Sid Meier's Alpha Centauri and Sid Meier's Alien Crossfire
                              A Reference Guide and FAQ by Ęther SPOON! - 176kb
                        Version 1.50 12-26-2002 - webmaster@vandaliersheart.com

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 /   Part 01:                                            Table of Contents    |
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*    01................................................ Table of Contents     *
*    02................................................ Original Factions     *
*    03.................................. Networknode.org Custom Factions     *
*    04..................................... Beginning SMAC Players Guide     *
*    05............................................. Prototypes and Units     *
*    06....................... General Strategies created by Ęther SPOON!     *
*    07....................... Alternate Strategies created by submitters     *
*    08................................. Other Frequently Asked Questions     *
*    09.................................................. Version History     *
*    10.............................................. Closing Notes/Other     *
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 /   Part 02:                                            Original Factions    |
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*  Original Sid Meier's Alpha Centauri Factions                               *
*           a....................................... Gaia's Stepdaughters     *
*           b............................................. The Human Hive     *
*           c....................................... University of Planet     *
*           d.......................................... Morgan Industries     *
*           e......................................... Spartan Federation     *
*           f....................................... The Lord's Believers     *
*           g........................................ Peacekeeping Forces     *
*  Original Sid Meier's Alien Crossfire Factions                              *
*           h............................... The Cybernetic Consciousness     *
*           i........................................... Nautilus Pirates     *
*           j............................................ The Free Drones     *
*           k............................................ The Data Angels     *
*           l......................................... The Cult of Planet     *
*           m........................................ Manifold Caretakers     *
*           n.......................................... Manifold Usurpers     *
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 > Sid Meier's Alpha Centauri                                      Section A <
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* Gaia's Stepdaughters (aka Hippy Tree-huggers)                               *
*   Leader: "Lady" Deirdre Skye                                               *
*   Background: Free Scotland, Unity Xenobiologist                            *
*   Agenda:  Green Democracy                                                  *
*   Starting Tech:  Centauri Ecology (Formers, the best single starting tech) *
*   Starting Statistics:                                                      *
*      Government Statistics                                                  *
*        +1 to Planet ("Environmental safeguards; can capture mindworms"...   *
*           they like planet a whole bunch :P)                                *
*        +2 to Efficiency ("Experience with life systems & recycling")        *
*        -1 Morale ("Pacifist tendencies"..  Hippies, considered weakness)    *
*        -1 Police ("Freedom loving"..  Hippies)                              *
*      Other Statistics                                                       *
*        +1 Nutrients in fungus squares                                       *
*        May not use "Free Market" economics                                  *
*        First mindworm you attack you control (they don't tell you that :P)  *
*   Ideal Victory: Transcendence, Conquer in some instances, Econ in others.  *
*   Strategy:                                                                 *
*        Well, as the Gaians, you do NOT want to be attacked early.  You'd be *
*      dead faster then you can say "What is that Morgan Needlejet doing?".   *
*      The trick with the Gaians is to stay alive early...  unless you are on *
*      a large landmass.  Then, you should go hunting for Mindworm pets.  You *
*      have that advantage in SMAC, but don't try that in SMAC:SMAC- Cult can *
*      kick your butt w/o flinching at it because of the +2 planet rating.    *
*      Once you get Mag Tubes and have your outstanding ease with Fungus, you *
*      actually become the driving force in Planet's economy if you fungus    *
*      everything (like I normally do).  Gaians CAN swarm with relative ease. *
*   Recommended Strategies:  Swarm, Chopper Assault, Fungal Economy           *
*   Victory Ratings:                                                          *
*      Conquest:   ***                                                        *
*      Transcend:  *******                                                    *
*      Diplomatic: ****                                                       *
*      Economic:   **                                                         *
*   Multiplayer partner- Morgan, Cult (SMACX), Caretakers (SMACX)             *
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 > Sid Meier's Alpha Centauri                                      Section B <
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* Human Hive (aka INGSOC, Thought Police (a la 1984))                         *
*   Leader: "Chairman" Sheng-Ji Yang                                          *
*   Background: Great China, Unity Executive Officer (Actually, in the story  *
*          he was a doctor on the Unity, but I digress...)                    *
*   Agenda:  Atheist Police State (Read: INGSOC, a la 1984 again)             *
*   Starting Tech:  Doctrine: Loyalty                                         *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +1 to Growth ("Rapid population growth"...  what else is there to do *
*            in this society OTHER then to have sex?)                         *
*        +1 to Industry ("Brutal serfdom"...  Read:  Labor camps, a la 1984)  *
*        -2 to Economy ("Little political freedom"..  the worst problem with  *
*            playing as Yang and single largest weakness in the game)         *
*      Other Stats                                                            *
*        Free Perimeter Defense at each base ("Underground bunkers")          *
*        May not use Democratic politics                                      *
*        Immune to negative Efficiency stats.                                 *
*   Ideal Victory:  Conquest                                                  *
*   Other:  "Einstein would turn over in his grave.                           *
*            Not only does God play dice, the dice are loaded." - Yang        *
*   Strategy:                                                                 *
*       Don't play as Yang in SMAC.  :)  Anyways, if you are going to         *
*      try this out, make sure you put as much in research as possible since  *
*      your economy stat sucks majorly.  Have a large military- it is the     *
*      GOOD thing about playing as Yang.  That, and being able to Staple...   *
*      In SMAC:SMAC, you actually have a BETTER chance of success...  but     *
*      only if you kill things and kill them fast :P                          *
*      I need someone good with Yang to give me more strategies.              *
*   Victory Ratings:                                                          *
*      Conquest:   *****                                                      *
*      Transcend:  **                                                         *
*      Diplomatic: ****                                                       *
*      Economic:   *                                                          *
*   Multiplayer Partner- Morgan or University                                 *
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 > Sid Meier's Alpha Centauri                                      Section C <
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* University of Planet (Nerds Anonymous)                                      *
*   Leader:  Dr. "Provost" Prokhor Zakharov                                   *
*   Background:  Russian Commonwealth, Unity Science Officer and Ship's Drunk *
*   Agenda:  Research, free flow of information (they like research)          *
*   Tech: Information Networks (Network Nodes, another good starting tech     *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +2 Research ("Brilliant research", this is Zak's greatest strength)  *
*        -2 Probe ("Academic networks vulnerable to infiltration"...  now,    *
*              this is somewhat of a worry in normal Alpha Centauri, but a    *
*              huge worry in Alien Crossfire against the datajacks...)        *
*      Other Statistics                                                       *
*        Free Network Node at every base (by far the best starting building   *
*              in the game- if you play Zak, get the Virtual World to give    *
*              yourself a free Node and Theatre in every town to counteract   *
*              the extra drones)                                              *
*        One Bonus Tech at beginning of game (handy at times, easier to get   *
*              Secrets of the Human Brain this way)                           *
*        Extra Drone for every four citizens ("Lack of Ethics" my butt, they  *
*              do tests on humans :P  See Cyborgs in Alien Crossfire...)      *
*        May not use Fundamentalist Politics (and if you did, I'd need to     *
*              shoot you :P)                                                  *
*        High populations will only produce drones (something they don't tell *
*              you about, but it always happens with Zak)                     *
*   Ideal Victory: Transcendence                                              *
*   Other: "The first living thing to go through the device was a small white *
*           rat.  I still have him infact.  As you can see, the damage was    *
*           as great as they say."- Zakharov, See how they run.               *
*   Strategies:                                                               *
*           Pray you aren't near the believers?  :P  Actually, Zak is the     *
*          easiest to play as long as you AREN'T by the Believers at the      *
*          start of the game, then it is MUCH harder.  Basically, make sure   *
*          that you NEVER let anyone have your tech, and kick butt when you   *
*          get Fusion Power.  To help with this, get the "Secrets of" first.  *
*          To do this, orientate your search "path" towards them, or play     *
*          with the ability to see what you are researching (turning blind    *
*          research off).  As Zak, ALWAYS get the Virtual World...  Even if   *
*          you must commit atrocities to get it, GET IT!!!                    *
*   Victory Ratings:                                                          *
*      Conquest:   ****                                                       *
*      Transcend:  *******                                                    *
*      Diplomatic: ***                                                        *
*      Economic:   **                                                         *
*   Multiplayer Partner- Morgan, Spartans, Hive, Believers                    *
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 > Sid Meier's Alpha Centauri                                      Section D <
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* Microsoft...  er...  Morgan Industries (who did you think this was meant    *
*     for?  Heck, two of the Secret Projects (one of them is the Network      *
*     Backbone) uses Microsoft slogans, such as "Where do you want your       *
*     node today? - Morgan Industries" and bundling.  This is obvious.)       *
*   Leader:  "CEO" Bill Gates..  er..  Steve Ballmer.. er... Nwabudike Morgan *
*     Background:  Microsoft Monopoly, Namibian Diamond Tycoon, Unity         *
*        Franchise Holder (also stowaway on the Unity according to the story) *
*     Agenda:  Free Market Economics, Pro-Industry                            *
*     Tech:  Industrial Base (not overly useful, but it works...)             *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +1 Economy ("Industrial Conglomerate"/Monopoly, the best part on     *
*              being a Morganite is definitely this.)                         *
*        -1 Support ("Followers have expensive tastes"- Who cares?)           *
*      Other Statistics                                                       *
*        Commerce (Treaties, Pacts, and Loans are leaned more in your favor)  *
*        Begin with 100 extra energy credits (Not useful whatsoever)          *
*        Need a Hab Complex to go above 4 population ("Creature comforts at   *
*           a premium"...  the weakness of Morgan lies in his population.)    *
*        May not use Planned Economics (like anyone ever does...)             *
*        Target of all loan requests (I swear this is an attribute....)       *
*        Must constantly use Needlejets to attack enemy formers (every AI in  *
*           any game where I play against Morgan and he gets Needlejets he    *
*           does this...  I swear, it's a requirement :P)                     *
*   Ideal Victory: Economic Victory (I HATE that one!)                        *
*   Other:  "Where do you want your node today?..  Morgan."                   *
*      Morgan and Morgan companies produce the best quotes in the game :)     *
*   Strategies:                                                               *
*      I hate Morgan :P  Actually, the biggest problem with Morgan is his Hab *
*     Facilities...  so make up for it by having tons of bases everywhere.    *
*     To do this on normal, you should direct your research towards obtaining *
*     Doctrine: Flexibility and Doctrine: Initiative (Explore 2 and Explore 4 *
*     , respectively)...  Yes, this is a rather odd strategy, so hear me out. *
*     Once you get this, make as many sea colony pods as you can and          *
*     establish many sea bases...  all of which are at 4 population.  See why *
*     now?  Note that this is something you should be wary on doing against   *
*     the Pirates of SMAC:SMAC.  Anyways, this is a good intro strategy.      *
*   Victory Ratings:                                                          *
*      Conquest:   *                                                          *
*      Transcend:  *****                                                      *
*      Diplomatic: **                                                         *
*      Economic:   *******                                                    *
*   Multiplayer Partners- Lal, Spartans, Drones (SMACX)                       *
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 > Sid Meier's Alpha Centauri                                      Section E <
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* Spartan Federation (aka Utah Militiamen/women)                              *
*   Leader: "Colonel" Corazon Santiago (First of two "American" leaders)      *
*   Background:  Survivalist (Read:  Leader of the Militia), Unity Security   *
*      Chief (but, in the story she was another stowaway and caused the Unity *
*      to physically be broken apart and killed Lal's wife...)                *
*   Agenda:  Right To Keep And Bear Arms (yes, that's how it is written down) *
*   Starting Tech:  Doctrine: Mobility (nice if you have large landmasses)    *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +2 Morale ("Well-armed survivalist movement"- not someone you want   *
*            meet in the back alley at night...  the #1 feature of Sparta)    *
*        +1 Police ("Highly disciplined followers"...  handy for the miliary) *
*        -1 Industry ("Extravagant weapons are costly"- weakness of Sparta)   *
*      Other Statistics                                                       *
*        Prototypes = normal priced (VERY nice on higher difficulty levels)   *
*        May not use Wealth value in Social Engineering (slight weakness)     *
*        Coolest battle music of any faction :)                               *
*   Ideal Victory: Conquest                                                   *
*   Strategies:                                                               *
*        Kill.  :)  Seriously, enjoy the battle music and use your extra      *
*       mobility to your advantage.  Sure, the Believers have an advantage    *
*       over you, but Spartans can actually live past 2400 if need be :P      *
*   Victory Ratings:                                                          *
*      Conquest:   *******                                                    *
*      Transcend:  ***                                                        *
*      Diplomatic: ***                                                        *
*      Economic:   ***                                                        *
*   Multiplayer Partners- University, Cyborgs (SMACX), Usurpers (SMACX)       *
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 > Sid Meier's Alpha Centauri                                      Section F <
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* The Lord's Believers (Bible Thumpers at Large)                              *
*   Leader:  "Sister" Miriam Godwinson (tee hee hee...  it's Sister even if   *
*      you are male :P)                                                       *
*   Background:  Christian States of America (gee, CSA...  I wonder where     *
*      that acronym came from...), Unity Psych Chaplain (the only position on *
*      the Unity that exists after landfall...  see Drone Riots)              *
*   Agenda:  Life of Religious Worship (What a surprise!)                     *
*   Starting Tech:  Social Psych (the WORST starting tech in SMAC...)         *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +1 Probe ("Devout believers difficult to brainwash"...  obviously    *
*            not that hard to brainwash....)                                  *
*        +2 Support ("Citizens eager to defend faith"...  the primary         *
*            advantage the Bible Thumpers have in the game)                   *
*        -2 Research ("Suspicious of secular science"...  more on that later) *
*        -1 Planet ("Believe Planet is their promised land"- makes no sense)  *
*      Other Statistics                                                       *
*        +25% Bonus when attacking enemies ("from strength of convictions"... *
*            you want to talk about advantages...)                            *
*        Accumulates NO research points until MY 2110 (it's bad enough that   *
*            most people combine their innate -50% to research with ANOTHER   *
*            -50% from the Fundamentalism that Thumpers tend to use, but you  *
*            also can't research until 2110?!?  ugh.)                         *
*        May not use Knowledge value in Social Engineering (at least they     *
*            can do Cybernetic Society, but then again...)                    *
*        Inability to win a game that goes beyond 2400.  (I swear, it is      *
*            impossible to win past this date with them...  unless you have   *
*            Zak as a teammate in a multiplayer game...)                      *
*   Ideal Victory:  VERY early conquest                                       *
*   Strategies:                                                               *
*      Get Zak to submit to you.  This is key to ANY hope on a Believer       *
*     campaign that lasts longer then 2300.  Otherwise just kill everyone.    *
*   Victory Ratings:                                                          *
*      Conquest:   ********                                                   *
*      Transcend:  *                                                          *
*      Diplomatic: **                                                         *
*      Economic:   **                                                         *
*   Multiplayer Partners:  University, Cyborgs (SMACX), Pirates               *
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 > Sid Meier's Alpha Centauri                                      Section G <
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* Peacekeeping Forces (The United Nations on Chiron...  joy.)                 *
*   Leader:  "Peacekeeper" Commissioner Pravin Lal (no country of origin      *
*     according to the story, but it looks like he is from an Arab state)     *
*   Background:  United Nations Space Authority, Unity Ship's Surgeon (in the *
*     story he is second in command of the Unity as well)                     *
*   Agenda:  Humanitarian Ideals, Democracy (just like the United Nations)    *
*   Starting Tech:  Biogenetics (Useless except for the fact that he is in    *
*     line to get The Secrets of the Human Brain first unless Zak gets lucky) *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        -1 Efficiency ("UN Style Bureaucracy"- later on this isn't an issue) *
*      Other Statistics                                                       *
*        Extra Talent for every 4 people ("Attracts intellectual elite")      *
*        May exceed Hab Complex requirements by 2. (VERY handy...)            *
*        Receives DOUBLE votes in elections for Governor and Fearless...      *
*            er...  Supreme Leader (Only useful if anyone is using the UN)    *
*        May not use Police State Politics (Gee, I wonder why....)            *
*   Ideal Victory: Diplomatic Victory, Conquest Victory (ironic, no?)         *
*   Other:  "I loved my chosen.  How then to face the day she left me?        *
*            So I took from her body a single cell- perhaps to love her       *
*            again." - Lal (the only somewhat good quote I found on him)      *
*   Strategies:                                                               *
*      Get as large of a population on an easily defended area as soon as     *
*     possible, make peace with everyone, and become Council Leader...  then  *
*     get Supreme Leader ASAP.  Simple as that.                               *
*      NOTE:  This is the only faction I've pulled a 400+% on in SMAC.        *
*   Victory Ratings:                                                          *
*      Conquest:   *******                                                    *
*      Transcend:  *****                                                      *
*      Diplomatic: ********                                                   *
*      Economic:   ***                                                        *
*   Multiplayer Partners:  Caretakers (SMACX), Usurpers (SMACX), Morgan       *
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 > Sid Meier's Alien Crossfire                                     Section H <
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* The Cybernetic Consciousness (Cyborgs rock, and she looks like fun :P)      *
*   Leader:  "Prime Function" Aki Zeta-5 (aka Root of a Unix Shell...  if you *
*      know Unix, you know what I mean.  Anyways, according to the story, she *
*      is a Talent who was killed during an assault that was revived into the *
*      "Consciousness", a program created by our friend Zak after planetfall) *
*   Background:  Subroutine Specialist under Unity Science Officer Zakharov   *
*      (nothing mentioned in the story about this part....)                   *
*   Agenda:  Rational Objectivity (in English, Mental Order)                  *
*   Starting Techs: Information Networks, Applied Physics (huge advantage-    *
*      cyborgs start out with 2 techs, one of which gives you lasers)         *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +2 Research: ("Human research abilities enhanced by algorithmic      *
*            control"- same start as Zakarov's...)                            *
*        +2 Efficiency ("Cybernetic biologicals extremely efficient"- see!  I *
*            told you they weren't running Windows!  :)  This is the same as  *
*            Gaia's starting ability...  my two favorite SMAC factions :P)    *
*        -1 Growth ("Humans 'possessed by an algorithm' find reproduction     *
*            awkward"- the Manual just says uncomfortable with sex....  this  *
*            is the Cyborg's ONLY weakness....  and even that isn't large.    *
*      Other Statistics                                                       *
*        Impunity to Cybernetic penalty ("Cybernetic social choice is         *
*            'rational' and not dissented by citizens"- no weakness to Cyborg *
*            society, but not that useful due to the SP that is identical     *
*        Can steal technology when capturing a base (not useful since you     *
*            should have what they have already)                              *
*        May not make Fundamentalist choice in social engineering (see Zak)   *
*   Ideal Victory:  Transcendence                                             *
*   Victory Ratings:                                                          *
*      Conquest:   ****                                                       *
*      Transcend:  *******                                                    *
*      Diplomatic: ***                                                        *
*      Economic:   ****                                                       *
*   Multiplayer Partners:  Drones                                             *
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 > Sid Meier's Alien Crossfire                                     Section I <
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* Nautilus Pirates (aka the best faction in the game many times)              *
*   Leader:  "Captain" Ulrik Svensgaard (it's Norwegian)                      *
*   Background:  Unity Astrogator (never heard of him in that position, but   *
*      but I know he HAD to branch off of the Spartans....)                   *
*   Agenda:  Pillage and burn (I like this guy!)                              *
*   Starting Techs:  Doctrine: Mobility, Doctrine: Flexibility                *
*   Starting Statistics                                                       *
*      Government Statistics (all negative...)                                *
*        -1 Efficiency ("Individualistic mentality opposed to central         *
*             organization"..  this is the biggest problem with the Pirates)  *
*        -1 Growth ("Culture does not play high emphasis on family"...  but   *
*             this is NOT an issue, as you'll have more bases then you can    *
*             handle easily...  that's the problem (see efficiency)           *
*      Other Statistics (all positive...)                                     *
*        Free Naval Yard in every base (once you get the tech to do this that *
*             is (Doctrine: Initiative).  Kinda like Sparta this way.         *
*        Can build enhancements in trench squares when discovery of Advanced  *
*             Ecological Engineering occurs. (Second best feature of Pirates) *
*        Sea colony pod & sea former prototypes free (cool)                   *
*        Bonus mineral from ocean shelf squares (awesome)                     *
*        All sea units have Marine Detachment (once you get the tech that is  *
*             (Adaptive Doctrine)...  helpful)                                *
*        YOU START OFF IN THE WATER (they actually never tell you that, but   *
*             this is the best part about the Pirates...  if you are in an    *
*             area with 70% or more water, you must be stupid to lose.  You   *
*             Have the entire sea all for yourself (which is the reason why   *
*             efficiency is the problem...  too many bases), and you can      *
*             build on trenches...  what more do you need?  Invasion isn't    *
*             likely, and you can easily invade land.  You can steal their    *
*             boats as a THIRD ability on a ship, and you don't need a land   *
*             base.  What more could you ask for!!!  They suck majorly when   *
*             you have a planet with low amounts of water though....          *
*   Ideal Victory:  Conquest, Diplomatic (!), Economic (!!!)                  *
*   Victory Ratings:                                                          *
*      Conquest:   *******                                                    *
*      Transcend:  ***                                                        *
*      Diplomatic: ******                                                     *
*      Economic:   ******                                                     *
*   Multiplayer Partners:  Almost anyone.                                     *
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 > Sid Meier's Alien Crossfire                                     Section J <
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* The Free (and stupid) Drones                                                *
*   Leader:  "Foreman" Domai (Notice that there is only one name here?  Domai *
*       is actually considered a Drone...  the only Drone leader, but         *
*       according to the story he was a Talent that had an accident and lost  *
*       part of his brain, but he can think better then most Drones anyways.) *
*   Agenda:  Emancipation of the prolatariat (working class- communistic)     *
*   Starting Tech:  Industrial Base (same as Morgan)                          *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +2 Industry ("Excellent craftsman and skilled workers"- one of two   *
*            GOOD things about the Drones...)                                 *
*        -2 Research ("Emphasis on productivity instead of 'blue-sky'         *
*            research"...  this is bad, but at least they can make up for it) *
*      Other Statistics                                                       *
*        One less drone in every base (handy!)                                *
*        Revolting bases join Drones (the other nice thing...  happens 75% of *
*            the time when the Drones are in the game and a base riots for    *
*            then one turn)                                                   *
*        May not use Green economics (makes NO sense...)                      *
*   Ideal Victory:  Conquest or Diplomatic (!)                                *
*   Victory Ratings:                                                          *
*      Conquest:   *****                                                      *
*      Transcend:  ***                                                        *
*      Diplomatic: ******                                                     *
*      Economic:   ****                                                       *
*   Multiplayer Partners:  University, Cyborgs, Caretakers, Usurpers          *
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 > Sid Meier's Alien Crossfire                                     Section K <
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* The Cult of the Dead Cow...  er...  Data Angels (1337 h4x0rz)               *
*   Leader:  "Datajack" Sinder Roze (Free Mitnick?)                           *
*   Background:  MorganNet QA Manager (hey!  I'm QA...  wait a second, she is *
*       a Quality Assurance engineer for Morgan/Microsoft... Microsoft QA are *
*       considered to be the biggest pirates in the world... hmm....), Unity  *
*       Information Services Helpdesk (tech support...  figures.  Anyways,    *
*       according to the story, she was part of a huge probe team of Morgan's *
*       when she voted for independence and won..  she is a hacker indeed :P) *
*   Agenda:  Free Flow of Information (oddly enough, same as Zak's Agenda)    *
*   Starting Techs:  Information Networks, Planetary Networks (Probe Team)    *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +2 Probe ("Highly motivated computer specialists" (Read: Hackers)..) *
*        -1 Police ("Decentralized, difficult to control"- just like hackers  *
*      Other Statistics                                                       *
*        Gain well known (3 factions) tech (infiltration only- useless to me) *
*        -25% cost to probe team actions (that's -75% now... and you can      *
*             actually bump it up to 100%...  she's good with probe teams :P) *
*        Free Covert Ops Center in every base (tech needed (Pre-Sentient      *
*             Alogorithms), and more Probe team goodness!  :P)                *
*         UPDATE!:  Seems that when you get +4 to Probe, you get dropped to 0 *
*           instead.  So, make sure you run Knowledge after you get Pre       *
*           Sentient Alogorithms.                                             *
*        May not make Power choice in social engineering (drat.)              *
*   Ideal Victory:  Economic or Transcendence (kinda hard though...)          *
*   Victory Ratings:                                                          *
*      Conquest:   ****                                                       *
*      Transcend:  ******                                                     *
*      Diplomatic: ****                                                       *
*      Economic:   *****                                                      *
*   Multiplayer Partners:  As strange as it sounds...  Believers.             *
*   Other Info:  As said above, this faction is bugged because of the high    *
*     Probe issue.                                                            *
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 > Sid Meier's Alien Crossfire                                     Section L <
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* The Cult of Planet (and you thought Gaia was radical?!?  aka Nutcases)      *
*   Leader: "Prophet" Cha Dawn (REALLY strange kid...  yes, kid- he is 6.)    *
*   Background:  Born of uncertain parentage (in the story, it was a talent   *
*       woman and a fungus....  don't ask how it happened), found abandoned   *
*       in the fungus by Ecological Malcontents (yes, he was in the fungus..) *
*       from Deidre's faction, who then split off into the cult to go more    *
*       radical.  According to the story, his mom was an upper talent of      *
*       Gaian society, and the Cultists have a good relationship with         *
*       Drones (!) and Gaians.  I mean, this kid is MESSED UP!                *
*   Agenda:  Return Planet to its pristine state (after he becomes leader)    *
*   Tech:  Centauri Ecology, Social Psych (awesome start)                     *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +2 Planet ("Devoted to promoting native growth"..  this is higher    *
*             then Gaia even!)                                                *
*        -1 Industry ("Reluctant to pollute environment".  Whoop-de doo.)     *
*        -1 Economy ("Disinterested in wealth and its trappings"- weakness 1) *
*      Other Statistics                                                       *
*        Free Brood Pit in every city (when you get the tech Centauri         *
*             Genetics- this is one of the best parts about the Cult)         *
*        Mind Worms do double police duty (not bad...  defending mind worms)  *
*        May not make Wealth choice in Social Engineering (weakness #2)       *
*        Start with a Mind Worm (this ROCKS for a start- not mentioned)       *
*        Players named "Ęther SPOON!" typically assault everything with       *
*             Locusts while using the Cult (Brood Pit + high planet = mayhem) *
*   Ideal Victory:  Conquest (early OR late, not middle), Economic (!)        *
*   Victory Ratings:                                                          *
*      Conquest:   *******                                                    *
*      Transcend:  *****                                                      *
*      Diplomatic: ****                                                       *
*      Economic:   ******                                                     *
*   Multiplayer Partners:  Gaia, Morgan                                       *
*******************************************************************************
 > Sid Meier's Alien Crossfire                                     Section M <
*******************************************************************************
* Manifold Caretakers (Alien version of Green Peace)                          *
*   Leader:  Caretaker/"Guardian" Lular H'minee                               *
*   Background:  According to the story, H'minee is a part of the "Caretaker" *
*        side of the Alien Civil war- they want to make sure that planet does *
*        NOT reach transcendence- Tau Ceti was another Manifold/Planet that   *
*        did this and it was an atrocity to that planet and surrounding       *
*        planetary systems.  She (yes, SHE) is the exact OPPOSITE of Marr.    *
*   Agenda:  Prevent Transcendence (simple enough...)                         *
*   Starting Techs:  Progenitor Psych, Centauri Ecology, Field Modulation,    *
*        Information Networks, Biogenetics (5 starting techs....  whoa...)    *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +1 to Planet ("Understand workings of Planet, the Sixth Manifold")   *
*      Other Statistics                                                       *
*        +25% Defensive Bonus ("Can sense and manipulate 'Resonance' fields") *
*         Alien Advantages and Disadvantages                                  *
*             Free Recycling Tanks at every base (yay!)                       *
*             One additional Colony Pod at planetfall.                        *
*             One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) *
*             "Energy Grid" based economy (more buildings at base = more $$$) *
*             Possesses a physical scan of planet (yay!)                      *
*             Directing research (YAY YAY YAY!)                               *
*             Cannot be involved with UN/Council (BOO!)                       *
*             Must research Social Psych to communicate with humans (boo!)    *
*             Wasting of human bases on invasion (population down to one)     *
*             Alien Victory possible (a few bases with a transmitter = win)   *
*             Constantly at war with other aliens                             *
*             Cannot ally with humans who ally with aliens                    *
*             Cannot speak with aliens AT ALL (bah!)                          *
*        Cannot Transcend (BOO!)                                              *
*   Ideal Victory:  Alien Victory                                             *
*   Victory Ratings:                                                          *
*      Conquest:   *****                                                      *
*      Transcend:  Impossible                                                 *
*      Diplomatic: Impossible                                                 *
*      Economic:   ???                                                        *
*      AVictory:   ******                                                     *
*   Multiplayer Partners: Peacekeepers                                        *
*******************************************************************************
 > Sid Meier's Alien Crossfire                                     Section N <
*******************************************************************************
* Manifold Usurpers (every time I see them I think "Beetleborgs".. dunno why) *
*   Leader:  Usurper/"Conqueror" Judaa Marr                                   *
*   Background:  According to the story, Marr  is a part of the "Usurper"     *
*        side of the Alien Civil war- they want to make sure that planet      *
*        reaches transcendence- with them on the planet at the time  He (yes, *
*        HE) is the exact OPPOSITE of H'minee.                                *
*   Agenda:  Subvert Planet for galactic domination (Transcendence)           *
*   Tech: Progenitor Psych, Centauri Ecology, Field Modulation, Applied       *
*        Physics, Biogenetics (opposite of Caretakers)                        *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +1 Growth ("Abuse Planet's resources for their own gain"- meanies!)  *
*        +1 Morale ("Warlike culture"...  similar to Believers)               *
*        -1 Planet ("Planet senses Usurper's dark intent"...  ditto the last) *
*      Other Statistics                                                       *
*        +25% Offensive Bonus ("Can sense and manipulate 'Resonance' fields") *
*         Alien Advantages and Disadvantages                                  *
*             Free Recycling Tanks at every base (yay!)                       *
*             One additional Colony Pod at planetfall.                        *
*             One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) *
*             "Energy Grid" based economy (more buildings at base = more $$$) *
*             Possesses a physical scan of planet (yay!)                      *
*             Directing research (YAY YAY YAY!)                               *
*             Cannot be involved with UN/Council (BOO!)                       *
*             Must research Social Psych to communicate with humans (boo!)    *
*             Wasting of human bases on invasion (population down to one)     *
*             Alien Victory possible (a few bases with a transmitter = win)   *
*             Constantly at war with other aliens                             *
*             Cannot ally with humans who ally with aliens                    *
*             Cannot speak with aliens AT ALL (bah!)                          *
*   Ideal Victory:  Alien Victory, Transcendence, Conquest                    *
*   Victory Ratings:                                                          *
*      Conquest:   *****                                                      *
*      Transcend:  *****                                                      *
*      Diplomatic: Impossible                                                 *
*      Economic:   ???                                                        *
*      AVictory:   ****                                                       *
*   Multiplayer Partners:  Peacekeepers, Pirates, Cult                        *
*******************************************************************************

  *****************************************************************************
 /   Part 03:                              Networknode.org Custom Factions    |
*******************************************************************************
*   NOTE:  All of these custom factions listed are from the faction packs at  *
*    http://www.networknode.org.  If you wish for me to update my FAQ with a  *
*    faction pack of your own, please read Part 10 for infomation on          *
*    contacting me.                                                           *
*    Zeta Set - Progenitor Civil War Factions                                 *
*           a.......................................... Terran Federation     *
*           b................................................. Aggressors     *
*           c................................................. Dominators     *
*           d.................................................. Predators     *
*           e................................................. Developers     *
*           f................................................. Preservers     *
*           g................................................ Researchers     *
*    Iota Set - WaterWorld Factions                                           *
*           h..................................... Bringers of the Deluge     *
*           i........................................... Full Fathom Five     *
*           j......................................... Legion of Aquarius     *
*           k......................... Oceans Extraterritorial Commission     *
*           l........................................ The Hydra Institute     *
*           m............................................ The Multimakers     *
*           n............................................ The Triton Sect     *
*    Lambda Set - Second Mission Factions                                     *
*           o.......................................... The Briach Estate     *
*           p................................................... CerraGen     *
*           q............................................. Delgusia, Inc.     *
*           r................................................. Jorgenstad     *
*           s................................................... Obrioshi     *
*           t.................................. The Rensallir Corporation     *
*           u................................................. Serabollio     *
*                                                                             *
*  Custom Faction notes:                                                      *
*   Zeta Set:                                                                 *
*    After trying all three of the 'bundled' faction packs on                 *
*     networknode.org, I can honestly tell you that this one is my least      *
*     favorite.  Why?  Not as much depth to it...  the other two actually had *
*     more of a storyline to it, whereas in PCW only one faction (Terran Fed) *
*     has anything of a storyline in it.  The Progenitors all are copies!     *
*   Iota Set:                                                                 *
*    A nice faction pack with story.  Use the map that was included with the  *
*     faction though...  or a 70-90% water random map.  Either work.          *
*   Lambda Set:                                                               *
*    This has got to be one of the most balanced faction packs                *
*     I have ever seen.  I even have a somewhat more challanging time when    *
*     playing as any of these factions!  On top of it, it has a neat story to *
*     it, as well as a fan fiction on networknode.org (albiet a bit short) on *
*     Second Mission...  and I love storyline!  :)                            *
*                                                                             *
*******************************************************************************
 > Zeta Set - Progenitor Civil War Factions                        Section A <
*******************************************************************************
*  Terran Federation ("The Human survivors..." From the Starship Andromeda?)  *
*    Leader:  Admiral Meithhan West (He DOES remind me of Kevin Sorbo!)       *
*      Background:  "Old Earth Fanatic, Unity Security Officer" (he came from *
*          Sparta...  wow, I feel bad for Chiron already.)                    *
*    Agenda:  "Re-build Earth's power and glory at any cost." (In English:    *
*       Live through the Progenitors.)                                        *
*    Tech:  Doctrine: Mobility (not too bad....  same as Sparta)              *
*    Starting Statistics (wow, time to give my fingers a workout....)         *
*       Government Statistics                                                 *
*         -1 Economy ("Trade regulated by government" - Ngh.)                 *
*         +2 Industry ("Capitalist Industrial Model"...  but they just said   *
*              that the economy was regulated by the government...  me thinks *
*              the creator doesn't know what capitalism is...)                *
*         +2 Research ("Warfare boosts research" - They need it.)             *
*         +2 Support ("Trained troops require low support" - Huh?)            *
*         +3 Morale ("Highly trained military troops" - We have Santiago on   *
*                 line one, she says that she wants you to train her troops)  *
*         +2 Police ("Followers approve military police" - We have Yang on    *
*                 line two, he says you are too strict...)                    *
*         -3 Planet ("No concern for Planet's ecology" - Make sense.)         *
*       Other Statistics                                                      *
*         Fanatic Military Units:  +25% Attack (WHOA!  Morale AND this?!)     *
*         Free Starting Unit - Unity Rover (k.)                               *
*    Ideal Victory:  Economic, Transcend, Conquest                            *
*    Victory Ratings:  (NOTE:  All ratings are dependent on the set it is in) *
*      Conquest:   Testing in Progress                                        *
*      Transcend:  Testing in Progress                                        *
*      Diplomatic: Impossible.                                                *
*      Economic:   Testing in Progress                                        *
*    Other Notes:                                                             *
*      Yes, you read that right.  Diplomatic victory is impossible since you  *
*     can never be elected to be the planetary governor in that set.  Why?    *
*     "Council Deadlocked" since you are the only choice for governor.        *
*     Because of that stupid bug, in my opinion, this set is flawed.          *
*     Also, even if you could set yourself as PG, it wouldn't matter..  as to *
*     win that way you need to have all Progenitors erradicated.  Think.      *
*      NOTE:  It isn't the set's fault, it is SMAC:SMAC.                      *
*******************************************************************************
 > Zeta Set - Progenitor Civil War Factions                        Section B <
*******************************************************************************
*  Aggressors ("Usurper survivors..." - Think Cha Dawn + Marr  Just don't     *
*         picture the child of them (as that is sick).)                       *
*    Leader:  Hugos Korr ("Usurper General"...  Judaa Marr was better).       *
*    Agenda:  "To destroy all opposition." (Straight and to the point!)       *
*    Tech:  Doctrine: Mobility (AGAIN?!  Didn't the Terrans get this too?)    *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +1 Growth ("Soldiers are expendable" - Huh?)                        *
*         +1 Morale ("Battle Glory" - Okay...  that at least makes sense...)  *
*         +1 Planet ("Nature is the greatest camoflauge" - Barely makes sense)*
*         +1 Support ("Flexible supply lines" - Huh?)                         *
*       Other Statistics                                                      *
*         Cannot use Free Market Economic choice (What the HELL?!!)           *
*    Ideal Victory:  Economic, Transcend, Conquest                            *
*    Victory Ratings:                                                         *
*      Conquest:   Testing in Progress                                        *
*      Transcend:  Testing in Progress                                        *
*      Diplomatic: Impossible                                                 *
*      Economic:   Testing in Progress                                        *
*      AVictory:   Testing in Progress                                        *
*    Other Notes:                                                             *
*      Haven't finished them yet.  Also, the AI uses Fundy/Power/TControl.    *
*******************************************************************************
 > Zeta Set - Progenitor Civil War Factions                        Section C <
*******************************************************************************
*  Dominators ("Usurper survivors..." - Think Yang + Marr.  Ewww...)          *
*    Leader:  Unther Gorr (Wow, a name I can spell right the first time!)     *
*    Agenda:  "Domination of Planet" (Again, straight and to the point)       *
*    Tech:  Doctrine: Air Power (WHAT THE HELL!!  D:AP STARTING?  WTH?)       *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +2 Police ("ilitaristic Citizens" - Makes sense)                    *
*         +1 Support ("Flexible supply lines" - Again, Huh?)                  *
*       Other Statistics                                                      *
*         Cannot use Green Economic Choice (What the HELL?!!)                 *
*    Ideal Victory:  Economic, Transcend, Conquest                            *
*    Victory Ratings:                                                         *
*      Conquest:   Testing in Progress                                        *
*      Transcend:  Testing in Progress                                        *
*      Diplomatic: Impossible                                                 *
*      Economic:   Testing in Progress                                        *
*      AVictory:   Testing in Progress                                        *
*    Other Notes:                                                             *
*      Haven't finished them yet.  Also, the AI uses PState/Power/TControl.   *
*******************************************************************************
 > Zeta Set - Progenitor Civil War Factions                        Section D <
*******************************************************************************
*  Predators ("Usurper Survivors..."  Think Domai + Marr - Freedom)           *
*    Leader:  Gerus Torr (What IS it with these people and similar last names)*
*    Agenda:  To be the Supreme Predator on Planet (Where are the Aliens?)    *
*    Tech:  Doctrine: Flexibility (Mmmkay....)                                *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +2 Industry ("Industrious citizens" - and that has to do with being *
*             a predator how?)                                                *
*         +1 Support ("Flexible support lines" - Author: Creativity lacking)  *
*       Other Statistics                                                      *
*         Cannot use Wealth social choice (Now this one makes sense....)      *
*    Ideal Victory:  Economic, Transcend, Conquest                            *
*    Victory Ratings:                                                         *
*      Conquest:   Testing in Progress                                        *
*      Transcend:  Testing in Progress                                        *
*      Diplomatic: Impossible                                                 *
*      Economic:   Testing in Progress                                        *
*      AVictory:   Testing in Progress                                        *
*    Other Notes:                                                             *
*      Haven't finished them yet.  Also, the AI uses Police State (stupidly)  *
*       as well as Planned (stupidly), Wealth (stupidly), and Eudiamonia.     *
*******************************************************************************
 > Zeta Set - Progenitor Civil War Factions                        Section E <
*******************************************************************************
*  Developers ("Caretaker Survivors..." - Think Morgan + Hi'mnee)             *
*    Leader:  Lelu H'Kinne (Stockbroker for the Caretakers...  WTH?)          *
*    Agenda:  To develop the Manifold (but isn't that opposite of the CTs?)   *
*    Tech:  Industrial Automation (Not half bad!)                             *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +1 Industry ("Solid Industrial Base" - Mmmkay....)                  *
*         +1 Economy ("Economical Citizens" - Mmmkay....)                     *
*       Other Statistics                                                      *
*         Cannot use Power social choice (Now this one makes sense....)       *
*         Starts with 500 energy credits (the more I think about it, the more *
*           this sounds like a powergaming faction set...  I hate that.)      *
*         Free Energy Bank in every base (Nice.)                              *
*         +25% Defensive Combat (Just like Caretakers)                        *
*    Ideal Victory:  Economic, Conquest, Alien                                *
*    Victory Ratings:                                                         *
*      Conquest:   Testing in Progress                                        *
*      Transcend:  Testing in Progress - Can they even Transcend at all?      *
*      Diplomatic: Impossible                                                 *
*      Economic:   Testing in Progress                                        *
*      AVictory:   Testing in Progress                                        *
*    Other Notes:                                                             *
*      Haven't finished them yet.                                             *
*******************************************************************************
 > Zeta Set - Progenitor Civil War Factions                        Section F <
*******************************************************************************
*  Preservers ("Caretaker Survivors..." - Think Hi'mnee + ... um..  Hi'mnee)  *
*    Leader:  Jela H'Dimme (Deidre of the Caretakers...  aka, Hi'mnee)        *
*    Agenda:  To preserve the Manifold (and the difference with CT is...)     *
*    Tech:  Centauri Ecology (Not half bad!)                                  *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +2 Efficiency ("Waste weakens the Manifold" - Okay.)                *
*         +1 Planet ("Ecologically Minded" - Mmmkay....)                      *
*         +1 Growth ("Attuned to Natural Rythms" (sic) - Unbalanced Faction)  *
*       Other Statistics                                                      *
*         Half Terraform costs.                                               *
*         Free Recycling Tanks in every base (Nice.)                          *
*         +25% Defensive Combat (Just like Caretakers)                        *
*    Ideal Victory:  Economic, Conquest, Alien                                *
*    Victory Ratings:                                                         *
*      Conquest:   Testing in Progress                                        *
*      Transcend:  Testing in Progress - Can they even Transcend at all?      *
*      Diplomatic: Impossible                                                 *
*      Economic:   Testing in Progress                                        *
*      AVictory:   Testing in Progress                                        *
*    Other Notes:                                                             *
*      Haven't finished them yet.  AI will always use Dem/Green/Know/Cyborg.  *
*******************************************************************************
 > Zeta Set - Progenitor Civil War Factions                        Section G <
*******************************************************************************
*  Researchers ("Caretaker Survivors..." - Think Zakarov + Hi'mnee)           *
*    Leader:  Kala H'Simme (No creativity whatsoever it seems...)             *
*    Agenda:  To preserve the Manifold (I think it is meant to say "research" *
*       instead of "preserve"....)                                            *
*    Tech:  Infomation Networks (Not too bad)                                 *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +1 Efficiency ("Well researched methods" - Okay.                    *
*         +2 Research ("Brilliant Educators" - Mmm..pie...)                   *
*       Other Statistics                                                      *
*         +1 Energy in Fungus ("Research pays off" - Makes zero sense)        *
*         Free Research Hospital in every base (Nice.)                        *
*         +25% Defensive Combat (Just like Caretakers)                        *
*    Ideal Victory:  Economic, Conquest, Alien                                *
*    Victory Ratings:                                                         *
*      Conquest:   Testing in Progress                                        *
*      Transcend:  Testing in Progress - Can they even Transcend at all?      *
*      Diplomatic: Impossible                                                 *
*      Economic:   Testing in Progress                                        *
*      AVictory:   Testing in Progress                                        *
*    Other Notes:                                                             *
*      Haven't finished them yet.  AI will always use knowledge and cyborg.   *
*******************************************************************************
*******************************************************************************
 > Iota Set - WaterWorld Factions                                  Section H <
*******************************************************************************
* Bringers of the Deluge (AKA Ye gods I thought MORGAN was bad at Planet!)    *
*   Leader: "Mr." Thomas Brattman (Dunno, I keep thinking Sean Connory saying *
*            "Brannon!" every time I see his name.  Dunno why.                *
*   Agenda:  Power at all costs (In other words, he wants to lead Planet)     *
*   Tech:  Doctrine: Initiative (Whoa...  the mid tech in the beginning)      *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        -5 Planet ("Openly antagonistic towards planet"..  I'd say!)         *
*        +1 Industry ("Seeking Power at all Costs" Niiice bonus.)             *
*        +1 Economy ("Seeking Power at all Costs" Again, Niice bonus.)        *
*        +1 Morale ("Believe war to be unavoidable" Makes no sense to me...)  *
*      Other Statistics                                                       *
*        +25% to Attack ("Fanatics" - I'd say just psycho)                    *
*        Starts in the water.                                                 *
*   Ideal Victory:  Conquest, Economic (!)                                    *
*   Victory Ratings:                                                          *
*      Conquest:   ******                                                     *
*      Transcend:  ****                                                       *
*      Diplomatic: **                                                         *
*      Economic:   ******                                                     *
*******************************************************************************
 > Iota Set - WaterWorld Factions                                  Section I <
*******************************************************************************
* Full Fathom Five (Mermen)                                                   *
*   Leader: "Seafather" Ka'Rin                                                *
*   Agenda:  Sub-sea State                                                    *
*   Tech:  Doctrine: Flexibility                                              *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        -1 Support ("Cannot breathe out of water." - Bah.)                   *
*        -1 Industry ("Difficult to have heavy industry underwater")          *
*        -1 Economy ("Different needs and desires than others.")              *
*      Other Statistics                                                       *
*        Free Perimeter Defense at every base (Underwater Bases).             *
*        Starts in the water.                                                 *
*        Immunity to Efficiency (What is this, their ONLY good advantage?)    *
*        Cannot use a Cybernetic Society                                      *
*        Free Sealurk and Isle of the Deep at start.                          *
*   Ideal Victory:  Hell if I know...  can they even win?!!                   *
*   Victory Ratings:                                                          *
*      Conquest:   ***                                                        *
*      Transcend:  **                                                         *
*      Diplomatic: ****                                                       *
*      Economic:   *                                                          *
*******************************************************************************
 > Iota Set - WaterWorld Factions                                  Section J <
*******************************************************************************
* Legion of Aquarius (Peace loving researchers?  I have no nickname for them) *
*   Leader: "Star Daughter" Danya Hytchinsdottir (yes, it is spelled right)   *
*   Agenda:  Peace and Enlightment (Looneyversity and UN?)                    *
*   Tech:  Social Psych                                                       *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +1 Growth ("Open Society"...  in other words, they have sex a lot.)  *
*        -2 Morale ("Dislikes War")                                           *
*        -1 Efficiency ("Syphoned by strong social programs")                 *
*        +1 Research ("Open-minded Research")                                 *
*      Other Statistics                                                       *
*        +25% to ALL Psi ("Exploration of the Mind" - I'm sure a lot of males *
*            reading this right now and looking at her would say "She can     *
*            explore my mind.." or something.  Bah, humans.  Pssh.)           *
*   Ideal Victory:  Transcendence.                                            *
*   Victory Ratings:                                                          *
*      Conquest:   ***                                                        *
*      Transcend:  *****                                                      *
*      Diplomatic: ****                                                       *
*      Economic:   **                                                         *
*******************************************************************************
 > Iota Set - WaterWorld Factions                                  Section K <
*******************************************************************************
* Oceans Extraterritorial Commission (OEC - Why do I think the Federation?)   *
*   Leader: "Commission Director" Alan Thompson                               *
*   Agenda:  Political Leadership on the Planet's Oceans (Think UN at sea)    *
*   Tech:  Doctrine: Flexibility                                              *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        -1 Efficiency ("Bureaucracy" - Think UN again)                       *
*        -1 Police ("Pacifists" - What the UN should have had)                *
*      Other Statistics                                                       *
*        +1 to Commerse Income (Everyone trades with the Federation!)         *
*        Free Pressure Dome at every base.                                    *
*        Free Subsea Trunkline (With Planetary Economics) in every base (in   *
*            more apt words...  HOLY #$!@%@#%!)                               *
*        Free Deep Pressure Hull (With Nanometallurgy) (you have subs.  Lots) *
*        Enhancements may be built in ocean and trench squares (When you      *
*            discover Advanced Ecological Engineering - Think Pirates)        *
*        Bonus mineral from ocean shelf squares.                              *
*        Starts in the water.                                                 *
*   Ideal Victory: Economic.                                                  *
*   Victory Ratings:                                                          *
*      Conquest:   ****                                                       *
*      Transcend:  ***                                                        *
*      Diplomatic: ***                                                        *
*      Economic:   ******                                                     *
*******************************************************************************
 > Iota Set - WaterWorld Factions                                  Section L <
*******************************************************************************
* The Hydra Institute (Mermaids)                                              *
*   Leader: "Hydra" Aquafina del Manta (...  That's Mrs. Mermaid to you!)     *
*   Agenda:  Have the hydra rule the high seas (Think Pirates)                *
*   Tech:  Doctrine: Mobility, Doctrine: Flexibility (high in tech!)          *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        -1 Efficiency ("Individualistic mentality opposed to central         *
*            organization")                                                   *
*        -1 Growth (Culture does not place high emphasis on family - Pirates) *
*        +1 Industry ("Great at ship building")                               *
*      Other Statistics                                                       *
*        Free Naval Yard (With Doctrine: Initiative) at every base. (Pirates) *
*        Enhancements may be built in ocean and trench squares (When you      *
*            discover Advanced Ecological Engineering - Think Pirates)        *
*        Marine Detatchment ability free (With Adaptive Doctrine - Arr Matey) *
*        Repair Bay ability free (With appropriate tech - Niice...)           *
*        Free Recycling Tanks at all bases.  (Almost useless due to water)    *
*        Free Transport Foil and Sea Former at start.                         *
*        Immune to negative energy stats (huh?)                               *
*        Starts in the water.                                                 *
*   Ideal Victory: Conquest, Transcendence.                                   *
*   Victory Ratings:                                                          *
*      Conquest:   *****                                                      *
*      Transcend:  ****                                                       *
*      Diplomatic: **                                                         *
*      Economic:   **                                                         *
*******************************************************************************
 > Iota Set - WaterWorld Factions                                  Section M <
*******************************************************************************
* The Multimakers (Gaia of Water I guess...  only FAR worse)                  *
*   Leader: "Admiral" Odyssena de Marineo (Wow, that is actually a good name) *
*   Agenda:  Protect the Oceans of Planet (Algae hugger?)                     *
*   Tech:  Doctrine: Mobility, Doctrine Flexibility (high in tech!)           *
*   Starting Statistics                                                       *
*      Government Statistics - Now, I don't normally comment, but...  WHY?!!  *
*        -1 Economy ("Little interest in trade" - Feh.)                       *
*        -1 Efficiency ("Great distances over the sea" - double Feh.)         *
*        -1 Growth ("Lack of space and nutrients" - triple Feh.)              *
*        +1 Planet ("Protection of the Oceans"-Is this their ONLY advantage?) *
*      Other Statistics                                                       *
*        Enhancements may be built in ocean and trench squares (When you      *
*            discover Advanced Ecological Engineering - Think Pirates)        *
*        Marine Detatchment ability free (With Adaptive Doctrine - Arr Matey) *
*        Bonus mineral from ocean shelf squares.                              *
*        Starts in the water.                                                 *
*   Ideal Victory: Ugh.  Too much.                                            *
*   Victory Ratings:                                                          *
*      Conquest:   ***                                                        *
*      Transcend:  ****                                                       *
*      Diplomatic: **                                                         *
*      Economic:   *                                                          *
*******************************************************************************
 > Iota Set - WaterWorld Factions                                  Section N <
*******************************************************************************
* The Triton Institute/Sect ("Cult of the Sea" - isn't that a kind of tuna?)  *
*   Leader: "High Priest" Alexander Ceristen (say THAT 5 times fast!)         *
*   Agenda:  To Protect the Seas (Even though this is the "Believer"/"Hive")  *
*   Tech:  Doctrine: Flexibility                                              *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +1 Police ("Strict Police Force" - A la Yang.)                       *
*        +1 Support ("Fanatical Army" - A la Miriam)                          *
*        -2 Research ("Little interest in Technology" - A la Miriam...)       *
*      Other Statistics                                                       *
*        Free Pressure Dome in all bases (yay...)                             *
*        Cannot choose the "Knowledge" social value (CRAP!)                   *
*   Ideal Victory: Conquest, Diplomatic.                                      *
*   Victory Ratings:                                                          *
*      Conquest:   ******                                                     *
*      Transcend:  *                                                          *
*      Diplomatic: ****                                                       *
*      Economic:   **                                                         *
*                                                                             *
*******************************************************************************
*******************************************************************************
 > Lambda Set - Second Mission Factions                            Section O <
*******************************************************************************
* The Briach Estate ("The Wealthy" In other words, the hoity toity)           *
*   Leader: "Lord" Wilson Briach (Not as good as "BRATTMAN", but still good)  *
*   Agenda:  A Private and Wealthy Society (But if everyone is rich...)       *
*   Tech:  Applied Physics (How the HELL does that equate to high society??)  *
*   Starting Statistics                                                       *
*      Government Statistics                                                  *
*        +2 Morale ("Highly Trained Specialists" - Yes, this is their only    *
*            government advantage.  A nice one at that.)                      *
*      Other Statistics                                                       *
*        Starts with 400 energy credits (Niice..)                             *
*        Cannot use FUNDAMENTALIST politics (Oh darn.)                        *
*        Free colony pod at the start of the game (you know, this is good..)  *
*   Ideal Victory: Conquest, Diplomatic                                       *
*   Victory Ratings:                                                          *
*      Conquest:   ******                                                     *
*      Transcend:  ***                                                        *
*      Diplomatic: *****                                                      *
*      Economic:   ****                                                       *
*   Other Notes:  This has got to be the strongest faction in Second Mission  *
*     Update!  (12/22/2002):  After playing the rest of them, I'm revising    *
*        that rather false statement.  If this was against any other faction  *
*        series, they would be the best.  However, all of these guys are      *
*        really good, and the AI plays them well.  My favorite set!           *
*******************************************************************************
 > Lambda Set - Second Mission Factions                            Section P <
*******************************************************************************
*  CerraGen ("The Bio-Engineer" - does that mean it can't spell GATACA?  I    *
*      mean, everyone knows that Engineers can't spell, right?)               *
*    Leader:  "Director" Tim Corbal (You can call me...  Tim....)             *
*    Agenda:  To better the human race through genetic alteration (Genejack?) *
*    Tech:  Biogenetics (cool, half way to secrets of human mind)             *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +2 Growth ("Genetically enhanced Reproduction" - YIPES!  Very high) *
*         +1 Research ("Science aids genetics" - Ye gods, I'm in love...)     *
*         -1 Economy ("Other factions find the CerraGen suspicious" - Crap.)  *
*       Other Statistics                                                      *
*         Free BIOLOGY LAB at every base (AWESOME!)                           *
*         Cannot use EUDAIMONIC future society choice (Crap.)                 *
*         Free ability - Nerve Gas Pods (**** - see below)                    *
*         Free ability - Soporific Gas Pods (**** - see below)                *
*   Ideal Victory:  Conquest, Diplomatic, Transcend                           *
*   Victory Ratings:                                                          *
*      Conquest:   *****                                                      *
*      Transcend:  *****                                                      *
*      Diplomatic: ******                                                     *
*      Economic:   ***                                                        *
*   Other Notes:  Well, first off the free abilities are bugged in            *
*      Alpha Centauri/Alien Crossfire, as when I played I did not get those.. *
*      instead, I got something better - Police unit.  VERY handy.  Secondly, *
*      If you are wondering about the abnormally high scores, it is because   *
*      of the +2 Growth.  CerraGen got me my highest SMAC score (not counting *
*      Future techs) on the first try.                                        *
*******************************************************************************
 > Lambda Set - Second Mission Factions                            Section Q <
*******************************************************************************
*  Delgusia, Inc. ("Military Industrialists" - AKA, Weapons Dealers.)         *
*    Leader:  Maria Falcao do Ferro (Looks like an admiral in the portrait)   *
*    Agenda:  Arms Sales and Manufacture (heh.  Weapons Dealers.)             *
*    Tech:  Industrial Base (Bah.)                              )             *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +1 Support ("Corporate Mentality" - Huh?!)                          *
*         +2 Industry ("Chief Business" - Makes sense.  Not bad...)           *
*         -3 Planet ("Profit before ecology" - Ah crap...  That sucks.        *
*       Other Statistics                                                      *
*         Fungus Bonuses ("Quick to exploit natural resources" - Weird.)      *
*         Cannot use EUDAIMONIC future society choice (Crap.)                 *
*         75% Hurry Cost ("Extremely Efficient" - NICE!)                      *
*         Drone every 4 citizens ("Unethical sales of weapons" - TripleCrap)  *
*   Ideal Victory:  Um... Economic?  Being crappy isn't a victory condition.. *
*   Victory Ratings:                                                          *
*      Conquest:   **                                                         *
*      Transcend:  ***                                                        *
*      Diplomatic: ***                                                        *
*      Economic:   ****                                                       *
*   Other Notes:  These guys suck.  Badly.  Can't see why you would play them.*
*      Well..  they wouldn't suck for normal SMAC, but they suck in 2nd Miss. *
*******************************************************************************
 > Lambda Set - Second Mission Factions                            Section R <
*******************************************************************************
*  Jorgenstad ("The Techie" - Um...  isn't CerraGen better?)                  *
*    Leader:  "President" Hans Schmidt ("It's HANZEL UNT GRETZEL!" - okay.)   *
*    Agenda:  Technology and Electronics (Run!  They are EE MAJORS!)          *
*    Tech:  Nonlinear Mathematics (Whoa..  high level tech...)                *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +1 Industry ("Automated Factories" - Interesting...)                *
*         +1 Research ("Technology Company" - Duh.  I'd hope so...)           *
*         -1 Police ("Citizens refuse to take orders" - Whopdee Do...)        *
*       Other Statistics                                                      *
*         Free SUBSPACE GENERATOR at every base (WHAT THE HECK is the point?) *
*         Cannot use POLICE STATE politics (...  no comment.)                 *
*         Free ability - Cloaking device (SWEET!  This is by far the best one)*
*   Ideal Victory:  Conquest, Transcend                                       *
*   Victory Ratings:                                                          *
*      Conquest:   ******                                                     *
*      Transcend:  *****                                                      *
*      Diplomatic: ***                                                        *
*      Economic:   ***                                                        *
*   Other Notes:  Wow...  now that I know it works, neat...  I'd say this is  *
*      one of the better factions to play in multiplayer, since more stealth  *
*      is needed against a human.  However, for single player, stick with     *
*      CerraGen for the tech.                                                 *
*******************************************************************************
 > Lambda Set - Second Mission Factions                            Section S <
*******************************************************************************
*  Obrioshi ("The Energy Techs" - Who can say no to the happyface?  :) )      *
*    Leader:  Akioshi Yakishi (The COOLEST portrait in the game!)             *
*    Agenda:  Ecological Harnessing of Energy Sources (What..  the..  hell..) *
*    Tech:  None (yes, you read that right...  no starting tech at all.)      *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +2 Efficiency ("Efficiency means success" - why can't I work for    *
*             this corporation?  I mean, they got it right....)               *
*         +1 Research ("Study encouraged" - Rock on!)                         *
*         -1 Growth ("Ecologically aware" - Their worst part.  Not too bad.)  *
*       Other Statistics                                                      *
*         Free Energy bank at every base (AWESOME!)                           *
*         Cannot use POWER social value. (Who actually uses it?)              *
*         Starts with 75 energy (Every little bit helps)                      *
*         HURRY costs increased set to 133% (bleh.)                           *
*         Penalty: Probe ("Open Management System")                           *
*   Ideal Victory:  Conquest, Economic, Transcend                             *
*   Victory Ratings:                                                          *
*      Conquest:   *****                                                      *
*      Transcend:  *****                                                      *
*      Diplomatic: ***                                                        *
*      Economic:   ******                                                     *
*   Other Notes:  It appears that Akioshi is the exact opposite of Tim...     *
*      Now that I've played more, yes, exact opposite.  I prefer CerraGen.    *
*******************************************************************************
 > Lambda Set - Second Mission Factions                            Section T <
*******************************************************************************
*  The Rensallir Corporation ("The Aeronaut" - Does this mean that I might    *
*      finally have a swarming FACTION?!!  YAY YAY YAY!)                      *
*    Leader:  "President" Jacques Cousteau.. er..  Alato. (Reminds me of him) *
*    Agenda:  To get a better faction portrait!  :P                           *
*    Tech:  Ethical Calculus (Oxymoron, but start with a Democracy!  YAY)     *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +1 Industry ("Industrial structure carefully planned" - Psh.)       *
*       Other Statistics                                                      *
*         Free Recycling Tank at every base (This does not exist)             *
*         Cannot use POLICE STATE politics (who does?)                        *
*         Free Vehicle ("Aeronautics Corporation"?- See the advantage below)  *
*       Hidden Statistics                                                     *
*         Free starting unit - Unity Chopper (Slightly bugged, see below.)    *
*         Free Aeronautics Complex at every base (...  See below.)            *
*   Ideal Victory:  Conquest, Transcend.                                      *
*   Victory Ratings:                                                          *
*      Conquest:   *****                                                      *
*      Transcend:  *****                                                      *
*      Diplomatic: ***                                                        *
*      Economic:   ***                                                        *
*   Other Notes:  Buggy faction.  Now that I have had a chance to play them,  *
*      I can honestly say that this is the first faction where I'd rather be  *
*      playing them just so someone else DOESN'T.  Do you realize how hard it *
*      is to swarm against someone who has Aerospace Complexes in every base, *
*      ON TOP OF the AAA Trance garrison?  Ye gods, I think I even saw a 50   *
*      defensive power rating at one point!                                   *
*    On the bugs:  The Free Vehicle is a Unity Chopper, which in of itself is *
*      bugged.  If you have "search for a starting city" on, the chopper will *
*      take fuel damage at the start of the first turn.  Not a big bug        *
*      (especially with the Aerospace Complex in the starting city), but one  *
*      nonetheless.  Also, the Aerospace Complex...  this is also a bug.      *
*      In all of the rest of SMAC, when they start with a building that is    *
*      something other then an early game tech, you get the improvement after *
*      the tech, right?  Not in this case.  He actually has the improvement   *
*      without the tech.  Kinda unfair in my opinion, but still kinda a minor *
*      point.  Finally, a reminder:  You can't update the Unity Chopper.      *
*******************************************************************************
 > Lambda Set - Second Mission Factions                            Section U <
*******************************************************************************
*  Serabollio ("The Chic" and the chick as she is the only female fac leader) *
*    Leader:  "Director" Gina Serabollio (Pompus little...  *ahem*)           *
*    Agenda:  Expression of art and fashion (Not starving artists?)           *
*    Tech:  Centauri Ecology (How the heck is that art or fashion!?!)         *
*    Starting Statistics                                                      *
*       Government Statistics                                                 *
*         +1 Economy ("Sale of art and fashinos generates high income")       *
*         -2 Morale ("Trained for creation, not destruction" - what the heck) *
*       Other Statistics                                                      *
*         Free Paradise gardens in every base (+2 talents... at start...)     *
*         +1 Talent every 2 population (HOLY #%%$!  Automatic Golden Age!)    *
*         May not use FUNDAMENTALIST politics in Social Engineering (but      *
*             artists CAN be fundimentalist...  ah well)                      *
*   Ideal Victory:  Diplomatic, Economic, Transcend, Conquest                 *
*   Victory Ratings:                                                          *
*      Conquest:   *****                                                      *
*      Transcend:  ******                                                     *
*      Diplomatic: ******                                                     *
*      Economic:   ******                                                     *
*   Other Notes:  Yes, you read that rating scale correctly.  This is the     *
*      best faction in all of this addon pack.  Hands down.  Easiest.         *
*      "But what about CerraGen?"  Well, I said easiest, not the faction with *
*      the highest SMAC score.  Let me tell you something.  When you don't    *
*      need a single improvement to handle drones in a transcend game, the    *
*      game just got easier.  Also, notice the +1 Economy with only -2 Morale?*
*      No planet harm, no research harm, no support harm, no restriction on   *
*      Democracy, and no efficiency harm...  meaning that this easily knocks  *
*      Morgan out of the water for money.  I usually run her Demo/Green/Wealth*
*      JUST for the +1 to industry..  heck, sometimes I run Demo/Planned!     *
*      Also, if you get the Cloning Vats, say hello to max pop size.  Quickly.*
*      Due to the huge number of talents, you'll never have drone riots.      *
*      Finally, if you noticed that I added the +1 Talent for every 2 pop,    *
*      and you are wondering where it came from, it was an observation.  No   *
*      way would +2 talents cause a base of 9 to have all talents in it...  so*
*      I'm thinking the game glitched and it is really +1 per 2 pop...        *
*******************************************************************************


  *****************************************************************************
 /   Part 04:                                 Beginning SMAC Players Guide    |
*******************************************************************************
* Welcome to Sid Meier's Alpha Centauri!  This is a turn based strategy game  *
* from the mind of Sid Meier and Brian Reynolds- creators of Civilization,    *
* Civ 2, Masters of Orion, Masters of Orion 2...  you get the idea.  They     *
* rock in my opinion on turn based strategy games, and almost all compeditors *
* try to emulate these guys.  Anyways, I'll be using the Sid Meier's Alien    *
* Crossfire interface when dealing with how to play the game and such, but it *
* is virtually identical to the Alpha Centauri interface.  Alien Crossfire is *
* the expansion for Alpha Centauri, and is one of the rarer games for the PC  *
* now that it is no longer sold.  You can still find it in the rare shop      *
* online, or if you want to run Linux.  From what I hear, the UK sells it.    *
*                                                                             *
* When you first start up SMAC, you are shown an intro movie display          *
* explaining some of the plot behind SMAC.  Yes, you Civilization veterans    *
* heard right - this TBS actually has plot, and quite a bit of it too!  In    *
* fact, there are a lot of fan made stories along with the standard SMAC      *
* plotline (which was expanded in the expansion).  Anyways, your options...   *
*                                                                             *
*  Start Game                                                                 *
*     Yes, this is how you start a game.  :P  This opens the "Start Game"     *
*    menu.                                                                    *
*  Quick Start                                                                *
*     Loads the exact same settings as the last game.  If you loaded a map    *
*    last, this would ask you to load a map also.                             *
*  Scenerio                                                                   *
*     These are custom made scenerios created using the SMAC scenerio editor. *
*    Wasn't too popular.  Opens Scenerio menu.                                *
*  Load Game                                                                  *
*     Opens the saved game list so you can open a game.                       *
*  Multiplayer                                                                *
*     This allows you to start or join a multiplayer game.  The online        *
*    services (AlphaHQ) are down now, but you can still play a game through   *
*    TCP/IP or hotseat (SMACX only)                                           *
*  View Credits                                                               *
*     Duh.                                                                    *
*  Exit Game                                                                  *
*     Please don't go.  The drones need you.  They look up to you.            *
*    (Exits the game.  Duh.)                                                  *
*                                                                             *
* Anyways...  for my little tutorial-like thingy, lets choose Start Game.     *
* Now you are given more options.                                             *
*                                                                             *
*  Make Random Map                                                            *
*     Creates a random map the size that you wish to have.  It will randomly  *
*    choose the water layout, fungus, clouds, and stuff like that.            *
*  Customize Random Map                                                       *
*     Identical to "Make Random Map", only it asks you more questions on      *
*    things like land density, fungus cover, clouds, and erosion patterns.    *
*    Actually, mostly technical stuff.  I'm not getting in to this yet.       *
*  The Map of Planet                                                          *
*     The scenerio the plot follows uses The Map of Planet or Huge Map of     *
*    Planet.  One is smaller then the other, go figure.                       *
*  Huge Map of Planet                                                         *
*     Ditto.                                                                  *
*  Load Map File                                                              *
*     Loads a precreated map created using the scenerio/map editor.           *
*                                                                             *
* For this, I'm going to use the Huge Map of Planet.  Now, you are given a    *
* list of difficulty levels.  Starting with the easiest (Citizen) to the      *
* hardest (Transcend).  On the highest difficulty levels, the AI actually     *
* cheats, so watch out.  :)  I personally play on Transcend constantly, but   *
* since this is a tutorial-like thingamabobber, lets choose Citizen.          *
*                                                                             *
* Now a rules page is loaded.  You have a choice of playing with Standard     *
* rules, the rules you last used, or customized rules.  Since this is a       *
* tutorial, lets choose standard rules.  However, if a Civilization veteran   *
* wants to play something like what he/she/it is used to, choose Customize    *
* Rules and uncheck "Blind Research".  Most people play without BR.           *
*                                                                             *
* Now you should be in the faction display menu.  This shows all of the       *
* factions that you can play with.  In Alien Crossfire, this menu looks       *
* NOTHING like it does in Alpha Centauri.  However, for the tutorial, I'm     *
* using an Alpha Centauri world.  So, if you are using Alien Crossfire, click *
* to the left most "set" of pictures.  You are given an option between        *
* Deidre, Yang, Zak, Morgan, Santiago, Godwinson, and Lal.  If you are using  *
* the Alien Crossfire expansion, the "Info" button allows you to see what     *
* they do and such.  Good button, should have been in the first SMAC.  :P     *
* Anyways, in my FAQ all of this info is listed, so even if you are playing   *
* Alpha Centauri, you can just look it up.  See the section called            *
* "Sid Meier's Alpha Centauri Factions." Anyways, for this tutorial I'm       *
* going to use Zakarov (University of Planet).  For new players, I recommend  *
* playing the University (if you are research hungry), Sparta (if you are war *
* hungry), or Gaia - those three are the easiest for new players to play.     *
* The story line, however, mainly follows if you are playing as Gaia.         *
* Indeed, when I first started playing, I lost many a game from playing as    *
* Gaia.  :)  For this tutorial, let us choose the University of Planet.       *
* Anyways, Zak is the "White Unit" faction (no, it isn't racist, it is the    *
* way it is).  You can change his name and stuff, but I tend to leave it      *
* alone.  Click on "Okay" to continue.  Now you get your Planetfall message.  *
* YAY!  Lets go!                                                              *
*                                                                             *
*                              Welcome to Chiron                              *
* First thing you see is a pod landing on to the land and a box saying "Enter *
* a name for your first base."  By default for the University it is           *
* "University Base".  Click on OK.                                            *
* Now, you'll notice tutorial messages as long as you picked either of the    *
* first two difficulties.  These are your friends.  Go through the entire     *
* tour, as I'm not going to explain all of that to you.  :P  It gives you a   *
* basic interface explanation, and points to things - something I can't do in *
* this little txt file.  :)                                                   *
*                                                                             *
* Now, you'll notice a couple of things.  First off is something in the       *
* middle of the screen that says "University Base".  This is your first base, *
* congratulations!  Underneath that should be something that says             *
* "Gov: Colony Pod" (or something like that).  This is what is happening      *
* right now.  The Governor of your city (AI) is having the city build a       *
* colony pod.  Click (left click once) on the base.  Now take the next        *
* tour.  :)  This introduces you to the governor.  If you have played Civ 2,  *
* you know that the governor took basic actions when there was a riot from    *
* unhappy citizens.  In SMAC, the governor does FAR more then that.  He can   *
* even run the base for you...  but I don't like that personally.  I make     *
* sure the governor is turned off as I prefer controlling ALL of my bases.    *
* All your base are belong to me.  Now to explain a few things it didn't      *
* explain.  This is the base screen.  The governor options are at the top     *
* (and were explained already).  On the left column of the base display is... *
*                                                                             *
* Nutrients on the top - this is how much food is stockpiled.  When the box   *
* completely fills, a new worker, talent, or drone is created in the base     *
* (more on that later).  Where it says "Growth: 20 turns" is how long it      *
* would take to fill the box at the current speed.  This is the same as it    *
* was in Civilization if you have played it, and nothing has really changed   *
* when it comes to this for the beginning SMAC game.                          *
* Beneath that it should say "Commerse".  It only says this if you are        *
* playing a non-alien faction (don't worry, if you are in this tutorial of    *
* mine, you aren't playing an alien faction).  This is the amount of trade    *
* you get with other bases.  This is roughly the equivilent of Caravans from  *
* Civ 1/2, only you never actually need them.  I'm actually not 100% sure how *
* this is figured, but my guess is that the energy collected by this base     *
* increases the chances that you will see commerse from treaty or pact        *
* members (see alliances later).  You don't need to be connected to them at   *
* all (unlike Civilization 3).                                                *
* Below this is the MY (Mission Year), current Energy stockpile (most likely  *
* 11), and EcoDamage.  EcoDamage is the reading of how much environmental     *
* damage you are doing to Planet (not "The Planet" - SMAC refers to it as     *
* "Planet" because that is its name).  The damage is increased from           *
* population and resources produced, and decreased by planting forests in the *
* city radius or building improvements all across your nation/empire.         *
*                                                                             *
* On the right side you see a column labled "Base Facilities".  These are     *
* the improvements your base has.  The first improvement listed should be     *
* Headquarters.  This only shows up in your capital city (unless you build    *
* it elsewhere, but then the capital changes with it), and is used for        *
* figuring out corruption.  Don't worry about that yet.  As you are starting  *
* as the University, you should also see "Network Node" listed there.  This   *
* is the equivilent of Civilization's Library, but it has other effects as    *
* well..  never leave home without a node.  :)                                *
* In the upper center area of display there is a map showing the base area    *
* with little numbers on things and stuff.  Let me explain.                   *
* The White box with a black number is the size of your base.  This is the    *
* thing that increases when you get another talent/worker/drone.  This is     *
* in 10s of thousands, so your base population of "1" is actually a base      *
* 10,000 citizens strong.  YAY! or something.                                 *
* The Green/Blue/Orange number thingys are where your people are working.     *
* You can move these around, but I'll get to that in a moment.  The square    *
* that the base is built on will ALWAYS have the three sets of numbers.       *
* Other squares may have 3 numbers, two numbers, one number, or even no       *
* numbers.                                                                    *
* A green number with a green circle around it is the nutrients provided      *
* by that square.                                                             *
* A blue number surrounded by a diamond is the minerals provided by that      *
* square.                                                                     *
* A orange number surrounded by a sun-like orange thingy is the energy        *
* provided by that square.                                                    *
* You should see two sets of these - one on your base, and one somewhere      *
* else.  The one "somewhere else" is actually your current 10,000 population. *
* If you get another 10,000 people (from population growth), another one of   *
* these will be on the map.                                                   *
* Below the map are three buttons, one of them highlighted.  The one          *
* highlighted is the resource map, which is the map you are looking at now.   *
* Click the "Support" button.  This is a map of where all of the units built  *
* by this base are.  Right now, it is a small world that you see. :P  Now     *
* click the "Psych" button.  Eventually, all of your population will be       *
* listed in here and if they are talents/workers/drones/specialists.  By      *
* now, you are most likely wondering what I mean by that.  Well, let me       *
* explain.                                                                    *
* Talents (Happy people in Civ) - These are the intellectual elite.  They     *
* are (according to the story) the highest of the high.  Researchers,         *
* government workers, teachers, these people are VERY happy.  They are        *
* White.  They also increase the amount of energy you get from them if        *
* I remember right, and can cause a "Golden Age" in the city if there are     *
* more of them then the Workers.  However, if there are less talents then     *
* drones, you have a drone riot.                                              *
* Workers (Content people in Civ).  The average people.  Nothing special.     *
* If there are less workers then Talents and no drones, you have a            *
* "Golden Age".  Yellow in color.                                             *
* Drones (Unhappy people in Civ).  Drones are not good.  These are the        *
* people that were dropped as children.  They are always angry about          *
* SOMETHING, and usually treated as slaves to boot.  If there are ANY         *
* drones, a "Golden Age" will not occur.  If there are more drones then       *
* Talents, then a Drone Riot will occur - all base production and energy      *
* stops, along with some other nasty effects I'd rather not get in to.        *
* They also decrease the amount of energy given if I remember correctly.  Red *
* in color.                                                                   *
* Specialists (same name in Civ).  These count as content people, and modify  *
* the amount of Economy, Labs, or Psych from the base (more on that later),   *
* but do NOT work the land.                                                   *
* Anyways, this Psych list shows the things that modify the                   *
* Talents/Workers/Drones to be what they are.  Things that modify it include  *
* a police force, a military, base improvements like "Recreation Commons",    *
* and Secret Projects such as the "Human Genome Project".                     *
* Anyways, below that is the resource bar section.  This shows the nutrients, *
* minerals, and energy this base is getting.  How this is figured out depends *
* on which resource you are looking at.  Note that this is identical to Civ 1 *
* and 2.                                                                      *
* Nutrients are determined by the number of nutrients gained from working the *
* land (among other things) minus the amount of nutrients being used by your  *
* workers (2 nutrients per 10,000 population).  If this is negative, you are  *
* starving and have negative growth.  If this is positive, you are increasing *
* in population.  If this equals zero, your population levels are remaining   *
* the same.                                                                   *
* Minerals are determined by the number of minerals gained from working the   *
* land (among other things) minus the amount being taken up from your         *
* military being supported (depending on what your "support" rating is).  If  *
* this is positive, things in your build queue (more on that later) will be   *
* built adding that surplus to the queue every turn.  If this is negative,    *
* the build queue will start to have resources taken away.. and when the      *
* queue reaches zero, units will start to be destroyed until it is zero       *
* again.  If you have zero surplus minerals, nothing is built.  Always keep   *
* a surplus of at least 2.                                                    *
* Energy is determined by the amount of energy gained from solar stations on  *
* the land (among other things) minus the energy stolen by the corrupt        *
* politicans in the government.  No, I'm actually not joking.  Efficency      *
* (the political stat - yes, more on that later) modifies this, as does the   *
* number of bases you have and how far away they are from your headquarters.  *
*  Your headquarters, however, will ALWAYS have no corruption in the          *
* government (unlike in life).  This value is always either 0 or positive.    *
* ALWAYS.                                                                     *
* Speaking of energy, below that is your energy allocation.  This is based    *
* on the tax rates by your government mainly.  The energy you have in         *
* surplus is put in to the Energy allocation area then divided up based on    *
* your taxes.  Until you change them, your taxes are 50% economy and 50%      *
* labs.  So, as an example, if your surplus energy was 2, you would have one  *
* energy in Economy (makes you money, pays for city improvements) and another *
* in labs (researching new tech).  You would have 0 energy in Psych           *
* (increases the number of Talents in the city).  Note:  It takes 2 energy in *
* Psych to make one worker (well, 10,000 workers really) in one base become   *
* Talents.  It is the same for one drone to become a worker.  However, you    *
* don't need to worry about that.  Anyways, the Bonus column is for things    *
* like city improvements, specialists, and other stuff like that.  If you     *
* are playing the University like I said, you will notice that if you have 1  *
* energy in Labs, you have 1 in the bonus also.  That is because the Network  *
* Node gives you 50% (rounded up) more labs then you put in to it.  This is   *
* added to the total, and what you get at the end is what the city produces   *
* in Economy, Labs, and Psych.  Economy and Labs stuff carries over to your   *
* entire empire/nation.  Psych doesn't.  Remember this.                       *
*                                                                             *
* FINALLY, below all of this is the build area.  To the left is the item      *
* currently being built (chances are, Colony Pod).  This can be a unit        *
* (Colony Pod is a unit), base structure (Network Node is a base structure),  *
* or Secret Project (The Virtual World is a Secret Project).  To the right    *
* of that is the build queue.  You can set up to 8 items in the "queue" for   *
* the city to build after it finishes the current one.  This is a GoodThing©  *
*  :)  Above the queue is the queue button, and below it are the Change and   *
* Hurry buttons.  The Hurry button speeds up whatever the city is building,   *
* but it costs a LOT of money to hurry something.  Don't use this constantly. *
* Anyways, the Change button changes what is currently being built, and the   *
* queue button changes what will be built.  Lets click on the queue button    *
* now.                                                                        *
* Instead of the map display, you now see the build display.  You should see  *
* at least a Scout Patrol, a Colony Pod, and "Stockpile Energy".  A Scout     *
* patrol is a unit, as it a colony pod.  Units are ALWAYS listed first.  Then *
* you may see other units there, you may not - all depends on what            *
* technologies you have.  As an example, I also have a "Probe Team" listed.   *
* After that are the base improvements.  You may see things like Energy Bank, *
* Perimeter Defense, stuff like that...  or you may see nothing at all like I *
* do.  Again, it depends on the tech you have (kinda like in Command and      *
* Conquer where you have to have things before you get new things - just in   *
* this case it is tech before you get other things).  After that is the       *
* famous "Stockpile Energy".  This is what you use if you have nothing to     *
* build...  of course, that should never happen and I would brain you if you  *
* used it this early.  :P  You get 1 energy for every...  2 or 3 minerals     *
* you put in.  Not every efficient, but it is free money (Sorta).  Finally,   *
* after all of that, you will see secret projects.  Only one secret project   *
* of the same name can be built in the entire world...  you may not see any   *
* there, but again, depends on tech.  I see "The Virtual World" as an         *
* example.                                                                    *
*                                                                             *
* Now, to explain each thing, let me give some examples.                      *
*                                                                             *
*    Scout Patrol                                                             *
*   (Image of unit)                                                           *
*      5 turns                                                                *
*       1-1-1                                                                 *
*                                                                             *
* To explain this...  first off, the top is the label of the unit.  That is   *
* what it is called.  Duh.  :P                                                *
* The picture is what the unit actually looks like.                           *
* Below that is the number of turns (at your current resource surplus level)  *
* that it will take to finish something.  In this example, it will take 5     *
* turns.  I have a 2 resource surplus, so that means it costs a total of 10   *
* resources to build - which is VERY cheap.                                   *
* Finally, on the bottom, are the unit stats.  This is in the order           *
* Attack-Defense-Movement*reactor.  You can ignore the reactor part for now,  *
* as that won't show until you get Fusion power anyways.  In my example, the  *
* scout patrol as 1 attack (the lowest that a unit can have but still         *
* attack), 1 defense (which is no armor - kinda like walking out in to a      *
* medieval battle wearing denim), and 1 movement (meaning they can move one   *
* square per turn in most situations).                                        *
* Now, a second example of a unit.                                            *
*                                                                             *
*   Probe Team                                                                *
*  (Image here)                                                               *
*    15 turns                                                                 *
*      0-1-2                                                                  *
*                                                                             *
* The unit is called a probe team.  They look kinda cool looking.  :P  It     *
* takes 15 turns to build (at 2 resources per turn, that means he costs 30 -  *
* this is fairly low still), and is... uh-oh.  0 attack, 1 defense, 2         *
* movement.  What does that mean?  Well, anyone with a 0 attack is considered *
* to be a non-combatant... meaning they can't attack, and can't invade.       *
* However, that also means they ALWAYS have special powers.  In this case, a  *
* probe team is a spy - they can infiltrate an enemy base, buy off units,     *
* plant nuclear warheads in bases, find NinjaBurger, the works...  Another 0  *
* power unit that you most definitly have is a Colony pod - they can build    *
* bases.  Anyways, the 2 movement means they move 2 squares (unless something *
* causes it not to) per turn instead of 1.  Not too hard, right?  I know,     *
* this isn't easy...  but once you get used to it, you won't even think about *
* this at all.  Now, lets go after something bigger, shall we?                *
*                                                                             *
* The Virtual World                                                           *
*  (Square symbol)                                                            *
*    150 Turns                                                                *
* Network Nodes Help                                                          *
*       Drones                                                                *
*                                                                             *
* Yes, that is exactly what it says...  now you are confused, right?  Well,   *
* I'm here to help.  :)  The name of the Secret Project is                    *
* "The Virtual World".  By the way, this style of the little square thing is  *
* also used for base improvements - I just chose this one.  Anyways, it will  *
* take 150 turns to finish!  That is 300 minerals...  quite a lot.  Base      *
* improvements usually cost more then units do, and secret projects ALWAYS    *
* cost more then base improvements.  This is why you don't want to build      *
* SProjects constantly.  :)  Below the turns is a short summary of what it    *
* does.  You can look up base improvements and secret projects in the         *
* Datalinks (for the Civers, this is just like the Civilopedia, only FAR more *
* advanced).                                                                  *
* ANYWAYS, the buttons on the bottom are fairly obvious, lets select a Colony *
* Pod and click the "Help" button now.  This is the design workshop.  You     *
* don't need to come here the first few times you play, but eventually this   *
* is heaven.  :)  Take the tour.  However, to correct something...  the       *
* prototype thing mentioned in the tour will not show up if you are playing   *
* on the "Citizen" difficulty level anyways.  Anyways, this helps a bit in    *
* understanding the unit attack/defend stuff.  Hit cancel to go back to where *
* you were.  If you choose help on a base structure, it will open up the      *
* Datalinks with a complete explanation of the structure.  Again, hit Exit to *
* go back where you were.  Now, lets hit cancel one more time to go back to   *
* the base screen.                                                            *
* To explain the rest...  The middle area shows the base name.  The two       *
* arrows to the left and right of it will sift through your bases (when you   *
* have more then one).  Below that is the current population (showing drones, *
* workers, talents, specialists, and pants).  Alllll the way to the right of  *
* that though is the Nerve Staple button.  Don't use that.  Trust me.         *
* Below that are the units currently in your base.                            *
* All the way to the right edge are the "Forces Supported".  These are the    *
* things built by the base (or at least call this base home).  Right now,     *
* this is blank.  That is because the base was just made!  :)                 *
*                                                                             *
* Whew!  A lot on that screen, eh?  Well, I'll finish this guide more         *
* later...  my fingers hurt!  :P                                              *
*                                                                             *
*******************************************************************************

  *****************************************************************************
 /   Part 05:                                         Prototypes and Units    |
*******************************************************************************
*           a.................................... How to Build Prototypes     *
*           b..................................... Suggested Custom Units     *
*           c................ The Little Former that Could - Terraformers     *
*           d.......... Crawling through the wastes of society - Crawlers     *
*******************************************************************************
 > How to Build Prototypes                                         Section A <
*******************************************************************************
*   All right, you have your base, you can build buildings, and you can use   *
*  all of the preconstructed units you want, what more do you need, right?    *
*                                    Wrong.                                   *
*   Preconstructed units are fine in some instances, but for multiplayer play *
*  or even for single player late game play, precons suck.  Big time.  So,    *
*  here is a guide on how to build unit prototypes and some suggestions.      *
*                                                                             *
*  Step one for creating units:  Figure out what you need.  I don't know about*
* you, but when I play SMAC or SMAC:SMAC, or any of the packs, I never use    *
* artillery, do you?  If you don't, retire the existing ones and never build  *
* another artillery again!  It is just cluttering up your build queue, and if *
* for some odd reason you use governors, they will build them.  BLEH!         *
*  Step two for creating units:  Get rid of what you don't need.  Retire or   *
* make them obsolete.  As I said above, don't clutter up your build workspace.*
*  Step three for creating units:  Garrison.  ALWAYS have some garrison.  See *
* the suggested garrison further down in the section for some suggestions.    *
*  Step four for creating units:  Formers.  Again, see the suggestions        *
* section for more details.  Just keep in mind you want at least one for land *
* and at least one for sea...  sorta.                                         *
*  Step five for creating units:  Colony Pods.  See formers.                  *
*  Step six for creating units:  Resource Crawlers.  Now, this is where it    *
* gets very unusual for unit creation.  As opposed to most units, you may NOT *
* want this as cheap as possible.  In fact, the ideal crawler for a base to   *
* build is the most expensive crawler they can build... in one turn.  Towards *
* the beginning of the game, that is not possible.  However, once your cities *
* start having more then 30 resources made, new crawlers may be a good thing. *
* Also, remember that crawlers can be any chassis type except Chopper and     *
* Missile - I love Gravship Crawlers myself on island hopping maps.  If you   *
* do not use crawlers, ignore this completely.                                *
*  Step seven for creating units:  Probe.  The single rule for probeteams is  *
* that they need to do their job.  See my recommendations towards the bottom. *
* However, there is a catch to probe teams...  they never move one movement   *
* square by default - it is two usually.  I think it is a bug, but I do not   *
* know for sure.  If you do not use proves, ignore this completely.           *
*  Step eight for creating units:  Missiles.  I personally rarely use them,   *
* but they do serve a purpose.  You can only have x missile types, so don't   *
* worry!  If you do not use missiles, ignore this completely.                 *
*  Step nine for creating units:  Ground Pounders.  The best assaulting units *
* for the ground.  Make sure you have a good balance of drop and non-drop (or *
* amphibious and non-amphibious, depending on time of game).                  *
*  Step ten for creating units:  Air and Sea.  Can't give too much advice.    *
*******************************************************************************
 > Suggested Custom Units                                          Section B <
*******************************************************************************
*  SUGGESTED UNIT TYPES:                                                      *
*   Name of Unit (aaxx-bbxx-cc*d, alpha, beta)                                *
*  aa = Attack Power  |  bb = Defense Power  |  cc = movement  |  d = reactor *
*                                                                             *
*          <<Garrison>>                                                       *
*  Fission Generation:                                                        *
*   Scout Patrol (1-1-1) - Infantry [10]                                      *
*   Garrison (1-b+-1, ECM) - Infantry [30]                                    *
*   Air Garrison (1-<b+>-1, AAA, ECM) - Infantry [50]                         *
*  Fusion Generation:                                                         *
*   Sentinels (1-b+t-2*2, ECM, Trance) - Speeder [30]                         *
*   Air Sentinels (1-<bt>-2*2, AAA, Trance) - Speeder [50]                    *
*   Rush Sentinels (1^-b+-2*2, Drop, ECM) - Speeder [50]                      *
*  Quantom Generation:                                                        *
*   Patrollers (5-b+t-1*3, ECM, Trance) - Hovertank [50]                      *
*   Air Patrollers (5-<bt>-3*3, AAA, Trance) - Hovertank [80]                 *
*   Rush Patrollers (5^-b+-3*3, Drop, ECM) - Hovertank [90]                   *
*  Singularity Generation:                                                    *
*   Quick Defenders of the Faith (13-?-3*4) - Hovertank [60]                  *
*   Quick Defenders of the Shield (8-b+t-3*4, ECM, Trance) - Hovertank [60]   *
*   Defenders of the Skies (<a>-1-12*4, SAM) - Gravship [80]                  *
*   Defenders of the Shield (8-bt-3*4, Clean, Trance) - Hovertank [110]       *
*   Defenders of the Locusts (?-4-14*4, SAM, Nanocell) - Gravship [110]       *
*   Defenders of the Faith (13-?-3*4, Clean, Police) - Hovertank [120]        *
*   Defenders of the Victims (13^-?-3*4, Drop, Clean) - Hovertank [140]       *
*           <<Choppers>>                                                      *
*   Basic Fission (a-1-10) - Chopper [20-40]                                  *
*   Basic Fusion (a-1-12*2) - Chopper [30-50]                                 *
*   Complex Fusion (a-1-12*2, Gas, Wave) - Chopper [60-100]                   *
*   Clean Fusion (a-1-12*2, Clean, Wave) - Chopper [70-110]                   *
*   Basic Quantom (a-1-14*3) - Chopper [50]                                   *
*   Complex Quantom (a!-1-14*3, Blink, Wave) - Chopper [100]                  *
*   Clean Quantom (a-1-16*3, Clean, Nanocell) - Chopper [100]                 *
*   Basic Singularity (a-1-16*4) - Chopper [60]                               *
*   Complex Singularity (a!-1-16*4, Blink, Wave) - Chopper [120]              *
*   Clean Singularity (a-1-16*3, Clean, Nanocell) - Chopper [120]             *
*          <<Gravships>>                                                      *
*   Assault Deathsphere (a-1-16*4, Blink, Wave) - Gravship [120]              *
*   Psi Deathsphere (?-4-16*4, Blink, Wave) - Gravship [120]                  *
*   Locusts of Earth (?-?-16*4, Wave, Nanocell) - Gravship [240]              *
*     Explaination:                                                           *
*    Should seem fairly simple.  These are what I use for defense in my bases.*
*                                                                             *
*          <<Tank Force Step Series, Alien Crossfire only>>                   *
*  Tank Force Step 1 (aa^-1-4*3/4, Drop, Grav) - Hovertank [100/120]          *
*  Tank Force Step 2 (aa-1-4*3/4, Grav, Trained) - Hovertank [90/110]         *
*  Tank Force Step 3 (aa-1-3*3/4, Trained, Gas) - Hovertank [90/110]          *
*  Tank Force Step 4 (aa-1-3*3/4, Gas, Wave) - Hovertank [100/120]            *
*  Tank Force Step 5 (aa!-1-3*3/4, Wave, Blink) - Hovertank [100/120]         *
*     Explaination:                                                           *
*    This is my Tank Force series.  I usually have Quantum power and lasers   *
*   when I use my "Lock and Load" strategy that this is a part of.  Each step *
*   can upgrade to any other step at any time, all of them costing the same   *
*   amount of money (meaning cheap upgrade cost).  Step 1 is the initial      *
*   invasion step, as it has drop pods and antigrav struts, making the tanks  *
*   need less time to recoup then normal when invading (as in they can start  *
*   far away if they wish).  After all of the units land you upgrade them to  *
*   Step 2 through the workshop.  Assuming proper morale, this will cause the *
*   units to become Elite or close to immediately, meaning they will have a   *
*   movement of 5 - great when moving towards the enemy bases.  Upgrading to  *
*   Step 3 usually occurs when you reach the invasion area.  You slow down a  *
*   bit (4 movement instead of 5, or 3 instead of 4), still have high morale, *
*   and you knock the enemy's morale down quite a bit - good when fighting    *
*   forces that are not inside of a base.  After awhile you upgrade to Step 4 *
*   when you become Elites naturally, and then up to step 5 when the enemy    *
*   exhausted all of its good units, and then you start attacking the cities. *
*    Weapons should be upgraded when you can afford them.                     *
*    Reactor should always be (Reactor of Enemy Defense +1) or Quantom, which *
*      ever is higher.                                                        *
*    Defense should be avoided due to high costs.                             *
*                                                                             *
*   More Examples to come....                                                 *
*******************************************************************************
 > The Little Former that Could - Terraforming                     Section C <
*******************************************************************************
*                                                                             *
*   As this section is under VERY heavy construction, I'll be brief about     *
*  terraforming.  Everyone knows on Chiron that you need formers, right?      *
*  However, everyone has a different way of 'forming, so I'm going to present *
*  to you my way of terraforming.  Mmmkay?                                    *
*                                                                             *
*       CHIRON'S GREEN THUMB - THE SPOON!ED GUIDE TO TERRAFORMING             *
*     Note:  Works best when you have a positive planet rating, as this keeps *
*      ecodamage VERY low...  great for those who care, not for those who     *
*      already have 100 ecodamage in each base.                               *
*     Note:  This works from the Early stage up to Middle to Late stage.  It  *
*      also works great for those that aren't +2 or higher in Planet at the   *
*      end of the game, or for those without Alien Crossfire.                 *
*   Required Technologies.... are you ready?  Centauri Ecology.  Yep, that is *
*    right.  No fancy terraforming is even needed until you get the higher    *
*    techs, and even then it is usually not even needed except in rare        *
*    circumstances.  What is this miracle method?  Forests.                   *
*   I know what you are thinking.  "How are those 1-2-1 pieces of crap any    *
*    good?"  Hear me out.  Forests provide 1-2-1 on ANY TERRAIN.  Rolling,    *
*    Flat, sea level, 3500m above.  Always the same everywhere.  On top of    *
*    that, forests are the only land ecological improvement that not only     *
*    costs nothing in Ecodamage, but actually reduces the impact of it!  Also *
*    keep in mind that each base, as it progresses, should have the Tree Farm *
*    and Hybrid Forest ANYWAYS since it reduces the ecological impact of      *
*    minerals...  meaning you are utilizing base improvements you should have *
*    in all of your bases eventually anyways.  Lets analyze this for a second.*
*                                                                             *
*        1-2-1         2-2-2                  2-2         3-1-2       0-6-6   *
*        Forest        TFarm               Farm/Mine   Farm/SColl    Borehole *
*      Any non-rock   Any non-rock         Rain/Roll   Rain/1000m      Flat   *
*                                                                             *
*   Now, if you think about that, Farm/Mine is inferior to all forests with   *
*    tree farms right from the getgo - no reason to have that, AND it causes  *
*    ecodamage as well as requiring moist/rolling.  So, we have left Borehole *
*    and Farm/Solar Collector.   F/S is a great combonation if you are having *
*    high and wet ground...  which in many cases is very rare oddly enough.   *
*    Boreholes require no slope, and cause the most ecodamage in the game,    *
*    and can never provide any food...  again, not good.  TFarms, averaging,  *
*    perform better then F/S, and more cleanly then Boreholes.  Now...        *
*                                                                             *
*       3-2-3               4/1/5                0/6/6           4/1/8        *
*       Hybrid          Enr/SCol/Mirr           Borehole     Enr/SCol/Mirr    *
*      Any non-rock  Rain/2000m/Rolling          Flat     Roll/Rain/3km/River *
*       +1 Eco          -4 Eco, -8 Elsewhere   -8 Ecology      -4 Eco, -8 EW  *
*                                                                             *
*   Look at that...  looking at it just like that, you can see why I prefer   *
*    Forests, can't you?  Mind you, above is not including road or tube       *
*    ecodamage.  Even including, that is -1 for Forests, -10 for bores, and a *
*    -5 per E/S square and a -8 for building the Mirror.  Even the rivered    *
*    'perfect' version has a -5/-8, AND takes forever to engineer.  Forests   *
*    take two turns with a SuperFormer, and the perfect one takes FOREVER...  *
*    It isn't until endgame that you start seeing reasons not to use forests. *
*                                                                             *
*       3-2-3                                          3-4-5                  *
*      Hybrid                                          Fungus                 *
*   Any Non-rock                                      Anywhere                *
*      +1 Eco                                          0 eco                  *
*                                                                             *
*   Now THAT is a bit different.  That is with all of the SPs, and a +3 Pla.  *
*    rating.. (SMACX).  That is the only time when Fungus superseed Forests.  *
*   In conclusion, for land teraforming, choose Fungus unless you happen to   *
*    be on an area that a E/S works out better...  but don't build it up.     *
*   Also, F/S might be a good idea to lay down if you are just building up an *
*    early city while you build your tree farm.                               *
*   Sea Forming:  Oddly enough, I actually automate this.                     *
*******************************************************************************
 > Crawling through the Wastes of Society - Crawlers               Section D <
*******************************************************************************
*                                                                             *
*  Purposes of Crawlers:                                                      *
*     1) Transfer minerals from one base to another. -1 mineral per turn from *
*       the source, +1 mineral per turn for the destination.                  *
*     2) See #1, replace minerals with energy.                                *
*     3) See #1, replace minerals with food.                                  *
*     4) Harvesting squares. You move the supply crawler to a square that is  *
*       unused (noone working it in a base, noone working it with a crawler - *
*       easier done if outside of base range), move to it and hit 'o'. It     *
*       will extract Minerals, Energy, or Nutrients (your choice) from that   *
*       square as though it was in your base area - like a forest would give  *
*       1 nutrient, 2 with a tree farm, or 3 with a hybrid forest.            *
*     5) Rushing secret projects. The minerals are 1::1 when moving a supply  *
*       crawler to a base - as in for the 30 minerals you put in the crawler, *
*       that base gains 30 minerals on the secret project. REALLY handy to    *
*       finish a project in one turn later on in the game.                    *
*                                                                             *
*   To be finished at a later date....                                        *
*******************************************************************************

  *****************************************************************************
 /   Part 06:                   General Strategies created by Ęther SPOON!    |
*******************************************************************************
*  Phases:  Every good strategy game such as chess has thinkers thinking in   *
*      phases, or areas in which you have a set strategy.  Well, to give      *
*      people some ideas (as each person should have their own phase), here   *
*      is the beginning of my phase list.  This will be updated soon (maybe)  *
*  Phase 1: Initial Start.                                                    *
*  During this phase, I expand out as far as I can on my little continent. If *
*   I am alone, I take up all of the coastal areas as quick as possible,      *
*   sacrificing building improvements for colony pods.                        *
*  Building orders for new bases in Phase 1 if alone or with friendly AI:     *
*    Garrison                                                                 *
*    Former                                                                   *
*    CPod                                                                     *
*    Former                                                                   *
*    CPod                                                                     *
*    Network Node                                                             *
*    Children's Creche                                                        *
*    Recreation Commons                                                       *
*    CPod                                                                     *
*    Tree Farm                                                                *
*  If I'm not alone, I make as many cities along the border (if I'm friendly) *
*   to their lands and investigate. If I'm at war, I immediately go in to     *
*   conquer them without giving them time to bring up defense.                *
*  Building orders for new bases in Phase 1 if attacking:                     *
*    Garrison                                                                 *
*    Garrison                                                                 *
*    Attacker - 4/1/2 usually at this point, or ?/?/1 (mindworm), depending   *
*          on how much fungus is near the enemy.                              *
*    Former                                                                   *
*    CPod                                                                     *
*    Former                                                                   *
*    CPod                                                                     *
*    Network Node                                                             *
*    Creche                                                                   *
*    Tree Farm                                                                *
*  Most of my army is made of Mindworms anyways, so I train those constantly, *
*   providing the money I need. Democratic/Green/Knowledge options (unless if *
*   I'm playing a faction that has a bonus to economy or efficiency, then I go*
*   D/G/Wealth. Also, if I play a faction with more then -1 Planet, I go      *
*   Demo/Free/Wealth or Demo/Planned/Knowledge).                              *
*                                                                             *
*  Phase 2: This is my weakest phase, and occurs after I regain my continent  *
*   and start going in to secret projects. My growth has caught up to me (more*
*   forests then tree farms), but I'm still not out. None of my bases are     *
*   higher then pop 5, nor do I want them to be. By what I tend to do, when I *
*   get a hab complex built in a base (low priority), I'll be at pop 7. My    *
*   first Seabases should be online now. I NEVER attack in Phase 2, I only    *
*   defend.                                                                   *
*  Building orders for new bases in Phase 2:                                  *
*    Garrison                                                                 *
*    Garrison                                                                 *
*    Former                                                                   *
*    Former                                                                   *
*    Network Node                                                             *
*    SeaCPod                                                                  *
*    CPod                                                                     *
*    Tree Farm                                                                *
*    Creche                                                                   *
*    Recreation                                                               *
*                                                                             *
*  Phase 3 is reached when I get my first fliers. My older bases should be    *
*  building SProjects or 'Copters at this point, taking every single sea base *
*  they have. My building orders are the same as Phase2.                      *
*                                                                             *
*  Phase 4 is when I get locusts. ALL of my powerful bases are churning these *
*   babies out by now if the enemies do not have fusion, and I take over the  *
*   world. However, if they do have fusion, I just build some to take bases   *
*   only (as they are the first air unit that can take bases), and I swarm    *
*   either way. Again, same as Phase 2 building.                              *
*                                                                             *
*  Phase 5 is my next real growth period.  Starts after I destroy the first   *
*   faction (or they submit to me), and lasts (Building wise) until I get a   *
*   Cloning Vats.                                                             *
*  Building orders for new bases in Phase 5:                                  *
*    Garrison                                                                 *
*    Former                                                                   *
*    Tree Farm                                                                *
*    Network Node                                                             *
*    Sea Former                                                               *
*    Hab Complex                                                              *
*    Creche                                                                   *
*    Recreation                                                               *
*    SeaCPod or CPod, depending on the situation                              *
*    Garrison                                                                 *
*  To be finished at another time...                                          *
*                                                                             *
*  Okay, first off, you will notice in the game that strategies depend on     *
*    what time frame you are in- Early, Mid-Early, Middle, Mid-Late, and Late *
*    Game.  Let me define these locations in terms of this FAQ first.         *
*                                                                             *
*  Early Game:  Before Doctrine: Airpower (Explore 5) or Doctrine: Initiative *
*        (Explore 4) if you are playing a game that involves the Pirates.     *
*      Social Group Advantages:  Believers, Spartans, Planet Cult (MAJOR)     *
*      Social Group Disadvantages:  Morganites.                               *
*  Early to Mid Game (the shortest group): Doctrine: Airpower (Explore 5) or  *
*        Doctrine: Initiative (Explore 4) to Fusion Power (Explore 6).        *
*      Social Group Advantages:  Spartans (still), Manifold Usurpers, Data    *
*          Angels, Nautilus Pirates (big time...), Peacekeepers (barely...)   *
*      Social Group Disadvantages:  Manifold Caretakers, Cyborgs.             *
*  Mid Game:  Fusion Power (Explore 6) to NanoMiniaturization (Build 8).      *
*        Actually, more appropriate would be the first drop hovertank built.  *
*      Social Group Advantages:  University, Cyborgs, Pirates (still), Cult   *
*          (MAJOR advantage), Gaians, Morganites, Caretakers, Data Angels.    *
*      Social Group Disadvantages: Believers, Drones                          *
*  Mid to Late Game:  NanoMiniaturization (Build 8) to either Quantum Power   *
*        (Discover 11) or Singularity Mechanics (Discover 12).  Yes, you can  *
*        get Singularity Engines before Quantum Engines...                    *
*      Social Group Advantages:  Hive (?), Spartans (!), Morganites, Usurpers *
*          , University, Cyborgs (MAJOR advantage).                           *
*      Social Group Disadvantages:  Believers, Drones (again), Peacekeepers   *
*  Late Game:  Quantum Power (Discover 11) or Singularity Mechanics (Discover *
*         12) to Transcendent Thought Infinity (Discover 16)                  *
*      Social Group Advantages:  University, Gaians, Cyborgs, Cult, Usurpers, *
*          Caretakers (!), Peacekeepers (!!), Pirates, and Morganites.        *
*      Social Group Disadvantages:  Believers (aren't they dead yet?), Angels *
*                                                                             *
*  Early to Mid Game and Mid Game strategy:                                   *
*    "Here comes a chopper to chop off your head..." - 1984 by Orwell         *
*      As you can guess, this strategy is about choppers and needlejets.      *
*    REQUIREMENTS:  Mind Machine Interface (Conquer 6) (Choppers, SBA, Drop)  *
*                   Doctrine: Airpower (Explore 5) (Needlejets)               *
*                   Centauri Genetics (Explore 7) (Locusts, optional)         *
*                   Doctrine: Initiative (Explore 4) (Cruisers, optional)     *
*         Note:  SkyBase Academy (SP, Mind Machine Interface [Conquer 6])     *
*           isn't exactly required, nor are choppers, but they are FAR more   *
*           effective.  This technique uses both, but can be adapted to NJs)  *
*         Now, you may be thinking like I once did- Choppers have no          *
*           redeeming quality about them- they need fuel and have to return   *
*           to base at the end of the turn or they get damaged.  This is 100% *
*           true, but if you use them right you will never need to worry      *
*           about running low on fuel.  Why?  Because your refueling station  *
*           and healing station is right near by you.                         *
*         How to pull this off:                                               *
*           First off, use your choppers (build them first) to REALLY piss    *
*            off your enemy by using the choppers to kill 4-5 formers a turn- *
*            the SkyBase Academy does WONDERS in helping out there.  Also,    *
*            having all of the choppers elite gives them even more fuel.  To  *
*            do that, change to a Fundamentalism (if you can, if not, power)  *
*            until end of turn or something.  Anyways, once they are pissed   *
*            off from you kicking over the ant hills, ready their sea bases   *
*            for an invasion.  At this point, you should be getting close to  *
*            producing your first Locust or prototyping your drop unit, and   *
*            have a cruiser near by ready.  Ready for what?  You are going to *
*            knock out their biggest defenses with Needlejets (they will      *
*            defend in the order of strongest to weakest), then clean up with *
*            6-7 chopper attacks.  Make sure you do NOT run out of fuel, keep *
*            it at 1 fuel on one chopper at least, then take the base with    *
*            the cruiser.  After that, have the chopper rest inside of that   *
*            captured base, and if you have the SkyBase Academy, it will heal *
*            after one turn too :)  Anyways, if you are playing an alien      *
*            faction and conquering a human base (or the other way around),   *
*            use a chopper to kill all of the pods.  During the "down turn"   *
*            that squad (Crusier, choppers, and NJs), heal yourself and buy   *
*            the garrison in that base so you can move on next turn.          *
*            Switching between 2 or more "squads" is a good idea as well.     *
*            By the time you mop up the sea bases, you should be ready to     *
*            use either your Locust of Chiron, or your drop unit.  Use your   *
*            choppers (if they aren't elite by now, you have some serious     *
*            morale problems) and Needlejets to take out the defenses, and    *
*            invade with your drop unit.  Make sure your drop unit has high   *
*            defense, and you might want to make it AAA as well (or, if you   *
*            are fighting someone who uses natives, Trance).                  *
*            If you use two squads, you should pick up at least one base per  *
*            turn.  For every two squads, add another base.  You can actually *
*            successfully attack ALL factions at the same time this way- I've *
*            done it several times.  Just make sure you are somewhat good     *
*            at the game first, and make sure they all do not have Busters :P *
*  Mid Game Strategy AND Late Game Strategy:                                  *
*    "When the angel blows his trumpet, the apostle sees a key given to a     *
*    falling star. This is used to open a pit. From it a smoke ascends, and   *
*    the heavens are filled with darkness; from out of the smoke there emerge *
*    swarms of locusts that descend upon the earth to devour."                *
*   This is my rather famous "Swarm" strategy mentioned earlier in the guide. *
*   The basic premise is simple- build loads of locusts and swarm the globe.  *
*   However, it is easier said then done...                                   *
*     REQUIREMENTS:                                                           *
*        Mid Game:  Centauri Genetics (Explore 7)                             *
*        Late Game:  Graviton Theory (Explore 13)                             *
*      ADDITIONAL TECHS THAT HELP:                                            *
*        Mid game:  Centauri Psi for Dissociative Wave (Gravship only)        *
*   You might be asking me, why Graviton Theory?  Answer:  GravShips.         *
*   Locusts are just simply Psi/Psi Fission Gravships that cost less anyways. *
*   The strategy is obvious- Swarm the world.  Preferably all at the same     *
*   time due to the major weakness- Empath AAA Garrison rips up Locusts.      *
*   Anyways, my suggestion is to build up around 3 units per base you intend  *
*   to capture (so, if you want to take 25 bases around the world, build 75   *
*   Locusts).  If you are using this late game, make 2 gravships per.         *
*   Also, There are weaknesses to this strategy.  If you are fighting against *
*   President Altoids.. er... Alato and his Rensillir, you are in for it.     *
*   When I first tried to swarm him with my 20 Singularity Gravships, I lost  *
*   19 of them on the same base.  THE SAME FREAKING BASE!  If you notice that *
*   happening, immediately go to the "Lock and Load" strategy listed below.   *
*                                                                             *
*  Mid Game Strategy that works well 24/7: "Lock and Load"                    *
*    "All right you alien assholes--in the words of my generation--up yours!" *
*        -Russell Casse, Independence Day.                                    *
*   This is the strategy that I use when I get pissed off.  And when I mean   *
*    pissed off, I mean VERY pissed off.  It never is unsuccessful when used  *
*    in the right circumstances, and if you use it in the wrong circumstances *
*    you are a moron for using hovertanks against Sea Bases.  :)              *
*      REQUIREMENTS:                                                          *
*        Mid Game:  NanoMiniaturization (Build 8) for Hovertanks              *
*        Early to Mid game:  Mind/Machine Interface (Conquer 6) for Drop pods *
*      ADDITIONAL TECHS THAT HELP:                                            *
*        Early game:  Doctrine: Initiative (Explore 4) for Fish Pods          *
*        Early game:  Intellectual Integrity (Explore 3) for High Morale      *
*        Early to Mid game:  Bio-Engineering (Build 5) for the Clean Reactor  *
*        Late game:  Matter Transmission (Build 13) for Blink Displacer       *
*        Mid to Late game:  Frictionless Surfaces (Discover 10) for Cloaking  *
*            Note:  Playing Jorgenstad works too.  :P                         *
*        Late Game:  Graviton Theory (Explore 13) for the Antigrav Struts     *
*        ???? Game:  [Unknown tech] for drop pods to gain orbital insertions. *
*            Secret Project:  The Space Elevator works as a good subsitute.   *
*        Early Game:  Bioadaptive Resonance (Conquer 4) for Soporific Gas Pods*
*        Late Game:  String Resonance (Conquer 16) for String Disruptors.  :) *
*          Got the strategy figured out yet?  No?  I'm shocked.  It isn't     *
*         all that difficult.  In fact, I'd say it is easy - annihilate the   *
*         pure living snot out of them with multiple attacks.  This works the *
*         best when you have a small military of these things (more on that)  *
*         going after a large island of "Charlie" (enemies).                  *
*         The execution of this, however, isn't as obvious.                   *
*        I normally start this when I am against someone who has adapted to   *
*        the Swarm and Chopper Assault, after I get orbital insertions (to    *
*        make the task even easier), and before I just transcend instead.     *
*        See the unit prototypes Tank Force Steps 1-5 for more info on this.  *
*                                                                             *
*  Late Game Strategy:                                                        *
*    Secret Project combos                                                    *
*      Ever notice how a couple secret projects "fit" together?  For instance *
*          the SPs that give +2 to (insert statistic here) work GREAT         *
*          together.  Well, there is one "set" that hardly anyone thinks      *
*          about.                                                             *
*      REQUIREMENTS:  Eudaimonia (Explore 12) (TMatrix)                       *
*                     Biomachinary (Build 7) (Vats)                           *
*        Cloning Vats and Telepathic Matrix.  If you think about it long      *
*          enough, it will come to you.                                       *
*        A reminder on them:                                                  *
*          Cloning Vats basically puts your bases - ALL of them - into a      *
*           state of population boom, which is good.  However, at the same    *
*           time, the population boom is bad.  Why?  Drones.  When you boom   *
*           with a golden age, you have more talents then citizens...  which  *
*           means that the moment a drone appears, the boom is over.  With    *
*           the vats, you KEEP GETTING drones as long as you have food...     *
*           When they start to riot in 4-5 bases at once, it is a HUGE issue- *
*           especially if the Free Drones are on the map (and you are not     *
*           playing as them- perish the thought!).  So, to counter act the    *
*           vats, most times players either run themselves out of food, or    *
*           not build the correct hab facilities in a promptly manner.  There *
*           is just one problem- this kind of counteracts the entire benefit  *
*           of the vats, and actually HAMPERS your growth.  What to do?  Here *
*           is the second part of the combo....                               *
*          Telepathic Matrix is seemingly a useless SP (+2 to Probe...  not   *
*           like Probe teams do anything at this point), but has one good     *
*           side that most people do not see unless they read the itty-bitty  *
*           print-  drones do not riot.  Yep, that's right.  You can have all *
*           of the drones you ever wanted, and they will not riot (I guess    *
*           because they are staring at all of the beautiful women/men in the *
*           secret project or something).  Although this seems to not be too  *
*           big of a benefit (oh joy!  Now I don't need to build a rec dome!) *
*           , it is HUGE when paired with the vats.  Now, you can have a pop  *
*           boom and NOT have to worry about the drones...  and you can       *
*           withdraw most of your psych, put it in to research or tax, and    *
*           launch yourself ahead of the competition!                         *
*          Something else that works as well- Punishment domes (the ONLY      *
*           time I ever use them is in this case), and being Serabollio.      *
*                                                                             *
*                                                                             *
*  Multiplayer Strategies                                                     *
*      As of right now, I only have one strategy since I FINALLY got multi    *
*       to actually work- start of with a huge world.  Otherwise, you will    *
*       be squished since you (most times) won't conquer your ally.           *
*******************************************************************************

  *****************************************************************************
 /   Part 07:                   Alternate Strategies created by submitters    |
*******************************************************************************
*   You know, it helps for people to send me strategies....  GIMME!           *
*   webmaster@vandaliersheart.com, I'll give full credit to those with        *
*   strategies.                                                               *
*******************************************************************************

  *****************************************************************************
 /   Part 08:                             Other Frequently Asked Questions    |
*******************************************************************************
*  Dear Ęther SPOON!-                                                         *
*   In Alien Crossfire, why would you ever use a standard faction?            *
*                                                      -MB poster, GameFAQs   *
*  Dear MB Poster (yeah, I know, cheesy :P)-                                  *
*   In Alien Crossfire, the factions have many more upsides..  and stronger   *
*  downsides as well.  For instance, the Pirates net a -2 average with their  *
*  government stats, but happen to be my favorite faction to play with.       *
*                                                                             *
*  Dear SPOON!-                                                               *
*   Do you know of any websites for factions or other things to download?     *
*                                                      -Email                 *
*  Dear Email-                                                                *
*   No, I do not.  However, if people will email me ones that are still up,   *
*   I'll post them in my FAQ.  :)                                             *
*   Update:  MiraiTrunks83 informs me of some sites.  Thanks MiriaTrunks83!   *
*   http://members.tripod.com/ACHeaven/ (hasn't been updated in a while, but  *
*         it's got some decent info)                                          *
*   http://ac.strategy-gaming.com/ (good one, has strategies, custom          *
*          factions, links, etc)                                              *
*   http://www.apolyton.net <- the best SMeier Game resource out there.       *
*   Update:  Wow..  found this from the SMAC board on GameFAQs.  This is      *
*     definitly worth a looking at, as some of my FAQ will now be devoted to  *
*     this site:  http://networknode.org.  Has some great new factions.       *
*                                                                             *
*  Dear Almighty SPOON!                                                       *
*   What is your favorite faction pack?               -Unknown                *
*                                                                             *
*  Dear Unknown-                                                              *
*   As of right now, the Second Mission factions from http://networknode.org  *
*                                                                             *
*  (NEW!)                                                                     *
*   Supply Crawlers?  How do you use them, and are they worth it? - grendel03 *
*                                                                             *
*  Dear grendel03 [this was posted on the GameFAQs message board for SMAC]    *
*   Multiple uses exist for the supply crawler.                               *
*     1) Transfer minerals from one base to another. -1 mineral per turn from *
*       the source, +1 mineral per turn for the destination.                  *
*     2) See #1, replace minerals with energy.                                *
*     3) See #1, replace minerals with food.                                  *
*     4) Harvesting squares. You move the supply crawler to a square that is  *
*       unused (noone working it in a base, noone working it with a crawler - *
*       easier done if outside of base range), move to it and hit 'o'. It     *
*       will extract Minerals, Energy, or Nutrients (your choice) from that   *
*       square as though it was in your base area - like a forest would give  *
*       1 nutrient, 2 with a tree farm, or 3 with a hybrid forest.            *
*     5) Rushing secret projects. The minerals are 1::1 when moving a supply  *
*       crawler to a base - as in for the 30 minerals you put in the crawler, *
*       that base gains 30 minerals on the secret project. REALLY handy to    *
*       finish a project in one turn later on in the game.                    *
*    For more infomation, see my Crawler section of the FAQ.                  *
*                                                                             *
*   (NEW!)                                                                    *
*    Where can I buy Alpha Centauri or Alien Crossfire at? - Various emails   *
*                                                                             *
*   Dear everybody-                                                           *
*       Windows 9x version:                                                   *
*     EA/Firaxis has discontinued production of Alien Crossfire.  It is       *
*    currently classified as a 'rare' game, meaning really expensive eBay     *
*    prices.  You can try to find a "Buy it now!" link on eBay to find it, or *
*    you can try a different country...  I hear the UK still has a few for    *
*    sale online.  As for Alpha Centauri, EA has it as one of their classics  *
*    and I think you can still buy it in many places.                         *
*       Macintosh version:                                                    *
*     Check Firaxis' website.  As of this writing (12/26/2002), it is still   *
*    for sale on EA's website through the Firaxian link.                      *
*       Linux version:                                                        *
*     The publisher/porter of the Linux version is Loki games, which went     *
*    under a short time ago.  If anyone has any clues as to the areas in      *
*    which you can purchase either Alpha Centauri or Alien Crossfire for      *
*    Linux, please contact me so I can update this!                           *
*                                                                             *
*   (NEW!)                                                                    *
*    Where can I download Alpha Centauri/Alien Crossfire at?  - 'Friend'      *
*                                                                             *
*   Dear 'Friend'-                                                            *
*     I'm not telling.  Do not email me about this, as you will be rudly      *
*    answered.                                                                *
*                                                                             *
*   (NEW!)                                                                    *
*    Does Alpha Centauri work under Windows ME, 2000, or XP?  If so, how?     *
*                                                                             *
*   Yes, Alpha Centauri does work under all three of those operating systems. *
*   For Windows ME, just treat it like any other game.                        *
*   For Windows 2000, again, just like any game but with these suggestions:   *
*     1) Turn off DirectDraw. (DirectDraw=0 in Alpha Centauri.ini)            *
*     2) Turn off possible resolution shifts. (DisableOpeningMovie=1 in Alpha *
*         Centauri.ini, turn off SP movies in game options.                   *
*     3) Enable standard Windows open box.                                    *
*           NOTE:  These are just suggestions and are not needed.             *
*    This will allow SMAC to run under a normal 32 bit color.  There is a     *
*   patch created recently by Firaxis in order to help.  Check EA's technical *
*   support website for more infomation.  However, there is one known bug     *
*   that I have heard under 2000 that has not been fixed - a capital Į is     *
*   consistantly thrown in the single player infomation display box.          *
*   Annoying, yes, but it doesn't really affect anything.                     *
*   For Windows XP, see above.  The "Į" does not exist under Windows XP.      *
*                                                                             *
*   (NEW!)                                                                    *
*    I'm getting an error at startup running Alpha Centauri/Alien Crossfire   *
*      and I have an Intel Pentium 4 processor.  HELP!  - Various.            *
*                                                                             *
*    Set "ForceOldVoxelAlgorithm" equal to 1 in the Alpha Centauri.ini file.  *
*                                                                             *
*  Have any questions for the SPOON!?  See the "Other" section at the bottom  *
*    of this guide.                                                           *
*******************************************************************************

  *****************************************************************************
 /   Part 09:                                              Version History    |
*******************************************************************************
*      Version 1.50- Rearrangement of all sections,                           *
*            redecorating, reorganizing, and general                          *
*            updating pretty much everywhere.  :) ............12-26-2002      *
*      Version 1.45- Added Formers section....................12-26-2002      *
*      Version 1.40- Added Crawler section....................12-26-2002      *
*      Version 1.36- Fixed typos, altered stats...............12-26-2002      *
*      Version 1.35- Added Zeta Set...........................12-25-2002      *
*      Version 1.30- Finished Lambda Set, Added Prototypes....12-22-2002      *
*      Version 1.11- Fixed Typos - AGAIN......................10-16-2002      *
*      Version 1.10- Fixed Typos..............................10-12-2002      *
*      Version 1.09- Added Phases.............................10-12-2002      *
*      Version 1.08- Added Second Mission.....................10-12-2002      *
*      Version 1.00- Begun process of analyzing                               *
*            fan made factions from http://networknode.org                    *
*            Also created "New User" guide.  MAJOR change.....08-03-2002      *
*      Version 0.74- As more people switch to Civ 3, my FAQ                   *
*            is winding down.  So, here is another update.....04-13-2002      *
*      Version 0.51- MAJOR update with another section                        *
*            and yet another strategy.  Over 50% complete.....10-18-2001      *
*      Version 0.09- Even more strategies, and more!..........08-09-2001      *
*      Version 0.08- Added some more strategies...............07-22-2001      *
*      Version 0.07- Added some details on Timelines..........07-02-2001      *
*      Version 0.06- Added basic strategies for SMAC factions.06-25-2001      *
*      Version 0.05- Corrected Minor Errors...................06-21-2001      *
*      Version 0.04- Added quote at bottom....................06-21-2001      *
*      Version 0.03- Parts 3 and 4 partially filled out.......06-21-2001      *
*      Version 0.02- First Content of FAQ ....................06-17-2001      *
*      Version 0.01- Creation of FAQ Layout ................. 06-16-2001      *
*******************************************************************************

  *****************************************************************************
 /   Part 10:                                          Closing Notes/Other    |
*******************************************************************************
* Any website may post this FAQ (and ONLY this FAQ), but www.gamefaqs.com     *
* will always be current as that is the only site I personally will request   *
* updated.  If you wish to use this FAQ, I request that you email me that you *
* will be posting the FAQ (you don't need a response), and post the FAQ       *
* exactly how it is on GameFAQs in a text file or in a <pre> tag that has not *
* been modified.                                                              *
* ©2001-03, Robert Shivers, all trademarks are of their respective companies. *
* Some of the information came from the online story posted on Firaxis'       *
* website (www.firaxis.com at the time of this posting), some of it is typed  *
* off of the misc. game screens in game, but much of this is out of the       *
* warped little mind of the almighty Ęther SPOON!                             *
* This FAQ was created in Metapad and looks ideal with "Courier" font.        *
*                                                                             *
*  If you wish to contact me about adding a faction pack to this FAQ, please  *
*   follow the following guidelines:                                          *
*           1) Full faction packs only.  That means 7 or 14 factions at once. *
*           2) DO NOT EMAIL ME THE FACTION PACK UNLESS I REQUEST IT!          *
*           3) No changes in any of the config files required except for      *
*                adding the faction in the alpha/alphax.txt file.  The only   *
*                exception to this is a complete modification (like the DS9   *
*                modification found on the web).                              *
*           4) DO NOT EMAIL ME THE FACTION PACK UNLESS I REQUEST IT!          *
*           5) Please make sure that the factions are complete.  I don't want *
*                to look at a faction with Deidre's face on it.               *
*           6) Include in the email subject "SMAC Factions".                  *
*  If you wish to contact me about any other Alpha Centauri matter, as long   *
*   as it is not covered in this FAQ, just place in the email subject "SMAC". *
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