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Alien Crossfire section

WHAT'S NEW IN Sid Meier's Alien Crossfire
korn469's Account     [Source]

NEW FACTIONS:

  • Nautilus Pirates:

      Agenda: Pillage and Burn
      Tech: Doctrine (Mobility), Doctrine (Flexability)

    • -1 effencicy
    • -1 growth
    • Free naval yard with the discovery of Doctrine (Inititive)
    • Can build sea enhancements in ocean squares with advanced ecological engineering
    • Sea colony pods and sea former prototypes free
    • Bonus minerals from ocean self squares
    • Marine detachment abilty free with the discovery of adaptive doctrine

  • Manifold Caretakers:

      Agenda: Prevent Transcendence
      Tech: Progenitor Pysch, Centauri Ecology, Field Modulation, Information Networks, Biogenetics

    • 25% bonus on defense
    • +1 planet
    • Free recycling tanks at every base
    • "Energy grid" at every base
    • Extra colony pod, battle orge MK1
    • All prototyped units have 2-square sight
    • Posses a physical scan of planet (same as having unity survey on)
    • Can direct research efforts (no blind research ever!)

THE NEW SECRET PROJECTS:

  • Cloudbase Academy: 300   [MMI]

      Free aerospace complex at everybase

  • Manifold Harmonics: 500   [Secrets of the Manifolds]

      Increase resources in fungus/monolith squares depending on your planet rating

    • 0 planet: +1 energy
    • +1 planet: +1 nutrient +1 energy
    • +2 planet: +1 nutrient +1 energy +1 mineral
    • +3 planet: +1 nutrient +2 energy +1 mineral

      Nethack Terminus: 400

        Self-aware machines

    • +1 morale to probe teams
    • -25% cost to probe actions
    • Probe teams with fusion reactor or better get algorithmic enhancement for free

    • Planetary Energy Grid: 300

        Adaptive Economics

      • Free energy bank in every base
      • Stockpile energy produces 25% higher returns

    THE NEW BASE FACILITIES:

    • Aquafarms: 80/1   [Progenitor Pysch]

      • All kelp farms worked by base get +1 nutrients

    • Brood Pit: 80/2   [Centauri Genetics]

      • +1 lifecycle, negative lifecycle effects cancled in base square
      • -25% cost to alien units
      • Base gets +2 police rating

    • Flechette Defense System: 120/2   [N-Space Compression]

      • Provides +50% defense against conventional missles up to two squares away
      • 50% chance of shooting down a planet buster if you don't have an ODP up to two squares away, effects are culmative (2 FDS gives the PB a 25% chance of hitting)

    • Geosynchronus survey pod: 160/4   [N-Space Compression]

      • Increases base sighting range to three, acts as a sensor array, ODPs and probe can destrpy it

    • Subsea Trunkline: 120/4   [Planetary Economics]

      • All mining platforms worked by a base generate +1 minerals

    • Subspace Generator: 600/5   [Singularity Mechanics]

      • Once the progenitor factions build six generators in bases size 10 or higher, the communicator calls in reinforcements, thereby ending human habitation on Planet with a progenitor victory

    • Thermocline Transducer: 80/0   [Adaptive Economics]

      • all tidal harnesses worked by base produce +1 energy

    THE NEW BASIC UNIT TYPES:

    • Battle Orge Mk1: 100

        Not available

      • Resonace laser: (A6)
      • Resonace armor: (D3)

        Fisson reactor   [Police]
        Any damage taken is permanent

    • Battle Orge Mk2: 150

        Not available

      • Resonance bolt: (A12)
      • Resonance armor: (D8)

        Fusion reactor   [Police/Dissociate wave]

  • Battle Ogre Mk3: 200

      Not available

    • String disrupter: (A30)
    • Statis generator: (D12)

      Quantum reactor   [Police/Dissociate wave]

  • Fungal Tower: 110

      Not available

    • A fungal leader... "you gotta see this one"

    • Sealurk: 60

        Centauri PSI

      • A new vicious sea worm

    • Spore Launcher: 50

        Bioadaptive Resonance

      • Mind worm artillery

    • Unity Mining Laser: 20

        Not available

      • Basically a unity version of laser infantry

    THE NEW WEAPONS AND ARMOUR:

    • Fungal Payload: 24   [N-Space Compression]

      • Basically causes a fungal bloom

    • Resonance Bolt: 16/A12
    • Sentient Resonance

      • Same as a tachyon bolt except it give +25% in PSI combat

    • Resonance Laser: 8/A6   [Bioadaptive Resonance]

      • 6 attack with +25% in psi combat

    • String Disruptor: 40/A30   [String Resonance]

      • The best gun money can buy

    • Tectonic Payload: 24   [N-Space Compression]

      • Causes earthquakes that raise the land...think quickie energy farm

    • Pulse 3 Armor: D3   [Adaptive Doctrine]

      • same as plasma armor except u get 25% against rovers and hover tanks

    • Pulse 8 Armor: D8   [Super Tensile Solids]

      • Same as neutronium armor except for the +25% against speeders and hover tanks

    • Resonance 3 Armor: D3   [Field Modulation]

      • Same as plasma armor except for the +25% against psi units

    • Resonace 8 Armor: D8   [Sentient Resonance]

      • Same as neutronium armor except for the +25% against psi units

    THE NEW SPECIAL ABILITIES:

      Algorithmic Enhancement: 1   [Nanominiturization]

      • Halves probe team failure...probes can now penetrate the HSA and factions with +3 probe but with a high chance of failure

      Dissociative Wave: 2   [Centauri PSI]

      • Fizzles special abilities... nullifies specials such as COMM. jammer

      Fuel Nanocells: 1   [Matter Compression]

      • Add +2 to an air units range

    • Marine Detachment: 1   [Adaptive Doctrine]

      • Can capture damaged ships

      Soporific Gas Pods: 1   [Bioadaptive Resonance]

      • Reduce enemy morale by 2 when attacking
      THE NEW LANDMARKS: ("I have only encountered one so far")

      • The Unity Wreckage

        • Gives you a Unity laser infantry "but it looks TERRIBLE! I hope they change the graphics on it --- it is the worst looking landmark ever"!

      Last Modified: October 8th, 1999

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