User Guide

COLONIZING PLANET
CHAPTER 4
65
for example, eliminate Drone problems but reduce Labs production). Most
facilities require an ongoing investment of energy credits to maintain, which
is taken from energy allocated to Economy.
A complete list of Facilities, including their benefits and costs, can be found
in Appendix 2, p. 163.
RELOCATE HEADQUARTERS
This build order (see Build Orders, p. 67) causes a new headquarters to be
constructed in this base. You can only have one headquarters for you entire
faction. When the new headquarters is completed, your previous one is dis-
banded. Headquarters provide essential coordination among the bases of your
faction, which keeps inefficiency low. Inefficiency results from increasing dis-
tance from your headquarters, so it’s usually good to maintain your head-
quarters near the center of your empire.
SECRET PROJECTS
Secret Projects are massive works requiring a great concentration of research
effort and a very long time to complete. The good news is that they provide
dramatic advantages to your faction.
Only one of each of the 32 Secret Projects can be built on Planet. The other
faction leaders do anything they can to complete a Secret Project before you
and claim its benefits for their faction. If a rival faction builds a Secret Project
you’re working on, you must transfer your research investment to some other
Secret Project, or allocate it to new construction.
If a base with a Secret Project is ever completely destroyed, that project—and
any ongoing benefits from it—are gone forever, for you and all other factions.
If a base with a Secret Project is captured, that Secret Project—and any ongo-
ing benefits from it—become the possession of the capturing faction.
A complete list of Secret Projects can be found in Appendix 2, p. 170.