User Guide
Pressure Dome. Allows base to survive submersion. Also counts as Recycling
Tanks for this base.
Psi Gate. Units can teleport between bases containing Psi Gates.
Punishment Sphere. Eliminates both drones and talents at this base, and
decreases vulnerability to enemy mind control, but reduces labs output by 1/2.
Quantum Converter. Increases minerals output at base by 50%. Cumulative
with all other facilities of this type.
Quantum Lab. Increases energy reserves at base by 50% and labs at base by
50%. Cumulative with Fusion Lab.
Recreation Dome. Reduces number of drones in colony by two.
Recycling Tanks. Increases nutrient, minerals and energy output of base square.
Research Hospital. Increases psych at base by 25% and research at base by
50% and reduces number of drones by one. Reduces population loss caused
by genetic warfare and other disease outbreaks.
Robotic Assembly Plant. Increases minerals output at base by 50%.
Cumulative with all other facilities of this type.
Skunkworks. Eliminates additional cost to prototype new units at this base.
Sky Hydroponics. Each Sky Hydroponics Lab increases the nutrient output of
every base by +1. Can only be produced by bases with Aerospace Complexes.
Nutrient increase is halved for bases without Aerospace Complexes, and can-
not in any event exceed the size of the base.
Stockpile Energy. All minerals produced at base are immediately converted to
energy reserves (each 2 minerals makes 1 energy).
Tachyon Field. Increases defense multiplier of base by one. This is cumulative
with Perimeter Defense, for a net tripling of defense strength at base.
TABLES
APPENDIX 2
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