User Guide

Aerospace Complex. Repairs damaged air units quickly. Air units built here
receive two morale upgrades. Base must have an Aerospace complex before it
can produce space-based facilities
Bioenhancement Center. All military units built here receive two morale
upgrades. Any alien life-forms you breed at this base gain a +1 lifecycle bonus.
Biology Lab. +2 research per turn. Any alien life-forms you breed at this base
gain a +1 lifecycle bonus.
Centauri Preserve. Reduces effect of industry on Planet’s ecology. Any alien
life-forms you breed at this base gain a +1 lifecycle bonus.
Children’s Creche. Base receives +2 on growth scale and +2 on efficiency scale. All
negative morale effects are cancelled for units in base square; instead such units
receive a +1 morale modifier. Reduces base’s vulnerability to enemy mind control.
Command Center. Repairs damaged ground units quickly. Ground units built
here receive two morale upgrades.
Energy Grid. Increases energy reserves at base by 50%.
Fusion Lab. Increases energy reserves at base by 50% and research at base by 50%.
Genejack Factory. Increases minerals output at base by 50%, but also increas-
es the number of drones at base by one and increases vulnerability to enemy
mind control. Cumulative with all other facilities of this type.
Hab Complex. Allows population of base to grow beyond size 7.
Habitation Dome. Allows population of base to grow beyond size 14. Base
must already have Hab Complex.
Headquarters. Administrative center of your colony. +1 energy. No inefficien-
cy. Enemy probe teams may not attempt mind control here.
Hologram Theatre. Reduces number of drones by two, and increases psych
output of base by 50%.
TABLES
APPENDIX 2
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