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    FAQ/Walkthrough by Commander001

    Version: 1.0 | Updated: 12/14/05 | Search Guide | Bookmark Guide

                                  Deadlock 2: Shrine Wars      
    Listing of contents
    0 - Just about me and this FAQ
    1 - FAQ History
    2 - Copyright note
    3 - What's Deadlock 2: Shrine Wars about
    4 - Basic Controls
    5 - Overall explaining
    5.1 - Colony Development
    5.1.1 - Building Placement
    5.1.2 - Available Buildings
    5.2 - Resources and Management
    6 - Military Units
    7 - Technology Tree
    8 - Races
    8.1 - Racial abilities
    8.1.1 - ChCh-t
    8.1.2 - Cyth
    8.1.3 - Human
    8.1.4 - Maug
    8.1.5 - Re'Lu
    8.1.6 - Tarth
    8.1.7 - Uva Mosk
    9 - Little Tips & Little Tricks
    10 - Ending & Credits
    0 - Just about me and this FAQ
    Not much information about me except that you can contact me via:
    E-Mail: cmdr-001@clix.pt
    MSN: If it proves needed, get me trough e-mail to switch contacts
    English or Portuguese (Brazilian too, duh!!) only!! I have little or no
    skill in any other languages, so, you might not get a reply if I don't
    understand what you are trying to say.
    For now I'll say that if you need you can expose any doubts, questions or
    request whatever info not seen here on this FAQ,or contribute your own
    (credit given off course!). With time I'll make some FAQ section about any
    most common questions that I haven't covered directly previously, and see
    if this game rises up those constant annoying questions that everyone get
    to complain about!
    About the FAQ:
    This FAQ currently is posted (and only allowed to) on these sites:
    If you want to post it on your site, wish to take some information out it
    PLEASE ask me for permission! There is little reasons why I wouldn't allow
    you to such, so, some little credit would be sufficient and off you could
    go.. more happy and all.
    IF I find out that you are hosting my FAQ without my permission, well, I'll
    start off nice with a little request to pull it down, if you persist, we
    can try other not so nice solutions.
    1 - FAQ History
    0.5 - December 8th 2005
    Basic Structure, some topics still missing.
    Some info sketched in.
    1.0 - Decemter 14th 2005
    Well, a lot of stuff gone in!
    A full list of military units, still missing a touch.
    Tech tree, again missing a clean up.
    A few little tips added, many more to come.
    And planning the things to still add later.
    2 - Copyright
    Like if you didn't knew this part already,but...ok:
    This Walktrough is copyrighted (C) by Nelson Duarte (A.k.a Commander001).
    This is a free document so you can't sell it, reproduce it in any sort of way,
    use any information or post on any website without permission from the author.
    Deadlock 2: Shrine Wars is (C) Accolade / Cyberlore
    3 - What's Deadlock 2: Shrine Wars about
    Deadlock 2: Shrine Wars (referred from now on as D2) it's a turn-based strategy
    game with focus on colony development and expansion, while providing some battle
    to go along with it. The colony development and expansion part refers as to, you
    -must- pay a great deal of attention to your colonies.
    Build the right buildings in the right places, construct them, upgrade them,
    also assign people to work on them, etc, etc... this sort of Sim Cityish system
    will be the main focus here, since it's trough this that technology will be
    developed, and with such, the colony built, and trough the buildings in these,
    your weapons of destruction will then be made and will stride trough the enemy
    Somewhat alike to it's predecessor, which would recall a bit to some a slight
    resemblance to Civilization, but more "fast paced", and not so elaborated when
    it comes to alliances and similar.
    4 - Basic Controls
    The mouse here will do most of the work (or at least with me, given the turn
    based envIronment, I have no particular concerns). I would assume the manual
    has been read, or at least there is some will to try and understand the
    If by any reason this area comes to be requested, then it will be developed.
    5 - Overall Explaining
    So, welcome to D2, you started a campaign game, you see your little home
    colony, where it lies a few colonists, a colonizer unit and some military
    From here it starts all.
    If you are new to this (it's 2005, I'm playing this game only now) you may be a
    bit lost as to what to do, so, let's see better what we have here.
    No matter what, you'll start with a home colony (or the chance to place one),
    be given a few hundred colonists, some cash, and really little more or nothing.
    From this, you must develop your main colony, expand and conquer.
    You'll have to multiply your colonists numbers, and that will require the claim
    of new land, which will either be open to everyone's taking, or already in the
    hands of an opponent faction... eventually it will come to this, so war is
    truly inevitable in one way or the other.
    There are a few possible way to attain victory, but, most of the time this will
    be sort down to total obliteration of the enemies, althought the alternative
    means are to either constroy a certain number of City Centers or capturing and
    holding the Shrines in a determined number, and for a certain amount of times.
    More detailed explanations ahead, by section.
    5.1 - Colony Development
    Your primary colony will start with nothing more than a City Centre, and a
    couple of basic housings, alongside with some colonists. This will not earn
    you a victory alone.
    Your basic colony development, which is essential, will consist of first and
    foremost, provide Food. Lack of Food will equal the death of your colonists
    and that is not acceptable, get a farm working ASAP.
    As soon as that problem starts being eliminated, let's step up to the next
    priority: colonist numbers. Those basic housings will not do (hopefully, they
    will not), which will mean that at early time the room for colonists must be
    expanded, but, let's go cheap and try to use what we have, since land space is
    critical with the initial buildings, and there is after all some unexploited
    capability that must be used.
    Upgrades on the initial housings, again, as soon as possible, as it should
    provide room for 3000 people, which in a praire setting means you'll have
    maximum population without any loss of morale (which is only so relevant
    according to race or this or that change), which should give you quite a
    productive, reproductive and expansionist capabilities.
    As you reach such point, or along the way, you should have produced already
    some colonizer units, which should be deployed as soon as humanly possible on a
    variety of terrains, which should favor prairies for they colonist expansion
    capabilities, or forests if you need some raw materials like Wood, or mountains
    for Iron. Observe the surrounding terrains properly to see which ones give more
    benefit to be taken over first according to your specific tactic and race.
    Eventually, on your main colony at least, which repeats rather easily on other
    praire type colonies, you can add more housing and upgrade them as well, so to 
    hold 4500 and more colonists. Of course, at this point you'll begin to have a
    penalty to the morale due to overpopulation, but, the tactic is as simply as to
    for example get some of the population to create some culture to compensate,
    and you usually always extra work force this way without losing any access to
    the also increased taxes.
    At this point, such sort of colonies can provide incredible boosts of speed to
    the development of new colonies, since they can pump out colonists "insanely"
    which in turn means that with even 10 colonist marks sent over to several
    places in one turn it's nothing that in 2 turns or similar hasn't been
    recovered, while the receiving colonies gain a substancial workforce.
    5.1.1 - Building Placement
    Sometimes it can't be helped, and other times it must be judged with extreme
    The grid isn't that big (6x6), and more often than not, you'll run out of space
    on some colonies like your home one, and this is particularly true at the early
    game where each building tends to take 2x2 squares rather than just one, which
    makes it difficult to place other of the large buildings. Then again, the
    availability of constructing advanced buildings also implies the need of larger
    amounts of resources to place that building,which may take some time to gather.
    When possible, things should be done having in order to fill all the building
    grid, which in the early stages could mean up to 9 large buildings, but this is
    not what will happen ever, after all, you'll never need more than 3 upgraded
    house buildings (unless you want to waste a square for 400 colonists on non-
    ChCH-t races), and on the outter territories, you'll be using some squares for
    defense structures... or at least it's a small advice for considerable defense.
    Of course, those resource squares are not always in the right place and they
    must be taken advantage of, otherwise, they will be useless if just sitting
    The early objective is really to try and have buildings use the bonus resource
    squares and still leave a large as possible space for other 2x2 buildings you
    may need, which is particularly true for when you'll never have any reduced
    versions of it.
    Additionally, remember that it's not only the bonus resource squares that
    matter for a resource extraction, which is particularly true on 2x2 buildings.
    Change the view type to scan better for the present resource type so to see
    which 4 squares you'll cover still in a way to catch the bonus square as
    well... it might just give you those extra units that some turn will be crucial
    for you.
    5.1.2 - Available Buildings
    City Center
    Size: 4 sq.
    500 cr.-600 labor-250 Iron-50 Energy
    A "core" of a colony. While not interely a true statement as one would depend
    on the City Center building (aside from being one of the potential scenario
    objectives) for survival, it is a key building never the less.
    These produce Colonizer units, scouts, and also the Command Corps. Adding to
    that, they are also a building to where you may want to put any extra idle
    colonists for either culture or trade.
    Unit wise, they still eventually come to produce Medics, when Advanced Medicine
    is researched.
    As long as you have one of these, or at the very least resources to build it,
    there is still hope!
    Housing -> Apartment Complex -> Luxury Housing / Cloning Center
    Size: 1 sq.
     50 cr.- 10 labor-10 Wood (Basic Housing only)
    250 cr.-500 labor-5 Energy (25/turn)-50 Iron-5 Electronics-Tech:Cloning
    The housing buildings are where your colonists live and multiply. A simple
    housing holds 500 colonists, apartment complex 1000, and the luxry housing 1500
    All ChCh-T equivalent hold double.
    Not much else to be said, except, maximum available colonists per colony are
    4900 which limits the required number of these, and in addition, unlike other
    buildings, the only way to either get an apartment or luxury housing is trough
    the upgrading of the common housing.
    Sea Platforms come with a SeaHab. These are the equivalent to a Luxury Housing,
    and you cannot build additional colonists room on Sea Platforms.
    The cloning center more or less acts as a booster to the populations
    reproduction rate, however, be advised that no race feels well with this, and
    save for the Cyth which will not fall into a revolt trough this, the extended
    use it's not advised.
    The center houses no colonists whatsoever.
    Farm -> Hydroponic Farm -> Food Replicator / Kelp Farm
    Size: 4 sq. -> 4 sq. -> 1 sq.
     50 cr.- 75 labor
    100 cr.-150 labor- 50 Wood- 50 Iron-(2 Energy/turn)-Tech:Synthetic Fertilizer
    200 cr.-250 labor-100 Wood-100 Iron-50 Energy (10/turn)-Tech:Food Replication
    280 cr.-150 labor- 50 Wood- 50 Iron-(1 Energy/turn)-Sea Platform only
    The farming buildings are from where you gather your Food and Wood, both being
    rather precious resources despite their common being.
    Not many words required on these 3. Each one delivers more Food and Wood than
    its inferior version, and requires less personnel for such, the last version
    taking one singular square of terrain.
    Kelp farms, constructable only on sea platforms, produce the equivalent to a
    Hydroponic farm.
    Nuclear Plant -> Fusion Plant -> Anti-Matter Plant / Tidal Energy Plant
    Size: 1sq.
    100 cr.- 50 labor- 25 Iron
    200 cr.-150 labor-100 Iron-Tech:Nuclear Fusion
    400 cr.-250 labor-200 Iron-25 Energy-20 Electronics-Tech:Anti-Matter 
    ------                                                   Containment
    260 cr.-150 labor-100 Iron-Sea Platform only
    The power buildings supply essential Energy, required for the construction of
    some buildings, as well to maintain many of them in their "daily basis". Also,
    when the appropriate technology is researched, you are able to produce anti-
    matter pods, which are required for the construction of several weapons.
    Tidal Energy plants, which can only be built on sea platforms, produce the
    equivalent to a Fusion Plant.
    Surface Mine -> Mantle Drill -> Sub-space Magnet
    Size: 4 sq. -> 1 sq. -> 1 sq.
    100 cr.-100 labor- 50 Wood
    200 cr.-200 labor- 50 Wood-10 Iron-(5 Energy/turn)-Tech:Molecular Bonding
    300 cr.-350 labor-100 Wood-50 Iron-15 Electronics-(10 Energy/turn)-Tech:
                                                                Sub-space Scanner
    The mining buildings provide you with the also useful Iron, and with the
    appropriate technology, Endurium, which will be also very useful in the
    building particularly of some weapons.
    In the same way as other buildings, each is a improved version of the last,
    only the first one being a 2x2 building, and the others being 1 simple square
    of size, allowing for practical mineral retrieval. Also, each version drags in
    more ore than the other.
    Factory -> Automated Factory -> Replication Station
    Size: 4 sq. -> 4 sq. -> 1 sq.
    100 cr.-100 labor- 50 Iron-(2 Energy/turn)
    250 cr.-200 labor-150 Iron-20 Energy(5/turn)-20 Electronics-Tech:Automation
    550 cr.-300 labor-325 Iron-50 Energy(25/turn)-40 Electronics-Tech:Metal
    Factories are the means to execute two important tasks. One, the production of
    your main land assault forces. Two, the refinement of Iron and Endurium into
    the far more precious steel and triidium. In addition, it also provides a place
    to generate some trade, but, with other potential buildings to do such, this
    might be the last one for it.
    Again, the more advanced, the smaller and more productive.
    University -> Tech Lab -> Collective Tech Lab
    Size: 4sq. -> 1 sq. -> 1sq.
    100 cr.-100 labor- 25 Iron-(10 Energy/turn)
    200 cr.-200 labor-100 Iron-(20 Energy/turn)-5 Electronics-Tech:Chaos Computers
    500 cr.-300 labor-250 Iron-25 Energy(40/turn)-25 Electronics-Tech:Cortex
    The research buildings are key to victory. Trough them you acquire access to
    many tools of expansion, be them pacifist or of military type, for the second
    part acting in two ways, since you will both need not only the technology to
    make superior weapons, but also the electronic parts that you'll required to
    assemble the most of these weapons of war.
    Once more, advanced versions are smaller and produce more.
    Additionally, both the Tech Lab and the Collective Tech Lab can be assembled on
    sea platforms.
    Size: 1 sq.
    250 cr.-200 labor-50 Iron-25 Energy(2/turn)-Tech:Advanced Medicine
    The hospital provides a few features.
    One, it prevents plagues from striking the colonists.
    Two, this construction can provide a small morale boost.
    Third, it can heal Militia units, which migth comes as a need when defending.
    Cultural Center -> Museum
    Size: 1 sq.
    75 cr.-100 labor-25 Wood-10 Iron-(10 Energy/turn - Museum only)
    These two culture buildings, the second being only achieved trough the upgrade,
    are merely worth to produce culture, which will be of considerable need in some
    situations. The difference present it's the required 10 Energy per turn to
    maintain an active Museum, however in compensation, instead of requiring 5
    colonists to produce 10 culture, 3 will be capable of producing 15 points.
    Art Complex
    Size: 4 sq.
    200 cr.-250 labor-15 Wood-25 Iron-15 Energy-Tech:Endurium Mining
    The art complexes are also culture buildings in a way, although, they function
    differently. According to the number of colonists allocated to work, there 
    will be a determined chances of a art piece being created, these pieces then
    posteriorly, by their mere existence within a colony, providing 2 morale
    points per piece, up to 10 points per turn in a given colony.
    Should you have more then 5 pieces on a colony, the presented alternatives
    to make use of such resource would be to either export it to other colonies
    or sell them to the Skirineen for a considerable price, although on the later
    option do not be forgot of the potential risks in dealing with them.
    Shipyard -> Hydroport
    Size: 1 sq.
    150 cr.-150 labor-75 Wood-(2 Energy/turn)
    250 cr.-250 labor-10 Wood-250 Iron-20 Energy(5/turn)-10 Electronics-Tech:
                                                                Shockwave Projector
    The Shipyard and Hydroport are the buildings responsible for assembling your
    Sea capable units, which includes the AAV. You'll need these on watery planets
    and even on non-watery ones. Deploying a Sea Platform can many times help the
    neighbouring friendly colonies, and devastate the enemy ones, and this can
    only be done with the help of a Sea Colonizer built by these 2.
    Both can be constructed on firm ground and Sea Platforms. They also allow
    Trade to be performed and they are perhaps the most efficient building at that.
    Airport -> Military Airbase
    Size: 4 sq.
    150 cr.-200 labor-100 Iron-(5 Energy/turn)
    250 cr.-300 labor-300 Iron-10 Wood-25 Electronics-20 Energy(10/turn)-Tech:
                                                                    Neutronic Fuel
    The Airport and it's improved version, the Military Airbase, are the aerial
    counterparts to the Shipyard and Hydroport. Capable of building your air units
    along with some trade, you'll need these at the very least to try and have some
    cover against air units who expect an easy raid, and to provide hell on the
    ground to those that think that our bombers are resting on the ground.
    That sums up these 2.
    Fuel Depot
    Size: 1 sq.
    50 cr.-50 labor-25 Iron-20 Energy-Tech:Neutronic Fuel
    A absolute need for all your invasion plans! Responsible for not letting your
    airplanes hitting the ground in a bad way, and allowing extended movement to
    your ground troops, the Fuel Depots come as an absolute need. Frankly, there
    is little against building them: They're small, cheap! So, why not have one
    per territory? And remember, these can be built on Sea Platforms.
    Laser Defense / Energy Defense / Anti-Matter Defense
    Size: 1 sq.
     75 cr.-100 labor- 15 Iron-(2 Energy/turn)
    100 cr.-150 labor- 50 Iron- 5 Energy(5/turn)-Tech: Energy Deflectors
    150 cr.-200 labor-100 Iron-10 Energy(10/turn)-10 Electronics-10 Anti-Matter-
                                                        Tech:Anti-Matter Deflectors
    Note: These buildings are -NOT- upgradable. Hence the lack of guide arrows.
    The Defense structures are, as the name points out, defense purposed buildings.
    Immobile turrets that will fire at anything that's not friendly and has reached
    their range of fire, which removes immediatly any air targets.
    There are far from an impenetrable defense, but, if they are placed properly,
    they can assist on slowing down an incoming attack while your units get into
    position, or who knows if they can indeed defeat the enemy and survive to the
    next battle.
    Still, not excessively expensive, easily replacable, 1 square per Fort, and 
    costing no maintenance except some Energy per turn, they can be there to aid
    Flak Launcher
    Size: 1 sq.
    100 cr.-150 labor-50 Iron-5 Energy(2/turn)-5 Electronics-Tech:Flak
    The Anti-Air version of the Forts, single and excusively, attacking Air units.
    In case you want to provide some air defense to your ground colonies, this may
    be a good bet, since otherwise, you'll either need to have costly patrol of
    your units around, or try to divert them as soon as possible.
    Some defense can never hurt, I always say, and having some more is always
    Torpedo Fort
    Size: 1 sq.
    120 cr.-150 labor-50 Iron-5 Energy(2/turn)
    And this would be the Anti-Ship version of any of the previous two.
    Only constructable on Sea Platforms, they are designed to take one one of the
    two type of units that can get to them, and that would be ships! They can only
    do so much, but the Sea Platforms have little means of defense already, so,
    perhaps everything can help. Of course, if you have the resources, there are
    other alternatives.
    Tidal Vortex Generator
    Size: 1 sq.
    310 cr.-150 labor-50 Wood-50 Iron-50 Energy(10/turn)-Tech:Vortex Emitters
    The TVG could be considered the Torpedo Fort of neighbouring territories.
    Rather that attacking individual ships, at battle range, the TVG strikes all
    surrounding territories where there is only enemy presence, damaging all units
    present there. Should there be friendly units, the TVG will not trigger an
    attack on that particular territory.
    Weather Control Station
    Size: 1 sq.
    626 cr.-300 labor-100 Wood-125 Iron-100 Energy(20/turn)-Tech:Mesotronic
    And this one, this is a mix of the last few, with extras, well, in away.
    The Station has no direct effect on Sea units, ally or foe, but it's attack
    power extends still to neighbouring territories.
    First, it acts as an Anti-Air weapon, modified Flak that attacks neighouring
    territories where there are no friendly units present, just like with the
    TVG, and in addition to this, it also strikes land neighouring territories,
    flooding those which are neutral or hostile, and aiding the farm production
    of the friendly territories.
    Missile Base -> Anti-Colony Assault Silo
    Size: 1 sq.
    100 cr.-100 labor- 50 Iron-(2 Energy/turn)Tech:Rocketry
    250 cr.-200 labor-150 Iron-25 Energy(15/turn)-10 Electronics-Tech:Orbital
    Talking about big guns? This is the key of the Colony Killer tactics!
    Capable of producing the 3 Missile units, and both constructable on land and
    sea, these can give you the tools for a decisive strike versus that toughly
    defended colony, which if you can't control peacefully, then you'll just take
    by force... whichever is your final objective, these will still do their
    Once a missile is built, it's point and click, and with the best Missile unit
    ranging 6 move points, it can go far from home to take the gift.
    Military Training Center
    Size: 4 sq.
    250 cr.-250 labor-50 Wood-50 Iron-5 Electronics-(20 Energy/turn)
    How about simulating some battles at home?
    When you build your battle units, they'll be green as apples, and you want to
    turn them into the reddish kind. How can you attain it? Experience. But what
    if there is no experience to be earned out there, or you precisely need that
    experience to be able to survive. Train then!
    The Training Center, if staffed, will provide experience points to all the
    idle units (Mission: Train) on the territory with the Center, which might
    provide a bigger edge on the actual battlefield later. Remember, however, your
    units will not become Elite trough training. That rank must actually be reached
    trough battle experience.
    Size: 1 sq.
    200 cr.-200 labor-50 Wood-50 Iron-Tech:Advanced Structures
    Do you want to send your colonists to battle? We're talking about wimpy home
    boy soldiers, who'll carry nothing more than a laser pistol, and most likely die
    in a hit or so! So, a bunker has support for 50 colonist marks (that'd be 5000),
    which you can throw in up to the number that you desire. Idea?
    The ones that are within the bunker are protected, and will return to the city
    unarmed after the battle is done (provided that their side won), which can be
    very helpful to repair the damaged buildings and so, since otherwise, all of
    the colonists outside of the bunker will take weapons and fight, which may bring
    them a gruesome death, and less numbers for you later.
    5.2 - Resources and Management
    Resources,and a successful use of them,it's what will bring you a sure victory.
    If you end up with a shortage of Food, your colonists will revolt. If on the
    other hand you allowed your Wood stock to get depleted, you just might not be
    able to build the power plant that you need so badly in order to replace the
    destroyed one so to provide power to your currently idle factories, that are
    halfway of building the army that will prevent the next attack and begin a
    Yes, the lack of one resource in D2 can mean your faction's destruction, but,
    that's precisely what we'll be discussing to avoid that, and prevent the waste
    of money in something that should be coming to you for free.
    The resources we'll have to worry with are:
    -Food: The life of your colonists, and your armies.
    -Wood: One of the basic needs for early buildings.
    -Energy: Crucial for buildings, both construction and maintenance.
    -Iron: You will not raise many buildings without this.
    -Endurium: This scarcer metal will help you develop some buildings and weapons.
    -Anti-Matter: Key to the best offense and defense.
    -Steel: Sucessor of the Iron, more valuable for that.
    -Triidium: What Steel is for Iron, Triidium is for Endurium, but even better.
    -Electronics: We're even further than Modern Warfare,so these fit in even more.
    -Art Piece: Something to contemplate on spare time.
    Before proceeding with a more detailed examination of each resource, I'll point
    out the two tactics that exist at some point in D2 regarding resource gathering
    which I will call here of Spreaded and Focused. What do these two are composed
    Spreaded- On a spread gathering system, each colony tries to be self sufficient
              and this is done via the existence of the main support buildings in
              all or most of the colonies, so that no transportation of supplies is
              required on each and every turn. The pros are obviously the reduction
              of costs in the early game in transportation, the cons are also the
              waste of space in the territories, especially in the early game.
    Focused- On the focused gathering system, each colony tries to focus on a more
             particular kind of resource. If the colony is on a plain, then it'll
             go for Food, if in a forest, Wood, or if settling in a mountainous
             area, then it will mine Iron and so on. This technique tends to stay
             a bit locked on this method to the exception of colonies that are not
             over developed and have bonus squares of other resources, which if are
             not too demanding in terms of colonists, then they are exploited. Pros
             of this it's obviously the quickest gathering of all types of resources
             ,which automatically brings the con of transportation costs, given that
             Food and Energy will be constantly transported, as well as the other
             resources once they are needed.
    Now, let's dissecate the utility and means (ordinary) to acquire each type:
    - Food
    Food will be somethinng which number will always be floating. Every turn, your
    colonists eat (provided there's Food) and grow because of it, all while being
    happy with your ability in filling their stomachs. Should you fail this task,
    their numbers will decrease, and they will become unhappy... a low morale is
    something that you'll want to avoid.
    In addition, your soldiers need this as well. The lack of it will slowly
    weaken them, until the point that they may disband themselves from your command
    which is as well something that you must avoid.
    To gather Food there is only one mean, farms! Be it the most simplist form, up
    to the Food Replicator, passing by the Kelp Farms, this is your "singular" way
    gathering Food. As to the Kelp Farms, there's little to be discussed, you set
    it down and let it gather without much consideration, but, the land side farms
    are a whole different story.
    The best suited places are obviously plains, where there are usually lots of
    open spaces, and Food will grow abundantly here. In addition, it's also one
    of the types of terrain with the biggest chances of having bonus Food squares.
    However, the same can't be said from other types of terrain... weaker ability
    to produce Food, not so suceptible to have bonus squares, things might get bad
    here, but, it's because of this that you must use one out of the two tactics 
    (or even mix them).
    Through Spreaded, all colonies should be more or less self sufficient, which
    cuts down on transportation costs substantially, however, you will lose 4
    squares in the early game to a farm. On the other hand, with Focused, perhaps
    in your main colony or nearby (which probably are plains), you'll lose space to
    farms that will feed a part of your territory, with a bit of side line costs,
    that can grow steep.
    - Wood
    Wood is perhaps the resource that's given the least importance, but it's dearly
    critic in the early game, and it can be left a bit behind in its gathering due
    to the concern of getting Food, Energy and Iron.
    Wood gathering can also be only done by one method, use of Farms, so early game
    we are talking also of that 4 square huge assed building, but, at least it can
    work in concurrence with the Food gathering, or, can it? With a maximum of 8
    workers in the most basic version of the farm, these 8 workers must decide
    between farming or Woodcutting, and of the two, the second task it's actually
    harder to accomplish. According to the two main gathering techniques you get:
    Spreaded- Everything non-fored will have a bad time getting Wood, by lack of
    the resource itself, plus bonus squares.
    Focused- If you have a forest, you should be gathering that Wood at quick
    pace. There isn't really a big con on this one since you only need so much
    Wood, rather than on a turn basis.
    - Energy
    Energy plays a vital role throughout all the game as well, especially on the
    later part of the game, where you might expend over 100 Energy per turn on a
    single colony. You won't be needing much of it in the building part, save
    for the more complex buildings, however, it'll be a constant requirement in
    maintaining many buildings active, especially as soon as your first upgrades
    become available, which will be difficult to ignore.
    Energy gathering goes a bit like Food, really, except that your morale or
    colonist reproduction isn't at stake. Like with Food, you can either make
    use of your land buildings, or the Tidal Energy Generator from the sea
    platforms. Being, on the land side, one square buildings at least make them
    easy to fit anywhere, which doesn't make too troubling for a colony be self-
    sufficient in terms of power, however, it's not like all terrais produce
    huge amounts of power... perhaps it'll suffice, but as you evolve you'll
    need more power. Cracked ground is sign of a good power source, and a swamp
    is most likely with a few Energy bonuses ready for the taking. The two
    main methods tend to mix a bit, given that you may now and then need a good
    surplus of power for those not quite expected upgraded buildings that you
    want to keep online, however, the spreaded system tends to work out quite
    well, unless you find a good spot and want to tap the power source for
    feeding other colonies or storing the juice for later.
    - Iron
    Another core resource. Early buildings are in need of this one, and the later
    ones only crave for more, and that meaning in the house of the hundreds.
    Let's get digging!!
    There's never really a trembling problem in getting Iron, although, if you
    get to a mountanious territory then you will most likely strike gol... Iron
    without any troubling path. Rocky terrain indicates presence of Iron, and
    mountais will be full of them. Early building will take 4 squares, but as
    soon as you get the first upgrade the wisest choice to make is to take it.
    Less room taken will allow you to focus your attention on key squares for
    maximum effiency in extraction, because remember, you'll use a lot of this
    precious Iron, in one way or the other.
    Spreaded gathering becomes difficult, although not interely inneficient, as
    you'll always find some rock here and there, and it really depends how
    badly you're needing the ore or not. On the Focused type you must then make
    sure use of a mountain for its efficiency to be maximum, as no land really
    supports a full escale extraction plan other than the mountains.
    - Endurium
    The rarer cousin of the Iron. Once your technology level takes a few steps
    forward, you'll come to meet with Endurium, both to extract it, as well in
    its use, which will be made of more importance now that you are able to
    get your hands, claws, whatever on it.
    Endurium comes a bit more hardly than plain Iron, although it's prime spots
    are still the same, and you can get to see square bonus often in forests
    and swamps now and then. Take advantage of these, as Endurium -is- harder
    to extract, and you want it so badly.
    Extraction of Endurium is done by all mine type buildings as well, but, as
    with Farms about Wood and Food, here too you'll have to split your work
    force, although focusing on Endurium might not be a bad idea if you were
    able to find a good supply of it.
    Spreaded or Focused, your call, Endurium justifies any of the tactics as
    long as you get it!
    - Anti-Matter
    The main component of the "end game" weapons. The use of this in your
    tools of war it's the same as saying that the Armaggedon was unleashed.
    Perhaps not, but sounds cool anyway.
    Anti-Matter Pods are manufactured as a second resource on power plant type
    buildings once you discover the appropriate technology, which doesn't come
    that early, being kind of good, since the most basic plants are terrible
    at accomplishing that the task of producing the Pods, even with full
    personnel. Most likely, as the need for more powerful weapons come, so
    will your plants be at par to spew out these pods.
    Tactic to use? It's the one that goes along with your Energy generating
    one. Make use of your existing power plants, or create a few new ones,
    although if the later, you may free to add the plant where you have more
    free personnel given that the production of the pods is not connected to
    the rating of existing Energy on the building square.
    - Steel
    The child of Iron, as it becomes refined in a factory. Its value has been
    increased already, even if its numbers are not.
    Steel is the result of Iron being processed in a factory. A not extremely
    quick process, but, their results pay off in the simplicity of handling
    a smaller number of cargo units. The conversion is a one to one, so there
    is no loss in material, while there is only a gain in value.
    No particular tactic exists for this. You may either create a factory with
    the sole purpose of converting the metals, or you may try to use the ones
    you have built previously that were either making trade or building
    military units.
    - Triidium
    Child resource to Endurium, like the Steel is to Iron. Undergoing the same
    transmutation process, it too becomes more valuable due to it, without no
    other loss whatsoever.
    Triidium, like Steel, is processed in factories, the end result being just
    about the same. With such, the same reasoning of tactic applies.
    - Electronics
    Production of Electronic Parts goes in direct concurrence with research,
    because those big headed folks either are finding new ways to blow stuff
    up, or they'll be soldering circuits to boards so that you can fit them
    in the previously mentioned stuff that blows things up.
    Electronics -will- be required once you decide to start waging war, since
    you can't rely on standard infantry for all that long, and most vehicles
    will require these. They aren't produced in large numbers on the most
    simple research buildings, so, you either better wait for the upgrades
    to come, or add another university somehow on your cramped up colony, so
    to produce extra parts.
    Tactic says that wherever you can fit an university or any of its more
    efficient forms, then it's good to produce Electronics.
    - Art Pieces
    Art Pieces are unique pieces of stunning awesomeness that bring up the
    morale of an intire colony, just by it's existence, up to five of these
    per colony having effect.
    To build these pieces, however, you need to build an Art Complex, which
    only end is to produce Art Pieces in the form of a certain chance per
    turn. The more colonists you stuff there, the better the chances, as
    well of having multiple of these structures works to increase the chance
    ,however, these buildings have no upgrades and they are in fact large
    4 square buildings taking away a lot of room. Can you make use of it?
    Tactic says that Spreaded or Focused are not ways to be taken with this.
    Just find a corner with free space and free personnel, and get them to
    work, as you have time and can always make the pieces go back and forth
    between colonies!
    A bit late, but, at this time I feel that there's a need to explain why
    the larger interest in these refined ores and even Endurium back there. 
    First, of all, all these metals are used to one thing only (aside from
    selling), construction! Whatever that it is that can live with Iron,
    it will also with Endurium or Steel, as here's how:
    Let's say that a building requires 100 Iron to build, and we convert
    this into a measure by points. The table of scores goes like:
    Iron - 1 point
    Endurium - 5 points
    Steel - 5 points
    Triidium - 10 ponts
    This means that whatever it was that required those 100 Iron, can also,
    and will do it, with 10 units of Triidium, provided that enough units
    of the metal are available.
    And how is the usage of it made? Simple! The preference is:
    Triidium -> Steel -> Endurium -> Iron
    So let's suppose we only had 5 Triidium in stock, and an abundance of
    Steel. The 5 units of Triidium would be consumed, taking afterwards the
    50 remaining points out of Steel (10 units). If you lacked Steel, then
    either Endurium or Iron would be used, according to their own value.
    Triidium -> Steel -> Endurium -> Iron
    What does this do?
    Well, if you have Triidium available, then it's the
    best metal you have, and the only reason why you have, it's to use, so,
    the colony managers will take it.
    Why Steel instead of Endurium when their value is the same?
    Simple, given the same value, Steel (if existing in sufficient amount)
    covers the absence of Triidium, so that if Endurium still exists, there
    is the chance for it to be converted to the refined material of greater value.
    The bottom note of this is, it's less resources that you use, and it's
    less money that you will probably spend in the transportation of
    materials. 100 Iron Vs. 10 Triidium. You do the figures!
    6 - Military Units
    This will be your key to victory. Without combat, chances are that you will be
    defeated, because while you may be one heck of a pacifist, the enemy more than
    likely isn't giving a rat for you, and will just make his tanks flatten your
    colonies. Pay attention soldier! Eyes on the briefing of what you'll find out
    Keep in mind, all values presented are neutral ones, meaning, they will still
    be boosted by Tarth's military superiority, for example.
    Side note: On the requirements section, Electronics will be shorted down to
               Elec, and Anti-Matter Pods will just be referred as Pods, all in
               hope to try and have a bit more clean and understandable data sheet.
    Special Type
    On the Special type I'm only making mentions to the units constructed at the
    City Centre. They could most likely fall within Infantry and Armor, but I still
    decided to keep them apart because of this different building matter.
    -Colonizer (Deploys to a colony)
          Attack: 2
         Defense: 2
           Speed: Slow
     Firing Rate: 33 rounds/sec
           Range: 1 square
     Move points: 3
          Upkeep: None
    Requirements: 50 cr.-5 labor-10 Wood
    -Scout (Spy and sabotages buildings - Other abilities according to faction)
          Attack: 2
         Defense: 5
           Speed: Slow
     Firing Rate: 33 rounds/sec
           Range: 1 square
     Move points: 3
          Upkeep: None
    Requirements: 100 cr.-25 labor-10 Wood-1 Elec-Tech:Electronics
    -Medic (Heals Infantry units)
          Attack: 1
         Defense: 5
           Speed: Very slow
     Firing Rate: 33 rounds/sec
           Range: 1 square
     Move points: 3
          Upkeep: 1 credit
    Requirements: 250 cr.-30 labor-5 Wood-5 Elect-Tech:Advanced Medicine
    -Command Corps (Provides a bonus to all Land units in battle - Plus abilities)
          Attack: 2
         Defense: 5
           Speed: Very slow
     Firing Rate: 33 rounds/sec
           Range: 1 square
     Move points: 3
          Upkeep: 1 credit
    Requirements: 250 cr.-25 labor-5 Wood-5 Elect-Tech:Electronics
    Infantry Type
    The Infantry starts out as the most basic and cheap military units you'll get.
    Not something that you'll rely on intirely, although, they can be used for 
    several ends, like softnening up the enemy, or drawing enemy fire. On top of
    that, some faction specific special abilities only fall over these units.
    -Laser Squad
          Attack: 2
         Defense: 5
           Speed: Medium
     Firing Rate: 33 rounds/sec
           Range: 1 square
     Move points: 3
          Upkeep: 1 credit
    Requirements: 35 cr.-30 labor
    -SAM Trooper (Carries Surface to Air capable missiles)
          Attack: 4
         Defense: 16
           Speed: Medium
     Firing Rate: 33 rounds/sec
           Range: 1 square
     Move points: 3
          Upkeep: 1 credit
    Requirements: 60 cr.-50 labor-10 Iron-5 Elec-Tech:SAM Missiles
    -Battle Trooper
          Attack: 8
         Defense: 24
           Speed: Fast
     Firing Rate: 33 rounds/sec
           Range: 1.3 squares
     Move points: 3
          Upkeep: 2 credits
    Requirements: 100 cr.-100 labor-25 Iron-8 Elec-2 Pods-Tech:Anti-Matter Rifle
    -Assault Trooper
          Attack: 12
         Defense: 36
           Speed: Fast
     Firing Rate: 40 rounds/sec
           Range: 1.3 squares
     Move points: 3
          Upkeep: 5 credits
    Requirements: 200 cr.-200 labor-50 Iron-10 Elec-10 Pods-Tech:Assault Armor
    Armor Type
    It's time to let the artillery handle the situation when these start to get
    in your grasp! Bigger, meaner, tougher, faster! There would really be no reason
    to say "No." to these bad boys if it wasn't for the fact that they are more
    costly in terms of resources. Choose wisely according to situation.
    Additionally, they do -not- have AA (Anti-Air) capabilities, which means if a
    lonely unit, or a whole pack of tanks find air planes, they have no other choice
    than to flee or be destroyed.
    -Laser Cannon
          Attack: 4
         Defense: 10
           Speed: Medium
     Firing Rate: 33 rounds/sec
           Range: 1.3 squares
     Move points: 4
          Upkeep: 1 credit
    Requirements: 75 cr.-40 labor-25 Iron
    -Fusion Cannon
          Attack: 8
         Defense: 20
           Speed: Medium
     Firing Rate: 40 rounds/sec
           Range: 1.3 squares
     Move points: 4
          Upkeep: 2 credits
    Requirements: 100 cr.-100 labor-50 Iron-Tech:Fusion Cannon
    -Disruptor Cannon
          Attack: 15
         Defense: 40
           Speed: Medium
     Firing Rate: 40 rounds/sec
           Range: 1.6 squares
     Move points: 4
          Upkeep: 5 credits
    Requirements: 200 cr.-200 labor-100 Iron-5 Elec-10 Pods-Tech:Disruptor Beams
    -Holocaust Cannon
          Attack: 25
         Defense: 60
           Speed: Fast
     Firing Rate: 40 rounds/sec
           Range: 2 squares
     Move points: 4
          Upkeep: 10 credits
    Requirements: 500 cr.-400 labor-250 Iron-10 Elec-20 Pods-Tech:Anti-Matter Beams
    Air Type
    Time to rule the skies and earn your wings. You have 4 craft at your disposal
    to meet the end of establishing air superiority. It you control the skies, you
    can both get enhanced information from the surroundings of your colonies, as
    to provide excellent support to your attacking forces.
    -Turbo Wing Fighter (Air-Air and Air-Surface capable, but with some penalties)
          Attack: 2
         Defense: 10
           Speed: Ultra fast
     Firing Rate: 100 rounds/sec
           Range: 1.3 squares
     Move points: 2
          Upkeep: 1 credit
    Requirements: 75 cr.-25 labor-50 Iron
    -Starflare Bomber
          Attack: 6
         Defense: 20
           Speed: Ultra fast
     Firing Rate: 100 rounds/sec
           Range: 1.6 squares
     Move points: 3
          Upkeep: 2 credits
    Requirements: 100 cr.-75 labor-100 Iron-10 Elec-Tech:Starflare Bombs
    -Supernova Spyjet (Can Spy and perform AA and AS attacks)
          Attack: 10
         Defense: 30
           Speed: Ultra Fast
     Firing Rate: 100 rounds/sec
           Range: 1.6 squares
     Move points: 3
          Upkeep: 12 credits
    Requirements: 350 cr.-125 labor-250 Iron-20 Elec-10 Pods-Tech:Cloaking
    -Air Command (Provide combat bonus to Air units in battle)
          Attack: 2
         Defense: 12
           Speed: Ultra Fast
     Firing Rate: 50 rounds/sec
           Range: 1.6 squares
     Move points: 3
          Upkeep: 3 credits
    Requirements: 200 cr.-100 labor-150 Iron-10 Elec-15 Energy-Tech:Electronics
    Sea Type
    Ship at sight! Controlling the seas may also come as a necessity in the long
    struggle for development and power. Whenever a planet has too much water, naval
    warfare is inbound in one way or the other, meaning to either have your ships
    fight against other of their kind, or be the carriers of the better known and
    more common means of destruction.
    -Sea Transport
          Attack: 2
         Defense: 25
           Speed: Medium
     Firing Rate: 25 rounds/sec
           Range: 1.3 squares
     Move points: 4
          Upkeep: 1 credit
    Requirements: 50 cr.-25 labor-25 Iron
    -Sea Command
          Attack: 6
         Defense: 35
           Speed: Medium
     Firing Rate: 33 rounds/sec
           Range: 1.3 squares
     Move points: 4
          Upkeep: 2 credits
    Requirements: 250 cr.-100 labor-100 Iron-10 Elec-Tech:Electronics
    -AAV (Amphibious Assault Vehicle)
          Attack: 8
         Defense: 20
           Speed: Fast
     Firing Rate: 33 rounds/sec
           Range: 1.3 squares
     Move points: 4
          Upkeep: 3 credits
    Requirements: 200 cr.-100 labor-75 Iron-Tech:Fusion Cannon
    -Flak Ship
          Attack: 2
         Defense: 20
           Speed: Medium
     Firing Rate: 25 rounds/sec
           Range: 1.6 squares
     Move points: 4
          Upkeep: 1 credit
    Requirements: 150 cr.-75 labor-100 Iron-Tech:Flak
          Attack: 10
         Defense: 25
           Speed: 33 rounds/sec
     Firing Rate: Fast
           Range: 1.3 squares
     Move points: 4
          Upkeep: 1 credit
    Requirements: 75 cr.-50 labor-30 Iron-5 Elec-Tech:Underwater Tracking
    -Attack Sub
          Attack: 10
         Defense: 15
           Speed: Medium
     Firing Rate: 40 rounds/sec
           Range: 2 squres
     Move points: 4
          Upkeep: 2 credits
    Requirements: 250 cr.-175 labor-150 Iron-10 Elec-Tech:Zero Friction Hull
    -Shockwave Dreadnought
          Attack: 10
         Defense: 40
           Speed: Fast
     Firing Rate: 33 rounds/sec
           Range: 1.6 squares
     Move points: 4
          Upkeep: 1 credit
    Requirements: 150 cr.-75 labor-100 Iron-Tech:Shockwave Projector
    -Shockwave Carrier
          Attack: 6
         Defense: 60
           Speed: Fast
     Firing Rate: 50 rounds/sec
           Range: 1.6 squares
     Move points: 4
          Upkeep: 2 credits
    Requirements: 300 cr.-100 labor-200 Iron-10 Pods-Tech:Ion Weapons
    -Siege Cruiser
          Attack: 5
         Defense: 30
           Speed: Medium
     Firing Rate: 33 rounds/sec
           Range: 1.3 squares
     Move points: 4
          Upkeep: 5 credits
    Requirements: 300 cr.-250 labor-200 Iron-20 Elec-Tech:Rocketry
    -Sea Colonizer (Can build Sea Platforms)
          Attack: 2
         Defense: 25
           Speed: Slow
     Firing Rate: 25 rounds/sec
           Range: 1.3 squares
     Move points: 3
          Upkeep: None
    Requirements: 100 cr.-50 labor-20 Wood-20 Iron-5 Elec-Tech:Advanced Structures
    Missile Type
    That was one pretty mushroom. Let's see another! Missile type units, or warheads
    ,if you prefer, are fire-and-forget one use units. You simply build them in your
    missile silos, and they you fire them by deciding a target territory (enemy or
    neutral), to where they'll fly, impact on something, make a Boom! and more than
    likely leaving the said hit area turned to ashes.
    -Scatterpack Warhead
          Attack: 20
         Defense: 4
           Speed: Ultra fast
     Firing Rate: N/A
           Range: N/A
     Move points: 3
          Upkeep: None
    Requirements: 100 cr.-50 labor-25 Iron-Tech:Rocketry
    -Groundbreaker Warhead
          Attack: 20
         Defense: 6
           Speed: Ultra fast
     Firing Rate: N/A
           Range: N/A
     Move points: 4
          Upkeep: None
    Requirements: 125 cr.-75 labor-50 Iron-5 Elec-10 Pods-Tech:Ion Weapons
    -Supernova Warhead
          Attack: 30
         Defense: 8
           Speed: Ultra fast
     Firing Rate: N/A
           Range: N/A
     Move points: 5
          Upkeep: None
    Requirements: 150 cr.-100 labor-100 Iron-10 Elec-20 Pods-Tech:Anti-Matter Beams
    7 - Technology Tree
    Technology. Without progress in it, you'll surely lead a short life, because
    those enemy Holocaust tanks won't care if you are still throwing wimpy little
    spears. Of course, technology isn't just sorted down to improvements on the
    military field, even though that -is- the ultimate goal.
    Research can bring you access to new buildings, new weapons and new resources,
    so you need to walk down the tech tree to have access to all of this.
    The list will be breaked down by levels of technology, stating the cost of
    research for each level per field, the benefits of a particular technology, and
    the requirements of previous technologies for superior level ones.
    Also placing the cost face to the Skirineen, although, it's somewhat random the
    technologies they may have to offer you.
    The comments I point out are merely an addition, explaining any particular lil'
    detail, or notes of my own, rather than a whole advisory if it's a "must get"
    or not. Strategies vary, and you may find better need for a colony upgrade
    rather than a new weapon, or vice-versa.
    Tech Level I
    Cost per field: 50 research points
    Cost from Skirineen: 250 credits
    -Advanced Medicine
    Allows: Builing Hospitals
            Training Medics
    Comment: None in particular. With Random Events, perhaps it's something worthy
             to have, given that an Hospital prevents a direct plague on your
             colonists, and Medics can be of some assistance, but, I wouldn't cry
             over them.
    Allows: Factories can convert Iron into Steel
    Comment: This one is a bit of must have, I have to admit. The sooner you are
             able to produce Steel, AND, have the manpower to do so, your Iron
             consumption will decrease, and some costs with that too!
    -Nuclear Fusion
    Allows: Building Fusion Plant
    Comment: Again, perhaps a bit of a must have. Power Plants are always 1 square,
             but, less people for more power is always good!
    Allows: Research buildings can produce Electronic Parts.
            Construct Scouts and Command Corps
    Comment: Electronic Parts will come in handy. As to Scouts and Command Corps,
             personally I'm one that can make a campaign without them, but, don't
             let that make you think bad of them.
    Tech Level II
    Cost per field: 100 research points
    Cost from Skirineen: 500 credits
    -Shockwave Projector
    Requires: Advanced Medicine
    Allows: Building Hydroport
            Construct Shockwave Dreadnoughts
    Comment: Shockwave Projector = Hydroport = Good! (for Sea battles!)
             Shockwave Projector = Dreadnought = If last one was good for you,
                                   then the Dreadnought makes sense for you too!
    Requires: Advanced Medicine
    Allows: Building Cloning Centers
    Comment: Depending on your race, and the morale boosts that you have running,
             the access to the Cloning Centres might not be too bad, but, it's
             not something that you can't live without.
    -Synthetic Fertilizer
    Requires: Advanced Medicine and Mettalurgy
    Allows: Hydroponic Farms
    Comment: Better farm equals better resource gathering, need I say more?
             Remember, these ones start draining power, even if little.
    Requires: Mettalurgy
    Allows: Building Automated Factories
    Comment: If you want to build combat units, process Steel and Triidium, and
             perhaps even make some trade, you'll need these.
    Requires: Mettalurgy
    Allows: Cheaper Transportation (Costs reduced by one third)
    Comment: As your empire grows, and you're not the Humans, this will come
             rather handy, since the Transportators are very far. Of course,
             this might also depend on your resource gathering management, but
             credits -do- come in handy.
    -Molecular Bonding
    Requires: Mettalurgy
    Allows: Mantle Drill
    Comment: That Iron and Endurium are coming in way too slowly. Get this for
             power, and somewhat smaller mines, which will reveal "hidden space"
             in your colony. (Remember, extra Endurium bonus squares may appear
             along with the appropriate Technology. You may be hidding a few!)
    -Fusion Cannon
    Requires: Nuclear Fusion and Mettalurgy
    Allows: Consctruct Fusion Cannon and AAV
    Comment: I'm a artillery fan, so I wouldn't say no to this one. Fusion
             Cannon is a boost on your land firepower once you get here, and
             the AAV can get you out of bad situations when you don't have
             time to carry enough units over water.
    -Neutronic Fuel
    Requires: Nuclear Fusion
    Allows: Building Military Airbase
            Extends air units range
    Comment: If you enjoy Air units, this is convinient! Both a faster way to
             produce the crafts, plus an extended range, allows you to deliver
             pain more quickly and with less chances of losing the craft to the
             fuel... lack of it, that is!
    Requires: Nuclear Fusion
    Allows: Building Flak Launchers
            Construct Flak Ships
    Comment: Flak = Sweeping the skies from pidgeons. Big fat pidgeons who drop
             too many bombs. You don't want them there!
    -Chaos Computers
    Requires: Nuclear Fusion and Electronics
    Allows: Building Tech Labs
    Comment: Advisable! Again, Universities just have too large foundations,
             and the research speed boost aside, I think it's good enough reason
    Requires: Electronics
    Allows: Building Missile Base
    Comment: Remote Death! Need I say more?
             Well, the Anti-Colony Assault Silo does a much better job, but, it's
             still far!
    -SAM Missiles
    Requires: Electronics
    Allows: Construct SAM Troopers
    Comment: At either the lack of Flaks, or proper Air-Air cover, the SAM troops
             will give you an average support, both in anti-air, as well as anti-
             ground. They won't live forever though.
    Tech Level III
    Cost per field: 250 research points
    Cost from Skirineen: 1250 credits
    -Zero Friction Hulls
    Requires: Shockwave Projector and Cloning
    Allows: Construct Attack Submarines
    Comment: I'm not much a person of submarines, so I can't even say much, but,
             strategically speaking, this may bring you many surprise kills on
             your rap sheet.
    -Underwater Tracking
    Requires: Synthetic Fertilizers and Automation
    Allows: Construct Destroyers
    -Advanced Structures
    Requires: Howeverway and Molecular Bonding
    Allows: Tougher buildings
            Building Sea Plaftorms (via construcing Sea Platform Builders)
            Building Civilian Defense Bunkers
    -Endurium Mining
    Requires: Fusion Cannon and Neutronic Fuel
    Allows: Mining buildings can extract Endurium
    -Starflare Bombs
    Requires: Neutronic Fuel and Flak
    Allows: Construct Starflare Bombers
    -Anti-Matter Containment
    Requires: Flak and Chaos Computers
    Allows: Building Anti-Matter Plant
            Power Plants can produce Anti-Matter pods
    -Targetting Computers
    Requires: Chaos Computers and Rocketry
    Allows: Increased accuracy on all Fortifications
            Target designation on Missile units
    -Proximity Detectors
    Requires: Rocketry and SAM Missiles
    Allows: Perform Mine Territory Mission
    -Energy Deflectors
    Requires: SAM Missiles
    Allows: Building Energy Defense Forts
    Tech Level IV
    Cost per field: 500 research points
    Cost from Skirineen: 2500 credits
    -Ion Weapons
    Requires: Zero Friction Hulls
    Allows: Construct Shockwave Carrier and Groundbreaker Warhead
    -Power Cells
    Requires: Underwater Tracking and Advanced Structures
    Allows: Increased Combat Speed and Rate of Fire
    -Anti-Matter Rifles
    Requires: Advanced Structures
    Allows: Battle Troopers
    -Triidium Processing
    Requires: Endurium Mining
    Allows: Factories can convert Endurium to Triidium
    -Psi Helmet
    Requires: Starflare Bombs and Anti-Matter Containment
    Allows: Boost chances of Mind Control and Mind Blast
            Boost defences against Mind Control and Mind Blast
    -Cortex Scanners
    Requires: Targeting Computers and Anti-Matter Containment
    Allows: Building Collective Tech Lab
    -Orbital Surveillance
    Requires: Targeting Computers and Proximity Detectors
    Allows: Improved Planet view
            Building Anti-Colony Assault Silo
    Tech Level V
    Cost per field: 1000 research points
    Cost from Skirineen: 5000 credits
    -Native Languages
    Requires: Ion Weapons
    Allows: View location of all Shrines
            Shrines produce double Resources
    -Vortex Emitter
    Requires: Ion Weapons and Power Cells
    Allows: Tidal Vortex Generators
    -Food Replication
    Requires: Power Cells and Anti-Matter Rifle
    Allows: Building Food Replicator
    -Assault Armor
    Requires: Anti-Matter Rifle
    Allows: Construct Assault Trooper
    -Disruptor Beam
    Requires: Triidium Processing
    Allows: Disruptor Cannon
    -Metal Replication
    Requires: Triidium Processing and Psi Helmet
    Allows: Building Replication Station
    Requires: Psi Helmet and Cortex Scanner
    Allows: Construct Supernova Spyjet
    -Anti-Matter Deflectors
    Requires: Cortex Scanner and Orbital Surveillance
    Allows: Construct Anti-Matter Defense Fort
    -Sub-Space Scanner
    Requires: Energy Deflectores
    Allows: Building Sub-Space Magnet
    Tech Level VI
    Cost per field: 2000 research points
    Cost from Skirineen: 10000 credits
    -Mesotronic Generator
    Requires: Native Languages and Vortex Emitter
    Allows: Building Weather Control Stations
    -Advanced Cloaking
    Requires: Food Replication and Assault Armor
    Allows: Perform Cloak Mission
    -Anti-Matter Beams
    Requires: Disruptor Beam and Sub-Space Scanner
    Allows: Construct Holocaust Cannon and Supernova Warhead
    Requires: Sub-Space Scanner
    Allows: Perform Uncloak Mission
    Tech Level VII
    Cost for field: 5000 research points
    Cost from Skirineen: ???
    Requires: Anti-Matter Beam, Advanced Cloaking and Uncloaking
    Allows: Increased unit movement
            Transportation costs disappear
    Tech Level Final (VIII)
    Cost for field: 5000 research points
    Cost from Skirineen: ??? 
    -Time Dilation
    Requires: All other Technologies
    Allows: Resource production bonus
            Victory! ... or eternal battle.
    Comment: 100 Food, 100 Energy, 100 Iron, 100 Anti-Matter Pods, 100 Electronics
             Parts per each colony, for each passing turn, you having the buildings
             to produce them or not.
             If this does not equal victory for you, I don't know what will!!
    8 - Races
    D2 provides you several races (7) to select from, each one with its own agenda
    and tactics on how to accomplish that agenda. Additionally, and more important
    to you, each race also has particular abilities or disabilities which should be
    studied to know how and when to attack, at the same time that more appropriate
    defensive measures are created because of the disvantages of your own race.
    8.1 - Racial abilities
    The racial abilities provide advantages and disvantages, these varying from
    race to race, which keeps them balanced and varied in the tactic that they must
    use to attain their objectives. These racial abilities range from everything
    from increased population growth, which might involve increased housing space,
    up to having great research ability, which passes trough the particular
    abilities of some units of each particular race.
    Of course, there are also the disadvantages. More prone to scandals, less
    efficient research means, all of them delivering a certain blow to the race
    efficiency, which might be more noticeable according to certain objectives.
    8.1.1 - ChCh-t
    The insect type ChCh-T work like if a colony of ants or a hive of bees.
    Their numbers are large, which they attain with a good reproduction rate, to
    which end, their housing buildings are able to hold the double of the colonists
    (keep in mind that the maximum will be 4900 colonists, no matter how many
    housing buildings,however, your overpopulation morale penalty on a praire
    territory will be of only -4).
    Their system allows them to construct buildings with an additional 20% speeed,
    as well 10% faster for all units, and in addition, their units move faster
    although they are a bit weaker. Their Scout unit is also capable of stealing
    The main weakness they possess is their slower research ability, which isn't a
    too tragic penalty, and if observed properly, it's not much of an weakness
    given the ChCh-T superior numbers. Perhaps you'll not have several Univesities
    per colony, but Tech Centers are defenietely a good option to compensate this.
    8.1.2 - Cyth
    The Cyth, hated by every race, destroy their enemies with their mind powers.
    Perhaps their primary advantage lies within the little moving morale (80),which
    provides you the relief of not requiring any buildings to be working towards
    production of culture and perhaps even more importantly, it allows you to trade
    with the Skirineen with no risk. Well, there is some risk, as you are still
    prone to scandals (reduced rate), but, the morale hit will hardly last for over
    one single turn, which will let you remain in your feet with any newly aquired
    materials, or new injection of funds after selling some resources.
    This controlled morale also means that you will never have your intire
    population as usable workforce, which always means something, be your colony
    big or small, but, it'll particularly affect you on a small colony that already
    has a labor shortage.
    Their other advantages consist of, in a more generalized used, land poisoning.
    Their scouts have the ability to poison land, which results in only half of the
    Food being produced in such territory. It will hardly ever result in a large
    scale Food shortage, but, a unprepared faction may indeed suffer a considerable
    The last advantage it's the Cyth's Command Corps, who are able to execute the
    Mind Blast.
    Units vulnerable to this attack may be destroyed very easily.
    The only disadvantage they carry, aside from the permanent loss of some
    workforce, it's their little ability in diplomacy. Given their mental abilities
    ,no race has interest in forming alliances with the Cyth.
    8.1.3 - Humans
    The Humans are the "middle race", as always, being leaned more onto their
    The prime advantages of the humans in this particular field is exactly their
    way of making extra income, which is done both by the increased trade rate
    (30% more), and increased taxes value. In addition, transportation prices
    between territories is also reduced, which helps maintain the colonies more
    However, as a disadvantage on this field, Human armies are indeed more costly
    to maintain, which will make good use of every penny you are able to squish out
    of your colonists.
    Their special military ability it's the Berzerk mode. Usable only by the Marine
    soldiers, the Berzerk consists on the injection of toxins in a Marine's body,
    so that his ability in the battle field increases to a grade, however, the
    toxins are deadly, to the point that you will surely lose the unit at the end
    of the battle.
    Humans' other general disadvantage is the rate at which a Skirineen scandals
    are triggered which could result in very weakened colonies if abused.
    8.1.4 - Maug
    The half mechanized Maug are excellent researchers and good military developers
    Main advantages on the Maug are definetely their increased research rate,which
    may lead them to the top of the tech tree much faster, and the increased speed
    with which they build their military units and the also required Electronics to
    some of them, allowing for some rushful overrun techniques.
    Like if their militaristic numbers couldn't get superior more easily, and
    perhaps more well armed, their Scout particular abilities are actually to
    sabotage enemy units and to attempt to steal technology.
    They, of course, also have their own set of disadvantages, however, While the
    fact that their infantry units are weaker may be seen as something a bit
    irrelevant since the mechanical ones are sturdier and will probably form the
    backbone of any army, what it probably can't be ignored it's how it is more
    difficult to keep the morale of the Maug colonists on the positive side.
    Bad morale leads to unhappy colonists, unhappy colonists leads to chaotic
    colonies, these last ones leaving you somewhat prone to a counter assault
    should anyone get past your defenses.
    8.1.5 - Re'Lu
    The Re'Lu mental abilities allow them to see deep within your territory, and
    your mind. 
    Their primary advantages consist of having an early access to all the planet
    data. The one who controls such faction will start making its plans early, and
    know precisely where to aim for, which in addition provides room for their
    other two advantages. First, the subvert special mission of their scout unit.
    They can assault a colony by hurting its morale, which may lead to the whole
    decayance of the colony, which is obviously bad.
    Secondly, their Command Coprs possess a mind control ability. If they are
    successful in this in the field of battle, the affected unit will switch sides
    for the Re'lu faction. Forever!
    Their only weakness is the own weakness of all their military units, leaving
    them vulnerable to attacks where the numbers are prevailing, given that they
    can only control enemy units so quickly, letting the Re'lu numbers be small
    as well.
    8.1.6 - Tarth
    The Tarth behemoths are the kings of the battlefield.
    Having the most powerful units in the galaxy, the Tarth can hold their ground
    with great ease, and take their others' ground with not many more problems.
    Numbers may only be of much help against the Tarth!
    However, in counter weight, their ships are also of a terrible build, being
    sunk very easily.
    Although, offensively speaking, the Tarth have all supporting them. Capable of
    taking more Food from their farms than any other race so to feed their armies,
    which while being more powerful, can yet use their Juggernaut ability, allowing
    them to demolish buildings in the blink of an eye.
    The only true disadvantage they possess, it's the weak ability of their spies,
    due to their large size.
    8.1.7 - Uva Mosk
    The independent Uva Mosk thrive in living with the nature.
    Their advantages are several, with disadvantages that offset them little,
    provided that the controller of the faction is a bit of a cheapskate.
    Their main advantages consist of their increased natural resource gathering
    ability, to which ability it's coupled their Command Corps' own special
    ability: The Shaman Dance.
    Trough this ability, there is a certain chance that a particular square of the
    territory where the dance is being performed turns into a special resource one,
    meaning a definite boot on that particular resource gathering, should one be
    able to take advantage of that square in some way.
    Other advantages are, that all their military units benefit of an increased hit
    ratio, which helps their numbers count in that they are most likely to score a
    hit and possibly a kill, but luck also acts here, so, it can only help so much.
    Aiding their militararisic side, all infantry units of the Mosk can act as
    An additional advantage to the Uva Mosk are their milatary inferior maintenance
    costs, which is a small way to counter their singular disadvantage, being this
    one the fact that they collect less taxes from their colonists, due to their
    independent nature.
    9 - Little tips & Little tricks
    ! - Know why I always mention the required technologies on units and buildings?
        That's because they are actually required! If for example a particular unit
        requires Electronic Parts but requires a different sort of technology, you
        could purchase the Electronics to assemble the unit.
    ! - Upgrading buildings costs you only labor! You don't spend money, nor any
        resources more than the ones invested in the original building. If you are
        low on either of them, or perhaps both, take the longer path and perhaps
        that'll help your economy later.
    ! - Whenever you bulldoze a building, you recover 50% of its value. Note! Its
        value, not original investment. Translation: A University for example uses
        only basic materials, and can be upgraded to a Collective Tech Lab which
        base value includes a more substantial amount of Iron and other things like
        Electronic Parts. If you bulldoze an upgraded building you'll get 50% of
        everything he was worth, which includes Electronic Parts that you never
        even used in its construction.
    ! - But remember! When you bulldoze a building, no matter if you used Iron,
        Endurim, Steel or Triidium, you'll always return the Iron value in that.
    10 - Ending & Credits
    Ok, credits on this one go to:
    - Whoever it was that alerted me to the actual existance of a sequeal to old
      Deadlock, which immediatly triggered my search for it.
    - Accolade and Cyberlore for having worked on this little pearl.
    - GameFAQs for being the place that it is, that allowed me to actually confirm
      the existance of this game.
    - Myself, and my strange idea for hobby that it was to work on this FAQ.
    - And thanks to all of those who took their times to read all this and actually
      made some use out of this information.

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