Strategy Guide - Guide for Sid Meier's Alpha Centauri: Alien Crossfire
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------------------------------- Alpha Centauri: Alien Crossfire ------------------------------- FAQ written by: whiz kid Version 2.0 Last update: 6/10/2000 Contact address: [email protected] This FAQ Copyright 2000 whiz kid So, you would like to post/link to this FAQ on your site? Contact me first. I'll say yes 99% of the time. Just be sure to contact me first. The most recent version of this FAQ can always be found at GameFAQs. ------------------------------- PLEASE NOTE: THIS GAME IS AN EXPANSION PACK FOR ALPHA CENTAURI. I AM NOT COVERING CONTROLS, HOW TO PLAY, OR ANY OTHER INFO FROM ALPHA CENTAURI. THIS FAQ COVERS THE _NEW_ FEATURES OF THE GAME "ALIEN CROSSFIRE". ------------------------------- Version History: 6/5/2000 (Version 1.0) -Well, this is my first shot at writing a FAQ, so I really could use some "constructive criticism". Please note all the * COMING SOON *'s. Don't worry, most of them will be up by the next update. If there is something you MUST know, please let me know and I'll try to get it up as soon as possible. 6/10/2000 (Version 2.0) -A LOT of new stuff added. I have decided to add a "New weapons/armor" section, but not yet. So right now, the only things left to be added are the "Faction Creator" and the "New weapons/armor". E-mail me and tell me what you think so far! ------------------------------- TABLE OF CONTENTS: 1. The story 2. The new factions 2a. The new factions: Human 2b. The new factions: Alien 3. Planet's new features 3a. The new native life 3b. The new landmarks 4. The new Technology Advances 4a. The "Energy Grid" 4b. The new technologies 4c. The new secret projects 4d. The new base facilities 4e. The new special abilities 4f. The new weapons/armor * COMING SOON * 4g. The new way to win 5. New strategies 6. The faction creator * COMING SOON * 7. FAQ's 8. Credits ------------------------------- 1. The story It has been years since humans have landed on Planet. An uneasy truce has occurred among factions. But one day, two alien races emerge battling above Planet's atmosphere. At the same time, the factions on Planet split into five new factions, each with new goals and ideals. A new battle is starting! ----------------------------------------------------------------------------- 2a. The new factions: Human Cybernetic Consciousness Leader: Prime Function Aki Zeta-5 Agenda: Impose order through the purity of technology Starting tech: Applied physics, Information Networks Advantages/Disadvantages: +2 GROWTH, +2 EFFICIENCY, Impunity to the penalties of the CYBERNETIC social choice, Steals technology when capturing a base -1 GROWTH Cannot make the Fundamentalist social choice --------------------------------------------- Data Angels Leader: Datajack Sinder Roze Agenda: Subvert Planet's governments through espionage Starting Tech: Information Networks, Planetary Networks Advantages/Disadvantages: +2 PROBE, Gains any technology 3 other factions who the Angels have infiltration with, -25% Probe Team action costs, Free COVERT OPS CENTER in every base with the discovery of Pre-Sentient Algorithms -1 POLICE Cannot make the POWER social choice -------------------------------------------- Nautilus Pirates Leader: Capt. Ulrik Svensgaard Agenda: Domination of Planet's oceans Starting Tech: Doctrine: Mobility, Doctrine: Flexibility Advantages/Disadvantages: Free NAVAL YARD at every base with the discovery of Doctrine: Initiative, Free prototypes of sea colony pods and sea formers, can build enhancements on ocean and ocean trench squares with the discovery of Advanced Ecological Engineering, Free MARINE DETACHMENT ability on all naval combat units with the discovery of Adaptive Doctrine, extra minerals from ocean shelf squares -1 EFFICIENCY, -1 GROWTH -------------------------------------------- Free Drones Leader: Foreman Domai Agenda: Free Planet's oppressed work force Starting Tech: Industrial Base Advantages/Disadvantages: +2 INDUSTRY, revolting bases may join the drones, -1 DRONES at every base -2 RESEARCH Cannot make the GREEN economic choice -------------------------------------------- Cult of Planet Leader: Prophet Cha Dawn Agenda: Return Planet to its native state Starting Tech: Centauri Ecology, Social Psych Advantages/Disadvantages: +2 PLANET, Free BROOD PIT at every base with the discovery of Centauri Genetics, Mind Worms do double police duty -1 INDUSTRY, -1 ECONOMY Cannot make the WEALTH social choice -------------------------------------------- 2b. The new factions: Alien (NOTE: All Alien factions use the "Energy Grid". See section 4a) Manifold Usurpers Leader: Conqueror Judaa Marr Agenda: Exploit the powers of the Sixth Manifold Starting Tech: Progenitor Psych, Field Modulation, Applied Physics Advantages/Disadvantages: +1 GROWTH, +1 MORALE, +25% offensive combat, lands with Mk1 Battle Ogre and an extra colony pod, all prototyped units have a 2-square sighting radius, can direct research, lands with a physical scan of Planet's surface -1 PLANET -------------------------------------------- Manifold Caretakers Leader: Guardian Lular H'minee Agenda: Preserve the sanctity of the Sixth Manifold Starting Tech: Progenitor Psych, Field Modulation, Centauri Ecology Advantages/Disadvantages: +1 PLANET, +25% Defensive combat, free RECYCLING TANKS at every base, lands with Mk1 Battle Ogre and an extra colony pod, all prototyped units have a 2- square sighting radius, can direct research, lands with a physical scan of Planet's surface ------------------------------------------- 3a. The new native life When the two Progenitor races crashed onto Planet, they caused several new life forms to pop up. And believe me, they aren't nice. FUNGAL TOWER (Psi) Fungal towers are composed of a jumble of mind worms, fungus, and other life forms. They are capable of blocking movement near them, they have a zone of control like all regular units do, they get a +50% defense bonus when attacked, and they tend to generate fungus in empty squares near them. SEA LURK (Psi) Sea lurks hand out in Planet's oceans. They attack any nearby ships or transports, and they have a nasty habit of attacking your ocean or coastal bases. SPORE LAUNCHER (Psi) In my opinion, these are the most annoying of all the new life forms. They don't really attack, they just hang around near your bases and destroy improvements and damage units with "corrosive spores" which act exactly like artillery shells. It's best to destroy these as soon as you spot them, even if it means chasing them down. ------------------------------------------- 3b. The new landmarks There are two new landmarks to be aware of. THE MANIFOLD NEXUS This grants a +1 PLANET bonus to any human faction who has it in its territorial borders, and +1 PLANET and +1 RESEARCH to any Progenitor faction that has it in its territory. THE UNITY WRECKAGE Hidden in the Unity wreckage are: A mining laser. (Attack: 2, Defense: 1) A Unity Scout Chopper. A comm beacon. (Shows the starting locations of each faction at Planetfall) ------------------------------------------- 4a. The "Energy Grid" The two alien races earn their money in a different way. They DO NOT engage in commerce with humans. Instead, all of their bases are connected into an "Energy Grid". For every 2 base facilities built in a base, that base earns 1 energy credit per turn, rounded up. For every secret project in that base, 5 energy credits are added per turn in that base. However, nerve stapling will cause unrest among citizens and SHUT DOWN the energy grid for a few turns, so it's always best to avoid nerve stapling whenever possible. ------------------------------------------- 4b. The new technologies ADAPTIVE DOCTRINE (Conquer 3) -Allows construction of PULSE 3 ARMOR, allows units to use the MARINE DETACHMENT special ability ADAPTIVE ECONOMICS (Build 3) -Allows construction of the base facility THERMOCLINE TRANSDUCER, allows commencement of the secret project, THE PLANETARY ENERGY GRID BIOADAPTIVE RESONANCE (Conquer 4) -Allows construction on the weapon RESONANCE LASER, allows units to have the special ability SPORIFIC GAS PODS, and allows the construction of the unit SPORE LAUNCHER N-SPACE COMPRESSION (Conquer 8) -Allows construction of the TECTONIC PAYLOAD and FUNGAL PAYLOAD missile chassis PROGENITOR PSYCH (Explore 1) -Allows construction of the base facility AQUAFARM, allows human factions to communicate with Progenitor factions SECRETS OF THE MANIFOLD (Discover 13) -Allows commencement of the secret project, THE MANIFOLD HARMONICS SENTIENT RESONANCE -Allows construction of the weapon RESONANCE BOLT, allows construction of the armor RESONANCE 8 ARMOR STRING RENOSANCE (Conquer 16) -Allows construction of the weapon STRING DISRUPTOR ------------------------------------------- 4c. The new secret projects Form: SECRET PROJECT (Prequisite technology) -DESCRIPTION CLOUDBASE ACADEMY (Mind/Machine Interface) -Counts as an AEROSPACE COMPLEX in every base MANIFOLD HARMONICS (Secret of the Manifolds) -Increases resource production in fungus and monolith squares according to your PLANET rating: 0 PLANET: +1 ENERGY +1 PLANET: +1 ENERGY, +1 NUTRIENTS +2 PLANET: +1 ENERGY, +1 NUTRIENTS, +1 MINERALS +3 PLANET: +2 ENERGY, +1 NUTRIENTS, +1 MINERALS NETHACK TERMINUS (Self-aware Machines) -All probe teams get +1 MORALE, -25% cost for all probe team actions, any probe team built with a fusion reactor or higher counts as having the ALGORITHMIC ENHANCEMENT special ability PLANETARY ENERGY GRID (Adaptive Resonance) -Counts as an ENERGY BANK in every base, any bases set to STOCKPILE ENERGY get 25% more returns ------------------------------------------- 4d. The new base facilities Form: BASE FACILITY (Prequisite technology) -DESCRIPTION AQUAFARM (Progenitor Psych) -All kelp farms managed by a base get +1 NUTRIENTS BROOD PIT (Centauri Genetics) -All native life forms bred here get a +1 LIFECYCLE bonus, -25% costs of breeding alien life, all negative morale effects are canceled in the base square, base gets a +2 POLICE bonus COVERT OPS CENTER (Pre-Sentient Algorithms) -All probe teams built here get a +2 MORALE BONUS, base gets a +2 PROBE bonus FLECHETTE DEFENSE SYSTEM (N-Space Compression) -Gives all units within 2 squares of the base a 50% defense against conventional missiles, if base has no orbital defense pods it has a 50% chance of shooting down a non-conventional missile (Planet Buster, tectonic, or fungal), cumulative with any overlapping radii from other bases GEOSYNCHRONOUS SURVEY POD (N-Space Compression) -Gives the base a 3 square sighting radius, gives base same properties as a sensor array SUBSPACE TRUNKLINE (Planetary Economics) -All mining platforms controlled by a base generate +1 MINERALS SUBSPACE GENERATOR (Singularity Mechanics) -Used to win a Progenitor Victory (See section 4g) THERMOCLINE TRANSDUCER -All tidal harnesses controlled by a base generate +1 ENERGY ------------------------------------------- 4e. The new special abilities Form: SPECIAL ABILITY (Prequsite technology) -Explanation ALGORITHMIC ENHANCEMENT (Nanominiaturization) -Halves probe team failure rate, can attempt missions on bases and units defended by the Hunter-Seeker Algorithm or by social choices. DISSOCIATIVE WAVE (Centauri Psi) -Nullifies any combat percentage modifiers (COMM JAMMER, HYPNOTIC TRANCE, etc.) FUEL NANOCELLS (Matter Compression) -Increases an air unit's fuel capacity by 2 MARINE DETACHMENT (Adaptive Doctrine) -Naval units can capture enemy naval units when they are _SEVERELY_ damaged SPORIFIC GAS PODS (Bioadaptive resonance) -Lowers enemy's morale by 2 ------------------------------------------- 4f. The new weapons/armor * COMING SOON * ------------------------------------------- 4g. The new way to win THIS NEW WAY TO WIN CAN _ONLY_ BE USED BY THE PROGENITOR FACTIONS! Called the Progenitor victory, this occurs when you contact your homeworld for reinforcements. To attain this, you must build a SUBSPACE GENERATOR in six different bases, EACH SIZE TEN OR HIGHER. When this is accomplished, you have won the Progenitor Victory! Congratulations! ------------------------------------------- 5. The new strategies Here are some strategies to use with each of the seven new factions. Each faction will be covered in this way: FACTION NAME (Rating out of ten) USING ADVANTAGES OVERCOMING DISADVANTAGES GENERAL STRATEGY ------------------------------------------- THE CYBERNETIC CONCIOUSNESS (10/10) This faction excels at research and efficiency. First, research. Discovering new technologies is always an advantage to a faction, no matter who you're playing as. New techs mean new units, armor, and weapons. Direct your energy into research and you can quickly pull ahead of the other factions. An enemy faction can't fight back if it doesn't have the right units. 10 missile infantry units can fall to just one tachyon infantry unit. Now, for efficiency. Efficiency allows your empire to grow larger without bases sacrificing energy as your get farther and farther away from HQ. This allows you to have a relatively large territory, giving you more research capacity, more energy, and if it comes down to it, more hiding places in an attack. This society is also immune to the negative effects of the CYBERNETIC social choice. This is very good, as it gives you several tactical advantages, boosting your research even further, and not suffering any penalty. Finally, you can steal a technology that you don't have and another faction does when you conquer their base. Of course, since you are already so far ahead in research, this shouldn't happen very often. Really, the only glaring weakness of this faction is it's 1 GROWTH. This can be easily overcome, however, by building Childrens' Creches and Recreations Commons in your bases, which you would be building anyway for their other benefits. As a general strategy, use your researching abilities to win the game. Research new techs to pull ahead of the other factions in weaponry. Also, discovering new techs first can get you secret projects first, another major benefit. Once you have the more advanced weaponry, you can easily come in and crush the other factions. THE NAUTILUS PIRATES (9/10) The Pirates have a LOT of advantages; however, all of them in one way or another pertain to the ocean. First, they get a free NAVAL YARD in their bases when they discover Doctrine: Initiative. These handy structures aid in the handling of naval units. Next, they can build enhancements on ocean and ocean trench squares with the discovery of Advanced Ecological Engineering. This can be a BIG plus, as you have more space in which to gather resources. Along the same lines, they also get extra minerals on ocean shelf squares!!! (Not many factions get mineral bonuses) Next, the Pirates do not have to pay for the prototyping of Sea Colony Pods and Sea Formers. Finally, all naval combat units they build after discovering Adaptive Doctrine gets a free MARINE DETACHMENT special ability, which is useful in conquering other factions and increasing your naval power. Hmmm... 1 EFFICIENCY AND 1 GROWTH. Not too bad. As in the case with the Cybernetic Consciousness, build Childrens' Creches and Recreation Commons to solve the GROWTH problems, and as for the EFFICIENCY, a right combination of social choices can balance the problem. One minor problem, is that if you have noticed, all the free special abilities and complexes requires discovering a technology beforehand, some of which are pretty advanced. Of course, trading techs with other factions can solve this. One BIG advantage the Pirates have is the ability to quickly claim the oceans before other factions can. If you build a strong ocean empire, you can be almost unstoppable. Another advantage is forming a "blockade". Let's say you have a Pact of Brotherhood with the Free Drones, who are at war with the Data Angels. Take your ships and surround the continent where the Data Angels are. If you have the MARINE DETACHMENT ability, you can capture their ships. If not, just sink them. Either way, you are preventing your enemy from moving out troops/supplies, and helping your friend, which makes other faction leaders think better of you. THE MANIFOLD CARETAKERS (7/10) Ah, tons of advantages! So why didn't they get a higher rating? You'll see in a moment. But first, the advantages. To start with, you land with a physical map of planet. That's a big advantage, because you can see the landscape around you without sending out scouts. You also land with one Mk1 Battle Ogre and an extra colony pod. Very helpful when just starting your colony. Use the Mk1 to protect your base until you get a defensive garrison set up, then use it to explore. +1 PLANET. That's good, being able to capture mind worms and place them in your control. Free RECYCLING TANKS at every base is another big plus, just because you get one more of every nutrient and mineral at your bases. A +25% Defensive combat bonus is very helpful early in the game, when your units are still developing and you find yourself surrounded by the enemy. If you attack, you get +25% defense, which can give you the edge. Next, all prototyped units you develop have a 2-square "sight radius" which means that they can see through fog in 2 squares from all sides. Use these units to explore, since prototyped units should also have a higher morale. Finally, and maybe not so importantly, they can direct their research. Of course, any faction can do this by you simply turning off the "Blind Research" option on the rules screen. One major disadvantage, at least in my opinion, is their use of the energy grid instead of commerce. You can only get energy by building base facilities and secret projects. And you need energy to build facilities and secret projects, which gives you a very slow start. How do you use your advantages to help you? Use the physical map and the Mk1 to explore early on to find out your surroundings. If you find that you are near another faction, guard your borders, because you might have a difficult time establishing your colony quickly, even with the extra colony pod. However, once you are up and running, start producing battle units and mobilize your forces. With the 25% defensive bonus, you should be able to take down another faction pretty quickly if you act fast enough. MANIFOLD USERPERS (7/10) Basically, the Userpers have the same advantages as the Caretakers. Some differences: They get a 25% offensive combat bonus instead of the 25% defensive bonus, they do not have a +1 PLANET rating, but they do have a +1 GROWTH and +1 MORALE rating. For the offensive bonus, you can use this power to overwhelm your next door neighbors early in the game. Just remember that it's useless against Mind Worms, since you fight them with PSI combat, which uses your unit's morale, instead of regular weapon combat. The +1 GROWTH and MORALE ratings are especially useful early in the game. GROWTH will get your bases up and running quicker, and MORALE will help you fight off those pesky Mind Worm boils you tend to see all the time. Also using the Energy Grid, this faction has a 1 PLANET rating. Building Tree Farms, the Temple of Planet, or choosing the GREEN social choice can eliminate this problem. This faction leans toward a more aggressive standpoint. The +1 GROWTH rating will get you started early in the game. Also, the +1 MORALE will help in early battles with those Mind Worms. If you really want to go on the offensive, move in to attack the closest faction (of course, AFTER you have developed a good army and have a good defending force back home). Use the 25% offensive bonus to gain the edge, along with the +1 MORALE. The +1 GROWTH will build your bases up, increasing mineral production and speeding up the production of units. After you are well into the game, however, these advantages start to diminish as other factions catch up on building units, increasing morale, and so on. DATA ANGELS (7/10) The Data Angels are really into espionage, and their advantages show it. First, they get a +2 PROBE rating, which really boosts your Probe Team success rate. Second, all actions performed by their Probe Teams get 25% hacked off the overall cost. That's very good early in the game, when energy reserves are low. Next, along with the discovery of Pre-Sentient Algorithms, they get a free COVERT OPS CENTER in every base. These are very handy in training Probe Teams and increasing their success rate even further. Finally, when three factions that you have infiltration with possess a tech that you don't have, you automatically discover it! (Infiltrate the Consciousness, because they're big on research) The only weakness the Data Angels have is the 1 POLICE. The right social choices can balance the problem. A temporary solution is to build the Paradise Dome or the Human Genome Secret Project, which will increase talents at your base, offsetting drone riots. Another temporary solution is to just keep all units produced at that base in the base. However, some more permanent solutions include building a recreation commons (which reduces drones by two), and completing the ASCETIC VIRTUES secret project, which will raise your police rating by 1, permanently ending your police problem. Obviously, the best route to take when you play as the Data Angels is using probe teams. A Probe Team unit built in a base with a COVERT OPS CENTER will have a VERY good starting morale. First, you get the +2 PROBE, which increases morale and thereby increasing success rate. The COVERT OPS CENTER raises that even more. Then you get the 25% probe team cost thrown in, and your probe teams are nearly unstoppable! Place them near your borders to capture enemy units when they enter your territory. Don't worry about support, because Probe Teams don't need support. Also, focus your energies on making energy credits, because almost all Probe Team actions cost something. Try building the Network Backbone secret project to increase your energy output. Of course, you should still have an army to back yourself up in case things get ugly. Make sure to get the Hunter-Seeker Algorithm secret project before another faction does, because it renders the ENTIRE faction immune to probe team actions. FREE DRONES (6/10) The Free Drones get a +2 INDUSTRY bonus, which lowers the cost of units by 20%! Since they are a group of err... Free Drones... they have one less drone at each base. Finally, any revolting bases (bases with Drone Riots) tend to join the Free Drones. How can you take advantage of this? Use probe teams to start drone riots at enemy bases, and you get new bases with little effort! The Free Drones get a 2 RESEARCH penalty. This can be a problem. Take the opportunity to make friends with other factions (at least early in the game) and trade technologies. If you have no techs to trade, offer to buy them from the other factions, since they usually do not charge a lot for them. Also, build the Biology Lab, Fusion Lab, Nanohospital, Network Node, Quantum Lab, and Research Hospital facilites in your bases to increase research output. Also, try and build the Theory of Everything secret project. I think the biggest plus is the way rioting bases tend to join the Drones. As mentioned eariler, use Probe Teams to inspire Drone Riots at the bases. (Sign a Pact of Brotherhood with the Data Angels for best results) You can use the +2 INDUSTRY to build units faster. Remember that even if a base having drone riots does not join you, their defenses are weaker. Use your industry advantage to create a relatively large army and move in to take the bases CULT OF PLANET (6/10) The Cult gets a +2 PLANET rating, which gives them the power to enslave Mind Worms (about a 50% chance). They also get a free BROOD PIT at every base when they discover Centauri Genetics. Use this to enhance the breeding of Mind Worms. Finally, any Mind Worms placed in the base do double police duty, which can help in times of crisis A 1 INDUSTRY rating increases unit production by 10%, and that can slow down your operations in times of war, and it may cost you greatly. To prevent this, try building a Nessus Mining Station, which gives all bases with an Aerospace Complex +1 minerals. Also try building the Bulk Matter Transmitter secret project, which gives all bases +2 minerals. You might also try the Planned Economics social choice or the Wealth social choice, which boosts your INDUSTRY rating. The 1 ECONOMY rating only hurts your Headquarters, however. If you wish to eliminate this problem, the _BEST_ solution is building the Merchant Exchange at your HQ base. Try making the WEALTH or the even better EUDIAMONIC social choices to up your economy. Keep in mind that this will lower MORALE by two, reducing the efficiency of your mind worms. NEVER choose the FREE MARKET social choice, because while you get +2 ECONOMY, you get 3 PLANET and 5 POLICE! Or, you can just forget about it and worry about the Cybernetic Consciousness breathing down your neck. As a general rule, you will find yourself using Mind Worms to do a lot of your fighting. Just remember that MORALE, not weapon strength, determines the outcome of a battle with a Mind Worm. The BROOD PITS will help boost MORALE, as well as a bioenhancement center, a biology lab, centauri preserve, and the Temple of Planet. Just remember, no matter what faction your playing as, ALWAYS have a backup army just in case things get hairy. Preferably a backup army with big guns. Third, use your relationship with Planet to help develop your resources. Gather nutrients from the fungus squares. Build the Xenoempathy Dome secret project to further increase benefits from fungus squares. Now you can use fungus squares as if they were roads! And finally, remember that you can capture Mind Worms with your +2 PLANET rating, as long as you attack them first. (You have a fifty percent chance of success.) ------------------------------------------- 6. The faction creator * COMING SOON * ------------------------------------------- 7. FAQS Well, obviously I don't have any questions yet, but when I do, you can bet there will be a FAQ section here. ------------------------------------------- 8. Credits Me- For this FAQ Firaxis Games- For making this cool game. All other FAQ writers out there- For giving me the motivation to write this. ------------------------------------------- This concludes this FAQ. You can stop reading now.