bVINCEd: Like the title says, any tips for some one playing their first few games of Alpa Centauri?
Talents are created by facilities and energy allocated to psych (2 energies make one worker into a talent). Bases must have size of 5 before you can make a specialist. Specialists don't gather resources outside the base but increase Lab, Economy and/or Psych. Drones don't work or produce anything.
Each citizen requires 2 nutrients per turn.
Military units moved into a base act as police to end a drone riot.
If a base with a secret project is captured then the secret project and any ongoing benefits from it become the possession of the capturing faction.
Stockpile Energy – if the base is not building anything this will make the base convert minerals into energy for your energy reserve.
If faction police rating is less than 2 (pacifist), then a unit placed outside of the base’s own territory will make a drone at the home base (represented by peace symbol).
Support rating determines the number of units a base can support for free.
The three “secret” technologies (Secrets of the Human Brain, Secrets of Alpha Centauri, and Secrets of Creation) give a free tech advance to the first faction that discovers it. The Secret Project Universal Translator gives 2 tech advances to the faction that discovers it. The Network Backbone and Supercollider greatly enhances your tech output.
Artillery Fire is a good way to soften up a native before attacking with a normal unit.
Supply Crawlers can be sent to a base working on a Secret Project and disassembled, contributing minerals to the Secret Project.
A unit can change its Home Base to help reduce maintenance cost at the base that constructed it.
Moral
Very Green/Hatching
Green/Larval Mass +12.5%
Disciplined/Pre-Boil +25.0%
Hardened/Boil +37.5%
Veteran/Mature Boil +50.0%
Commando/Great Boil +62.5%
Elite/Demon Boil +75.0%
A defending unit with a faster movement will disengage at 50% damage.
An attacker with ECM prevents a defender from disengaging.
Naval and units with artillery are able to use the (F) Long Range Fire command.
Interceptors attack other air units at twice normal offensive power and land and sea units at half normal power.
To attack needlejets in flight a unit must have the SAM special ability.
A unit “on Alert” will automatically attack enemy units that come within it's movement range.
Bonuses
Bunker & Base: +25% defense and no collateral
Units within 2 squares of sensor: +25% defense
Mobile units in smooth or rolling terrain: +25% offense
Rocky terrain: +50% defense
Fungus: +50% defense, unless attacker is native, then native gets +50% offense
Smooth or Rolling terrain: +50% defense against artillery
The attacking unit gets a 3 to 2 advantage in psi combat when the defending unit is a land unit. A faction's units gain a +10% psi attack bonus for each positive level of their Planet rating.