User Guide

CONTROLLING SOCIETY
CHAPTER 5
121
Discover. Theoretical breakthroughs in the realm of “pure science.”
Build. New technologies that enhance the infrastructure of your faction and
its bases.
Conquer. Military advances.
The levels simply record how far along the track a given technology lies. For
example, Monopole Magnets, the discovery that makes the mag tube enhance-
ment possible, is Build 6, expressed as B6. When trading techs with other fac-
tions, you can compare these numbers, to get an idea of which faction is get-
ting the better deal.
ACQUIRING TECHNOLOGY
Your scientists in their research labs drive your technology acquisition. But
there are several other ways to pick up tech, and it’s in your best interest to
exploit as many of them as possible.
Research. As long as you have any energy allocated to Labs, your faction con-
ducts research.
Unity Pods. Some of the pods left by the Unity contain downloads from the
Datalinks of old Earth which, when combined with your own discoveries, can
provide the key to unlock a new technology instantaneously.
Alien Artifacts. These esoteric devices can be taken to a base and linked with
that base’s network node (if it has one). Such a linkage inevitably provides an
instant tech advance. Normally, the network node for any given base can only
be linked to a single artifact (the Universal Translator Secret Project is the only
exception to this rule—you may link any number of artifacts to it).
Diplomacy. One of the most common forms of diplomacy, particularly early in
the game, is for the leader of another faction to offer to trade a technology you
need for a technology he or she needs. Sometimes he or she also offers to trade
technology for a copy of a world map, or even for energy credits. Sometimes,
the other faction just demands that you fork a tech over unilaterally. You can
initiate similar requests to the other leaders (see Diplomatic Contact, p. 127).