellar neighbor of the Sol system, there is a great deal more
data that can be collected about Alpha Centauri than can be amassed about
more remote stars. So far everything we know about Alpha Centauri suggests
that an earthlike world, capable of (at least potentially) supporting human life,
is entirely possible — and perhaps likely.

THE CENTAUR
The earliest astronomers identified groups of stars that seemed to fit together, into constellations (“stars together”). The most familiar of these include the
twelve constellations of the zodiac — the constellations through which the Sun
“passes” as the Earth completes its yearly revolution.

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About A.D. 135, the Greek astronomer Ptolemy, working in Alexandria, Egypt,
catalogued the twelve zodiacal constellations, plus 36 more. One, just barely
visible on the southern horizon, he listed as Centaurus, the Centaur. Alexandria,
at 31.1° N, is further south than all of Europe and most of North America
(everything but parts of Texas and Florida, and most of Mexico) — no one north
of that point can see the Centaur. In fact, the two brightest stars of this constellation are too far south for even Ptolemy to have seen in Alexandria.
Since none of the well-connected astronomers of ancient times even knew
about these two stars, they never got the individual names that now identify
other bright stars (such as Polaris and Sirius). By the mid-1700s, 40 more constellations had been added to the 48 that Ptolemy had originally catalogued,
and these 88 spanned the heavens. In 1603, Johann Bayer published a catalogue, not just of constellations, but of all the brightest stars. The most visible star in each constellation became “Alpha,” the second-brightest “Beta,”
and so forth. The brightest star in the Centaur became Alpha Centauri. Alpha
Centauri is at the Centaur’s hip.

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Brief Mythological Sidetrip. Other lands also have myths of half-horse, halfhuman creatures and races, but Centaurs are best known for their role in Greek
mythology. They have the body and legs of a horse, with the torso, arms and
head of a human. In some myths they are lustful and aggressive; in other tales
they are wise and reserved.

BRIGHT STARS
It’s obvious to anyone who sees it that Alpha Centauri is bright, but how bright
is it? About 130 B.C., Hipparchus divided the visible stars into “magnitudes.” He
recorded six levels of magnitude, later more precise measurements have determined that each magnitude is about 2.5 times brighter than the next magnitude. He listed 18 first-magnitude stars; four more were added to his list by later
astronomers, stars that were too far south for him to see. These four stars are
Alpha and Beta Crucis (in the Southern Cross) and Alpha and Beta Centauri.
In fact, Alpha Centauri is the third-brightest star in the sky, behind Sirius
(magnitude -1.42) and Canopus (-0.72), with a magnitude of -0.27. It’s over
three times brighter than the average first-magnitude star. (For the record, it’s
the tenth-brightest object in the sky, behind the Sun, the Moon, Venus, Mars,
Jupiter, Sirius, Mercury, Canopus and Saturn.)
But why is it so bright? The answer seems obvious today, but let’s briefly follow the trail of discovery that astronomers followed.

PROPER MOTION
In the early 1700s, Edmund Halley discovered that a few stars (Sirius, Procyon
and Arcturus) actually shifted position in the sky. In particular, bright stars
seemed to be more likely to move. That made it likelier that bright stars are
bright because they are closer to us. (It had already been decided that stars,
unlike planets, were too far away to reflect the light of the Sun, because they
didn’t seem any larger when viewed under magnification. The resulting theory was that stars generated their own light.)

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The motion that Halley discovered is called proper motion, because it is
motion of the star itself, rather than movement of the Earth. Halley couldn’t
see Alpha Centauri, but other astronomers soon discovered that it, too, has
proper motion. In fact, its motion is greater than that of any other bright star.
On the other hand, it’s not surprising this motion wasn’t detected by earlier
astronomers — it takes more than 500 years for Alpha Centauri to transit an
arc of space as wide as the moon.
However, the proper motions of several very dim stars — including 61 Cygni
(fifth magnitude) and Barnard’s Star (ninth magnitude) — are greater even than
that of Alpha Centauri. Barnard’s Star is almost three times as fast as Alpha
Centauri. So which is the better predictor of closeness, brightness or proper
motion? (Note that a star coming directly at us, or moving directly away from
us, would have no detectable proper motion, no matter how close it is.)

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DOUBLE STARS
Double stars are pairs of stars that are apparently so close that it’s hard to distinguish them individually. Alpha Centauri turns out to be a double star. It
wasn’t originally thought that double stars were actually close to each other,
just that they were on the same line as seen from the Earth. However, when
astronomers started listing double stars, there turned out to be far too many
for random distribution of this sort. It seemed likely that many of the double
stars were actually part of the same system. Double stars that are bound
together in one system are called binary stars. Alpha Centauri is a binary, containing Alpha Centauri A and Alpha Centauri B.
Observation of a binary system gives us two more indicators to its distance
from our own solar system. The farther apart the two stars appear to be from
each other, the closer the system is likely to be to us. This likelihood is drawn
from the assumption that all binary stars are actually the same distance apart
from each other, which is obviously not true. However, it can serve as an indicator, especially when combined with other data.

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The second clue is that the more quickly they revolve around each other, the
closer they are likely to be to each other. (Mercury, very close to the Sun,
revolves around the Sun in 88 days — Earth days, that is. Jupiter takes almost
12 Earth years for the same revolution.)
Alpha Centauri A and B have one of the widest apparent separations and one
of the quickest revolutions (80 years) of all binary stars. The evidence mounted that Alpha Centauri is very close to us.

PARALLAX
As telescopes got better and better, it eventually became possible to measure
the parallax of closer stars. Parallax is a measure of how much an object
appears to shift, when the observer shifts position. In the case of stars, the only
way to measure perceivable parallax is to observe a star at two times in the year,
six months apart from each other, so that the Earth (and the observer) have
shifted from one side of the solar system to the other. In the 1830s Thomas
Henderson was able to measure Alpha Centauri’s parallax. He determined that
Alpha Centauri is 4.4 light-years away from us. (Remember that Alpha Centauri
is a binary, so sometimes Alpha Centauri A is closer to us, and sometimes Alpha
Centauri B is closer.) No star has since been found to be closer.

PROXIMA CENTAURI
Okay, there is one star closer. Sometimes. In 1913, Robert Innes discovered an
eleventh-magnitude star very close to the Alpha Centauri system, with high parallax. It is 0.15 light-years (a trillion miles, or more than 13,000 AUs*) from Alpha
Centauri A and B, but turns out to be part of the Alpha Centauri system,
nonetheless. Its orbit around the other two stars takes hundreds of thousands of
years; for now, it is closer to us than either Alpha Centauri A or B, by the same
0.15 light-years. Officially, it is Alpha Centauri C. Unofficially, it is Proxima
Centauri. We’ll keep calling Alpha Centauri a binary system, because Alpha
Centauri C is too far away, and too small, to materially affect the two larger stars.
* An AU is an astronomical unit, the distance from the Earth to the Sun.

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LUMINOSITY
Once we determine the actual distance of a star, several other bits of data fall into
place. We can determine how bright the star actually is — its absolute magnitude
— by comparing its apparent magnitude from Earth and its distance. It turns out
that neither Alpha Centauri A nor Alpha Centauri B is among the stars with the
greatest absolute magnitude; their apparent brightness relies a great deal on how
close they are to us. For the sake of any colonization efforts, that turns out to be
a good thing — both stars have habitable zones (which isn’t to say that either star
has a planet orbiting it, much less one actually within the habitable zone).

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The fact that Alpha Centauri is a binary system gives us a great deal more
information about its stars. We know how far away it is, so we can calculate
the average distance between Alpha Centauri A and Alpha Centauri B. If we
know this average distance and their period of revolution (how long it takes
them to complete one revolution around each other), we can determine the
total mass of the system. If we can measure how much each moves relative to
more distant stars, we can calculate which one is more massive, and by how
much. And if we know all of this, we can calculate whether their orbit around
each other is closer to a circle or to a long, narrow oval.

SOLAR SYSTEM COMPARISONS
So how similar are Alpha Centauri A and Alpha Centauri B to the Sun?
Sun

Alpha Centauri A Alpha Centauri B Alpha Centauri C

Mass

1.00

1.08

0.91

0.12

Luminosity

1.00

1.45

0.45

0.00006

Spectral Class

G2

G2

K5

M5

Surface Temp

1.00

1.00

0.73

0.50

Diameter

1.00

1.09

0.70

0.25

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As you can see, the Sun and Alpha Centauri A are very similar to each other.
They are both G2 stars, which means that Alpha Centauri A has the same yellow color as the Sun. Alpha Centauri A is larger and brighter, but not by a great
deal. Anyone, or anything, comfortable with the Sun would probably be comfortable with Alpha Centauri A.
Alpha Centauri B is smaller and dimmer than the Sun. It is orange, rather than
yellow. Alpha Centauri C is a great deal smaller and dimmer than any of the
other three, and is red.

HABITABLE PLANETS
There are limits on the radius at which a planet habitable to mankind might orbit
a star. The brighter and hotter the star, the farther out a planet must be to be
habitable; the dimmer the star, the closer a planet must be. Alpha Centauri C can
have no habitable planets — any planet close enough for life-sustaining sunshine
would be quickly ripped apart by gravitational forces. Both Alpha Centauri A and
B could have habitable planets, if they weren’t part of a binary system.
But what effect might the two stars have on each other’s habitable planets?
As it happens, very little. If a planet were within either star’s habitable zone,
it would never come close enough to the other star to be materially affected
by it — its orbit would be stable. Take a look at the illustration of our solar
system, with the Alpha Centauri binary system superimposed on it. Mentally
replace the Sun with Alpha Centauri A. Alpha Centauri A’s habitable zone does
not reach much beyond the orbit of Mars, and any planet that close to Alpha
Centauri A is always too far from Alpha Centauri B to be affected by it.
Now mentally replace the Sun with Alpha Centauri B. Since Alpha Centauri B
is cooler than the Sun or Alpha Centauri A, its habitable zone is even closer to
Alpha Centauri B. Again, Alpha Centauri A would never come close enough to
perturb a habitable planet around Alpha Centauri B.
The same can not be said for planets at greater distances from either of the
binaries. Neither star can have a planet with the orbital radius of Jupiter,

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Saturn, Uranus or Neptune. In fact, once beyond the radius of Mars, the only
stable orbits are those that circle both stars.
Even if neither star would perturb each other’s habitable planets, they would
still be clearly visible. From a planet circling Alpha Centauri A, Alpha Centauri
B would be a tiny, dazzlingly-bright yellow-orange light in the sky. It will be
a tiny dot, but not quite a point, and it would be far brighter than any full
moon — easily bright enough to read by. It would light up the night sides of
any moons in the sky, as Earth does to the Moon’s dark side if you look carefully when the Moon is a crescent. Depending on the geometry at any given
time, soon after sunset or before sunrise you night even see “double crescent”
moons! Alpha Centauri C would be just barely visible at darkest night as a red
naked-eye star from either Alpha Centauri A or B.

PLANETOGRAPHY
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Both Alpha Centauri A and B can clearly support habitable planets. We are not
currently aware of any planets orbiting either or both of these stars (although
recent investigations using the Hubble telescope suggest that a giant planet
or a brown dwarf — a very small star — is orbiting Alpha Centauri C). However,
let’s assume a habitable planet orbits Alpha Centauri A. It should be named
Chiron, after the wisest of all the mythological Centaurs, and the tutor of
Achilles, Aesculapius and Hercules. However, anyone who lived there for long
might simply call it Planet.

EARTH COMPARISONS
Planet is quite a bit more massive than Earth, with a larger radius. While the
larger radius reduces the effects of gravity a certain amount, Planet’s greater
mass still creates a 30% greater gravitational pull — objects are 30% heavier
on Planet than on Earth. Planet is a bit farther from Alpha Centauri A than
Earth is from the Sun, but Alpha Centauri A is brighter than the Sun, and these
differences offset, so that Alpha Centauri A is almost exactly as bright from
Planet as the Sun is from Earth.

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Planet’s days are only about 18 hours, so sleep cycles must be correspondingly reduced. Its years are slightly longer than Earth’s years., but not enough to
make a noticeable difference. The greater difference is Planet’s lack of seasons.
With only a slight axial tilt, any seasonal differences are minimal.
Neither of Planet’s moons exert as much tidal pull as Earth’s moon, but when
they combine, tides will run slightly higher than on Earth.
Once every 80 years, as Alpha Centauri B reaches perihelion (its closest
approach to Alpha Centauri A), it generates enough heat to increase Planet’s
average temperature by 0.3° C. That doesn’t seem like much, but Planet’s climactic system might easily amplify this to uncomfortable levels. In fact, any
life native to Planet may have evolved cyclic responses to this event.
Planetary constants
Mass (kg)

Earth

Planet (Chiron)

P/E Ratio

5.98 x 1024

1.10 x 1025

1.84

Equat. radius (km)

6380

7540

1.18

Dist. from star (km)

1.50 x 108

1.60 x 108

1.07

Axial tilt (degrees)
Surface area (km2)

23.45

2.00

0.09

5.10 x 108

7.18 x 108

1.41

Standard gravity (m/s2)

9.81

12.85

1.31

Escape velocity (m/s)
Density (kg/m3)

11,184

13,947

1.25

5519

6150

1.11

Size of sun (degrees)

0.27

0.27

1.02

Year (Earth days)

365

389

1.06

Year (Planet days)

500

532

1.06

Day (hours)

24.00

17.53

0.73

Mountain height (m)

10,626

8112

0.76

Horizon distance (m)

5051

5493

1.09

Ocean tide (sun) (m)

0.12

0.12

0.94

Ocean tide (Nessus) (m)

0.27

0.18

0.67

0.39

0.41

0.11

Ocean tide (Pholus) (m)
Ocean tide (all) (m)

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Atmosphere
Planetary constants

Earth

Total pressure (Pa)

101,325

176,020

1.74

Nitrogen (Pa)

79,125

160,000

2.02

Oxygen (Pa)

21,228

15,000

0.71

Argon (Pa)

942

1000

1.06

P/E Ratio

30

20

0.67

Nitrogen

78.09%

90.90%

1.16

Oxygen

20.95%

8.52%

0.41

Argon

0.93%

0.57%

0.61

Carbon dioxide

0.03%

0.01%

0.4

Surface density (kg/m3)

1.22

2.06

1.68

“Flammability” (mmol K/J)

7.17

2.87

0.40

Carbon dioxide (Pa)

218

Planet (Chiron)

Effective temp. (°K)

253

261

1.03

Greenhouse effect (°K)

+36

+32

0.90

Surface temp. (°K)

288

293

1.01

Surface temp. (°C)

15.4

19.7

1.28

Solar constant (W/m2)

1383

1750

1.27

ATMOSPHERIC COMPOSITION
The atmosphere consists of 90.9% Nitrogen, 8.5% Oxygen and .01% Carbon
Dioxide. The low oxygen content results in fewer forest fires, a higher proportion of anoxic (oxygen-free) environments — encouraging a large anaerobic
ecosystem reducing nitrates to break down organic matter — and a plant
ecosystem dominated by the need to conserve carbon.

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METEOROLOGY AND CLIMATOLOGY
Planet’s larger size and gravity result in a significantly higher sea level pressure
than Earth’s: 1.74 atmospheres (that is, 74% greater air pressure at sea level
than on Earth). This brings the partial pressure of Oxygen (15k Pascals) up to
acceptable levels, but the high overall pressure combined with such a large
quantity of Nitrogen produces deadly Nitrogen narcosis in unprotected humans.
Human colonists would have to wear pressure helmets, at the very least.
The temperature bands running along the surface of Planet are the most obvious climactic pattern. As on Earth, solar energy warms the equatorial areas,
and the weather cools as you migrate towards the poles. Thus, equatorial
regions produce more energy, while the poles tend to have more mineral
resources.
The rainfall patterns of Planet depend on the wind currents, which always
blow from west to east. Since the wind carries moisture with it from the
oceans, rain tends to fall on the west side of mountain ranges. You can see
this trend when looking at a big continent — green predominates on the western coast, indicating a great deal of rainy or moist terrain, while the east coast
remains dry and barren. Rainfall determines the amount of nutrients that may
be collected, so often the west coast of a continent proves a better source of
nutrients than the east coast. On flat continents or small islands, no elevations
exist to trap the rainfall, and so moisture tends to be more evenly distributed.
Also, river valleys usually have a reasonable amount of rain, so a river running
through a dry area can be a good base location.
The warm tropical seas of Planet are breeding grounds for hurricanes, which
are also encouraged by the high gravity and rapid rotation. The dense nitrogen atmosphere only partly offsets this. The equatorial cloud belts, however,
help to regulate the climate by reflecting sunlight.

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OCEANOGRAPHY
At over 20% higher insolation than Earth, Planet has very small polar ice caps.
The effect of this on the oceanic circulation is profound. Instead of cold oxygen-rich polar water sinking at the poles and being carried in a current along
the ocean floor to the equator (as on Earth today), the circulation is driven in
reverse, with warm saline oxygen-poor water sinking at the equator and flowing to the poles. As a result, the bottom waters have little oxygen.

SOIL COMPOSITION

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Compared to Earth, silicates are much less common in the soils of Planet. As
in the tropics on Earth, warm water leaches the silica from clays, leaving a poor
alumina-rich soil. (This does not prevent rain forests from growing, but will
inhibit agriculture.) The arctic regions have a higher proportion of acidic soils
with a high proportion of organic matter (podzols) which is equally hard to
farm. The temperate soil zone, which on Earth is favoured with rich aluminosilicate clays, is much narrower on Planet, and the soils are more likely to
be sandy or lime-rich. Bogs are also common.

ECOLOGY
Although basically similar to Earth life, in that it is based on carbon compounds in water, the organisms of Planet have evolved a biochemistry very different from Earth. The scarcity of carbon in the environment, and of dioxygen
in the soil, has forced plants to try to make do without O2 (oxygen), and to
economize on the use of carbon in structural parts and as an energy storage
material. They do this by using a biochemical reaction unknown on Earth.
Planet’s plants seem to have a special enzyme to encourage this reaction, possibly with the aid of sunlight. They use the nitrate obtained this way to store
energy as organic nitro-compounds, to reduce carbonates to carbon, and to
carry out respiration in anoxic environments.

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The prevalence of anoxic (oxygen-free) environments rich in organic material,
combined with the presence everywhere on Planet of nitrated compounds, has
led to an astonishing variety of underground organisms which live in the
absence of oxygen (though they can use oxygen if it is present) and “breathe”
nitrate. This ecosystem apparently has symbiotic relations with the plants and
with Planet’s animal life. Also note that the prevalence of nitrate in the environment has serious repercussions.
Nitrous oxide is present in only small amounts as it combines with ozone in
the stratosphere to break down into N2 and O2 (which prevents the build-up
of an ozone layer).
When plant material is buried, nitro-hydrocarbons have all they need to
“burn,” so they do so slowly underground, leaving nothing behind until all the
reducing material (hydrocarbon) or all the oxidizing material (nitrate) has
gone. Nitrate nearly always runs out first, leaving a residue of carbon compounds. Provided this does not come into contact with oxygen, it fossilizes to
produce ordinary fossil fuels. Since Planet has been hot and hypoxic for a long
time, it should be expected to have all the oil, shale and coal anyone could
want, depending on the efficiency of the ecosystem.
Regardless of any attempt to wipe out the underground nitrate respirers, all
efforts to return carbon to the biosphere would encourage Planet life to proliferate. Conversely, the huge quantities of nitrate in the soil would be heaven
to human farmers.
However, water would have to be treated in order to remove the nitrates so
that it is safe to drink; otherwise humans would suffer from methhemoglobinemia, or “blue baby syndrome,” where the red blood cells are poisoned so
they can’t take up oxygen. The best way to treat this water is to pass ozone
through it to destroy the nitrate.

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NATIVE LIFE
XENOFUNGUS
Xenofungus is a hard, crimson mass of tubular shoots ranging in size from about
a foot across to microscopic. It grows in huge, heaped tangles capable of covering thousands of square kilometers of land, with a depth ranging anywhere
from 2 to over 25 meters. Anything trying to move through a fungal area must
either have (a) the raw tonnage required to break through the mass, (b) the ability to move over its top without shredding itself or becoming bogged down in
the mass’s many cavities, or (c) the firepower simply to blast its way through.
Xenofungus also grows in the oceans. Sea fungus is a bit more diffuse than
the land stuff (tending to grow much taller, but not nearly as dense), but is
otherwise basically identical.

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Most xenofungus blooms are thousands of years old, and geographically stable. On the rare occasions when they do appear, however, they literally appear
almost overnight, growing at a rate of up to a meter an hour, sprouting spontaneously over an area that can encompass hundreds of square kilometers.
Chemical analysis of the fungus indicates that it’s a rich source of trace elements
and rare minerals with a high potential value in energy, nutrient and mineral production. The only barrier to the full exploitation of the fungus as a natural
resource is the evolution of technologies to extract its benefits economically.
The fungus seems to exist in a semi-symbiotic relationship with the mind
worms (see Mind Worms, p. XX). Boils are often reported to originate from
fungus blooms, particularly when the blooms are somehow damaged. The
worms seems to provide the fungus with a natural defense.
One of the more mysterious and controversial aspects of the fungus is its
“song.” Certain individuals in the immediate proximity of fungal blooms (anywhere from 5 to 200 kilometers, depending on the individual and the size of
the bloom) claim to hear a sort of hum or ululation from the fungus. This
“music” is not audible to most, and it cannot be recorded. If it exists at all, it

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may be a resonance created from the same “psychoactive” field that the mind
worms employ. Some (particularly among the Gaian faction, which believes
implicitly in the “Song of Planet” and has accorded it a mystical significance)
claim the song is ethereally beautiful. Others have alleged that prolonged
exposure can drive the human brain to distraction, or even madness.

MIND WORMS
The dominant land species on Chiron is the mind worm. From a distance, an
individual worm specimen, with an average length of 10cm, hardly seems a
threat. Get closer, however, and a human may experience the power of this
species. Visions of horrible tortures and frightful deaths assail the mind,
straight out of the victim’s worst nightmares. This effect multiplies with the
number of worms present, each individual adding its own voice to the attack.
With sufficient numbers, the victim goes numb with terror, causing spasms,
paralysis, and even death as the autonomous nervous system shuts down. This
attack is only a precursor to the worm’s main goal: to implant freshly hatched
larvae inside the host’s brain. One gravid worm, if sufficiently agitated, can
burrow through a human skull in thirty seconds — less, if the worm finds easy
entry through an eye socket or nasal passage. Once inside the brain casing, the
worm implants its ravenous larvae, which thrive and grow as they devour the
nutrient-rich tissue around them.
Adult mind worms live for less than a month (explaining their urgent need to
reproduce as quickly as possible), although they can enter a dormant state that
lasts for years when they are in contact with the xenofungus. They reproduce
sexually, but are hermaphroditic — each mind worm is capable of both impregnating another and of producing larvae itself. In particularly harsh environmental circumstances, a mind worm is even capable of impregnating itself.
Genetically, one mind worm is virtually indistinguishable from any other anywhere else on Planet, right down to the chromosomal level.
Giant swarms, or “boils,” of these mottled 10cm nightmares occasionally wriggle out of the fungal beds, attacking settlements and their outlying farms and

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other enhancements. Victims are paralyzed with terror, and then experience an
unimaginably excruciating death as the worms burrow into the brain to implant
their ravenous larvae. Only the most disciplined security squads can overcome
their fear long enough to trigger the flame guns that can keep the worms at bay.
There is one advantage to destroying a mind worm boil (other than the
increased feeling of security). When mind worms combine into boils, their
metabolisms change. A few begin building concentrated deposits of rare elements, and when a mind worm boil’s “life” is cut short (for example, when one
is flamed), these deposits can be recovered and converted directly into energy
stores. The value of these deposits, and their mode of recovery, lead to their
informal name — planetpearls. Mind worms that naturally dissipate do not
leave the “husks” in which planetpearls are found — they are only recoverable
if the boil is “killed.”

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There are three distinct vectors of the mind worm boils — land, sea and air.
The aquatic vector, dubbed isles of the deep, appears to form when suboceanic worms come together into a boil. The biochemical processes of the boil
itself produce sufficient gas to make the mass buoyant, causing it to rise to
the surface. At that point it takes on a life of its own, including apparent independent movement, and even the ability to perceive and pursue particularly
attractive food sources (like human vessels and sea colonies). Isles of the deep
in shallow coastal waters have been known to spawn land-based boils that
break off from the mother mass and proceed on their own cross-country
hunts.
The final vector, the air-borne Locusts of Chiron, is the strangest. Periodically,
a pre-boil mass of mind worms in a xenofungal bloom spontaneously, and for
unknown reason, metamorphoses so that they all grow wings, whereupon the
worms take off as a boil-swarm. Locusts of Chiron are rare, and “wild” locusts
are rarely seen outside of periods of unusual mind worm activity.
There are three current theories regarding the nature of the mind worms’
attack. One depends on biochemistry, suggesting that the species produces
some pheromone-like atmospheric chemical which induces hallucinations in

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the human brain. A second, more exotic explanation has also been posited,
that the worms manipulate electromagnetic radiation to attack. The third theory is that the mind worms are able to manipulate a totally new form of energy — a purely psychoactive waveform capable of interfacing with, and distorting the thoughts of, all self-aware creatures.

PLANT LIFE
The bulk of the biomass of Planet, however, consists of basically earthlike
green vegetation — algae, fungi and small plants, the most complex of which
can be compared to a terrestrial palm tree. Over most of Planet, this vegetation takes the form of a savanna-like carpet of grass and moss, with the occasional “vine” or small “bush” relieving the monotony. The sole exception to
this rule is the Monsoon Jungle, where anomalous green vegetation can reach
a height of several dozen meters. Whatever its size, however, the green biomass provides many useful proteins that can be efficiently processed for use
by humans as nutrients.

SYMBIOSIS
Despite the most obvious life-forms (xenofungus and mind worms), life on
Planet, in general, is neither hostile to humankind nor particularly noteworthy.
However, the intricate and sophisticated symbiosis in which nearly every
species participates is noteworthy. (In fact, no observed species, whether flora,
fauna or otherwise, does not participate in this symbiotic dance.) It is common
on Earth for two, or sometimes even three or four species, to engage in a symbiotic relationship. On Planet, the symbiotic network essentially embraces
every native species. This network works together with extreme efficiency and
produces very little organic residue — everything is used, then reused.
Therefore, contrary to planetologists’ expectations, fossil fuels and the like are
unknown on Planet.
It is not too great a stretch to suggest that this intricate network has been
woven by conscious intent (without attempting to answer the obvious rejoinder, “Whose intent?”).

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MOONS
Planet has two moons, Nessus and Pholus, also named after Centaurs. The
tidal effects of these two moons were briefly discussed earlier. Here are a few
more specifics:
Earth’s MoonNessusN/M Ratio Pholus P/M Ratio
7.35 x 10226.50 x 1021 0.09

Mass (kg)

1740

Radius (km)
Dist. from planet (km)
Surface area (km2)

0.46

350

0.20

3.84 x 1052.00 x 105 0.52

1.00 x 105 0.26

3.80 x 1078.04 x 106 0.21

1.54 x 106 0.04

Mean gravity (m/s2)
Density (kg/m3)

226

800

5.20 x 1020 0.01

1.62

0.68

0.42

0.28

0.17

3342

3031

0.91

2895

0.87

Synodic month (Earth days) 29.5

7.7

0.26

2.7

0.09

Synodic month (local days) 29.5

10.6

ñ

3.7

ñ

Synodic months/local yr

12.4

50.2

ñ

144

ñ

Angular radius (degrees)

0.26

0.23

0.88

0.20

0.77

OTHER PLANETS
Alpha Centauri B has been dubbed “Hercules” by the inhabitants of Planet. As
myth would have it, Hercules was, as much by fortune as by intent, a great
nemesis of the Centaurs. He slew Nessus (for attempting to violate Deianira),
Eurytion (for attempting to force a marriage with Dexamenus’ daughter,
Mnesimache) and even his former tutor Chiron (by accident, with a poison
arrow). Pholus was killed indirectly — by foolishly picking up Hercules’ arrow
and dropping it on his toe! Since Alpha Centauri B must either have ejected
or prevented the formation of other planets in this system, and could in time
be responsible for disrupting the remaining planets, the name is appropriate.
Eurytion (named after one of the Centaurs mentioned above) orbits Alpha
Centauri A at about half the radius of Planet. Among the planets orbiting the
Sun, Mercury bears the closest similarity to it.

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Eurytion

EarthE/Earth RatioMercuryE/Merc Ratio

5.16 x 10235.98 x 1024 0.09

Mass (kg)
Equat. radius (km)

2820

5

6380

3.23 x 1023 1.60

0.44

2439

1.16

7.06 x 10101.50 x 1011 0.47

5.79 x 1010 1.22

9.98 x 1075.10 x 108 0.20
2
Standard gravity (m/s ) 4.33
9.81
0.44

7.47 x 107 1.34

Dist. from star (km)
Surface area (km2)

Escape velocity (m/s)
Density (kg/m3)

3.63

1.19

4940

11,200

0.44

4300

1.15

5503

5519

1.00

5420

1.02

0.62

0.27

2.31

0.70

Size of sun (angular degrees)
0.89
Year (Earth days)

113.8

365.3

0.31

88.0

1.29

Surf. temperature (°K)

438

288

ñ

452

ñ

Surf. temperature (°C)
Solar constant (W/m2)

165

15

ñ

179

ñ

8999

1383

6.51

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SUGGESTED READING
NONFICTION
ALPHA CENTAURI, THE NEAREST STAR Isaac Asimov
Lothrop, Lee & Shepard Company, a Division of William Morrow & Comany,
Inc., New York, 1976
Published in 1976, by William Morrow & Company (New York), this book is a
bit dated but still contains a solid explanation of how we determined Alpha
Centauri is the nearest star, plus additional details on the nature and structure
of this trinary star system. You’ll have a hard time finding it in a bookstore;
you might have better luck with the juvenile section of your nearest library.
WWW.NASA.GOV
NASA maintains this website, along with useful links to similar sites. Any of the

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dated aspects of Asimov’s book are well addressed at this site. It contains plenty
of current statistics and other data, covering much more than just Alpha Centauri
(a good place to start might be their search engine, at www.nasa.gov/search/). It
also includes an “Ask the Astronomer” question-and-answer forum, plus an
archive of previous answers, that can fill you in on just about anything you want
to know astronomical (at image.gsfc.nasa.gov/poetry/astro/qanda.html).
PALE BLUE DOT Carl Sagan; Ann Godoff (editor)
Random House, 1994, 1995; Ballantine Books, 1997
Sagan’s clear vision of humanity’s future in space makes this worth reading
cover to cover, not to mention the great pictures.

FICTION

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Much inspiration for Alpha Centauri came from reading classic works of science fiction. For those interested in reading some great books, Alpha Centauri
Designer Brian Reynolds offers the following suggested reading list.
THE JESUS INCIDENT Frank Herbert
A speculative and philosophical tour de force by my favorite science fiction
author. You’ll probably have to search used bookstores for this one, but it’s
well worth it. My favorite science fiction novel ever. A clear inspiration for the
story of Planet.
DUNE Frank Herbert
Herbert’s more famous masterpiece. If you enjoy stories of human factions
tearing at each others’ throats, you’ll love this.
A FIRE UPON THE DEEP Vernor Vinge
A far future epic which includes one of the more interesting alien races I’ve
encountered as well as some really original future concepts and a surprise ending which brings it all together. Also includes some pretty hilarious parodies of
internet newsgroups.

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ANVIL OF STARS Greg Bear
What if the universe is filled with alien races sometimes even more sinister and
diabolical than humanity at its worst? To what depths of deception and atrocity will a species descend in order to secure its survival?
SLANT Greg Bear
A near future earth where information technology has continued to make
quantum advances. I find suspension of disbelief very easy with Greg Bear,
because his worlds are coherent and his characters’ motives are so plausible.
THE MOTE IN GOD’S EYE Larry Niven and Jerry Pournelle
The best book I’ve read on the classic “first contact” concept. A really in-depth
study of what makes an alien race tick.
THE REAL STORY Stephen R. Donaldson
The first in a series of five. Mostly notable for the amount of sleep I lost reading it. Donaldson is the only author I know who can keep me addicted and on
the edge of my seat through five straight books.
RED MARS Kim Stanley Robinson
The characters can get a little thin, but this is the story on terraforming another world. Extremely well-researched. Hard science fiction at its hardest.
THE YEAR’S BEST SCIENCE FICTION Ed. Gardner Dozois
An annual collection. Extremely well-chosen and well-edited. My favorite
source of science fiction short stories. I take one with me on summer vacation.

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JOURNEY TO CENTAURI (EXCERPT)
The following is an excerpt from the web-based episodic story, Journey to
Centauri, that appeared on the Alpha Centauri website beginning June 1,
1998, written by Michael Ely. Visit the Alpha Centauri website at www.alphacentauri.com to find out more about humanity’s journey to the New World.
“Captain.”
Shapes. Shadows, hovering over him. A sense of threat, darkness eclipsing his
vision, and the distant sound of warning klaxons. He tried to lift his hands and
could not, tried to speak and felt his throat turn to fire. A deep cold pressed
down on him, crushing his bones to ice.
“… this one … hurry!” The voice again.

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More movement, seen through layers of frost and glass. I am the Captain,
came his next thought, sharp and coherent. I should be first ….
First out of the sleep. Visions returned to him: the long rough cylinder of the
ship, floating above the chaos of Earth. The massive cryobays with their rows
of sleeping crew, the white-suited cryotechs moving ghostlike among them.
His last memory of lying down in glass and feeling the blue tide rise to swallow him, forty years and a moment of darkness ago. Thinking, hoping, that
when he woke again, it would be to the sight of Alpha Centauri’s primary
cresting the rim of a new planet, a new world.
But now … something was wrong. Someone, unauthorized, moving around
the ship. A wave of dizziness washed over him and his vision blurred into a sea
of blue, red lights flashing in the distance. He could feel the ship shaking
beneath him.
“We move …”
A shadow passed over him, and then another. Footsteps retreated. He stared
up through the curved top of the cryocell, willing himself into the open spaces
of the ship, trying to force his fingers to move. His brain signaled alarm but
his heart and muscles, held in near stasis, would not respond.

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He waited, helpless, while the ship hurled on and the warning klaxons sounded their three beat sequence.
After interminable moments he heard a click and a hiss, and then a storm
exploded beneath him.
Transmission Received,
U.N.S. Unity Central Processor.
Impact Detected.
Fusion drive shut down.
Severe Damage Hydroponics Mods 2, 3; cryobay 7.
Triggering automatic wakeup of core staff per coded instructions.

v v v
Pravin Lal awakened to the hiss of the transparent capsule door breaking its
seal and the feel of the ship’s foundation shaking beneath him. His heart
began to pound and he closed his eyes, breathing deeply, seeking calm.
When his heartbeat slowed he opened his eyes once more. His training had prepared him for this: disorientation, sleep sickness, a deep fatigue that seemed to
nest in his bones. He spit the respirator from his mouth and pulled the IVs from
his arm, then lifted his hands, placed them on the glass lid above, and pushed.
The cryocell opened. He was alive.
Around him stretched the expanse of Cryobay Two, silent and vast, filled with
over a thousand identical glass capsules, each one bathed in a pale blue light,
each with tubes and cables snaking down to conduits in the floor. Over a
thousand crew, but his eyes immediately, reflexively, turned to the cell at his
left. He climbed to his feet and, ignoring the chill, crossed to it.
He looked down through the glass. There, beneath the frost and bluish tint of
the cryogel, he could make out her soft brown shape, indistinct, and the dark-

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ness of her long hair. Pria. She looked so peaceful, so far away … he still
remembered her gentleness, and their last strong kiss before the cryotechs
closed the cell, locking her away from him.
His practiced eyes scanned the small console above her cell. Everything
appeared normal; she had survived. His eyes flickered once across the manual
release key, and then he saw the red warning lights flashing at the far end of
the cryobay. The ship … he had almost forgotten the danger. He brushed Pria’s
cell with his fingers one more time and then turned away.
From a metal shelf at the foot of his vacated cell he lifted a folded uniform …
sleek, comfortable, in the sky blue of the mission’s Chief of Surgery, with the
U.N. seal on the breast and no country-of-origin markings visible. The Captain
had lobbied strongly for that.

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He slipped into the uniform and flipped on the small computer sewn into the
uniform’s sleeve. Status report: the Captain would emerge from cryosleep
shortly, along with other core officers and some emergency support staff. It
appeared that large portions of the ship’s hull had been damaged, along with
two of the three hydroponics modules. The fusion drive had shut down.
Pravin entered the Returned to Duty code and headed for the command bay.
The ship was racing towards Centauri system at tremendous speed, and without the fusion drive there was no way to stop.
Log Entry Received,
Pravin Lal, Chief of Surgery.
I have awakened to find the mission in jeopardy. I go now to join
my Captain in the command bay, ready to learn what has gone awry.
I pray the integrity of the ship’s datacore remains true. It is the last
hope of humankind...all of our knowledge digitized for transit to
the new world. If Earth has not survived these last 40 years, then
our future lies in the heart of this damaged ship.

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v v v
The lid to his cryocell hissed open, and Sheng-ji Yang emerged into darkness
and immediate danger. From the shadows surrounding his cell peered the narrow deadly eyes of shredder pistols, their barrels leveled directly at him.
Sheng-ji stood calmly, using his hand against the cryocell to steady himself as
waves of post-sleep nausea washed over him. No weakness … his eyes flickered in the darkness, marking the position of every enemy. He could not see
their faces … the main lights in this bay appeared to be malfunctioning, or
shut down, and he could see only the other cryocells with their soft blue glow,
like phosphorescent flowers in a field of darkness.
He willed his muscles to relax with exquisite control. His eyes flickered, just
once, across the black metal lockbox on the shelf at the foot of his cryocell.
He wouldn’t betray his intentions by looking at the box again, but in his mind
he carefully reconstructed the exact positioning of the box on the shelf, its
exact height from the floor and the position of the softly glowing shape of the
digital print lock. The lockbox carried his personal arsenal: his shredder pistol,
a submission rod and several sets of organic restraints.
“Move away from the cell. Follow the exact path we have laid for you.” came a
harsh, gravelly voice from a knot of shadows only two cells away. He looked down
to see small glowing blue dots on the floor leading away from his cryocell. Why?
“On whose orders?” he asked, his throat husky from disuse … let the games begin.
“Do not answer him,” came a soft, steely voice from a position, amazingly,
even closer than the other, a peculiar dark knot of shadows barely an arm’s
length away. A chill crossed him, briefly … that this person dared to crouch so
close to him. He read the shadows quickly, making out a silhouette. The shadow … this person … waited with catlike alertness, spine taut as a wire. Who?
“Do not answer this man,” the voice continued. “You are forbidden to speak
to him. And, Doctor Yang, do not speak to them. Simply follow the path we
have laid out for you.”
“Am I to …”

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Suddenly the shadow exploded into motion, and a black serpent crossed the distance to Yang in a heartbeat. Yang felt red hot wires of pain lace his neck, and
he fell to his knees, cursing the post-sleep weakness that dulled his reflexes.
Psych-whip, a part of him thought calmly. They have been in the armory. And
then he smiled as the pain intensified … he welcomed it, opened himself to it,
letting it dance on his nerves and dissolve into his spine. Pain, awaken me ….
“We mean you no immediate harm, but I know of your special talents. You
must follow my instructions. Do not speak. Crawl along the blue lines.”
He looked at the blue dots on the floor, his head still swimming. His eyes flickered up to one corner of the room, a zone of darkness with the vague sense
of a metal bulkhead curving. In that darkness he could imagine the bland silvery eye of the security camera staring down at him, but it could not see into
the far corner, where the blue dots led.

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He felt the muscles tighten along his back. He felt the cool metal floor beneath
his hands.
Abruptly, he stood. Electric tension jolted across the room as shredder pistols
twitched to follow him. He could smell the uncertainty … should we fire? …
and it had the metallic tang of fear.
He took one slow pace along the blue dots, shuffling as if from fatigue, and then
every muscle in his body exploded backward toward his cryocell as a yell from
the bottom of his lungs split the darkness. One roll and he reached back over his
head to take the black metal lockbox into his hands … no wasted motion, no
wasted time. He had already seen the action in his mind. And then …
… no turning back, but instead he went up and over his cryocell, the blue light
illuminating him for just a moment. A burst of shredder pistol fire crossed the darkness, humming in a cloud all around him, liquefying the glass beneath his feet,
and as he leapt he felt the sharp stinging pain of the psyche whip on his back.
A wave of nausea overtook him and instead of fighting it he used it, followed
it down, his body spiraling drunkenly into the space behind his cryocell. He

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could feel the confusion in the room as shadows lurched forward, orders issued
in hisses. No shouts and no further fire … near perfect silence, he thought.
Amazing discipline, as if ….
No matter. He had moments, and moments were all he needed. Crouched in
the darkness he punched the release code into his lockbox. He flexed his
hands, deadly weapons in their own right, serpents awaiting their venom.
The box would not open. It remained inert, a block of dead cold metal in his
hands. He turned it quickly face up, tried to make out the letters printed on
top. “A. Shaw.” They had switched lockboxes on him.
A shadowy form rose above him, and he caught a sliver of blue light across
familiar features.
“You …” he said, wanting to buy time.
A dark metal shape crashed into him, and his vision burst into blue fireworks
on a night black sky.

From the Unity Library,
Doctor Yang’s Collection:
Weapons are the tools of fear;
a decent man will avoid them
except in direst necessity
and, if compelled, will use them
only with the utmost restraint.
He enters a battle gravely,
with sorrow and with great compassion,
as if he were attending a funeral.
Tao Te Ching,
Steven Mitchell trans.

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DESIGNER’S NOTES
Although this is our second product as a company, Alpha Centauri has been
around, in some form or another, right from the humble beginnings of FIRAXIS Games. Its story has in many ways paralleled the story of our company —
FIRAXIS and Alpha Centauri grew together, both changing and evolving over
two and a half years. Both faced significant setbacks and periods of self-doubt,
but in the end FIRAXIS came together as a company, and as you have hopefully discovered, Alpha Centauri came together as one of our best games ever.
In July 1996, the brand new FIRAXIS Games (at the time we were calling it
“FIRAXIS Software”) consisted of four or five people huddled in some borrowed office space in the back of the Absolute Quality building in Hunt Valley,
MD. AQ, a professional game testing company, was also a brand new startup,
so times were exciting, to say the least. Yes, the rumors are true: we did in fact
buy AQ a phone system and bartered it for their spare office space.

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CEO Jeff Briggs worked the phones to rustle up some funding and did all the
hard work of actually putting a new company together. Sid Meier and Brian
Reynolds worked to scrape together some playable prototype code, and Jason
Coleman wrote the first lines of JACKAL, the engine which these days pretty
much holds everything together. Office Manager Susan Brookins found us
some office furniture and bought crates of Coke, Sprite and Dr. Pepper to stash
in a mini-fridge Brian had saved from his college days. We remembered that
at some indeterminate point in the past we were considered world class game
designers, but our day-to-day lives weren’t providing us a lot of positive reinforcement on that point. So for the first nine months of our existence as a
company, we clunked over the railroad tracks in the morning, played Spy
Hunter in the upstairs kitchen, and declared “work at home” days when AQ
had competitors in the office.
1996, you may recall, was also the “Year Of The Real Time Strategy Game.”
Giants strode the industry and remade it in their image. Indeed, our first offering as a company, Sid Meier’s Gettysburg, is enthusiastically real time, and if

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you like real time games at all and haven’t tried it yet you owe it to yourself to
go and find a copy — Sid considers it one of the two best games he’s ever
designed, and the rest of us are inclined to agree. But we were also convinced
that in spite of the industry’s headlong rush to get on the real time bandwagon, a strong market still existed for turn-based strategy games. Gamers wanted
a new, sweeping epic of a turn-based game, and they wanted us to design it.
At that time, science fiction games were definitely not the first thing that
came to mind when you thought about our team. We were known for history-based games. We knew a lot about history and historical games and pretty
much left the science fiction and fantasy to everyone else. But we’d just done
an epic game based on all of human history up to present times and needed
a fresh topic, so at some point someone said “well, how about a future history” — human history from the near to the distant future. Kind of a way to
bring our strength with historical games to bear on a science fiction game.
From the beginning, Alpha Centauri set out to capture the whole sweep of
humanity’s future. Not just technology and futuristic warfare, but social and
economic development, the future of the human condition, spirituality and
philosophy. One challenge we quickly discovered is that whereas most people
are at least roughly familiar with the major events of human history, and can
easily relate to archetypes like “fire,” “nomadic hordes” and “the wheel,” they
haven’t got the foggiest notion of what “Polymorphic Software” might be,
since we just made the name up five minutes ago. It takes a lot of work to
weave a tapestry of future history which both coheres and makes the future
accessible to players.
Since it is, after all, the future we’re talking about, we’ve tried to be extraordinarily flexible in allowing many different possible strategies and different kinds
of victory. Whereas we can, for instance, look back on the past and say “well
obviously that system of government worked and that one didn’t,” it’s a lot
harder to make cogent predictions about future society. We don’t even know
what future governments will be like, let alone whether or not they will work.
So in our Social Engineering section we’ve tried to challenge players to imag-

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ine the future for themselves — to create their own future utopias and try them
out against other competing visions. Thence also came the idea of “factions,”
rival groups to challenge players with opposing and contrasting ideologies.
Thrown into this mix are the uniquely science fiction elements of exploring
and terraforming an alien world. Since we were trying to create a plausible
future history, trans-lightspeed galactic travel seemed a bit unrealistic. We
chose instead to start with a near future situation which with only a little extra
optimism could actually happen — a human mission to colonize the solar system of our sun’s nearest neighbor. It seemed likewise implausible that upon
arriving in the Alpha Centauri system humans would discover a thriving community of five or six intelligent quasi-humanoid alien races, so we stuck with
human factions to provide rivals and opponents. But alien ecologies and mysterious intelligences are cool, so we’ve incorporated them into the game as
external “natural forces” which serves as a flywheel for much of our back-story
and a catalyst for many player actions.

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With Gettysburg taking up most of our time, we spent Alpha Centauri’s first
year working up a prototype of basic ideas. Artist Mike Bazzell provided enough
preliminary art to get us going, senior programmer Jason Coleman perfected
our system code, and lead designer Brian Reynolds hacked a game and some
AI together. Sid had a spare fractal algorithm he wasn’t going to need for
Gettysburg, so Brian took it up to Canada for vacation and finished the world
generator on the shores of the St. Lawrence. We were playing “games” of Alpha
Centauri by fall of ’96, and by the following summer we were working on the
multiplayer engine. We invited veteran game designer Doug Kaufman, with
whom we’ve often worked, to join us as a game balancer and become “the first
man on Alpha Centauri.” You’ll find Doug’s ideas well represented throughout
the game (the disengage rule, long range bombardment, and energy loans, to
name just a few), and he’s the guy you can thank when you try some bizarre
new strategy and lo-and-behold the game understands it.
Around this time we also began doing some research on the scientific realities
involved in interstellar travel. A few tentative posts on the Internet later, we

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made the acquaintance of Derek “Del” Cotter, a British fan who proved so helpful in setting us straight on astronomy, biology and interstellar travel that we
sent him a contract and hired him to do some research. Del provided the technical design for our starship, the U.N.S. Unity; designed planets and solar system consistent with current knowledge of the Alpha Centauri system; figured
out Planet’s vital statistics; and fleshed out our biosphere. Del’s interstellar travel research was particularly useful for our web story, which Mike Ely wrote and
which appeared in installments on our website during the final months of
development. Del even provided some biochemical theories about how the fungus and mind worms might work and generally made it possible for us to do a
near future space colonization game without sounding like idiots.
Now skip ahead to late 1997. Alpha Centauri was still plodding along, but the
schedule was starting to slip and most who played it at the time agreed that
it lacked that certain je ne sais quoi which makes a game stand out as a classic. Enter Bing Gordon, an industry veteran who co-founded Electronic Arts
way back when your humble game designer was just starting high school (you
mean he’s one of the guys who brought out Archon?! Cool!) and who lately
serves as its Chief Creative Officer. A long time fan of, um, that other game we
wrote, he was excited about working with us on our new project. He saw in
Alpha Centauri a masterpiece struggling to get out. Bing helped us figure out
what was needed to make this the cool thing we all knew it could be. In addition to the fact that we didn’t throw the whole game out the window in disgust, you can thank Bing for the Planetary Council and all the extra time we
spent making the diplomacy cool. Bing also convinced us to take multiplayer
seriously as a design challenge as well as a technical hurdle.
A few months before the 1998 E3, the gaming industry’s biggest trade show, it
was time to get our marketing plan up to speed. Lindsay Riehl, our one-woman
marketing department, quickly got this under control, kept the press interested
in our progress, and generally helped spread the good news. It was Lindsay who
talked us into including Explore/Discover/Build/Conquer in the game as well as
the ad campaign, so that what began as a cool marketing tie-in ended up
becoming a way to refocus our “Governor” automation (which had previously

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been intended mainly for advanced players) as a useful learning tool for beginners. Later, Lindsay arranged to fly out EA’s marketing team for several days of
hands-on play, in a devious, underhanded and ultimately completely successful
ploy to hook them on the game and remake them as Alpha Centauri evangelists. Many thanks to Alex Carloss, Chris Plummer, Matt Orlich, Audrey Meehan
and David Swofford for all the hard work they’ve put in, and most especially for
taking the time to come out and really get to know us and our product.

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Alpha Centauri showed well at E3, so it was time to buckle down and get this
bad boy finished. How Jason “90-hour week” Coleman and Artist Dave “I’m
very afraid” Inscore made it through the summer and autumn of ’98 is anybody’s guess, but in the end they proved to us that a Sid Meier game can have
an interface as polished and integrated as anything in the industry. Producer
Tim Train took on the near impossible task of keeping track of what everyone
was doing and making a (gasp) schedule, meanwhile coordinating the game
manual and foreign language translations and moonlighting as co-designer.
On top of all that Tim somehow found time to become our office Alpha
Centauri champion and provide innumerable good pointers on game tactics
for us to include in the AI. When a computer player amasses an overwhelming force and then moves up to attack your bases, think of Tim.
Art Director Michael Haire developed some concept sketches for our faction
leaders, and Jerome Atherholt painted those beautiful portraits which brought
them to life as individuals. Believe me there were a lot of people hovering around
his office door the day he was working on Deirdre (by the way, that’s pronounced “DEE druh.” Got it? Now say it again ten times). He also dug up and/or
manufactured all of those dossier photos, and most importantly took on the
scary task of designing the final look of Planet itself, drawing all of our terrain,
solar collectors, boreholes and so forth. We discovered that everyone had a
strong (and different) opinion on what Planet ought to look like (More red! Less
red! More detail! Less detail!), and finally one day Executive Producer Jeff Briggs
threw us all out and said “Okay, go home. This weekend Jerome is going to draw
the terrain, and when he’s done you can all look at it.” You done good, Jerome.

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Mike Bazzell, in addition to doing pretty much all of our prototype art and
having by far the scariest office at FIRAXIS, built all of those cool vehicles and
vehicle parts. Imagine being told you have to design a laser cannon that looks
just as cool on a hovertank as on a needlejet or a cruiser, or carried around by
some infantry guys. And everything has to fit together interchangeably. And
rotate! And move in 3-D! But after years of playing with little “sprite guys,” it
sure is great to watch those needlejets make bank turns. Mike is also responsible for all of our on-screen animations, explosions and so forth.
Meanwhile, Mike Ely directed our Secret Projects movies, coming up with a
coherent vision, doing storyboards, figuring out which movies needed licensed
footage and which we should develop in-house, and working with the artists
to bring Planet to life cinematically. Mike made all of the “footage” movies
himself, and edited together the final cuts of all the movies. For the 3-D
movies, Nick Rusko-Berger was our principal movie man, creating our Opening
and Transcendence sequences as well as many of the Secret Projects, such as
the Bulk Matter Transmitter. But many of our other artists were heavily
involved in movie making as well — Greg Foertsch’s movies included the Space
Elevator and Hunter-Seeker Algorithm; Dave Inscore created the Command
Nexus and Maritime Control Center; and Jerome Atherholt painted the backgrounds for the Citizens’ Defense Force.
Music for our movies was composed by Jeff Briggs, our versatile CEO,
Executive Producer, Designer and Composer. Dave “Mr. Sound Guy” Evans, our
digital sound wizard and mandolin maestro, masterminded our in-game music
and did pretty much everything else that involves sound and sound effects.
Dave wrote what we suspect may be the first true interactive midi/pcm engine
ever to ship with a computer game. He had the fun of going to a sound workshop where everyone was talking about interactive midi as something “a few
years down the road” and thinking “heh heh, I’ve already done that.” Dave also
came up with some literally unspeakable technology to let us support true
voice-to-voice transmissions during multiplayer games. Meanwhile, Mike Ely
went through unending grueling casting sessions to find us seven faction
leaders with good voices, acting skills, and authentic accents. Want to make
Mike wince? Just sing a few bars of the “Deirdre’s got a Network Node” song.

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Much still remained to be polished. Art Director Michael Haire designed the faction icons and created individual icons for each of our many technologies, facilities and secret projects. Michael also did many of our scoring screens, as well as
prototyping much of our interface. Greg Foertsch created our “monument”
reward screen, and did much of our situational payoff art. And while all this was
going on, a college senior and mathematics major walked into his career counselor’s office and said that what he really wanted to do with his life was “work
for a company called FIRAXIS Games.” And that’s how Chris Pine came to FIRAXIS. Chris did all the report screens on the HQ Menu, and we have to say we had
no idea how cool report screens could be until Chris joined us. Now if he’d just
give up this “Go” business and learn to play Chess like a normal Firaxian!

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With Alpha Centauri pulling into the home stretch, Jeff Morris, our Quality
Assurance Director, kicked into high gear. Somehow Jeff managed to coordinate testing between three different groups plus FIRAXIS itself, keep our networks running, and still find time to write our install program. Our old sister
company, Absolute Quality, with whom we shared office space for so long,
handled the on-site testing, and we must say that Dan Schlueter and his team
did an excellent job finding the serious problems in our software. Dan, along
with colleagues Jim Smith, Ted Paulsen, Graham Boyanich, Ray Lofton and
Charles Brubaker, stayed on top of things and helped us get the multiplayer
code stable in record time. Origin also contributed Rhea Shelley’s test team,
which did a most thorough job of combing through the software for the
things that are so easy to miss. Thanks!
We’d also like to thank profusely the 25 hardy volunteers who participated in
our public beta test. Particularly considering that their only pay consisted of
buggy early versions of the game, their enthusiasm and participation was outstanding. We’d never done a public beta test before, but let me tell you we’re
sold on the idea now, since doing one gave us a perspective on our product
we could never have obtained in any other way. Among many other useful
suggestions, our beta testers insisted that we add Diplomatic and Economic
victories, and yes, even the dreaded Random Events. Thanks to everyone who
participated — you really made a difference.

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Two and a half years is a long time to work on a project, and many changes
have taken place in that time. Amanda Rusko-Berger, Coulby Riehl and Caleb
Reynolds were all born during the project. Susan Brookins, who kept us fed
and paid and made sure the Gatorade man filled up our machine every week,
is now Susan Meier (yes, that Meier). The FIRAXIS staff has grown to a whopping 17, and we’ve got a pretty good view now from the top floor of the
Executive Plaza building in Hunt Valley. We’re a better team, a happier team,
and definitely a wiser team than we were when we started the project. The
nest is going to seem a little empty with Alpha Centauri gone, but fortunately
we’ve got two outstanding ideas in the works, and maybe even a few after
that, so it looks like we’ll stay busy for quite a while.
Before we close, we’d like to stop and briefly reflect on the deeper message
that Alpha Centauri hopes to convey. In the closing years of the twentieth
century, humanity stands capable of technological achievements which were
never possible in any previous era and which as far as we know may never have
been available to any sentient species, ever. The time of miracles is indeed
upon us, and yet the nuclear trigger remains armed, population growth continues to overwhelm available resources, our climate shows early signs of running amok, and sooner or later a near-Earth asteroid will probably wipe civilization or even humanity itself from the face of the planet. As a basket in
which to keep all our eggs, Earth is more precarious than ever, yet we continue to dilly and dally and just this week Time magazine ran an article calling
the International Space Station “a white elephant” that is not worth the
money.
Are we content to stew in our collective juices, to turn inward as our planet
runs inexorably out of resources and wait for the Universe (or perhaps our
next-door neighbors) to grow tired of us and wipe us out? Or shall we claim
the planets and stars, distribute our eggs among many baskets, ensure the
long-term survival of our species, and in the process embark on the greatest
adventure of all time? Mars could be reached within our own lifetimes:
manned exploration missions, even colonies, all for a minute fraction of what
we spend every year building weapons. The planets lie nearly within reach of

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current technology, and even a trip to Alpha Centauri is easier than you probably think. Consider Planet’s final imperative at the Ascent to Transcendence:
bright children of the stars. We can probably eventually do even that if we put
our minds to It — what a thought! The stars are waiting for us; we have only
to decide that it’s worth the effort to go there. Look at the stars on a cold,
clear, winter night and think about that. If Alpha Centauri inspires a few
young scientists and astronauts; if it convinces a few more citizens to write to
their congressmen and work to rejuvenate our space program, humanity’s
space program, that will surely be its greatest and most lasting accomplishment.

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And so to end our valedictory, we’d like to thank Sid for all his sage advice;
Jeff Briggs for thinking that starting a little company called FIRAXIS might
actually be a good idea; Jill Reynolds, Holly Coleman, Yvette Bazzell and all
the other FIRAXIS wives and families for enduring 80-hour weeks for longer
than anyone should have to endure them; our publisher for bearing with us;
and all the others, too numerous to name individually, for working to help
make this game great. Thank you, thank you very much. Most of all, we’d like
to thank all of our fans, who in the end make all of this possible. As always,
we hope you enjoy playing Alpha Centauri as much as we enjoyed creating it.
Walk with Planet!

Brian Reynolds
Hunt Valley, MD
November 23, 1998

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CREDITS/KEY COMMANDS

CREDITS
Created By . . . . . . . . . . . . . . . . . . .Brian Reynolds
With . . . . . . . . . . . . . .Sid Meier, Timothy Train,
. . . . . . . . . . . . . . .Douglas Kaufman, Bing Gordon
And . . . . . . . . . . . . . .Members of FIRAXIS Games

“The Dancing Baby” is used with the permission of
Kinetix, a division of Autodesk, inc.

Executive Producer . . . . . . . . . . . .Jeffery L. Briggs

With Special Thanks To Jill, Ro and Caleb Reynolds

Producer . . . . . . . . . . . . . . . . . . . . .Timothy Train

Published By . . . . . . . . . . . . . . . . . .Electronic Arts

System/Interface Programming . . . .Jason Coleman
Sound Engineering/Programming . . . .David Evans

ELECTRONIC ARTS

Additional Programming . . .Chris Pine, Jeff Morris

EA Godfather . . . . . . . . . . . . . . . . .Bing Gordon

Art Director . . . . . . .Michael Haire (Icons, Scoring)

EA Executive Producer . . . . . . . . . . .Andy Hollis

Graphic Artists Jerome Atherholt (Portraits, Terrain),
. . . . . . . .Michael Bazzell (3-D Units, Prototyping),
. . . . . . . . . . . .Gregory Foertsch (Payoffs, Movies),
. . . . . . . . . .David Inscore (Interface, Planetscapes),
. . . . . . . .Nicholas Rusko-Berger (Movies, Opening)

EA Producer . . . . . . . . . . . . . . . . .Bryan Walker

Movies and Voices Directed by . . . . . . .Michael Ely

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Stock Footage Courtesy Of . . .Archive Films, Corbis,
. . . . . . . . . . . .The Image Bank, WPA Film Library

VP Marketing . . . . . . . . . . . . . . . . .Alex Carloss
Director Of Marketing . . . . . . . . .Chris Plummer
Product Manager . . . . . . . . . . . . . . .Matt Orlich
European Product Manager . . . . .Audrey Meehan
Media Relations Manager . . . . . .David Swofford

Featuring the Voices Of:
Lady Deirdre Skye . . . . . . . . . . . . .Carolyn Dahl
Chairman Sheng-Ji Yang . . . . . . . . . . . . .Lu Yu
Academician Prokhor Zakharov . .Yuri Nesteroff
CEO Nwabudike Morgan . . . . . . . . . .Regi Davis
Colonel Corazon Santiago . . . . . . . .Wanda Nino
Sister Miriam Godwinson . . . . .Gretchen Weigel
Commissioner Pravin Lal . . . . . . . .Hesh Gordon
Planet . . . . . . . . . . . . . . . . . . . .Alena Kanka
Datalinks, Male . . . . . . . . . . . . . . . .Robert Levy
Datalinks, Female . . . . . . . .Katherine Ferguson
Background Music . .David Evans, Jeffery L. Briggs
Movie Music . . . . . . . . . . . . . . .Jeffery L. Briggs
Director Of Marketing . . . . . . . . . . . .Lindsay Riehl
Master Of Miscellaneous . . . . . . . . . . .Susan Meier
Webmaster . . . . . . . . . . . . . . . . . . .Michael Ely
Astronomy, Physics & Biology ResearchDerek Cotter

EA Quality Assurance: . . . . . . . . .Benjamin Crick,
. . . . . . . . . .Daniel Hiatt, Michael Jung, Etienne
. . . . .Grunenwald, Anatol Somerville, Bobby Joe

QUALITY ASSURANCE
Quality Assurance Director Jeff Morris, FIRAXIS Games
Absolute Quality, Inc. Dan Schlueter, AQ Lead Tester
. . . . . . .Graham Boyanich, Charles Brubaker,
. . . . . . .Ray Lofton, Ted Paulsen, Jim Smith
Origin Systems, Inc.:
. . . . . . . .Rhea “Shalom” Shelley, OSI Project Leader
. .Todd “Balls” Raffray, OSI Assistant Project Leader,
. . . . .Tim “Quasimodo” Bell, Brett “Beaker” Bonner,
. . .Stacy “Skyline” Davidson, Zafer “Z-man” Hamza,
. . . . . . .Kent “Hand” Raffray, Jon “Punchy” Shelus,
. . . . . . . . . . .Stephen “Money Shot” VanWambeck

Intern Coordinator . . . . . . . . . . . .Deborah Briggs
Interns . . . . . . . .Alex Luskin (Sound Engineering)
.Kurt Kotula (Graphic Art), Matt Pierce (Marketing)

C R E D I T S

BETA TESTERS
Marty Bishop, Michael Buccheri, Ted Dennison,
Chris Fitzgerald, Neil Fradkin, Andrew Goldstein,
Ronald Gretz, Dick Knisely, Greg Lary, Martin
Leuschen, Jen MacLean, Jean McGuire, Biju
Mathai, Sam May, Laralyn McWilliams, Vernon
Michael, Mark Norton, George Politis, Alan
Precourt, Marc Reissig, Don Rinker, Jennifer
Schlickbernd, Dan Speicher, William Stapel,
Thomas Stobie, Jeff Vitous, Rita Waller

ADDITIONAL CREDITS
Documentation Written by . . .Incan Monkey God
. . . . . . . . . . . . . . . . . . . . . . .Studios (IMGS, Inc.)

Need Technical Support? Please see the enclosed
Install Guide for technical support information.
NOTICE Electronic Arts 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 Electronic Arts, P.O. Box 9025,
Redwood City, California
94063-9025, Attn:
Customer Support.

Manual Writer . . . . . . . . . . . . . .Chris McCubbin
Manual Editors . . .David Ladyman, Jamie Poolos,
. . . . . . . . . . . . . . . . . . . . . . . . . .Benjamin Crick
Manual Design & Layout . . . . .Catherine Cantieri
Documentation Project Manager . . . .Tonda Mueller
Tech Tree Poster Design . . . . . . . . . .Mike Lippert
Package Design . . .Hamagami/Carroll & Associates
Packaging Art Direction . . . . . . .Nancy Waisanen
French Translation Manager . . .Jean-Luc Chabrier
French Translators Nathalie Marlier (www.apex.fr),
Jean-Claude Ducerf (www.ducerftranslations.com),
. . . . . . . . .Elizabeth Joffrain, Patrice Madesclaire
French Audio Knockin’Boots Productions, Paris/France
German Translation Manager . .Christina Vollmer
German Translators . . . . . . . . . . . . .Frank Dietz,
. . . . . . . . .Christoph Niedermair, Susanne vanEyl
German Audio . . .M&S Sound, Frankfurt/Germany
Spanish Product Manager . . . . . . . . .Teo Alcorta
Spanish Localization Manager . . .Julio Valladares
Spanish Localization .José Luis Rovira, Luis Pinés,
. . . . . . . . . . . . . . . . . . . . . . . .Ricardo Mart’nez
Spanish Quality Assurance . . . . . . .Alvaro Corral,
. . . . . . . . . . . . . . .Antonio López, Oscar Jiménez

MPEG real-time libraries (c)1996-1998 by MpegTV.
All rights reserved. The MPEG Layer-3 technology
was developed by the Fraunhofer Institut fuer
Integrierte Schaltungen IIS, Am Weichselgarten-3, D91058 Erlangen, Germany. Used by permission: Reg.Code OC0239812.
For the latest information on MPEG Layer-3 and
other audio technology products, access:
http://www.iis.fhg.de/audio/.
Electronic Arts and the Electronic Arts logo are trademarks or registered trademarks of Electronic Arts in
the U.S. and/or other countries. All rights reserved.
Firaxis and Sid Meier’s Alpha Centauri are trademarks
or registered trademarks of Firaxis Games, Inc. in the
U.S. and/or other countries. All rights reserved.
Windows and DirectX are trademarks or registered
trademarks of Microsoft Corporation in the U.S.
and/or other countries. All rights reserved.
All other trademarks are property of their respective
owners.
Software and documentation ©1999 Electronic Arts.
All rights reserved.

Italian Translation . . . .C.T.O. S.p.a., Bologna/Italy
European Audio Manager . . . . . . . . .David Lapp

C R E D I T S

247

MAP COMMANDS
Move units/View map . . . . . . . . . . . . . .V

Full zoom in . . . . . . . . . . . . . . . . .cZ

Zoom in . . . . . . . . . . . . . . . . . . . . . . . .Z

Full zoom out . . . . . . . . . . . . . . . .cX

Zoom out . . . . . . . . . . . . . . . . . . . . . .X

Toggle flattened terrain . . . . . .csX

Standard zoom in . . . . . . . . . . . . .sZ

Toggle map & Grid . . . . . . . . . . . . .cG

Standard zoom out . . . . . . . . . . . .sX

Toggle base grid . . . . . . . . . . .csG

UNIT ACTION COMMANDS
Construct Base (Colony Pod) . . . . . . . . .B

Group go to... . . . . . . . . . . . . . . . . . . .J

Join Base (Colony Pod) . . . . . . . . . . . . .B

Assemble Group . . . . . . . . . . . . . . .sJ

Obliterate Base (Any Unit in Base) . . . . .B

Go to Home Base . . . . . . . . . . . . .sG

Long Range Fire . . . . . . . . . . . . . . . . . .F

Set Home Base . . . . . . . . . . . . . . . .cH

Airdrop . . . . . . . . . . . . . . . . . . . . . . . .I

Activate (Move Now) . . . . . . . . . . . . . . .A

Activate Special Ability . . . . . . . . . . . . .I

Wait (Move Later) . . . . . . . . . . . . . . . . .W

Psi Gate . . . . . . . . . . . . . . . . . . . .sI

Unload Transport . . . . . . . . . . . . . .sU

Convoy Resources . . . . . . . . . . . . . . . . .O

Upgrade Unit . . . . . . . . . . . . . . . . .cU

Destroy Enhancements . . . . . . . . . . . . .D

Turn Over Unit Control . . . . . .csU

Disband Unit . . . . . . . . . . . . . . . . .sD

Designate Defender . . . . . . . . . . . . .cD

Automate Unit . . . . . . . . . . . . . . .sA

Sentry/Board Transport . . . . . . . . . . . . .L

Explore Automatically . . . . . . . . . . . . . ./

Place Unit “On Alert” . . . . . . . . . . .sL

Patrol . . . . . . . . . . . . . . . . . . . . . . . . . .P

Hold 10 Turns . . . . . . . . . . . . . . . .sH

Designate Bombing Run . . . . . . . . . . . .B

Hold This Position . . . . . . . . . . . . . . . .H

Automate Air Defense . . . . . . .csB

Skip Turn . . . . . . . . . . . . . . . . . .z

Go to Base... . . . . . . . . . . . . . . . . . . . .G

MAP COMMANDS contd.
Show autoforward routes . . . . .csB

Erase Landmark . . . . . . . . . . . .csN

Show patrol orders . . . . . . . . . . . . .sP

Locate Base... . . . . . . . . . . . . . . . . .cB

Terrain Survey . . . . . . . . . . . . . . . . . . .T

Previous Cursor Position . . . . . . . . . .b

Hide/Show Names & Production . . .cN

Next Cursor Position . . . . . . . . .sb

Name Landmark . . . . . . . . . . . . . .sN

Center screen . . . . . . . . . . . . . . . . . . . .C

TERRAFORM COMMANDS
Cultivate Farm\Kelp Farm . . . . . . . . . . .F

Drill to Aquifer . . . . . . . . . . . . . . . . . . .Q

Construct Soil Enricher (Over Farm) . . . .F

Terraform UP . . . . . . . . . . . . . . . . . . . .]

Construct Mine\Mining Platform . . . . . .M

Terraform DOWN . . . . . . . . . . . . . . . . .[

Construct Solar Collector\Tidal Harness .S

Terraform LEVEL . . . . . . . . . . . . . . . . ._

Plant Forest . . . . . . . . . . . . . . . . . .sF

Farm+Solar+Road . . . . . . . . . .csF

Build Road . . . . . . . . . . . . . . . . . . . . . .R

Farm+Mine+Road . . . . . . . . . .csM

Build Mag Tube (Over Road) . . . . . . . . .R

Construct Road To . . . . . . . . . . . . .cR

Construct Bunker . . . . . . . . . . . . . . . . .K

Construct Tube To . . . . . . . . . . . . .cT

Construct Airbase . . . . . . . . . . . . . . . . ..

Automatic Roads . . . . . . . . . . .csR

Construct Sensor Array . . . . . . . . . . . . .O

Automatic Tubes . . . . . . . . . . .csT

Remove Fungus . . . . . . . . . . . . . . . . . .F

Automatic Sensors . . . . . . . . . .csO

Plant Fungus . . . . . . . . . . . . . . . . .cF

Automatic Fungus Removal . . .csF

Construct Condenser . . . . . . . . . . . . . . .N

Autoimprove Home Base . . . . .csA

Construct Echelon Mirror . . . . . . . .sE

Fully Automate Former . . . . . . . . .sA

Construct Thermal Borehole . . . . . .sB

GAME COMMANDS
Switch To Detailed Menus . . .-

Map Display Preferences... . .cM

Switch To Simple Menus . . . .-

Save Game... . . . . . . . . . . .cS

Preferences... . . . . . . . . . . .cP

Load Game... . . . . . . . . . . .cL

Warning Preferences... . . . . .cW

Resign . . . . . . . . . . . . . . .sQ

Advanced Preferences... . . . .cO

Start New Game . . . . .csQ

Automation Preferences... . .cA

Quit . . . . . . . . . . . . . . . . .cQ

Audio/Visual Preferences... . .c1

Speed Up Game
during AI turn . . . . . . Hold s

MULTIPLAYER GAME COMMANDS
Chat . . . . . . . . . . . . . . . . .cC

Zoom to Base Messages . . . . . .*

Voice Transmission . . . . .\ (hold)

Use Time Bonus . . . .cz

Pause . . . . . . . . . . . . . . . . .b

End Turn . . . . . . . . . . .ce

Alter Time Controls . . . . . .sT

Resume Turn . . . . . . . . .ce

BASE COMMANDS
Social Engineering... . . . . . . . . .E

Orbital and Space Status... . . .6

Set Research Priorities... . . .cR

Military Command Nexus... . . .7

Change Research Goal... . . .sR

Alpha Centauri Score... . . . . . .8

Design Workshop... . . . . . . . . . .U

View Monuments... . . . . . . . .9

Datalinks... . . . . . . . . . . . . . .1

View Hall of Fame... . . . . . . . .0

Laboratories Status... . . . . . . .2

Communications and Protocol...=

Energy Banks... . . . . . . . . . . .3

Corner Global Energy Market! . .,

Base Operations Status... . . . . .4

Review Scenario Objectives . . . .=

Secret Project Data... . . . . . . .5
EA 1050905

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