Ascendancy чит-файл №2

Ascendancy - Charts
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PLANTARY ITEMS

Factory
The Factory is a common structure on most colonized
planets. Factories
increase a colony's industry, which helps speed the
completion of
planetary projects.

Agriplot
The Agriplot is a high-productivity farming area.
Agriplots increase a
colony's prosperity, which causes its population to
grow more quickly.

Laboratory
The Laboratory is a center for research and
development. Laboratories
provide research, which allows a species to make
technological discoveries.

Habitat
The Habitat is a high-density living and working
complex with a precisely
controlled internal climate. Habitats provide a colony
with prosperity,
and also allow room for additional population.

Metroplex
The Metroplex is an urban center with industrial,
technological, and
residential capacities.

Colony Base
You should not be able to build this.

Industrial Megafacility
The Industrial Megafacility is a huge, self-reliant
production plant.
Its industrial output is greater than that of a
Factory.

Artificial Hydroponifer
The Artificial Hydroponifer is a super-efficient
nourishment production
facility. Its prosperity output is greater than that
of an Agriplot.

Research Campus
The Research Campus is a well-equipped experimentation
center. It is of more
research value than a Laboratory.

Logic Factory
The Logic Factory is a research complex that
specializes in the
entertainment and happiness of sentient beings. It
provides both research
and prosperity.

Engineering Retreat
The Engineering Retreat is an academized production
plant where engineers
devise improvements in logistics and production
methods. It provides a colony
with industry as well as research.

Surface Cloaker
The Surface Cloaker uses high-frequency diffraction
generators to make a
planet surface practically invisible to alien ships.

Hyperpower Plant
The Hyperpower Plant is a marvel of high technology.
By generating power
for all of a colony's industry structures, it
significantly increases the
colony's entire industrial output. There is no need
for more than one
Hyperpower Plant on any colony.

Fertilization Plant
The Fertilization Plant produces vast quantities of
agricultural and
hydroponics supplies. It boosts the prosperity of an
entire colony. There
is no need for more than one Fertilization Plant on any
colony.

Internet
The Internet provides a colony with a high-speed
information and data
transfer system. It greatly improves the progress made
by a colony's
research centers. There is no need to build more than
one Internet on any
colony.

Cloning Plant
The Cloning Plant organically duplicates new members of
a planet's
population. There is no need to build more than one
Cloning Plant on any
planet.

Observation Installation
The Observation Installation scans nearby alien ships.
There is no need to build more than one Observation
Installation on any
planet.

Tractor Beam Element
The Tractor Beam generates a powerful stasis field to
overcome a ship's drives
and pull it toward a planet. You can use a planet's
Tractor Beam in the System
Display by selecting the planet and then selecting the
Tractor Beam from its
item list.

Surface Shield
The Surface Shield houses defense armaments that
protect a colony against
alien invasion. Several Surface Shields may be
necessary to defend against
large invasion forces.

Surface Mega Shield
The Surface Mega Shield is a powerful defense against
alien invasion. It
uses protective ion fields to augment the endurance of
its defense armaments. It is much more valuable than
the normal Surface
Shield, but certainly not invulnerable.

Outpost
The Outpost is an important structure for colonies on
small or minimally
habitable planets. It provides living facilities for
additional
population.

Transport Tubes
Transport Tubes allow colony structures to spread
quickly over the surface
of a planet. They are easy to produce, require no
maintenance, and can even
be constructed on black squares.

Shipyard
The Shipyard is an enormous orbital center for the
production of space ships.
Though expensive to construct, it is a necessary first
step toward space
exploration. A colony must have a Shipyard in order to
build ships.

Ship
Ships are the key to the exploration of space. Each
Ship can be designed
differently, and can hold various types of equipment
that allow it to do
such things as travel, engage in combat, and colonize
or invade planets.

Orbital Docks
Orbital Docks provide a maintenance platform for the
repair and refitting of
ships. Any ship orbiting a colony with Orbital Docks
can be refitted. When
a ship is refitted, its contents may be changed, and
its hull is repaired.
                               
Orbital Cloaker
The Orbital Cloaker uses modified diffraction
generators to disguise structures
orbiting a colony, rendering them invisible to alien
ships.

Orbital Shields
Orbital Shields are a colony's primary defense against
alien invasion. As
long as a colony is protected by Orbital Shields, alien
ships may not enter
orbit.

Orbital Mega Shields
Orbital Mega Shields are highly fortified planetary
defenses. Much harder to
destroy than the lower-tech Orbital Shields, they
prevent alien ships from
entering orbit around a colony.

Orbital Missile Base
The Orbital Missile Base is a potent short-range
planetary weapon. Though it
may only be used once per game day, it can severely
damage nearby ships.

Short Range Orbital Whopper
The Short Range Orbital Whopper is a powerful planetary
energy weapon with a
short range. It may be fired three times per day. Woe
to the ship that
runs out of power while in its range.

Long Range Orbital Whopper
The Long Range Orbital Whopper is the elite of
planetary weaponry. Its
focused energy beams achieve a long range, and its
reusability makes
it dauntingly powerful.

Alien Hospitality
Alien Hospitality is not an individual structure, but
rather an overall
planetary project. While a colony dedicates its
industry to Alien Hospitality,
it helps improve diplomatic relations with alien
species.

Interstellar Trucking
Interstellar Trucking is a myth.

Endless Party
The Endless Party is not an individual structure, but
rather an overall
planetary project. While a colony's project is set to
Endless Party,
its prosperity increases by an amount proportional to
its industrial output.

Scientist Takeover
The Scientist Takeover is not an individual structure,
but rather an overall
planetary project. While a colony's project is set to
Scientist Takeover,
its research progress increases by an amount
proportional to its industrial output.

Automation
Automation is a process by which the personnel
maintaining a structure
are replaced by robotic equipment. When a structure has
been fully automated,
its personnel are freed for use elsewhere on the
colony.

Terraforming
Terraforming is an important project for colonies on
minimally habitable planets.
When a black surface square is terraformed, it becomes
a white square, and
the colony may then build structures on it.

Lush Growth Bomb
The Lush Growth Bomb combines chaos technology with
organic synthesis
equipment to make a planet surface significantly more
habitable. Only
one Lush Growth Bomb is of noticeable value on any
planet.

Xeno Archeological Dig
The Xeno Archeological Dig allows a colony to uncover
and analyze the ruinsof ancient civilizations. When
unearthed, these ruins very often providethe key to the
discovery of advanced technologies.

GIZMOS

Mass Barrage Gun
The %s launches a spray of projectiles from its
electromagnetic
accelerators. It is cheap to build and uses little
power_the projectiles
are low-tech spheres of solid metal that rely on
kinetic energy to do
damage. It is easy to deflect, slow to reload, and has
a short range.

Fourier Missiles
%s use image recognition to identify vulnerable areas
of a ship. They
require little power to fire, but they reload slowly
and don't do much damage.

Quantum Singularity Launcher
The %s generates and fires tiny black holes_infinitely
small but
incredibly massive objects that easily punch through an
Ion Wrap
field. The disadvantages of this weapon are its short
range and long
recharge time.

Molecular Disassociator
The %s generates a cloud that weakens the molecular
bonds in matter.
This tends to corrode the target rapidly. Its main
drawback is that
it takes a long time to form a fully charged cloud.

Electromagnetic Pulser
The %s produces electromagnetic pulses that disrupt
delicate technological
equipment. It does little structural damage but it
strobes very quickly,
producing many pulses in a short time that can overload
and destroy
the target ship.

Plasmatron
The %s fires extremely long range bolts of super-heated
plasma. It
takes a long time to recharge.

Ueberlaser
The %s is a high-power pulse laser that cuts instantly
through an
unshielded ship hull. It uses a lot of power but does
heavy damage.

Fergnatz Lens
The %s passively collects and focuses cosmic energies
at its target.
It requires no power to operate.

Hypersphere Driver
The %s creates unstable bubbles in spacetime that
extend into higher
dimensions. When these bubbles intersect normal matter
they collapse,
pinching off the matter inside another dimension. They
have a very long
range and inflict massive damage. This weapon is
extremely expensive to
produce and gobbles power.

Nanomanipulator
The %s fires bursts of highly focused nanoenergon flux.
The flux
induces a chaotic nanowave upon impact that rips
through the target,
destructively jumbling alternate realities together.
It is hugely
destructive, fires in quick bursts, and uses a lot of
power.

Ion Wrap
The %s is a low-grade particle defense shield. Like
most shields,
it only consumes power when it is active.

Concussion Shield
The %s surrounds a ship with a flexible energy barrier
that absorbs kinetic
impulses and spreads them over its entire surface.
Like most shields,
it only consumes power when it is active.

Wave Scatterer
The %s is an energy dispersion mechanism that passively
diffracts and scatters
energy waves as they make contact with a ship's hull.
The Wave Scatterer is
a weak defense, but unlike most shields it consumes no
power.

Deactotron
The %s is a high-tech active defense module. When it
detects the approach
of particle or energy projectiles, it reacts by
ejecting an appropriate
countermeasure. Like most shields, it only consumes
power when it is

Hyperwave Nullifier
The %s surrounds a ship with a space-distorting
hyperwave field. The field
causes incoming projectiles to slide around the hull of
their target and miss
it completely. Like most shields, the Hyperwave
Nullifier only consumes
power when it is active.

Nanoshell
The Nanoshell simply creates a dense barrier of
Nanoenergons around a ship.
Few weapons are able to penetrate it. Like most
shields, it only consumes
power when it is active.

Tonklin Motor
The %s is a weak engine based on an elegant quirk of
momentum theory.
It is very inexpensive to construct.

Ion Banger
The %s sucks in ions from surrounding space and smashes
them into each
other at high speeds, creating a propulsive force. It
is significantly
more powerful than the Tonklin Motor.

Graviton Projector
The %s sprays a gravity field in front of a ship,
pulling it perpetually
forward. The Graviton Projector is more powerful than
the Ion Banger.

Inertia Negator
The %s generates an anti-mass field that allows a ship
to float lightly
through space. It is about as strong as the Graviton
Projector, but it
consumes much less power.

Nanowave Space Bender
The %s projects a wide-band field of nanoenergy that
warps the space around
a ship, allowing it to slide rapidly in any direction.
It is a very powerful
engine.

Tonklin Frequency Analyzer
The %s scans energy leakages from a ship to determine
information about its
status. Its range is relatively short. It is always
active and consumes no
power.

Subspace Phase Array
The %s detects subtle variations in the space flow
around a ship. It is able
to detect a ship's status information at short to
medium range. It is always
active and consumes no power.

Aural Cloud Constructor
The %s is a medium range scanner that projects an aural
cloud through
surrounding space, observing vibrations in the cloud to
detect the status
of other ships. It is always active and consumes no
power.

Hyperwave Tympanum
The %s is a long range scanner that is able to detect
the minutest
variations in the hyperwave ether and analyze them to
obtain status information
about other ships. It is always active and consumes no
power.

Murgatroyd's Knower
%s is a very long range scanner that uses a combination
of advanced
technologies to determine the status of other ships.
It is always active and
consumes no power.

Nanowave Decoupling Net
The %s harvests coupled nanowaves from surrounding
space and analyzes them
to learn the status of other ships. Its range is
practically unlimited. It
is always active and consumes no power.

Proton Shaver
The %s is a power generator that operates by extracting
small quantities
of protons from heavy atomic nuclei and converting them
to energy. It is
inexpensive but produces little power.

Subatomic Scoop
The %s sucks subatomic particles from surrounding space
and converts them
to energy. It is a stronger generator than the Proton
Shaver.

Quark Express
The %s uses a little-understood technology to squeeze
energy from various
sub-subatomic particles. It is a powerful generator.

Van Creeg Hypersplicer
The %s merges mixed-frequency hyperwaves and collects
the energy bleed-off.
It is a very powerful generator.

Nanotwirler
The %s puts a stream of Nanoenergons into sympathetic
resonant motion, and
channels off the energy they release from each other.
It generates even
more power than the Van Creeg Hypersplicer.