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    FAQ/Hints and Tips by DSimpson

    Version: FINAL-C | Updated: 01/17/05 | Search Guide | Bookmark Guide

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                             Sid Meier's Alpha Centauri
                    Hints, Tips, and other General Suggestions
                                   January 17, 2005
                                    Version FINAL-C
                               Written by:  Dan Simpson
                                    Email:  dsimpson.faqs@gmail.com
                                    Email Policy:
             If you are going to email me about this game, please put
             Alpha Centauri as the subject.  Or just AC.  Also please
             realize that I am not hiding cheats or any other information,
             i.e. everything I know about Alpha Centauri is in this guide.
             If you see any mistakes, or have anything that you want to add
             please email me!  I will, of course, give you full credit for
             your addition, and be eternally grateful to you.
     The most recent version of this FAQ can be found at:
     This is not intended as a full-fledged FAQ, but rather as a small tips file
     to help out in various small ways.  Mostly it will help me out, as I will
     have to actually think about ways to play the game better, and it helps to
     write these things down.
     If you are a webmaster and wish to post this on your web page, please email
     me first.  And if you do post this FAQ on your site, please make an attempt
     to keep it up to date.  There is nothing worse than getting emails from
     people who saw an old version asking about things that are already in the
     newer versions.  Well, maybe there are worse things, but it IS annoying!
     This is probably the final release of this FAQ.  Since I haven't updated it
     since June, I don't think anyone will notice or care!  Also, this FAQ has no
     Alien Crossfire content (the Add-On to Alpha Centauri).
     This Document is Copyright 1999-2005 by Dan Simpson
     Alpha Centauri is Copyright 1999 by Electronic Arts
     I am not affiliated with Firaxis, Electronic Arts, or anyone who had
     anything to do with the creation of this game.  This FAQ may be posted on
     any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you
     are posting it.  You may not charge for, or in any way profit from this FAQ.
    What's New in FINAL-C:
        Changed my email address, the format.
      For a complete Version History, check out the Final Words Section at the end
      of the FAQ.
    Table of Contents:
           1.  Before you start...
           2.  Getting a Game Started
           3.  Building Bases
               a.  Exploration
           4.  What to build and When to build it
           5.  Secret Projects
           6.  Diplomacy
           7.  War
           8.  Editing your Game
           Final Words...
    1.  Before you start...
       You may want to consider downloading the "enhancement pack", as it adds some
       nice new features to the game.  A copy of the pack (version 3.0 as of March
       23, 1999) can be found at:
          US:      ftp://ftp.owo.com/pub/alpha/SMACP3US.EXE  (1.84 MB)
          UK:      ftp://ftp.owo.com/pub/alpha/SMACP3UK.EXE  (3.37 MB)
          French:  (ver 2.0) ftp://ftp.owo.com/pub/alpha/smacfv2.exe   (2.04 MB)
          German:  (ver 2.0) ftp://ftp.owo.com/pub/alpha/smacgv2.exe   (2.04 MB)
       This upgrade adds several new elements to the game, as well as the usual
       batch of bug fixes, etc.
       If you don't own the game, you can find a playable demo at these sites:
          No intro:  ftp://ftp.owo.com/pub/alpha/smac_demo1_1.exe
          W/Intro:   ftp://ftp.owo.com/pub/alpha/smac_demo1_1m.exe
    2.  Getting a Game Started
       To make a game easier (or harder) you will probably want to Customize the
       Planet.  Map Size can be whatever you want it to be as long as it is under
       256 x 256, because at that size the game starts getting rummy; the game
       itself recommends maps no larger than 64 x 128 (Huge Map).  If you are a
       Pacifist in nature (don't like fighting the AI, or other players) you will
       probably want a large planet, say 120 x 110 or larger.  A warlord player
       would benefit a lot more from a small planet.  If you want to maximize your
       score at the end of the game do not choose "Rare" on the native life, as it
       will cut your score by 25%.
       In the Rules section, the best option to choose is "First Look" which allows
       you to build your first colony, rather than starting with one prebuilt.  And
       don't ever do "accelerated start", since it gives every player a free 
       Project and that means you lose out on 6 great projects!  Also if you are a 
       Pacifist make sure that there are no spoils of war so that the other more 
       aggressive factions don't steal your hard earned tech.  Conversely if you
       are one of those aggressive factions you probably want that on.  Finally the 
       option of Unity Survey will help out with exploration since you will be able 
       to see the land mass--not what's there, just the basic shape of the land.
       Here are the precise benefits and costs of each faction:
       Gaians - benefits:                       costs:
                Centauri Ecology (tech)         Cannot do Free Market (social Eng.)
                +2 Efficiency (social Eng.)     -1 Morale
                +1 Planet Ecology               -1 Police
                +1 Fungal Nutrients
                The Gaian lack of Morale and Police means that you will have to
                build improvements aimed at preventing drone riots, like Holo
                Theatres, etc.  Overall they make a decent Faction.
       Hive -   benefits:                       costs:
                Doctrine: Loyalty (tech)        Cannot do Democracy
                Perimeter Defense in all bases  -2 Economy
                +1 Growth
                +1 Industry
                The Hive has a lot going for it, except Economy.  Which means that
                mid to late in the game, the Hive will have chronic money problems
                if not run correctly.
       Believers - benefits:                    costs:
                Social Psych (tech)             Cannot do Knowledge
                +25% attack strength            NO Research until 2110 (!!)
                +1 Probe                        -2 Research
                +2 Support                      -1 Planet
                The Believers have too many research drawbacks to make them a
                contender without serious tech swiping by probe teams.  Also they
                don't even start research for 10 turns, another serious drawback
                making it easy to get behind and get beaten by smarter societies.
       Morgan - benefits:                       costs:
                Industrial Base (tech)          Hab complexes needed at pop. 4
                100 energy                      Cannot do Planned Economics
                +1 Economy                      -1 Support
                Extra Commerce (from pacts,etc)
                Morgan, in my opinion, is a case where the costs far exceed the
                benefits, especially the Hab complexes at pop. 4, that slows 
                growth. And those 100 energies won't last for all that long.  The 
                Extra Commerce Benefit is the best one here, however it only is 
                active if you have Peace Treaties and/or Pacts with other Factions.
       Spartan - benefits:                      costs:
                Doctrine: Mobility (tech)       Cannot do Wealth
                No extra cost for Prototypes    -1 Industry
                +2 Morale
                +1 Police
                A fairly well balanced faction is geared for military expansion,
                but would do better with extra support.  The cost on industry hurts
                your expansion as well since it takes extra time to build all of
                your crack troops.
       Peacekeepers - benefits:                 costs:
                Biogenetics (tech)              Cannot do Police State
                +1 talent for every 4 people    -1 Efficiency
                Exceed Pop. limits by 2
                Double votes for Gov., etc.
                A good choice for the Pacifist out there (hence the name), has only
                one serious drawback, the -1 Efficiency, but that can be altered
                in Social Engineering.  The best thing about this faction is the
                double votes, which will allow you to easily become the Planetary
       University - benefits:                   costs:
                Information Networks (tech)     Cannot do Fundamentalist
                1 free tech (random)            +1 Drone for every 4 people
                Network Node in all bases       -2 Probe
                +2 Research
                Starts out with major flaws (+1 Drone, and -2 Probe) but if you can
                get a few projects (Hunter Seeker Algorithim and the Virtual World)
                then those flaws evaporate leaving (IMHO) the best Faction.
    3.  Building Bases
       Where you want to build a good base changes as the game goes on.  In the
       beginning you want an area with little ocean, lots of rain, and rolling, 
       with little to no xenofungus or forest.  As you gain more technologies you 
       will be able to harness the resources of the fungus better, and there are 
       very good improvements for forests and oceans which make almost the entire 
       planet livable.  A "rolling" area is one where there are a few rocks, but 
       not very many.  This gives that square some mineral resources while not 
       compromising its nutrient resources.
       Rocky areas and Rolling areas are placed on the surface using the old Civ2
       algorithim: (de-isometric)
          r   r
          r   r    Whether a square is rolling or rocky depends partly on Erosive
        r   r   r  forces, strong has more rolling, weak has more rocky.  You want
        r   r   r  to build your base on a rolling square, as this will maximize
          r   r    mineral production in the base (at a max of 12 squares, compared
          r   r    to 9 if you build on a blank square).  Also note that rockiness
                   increases with elevation, therefore mountains have more rocks,
                   even on areas that normally would be devoid of any rocks.
        _|r   r|_  So you would build your base on the B there.  Of course this is
       |  r   r  | a simple model, but the idea here holds true for almost anywhere
       |r   B   r| on the map, all you have to do is account for ocean and various
       |r   r   r| bonuses on the map.
         |r   r|
         -------   It should also be noted that this algorithim is not 100%, you
                   will find a few rocky areas out of place.
       Also note that if you build on a flat area with no mineral resources, your
       base square will produce 1 mineral anyway.
       You cannot build a base on a Rocky square.  So to change a "Rocky" area to a
       "Rolling" area, use the '_' command to "Terraform Level".
       If you see a small amount of black around a resource on the base map (either
       a mineral, nutrient, or energy) that means that you lack something to get
       the full potential of that square, either a road or a technology.  Remember
       that the faction with the most bases tends to win, so build as many bases as
       fast as possible.
     Improving your Base:
       You will want to Farm and build solar collectors on all "Rolling" squares.
       If the area is too dry, you have several options to increase moisture.  One,
       is to build a Condensor (consider carefully where to put these, I usually 
       put them on a "flat" square), drill to the Aquifer to create a new river, or
       Raise the terrain into a mountain (one side becomes more wet, the other more
       Next I will build forests on all the "flat" squares, or any square that 
       seems too arid to support a good farm.  Also, build sensors on these forests 
       to increase your defenses.  Sensors must be within 2 squares of the 
       defending unit to help them.
    3a.  Exploration
       Exploring is quite obviously very important in SMAC, so much so that it
       deserves its own sub-section.  First off, rovers are the best exporers, this
       seems pretty obvious.  Also sending them in duos helps out if you ever run
       into resistance, like Mind Worms.  It is generally a good idea to save your
       game before getting Unity Pods, as the results could be unexpected and bad.
       One idea of what to do with exploration units is to find a good site for a
       base, then hold them there until you get a unit out there.  This gives you
       some defense for a new base without having to build extra units (since you
       use existing units).
       One of my favorite things to do with Exploration Units happens when you find
       another Faction, preferably one you don't like.  What I would do then is to
       "Monkey Wrench" their bases.  First find a base with a nearby Monolith, or
       Bunker, and use that as your homebase.  Then destroy their mines on the 
       rocky squares (you get the defense bonus on rocky areas), and work your way 
       to solar collectors and farms.  If you are lucky you won't get destroyed for 
       a few turns giving your army time to mobilize and attack.
    4.  What to build and when to build it
       -First, get at least 2 military units in each base.  This is more important
        than it was in Civ2, because of Psi attacks even your best units can be
        Tip:  As soon as you get the right technology, you will want to design a
              "Non-Lethal" defender unit to increase your policing powers.  That 
              way one unit acts as two police.
       -Second, build a Former to work exclusively on this base.  You can set the
        former to auto, but remember that the AI strategy is not always your best
        strategy.  (as soon as you get Doctrine: Mobility redesign your formers to
        be Rover Formers)
       -Third, build a new colony pod (if you are at least 2 populatrion) to expand
        your empire!  (Again, once you get Doctrine: Mobility start building Rover
        Colony Pods, this helps you expand your Faction quicker)
       -Fourth, build Recycling Tanks (this is moot for Sea Bases, since they start
        with a version of these) to increase the resources on the base square.
       -Fifth, build a Children's Creche (ok this comes later in the game, but it
        is very useful once you get it!), this increases Growth, and increases
       After that build based on what you need.  If you are fighting a war, build
       units, if your production is low, build a factory, need new technologies
       then build labs, etc.
       Hurrying it up:  The approximate cost to hurry anything is about 2 energy
       for each square left to be built on the improvement.  The exception to this
       is when you are just starting production on something where it will cost
       quite a bit more.  A way around that is to do a small hurry one turn (25
       energy) and then the next turn buy the whole thing.
    5.  Secret Projects
       I will now rank the Secret Projects based on their usefullness (this is an
       arbritrary rating, feel free to disagree with it).  Ideally you want to
       build every secret project, but you will likely have to prioritize a little.
       Also realize that some projects are redundant, such as the Hive and the
       Citizen's Defense Force, they don't need it at all.
         The Hunter Seeker Algorithim - other factions can no longer use probe 
            teams against your bases, which means that they can't sabotage you or 
            steal your technologies, while you are free to do it to them.
         Citizens Defense Force - creates a perimeter defense in every base, which
            doubles your base defense.
         Cloning Vats - puts all of your bases into a permanent state of population
            boom (where each base will grow every turn) as long as you have enough
            nutrients and hab facilities (and habitation domes).  Even better is 
            its other side effects, the Power and Thought Control social 
            engineering choices lose their negative effects!  There is one serious 
            complication to this, and that is, since your bases "grow" each turn 
            that they have food, you may quickly find yourself having perpetual 
            Drone Riots.
         Network Backbone - +1 research for every point of commerce this base gets
            and another +1 for every network node on the planet.  That alone
            wouldn't be enough to recommend it but, it also has the effect of
            removing the negative effects from Cybernetic!
         Planetary Transit Network - triples the size of new bases built (3), and
            1 less drone for bases 3 and smaller.  Allows your empire to grow a lot
            quicker, but can cause those new cities to starve because they start
            out with more people than the area can support.
         The Self Aware Colony - halves the maintenance cost of facilities, and if
            you can have police, adds 1 police to every city.  Will give you ever
            so much money to cut costs by 50%!
         Supercollider - research at this base is doubled.
         Telepathic Matrix - Drones never riot.  Plus probe teams receive a +2
            morale bonus.  No drone riots is a very nice thing to have, since you
            don't have to do preventative measures to stop drone riots.
         Theory of Everything - labs output doubled.
         Universal Translator - 2 free techs, plus you can send any number of alien
            artifacts here.
         Clinical Immortality - adds 1 talent to every base, which although nice
            you can get more through use of Psych, also doubles your vote for
            Governor and Supreme Leader, which is a FAR BETTER effect than its
            primary one.  Why is it only mildly useful?  Because you don't get it
            until late in the game!
         Command Nexus - puts a Command Center in every base, which gives you 2
            morale upgrades, as well as fixes units quicker.
         Cyborg Factory - puts in a Bioenhancement Center in each base, which gives
            you 2 morale upgrades for every unit built there and 1 lifespan bonus
            on all creatures (that makes them larger).
         The Living Refinery - +2 Support in Social Engineering.  This is nice
            because it effectively removes the negative effects of Democracy, or if
            you want you can get the extra support.
         The Longevity Vaccine - this one's effects vary depending on your Social
            Engineering.  If your economics are Planned then you get 2 less drones
            per base, if they are Simple or Green you get 1 less drone.  For a free
            market you get +50% economy.  The less drone things make this one a
            winner, especially as you go through the transition of growing into
            larger cities (without Psych bonuses).
         Maritime Control Center - +2 sea movement, and counts as a naval yard in
            all bases.  A must have for anyone who wants to build a navy, this will
            give you almost instant naval superiority.
         Merchant Exchange - +1 energy in every square.  If this worked on every
            base instead of just the one it is built in it would be Extraordinary.
         The Pholus Mutagen - reduces Eco Damage, and gives you a +1 lifespan bonus
            to Aliens that you breed, and also gives you the alien benefits of
         Space Elevator - Doubles Economy in this base, and doubles minerals in
            bases building Satellites (effectively halving the time it takes to
            build those), also units with Drop Pods can land anywhere on the planet
            and Aerospace Restrictions on Satellites is dropped.  The best thing
            here is the Drop Pods thing, but that is only useful if you are at war
            with someone.
         The Virtual World - Network Nodes also count as Hologram Theatres, so you
            won't have to build those.  (and if you are University then you get
            that instantly since all of your bases start with Network Nodes)
         Weather Paradigm - increases terraform speed by 50% and allows
            construction of condensors, boreholes, and echelon mirrors even without
            the tech to do so.  Very nice for an early Project, this should be the
            first one that you build.
         Bulk Matter Transmitter - adds 2 minerals to every base, nice but when
            your bases get large the additional 2 is almost inconsequential.
         Dream Twister - adds 50% to Psi attacks.  Whee.
         Neural Amplifier - adds 50% to Psi defense.  Whee.  This one is probably
            better than the Dream Twister, as you will always get attacked by some
            form of Psi attack.
         Empath Guild - adds 50% to governor and supreme leader votes, as well as
            giving you an infiltrator in all factions and contact to all factions.
            Nice but not necessary in the end of the game.
         Nano Factory - fixes units completely outside of a base (before they can
            only heal up to 20% damaged), and reduces upgrade costs.
         The Planetary Datalinks - gives you any tech discovered by 3 other
            factions. If you need this you are too far behind in tech!
         The Singularity Inductor - counts as a Quantum Converter in every base,
            and reduces Eco Damage.  Not as useful as you might think, but still
            a nice thing to have.
         Xenoempathy Dome - treats Fungus as road, and removing and planting fungus
            is now quicker.  The best part of this is the Fungus as a road part,
            which can dramatically speed up war parties, and exploration.
         Human Genome Project - 1 extra talent in each base.  Again this isn't
            necessary because Psych does more.
       Transcendant Projects:
         Voice of the Planet leads to Ascent to Transcendance, which ends the game
         with the "Best" ending.
    6.  Diplomacy
       There are 3 keys to being the good diplomat:
         - First don't give anything away that you don't have to.  This includes
           not only your technology--if better--your money, or anything else of
           value. This is especially true towards inferior factions, don't give
           them anything.
         - Second, if you are in an inferior position--weak military, inferior
           tech--then always do what they tell you to do at least half the time. If
           they ask for tech, and you don't give it, then they ask for money, you
           probably better give them something to keep 'em happy.
         - Third, if you want something from them, try to get on their good side
           first. For example, if you want someone's vote in a council meeting,
           first butter them up with a good bribe. Then either that turn or next
           talk to them again and ask for their vote, and give them another good
           bribe there. You will have established a small history of good will with
           them, and they might just agree to your proposal.
           Note:  Other factions tend to like/dislike you based on your Social
                  Engineering choices.  Therefore, Deidre won't like you if you are
                  "Planned", but will like you more if you are "Green".  So if you
                  need to avert disaster with a more powerful Faction, try some
                  quick Social Engineering!
       Treaties and Pacts:
         Always get into treaties with everyone, this makes good business sense, as
         you get a commerce bonus from treaties (even more for Pacts).  Pacts are
         like super treaties, they have more benefits (you can move into their
         territory, and heal in their bases), but requires more work to maintain.
         For example, your ally gets into a war with someone you have a treaty
         with. They want you to go to war, you say no, they want some tech to help
         out, you say no.  They will get mad, but will eventually ask again, and if
         you keep doing this (sometimes it doesn't take all that long) they will 
         break the pact, and often won't even sign a treaty with you.
         You HAVE to give your allies SOMETHING, else they see no reason to be
         allied with you!
       So who do you want to sign a treaty with?  That depends on 2 things:  Who 
       you are (which faction), and what have you done in Social Engineering?  For
       example, the University and the Believers don't like each other from the
       start, so don't try to force a relationship between them.  I will now list
       each faction and list by them which you can easily have diplomacy with 
       (using a + sign) and those to whom you cannot (with a - sign).  Also listed 
       in parenthesis is which social engineering they are likely to respond 
       positively towards.
            Believers:     University-   (SUPPORT)
            Gaians:        Peacekeepers+, Morganites-, Hive-  (GREEN, DEMOCRACY)
            Hive:          Spartans+, Gaians-   (POLICE)
            Morganites:    Hive-, Gaians-  (FREE MARKET)
            Peacekeepers:  Gaians+     (DEMOCRACY)
            Spartans:      Hive+   (POLICE)
            University:    Believers-  (RESEARCH)
       Advanced Diplomacy, made easy:
         Never get into too many wars.  This is only if you don't plan to win via
         military force.  The only time you should get into a war is if that
         faction is directly interfering with your faction.  Don't seek wars out on
         the other side of the planet simply because you think you can easily win.
         And don't try to get your allies into a war, because they might not end
         the war when you do.  Finally make treaties with everyone possible, even 
         if you eventually plan to go to war with someone, simply because you get 
         COMMERCE out of treaties (even more out of PACTS).   And when you do 
         finally go to war with someone, have them declare war on you by pissing 
         them off.  This keeps your integrity intact but takes theirs down.
         Also don't be a Fence Sitter.  Take stands, agree with your Pact Brother
         to attack that nasty Other Faction.  If you try to avoid wars, you usually
         end out irritating everyone.
       Planetary Council:
         If you build the Empath Guild, then immediately try to get yourself 
         elected to Planetary Governor.  This will allow you to veto any council 
         initiative (say most everyone wants to cause global warming, you could 
         stop it), and give you some extra commerce.  If you are the Peacekeepers 
         this is even easier since they get 2x votes for governor.  If you lose the
         vote, don't panic, just find another faction with a lot of votes, and
         shmooze them. Wait the 20 years (the allotted time to wait between council
         meetings) and get another vote.  As technology increases there will be
         more options in the Council.
    7.  War
       Obviously you can't avoid war forever, even if you want to.
         It is always better to attack a Mindworm than try to fend off its attack.
         This is because Psi attacks are always more powerful than defenses (3 to
         2). To improve your base defenses from Mindworms, always have 2 units in
         each base, and build Sensor Arrays near bases.  Finally remove all fungus
         that is right next to your base.  If you are attacking with a Mindworm,
         then do so at any time regardless of your moves since Mindworms suffer no 
         Attack penalties.
         Note:  If you have a Positive Planet score in Social Engineering, then you
                have a chance to Capture any mindworm not already controlled by a
                Faction.  This is only done if YOU attack the MIND WORM.
         The AI loves to build bunkers, and you should take advantage of this, 
         since they rarely ever hold units in their own bunkers.  Take their 
         bunkers with 2 or more units, one for defense, the other to launch 
         missions.  You could take over an entire faction using no more than 2 
         units, and their own bunker.
         Obviously the best defense is a good offense.  Do not build more bunkers
         than you can staff with units, since the AI could take those over easily
         (which is a good reason to not automate formers, since they like to build
         bunkers).  Here again Sensor Arrays can be useful since they add 25% to
         your defense, and let you see the units coming.  If you see a powerful 
         unit coming, it would probably be better to scramble a unit of your own to
         beat him first.  ALWAYS have the best units (defensively) in your bases.  
         As soon as you get a new tech, update your defensive units, and upgrade 
         your base defenses!
         Tip:  Sensor arrays are best built on forests near your bases.  Why
               forests?  Because the sensor arrays won't "build over" a forest, as
               they will other improvements (like solar collectors or mines).
       Ending a War:
       The best way to end a war, naturally, is to win it.  When you have broken an
       opponent--when they have lost more than 50% of their power--they will offer
       you a blood truce, don't take it, then they will try to give you money,
       again don't take it, and then they will break down and offer you everything 
       they have of value.  This includes all of their money, research, and they 
       will also swear a pact to you.  You can decide for yourself whether this is
       desirable or not.  I like it because they become a subsidiary of your 
       empire. You can count on their votes in many elections in the Planetary 
       Council as well.
    8.  Editing your game
       Hopefully I'll fill this section in more as I learn more about the game.
       All the stats and info in the game is readily editable in the main directory
       of the game.
       The Main Rules of the game is contained in the file Alpha.txt.
       Faction profiles are kept in these files:
         Believe.txt, Gaians.txt, Hive.txt, Morgan.txt, Peace.txt, Spartans.txt,
       You can look at the rest of the text files at your own leisure.  These files
       are read at the beginning of every game, not just new games.
       Editing a faction is fairly easy.  First you will definately want to back up
       all the text files, usually the best place is a ZIP file.  Then open up
       whichever faction you happen to want to be.  (For the purposes of this tips
       file I will always use the University)  You should see this: (fragment)
         University of Planet, The Scientist, University, M, 1, Zakharov, M, 0, 0
         Values, Knowledge, RESEARCH
       The faction.txt contains a good description of everything in each faction
       file.  A small warning before you give yourself every bonus in the game,
       don't add too many, as the game can only handle so much!  Once I tried to
       give myself the ultimate social situation (for research purposes, I swear!),
       and the game only accepted the first 2 that I had entered.
       In game Scenario editing is activated by use of CTRL-k and by using the 
       menus and the toolbars.  To edit the land, click on a toolbar button, and 
       then CTRL click on the area you want to put that item on.
                                     Final Words...
    Online Resources:
      Official Page           - http://www.alphacentauri.com/
      Firaxis' Page           - http://www.firaxis.com/
      The Alpha Centauri Zone - http://alphazone.cjb.net/
      Apolyton SMAC page      - http://civilization.gamestats.com/smac/
      GameFAQs                - http://www.gamefaqs.com/
    ASCII Art created using SigZag by James Dill:   (freeware!)
    FAQ created entirely on the GWD Text Editor: (Shareware)
    Shameless Self Promotion:
      I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:
        NES:      Disney Adventures in the Magic Kingdom
                  Final Fantasy -- Magic FAQ
                  The Legend of Zelda
        SNES:     Aerobiz
                  Aerobiz Supersonic
                  Utopia: Creation of a Nation
        Genesis:  StarFlight
        PSX:      Thousand Arms -- Walkthrough
                                -- Forging/Dating FAQ
        PS2:      Madden NFL 2001
        XBOX:     Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
                                                      -- Influence Guide
        PC:       AD&D Rules FAQ, 2nd and 3rd Editions
                  Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                              NPC List
                                                              Creature List
                  Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                     -- Items List
                                                     -- Class FAQ
                                                     -- Creature List
                  Civilization III (incomplete)
                  Colonization -- the Single Colony Strategy Guide
                               -- the Cheat Guide
                  Drakan: Order of the Flame
                  Dungeon Hack
                  Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                                    Items List
                                                    Kresselack's Tomb Map (JPG)
                                                    Burial Isle Map (JPG)
                                                    Shattered Hand Map (JPG)
                  Icewind Dale II                -- Items List
                  Master of Magic (revision)
                  Pharaoh (currently being edited by Red Phoenix)
                  Planescape: Torment  -- FAQ/Walkthrough
                                          Items Listing
                  Rollercoaster Tycoon
                  Sid Meier's Alpha Centauri
                  The Sims
                  Ultima 4: Quest of the Avatar
                  Ultima 7: The Black Gate
                  Ultima 7 Part 2: Serpent Isle
                  Ultima Underworld -- Keyboard Commands
                  Ultima Underworld II -- Keyboard Commands
                                       -- Spell List
      All of my FAQs can be found at:
    Version History:
      Original Version (3-24-99, 16k)
      Changes in 1.1:  (3-28-99, 20k)
        Added new things to the editing your game section
        Added diplomacy section
        Other small changes
      Changes in 1.2:  (4-5-99, 25k)
        Added to building bases section
        Added the War section
        Added some Online Resources
        Added Exploration Sub-Section
        Other small changes
      Changes in 1.3:  (6-14-99, 28k)
        Reformatted some stuff
        Added to Diplomacy
        Added Contents
        Added Notes
        Other various small changes
      Changes in version 1.35:  (1-21-00, 36k)
        Revised the format to be more like my other FAQs
        Added some minor tips here and there (not many!)
      Changes in Version 1.35b (4-26-00, 38k)
        Nothing worth mentioning here, really
      Version FINAL-C  January 17, 2005  38k
        Changed my email address, the format.
      "Hah! Your rocks and plants won't save you now, Deidre!"
    This Document is Copyright 1999-2005 by Dan Simpson
    Alpha Centauri is Copyright 1999 by Electronic Arts
    I am not affiliated with Firaxis, Electronic Arts, or anyone who had anything
    to do with the creation of this game.  This FAQ may be posted on any site so
    long is NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it.
    You may not charge for, or in any way profit from this FAQ.

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