Sid Meier's Alpha Centauri чит-файл №4

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Alpha Centauri: Alien Crossfire
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FAQ written by: whiz kid
Version 1.0 Last update: 6/5/2000
Contact address: whizkid2001@mailcity.com

This FAQ Copyright 2000 whiz kid

PLEASE NOTE: THIS GAME IS AN EXPANSION PACK FOR ALPHA CENTAURI. I AM NOT
COVERING CONTROLS, HOW TO PLAY, OR ANY OTHER INFO FROM ALPHA CENTAURI. THIS
FAQ COVERS THE _NEW_ FEATURES OF THE GAME "ALIEN CROSSFIRE".
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Version History:

6/5/2000 (Version 1.0)
-Well, this is my first shot at writing a FAQ, so I really could use some
"constructive criticism". Please note all the * COMING SOON *'s. Don't worry,
most of them will be up by the next update. If there is something you MUST
know, please let me know and I'll try to get it up as soon as possible.

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TABLE OF CONTENTS:

1. The story
2. The new factions
2a. The new factions: Human
2b. The new factions: Alien
3. Planet's new features
3a. The new native life * COMING SOON *
3b. The new landmarks * COMING SOON *
4. The new Technology Advances
4a. The "Energy Grid"
4b. The new technologies * COMING SOON *
4c. The new secret projects * COMING SOON *
4d. The new base facilities * COMING SOON *
4e. The new special abilities * COMING SOON *
4f. The new way to win * COMING SOON *
5. New strategies * UNDER CONSTRUCTION *
6. The faction creator * COMING SOON *
7. FAQ's
8. Credits
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1. The story

It has been years since humans have landed on Planet. An uneasy truce has
occurred among factions. But one day, two alien races emerge battling above
Planet's atmosphere. At the same time, the factions on Planet split into five
new factions, each with new goals and ideals. A new battle is starting!

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2a. The new factions: Human

Cybernetic Consciousness

Leader: Prime Function Aki Zeta-5
Agenda: Impose order through the purity of technology
Starting tech: Applied physics, Information Networks

Advantages/Disadvantages:
+2 GROWTH, +2 EFFICIENCY, Impunity to the penalties of the CYBERNETIC social
choice, Steals technology when capturing a base

-1 GROWTH
Cannot make the Fundamentalist social choice
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Data Angels

Leader: Datajack Sinder Roze
Agenda: Subvert Planet's governments through espionage
Starting Tech: Information Networks, Planetary Networks

Advantages/Disadvantages:
+2 PROBE, Gains any technology 3 other factions who the Angels have
infiltration with, -25% Probe Team action costs, Free COVERT OPS CENTER in
every base with the discovery of Pre-Sentient Algorithms

-1 POLICE
Cannot make the POWER social choice
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Nautilus Pirates

Leader: Capt. Ulrik Svensgaard
Agenda: Domination of Planet's oceans
Starting Tech: Doctrine: Mobility, Doctrine: Flexibility

Advantages/Disadvantages:
Free NAVAL YARD at every base with the discovery of Doctrine: Initiative,
Free prototypes of sea colony pods and sea formers, can build enhancements on
ocean and ocean trench squares with the discovery of Advanced Ecological
Engineering, Free MARINE DETACHMENT ability on all naval combat units with
the discovery of Adaptive Doctrine, extra minerals from ocean shelf squares

-1 EFFICIENCY, -1 GROWTH
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Free Drones

Leader: Foreman Domai
Agenda: Free Planet's oppressed work force
Starting Tech: Industrial Base

Advantages/Disadvantages:
+2 INDUSTRY, revolting bases may join the drones, -1 DRONES at every base

-2 RESEARCH
Cannot make the GREEN economic choice
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Cult of Planet

Leader: Prophet Cha Dawn
Agenda: Return Planet to its native state
Starting Tech: Centauri Ecology, Social Psych

Advantages/Disadvantages:
+2 PLANET, Free BROOD PIT at every base with the discovery of Centauri
Genetics, Mind Worms do double police duty

-1 INDUSTRY, -1 ECONOMY
Cannot make the WEALTH social choice
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2b. The new factions: Alien
(NOTE: All Alien factions use the "Energy Grid". See section 4a)

Manifold Usurpers

Leader: Conqueror Judaa Marr
Agenda: Exploit the powers of the Sixth Manifold
Starting Tech: Progenitor Psych, Field Modulation, Applied Physics

Advantages/Disadvantages:
+1 GROWTH, +1 MORALE, +25% offensive combat, lands with Mk1 Battle Ogre and
an extra colony pod, all prototyped units have a 2-square sighting radius,
can direct research, lands with a physical scan of Planet's surface
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Manifold Caretakers

Leader: Guardian Lular H'minee
Agenda: Preserve the sanctity of the Sixth Manifold
Starting Tech: Progenitor Psych, Field Modulation, Centauri Ecology

Advantages/Disadvantages:
+1 PLANET, +25% Defensive combat, free RECYCLING TANKS at every base, lands
with Mk1 Battle Ogre and an extra colony pod, all prototyped units have a 2-
square sighting radius, can direct research, lands with a physical scan of
Planet's surface

-1 PLANET
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3a. The new native life * COMING SOON *
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3b. The new landmarks *COMING SOON *
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4a. The "Energy Grid"

The two alien races earn their money in a different way. They DO NOT engage
in commerce with humans. Instead, all of their bases are connected into an
"Energy Grid". For every 2 base facilities built in a base, that base earns 1
energy credit per turn, rounded up. For every secret project in that base, 5
energy credits are added per turn in that base.
However, nerve stapling will cause unrest among citizens and SHUT DOWN the
energy grid for a few turns, so it's always best to avoid nerve stapling
whenever possible.
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4b. The new technologies * COMING SOON *
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4c. The new secret projects * COMING SOON *
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4d. The new base facilities * COMING SOON *
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4e. The new special abilities * COMING SOON *
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4f. The new way to win * COMING SOON *
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5. The new strategies

Here are some strategies to use with each of the seven new factions. Each
faction will be covered in this way:

FACTION NAME (Rating out of ten)
USING ADVANTAGES
OVERCOMING DISADVANTAGES
GENERAL STRATEGY

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THE CYBERNETIC CONCIOUSNESS (10/10)

This faction excels at research and efficiency. First, research.
Discovering new technologies is always an advantage to a faction, no matter
who you're playing as. New techs mean new units, armor, and weapons. Direct
your energy into research and you can quickly pull ahead of the other
factions. An enemy faction can't fight back if it doesn't have the right
units. 10 missile infantry units can fall to just one tachyon infantry unit.
Now, for efficiency. Efficiency allows your empire to grow larger without
bases sacrificing energy as your get farther and farther away from HQ. This
allows you to have a relatively large territory, giving you more research
capacity, more energy, and if it comes down to it, more hiding places in an
attack. This society is also immune to the negative effects of the CYBERNETIC
social choice. This is very good, as it gives you several tactical
advantages, boosting your research even further, and not suffering any
penalty. Finally, you can steal a technology that you don't have and another
faction does when you conquer their base. Of course, since you are already so
far ahead in research, this shouldn't happen very often.
Really, the only glaring weakness of this faction is it's –1 GROWTH. This
can be easily overcome, however, by building Childrens' Creches and
Recreations Commons in your bases, which you would be building anyway for
their other benefits.
As a general strategy, use your researching abilities to win the game.
Research new techs to pull ahead of the other factions in weaponry. Also,
discovering new techs first can get you secret projects first, another major
benefit. Once you have the more advanced weaponry, you can easily come in and
crush the other factions.

THE NAUTILUS PIRATES (9/10)

The Pirates have a LOT of advantages; however, all of them in one way or
another pertain to the ocean. First, they get a free NAVAL YARD in their
bases when they discover Doctrine: Initiative. These handy structures aid in
the handling of naval units. Next, they can build enhancements on ocean and
ocean trench squares with the discovery of Advanced Ecological Engineering.
This can be a BIG plus, as you have more space in which to gather resources.
Along the same lines, they also get extra minerals on ocean shelf squares!!!
(Not many factions get mineral bonuses) Next, the Pirates do not have to pay
for the prototyping of Sea Colony Pods and Sea Formers. Finally, all naval
combat units they build after discovering Adaptive Doctrine gets a free
MARINE DETACHMENT special ability, which is useful in conquering other
factions and increasing your naval power.
Hmmm... –1 EFFICIENCY AND –1 GROWTH. Not too bad. As in the case with the
Cybernetic Consciousness, build Childrens' Creches and Recreation Commons to
solve the GROWTH problems, and as for the EFFICIENCY, a right combination of
social choices can balance the problem. One minor problem, is that if you
have noticed, all the free special abilities and complexes requires
discovering a technology beforehand, some of which are pretty advanced. Of
course, trading techs with other factions can solve this.
One BIG advantage the Pirates have is the ability to quickly claim the
oceans before other factions can. If you build a strong ocean empire, you can
be almost unstoppable. Another advantage is forming a "blockade". Let's say
you have a Pact of Brotherhood with the Free Drones, who are at war with the
Data Angels. Take your ships and surround the continent where the Data Angels
are. If you have the MARINE DETACHMENT ability, you can capture their ships.
If not, just sink them. Either way, you are preventing your enemy from moving
out troops/supplies, and helping your friend, which makes other faction
leaders think better of you.

THE MANIFOLD CARETAKERS (7/10)

Ah, tons of advantages! So why didn't they get a higher rating? You'll see
in a moment. But first, the advantages. To start with, you land with a
physical map of planet. That's a big advantage, because you can see the
landscape around you without sending out scouts. You also land with one Mk1
Battle Ogre and an extra colony pod. Very helpful when just starting your
colony. Use the Mk1 to protect your base until you get a defensive garrison
set up, then use it to explore. +1 PLANET. That's good, being able to capture
mind worms and place them in your control. Free RECYCLING TANKS at every base
is another big plus, just because you get one more of every nutrient and
mineral at your bases. A +25% Defensive combat bonus is very helpful early in
the game, when your units are still developing and you find yourself
surrounded by the enemy. If you attack, you get +25% defense, which can give
you the edge. Next, all prototyped units you develop have a 2-square "sight
radius" which means that they can see through fog in 2 squares from all
sides. Use these units to explore, since prototyped units should also have a
higher morale. Finally, and maybe not so importantly, they can direct their
research. Of course, any faction can do this by you simply turning off the
"Blind Research" option on the rules screen.
One major disadvantage, at least in my opinion, is their use of the energy
grid instead of commerce. You can only get energy by building base facilities
and secret projects. And you need energy to build facilities and secret
projects, which gives you a very slow start.
How do you use your advantages to help you? Use the physical map and the
Mk1 to explore early on to find out your surroundings. If you find that you
are near another faction, guard your borders, because you might have a
difficult time establishing your colony quickly, even with the extra colony
pod. However, once you are up and running, start producing battle units and
mobilize your forces. With the 25% defensive bonus, you should be able to
take down another faction pretty quickly if you act fast enough.

MANIFOLD USERPERS (7/10) * COMING SOON *

DATA ANGELS (7/10) * COMING SOON *

FREE DRONES (6/10) * COMING SOON *

CULT OF PLANET * COMING SOON *

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6. The faction creator * COMING SOON *

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7. FAQS

Well, obviously I don't have any questions yet, but when I do, you can bet
there will be a FAQ section here.

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8. Credits

Me- For this FAQ
Firaxis Games- For making this cool game.
All other FAQ writers out there- For giving me the motivation to write this.

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This concludes this FAQ. You can stop reading now.