Games PC SID MEIER S-ALPHA CENTAURI-ALIEN CROSSFIRE User Manual

5 (1)
Games PC SID MEIER S-ALPHA CENTAURI-ALIEN CROSSFIRE User Manual

A l i e n C r o s s f i r e

TABLE OF CONTENTS

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. 4

 

Welcome to Alien Crossfire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

5

 

Alien Planetfall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

5

 

New Progenitor concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

5

 

Civil War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

6

 

Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

6

 

Energy Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

7

 

Base Conquest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

7

 

New Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

7

 

Progenitor Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Getting started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

8

 

Using the Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

8

 

Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

9

 

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Game Setup

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1

Main (Starting) Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

9

 

 

Choose a Faction Screen

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New Faction Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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New manifestations of planet . . . . . . . . . . . . . . . . . . . . . . . . . . . .

13

 

Native Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

13

 

Flora . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

13

 

Fauna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

14

 

Unity Pods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

14

 

Battle Ogres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

14

 

Cloning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

15

 

Landmarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

15

 

The Borehole Cluster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

15

 

Unity Wreckage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

15

 

The Manifold Nexus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

16

 

Fossil Ridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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New Manifestations of the Colonists . . . . . . . . . . . . . . . . . . . . . . .

16

 

Units . . . . . . . . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

16

 

Resonance Laser (R-Laser) .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

16

 

Resonance Bolt (R-Bolt) . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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String Disruptor . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Tectonic Payload . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Fungal Payload . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Resonance Armor . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Pulse Armor . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

18

 

Soporific Gas Pods . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

18

 

Dissociative Wave . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

18

 

Marine Detachment . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

18

 

Fuel Nanocells . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

18

 

Algorithmic Enhancement .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

19

 

Facilities . . . . . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

19

 

Aquafarm . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

19

 

Brood Pit . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

19

 

Covert Ops Center . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

19

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Flechette Defense System (FDS) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

20

 

Geosynchronous Survey Pod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

20

 

Subsea Trunkline . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

20

 

Subspace Generator . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

20

 

Thermocline Transducer . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

21

 

Secret Projects . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

21

 

Cloudbase Academy . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

21

 

Manifold Harmonics . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

21

 

Nethack Terminus . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

22

 

Planetary Energy Grid . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

22

 

New Technologies . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

22

 

Progenitor Psych (E1) . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

22

 

Field Modulation (C2) . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

22

 

Adaptive Economic Systems (B3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

23

 

Adaptive Doctrine (C3) . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

23

 

Biodaptive Resonance (C4)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

23

 

N-Space Compression (C8) .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

23

 

Sentient Resonance (C9) . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

24

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Secrets of the Manifold (D13) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

String Resonance (C16) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

New Probe Team Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

Algorithmic Enhancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

New Probe Action-Freeing Captured Leaders . . . . . . . . . . . . . . . . . . . . . . . 25

Detailed Description of New Factions . . . . . . . . . . . . . . . . . . . . . .

26

 

Cult of Planet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

26

 

Cybernetic Consciousness (Cyborgs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

27

 

Data Angels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

28

 

Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

29

 

Manifold Caretakers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

30

 

Manifold Usurpers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

31

 

Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

32

 

Appendix 1. New Unit Tables and Definitions . . . . . . . . . . . . . . . .

33

 

Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

33

 

Secret Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

34

 

3

Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

35

Special Abilities

36

 

 

 

Technology Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

36

 

Appendix 2. Miscellaneous Enhancements . . . . . . . . . . . . . . . . . .

37

 

Special Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

37

 

Additional Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

38

 

Appendix 3. Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

40

 

Return to Centauri (excerpt) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

41

 

Designers Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

45

 

Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

49

 

This product has been rated by the Entertainment Software Rating Board. For information about the ESRB rating, or to comment about the appropriateness of the rating, please contact the ESRB at 1-800-771-3772.

S i d m e i e r ’ s a l p h a c e n t a u r i

S i d m e i e r ’ s a l p h a c e n t a u r i

A l i e n C r o s s f i r e

INTRODUCTION

Welcome to Sid Meier’s Alien Crossfire™, FIRAXIS™ Games’ expansion pack for Sid Meier’s Alpha Centauri™. Enjoy the new faces and places in Alien Crossfire.

Alien Crossfire is a companion game to Alpha Centauri and requires ownership of Alpha Centauri.

Here’s a brief overview of what’s new in Alien Crossfire:

Five new human factions.

Two new alien factions: the Manifold Caretakers and the Manifold Usurpers.

New technologies based on alien concepts of resonance fields.

New facilities, including the Aquafarm, Covert Ops Center, and Subsea Trunkline.

4

New secret projects, including the Manifold Harmonics and the Nethack Terminus.

New alien life forms

New unit special abilities

New victory conditions for the Manifold factions.

Several additional new concepts and strategies.

A l i e n C r o s s f i r e

WELCOME TO ALIEN CROSSFIRE

ALIEN PLANETFALL

The early human exploration of Planet found many mysterious signs pointing to a long-vanished alien race. The questions raised by these discoveries were soon answered when two alien factions arrived on Planet a few years after the crash-landing of the Unity. Their true motives were vague, but it appeared they had returned to Planet to settle the fate of Manifold Six (their name for Planet) and the grand experiment in which they were involved. The Usurper faction has been pushing for the Progenitor race to exploit the powers of the Manifold, and essentially set themselves up as gods. The Caretakers see Planet as a sentient being, whose death would result from Usurper policies. Two scout ships arrived in the space above Manifold Six to settle the issue.

Unfortunately for both sides (but perhaps fortunately for the humans on

 

5

Planet), the two ships were evenly matched, and nearly destroyed each other.

Survivors of the two factions managed to jettison in escape pods down to

 

 

 

Planet’s surface, where they prepare for battle, and for the day on which they

 

can contact their respective factions and send for reinforcements. If that day

 

ever comes, human existence on Planet will be in grave jeopardy.

 

The human factions must choose whether to band together to fight the off-

 

worlders, or side with the aliens as a means to ultimate victory. The picture is

 

further complicated by the rise of new human factions preaching radical

 

philosophies, from the Drones who seek liberation of the working masses, to

 

the strange Cybernetic faction unleashed by amoral University researchers.

 

NEW PROGENITOR CONCEPTS

The following is a summary of rules regarding the two alien factions, the Caretakers and the Usurpers. Note in some cases, Progenitor names for facilities or projects (such as “Children’s Creche” or “The Human Genome Project”) and

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social engineering choices (such as “Free Market” or “Police State”) actually represent similar facilities and social choices in the Progenitor societal structure, but have been translated into their nearest human equivalent for convenience.

CIVIL WAR

The two alien ideologies are completely in opposition, and all alien interactions with each other and with the human factions are colored by this opposition. Aliens speak with human factions, and even sign treaties and pacts, but they do not speak to each other and they do not sign treaties and pacts with those who have treaties or pacts with their enemy. They cannot be asked to end a vendetta with one another. They do not participate in Governor elections or in any other Planetary Council votes. Their atrocities do not cause any adverse commerce effects, since they don’t use human commerce. Using atrocities against the aliens causes no extra diplomatic penalty, except for Planet Busters, still considered a global atrocity for the environmental damage caused.

6Because of this alien civil war, each game has either both the Usurpers and the Caretakers, or neither. Whether you are using the faction editor or playing with

a mix of factions from Alien Crossfire and Alpha Centauri, you can never have just one alien faction in the game

COMMUNICATION

Humans and aliens cannot communicate at the beginning of the game. In order for Humans and aliens to communicate, one must discover the other’s Psych. This means the human faction must discover Progenitor Psych or the Progenitor faction must discover Social Psych. Once communication is established, the Progenitor speech is rendered by human translation software into its nearest human equivalent (including their arcane sentence structure). Progenitor communications within their own society, however, have been fully translated for complete understandability.

A l i e n C r o s s f i r e

ENERGY GRID

The alien factions gain no energy from commerce with each other or humans. Instead, they gain energy from the Grid. This is a harmonic field set up by the power feeds of various technological devices; it manifests itself as 1 energy for every two facilities built, and 2 1/2 energy (rounded down) for each Secret Project completed.

BASE CONQUEST

When a human conquers a Progenitor base, or vice versa, a forced relocation of the population takes place. A forced relocation causes the population of the conquered base to be reduced to one. At the same time, half the remaining population (rounded up) is converted into colony pods belonging to the defeated faction. These can be attacked normally.

NEW VICTORY CONDITIONS

The presence of the Progenitor factions creates three new conditions which

affect victory.

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DIPLOMATIC

A leader may not be declared Supreme Leader unless the alien factions have been eradicated. Once they have been eradicated, Supreme Leader victory is allowed normally. If a Progenitor faction is “freed” by a Probe Team and swears a servile Pact, or swears a servile Pact during the course of the game, that counts as “being eradicated” and any human faction can win as Supreme Leader—even if the faction to whom the Pact was sworn are themselves eradicated later on.

TRANSCENDENCE

The Caretaker faction’s belief system does not allow for the exploitation of Manifold Six. Therefore, the Caretaker faction can never win by Transcendence victory, as Transcendence implies an exploitation of Manifold Six—the very thing they are fighting against. However, the Usurpers can win a Transdendence victory as per the usual rules.

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PROGENITOR VICTORY

The Progenitor factions can each win a new type of victory. They must have at least six bases of at least size 10 each, and they must construct a Subspace Generator in each of them. This creates the Resonance Communicator, allowing them to send signals to the home fleets in a far distant portion of the galaxy. The power of these fleets is well beyond the combined abilities of all the humans on Planet to combat; when communication occurs and the fleets arrive, the humans (and the other Progenitor faction) must capitulate.

PROGENITOR ART

The Progenitor factions have many unique pieces of art. These units, base enhancements, and citizen icons are representational only; the functions of the units, etc. remain the same. There are new pieces of Progenitor art for the following: Infantry units, rover units, air units, colony pods, terraformer units, perimeter defenses, tachyon fields, and citizen icons.

8GETTING STARTED

USING THE MANUAL

This manual is not meant to teach you how to play Sid Meier’s Alpha Centauri. Instead, it is a review of the new features and changes to the original Alpha Centauri contained in Alien Crossfire. You need to already know how to play Alpha Centauri to use this manual.

If you Haven’t Played Before

If this is your first experience into the world of Sid Meier’s Alpha Centauri and Alien Crossfire, refer to the Alpha Centauri manual for tips on how to run the tutorial scenarios.

A l i e n C r o s s f i r e

In addition to this manual, you will find the following useful materials included with your game:

Install Guide. Installation, trouble shooting, and customer support.

Tech Tree Chart. A new, updated tech tree chart shows the new alien technologies available.

Cross Reference Chart. This tool, used in conjunction with the Tech Tree Chart, helps you understand how to acquire a technology.

INSTALLATION

Installation, troubleshooting and customer support are all covered in the

Install Guide.

GAME SETUP

The following differences can be found in the starting menus.

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MAIN (STARTING) MENU

QUICKSTART

This option still drops you directly into a new game configured exactly like the last game you played (including faction choice). If you use Quickstart before playing a game, you enter a world of average size set to the game’s defaults. You explore this new world as the Cybernetic faction set to the easiest difficulty level.

CHOOSE A FACTION SCREEN

There are now five additional factions of refugees resulting from the disastrous destruction of the UN colony ship, Unity. There are also two alien factions vying for control of the Manifold experiment called Planet.

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S i d m e i e r ’ s a l p h a c e n t a u r i

 

 

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See New Faction Overview, below, for information about the seven new factions.

 

 

 

 

Play Random Faction

 

 

 

 

 

 

 

 

Random Play is available with

 

 

 

 

any of the above configurations.

 

 

 

 

Play Selected Faction

 

 

 

 

Choose your faction and then

 

 

 

 

select this option. If you are

 

 

 

 

using a random setup, this but-

 

 

 

 

ton has the same effect as

 

 

 

 

“Play Random.”

 

 

 

 

 

 

 

Change Name

 

 

 

 

Customize the name of your faction and the other factions in the game.

 

 

Info

 

 

 

 

Shows the help text for the selected faction. Choosing “OK” from this screen

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starts the game with you playing the selected faction.

 

 

 

 

Cancel

 

 

 

 

 

 

 

 

Sends you back to the difficulty level screen.

 

 

Drop-down boxes

 

 

 

 

This new feature allows you to load each individual slot with the faction of

 

 

your choice. Once the seven slots are loaded, you can play a selected faction

 

 

or a random faction from among the seven you have selected. You can mix

 

 

and match factions between the original and new games at will.

 

 

NEW FACTION OVERVIEW

 

 

As before, the factions in Alien Crossfire are divided into spheres of political and

 

 

social thought. Two additional factions of aliens are introduced; their primary moti-

 

 

vations are more simple: destroy the opposing alien faction in a bitter civil war.

A l i e n C r o s s f i r e

The Cybernetic Consciousness (led by Prime Function Aki Zeta-Five)

This faction is led by a mysterious figure from The Unity who has apparently been part of an experiment in artificial intelligence. It is surmised a research technician working for Prokhor Zakharov was subjected to an implanted AI algorithm, and is now sharing her consciousness with this intelligence. Aki Zeta-Five offers her followers a pure intellect less fettered by greed and other distressing emotions. Her society is advanced and efficient in industry and technology. However, this society is unfamiliar with human emotions; therefore, concepts like sex lead the Cyborgs to have a difficult time with population growth. They are immune to the negative effects of the Cybernetic social choice.

The Nautilus Pirates (led by Captain Ulrik Svensgaard)

The Pirates believe the oceans of Planet are actually far more suitable for human life than the land masses. They are dedicated to a life at sea, exploiting the untold riches of the water. Their intimate knowledge of the deep allows them to construct enhancements even in deep sea areas. Their sea combat units are especially well trained for shipboard actions (free Marine Detachment abil-

ity for sea units once the appropriate technology is discovered). They also get 11 a free Naval Yard in every base upon discovery of the appropriate technology,

and pay no prototype costs for sea formers and sea colony pods. They are also able to extract extra raw materials from shelf sea-squares.

The Free Drones (led by Foreman Domai)

The Drones are led by a former drone who has come to understand the horrible oppression under which his peers labor. He seeks to build a nation with great industrial might, without exploiting his workers like the other faction leaders. The Drones believe in an orderly society and gain Police benefits. Their industrial capacity is, of course, unmatched. Believing in a labor society means elite scientific research is very slow, however. Bases revolting against their current owners, anywhere on Planet, have a significant chance of proclaiming themselves members of the Drone faction. Finally, Free Drone bases have fewer discontented workers (“drones”) and are thus easier to manage.

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A l i e n C r o s s f i r e

The Data Angels (led by Datajack Sinder Roze)

The Angels are dedicated to a flow of free information and equal opportunity for all. Their detractors call them “hackers” and thieves—but the Angels are mostly interested in the excitement of covert operations. Their lack of social structure makes police procedures more difficult, but they are highly effective spies—their bases are very difficult to penetrate, and Angel probe actions cost less than those of other factions. In addition, the Angel faction automatically gains any technology known by at least three other infiltrated factions, due to their constant covert activities. They also acquire a free Covert Ops Center in each base, after they discover Pre-Sentient Algorithms.

The Cult of Planet (led by Prophet Cha Dawn)

The leader of the Cult of Planet appeared under mysterious circumstances a few years after Planetfall. Though clearly just a young boy, he claims to have the Word of Planet in his ears, and promises to lead his followers to a cleansing jihad, making them (and the will of Planet) supreme. The Cult has little interest in material things, causing a general economic slowdown in their faction.

12 However, they are supremely in tune with Planet, and have better capabilities with native lifeforms than even the Gaians. They get a free Biology Lab in each base upon discovery of the appropriate technology, and their people are so in awe of the native life forms that mindworms count double for police duty.

The Manifold Caretakers (led by Guardian Lular H’minee)

The Caretakers are members of the Progenitor race, the original creators of the living experiment called Planet. The Caretaker faction is dedicated to noninterference with Planet’s life forms and destiny; they believe the Manifold experiment must be allowed to run its natural course. In human terms, this means they can draw more sustenance from Planet (support more units), and have a greater bond with Planet. They acquire a free Recycling Tank in every base, and their method of energy-gathering is very different: they gain energy depending upon the number of base facilities at a base. They also receive a defensive bonus in combat due to a combination of sensory capabilities unkown by humans, collectively know as “resonance sensitivity”. This sensitivity hinders any attempt at surprise or trickery on the part of opposing forces.

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Finally, Progenitors are ahead of humans in technological know-how; though the landing party must re-discover most technologies, the alien headstart is represented by the ability to direct research more specifically.

The Manifold Usurpers (led by Conquerer Judaa Maar)

The Usurpers are an opposing faction of Progenitors who believe the Manifold experiment has reached a logical conclusion, and it is time for the powers of Planet to be used for military purposes. They have highly efficient resource management (recycling tanks), but instead of a defensive combat bonus, they receive a bonus of attack, growth, and morale. They, too, receive resonance sensitivity bonuses and directed research. The Caretakers and Usurpers are locked in a bitter civil war, and their main goal is the destruction of the other faction; humans are an insignificant annoyance to them, and are used or discarded at need.

NEW MANIFESTATIONS OF PLANET

Alien Crossfire contains three new alien life forms, and several new landmarks

and Unity pod discoveries. The new unit types will always appear; the new 13 landmarks may or may not appear in any particular game.

NATIVE LIFE

There are three new kinds of alien life: fungal towers, spore launchers, and the mysterious Sealurks.

FLORA

Fungal Towers. These occur randomly wherever native life might be found. They are immobile and fight using PSI combat, as all native life forms. They may add a fungus square to an empty space around them. If all squares around them become fungus, they may start generating mindworms or spore launchers.

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FAUNA

Spore Launchers. These are almost plant-like life forms capable of normal movement. They contain thousands of large fungus spores, used as a weapon to destroy elements disturbing the local ecology. A spore launcher attempts to destroy improvements first, and then attack units with an effect similar to “PSI artillery.” They engage in duels with normal artillery. These units can be built at a base upon the discovery of Biodaptive Resonance (C4).

Sealurks. These sea units are similar to Isles of the Deep, but they cannot carry other units. They are harder to spot using submarine rules for movement and discovery. Their combat effectiveness against coastal sea bases is greater than that of the Isles. These units can be built at a base upon the discover of Centauri PSI (E8).

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UNITY PODS

There are two new effects generated by Unity pods: the Battle Ogre (actually found in alien ruins located by Unity beacons) and the cloning effect.

BATTLE OGRES

These ancient mechanical devices were possibly used by the Progenitor race to wage war. Each Ogre is a self-contained battle unit that relies on long-lost technologies for their power and movement. Ogres come in three varieties:

Mark I Ogres: 6r-3r-1 units (resonance attack and defense). They count double for police duty.

Mark II Ogres: 12r-8r-1, with police powers and dissociative wave. They possess the equivalent of a level 2 reactor.

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Mark III Ogres: 30-12-3 Elite units with police powers and dissociative wave.

 

They possess the equivalent of a level 3 reactor.

 

The Ogre’s main downfall is combat damage can never be repaired, not even

 

at a monolith. Guard them carefully!

 

CLONING

 

 

Occasionally a pod may lodge itself in a dimensional rift. These can duplicate the

 

unit making the discovery. The second unit is independent of any home base.

 

LANDMARKS

 

 

Four new landmarks can be discovered across the face of Planet. Because of

 

the limitless gameplay of Alien Crossfire, any one landmark is not guaranteed

 

to occur in any particular game.

 

 

THE BOREHOLE CLUSTER

 

 

 

The Borehole cluster is a collection of three boreholes, pro-

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viding additional minerals and energy just as if they had

 

 

 

 

been built. The technology needed to have built (and left

 

 

 

 

 

 

behind) these cracks in Planet’s surface bespeak a powerful

 

 

 

alien technology.

 

 

 

UNITY WRECKAGE

 

 

 

 

The shattered hulk of the Unity, containing the Mining

 

 

 

Laser, Scout Chopper, a comm beacon showing the

 

 

 

starting location of each human faction, and the

 

 

 

Engine Core, worth bonus energy. All four of these

 

 

 

must be found individually, so make sure you explore

 

 

 

 

the wreckage carefully.

 

 

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