User Guide

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.
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 com-
mand 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.
COLONIZING PLANET
CHAPTER 4
104