SNAC version 1.2 ShiNing1's Alpha Centauri DISCLAIMER: This is a mod package, and is in no way, shape or form supported or directly authorised or endorsed by Firaxis Games or Electronic Arts. The author takes NO responsibilty for its use or misuse by anyone, and warns that different system setups MAY experience levels of stability - in short, install this at your own discretion. This mod pack is designed for use with Version 3.0 of Sid Meier's Alpha Centauri (though it may also work for version 4.0). Updated 18.7.99 Goal: * Restore some balance between 'builder' tactics and 'conqueror' tactics. * Eliminate effective early game 'rushes', i.e any major attacks that occur within the first 40 turns of play. * Lessen the effects of ICS (Infinite city sprawl) * Rebalance factions in light of current tactical knowledge. * Tune up midgame interest In Brief: * Base defense systems are greatly improved (defense factors increased, more free systems for defenders) * Added five new technologies (Doctrine: Intelligence, Doctrine: Destruction, Applied Systems Planetary Engineering and Secrets of Genetics), rebalancing some of the tech tree * Delayed the arrival of some key attacking systems and weapons * Made terraforming slightly more effective, but also more dependent upon technology * Rebalanced costs of base facilities, esp early game facilities (now a LOT cheaper), and SPs, most of which are increased in cost, reflecting the geometric decrease in time needed to build them and, in some case, their extreme power * Adjusted the seven original factions to add game balance, especially wrt the Hive, Morgan, Spartans and UoP * Updated the help files Instructions for installation * Install all of the .txt files (those that can be viewed with a text editor) into the main directory for Sid Meier's Alpha Centauri. They will overwrite the current files. * Install each of the five new tech icon files into the TECH directory. These will also overwrite the current files there, which are the placeholders for the user-defined techs. * Install the new sound files into the VOICES directory. Tech?? and Tech?? will overwrite the originals, as will Fac?? * Install the 'Rich Map of Planet' into the map directory. It is STRONGLY recommended you back up the original text and voice files before doing this, to save the hassle of doing a complete reinstall, in the unlikely event that things not work correctly (or, infinitely more likely, you need the original for multiplayer purposes). Alpha.txt changes FUNDAMENTAL RULES * Tech percentage reduced to 90% (Balances probe team restrictions vs. weaker facions, rewards infrastructure) * Starting energy reserves for each faction increased to 50 (allows factions with early social engineering - Morgan, Hive, Believers - to use this ability) * Intrinsic base defense increased to 50% from 25% (matches bunker value, counters Psi attack) * Hab Complex lifted to 8, Hab dome lifted to 15 (significant increase, esp for Morgan) * Bonus vs. ship in port reduced to +50% * Defend with Sensor array bonus increased to +50% * Fanatic attack bonus increased to +50% * Psi Combat bonus for +Planet increased to 20% (significant factor, esp for freemarket) * Tech for improved Sea Mines changed to DocInit (same tech for Cruisers, makes sea bases properly viable when discovered, occurs earlier) * Min turns between council reduced to 8 (and still often too long!) * Retool strictness loosened - now first 20 minerals are exempt (A.I Boost, adds to early game). * Minerals from harvesting forest increased to 10 * Artillery damage versus unit in open limited to 90% * Tech for 3+ nutrients from terrain changed from Gene splicing to Biogenetics (occurs earlier) * Tech for 3+ minerals changed to IndAuto * Probe teams ability to steal techs set to 0 (probes cannot do this - very siginicant change) TERRAFORMING * Terraforming: Condensor and Farm now require Centauri Ecology, Condensor cost now 8 (allows 'builder' factions to reap the rewards of early terraforming) * Terraforming: Sensor array prereq changed to Doctrine: Intelligence (new tech), cost now 5 * Terraforming: Bunker prereq changed to Applied Systems (new tech) * Terraforming: Mines now require Industrial base to build * Terraforming: Aquifier cost now 10, Forest cost now 2, remove fungus cost 4. (Can now remove Fungus VERY quickly during mid/endgame, as a counter to environmental damage) * Terraforming: Solar Array now requires Applied Physics to build (further penalises the 'non builder' factions, gives logical prereqs) * Terraforming: Borehole changed to 0,5,5 and 20 turns, requires Industrial Automation (occurs later, more balanced vs. rocky terrain + mineral patch or high altitude echelon mirror) * Terraforming: Terraform up and down commands now require Planetary Engineering (new tech) * Base square now 3,0,2 (city square produces NO minerals - partial ICS counter) * Recycling tanks now gives 2,0,2 (for standard base value of 5 0 4!) * Forest now gives 1,2,0 TECHNOLOGY * New Tech: Doctrine: Intelligence (C2) - allows probe teams, sensors, Planetary Networks (prereqs Information Networks and Doctrine: Mobility) * New Tech: Doctrine: Destruction (C9) - allows planet buster, repeal U.N charter (dead end tech) (prereqs Unified Field Theory, Orbital Spaceflight) * New Tech: Applied Systems (B5) - allows arty, bunkers, Doc: Initiative and Doc: Air Power (prereqs Synthetic fossil fuels and Doc: Flexibility) * New Tech: Planetary Engineering (B7) - allows raise/lower terrain, melt polar ice, Adv. Environmental Engineering (prereqs Doc: Initiative and Environmental Economics) * New Tech: Secrets of Genetics (D4) - allows Empath, Human Genome Project, Bio-Engineering (prereqs Genesplicing and Centauri Empathy) * Planetary Networks prereqs changed to Doc: Intelligence (new) and Polymorphic Software * Advanced Military Algorithms prereqs changed to Doc: Intelligence and Optical Computers * Doc:Air Power prereqs changed to Applied Systems (new) and Advanced Military Algorithms * Doc:Initiative prereqs changed to Applied Systems and Industrial Automation * Adv. Ecologicial Engineering prereqs changed to Planetary Engineering and Environmental Econ * Bio-Engineering prereqs changed to Secrets of Genetics and Neutral Grafting * Silksteel alloys prereqs changed to Advanced Subatomic and Industrial Economics (occurs slightly earlier to combat chaos gun) * Superstring theory requires applied relativity instead of nonlinear mathematics (forcing chaos gun back in place in technology tree) * Unified Field Theory Prereqs changed to Monopole Magnets and Probability Mechanics (occurs later, balancing tachyon bolt tech level against rail gun (new level 10 weapon)) * Centauri Ecology no longer increases nutrients production in fungus - replaced by genesplicing * Secrets of Alpha Centauri no longer increases energy production - replaced by Adv. Eco Eng (no food for early fungus...) UNITS, WEAPONS, ARMOR AND ABILITES * Prereq for hovertanks changed to Monopole Magnets, carrying capacity increased to foil*1 level (available earlier in game, allows mass movement of ground units) * Needle jets now cost 12, and are renamed as Fighters * Prereq for Copters changed to Homo-Superior, Copters now move 4 and cost 14 (occurs later, reduces multiple attack ability - and still the ultimate unit) * Missiles now move 24 :), and cost 14 (infinite range for everyone!) * Laser Prereq changed to Non linear Mathematics * Particle Impactor prereq changed to Superconductor * Gatling laser renamed UV beams and prereq changed to Applied Relativity, unit name now Ultra (delaying early weapons makes rush tactics more difficult, though not impossible) * Plasma Shard prereq changed to frictionless surfaces (occurs later in game, no longer so close to Fusion lasers) * Planet Buster prereq changed to Doctrine: Destruction (new tech), cost now 250 (usually occurs later since both sides of the tech tree are required, cost reduced to balance the earlier occurance of orbital defense pods) * Armor: Plasma steel defense increased to 4, Silksteel to 6, Photon wall to 8 (cost unchanged) * Armor: Prob. Sheath now defense 9, cost 8, Neutronium 10 10, Antimatter 12 12, Stasis 16 16 (Note that armour also benefits from the delayed arrival of early weapons) * Cloaking Device prereq changed to Photon/Wave Mechanics (occurs earlier) * High Morale and AAA tracking costs changed to -1, now costs zero for defendsive units (base defenders now have Trance, AAA tracking, Com Jammer, and High Morale options for free!) * Polymorphic encryption cost reduced to zero (free for all units) * Heavy Artillery prereq changed to Applied Systems (new tech) * Clean reactor now requires Superconductor (occurs earlier, balances new mineral rules, but at cost of special abilities) * Nerve Gas pods now only allowed for ground units (countering copter vs. large base tactic) * Terraforming package/Former unit now has no prereq technology (see above changes) * Probe team/Probe team unit prereq now Doctrine: Intelligence * Colony pod cost reduced to former equivilent (a very significant change, making early expansion very easy. Beware the A.I...) BASE FACILITES, PROJECTS * Facilities: Perimeter defense, Biology lab each reduced to 40 minerals, Childrens Creche and Rec Commons now 30 minerals each * Facility: Tachyon field reduced to 50 minerals (less than 1/2 price), upkeep boosted to 8! (turning energy into defense, penalises poor economy/infrastructure) * Facilities: Energy bank reduced to 40 (half price), Network Node to 50, support 1 each (making early investment in infrastructure worthwhile compared to military) * Facility: Hologram theatre reduced to cost 40, upkeep 2 * Facilities: Fusion lab reduced to 10, 2, Quantum lab to 20, 4 * Facilities: Naval yard now costs 50, Aerospace complex now costs 60, support cost now 4 each (balances lower cost and defensive abilities, further penalises poor economy) * Facility: Robotic Assembly Plant prereq changed to Nanominiturization * Facilities: Orbital defense pod prereq reduced to Advanced Spaceflight (hopefully countering PB's much more effectively) * Projects: Universal Translator requires Polymorphic software to build, cost now 200 minerals (occurs much earlier, artifacts ability now relevant on most maps) * Projects: Human Genome Project requires Secrets of Genetics (new tech) to build * Command Nexus cost increased to 300 minerals * XenoEmpathy Dome, Maritime Control Centre, Hunter Seeker cost increased to 400 minerals * Cyborg Factory, Dream Twister cost increased to 500 minerals * Theory of Everything, Nano Factory, Clinical Immortality cost increased to 600 minerals * Cloning vats, Self Aware colony, Singularity inductor cost increased to 800 minerals * Bulk Matter Transmitter, Telepathic Matrix, Voice of Planet cost increased to 1000 minerals * Ascent to Transcendance cost increased to 4000 minerals (New costs balance the immense power of the higher S.P's, as well as the geometric increase in mineral output of late game bases, use of supply crawlers, and use of energy to hurry S.Ps) CITIZENS * Doctor now provides 3 psych (bases require fewer doctors, OR golden age more likely) * Empath prereq changed to Secrets of Genetics (new tech), now provides 2 4 0 * Engineer now provides 4 0 2, expires with Secrets of Alpha Centauri * Thinker now provides 0 1 4 * Transcendi now provides 4 4 4 ! (Psych bonuses are now very significant and worth pursuing, and engineer citizens are now of significant benefit when used - virtually required for new high energy drain Tachyon field/Aerospace complex/Naval Yard combinations) SOCIAL ENGINEERING * Social: Fundamentalist politics prereq changed to Social Psych * Social: Freemarket penalty reduced to -3 Planet, -3 Police (balanced by new Psi bonus/penalty for Planet - a very significant blow to freemarket) * Social: Power values penalty changed to -Industry, -Economy * Social: Knowledge values changed to +2 Effic, +2 Research, -2 Police, -2 Probe * Social: Wealth values penalty changed to -Morale, -Support * Social: Industry and Planet bonuses swapped between Cybernetic and Eudaimonic Future Society * Planet mindworm capture rates numbers removed (since not true...) ADDENDUMS * Librarian level renamed Engineer * Prereq for 'Repeal UN Charter' changed to Doctrine: Destruction * Prereq for 'Reinstate UN Charter' changed to Cyberethics * Prereq for 'Melt Polar Icecaps' changed to Planetary Engineering ** 'Free' terraforming options are aquifier, forest, road, level terrain, clear fungus Labels.txt * 'Gaian Psi' changed to 'Faction Psi' for new University and Spartan mind power adjustments. (This is less than 2/5th of the way down the list) Help.txt * Changed 'formers can execute...' line to 'formers can use...' * Recycling description changed to following: Increases $LINK and $LINK output of base square by 2. * Tachyon field description includes energy drain warning, for above changes * Bulk matter transmitter description updated, since now gives double minerals per base * Social Engineering settings info changed to match new alpha.txt values * Description of effects of Planet rating changed to following: {PLANET} represents your society's sensitivity to the $LINK. Planet rating also has a major effect on Psi Combat, as used by $LINK and other native life on Planet. As well, a low score indicates that ecological damage will occur more quickly. * Forest entry corrected for new rules, since now no energy is received from forests * Sea Mine prereq info changed to Doctrine: Inititive (change number to 140062 to 140035) * Sensor array combat bonus changed to new value (+50%) given in Alpha.txt * Borehole info changed to 5m, 5e, as above * Hab Complex and Hab Dome limits changed to new values * Needle Jet Chassis renamed as Fighter, as above * Copter information updated to include multiple attack power * Following lines added to AAA tracking, High Morale, Hypnotic Trance and Com Jammer info ^ This ability is free to Defenders, i.e those units with an armour value greater than their weapon strength. * Following text added to Polymorphic Encryption info: "Once discovered, this ability can be used on any unit for no cost." BLURBS.txt * Given comments for each of the new techs (see above). * Changed Nanohospital blurb to match new MP3 file. TECHLONGS.txt * Added long descriptions for each of the new techs (not reprinted here) TECHSHORTS.txt * Added short descriptions for each of the new techs (not reprinted here) FACTION CHANGES: ALL FACTIONS * Gain an extra former from the beginning (added Unit, 1) to each file * Gain an extra random tech at the start (added Tech, 1) to each file (Note: Univ gets Tech, 2) * Now start with 50 energy (from alpha.txt changes) BELIEVE.txt Vision: The Believers, much maligned for their ugly leader and poor research, never the less were a faction favoured by skilled players for their rush tactics and supremely effective probe teams. Little has been altered, save to bring them a little more back into the public domain (free morale and probe for fundamentalist), and to scale back slightly their ability to create huge legions within the first 50 turns. The Believers are also affected by the inability of probe teams to steal technologies. As a result, they have their attack bonus upgraded to +50%, making them quite spectacular when on the offensive. Early rushes are advised, in order to net technologies from the captured bases of opponents. Favourite Techs: * Non-linear Mathematics (lasers) * Doctrine: Intelligence (probe teams) * Cyberethics (Planetary Datalinks) Changes: * Added 'Impunity, Fundamentalist' (no research penalty from this government choice) * Benefit from change of fundamentalist prereq to Social psych (alpha.txt change) * Benefit from doubled fanatic attack bonus * Changed 'social, ++support 'social, +support' * Changed social focus from Probe to Morale (fight fight fight) * Changed wealth interest to 1 and growth interest to 0 (now 1, 1, 0, 1, 0) Datalinks Info: ^+50% bonus when attacking, from strength of belief ^+1 PROBE: {Devout followers difficult to brainwash} ^+1 SUPPORT: {Citizens eager to defend faith} ^-2 RESEARCH: {Suspicious of secular science} ^-1 PLANET: {Believe Planet is their promised land} ^Suffers no negative effects from Fundamentalist politics ^Accumulates NO research points until MY 2110 ^{May not use Knowledge value in Social Engineering} GAIANS.txt Vision: As before Favourite Techs: * Centauri Empathy (Mind Worms, BioLab, Empath, GREEN) * Doctrine: Loyalty (Perimeter defenses, POLICE STATE) * Centauri Meditation (Isle, Xenoempathy dome) Changes: * Added 'Unit, 7' (free alien artifact at beginning) * Gaians now benefit from increased bonus to Psi-Combat * Increased Tech interest to 1 (now -1, 0, 1, 0, 1) No datalinks changes HIVE.txt Vision: The faction most in need of rebalancing, the Hive was easily the most powerful of the original factions, especially after the first patch. The Hive has been changed to favour a more population based approach to domination of planet, with the hugely advantagous +1 INDUSTRY removed entirely. The original 'Enhanced Communist China' vision has been restored - a huge, hardworking, but somewhat unhappy population in a brutal but philosophical ditatorship. The hive also suffers from its lack of research output, but can make up for this with a state of permanent population boom - the +2 Growth, PLANNED, Childrens Creche combination. In addition, Network Nodes will serve a duel purpose with the Virtual World Project, keeping the Hive in the hunt technologically. Finally, all out assault will net rewards as always. Favourite Techs: * Ethical Calculus (Children's Creche) * Planetary Networks (Hologram Theatre, Virtual World, PLANNED) * Orbital Spaceflight (Missiles) Changes: * Added 'Drone, 4' (reflecting Yang's unwilling workforce) - taken from Uni * Reduced 'Immunity, Effic', to 'Robust, Effic' (no free soc settings, more usable options) * Removed +1 Industry (massively unbalancing factor) * Increased Growth to +2 (allows population boom w. Planned and creche) * Added 'Pop, -2' (hab restrictions lifted to 10 per base) - taken from Peace. * Changed social focus from Police to Growth * Changed Wealth interest to 0, and Growth interest to 1. (Now 0, 1, 0, 0, 1) Datalinks info: ^+2 GROWTH: {Rapid population increase} ^-2 ECONOMY: {Little political freedom} ^Disciplined followers: {Efficiency penalties halved} ^Underground bunkers: {Free PERIMETER DEFENSE at each base} ^Close habitation: {may exceed hab restrictions by 2} ^Hardship: {Extra DRONE for every 4 citizens} ^{May not use Democratic politics.} MORGAN.txt Vision: Definitely the weakest of the original factions, morgan has been upgraded to a more reasonable level of unbridled capitalist power. Now able to maintain a normal army, and with no real dependance on outside trade for energy production, Morgan's only worry is a crippling lack of growth. Favourite Techs: * Doctrine: Loyalty (POLICE STATE) * Industrial Automation (Hab Complex, WEALTH) * BioMachinery (Cloning Vats) Changes: * Changed starting tech to Industrial economics (allows Free market immediately) * Added 'Facility, 7' (free energy bank at each base) * Increased starting energy to 200 (balance against change in alpha.txt to initial energy) * Added 'Penalty, Democractic, Penalty, Wealth, Robust, Morale' (equivilent of Support penalty doubling for revised social engineering table) * Changed 'Social, -Support' to 'Social, -Growth' * Changed Freedom level to 0, Power interest to 1 and Growth interest to 1. (now 0, 1, 0, 1, 0) Datalinks info: ^TECH: {Industrial Economics} ^+1 ECONOMY: {Industrial conglomerate} ^-1 GROWTH: {Hedonistic lifestyle} ^+1 COMMERCE: {Increases value of treaties & pacts} ^Free ENERGY BANK at each base ^Begins with 200 extra energy credits. ^Lavish Housing: {Need HAB COMPLEX for bases to exceed size 5} ^Individualistic Followers: {SUPPORT penalties doubled} ^{May not use Planned Economics.} PEACE.txt Vision: While not actually weak in the original, the PeaceKeepers weren't much more successful than the present day U.N when it came to actual conflict. They gain 2 new abilities, a sharetech upgrade (reflecting their global influence and the original vision for the 'Keepers of Wisdom'), and an immunity to negative support, making democracy a painless option for its self-proclaimed guardians on planet. Note that early sharetech can hinder as well as help, since A.C determines tech cost according to the number of techs already owned. Hence the PK's knowledge base, while broad, is rarely the most advanced. Favourite Techs: * Ethcial Calculus (Democracy, Children's Creche) * Centauri Empathy (Empath Guild) * The Will to Power (Thought Control) Changes: * Added 'Sharetech, 3' (gains any tech owned by three other factions) * Added 'Immunity, Support' (support penalties eliminated) * Removed 'Pop, -2' (no extra population) - given to Hive * Increased Effic penalty to -2 (balancing factor - paradigm economy difficult to achieve) * Changed social focus from Growth to Effic * Changed Freedom level to -1 and Power interest to 1 (now -1, 1, 1, 0, 1) Datalinks info ^-2 EFFICIENCY: {U.N. style bureaucracy} ^Intellectual Elite: {Extra TALENT for every four citizens} ^Military readiness: {Support value never less than zero} ^Unity Archivists: {Gains any TECHNOLOGY known by three other factions} ^Receives DOUBLE votes in elections for Planetary Governor and Supreme Leader. ^{May not use Police State Politics.} SPARTANS.txt Vision: Somewhat altered, the spartans lose their crippling industry penalty in exchange for slightly lowered morale and a new Psi combat penalty. A powerful military machine, especially when faced with weaker human rivals, but prone to panic when confronted with the alien terrors of Planet. Favourite Techs: * Doctrine: Intelligence (Sensor Array) * Synthetic fossil fuels (Missile Launcher, Fungicide) * Neural Grafting (Neural Amplifier) Changes: * Changed 'Social, ++Morale', to 'Social, +Morale' (slightly weaker on defense) * Added 'Psi, -25' (Psi combat penalty - equivilent to -2 Morale vs. aliens) * Removed 'Social, -Industry' (no industry penalty) * Changed social focus from Morale to Police * No changes to A.I priorites (now 0, 1, 1, 0, 0) Datalinks info: ^+1 MORALE: {Well-armed survivalist movement} ^+1 POLICE: {Highly disciplined followers} ^Prototype units do not cost extra minerals. ^Fear of Planet: {-25% penalty to Psi combat} ^{May not use Wealth value in Social Engineering.} UNIV.txt Vision: Not quite as dark and hostile as the original university, this version offers a more academic vision of the UoP - good research, poor security, a reluctance to support military endeavors, and a new resistance to psychic attack. This new benefit adds a new dimension to the UoP, and allows a green university to better combat its religious and military rivals. The delay in arrival of some of the early weapon systems aids the university to a small extent, since they have a significant chance of obtaining Missiles or UV Beams before the other factions. In addition, the new rules for probe teams greatly benefit the UoP, making its investment in technological supremacy worthwhile. Favourite Techs: * Doctrine: Loyalty (POLICE STATE) * Superconductor (Clean Reactor, Particle Impactor) * Pre-Sentinent Algorithms (Hunter Seeker SP) Changes: * Added 'Social, -Support' to list of abilities (disadvantage to having large army) * Removed Drone, 4 (incompatible with new support penalty, bad anyway) - given to Hive * Added 'Psi, 20' (+20 bonus to Psi combat - equivilent to +1 Planet) * Univ Freedom level increased to 1(!), growth interest increased to 1 (now 1, 0, 1, 0, 1) Datalinks info: ^+20% bonus to Psi Combat, from intellectual discipline ^+2 RESEARCH: {Brilliant scientists} ^-1 SUPPORT: {Researchers skeptical of military worth} ^-2 PROBE: {Academic networks vulnerable to infiltration} ^Free NETWORK NODE at every base ^Additional free TECH at beginning of game ^{May not use Fundamentalist Politics.} NEW FILES: TECH SYMBOLS *Tech078 (copy of Tech008) *Tech079 (copy of Tech022) *Tech080 (copy of Tech015) *Tech081 (copy of Tech005) *Tech082 (copy of Tech074) VOICE FILES * Tech50 renamed as Tech82 (Yang Genetics speech) * Fac18 copied and renamed as Tech50 (Zak Gene speech, occurs for tech50) * Tech78 through to Tech81, and new Fac18 speech produced by Nell Smith UPGRADED MAP OF PLANET *Rich Map of Planet (Includes new landscape features Borehole cluster, Deep Sea Vents and Planet Peak)