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Home » PC » Alpha Centauri » Alpha Centauri FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Sid Mier's Alpha Centauri
FAQ
Version 1.00

Copyright 2003 Wood Elf
E-Mail - BattleBotv_8_2@Hotmail.com

First Site: www.GameFAQs.com

E-mail me suggestions or corrections.

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Note: I have not edited this yet so some parts may be spelled wrong, use the wrong word, ect.

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Legal Info
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This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

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Quicksearch Note:
You can use the Find command (Ctrl+F) to quickly find the part you need.

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1.00 Single Player
2.00 Factions (Normal)
3.00 Factions (Alien Crossfire)
4.00 Story
5.00 Victory Types
6.00 Technology
7.00 Base Facilities
8.00 Secret Projects
9.00 Unit Chassis
10.00 Weapons and Equipment
11.00 Armor Types
12.00 Special Abilities
13.00 Proposals
14.00 Terraform Actions
15.00 Basic Units
16.00 Versions
17.00 Credits and Thanks
18.00 FAQs
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1.00 Single Player
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There are 5 options in the first screen...

Make Random Map:
Use this to just start a game quickly.

Customize Random Map:
I use this a lot. You can change a lot of stuff in the game, like how much rain, how much solar activity and worm activity.

The Map of Planet:
Just a random map that is normal size.

Huge map of Planet:
Same thing, only the size is huge.

Load map file:
Loads a map that was made by some one.

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Customize Random Map options.

Map Size: Tiny to Huge.
Ocean Coverage: 30-50%, 50-70% and 70-90% water coverage.
Erosive Forces: Changes the average height of all terrain.
Native Lifeforms: The higher this is set, the more Worms there will be.
Cloud Coverage: This increases the amount of nutrients, I don't think it decreases solar energy.

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2.00 Factions (Normal)
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Gaia's Stepdaughters
Leader: Lady Deirdre Skye
Background: Free Scotland, Unity Xenobiologist
Agenda: Green Democracy
Starting Tech: Centauri Ecology

+1 to Planet "Environmental safeguards; can capture mindworms" (FEAR MY ARMY OF
DEATH)
+2 to Efficiency "Experience with life systems & recycling"
-1 Morale "Pacifist tendencies" (they are hippie like, they are not fighters)
-1 Police "Freedom loving" (again, they are hippie like)
+1 Nutrients in fungus squares
May not use "Free Market" economics (though they liked freedom...)
First Mind Capture attempt is ALWAYS successful (doesn't say in the info, but its true).

Gains are not the fighters, their main force I use for them is worms. Also, since they get extra fungus, you can plant a lot of fungus with +Planet to get a lot of resources for each type, while your enemies cannot survive. That's the best way to rule the economy.

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Human Hive (Enslaver)
Leader: "Chairman" Sheng-Ji Yang
Background: Great China, Unity Executive Officer
Agenda: Atheist Police State
Starting Tech: Doctrine: Loyalty
+1 to Growth "Rapid population growth"
+1 to Industry "Brutal serfdom" (Slave drivers)
-2 to Economy "Little political freedom" (they don't want people to have freedom)
Free Perimeter Defense at each base (these are good, I always like to get
Perimeter Defense)
May not use Democratic politics
Immune to negative Efficiency stats

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University of Planet (the scientists)
Leader: Dr. "Provost" Prokhor Zakharov
Background: Russian Commonwealth, Unity Science Officer
Agenda: Research, free flow of information
Starting Tech: Information Networks (nice to have at start, research boost and
Alien Artifacts).
+2 Research "Brilliant research" (the main strength of the University)
-2 Probe "Academic networks vulnerable to infiltration" (this is a problem in a normal game, but dangerous against Data Jacks).
Free Network Node at every base (good to get once you Virtual World)
One Bonus Tech at beginning of game (nice to get Secrets of human brain)
Extra Drone for every four citizens "Lack Ethics" (a problem for me, I hate it when you get a drion riot once a Secret Project almost is finished).
May not use Fundamentalist Politics
At high populations, only drones will be added. (I hate drones, STABLE THEM ALL
I SAY!)

Basically, keep working on research and don't give any to any one else unless you have to. Get Fusion Reactors, then take out your enemies before they get
Fusion Reactors tech.

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Morgan Industries (the Money-man)
Background: Namibian Diamond Tycoon, Unity Franchise Holder
Agenda: Free Market Economics, Pro-Industry
Starting Tech:  Industrial Base
+1 Economy (he likes money, it's Morgan's best strength)
-1 Support "Followers have expensive tastes"
Commerce: bonus increases value of treaties, pacts and loans.
Need a Hab Complex to go above 4 population "Creature comforts at a premium"
(Ouch, this is the biggest problem of Morgan, you need to watch out for this.
Expand quickly.)
May not use Planned Economics

Work on expanding to get more bases to counter act the need of Hab Complex.
Also work on Hab complex upgrade ASAP.

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Spartan Federation (Military power!)
Leader: Col. Corazon Santiago
Background:  Survivalist, Unity Security Chief
Agenda: Right To Keep and Bear Arms (weird, think it would be kill everyone...)
Starting Tech:  Doctrine: Mobility (Go Rovers!)
2 Morale "Well-armed survivalist movement" (They are fighters, not hippies, aka
Gians)
+1 Police "Highly disciplined followers" (can't allow your people to get out of control, you rule with an iron grip!)
-1 Industry "Extravagant weapons are costly" (Can't fight without super weapons can ya?)
Prototypes units do not cost extra minerals
May not use Wealth value in Social Engineering

They are warriors, guess what a good strategy is? Let loose of your death machines onto your helpless enemies. Take down any one who is in your path,
BWHAHAHAHA.

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The Lord's Believers (think Dark Ages church, kill any one who opposes them)
Leader: Sister Miriam Godwinson (Good ol crazy killing Miriam)
Background:  Christian States of America, Unity Psych Chaplain
Agenda: Life of Religious Worship (Really? They go to war a lot, they should add that too.)
Starting Tech: Social Psych
25% Bonus when attacking enemies "from strength of convictions" (Major strength)
+1 Probe "Devout believers difficult to brainwash"
+2 Support "Citizens eager to defend faith"
-2 Research "Suspicious of secular science" (Witch! Witch! Burn them all!)
-1 Planet "Believe Planet is their promised land" (What? If they think it's their promise land, wouldn't they want to take care of it?)
No research points until MY 2110 (So, it takes multiple turns until you can research AND -2 research? Major problem.)
May not use Knowledge value in Social Engineering

Take down other factions at the very start, is the best way to win or at least dent the enemy severely. Or, get high research allies like Zak.

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Peacekeeping Forces (Peace? We want war!)
Leader: Commissioner Pravin Lal (doesn't say where he comes from, but he looks
Arab).
Background: United Nations Space Authority, Unity Ship's Surgeon
Agenda: Humanitarian Ideals, Democracy
Starting Tech: Biogenetics (He can get Secrets of the Human Brain the first most of the time.)
-1 Efficiency "UN Style Bureaucracy"
Extra Talent for every 4 people "Attracts intellectual elite"
May exceed Hab Complex requirements by 2. (This part is nice, can really help out)
Receives DOUBLE votes in elections for Planetary Governor and Supreme Leader
(Lal is normally leader)
May not use Police State Politics

Get more bases. Be friends. Become Planetary Governor. Become supreme leader.

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3.00 Factions (Alien Crossfire)
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The Cybernetic Consciousness (My favorite Faction, she looks very cool)
Leader: Prime Function" Aki Zeta-5
Background: Subroutine Specialist under Unity Science Officer Zakharov
Agenda: Rational Objectivity (What?)
Starting Techs: Information Networks, Applied Physics (lasers at start, nice to prevent that early rush).
+2 Research: "Human research abilities enhanced by algorithmic" (same as Zak's research bonus).
+2 Efficiency "Cybernetic biologicals extremely efficient" (Cyborgs, perfection)
-1 Growth "Humans possessed by an algorithm' find reproduction awkward" (main problem with them, not that much of a problem).
Impunity to Cybernetic penalty "Cybernetic social choice is rational and not dissented by citizens"
Can steal technology when capturing a base (You normally have better research than your enemy. But, you can get better tech that you may not have, or if you're fighting vs. Zak you will get some techs.)
May not make Fundamentalist choice in social engineering

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Nautilus Pirates (Arg matey!)
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