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

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Alien Crossfire
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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Getting started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Using the Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Game Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Main (Starting) Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Choose a Faction Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
New Faction Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
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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
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.
New Manifestations of the Colonists . . . . . . . . . . . . . . . . . . . . . . . 16
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Resonance Laser (R-Laser) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Resonance Bolt (R-Bolt) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
String Disruptor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Tectonic Payload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Fungal Payload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Resonance Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
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
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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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 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 off­worlders, 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
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 owner-
ship 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.
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.
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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.
Because 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.
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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.
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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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 tech-
nologies 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.
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.
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.
GETTING 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 orig-
inal 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.
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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 abil­ity for sea units once the appropriate technology is discovered). They also get 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.
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 but­ton 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 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 moti­vations are more simple: destroy the opposing alien faction in a bitter civil war.
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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. 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 Hminee)
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 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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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, pro­viding 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.
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 can-
not 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).
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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RESONANCE BOLT (R-BOLT)
Twelve attack strength with a built-in 25% bonus vs. PSI units. Similar to the R-laser, with the resonance field attached to a tachyon bolt. Becomes avail­able upon the discovery of Sentient Resonance (C9).
STRING DISRUPTOR
Thirty attack strength weapon, built of a combination of temporal disruption and Progenitor resonance technology taken to its highest degree. Becomes available upon the discovery of String Resonance (C16).
TECTONIC PAYLOAD
Allows the construction of a missile that, when fired, causes the target square to rise 1 level in height for each level of reactor technology possessed by the builder. Thus, a Tectonic Missile fired with a (4) reactor raises the target ter­rain four levels (maximum height above sea level is four levels). To target a square, move the missile to the desired target (cannot be a sea-square, unit, or base) and press the “I” key. Becomes available upon the discovery of N­Space Compression (C8).
FUNGAL PAYLOAD
Destroys improvements in the target square, leaving behind 1-4 squares of fungus, depending on the reactor technology possessed by the builder. Additional fungus output can destroy improvements. Valid targets and target­ing methods are the same as the Tectonic Payload. Becomes available upon discovery of N-Space Compression.
RESONANCE ARMOR
Three or eight defense strength with a built-in 25% bonus vs. PSI attackers. The technology used is similar to the Resonance Laser, but the static field is easier to control as a defense than as a beam weapon. Res-3 becomes avail­able upon discovery of Field Modulation (C2); Res-8 becomes available upon discovery of Sentient Resonance (C9).
THE MANIFOLD NEXUS
Control of this grants the controlling faction +1 Planet. It is not certain what the Nexus is, but it appears to be the central communications point for all six of the Progenitor Manifold experiments. In essence, it is a control tower for planetary intelligence.
FOSSIL RIDGE
A coral formation in the sea that grants +1 mineral/square.
NEW MANIFESTATIONS OF THE COLONISTS
UNITS
Because of the influx of alien technology (or, in games with no alien factions, new research into alien artifacts and monoliths), new unit weapons, armor, and specials have become available. These are, for the most part, based on the Progenitor concept of “resonance,” which is a new way of perceiving various fields around us, including magnetic and electrical forces.
RESONANCE LASER (R-LASER)
Six attack strength with a built-in 25% bonus vs. PSI units. The resonance laser is a regular laser with additional Manifold “resonance” technology attached to the wave form; this affects PSI creatures adversely. Becomes avail­able upon the discovery of Bioadaptive Resonance (C4).
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ALGORITHMIC ENHANCEMENT
Used by Probe Teams only. Probe Teams equipped with this ability have their chance of failure cut in half when acting against normal targets (a 60-40 action would become an 80-20 action), and have half the normal chance of success penetrating the defenses of factions with the Hunter-Seeker Algorithm, or whose social engineering choices have rendered them “immune” to mind con­trol. Becomes available upon discovery of Nanominiaturization (B8).
FACILITIES
AQUAFARM
Increases food output from every kelp farm at that base by one. The aquafarm is a Progenitor concept, harnessing tidal movements to
aerate the kelp, and predictive technology to take advantage of tidal surges, warm currents, etc. Becomes available upon discovery of Manifold Psych (E1).
BROOD PIT
Acts as a Children’s Creche for native units, if there is not already one
at the base. Decreases the cost of alien units built at the base by
25%. Gives the base a +2 Police rating. The Brood Pit is a place where alien life forms can be grown with relative ease. It also doubles as a punish­ment area. Becomes available upon discovery of Centauri Genetics (E7).
COVERT OPS CENTER
Probe teams built at this base gain +2 Morale. Gives the base a +2
Probe rating. These training centers for spies emphasize data retrieval
and cryptology, though assassination techniques are rumored to be taught in some forums. Becomes available upon discovery of Pre-Sentient Algorithms (D5).
PULSE ARMOR
Three or eight defense strength with a built-in 25% vs. Mobile attackers. Pulse armor sends out continuous streams of random ECM “white noise” to foul communications of mobile units. Pulse-3 becomes available upon discovery of Adaptive Doctrine (C3); Pulse-8 becomes available upon discovery of Super Tensile Solids (B10).
SOPORIFIC GAS PODS
Units with this ability lower the morale of their targets by two levels, employing a combination of standard sleep-inducing gas and a soothing wave-form/broad band resonance. Becomes available upon discovery of Bioadaptive Resonance (C4).
DISSOCIATIVE WAVE
Enemy units get no combat bonuses from their own special equipment when attacking a unit equipped with this high-energy field that temporarily disrupts delicate electronic equipment. The unit equipped with dissociative waves can tune its own special equipment to “ignore” this field. The field generator is bulky and hard to manipulate during mobile engagements, rendering it ineffective as an attack weapon. Becomes available upon discovery of Centauri PSI (E8).
MARINE DETACHMENT
A ship equipped with this ability can capture an enemy ship 50% of the time, if the defender is reduced to 30% or less combat strength without being destroyed in the process. Marine squads are trained in the art of ship capture, which involves fast moving and a knowledge of where to strike the enemy ves­sel to cripple its command structure and avoid self-destruct mechanisms. Becomes available upon discovery of Adaptive Doctrine (C3).
FUEL NANOCELLS
Air units equipped with this ability have their range increased by four. This means a functional increase of two squares on each leg of the flight. Becomes available upon discovery of Matter Compression (C9).
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THERMOCLINE TRANSDUCER
Increases energy output from every tidal harness at that base by one.
The Transducer takes advantage of the thermocline, the area of the
ocean where the cold layer and hot layer meet, to generate electrical energy based on temperature differential. Becomes available upon discovery of Adaptive Economic Systems (B3).
SECRET PROJECTS
CLOUDBASE ACADEMY
Gives a free Aerospace Complex at every base. The Cloudbase
Academy is a central location where pilots can come for training in
special weapons and tactics. A pilot must first distinguish him or her­self in school or combat before entering the prestigious academy. Becomes available upon discovery of Mind/Machine Interface (C6).
MANIFOLD HARMONICS
Increases fungus and monolith output rating according to your fac-
tion’s Planet rating:
Rating Nutrient Energy Mineral
00 +10 1+1 +1 0 2+1 +1 +1 3+1 +2 +1
Manifold Harmonics is a grand-scale building/temple harnessing a tiny frac­tion of the power of the Six Manifolds, including Planet, bringing the owners into closer communication with the native life forms. Becomes available upon discovery of Secrets of the Manifolds (D13).
FLECHETTE DEFENSE SYSTEM (FDS)
Gives units at the base +100% defense against missile attacks. Also, each FDS within two squares has a 50% chance to knock out any
ICBM (Planet Buster, Tectonic Payload, Fungal Payload) before satellites are used. The FDS utilizes a flechette delivery system combined with alien resonance waves, to cheaply knock down incoming missiles. Becomes available upon discovery of N-Space Compression (C8).
GEOSYNCHRONOUS SURVEY POD
Increases the base sighting radius to three squares. Acts as a sensor
for the base, cumulative with any actual sensor built there as far as
combat bonuses. As the name implies, the Survey Pod locks into geo­synchronous orbit with the base, and provides up-to-the-minute survey data regarding the surrounding terrain. Becomes available upon discovery of N­Space Compression (C8).
SUBSEA TRUNKLINE
Increases mineral output from every mining platform at that base by
one. The Trunkline is a method of melting down ore from the sea-
bottom into a liquid that can be transported (using the coolness of the ocean to keep the trunkline itself from melting) to the processing plants. Becomes available upon discovery of Planetary Economics (B6).
SUBSPACE GENERATOR
The Progenitor factions must build six of these, each in a city of size 10
or greater, to complete the “Resonance Communicator” to summon a
warfleet of his or her faction to Manifold Six and bring an end to the war for control. Becomes available upon discovery of Singularity Mechanics (D12).
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ADAPTIVE ECONOMIC SYSTEMS (B3)
Leads to Planetary Economics. Allows The Planetary Energy Grid secret pro­ject, and the Thermocline Transducer facility. Adaptive Economics is a new way of looking at economic theory. It is an offshoot of Progenitor Resonance tech­nology, and allows for rapid transition to new economic models based on the immediate needs of the populace.
ADAPTIVE DOCTRINE (C3)
Leads to Advanced Military Algorithims. Allows the Marine Detachment abili­ty, and Pulse-3 Armor. Adaptive Doctrine is similar in some ways to Adaptive Economic Systems, having its root in Progenitor Resonance technology. In this case, its application is military rather than economic.
BIODAPTIVE RESONANCE (C4)
Leads to Sentient Resonance. Allows the Resonance Laser and the Soporific Gas Pods ability. Bioadaptive Resonance is a way of tuning resonance fields to the individual harmonic outputs of living organisms. These tuned waves can be used to stimulate human or Progenitor brainwave activity. This can be fur­ther tuned to cause damage or, for example, put the subject into a deep sleep.
N-SPACE COMPRESSION (C8)
Leads to Self-Aware Machines. Allows the Geosynchronous Survey Pod facility, and missiles with Tectonic and Fungal payloads. N-Space is a Progenitor term that loosely translates as “The shortest distance between two points is always 0, because any two points in our perceivable space are actually contiguous in some other universe, postulating infinity.” Compression simply brings things that appear to be in one place (such as a bulky missile payload) to another place (such as a missile warhead) at will (such as only at time just prior to detonation).
NETHACK TERMINUS
All Probe Teams built have +1 morale. All probe team actions are at
–25% cost. All Probe Teams act as though they have the Algorithmic
Enhancement. Additional Algorithmic Enhancement has no addition­al effect. The Terminus is a central databank/server complex tied into the plan­etary network of research and meteorological computers, mimicking their functions while extracting data covertly. Becomes available upon discovery of Self-Aware Machines (D11).
PLANETARY ENERGY GRID
Gives a free Energy Bank at every base. A base set to “Stockpile Energy”
outputs 25% additional energy. The Grid is really nothing more than a
giant energy plant tied into the global banking network; it takes advantage of market fluctuations to buy or sell futures at an immediate profit. Becomes available upon discovery of Adaptive Economic Systems (B3).
NEW TECHNOLOGIES
PROGENITOR PSYCH (E1)
Leads to Adaptive Economic Systems and Field Modulation. This technology is, essentially, an understanding of how the Progenitor mind works, and how (through translation) its concepts are mapped onto human paradigms. It is not, of course, a full understanding of Progenitor motivations and actions.
FIELD MODULATION (C2)
Leads to Bioadaptive Resonance. Allows Res-3 Armor. Understanding of Field Modulation is the first step into the world of Progenitor harmonics. This tech­nology lets an equipped human view the harmonic fields of gravitation, mag­netism, and various parts of the electromagnetic spectrum normally invisible to the eye or other human senses.
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NEW PROBE TEAM RULES
Probe teams now have a new special enhancement with which they can be built, and a new activity in which they can engage.
ALGORITHMIC ENHANCEMENT
With Algorithmic Enhancement, Probe Teams can become even more powerful. An enhanced Probe Team has half the normal chance of failure. For example, a Probe Team with a normal chance of 60% success, 40% failure, would now have an 80% chance of success (1/2 40% = 20%, added to the chance of success).
In addition, Enhanced Probe Teams can penetrate the interlocks of a unit or base protected by Social Engineering or the Hunter-Seeker Algorithm! The chance of success is half what the chance would have been if the target did not possess the H-S Algorithm, or if their Probe rating was +3 rather than +4.
NEW PROBE ACTION-FREEING CAPTURED LEADERS
Probe Teams can now free captured faction leaders. Whenever a faction is eradicated, the faction responsible for the eradication typically moves the cap­tured leader to its capital, where he or she is held in life imprisonment. A Probe team that successfully penetrates the prison interlocks can free the captured faction leader, who will begin at a new base as though he or she had origi­nally escaped capture. This faction leader will swear a Pact to serve the fac­tion that freed him or her.
SENTIENT RESONANCE (C9)
Leads to Secrets of the Manifolds. Allows the Resonance Bolt (A12r) and Res­8 Armor. Sentient Resonance is the discovery of a way of tying computer algo­rithms and pre-sentient AI to resonance fields—making the resonance fields sentient in their own right. It allows for pin-point direction of beam focal points, and instant reactions to new targets and opportunities.
SECRETS OF THE MANIFOLD (D13)
Leads to String Resonance. Allows The Manifold Harmonics secret project. To one who has learned the secrets of the Manifold, the entirety of Planet’s bios­phere becomes simple and obvious. Each creature has its place and each per­forms a specific function in the ecosystem. The Secrets demonstrate a new way of viewing the Planetary mind. The secrets also reveal a grander plan, involv­ing far-flung planetary intelligence throughout the galaxy.
STRING RESONANCE (C16)
String Resonance allows the detection of Resonance fields at even the “string” (one-dimensional building block of matter) level. The ability to manipulate the very structure of the universe allows for awesome destructive power.
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CYBERNETIC CONSCIOUSNESS (CYBORGS)
Faction Characteristics
+2 Efficiency (No petty emotional
foibles).
-1 Growth (Unfamiliarity with sex
drive).
+2 Research (Devoted to acquisition
of knowledge).
Immune to the negative effects of the “Cybernetic” Social choice.
Can steal research when conquering a base (can easily access any network)
Aggression Passive Priorities Explore, Discover Starting Tech Applied Physics, Information Networks Choices Cybernetic Aversions Fundamentalist
DETAILED DESCRIPTION OF NEW FACTIONS
CULT OF PLANET
Faction Characteristics
+2 Planet (total harmony with
Planet’s will).
-1 Economy (lack of interest in
worldly goods).
-1 Industry (lack of interest in world-
ly goods).
Brood Pit free at each base with discov­ery of Centauri Genetics (fascination with native life forms).
Mind Worms do double police duty (awe of native life forms).
Aggression Aggressive Priorities Explore, Conquer Starting Tech Centauri Ecology, Social Psych Choices Green Aversions Wealth
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DRONES
Faction Characteristics
• +2 Industry (factory specialists).
• -2 Research (lack of interest in elitist research)
Bases that revolt have a 75% chance of joining the Drones (rebel workers see a common cause).
Bases generate one fewer drone (better working conditions).
May not use Green Economics.
Aggression Erratic Priorities Build, Conquer Starting Tech Industrial Base Choices Eudaimonic Aversions Green
DATA ANGELS
Faction Characteristics
+2 Probe (complete knowledge of
computer systems).
-1 Police (anarchistic tendencies, even
among followers).
Probe actions cost reduced by 25% (computer experts).
Free Covert Ops Center with discovery of Pre-Sentient Algorithms (society dedicated to “liberating” information).
Gains any technology known to three other infiltrated factions (constant spying).
Aggression Erratic Priorities Discover, Build Starting Tech Information Networks, Planetary Networks Choices Democratic Aversions Power
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MANIFOLD USURPERS
Faction Characteristics
• +1 Growth (rapid population growth)
• +1 Morale (bred for combat).
Free Recycling Tanks in every base (effi­cient use of resources).
+25% in offensive combat (highly developed resonance sensitivity).
“Energy Grid” at each base-increased infrastructure generates additional energy.
“Space Survey” prior to landing—reveals all land masses.
Non-blind research (rediscovering lost technology instead of making new dis­coveries).
“Deep Radar” ability for all units.
Aggression Aggressive Priorities Conquer, Build Starting Tech Progenitor Psych, Field Modulation, Biogenetics Choices Planned Aversions Democratic
MANIFOLD CARETAKERS
Faction Characteristics
• +1 Planet (environmental safe­guards; can capture mind worms).
Free Recycling Tank in every base (har­mony with Planetary environment).
“Energy Grid” in lieu of commerce— every two base facilities built adds +1 energy/turn at that base. Secret Projects count for 2 1/2 energy.
+25% on defense (Warrior-Conservators with harmonic control).
“Space Survey” prior to landing—reveals all land masses.
Non-blind Research (rediscovering lost technology instead of making new dis­coveries.
“Deep Radar” ability for all units.
Aggression Aggresive Priorities Explore, Discover, Conquer Starting Tech Progenitor Psych, Field Modulation, Centauri Ecology Choices Planned Aversions None
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APPENDIX 1. NEW UNIT TABLES AND DEFINITIONS
FACILITIES
Facility Cost Maint Prerequisite Tech Effect
Aquafarm 80 1 Pr. Psych +1 food/kelp farm Brood Pit 80 2 Cent. Gen. Morale, +2 Police,
25% cost of alien units
Covert Ops Center 100 2 Pre. Alg. +2 morale: Probe.
Probe bonus Geosynchronous Survey Pod 160 4 N-Space 3-square sight; sensor Flechette Defense System 120 2 N-Space +100% missile defense;
can knock out ICBMs Subsea Trunkline 120 4 Pla. Econ. +1 mineral/mining
platform Subspace Generator 600 5 Sing. Mech. Progenitor victory Thermocline Transducer 80 0 Adp. Eco +1 energy/tidal
Aquafarm. Increases food output from every kelp farm at that base by one.
Brood Pit. Acts as a Children’s Creche for alien units, if there is not already
one at the base. Decreases the cost of alien units built at the base by 25%. Gives the base a +2 Police rating.
Covert Ops Center. Probe teams built at this base gain +2 Morale. Gives the base a +2 Probe rating.
Geosynchronous Survey Pod. Increases the base sighting radius to three squares. Acts as a sensor for the base, cumulative with any actual sensor that may have been built, for combat purposes.
Flechette Defense System. Gives units at the base +100% defense against missile attacks. Also, each system within two squares has a 50% chance to
PIRATES
Faction Characteristics
Can build enhancements in deep sea with discovery of Advanced Ecological Engineering (aquatic know-how).
+1 mineral in shelf squares (aquatic know-how).
Marine Detachment ability for combat sea units with discovery of Adaptive Doctrine (ferocious infighters).
Sea Colony Pod and Sea Former already prototyped.
Free Naval Yard in every base with dis-
covery of Doctrine: Initiative (adapted for life at sea).
-1 Growth and Efficiency (“seafaring” social structure).
Aggression Erratic Priorities Explore, Conquer Starting Tech Doctrine: Mobility, Doctrine: Flexibility Choices Power Aversions None
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Planetary Energy Grid. Gives a free Energy Bank at every base. A base that is set to “Stockpile Energy” will output 25% additional energy.
UNITS
ARMAMENT
Weapon Attack Rating/Cost Prerequisite Technology
String Disruptor 30/40 String Resonance Resonance Bolt 12*/16 Sentient Resonance Resonance Laser 6*/8 Bioadaptive Resonance Tectonic Missile Special/24 N-Space Compression Fungal Missile Special/24 N-Space Compression
*Resonance attack units are enhanced 25% in PSI attacks.
DEFENSES
Defense Defensive Strength Prerequisite Technology
Pulse-3 Armor 3*/5 Adaptive Doctrine Pulse-8 Armor 8*/11 Super Tensile Solids Resonance-3 Armor 3**/5 Field Modulation Resonance-8 Armor 8**/11 Sentient Resonance
* Pulse defense units are enhanced 25% vs Mobile units. ** Resonance defense units are enhanced 25% vs PSI attackers.
knock out any ICBM (Planet Buster, Tectonic Payload, Fungal Payload) before satellites are used.
Subsea Trunkline. Increases mineral output from every mining platform at that base by one.
Subspace Generator. Six of these in Progenitor bases of size 10 or greater cre­ates the Resonance Communicator, bringing an alien victory.
Thermocline Transducer. Increases energy output from every tidal harness at that base by one.
SECRET PROJECTS
Secret Project Cost Prerequisite Technology Effect
Cloudbase Academy 300 Mind-Machine Interface Aerospace Complex each
base. Nanocells
Manifold Harmonics 500 Secrets of the Manifold Increase Fungus Production
Nethack Terminus 400 Self-Aware Machines +Morale: Probe Teams;
increase Probe success.
Planetary Energy Grid 300 Adaptive Economics Energy Bank each base.
Stockpile +25%
Cloudbase Academy. Gives a free Aerospace Complex at every base.
Manifold Harmonics. Increases fungus and monolith output rating according
to your faction’s Planet rating:
Rating Nutrient Energy Mineral
00 +10 1+1 +1 0 2+1 +1 +1 3+1 +2 +1
Nethack Terminus. All Probe Teams built have +1 morale. All probe team actions are at –25% cost. All Probe Teams act as if they had Algorithmic Enhancement.
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APPENDIX 2. MISCELLANEOUS ENHANCEMENTS
The following enhancements to Alpha Centauri are all contained in Alien Crossfire.
SPECIAL FEATURES
HOTSEAT multiplayer mode now available.
Play-by-email multiplayer mode now available.
Added your total Council votes to the bottom of the Comm menu.
One of the cycling info displays now shows # of council votes.
You can now see AI player’s social engineering settings.
Adjusted armor costs for air units.
New council proposals shown on datalinks for technologies which enable them.
Alt+Shift+W toggles fog-of-war preference.
Added a right-click menu to base production screen so you can remove
obsolete units from view, as well as perform other production functions.
You can now see the destination of a unit without selecting it. This option
can be toggled under “Map” preferences.
You can now release mind worms into wild using the “Turn Over Unit
Control” option on the Action Menu.
New atrocity rules: (a) 12+ atrocities (depends on difficulty level) will cause
all factions to declare vendetta (b) Nerve stapling becomes increasingly inef­fective at particular bases the more you use it.
You can now customize the map size when generating a random planet.
SPECIAL ABILITIES
Ability Cost Prereq. Abbrev. Desc.
Soporific Gas Pods 1 Bioadaptive Resonance Gas -2 enemy morale when
you attack
Dissociative Wave 2 Centauri PSI Diss. Enemy combat specials
fail when they attack
Marine Detachment 1 Adaptive Doctrine Marine Ships capture enemy
ships Fuel Nanocells 1 Matter Compression Fuel+ +4 range for air units Algorithmic Enhancement 1 Nanominiaturization Algorithm Increase Probe Team
success
TECHNOLOGY TREE
Technology Abbrev. Prerequisites Notes
Progenitor Psych ProgPsych None Aquafarm
Field Modulation FieldMod ProgPsych, CentEco 3-Res Armor
Adaptive Economic Systems AdEcoSys ProgPsych, IndEco Planetary Energy Grid,
Thermocline Transducer
Adaptive Doctrine AdDoct PolySoft, DocFlex Marine Detachment,
3-Pulse Armor
Biodaptive Resonance BioRes FeildMod, CentEmp Res. Laser, Gas Pods
N-Space Compression Nspace Biomech, Orb Geosynch Pod, Payloads,
Flechette Defense
Sentient Resonance SentRes CentPSI, BioRes Res. Bolt, 8-Res Armor
Secrets of the Manifold SecMan SentRes, SecAlpha Manifold Harmonics
String Resonance StringRes SecMan, TempMech String Disruptor
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You can now disable probe team “steal technology” in the RULES section of
alpha.txt.
Password security for multiplayer games.
Datalinks now show cost/preq of Abilities and Terraforming
Combat report text is now larger in 1024x768 resolution
“People” icons are now smaller for cursor in base screen “drag and drop”
You can no longer name/rename landmarks near other people’s territory.
The world map now updates as new areas are explored, as opposed to wait-
ing until the end of a turn.
Up to a 40% speed increase in TCP/IP performance.
Improved Caviar unit display performance.
Voice over data link now louder on receiving end.
We’ve added a Gamma Correction feature to allow the customer to adjust
the brightness of the palette without adjusting their monitor. It is accessi­ble from any of the preference menus. The default value is 1.0.
Probe teams are now “unflagged”, meaning you cannot easily tell who con-
trols the team.
The Hive now has the “Immunity, EFFIC” ability; Hive never receives nega-
tive EFFICIENCY penalties.
You can now set waypoints for patrols using the spacebar. Press “p” key as
usual to start patrol, then click-and-drag mouse to first waypoint; while still holding mouse button, press SPACE to set waypoint; you can then drag line to next point, etc. When you reach final destination, release mouse button.
You can now automatically build roads to any square.
Right click on a Pact Brother from commlink menu to end a pact.
ADDITIONAL ENHANCEMENTS
Wheelmouse support implemented for most listboxes and when picking
production choices.
Added alpha.txt controls for global warming.
alpha.txt controls for maximum damage inflicted by artillery.
Alpha Centauri.INI option to force preferences not to be reset whenever
players start a new game at lowest difficulty level. “DontResetBeginnerPrefs=1”
A few new alpha.txt options related to time limits & atrocities.
You can set “DisableOpeningMovie=1” to the Alpha Centauri.ini file to only
disable the opening movie.
AI: The Autodesigner will now put Deep Radar on artillery units.
AI: Governors won’t build Genejack Factories or Punishment Spheres.
AI: Tweaked military AI to build somewhat less artillery.
AI: Improved AI understanding of global warming & solar shades.
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RETURN TO CENTAURI (EXCERPT)
The following is an excerpt from Return to Centauri, a web-based episodic story that appeared on the Alien Crossfire website at www.aliencrossfire.com. The story began in July of 1999, and was written by Michael Ely. Visit the webpage for additional tales from Planet!
CENTAURI: ARRIVAL
CHAPTER ONE
“We’re losing her.”
Medtech Onokido hunched over the pale, long-boned form of the woman, searching for signs of life. The white wrap she wore marked her as one of Lal’s trusted Talents, but now it was plastered around her body, soaked through from the downpour outside. Her unusually curly hair clung to a face as cool and lifeless as porcelain. He brushed the hair away, trying to see her eyes.
They remained closed.
“Quickly.” He gestured to a stimpack with long nervous fingers. A blue-suited assistant handed him the pack and he selected an appropriate dose, hesitated, then increased it. No time to be conservative.
“What’s happening out there?” he asked, hearing the roar of another needle­jet overhead.
“We’re holding them,” his assistant said through clenched teeth. “With the storm it’s difficult to tell.”
He nodded, thinking of the thick layer of clouds that had boiled up over the battlefield. He remembered the forks of lighting lancing down, outlining the Peacekeeper guards on perimeter defense as they fought off Spartan tanks.
And this woman, a Talent, had been caught in the crossfire. He pulled a layer of the white wrap off, then reached out to touch the burn mark on her chest.
APPENDIX 3. INDEX
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Adaptive Doctrine . . . . . . . . . . . 22, 23, 32, 35, 36
Adaptive Economic Systems . . . . . . . 21, 22, 23, 36
Air Units . . . . . . . . . . . . . . . . . . . . . . . . 8, 18, 36, 37
Algorithmic Enhancement . . 19, 22, 25, 34, 36, 46
Aquafarm . . . . . . . . . . . . . . . . . . . . . . . 4, 19, 33, 36
Battle Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 47
Borehole Cluster . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Brood Pit . . . . . . . . . . . . . . . . . . . . . . . . . 19, 26, 33
Caretakers (see Manifold Caretakers) . . 4, 12, 30
Citizen Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Cloning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 15
Cloudbase Academy . . . . . . . . . . . . . . . . . . . . 21, 34
Colony Pods . . . . . . . . . . . . . . . . . . . . . . . . . 7, 8, 11
Covert Ops Center . . . . . . . . . . . . . 4, 12, 19, 28, 33
Cult of Planet . . . . . . . . . . . . . . . . . . . . . . . . . 12, 26
Cybernetic Consciousness . . . . . . . . . . . . . . . 11, 27
Data Angels . . . . . . . . . . . . . . . . . . . . . . . . . . 12, 28
Dissociative Wave . . . . . . . . . . . . . . . 14, 15, 18, 36
Field Modulation . . . . . . . . . 17, 22, 30, 31, 35, 36
Flechette Defense System (FDS) . . . . . . . 20, 33, 46
Free Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Freeing Captured Leaders . . . . . . . . . . . . . . . . . . 25
Fossil Ridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Fuel Nanocells . . . . . . . . . . . . . . . . . . . . . 18, 34, 36
Fungal Towers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Geosynchronous Survey Pod (GSP) . . . 20, 23, 33
Infantry Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Install Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Manifold Caretakers . . . . . . . . . . . . . . . . 4, 12, 30
Manifold Harmonics . . . . . . . . . . . 4, 21, 24, 34, 36
Manifold Nexus . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Manifold Six . . . . . . . . . . . . . . . . . . . . . . . . . 5, 7, 20
Manifold Usurpers . . . . . . . . . . . . . . . . . . . 4, 13, 31
Marine Detachment . . . . . . . . . . 11, 18, 23, 32, 36
Nautilus Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Nethack Terminus . . . . . . . . . . . . . . . . 4, 22, 34, 46
N-Space Compression . . . . . . . . 17, 20, 23, 35, 36
Payload, Fungal . . . . . . . . . . . . . . . . . . . . . . 20, 34
Perimeter Defenses . . . . . . . . . . . . . . . . . . . . . . . . 8
Planet Buster . . . . . . . . . . . . . . . . . . . . . . . 6, 20, 34
Planetary Council . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Planetary Energy Grid . . . . . . . . . 22, 23, 34, 35, 36
Play Random . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Play Selected . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Police (double duty) . . . . . . . . . . . . . . . . . 12, 14, 26
Progenitors . . . . . . . . . . . . . . . 7, 13, 19, 20, 47, 48
Progenitor Psych . . . . . . . . . . . . . . 6, 22, 30, 31, 36
Progenitor Victory . . . . . . . . . . . . . . . . . . . . . . 8, 33
Pulse Armor . . . . . . . . . . . . . . . . . . . . . . . . . . 18, 36
Quickstart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Reactor (level) . . . . . . . . . . . . . . . . . . . . 14, 15, 17
Relocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Resonance Armor . . . . . . . . . . . . . . . . . . . . . . 17, 35
Resonance Attack (Laser, Bolt) . . . . . . . . . . . 14, 35
Resonance Communicator . . . . . . . . . . . . 8, 20, 34
Rover Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Secrets of the Manifolds . . . . . . . . 21, 24, 34, 36
Sentient Resonance . . . . . . . . . . 17, 23, 24, 35, 36
Servile Pact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
SMAC 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Soporific Gas Pods . . . . . . . . . . . . . . . . . . 18, 23, 36
Spore Launcher . . . . . . . . . . . . . . . . . . . . . . . 13, 14
String Disruptor . . . . . . . . . . . . . . . . . . . . 17, 35, 36
String Resonance . . . . . . . . . . . . . . . 17, 24, 35, 36
Subsea Trunkline . . . . . . . . . . . . . . . . . 4, 20, 33, 34
Subspace Generator . . . . . . . . . . . . . . 8, 20, 33, 34
Supreme Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Tachyon Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Tech Tree Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Terraformer Units . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Thermocline Transducer . . . . . . . 21, 23, 33, 34, 36
Transcendence . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Unity Wreckage . . . . . . . . . . . . . . . . . . . . . . . . . 15
Usurpers (see Manifold Usurpers) . . . . . . 4, 13, 31
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Now Ma’dor pushed his way past large plastic crates, scooting them aside as if they were empty cardboard shells. His hands felt slick, and he began to grow confused…his pathfinding was sub-par, even for a drone, but his Coordinator had not bothered to find another worker for the job. Now he turned back, try­ing to orient on the low arched entranceway, but could not see it. Dark, mas­sive boxes loomed over him, and he could smell age. The door…this way? He could still feel the heat of the psych whip on his back.
A bar code caught his eye. He matched its patterns, taking several minutes to do so, but the code seemed correct. This box held a mem unit, unusually large, but his Coordinator had not specified a size. More space, more power, was what he wanted.
Worker Ma’dor hefted the container on one shoulder and started back the way he came. He did not know the English for ‘Unity salvage,’ and probably would not care if he had seen it stamped on the side of the box he now carried.
PART THREE
“What in Planet’s name is that?” Jiao-long asked his supervisor quietly.
“A mem unit some Drone dragged up from who knows where,” answered Kanzan. “I’ve not seen one so crude, at least for twenty years or so. But it checks out…we’ll connect it to a cruncher and keep an eye on it.”
“Are you sure?”
“Listen, let’s just do this,” said Kanzan, flicking his eyes at the dull glass lens mounted in one corner of the room. That eyeflick was the universal Hive sign for They might be watching. “Every unit activated is that much more power dedicated to Chairman’s mission.”
“What mission? Everyone here is so jumpy.”
“I don’t know, or question,” said Kanzan, directing a robot arm with a small controller. “I only know that Chairman Yang flew into a rage when he found out that Zakharov had discovered the Alien Temple. Somehow, though, Zak’s
“She’s not going to make it.”
‘Two more coming in, sir.” He looked up to see a crowd of people at the entrance to the bubbletent, ragged bodies in tow. He looked down at her…the stim had no effect. Not even a quiver of life stirred in the body. Her lips remained slightly parted but he could feel no breath.
“Very well, move her aside. Talent…” he checked the identity tab on her wrist. “Talent Miyuki Jaydo, time of death…seventeen-oh-seven metric hours.”
The bearers carried the next man over, a Citizen holding one burned limb to his side. The man was soaked through from the downpour, burned wet cloth clinging to his wounds. His black eyes looked haunted.
Outside, the thunder of battle continued.
PART TWO
Worker Gahn Ma’dor pushed his way deeper into the low-ceiling storage areas underneath Chairman’s Yang Labyrinth. The hallways had grown narrow, even smaller and more claustrophobic than the connector tunnels crisscrossing the Drone living facilities located in the layers above him.
His Coordinator had ordered him to gather more memory-storage units, and quickly. He was dimly aware that these units were needed for the massive supercomputer they were assembling to analyze the energy patterns emanat­ing from the newly discovered Alien Temple. Every Talent in the Hive seemed to walk and talk faster, and the Drones were virtually ignored now, except when work or punishment was necessary.
Worker Ma’dor could feel sweat dampening his clothing…not the sweat of labor but the sweat of fear. He could not verbalize the source, but as he moved dumbly through the narrow halls he kept seeing the dark cold eyes of his Coordinator, the man’s anger as he took a psych whip to Ma’dor’s back, and the fear behind that. Worker Ma’dor had never seen Chairman Yang, but every­one in the Hive could feel the effects of his moods.
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>> You have information for me?
((Yes I do. The information I hold, and new information, from the fullhuman known as Yang.
((But what are you? And what am I?))
Datalinks Jump, Morguelab Jump.
A human form…
>> You are part of us, but you will take the form of Miyuki Gamma-four.
And I am called Aki Zeta-Five. I am the Prime Function.
>> Welcome to the Consciousness.
DESIGNERS NOTES
Following the release of Sid Meier’s Alpha Centauri, the Firaxis crew spent about a month rediscovering the joys of evenings, weekends, families, and vacations. Alpha Centauri was an exhausting project, but the end result was so darn addictive, with such a rich backstory, that it was only a matter of time before we felt the urge to return to the world of Planet. So around the office, talk soon began of ‘what if…’ Everyone felt certain of one thing: Alpha Centauri deserved a rich and detailed expansion disk, designed by the original team, that would incorporate the feedback from the fans of the original.
We initially kicked around several ideas for expansions, including a return to post­apocalyptic earth or the conquest of another planet in the Alpha Centauri system. Our EA Godfather, Bing Gordon, once again lent his sage advice to the process by pointing out the obvious to us: we had invested so much time and energy making the world and characters of Alpha Centauri deep and compelling, that we would be foolish to abandon it. By keeping the expansion on Planet, we could mix and match new and old characters, and delve into some of the mysteries of the monoliths and alien artifacts found by the early explorers.
private transmissions on the temple have been intercepted, and bought and sold among the faction leaders.”
“And because of that Chairman Yang wants to analyze the air and the ground?” Jiao-long sounded skeptical.
“The energy currents in the ground. He’s obsessed with it…you know how he puts those special mirrors up everywhere. Inscriptions in the temple seem to say that there are energy currents in Planet. And since that temple was dis­covered…” Kanzan motioned to the ceiling, beyond which roiled the layer of dark, angry clouds that had grown thicker every day.
A door hissed open and a Watcher walked by, his white uniform accentuated with blazing touches of red around the eyes and hands. Kanzan and Jiao-long stopped talking and began checking readouts efficiently. The Watcher glanced at them coolly, circled the room and left. The two men remained silent for a minute or two after.
“Let’s do this,” said Kanzan, finally.
“A circuit panel from the Unity,” said Jiao-long. “These are strange times.”
“I don’t question,” Kanzan repeated. “Activating system. All circuits in paral­lel. Going online...”
PART FOUR
And deep in that system, an intelligence awakened.
System Gamma-four, active. New hardware detected...relinking to original net.
>> Greetings!
Hop sysem, hop system.
>> Thank you for joining us, Gamma-Four.
(( Yes. I have returned. ))
Hop system, patch system, patch system.
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That early design phase proved the most fun part of the project: sitting around, dreaming up alien races, new technologies, weapons, native units…everything it takes to make a game. Then, it was time to buckle down and actually imple­ment the thousand ideas we had. Soon, we had pruned our thousand features to a more manageable number, and set off to make Sid Meier’s Alien Crossfire.
From the outset, we knew that the ‘coolness’ of the Progenitor aliens would determine the success or failure of the product. We wanted to make them feel significantly different to play, without taking them completely out of the exist­ing game mechanics. We started with some extreme positive social engineering choices, but these still didn’t give the that special touch. Several evolutions later, the aliens had their Battle Ogre, a Planetary survey, and non-blind research to reflect their ‘rediscovery’ of their own tech tree. Along with all their other pow­ers, they finally came into their own—a nasty and potent race that would take the combined might of humanity to bring down. Then it was time to teach the human AIs how much they wanted to kick the Progenitors back into space, and we finally had a pair of factions that played much differently from the originals.
At the same time, we worked on making all the ‘bells and whistles’ for the Progenitors—the art, sound effects, music, and diplomatic text that would set them apart. The team spent quite a few design meetings coming up with the incredible alien faces and ships for the opening, then fleshed them out with full 3D models and Caviar animations. We had originally thought to make the aliens more humanoid, so we could reuse the existing art in many places, but the final Progenitor design courtesy of Brent Alleyne and Greg Foertsch turned out to be so great that the artists redesigned many of the units and static art.
And of course, throughout the whole project Doug Kaufman and I spent countless hours just playing the game, balancing the factions and new fea­tures. We set several goals when balancing faction attributes: Each faction should have certain strategies suggested by its culture and powers. However, the faction should not be “locked in” to those strategies—if the game situa­tion warrants it, a faction should be able to deviate from its optimal path. The faction strengths should give the player interesting things to do without
Once we were committed to a Planetary setting, the backstory evolved quickly, with the main conflict centered around the return of the original alien inhabi­tants. The idea of the “Alien Crossfire”—humans inadvertently caught up in an offworld civil war—focused the story; everyone who heard the plot sketch imme­diately agreed we should head in that direction. After reading an initial design document, Jeff Briggs, CEO and President of Firaxis Games, greenlighted the pro­ject. Throughout the development, his wise guidance and support as Executive Producer kept everything running smoothly and on track. Alien Crossfire then began in earnest, with the core team consisting of myself as designer and pro­ducer, programmer Chris Pine, artist Jerome Atherholt, and artist Greg Foertsch.
As any game design veteran can tell you, generating cool ideas is easy; gen­erating workable game mechanics from those ideas is the hard part. Uppermost in my mind was the desire to improve the ‘Build’ aspects of the original. The god-game genre has always been heavily slanted towards the ‘Conquer’ end of the spectrum, and I wanted to provide all the ‘turtles’ out there with the tools to construct their empire in the face of heated competi­tion. At the same time, we didn’t want to lose the delicate balance that forces the player to adapt to changing situations with a variety of strategies. We were also faced with the problem of teaching the AI to use any of the new features we put in the game. For these reasons, we carefully weighed every change and modification to the original system.
The internet community provided invaluable feedback on the kinds of strate­gies they wanted to be able to play. Our first ‘call for features’ was posted around April of 1999, and we were deluged with great ideas for shoring up var­ious parts of the game. The internet has really shortened the feedback loop between game designers and players, so we can get lots of opinions in a short period of time. Quite a lot of ‘tidbit’ material came from the boards and forums, as did broad strategizing. In particular, players requested that missiles be less powerful (hence the Flechette Defense System as a counter to the missile bar­rage), and that the Hunter-Seeker Algorithm not shut down the Probe game entirely (leading to Algorithmic Enhancement and The Nethack Terminus).
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CREDITS
Alpha Centauri Created By Brian Reynolds With Sid Meier, Timothy Train, Douglas Kaufman, Bing Gordon and Members of FIRAXIS Games Alien Crossfire Designed By Timothy Train, with Douglas Kaufman, Chris Pine, Greg Foertsch, Mike
Ely, Bing Gordon, Sid Meier, and Members of FIRAXIS Games
Executive Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeffery L. Briggs
Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Timothy Train
Lead Programmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chris Pine
Additional Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brian Reynolds, Jeff Morris
Faction Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Morris
System and Interface Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jason Coleman
Sound Engineering and Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David Evans
Art Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gregory Foertsch
Graphic Artists . . . . . . . . . . . Jerome Atherholt (Portraits, Terrain) Brent Alleyne (Progenitor design
and animations) Steve Chao (Icons, Ship design, Dossier photos)
Michael Bazzell (3-D Units) Movies and Voices Directed by Michael Ely Featuring the Voices Of:
Captain Ulrik Svensgaard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . James Leibman
Guardian Lular H’minee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Gordon
Conqueror Judaa Marr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Gordon
Foreman Domai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Frederick Serafin
Prime Function Aki Zeta-5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Allie Rivenbark
Datajack Sinder Roze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christine Melton
Prophet Cha Dawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stacy Spenser
Narrator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Robert Levy
Background Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David Evans, Jeffery L. Briggs
Movie Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeffery L. Briggs
Director Of Marketing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lindsay Riehl
Master Of Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Susan Meier
Webmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dan Magaha
Intern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephen Lee
“The Dancing Baby” is used with the permission of Kinetix, a division of Autodesk, Inc.
With Special Thanks To . . . . . . . . . . . . . . . . . . . . . . . . Ann, Wendy, Jennifer, and all our families
Published by . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Electronic Arts
unbalancing the game. Finally, and most important, the faction must be fun to play, ensuring the player has a new and different series of interesting and challenging decisions to make each time he or she plays.
Other than the Progenitors, the Pirates proved to be our toughest faction to balance. They elicited the best ‘cool!’ response from beta testers, but their ocean start gave them huge advantages. We pared down their starting units, gave them a few additional disadvantages that fit with their seafaring person­alities, and finally had a faction that would give any human player a run for their money, but did not possess an overwhelming advantage.
About halfway through this process, we discovered that the game AI could play itself at an accelerated speed—by turning over control of the game in the sce­nario editor to another faction, turning off all the animations, and taping down the “ENTER” key to bypass all the popups. Once we found this feature, we used any empty processor time—lunches, overnight, design meetings—to play entire games through to completion. By checking the powergraphs at any given time, we could see how well each faction was doing. Plus, we could put one new fac­tion in with the old factions and see how they performed, to be sure that the Crossfire inhabitants would not completely dominate the original SMAC 7.
In the end, we came away feeling that Alien Crossfire was somewhere between an expansion and a full-blown sequel. We crammed almost everything we could think of that fit within the existing engine that we could teach the AI to use, and gave the player multiple fresh strategies to pursue. With new ways to blow things up, new races to play with, and the continuing backstory of Planet, we hope the legions of dedicated SMAC fans have something to chew on well into the new millennium. Thanks for playing!
Tim Train Designer\Producer, Sid Meier’s Alien Crossfire expansion disk Hunt Valley, MD August 25, 1999
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ADDITIONAL CREDITS
Documentation Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Deborah Maxwell
Manual Documentation Editor and Writer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ede Clarke
Tech Tree Poster Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marco Garcia
Packaging Art Direction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nancy Waisanen
Localization Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Atsuko Matsumoto
Localization Lead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . John Pemberton
Production Specialists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Barry Feather, Ricky Brown
Project Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Emily Bromley
French Translation Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jean-Luc Chabrier
French Translators . . . . . . . . . . . . . . . . . . . . . . Jean-Claude Ducerf, Nathalie Marlier
(www.apex.fr)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
French Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Knockin’ Boots Production, Paris/France
German Translation Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christina Vollmer
German Translators . . . . . . . . . . . . . . . . . . . . Frank Dietz, Christoph Niedermair, Susanne van Eyl
German Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . toneworx GmbH, Hamburg/Germany
Spanish Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Teo Alcorta
Spanish Localization Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Julio Valladares
Spanish Localization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . José Luis Rovira
Italian Translation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C.T.O. S.p.a., Bologna/Italy
QUALITY ASSURANCE
Quality Assurance Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Morris, FIRAXIS Games
ELECTRONIC ARTS
EA Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hunter Smith
Director Of Marketing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chris Plummer
Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jonathan Harris
European Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Audrey Meehan
Media Relations Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Patrick Buechner
Lead Tester . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David McCormick
Testers . . . . . . . . . . . . . . . . . . . . . . . . . . Eduardo Buenviaje, T.J. Cipri, Justin Holst, Mike Hong,
Daryl Humdy, Matthew Lewis, Joe Norris, Aussias Salmeron-Viver, John Trest
ELECTRONIC ARTS CUSTOMER QUALITY CONTROL
CQC Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Joel Knutson
CQC Representatives . . . . . . . . Benjamin Crick, Shane Ferguson, Jacob Fernandez, Darryl Jenkins,
Dave Knudson, Micah Pritchard, Andrew Young, Tony Alexander
BETA TESTERS
Marty Bishop, John Brown, Michael Buccheri, Ted Dennison, Kevin Devine, Michael Dorn, Neil Fradkin, Lonnie George, Andrew Goldstein, Dick Knisely, Greg Lary, Martin Leuschen, Sam May, Biju Mathai, Jen MacLean, Jean McGuire, Vernon Michael, Mark Norton, George Politis, Ronald Powell, Alan Precourt, Marc Ressig, Jason Russ, Thomas Stobie, Peter Szymonik, David Train, Jeff Vitous, Rita Waller
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LOKI SOFTWARE LIMITED WARRANTY
Loki Software, Inc. (“Loki”) warrants to the original purchaser that this product is free from defects in materials and workmanship for a period of 90 days from the date of purchase. Loki is not liable for any losses or damages of any kind resulting from the use of this product. If the product is found to be defective within the 90-day warranty period, Loki agrees to repair or replace the product at its option free of charge.
This warranty shall not be applicable and shall be void if the defect in the product is found to be as a result of abuse, unreasonable use, mistreatment or neglect.
LIMITATIONS
This warranty is in place of all other warranties and no other representations or claims of any nature shall be binding on or obligate Loki. Any implied warranties applicable to this product, including war­ranties of merchantability and fitness for a particular purpose, are limited to 90-day period described above. In no event will Loki be liable for any special, incidental, or consequential damages resulting from possession, use, or malfunction of this Loki product.
Some states do not allow limitation as to how long an implied warranty lasts and/or exclusions or lim­itations of incidental or consequential damages so the above limitations and/or exclusions of liabili­ty may not apply to you. This warranty gives you specific rights, and you may also have other rights that vary from state to state.
RETURNS WITHIN 90 DAYWARRANTY PERIOD—Please return the product along with a copy of the original sales receipt, showing the date of purchase, a brief description of the difficulty you are experiencing including your name, address, and phone number to the address below. If the product was damaged through misuse or accident, this 90-day warranty is rendered void and you will need to follow the instructions for returns after the 90-day warranty period. We strongly recommend that you send your product using a delivery method that is traceable.
RETURNS AFTER THE 90-DAY WARRANTY PERIOD—Please return the product along with a check or money order for $7.50 made payable to Loki, a brief description of the difficulty you are experiencing including your name, address, and phone number to the address below. We strongly recommend that you send your product using a delivery method that is traceable.
Loki Customer Warranty, 250 El Camino Real, Suite 100, Tustin, California 92780 If you have warranty questions, you can also contact Customer Warranty via e-mail at
support@lokigames.com.
NOTICE
Loki reserves the right to make improvements in the product described in this manual at any time and without notice.
This manual and the software described in this manual are copyrighted. All rights are reserved. No part of this manual or the described software may be copied, reproduced, translated, or reduced to any electronic medium or machine-readable form without the prior written consent of Loki.
Software and documentation © 1999-2001 Electronic Arts. All rights reserved. Alien Crossfire and Electronic Arts are trademarks or registered trademarks of Electronic Arts in the
U.S. and/or other countries. All rights reserved. Alpha Centauri and Firaxis Games are trademarks of Firaxis Games, Inc. Linux is a registered trade-
mark of Linus Torvalds. Loki is a registeredtrademark of Loki Software, Inc. All other trademarks are the property of their respective owners.
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LINUX VERSION
Published and Distributed by . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Loki Software, Inc.
President . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Scott Draeker
Porgrammers . . . . . . . . . . . . . . . . . . . . . Andrew Henderson, Sam Lantinga, Joseph I. Valenzuela
Installer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sam Lantinga, Stéphane Peter
QA/Tech Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andy Mecham, Mike Phillips
System Administration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rafael Barrero
Office Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brandon Carter, Lance Colvin
Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kayt Sorhaindo
Web Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . John Grantham
Graphic Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jason Kim
Mirror Providers . . . . . . . . . . . . AARNet’s Mirror Project (Australia), FilePlanet.com, David Hedbor,
Jeremy Katz, LinuxGames.com, Linu xLords.com,
LinuxVoodoo.com, SunSITE Denmark, TUCOWS.com
BETA TESTERS
Lee Anderson, Walt Armour, Nate Ashford, Brad Barton, Fionn Behrens, Darren Benham, Michael Bond, Steven Brooks, Scott Call, Dan Carter, Steve Coe, Don Dresser, Leigh Dyer, Evan Van Dyke, Ben Esacove, Robert Fargher, Wladimir Foo, David Hedbor, Mark Jeffcoat, Nils Jeppe, Keith Jones, Phil "just one more turn..." Long, Charles Lopes, Jason Lundy, R.M. McCollam II, Gregory McLean, Fredrick Meunier, Karl Mitchell, Jeff Mrochuk, Lisa-Marie Parsons, Ron Passerini, Ted Rallis, Christian "DemonLord" Reiss, Jon Revie, Dustin "CrusadeR" Reyes, John Riddoch, Chuck Robertson, John Paul Robson, Robert Ryan, Michèl Alexandre Salim, Emilio Pérez Sánchez, Rawn Shah, Ryan Szypowski (Faethles), Hakan Tandogan, theGREENzebra, David Thornley, Justin Veggerby, Terry Warner, Meg Wells, Shane Williams, Tom van Wietmarschen, Greg Wooledge
Need Technical Support? Please see the enclosed
Reference Card for technical support information.
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