User Guide
TABLES
APPENDIX 2
173
Maritime Control Center. Increases the movement rate of all naval units by
two, and counts as a Naval Yard at every one of your bases.
Merchant Exchange. +1 energy in every square at this base.
Nano Factory. Units can be repaired quickly and completely even when not in
base squares. The cost to upgrade units is reduced by 50%.
Network Backbone. +1 research at this base for every point of Commerce this
base receives, and +1 research for every Network Node in existence on Alpha
Centauri, regardless of the player owning the Network Node. Eliminates the
negative effects of Cybernetic Society.
Neural Amplifier. +50% to Psi Defense.
Pholus Mutagen. Reduces effect of industry on Planet’s ecology at all of your
bases. Additionally, the fungus confers on all of your units the same combat
benefits normally reserved for alien life-forms. Any alien life-forms you breed
gain a +1 lifecycle bonus.
Planetary Datalinks. You automatically discover any technology discovered by
any three other factions.
Planetary Transit System. Any new bases you found begin at population level
3. One less drone at all bases of population level 3 and under.
Self-Aware Colony. Energy maintenance cost for facilities is halved at all of
your bases. If use of police is allowed under the current social model, all of
your bases are considered to have an extra police unit.
Singularity Inductor. Counts as a Quantum Converter at every base, and
reduces the ecological effects of mineral production.
Space Elevator. Doubles energy reserves production at this base, and doubles
mineral production rate at all of your bases when producing orbital facilities.
Your units equipped with drop pods may now make orbital insertions anywhere
on the Planet. All Aerospace Complex restrictions on orbital facilities are waived.
Supercollider. Research output at this base is doubled.










