User Guide

Sid meier’s alpha centauri
Alien Crossfire
33
APPENDIX 1. NEW UNIT
TABLES AND DEFINITIONS
FACILITIES
Facility Cost Maint Prerequisite Tech Effect
Aquafarm 80 1 Pr. Psych +1 food/kelp farm
Brood Pit 80 2 Cent. Gen. Morale, +2 Police,
25% cost of alien units
Covert Ops Center 100 2 Pre. Alg. +2 morale: Probe.
Probe bonus
Geosynchronous Survey Pod 160 4 N-Space 3-square sight; sensor
Flechette Defense System 120 2 N-Space +100% missile defense;
can knock out ICBMs
Subsea Trunkline 120 4 Pla. Econ. +1 mineral/mining
platform
Subspace Generator 600 5 Sing. Mech. Progenitor victory
Thermocline Transducer 80 0 Adp. Eco +1 energy/tidal
Aquafarm. Increases food output from every kelp farm at that base by one.
Brood Pit. Acts as a Children’s Creche for alien units, if there is not already
one at the base. Decreases the cost of alien units built at the base by 25%.
Gives the base a +2 Police rating.
Covert Ops Center. Probe teams built at this base gain +2 Morale. Gives the
base a +2 Probe rating.
Geosynchronous Survey Pod. Increases the base sighting radius to three
squares. Acts as a sensor for the base, cumulative with any actual sensor that
may have been built, for combat purposes.
Flechette Defense System. Gives units at the base +100% defense against
missile attacks. Also, each system within two squares has a 50% chance to
PIRATES
Faction Characteristics
Can build enhancements in deep sea
with discovery of Advanced Ecological
Engineering (aquatic know-how).
+1 mineral in shelf squares (aquatic
know-how).
Marine Detachment ability for combat
sea units with discovery of Adaptive
Doctrine (ferocious infighters).
Sea Colony Pod and Sea Former already
prototyped.
Free Naval Yard in every base with dis-
covery of Doctrine: Initiative (adapted for life at sea).
-1 Growth and Efficiency (“seafaring” social structure).
Aggression Erratic
Priorities Explore, Conquer
Starting Tech Doctrine: Mobility, Doctrine: Flexibility
Choices Power
Aversions None
Sid meier’s alpha centauri
Alien Crossfire
32