Sid Meier's Alpha Centauri чит-файл №1

Sid Meyer's Alpha Centauri and Sid Meyer's Alien Crossfire
A short quick reference guide and FAQ by Жther SPOON!
Version 0.06: 6-25-2001

NOTE: This FAQ looks best using the "Courier" font or any other fixed font.

WARNING: Some things in this FAQ could possibly be deemed offensive towards
those of religious faith (it's the point of view the game takes...) and a small
amount of references to sex (nothing descriptive, just mentioning sex in
passing really... in fact, I just said "sex" more times now then in the guide)
"Bible Thumpers" is actually a line in the game, so I do not want any emails
complaining about my apparent religious influence in this guide, or the
constant references to sex in the guide (all two of them! *gasp*)

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* Part 1: Table of Contents (NOTE: Many of these things are incomplete) *
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* 1................................................. Table of Contents *
* 2................................................... Version History *
* 3............................. Sid Meyer's Alpha Centauri Characters *
* a....................................... Gaia's Stepdaughters *
* b............................................. The Human Hive *
* c....................................... University of Planet *
* d.......................................... Morgan Industries *
* e......................................... Spartan Federation *
* f....................................... The Lord's Believers *
* g........................................ Peacekeeping Forces *
* 4............................ Sid Meyer's Alien Crossfire Characters *
* a............................... The Cybernetic Consciousness *
* b............................................Nautilus Pirates *
* c............................................ The Free Drones *
* d............................................ The Data Angels *
* e......................................... The Cult of Planet *
* f........................................ Manifold Caretakers *
* g.......................................... Manifold Usurpers *
* 5................................................ General Strategies *
* 6........................................ Questions asked by Viewers *
* 7.............................................. Alternate Strategies *
* 8............................................... Closing Notes/Other *
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* Part 2: Version History *
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* Version 0.06- Added basic strategies for SMAC factions.06-25-2001 *
* Version 0.05- Corrected Minor Errors...................06-21-2001 *
* Version 0.04- Added quote at bottom....................06-21-2001 *
* Version 0.03- Parts 3 and 4 partially filled out.......06-21-2001 *
* Version 0.02- First Content of FAQ ....................06-17-2001 *
* Version 0.01- Creation of FAQ Layout ................. 06-16-2001 *
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* Part 3: Sid Meyer's Alpha Centauri Characters and Strategies *
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* Gaia's Stepdaughters (aka Hippy Tree-huggers) *
* Leader: "Lady" Deirdre Skye *
* Background: Free Scotland, Unity Xenobiologist *
* Agenda: Green Democracy *
* Starting Tech: Centauri Ecology (Formers, the best starting tech) *
* Starting Statistics: *
* Government Statistics *
* +1 to Planet ("Environmental safeguards; can capture mindworms"... *
* they like planet a whole bunch :P) *
* +2 to Efficiency ("Experience with life systems & recycling") *
* -1 Morale ("Pacifist tendencies".. Hippies, considered weakness) *
* -1 Police ("Freedom loving".. Hippies) *
* Other Statistics *
* +1 Nutrients in fungus squares *
* May not use "Free Market" economics *
* First mindworm you attack you control (they don't tell you that :P) *
* Ideal Victory: Transcendence, Conquer in some instances, Econ in others. *
* Strategy: *
* Well, as the Gaians, you do NOT want to be attacked early. You'd be *
* dead faster then you can say "What is that Morgan Needlejet doing?". *
* The trick with the Gaians is to stay alive early... unless you are on *
* a large landmass. Then, you should go hunting for Mindworm pets. You *
* have that advantage in SMAC, but don't try that in SMAC:SMAC- Cult can *
* kick your butt w/o flinching at it because of the +2 planet rating. *
* Once you get Mag Tubes and have your outstanding ease with Fungus, you *
* actually become the driving force in Planet's economy if you fungus *
* everything (like I normally do). Gaians CAN swarm with relative ease. *
* *
* Human Hive (aka INGSOC, Thought Police (a la 1984)) *
* Leader: "Chairman" Sheng-Ji Yang *
* Background: Great China, Unity Executive Officer (Actually, in the story *
* he was a doctor on the Unity, but I digress...) *
* Agenda: Atheist Police State (Read: INGSOC, a la 1984 again) *
* Starting Tech: Doctrine: Loyalty *
* Starting Statistics *
* Government Statistics *
* +1 to Growth ("Rapid population growth"... what else is there to do *
* in this society OTHER then to have sex?) *
* +1 to Industry ("Brutal serfdom"... Read: Labor camps, a la 1984) *
* -2 to Economy ("Little political freedom".. the worst problem with *
* playing as Yang and single largest weakness in the game) *
* Other Stats *
* Free Perimeter Defense at each base ("Underground bunkers") *
* May not use Democratic politics *
* Ideal Victory: Conquest *
* Other: "Einstein would turn over in his grave. *
* Not only does God play dice, the dice are loaded." - Yang *
* Strategy:
* Don't play as Yang in SMAC. :) Anyways, if you are going to *
* try this out, make sure you put as much in research as possible since *
* your economy stat sucks majorly. Have a large military- it is the *
* GOOD thing about playing as Yang. That, and being able to Staple... *
* In SMAC:SMAC, you actually have a BETTER chance of success... but *
* only if you kill things and kill them fast :P *
* I need someone good with Yang to give me more strategies. *
* *
* University of Planet (Nerds Anonymous) *
* Leader: Dr. "Provost" Prokhor Zakharov *
* Background: Russian Commonwealth, Unity Science Officer and Ship's Drunk *
* Agenda: Research, free flow of information (they like research) *
* Tech: Information Networks (Network Nodes, another good starting tech *
* Starting Statistics *
* Government Statistics *
* +2 Research ("Brilliant research", this is Zak's greatest strength) *
* -2 Probe ("Academic networks vulnerable to infiltration"... now, *
* this is somewhat of a worry in normal Alpha Centauri, but a *
* huge worry in Alien Crossfire against the datajacks...) *
* Other Statistics *
* Free Network Node at every base (by far the best starting building *
* in the game- if you play Zak, get the Virtual World to give *
* yourself a free Node and Theatre in every town to counteract *
* the extra drones) *
* One Bonus Tech at beginning of game (handy at times, easier to get *
* Secrets of the Human Brain this way) *
* Extra Drone for every four citizens ("Lack of Ethics" my butt, they *
* do tests on humans :P See Cyborgs in Alien Crossfire...) *
* May not use Fundamentalist Politics (and if you did, I'd need to *
* shoot you :P) *
* High populations will only produce drones (something they don't tell *
* you about, but it always happens with Zak) *
* Ideal Victory: Transcendence *
* Other: "The first living thing to go through the device was a small white *
* rat. I still have him infact. As you can see, the damage was *
* as great as they say."- Zakharov, See how they run. *
* Strategies: *
* Pray you aren't near the believers? :P Actually, Zak is the *
* easiest to play as long as you AREN'T by the Believers at the *
* start of the game, then it is MUCH harder. Basically, make sure *
* that you NEVER let anyone have your tech, and kick butt when you *
* get Fusion Power. To help with this, get the “Secrets of” first. *
* To do this, orientate your search “path” towards them, or play *
* with the ability to see what you are researching (turning blind *
* research off). As Zak, ALWAYS get the Virtual World... Even if *
* you must commit atrocities to get it, GET IT!!! *
* *
* Microsoft... er... Morgan Industries (who did you think this was meant *
* for? Heck, two of the Secret Projects (one of them is the Network *
* Backbone) uses Microsoft slogans, such as "Where do you want your *
* node today? - Morgan Industries" and bundling. This is obvious. *
* Leader: "CEO" Bill Gates.. er.. Steve Ballmer.. er... Nwabudike Morgan *
* Background: Microsoft Monopoly, Namibian Diamond Tycoon, Unity *
* Franchise Holder (also stowaway on the Unity according to the story) *
* Agenda: Free Market Economics, Pro-Industry *
* Tech: Industrial Base (not overly useful, but it works...) *
* Starting Statistics *
* Government Statistics *
* +1 Economy ("Industrial Conglomerate"/Monopoly, the best part on *
* being a Morganite is definitely this. *
* -1 Support ("Followers have expensive tastes"- Who cares?) *
* Other Statistics *
* Commerce (Treaties, Pacts, and Loans are leaned more in your favor) *
* Begin with 100 extra energy credits (Not useful whatsoever) *
* Need a Hab Complex to go above 4 population ("Creature comforts at *
* a premium"... the weakness of Morgan lies in his population.) *
* May not use Planned Economics (like anyone ever does...) *
* Target of all loan requests (I swear this is an attribute....) *
* Must constantly use Needlejets to attack enemy formers (every AI in *
* any game where I play against Morgan and he gets Needlejets he *
* does this... I swear, it's a requirement :P) *
* Ideal Victory: Economic Victory (I HATE that one!) *
* Other: "Where do you want your node today?.. Morgan." *
* Morgan and Morgan companies produce the best quotes in the game :) *
* Strategies: *
* I hate Morgan :P Actually, the biggest problem with Morgan is his Hab *
* Facilities... so make up for it by having tons of bases everywhere. *
* To do this on normal, you should direct your research towards obtaining *
* Doctrine: Flexibility and Doctrine: Initiative (Explore 2 and Explore 4 *
* , respectively)... Yes, this is a rather odd strategy, so hear me out. *
* Once you get this, make as many sea colony pods as you can and *
* establish many sea bases... all of which are at 4 population. See why *
* now? Note that this is something you should be wary on doing against *
* the Pirates of SMAC:SMAC. Anyways, this is a good intro strategy. *
* *
* Spartan Federation (aka Utah Militiamen/women) *
* Leader: "Colonel" Corazon Santiago (First of two "American" leaders) *
* Background: Survivalist (Read: Leader of the Militia), Unity Security *
* Chief (but, in the story she was another stowaway and caused the Unity *
* to physically be broken apart and killed Lal's wife...) *
* Agenda: Right To Keep And Bear Arms (yes, that's how it is written down) *
* Starting Tech: Doctrine: Mobility (nice if you have large landmasses) *
* Starting Statistics *
* Government Statistics *
* +2 Morale ("Well-armed survivalist movement"- not someone you want *
* meet in the back alley at night... the #1 feature of Sparta) *
* +1 Police ("Highly disciplined followers"... handy for the miliary) *
* -1 Industry ("Extravagant weapons are costly"- weakness of Sparta) *
* Other Statistics *
* Prototypes = normal priced (VERY nice on higher difficulty levels) *
* May not use Wealth value in Social Engineering (slight weakness) *
* Coolest battle music of any faction :) *
* Ideal Victory: Conquest *
* Strategies: *
* Kill. :) Seriously, enjoy the battle music and use your extra *
* mobility to your advantage. Sure, the Believers have an advantage *
* over you, but Spartans can actually live past 2400 if need be :P *
* *
* The Lord's Believers (Bible Thumpers at Large) *
* Leader: "Sister" Miriam Godwinson (tee hee hee... it's Sister even if *
* you are male :P) *
* Background: Christian States of America (gee, CSA... I wonder where *
* that acronym came from...), Unity Psych Chaplain (the only position on *
* the Unity that exists after landfall... see Drone Riots) *
* Agenda: Life of Religious Worship (What a surprise!) *
* Starting Tech: Social Psych (the WORST starting tech in SMAC...) *
* Starting Statistics *
* Government Statistics *
* +1 Probe ("Devout believers difficult to brainwash"... obviously *
* not that hard to brainwash....) *
* +2 Support ("Citizens eager to defend faith"... the primary *
* advantage the Bible Thumpers have in the game) *
* -2 Research ("Suspicious of secular science"... more on that later) *
* -1 Planet ("Believe Planet is their promised land"- makes no sense) *
* Other Statistics *
* +25% Bonus when attacking enemies ("from strength of convictions"... *
* you want to talk about advantages...) *
* Accumulates NO research points until MY 2110 (it's bad enough that *
* most people combine their innate -50% to research with ANOTHER *
* -50% from the Fundamentalism that Thumpers tend to use, but you *
* also can't research until 2110?!? ugh.) *
* May not use Knowledge value in Social Engineering (at least they *
* can do Cybernetic Society, but then again...) *
* Inability to win a game that goes beyond 2400. (I swear, it is *
* impossible to win past this date with them... unless you have *
* Zak as a teammate in a multiplayer game...) *
* Ideal Victory: VERY early conquest *
* Strategies: *
* Get Zak to submit to you. This is key to ANY hope on a Believer *
* campaign that lasts longer then 2300. Otherwise just kill everyone. *
* *
* Peacekeeping Forces (The United Nations on Chiron... joy.) *
* Leader: "Peacekeeper" Commissioner Pravin Lal (no country of origin *
* according to the story, but it looks like he is from an Arab state) *
* Background: United Nations Space Authority, Unity Ship's Surgeon (in the *
* story he is second in command of the Unity as well) *
* Agenda: Humanitarian Ideals, Democracy (just like the United Nations) *
* Starting Tech: Biogenetics (Useless except for the fact that he is in *
* line to get The Secrets of the Human Brain first unless Zak gets lucky) *
* Starting Statistics *
* Government Statistics *
* -1 Efficiency ("UN Style Bureaucracy"- later on this isn't an issue) *
* Other Statistics *
* Extra Talent for every 4 people ("Attracts intellectual elite") *
* May exceed Hab Complex requirements by 2. (VERY handy...) *
* Receives DOUBLE votes in elections for Governor and Fearless... *
* er... Supreme Leader (Only useful if anyone is using the UN) *
* May not use Police State Politics (Gee, I wonder why....) *
* Ideal Victory: Diplomatic Victory *
* Other: "I loved my chosen. How then to face the day she left me? *
* So I took from her body a single cell- perhaps to love her *
* again." - Lal (the only somewhat good quote I found on him) *
* Strategies: *
* Get as large of a population on an easily defended area as soon as *
* possible, make peace with everyone, and become Council Leader... then *
* get Supreme Leader ASAP. Simple as that. *
*******************************************************************************

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* Part 4: Sid Meyer's Alien Crossfire Characters and Strategies *
*******************************************************************************
* The Cybernetic Consciousness (Cyborgs rock, and she looks like fun :P) *
* Leader: "Prime Function" Aki Zeta-5 (aka Root of a Unix Shell... if you *
* know Unix, you know what I mean. Anyways, according to the story, she *
* is a Talent who was killed during an assault that was revived into the *
* "Consciousness", a program created by our friend Zak after planetfall) *
* Background: Subroutine Specialist under Unity Science Officer Zakharov *
* (nothing mentioned in the story about this part....) *
* Agenda: Rational Objectivity (in English, Mental Order) *
* Starting Techs: Information Networks, Applied Physics (huge advantage- *
* cyborgs start out with 2 techs, one of which gives you lasers) *
* Starting Statistics *
* Government Statistics *
* +2 Research: ("Human research abilities enhanced by algorithmic *
* control"- same start as Zakarov's...) *
* +2 Efficiency ("Cybernetic biologicals extremely efficient"- see! I *
* told you they weren't running Windows! :) This is the same as *
* Gaia's starting tech... my two favorite factions :P) *
* -1 Growth ("Humans 'possessed by an algorithm' find reproduction *
* awkward"- the Manual just says uncomfortable with sex.... this *
* is the Cyborg's ONLY weakness.... and even that isn't large. *
* Other Statistics *
* Impunity to Cybernetic penalty ("Cybernetic social choice is *
* 'rational' and not dissented by citizens"- no weakness to Cyborg *
* society, but not that useful due to the SP that is identical *
* Can steal technology when capturing a base (not useful since you *
* should have what they have already) *
* May not make Fundamentalist choice in social engineering (see Zak) *
* Ideal Victory: Transcendence *
* *
* Nautilus Pirates (aka the best faction in the game many times) *
* Leader: "Captain" Ulrik Svensgaard (it's Norwegian) *
* Background: Unity Astrogator (never heard of him in that position, but *
* but I know he HAD to branch off of the Spartans....) *
* Agenda: Pillage and burn (I like this guy!) *
* Starting Techs: Doctrine: Mobility, Doctrine: Flexibility *
* Starting Statistics *
* Government Statistics (all negative...) *
* -1 Efficiency ("Individualistic mentality opposed to central *
* organization".. this is the biggest problem with the Pirates) *
* -1 Growth ("Culture does not play high emphasis on family"... but *
* this is NOT an issue, as you'll have more bases then you can *
* handle easily... that's the problem (see efficiency) *
* Other Statistics (all positive...) *
* Free Naval Yard in every base (once you get the tech to do this that *
* is (Doctrine: Initiative). Kinda like Sparta this way. *
* Can build enhancements in trench squares when discovery of Advanced *
* Ecological Engineering occurs. (Second best feature of Pirates) *
* Sea colony pod & sea former prototypes free (cool) *
* Bonus mineral from ocean shelf squares (awesome) *
* All sea units have Marine Detachment (once you get the tech that is *
* (Adaptive Doctrine)... helpful) *
* YOU START OFF IN THE WATER (they actually never tell you that, but *
* this is the best part about the Pirates... if you are in an *
* area with 70% or more water, you must be stupid to lose. You *
* Have the entire sea all for yourself (which is the reason why *
* efficiency is the problem... too many bases), and you can *
* build on trenches... what more do you need? Invasion isn't *
* likely, and you can easily invade land. You can steal their *
* boats as a THIRD ability on a ship, and you don't need a land *
* base. What more could you ask for!!! They suck majorly when *
* you have a planet with low amounts of water though.... *
* Ideal Victory: Conquest, Diplomatic (!), Economic (!!!) *
* *
* The Free (and stupid) Drones *
* Leader: "Foreman" Domai (Notice that there is only one name here? Domai *
* is actually considered a Drone... the only Drone leader, but *
* according to the story he was a Talent that had an accident and lost *
* part of his brain, but he can think better then most Drones anyways.) *
* Agenda: Emancipation of the prolatariat (working class- communistic) *
* Starting Tech: Industrial Base (same as Morgan) *
* Starting Statistics *
* Government Statistics *
* +2 Industry ("Excellent craftsman and skilled workers"- one of two *
* GOOD things about the Drones...) *
* -2 Research ("Emphasis on productivity instead of 'blue-sky' *
* research"... this is bad, but at least they can make up for it *
* Other Statistics *
* One less drone in every base (handy!) *
* Revolting bases join Drones (the other nice thing... happens 75% of *
* the time when the Drones are in the game and a base riots for *
* then one turn) *
* May not use Green economics (makes NO sense...) *
* Ideal Victory: Conquest or Diplomatic (!) *
* *
* The Cult of the Dead Cow... er... Data Angels (1337 h4x0rz) *
* Leader: "Datajack" Sinder Roze (Free Mitnick?) *
* Background: MorganNet QA Manager (hey! I'm QA... wait a second, she is *
* a Quality Assurance engineer for Morgan/Microsoft... Microsoft QA is *
* considered to be the biggest pirates in the world... hmm....), Unity *
* Information Services Helpdesk (tech support... figures. Anyways, *
* according to the story, she was part of a huge probe team of Morgan's *
* when she voted for independence... she is a hacker indeed :P) *
* Agenda: Free Flow of Information (oddly enough, same as Zak's Agenda) *
* Starting Techs: Information Networks, Planetary Networks (Probe Team) *
* Starting Statistics *
* Government Statistics *
* +2 Probe ("Highly motivated computer specialists" (Read: Hackers)..) *
* -1 Police ("Decentralized, difficult to control"- just like hackers *
* Other Statistics *
* Gain well known (3 factions) tech (infiltration only- useless to me) *
* -25% cost to probe team actions (that's -75% now... and you can *
* actually bump it up to 100%... she's good with probe teams :P) *
* Free Covert Ops Center in every base (tech needed (Pre-Sentient *
* Alogorithms), and more Probe team goodness! :P) *
* May not make Power choice in social engineering (drat.) *
* Ideal Victory: Economic or Transcendence (kinda hard though...) *
* *
* The Cult of Planet (and you thought Gaia was radical?!? aka Nutcases) *
* Leader: "Prophet" Cha Dawn (REALLY strange kid... yes, kid- he is 6.) *
* Background: Born of uncertain parentage (in the story, it was a talent *
* woman and a fungus.... don't ask how it happened), found abandoned *
* in the fungus by Ecological Malcontents (yes, he was in the fungus..) *
* from Deidre's faction, who then split off into the cult to go more *
* radical. According to the story, his mom was an upper talent of *
* Gaian society, and the Cultists have a good relationship with *
* Drones (!) and Gaians. I mean, this kid is MESSED UP! *
* Agenda: Return Planet to its pristine state (after he becomes leader) *
* Tech: Centauri Ecology, Social Psych (awesome start) *
* Starting Statistics *
* Government Statistics *
* +2 Planet ("Devoted to promoting native growth".. this is higher *
* then Gaia even!) *
* -1 Industry ("Reluctant to pollute environment". Whoop-de doo.) *
* -1 Economy ("Disinterested in wealth and its trappings"- weakness 1) *
* Other Statistics *
* Free Brood Pit in every city (when you get the tech Centauri *
* Genetics- this is one of the best parts about the Cult) *
* Mind Worms do double police duty (not bad... defending mind worms) *
* May not make Wealth choice in Social Engineering (weakness #2) *
* Start with a Mind Worm (this ROCKS for a start- not mentioned) *
* First battle with mind worm will be a capture (same as Deidre, not *
* mentioned) *
* Players named "Жther SPOON!" typically assault everything with *
* Locusts while using the Cult (Brood Pit + high planet = mayhem) *
* Ideal Victory: Conquest (early OR late, not middle), Transcendence *
* *
* Manifold Caretakers (Alien version of Green Peace) *
* Leader: Caretaker/"Guardian" Lular H'minee *
* Background: According to the story, H'minee is a part of the "Caretaker" *
* side of the Alien Civil war- they want to make sure that planet does *
* NOT reach transcendence- Tau Ceti was another Manifold/Planet that *
* did this and it was an atrocity to that planet and surrounding *
* planetary systems. She (yes, SHE) is the exact OPPOSITE of Marr. *
* Agenda: Prevent Transcendence (simple enough...) *
* Starting Techs: Progenitor Psych, Centauri Ecology, Field Modulation, *
* Information Networks, Biogenetics (5 starting techs.... whoa...) *
* Starting Statistics *
* Government Statistics *
* +1 to Planet ("Understand workings of Planet, the Sixth Manifold") *
* Other Statistics *
* +25% Defensive Bonus ("Can sense and manipulate 'Resonance' fields") *
* Alien *
* Free Recycling Tanks at every base (yay!) *
* One additional Colony Pod at planetfall. *
* One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) *
* "Energy Grid" based economy (more buildings at base = more $$) *
* Possesses a physical scan of planet (yay!) *
* Directing research (YAY YAY YAY!) *
* Cannot be involved with UN/Council (BOO!) *
* Must research Social Psych to communicate with humans (boo!) *
* Wasting of human bases on invasion (population down to one) *
* Alien Victory possible (a few bases with a transmitter = win) *
* Constantly at war with other aliens *
* Cannot ally with humans who ally with aliens *
* Cannot speak with aliens AT ALL (bah!) *
* Cannot Transcend (BOO!) *
* Ideal Victory: Alien Victory *
* *
* Manifold Usurpers (every time I see them I think "Beetleborgs".. dunno why) *
* Leader: Usurper/"Conqueror" Judaa Marr *
* Background: According to the story, Marr is a part of the "Usurper" *
* side of the Alien Civil war- they want to make sure that planet *
* reaches transcendence- with them on the planet at the time He (yes, *
* HE) is the exact OPPOSITE of H'minee. *
* Agenda: Subvert Planet for galactic domination (Transcendence) *
* Tech: Progenitor Psych, Centauri Ecology, Field Modulation, Applied *
* Physics, Biogenetics (opposite of Caretakers) *
* Starting Statistics *
* Government Statistics *
* +1 Growth ("Abuse Planet's resources for their own gain"- meanies!) *
* +1 Morale ("Warlike culture"... similar to Believers) *
* -1 Planet ("Planet senses Usurper's dark intent"... ditto the last) *
* Other Statistics *
* +25% Offensive Bonus ("Can sense and manipulate 'Resonance' fields") *
* Alien *
* Free Recycling Tanks at every base (yay!) *
* One additional Colony Pod at planetfall. *
* One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) *
* "Energy Grid" based economy (more buildings at base = more $$) *
* Possesses a physical scan of planet (yay!) *
* Directing research (YAY YAY YAY!) *
* Cannot be involved with UN/Council (BOO!) *
* Must research Social Psych to communicate with humans (boo!) *
* Wasting of human bases on invasion (population down to one) *
* Alien Victory possible (a few bases with a transmitter = win) *
* Constantly at war with other aliens *
* Cannot ally with humans who ally with aliens *
* Cannot speak with aliens AT ALL (bah!) *
* Ideal Victory: Alien Victory, Transcendence, Conquest *
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* Part 5: General Strategies (by Me) *
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* Will have content next update, I promise! I'll even give you my Locusts.. *
*******************************************************************************

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* Part 6: Questions Asked of Me, and their respective answers *
*******************************************************************************
* I think it might help if someone actually EMAILED ME A QUESTION ). *
* aetherspoon@hotmail.com is the email you can send them to. *
*******************************************************************************

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* Part 7: Alternate Strategies (IE stuff not by Me) *
*******************************************************************************
* You know, it helps for people to send me strategies.... GIMME! *
* aetherspoon@hotmail.com, I'll give full credit to those with strategies *
*******************************************************************************

Part 8: Closing Notes
Any website may post this FAQ (and ONLY this FAQ), but www.gamefaqs.com will
always be current as that is the only site I personally will request updated.
If you wish to use this FAQ, I request that you email me that you will be
posting the FAQ (you don't need a response), and post the FAQ exactly how it
is on GameFAQs in a text file that has not been modified.

(c)2001, Жther SPOON!, all other trademarks of their respective companies.
Some of the information came from the online story posted on Firaxis' website
(www.firaxis.com at the time of this posting), some of it is typed off of the
misc. game screens in game, but much of this is out of the warped little mind
of the almighty Жther SPOON!
This FAQ was created in Microsoft Notepad and looks ideal with "Courier" font.

In one dimension I find existance,
in two I find life,
but in three, I find freedom.
-- Foreman Domai,
Cadet Induction Ceremony, Mission Year 2216
Quote from the Secret Project "Skybase Academy"