Sid Meier's Alpha Centauri Strategy Guide
Author: Jim Chamberlin
Last Time Updated:06/07/99
This guide was produced for no one in particular. It's basically a
quick reference guide with a few tips to keep in mind.
If you have any questions, e- mail me at: jjchamber4@aol.com.
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Table of Contents
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I. Introduction
II. The Factions
III. Landmarks
IV. Secret Projects
V. Facilities
VI. Technologies
VII. Planetary Council Proposals
VIII. Citizens
IX. Tips
X. Credits/ Links
XI. Farewell!
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I. Introduction
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Soon after the new millenium begins, war and disease take over and
destroy Earth. The U.N. ordered a mission to colonize another planet,
before it was too late. The mission, Unity, was to send enouth people
and supplies to Chiron, in the Alpha Centauri system.
Space travel is very difficult. Despite this, Unity was able to launch
off. An unexpected reactor meltdown damaged the ship on the way to
Chiron. The meltdown damaged the communications equipment and contact
with Earth is lost. The most powerful leaders have built factions and
surrounded themselves with followers.
The U.N. Starship Unity ends up splitting up into seven pods, each
containing a faction. It's up to us to become the supreme leader and
expand out faction at all costs.
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II. The Factions
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There are seven factions of refugees from the disastrous destruction of
the U.N. Starship Unity.
Each faction is guided by the vision of its leader. These visions, in
turn, give each faction a unique set of advantages and disadvantages.
By comparing the strenghts of your faction to the parameters of a
customized planet, you can either give yourself an edge against the
other factions, or set yourself a unique challenge to overcome.
GAIA'S STEPDAUGHTERS (LED BY LADY DEIRDRE SKYE)
The Gaians are determined not to repeat the envirinmental mistakes of
old Earth. They seek to live at peace with Planet. They start out with
the Centauri Ecology technology and advanced abilities to interact with
the native life, including tha ability to move freely through xenofungus
squares and gather extra nutrients from fungus. Their empathy with
Planet gives them the ability to place ravaging wild mind worms directly
under their control. Their experience with recycling systems make their
bases more efficient, but their pacifiast leanings undermine the
abilities of their military units, and they resent police control in
times of crisis. Because of negative environmental consequences, the
Gaians can not make the "Free Market Economics" social choice.
+1 Planet
+2 Efficiency
-1 Morale
-1 Police
+1 Nutrients in fungus squares
May not use Free Market enonomics
Aggression: Pacifist
Priorities: Explore
Starting Technology: Centauri Ecology
Agenda: Green
Aversion: Free Market
_Land Bases_
Gaia's Landing
Mindworm Pass
Lucky Autumn
Gaia's High Garden
Blackroot Palace
Dreams of Green
Forest Primeval
Greenhouse Gate
The Lines
Children of Earth
Razorbeak Wood
Velvetgrass Point
Vale of Winds
Last Rose of Summer
Song of Planet
Nescus Shining
Autumn Grove
Lily of the Valley
Silverbird Park
The Flowers Preach
Virgin Soil
Fallow Time
Resplendent Oak
Garden of Paradise
Thorny Vineyard
Chiron Preserve
Memory of Earth
_Water Bases_
Garden of the Deep
Deirdre's Fishery
Water Garden
Great Lagoon
Falling Water
Ocean Flower
Sea Cradle
Garden of Fishes
HUMAN HIVE (LED BY CHAIRMAN SHENG- JI YANG)
This faction is ruled under harsh collectivist/ authoritarian
principles. The good of the individual is totally subordinate to the
state. They are isolationist, and militaristic. The Hive begins with
the Doctrine: Loyalty technology. Their bases are built underground,
giving them the equilalent of a pre- installed Perimeter Defense
facility. Their population growth and industrial development are above
average, but their economy tends to lag behind others. The Hive can not
make the "Democratic" social choice.
+1 Growth
+1 Industry
-2 Economy
Underground bunkers
May not use Democratic politics
Aggression: Aggressive
Priorities: Conquer, Build
Starting Technology: Doctrine: Loyalty
Agenda: Police State
Aversion: Democracy
_Land Bases_
The Hive
Discipline Tubes
Factory Maze
Sheng-ji Yany Base
Laborer's Throng
Unity Lair
Worker's Nest
Unification Cavern
Society Grid
People's Teeming
Social Engineering Den
Great Collective
Great Clustering
The Labyrinth
Proletarian Knot
Manufacturing Warrens
Paradise Swarming
Socialism Tunnels
Watcher's Eye
Communal Nexus
The Drove Mound
Working Man Hold
Social Artery
Plex Anthill
Huddling of the People
Seat of Proper Thought
Deep Passages
Yang Mine
The Leader's Horde
Fellowship City
Hole of Aspiration
Chairman's Burrow
People's Endeavor
The Colony
Labor Network
Fecundity Tower
Industrial Crawling
_Water Bases_
Sea Collective
Port Yang
Ocean Core
Deep Community
Factory Drift
Deep Clustering
Sea Hive
UNIVERSITY OF PLANET (LED BY ACADEMICIAN PROKHOR ZAKHAROV)
The University is completely dedicated to research and the free exchange
of information. They are rumored to sometimes put the pursuit of
knowledge ahead of ethics. They start the game with the Information
Networks technology and one additional bonus technology. Each
University base receives a free Network Node when founded. The
University's research progresses quickly, but their open- access
philosophy makes them susceptible to attacks by covert "Probe Teams,"
while their callous elitism can easily lead to unrest among the workers.
The University can not make the "Fundamentalist" social choice.
+2 Research
-2 Probe
Free network node at every base
One bonus tech at beginning of game
Extra drone for every four citizens
May not use Fundamentalist Politics
Aggression: Erratic
Priorities: Discover
Starting Technology: Information Networks, +1 bonus tech
Agenda: Knowledge
Aversion: Fundamentalist
_Land Bases_
University Base
Academy Park
Lab Three
Library of Planet
Planetary Archives
Razvitia Progress Base
Cosmograd
Budushii Dvor
Tsiolkovsky Institute
Mendelev College
Nauk Science Center
Zarya Sunrise
Nadezjda Hope
Academgorodok
Koppernick Observatory
Svobodny Free Base
Zvedney Gorodok
Baikonur
Bibliotyek Science
Bibliotyek Letters
Climactic Research
Monitoring Station
Buran Prospect
Mir Lab
Relativity School
Pavlov Biolab
Lomonosov Park
Korolev Center
Gargarin Memorial
New Arzamas
Otkrietia Discovery
Zoloto Gold
Edinstvo Unity
_Water Bases_
The Marine Institute
Marine Biology Lab
Oceanographic Lab
Hydrothermal Institute
Deep Sea Lab
MORGAN INDUSTRIES (LED BY CEO NWABUDIKE MORGAN)
The Morganites are organized along corporate lines, and dedicated to
laissez- faire capitalist economic principles. They start the game with
100 energy credits and the Industrial Base technology, and receive a
bonus to all income from commerce between factions. Morganites have
expensive tastes, making it difficult for them to support units in the
field, and requiring them to build Hab Complex facilities before the
population of any of their bases can exceed four citizens. The
Morganites can no make the "Planned Economics" social choice.
+1 Economy
-1 Support
Commerce (bonus increases value of treaties, pacts, loans)
Need Hab Complex for bases to exceed 4
May not use Planetery Economics
Aggression: Pacifist
Priorities: Build
Starting Technology: Industrial Economics
Agenda: Free Market
Aversion: Planned
_Land Bases_
Morgan Industries
Morgan Processing
Morgan Energy Monopoly
Morgan Metagenics
Morgan Solarflex
Morgan Collections
Morgan Bank
Morgan Entertainment
Morgan Construction
Morgan Trade Center
Morgan Distribution
Morgan Interstellar
Morgan Biochemical
Morgan Pharmaceuticals
Morgan Aerodynamics
Morgan Datasystems
Morgan Metallurgy
Morgan Robotics
Morgan Hydroponics
Morgan Transport
Morgan Studios
Morgan Mines
Morgan Altimatter
Morgan Gravitonics
_Water Bases_
Morgan Hydrochemical
Morgan Marine
Morgan Dock
Morgan Ocean Resources
Morgan Sea Platform
SPARTAN FEDERATION (LED BY COLONEL CORAZON SANTIAGO)
The Spartans are paramilitaty survivalists. They believe in both the
right and a duty to keep and bear arms. The Spartans start the game
with the Doctrine: Mobility technology and a fast scout rover vehicle,
and they do not have to pay extra to develop prototypes of new units.
Morale of their units is exceptionally high, and their citizens accept
strict police control as a necessity, but their extravagant military
needs weigh down industrial operations. The Spartans can not make the
"Wealth" social choice.
+2 Morale
+1 Police
-1 Industry
Prototype units do not cost extra minerals
May not use Wealth value in Social Engineering
Aggression: Erratic
Priorities: Discover, Conquer
Starting Technology: Doctrine: Mobility
Agenda: Power
Aversion: Wealth
_Land Bases_
Sparta Command
Hawk of Chiron
Fort Liberty
Survival Base
Assassin's Redoubt
Ironholm
Commander's Base
Centurion Cave
Fort Survivalist
War Outpost
Bunker 118
Fort Superiority
Militia Station
Hommel's Citadel
Halls of Discipline
Fort Legion
Training Camp
Parade Ground
Janissary Rock
Defiance Freshold
Blast Rifle Crag
Hero's Waypoint
_Water Bases_
Fleet Anchorage
Hydrodock
Sea Outpost
Admirality Base
Fleet Base
THE LORD'S BELIEVERS (LED BY SISTER MIRIAM GODWINSON)
The Believers seek a life of prayer and religious worship. Because of
the strength of their convictions, they get a bonus when attacking their
enemies. They start the game with the Social Psych technology. The
Believers are resistant to probe brainwashing, but their suspicion of
secular science retards their research efforts, and their belief that
Planet is their promised land sometimes interferes with their ecological
sensitivity. The Believers can not make the "Knowledge" social choice.
+25% Bonus when attacking enemies, from the strength of convictions
+1 Probe (devout believers difficult to brainwash)
-2 Research (suspicious of secular science)
-1 Planet (believe Planet is their promised land)
Accumulates no research points until MY 2110
May not use Knowledge value in Social Engineering
Aggression: Aggressive
Priorities: Explore, Conquer
Starting Technology: Social Psych
Agenda: Fundamentalist
Aversion: Knowledge
_Land Bases_
New Jerusalem
Terrible Swift Sword
The Lord's Mercy
Great Conclave
Eternal Reward
The Rapture
Great Zion
Throne of God
The Hand of God
Far Jericho
The Lord's Grace
The Lord's Chosen
Redemption Base
Sanctity Base
Divinity Base
Children of God
The Lord's Gift
The Holy Five
Noah's Rainbow
Revelation Base
From on High
The Voice of God
Blessed Saviour
Time of Salvation
Judgement Seat
House of Martyrs
Righteous Sentence
Valley of the Faithful
The Lord's Wrath
The Coming of the Lord
Blessed Redeemer
Hallowed Ground
The Word of God
The Glory of God
The Lord's Truth
Godwinson's Hope
New Eden
_Water Bases_
He Walked on Water
Belly of the Whale
Port Grace
Loaves and Fishes
Fisher of Men
Water of Wine
Consecrated Waters
THE PEACEKEEPING FORCES (LED BY COMMISSIONER PRAVIN LAL)
The Peacekeepers exist to support the humanitarian principles of the
United Nations of Earth, the organization that originally commissioned
the Unity expedition to Alpha Centauri. They start the game with the
Biogenetics technology. The idealism of this faction attracts an
intellectual elite, but their society possesses a tendency towards
bureaucratic inefficiency. Their bases can exceed normal population
limits by two. Due to his experience with parliamentary maneuvering,
Lal's vote counts double when the Planetary Council is convened for
election of a Planetary Governor or Supreme Leader. The Peacekeepers
can not make the "Police State" social choice.
-1 Efficiency
Extra talent for every four citizens
May exceed Hab Complex population requirements by two
Receives double votes in elections for Planetary Governor and Supreme
Leader
May not use Police State Politics
Aggression: Erratic
Priorities: Explore, Discover
Starting Technology: Biogenetics
Agenda: Democracy
Aversion: Police State
_Land Bases_
U.N. Headquarters
U.N. Aid Station
U.N. Commerce Committee
U.N. High Commission
U.N. Equality Village
U.N. Court of Justice
U.N. Temple of Sol
U.N. Settlement Agency
U.N. Information Agency
U.N. Haven City
U.N. Enforcement Base
U.N. Planetary Trust
U.N. Great Refuge
U.N. Healthy Authority
U.N. Data Aquisition
U.N. Amnesty Town
U.N. Planning Authority
U.N. Disaster Relief
U.N. Pillar of Rights
U.N. Education Agency
U.N. Criminal Tribunal
U.N. Humanity Base
U.N. Social Council
SALVAGE UNITY FUSION CORE: +500 Energy Credits To Every Faction
UNITE BEHIND ME AS THE SUPREME LEADER: Diplomatic Victory; Game Ends
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VIII. Citizens
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Bonus To Economy Labs Psych
DOCTOR 0 0 +2
DRONE
EMPATH +2 0 +2
ENGINEER +3 +2 0
LIBRARIAN 0 +3 0
TALENT
TECHNICIAN +3 0 0
THINKER 0 +3 +1
TRANSCEND +2 +4 +2
WORKER
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IX. Tips
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- I recommend that you put one or two of your first four bases on
"rolling" squares. This allows for good mineral production from mines.
It also helps produce more units.
- I recommend to build at least two military units at each base to start
off with.
- After your military units are built, build some formers.
- I recommend that you build recycling tanks and supply pods next. This
will increase efficiency and expansion.
- Don't forget to build things like the Children's Creche, Biology Lab,
and Hab Complex.
- I recommend signing treaties or pacts with some or most of the other
factions for a short time, at least.
- Don't forget that units can hide in the fungus.
- Boreholes are very important in the production of resources at your
bases. I recommend having at least one borehole for every four bases.
- Remember to scout for the landmarks. They will provide extra
resources.
- Build sensory arrays as you explore to watch for mind worms.
- Send Supply Crawlers to retrieve far away resource deposits.
- Naval Bases and Aerospace Complexes add to your faction's dominance
and expandability.
- Remember to build kelp farms, tidal harnesses, and mining platforms
for bases near an ocean.
- If your land is arid, build a condensor to make it more moist.
- Build solar collectors adjacent to Echelon Mirrors in high elevation
locations.
- Forests are easy to produce and provide sufficient resources, so plant
several forests near your bases.
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XI. Farewell!
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Like I mentioned earlier, this is more of a reference guide than
anything else. If you know of anything you think that I should include,
e- mail me at the address at the beginning. Until Next Time...