User Guide

Specialists do not work the outlying squares of the base to harness
resources. Instead, they work inside the base, adding directly to the base’s
Economy, Psych and Labs production (see Energy Allocation, p. 117).
Until the base has sufficient population to work every single square in its pro-
duction radius, you have to create specialists (they don’t “just happen”).
Different types of specialists become available as your technology advances,
and some advances render certain specialists obsolete. A base of any size can
have doctor or empath specialists, but a base must have Population 5 before
it can create other types. To create a different specialist, L on a citizen’s icon
in the Base Control Screen.
The various types of specialist are:
Technician. Technicians keep the base running at maximum efficiency,
adding +3 to the Economy allotment per technician in the base. They
become obsolete when you acquire Fusion Power technology, replaced by
Engineers.
Doctor. A healthy population is a happy population. Doctors increase
Psych allotment at a base by +2 per doctor. Doctors are rendered obso-
lete by Centauri Meditation and are replaced by Empaths.
Librarian. Librarians are an invaluable asset to research, providing +3
to Labs allotment per librarian. They require Planetary Networks, and
are rendered obsolete by Mind/Machine Interface, replaced by Thinkers.
Engineer. A corps of engineers can optimize all of a base’s functions,
yielding +3 to Economy and +2 to Labs per engineer. They are acquired
along with Fusion Power technology, and they never become obsolete.
Empath. Empaths have actually learned to use the psi potential of their
brains, providing +2 to both Economy and Psych per empath. They
require Centauri Meditation, and are rendered obsolete by Secrets of Alpha
Centauri, replaced by Transcendi.
COLONIZING PLANET
CHAPTER 4
62